D10

2. In this rectangular chamber lies six statues of monks. Three to each side. In the center of the room is a pentagram painted in blood. Each statue is emitting a prayer hymn of infernal origins. Each statue is chanting a different hymn and the overlapping sounds is quite disturbing. Upon investigating each statue you notice each statue has a lever with six different positions. If all the levers are positioned into corresponding sequences the pentagram glows with fiery red light and a fiendish creature is summoned. Once summoned it attacks anyone in the room. There are six possible sequences if all the lever are aligned the same.

6 Sequences

1. Summons 3d4 Lemure 2. Summons 1d4+1 Imps 3. Summons 1d4+1 Quasits 4. Summon 1 Babau 5. Summon 1 Bone Devil 6. Summon 1 Marilith





3. This large cavern extends as far as the eye can see. The floor of the cavern is like swiss cheese. Holes dot the landscape and steam rises from these openings. Lava flows 100' below this cavern and tributary from an underground river flows into the lava creating a tremendous amount of steam that rises from below. While in the cavern vision is reduced by half and the steam scalds exposed skin. Each turn exploring the cavern deals 1d4 points of damage as your skin blisters. Because of the precarious nature of the cavern any fighting by the ledges of the holes has 50% chance of collapsing the fragile floor plunging the unfortunate to the lava below unless a dexterity check is made.





4. The entrance chamber to this massive dungeon has a huge Ettin statue on the far wall. The legs under the Ettin statue are spread apart and a single stone door stands beneath it. As you examine the door you can't find a way to open it. If you investigate the statue you notice one of the Ettin heads is missing. Upon the stump is dried blood. The only way to open the door is to find an Ettin and decapitate one of its head. If you place the severed head upon the stump the door will open.