3. The piercer cavern


 
The corridor widens into a rough hewn,
approximately octagonal natural cavern
lit by luminous fungus. The exact size of <Fungus Identification, DSG>
the room is difficult to determine because
of the large number of stalactites present.
Directly opposite the entry, 110 feet
away, is a door of iron-banded wood.

The door is false; the real exit is behind a
boulder against the south wall. This exit is
easily seen from the false door. The cavern
is inhabited by piercers of the largest size.
There are a total of 30 piercers. and they
cannot be detected by infravision. (Should
the party specifically state they are looking
for piercers, there is a 5% chance per character
per round that the slight movement in
the ceiling is noticed.)

The piercers do not react to torches or
noise alone, but if a pyrotechnics or burning hands
is CAST 1 to 4 of the creatures
drop. A fireball or wall of fire causes 3
to 12 to drop and clears a safe path across
the room. However, piercers do MOVE, so a
safe path cannot be cleared for longer than
1 round. Shields should be taken into
account for AC if held overhead,
but will not give immunity to attack.

Each round that someone is in the indicated
area 2 piercers fall from the ceiling.
If more than 1 person is in the AREA, determine
randomly who is struck. If offensive
measures are taken against the piercers, the
piercers launch a mass attack of at least 1
piercer per person in the area

30 Piercers: AC 3; MV 1": HD 4; hp 30 each;
#AT 1; D 4-24
THACO 15
XP 125 each

>>4.