4. Chamber of Eight
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The stairs lead up into the centre of an octagonal chamber, about ninety feet across, with walls thirty feet on a side. In the centre of each side wall is one of the characteristic pedal-operated doors in this complex, so there are eight doors in total.
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The player characters can't see the two Thulids near the top of the stairs, because they are invisible. These creatures will be assessing the party via
ESP, identifying any spell casters, noting magic items in use and listening to any command words employed. They will be aware of Venomax, if he has not yet been killed or driven off, and would prefer to wait until he arrives and attacks before fighting the party. However, the Thulids are not in league with Venomax, and he will need to kill them before he can achieve his own objectives within the tomb. Parties who play particularly cleverly may be able to get Venomax and the Thulids to fight each other.
Thulids, AC 15, HD8, hp 32, 29, #AT1, dam 1d4 dagger, Mv 40ft, Save as M-U 8, ML 7, XPV 945, 1015
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The 29-hp Thulid has the powers of an 8th level magic user. Spells:-
- Level 1: Charm Person, Magic Missile, Shield
- Level 2: Detect Invisible, Invisibility (x2) (already cast),
- Level 3: Lightning Bolt, Slow
- Level 4: Dimension Door, Wall of Fire
The 32-hp Thulid has 830gp and wears the
Siphon Ring. This device is usable once per day. When activated, the next time the wearer touches a living creature, it steals 3d6 of their hp. The GM should roll 3d6, deduct this number of hp from the target and add the same number to the wearer's hp total. If the roll is exactly "13", then the Siphon Ring crumbles to dust in the same instant as the hp have been transferred.
The 29-hp Thulid has 744gp, wears the
Crown of Pure Thought and carries three
potions of blistering acid. The Crown of Pure Thought raises the wearer's effective Intelligence by one point (maximum 18) and causes the wearer to be treated as if they had a Wisdom of 18 when rolling saving throws against any attack or spell affecting the mind, will, or sanity. Each
potion of blistering acid is in a glass phial which may be hurled with an accurate range of up to 20 ft (requiring a "to hit" roll against AC 10, as armour does not protect against this effect). Anyone struck with the blistering acid takes 2d8hp of damage.
If some whiny player asks for a saving throw against this effect, the GM should allow them a saving throw vs death magic for half damage but if they fail, 50% of the equipment they are carrying will be left corroded and useless (roll for each item). Items made of glass are immune. Stoical players who do not ask for saving throws lose full hp but get to keep their gear.
The Thulid carries these phials in a leather bag slung over its shoulder, and if it is struck on the back with force, shoved into the wall, etc., then the phials will break, doing full damage to the creature.
The blistering acid has no effect on the
enchanted basin and cannot corrode the
blade of eight (q.v.). These are items of near-artifact status that can shrug off a mere potion.