This long corridor is illuminated by blazing
torches set in wall sconces at intervals of 10 feet along the passage walls. Hot drafts of air blow down the corridor and the floor grows warmer and warmer as you advance. |
Both of the hell
hounds wear thick leather
collars studded with gems
and long, wicked
spikes. The spikes are poisoned. Unless
great care is taken removing the collars
(this
must be stated by the player doing so)
there
is a 50% chance the character will accidentally
prick himself on one of the poisoned
spikes (save
vs. Poison or take 20 points of
damage).
Each collar contains 3 fire
opals
worth 750 gp each. A character who
tries to use the poisoned spikes as weapons
must check each round he or she handles
them.
Hell hounds
(2): AC 4; MV 12”; HD 5;
hp 30, 25: #AT 1; D 1-10, breathe 5:
SA Breathe fire
THACO 15
XP 490, 450
>>5.