Past the mummies this tomb continues on. There is a double door ahead made of iron. A thief can unlock it but will require three separate open locks rolls. The locks can also be opened with a knock spell on each one.
If a thief does open all three locks there is a spring trap. If it is not discovered it will trip and cause a 1d4+2 hp of damage. No poison though, that it not the danger of this trap.
Beyond the doors lie in wait the Vampire Queen's honor guard.
There are five total vampires but the number ready to attack will depend on the amount of hp lost by the trap. One vampire will awaken for each point of hp lost. So a minimum of 3 and maximum of 5. Any not awake the first round will awaken the second round.
These vampires have been in slumber since the Vampire Queen constructed this tomb from the former dwarven kingdom. They are fiercely loyal and ravenously hungry.
Two have 7 HD, two have 8 HD, and their leader has 9 HD. All have plate mail +2 and carry long swords +2. They have standard vampire abilities. Due to their hunger, they attack at an additional +1, and their AC has a penalty of -1 to AC. Total mods are +3 bonus to hit and +1 bonus to AC.
They are not spellcasters and even if they were they are far too hungry here to use spells.
These vampires will not talk to the characters but they will communicate with each other in their own language (not a "vampire" language, but what they spoke before turned).
The vampires have twice the normal amount of treasure.
The leader has a large iron key for a door at the end of this tomb.
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