This series of rooms follow after the previous 8. They are modified, but still appear to be barracks or sleeping quarters of some sort.
There are 8 (a to h) rooms here. These rooms each have 4 beds.
20a-d: Empty. Various nicknacks of silver to amount to 6 gp value in each room.
20e: Dead (skeleton) Ophidian
20f: Dead (mummified) Ophidian
20g: Empty, no tresure
20h: Empty, but there is a curious device here. It looks like a metal wand about 10" long. One end is open and a red crystal can be seen inside. There is a small depression near the middle. If press a ray of heat will shoot out causing 1d6+1 damage (Death Ray save for half) to a distance of 50'.
The wand has 1d6+4 charges remaining.
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The wand is a heat ray, but a weak one. Damage to an Ophidian would only be 1d4+1.
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