The end of the hallway (Room 14) opens to a large chamber.
There are floating orbs here and a glowing magical portal. Entering the portal will transport the character to one of the other levels of the dungeon. Roll a 1d12 to determine which one. They appear in Room 1. If characters step through together, then they are all teleported to the same place. Characters that enter separately arrive at different locations.
The orbs just float and give off light as per a light spell. The orbs (15 in total) are worth 150 GP each (normal glass orb with levitate and light spells). They break easy, having only 1 hp and a save of 18.
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