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.