Up from Room #8 and across from Room #9 is Room #10.
It appears to be of the same dimensions as the previous rooms 5 through 9.
Virgil Finlay |
Once the room is entered, a group of semi-human Phantoms appears.
The Phantoms can not attack, but a failed saving throw vs. Spells will cause anyone to run out of the room in fear. Once out of the room the fear effect dissipates.
They have 1-1 HD and 1 hp. Magic weapons are required to hit. There are 10 and their AC is 9.
The phantoms can be Turned by a cleric. A bless or dispel evil spell will also destroy them. The entire group is effected by these magics.
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