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2. Intersection

Room

Ghost Crest Peak · p.5

Open source p.5

A FORCE FIELD prevents from moving into the intersection from the south, and a SPHINX stands on the other side. The intersection branches in three directions.

  • MUCK:[P. 4]
  • PIT: 10' long and deep pit, halfway through the NW hallway.
  • FORCE FIELD: Magically prevents movement into the intersection.
  • SPHINX (DEFENSIVE): In the intersection. If its RIDDLE is answered, it becomes Indifferent to the party, drops the FORCE FIELD and moves to the South. Otherwise, it attacks.
  • ↖ NORTHWEST: [13. COPPER CORRIDOR].
  • ↑ NORTH: There is a 10-ft-deep pool halfway down the hall to the right. At the bottom is a RUSTY VALVE. The hall continues to [7. SELKIE DEPTHS].
  • ?RUSTY VALVE: Needs a passed proper Check to turn. Turning the valve drains the waters from Areas 1–4, 7, and 14 after 10 minutes.
  • ↗ NORTHEAST: Either south to [3. GLOBE ROOM] or north to [4. GOLEM CHAMBER]. A 10' patch of Green Slime lurks in the algae halfway down the hall.

SPHINX Large Outer (Beyonder) HD: 12 (54 HP)Speed: 2×Standard (Fly 4×Standard') Zone: Frontline Morale: 10 Senses: Allsight, Telepathy (Far) Armor: 4 [as Plate plus Shield] Immune: Physical from non-Relics Status Immunities: Berserk, Charmed, Confused, Frightened ACTIONS Multi-Attack: 2×Claw and either 1×Roar or 1×Cast Roar [Action, all Beings who hear it | Will] (2/ Day): Frightened (C, and Dazed if within Near) Claw [Melee Attack]: 10 () Dispel Magic [Cast, 20' Cube | Will] (Focus): Magic effects of its choice are dispelled. This doesn't affect Relics. Remove Curse [Cast, Touch]: Removes a curse from the Target ABILITIES Future Sight: Hinders all Saves to Block or Dodge its Attacks. Supreme Mind: Its thoughts can't be read by Telepathy and it regains 18 () HP if subjected to any attempt to cause it to become Berserk, Charm, Confused, or Frightened. Magic Ward II: Cast Checks that include it as a Target have a penalty.

RIDDLE

Hide by day, guide by night. Wish-fallen, traveler's dream.

ANSWER: "Star" GREEN SLIME Medium Primordial HD: 2 (9 HP) Speed: - Zone: F Morale: 12 Senses: Blindsense Armor: 0 [as Unarmored] Immune: Acid Weak: Cold, Fire Status Immunities: Blinded, Fatigue, Prone ACTIONS Consume [Melee Attack]: 9 () and Burning (C). It becomes a Green Slime if it dies this way. ABILITIES Living Sick: Sunlight and any effect that ends the Sickened Status or kills bacteria instantly kills it.