You find yourselves in a bizarre antechamber, with a host of horrific artwork arranged about a bench. These paintings and sculptures depict a variety of tortures and perversions. The scenes are uncannily graphic. You are repulsed—but there is a hideous, hypnotic power here. From a painting at the opposite end of the room, a shadow emerges and drifts toward you.
Each character must win an IQ check against IQ11 to resist a Mind Control spell. If they fail, they are initially helpless during the upcoming fight, until hit in combat the first time, when they regain their senses.
You are at A on the room board; the shadow is at C. The stair in the middle of the room is actually a bench; it cannot be moved through, though you may fire missile weapons or spells over it. The shadow has initiative. If you survive, you may search 3/IQ ~(023) or leave to the north (020).
• Shadow: ST12 DX9 IQNA; Unholy Touch 1D6 (no armor); Shadow Form 3/0.
The Sorcerer’s Manor Copyright © 2011 Dark City Games