Temple of the lost city
Five gods: Lystula goddess of magic; mages
Iatus Goddess of war; warriors
Wegnaturn god of the Deal; thieves
asCsaiN God of Death; Evil
LASTARADA Goddess of Agriculture; good
The temple is 300’ tall but the topmost part is 50
feet above the top platform. The stairs
are very steep, each step is 6” wide and 12” tall and is covered by a slick
slimy mix of moss and fallen leaves. The
parts that are not stairs are a mix of finished stone (and therefore slick) and
large broken steps 2.5’ wide an 5’ tall.
Inside the ceilings are 15’ tall and the separation between
floor and ceiling is another 10 feet.
The top level is 80’x80’ but the main room is only 40’x40’ and each
subsequent level is larger by 10’ in each direction, or 50’x50’, 60’x60’
etcetera until the ground level floor is 130’x130’.
|
Level |
Elevation |
Footprint |
Level |
Elevation |
Footprint |
|
1st
|
300’ |
40’x40’ |
8th |
50’ |
400’x400’ |
|
2nd
|
275’ |
40’x40’ |
9th |
0’ |
500’x500’ |
|
3rd
|
250’ |
60’x60’ |
10th |
-50’ |
400’x400’ |
|
4th
|
225’ |
80’x80 |
11th |
-100’ |
300’x300’ |
|
5th |
200’ |
110’x110’ |
12th |
-150’ |
200’x200’ |
|
6th |
150’ |
200’x200’ |
13th |
-200’ |
100’x100’ |
|
7th |
100’ |
300’x300’ |
14th |
-250’ |
80’x80’ |
1.
Temple There are four alcoves at the
top of the temple dedicated to Lystula, Iatus, Lastarada, and Wegnaturn. Each alcove has murals that show scenes of
worship to each god. If the
appropriate offering is made to the god portrayed the door to the inside
opens. Only one needs to be opened for
access to be granted. If an
inappropriate gift be left on the altar a spear will be fired from the top of
the temple at the person who made the offering for d10 damage. If it hits, the door will open, because blood
is always an appropriate offering.
2.
Inner Sanctum Inside the inner room
there are four pillars of force the lead down and up the temple. Each of the four outer force pillars has a
gold representative of the four gods to this temple, they are projections from
below and when activated the images are projected in larger-than-life size
above the temple. There is a ring metal
on the floor base that identifies the pillar as the god whose door is next to
the pillar. The central pillar does not
have a metal band around it as it is an illusion disguising the stairs that
descend to the second level. Trying to
push, enter, attack or do anything with the pillars except the central one will
result in a massive shock (d12).
Defacing the metal ring will have no effect and is worth 1000sp per
ring.
Every 10’ of wall, and every corner of all
rooms have sconces with torches in them.
The torches all have continual flame cast on them. If a torch is moved the light goes out and
reignites if it is replaced.
3.
Welcoming Committee The door to the first
level is a one-way secret door. Once it
is opened from the inside one needs an amulet from one of the factions to open
it from the inside. This area is well
lit with continual flame torches (which go out once removed). The floor is covered with brown stains and
many bones that show signs of many battles.
The murals have been defaced and ruined but were once pictures that
represented the four main deities that were worshiped here, Lystula, Iatus,
Lastarada and Wegnaturn. The graffiti
is mostly about the supremacy of Ascsian and many threats from them. The Brown is blood that has dried over the
years. In the far corner, (SE) there is
a pile of bones and weapons. if this
pile is cleaned, they will discover an amulet made of gold worth about 1000sp,
if it is pressed up to the door to the South-West it will open easily into this
room. The door to the Northeast opens
easily.
4.
Temple Landing The door opens easily into a 15’x15
room. The floor is littered with
mummified corpses, many of them are large insects but some of them are human
and goblins. There are in total six
humans and four goblins. the humans are
dressed in feathered masks and costumes representing animals, a frog, a wolf, a
lizard, and three birds. Each of the
humans has 10sp and the goblins 100sp.
There are 4 striges in the room that made the corpses.
5.
Entry way
The walls are covered with mosaics showing scenes of fields of
grain and fruit trees. There is a
scattering if brown drops all over the floor.
6.
Room of Repose for Lastarada The floor is covered with dried out
corpses. There are four couches and a
large area rug in the centre. There are
two small tables between the couches in two of the corners of the room with
coffee sets in gold and silver. The
silver is tarnished and the stained with dried coffee. The corpses are all bandaged up over mortal
wounds. After the characters have
been in the room for a few minutes ghosts rise from the dead and plead
with the characters. They were good in
life and death so will only hover and plead.
They vanish if anyone performs a last rite on them. Each of the corpse has a holy symbol to
Lastarada worth 100sp each there are five bodies. If care is taken with the couches, they can
be sold for 1000sp collectively. The
coffee sets is worth 4000sp together.
7.
The Lastarada Manikin Dominating the one side of the small
chamber and a wooden manikin of the Goddess Lastarada. There are three levers to one side and an
hourglass toggle. The two torch sconces
are empty. There is a body on the ground
before the manikin. The body is
wearing animated armour and it will attack anyone that approaches the
manikin. The levers and toggle control
the manikin, each lever has five positions that correspond with 125 different
poses, the toggle determines how long each position lasts and has an execution
function. There is a book in the next
room that has the explanation. The two
torches missing in the room are in the belt of the dead priest, once replaced
they ignite, and the secret door opens up.
The priest has a holy symbol worth 250sp.
8.
Lastarada treasure room The 15x15 room is filled with crates
filled with long despoiled food and drink.
Disturbing any of these boxes sends up clouds of spores Con12 or be
blinded for 10 minutes. There are two animated
priest costumes, same stats of animated armour except AC of 14. In the back of the wreckage of the room one
of the kegs is made of stone and when the spigot is turned it unlocks the front
and inside are 14 spare holy symbols for Lastarada 100sp each. Three sacks with 23gp, 259sp, and a mix of
456cp and 1069cb that were the alms given to the temple before the attack. There is a book that explains the manikin
effects and operations in the other room.
Second level
9.
Giant Insect room This ‘L’ shaped room
is in total disarray. Upended furniture
fills the one end of the room.
After the battle with the forces of the bottom of the temple the priests
of Lastarada attempted to block all movement at the door to the South. The door to the North was inconsequential as
the priests there were already dead.
After the door was covered the warriors sealed the other side with more
furniture. Two Striges inhabit
the room to the east and will attack immeadiately. When the furniture is moved aside three giant centipedes will be
dislodged and will advance. After the
furniture is moved a door will be uncovered.
It is damaged from multiple axes, but it has been barred from the other
side and there is more furniture piled there.
As soon as the door is torn apart three giant cockroaches flutter
into the room.
10.
Lystula entryway The torches illuminate the hallway without
providing much light, the walls appear to be cloaked in darkness occasionally
the walls glimmer or sparkle. The
torches are giving off a light that is obscuring the walls. Normal torch light or a different light
source will reveal the walls as a mosaic that includes scenes of the mythology
around Lystula goddess of Magic. The
door at the far end opens easily when the mosaic door is pushed on, otherwise
the rest of the apartments are hidden.
11.
Lystula repose room This 15’x15’ room
is filled with numerous skeletons dressed in rotting priestly robes common to
adherents of Lystula. They have been
dead for a long time and the smell of death is not on these corpses. A small flying tray approaches you from the
ceiling. The tray is a common magic
item and can be ordered to follow. It
can hold up to 10 pounds before it drops to the floor and bellows, “Hey I am
not your Servant!” On the tray are two
cups that if commanded will fill with water, beer or wine, three times a day.
12.
Lystula priest room This 25’x10’ room
is in shambles, there are desecrated corpses on the ground. The bodies have been dismembered and the
heads removed. Three ghosts
appear in the room just before anyone attempts to leave the room, they are
headless and they plead to have their heads replaced, or at least this is what
they seem to want. There are two holy
symbols underneath two bodies, worth 100sp each. The high priest’s holy symbol is located on
the next level. The secret door can only
be opened by pressing the High Priest’s holy symbol on the door.
13.
Lystula manikin room Dominating the one end of the 25’x10’l
chamber and a wooden manikin of the Goddess Lystula. There are three levers to one side and an
hourglass toggle. The manikin has been
scorched and burned. The wall has been
covered with dried blood. Operating
the manikin with any of the commands from a different manikin room will result
in a shock from a glyph of warding for 22 points of damage and a curse where
all gold will pass though their bodies.
14.
Lystula Treasure room This 20’x15’ chamber is only
accessible by pressing the holy symbol of the high priest of Lystula to
the door. When the door opens you see a
large ornate chamber with a large canopy bed with mosquito netting in the
center of the west side. There is a
large chest 3’x2’x1’ of fine rosewood and brass binding. On the east side rests a large wardrobe with
two ornate priest costumes. The figure in the bed rises to greet you. The
figure is a Mummy. The chest itself is
worth 500sp the contents include three books on the priesthood of Lystula worth
50sp each and a spell book with three 1st level, three 2nd
level and two 3rd level wizard spells. The chest has a false bottom that contains
100gp and a poison gas trap that can be easily detected and disabled DC12 for
both. The gas easily fills the entire
room and DC15 to resist, on a failed save strength is reduced by 5 for an
hour. The garments are of excellent
craftsmanship and include fine gemstones sewn with silver thread, 500sp apiece.
15.
Garbage room The 15’x10’ room is
filled with refuse from the people that live on this level. Some of it is fresh and includes food waste
as well as excrement. There are
three centipedes living in the trash which will escape quickly when the room is
entered from the room with the stairs as there is a Carrion Crawler
trapped in this room that serves as the trash compactor.
16.
Secret door lost to time The wall here is slightly different
now that you have investigated it more closely.
The Mosaic is the only one you have seen so far that portrays all four
gods holding hands together. This
secret door has been lost from the collective knowledge of the residents of the
city and it has not been opened by anyone in a century. The last time it has been opened was when all
four high priests worked together as it requires all four holy symbols to be
pressed against the wall together to open it.
Knock will also work to unseal the door and any other magical
method. Inside the chamber are four urns
that contain rare and potent Spices, Dyes and other trade goods worth 5000sp
each and each urn weighs 500pounds the
urns magically preserve the trade goods so need to be moved inside.
17.
Goblins and Cynidicean This hallway is filled with people, four
strange people dressed in colourful costumes with many bright feathers and
masks. One mask is of a dog, one a
lizard, one a cat and the other a fox, each has a side arm of a long
sword. There are also five goblins. The humans are dancing in and around the
goblins and the latter seems to be ignoring them as much as possible. The goblins are all armed with short swords
and the long swords of the humans are made of wood. They will great obvious warrior types and ask
if they wish to join with Iatus, they will accept anyone but will prefer
Iatus. If they say yes, they will escort
them to the Temple of Iatus for initiation.
The goblins are suspicious of the characters and will ask where they
came from they have an incite of 10 and anyone that lies to them deception of
10 or more to succeed unless they are untrained then it is DC15. Combat from area 18 will draw them there
similarly combat noises here will draw them.
18.
Goblin outpost hobgoblin captain this 10’x15’ chamber is covered with a
checkerboard pattern. The center area
there is a large red square and in the corners there are four statues also
sitting on smaller red tiles, the rest of the floor is covered with black and
white tiles. There are 4 goblins and one
hobgoblin playing a complicated game here.
they will attack if they are disturbed or if they hear fighting in
the neighbouring room. The secret door
will activate if all four statues are moved to the center tiles. The statues resemble the four gods worshipped
here.
19.
Secret door activated with statue from room
opens door with a replica of the old city 1:100 scale there is
nothing of value here. (possibly one of
the buildings might be moved or have a button that when pressed will activate a
secret door in the temple. If the top is
removed from the temple the floor plan is revealed for each level of the temple
for the top 5? Levels. All secret doors are also revealed except for the ones
that were installed after this time. The
temple building should only be open with a successful strength check DC15 as it
is close fitting and stuck. Failing by
more than 7 damages the temple.
20.
Room with missing door This 10’x15’ room has two couches of to each
side and there are two sleeping/unconscious people on them. They are dressed in costumes like the people
in the other room with Owl and jackal masks.
If they are revived they will not know what happened to them, but
there are sizable bumps on their heads.
They are members of Wegnaturn and offer to initiate and rogue, warlock,
or monk or anyone else and then precede to lead them to their temple.
21.
Corridor of statues This corridor is lined with small statues
about 5’x’1’x1’. Each seems to be carved
to resemble some priest back when the temple was a going concern. They all stare directly ahead except for the
first one, who appears to be looking down the corridor. They are spaced one to every five space, but
only on the left hand side of the way.
If someone should turn the first ones head to the front, the secret door
opposite will open up. no one has done
this in a long time, so this secret room is unknown to the inhabitants. The door will remain open for a second or two
before it will start to shut, so someone will need to keep the head straight or
people will get stuck inside.
22.
Secret door activated by turning statue to
face door This small dogleg room
has two interesting features. The first
is a viewing window that looks down into the stair next door and the other is a
set of magical plate, cup, and salt cellar.
The plate produces two meals of hot corn hash and rice per day and
the cup is always filled with cool fresh water.
The meal is boring and tasteless but also very nutritious. The spice cellar pours a mixture of salt and
hot peppers that livens up what ever it is put into. The local cuisine had a lot more flavour than
most cultures are used to, but the cup will produce a gallon of water twice a
day. The set can be sold for 300sp.
23.
Room with stairs There is a 5’x5’
landing at the top of a flight of stairs.
The stairs stop and turn at a second landing before continuing
down. Anyone with a passive
perception of 15 or higher will notice a part of the tiles along the edge of
the wall over the stairs looks fake. If
they have not found the secret chamber next to the stairs this will tip them
off. None of the residents have seen it
because they have been coming here and using this staircase for years, they do
not know there is anything amiss.
Third level
24.
Black Obsidian corridors The stairs
change in colour as you step into view of the corridor beyond. They are black as night, made of rough
basalt, the sides of this hallway are made of smooth tiles of black obsidian. The glossy surface does not reflect the
light; it devours it. The narrow road
that you have traveled finally opens up into a wider hall. From here you can see four doors, two on this
side of the hall and two on the other.
One ten feet ahead of you and another 20’ beyond that one in a narrow
hallway. On the other side of the 50’
hall are two doors, one a grand door and the other half as big. The rooms are well lit and as black as night. Again anyone with a passive Perception of 15
notices something is a miss with the wall to the left of the stair, but only a
roll of 25 will see the tight fitting seam in the wall where the secret door
is. A 20 will allow the party to find
the peep hole actively being used now.
The door does not open from this side.
25.
First door on the right The door opens
up into a training room with five men practicing with wooden weapons. they are wearing yellow loose pants and are
otherwise bare to the waist. Three of
them have bird masks and two have rodent masks.
When the door opens, they stop and bow down to you and say “Greetings
Strangers!” most of the wall is covered
with a large bamboo wall façade to cancel the noise of practise, except a small
section of the North wall. The
warriors are genuine and they will ask the males if they have heard of the
Warriors of Iatus and ask them if they want to join. They are armed with practise swords, but at
their sides they have metal weapons.
They are oblivious of the door concealed in the south wall behind the
façade and the inch of mud that keeps the wood stuck. The secret door to the north where another 5
warriors wait if there is any trouble.
There is a concealed listening post where the people in the room can be
heard. Each member has a torc on their
belt that is worth 100sp.
26.
Door in the narrow 20’ corridor This
15’x25’ chamber has 5 bunk beds and ten young men lounging around four
tables. One will stand when the door
opens and will say “Greetings strangers!” there are two other doors in this
room, one on the south side of the room and one on the west side. If the players attack a round later the door
to the south will open and 4 more warriors will join the battle and a round
afterwards six will come out the room they past outside. If they are leading initiates to Iatus, they will bid uninvited to stay here. Each member has a torc on their belt that is
worth 100sp.
27.
Door on the right In this chamber you
can see there are some knocked over chairs and some well used practicing
dummies. If the players come here it
will be because they fought and defeated the inhabitants when they came to aid
of their fellows in either room. They
fought well and died. Otherwise the
players will never come here. there is a
secret door in the south with pretty clear operating procedures. The initiates of Iatus in this room are
wearing chainmail and a torc worth 100sp.
28.
Door on the left In this room there are three Priests of
Iatus, They stand and begin chanting as
soon as the door opens in preparation for new Initiates. This is what you see if you are going to be
initiated. If however the characters
fought and defeated the inhabitants of the other room these ones would have
joined them. They wore Chain and shield
and have prepared Guidance, Sacred Flame, Thaumaturgy 1st Bless,
Healing Word each priest also has a gold torc worth 500sp on their belts.
29.
Offices of the High Priest This
15’x15’ chambers is decorated in an austere fashion with the only decoration
being a floor to ceiling mosaic in the far righthand corner. Before this corner is a large desk with an
imposing figure sitting behind. There
are two sets of body guards beside each of the doors in this room the one on
the south wall and the one that you have just opened. The bodyguards are at least 3rd
level fighters, battle masters and their leader is a 3rd / 1st
level cleric/fighter. The secret door is
opened in the wall when the bottom drawer is removed and a button is
depressed. The desk is stone made to
look like wood.
30.
Manakin of Iatus This 20’x25’ room is
filled with training materials for warriors.
On one side there are archery butts and on the other there are manikins
used to practice sword play on. All the
equipment looks like it has been well used.
In the center in the middle of the South wall is a manikin of
Iatus. It is dressed in a fine golden
suit of chain mail with an ornate holy symbol dangling from its neck. To either side are large racks of weapons,
three of every type of sword and one of every martial weapon; all appear to be
in mint shape. If the gold chainmail
is taken off, all the weapons on the racks beside it animate and attack the
transgressor. The chainmail weighs 60
pounds and is worth 30000sp just by weight and 40000sp for the
workmanship. If the weapons are
defeated, they will fall to the ground, but any who retrieve them may be
possessed to find the whereabouts of the armour and return it to the nearest
temple. Wisdom save DC12, new saves
monthly. The holy symbol is merely worth
5000sp and will not provoke the weapons.
the secret to the correct use of the Manikin is lost to the priests.
31.
Treasure room of Iatrus The position
of the secret door was pretty clear as the high priest uses this room as a
private chamber. It is small only
10’x10’ in size. There is a soft four
post bed with canopy and a large iron bound chest at the foot. There is a small wardrobe in a corner and a
small table with a small dinner set: plate, goblet, fork and knife. The chest is trapped (perception DC15),
it can’t be disarmed, but if the lock is picked it will trigger unless the
opener gets uses picks DC 17. The lock
opens for a DC12. If the trap is
triggered a gas is released into this room and the one beside it. The gas is corrosive and will cause 3d6
damage to all in the rooms, half on a DC 12 Con save. The chest holds three sacks, one with 1200sp,
1500cp and 750cb, one contains 500sp of ground chilli peppers, that last holds
ten blocks of incense—one of which is Incense of Meditation. The wardrobe has five suits of clothing worth
50sp each and one worth 500sp and a false back with a +1 longsword secured
within. The table has a small five small
gems worth 50sp each in the back. The
set of dishes fills with a small feast once per day and a strong beverage and
empties so that it is completely clean.
The phrases are, “Iatus bless me with a meal,” and, “Iatrus thank-you
for this meal.” Under the bed there is a
lose stone with the holy symbol of Lystula’s High Priest’s. if the bed is not moved it will only be
discovered with an Investigation DC17, if the bed is moved DC12. If all the furniture is moved completely out
of the room and long careful checking is done, there is a small chance that
they will detect the secret door in this room.
There are 156 blocks on the north wall from top to bottom. If they were separated into groups of 26 and
the 9th, 1st, 20th,18th, 21st,
and 19th of each set in order were pressed, the door will open. The wall can be opened otherwise with brute
force or powerful spells.
32.
Super Secret room of Iatrus This
15’x20’ chamber has been hidden away since ancient times. On the South wall is a 10’ tall gold statue
to Iatrus, the wall is covered with gold and the skin is made of semi precious
stone, with more rarified gems filling in the rest. Iatrus holds four swords,
one in each hand and the metal of the blade glows internally. There is an altar before it and four gold
candle sticks, one for each arm. In the
other end of the room five chests and three bales can be seen. If the idol is pulled apart a total of
1000 10sp gems, 100 100sp gems. 10 1000sp gems and 5 5000sp gems will be
recovered. The gold amounts to 500sp
worth of gold leaf. Two of the swords
are +2 magic weapons and two plates of Mithril, which can be remade into 1
longsword +4, by the appropriate smith, they are worth 5000sp each as much
novelty. The five chests contain trade
materials, four of which have spoiled beyond recognition, the fifth has
carefully packaged spices from around the world, worth 10000sp in a good
market; the chest weighs 150kg. The
bales are two of flax linen and one of silk, 5000sp and 10000sp
respectfully. Each bale weighs
200kg. trade goods are worth only as
much as you can get for them.
33.
15’x15’ room beside stairs This room
is filled with odd foodstuffs and supplies.
No one knows who resupplies them or how often, it is just done. There are boxes of simple items located
here that are in expensive. Any item
from the Adventuring gear table of less than 1gp can be found here. 10% chance to find something 5gp or less and
1% chance of finding things 10gp or less.
34.
Atrium of Wegnaturn (In these next rooms each occupant has
a card in their possession that they keep in their purse. It can be used to identify themselves in
public and can be seen poking out one pocket or another) This is
the first large door you have found in this temple. Behind it is a 15’x20’ chamber with a single
door on the South side. There are five
people wearing gold or silver feathered masks.
They rise when you enter, leaving their game on the table and the six
small piles of coin where they lay, one for each player and one in the
center. Welcome to the Atrium of
Wegnaturn they say! They will invite
anyone who is obviously a rogue or warlock if they would like to join. Anyone that is predisposed to a Deal. They also ask people who have partial
extraordinary heritage, dragons, fey, celestials, infernals and
primordials. If anyone wants to play
with them in the game, they will happily deal them in. They are playing Dragon Ante and they are
cheating, all of them are. There are
five rounds each round the players make a deception vs insight check to outwit
the person they are playing. Each of the
current players has two cards up a sleeve, each time they deal they can refresh
their stash and every time they have a hand they can switch cards as the
chose. When they play they bet on when
one of them cheated the most, but when they play others, they work together to
fleece the noobs. The cards are marked. Normal play the one with a highest wits
dragon ante roll wins. They are all
proficient and a successful deception vs insight roll will give them a +2 to
that roll. Five antes for a game. These players are proficient in the game,
Insight and Deception and get a total of +4 to a roll. If one of the players is caught cheating,
they will call it out, if one of the players is not caught cheating but cheats,
they will give them a toast. The coins
are all copper bits, but if the PCs join in they will put those away and bring
out 100sp each, which is the buy-in for the game. There is a bag of another 500sp that they can
use to pawn other treasure to play.
(total 1000sp and 2500cb)
35.
Sitting room of Wegnaturn This 25’x15’
room is well appointed with comfortable decorations. There are three tables of five people sitting
in this room all playing cards. Before
each of them there is a small pile of coins.
Each of the 15 people had 500cb and 100sp, the goal of the games are
to improve their cheating skills. If
fighting broke out in the adjoining room these people have been alerted and
their money has been stowed and the tables over turned in each corner. They people are armed with crossbows and have
strewn ball bearings and caltrops in the first 15’ of the room, chairs over
turned. Anyone moving full speed in the
room must make a DC10 dex save or fall prone and a DC15 dex save and take 1hp
damage and lose 10’ movement per 5’ square, or move half speed.
36.
Initiation room of Wegnaturn This
15’x15’ room has three doors. On the
South wall there is a picture of Wegnaturn.
In this depiction the god has six arms, two have daggers with a drops of
poison and one of blood, one hand holds an open hand of five aces of pentacles,
one holds a pile of gold coins, two of them are hidden behind their back. if the any PCs are joining this society
they will be asked to pick a card at random, roll d6, and a d12. 1 or 2 =wands, 3=cups, 4=daggers,
5=pentacles, 6=dragons. The d12+1 determines
the number of the suit number, add 3 for rogues, and 5 for warlocks and add 2
for the race preferences. There are two
face cards Knights and Sovereigns and anything 13+ is an ace. E.g. a dragon born warlock would get +7 and a
Tiefling rogue would get +5. Priests of
Wegnaturn always draw aces of Pentacles.
37.
Sleeping Chamber of Wegnaturn This
20’x10’ room is filled with triple stacked bunkbeds. A total of twenty-one could sleep here, right
now there are only 12. Each has a
small purse with 500cb and 100sp. If the
temple is attacked these people will be awake and will attack when it makes
sense most.
38.
Waiting room of Wegnaturn This 15’x15’
room has a nice couch and a table with a set of playing cards. There are two people here playing cards. They sit up when you enter. These are two under priests, they have been
playing a smaller version of Dragon Ante.
The cards are all marked and the shuffler has done their best to stack
the deck. In this version one pick from
the top of the deck. One door leads to
the temple and the other to the Under Priest’s chambers. They play only in silver and have 500sp
between the two of them.
39.
Manakin room of Wegnaturn This room is
20’x25’ and contains a now familiar manakin shaped like Wegnaturn. If there was a battle in the Atrium and
in the sitting room the five people that were here have fled deeper into the
larger temple, but only if they have come down the stairs from level three
recently. They were alerted from the
peep hole at the stairs. If the PCs
attacked after coming from Level 5, they are not as alert and will be found
here. The under priests are equal to the
priests in the Waiting room. The other
priest is the temple priest and during the day he will be found here. At night this room will be empty.
40.
Under Priest room of Wegnaturn This
room is the sleeping room of the six under priests. If it is night, four of them will be here, if
it is day, it will be empty. The room is
15’x15’ and there are two triple stack beds here and six small chests. Each chest is locked and each shows signs of
being picked hundreds of times. DC12 to
pick. Each contains 500sp and a potion
of healing and one of poison. The last
is good for the coating of three weapons or a dozen arrows. The secret door is activated by moving
headboard of the top most of the closest set of bunkbeds. Each of the under priests know this and they
will barter their life with it, but only if they will be spared the priests get
+6 Insight and Deception.
41.
Spy-room The entry to this room is
done through a movement of the Manakin.
Inside this 5’x5’ room there is no light. When the door is closed and darkness
restored, one can see a small section of the opposite wall that reflects light,
but in darkness is transparent. The
stairs entering the level from above can be seen. There is a toggle that will open the secret
door when the other door is secured there is one for each door. The secret door to the stairs only works on
this side.
42.
High Priest Chamber The entrance
to this room is locked while the other secret door is open. If the high priest is woken in the night by
someone trying to open the door he will bolt through to the treasure room and
prepare for any attack. He will only
break through the door from area 45 to room 25 if there is no choice, because
if the fighters of Iatrus, do not know about the hidden door. This small 10’x10’ room is filled with
luxuries that none of the others can
enjoy. There is a large four post bed
with canopy, a couch with a table and a hookah of fine crystal. There is a chest under the bed with a
lock that looks like it has never been picked.
There is a trap of a poisoned needle inside the lock DC15 dex
check. If the chest is opened from the
side or the edge small sharp needles poke out and stab the person con save DC17
for 6d8 poison damage half on a save. If
they open it from the front and do not press in the second studs on either side
of the lock, a poison needle shoots out DC15 dex save, for 1hp damage and a DC
con save or 6d8 damage. Mage Hand works
great however. The chest is not locked
and is magical so that it is light, but bulky.
Inside there is a pile of silver and copper amounting to 2000sp, 4000cp
and 10000cb. If someone uses the two
handles to lift the chest the chest rises and then the bottom drops out
spilling the coins and breaking the bottom and the potions inside. If the treasure is cleared out, the only then
is it safe to open the bottom with the handles.
The potions include five potions of extra healing (20) a potion of the
6d8 poison (4 doses), a potion of fire giant strength, and pair of daggers of
venom.
43.
Relic chamber behind secret door This
door will not open if the other door is open.
This room is little more than a closet to the rom beside. It is 5’x10’ and there is a door on one
wall. there is a weapon chest here and
it is open. If the High Priest has
gone through here he is armed himself with the contents. A Mace of Disruption, Chainmail +2 a Shield
+2 and a staff of the Snake. If the
characters follow him into the next room he will cast the staff to the ground
summoning a huge snake, poisonous and really quite yellow.
44.
10’x25’ chamber, treasure room and ambush This room is long and narrow and there are six
chests lining the wall. they are 4’ wide
and 2’ deep, and 2’ tall. If all
five chests are open simultaneously the secret door in the north will
unlock. Without the keys they can easily
picked but they have a tendency to close suddenly. DC 15 dex save or take 2d6 damage, all or
none. They work randomly between 1 and 6
actions. If the key is used or the lock
picker exceeds a DC15 check, they will stay open until the secret door is
opened. Inside each chest is a pile of
coin and gems, 50gp, 1000sp, 2000cp and 4000cb plus 20 10sp gems that glitter
nicely. The last chest on the South wall
is a mimic. Each chest is part of the
floor.
45.
Ambush chamber on Iatrus This room’s entrance was an annoying secret
door. When it closes, all evidence of it
disappears from this side. The 15’x10’
room has one other exit. The door opens
into the room. If the PCs are
chasing the High Priest and they have not fought and killed the Fighters, the
fighters will wait for the PCs to kill the huge snake in here and then charge
through. If they have fought the
fighters this room is empty and the High priest has fled past here to a lower
level. If they found this room from the
fighter area it is completely empty and clean which is more odd from this
direction.
February 14th
Fourth level
The third level had the
initiation rooms for the two priesthoods that were complicit with the rise of
Zargon. The Fourth has the initiation
rooms for the “cleansed” priesthoods of Lastrada and Lystula. It also contains the top offices of the
priesthood of Zargon.
46.
The Wide corridor The wide corridor of this level is
made from dark polished marble with generous flecks of grey that reflect some
of the light from the ever-burning torches placed every 10’. The region not patrolled but there are
four gods placed beside the two entrances to the Zargon rooms. Any form of combat will alert these guards
and they will notify the people within, but they will not interfere. If any combat occurs before either set of
rooms is entered, they, will be alerted and ready.
47.
20’x15’ entry to Lastarda the scenes
on this door are bucolic, if an underground version of that: there are pictures
of large mushrooms and people fishing beside pools. Once you have gained entrance you see before
you five people who are laying on pillows beside a table with the cutup remains
of a dried mushroom. The people have
been experiencing the delights of the religion and are exploring the religion
more fully. There are ten pieces of
mushroom left on the plate. If any are
consumed, they may join these people in a religious quest. Any PC who is resistant to poison needs to
take two to have any effect. If any PC
is immune they will have no effect no matter how much mushroom is eaten. Others will need to make a DC10 Con
save. Those that fail will be whisked
away for two hours and when they revive they will be inspired and have the
effects of a short rest. Those that
succeed will only will only lose an hour of their time and have the effects of
a short rest. More than a single dose
will raise the save by 5 for each dose. There is a chance that if someone fails they
will meet with the Goddess Lastarda and she will speak to them. It could be a quest to restore the order or
save the people from the Zargon or anything. There is a small chance, if they
roll a natural die roll corresponding to the number of doses they take, that
they will be contacted by the God Ascsain and he will tell the PC that Lastarda
priesthood is actually devil worshipers and every time they roll a ‘natural 1’
they receive another push, until Greater Restoration is cast on
them.
48.
20’x25’ Chapel to Lastarda Three large
tables lay before a tall podium in an open U shape. The tables are covered with food. Braided breads, roasts, poultry and one
suckling pig. Fruits and cooked
vegetables, casseroles and bowls of black puddings. Many of the dishes have been cut into and
there are crumbs abound. On the sides of
the room there are scores of flat pillows and a dozen colourful figures nestled
in and listening to the sermon from the pulpit, where a priest is droning
on. Each of the figures (13 plus the
priest) is actually alert and they have eaten a full meal of the spread of food
and are blessed with 5 temporary hit points.
If the players are hostile, or they try to enter any of the other rooms,
they will rise and attack, otherwise they will be content to lay back and
listen. The speaker is talking about the
blessings of compost and the fertility of soil.
If they catch the focus of the priest, he will look toward any of the
good player characters and suggest that they may wish to join with
Larstarda. Druids would also find
Larstarda favourably. The platters are silver and the utensils are gold plated
brass. Each is worth 200sp and 50sp
respectively.
49.
15’x10’ Guard sleeping chamber Larstarda
This room smells of the stench of morning breath. There are three tightly packed four story
bunk beds here. There is little room for
anything else. There are ladders on the
ends facing the door. This room is
fully occupied with 12 sleeping forms.
If there was any combat in the room next-door, this room will now be
empty and these people would have charged through the door three per turn on
the 6th, 7th, 8th and ninth turn after combat
started.
50.
10’x10’ entry chamber for the priests This
room is barren except for a table to one side and a two benches. There is a crystal ewer with six matching
goblets. There are six guards
here. They have eaten of the feast in
the room before and have the extra hp too.
They are better armed and armoured, with chainmail, and two short
swords. At the first sound of combat
they will charge out, three per turn starting on the 3rd and 4th
turn. The crystal ware are fragile but
valuable worth 1000sp and 250sp respectfully, totaling 2500sp. If they are not packed carefully they will
shatter and will be worth nothing.
51.
15’x15’ private chapel of Larstarda This
chapel is where actual services are performed.
It is also where initiates are sworn in.
The images portrayed on the walls are bucolic, but the subject mater is
all wrong. Fruit trees are all shorter
than the farmers and the cattle are little bigger than chickens. The plows appear to glide over the
ground. It is like they have all objects
used in farming but no knowledge how they were used. The altar on the side of the room is largely
gold with many semi precious gems pressed into the sides, forming images of
maize, wheat, and fruit. There are a lot
of mushrooms too. The room is
unoccupied. The gold is only leaf
and it can be scrapped off with an hours work.
There are 1200 10sp gems forming the mosaic. Altogether it is worth 12,500sp but it looks
at first impression to be worth more. If
any were to loot this chapel, they would be cursed by Larstarda so that all
food would rot in their possession in one day except the hardest biscuits. There is also a 50% chance that a priest
would walk in on them, if any are a live.
52.
L shaped room priest chambers of Larstarda This
room was used not made for priests quarters, but the priests have made it
useful for their needs. There are six
beds and a large table with six seats.
There is a crock pot on the table that is filled with a very pleasant
stew, and there is a carafe of wine beside it.
Beside each bed is a large chest.
There are four 3rd level priests here and one 7th
level. The beds are made with good linen
(50sp) and the furthest one with silk (500).
The pot and carafe are magical and will only fill of the command words
‘Larstarda is Good’ is vocalized. The
stew is tasty and the flavour changes every day. The liquid that it will produce is good
quality but never strong alcohol. The
wine in this case is actually prune juice.
53.
10’x15’ entry of Lystula The door to
this room is covered with glowing marks, swirling colours that seem to move in
a whirlpool of colour. The colours do
not move, but they alternate one colour then another and that gives them the
impression they move. Inside there are
six guards dressed in long dark robes with colourful face masks. They are armed with long curving
scimitars. Initiates to Lystula are
arcane magic users preferably, but many of them are magic initiates only. These guards will fight with their scimitars
and cast magic missiles and firebolts with perfect ease. Under the robes they wear chainmail.
54.
Room of Initiates of Lystula This
L-shaped room is filled with painted bullseyes and scorched walls, the
initiates here have been peppering the walls with fire bolts in a magical
version of darts or as a means to practise.
There are 12 initiates here making bets on who will score the most bullseyes,
between waiting to be on guard duty or other activities.
55.
15’x20’ room of Lystula This room is
filled with nine triple bunk beds with a ladder in one edge. Beside the ladder, on each bed is a small
chest attached to it, only large enough for a few personal effects. Any battle would have roused the nine in
this bunk room and they would have been out three per turn as soon as the can,
they don’t want to be left out of a chance to use their magic in battle. Each bed is claimed by a specific initiate
and the chests include personal nick-nacks as well as a few coins.
February 24th
56.
20’x35’ chapel of Lystula This large
room is filled with incense smoke with multiple colours. There are priests praying in the background
at a large altar made of gold and gems.
All the paraphernalia glows with an inner light. Any hostility here will be affected by
the lights in the smoke as if a Hypnotic Pattern had been cast. There are ten priests here awake and praying,
if a battle begins at the start of round 5, five more priests will emerge from
behind the altar, from a Lemond’s hut.
Each set of five includes 2 1st level, 2 3rd level
and 1 5th level priest. The
pillows that fill the room, 100 of them are cleaned with magic and are worth
10sp each. The altar and the five
candlesticks are worth a total of 10000sp.
The candlesticks must be moved to the five points of a pentagram that is
in the same location as the hut, to open the secret door.
57.
Mystery of Lystula This room is filled
with darkness that no light source will penetrate. If there is an initiate of Lystula here
they see, the chamber is well lit from blazing Fiery torches. The walls are covered with gold and there is
a large bed, wardrobe, and small altar; there is a man before it praying. The man is dressed in a glittering golden
robe with tassels that will fire a third level magic missile every round for
free and act as a robe of displacement, but only for a priest of Lystula. His name is Gywen der Fyn and he has been to
the Lystula temple floors above. He
knows something horrible happened to his order, but he does not know what, he
will pay for information and he will pay for the holy symbol of the high priest
that is missing.
58.
20’x10’ Initiates of Zargon. This
large double door is non descript but slightly ajar. There are the sounds of revelry coming from
the hole. Inside there are five guards
drinking and playing games of chance.
There are two doors on the north and south walls. The guards are monks and the drinks are
actually cold tea. They are guarding to
make sure that the women folk use the south door and man folk use the north
door. They will object like stoned
people at first but they revel in un armed combat. They are monks.
59.
10’x15’ Ready room for Male Initiates of
Zargon This room is filled with hooks filled with clothes, belts and
footwear. There is an occasional sword
or weapon included there are four men sitting at a table in the corner playing
cards. When you enter, one says, “hang
your clothes on a hook and precede to the next chamber,” and then gets back to
the game. The four are all monks and
they are more watchful than they first appear and are itching for a fight.
60.
10’x15’ Ready room for Female Initiates of
Zargon This room is filled with hooks filled with clothes, belts and
footwear. There is an occasional sword
or weapon included there are four women sitting at a table in the corner
playing cards. When you enter, one says,
“hang your clothes on a hook and precede to the next chamber,” and then gets
back to the game. The four are all
monks and they are more watchful than they first appear and are itching for a
fight.
61.
15’x25’ lounge of Male Initiates There
is a long table against the far wall and it is covered with food and
drink. There are large cushions
scattered throughout the rest of the room with hookahs and other
pleasures. There is a couple fornicating
in the corner. There are eleven men
here all wearing masks and none of them is up to a fight.
62.
15’x25’ Lounge of Female Initiates There
is a long table against the far wall, and it is covered with food and
drink. There are large cushions
scattered throughout the rest of the room with hookahs and other
pleasures. There is a couple kissing in
the corner. There are thirteen women
here all wearing masks and none of them is up to a fight.
63.
30’x10’ Pleasure of Zargon room This
long room is filled with naked men and a women cavorting in a large orgy. Each of the 5’ spaces of the walls is covered
with a scene of debauchery done up with a colourful mosaic. If any clothed individuals should come
through any of the doors the groups will ignore them but after several minutes
they will all gradually become more violent and they will begin to strike each
other. After a few strikes the pummeling
will be directed towards clothed PCs.
They are all normal people but are affected by drugs from the control
room. The ones that remain conscious
after the fighting begins will be recruited. There are fifteen people in this
room.
64.
10’x15’ Control room of Zargon Behind
this secret door, is a room with six naked men and women armed with short
swords, two in each hand, they advance towards you. The secret door is only openable with the
Knock spell or by unlocking them from the inside. There is a projection cast on the three other
walls of the two lounges and the pleasure room by some magical means. There is a control lever that releases gases
into the pleasure room that interact with people who have eaten or drunk the
food in the lounges. The six people here
are monks.
65.
10’x10’ Entry of the Priests of Zargon There
are four guards dressed in silver chainmail with a black tabard, armed with a
short spear, a short sword and a shield.
Two stand opposite the large double doors and two stand beside them. The guards try to prevent anyone from
entering the doors who is not wearing the right clothing. Inside the doors are two more guards and
two smaller doors behind them. The guards will fight to prevent entry into
each of the doors behind them if the PCs are not dressed appropriately for the
door they are entering. The Guards are
helpful though and they will say, no priests allowed in these rooms, or no
monks allowed in these rooms. They are
paranoid because they are tested frequently.
There is a small lever beside each guard that must be pulled before they
leave their post, other wise a bell alerts the people behind them. The lever does not affect the door, just the
pressure plate before the door that the guard stands on.
66.
Cloister of Zargon (monks) Behind this
door is a table with two clerks going through books and ledgers and writing in
columns. It looks like tedious and
thankless work. The two are monks
and the work is tedious. If the bell
should sound that the guard has left its post, they ready for combat. They are monks so this means assembling in
the hall and in the hall at the end of the hall. There will be six monks there the ones in the
back will fire crossbows at the intruder while the ones from the first room
block entry further in.
67.
Cloister of Zargon (monks) Behind this
door is a table with two clerks going through books and ledgers and writing in
columns. It looks like tedious and
thankless work. The two are monks
and the work is tedious. If the bell
should sound that the guard has left its post, they ready for combat. They are monks so this means assembling in
the hall and in the hall at the end of the hall. There will be six monks there the ones in the
back will fire crossbows at the intruder while the ones from the first room
block entry further in.
68.
Cloister of Zargon (monks) Behind this
door is a table with two clerks going through books and ledgers and writing in
columns. It looks like tedious and
thankless work. The two monks bar
the door from the inside and then move furniture before the door. The two desks are large enough to fill the
room from edge to edge. The doors will
have to be broken through the top portion to gain access to the room. The door has 200hp before it will be broken,
and it is immune to non magical piercing damage. After 100hp the monks will be able to make
crossbow attacks through the door to the attackers. The secret door is easily opened if the
tables are in the correct position.
69.
Cloister of Zargon (monks) Behind this
door is a table with two clerks going through books and ledgers and writing in
columns. It looks like tedious and
thankless work. The two are monks
and the work is tedious. If the bell
should sound that the guard has left its post, they ready for combat. They are monks so this means assembling in
the hall and in the hall at the end of the hall. There will be six monks there the ones in the
back will fire crossbows at the intruder while the ones from the first room
block entry further in.
70.
Room of hidden mysteries This secret
room is a library that holds the accounts of the priesthood of Zargon. The shelves are all loaded with books that
list the accounts. There is a chest on
top of one of the shelves in that back under a coating of dust. The books are good for very dry
reading. The chest at the back of the
chamber is locked but the key has been misplaced. It is actually in one of the books in this
room slipped into the binding. The lock
can be picked DC 20. The chest is almost
impervious the normal or deliberate damage.
Inside there are coins, rolled into paper sleeves of twenty-five,
bundles of ten rolls in paper boxes, two deep, three high, and ten wide in the
box. 15000 coins, 1000gp, 4000sp, 10000cp. Under the first shelf there is a hole with a
sack of 5000gp. To find the sack the
books and the bookshelf has to be moved to find the hole.
71.
Cloister of Zargon (clerics) Behind this door there is a small
feather bed, a wardrobe , an altar and a table and chairs. If the alarm has not gone off there is a
priest who has been caught off guard by the intrusion. If the alarm has gone off the priests has
moved with all speed to the more defensive temple room.
72.
Cloister of Zargon (clerics) Behind
this door there is a small feather bed, a wardrobe , an altar and a table and
chairs. If the alarm has not gone
off there is a priest who has been caught off guard by the intrusion. If the alarm has gone off the priests has
moved with all speed to the more defensive temple room.
73.
10’x15 Cloister of Zargon (clerics) Behind
this door there is a large feather bed, a wardrobe , an altar and a table and
chairs. If the alarm has not gone
off there is a priest who has been caught off guard by the intrusion. If the alarm has gone off the priests has
moved with all speed to the more defensive temple room. Inside the wardrobe is a chest that contains
a valuable ceremonial robe and several sticks of incense.
74.
15’x15’ Cloister of Zargon (clerics) Behind this door there is a large
feather bed, a wardrobe , an altar and a table and chairs. If the alarm has not gone off this room
is empty. If the alarm has gone off the
priests has returned with three guards and is equipping his gear in all speed
and then to travel to the temple. The
wardrobe contains very nice robes and a suit of magical plate mail with a
magical shield. There is a mace of
disruption and a cloak of protection.
The priest always is wearing a ring of spell storing that holds two spells
of his highest level and second highest.
75.
20’x25 chapel of Zargon This room is a
well lit chapel. There are benches
arrayed along the sides and it looks like it can hold fifty people at a time,
but right now there are much less. If
the alarm has not been raised, there will be twelve guards and three acolytes
plus the high priest saying rites over the acolytes. If the alarm has been raised, there will be
nine guards, the acolytes, and three under priests, the high priest and three
guards are getting equipment. The
benches will be laid out in a defensive pattern and the will have crossbows
aimed at the door. The room is filled
with guilted reliquary worth 15000sp.
76.
Next level These stairs lead down to
the next level. There is more trash in
these levels for some reason, this last upper level is quite clean. The stairs descend 50’ instead of 25’ as earlier.
The scale changes to 10’ per square now.
March 17, 2023 fifth level inside the temple. First set of rooms outside the stairs, the
next is the corridor with a door and the last is to the stairs leading down.
77.
30’x30’ room Goblin Harem this large
room contains many luxuries that a goblin king might desire. There are a pair roasts on spits over a low
fire several poorly repaired couches with many soiled pillows and about fifteen
female goblins relaxing about the room. The
couches can be mended into good condition and the pillows if cleaned are silk,
worth about 10sp apiece and they number 115.
The roast is a rare treat for this group fresh human. Sewn into the cushions of one of the couches
is 20gp and 550sp. In one of the pillows
is 20 50sp gems. The goblin fight like
regular goblins and they have been spoiling for a fight stuck in this
room. The goblin king has a separate
harem and uses this to reward his favourites.
78.
20’x20’ room Guardroom. There are five goblins in this room
playing cards they drop the game as soon as the door opens and attack. The goblins here are watching the stairs,
if any of them catch someone without a pass, they will be added to the store
for Zargon. If there are not enough
humans for sacrifice to Zargon, one of them will be chosen, so it is in their
best interest to keep the storeroom full.
There is a 1 in 6 chance they will notice any one passing by and
attack. If anyone notices anything it is
because they were going to sneak over to the harem next door. If they hear
combat outside there is a 2 in 6 chance they will join. If they hear anyone attacking the Harem that
jumps to 4 in 6.
79.
20’x20’ room Guardroom. There are five goblins in this room
playing cards they drop the game as soon as the door opens and attack. The goblins here are watching the stairs,
if any of them catch someone without a pass, they will be added to the store
for Zargon. If there are not enough
humans for sacrifice to Zargon, one of them will be chosen, so it is in their
best interest to keep the storeroom full.
There is a 1 in 6 chance they will notice any one passing by and
attack. If anyone notices anything it is
because they were going to sneak over to the harem next door. If they hear
combat outside there is a 2 in 6 chance they will join. If they hear anyone attacking the Harem that
jumps to 4 in 6.
80.
20’x20’ room Guardroom. There are five goblins in this room
playing cards they drop the game as soon as the door opens and attack. The goblins here are watching the stairs,
if any of them catch someone without a pass, they will be added to the store
for Zargon. If there are not enough
humans for sacrifice to Zargon, one of them will be chosen, so it is in their
best interest to keep the storeroom full.
There is a 1 in 6 chance they will notice any one passing by and
attack. If anyone notices anything it is
because they were going to sneak over to the harem next door. If they hear
combat outside there is a 2 in 6 chance they will join. If they hear anyone attacking the Harem that
jumps to 4 in 6.
81.
30’x30’ room Common Room This room
contains a cook fire with a pot bubbling over with some sort of stew. The smoke rises to fill the ceiling area but
seems to defuse away somewhere. The room
is dimly lit as the torches have been covered over. The goblins living here rise to attack! There are 40 fighting goblins in this room
and there are 20 children if anyone
thinks to bribe them with food or treasure, there is a good chance they
succeed.
82.
20’x40’ room this room contains a cook
fire with a pot bubbling over and a chunk of meat on a spit. The goblins living here rise to attack when
you enter. The Goblins here are
treated better in this room and there are less of them, 20 with 15
children. If anyone attempts to bribe
them it will fail unless it is valued at 500sp or higher.
83.
30’x30’ Throne room. This room is a lot cleaner that the other
rooms in this area. There is a large rug
on the far side of the room with a tall chair where presumably some king
resides. There are two 10’x10’ areas
curtained off to either side of the throne.
There are ten guards in the room five to either side of the door who
attack when you open the door. One
of the curtained off areas is the kings bed, where he is right now with three
young goblins of his choice. The other
is a privy. The furnishings of the room
are of little value, but grand in appearance.
Oddly the largest treasure in the room is a beaten up pot that is used
in the privy. Once per day at dawn it
cleans itself of all its contents. If
someone were to properly fix the vessel, it would be quite beautiful and worth
1000sp.
84.
20’x40’ room The Pantry. This room is filled with many humans trussed
up and hanging by their bonds from hooks in the ceiling. There is a large pot of cold gruel in the
floor near the door and a large canvas sack hanging from a hook nearby. There is a small copper bowl with a foul
concoction and a rag in a stick inside. The humans have been conditioned to keeping
quiet or suffer beatings from the goblins.
twice a day a goblin comes in and feeds them with a cup of gruel and
then after that is done they will use the other concoction to render them
senseless. If anyone smells the
concoction they will have to make a con save DC 12 or fall unconscious. If they get a full snootful with the rag the
save is DC 15 and at disadvantage. Late
at night there is apparition that enters the room unbeknownst to the goblins
and it feeds on the humans. Occasionally
one of the humans dies from the feeding.
The Goblins have not figured out the problem or the source.
85.
20’x20’ secret room Wraith Room. By twisting on the torch beside the
back wall the secret door is revealed.
The door grinds open, and a small treasure rolls out in the form of a
gold cup. Further inside you see more
treasure and a swirl of chaotic energy that coalesces before you as 5 small
spectres and a tall hungry wraith! The combat will spill out into the next room
and where the wraith and spectres will indiscriminately kill the humans
therein. If they are still there. The
Wraith has been careful about keeping them alive until then, the spectres
representing its mistakes. If the battle
is going bad for the Wraith it will go on a recruiting binge as it knows the
floor plan of the entire floor from when it was alive. The full treasure is a full set of dinnerware
for ten, ten goblets, dinner plates, bread plates, and bowls—all worth 100sp,
and five sets of utensils for each setting 50sp each. They are not solid gold, but silver coated
with gold. A total of 6500sp for the set
if sold individually but sold as a set they are worth 7000sp.
86.
20’x20’ room Hobgoblin barracks. This room contains three sets of bunkbeds with
lockers at the foot. There is a table
and six chairs as well as a small set of training equipment and a matching set
of Hobgoblins. Who oblige and show you
their training. There are five hob goblins and their sergeant. They are an equal mix of male and
female. If there is a battle in the
hallway within 50 feet of their room, this lot will charge out in three
rounds. In a reverse wedge formation
with the leader at the bottom, or a phalanx made of polearms.
87.
20’x20’ Hobgoblin barracks. This room contains three sets of bunkbeds with
lockers at the foot. There is a table
and six chairs as well as a small set of training equipment and a matching set
of Hobgoblins. Who oblige and show you
their training. There are five hob goblins and their sergeant. They are an equal mix of male and
female. If there is a battle in the
hallway within 50 feet of their room, this lot will charge out in three
rounds. In a reverse wedge formation
with the leader at the bottom, or a phalanx made of polearms.
88.
20’x20’ Hobgoblin barracks. This room contains three sets of bunkbeds with
lockers at the foot. There is a table
and six chairs as well as a small set of training equipment and a matching set
of Hobgoblins. Who oblige and show you
their training. There are five hob goblins and their sergeant. They are an equal mix of male and
female. If there is a battle in the
hallway within 50 feet of their room, this lot will charge out in three
rounds. In a reverse wedge formation
with the leader at the bottom, or a phalanx made of polearms.
89.
40’x20’ room Bugbear Nursery. This room is a mess. There are piles of food refuse all around the
floor. In each pile there is a large
humanoid that is throwing refuse from their pile at other humanoids in their
piles. It is a very large garbage
fight! When a gob of garbage hits a
person, it explodes in a messy shower.
It would be more comical if the garbage pile creatures had not noticed
you and se you as a choicier target. These
are juvenile Bugbears (as strong as a hobgoblin). There are 8 juvenile bugbears and three
female Bugbears.
90.
30’x20’ Bugbear room. In this room there are four
piles of rugs and mattresses. On each
pile there sits a bugbear who on seeing you throws a very big axe at you and
then roars to attack. The bugbears
spend most of their time fighting within their rooms, visiting the Nursery and
the females therein and getting into brawls with other bugbears when they see
them. Seeing the PCs is a welcome change
not to be missed. No one will come to
their aid, as they are often fighting.
Nor will they in turn come to aid any other group unless the hob goblins
order it.
91.
30’x30’ Hobgoblin Nursery. This room is set up like a military
barracks. There are two groups of bunk
beds. One set are three large bunk beds,
and another are three triple beds that are smaller. There are six normal fighting unit of
hobgoblins, five grunts and one leader.
There are also ten cadets’ (goblin sized hobgoblins). The adult hobgoblins turn to fight you, they
order the cadets into a support role and they fight. The cadets are as strong as goblins but
are trained like hobgoblins, they will throw axes until they charge in
alongside the adults.
92.
20’x20’ Hobgoblin barracks. This room contains three sets of bunkbeds with
lockers at the foot. There is a table
and six chairs as well as a small set of training equipment and a matching set
of Hobgoblins. Who oblige and show you,
their training. There are five hob goblins and their sergeant. They are an equal mix of male and
female. If there is a battle in the
hallway within 50 feet of their room, this lot will charge out in three
rounds. In a reverse wedge formation
with the leader at the bottom, or a phalanx made of polearms.
93.
30’x20’ Bugbear room. In this room there are four
piles of rugs and mattresses. On each
pile there sits a bugbear who on seeing you throws a very big axe at you and
then roars to attack. The bugbears
spend most of their time fighting within their rooms, visiting the Nursery and
the females therein and getting into brawls with other bugbears when they see
them. Seeing the PCs is a welcome change
not to be missed. No one will come to
their aid, as they are often fighting.
Nor will they in turn come to aid any other group unless the hob goblins
order it.
94.
30’x30’ Hobgoblin Nursery. This room is set up like a military
barracks. There are two groups of bunk
beds. One set are three large bunk beds,
and another are three triple beds that are smaller. There are six normal fighting unit of
hobgoblins, five grunts and one leader.
There are also ten cadets’ (goblin sized hobgoblins). The adult hobgoblins turn to fight you, they
order the cadets into a support role, and they fight. The cadets are as strong as goblins but
are trained like hobgoblins, they will throw axes until they charge in
alongside the adults.
95.
30’x20’ Bugbear room. In this room there are four
piles of rugs and mattresses. On each
pile there sits a bugbear who on seeing you throws a very big axe at you and
then roars to attack. The bugbears
spend most of their time fighting within their rooms, visiting the Nursery and
the females therein and getting into brawls with other bugbears when they see
them. Seeing the PCs is a welcome change
not to be missed. No one will come to
their aid, as they are often fighting.
Nor will they in turn come to aid any other group unless the hob goblins
order it.
96.
20’x20’ Hobgoblin barracks. This room contains three sets of bunkbeds with
lockers at the foot. There is a table
and six chairs as well as a small set of training equipment and a matching set
of Hobgoblins. Who oblige and show you
their training. There are five hob goblins and their sergeant. They are an equal mix of male and
female. If there is a battle in the
hallway within 50 feet of their room, this lot will charge out in three
rounds. In a reverse wedge formation
with the leader at the bottom, or a phalanx made of polearms. This group is better trained and has +2
hp/hit die.
97.
30’x20’ Bugbear room. In this room there are four
piles of rugs and mattresses. On each
pile there sits a bugbear who on seeing you throws a very big axe at you and
then roars to attack. These bugbears
are the elite and one is the leader the three have +2 hp/hit dice. They will charge into fight with the
hobgoblins in the next room. The secret
door is opened by moving the third stone from the corner in three times.
98.
30’x60’ secret Throne Room. This room is set up as a tactician’s
planning room. There is a large table
set up with a large temple in the middle.
There are scenarios being played around the temple with mocked up
battles and units. There are six elite
hobgoblins and an additional three leader types, two female and one male. The room serves many roles. The cadets will come here when they are ready
for tactical training, and it is a meeting hall and a celebration room. It is a throne room, and it is the general’s
planning room. The secret door is
opened, by saying, “All praise Zargon”, in draconic wile before the door.
99.
30’x20’ secret bedroom. This is the bedroom of the General of
the Hobgoblins and their queen. The
queen is served by her two consorts and aides from the other room. Right now, the bedroom is empty. The treasure of the hobgoblins is here. There is a rack of magical axes and polearms
here. if the Pcs made a lot of noise,
they would have been handed out already.
There are also a rack of potions that will give the hobgoblins magical
strength and haste. The hobgoblins will
have used them if the PCs made a lot of noise coming here.
April 9th.
100.
10’x10’ closet This room is clearly used to store
cleaning supplies. From the state of
this floor this the inhabitants have likely forgotten its existence. On the West wall there are brooms, shovels
and a bag filled with shredded linens.
On the East wall there are pails and a large barrel with a foul smelling
liquid that is blues and almost solidified from lack of use. On the south wall there are half a dozen
shelves with cans of paint and other pigments that have been left open; the
paints have dripped down the sides and the jars are now glues to the
shelves. The paint jars have been
glued to the shelves. The shelves fold
upwards when the secret door is activated.
The lever is in the cleaning solution, the barrel is mostly filled with
sand and is immobile. The liquid only
goes down a few inches the lever is easy to locate. Inside there is a single glove that have been
dyed blue there is nothing of value in
this room. The secret door remains open
for a minute and trying to stop the door from closing will result in
amputation. There is no way to open the
door from this side.
101.
Secret corridor This corridor appears
to be completely barren. There are only
two doors, and it ends at a dead end. The
dead end is a misnomer. If the last
torch is pulled down three times an audible click will sound then it may be
twisted and the secret door will rise over the course of a minute and will stay
up for a minute and then it will drop.
The sound of the door dropping will create a very loud noise that will
alert anyone in the adjoining rooms.
102.
40’x20’ room
This room is filled with several wooden wardrobes and several
chests lining the walls. They appear to
be ancient and well taken care of. There
is a large rug that fills the floor in the center of the room. At the back there are four curtained
alcoves. All the furnishings look quite
valuable. All of the furnishings are
quite valuable but they also look too difficult to move. There are six wardrobes lining the north wall
and six chests along the south wall.
They are all seem to be locked.
Roll a d6 for each set of chests and wardrobe, that determines which is
a real chest or wardrobe, they are locked and require a DC15 to open. The others require a DC 5 because these are
not real, they are mimics and when one is picked, they all wait in anticipation
to attack. The door will open, revealing
either valuable treasure or valuable embroidered robes, any attempt to count
the treasure or grab a robe, the character fids themselves and their hands
glued to it DC15 Strength check to get free.
While stuck the character will be hit automatically by that mimic and
may be sucked inside to be digested. If
only the wardrobes are investigated, then only they attack. The garments will not stick to magical spells
like mage hand and the treasure in the chests appear to by ingots that weigh 25
pounds or more. Unfortunately for the
PCs, the rug is a huge rug of smothering and will activate at the same time. The curtains of the change rooms will animate
after the main attacks, but this is just a magical effect and not a true
attack. If the curtains are attacked,
they will be damaged. Intact, the eight
curtains are worth 500sp each. The last
wardrobe does contain four black ceremonial robes worth 1000sp each. There is one empty hanger. The chest contains four golden amulets set
with jet and four ornate black head pieces, each is worth 500sp. There is room for on more. The key for the chest and the wardrobe are
with the priest in the next room. The
keys are magnetic and so are attracted to the correct lock. The mimics have no real metal in them. They re arrange themselves all the time hoping to get fed more regularly
by inattentive priests.
103.
40’x40’ room
This is a temple to some god.
Unlike normal temples which are filled with illustrations of the divine
nature of the god or acts that celebrate their divineness, these walls are of
the deepest black. The altar is the only
thing that is not black here and it is white, about the size of a person, with
person like depressions, all filled with dried blood. There is an obsidian knife resting on the
edge of the altar. There is one
priest in this room, but what they are doing depends on which room they entered
first. If this was the first room they
entered then the priest is unprepared.
If the cloak room was the first room they entered then the priest is
prepared. They have cast Spiritual
Weapon, Spirit Guardians, Darkness in a corner that hides the other two
spells, and there is an invisible Glyph of Warding on the door. This is a hidden temple to Zargon. Sacrifices are placed upon the altar once
every week. The victim is ritually cut
so that they are weakened and can’t move as quickly then they are teleported to
the room with the living god. Anyone
that stands on the altar will be teleported to the feeding room after one
minute. The obsidian knife will
automatically poison the first person it cuts in any day DC 15 con save, it is
worth 750sp. There are other temples
throughout the complex that will send sacrifices to Zargon other days of the
week.
104.
Stairs going down This hallway leads to a set of stairs
heading down 50’. The torches in this
section have been vandalized or are missing.
The deep black of the walls, the ceiling and the stairs make it
difficult to judge the distance of the descent.
Some of the stairs are not the regular 20cm wide. Some are 30” and some are only 10” once or
twice they are missing altogether.
Anyone descending this flight of stairs must make a Dexterity save DC
15. If the PCs make attempts to
circumvent this trap, have the players roll with advantage. Anyone dress in heavy armour makes their
check at disadvantage. Levitating, Misty
Step will pass all or some of the checks, using a rope secured to the top of
the stairs some how will negate the check.
Otherwise the PCs will need to make three checks, at the top, the middle
and near the bottom. Failure amounts to
3d6 damage, 2d6 damage and lastly no damage, but all will arrive at the bottom
prone. Anyone they hit on the way down
needs to make another roll or continue down the stairs like the person who hit
them.
April 14th
400x400 dungeon Crypt layer,
followed by Royal Crypt layer 500x500 6th
level
105.
90’ corridor This hallway is gilt on
the walls and ceiling with polished silver.
The torchlight seems to be reflected many times making this stretch very
bright. The black floor is highly
polished; it has a mirror finish that seems to soak up the light. Ahead of you is a priest of Lystula casting
cleaning spells on the tiles. The priest
sighs audibly when they see you coming. The
spell is a cantrip, but the priest must cast it almost continuously for an hour
three times a day and once after each set of visitors to the crypts in both
directions. It would be worse if blood
were to be spilled though, as each 10’ section would have to be sanctified,
that would take about eight hours.
106.
20’x20’ room.
In this room there are eight soldiers sitting at tables playing
games. When you come down the stairs two
rise and approach you. Behind them the
room opens up into another room and you can see activity there. The two bored guards ask for the tokens
to be returned. If the players do not
have any tokens or claim ignorance, the guards show them one and tell them that
if they lost their tokens they will have to pay a recovery fee of 10sp
each. The players will remember that
each of the people they killed in the upper levels had one. For every token the PCs have they can
exchange it for 5cp, which is half the price that they purchased it going up
the temple levels. Priests of the various
religions are exempt from this tax of course.
107.
20’x20’ room.
In this room there are eight soldiers sitting at tables playing
games. When you come down the stairs
four rise and approach you. Behind them
the room opens up into another room and you can see activity there. The four guards are usually wary of
anyone coming up the stairs from below as most claim that they have never heard
of the tax for admittance to the upper levels.
The tokens cost 10cp and half will be returned to them when they
return. Priests are exempt as are any of
the serving crews that bring food up to this level for the caretakers like
themselves. If they encounter trouble
from anyone there are eight more guards in the next room and one angry
multi-classed wizard/cleric currently cleaning the hall.
108.
30’x80’ dining hall In this room there is a general bustle
several servers are setting out dishes and several are unloading containers of
foods for a large table that takes up the most of the length of this room. There is one supervising the whole project
and they carry a large bell. The
people here will not hear combat in the next rooms, but they will hear
explosions or thunder. If they are made
aware of combat they will drop and cower and the supervisor will ring the bell
for a minute or until threatened. A turn
of bell ringing will bring hungry mouths, but three or more will bring armed
priests and soldiers.
April 17th
109.
A—20’x20’ living quarters for the caretakers
of the Tomb of the Chief Engineer. Three rooms.
The door just like the other doors around here, except the handle
is shaped like an Owl’s head. A bell
rings when you enter the room. This room
is in immaculate shape. The beds are
made you could bounce a 1sp off of them.
In one corner there two sets of two level bunk beds and opposite them is
a single bed. Between them is a small
shrine dedicated to Lystula. On table
opposite the beds is a table with a complicated structure made of wooden
blocks. There is a second table with a
set of cards arranged in suits before four seats; the decoration in the room
has a decidedly Owl motif. The bell is rigged with a lever that will hit
the bell when the door opens. If the
players look at the bell carefully, they might have a chance to discover a way
to disarm it before entering There are three rooms, one is empty, as the
occupants are in the foyer of the Tomb to the engineer. The second room has five awake people dressed
in Owl uniforms. One is a priest to
Lystula and the others are engineers of various classes, all are third
level. In the last room the torches have
been covered with a black bag and the room is in darkness. The occupants are fast asleep, unless they
have not disabled the doorbell.
Generally, the room has five chests located under each bed, they are
paid quite well by the Guild of Engineers and each contains 4d8gp, 6d8sp and
12d8cp. The playing cards are worth
100sp as they are in fine shape and lacquered, they are being used in a
complicated trick taking game close to the rules of Bridge. The other table is an engineering game similar
to Jenga where the goal is to remove a block and place a block to create a
stable structure. The final structure is
judged on the complexity as well as the difficulty and the beauty. The card game is played for money, but the
structure game is played for bragging rights and is cooperative.
B—20’x20’ living quarters for the caretakers for the tomb of the High
priest of Lystula, Three rooms. The door looks like any other door
except the handle looks like a Cat’s head.
The door opens into room with five beds that float in the air. There is a large altar off to one side that
is dedicated to Lystula. There are two
tables in the room one is covered with food and drink and the other with a
setting for cards for five people. the
decorations around the room appear to have a cat motif. The rooms all are arcane locked with a
password set by people in the room.
These people when encountered they are wearing cat masks. One is a 3/2 Cleric/Wizard of Lystula and the
others are cleric/wizard 2/2. They are
not well placed in the political hierarchy but maintaining the tomb of the high
priest is a good way to get advancements.
They are also well paid; each bed has an extradimensional space in one
of the legs of the beds. Each contains
4d6gp, 6d6sp and 12d6 cp. The pool in
the center of the card table has 5d4sp and 10d4cp. One room is empty od people as they are at
the tomb, one has wakeful people, the beds are at the ceiling, and the last the
beds are on the floor, and they are filled with sleeping forms and the torches
are covered with blue sacks.
C—20’x20’ living quarters for the caretakers for the tomb of the
Master of Coin. The door looks
like any other except the handle is in the shape of a rodent’s head, that and
the outside appears to have tile puzzle that must be solved before the door can
be opened. Inside the room the layout is
very orderly, five murphy beds which during the double as tables and
bookcases. Each bookcase also contains a
small chest with a small ledger included.
The large table in the room has a complicated trick taking game with
five chairs at the table. The rooms
all have a motif of mice about them. If
the puzzle on the outside of the room is ignored or completed imperfectly, they
deliver a shock when the door opens. One
room will have sleeping people, one empty and the other people engaged in other
activities. The chest all contain 4d6gp,
6d8sp and 12d10cp. The ledgers also show
profits that are flowing from other businesses they have in the city
below. The people here include one
wizard/rogue, 2/3 and the rest are either straight rogues or wizards or mixes
totaling three levels.
D--20’x20’ living quarters for the caretakers of the tomb of the High
Priest of Iatus Goddess of War. Three
rooms. The door looks like any
other except the handle resembles the head of a dog. The door is incredibly heavy and appears to
be made of iron and not wood. And once
moving it is difficult to stop and it clangs open against the wall inside the
chamber. There are two bunk beds, each
stacked three high. There is an altar
against one side of the wall. there are
five training dummies with an assortment of training weapons against the
wall. in another corner there is a set
of dice and a circle engraved into the floor.
One room there are five people with dog heads on practising with
wooden swords, the real ones sheathed by their sides, another they are sleeping
and a third there is no one here at all.
The group includes one Cleric level 5, and four 3rd level
fighters. No one sleeps in the one odd
bunk. Each has a loaded crossbow
attached to the bed and if roused they are trained to grab and fire in one
action.
E—20’x20’ living Quarters for the caretakers of the tomb of Master of
Trade. Three rooms The door looks like any other except
the handle is in the shape of a fox. The
room has a fox motif, there are pictures of foxes on the walls, carvings all
over the room. The bunk beds are a
little larger than typical and include curtains there is a single large bed
with posts and curtains near the others.
There is a chest for every bed at the end and each has two locks. A large table fills one corner with a game set
up on the top: it has many intricate carved pieces and dice and the board is painted colourfully. In between all this is a very large dog who
seems to be intent on tearing you to pieces!
The dog will attack anyone that it is not familiar with and continue
to attack until the command word is spoken.
The chests are in fact triple locked and trapped. The two locks on the front are real, but
mostly for show DC10 to unlock. The
third lock is DC15 and if the PCs attempt to open the chest before the third
lock is opened a trap is activated with an audible ‘Click’. The trap is harmless, only a hand crossbow
with a foul yellow substance on it that burns a bit and makes all food taste
like raw meat for 24 hours. The trap by
the single bed is a gas trap that fills the room and anyone who breathes will
sweat like a troglodyte for 24 hours, negating surprise, stealth and -4 on
charisma checks except intimidation then +4.
The chests have 3d12gp, 4d12sp and 8d12cp, the leader has twice the
number. The people here are four level 3
rogues and one rogue/wizard 3/2.
F—20’x20’ living Quarters for the caretakers of the tomb of the High
Judge (really the High Priest of Wegnaturn God of the Deal). Three rooms.
The door appear like any other except the handle appears to be a
laughing jackal. The jaws of the
jackal must be pressed together otherwise the handle on both sides of the door
falls off. If the door is handled
correctly, the Jackal heads on both sides laugh for six seconds. The room has two three level bunk beds in
one corner and a large table set up with the card game from level 4. The room is decorated in a farcical manner
with pictures of natural scenes turned on their end, sheep hunting wolves and
the such. The inhabitants of the
room are a mix of level three warlocks and assassins, the leader is a level 2
warlock and an assassin. The chests are
unlocked but the treasure has been dusted with contact poison that burns after
a minute as the warmth from the body activates it. water makes it spread and alcohol wipes it
clean. 2d8 burning damage, 4d8 with water. Each chest includes 3d20gp, 4d20sp and 8d20cp
and a glass beaker of water labelled ‘Cleaning fluid’ as a joke. Washing the treasure causes it to explode as
does shaking the chest for d8 damage 10’ radius
G—20’x20’ living Quarters of the Caretakers of the tomb of the Slave
Master. Three Rooms. There is no doorhandle, instead there
is a pull chain with a coffle at the end, pulling on the chain opens the
door. Inside there is a motif of
domesticated animal, cats and dogs etc.
there are five murphy beds along the edges of the room and a variety of
straight jackets, covered with many locks, lining the free space. There is a table with a variety of musical
instruments and a fine set of playing cards.
If there are people in the room one of them will be locked up in the
straitjacket attempting to get out. The rest of their cohorts will be
practising magic tricks or playing music.
The group are bards four 3rd and one 5th. Their chests are only visible when the beds
are down. When the beds are up they are
locked in place. The chest has 4d8 of
gold, silver and copper each.
H—20’x20’ living quarters of the caretakers of the tomb of the high
priest of Lastrada Goddess of Agriculture.
Three rooms. The doors
have oxheads and when turned the door opens easily. The room contains two double bunk beds and a
single bed. There are chests at the foot
of each. There is large altar to
Lastrada and a table with many simple musical instruments. The chests are not trapped, but any who
would steal from the priesthood will suffer a curse, all food will taste
rancid, as such few steals from them.
The curse can be lifted by doing penance. Or a remove curse spell. The chest contains only 2d8 of each coin
type, gold, silver and copper. There are
five priest here they do not wear masks, as they are druids 4 3rd
level and one 5th level, they change form after casting a
concentration spell and attack with practiced coordination.
I—20’x20’ living quarters of the cleaning staff The well cleaned door before you
gleams with a near mirror finish. Inside
you see three bunk beds with curtains, and two lounging teenagers studying and
attempting to cast cantrips and spells.
There are four sets of cleaning supplies in the corner. These people are the cleaning staff. They are apprentice wizards and other casters
capable of casting Prestidigitation.
When they can finally cast a first level spell they will be relieved of
this duty and allowed to rejoin society, or they will quit. Typically apprentices rarely last longer than
a couple of months one way or the other.
110.
30’X50’ room with three doors. This room is filled with minor
entertainments from a pile of dice in one corner, a dart board in another and a
few tables with decks of worn cards.
There are 6 soldiers dressed in chain sitting around one table with a
mound of coins, they get up when you enter.
The coins amount to 460cb and 12sp.
The soldiers will try to make noise to alert the two next rooms.
111.
30’x40’ room This room is filled with weapons, throwing
weapons and holding weapons. There are
Twelve men training here. Ten are
practising with throwing axes at the buts, but most are watching the two
leaders dueling with wooden swords in a large practise circle. If there is battle that lasts longer than
two rounds the group will become alerted and charge out. They are all dressed in their armour and have
shields nearby.
112.
50’x20’ room.
This room is filled with eight bunkbeds and sleeping forms in
each bed. There are manikins dressed in
armour and shields with weapon belts.
One of the 50’ walls is filled with a large shelf with forty-eight
chests. Each is locked. Each locked chest holds 2d8sp and
5d8cp. The locks are poorly maintained
and if common picks are used to open them there is a cumulative chance they
will bend and break. Every 10 roll a d6
on a 6 the pick does not break.
113.
30’x50’ room.
This door is locked. In
this room there are six large post beads with curtains. There is a large bath in one corner. There are also some comfortable couches and a
small library of a dozen worn books.
There is a bronze brazier that warms up the room and fills it with a
nice scent. There are two captains sleeping in their
beds. There are six well oiled lock
chests under each bed with their wages inside.
DC15 to open. No trap. 5d8gp, 7d8sp and 108cp. There is a false bottom and a compartment on
the back that will release two potions.
Total 12, 6 healing, 1 stone giant strength, 2 haste, 1 spider climb, 1
invisibility, and 1 potion of fire breath.
114.
20’ wide corridor. This corridor is about 500’ long and
is cleaned daily, you can hear the cleaning crew move somewhere along they way
ahead of you. There is an arch every 20’
and at the apex there is a crystal that glows brightly. The mirror polish everywhere reflects this
light; there are no shadows anywhere.
There are large tomb entrances, large slab like doors without handle the
push inwards. They are brass and are
gleaming. Any ray like spells or
spells like lightning bolt or magic missiles will bounce off the walls in this
corridor allowing for shooting around corners.
If the party does battle in the corridor the cleaners will hear of it
and will launch themselves at the characters and beat their feeble fists on
them in frustration.
Crypt of the Engineer 11 rooms
115.
Entry to the Tomb 20’x20’ The entryway into this tomb is made of
polished brass. There is a scene
embossed into the face that shows four workmen pulling on ropes lifting a great
load in tandem building a great Pyramid.
At the top there is writing in a strange ancient language. The words once translated say, “with the
hands of many, great works are accomplished.” The doors require four people to
push on the door five feet apart when they do so, the door splits into four
sections and they pivot. Any less than
four and the door will not budge As
you push on the center of the great 20’ brass door, they split and reveal four
smaller doors that lead to one 20’x20’ room.
In the opposite wall is another great door like the one you have just
passed through, except this time made of bronze polished brightly. On it shows a scene of five men contemplating
a completed Pyramid. The central figure
has a staff held before him with a stylized astrolabe in the top. There are words engraved in the hem of his
robe. There are five people here dressed
in owl regalia and masks. You are not
who they expected, they attack. The
masked people are low level engineers one is a wizard, one a rogue, one a
priest and two fighters. The words above
can be translated as, “But with a great Mind great things can be built with
one!” the lines on the doors all lead to
the astrolabe. If the astrolabe is
turned like a dial to the left the doors split into triangles one sinks into
the ground, one the ceiling and the others in the left and right walls. If it is turned to the right, there is a loud
chunking sound like a mechanism is opening which disguises the poison gas
filling the room DC14 4d8 damage save for half.
116.
The Hall of Mastery 80’x20’ The floor here in this long hallway
are covered in dust, just a thin veneer.
There are three sets of doors on the left and right of the hallway. The first two, on the left and the right
appear to be made of lead or pewter. The
next appear to be made of tin. The last
set are made of cold wrought iron and these doors have a coating of rust. The last set of doors, the one opposite the
doors you just came in, appear to be made of steel. Each set of doors appears
to have their own set of carvings on their faces.
117.
Tomb of the 7th degree
Engineers 30’x20’(left) These heavy doors have pictures of people
building common buildings are surprisingly light when you push upon them. The room beyond has standing stone sarcophagi
one every 2’ with one level on top of the bottom level. There appears to be well over 100 in this
room. About fifty of them appear to have
names ascribed into them. There are
120 coffins and there are 51 of them with occupants. Inside the box is a dry husk of a skeleton
with dry stretched skin and long tufts of hair attached to the head. There is a silver medallion around the neck
and pouch still attached to a belt around its waist, keeping its robe
closed. As soon as anyone removes
the pendant a baleful light appears in the skeleton’s eyes and it attacks. All of the 51 try to attack, but most are too
weak to open the coffins. 17 of the
skeletons will burst through the coffins in addition to the one the pendant was
taken from. After the last few skeletons
are dealt with the next 17 will free themselves and attack. If the PCs are still in the room when the
last skeletons are defeated the last 16 break out and attack. Each skeleton has a pendant worth 50sp and a
purse with 50sp worth of coins. Removing
the pendant causes the undead to return to death.
118.
Tomb of the 6th degree Engineers
30’x20’(right) These heavy doors
have pictures of people constructing large public buildings. They push inwards and are as heavy as they
looked. The room beyond is filled with
small sarcophagi standing along the edge of the walls, one every two feet. There are about sixty in this room, many of
them are blank but about thirty of them have
names chiselled into there bases.
Opening the coffins does nothing except reveal the contents. Each of the named coffins contains a
preserved corpse with dried flesh. They
all have a pendant worth about 100sp and a pouch with at least 50sp at their
sides. Disturbing any causes, the zombies to awaken and attack. About one third attack at a time the rest
need time to break out. Removing the pendant causes the undead to return to
death.
119.
Tomb of the 5th degree
Engineers 30’x20’(left) These
doors are carved with images of roads stretching across the countryside,
through mountains and too the sea. The
roads are straight and sure. The doors
are heavy but well balanced and a single person can open these door as they are
balanced. The walls are filled with
sarcophagi, one every 2’; there are 60 in this room and half of them have names
chiseled in the sides Opening any of
the occupied coffins activates the occupant and all the others, ten opening
their tombs every few turns until all thirty are free. These are quick zombies, they have a +3 to
their AC, Initiatives and attacks with their short swords. Each zombie wears a pendant worth 100sp and
each sword bears a gem stone worth 100sp.
120.
Tomb of the 4th degree Engineers
30’x20’(right) The front wall of this chamber are made of a dark
material, there are lighter coloured brown stone around the doors. To each side there are empty wall
sconces that would hold a torch. If a torch is moved into the sconce. After moving the torches there is an
audible click and the doors light up with veins of silver; the doors open to
reveal thirty larger coffins standing around the outside of the room. There are names on five of the lids. By now the players will be expecting five
undead, one from each of the named coffins.
They are correct, however the zombie like undead that will emerge are
actually Wights and they command the occupants of the remaining coffins to come
forth. There are two zombies in each of
the unnamed coffins. Each Wight has a
pendant worth 150sp and a small purse with 250sp.
121.
Tomb of the 3rd degree Engineers
30’x20’(left) The wall around the door show scenes of wall building,
tall stone walls, and palisades. Any
attempt to open the door will set off a large jolt of electricity that will
send them flying through the air into the far wall 20’ away to take 4d6 force
damage and 8d6 electricity. Any that
think to look the fifth stone on the fifth row can be depressed and the secret
door will depress and open. Inside
there are fifteen coffins spread against the walls standing on their ends. At their feet rest four large urns. Three of the coffins are inscribed with
names. The three named coffins
contain a single Wraith and three of the Urns contain spectres that it can
command. The skeleton inside each
occupied coffin wears a necklace worth 500sp and each of the four urns contains
a 1500cp around the bones of the spectres.
122.
Tomb of the 2nd degree Engineers
30’x20’(right) The wall is covered with the appearance of a castles in
the midst of a siege. The top of the
walls are filled with figures looking down upon you and men boiling oil. There is a scarlet pendant, fluttering in the
wind, letting people know in the distance that they are under siege. Each attempt to open the door results in
acid being poured before the gate Dex save DC15 5’radius. If someone climbs the wall DC15 athletics
check and moves the pendant down the door opens easily. Inside there are ten sarcophagi lying
prone on the floor. Three of them have
name plates. Each of the sarcophagi is
made of gold with gems encrusted on the surface. If any of the gems on any on the
sarcophagi are disturbed the three mummies in this room rise and attack. Each Mummy has a pendant worth 1000sp. Each sarcophagi has about 100sp worth of gold
and 400sp worth of colourful but inexpensive gems.
123.
Tomb of the 1st degree Engineers
entry 20’x20’ The doors to this chamber are covered in Gold Leaf and
have the appearance of a great presence.
The relief in the stone shows the greatest of achievements of this
nation, the great Pyramid that you are currently within. Touching the wall will deliver a d10 jolt
of necromantic energy. Opening the doors
requires pushing for five rounds delivering 5d10 damage. Only undead are immune to this damage and
there is no way to avoid it. The
doors open up into a waiting room with two openings to the left and the
right. There are two couches and two
tables here and they look immensely valuable.
They are worth a lot but they are permanent fixtures in this
room. They are magically enhanced
furniture. They are worth only 10,000sp
apiece while the Lich that made them still exists, afterwards they collapse
into disease ridden maggots. They cannot
be moved intact, but can be hacked apart and moved in pieces that can be sold
for a tenth of their value.
124.
Tomb of the 1st degree Vault
30’x40’ The script above the
three very large Sarcophagi states for all to read, “Here lies the two architects
that designed and built the tombs which you stand and the Engineer that built
the Royal Tombs, everyone is beneath them in the end.” The sarcophagi on the left and the right
contain lesser Vampires and the one between, the controlling Vampire who also
retains the levels she had in life, 9th level Warlock. the Vampire in this room were in stasis until
the moment the PCs entered the room. The
treasure in this room totals up to 25,000sp.
125.
Tomb of the Master Engineer 30’x40’ This
room appears incomplete. The builders were preparing this room to be great but
ran out of time. Stepping towards the
room chunks of the roof top appear to fall and smash into the ground. Any that enter the room fully (10’) will
see that this is an illusion. If only
one PC comes in 10’ only that one will see beyond, get that player alone and
the lich will try it’s best to kill or incapacitate the PC as the Pc will be in
an area of silence and the illusion will cover up anything the lich does but
not the PC. After all the PCs are past
10’ the illusion disappears. The room
is well lit and filled with opulence.
There are treasures of gold and many gems scattered around the
room. The writing on the wall has been
defaced, “Here lies (stands) the (greatest) engineer who designed and
built the Great (Greatest) Pyramid.” There are half a dozen half
finished projects all on the go from a half complete Iron Golem, a Magical
sword, a Magic staff, the plans for a magic submarine and improvements to
various parts of the Pyramid.---May 5th
126.
Entry into the tomb Crypt of the High Priest
of Lystula Goddess of Magic 20’ x 20’ The
outside of this large set of bronze doors are written with the dogma of the
priesthood in the local language written with Draconic runes. Lystula allows the mortal races to channel
the power of creation with the mystical words, arcane gestures and the focus of
will, all Praise Lystula! The inside
of the chamber is well lit with continual flame torches. There are five priests with cat like garb and
feline masks. They rise when you enter. One is a 3/2 Cleric/Wizard of Lystula and
the others are cleric/wizard 2/2. They
will wait for the characters to make the first move unless they have clearly
been in battle recently. Then they
assume a defensive posture. The large
double doors on the opposite side appear to be inscribed with every third level
spell that you have ever heard of and a number that you haven’t heard of. The doors remain sealed until the riddle is
solved. It is a simple riddle, as
soon as one of the third level spells is cast the doors open. If there was combat and a third level spell
is cast, that spell will fail and the doors will open.
127.
Grand Processional Corridor 20’ wide
corridor
The wide corridor is brightly lit with flickering candles filling
nooks, sconces, candelabras and chandeliers they are all in various levels of
use, some are burned down to nubs and others are fresh as if just lit. There are four large 10’ wide sets of doors
and two sets of 20’ double doors, all of them open into the corridor, each is
ornately carved and covered with their own many sets of candles. It is the floor that draws most eyes. Each 10’ section of the way is written every
known spell in existence. Many are not
known to you, but many are. The first
10’ section is devoted to Cantrips, the second First level spells and so on
until the last section where Ninth level spells are all spelled out in Draconic
runes.
128.
First Room of Preparation 30’ x 30’ The
door of this room has a simple latch. It
is simple but if the PCs expect something make them roll and announce they have
found nothing. Inside the large room
you see six large barrels, two on each side other than the door side and a
large platform with a body sized indentation.
The barrels are marked with pictures, two have a picture of a leg, two have
a picture of an arm, one smaller one has a picture of a head and the largest
one a picture of a torso. As you enter
the room you also see five floating saw blade, perfect for cutting flesh and
sawing bone, and five tongs, that float in the air waiting for something. The platform rotates slowly towards you. The ten animated utensils will attack if
they are attacked themselves, but they will first try to helpfully dismember
any corpse that is brought in here first.
Failing that they will attempt to dismember the body that is covered
with the least amount of metal armour, preferring leather over flesh. The barrels are filled with a flesh-eating
enzyme that will clean off the bones in a minute and dissolve the flesh over an
hour before becoming inert. There are a
few boxes in trap doors under the platform that when mixed together will refill
the barrels. There is enough left to
refill each of the barrels once here.
the enzyme is quite specific and only dissolves hair, fat and muscle,
teeth, fingernails and bones are not touched neither is metal. The bones will be removed after a minute and
be arranged inside of appropriately sized ceramic container, after they are
washed of the remaining enzyme. The
enzyme works exactly like Acid against flesh and water against everything else.
129.
Second Room of Preparation 30’ x 30’ The
door of this room has a simple latch. It
is simple but if the PCs expect something make them roll and announce they have
found nothing. Inside the large room
you see six ceramic ovens, two on each side other than the door side and a
large platform shaped like an Iron maiden complete with spikes. The barrels are marked with pictures, two
have a picture of a lung, one has a picture of a heart, one has a picture of a
brain, one kidneys, the last a liver. As
you enter the room you also see five floating saw blade, perfect for cutting
flesh and sawing bone, and five tongs, that float in the air waiting for
something. The platform rotates slowly
towards you. The ten animated
utensils will attack if they are attacked themselves, but they will first try
to helpfully dismember any corpse that is brought in here first. Failing that they will attempt to dismember
the body that is covered with the least amount of metal armour, preferring
leather over flesh. Any body that is
still alive when it lands in the Iron Maiden will cease to be alive when it
closes. Lucky for them they will have
ample chances to leave as utensils will attempt to remove the brain, heart,
lungs, kidneys and liver before closing.
Once closed the contraption will remove all the fluids and replace them
with preservation fluids, baked and desiccated organs will be wrapped and
reinserted into the bodies and then the body will be wrapped with fine linen or
silk coverings. The process will take an
hour.
130.
First Room of Repose 20’ x 40’ this
room is filled with luxury. There are
neat rows of soft seats and tables that are arrayed through the room. Many of the tables have silver serving
platters on them. When the room is
entered, the tables legs begin to move forward and the platters appear to be
filled with small open faced sandwiches, bits of cheese and sausage speared
with a small spear made of wood with a piece of fruit, or small cups filled
with sweet teas. After an hour and
five minutes the chairs attempt to dump the occupants on the floor and the food
and drink disappear. If anyone remains
within the chamber after this invitation to leave, the furniture attacks. They also attack if they attempt to re-enter
the room within the next hour. This is
room will allow for a great Short rest, but nothing longer and they will get +4
hp per hit die they spend.
131.
Second Room of Repose 20’ x 40’ this
room is filled with luxury. There are
neat rows of soft seats and tables that are arrayed through the room. Many of the tables have silver serving
platters on them. When the room is
entered, the tables legs begin to move forward and the platters appear to be
filled with small open faced sandwiches, bits of cheese and sausage speared
with a small spear made of wood with a piece of fruit, or small cups filled
with sweet teas. If the PCs spend
more than an hour in this room, the sofas will unfold and become beds. The beds are so comfortable that if they
sleep there for a full eight hours they will be completely refreshed and up to
2 levels of exhaustion will end. At the
end of the eight hours of sleep the beds will fold up into couches and chairs
again and after an hour attack them
during that last hour food will again appear for thirty minutes before
ending. If they come back every night
they will get the same treatment.
132.
The Crypt of the Commons 40’ x 50’ the
door to this room is plain and unadorned.
This room is filled with Urns all about 2’ in height and 18” in
diameter. There is a is a soft silvery
metal pushed into the gap between the lid and the body of the urn. The urns appear to be stacked on shelves and
the shelves are stacked tight right next to each other. Large floppy cloths flutter through the air
landing on the shelves and the urns removing the dust from them. Three large stick spiders walk on the floor
toward you and stop five feet from you waving their arms at you. The animated spiders are waiting for an
urn to be placed on the ground they will wait for a minute and then they will
leave the area. If anyone attempts to
disturb the Urns the floppy dusters will fly at them and attempt to cover them
with dust. The dust is horrible DC 14
Con save or start to cough for 1d4 damage per round for a minute. If they are attacked the spiders come running
in a round and in two more rounds another set of dusters, in two more rounds
more spiders. There are six dusters in
each room and three stick spiders. Each
duster only has one dose of dust and are vulnerable to fire. The sticks attack four times against on
target for 1d6+3 per hit and if all attack hit they crush for 2d6+3 damage the
first round and 15 points every other round and run them to the entrance before
booting them off. The silver paste is
silver and is soft but worth 2x its weight.
So each urn has 10sp of soft silver.
There are 120 urns.
133.
The Crypt of Acolytes 40’ x 40’ There is gold paste on these urns and so
the paste is worth 100sps each urn.
There are 75 urns. May 13th
134.
The Crypt of the High 30’ x 40’ The
door to this room appears to be made of solid gold. if magic is detected it glows
brightly. The doors contain no gold and
are made of heavy stone. Additionally
there is invisible writing on them. The
writing changes to the native language of the person who reads it. the writing says: “Come in and speak the name
of the resident you wish to speak to” The ceiling here vaults up to 30’ in the
center, but around the outside there is a narrow balcony on which there are a
number of automated musical instruments that begin playing as soon as you
enter. The instruments begin playing
sombre background music. There are three
open doorways on each of the empty walls, two 10’ across and one 20’
across. There are three sets of couches
and chairs arranged about the room. There are five harps, three sets of
drums, 4 string instruments and eight wind instruments. They would be very valuable if they could be
removed to civilization, but they will resist to the point of destruction. If the PCs wander outside the entryway the
Bouncers from the other rooms activate.
If the PCs loiter in the entryway for more than five minutes, the music
will stop and will play in a semblance of a voice asking them to call for an
audience or leave the chambers. If they
persist the Bouncers are called from the other rooms. If the PCs successfully call an audience, the
calling stone is brought forth and the spirit of the dead is called to answer
three questions as a speak with dead spell.
135.
The Crypt of the Hight Priest 40’ x 20’ this
chamber is through the 20’ entrance.
There are seven large well ornamented sarcophagi standing along the wall
closed and sealed and there are five more open elsewhere. Two large statues stand to either side of the
entrance arms raised as if holding the ceiling in place. The insides of the sarcophagi are fine silk
covering fine woods. The outsides are
made of stone with gold leaf covering the outside with gemstones on the
outside. There is a mechanical spider
with a small crystal ball in two of its outstretched arms. The sarcophagi are each worth 1500sp for the
interior and exterior. The crystal ball
is worth about 500sp, but any attempt to steal or pilfer the room will result
in the guardians waking up and attacking.
The mechanical spider is the same as the ones from the other rooms,
but the statues are two iron golems.
Fire spells heal them for ¼ damage caused and haste them, cold spells
slow them but are otherwise immune.
After two rounds they will begin to heat up as a heat metal spell which
will heal them, hasten them, and cause more damage. They will stop pursuit if they leave the
tombs.
136.
The Crypt of the Priesthood 30’ x 50’ This
room is through the left most entryway.
This room’s walls are lined with twenty-seven sarcophagi, eighteen
closed and nine open. There are three cloth
golems from the common chambers dusting the room and there is one stick like
spider golem with a small crystal ball in the two fore arms. The three corners of the room feature 10’
tall dwarf statues made of stone armed with a great sword and a tower shield
and are dressed in stone armour. The
sarcophagi have 1000sp of adornments inside and out and the crystal ball is
worth 500sp. If anyone attempts to loot
the place all the automatons will defend the place. The three statues are stone golems. Hitting them with lightning will slow them
for 2 rounds but radiant damage heals them.
After two rounds the sword will ignite with sacred fire (like the
cantrip) and will heal the golem and cause more damage.
137.
The Crypt of the Honoured Practitioners 30’ x
50’ The first thing that you notice is the large number of statues in
this room. There are twenty-two
realistically carved statues, half male and half female, each unique and
anatomically correct and realistically rendered, if very well endowed. Two are on either side of the entrance and
are seven feet tall, but the rest are six feet tall and seem to be supporting,
one to each side, ten sarcophagi. The
sarcophagi are richly decorated. They
are covered with gold leaf and decorated with many small tasteful gems in a
pleasant design. The less tasteful large
gem is placed at the head of the interned person within. There are three cloth golems and one spider
golem with a crystal ball in its arms. The
coffins covered with about 2000sp worth of gold and gems, the big gem is worth
2000sp also. No surprise, the statues
all animate if the room is looted. They
are all armed with two scimitars and are healed with magical fire. After two rounds the golems will burst into
flames and heal d4hp/round but cause an additional 2d4 damage
138.
Crypt of the Master of Coin, Entry 20’ x 20’ there are five people here that look up when
you open the door to this tomb. At first
glance they look like giant rats, but they are just dressed to resemble them
with mouse masks and large ears. One
wizard/rogue, 2/3 and the rest are either straight rogues or wizards or mixes
totaling three levels. The wall to
either side of the doors is made to look like two large abaci. Each abacus has seven rows of nine beads on
each rod. the abacus on the Left
side must be laid out with the price of admittance to the guild, one of each
coin type, copper bit, copper, silver, gold and platinum. The one on the right must arranged to the
price of Master level, 10,000sp or one bead on the top level moved over. If the players bribe the members on guard,
they will tell the players for money and their lives, they are apprentices and
they do want to be masters and the only way to do that is to get more
money. The third failed pull they must
make a DC14 Con save or be paralyzed, ninth DC 13 save or turn to stone.
139.
Hall 20’ x 40’ This hall is pristine and made with
the finest materials. There are four
large 10’ doors. One is made of Copper
and has been polished regularly so there is no green. The next is polished silver, cleaned
regularly of all the tarnish. The third
is polished gold. the fourth is made of
polished Steel. Each of these doors is
decorated with gem stones. The copper
one is covered with 100sp gems, the Silver with 500sp gems, and the gold with
1000sp gems. There is a slot before the
entrance. The doors will not open
unless gems of the appropriate amount and number are put in. all the gems on the outside are clever
reproductions and fake. The metal
covering is an inexpensive illusion.
140.
Common 20’ x 20’ For the cost of 100sp gem for each
person entering, admittance is granted. Those that try to push past without
paying must make a DC 18 Charisma save or be unable to cross. Inside there are all the members of the
guild that were able to pay the fee to be entered here, they include many of
the poorer members of the guild and more than a few of the more miserly
members. No-one here could afford to
take their wealth with them. The
cost of burial here is not very cheap.
Four people to bring you here leave your body in this room, two to speak
for your soul and 50sp each for the bother to do it and the 100sp gem in your
casket that you will need to get the doors to open should you return to life,
all told 1000sp minimum. There are
ninety-seven urns stacked neatly against the wall or in shelves. The first urn opened will reveal ashes a
few bones and a 100sp gem. This will no
doubt begin a search through the rest, however, this will not be the first time
someone thought to rob the dead and only nine gems will be found.
141.
Journeyman 30’ x 20’ For the cost of 500sp gem for
each person entering, admittance is granted. Those that try to push
past without paying must make a DC 19 Charisma save or be unable to cross. Inside there are all the members of the
guild that were able to pay the fee to be entered here, they include many of
the middle-class members of the guild and more than a few of the more frugal
wealthy members. No-one here could
afford to take their wealth with them. The cost of burial here is not very
cheap. Four people to bring you here
leave your body in this room, two to speak for your soul and 250sp each for the
bother to do it and the 500sp gem in your casket that you will need to get the
doors to open should you return to life, all told 5000sp minimum. There are other magical protections on this
tomb. Anyone who attempts to steal the
wealth in this tomb must make a DC 14 Con save or turn to stone. The last few would be thieves were petrified
and when the next priest came this way, their stone bodies were crushed into
rubble. On the shelves of this room there are nineteen medium
urns. The floor is different from any
other room you have seen. It is covered
with rubble, bits of gravel and sand and one or two stone fingers. If the contents of the urns are searched
they will find each one has a 500sp gem.
If someone takes interest in the gravel they will find fragments that ad
up to at least three bodies. The room
does not see the actions of one and different from them all. One steals all save.
142.
Master 30’ x 20’ For the cost of 1000sp gem for
each person entering, admittance is granted. Those that try to push
past without paying must make a DC 20 Charisma save or be unable to cross. Inside there are all the members of the
guild that were able to pay the fee to be entered here, they include many of
the upper-class members of the guild and more than a few of the more frugal
wealthy members. No-one here could
afford to take their wealth with them. The cost of burial here is not very
cheap. Four people to bring you here
leave your body in this room, two to speak for your soul and 500sp each for the
bother to do it and the 1000sp gem in your casket that you will need to get the
doors to open should you return to life, all told 10000sp minimum. There are other magical protections on this
tomb. Anyone who attempts to steal the
wealth in this tomb must make a DC 14 Con save or turn to stone. The last few would be thieves were petrified
and when the next priest came this way, their stone bodies were crushed into
rubble. Lastly, when the gem crosses the
threshold of the tomb an Invisible stalker is summoned to track and attack the
barer of the gem unless a dispel magic is cast to disrupt a 6th
level spell. On the shelves of this room there are nine medium
urns. The floor is different from any
other room you have seen. It is covered
with rubble, bits of gravel and sand and one or one stone head. If the contents of the urns are searched
they will find each one has a 1000sp gem.
If someone takes interest in the gravel they will find fragments that add
up to a single body. The room does not
see the actions of one and different from them all. One steals all save.
143.
Prep room 20’ x 20’ This room is dominated by a giant oven
with a large ceramic bowl appropriately sized for a adult human. There are dozens of empty urns filling one
wall and brooms and dustpans of different sizes. There is a door on the far side of the
room. It is made of shiny platinum and
is encrusted with large diamonds, rubies, emeralds and other gems worth about
5000sp. Beside the door there is an
inscription detailing that due to the rarity of diamonds, rubies and emeralds
of the right size, other sizes of gems totaling 5000sp will activate the
door. The gems on the door are good fakes and
are worth at least 100sp each, for a total of 5000sp. The platinum door is a good illusion. When both doors are closed on the oven, the contents
of the ceramic dish are disintegrated
into dust. The dust will fill one
urn and they can be placed with an appropriate gemstone for internment.
144.
Room of the great 20’ x 30’ This room is lavishly appointed. There are four small altar in the room, two
have a small urn and two are empty.
There is a large 10’ open door into the next room. The cost of burial here is just as pricey if
not more as they are encouraged to invite more mourners. The total price of 100,000sp in gems. Only two bought into this send off, or had
relatives that were willing to pay this much.
Inside the urns are just dust, the contents were taken by the being in
the next room.
145.
Room of the Grand Master 20’ x 30’ in this large room there only two
things of note: A large throne made of solid gold and a desiccated man siting
upon it. there is a large bowl at its
feet filled with all the gems that you have paid for entry to the various
rooms. The creature is vary happy to see
you. This is a greater Mummy. Its phylactery is located in the last room
behind the secret door. Once per day it
can teleport itself or one creature anywhere in the tomb complex. The monster will not use the teleport to hide
in its treasury but will teleport one member of the party behind the last door,
the one they will have to pay 5000gp to get through. If they defeat this monster, they will get
the gems in his bowl. The secret door is
unlocked by lifting the throne off the ground on one side, any side. Athletics check DC30, two people can attempt
to get a +5 on the attempt, and if they take 20 each member will get an
exhaustion point. If only one tries and
no-one else has athletics to help, they can do it for 2 exhaustion points. Setting the throne down unlocks the secret
door and opens it an inch.
146.
Treasury 30’ x 30’ Every door opened, and the prices was
paid the gem came here in the end. There
is a second throne and a million silver pieces of gems here. there would have been a 1Msp worth of gems had
the Grand master not found a way to funnel the wealth out to give him more
un-life. There is a lot of treasure here
but only 100,000sp.
147.
Crypt of the High Priest of Iatus Goddess of
War entry 20’ x 20’ The doors
that lead to the entry of the tomb are made of bronze black with age. The doors are filled with scenes of battles,
forces with the banners of the priests of Iatus arrayed before the heathen. The figures in the bas relief are polished
and clean, contrasting with the back ground.
The Each side are tall figures made of Brass, their eyes fixed on the
distance. When you approach the doors
they snap to attention and present arms, long polearms that smack down on the
ground a staccato that announces you presence.
Inside there is a priest, girded for battle flanked on each side by two
warriors ready for battle. The group
includes one Cleric level 5, and four 3rd level fighters. They will fight to the death against
interlopers. The internal doors
mirror the ones on the outside, battles fought for Iatus against Orcs, Elves
and Goblins. The doors do not appear to
have handles. Words must be spoken,
“Iatus is Great” will open the doors.
They crack and open outwards allowing access to the next room.
148.
Room of Doors 40’ x 40’ Upon entering the chamber the doors
behind slowly close (any attempt fails up to and including lying in their
path, anything left in their path will
be snapped in twain when the snap close.)
The doors behind and the other three doors are identical with scenes of
battle between the forces of Iatus and those that are not them. A bout of dizziness briefly overcomes you all
and a feeling that all the doors have moved position (DC 14 Con save or
fall prone) you are not sure which door is which an which door leads to
which next room. If they are with a
priest of Iatus they are not affected by this vertigo. The doors have not moved, but the players
direction sense has been altered. Only
one door can be opened at a time, and every time a door is closed the effect
returns, resetting the direction the directions in their minds. Each person present has a different
perception. As soon as the characters
enter a different room the correct orientation returns except for the chamber
of the Common Priest.
149.
Chamber of the Common Priests 40’ x 40’ there are a lot of sarcophagi in this
room; there are 30 standing on the ground around the edge of the chamber, there
is a “U” shape od 16 in the middle and cluster of 4 in the center, all stacked
three high. There are 150 sarcophagi
here. The ground is covered with a
misting of fog, no more than two feet deep but in places three. When the door finally clanks closed sound
becomes muted, speech is muffled. As
long as there is a priest of Iatus here, nothing happens but a round after the
door closes any character with a passive perception score of 15 will hear
sounds and see the fog eddy in odd ways.
75 occupied coffins here, 30 contain skeletons, 30 zombies and 15
something else. Every round 2 of the
more mundane will drop down to harry the PCs.
The other undead here are different.
They are quick zombies, (AC14, hp 26 resistant to non magical attacks,
all types of slashing weapons will do half damage with the lost half damage
creating limbs that attack on their own.
If it takes 16 slashing damage the zombie takes 8 damage and a 8hp arm
will attack independently) each of the
occupied coffins has a 50sp holy symbol and 2 platinum coins pressed into their
eye sockets. 50% will be found in their
coffin, 25% still in their eye/skull and 25% on the ground in the mist.
150.
Halls of Choices 20’ x 250’ this Hallway has many doorways on one
side. There hall is brightly lit with
the same artificial torches every where.
The floor Is covered with fog at the height of two feet. Any character who has been in the Chamber
of the common Priest, must make a wisdom save.
Those who succeed DC 14 will feel phantom touches at their
feet. (the curling of the mist and
regular Pareidolia makes them extra ‘jumpy’, there is nothing actually
there.
The rooms off this hallway
contain the 14 high priests of the past and their close aids, who were put to
death by them in their undead nature.
They are either a ghast and ghouls, a wight and zombies or a wraith and
specters. There are two secret doors in
the group one contains a greater Mummy and the other a group of lesser
mummies. Any time a new high priest
wants to be buried, the High priests must go alone and clear out a room to take
over, the greater the room the greater the afterlife. The Greater mummy has never been replaced.
151.
1st Room 20’ x 20’ As the door is opened mist pours
through, as the level in the room was at least four feet high, after a minute
it levels out. This room contains five
sarcophagi, one larger and more ornate than the others, but the four smaller
are also well made too. The larger
sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is
moved the other four move the other lids and attack the next round. The ghast has a 250sp holy symbol and jewelry
in his home worth 500sp, the ghouls all have treasure worth 150sp.
152.
2nd Room 20’ x 20’ As the door is opened mist pours
through, as the level in the room was at least four feet high, after a minute
it levels out. This room contains five
sarcophagi, one larger and more ornate than the others, but the four smaller
are also well made too. Inside this
chamber the coffins are covered with a rime of ice. The lead sarcophagi contains a Wight and
the others four zombies. As soon as the
PCs begin attacking the others will come forth and attack. The wight has a holy symbol with 250sp and
750sp in jewelry. The zombies have 150sp
of coin at their feet.
153.
3rd Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and
the lesser hold four Ghouls, as soon as one lid is moved the other four move
the other lids and attack the next round.
The ghast has a 250sp holy symbol and jewelry in his home worth 500sp,
the ghouls all have treasure worth 150sp.
154.
4th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi
holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the
other four move the other lids and attack the next round. The ghast has a 250sp holy symbol and jewelry
in his home worth 500sp, the ghouls all have treasure worth 150sp.
155.
5th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and
the lesser hold four Ghouls, as soon as one lid is moved the other four move
the other lids and attack the next round.
The ghast has a 250sp holy symbol and jewelry in his home worth 500sp,
the ghouls all have treasure worth 150sp.
156.
6th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. Inside this chamber the coffins are covered
with a rime of ice. The lead
sarcophagi contains a Wight and the others four zombies. As soon as the PCs begin attacking the others
will come forth and attack. The wight
has a holy symbol with 250sp and 750sp in jewelry. The zombies have 150sp of coin at their feet. If the head sarcophagi is examined
(investigation DC15) a secret compartment is found on the outside at the
head. The section pushes in and clicks
back in place. At this point a small 1’diameter column of
stone rises out of the ground in the center of the room closing the door and
locking it and the mist quickly drains out the of the room near the door. If the column is push down into the floor,
there is a click and a secret door opens.
157.
1st Room of Hidden Choices 20’ x
20’ This room hidden from the
others is covered with grit. There are
three large sarcophagi in one side and a altar to Iatus in the other. The candles on the altar glitter in the light
like gold and the chalice is studded with small gems, rubies and emeralds. The grit is dust of dryness, there are
five packet spread out on the ground.
The altar has three candle sticks with three large red candles in them,
they are indeed gold and are worth 5000sp each, the chalice is silver and the
gems are small but worth 1000sp apiece, together they are worth 15000sp but as
pieces only 11,000sp, there is a
ceremonial dagger worth another 6000sp as it is covered with tiny diamonds, 100
50gp diamonds. If any of the pieces is
moved without lighting the candles first a teleport portal one way opens behind
the altar and the master Mummy will arrive through it in a round. If the candles are lit, the portal becomes
two-way. At present all three candles
can burn for 10 minutes before guttering out.
They must be all lit. there are 3
lesser Mummies in this room each has a special held attack where it exhales
into a creature’s face and a small dose of dust of dryness enters their lungs
and eyes. Dex save DC 15 or take 6d4
damage or half. The mummy must grapple
to deliver this free attack. They will
wait for the PCs to accidentally summon their master before attacking but will
attack as soon as they are attacked. As
a tactic on will try to remove the dagger off the altar and attack with it
summoning the Master. The Phylactery for
the mummies is located in the other room.
The Mummies will not tell anyone how to operate the teleport circle. Investigation DC14 will reveal dust covered
everything on the alter except the underneath of the candle sticks and the
candles have been burned recently, the melted wax has no dust on it.
158.
7th Room 20’ x 20’ As the door is opened
mist pours through, as there is no mist in this room after a minute it levels
out. This room contains five sarcophagi,
one larger and more ornate than the others, but the four smaller are also well
made too. Before the mist piles into the
room you catch sight of five skeletons dressed in Chainmail with shield left
sprawled about the room. There is a
glint of gold about them as the mist fills in and covers the bodies. Where is your character positioned? The door slams shut as soon as the mists
are level with the outside. The mist
swirls as if something is disturbing it.
As soon as the door slams shut; it will be locked for five
rounds. Be sure to ask the players
where their character is before the doors slam shut. Any outside will be out of combat for five
rounds. The specters rise to attack
first, four through the sarcophagi and four from four of the skeletons. The next round the Wraith joins combat from
its home. The five skeletons are the
corpses of lone high priests looking for a tomb to occupy. The skeletons are dressed in Chainmail with a
shield, mace and dagger. Two of those
items is +1. Each has a holy symbol
worth 250sp. The lesser coffins hold
decayed bodies with Chainmail armour, shield and long sword, one of these sets
is +1. It also contains a rotted silk
sack of 500sp in coins the main coffin
has a rotted corpse with Magic Helm, +2 chainmail and a staff of striking as well as a 250sp holy symbol and 1000sp of
jewelry.
159.
8th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. Unlike the other chambers this room has only
one working torch. The light hits the
sarcophagi and throws up deep shadows everywhere. As you watch the light flickers and goes out
for a second before one of the other torches powers up and glows brightly. Every round there is a 50% chance that
the lit torch will go out, filling the room in darkness. One of the four torches on the room will
flicker to life after a round of darkness.
There are eight shadows in this room.
Scattered on the floor there is an additional 3 skeletons of lone high
priests looking for a tomb to occupy.
The skeletons are dressed in Chainmail with a shield, mace and
dagger. Two of those items is +1. Each has a holy symbol worth 250sp.
160.
9th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi
holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the
other four move the other lids and attack the next round. The ghast has a 250sp holy symbol and jewelry
in his home worth 500sp, the ghouls all have treasure worth 150sp.
161.
2nd Room of Hidden Choices 20’ x
20’ you step on to the teleport
circle and emerge in a different room with a fine bed and silk coverings. There is no sarcophagi as the greater
mummy “sleeps” on the bed. The
Phylactery of the mummies is hidden under the behind the in a loose brick on
the wall, Investigation DC20, unless they state that they move the bed and look
behind it. then DC12. The altar on this side is loaded with similar
treasures only they are worth twice as much.
The candles when lit will billow out smoke as the censure of coughing
and choking. The mummy will light the
candles with a cantrip if it has time.
The mattress of the bed is filled with coins, 10,000cp and 10,000sp,
1000gp and 250pp. They have had time to
settle, and it will take a minute to gather up 1000 coins with out mattress or
4000 coins with mattress stuffing a minute.
Remember the players only have 10 minutes before the portal will close.
It will take 5 minutes to get all the coins and 22 minutes without the
fluff. It will take a minute to pack
each candle stick, chalice and knife, if they wish to preserve the value (five
total or one minute total if they grab them, reduce value accordingly, mend
will not work) four characters will have
40 man minutes to do looting.
162.
10th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi
holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the
other four move the other lids and attack the next round. The ghast has a 250sp holy symbol and jewelry
in his home worth 500sp, the ghouls all have treasure worth 150sp.
163.
11th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. Inside this chamber the coffins are covered
with a rime of ice. The lead
sarcophagi contains a Wight and the others four zombies. As soon as the PCs begin attacking the others
will come forth and attack. The wight
has a holy symbol with 250sp and 750sp in jewelry. The zombies have 150sp of coin at their feet.
164.
12th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi
holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the
other four move the other lids and attack the next round. The ghast has a 250sp holy symbol and jewelry
in his home worth 500sp, the ghouls all have treasure worth 150sp.
165.
13th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and
the lesser hold four Ghouls, as soon as one lid is moved the other four move
the other lids and attack the next round.
The ghast has a 250sp holy symbol and jewelry in his home worth 500sp,
the ghouls all have treasure worth 150sp.
166.
14th Room 20’ x 20’ As the
door is opened mist pours through, as the level in the room was at least four
feet high, after a minute it levels out.
This room contains five sarcophagi, one larger and more ornate than the
others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and
the lesser hold four Ghouls, as soon as one lid is moved the other four move
the other lids and attack the next round.
The ghast has a 250sp holy symbol and jewelry in his home worth 500sp,
the ghouls all have treasure worth 150sp.
167.
Crypt of the Master of trades Entry 20’ x 20’ This entry way is filled with murals
depicting hardworking industrial types, potters, carpenters, cobblers,
armourers, weapon smiths, black smiths, wheelwrights, cartwrights etc. inside the room there are five figures
dressed in costumes depicting foxes. As
soon as they see you, they surrender.
The door beyond is dressed the more designs of master workers
working. The guardians here are very
pragmatic and they strongly believe that their lives are not worth stopping
adventurers from plundering the tombs before them. They will call for help, but they won’t stop
them. The Doors in this tomb area are
locked but not trapped.
168.
Hall 20’ x 40’ This room is a hall with four large
doors leading off it. there is a door
made of wood. There is a door made to
resemble thick cured leather, one that is made of metal, silver, iron, gold,
bronze, tin and many others. The last
door is made of stone.
169.
Door of Wood 20’ x 20’ the wooden door
is certainly locked, how is difficult to see.
The entire surface of the door and the walls beside is covered with
finely carved wood that moves along well-fitting groves. The pieces slide an shift in their places. The room beyond is a locked puzzle box. Wood carvers and those skilled in Arcana
can add their Proficiency bonus to an Intelligence check to open this door,
DC13. The door can be bashed open if the
players apply enough damage with bludgeoning and slashing weapons, (double
damage with axes). The room beyond is
filled with rows of shelving with urns stacked on the shelves. The middle rows are filled and a few of the
lower rows, but most of the lowest rows and all the higher rows are empty. The urns have no real value. They are ceramic and functional. Everyone of these was a master of their
craft. The urns are sealed with wax and
a name pressed into the wax.
170.
Door of Leather 30’ x 20’ The door is locked and there does not
appear to be any lock. There are two sections of the wall that lift out like
large bellows. Pumping the bellows
fills some hidden container with air and after a few pumps on each a low whine
comes from the wall as flaps on the door flutter from air passing underneath
them. If the bellows are pumped for a minute
the air blowing forth will make a cacophony of sound. Anyone trained with musical wind instruments
may add their proficiency bonus to an Intelligence check DC 14. Once a C-note is achieved the door
opens. Bashing the door with Bludgeoning
weapons also works. The room beyond
is filled with rows of shelving with urns stacked on the shelves. The middle rows are filled and a few of the
lower rows, but most of the lowest rows and all the higher rows are empty. The urns have no real value. They are ceramic and functional. Everyone of these was a master of their
craft. The urns are sealed with wax and
a name pressed into the wax.
171.
Doors of Metal 30’ x 20’ there are three great metal wheels
attached to the wall beside the doors.
There is a lock in the wall beside the wheels. The wheels are locked in place and will not
spin. The locks are complex. DC 15 to pick, but they may be tried multiple
times each. A knock spell will unlock
two of these locks and spin the wheel too.
the wheels control bars that pass through the doors. No amount of bashing slashing or piercing
will get through these doors, unless they have adamantium weapons. The room beyond is filled with rows of
shelving with urns stacked on the shelves.
The middle rows are filled and a few of the lower rows, but most of the
lowest rows and all the higher rows are empty.
The urns have no real value.
They are ceramic and functional.
Everyone of these was a master of their craft. The urns are sealed with wax and a name
pressed into the wax.
172.
Prep room 20’ x 20’ This room is dominated by a giant oven
with a large ceramic bowl appropriately sized for a adult human. There are dozens of empty urns filling one
wall and brooms and dustpans of different sizes. There is a door on the far side of the
room. It is made of simple stone. When both doors are closed on the oven,
the contents of the ceramic dish are disintegrated into dust.
The dust will fill one urn and they can be sealed with wax.
173.
Room of the Great 20’ x 30’ The urns in this room have more space
than the ones in other rooms. Each urn
is on a shelf with a smaller shelf underneath and a book placed there beneath
the urn. One urn is for the woodcarver
Master Cren, who built complex puzzle boxes for children some of which were so
complex that they have never been solved.
He was the designer and builder of the Door of Wood in the tomb before. The rest of his accomplishments are listed in
the book beneath his ashes. There are
many other urns with books on shelves around the room. There is an opening into another adjoining
room. There are ashes from six great
people in this room. Cheriq the
Armourer, who specialized in medium steel armour, Darre the Silent, the greatest Bard there
ever was who could not speak a single word, he made instruments with the voices
of angels. He also designed the Leather
Door. Bara the potter, who made all the
urns used in this tomb, each and everyone identical. Also perfected the unbreakable plate a secret
that no one could duplicate, not even her students. Sigmud the cobbler who made slipper so soft
and durable. Jewels the herbalist whose
infusions were in demand in distant lands.
Geoph Wainwright whose carts were so smooth well made that they never
broke down.
174.
Room of the Grand Master 20’ x 30’ Five members of the crafts were elected
to the body for life to administrate the trades of the nation and adjudicate
disputes and set prices. Much time was
needed to do these things and the only compensation, other than a lot of money
from bribes was to be interned here. There
are five shelves in this room and urns that are stacked on each that start with
the first and end with the last on each.
There are names and trades on them plus the dates that they served. Some served over 20 years, others only a few
days. There is a secret door in
this room. It is plain to see, it is
even marked and there is a sign over the door with the Words the Halls of
Greatness. There are five empty urns on
the shelves, one for each shelf. When
that urn is moved, there is an audible click as one of the five locks is
triggered. Two of the urns are obvious
and they sit by themselves on the shelves, but three are sitting beside other
urns on the shelves. DC 13 investigation
check, or a DC 15 History check only the History check can be untrained—the
dates on the urns are out of synch with the years beside.
175.
Treasury 30’ x 30’ Inside this room there are ten
torches over ten shelves. Three of the
shelves are empty, but seven are not.
There are six names under the torches, Geoph, Jewels, Sigmud, Bara,
Darre, Cren and Cheriq. Geoph
has a folded wagon, it is not magical, but it is lighter than it should
be. It can be unfolded into a foot cart
to hold a large barrel 200kg, unfolded into a one horse cart that can hold
500kg, or a full wagon that can carry 1500kg. Sigmud has slippers that are durable and
make no sound, +3 stealth. Stiff boots
for a gnome or dwarf that add a spring to their step and +5 to their
movement. A set of tools for making
footwear that give a +3 to the skill. Cren
has three puzzle boxes that have never been opened, each require 9 successful
Arcana checks in a row to open, errors leave the box as good as reset. DC 13, DC 15 and DC 18 boxes. Once they are conquered, they only need on
Check to be opened, so they are great placed to store things. The last one Cren placed a portable hole
folded up in the center. Bara has
a set of dinner ware that are unbreakable, but also have a glaze that food
cannot stick to, four settings.
(unbreakable to a point using them as a weapon or to stop a weapon will
not work.) Jewels has three boxes
of herb mixtures, one will cure any disease (3 doses), one will give refreshing
sleep long rest that cures exhaustion (5 doses) and an infusion that when added
to hot water will invigorate people during a short rest +2 hp per hit dice
spent and 5 temporary hp (2 doses). Darre
has three wind instruments here, a flute whose notes are low and calming, they
refresh people during a long rest adding temporary hp equal to the proficiency
bonus of the skill musician plus their charisma bonus. Bagpipes that play in sounds humans cannot
hear that will give commands to beasts, allows the player to substitute their
skill with bagpipes and charisma with an animal handling check. Lastly an accordion that plays really well
and adds a +3 to Bard checks and can be used to cast Otto’s Irresistible
dance. Using it more than once a day
will give the player a level of exhaustion each time. Cheriq has set of Half Plate,
Breastplate and scale mail that give the wearer Medium Armour Mastery --June 24th
176.
Crypt of the High Judge Entry 20’ x 20’ the door before is
covered with a scene that is straight forward.
There is a jackal headed deity armed with a sceptre and a set of
balances sitting in a throne before a individual shackled before it. the implications are clear; the jackal headed
person is sitting in judgement. The
doors are not locked and open easily behind them is a single jackal masked in
dividual cleaning the entryway, he looks up when the doors open. This is one of the Warlocks who is part
of the crew who watches the entryway.
The rest are further in. The
guardian will cooperate with the party as he already notified his cohorts when
the door began to open. If asked where
his fellows are he will say that they are further in. if asked where to get the biggest treasure,
he will say that the greatest rewards will be found after opening the doors to
the greatest judges. He will turn on the
players as soon as they get trapped on or when they meet his fellows. The door out is simple an opens easily.
177.
Hall of Judgement 40’ x 20’ this short hall has two
small doors and one set of grand doors on the far wall. The far doors are ornate and appear to be
carved of the finest woods and incrusted with gems. There are words inscribed on the floor 20’
from the doors. Only those worthy may
pass into the halls of judgment, the rest will be punished. The doors are one large intricate
trap. The doors are a façade and cannot
open. There is a complex logical riddle
on the outside of the doors which has an open conclusion. Both interpretations of the riddle are
possible so players might repeat the steps to complete the riddle a second
time. The effect both times is for the
floor to drop out beneath the party and a large block to drop from above a
second later. The activation of the trap
or riddle requires four or the number of PCs which ever is smaller. Any number of PCs in excess of four may dodge
the trap successfully. But have everyone
roll a dex save to “dodge” the pit trap by grabbing the door. The block dropping from the ceiling will hit
them anyway, but it gives them the feeling that they had agency. There are chains attached to the block of
stone that reset the trap after a minute.
The pit fills the 20’ x 20’ space before the doors. 1d6 for the fall and 4d6 for the stone. 5d6 total.
All the gems are cut glass worth a copper piece and have explosive runes
inscribed on them. 6d6 force damage,
which shatters the “gem” in the process.
There are limitless numbers of gems all above 7 feet in height.
178.
Place of Lesser judges 20’ x 20’
the door before you shows member of the watch standing before a
set of gallows looking at low class tavern on a busy dockyard. The implication is this is a room for the
lowly security officer or low-level crime judge. The door is unlocked. Inside there are shelves filling the walls
and other shelves standing alone filled with urns, some of the older shelves
have collapsed under the weight of the urns and have crashed to the ground
spilling ash and tiny pieces of bone everywhere. Everything of value in this room has been
stripped long ago.
179.
Place of Wise Judges 20’ x 20’ the
door here shows a scene of traveling judges dispensing justice in rural
locations. Inside you see shelves along
the wall and a set of doors leading to another tomb chamber. The shelves are filled with urns with little
adornment. One in the corner is tipped
over. There are over 150 urns here. the tipped over urn is unsealed and had
30 100gp gems inside. It is a secret
stash by one of the past members of the priesthood of Wegnaturn. They have been dead for some 50 years but the
stash remains unfound.
180.
Way of the Great Judges 20’ x 100’
The door here is covered with a scene of a great magistrate for a
city making decisions for the populous and pronouncements on lesser folk. A perception check DC 13 reveals that
this door has been opened more regularly than it should, there is great wear on
it. The other side of the door
reveals an unexpected sight. First there
is a privy close by and there are a number of empty urns nearby and there is a
fair amount of spilt ash near the privy.
Secondly the walls are covered with a large number of Demon and Devil
Princes and supernatural powers the procession of evil and powers continues
along the stretch of the hallway to a set of large bronze doors that are
polished to a mirror finish and not etched in any way. Any warlocks in the party can clearly see
the power that they have made their pact with reflected behind their head. In the presence of any warlock or rogue the
doors open without needed to be touched.
Otherwise, they can be opened but deliver a shock that does not hurt.
181.
Entry way of Wegnaturn 20’ x 20’ There are four people dressed in
Jackal masks. If their fellow from
the front is with them they either attack or greet the group. Not present they
attack strongest spells first. The
door out of this room is decorated with images of the great deeds of this
cult’s members. The door has a large
lock inset into the doors. There is
no key, there never has been one. The
doors must be picked to open them. The
DC is 20, but it can be retried indefinitely.
Every failure delivers a shock equal to the number they missed the roll
by.
182.
Hall of last judgement 20’ x 30’ the
Hall before you is small compared to the ones you have seen before, only 30
long. There are three doors, two only
common doors and the one on the far edge ornately carved with two great
gemstones, the entire depictation reminds you more or a malicious grin than a
scene like the others, but you can see that there are scenes spread over the
double doors. The doors are false
and are actually a huge demonic Mimic, which is just like a regular mimic
except has the immunities of a demon.
Also, it is huge so uses d12 hit dice and has +4 to physical stats.
183.
Prayer Chamber of Wegnaturn 20’ x 20’ This chamber is filled with low
benches and a small idol dedicated to Wegnaturn. There is a simple door to the next room in
the wall. the room is a prayer
room. The religious paraphernalia amount
to 1000sp total.
184.
Cremation Chamber of Wegnaturn 20’ x 20’ This room is dominated by a giant oven
with a large ceramic bowl appropriately sized for a adult human. There are dozens of empty urns filling one
wall and brooms and dustpans of different sizes. There is a lever on the side that will
disintegrate any body in the oven in a second.
185.
Tomb of the Lesser Promise 20’ x 20’ There
is writing written on the lintel above the Door. It says in the local language “Never steal
from the Guild”. Beyond the door there
is a small room with two doors and a number of shelves. The shelves are filled with urns that have
been placed carefully in well ordered ranks.
The contents of the urns contain no valuables, but have been sealed
carefully. As soon as the contents have
been exposed to the air they spill 5’ cube of poisonous gas. If they are thrown as a missile, they explode
as a 10’ cube of gas. In both cases the
toxin is DC14 con save, 2d4 or half, and on a failed save they are poisoned for
a minute. There are 75 urns filled with
ashes.
186.
Tomb of the Greater Promise 20’ x 20’ There
is writing written on the lintel above the Door. It says in the local language “Never kill a
member of the Guild”. Beyond the door
there is a small room with a number of shelves.
The shelves are filled with urns that have been placed carefully in well
ordered ranks. When exposed to air
the contents liquify and splatter acid over the violator. If they are thrown the ash will fill a 10’
cube that will rain with acid. 2d8
damage Dex save DC14. There are 30 urns
here.
187.
Tomb of the Lesser Oath 20’ x 20’ There
is writing written on the lintel above the Door. It says in the local language “Never speak a
lie to the Master”. Beyond the door
there is a small room with a small door and a number of shelves. The shelves are filled with urns that have
been placed carefully in well ordered ranks.
If the urns contents are opened the sparks will blind to opener and
all within 5’ dex save DC13, if the urn is thrown as a missile it will explode
in a 10’radius for 2d4 damage and blind any hit DC13 dex save for half. 50 urns
total.
188.
Tomb of the Greater Oath 20’ x 20’ There
is writing written on the lintel above the Door. It says in the local language “Always obey
the Master”. Beyond the door there is a
small room with a single ornate double door 10’ wide. There are a number of shelves filled with
urns that have been placed carefully in well ordered ranks. There are twenty-five urns here. if they are exposed to air the contents
explode filling the room with fire that sticks to everything. Each person inside the room takes 4d6 damage,
Dex save Dc 15 to take half damage and are covered with burning fire, 4 or 2
burning patches that do 1d6 damage a round until put out. The room and its contents are immune to this
effect. After the urns are placed on the
shelf they are coated with oil of slipperiness.
189.
Hall of Great Masters 20’ x 40’ There
is writing written on the lintel above the Door. It says in the local language “Never steal or
kill from the Guild, lie or disobey the Master, unless you become the
Master”. The room beyond is a room
filled with the guild masters in the past that have distinguished themselves in
some way, the greatest assassins, warlocks of great power. There are half a dozen small shrines set up
to these people and candles that can be lit in respect and honour. Samalster the first to unite the guilds of
the country together. Regaltar the
warlock whose power allowed his master Orcus to return and direct the
nation. Falstaf ‘the hidden killer,’ who
lived as a pious priest in the village of Makimak, but on his death was
revealed to be the assassin of Samalster and Regaltar, whose death weakened
Orcus for a generation. Misturna, the second
and last to unite the guilds. General
Muldan, whose connection to the Eternal Fire burned the enemies of the empire
for twenty years. Zeldam the Cutpurse
hid in plain sight as a common thief, but was the Midnight Terror who stole the
wealth of two generations.
190.
Tomb of the Lesser Priests of Wegnaturn 30’ x
30’ The door to this room is not
ornate and has no phrases above. The
inside is a large chamber filled with urns resting on the ground and in nooks
on the wall each has a candle before them that burns a light that does not
consume the candle. Each candle is
worth 50sp but the flame goes out if moved.
When relit it burns normally they
are prayer candles of exceptional quality and each will last a week if
continuously lit. There are 67 candles.
191.
Tomb of the Greater Priests of Wegnaturn 30’
x 30’ the inscription above the door says, “They served faithfully
in life”, beyond are six sarcophagi.
There looks to be room for more. Inside
each sarcophagus is a rotted and desiccated corpse, dressed in rotted
finery. Is is covered with fine jewelry
and a prominent holy symbol worth a total of 4500sp. Once the sarcophagus is opened the fun
begins, the high priest is now a wraith and each one has either three Spectres
under its control or three Shadows. The
last sarcophagus opened has something else.
It is a vampire.
192.
Hall of the High Priests of Wegnaturn The door here is chained shut, and
there is silver pressed into the cracks between door and wall. There are arcane symbols etched into the door
and any who approaches must succeed at a DC15 charisma saving throw. If anyone braves the door they will be
rewarded. Inside the room there are
several shrines with the requisite materials needed to summon any of the two
dozen demon princes and devil lords, there is also a Planetar standing guard on
this room. Anyone that attempts to
take or use any of the gear in here will have to battle the Planetar.
193.
Crypt of the Master of Slaves, Entry 20’ x
20’ Not a lot of detail work has
been done to the outside of this large door the relief is level and plain, but
it has been painted with the some of the most garish colours you could imagine
in designs that are in sharp contrast with each other. Just underneath, you can detect a different
painting of a more contemporary representative design. Underneath that you
think you see more paint. The sounds of
music can be heard muffled under the door.
There is no lock. Inside are
five bards practicing music and perfecting their magic tricks. Four are 3rd level and one is
fifth level. They are dressed in motley
and have the masks of domesticated pet animals.
They will fight or talk depending on how the party approaches them, but
they prefer to chat they want an audience.
They know that there is nothing of value beyond, but they also know the
large room is haunted. The door to
the crypt proper beyond is painted with various styles, apparently one of the
other crews is an aspiring painter.
194.
Hall of Coffles 30’ x 20’ This hall has three doors, two smaller
doors half way along the longer walls on each side and one large double
door. Someone has taken the time to do a
master painting on three of the walls of this hall. The wall with the door you
have just come through is painted in a scene of some fantastic under ground
city with great vaulting ceilings with bioluminescent fungi on the roof. The scene is very surreal with buildings
painted on the ground beside a vast lake.
The opposite side from this scene is a barren unpainted wall. the double doors do not appear locked, but
there does not appear to be any traffic this way either. On the left, there is a realistic scene of a
troupe of minstrels playing on a stage of what appears to be a large drinking
hall. The roof shows the rafters of this
hall and you can make out a couple of children wedged up in the rafters
watching the scene. The opposite wall is
filled with the patrons of the hall drinking and cheering, dancing and
cavorting, or serving the patrons and working at the bar. There entire scene covers 1000s of square
feet and is done with such skill and exactness; each person is done perfectly
and with perspective that makes them almost appear magical. There is not enough money in the emperor’s
own treasury to afford this mural if it could be transported.
195.
Crypt of Performance 30’ x 20’ the door to this chamber is worked
into the group of minstrels on the stage.
The door accentuates the painting.
When opened reveals a large stage with shelves located around the edge
and music stands through the stage top.
Littered over this scene and on the shelves are small urns containing
the ashes of bards that died over the centuries. The urns are sealed with soft gold or
silver. If the room is stripped of value
they will have 25,000sp worth of loot.
196.
Crypt of the Celebrated 30’ x 20’ Like the room on the other side, the
door in this painting has been worked into the scene. The door is the grand staircase leading to
the upper level. Once open the room is
like the picture on the other side: a large bar with the elixirs and wines
replaced with urns, the mugs and glasses all urns. The tables, seats and surfaces are filled
with urns. A brief survey of the symbols
on the urns show that they people here were once jugglers, magicians, actors
and such. Again there is no treasure
here, except the soft gold and silver pressed in to the urns to seal them. 20,000sp worth of treasure can be found
197.
Crypt of No Choice 30’ x 60’ The Blank doors opened outwards. There are mounds of soft sand all over the
ground in this chamber. Near the
entrance it is only a few grains under foot but as one looks towards the far
sides of the chamber the sand rises up to be six or more feet deep. There are shelves on the two far walls with
urns resting on them. The urns appear to
be made of a large hollowed out opal.
From this distance it looks like it might be worth thousands of silver
pieces. Cleaver divination magic would be the only way
to discover that the urns are cleaver fakes.
As soon as any grave robber/adventurer enters the room the doors begin
to close. If the PCs are watching, the
entity will close the door quickly with effort and noise. If the adventurers enter with caution they
discover the doors closed when they look up. DC25 athletics check to arrest the
doors if they are moving quickly, and DC25 perception check to notice the
quietly closing doors. At some point
someone will notice that the sand is not sand but fine ash. DC20 perception check from the doors, inside
the doors they will notice little bits of bone and teeth fragments DC15 and
after the doors have closed they will see broken urns and more bone
fragments. If the doors are open the Ash
will animate and one Air Elemental made of ash will rise up for every 2 PC or
fraction thereof. If the door is closed,
the ash will blow up into the air making the PCs make a DC17 con save, those
that fail cough for a minute and have disadvantage for the next minute. After the minute they must make another DC17
Con check or get one level of exhaustion.
PC that make the first save do not cough and and will be able to fight
the ash zombies that rise and attack.
One zombie/PC/round for five rounds. After a minute another wave of
zombies rises 2 zombies for each PC followed by one zombie/PC per round for
five rounds. When the last zombie falls
this round everything settles for five rounds, then three zombies rise and
attack with one more per PC joining
every round for five more rounds. After
this last round, things are quiet for an hour allowing the PCs to short rest or
to try to get out. Any attempt to
appease the dead or the ghost should have mixed results depending on what they
do. Speak with dead will reveal the ash
is the cremated dead of all the slaves that died making this temple. The dead want respect and they want to punish
those that disrespect the dead in general.
If the PCs have been looting crypts, they will demand the treasures they
have taken be left here. PCs might get
creative and suggest they are desecrating the tombs of their oppressors, then
the Entity might only take half. If they
fail to do any of this after an hour it begins again with the DC17 Con save
with the dust, this time the zombies are Ghouls. Then Shadows, then Wights. After the PCs have dealt a total of 500
radiant damage the entity dies and the doors open. Casting any placating spell like sanctuary or
remove curse, or atonement, will stun the entity for a minute and the doors
will open. The PCs have only that minute
to free themselves. Anything even
Ceremony works. A prayer will work if
sincere.
198.
Crypt of Lastarda Goddess of Agriculture Entryway
20’ x 70’ The great doors are
made of stately bronze with reliefs farm fields at harvest time; sheaves of
wheat, orchards loaded with bounty and fields with great root crops. Upon opening the doors you do not see a small
a 20’ x 20’ chamber with guards, but a much larger space. There are large doors on the far side of the
grand hall and four smaller side doors, two on this end and two towards the
other. About half way down the hall five
figures congregate. The five are
druids and they are accessing the situation.
If there have been any interactions with the PCs in the temple they may
have heard about them by now and will react accordingly. They are druids, four 3rd level
and one 5th level.
199.
Hall of Air 10’ x 50’ The door here is painted with light
blue with white clouds on it. the door is locked but will open when someone
blows upon it, a single long breath. The
puff of air cracks the door and it opens.
Beyond there is a long corridor that heads toward another door. The sides of the hall start out blue but end
in white. As you head up the hallway,
the hall rises 10’ over the distance, the air turns cold and icy—the white is
frost covering the walls, floor and ceiling.
Spending time in the last quarter of the hall and the chamber beyond
require a progressive Con Save, starts at 10 rises by 2 every minute. Warm winter clothing or magical warmth remove
the need for a save. Every failed save
inflicts d10 damage and an exhaustion level.
After getting warmer the PC’s will regain one exhaustion level per hour
of comfort.
200.
Chamber of Air 30’ x 30’ This cold chamber is quite large but
the rime of ice is at least a foot thick everywhere. There are boxes pile close to the door and
large white bags stacked in the far side of the room. The boxes contain sliced fruit and semi
processed vegetables. One contains a
sack of shelled green peas, another sliced apple. The bags on the far side are Ice Zombies, the
stats are just like normal zombies except their AC is 15 and they are immune to
Cold and Fire. Anny critical will
shatter the zombie and the parts will attack separately until dead. There are twenty-five zombies Keep track of the time Searching through the
boxes will take about a minute.
201.
Hall of Soil 10’ x 50’ The wall here is brown in colour
overall. There are levels to that
brown. Bands of yellow brown, nutshell
brown, dark brown and others. The
doors open when they are smeared with dirt, soil, or manure. The corridor beyond slowly descends and
drops 10’ over the 50’ distance. There
are two doors in the passageway, one at the end and one halfway through. The floor of the hall are covered in earth
and by the end the passage narrows into an eight-foot tall and wide hole in the
earth.
202.
Chamber of Soil 30’ x 30’ The door at the end of the hall opens
with a concerted push, the door is pushing against the accumulating soil in
this room. There is a large pile of dirt
in the middle of the room and a magical portal above it raining nightsoil on
the hill. There are ten stooped figures
constantly shoveling at the pile aerating the pile. There are baskets stacked to the side. The baskets are for carrying the
fertilizer when it has composted into other chambers in the area. When the PCs enter the zombies will turn on
them and attack. Any wound that the PCs
take will be infected and will require a cumulative Con Save increasing from 10
to 12 and up. hidden in the pile is an
Oytogh that will attack the round after the zombies attack. The disease has two stages and red rash that
poisons the creature first for a minute but the place that was hit will turn
green the next day and then spread.
After a week the character will die.
Cure disease will cure the disease.
203.
Crypt of the Acolyte 40’ x 40’ This very large chamber is covered
with a bucolic scene. The roof is well
lit and bright like as if it were outside.
There are furrows through the room and there are plants growing in the
mounds, water flows in between. Twenty
farmers are hoeing the ground free of weeds.
As the farmer take notice of you they stop hoeing the fields and raise
them high and converge on your position.
They do not look friendly. As
the combat ensues, every round for five rounds partially decayed three zombies
claw themselves out from the ground.
Many of them still have the root vegetables attached to them is they
rise, beats, potatoes, radishes and onions.
The all the undead have holy symbols worth 50sp hanging from their
necks. If the PCs spend an hour oh hard
work looking through the earth, they will find twenty more holy symbols and
hundreds of kilograms of potatoes, beats, radishes, onions and carrots there is a large compost pile in a far
corner, only if it is disturbed will it reveal itself as a shambling mound.
204.
Hall of Light 10’ x 50’ The door to this chamber is dominated
by a depiction of a sun high in the sky with little near it and nothing
obscuring it. Casting light, or any
light causing spell will unlock this door as will causing radiant damage to it.
This hall is filled with light, the door at the end of this chamber is lit
as brightly as a bonfire and is difficult to look at directly. The floor slopes upwards into the light,
halfway to the light there is a door on the side, easily over looked compared
to the brightly lit one at the end of the hall.
As you approach you notice the light gives off heat too. The door is magical and will open by
itself if the command word is given. The
command word is ‘Sunlight’ in the local language.
205.
Chamber of Light 30’ x 30’ The large chamber is uncomfortably
warm and bright. The room is dominated
by large drying racks filling the center of the room. The drying racks are covered with fruits and
vegetables that have been sliced and laid out on them. There are bags lying on the ground near the
door filled to the point of heaviness. On
the other side of the drying racks are 15 zombies that have the appearance of dried leather on
bones. They have all the advantages of
skeletons and zombies and only the common disadvantages. They will attack anyone not wearing the
appropriate holy symbol and then lay them out on the drying racks for jerky. Any time some one spends a full minute in the
chamber they most make a DC14 Con save or take a level of exhaustion. The bags are filled to brimming with dried
fruit, mushrooms and vegetables. One has
fried Fish from the water room. They are big bags and very full.
206.
Crypt of the Priest 40’ x 40’ The chamber before you is very big,
and the room is tall too. it is big
enough to grow a small orchard of fruit trees here. There are apple, pear, peach, plum,
nectarine, oranges, lemons, and banana trees, and vines loaded with other fruit
like kiwi, tomato, figs, and grapes.
Each of these plants has been mutated somehow to produce flowers and
fruit at the same time. There are wild
flowers on the ground everywhere and a small bee hive set up in the center of
the orchard. In the trees there are
lithe green plant people moving through the boughs collecting fruit in
bags. There is a large walnut tree in
the center of all this. The light
appears to come from every surface besides the ground and a stream flows from
one side of the room to the other. The
bucolic scene ill be ripped apart if the party stays here longer than a
minute. First the fruit pickers will
notice the PCs and migrate to the walnut tree and pick off the large round
fruit that holds the nut and begin throwing it at the interlopers. There are twenty of these ‘beasts’. If the Vinemen are attacked the trees will
wake up and start attacking. They attack
in two ways the corpses of the priests buried here as fertilizer will animate
and attack, and the trees wave their arms at the party, showering them with
ripe and unripe fruit. Lastly they will
swing their branches to attack the PCs.
The vines will animate and attempt to strangle and grapple PCs too. The bees will swarm too and sting and poison
people. There are holy symbols buried
with the priests and there is a total of twenty holy symbols worth 500sp each.
207.
Hall of Water 10’ x 50’ This door is covered with wavy
bas-relief lines, none of the lines crosses the other and none of them
parallels the one next to it. Spilling water on this door or even spitting on it will
unlock it. cleaning this door is
notoriously difficult as it tends to open unexpectantly when it is washed.
The hallway slopes down and the walls sweat with perspiration as you walk
along the passage. The perspiration
becomes water drops and small streams as you approach the end. At the far end of the passage the bottom
meter is filled with water and the door at the end, which is made of wood,
appears swollen shut. The door must be opened out into the hallway and the water on
the inside is below the door’s level. The
requires an athletics DC20 to open.
208.
Chamber of Water 30’ x 30’ The chamber is lit with a soft blue
light as the light is reflected off the water that fills this chamber, all except
the ledge around the outside. The ledge
is very narrow and requires everyone to shuffle down to get them in. the water is deep, at least 30’ deep. The depths are very murky and there are a lot
of fish in the depths. Deep down you spy
the fish nibbling on skeletons. At the
far side there is a waterfall large enough that you are surprised the room does
not fill up and out—there must be some exit below the surface. As soon as the
players enter the room the skeletons begin to ‘swim’ up and attack the
PCs. Every attack involves a DC12 dex
save or they fall into the pool. Armour
wearing individuals must make it at disadvantage. Athletics to swim DC10, disadvantage in
medium or heavy armour. The skeletons
will attempt to grapple people in the water and drag them down. There is one saving grace for heavy armoured
characters, there is a small pipe at the bottom that teleports water to one of
the Crypts where water is present. To
the characters watching it looks like the character just disappeared into the
murk in the bottom of the pool.
209.
Chamber of Flowers 20’ x 40’ The large double doors are covered in
bas-relief depictions of flowers. The
flowers are big and bold like those in stories of distant places. The doors very
difficult for most to open; they require something that was once a pollinated
flower to open. Most fruit or berries
work as does honey. The doors
open into filled with light and humid air.
The walls drip with condensation where there are no vines and the floor
is covered with plants most of them flowering.
There is another double set of door on the other side of the room, you
can just see it through the foliage. The room is filled with carnivorous plants of all shapes and
sizes. Giant sundews, giant Venus’s
flytraps etc., there are also shambling mounds an other types of plant
monsters. Occasionally people who defy
the church are dropped in this room alive or dead to provide fertilizer for the
plants. There is a vine that animates
the skeletons of the ones that have not been completely devoured. 12 skeletons in all. The skeletons drop it the vine is severed,
but only for a minute before the severed vine acts on its own.
210.
Chamber of the Garden 40’ x 50’ The door to this next chamber is
covered with scenes of farms once the riot of vegetations has been cleared from
its surface. As before the door is
locked. The door can only be
unlocked if one applies fire to the door.
Fire tames the wild woods and clears them for farming. Inside the room is furrowed earth and two
exits out, halfway through the room on either side. The earth here is rich and seems to be
waiting someone to sow them with seeds.
Down the way there appears to be a skeletal hand, unmoving in the soil.
Below your feet you detect worms in the soil. To the left and the right of the doors hangs four body suits
of chainmail made for a human. Against
the far wall rests five shovels and a plow with harness made for humans. The skeletal hand is unattached to the rest
of the bones, but they are there in place.
If they are sought out and exhumed over seventy complete skeletons can
be found. The skeletons will not animate
and there is no undead here, but the worms are not ordinary earth worms, they
are rot grub like worms that will burrow through anything that is not metal and
cause 1 hp damage every round for 10 rounds until they have burrowed themselves
through their victim’s heart. 1d4damage
from a glowing hot poker, 1d6 from a torch, fire spell damage, or if they think
about it heated needles will do 1hp damage too.
dressing in the chainmail bodysuits will provide enough protection as
will full plate mail. Organic armour
will be destroyed by the worms and less than plate armour will only protect a
bit.
211.
Chamber of the Fields 50’ x 50’ Down the left most passage an even
larger field greets you and it is filled with grain crops. The stalks are three to four feet tall and
are golden brown. Beside the entrance can
be found two wheelbarrows and a fine mesh screen. Beyond them there is a small mill covered
with white powder. The priests move soil from one chamber to the other and
they sift it to be sure there are no worms and no large bones. The bones get ground down to dust to
fertilize the crops and the worms are cast into the other room. The grains are processed somewhere else. There is nothing of danger or value in this
room. Any farmer would tell you that the
crop here is bigger and denser than any field they have ever seen.
212.
Chamber of the Dead 50’ x 50’ Down the right most passage leads to a
room that is paved in stone and there is not a single bit of fertile soil. There are Forty-four doors in this chamber,
nineteen in the walls and 25 in the floor.
The doors are made of stone and are not meant to come out easily. The chamber represents the time before
the attacks on the priesthood by Wegnaturn, Iatus, and the priests of Ascsain
after the purge. The blocks in the
wall move out when pulled on a successful Athletics check DC25 by one person,
or DC15 by two working together or DC12 with three working together. Four or more with ropes can move the stones. Of the standing tombs, six are empty and have
no markings on them. They are not merely
empty as one of them DC25 perception check has a small defection in the seal an
1/8” wide and the primary sarcophagi has another hole in the back side drilled
through the wall, there are a few inches of soil in the bottom of this chamber. Another empty chamber contains an empty
chamber with a sarcophagi whose lid is impossible to remove, (any attempt to
remove the lid with a DC25 athletics check instead releases poison gas, DC14
Con save 6d10 damage), there is a secret compartment DC20 investigation check
with a mummies Phylactery inside. Six
contain a Wight and seven zombies, six contain a Wraith and nine spectres. The twenty-five on the floor, eight are empty
(with three of them have small holes that lead to tertiary coffins for the
vampire), seven contain a Wight with seven zombies, seven contain Wraiths with
five spectres, one holds a vampire who was in stasis, one a greater mummy. The last contains a portal that sucks the air
into a chamber that holds a Sphere of Annihilation fixed to the inside of the
sarcophagi.
The
Seventh Level Next level. 78 rooms to 84
rooms
The next level bears some explanation. The center of the floor is one large puzzle
that requires dedication to complete puzzle.
The Royalty that is buried here were paranoid and they required a
complicated set of instructions to be followed before entrance to the Royal
crypts could be gained. As such anyone
who gets to the end should be well rewarded.
Anyone that can figure out where they are in the map should be rewarded
for that knowledge, but any mundane means is thwarted by the moving room at the
center. There are two spells that thwart
the PC’s senses a stasis that affects the PCs when the bridge spins and
secondly is a confusion spell that affects the PCs when the bridge spins. They can counter this by using chalk or other
genius level ideas, however once the PCs leave the chamber, mundane efforts are
erased. Magical efforts are dispelled
once per day and the keys are returned to the locations, they started in. Challenges will reset only when the PCs leave
the level.
Circles between two room corners. These are rotating walls, anyone in the
section that rotates when activated will believe the people in that area have
disintegrated or teleported as the PCs are in stasis for the move. The doors lock for the change which takes 5
rounds, 30 seconds. Any combat will
occur the instant the stasis lifts. The
people moved will might think they were teleported because the room is a
different size. If the doors are open,
the move will not happen. If no one is
keeping the door open the door will slam and lock for 30 seconds.
The red dots mean that the revolving doors are unlocked when
the first puzzle is being completed. The
green revolving doors work when the green puzzle is being completed. The purple dots are activated after fake tomb
is uncovered. When the Red puzzle is
solved the center room will allow access to the green rooms, when the Green
puzzle is solved, it will allow access to the fake Tomb. After the purple puzzle is solved will access
to the real tomb be granted.
There are teleport traps in the maze. Two of the teleport traps dump the PCs into
the city below. It is a long fall and
any fall arresting techniques by needing to be near walls fail, and the PCs
will be dumped into a cavern. One drops
the PCs into a lake and the other into a cesspool with fungus growing over the
top. Both will suffer 10d6 damage, dexterity
save DC 12 for half damage. The third
drops the PCs into an infinite drop with access to the rest of the levels for
5d6 to 20d6 depending on the height of fall Intelligence save DC 14 to
recognise the opportunity. If they let
themselves fall to the end there is a large rope net where the PC will take 3d6
damage and can climb to last level 50’ up.
if they fall through they appear at the top of the fall and get another
opportunity to try for the next level.
The rope net can be disassembled to create a long rope with knots to
allow easy level changes. Award exp for
that.
213.
Entry Chamber 30’ x 30’ After the bright silvery light
reflecting the light around this chamber is even brighter. The walls, floor and ceiling are covered with
gold leaf, the floor appears to have a layer of very clear glass as well. There are brightly lit crystal sconces in the
corners of the room that send light out 60’ in all directions. The reflection of this light is blinding. There are four exits from this room, two sets
of stairs, one up to the other tomb level, and one down. The other two lead down two 10’ x 30’
corridors into equally golden chambers.
This is the Royal Tomb level. Removal of the crystals will end the light. Fighting in these chambers imposes
disadvantage on all attack rolls, unless you have been training in these halls
for months, even so the people in these encounters have a -2 to attack
rolls. The leaders wear helmets that
impose disadvantage on perception checks, but no penalty to attacks.
214.
Hall of Contemplation 110’ x 30’ This
room also has gilt surfaces, but with one addition. There are four large 10’ x 10’ cultivated
areas with dense plants growing here. The
plants are well cared for and are manicured into beautiful designs. People come here to look at the plants. They are a rarity in this giant tomb
complex. At
any time, there will be 10-40 civilians dressed in costumes milling around the
greenery. Half of all civilians will be
children. If battle occurs here or in
any of the adjacent rooms these civilians will raise a raucous that will rouse
the rest of the combatants in five rounds.
215.
Hall of Tranquility 70’ x 30’ This room was once an area of rest
before or after seeing the services to the immortal souls of the Greatest Kings
and queens of the Empire. Now they are
one of the training positions for the Royal Guard, which is used here and, in
the city, below. At any time, there will be 20 soldiers training here and they
will respond to any disruption in the adjoining room. They are all 5th level fighters
trained Polearm masters who wield 10’ spears, are dressed in chain mail with
longswords and clubs at their sides and shields on their backs. They have been trained to fight in formation,
with some of their numbers fighting sword and board with the rest fighting
behind them with reach weapons. Any
Martial type that observes the soldiers training will understand their strategy
with Wisdom + Investigation roll DC 12, any battle master will understand
intuitively. On a success of 17+ they will also see there is a mage and cleric
meant as support of the units. Any
battle here will rouse the sleeping men in the barracks and in ten rounds there
will be reinforcements. There are two
leaders wearing plate armour with a 15’ pike, a sword and shield. There are two clerics and two obvious mages
too. One leader and one cleric and one
mage stand behind second ranks in any fight.
The mage counters any area effect spell, and the cleric supports the
other combatants.
216.
Barracks SW 30’ x 30’ Curtains obscure the gold walls and
the single light source. There are five
bunkbeds in this room with five sets of four lockers on the walls. There is a spear rack in beside the door with
10 spears. Beside there is stack of 10
shields. Beside the pillows on the beds
is a hook to put a sword belt. The soldiers here have been trained for weeks to quickly don
their armour and arm themselves. It will
only take them a minute to equip themselves.
Each locker has a place to hang chainmail and a small chest. The chest contain an average 150sp, as they
often play games of chance there will be a lot of variability between the
lockers. Additionally, each of these
soldiers has received a badge for display to let others know of their elite
designation, the badge is worth 100sp but to the wrong people it can be sold
for much more. If attacked here, they
have been trained to shout “Attack”, close their eyes as the closest one to the
light source pulls the curtains down and the light is revealed potentially blinding
attackers. Otherwise the room is filled
with dim light.
217.
Barracks SE 30’ x 30’ There are five
bunkbeds in this room with five sets of four lockers on the walls. There is a spear rack in beside the door with
10 spears. Beside there is stack of 10
shields. Beside the pillows on the beds
is a hook to put a sword belt. The soldiers here have been trained for weeks to quickly don
their armour and arm themselves. It will
only take them a minute to equip themselves.
Each locker has a place to hang chainmail and a small chest. The chest contain an average 150sp, as they
often play games of chance there will be a lot of variability between the
lockers. Additionally, each of these
soldiers has received a badge for display to let others know of their elite
designation, the badge is worth 100sp but to the wrong people it can be sold
for much more. Curtains obscure the gold walls and the single light
source. There are five bunkbeds in this
room with five sets of four lockers on the walls. There is a spear rack in beside the door with
10 spears. Beside there is stack of 10
shields. Beside the pillows on the beds
is a hook to put a sword belt. The soldiers here have been trained for weeks to quickly don
their armour and arm themselves. It will
only take them a minute to equip themselves.
Each locker has a place to hang chainmail and a small chest. The chest contain an average 150sp, as they
often play games of chance there will be a lot of variability between the
lockers. Additionally, each of these
soldiers has received a badge for display to let others know of their elite
designation, the badge is worth 100sp but to the wrong people it can be sold
for much more. If attacked here, they
have been trained to shout “Attack”, close their eyes as the closest one to the
light source pulls the curtains down and the light is revealed potentially
blinding attackers. Otherwise the room
is filled with dim light.
218.
Room of the Southern Lieutenant 20’ x 20’ This room holds four beds, for chests
and one table with two chairs. The gold walls are covered with blackout
curtains. Any disturbance
from the people outside their door will alert them. There is a 25% chance that these soldiers
will be ready at the time of the alert otherwise they will be ready in 2
minutes. They are 7th level
battle master fighters with plate and shield they have +1 swords. They each wear a badge of station that acts
as a ring of protection, but only to them.
It is worth 150sp, but 1500sp on the black market. The chests contain
coins worth 500sp and a potion of greater healing.
219.
Room of the Southern Mage 20’ x 20’ This
room holds four beds, for chests and one table with two chairs. The gold walls
are covered with blackout curtains. Any disturbance from the people outside their door will alert
them. There is very little these mages
need to do to get ready to fight. They
have been trained to counter the effects of magic on the battlefield. They are 6th level mages. If there is a real threat outside their doors
they will cast a knock spell on a door nearby, thereby alerting anyone within
300’, and then they will use a few potent spells and then close, lock and bar
the door. The chests contain 1000sp
each.
220.
Room of the Southern Priest 20’ x 20’ This room holds four beds, for chests and one
table with two chairs. The gold walls are covered with blackout curtains. Any disturbance
from the people outside their door will alert them. Although they are trained with getting ready
quickly, it will take them 15 rounds to get ready. At anytime there will be two 5th
level Clerics of Iatus here. They will
leave when they have dressed in plate and shield. The locked chests contain 250sp and two
healing potions.
221.
Kitchen of the South 30’ x 30’ This room is open to any. There is a table near the door that is filled
with tasty snacks. Many of the tourists
come here and pick up snacks here. There
is a donation jar with a couple hundred copper bits inside. There are tables where shift start and shift
end meals are served. About thirty
people can sit comfortably. The rear of
the room is filled with counters and ovens.
There are five people working here at all times. There are three
shifts that work here, and the donations are able to pay for the food for the
soldiers. There is 250cb in the jar.
222.
Kitchen of the North 30’ x 30’ This
room is open to any. There is a table
near the door that is filled with tasty snacks.
Many of the tourists come here and pick up snacks here. There is a donation jar with a couple hundred
copper bits inside. There are tables
where shift start and shift end meals are served. About thirty people can sit comfortably. The rear of the room is filled with counters
and ovens. There are five people working
here at all times. There are three shifts that work here, and the donations are
able to pay for the food for the soldiers.
There is 250cb in the jar.
223.
Room of the Northern Priest 20’ x 20’
This room holds four beds, for chests and one table with two chairs. The gold
walls are covered with blackout curtains.
Any disturbance from the people outside
their door will alert them. Although
they are trained with getting ready quickly, it will take them 15 rounds to get
ready. At anytime there will be two 5th
level Clerics of Iatus here. They will
leave when they have dressed in plate and shield. The locked chests contain 250sp and two
healing potions.
224.
Room of the Northern Mage 20’ x 20’
This room holds four beds, for chests and one table with two chairs. The gold
walls are covered with blackout curtains. .
Any disturbance from the people outside
their door will alert them. There is
very little these mages need to do to get ready to fight. They have been trained to counter the effects
of magic on the battlefield. They are 6th
level mages. If there is a real threat
outside their doors they will cast a knock spell on a door nearby, thereby
alerting anyone within 300’, and then they will use a few potent spells and
then close, lock and bar the door. The
chests contain 1000sp each.
225.
Room of the Northen Lieutenant 20’ x 20’ This
room holds four beds, for chests and one table with two chairs. The gold walls
are covered with blackout curtains. Any disturbance from the people outside their door will alert
them. There is a 25% chance that these
soldiers will be ready at the time of the alert otherwise they will be ready in
2 minutes. They are 7th level
battle master fighters with plate and shield they have +1 swords. They each wear a badge of station that acts
as a ring of protection, but only to them.
It is worth 150sp, but 1500sp on the black market. The chests contain
coins worth 500sp and a potion of greater healing.
226.
Barracks of the NW 30’ x 30’ Curtains
obscure the gold walls and the single light source. There are five bunkbeds in this room with
five sets of four lockers on the walls.
There is a spear rack in beside the door with 10 spears. Beside there is stack of 10 shields. Beside the pillows on the beds is a hook to
put a sword belt. The soldiers here have been trained for weeks to quickly don
their armour and arm themselves. It will
only take them a minute to equip themselves.
Each locker has a place to hang chainmail and a small chest. The chest contain an average 150sp, as they
often play games of chance there will be a lot of variability between the
lockers. Additionally, each of these
soldiers has received a badge for display to let others know of their elite
designation, the badge is worth 100sp but to the wrong people it can be sold
for much more. If attacked here, they
have been trained to shout “Attack”, close their eyes as the closest one to the
light source pulls the curtains down and the light is revealed potentially
blinding attackers. Otherwise the room
is filled with dim light.
227.
Barracks of the NE 30’ x 30’ Curtains
obscure the gold walls and the single light source. There are five bunkbeds in this room with
five sets of four lockers on the walls.
There is a spear rack in beside the door with 10 spears. Beside there is stack of 10 shields. Beside the pillows on the beds is a hook to
put a sword belt. The soldiers here have been trained for weeks to quickly don
their armour and arm themselves. It will
only take them a minute to equip themselves.
Each locker has a place to hang chainmail and a small chest. The chest contain an average 150sp, as they
often play games of chance there will be a lot of variability between the
lockers. Additionally, each of these
soldiers has received a badge for display to let others know of their elite
designation, the badge is worth 100sp but to the wrong people it can be sold
for much more. If attacked here, they
have been trained to shout “Attack”, close their eyes as the closest one to the
light source pulls the curtains down and the light is revealed potentially
blinding attackers. Otherwise the room
is filled with dim light.
228.
Hall of Serenity 70’ x 30’ This room
was once an area of rest before or after seeing the services to the immortal
souls of the Greatest Kings and queens of the Empire. Now they are one of the training positions
for the Royal Guard, which is used here and, in the city, below. At any time,
there will be 20 soldiers training here and they will respond to any disruption
in the adjoining room. They are all 5th
level fighters trained Polearm masters who wield 10’ spears, are dressed in
chain mail with longswords and clubs at their sides and shields on their
backs. They have been trained to fight
in formation, with some of their numbers fighting sword and board with the rest
fighting behind them with reach weapons.
Any Martial type that observes the soldiers training will understand
their strategy with Wisdom + Investigation roll DC 12, any battle master will
understand intuitively. On a success of 17+ they will also see there is a mage
and cleric meant as support of the units.
Any battle here will rouse the sleeping men in the barracks and in ten
rounds there will be reinforcements.
There are two leaders wearing plate armour with a 15’ pike, a sword and
shield. There are two clerics and two
obvious mages too. One leader and one
cleric and one mage stand behind second ranks in any fight. The mage counters any area effect spell, and
the cleric supports the other combatants.
August 16th
229.
Room of the Champion 30’ x 30’ This door is across from the only
other door in this short hallway. Both
doors are difficult to see as the mirror finish on the doors matches the floor,
walls and ceiling of everything on this floor.
The door is locked and barred from the
inside. The person inside will use the
time it will take the PCs break down the door to Ring the alarm bell inside his
suite and drink the potion of speed. The inside is in great contrast
to the outside. The room is large for
one person. There is a very simple bed,
one suitable for a lowly soldier, there is a desk filled with scrolls, one
opened on the desk. There are two
manikins towards one wall, one is dressed with a fancy dress uniform—it is
clear from the ribbons and the animal metals covering cape attached. The other manikin must be for the armour this
person is wearing. The armour is very
nice. Plate mail with a matching shield,
the slight glow seems to indicate that both are magical. As is the very sharp sword that he is
pointing at you. 6th level Battle Master/4th level
Assassin with +2 Plate, and +2 shield of warning and a +1 long sword. He also has the spell Aid cast on him
by the High Priest across the way. He is
a life long warrior of Iatus, but is secretly an agent of Ascsain. He has been so long under cover seeking the
secret to the location of the royal tomb.
He knows that the first one is a fake.
He feels that he is close to getting the high priest to give him the
secret. On the underside of the desk is
a small hidden compartment containing a key.
His footlocker is on the floor under the desk. It is locked and trapped, but the trap will
only go off if the key under the desk is used to open the lock. The lock may be picked, as this is the way
the it is normally opened. DC20
perception check to see the scratches.
The footlocker weighs 150pounds and is difficult to move. It contains correspondence from home, (which
are actually ciphered communication from the priesthood of Ascsain), spare
clothing, and a sack of 400sp, wrapped in the cloting are three bottles of
expensive wine (it is being used to loosen the lips of the highpriest). There is a false bottom in the footlocker
Investigation DC15 to find without breaking!
In the bottom are 2 50 pound ingots of silver worth 2500sp each. Under the footlocker there is a loose stone
(DC25 investigation check to hear the difference in the stone) under the stone
is a holy symbol of Ascsain and a small cipher book. Beside the desk is a brazier with many burnt
pages of note. Should the notes be
reconstituted they will need to be decoded and they say that he has discovered
the trick to opening the Royal tombs.
The scroll open on the desk details an account by one of the principle
architects talking about the six rotating secret doors that are key to opening
the way to the Royal tombs.
230.
Room of the High Priest 30’ x 30’ 30’ This door is across from the only
other door in this short hallway. Both
doors are difficult to see as the mirror finish on the doors matches the floor,
walls and ceiling of everything on this floor.
The door is locked and barred from the
inside and if anyone tries to break the door down to get in the High Priest
they will regret it. first she has an
alarm that will call the other soldiers to her, second there is a peep hole
that she can see through and is not above casting spells like Spirit Guardians
that will damage people on the other side of the door. This room is filled with luxury and
comfort. There is a large four poster
bed in one corner and a large altar in another.
The statuary and reliquary appear to be gold. there is a desk and a couch with a small
table, the table contains the remains of a meal for two. There is a wardrobe on one wall made of fine
woods. The
High Priest for this level is 10th level and she typically wears her
armour all day except at night. She
wears a girdle of hill giant strength under her Plate mail +1 and shield +1 of displacement
it has one charge a day that lasts one minute.
She will activate her shield after casting Spirit Guardians and has
Aid cast earlier. The sheets on
the bed are silk and are worth 1000sp.
The furniture is of fine quality but would need to be removed to get the
true value. The reliquary are actually
solid silver with gold leaf overlay and are worth 500sp for each piece. There are two candlesticks, a bowl, a
ceremonial knife and two statues. The
candles in them are ever burning candles and are worth 300sp each. In the wardrobe there are five ceremonial
robes worth 50sp each. At the bottom of
the wardrobe is a balled-up garment worth 500sp.
231.
The Hall of Honour 110’ x 30’ This grand hall is brilliantly
bright. The gold walls, floor and
ceiling reflect all light everywhere. Along
the walls there are white painted chairs.
About two hundred, one every 2’ of wall.
at the far end of the hall beside the only exit there is a white desk
with a bureaucrat with a ledger and a stack of books that need copying. There is a roll of tickets in a dispenser on
the corner. Any
attempt at interaction with the man at the desk will result in the man ignoring
them until he finishes writing the sentence that he was on. Followed by, “Take a number and sit down.” Any attempt to threaten the man will result
in him repeating more frenetically, “Take a number and wait until you are
called.” Violence will result in the
clerk hugging himself under the desk, while two invisible bone golems detach
themselves from the wall and attack. If
the PCs take a number and sit down after a minute that seems like an hour the
Clerk calls a number, not their number, but the number one before. After another minute he will call their
number and ask what they need. If they
say they need to go behind the door he will stamp a button In the floor that unlocks the door and opens it.
232.
The First Processional Hall 10’ x 50’ After the last series of rooms this
corridor seems darker by comparison. The
walls, the ceiling and the floors are solid white. The hall is fifty feet long and the doors
are white too. There is nothing of interest in this room.
233.
The Second Processional Hall 10’ x 140’ Again
the corridor is completely white. The
torches ruin the appearance of effect but only just as they appear to be
hanging in nothing. The first and all
the doors are impossible to see until you are right beside them. Each of the doors is locked. There is nothing
of interest in this room.
234.
The Ceremonial Guard 30’ x 30’ This room is filled with triple bunks
and few tables that can easily be overturned to create barriers there are
twelve people here sitting playing strategy war games. Six to a table with one of the six
adjudicating the game. They are all
dressed in white heron outfits. The group are all level five battle masters using bow or
short spear and shield. 60hp and AC of
16 or 18. If the PCs are friendly the
Ceremonial Guard will tell them the next viewing begins in two hours and they
should wait in the Hall of Honour. If
the PCs persist one of the groups will escort them there. If the PCs are hostile, they will overturn
the tables before the entryway, three tables 10’ long and 5’ wide, six of the
soldiers will stand behind the tables and six will draw bows. The bowmen will attempt to trip the
combatants and allow the ones standing to get advantage. The ones standing will Repost any time they
are missed, or they will push or trip.
Any front-line soldier to die will be replaced with a bowman.
235.
The room of Aged Censors 20’ x 20’ This
room is has two bunkbeds and two couches with for figures dressed as white
storks lounging and reading. The four are all 5th level priests of Iatus with
48hp and AC18. They are dressed in Plate
and Shield each with a longsword. If the
PCs a re friendly the priests will tell them to go and wait for the next
reviewing begins in 2 hours in the Hall of Honour. If the PCs are persistent, the priests will
escort them to the Hall. If the PCs are
hostile, the Priests will all cast Spirit guardians, they will cast Spiritual
weapon the next round.
236.
The room of Aged Aspergillums 20’ x 20’ This room is has two bunkbeds and two
couches with for figures dressed as white storks lounging and reading. The four are all
5th level priests of Iatus with 48hp and AC18. They are dressed in Plate and Shield each
with a longsword. If the PCs a re
friendly the priests will tell them to go and wait for the next reviewing
begins in 2 hours in the Hall of Honour.
If the PCs are persistent, the priests will escort them to the
Hall. If the PCs are hostile, the
Priests will all cast Spirit guardians, they will cast Spiritual weapon the
next round.
237.
The Ceremonial Guard 30’ x 30’ This
room is filled with triple bunks and few tables that can easily be overturned
to create barriers there are twelve people here sitting playing strategy war
games. Six to a table with one of the
six adjudicating the game. They are all
dressed in white heron outfits. The group are all level five battle masters using bow or
short spear and shield. 60hp and AC of
16 or 18. If the PCs are friendly the
Ceremonial Guard will tell them the next viewing begins in two hours and they
should wait in the Hall of Honour. If
the PCs persist one of the groups will escort them there. If the PCs are hostile, they will overturn
the tables before the entryway, three tables 10’ long and 5’ wide, six of the
soldiers will stand behind the tables and six will draw bows. The bowmen will attempt to trip the
combatants and allow the ones standing to get advantage. The ones standing will Repost any time they
are missed, or they will push or trip.
Any front-line soldier to die will be replaced with a bowman.
238.
The Honoured Room of Repose 40’ x 40’ This
room mostly empty. Against the far wall
there rests two sarcophagi with large (12” in diameter and 3 feet tall) white
candles burning at the four corners of the table. There is a velvet rope draped about 5 feet
from the sarcophagi meant to keep onlookers from approaching without being
menacing. There is plenty of standing
room. There are two bright torches in the corners that illuminate this
room. One of them has been removed from
the corner on the left as you come in. If the PCs are here as part of an official viewing add
this: The Ceremonial Guard
takes up position in the two corners flanking the entrance and the Priests line
the wall between the display and the closest corner. They prevent any from going near the corners. The priests also prevent any from approaching
the display. If there is battle in the room civilians will panic and flee.
The stats of the combatants is in the adjoining rooms there will be a full 32
here less any defeated previously. If
they have all been defeated there will be no tour today. If the removed torch is replaced all the
torches brighten momentarily blinding everyone in the room, unless they know to
close their eyes, as the lights fractionally dim just before brightening. DC14 Con save or be blinded for a turn. Any in the area where the secret door is
located must make a DC14 strength check to remain standing, as they are pivoted
into the next room. The secret door is
reengaged on the other side by removing the light from the scone. But on the other side the torch is kicked out
of the cone and fall to the ground and a smell of smoke accompanies the
switch. Blinded PCs might assume that
the others are disintegrated. The
coffins have the desiccated remains of a minor noble in them and nothing of
value except fake jewelry with the apparent value of 10,000sp each. The fakes are good and can be sold for 500sp
each set.
August 26th
The trick to the puzzle is three-fold. To open the false tomb the PCs must gather 5
torches, one from each set of rooms accessible from the bridge room in the
first three positions. There are 5 empty
sconces along one side of the central chamber of the bridge room. As they are filled up one of the 10’ x 10’
squares in the central room changes to red in a giant ‘X’ pattern. Once the ‘X’ is complete access to the Fake
royal Tomb is granted. There is a secret
lever in the passage under the stairs that once activated reveals four more
sconces, one between the other sconces in the Bridge room. If the lever is pulled the purple puzzle
rooms activate and one torch may be found in there. By solving the three purple puzzles, the
bridge will change position one last time and will reveal the last puzzle room
that will allow the PCs to open the true royal tomb and there is a lot of loot
and threatening creatures.
239.
30’ x 30’ room There is a blinding flash (DC18 strength save or fall prone). Spots before your eyes you see
you are in a smaller chamber, you see scripts from several languages all over
the world scrawled on to the side walls.
The ones you can read say, “You are dead now, welcome to the Afterlife.” The room around you does not look like the
afterlife. It is dirtier than you would
expect. And there is a door that exits
the room, and those stupid torches that light all the rooms you have seen are
here too. There is a door. And the stool you stood on to put the torch
in the sconce, it is here too. Obviously the PCs did not die. That has been a joke that has acted as a
hazing ritual for years in these parts.
New recruits are told that if they fail to show proper reverence to the
king and queen in the chamber, they will kill them—then they will be told to go
clean the Final Rest chamber, then Voom they are “dead”. The PCs may think they have been teleported,
but the corner to the room has just rotated, the save to see if the motion
causes them to fall over. Removing the
torch will cause the door to rotate again and reset.
240.
‘Y’ shaped corridor Leaving the room
you enter a small corridor that leads to an intersection of two more short
corridors like the one you are in.
Turning around it would be difficult to determine which corridor you
were just in, as they are identical. The
one to your Left appears locked leaving only the one on you right. Encourage the PCs
to start marking the walls or leaving a trail.
Normally this would be a good way to avoid getting lost, however the
complex is slightly intelligent and magical, so it will decorate all the Y
inter section corridors that way. The
more elaborate their attempts are the replicated the design will be. Asking the players to roll for direction
sense will help with this.
241.
30’ x 30’ room This room appears to be the scene of a
minor battle, there are eight skeletons lying on the floor. Some are dressed in rusted mail, some in one
in wizard robes and the rest in leather armour.
There is the metal fittings or a musical instrument, and the clothing
and mail from sword thrusts. The
clothing is not stained at all with blood.
There is a chest on the far side of this battle, closed an locked, there
is a torch with a bronze haft lying on top.
Close inspection of the corpses reveal a
swarm of beetles in each corpse. They
will divide up evenly to swarm each PC.
The torch is the only treasure in the room, the . chest is a mimic. The torch will unlock the door to the bridge
and activate one of the squares in the center room. A perception check of 15 or better detects a
secret door and an Investigation roll of 15 discovers the mechanism to open the
secret door, but the door is locked and will not open. Under the corpses there is a simple wooden
torch that when combined with the silver metal chunk in the next room will
complete a torch key.
242.
Bridge Room 30’ x 30’ The door opens up to a narrow 10’ wide
corridor over an abyss. The edges are
black and swirls of wind move dust across the pathway. The feel of the room is that one misstep and
you will fall forever. There is a room
not too far ahead, about 30’. When
entering the bridge room for the first time, they will se that there are four
walls, a ceiling, and paving stones on the bottom are large 10’x10’ slabs. On one of the walls are five torch sconces
one is glowing gently. if the bronze torch is placed in it there
will be a low rumble followed by a clunk as the door on the other side of the
bridge is unlocked. If the PCs try the other side of the bridge they fin it
locked and when they put the torch in the right spot the clunk will come from
that door. The walkway is quite safe and
only someone doing something stupid or intentional will result in someone
falling off, see below. After the 2nd,
4th, the switch, and 8th torches will the bridge move and
lastly when the pcs are trying to get back.
When the bridge moves, a minor stasis effect will result, and the
players may not be aware that they moved so any mundane means of direction
sense fail here in this part of the dungeon. If anyone are so bright as to head out on the
bridge to witness the move will see the stasis fall on the other players and
then see the bridge spin out from under them and then fall 50/50 into the
underground lake or into the cesspool sewage pond at city level.
243.
Y’ shaped corridor This is a ‘Y’ shaped corridor. When you get to the center an eerie feeling
creeps into your soul that if you were pick at random you might get a better
result. This
room and the rooms like it are normal, but there is a subtle intelligence
working here and anything that is spilled will be repeated in the others. Blood, vomit and bodies will be repeated as
well as any marks made to make a pattern or to show where they went before.
244.
30’ x 30’ room This room is filled with benches
filled with laboratory equipment and resources, some of the beakers have
reagents, some might be valuable and others, who knows. Anyone with a
passive perception of 15 or higher will see the outlines of a secret door, but
no matter how well investigating they do, they will not find the trigger
because it is a one-way secret door. Any
items taken from this room will disappear and return here in perfect repair.
245.
30’ x 30’ room The room appears to be
completely out of place. The ceiling
vaults up into the air and everything is dark, except for the torch that
illuminates the 30’ x 30’ floor. There
are stalagmites and stalactites all over the floor and roof. A family of illusionary Piercers rest above, and they will
attack as soon as possible. There are
twice as many as PCs and until the PCs light the roof up, they attack with
advantage. Because of the illusion, the
PCs must actively look, Perception 12 to spot the secret door, DC 14
investigation to find the mechanism to open the door. If they disbelieve the illusion, they will
not get damaged.
246.
40’ x 40’ room When the secret door is activated the
corner of the room starts shifting and spinning, first the section is closed
off into the wall and there is a brief fear that the door will stop and trap
you, but it continues to move, and light fills the space. When it stops you are in an open grotto, the
rounded ledge from the other room is the top step of a dais that leads into the
water. It looks clear and
refreshing. A large willow grows across
the pool and its long branches hang into the pool. There is a naked nymph splashing in the water
obscured by the willow branches. There
is a break in the grotto one side, an open canyon leading elsewhere. ***Note*** there
are two illusions on these room one on top of another. When a PC makes a Disbelieve Illusion attempt
there are two different DCs. If they
exceed 12 the first one breaks and if they exceed 18 both illusions break. The first illusion is pleasant and the second
harsh and horrible and therefore more believable. The pool is 40’ in all dimensions and the
entire room is an illusion, but a very pleasant illusion. if an attempt is made to disbelieve the
illusion, they will succeed and the pleasant illusion will be replaced with
another illusion, the willow branches replaced with strangling vines, the nymph
with a Hag and the water becomes putrid and diseased swamp, the torch in the
wall has no real light. This illusion is
harder to disbelieve but if they succeed it reveals a dais down six feet and
stair up six feet through a corridor. In
each case the illusion will play out as they believe it to be.
247.
30’ x 30’ room There is a break in the Canyon, and
you see a meadow spread out before you with Satyrs playing musical instruments
beside classical columns on stone benches, they wave to you and entice you come
and listen to their concert. OR
There is an opening in the wall of the putrid hole you are crawling
through, there is more space in there.
There are three slavering half men, half wolves, werewolves, it will be
easier to fight them in their room than out here. The room Satyrs
will attempt to charm the PCs and keep them here forever. The werewolves will just try to tear the PCs
apart. It might be that there may be
different perspectives affecting them.
If they broke through the illusions twice in the other room, they will
have to break through the illusion of the were wolves in this one. PCs who see the Satyrs will see the PCs that
see the Werewolves but see the fight for their life as dancing. And vice versa, the PCs that see the were
wolves will see the other PCs as slain. Those ‘slain’ by werewolves will rise
after an hour and charmed PCs will get another save if the others try to revive
them. PCs not charmed will be compelled
to gift the satyr’s money for their performance. If both illusions are disbelieved then these
PCs will see a scattering of coins, 50gp, 400sp, 205cp, and 2045cb.
248.
20’ x 20’ room This room opens up into a small
cavern. There are big yellow pods with
sharp venomous spikes attached the
tentacles that end in large googly eyes—they are Flumphs and they float down to
you with joy and warn you that not everything in this area is what it
appears. They tell you if you are not
careful you can get hurt or die. This is an
illusion if anyone attempts to disbelieve they will see: the friendly Flumphs are replaced
by little brains with four legs—Intellect Devourers, and they attack. The room is
empty, and PCs can attempt to convince the others which reality is right. Someone is having a good time and someone is
having a bad time. Which ever illusion
the PCs see here they see for the rest, until they do better on a disbelieve
attempt
249.
20’ x 20’ room In this room you see four diminutive
figures tapping the corners of the room.
Each one is extracting a gemstone from wall. (in one they are
deep gnomes and will trade silver for gems and in the other they are Duergar
and they will just kill the PCs.) if the PCs see no illusion they will see four
gemstones worth 500sp each.
250.
30’ x 30’ room This is a forested glen with four
large oak trees in the corners, dryads and hamadryads emerge from the trees and
you enter the glen, one for each PC and attempt to entice them with suggestive
kisses. OR the dark forested glen lightning flashes
int the sky and the trees move to attack!
OR This large room is
empty except for dust that covered the ground, there is nothing of interest in
this room. The
Dryads will give the PCs a present when they leave a torch with a bronze
haft. They will kiss the person with the
most charisma and tell them they are welcome to come again. If no-one believed the Dryads, when the last
evil Treant dies, he has one last attack that critically hits and imbeds the
torch in them, possibly knocking them unconscious. Or the PCs must search through the dust, sift
through it until they find the torch.
251.
40’ x 40’ room This room appears to be a
storeroom. It is filled with many useful
items and potions. There is a sign that
asks to only take what is needed for immediate use only. OR This
room appears to be a storeroom filled with many foul-smelling concoctions. They are labelled but they look like
poison. They smell worse. OR this is an empty room there is a very clearly
marked secret door in one corner, but it appears to be locked. The potions and
other items will only work in here and only on people that believe they have
been injured or seriously affected.
These potions will raise people from the dead if killed by
illusions. One illusion makes the
potions taste great and look great. The
other foul and disgusting. Con save DC10
to keep the stuff down. The potions only
work if you believe they work. People
who see nothing will not get the cure; people who see a storeroom cannot see
the secret door either. Of course, the
secret door is locked until the switch in false tomb is thrown. Characters that can see the true empty nature
of the room do see one thing of interest there is a torch sconce with a sliver
torch holder. It looks valuable but if
it is taken but not added to the naked torch on the other side of the secret
door, it vanishes back to where it was found a minute later.
September 8th
Bridge change position interlude one direction either
direction is viable.
252.
Y’ shaped corridor This chamber looks like the last one you left
in everyway, or does it? When you reach
the intersection, each direction looks as viable as the other including going
back. There is a wave of emotion
emanating from somewhere. There is no game effect yet with this corridor. If the Players have not been marking up the
passageway it might start doing so.
253.
30’ x 30’ room This room is loaded with crates. They are stacked in one corner of the room
right to the roof and fills a quarter of the room. The boxes are marked with labels like
Clothing and Dried Food and Pet collars, Boots, Shoes and many other
things. Each
box can be opened easily and looked through, but each is filled with mundane
items like they are marked, however all of them are useless or spoiled for some
reason like holes or rot. If a box is
unpacked completely, they will find something of value, like a gold buckle
worth 10sp. Also, if they try to repack
the goods, no mater what it is they will not all fit back into the crate. There are 125 crates 3’x3’x’3’. If the crates are all moved, they will see a
pristine secret door with two torch sconces, one lit and the other not
lit. the unlit torch would fit
perfectly into the holder in room 251, on the other side of the secret
door. If the torch is moved from the
room, it teleports back here after a minute as soon as it is unattended.
254.
30’ x 30’ room with second secret door
mechanism In this room is a giant
loom, suitable for weaving a rug. The
wood frame looks like it is made of rare woods and is finely crafted. The entire structure makes you think it is either
magical or very valuable, most likely both.
Upon examining the loom, it becomes clear it
is magical. If the shuttle is loaded
with yarn and someone reloads it every hour it will weave a very expensive
carpet over a day. Room 253 has a crate
filled with yarn, in good condition. If
they load it with the fine silk thread worth 10sp first, it will weave a Carpet
of flying over 24 hours. The Shuttle has
the command word “weave” writing on it.
If anyone thinks to tall the loom to move over, it will move to the
opposite corner. Any other attempt to
move the loom will cause it to collapse.
Behind the loom is a secret door that becomes obvious once the loom is
moved.
255.
40’ x 40’ room This room is set up as a potter’s
studio. There is a potter’s wheel, a
drying rack, vats of glazes, clay slips, and a large kiln. If and only if someone attempts to detect magic will they
reveal that everything here is magical.
If the PCs think about it, the other room had a box of clay in it. There was a bag of clay named porcelain, that
was more valuable. If they drop the clay
on the wheel and say the magic word ‘Throw’ it will start to spin and make a
tall vase and then a spout and a handle (the word is on the wheel covered in
dried clay.) If the pot is then dipped
in a slip and put on the drying rack and the magic word is spoken (on the rack
covered in dried clay) the pot will dry in an hour. Next of the dried pot is put into the kiln
and the word ‘Bisque’ is said the pot will be fired in an hour. Next the pot needs to be glazed and refired
with the magic word (glaze). After an
hour the PCs will have a decanter of endless fluid. The Slip is blue or white, the glazes are
red, or clear. Blue and clear produces
water, blue and red produces wine, white and clear produces salt water, white
and red produces vinegar and all of the combinations produce Mayonnaise. Any alchemist, potter or Artificer knows what
steps are needed but not what will result, anyone trained as an artisan may
roll with advantage to figure it out and others may make a standard
intelligence check. Investigation DC15
finds all the secret words on the tools, this may tip off someone that they are
magical.
256.
30’ x 30’ room alchemist This room is filled with glassware and
glass tools, pipettes and titration tools.
There are beakers and tubes many with chemical reagents bubbling over
candles. There is very large book that
is open on the table beside before a bunch of reagents. There are quite a
lot of materials here to an alchemist they would be worth 1000sp as they are
ingredients that require time and money to make, but none of them are completed
products of any use. Three of them in
beakers in front of the book when combined and boiled down will make four
applications of sovereign glue, but there are not instructions with this recipe
near by except perhaps in the book.
There is a carving beside the book that says, “I will murder the bastard
who glued this book here and the pages together!” The open pages of this book detail how to
turn other metals to gold. all the
ingredients are here on the tables, they just need to be added together in the
right combinations, quantities, and processes.
There is one missing ingredient, powdered Frog Skin. There was crate filled with powdered skin
samples in the other room . . .. The
entire process can be put together in about 36 hours. A copy of this ritual will make a substance
that could coat a 1000cp and turn them to 1000gp, but costs 1100sp and two weeks to make. But it only actually changes the surface of
the metal. So it cost 1100sp to make
1000sp of gold. it does do an excellent
job of gilding objects though and it does an excellent job at that, enough to
make a good living doing that.
257.
20’ x 20’ room wood turner bowyer this
room smells of wood shavings. There is a
table with a pot of glue and brush.
There is a turning machine and a set of chisels, awls, a large plane and
a large press machine. All the items are
of excellent quality and might be magical.
They are all magical and if one looks they
will see there are instructions and command words on each device. Everything in this room seems to be set up to
make a composite longbow +1, but the only thing missing is wood from different
types of trees. There was a crate filled
with types of wood in that other room.
The instructions include which wood where and the way to shave the wood
and the way to glue it, press it, and then to put it on the turner to lathe the
bow into shape. Treat it with the right
oils, there was a crate with wood oils in it.
The magic in the room can complete the process in twenty-four hours
instead of weeks. If the tools should
leave the room they will return to this room within an hour. There is a garbage bin in the corner for wood
scraps. The torch for the bridge room is
in this pile.
258.
20’ x 20’ room jewelry smith This small room is filled with work sturdy
benches. There are a number of fine
detail tools, a small anvil, and little hammers. There is a finely made tool for turning metal
into wire and a tiny forge that is heated with magic. There are etching tools. Everything that a master Jeweler might need
to make fine jewelry or magic items. The tools are all magical and there are a few components here
that are clearly magical too. there are
instructions carved into the benches on how to make two magical items. A ring of fire resistance, or a ring of
protection. The ring of fire resistance
can be completed in 18 hours, but the ring of protection will take 5 days. The ring of fire resistance needs a red gem,
like the ones from the other room with the gnomes or the duergar. The ring of protection will need a diamond
worth 1000sp. The contents of the room
are worth 100sp, the magical tools return here after an hour.
259.
30’ x 30’ room Black smithy This room is a smithy. There is a large forge, with bellows and a
large heavy anvil. The wall is filled
with a variety of tongs and hammers of all sizes, some of them are bigger and
heavier than the biggest sledgehammer you have seen. The work bench has a
list of materials you need to melt together and forge a metal to make a magical
set of horseshoes. As might be expected there are a crate filled with scape
metals, and another with samples of hair and fur from various creatures. If the party spends the time and works the
magical bellows, they can craft these horseshoes. Any armour repairs can be done on these tools
as well and in a tenth the time.
260.
40’ x 40’ room Weapon and armoury The room here has some of the tools
that the room beside it had, plus a greater variety of sizes and types of
tools. As well as grinders and whetstones. There are schematics on the wall that show
each of the thousands of pieces that a necessary to construct a set of full
plate mail and the sizes of each component for a “average” sized human. There is a manikin with a few of the pieces
already attached. There is a second set
of chainmail partially formed on a manikin beside a tool used to attach metal
rings together. There are forms prepared
for half a dozen styles of longswords and a dozen others for other swords. There is a form on the worktable laid out
beside a stack of papers. The materials of great quality and the tools are all
magical. The form on the table of a
shield with a horn emblem on the outside.
The notes show the process of taking black metal out of the ore box in
the corner and melt it in the smithy forge and then add six cat whiskers, bat
breath, and owlbear eyes to the molten metal, (there are crates with these
items), then pour the molten metal into the form and quench in first blood,
then sea water and finally water, all three are in the Weapon smithy. The cold metal shield must be polished and
painted with enamel—the horn must be gold enamel with a dram of Shrieker ichor
mixed in. The shield must be set in the
oven and then removed and straps made from leather of a hound dog. (that too is in a crate) in the end after 18 hours of work there will
be a +1 shield of warning. There is a
chunk of silver metal in the ore scraps used with a torch in the adjacent room to
create Torch for the second set for the Bridge room, if it is removed from this
room and not attached to the torch, it will teleport back here. The sets of armour are 12 months and 3 months
away from completion by a master armourer.
261.
Y’ shaped corridor This chamber looks like the last one
you left in everyway, or does it? When
you reach the intersection, each direction looks as viable as the other
including going back. There is a wave of
emotion emanating from somewhere, and is that a smiley face? Wisdom save DC
the number of times the PCs have entered a ‘Y’ shaped corridor. Failure indicates that will believe that
direction you want to go is different.
If the progress was efficient then the save targets will be 9, 10 and
11, but if the PCs went back and forth between the crate room, that number will
be 2 higher per trip. Eventually they
will always fail all the time. The
effect will be that they are disorientated and nothing bad will occur. It is just annoying.
262.
30’ x 30’ room This room is a very large storage
room. There are mops and brooms and very
large garbage pails on wheels and clipped to the sides are mechanical grabbers
that can be extended. There is a cabinet
with portable writing tables with ink, brushes, pens, and sand. Stored beside them are pots of glue and small
fine paper scissors. There is another
with cabinet with cleaning supplies.
There are two different cleaners.
One says that it is good for blood and other bodily fluids the other
says that it will remove all stains for all surfaces except blood. There are no
secret doors in this room, although the players may spend a lot of time
searching for one. Have then roll an
Investigation DC 18. If this succeeds,
they discover a false back to the back of one cabinet that says, “the meat in
the kitchen is very nourishing.”
The next set of six rooms is a mix up of several different
things. There is a ghost and a house
with six murdered people in six rooms and six murder weapons. Each room has a second room on the ceiling. The Second room will have its own clues and
either a murder victim or a murder weapon.
Some areas need cleaning some
written notes passed up or down to others.
There is a room with a dial that will allow the dial turner to change
sides and all who touch them. There are
six rooms, six people and six murders. Ms
Scarlett the Sorceror, Reverend Green the Cleric, Colonel Mustard the fighter,
Professor Plum the Wizard, Miss Peacock the Bard and Dr. Orchid the druid. Weapons: bonze torch, dagger, lead pipe,
sword, whip, horn. twelve rooms: Kitchen, Library, Dining room, Conservatory,
Sitting room, ballroom, Hall, Lounge, Bedroom, Music Room, Shooting room, wine
cellar. Each room will have a one-way secret door that
will send one person to one other room.
Splitting the party is not a death sentence as any combat will allow
some characters to be obligatory range and others melee. The trick is to discover that there is a
seventh person who killed the assassin who killed everyone else.
263.
30’ x 30’ room The Door before you
changes as you approach. It becomes the
front door of an elaborate manor house.
You enter into the front room there is skeleton on the ground before you
and all identifying features have been long since rotted off. There is a ghost standing before you. “Please help me! Me and my adventuring
companions came here to retire.
Something happened, but I do not remember. Find out what happened so I can rest and as a
reward I will give you this—An image of the Torch needed for the Bridge Room.” The ghost is not
helpful and will not help them at all.
Every time a character comes through, he will plead with them to help,
or ask if they know what happened. There
is a book here with the start of the story and a bunch of blank pages. As the fate of the party gets revealed the
pages of this book fill up and when it is full the story will be completed.
264.
40’ x 40’ room Shooting room/Ballroom The secret door disguised as a door
shifts, you see yourself in a vaulting room far larger than you expected. The room itself is about 40’ on an side, but
the roof also appears 40’ above. The
room before you appears to be a practise room for archery. There are archery butts and throwing knife
targets and large targets where axes were thrown at and dart boards too. But above, the ceiling looks like a floor,
wide and open with small table set up with fancy tablecloths and candles
burning on them there is an orchestra pit on one side and 20’ up suspended
between each floor is a large chandelier lit with a hundred candles. On the floor high above lies a man in a pool
of blood. The
rooms are split and there is no direct way to get to this room above except by
turning the dial in the room above, the ball room. Doing this and one of the walls will become
the correct orientation for a minute allowing people to cross between, before
it resets. The PCs are welcome to look
everywhere in the room. The cleaning
solution from the cleaning closet in 262 has a cleaner that works of everything
except blood and one that only works on blood.
The shooting room there is a large cabinet on one side that
contains equipment for this room. The
floor has lines set before the various buts at distances. There are two archery butts against the far
wall. There is a wider wooden target
hanging on the wall to the side and beside it is a smaller dart board. There is a manikin set against the wall
opposite the Archey butts. Beside it is
a wide stone target with scorch marks covering the target. There is a first aid kit in one corner
mounted on the wall, there is a pool of blood beneath it.
The
cabinet when opened reveals a variety of thrown and projectile weapons. None of the weapons are magical. They are all well maintained and oiled to
prevent rusting. There is a hole on one
side of the cabinet and underneath there are dozens of broken and split arrow
shafts, their feathers are all yellow.
One of the daggers is missing from its Sheath.
There are
two archery butts, one is in good shape, the target is old and has many holes
in it, but in overall good shape. The
other is newer in construction and target is made of a fresh sheet but the
centre od the target is utterly destroyed.
The butt has been hit so many times that it is broken in places where
arrows have demolished the structure.
Inside the bulls eye there are many broken and split shafts—on the back
someone has carved the word’s “Mustard’s But”.
The
throwing axe target on the wall has received regular use. The target is not fixed to the wall. if it is moved the first person to do so
disappears and is teleported to the Sitting room. The back of the target has twelve rooms in a
round circle with the Shooting room being between the Sitting room and the
Dining room. The map is a map of the
destinations of the teleporting.
The dart
board is pretty innocent, but there is a score board next to the target. It shows Peacock has won the most matches and
Mustard none. Green is second, Scarlett
third, followed by Grayman, Plum and Orchid.
The sticks that count Peacock start out clean and end sloppy
gouges.
The
manikin is covered with cuts and stab marks.
Medicine check determines that manikin was attacked where its vital
would be.
The stone
target stone is covered with soot and scorches.
There is a larger mat underneath the target made with a fire-resistant
weave. If the ash and the soot is washed
off there is writing underneath in blood saying, “Mustard is craven, fled the 2nd
battle of Twindle Wood”. Under the
carpet there is a brown sticky substance.
The substance is blood and underneath is a summoning circle arcane check
DC12, DC15 and they know it summons demons, DC 18 Graz’zt.
Under the
first aid station if someone cleans the blood a sequence is triggered, and
Reverend Green appears bleeding from his hand.
Miss Peacock wraps his hand and appears loving. Colonel Mustard comes forward and Peacock
spins anger an hate in her eyes and leaves.
The
ammunition are all +1
The ballroom is stately and
well lit with the shiny chandelier on the ceiling and the bright candles on the
walls. The acoustics in this area are
wonderful and conversations can be overheard across the room. There is an orchestral pit to the other end
with two small tables on both sides of the room. Each of the tables is covered with a long
white tablecloth, has a centerpiece with a brightly lit candle in it. the center of the dance floor is marred with
the body of a frail middle-aged man in purple robes, his head beaten an
cut. If the
body is examined a Medicine check DC12 determines blunt trauma to the head, DC
15 that the weapon had an edge and DC18 not something mean to be a weapon. If the PCs enter through the doors, loud
music plays and figures are moving about in a dance. A pretty half-elf woman in a deep blue dress
twirls between the dancing group.
Another woman dressed in deep red twirls around and a man dressed in
green. A man dressed in yellow also is
there. The figure in blue moves through
the room interaction with everyone but (Insight DC12)avoids the man in yellow. The woman in Pink stands apart in a corner
and avoid people but brightens as Blue approaches. The man in the purple robe dances once with
blue but sits down (DC18 has only eyes for Orchid). The man in charcoal watches everything (DC15)
and appears to watch all the interactions and slips into the orchestra pit.
Left
side table towards door one yellow coat over one chair, pushed away from the
table, a half eaten chicken dinner.
Left
side table towards the band, blue stole over one chair, pink coat on the other
meal of very rare beef before one.
Investigation DC12 discovers the invitation for Miss Peacock under the
empty plate in her setting. “Please come
to ‘The Cottage’, a chance to relive good memories when times were
simple”. DC18 investigation the back of
the invitation is covered with a script written in lemon juice, applying a
little heat “the King’s knife likes a little roast beef after the job is done.” Written in the margins of the invitation are
reminiscences of four of the party.
Green, Scarlet, Orchid, and Plum.
Plum—can’t
stop barking up the wrong tree.
Scarlett—the
adder is better at recognizing danger than the cow.
Green—the
only thing some want more than money is a night like the glory days.
Orchid—never
forget damaged people are dangerous people.
Open
space—"Pivotal Battles of The North”.
Right
side table towards the door, a green coat on the back of a chair toppled to the
ground. The remaining chair holds a red
stole. Investigation check DC 12 inside
pocket a locket with a picture of Scarlett on one side and Very handsome man
(DC25 Arcana check {subtle} demon expert DC15) a picture of Grz’zt in human
form. Scraping out the photo reveals
locator ward for demons. DC15 the bottom
of the chair has carved words in infernal “My love.” DC 18 reveals that the Stole, which is
knitted with the softest and finest wool has mistakes in the knit, it is riddled
with the errors so many errors that it must be a code. The green coat in the left pocket has a
note. S—Let’s meet and relive old
times—G. it smells of perfume.
Right
side table towards the band has two chairs and two plates. One plate is empty of all but the smears of
food, the other has a steak so well cooked it is completely dry, the vegetables
have been boiled to mush. Insight check DC12
the food has been barely touched the person is preoccupied. DC15 the other plate used to contain lightly
steam vegetables the chair looks almost undisturbed, the person who sat here is
neat and likes to leave a room as if he never where there. DC18 the chair is positioned to face
Peacock’s seat, but the meal has been picked at, like a tasty delicacy, but the
person sitting here could look slily at Orchid’s seat.
The
Orchestra pit, meant to be hidden has seat for seven and seven instruments that
could play for the ball. There is an
eight instrument on the floor slightly dented, a horn like a Bugle. There is a box on the side closest to the
dance floor, it is a magical music box and the first person who approaches it
teleports to the Music room.
There is magic in this room—The
amulet is a amulet proof against detection cursed Demon Attractor, The music
box will play a selection of 1000 instrumental songs, and the Bugle is a horn
of Valhalla.
265.
30’ x 30’ room Kitchen/Music room Entering this room you see a kitchen
filled with bubbling pots on wood stoves and ovens for baking bread and at the
same time the impossibly high ceiling is the floor to a music room filled with
all sorts of large and small instruments piccolo to grand piano.
The kitchen is well stocked
with food and was to cook the food.
There is an ice filled cabinet keeping things cooled including milk, a
pen with cages for keeping animals fresh (there are three rabbits, five
chickens, and two goats)—not too far from there is a hanging hook with a pool
of blood; there is a scaffolding where garlic and cured meats and bags of
cheese hang from, there is a huge fireplace with a whole Aurochs, there seems
to be a few slices taken from its side. Investigation check here.
DC12 there are two workstations here.
One seems to focus on breads and soups and stews, while the other
focuses on the preparation of meats.
Between the two workstations are there is a table with two books on
stands with page holders. There are six
colour coded tabs in each book. DC15 one
notices there are two bread ovens and one is cold, inside is a loose brick,
first person inside teleports to Wine Cellar.
Behind the loose stone a note on gold leaf “Monastery White Three”. DC18 the slice off the Aurochs is very fresh,
there is a knife and fork and plate in the drying rack, and they are wet still. The cleaning basin pools water on the ground,
someone has removed the lead pipe from the under the basin.
If the
blood is cleaned the words appear “Blues Diary
Keyed Words Fives.” Separate
investigation check DC12 cyphered, every five words, DC18 Dairy is an anagram
of Diary. The book is in a block of cheese.
The Meat station Book has six tabs, Red—prefers goat cooked in any
variety of ways fresher the better, Pink—prefers wild game raw is best but the
entire animal present in the meal, likes offal, Yellow—boring cuts, little
variety, Green—A man after my own taste, prefers richly done meat with a
variety of cuts and preparation, Purple—prefers blue cheese, older meat and
offal discovered once if the meat is off it is best—always well done and
leathery, and Gray—vegetarian, prefers mild cheeses and egg dishes. The Bread and Soup Station book has six tabs,
Gray—prefers bland meals, and broth and sourdough, Purple—prefers boiled food
and stale bread , Blue—prefers it spicy with a variety of wild greens, dislikes
farm grown, Yellow—likes simple soups and warm breads, Pink—prefers wild fair
and mushrooms, even the deadly ones, and Red—likes it spicy and exotic fare
like myself, but avoids the rich foods, dislikes bread, loves cakes.
The Diary
of Blue has the Biography of herself and a bit on the others: Orchid was
raised in the city by her domineering father who was a drunk, but a sergeant in
the city guard. After a day of
patrolling and beating up drunks he would drink at home before beating his
daughter before sleeping it off and going to work. Green was an acolyte of the church of
Lastarada. He grew up in the church and
spent many long days working in the fields as a youth and cleaning the temples
in his teens. He and his fellows slept
two or three to a bed and often did not have enough to eat. Such was life. Plum was the eldest of the town’s money
lender. There was always money around,
but none of it was for the family. His
father and mother lived as paupers behind closed doors, but in the public, they
lived like kings. Saying that their
livelihood is dependant on perceptions.
Money was for reinvestment and never for personal uses. People made assumptions that he was stingy
and never generous with the fortune, but he never had any. Scarlett was bastard daughter of one of her
mother’s many clients. She grew up in
the brothel she was born in. The
powerful men and women that visited the shop could do anything they wanted for
the right price. Eventually someone paid
her mother that right price for her. She
knew this would happen, because she knew she had no power, but she promised
that she would one day have that power. Mustard the son of a war hero, but a boy
who cringed at stories and as the son of the hero, was forced into doing those
things he was not suited to. He is the
son of expectation. Expectation that he
would lead the charge into battle and be the last to drop his sword. Grayman the youngest son of a Lord of the
Realm, his life was set. He was not
expected to join the military, was not expected to join the priesthood. His brothers were older than him. There was no expectation. He was constantly underfoot until he got good
enough to avoid all.
The Music Room is filled with
a variety of Instruments and there is musical bars spread in little snippets
over the walls of the room. There is a
grand Piano, a Harp, and Harsechord, there is a closet filled with small
instruments and a wall with hooks and painted pictures of instruments with
instruments hanging. One is missing a
Bugle, hooks and silhouette empty. There
is dais with the piano where the acoustics are perfect. There is a large grouping of drums and
percussion instruments in another corner.
DC12 Investigation check, determines the
sheet music on the podium are all Bard spells with notation for Choral, Wind,
String and Percussion instruments. The
one open is for Hypnotic pattern, but within the room other sheep music can be
found for other spells. DC15 one of the
larger drums is off. inside is a large
Owl Pellet composed of Human Bones which animate into a powerful Skeleton when
disturbed. DC18 there appears to be
letters behind the silhouette of the Bugle, but the pain has filled in the
letters, must be cleaned out to read: “I hate that he animates my trophies and
the way he looks at me—I want to kill him for both”. The Piano has a simple tune carved into the
wood above the keys, the first person to play it is sent to the Conservatory. There are little decorative bars of music
under six of the instruments. Perception
DC15 see six copies of the bars on the walls around the room. DC 12 insight, play the music on the
instruments before the bars. Autoharp:
image of a Gray man in a golden throne holding a dripping dagger. Xylophone: a pile of bones getting up and
dancing. Didgeridoo: Wild animals eating
men. Cowbells: man running from
battle. Two-armed Sitar: Fire spells
cast from a female form with demon horns and tails growing from them. Harmonica: shows a man stealing from the
poor.
266.
20’ x 20’ room Library/Wine cellar Before you is a warm room, small and
cozy. There is stove inset into the
fireplace and tall thin windows to let in natural light. There are four sconces for holding continual
light torches, one is missing, but they keep the room well lit. There are two comfy armchairs resting under
two portrait in this room. The remaining
space on the four walls is filled with books on book shelves with a few empty
spaces where people have removed a book or two.
The ceiling is dark and damp looking wine cellar. The door leads to stairs that descend into
the area and there are shelves filled with wine.
The Library is warm and well lit. The two portraits are of a thin young man
with white hair and purple robes, the great Professor Plum, the other portrait
is of an empty chair—some sort of joke to say that he was too busy to sit for a
portrait or more likely one who did not want it done at all. There is a table beside the armchairs before
the portraits with a wine glass. The
wine in the glasses is either too young to be wine or past its peak by a
decade. There are well over thousand
books on the shelves.
There is a book on the table beside
the armchair in front of the portrait of Grayman. It is a book of botany and is bookmarked on a
picture of a blue daisy Estrela Caelphyllys, called the Moon Daisy in common,
it can only grow in lands sacred to the Elves. DC12 investigation check, the
missing torch fits into the empty sconce and operates a secret door in the
wall, the carpet is worn from the opening and closing of this door. The torch is both the mechanism for opening
it and a lock keeping the door closed.
DC15, examining the bookshelves , you have determined which books have
been accessed most recently—they do not have any dust on the top of the
pages. The King’s Knife, fiction
(Dex) details the adventures of a legendary member of a secret order that
protects the King—cover has a silver coin with crown on the front (the back has
the reverse side of the coin with a dagger on it). Bare Bones—The Art (Int), The
Adventures of The Colour Guard, The
Powers of The Blood War (Cha). There
is a section on Graz’zt that features depiction of Graz’zt’s concubines and
rituals—the pages here are very worn. Man’s
Most Fearsome Beastly Predators (Con)
Sneaky Bookkeeping (Wis). Pivotal
Battles of The North (Str) removed from Library. DC18
the Portrait of the chair cannot be removed from the wall, but it can be
twisted and after seven full left turns the portrait comes off; it has a big
screw on the back of it. inside the
screw hole there is a safe DC15 on a picklocks check. Inside the safe are papers that show the
“cottage” is owned by Grayman. A box
with 500 neatly stacked gold pieces. An
empty ring box with a crown in gold on the top and a letter, whose broken seal
was the seal of the king. “My Loyal servant, Feel free to deputize as many of
your Party members whom you can trust, but deal with the threat of the Red
Witch to the Kingdom. If the players
recover the Torch and place it in the sconce correctly the bookshelf swings
out. To reveal a small hidden room,
10’x10’. The room contains a shrine to
Dr. Orchid where the following information can be found DC 0, Plum really like
Orchid. DC12 there is a map on the wall
of the countryside with pins and strings radiating out from a couple score
locations and details of people that were murdered there, by orchid. DC15 there is a incomplete amalgam of bones
being constructed and fused together with magic. Each bone has markings indicating that each
murder in the map is represented here.
The skull apparently was harvested by Plum last week from Orchid’s
father. DC18 Plum has determined
incorrectly that the only person standing in his way is Colonel Mustard, also the desk can come apart and be put
together in a different order forming a scaffolding with the directions on how
to make Bone golem servants. You can see
from this that the golem is almost complete.
All that is left to do is to anoint the golem with the heart’s blood of
a man killed with their own hand.
The door opens and stairs lead to the bottom of the
room. The room is filled with shelves of
wine. There are shelves lining the walls
and there are shelves that create corridors in this small room. Many of these wine bottles are covered with
dust and cobwebs, but all the corks are clean and can be read. There is a distasteful smell in the air like
that of rotten or vinegary wine. The wine cellar is colour coded so each member of the party
has their own supply. DC12
investigation, in one of the dead-end arms of the wine cellar is the crumpled
body of Colonel Mustard. DC12 medicine
check reveals that he was hit in the head.
DC15 reveals he was hit in the back of the head with a heavy round
object, smaller than a wine bottle about seven times. DC15 Investigation check finds the secret
stash of Reverend Green. If they
uncovered the information in the Kitchen, they do not need the check to find
it. one of the Monastery White bottles
has a false bottom and filled with 500pp embezzled from the church. The rest of the wines are much more
exotic. The other bottles of Monastery
White are filled with third press white olive oil. DC18, one of the wine bottles in his section
is loose and is falling off, on the
reverse is a note where someone wrote why is it that I am jealous of none of
Blue’s lovers except for Pink—Could she love pink more than me? DC12 in Scarlett’s section against the wall
at the back, there are 6 bottles of wine that have less dust on them. Her wines are set out in alphabetical order
and there are close to 500 bottles in her section. In order the wines are: Alect’s Choice
Red Blends, Grand Vermillion Sweet, Red of the South, there is
one with no label and completely empty, Tobias’ Select First Press
Whites, Zealot’s fine Blend. DC21
will reveal that lifting G, R, A, Z, Empty, Z, T, in that order will open a
secret door in the wall, the rack moves back, and swings into the wall. Inside there is a shrine to Graz’zt
(surprized) and a message written on the wall in in spidery fiery script in
Infernal, Bring me forth my disciple.
There is a note on the table that is written in Peacock’s flowing script
but in cipher Investigation DC15, Do not turn your back to Grayman. There are many attempts at deciphering the
text that fail. There are vials of blood
on the back wall and a series of notes.
The notes detail the races of the party members except Miss
Peacock. The underlines words are that
she is not Half-Elven, but full elf, the blood does not lie. Why lie about this? Also written in by blue there is a
recommendation that Scarlett picks up The King’s Knife, apparently a
great book. There is book on the small
shelf, it has no name, but details the best way to summon demons. The forward is written in Elf Script, but the
language is Infernal. It says: “For a
friend. I know the pain of being
separated from the one you love most. I
hear the Kingdom is a great place to honeymoon.” As the players leave this room a Perception
check of DC12 notices there is a lead pipe that has fallen under the
stairs. It weighs seven pounds and one
end is covered with blood; it fell through a crack in the stairs at the top of
the flight.
267.
20’ x 20’ room Sittingroom/Hall The room before you is small and
quaint all spoiled by a ceiling of disproportionate height. There
is a sitting room with comfortable chairs and a roaring fire in the
hearth. On the opposite wall is a grand
picture of a man in plate astride a horse geared for war, with long blond hair
on his shoulders. But above, there is a
simple greeting room attached to the front entrance. Large heavy Double doors with a heavy bar
across them. I figure in Pink slumped on
the floor above you.
The sitting room is small but
filled with seats enough for eight to sit comfortably drinks in hand. One of the seats has been torn apart by a
wild animal. This room was used recently
for that purpose as there are four half filled drinks around the room. Two drinks have spilled and have dried on the
tables, one is empty and the other full.
There is a sword on the mantle and a poker underneath for the fire. Investigation
Check DC 12 finds an invitation on the mantel behind the sword. The sword is improperly cleaned and has been
dirtied with fresh blood. DC15 discovers
that the portrait on the wall flips over and there is a portrait of the same
man, but in regular clothes and bound wrists with freshly peed pants signed in
blue—this is how I remember you best!
DC18 the fire is hot but illusionary; there are the pieces of two torn
invitations in the fire. There is a
space behind it, first one through teleports to the Lounge. Inside this space there is leather jerkin, a
long bow and a magical quiver of arrows that will never run low. The Pivotal Battles of the North is here,
taken from the library. There is a
bookmark at The first battle of Forest Town, where the elves won through
superior knowledge, the second Battle the elves lost as, Lord Basil led the
charge, he looks like the spitting image of Colonel Mustard, the Third battle
of Forest town was draw, 25 years after the second. The rest is covered with blood, it is
actually wine. (cleaned of wine the
passage reads here is where the Hated son of Lord Basil turned deserter,
written in Blue). He also has a bound
stack of letters of correspondence with Orchid.
The letters make it clear that the two of them are just friends and
orchid has confided her past with him and he knows of her past. He knows she is interested in women only and
how Plum constantly pushes her buttons and there is an unsent letter to Orchid,
saying he will talk to Plum and get him to understand that she is not
interested.
In the
cushions of the seats beside the spilled drinks can be found three torn up
invitations, one appears to have been destroyed by an animal. The three invitations can be pieced together
with a DC 15 perception role or a Mending spell. The Invitations are addressed to Plum, Green
and to Orchid. There is secret writing
exposed by heat on the other side. These
three invitations are dated a day earlier than the others. Orchid’s secret writing exposes her as the
wild animal serial killer. Green is
exposed as an embezzler of temple funds.
Plum is exposed as a necromancer.
All were revealed separately and confidentially. Under the spilled mead are the words Grayman
Blackmails us.
The
invitation on the mantle is for Colonel Mustard. His invitation is for arrival on Thursday, it
has no secret messages. The Leather
jerkin works as leather armour and a cloak of elvenkind, the sword is magical:
The Unused Sword—the longer it is unused, the more powerful it gets at base it
is a +1 sword. Every week it goes unused
it gains a + to the max of +3. Every
month it goes unused the sword gets a power, every other month an extra d8 and
every other month Fire, Frost, Sharpness, Wounding, Holy and Vorpal after a
year it will be +3 Vorpal Weapon that inflicts +6d8 extra on one hit,
damage. After a decade, it will grant a
wish. The sword was used to kill Peacock
The Entry hall of the mansion
is before you. There is a broad
reinforced double doorway made with stout oak planks rubbed lovingly with oils
to bring out the colour of the grain of the wood. The doors are shut, locked and barred with a
massive plank. The stone wall are
covered here with finely finished light coloured wood. There is a closed coat closet beside the
entryway and a small umbrella stand right beside the door. Opposite the closet there is a large painting
of a group of adventurers posing under a tree with a large dragon at their feet
before them. You can pick out the people
in the picture. there is a very large
bear standing on its hind legs in the center.
To either side there is a tall
archer leaning on a strung longbow, dressed in bright yellow, and a priest
dressed in scale armour enamelled green with a green surcoat. Before the bear and the man in green is a
beautiful half elven maid dressed in blue coloured leathers, stooped strumming
a lute. Before the bear and yellow man there is a short beautiful woman dressed
in a scarlet dress and tall hat that makes here look more imposing, sparkling
lights flare around her too long red fingernails. Standing beside the Green priest and the Blue
Bard is a man in luxurious purple ruffles and leotards, hands covered purple
white power. In the tree above the Bear
and the Yellow man, there is a figure lounging on a branch dressed in gray,
there is a crossbow in his hands and a dagger in his sleeves. This is the adventuring group known as The
Colour Guard. On the rug, before the
painting, lies a woman dressed leathers with a pink stole over her
shoulders. She appears to be sleeping
until you turn her over—her head has been bludgeoned until it caved in. There is an awful lot of blood too. Medicine check DC
12, Orchid was bludgeoned to death. DC15
someone with large hands had strangled her briefly before she died, the marks
are faint because she had lost a lot of blood.
DC18, she was poisoned with a nontoxic belladonna tincture applied to
her skin, massaged into her bare back.
the mixture prevented her from shape changing. Investigation check DC12 the missing bronze
torch from the Library in in the bottom of the umbrella stand with five
umbrellas. It has some of Orchid’s hair
stuck to it with blood. Curiously the
bottom of the torch is shaped like a key.
DC15 they notice the switch in the umbrella stand that unlocks the Coat
closet. DC18 discover the yellow
Umbrella has a secret chamber in it. The chamber has two things in it a silver coin
and a ruby broach. Legend lore will tell
you what you need to know, but so will the library. The coin is tarnished gray and has a crown on
one side and a dagger on the other. Some
investigation in the library will uncover that the coin is a legendary badge of
the king’s special police. The broach is
rubies on a naked woman made of a strange black metal. Careful examination will reveal the woman has
horns. Arcana check DC 18 reveals the
metal as abyssal Steel and the figure a concubine of Graz’zt. There is a library book that this information
can be found. Once the closet is opened,
the first to go in finds that the hangers are attached the rungs and they go in
two deep. The first set are overcoats
and the second row are women’s dresses and there is another door. They have been teleported to the Bedroom
closet. Other people who enter the
closet will only find over coats. They
also find a dozen skeletons, who attack.
Twelve skeletons pile out of the closet lunging at you with
their bare claws. Half of them appear to
have been repaired many times and are more twine and glue than full
skeletons. After
the combat DC15 investigation or perception check finds all of the skeletons
have hollow bones. Each of the skeletons
has a hollow tibia and a scroll inside.
It tells a story of a man who beat his wife, or a child, or a rapist, or
a bully. They met a broken woman who was
an easy target and chased her into the woods where a wild animal attacked them
and feed on their corpse. Some of the
bones are gnawed on. Insight DC 12, the
stories are written with admiration, DC15 love.
A few of the skeletons look like they have been repaired more than
once. In these ones an investigation of
15 discovers faint scratches at the edges of brakes. After looking at a few of these you feel
confident the word could be Mustard. One
of the hollow bones also contains a ritual 2nd level spell, summon
Grave Worms—the spell summons the creepy crawly critters that feed on bodies. The critters will clean the bones off a
corpse in just an hour and then they will disappear. The Torch ,if placed in the empty sconce in
the library will open a secret room therein.
The torch will fill the area with light if a light spell is cast on it,
but the light will not come from it.
Light, Continual Flame, Daylight work with it. the spell does not need a material component.
268.
30’ x 30’ room Bedroom/Lounge Before you are two big rooms. There is a cluttered knickknack filled
bedroom with a four-poster bed and canopy and on the inverse a large lounge
with a few large couches, a roaring fire, and a large floor to ceiling bay
window the stretches from lounge to bedroom.
Outside you can see trees swaying in a storm, branches tapping the
window, lightning illuminating the dark.
The room is dominated the
large blue bed with its canopy and the drapes currently lowered, it is all in
blue. The posters and the hardwood used
in the bed’s construction are nicely oiled to bring out the orange colour of
the wood. The dresser and the makeup
table are covered with mementos and trophies from a long life. There is a large painting of a beautiful half
elven woman dressed in a very flattering blue dress with an odd blue daisy at
her breast, but the canvas has been slashed many times, marring it completely,
strips hang loosely in the frame. There
are clean spaces on the surfaces where someone has swept the knickknacks off on
to the floor. DC 12 Investigation check reveals that the painting has a
false back. inside the back is a letter
written in a flowing hand. DC 15 history
check reveals it is Elven Calligraphy that when out of style 500 years ago. the
letter goes on and on, the words fill up five leaves of paper, front and
back. Investigation DC15 there is a
cyphered message. The cypher talks about
the eve of battle and how they are to fight the forces of Lord Basil, the
butcher. The letter charges the reader
with finding the enemy and killing them and their descendants to three generations
if they lose. DC15 taped to the bottom
drawer of the dresser is Blue’s Pillow Book.
The book is thick, and it causes the drawer to get stuck, DC 15
athletics check to pull out. The pillow
book details the nighttime ramblings of her lovers. The first third of the book contains over a
hundred interesting tidbits that identify Blue as a master spy. The middle of the book details her time with
the Colour Guard and includes information on Gray—dangerous foreign operative,
Scarlett—rambles in Infernal in her sleep, Plum—once cried out Orchid’s name,
Orchid—hates men, fears men, Green—fears being poor, glutinous appetites. DC 18, the closet has a hidden door to a room
with a spy hole that gives a good view of the bed and excellent acoustics
too. there is a red-light bullseye
lantern. A book filled with blackmail
information. Knows Scarlett worships
Graz’zt, but is using the information to get sex, Plum is a necromancer,
Mustard is jumpy about his past, but Blue finds him beneath her—he is
blackmailing Mustard by threatening to tell people about his past, but he knows
nothing. He thinks he will try to
blackmail Orchid too the same way.
Insight DC15 the writing is written in a way that he is jealous. He does not want to share Blue. The Bed.
Investigation DC 12, the bedcovers are a tangled mess and smell of an
odd smell. There is a bottle of tincture
of Belladonna under the pillow. Prevents
a skin changer from changing shape. DC
15, there is a whip thrown under the bed.
It is dark under there and even with a light it is difficult to see. The first person who crawls under there
notices a book under the bed and then they teleport to the dining room. the book is a ledger. It lists numbers. DC 18 Insight check will discover that Green
is embezzling from the church. The whip
does +1 to damage and will grapple and hold securely anything it hits DC15
athletics check to break. The mirror in
the vanity is a Mirror of Scrying, command word is the elvish name of the Moon
Mist Daisy: Estrela Caelphyllys
This is a larger room lit with
a dozen candles that flicker in the light from the storm. The roaring fire heats the room and gives off
a wavering light. There are stronger
light sources, but they have been dimmed.
There are eight couches here and they all look luxurious and
comfortable. There are a few books lying
on the ground taken from the library.
Four of the couches rest on their side, apparently kicked over in a
fight. Two of them have been stabbed and
slashed numerously, their stuffing come loose.
The body on the ground did not die without a fight it seams. There are scorch marks where some magic hit
the walls, but the body of the half elf Miss Peacock lies here stabbed and
slashed to death. On the wall there is a
picture of Reverand Green, imperiously watching over the scene. Four small
marble statues rest on pedestals in the corners of the room. DC12 Investigation finds Miss Peacock’s foil under a divan
across the room. DC 18 Investigation
check, the wrap on the hilt comes offand there are marks on the reverse, if
they are warped on the hilt again the marks reveal a message “Red’s Plans will
destroy my people’s Enemy.” If someone
cleans the blood from the pool on the ground, will reveal a message “Grayman is
my adversary, but not my equal.” Also
with a DC 12 Investigation, two if the Statues from the corners lie broken on
the floor. They have blood on their
claws and teeth. There are marks on the
body of Miss Peacock that suggest they attacked her. DC 12 Arcana check reveals they are tiny
stone golems. The two remain my be
examined DC15 investigation check reveals a compartment with a paper in its
hollow eye that reads Green, the other reads Grayman. Examination of the second statue teleports
the character to the kitchen. DC 15
investigation check, behind the painting of green there is a message written in
blood under layer of charcoal and dust, “Miss Peacock never sleeps.” DC 12 nature check if they don’t come to the
same conclusion, Miss Peacock is a full Elf.
DC 18 investigation check. There
is a simple code in the frame if the wood.
“Grayman was manipulated to start the Colour Guard.” The foil does an extra d6 piercing damage and
is +1
269.
40’ x 40’ room Conservatory/Dining room The room you enter is very large. There is a large table filling the room with
a large white tablecloth and place settings arranged for seven. Large candelabras filled with twenty candles
and a chandelier, hanging above the gap in the center of the table, with a hundred candles. There is a feast laid out on gold plates with
crystal glasses. But above the other
room is mostly glass. A window is open
and water pools on that inverted floor, the only lighting comes from the
flashes of lightning from outside. There
in a pool of water lies a woman in red pinned to the ground with a dagger. At the table a man drowns in his soup.
As you enter this room for the first time, you see seven
people sit down to dinner. Three on one
side an one each on the top of the “C” and the bottom and two more facing back
of the “C”. Mustard and Plum face each
other across at the top and bottom of the “C” and Orchid, Grayman and Blue sit
on the back and Scarlet faces blue and Green faces Orchid. There is silent animated conversation
happening. Orchid gets up from a
conversation with Plum and manifests bear claws and swipes at Plum and runs
away, green and Peacock arrive and heal Plum. The apparitions disappear. The
table is a giant closed “C” shape with an opening for servants and it is set
for dinner. Dinner has arrived fresh
from the kitchen. Seven place settings
but only one seat filled and that with a very dead Priest. Off to the side are many more delights, each
to the taste of the party members made lovingly by the ones that know them
best. There is a door in the wall about
three feet off the ground and about four-square feet in area. None of the food
is poisoned. Each of the meals is better
made than any king could serve. Miss
Peacock and Reverend Green could have made a fortune with their skills. Green was not poisoned from the food. Medicine DC 12 not poisoned; his skin is very
pale. DC 15 stripping him naked he is
covered with dozens of lashes from a whip, and barbs from a cat-o-nine tails,
these were poisoned with a numbing agent.
DC18 he was strangled around the neck, but he was bled at the same time
removing most of his blood. His back has
been whipped like this before a few times.
He did not lose his blood through these wounds. There is a slit on both legs at the femoral
artery that does. DC 12 investigation
check discovers there is a large bowl and a funnel in the dumbwaiter that are
coated with blood. DC15 investigation
check you notice that there is a mismatched carpet in the center of the gap in
the table. Rolling the carpet aside
there is a massive smear of blood with the shadow of a design in chalk under
the blood. Carefully cleaning the blood
allows you to see a arcane design on the floor in chalk. DC15 Arcana check reveals it is a purifying
ritual so the blood can be used to summon a powerful demon. The same Arcana check reveals that the spell
must be cast within a week. The dinners
set at the table match the dinner of the apparitions except Blue and Orchid
have switched position. The dinners set
to the places are good and quite tasty.
If they are eaten the characters will get advantage on all Constitution
saves for 24hours. Grey has a cream
vegetable soup with a salad including egg and cheese and a vinegarette. Orchid is set with a steak tartar and a cut
of fresh venison seared only briefly.
Peacock, has a rich spicy soup with chunks of wild game, with a Boar
ribs marinated in curdled cream mixed with spices, Plum has a skewer of dried
meats coated with a spicey marinade and a very well done steak. Green is face down in his soup, but it was a
cream soup with a variety of spices and a cured ham as the main course. Mustard has a variation on meat and potatoes
with a chicken pie. Scarlett has a
spicey fare with a strong garlic bread. There
is some treasure here. The place
settings are made od silver, two forks of different sizes, two knives and two
spoons and there is a silver napkin ring each piece is worth 50sp each. One of the napkin rings is actually a holder
for a torch in the adjoining secret room, it is easily found but locked until
the switch is pulled in the false tomb area.
As you enter the Conservatory for the first time, you see
two figures chatting amiably. Dr Orchid
is here grafting and pruning various plants and placing the finished products
in the green house windows light streams through the glass. Colonel Mustard is firing his bow out an open
window at some target that he can see.
The figures vanish and the summer day light vanishes, replaced by a violent
thunderstorm. The window has blown open
and rain is lashing the glass, water pooling on the ground. The lightning illuminates the darkened
room. In these brief flashes you can see
plants filling the room with walking space between the rows, but only a little
walking space. Through the glass you can
see a distant archery butt, pierced with dozens of arrows. Nature Check DC
12 many of these plants are from exotic locations and should not grow
here. DC15 many of these plants are
reminiscent of Poisonous varieties of plants from this area. DC18, some of these plants are reputed to be
able to move or attack. Any Nature check
reveals some of these plants are rare and very valuable. The most valuable one’s attack. Anyone who attacks with strength based or
two-handed weapons attacks with disadvantage due to the closeness of the
rows. The first fire spell used in this
area causes half damage because everything is wet, but the second does full
damage. At the end of one corridor there
are two palms in containers. The first
person to pass through these palms is teleported to the Library. Druid spells cast in this room act as if they
are outdoors and in a storm. Electricity
damage affects double the area of effect.
DC12 Investigation reveals the location of the diary of Dr Orchid, it
also reveals the location of the body of Scarlett. The method of her death is pretty easy to
determine and the dagger is still inside her body—it was precisely placed
between her ribs and through her heart.
Add that the dagger is a Dagger of Venom, her fate was sealed. DC15 uncovers Scarlett’s invitation to the
event. On the back there is an agenda
marked on the back of the card. The
script is written with Draconic icons but the language is Infernal. The words are nonsensical in position but can
be teased out with a separate DC15 investigation roll. She has an critical appointment to make
during a specific Celestial convergence.
On her person with the invitation is canteen filled with Purified
Blood. DC 18 Investigation check finds
bodies buried in large Urns planted up with carnivorous plants. They are all male and all were attacked by
beasts. Beside the open window there is
a package made of oiled cloth. Inside is
a magic bow +1 when it fires magic arrows, those arrows entangle the creature
hit 10’ radius/plus and 10 +1 arrows.
There is a note, it reads: Brother, may your aim always be true. Beside it there is a small package with a
note: to the Sister I never had. Inside
there is a very large wolf tooth on a silver necklace , where the silver
touches the tooth, the tooth is charred.
This grants any shape changed animal +1 to hit and damage.
Bridge change second interlude drop and spin one
direction locked 30’ x 30’ room
270.
30’ x 30’ room The door from the bridge opens like
the others, your mind hears the whispers from the dungeon in your ears. Does it love you? The walkway ends in a room 30’ to a side with
three doors, one on each side. If the Party chooses to detect magic they will detedct it
from the left and the right door, as well as the whole room. the whole room disorientates the party to
make them believe the doors have moved around.
Roll a d4 individually. 1 is the
left, 2 is the center, 3 is the right and 4 is the way to the bridge. Only by opening the door to 2 will they be
able to see the truth. Each time they
select the wrong door they take 10hp of damage save for half Dex DC 12.
271.
30’ x 30’ room The room before you has three torches
glowing brightly, one in the middle of each wall. in the center of the room sits a single
un-lit torch resting in a small hole. There is no trick. But
the players do not know this. Please
encourage them to think otherwise by rolling dice. As soon as the fifth torch is in its place in
the Bridge Room there is a click at the far end and the door opens.
272.
Grand Procession way stairs going up 30’
x 160’ The sides of this room, this grand processional, are covered in
shiny gold leaf polished to a mirror finish.
The floor is made of white marble and the striations have been magically
turned to gold. the steps rise
ponderously one step every 10’. The
Doors at the end are locked, the High Priest would have the keys. The door can be
picked with a crowbar, the keyhole is large.
The first check is for the picker to make a Strength Athletics check DC
12 and then a pick check DC12 don’t tell
them the DC. Dungeon Creators want this
tomb to be easier to get into than the real tomb, but they want them to sweat.
273.
Second Grand Procession way 20’ x 440’ Before
you is a large pyramid that seems to climb into the sky from here, but you
instinctively know that it can’t. There
are two large bronze doors set into the pyramid right across from the doors you
just unlocked. A booming voice intones
as you approach—Beware thieves will be punished with my Curse! The doors are
fake, but should someone try to open them lightning will shoot down and for 6d6
damage and then arc to the next character, losing d6 every hit and every 10’ of
jump it needs to make to get to the next character. Around one side are the real doors, they open
outwards.
274.
Tomb inside stairs down 30’ x 70’ Walking down the stairs on the inside
of the tomb, torches explode a light as you walk past them every 10’ you
walk. The main floor you see toppled
Guardians and wrapped corpses, now bones scattered on the ground. The leaf and the gems has been pried from the
wall. Everything has been looted! There is a secret
door inside the massively large sarcophagi, the secret door is 5’x5’ and may
require stooping.
275.
Secret way to ‘real’ tomb 10’ x 260’ (under
stairs there is a secret switch) The tunnel is long
and filled with spiderwebs, but the spiders are long dead. Under the stairs, the passage gets taller but
drops again after that. There is no
light source through this way. Under the
stairs there is a switch that must be found and moved open the way the real
tomb.
276.
The ‘Real’ tomb 50’ x 50’ When you can finally stand you see
another Pyramid with a set of doors into it.
there are two tall 12’ warriors on either side of the doors as you
approach the guards animate and attack! The guards fight will be tough, and they might bring down any
character they fight. They will golems
of some sort. The doors beyond are
protected by Explosive runes, if the PCs are not prepared they will be
shocked. Inside there are two sarcophagi
and urns filled with dries oils and dried spices and wealth ruined. Inside the coffins are two mummies that are
actually zombies covered in wraps. The
are more mundane treasures like 10 bricks of gold worth 50gp each and 100
bricks of silver worth 5gp each and a 1000 bricks of copper worth 5sp each . .
.. altogether there are 15,000gp. Except the Gold is actually magical lead that
will appear to be gold only to the players and lead to anyone else until a
remove curse is cast by a 12th level priest.
October 3rd. Actually October 9,
Bridge change third Interlude rise, and spin one
direction locked, (this case all the doors are one way if the players have
unlocked the access to the real tomb by turning the switch under the stairs in
the false tomb, otherwise the three locked secret doors are still locked. Give opportunity for PCs to leave the
area. Or find that the locked secret
doors are unlocked. The disorientating
effects of the rooms and the bridge will prevent determining they are missing
something important. On the other hand,
if they have unlocked the secret doors, four more torch sconces will have
opened on the wall, and that might intrigue them to look harder.
Bridge change fourth interlude, drop and spin one
direction locked. The direction that
leads to the royal tomb is not quite ready to unlock.
277.
30’ x 30’ room The bridge has stopped and the bridge leads to another
door. Once opened the there is another
passage beyond and what looks like another room 30’ by 30’. The floor is the purest white in colour, same
as the walls and ceiling. The only
imperfection are the words written on the ground. The words say, “Those with blind
faith will get their reward.” Secretly
roll Perception for the group 15 or higher allows them to see that everyone’s
feet are sunk down a cm, the surface is an illusion. The door opens to the next room.
278.
30’ x 30’ room The door opens
into a 50’ corridor. The light
attenuates the further you see down the walkway. By the end of the 50’ the light drops off to
nothing and magical lights dim to nothing, and natural fire gives of light that
does not illuminate. In the center of
the 30’ by 30’ room floating in the center of the room, up 8’ in the air is a
silver torch glowing bright. Nothing
the player do will illuminate the room.
Anyone who looks the other characters will see that they all go black as
they approach the torch light and become as if invisible. The floor of the chamber is mostly
non-existent. The first 10’ past the
corridor and then the floor vanishes.
Any who step out boldly fall and are teleported in the second chute and
down to the city below. Those that creep
discover the trap and those extra cautious will find the 2’ edge around the
side of the room shuffling carefully at a 10’per round, 20’ if they double
move. On the other side anyone will bump
into the torch on the wall opposite the entrance and they can move with it
out.
279.
30’ x 30’ room As the last
torch is put in place click is heard from outside the bridge area on the far
side where you were before. The locked
door must be locked no more. There is a
30’ by 30’ room with two basins one at chest height and one resting on the
floor. Each one is 10’ by 30’ along the
wall towards the exit, leaving only a 10’ path up the center. The wall has written in many languages an
entreaty to, “Wash the dust from your feet and your hands before entering the
tomb”.
280.
30’ x 30’ room The 50’ corridor ends in a room made od the whitest marble. The walls are smooth and reflect light off
their surface. There are glowing globes
at each of the corners of the room. on
the far side from where you entered there is a single palm print on the
wall. Pressing the palm
causes the 1’square to move in an inch and a curtain of electricity to move
through the chamber. Those that washed
their feet and their hands are not affected.
Anyone that did only one take 3d6 electricity damage, and those that did
none, take 6d6 damage. Con save for half.
The door opens, and people may enter the tomb.
281.
Way of the Kings leads to doors This room is very large.
30’ wide and 50’ long but it has the feel of an entryway and less of a
room. There are to side passages only 10
feet wide to the left and to the right, but before you there are a large double
door each one 15’ wide and 20’ tall, there are large rings for opening them
outwards. A large regal mosaic fills the
walls, the floor and the ceiling. The
small fingernail chits that make the are semi-precious stone. The entire mosaic must have 2000sp of stone covering
the walls. The stones are indeed valuable and
there is enough here to loot 100sp pers person per hour, until 24 hours worth
of work is done. If the work could be
transported as is it would be worth 10 or 20 times as much, but it is not
transportable.
282.
50’ x 130’ room fake tomb This room is
dominated by two low pyramids. Each is
positioned to the left and the right sides of this room. The sides of the pyramid are made of a stair,
each stair is 1’ tall and 1’ wide and after 20 steps they form a 10’ wide and
deep platform. At the top is a large
sarcophagus and two braziers for burning offerings. There are 15, 12’ tall, wolf headed guards
holding very large halberds, one per 20’ section of wall; they are holding a
silent vigil. As soon as a
sarcophagus is disturbed, the other sarcophagus will open as well and five of
the Guardians will animate to attack.
The occupants of the coffins are lesser vampires the guardians are
golems. There is no treasure here,
except in the four braziers there are two 1000sp rubies in each one (8000sp).
283.
Left arm 20’ x 40’ room This room has
two large stone coffins at the far end and sixteen smaller coffins along the
two long walls. The mosaic on the walls
shows two senior attendants seeing to the needs of a queen on the far
wall. There are eight lesser attendants
assisting the senior attendants. The lesser attendants’ coffins are
empty except for grave dust and a bit of bone.
The larger coffins are filled with better preserved corpses and rotted
cloth sacks with gold, silver and copper coins.
As soon as the coffins are opened, the location where the eyes would be
glow and 2 wraiths attack along with 16 spectres. The treasure is 500gp, 2000sp and 5000cp per
large coffin.
284.
40’ x 100’ room this room is
filled with the Queen’s Guard, or rather the former Queen’s former guard. There are fifty stone coffins filling this
room. Nothing happens at
first. There is a pressure plate at the
end of the room that will activate when one of the quick zombies walks on
it. as soon as the first coffin is
investigated the closest 10 coffins open and the zombies attack, at the same
time the furthest zombies activate and set off the portcullis, which drops over
the door. A hidden winch pops out at
this time as well. The zombies have the
stats of skeletons and twice the hp as zombies.
If they take half of their damage in a single hit they split up into
four limbs which attack independently with a 6th of the original hp
each. Altogether there are 50 undead
here. each coffin has 200sp in a small
purse.
285.
Left arm 20’ x 40’ room This room has
two large stone coffins at the far end and sixteen smaller coffins along the
two long walls. The mosaic on the walls
shows two senior attendants seeing to the needs of a queen on the far wall. There are eight lesser attendants assisting
the senior attendants. The lesser attendants’ coffins are empty
except for grave dust and a bit of bone.
The larger coffins are filled with better preserved corpses and rotted
cloth sacks with gold, silver and copper coins.
As soon as the coffins are opened, the location where the eyes would be
glow and 2 wraiths attack along with 16 spectres. The treasure is 500gp, 2000sp and 5000cp per
large coffin.
286.
40’ x 100’ room this room is
filled with the Queen’s Guard, or rather the former Queen’s former guard. There are fifty stone coffins filling this
room. Nothing happens at
first. There is a pressure plate at the
end of the room that will activate when one of the quick zombies walks on
it. as soon as the first coffin is
investigated the closest 10 coffins open and the zombies attack, at the same
time the furthest zombies activate and set off the portcullis, which drops over
the door. A hidden winch pops out at
this time as well. The zombies have the
stats of skeletons and twice the hp as zombies.
If they take half of their damage in a single hit they split up into
four limbs which attack independently with a 6th of the original hp
each. Altogether there are 50 undead
here. each coffin has 200sp in a small
purse.
287.
50’ x 30’ room This room
appears to be a waiting room originally.
There are now five coffins positions in the corners and the center of
the room. There are 2’ pits evenly
spaced through the room, 35 holes. As
soon as you fully enter the room, the double door on the far side of the room
opens up as the door you passed through closes.
The coffin lids fall from the tops and shatter on the ground. Each of the coffins contains a
Wight, and the holes around it contain more of those strange Zombies. Two wights and 14 zombies close in to delay
the party, the other three and 21 zombies more into the next room. The Wights have maximum hp, but otherwise
unchanged from regular Wights.
288.
20’ x 80’ procession The procession
hall glows with unnatural light, the walls are free of design but are well lit,
you fee there is something odd about this chamber. Any magic cast into this chamber
fails. Any spell cast inside this
chamber is subject to an automatic counter spell. All spells.
The Wights and the special zombies must be destroyed through combat.
289.
60’ x 60’ royal chamber The large
double doors open into the procession room.
when they are opened there is yet another pyramid. This one is 40’ to a side and rises on the
same 1’ by 1’ steps. It rises 30 up and
stops there are two sarcophagi at the top resting on a 10’ by 10’ platform. There are guards 6 guards with wolf heads
around the room. As the
characters come in a voice from above calls to them. “Defeat my husband
and the curse upon me will be lifted.” With that a full vampire drops to do
battle with the party. If they defeat
the vampire, the woman calls from above.
“You did it, you saved me!” The woman will come down and show the party
how to open the secret door to the treasure room. The treasure room is filled with 100,000sp of
treasure. When they are loading up with
treasure she activates the Guardians and they attack as the party comes out the
treasure room in the base of the pyramid.
She is a vampire too with 10 levels of Wizard. Insight DC18 to see through her ruse.
October
16th here
The Ninth level. Up
until now all the levels have been within the pyramid. The Ninth Level is the first level that is
below the native surface of the level ground and the native surface is a
swamp. So this level has water seepage
and drainage issues. The builders of the
level took great care and built the level with subtle slopes and with drainage
and cisterns that take the water funnel it into the collection areas. Many of the walls with native stone are wet
to touch and the water rarely pools as it runs down the slopes and drains
away. The area around the pyramid also
channels the water away from the pyramid so that the under areas do not
flood. The pyramid rests on a table of
rock that is higher than the surrounding.
The Ninth level has three areas that are independent of the
other areas that can only be reached with their own set of stairs from the
tenth level. There is also a shaft that
first started at the Eighth level. It is
towards the center of the pyramid, so there are many levels that can be
accessed with the falling teleport tube.
Pilgrims from the lower city come to the Eighth level tombs
from below along the Ceremonial way from below.
290.
Guard Station 20’ x 20’ The walls in
this portion of the level are carved directly from the native limestone. The sides of the wall are damp with moisture
that seems to bleed from the walls. The
floor is level and one side there is a grove that collects the moisture and
draws it away. The door to this room is
open and from the corridor you can see two tables with four guards playing
cards and three others near the doorway chatting idly to pass the time. All the guards are dressed the same way, worn
chainmail with a spear lined up nearby and a sword at their sides. Each is wearing a hat or helmet shaped like a
dog. There are 10 soldiers
here, eight regulars 3rd level fighters, 2 sergeants and one
Captain. They are all weary from being
on constant guard duty. They will
question any group of characters that comes through here who stands out. The sergeants are 5th level and
the captain is 10th. If they
can form up one set will attack with sword and shield, one set with spear with
reach and the captain will use a bow from behind the leader will attempt to
trip enemies. The guards are champions
and the leadership battle masters. Each
guard has 5-10sp 10-20cp and 20-30cb.
The Sergeants have 50% more, and the captain x2, most of it will be in
the two tables.
291.
Guard Barracks 20’ x 20’ The door to this room
is shut tight. There does not appear to
be a lock in the door, but with the native stone constantly wet, the door may
have swollen and be wedged in place. Additionally,
this door is also barred. The group in
here are sleeping and any attempt to break into the room will require and
Athletics check DC18 to break through the bar.
Inside are the same number of guards above, but they will not be wearing
the chainmail, but will be wearing a shield and sword. If the PCs take more than 2 rounds to get in,
they will be organized in a circle around the door like the guard room, in
ranks with sword and spear in the back.
if the PCs fail to gain entrance the Guards will don their armour and
investigate two ranks sword and shields, with spears behind. There are 10 small locked lockers with 2twice
as much treasure in each as the guards above have.
292.
Guard Barracks 20’ x 20’ The door to this room is shut tight. There does not appear to be a lock in the
door, but with the native stone constantly wet, the door may have swollen and
be wedged in place. The
guards are out of the room and the door is stuck, so it requires a DC12
athletics check to open. The lockers above hold half the treasure as the ones
above, the rest are in the purses of the guards. These guards are currently located in either
the training room, the mess hall, or on duty
293.
Guard Barracks 20’ x 20’ The door to this room is shut tight. There does not appear to be a lock in the
door, but with the native stone constantly wet, the door may have swollen and
be wedged in place. The
guards are out of the room and the door is stuck, so it requires a DC12
athletics check to open. The lockers above hold half the treasure as the ones
above, the rest are in the purses of the guards. These guards are currently located in either
the training room or the mess hall.
294.
Guard Barracks 20’ x 20’ The door to this room is shut tight. There does not appear to be a lock in . the door, but with the native stone
constantly wet, the door may have swollen and be wedged in place. The guards are out of the room and
the door is stuck, so it requires a DC12 athletics check to open. The lockers
above hold half the treasure as the ones above, the rest are in the purses of
the guards. These guards are currently
located in either the training room or the mess hall.
295.
Guard Mess hall 30’ x 30’ The door to
this large area is open. The space is
dominated by a large ring of tables and benches. The far edges of the room are filled with
preparation tables, a pump and a large oven.
There are a squad of soldiers preparing a meal on one side of the room
and another squad playing an engrossing game of cards. The soldiers preparing the meal
will notice the PCs first and warn the others.
They are from different groups but will work together. The Cooks have taken off their armour and the
others will there are no Sergeants or Captains present.
296.
Guard Practise Room 30’ x 30’ The door to
this large area is open. The space is
dominated by two squads of soldiers training in formation against the
other. There are four sergeants and two
captains here. The two groups
are training against each other to improve their coordination. The balance of the soldiers are here. Monday October
23rd
297.
Abandoned room 20’ x 20’ The door to this room is missing and looking in you can
barely see inside; the torches scattered through the places have been removed
and this area is the first piece of darkness that you have encountered. The stone facing that is on the wall in the
rest of the dungeon has been removed here, and the native limestone has been
quarried here and removed. Any
character with Masonry, or any building skills can tell you with a simple DC 5
that the room was originally 10’ deep and 20’ wide. DC15 and they can say that the quality of the
material was not good for large blocks as the and therefore not good for
construction. There is nothing of value
in this room.
298.
Garbage Room 20’ x 20’ The door for this room has also been removed as with the
torches as well. This room has the floor
ripped out in a deep gouge. Rather it
might be a deep gouge if you could see the bottom if it were not for the water
and the garbage. The garbage sits in the
hole and fills it almost to the top.
There is a hole in the ceiling, too small for anyone to crawl through,
from which as you are standing there, water, refuse and who knows what else
spills from the top. Perception
DC 15 sees that there is a hole in the northern wall of the room that connects
the pit to the next room. There is a 1
in 6 chance as the characters are investigating the room that the pile shifts
and sinks into the mess releasing gas that ignites if there are any open flame
for 1d6 points of damage. Anyone
investigation the pile will catch a disease and will alert the creature lurking
in the next room. Once alerted it will
attack from the pile and only stop once it is reduced to half hit points. It will flee to the next room.
299.
Sealed Room 20’ x 20’ The door of this room is gone, but in its place carefully
masoned stone and concrete has been placed here. The stonework makes it clear that there was a
door here, but they did not want someone breaking through here. This wall can be opened up. it will require ten minutes and a crowbar to
remove the first stone without alerting the entire dungeon, and the entire wall
in an hour. Or the wall can be brought
down in ten minutes with a pair of strong hands wielding a sledgehammer, or a
marshal hammer. In either case the
occupant of the room will attack as soon as a third of the wall is down. The very large trash monster living here will
attempt to grapple and pull one of the people opening the door through into its
lair. Anyone who wants to enter the room
at this point must make an acrobatics check to enter DC the creature’s attack
roll to enter the room, or athletics DC the creature’s grapple check, as they
get one automatic hit when coming in and need to break the grapple. The inside of the
room is similar to the room to the south.
There is a deep hole dug from the center and it is filled with water and
a monster. There is a single still
working torch on the far wall. In the
far corners of the room are piles of treasure.
One has coins of various types and the other piles of metal junk. The treasure was lost or forgotten when it was
thrown away. The Monster sorted the
metal from the edible and placed them in piles.
The coins are mostly copper bits with full coppers there are 6000cb and
2000cp and 205sp and 15gp. The metal
junk is just that, door hinges and nails, bands of metal and metal gloves. An Investigation DC 15 uncovers a +1
chainmail. DC20 reveals a locket covered
in grime, but once clean reveals it is Platinum, and it is worth 500sp.
300.
Storeroom 20’ x 20’ The door in this room is stuck shut (DC 13 athletics
check to open) Once
the door has been opened the first thing that you notice is that there are no
working torches in this room, the second thing you notice, and only by a hair’s
breadth, are the hundreds of tiny red eyes that are swarming towards you! There are many
swarms of rats in this room. A couple of
months ago this room was very well stocked with food and preserves and several
rats. The doors got closed and now there
are a dozen swarms of rats—all starving and half strength. When the battle is done, roll secretly for
each character damaged by the rats. Hit
point damage by rats x 5% for the chance they catch a blood borne disease.
301.
Storeroom 20’ x 20’ This storeroom is very dry, as such the door opens with
little difficulty. There are a hundred
burlap sacks piled neatly in one corner.
There are troughs and shovels and small portable kilns in this
room. There is also a dozen burlap sacs
with gravel in them and sand. There is
another pile of two sacks that contain powder.
This is a masonry storeroom where the concrete supplies were
kept. The powder in the sacs is quick
lime DC 10 Masonry or alchemy check or DC 20 knowledge check. It is caustic but requires more than just
exposure to do any real damage. The pile
of sacs in the corner got wet when they were used and have hardened into almost
stone. A DC 20 investigation check will
discover a purse imbedded in this stack, requires 20 damage from a blunt weapon
to retrieve it. There is 1gp and 20sp in
it.
302.
Workroom 20’ x 20’ This room opens fairly easily—there is hardened concrete on
the from and the door that grates as it opens.
The room is well lit and there are hundreds of overlapping shoe prints
and wheelbarrow tracks through this room.
Bored workers have written crude remarks and graffiti on surfaces with
wet concrete. In one corner of the room
some of the workers were a little more creative and layered wet concrete over
days and week to create a man sized concrete statue. Off to the side is a barrel filled with water
and a large trough empty and clean.
There are two shovels and a single hoe coated with concrete off to the
side. To no ones surprise, if
the statue is interacted with in any way, it will attack. Theone exception is if the characters bring
in a sack of powder and two or three of the gravel, the golem will animate and
make a batch of concrete for the characters.
Applying concrete to the golem will heal it like a healing potion, one
batch of concrete will heal it of 100 hp.
The golem is immune to nonmagical piercing and slashing attacks, immune
to mental and fire attacks. It is
vulnerable to water and cold attacks.
Nonmagical bludgeoning works normally and magical bludgeoning it is
vulnerable to. It can be befriended if
each character applies 1/10 of a load of concrete to it.
At this point in the hall the
next 10’ are filled with blocks of stone and concrete mixed with rebar made
from lead and other nonrusting metals.
Only a Passwall spell will by-pass this wall. the wall was built a few dozen years ago be a
secret society in the city.
Beyond the wall is a secret
society of Ascsain, God of Death and Evil deeds. These are the last true worshippers, the rest
of the masses were suborned to the worship of Zargon, the Zargon. Most of the itinerants of the true Ascsain
are living in the city below, but those that have proved themselves and
advanced sufficiently come here for their reward, a chance to rest and
procreate, sire the next generation of assassins. The children are raised here and sent off
into the world from here and some of them come back here. The Prophet is in the city looking for the
chosen ones to overthrow the Zargon. The
clerics and the monks stay here preparing themselves for the time they will
fight.
303.
Family domicile 20’ x 20’ The door is
locked (DC12 lock picks) Once the door is
opened you are greeted by ten men and women dressed in masks that resemble
cobra snakes. Each of them has a drawn
shortsword wet with some foul poison. The
ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of
those attacks will deal an extra d6 sneak attack damage. The poison causes the wounds to burn
distractedly imposing a -1 to attack for one minute. The effects are cumulative. Ransacking the rooms uncovers coins and
treasure. DC10 100sp, DC 11-15
20sp/point, DC16-20 30sp/point and 40sp per point over 20. 10 would uncover 100sp, 15, 200sp, 20, 350sp,
25, 550sp.
304.
Family domicile 20’ x 20’ The door is
locked (DC12 lock picks) Once the door is
opened you are greeted by ten men and women dressed in masks that resemble
cobra snakes. Each of them has a drawn
shortsword wet with some foul poison. The
ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of
those attacks will deal an extra d6 sneak attack damage. The poison causes the wounds to burn
distractedly imposing a -1 to attack for one minute. The effects are cumulative. Ransacking the rooms uncovers coins and
treasure. DC10 100sp, DC 11-15
20sp/point, DC16-20 30sp/point and 40sp per point over 20. 10 would uncover 100sp, 15, 200sp, 20, 350sp,
25, 550sp.
305.
Family domicile 20’ x 20’ The door is
locked (DC12 lock picks) Once the door is
opened you are greeted by ten men and women dressed in masks that resemble
cobra snakes. Each of them has a drawn
shortsword wet with some foul poison. The
ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of
those attacks will deal an extra d6 sneak attack damage. The poison causes the wounds to burn
distractedly imposing a -1 to attack for one minute. The effects are cumulative. Ransacking the rooms uncovers coins and
treasure. DC10 100sp, DC 11-15
20sp/point, DC16-20 30sp/point and 40sp per point over 20. 10 would uncover 100sp, 15, 200sp, 20, 350sp,
25, 550sp.
306.
Family domicile 20’ x 20’ The door is
locked (DC12 lock picks) Once the door is
opened you are greeted by ten men and women dressed in masks that resemble
cobra snakes. Each of them has a drawn
shortsword wet with some foul poison. The
ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of
those attacks will deal an extra d6 sneak attack damage. The poison causes the wounds to burn
distractedly imposing a -1 to attack for one minute. The effects are cumulative. Ransacking the rooms uncovers coins and
treasure. DC10 100sp, DC 11-15
20sp/point, DC16-20 30sp/point and 40sp per point over 20. 10 would uncover 100sp, 15, 200sp, 20, 350sp,
25, 550sp.
307.
Family domicile 20’ x 20’ The door is
locked (DC12 lock picks) Once the door is
opened you are greeted by ten men and women dressed in masks that resemble
cobra snakes. Each of them has a drawn
shortsword wet with some foul poison. The
ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of
those attacks will deal an extra d6 sneak attack damage. The poison causes the wounds to burn
distractedly imposing a -1 to attack for one minute. The effects are cumulative. Ransacking the rooms uncovers coins and
treasure. DC10 100sp, DC 11-15
20sp/point, DC16-20 30sp/point and 40sp per point over 20. 10 would uncover 100sp, 15, 200sp, 20, 350sp,
25, 550sp.
308.
Temple 30’ x 40’ The door is
locked (DC15 lock picks, if force is applied to this door make a
DC14 dex save or take 5d6 force damage and DC 14 Strength save or pushed 10 and
prone) Once the door is opened, the room is filled
with lavish murals depicting gruesome acts, murder and mayhem. There is a large alter before an idol of a
woman naked to the waist with eight arms holding various weapons and implements
of torture, including a small wavy bladed dagger, a short sword, a bone saw, a
corkscrew, metal claws, spiked knuckles, a spiked net and a garret. There are eight hooded men kneeling, four to
a side, along the wall beside the altar, each has one of those weapons on his
lap. There are two priests beside the
altar. The hooded men are
monks and in their hands, they cause d8 damage.
Each monk attacks three times and throws a poisoned dart at a character
far from them and the first hit does and extra d6 if they have advantage or there
is more than one ally attacking their target.
The priests cast spiritual weapon other advantageous spells before
attacking.
309.
Temple 30’ x 40’ The door is
locked (DC16 lock picks if force is applied to this door make a DC14
dex save or take 5d6 force damage and DC 14 Strength save or pushed 10 and
prone) Once the door is opened you can see there is
one priest praying before a man sitting on a pillow meditating. To either side
of the meditating man there is a cloaked and cowled figure who holds two
magical shortswords that drip with poison.
The High priest will use spells of up to 8th level
as he is a 16th level cleric.
The monks will attack 4 times a round and their swords do d8 damage and
suck an additional d6 damage on a hit and give half back to the monk. The poison imposes a -1 to the attack of
their opponent and lasts an hour. Anyone
killed by the short sword cannot be revivified and is dead, no death
saves. Resurrection still works as does
raise dead. To attune to these swords
one must murder a helpless baby, otherwise they will suck life from their
wielder every round.
The meditating figure is a very good illusion that is only
broken with touching the image.
310.
High Priest Chambers 20’ x 20’ The door is
locked (DC17 lock picks if force is applied to this door make a DC16
dex save or take 7d6 force damage and DC 14 Strength save or pushed 10 and
prone) Once the door is opened one can se a
luxurious apartment with a four-poster bed and four scantily clothed teenagers
with chains attached to their necks.
They fall on their knees before you and plead with you silently to be
freed. Should the captives be
freed they will be faithful servants to the party till the day they die, or
until their betrayal. They will betray
the characters at a bad time. They will
give characters healing potions in the middle of combat and such. Act with the utmost self-sacrificing
way. But as soon as a tough battle is
concluded, with one or more characters down using death saving throws, they
will murder the character. Each are
naked 7th level assassins.
The investigation rules for the other rooms apply here x 5.
311.
The Prophet’s Chambers 20’ x 20’ The door is
locked (DC25 lock picks, if force is applied to this door make a
DC15 Con Save save or take 10d6 force damage if they have fifty or more hp, if
less, they are disintegrated.) Once the door is
opened one sees a room that is devoid of anything. There is a simple cot with no luxury
anywhere. The walls are covered with the
ramblings of a madman. Reading
the testament on the wall carries a danger.
Tell the character there is at least ten minutes of writings on the
wall. and ask them to make a DC10 wisdom
save. If they save with anything less
than a 20, they will be cursed. Anytime
they do damage to a member of Ascsain, they will make a DC the number that they
rolled wisdom save to resist the curse and cause damage to them, failure
resulting in 3d6 psychic damage. If they
made 20 or more on their initial save they are free of the curse. Those that failed the DC 10 check can attack
the Ascsains because they have not read enough of the ravings.
312.
Family domicile 20’ x 20’ The door is
locked (DC12 lock picks) Once the door is
opened you are greeted by ten men and women dressed in masks that resemble
cobra snakes. Each of them has a drawn
shortsword wet with some foul poison. The
ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of those attacks
will deal an extra d6 sneak attack damage.
The poison causes the wounds to burn distractedly imposing a -1 to
attack for one minute. The effects are
cumulative. Ransacking the rooms
uncovers coins and treasure. DC10 100sp,
DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20. 10 would uncover 100sp, 15, 200sp, 20, 350sp,
25, 550sp. November
10th on October 28, 2023
313.
Guard Room 20’ x 30’ The door to
this room is ajar and contents can be seen as you approach. There is one bench, where you see five
individuals resting, the sweat of a recent exertion visible on their brow. A pair of individuals passes before the door
and you see them engage in attacks and parries of mock combat. The entire scene progresses with out a word
and with minimal sound. There
are ten people here. Four Assassins,
four Monks and two clerics. They are
here on standby to support the guards at the entrance to the sanctuary.
314.
Monk rooms 30’ x 30’ The Door is
locked. (DC10 lockpicks) The lock is well worn
from opening and closing and has seen less maintenance and it opens
easily. The door is well oiled smooth to
touch. Inside, a group of men and women
look up from what they were doing. Some
were attending a shrine on one side, some were on a practise mat wrestling,
naked except for lion cloths, and some were sleeping in the beds to one side. They are all lightly clothed with shaved
heads and various numbers of tattoos and a spectrum of ages, from late teens to
fifties. The wrestlers see you and roll
to their weapon and ready position in a second’s time. An unspoken signal the ones by the shrine
leap forward to the wall flipping and changing direction to face you, and the
ones in bed, land after a vaulting somersault ready with unsheathed short
swords, naked but ready. There are twelve monks in this room. 2 3rd, 2 5th, 2 6th,
2 7th, 2 8th, 1 9th, and 1 11th
level. All that they need has been
provided for, they have no treasure, but the shrine can be dissembled and sold
for 1000sp. The weapons have been coated
with poison which they are immune to causes -1 penalty to hit for a minute
cumulative.
315.
Teleport silo This
room is an empty well that is over 100’ deep.
There are corridors that open up at different levels up and down. Further down there are lights, but at this
level there are none. At this level there are three assassins
waiting in the shadows. Any that try to
enter this level without the password, two of the assassins will attack as the
person attempts to climb in, with advantage and before initiative can be rolled
for. The figures will also get advantage
on initiative if the figures are climbing from below. Those that fall from above surprise the
assassins, so standard initiative. The
third assassin retreats and warns the closest group, then the next and the
next. The Silo has a teleport field at
the bottom of the drop that returns the figures to the top 50’ above. The sides have been climbed for decades and
there are worn foot holds in the side.
Close to the bottom, enterprising individuals constructed a large net
that will catch falling people. at this
level if the pass phrase is not given the assassins attack.
316.
Family domicile 20’ x 20’ The door is
locked (DC12 lock picks) Once the door is
opened you are greeted by ten men and women dressed in masks that resemble
cobra snakes. Each of them has a drawn
shortsword wet with some foul poison. The
ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of
those attacks will deal an extra d6 sneak attack damage. The poison causes the wounds to burn
distractedly imposing a -1 to attack for one minute. The effects are cumulative. Ransacking the rooms uncovers coins and
treasure. DC10 100sp, DC 11-15
20sp/point, DC16-20 30sp/point and 40sp per point over 20. 10 would uncover 100sp, 15, 200sp, 20, 350sp,
25, 550sp.
317.
Monk rooms 30’ x 30’ The Door is
locked. (DC10 lockpicks) The lock is well worn
from opening and closing and has seen less maintenance and it opens
easily. The door is well oiled smooth to
touch. Inside, a group of men and women
look up from what they were doing. Some
were attending a shrine on one side, some were on a practise mat wrestling,
naked except for lion cloths, and some were sleeping in the beds to one side. They are all lightly clothed with shaved
heads and various numbers of tattoos and a spectrum of ages, from late teens to
fifties. The wrestlers see you and roll
to their weapon and ready position in a second’s time. An unspoken signal the ones by the shrine
leap forward to the wall flipping and changing direction to face you, and the
ones in bed, land after a vaulting somersault ready with unsheathed short
swords, naked but ready. There are twelve monks in this room. 2 3rd, 2 5th, 2 6th,
2 7th, 2 8th, 1 9th, and 1 11th
level. All that they need has been
provided for, they have no treasure, but the shrine can be dissembled and sold
for 1000sp. The weapons have been coated
with poison which they are immune to causes -1 penalty to hit for a minute
cumulative.
318.
Assassin’s rooms 30’ x 30’ The door to this room is locked. Perception check DC 13 notices the wall
opposite this door and the door to the other room looks damaged from various
impacts Investigation DC 15 will reveal traces of Purple Worm venom DC 10
alchemy check otherwise a DC 17 nature check.
Armed with this information anyone with a tactical mindset make a DC12 Wisdom to suggest standing to the side as the door
is opened. (and trapped, DC 15 to detect, DC17 to disarm, DC 1 to unlock, the
only way to dodge this trap is through use of evasion as it is triggered when a
set of lock picks is put in the lock.
The poison is lethal unless a con save DC14, then it causes 9d6 damage) when the door opens
all eyes in this room are on the door and those armed with crossbows will be
firing. The expressions on the people
seems to suggest that anyone standing at the door is asking to die. The dozen individual in this room pause to
see which one of their number was killed.
When you appear in the frame their curious smirks are replaced with joy
and anticipation. Roll initiative. There
are twelve Assassins in this room, each has a potion of invisibility and
knowledge of the nocks and crannies in this room. this is a 30’ x 30’ room but the rear portion
of the room is a maze of 2’ wide and 5’ tall with two levels. There are hole in the walls every where. The maze will not defeat area affect spells
but it is meant to slow melee and restricts the use of medium and larger
weapons, and bows entirely. A single
shatter spell will destroy area effect of the maze as will many other
spells. If the maze wall is brought down
surviving rogues will retreat to the next room.
there are 2 gloomstalker/assassins in this room, the rest are fifth
level.
319.
Training room 40’ x 40’ The door to
this room is neither locked nor trapped.
When the door opens you see a wall that is ten feet tall and five feet
from you. The corridor continues and
turns and twists. There is a single
burning torch before you in a sconce.
The ceiling to the room rises anther ten feel above the walls. The walls are rough and look easy to
climb. There are arrow slits in some of
the walls and not far away you see a pressure plate in the ground. It looks like this room contains a series of
death traps and ambush points. It might
be easier to step back and avoid this room.
Unlike the other room these walls will not tumble down
easily. There are four gloom-stalker
assassins waiting at various points above the maze they will follow the light
source but will also notice attempts to scale the wall at other points. Because they are shooting out of combat, they
start out as invisible, their first attacks will inflict critical damage. The traps are easy to avoid with a DC ability
15 check. Those that fail will he bit
with a scatter of poison darts, a small drop into a pit with a swarm poisonous
adders, a swarm of hungry rats, or water filled with piranhas, or a pit with a
10’ block falling on top of them. Scythe
blade, pendulum blade, they are all visible and the dangers known. Reward characters that use a variety of means
to avoid damage. Pairing arrow slits
with traps on occasion. There will be
three rotating wall traps meant to separate the party. There are eight
assassins in the room, plus any of the assassins that escaped the other room
most are 5th level.
320.
Assassin’s rooms 30’ x 30’ The room here
is well lit and there are twelve men and women relaxing here. There are beds for thirty-six and there are
thirty-six chests beside the beds. You
suspect that each is trapped and locked in a variety of lethal and devious ways. The beds are not lined in a particularly
defensive way to provide advantage to the rogues attacking you. Roll initiative. This straight combat, the rogues
here are just rogues level 6 and assassins all.
The chests will all be locked and trapped DC 12+1d4 to detect. One of the chests is not trapped at all and 5
of the chests are trapped very well DC20 to find. All the traps destroy the contents with acids
and such if not disarmed. An
investigation check can be rolled to find hidden treasure in the room.
321.
Grandfather Assassin’s room 20’ x 40’ This door is locked and very well made, strong thick timbers
bound with metal bands of iron, bronze and brass. The lock is in the center of
the door. (DC18 lock picks, there are three traps, the first causes
the iron bands to spring around the person at the lock as Iron Bands of
Bilarro, the second is a contact poison on the inside of the door handle, DC 15
con save the effects numb the hands for a minute on a save and blistering of
the hands for a day, in either case the hands are unusable for any use until
cured. The third trap is an explosive
rune that erupts 15’ radius for 3d8 fire and 3d8 force damage.) The room is filled
with lavish colourful pillows and a large low table with a large glass Hookah
in the center the back portions of the room are blocked off by a large wooden
partition decorated with a seaside scene.
There are four impressive bronze statues of naked women each with six
arms and grasping six swords. If
the doors have been broken into to get into this room, (requires 200hp damage,
or an Athletics roll DC20 to break and setting off all three traps), the four
Golems will be activate and attempting to kill people. Otherwise the Golems will activate a minute
after the door is opened normally.
Inspecting the golems (DC10 Investigation, DC15 perception or untrained
investigation) that the belly buttons of the golems have been repeatedly
scarred by daggers and stabbing the belly button AC 19 in combat, reflexive
outside of combat will deactivate them for an hour. The Leader of the Assassins is currently in
the city below, but when they sleep they sleep behind the partition, where the
golems will not follow. The room is
filled with treasure. The Hookah is
worth 1000sp, the eight moveable partitions are worth 1000sp each, but as a set
are worth twice as much, but can only be caried out one at a time/character; if
taken apart for their valuables they are worth only 1000sp. Ransacking the rooms uncovers coins and
treasure. DC10 1000sp, DC 11-15
200sp/point, DC16-20 300sp/point and 400sp per point over 20. 10 would uncover 1000sp, 15, 2000sp, 20,
3500sp, 25, 5500sp.
322.
Monk rooms 30’ x 30’ The Door is
locked. (DC10 lockpicks) The lock is well worn
from opening and closing and has seen less maintenance and it opens
easily. The door is well oiled smooth to
touch. Inside, a group of men and women
look up from what they were doing. Some
were attending a shrine on one side, some were on a practise mat wrestling,
naked except for lion cloths, and some were sleeping in the beds to one side. They are all lightly clothed with shaved
heads and various numbers of tattoos and a spectrum of ages, from late teens to
fifties. The wrestlers see you and roll
to their weapon and ready position in a second’s time. An unspoken signal the ones by the shrine
leap forward to the wall flipping and changing direction to face you, and the
ones in bed, land after a vaulting somersault ready with unsheathed short
swords, naked but ready. There are twelve monks in this room. 2 3rd, 2 5th, 2 6th,
2 7th, 2 8th, 1 9th, and 1 11th
level. All that they need has been
provided for, they have no treasure, but the shrine can be dissembled and sold
for 1000sp. The weapons have been coated
with poison which they are immune to causes -1 penalty to hit for a minute
cumulative.
323.
Monk rooms 30’ x 30’ The Door is
locked. (DC10 lockpicks) The lock is well worn
from opening and closing and has seen less maintenance and it opens
easily. The door is well oiled smooth to
touch. Inside, a group of men and women
look up from what they were doing. Some
were attending a shrine on one side, some were on a practise mat wrestling,
naked except for lion cloths, and some were sleeping in the beds to one side. They are all lightly clothed with shaved
heads and various numbers of tattoos and a spectrum of ages, from late teens to
fifties. The wrestlers see you and roll
to their weapon and ready position in a second’s time. An unspoken signal the ones by the shrine
leap forward to the wall flipping and changing direction to face you, and the
ones in bed, land after a vaulting somersault ready with unsheathed short
swords, naked but ready. There are twelve monks in this room. 2 3rd, 2 5th, 2 6th,
2 7th, 2 8th, 1 9th, and 1 11th
level. All that they need has been
provided for, they have no treasure, but the shrine can be dissembled and sold
for 1000sp. The weapons have been coated
with poison which they are immune to causes -1 penalty to hit for a minute
cumulative. November 18th on October 29, 2023.
324.
Secret Nursery room 40’ x 40’ *** Trigger warning—these next rooms contain
child soldiers and combative pregnant warriors, if this is not something you
want to deal with the PCs will fail to discover the Secret door*** The entrance to this room is a secret
door. It is cunningly hidden but the
hallway gives it away—it is over 100’ long and there is only one door. Perception DC 20 finds the door but DC 15
Investigation finds the way to open it.
At the end of the hallway there is a grate over a drain for the water
that has been pooling long the walls, the passage leads to a cistern and is 2’
wide and 5’ tall. The room has a powerful magic
spell cast upon it. you are not sure how
big the room actually is, but the door opens to a dense forest and just beyond
the door the forest opens up into a small clearing in the forest about 40’ from
side to side. In the center is a large
cook fire with five log benches, there is a cooking pot over the fire. There are a dozen different games and sets of
equipment scattered through the clearing.
There is a chance there will be people using the camp site
when the PCs enter on a D10, 1-2 no-one, 3-7 one grade with Proctors, 8-9 two
grades with Proctors, and 0, all three grades with Proctors.
325.
Children’s rooms Grade One 20’ x 20’ There is a 50% chance that the proctors
will be teaching the students when The PCs come. If the proctors are here the students will be
practising their skills, otherwise they will be asleep. This room is
packed with children about 5 to 10 years of age, there are five quadruple
stacked bunk beds for 20 children. The
children know all adults should be accompanied by adults they know and
therefore unaccompanied adults should be killed, but still, they will wait for
a round before they act. With the
proctors here they will just attack.
There are twenty children, half are trained as fighters, 7 are rogues
and three are Monks. They are level
1.
326.
Proctor’s rooms 20’ x 15’ The room is
very austere with three beds, and three trunks and no other furnishings. This room will only be occupied if
their students are in their room alone.
There are three people, all level 10.
An assassin, a fighter/assassin (level 7 and level 3) and a Monk.
327.
Children’s rooms Grade Two 20’ x 20’ There
is a 50% chance that the proctors will be teaching the students when The PCs
come. If the proctors are here the
students will be practising their skills, otherwise they will be asleep. This room is
packed with children about 7 to 15 years of age, there are five triple stacked
bunk beds for 15 children. The
children know all adults should be accompanied by adults they know and
therefore unaccompanied adults should be killed. With the proctors here they will just
attack. There are fifteen children, half
are trained as fighters, Five are rogues and Two are Monks. They are level 2.
328.
Proctor’s rooms 20’ x 15’ The room is
very austere with three beds, and three trunks and no other furnishings. This room will only be occupied if
their students are in their room alone.
There are three people, all level 10.
An assassin, a fighter/assassin (level 7 and level 3) and a Monk.
329.
Children’s rooms Grade Three 20’ x 20’ There is a 50% chance that the proctors
will be teaching the students when The PCs come. If the proctors are here the students will be
practising their skills, otherwise they will be asleep. This room is
packed with children about 13 to 17 years of age, there are five bunk beds for
10 children. The children
will attack with or without the proctors.
There are ten children, half are trained as fighters, four are assassins
and one is a Monks. They are level 3.
330.
Proctor’s rooms 20’ x 15’ The room is
very austere with three beds, and three trunks and no other furnishings. This room will only be occupied if
their students are in their room alone.
There are three people, all level 10.
An assassin, a fighter/assassin (level 7 and level 3) and a Monk.
331.
Birthing Room 25’ x 25’ There are five
women here lying on couches, there are two things that unite these women. The first is the hard muscular nature that
bespeaks a life of hard and disciplined living.
The second is that each of these women appear to be ready to give birth.
In the next two weeks. Each
of the women are 7th level, 3 are fighter rogues, 1 is an assassin,
and one is a monk. They will fight to the death but can be knocked
unconscious.
332.
Nursery 20’ x 15’ This room is
filled with children 0-4 who sleep on cribs and bunk beds. There are twenty in all. There are three adults who turn towards
you. The three are just like
the Proctors and are level 10 too. They
fight to the death.
29 rooms top floor of one No one knows when or how that dragon arrived
in these rooms but it has entrenched itself here and has been defending these
halls from all commers for decades. It
is strong and will be a challenge for the party it is CR (party level +2). When it came here it befriended three
monstrous allies and it birthed six Kobolds 10 years ago. after 10 years they have increased to 230 and
there are another 60 eggs in the nursery.
The Monstrous allies are an Umberhulk, A troll and a Medusa. The Umberhulk has burrowed out an escape
route to the surface and it has also burrowed out a route to the city level,
but on the other side of the lake there.
It has gained friendship, or at least the respect of the humanoid that
live there and if it is attacked out side the Dragon’s lair area d6 allies will
arrive every round for 10 rounds, they will be goblins, hobgoblins, gnolls or
bugbears. The dragon makes use of the
tunnels out of the temple occasionally, but its hoard is here, so it does not
stray far, for long. The Kobolds have
burrowed 1-2’ wide and high passages through the regions where there are no
rooms and both up and down. They have
made connections to the cisterns but have made no connections to the other
areas. They have also dressed the stone
of the Umberhulk passages to make them clean and smooth. The humanoids consider the Kobolds as a good
luck charm and will not attack them, not just because they have heard rumours
of a dragon. Each of the 20’ x 20’ rooms
are a unit of similar aged kobolds and 15 in number. Thin wall separations have one or two 1’
holes that allow movement between rooms.
Solid walls will have 1’ holes where kobolds can hide and snipe or move
away from superior forces.
The dragon and its kobolds
sorcery is based around stone, water, and erosion. A little of the underground theme too. darkness, water attack, stone attack, slow,
acid, mud etc. its breath weapon does half damage but will instantaneously turn
the ground to mud and back to stone again.
Save determines if the target is trapped or slowed for a round covered
in thin stone as well as half damage. 6
Kobolds six professions Sorcerers—dragon
speakers, Fighters—tunnel rats, Rogues—thieves—scouts, Rangers—gloom stalkers
and Artificers. Each living room
includes at least one of each profession; one Sorcerer, one artificer, one
Gloom-stalker, two Scouts, two thieves, three tunnel-rats. There will be another five for each living
room that lives in the tunnels. The
rooms will all have 1’ holes that allow quick retreat and escape. The water seepage into these rooms has been
cleverly directed with grooves and channels into a basin in the floor where the
kobold get fresh water. They have done
this for the dragon and the allies of the dragon too. just one of the many ways that they work
together. One of the ways that life is
better is there are a lot of magical items here the artificers have made
magical items that support the monsters and the other kobolds. The rooms all have warning magic that allows
the locals to get advantage on initiative rolls. And all the kobolds have magical weapons and
armour
333.
Stairs up
The stairs up are long and although 10’
wide they feel narrow. The entire length
is in darkness as the sconces are missing their torches. There is dim light up ahead at the top of the
stairs, it spills down to meet you. All
perception checks are made at disadvantage if they can be made at all in
darkness. Those with darkvision are the
only ones that have a chance to notice the blood stains on the stairs. This flight of stirs has been fought over
many times in the last decade. if they
bring a light source, they will have normal chances to see the blood, but they
will probably not care. The
gloom-stalker rangers at the top of the stairs have been aiming at the PCs
since just before they set their feet on the bottom step, unless they beat a
DC20 stealth roll. the rangers will cast
Spike growth and Entangle on the stairs and due to the confined nature of
stairs, the saves will be at disadvantage.
As soon as the casters loose concentration and one of their number’s are
killed they will break and flee. There are six room within 40’ of the top of
the stairs, holding a third of the community’s individuals and most of the higher-level
individuals. November
29th on November 4, 2023
334.
Rooms to the left The door to
this room is difficult to open and if stones have been shoved under the door,
when the door is finally shoved aside, you peer into the room you find a small
smoldering cookfire set up in the center of the 20’x20’ room. in the dim light you see five kobolds, three
before the fire, dressed in mail with bright swords held before them and small
shields and two behind the fire, one dressed in leathers with a slender bow and
the other a small dagger sheathed on a belt.
The walls are honeycombed with small 1’ holes, from within you see the
fire light reflecting off small eyes. The
door takes effort to open, but it is easily done. The kobolds use the time to organize. The first person through must either make
placating gestures or else be subjected to the first attack. The artificer will have set a trap that
causes 2d4 points of damage/level of the artificer. It may include a net, a rockfall, Greek fire
or anything else. There will be at least
two other traps in the room that are equally damaging and could involve
anything at all. The Kobolds in this
room are 7th level. Their
collective treasure is 50gp, 2500sp and 5000cp, it is in a lock box under the
fire.
335.
Rooms to the left The door to
this room is difficult to open and if stones have been shoved under the door,
when the door is finally shoved aside, you peer into the room you find a small
smoldering cookfire set up in the center of the 20’x20’ room. in the dim light you see five kobolds, three
before the fire, dressed in mail with bright swords held before them and small
shields and two behind the fire, one dressed in leathers with a slender bow and
the other a small dagger sheathed on a belt.
The walls are honeycombed with small 1’ holes, from within you see the
fire light reflecting off small eyes. The
door takes effort to open, but it is easily done. The kobolds use the time to organize. The first person through must either make
placating gestures or else be subjected to the first attack. The artificer will have set a trap that
causes 2d4 points of damage/level of the artificer. It may include a net, a rockfall, Greek fire
or anything else. There will be at least
two other traps in the room that are equally damaging and could involve
anything at all. The Kobolds in this
room are 6th level. Their
collective treasure is 50gp, 2000sp and 5000cp, it is in a lock box under the
fire.
336.
Rooms to the left corner The door to this room is difficult to open and if stones have
been shoved under the door, when the door is finally shoved aside, you peer
into the room you find a small smoldering cookfire set up in the center of the
20’x20’ room. in the dim light you see
five kobolds, three before the fire, dressed in mail with bright swords held
before them and small shields and two behind the fire, one dressed in leathers
with a slender bow and the other a small dagger sheathed on a belt. The walls are honeycombed with small 1’
holes, from within you see the fire light reflecting off small eyes. The door takes effort to open, but
it is easily done. The kobolds use the
time to organize. The first person
through must either make placating gestures or else be subjected to the first
attack. The artificer will have set a
trap that causes 2d4 points of damage/level of the artificer. It may include a net, a rockfall, Greek fire
or anything else. There will be at least
two other traps in the room that are equally damaging and could involve
anything at all. The Kobolds in this
room are 5th level. Their
collective treasure is 50gp, 1500sp and 5000cp, it is in a lock box under the
fire.
337.
Rooms to the left before the T The door to
this room is hard to open, as you push it opens a crack then stops stuck in
place. (roll advantage +4, as
two kobold fighters are pushing the door closed against the PCs. That is the DC to open the door with an
athletics check) The door finally eases open.
You see a group of kobolds attempting to flee through holes in one wall;
there is a low campfire in the reflected off the tunnel from the other
room. There is a campfire in the center
of the room that has guttered out, a pot emptied out over the coals. Beyond the fire there are three kobolds one
with a sword and shield, one with a bow, and behind them one making gestures as
if readying a spell. The walls are
honeycombed with 1’ holes from at least two of them you see wavering crossbows
pointed in your direction. There
is an artificer in one of the holes with a crossbow, the tip is a glass vial
with acid or some combustible fluid.
There are at least three traps in the room that do d6 per level of the
artificer. The
kobolds in this room are 1st level.
The collective treasure is in a secret hold under the cook fire 5gp,
400sp and 500cp
338.
Rooms to the left 30’ x 30’ Medusa The door to
this room is locked. (DC 12
to open, but there is a bar on the door as well DC15 (or 17) Athletics to
open) The
room once you get in is well decorated, if in a rustic manner. There are two couches covered with deer
fur. There is a nicely made throne
positioned between the couches. In the
center of the three there is a large
iron brazier filled with dying coals that give off a pleasing warmth. In one corner there is a copper tub half
filled with water, a kettle to the side over a low burning fire whistles with
steam. There is a pump with a pail
resting there. There is a statue of
goblin nearby, its face and body language give the impression of abject horror. Once you see it you see a second and a third,
a gnome with a discarded shawl over its features. When the door began to break, the
residents of this room downed potions of invisibility and strung their
bows. The two medusa will attack first
as soon as the PCs become aware of the situation and then they roll initiative. The medusa have 7500sp in coins in addition
to everything else.
339.
Rooms to the left 40’ x 50’ dragon room The first look
at this large dimly lit room you become aware of the wall lamps here spill out
dull light. There is a large bed of furs
set in a pile, like a large four poster bed, with the posts made of finely
carved wood. On the pile rests a huge
beast of a serpent coiled on the bed.
Large scaly wings betray the serpent nature of the creature. Before you and between you and the beast a
line of guards dressed in mail and shield advances towards you, they beet there
shields with their weapons in an attempt to bring your attention off the dragon
on the bed. There are single archers
peppered through the room with bows held at the ready. The tension in the room strains to the point
of breaking and the Dragon clears its throat.
As soon as the PCs enter the Dragon’s room a series of lights
will flash through the region and magic mouth spells will call the residents to
the dragon’s chambers. The first that
will arrive are the original 6 Kobolds each are ninth level. Then the Medusa will arrive, they will hang
back waiting, assuming they are still alive.
If there are any trolls, they will arrive after a minute if they are
still alive. From the holes in the walls,
kobolds will continue to come, 6 arriving every action until all of them are
here. The dragon will ask about what is
happening out in the word these days. It
knows a lot, but it is truly interested and it is curious if they are from the
city below or a city above. When
everyone has arrived he will begin negotiations. If there are Trolls and Medusa he will ask
that the PCs provide him a service and tribute before he lets them go
free. If only one of the groups of
allies come he will complement them on their resources, but tell them they
cannot win and offer them a choice or all their loot or a service to perform in
exchange for their lives. If a majority
of his Kobolds but no other allies are here he will suggest that the party can
leave with their lives, if there are only kobolds but much fewer, the dragon
will offer some of its treasure as a prize and for the PCs to leave. This is as far as he will negotiate. If it turns into a fight the dragon will let
the fighters fight upfront and rogues to snipe off targets while it uses spells
with its sorcerers and entering melee as a last resort, will use its breath
weapon after the fighters have fallen.
If the PCs were insulting during the fight, it will take prisoners and
execute them if they were pleasant it
will negotiate with prisoners and only execute them as a last resort.
340.
Rooms to the left 30’ x 20’ treasure room This room has
and additional door. There are large
bins against the wall. the first bin is
small and contains an assortment of gold and platinum coins. The next has a large amount of silver. The third is filled with copper pieces and
copper bits. There is another bin that
is filled with carefully placed art and fine goods. Another basket contains
gems and jewelry. If there are magical
goods they will be in these bins and baskets.
There are 432pp, 6578gp, 33,456sp, 40,596cp and
560,587cb. There are 55,000sp of gems
and jewelry there are 10 rare and 5 very
rare and one legendary magical item. The
dragon will be using anything useful and his lieutenants anything else.
341.
Rooms to the left 20’ x 20’ Honour Guards The Kobolds in this room are 7th
level. Their collective treasure is
50gp, 2500sp and 5000cp, it is in a lock box under the fire.
342.
Rooms to the left 6 10’ x 10’ rooms of the
elders Each of these rooms has good furnishings
and a brazier that glows and provides heat and dim light. in a lock box there are 500gp
worth of treasure. Any magical items
will be on the individual Kobolds.
343.
Rooms to the left 20’ x 10’ closet with
secret door The door opens up on a 20’ unfinished corridor. The kobolds have done their best
to disguise this secret door. Since it
has not been used since they have completed the warren tunnels, it will take an
investigation roll of 20 to discover the trip for the door and a 21 perception
to detect the door.
344.
Rooms to the left 40’ x 40’ young This chamber is fairly
well lit, there are mounds of soft sand and about five large magical braziers
making heat and light in the room. There
are ten Kobolds that have become aware of you and are moving you intercept
you. There are about 60 baby kobolds
being ushered to the ubiquitous holes bored into the rock along the walls. There is a door on the left wall. The ten Kobolds are 8th
level. They are here to protect and
raise the young. After the youths are
evacuated, the remaining kobolds retreat to the Hatchery and bar the door and
begin evacuating the eggs. The fighters
in the group will use their lives to give the rest time to rescue the eggs.
345.
Rooms to the left 50’ x 30’ old hatchery This large
room is filled with warm sand and several Braziers heating the room and
sand. There are 60 eggs here
incubating. If the PCs had
attacked the hatchery and butchered the eggs and the children, the Dragon and
the kobolds would fight recklessly and methodically to exterminate the
PCs. If they hold them hostage the
Dragon will give them its hoard, but it would track them to where they sleep
and destroy the area for the threat it would feel for its kin and people.
346.
Rooms to the right The door to this room is difficult to open and if stones have
been shoved under the door, when the door is finally shoved aside, you peer
into the room you find a small smoldering cookfire set up in the center of the
20’x20’ room. in the dim light you see
five kobolds, three before the fire, dressed in mail with bright swords held
before them and small shields and two behind the fire, one dressed in leathers
with a slender bow and the other a small dagger sheathed on a belt. The walls are honeycombed with small 1’
holes, from within you see the fire light reflecting off small eyes. The door takes effort to open, but
it is easily done. The kobolds use the
time to organize. The first person
through must either make placating gestures or else be subjected to the first
attack. The artificer will have set a
trap that causes 2d4 points of damage/level of the artificer. It may include a net, a rockfall, Greek fire
or anything else. There will be at least
two other traps in the room that are equally damaging and could involve
anything at all. The Kobolds in this
room are 6th level. Their
collective treasure is 50gp, 2000sp and 5000cp, it is in a lock box under the
fire.
347.
Rooms to the right The door to this room is hard to open, as you push it opens a
crack then stops stuck in place. (roll
advantage +4, as two kobold fighters are pushing the door closed against the
PCs. That is the DC to open the door
with an athletics check) The door finally eases open.
You see a group of kobolds attempting to flee through holes in one wall;
there is a low campfire in the reflected off the tunnel from the other
room. There is a campfire in the center
of the room that has guttered out, a pot emptied out over the coals. Beyond the fire there are three kobolds one
with a sword and shield, one with a bow, and behind them one making gestures as
if readying a spell. The walls are honeycombed
with 1’ holes from at least two of them you see wavering crossbows pointed in
your direction. There is an
artificer in one of the holes with a crossbow, the tip is a glass vial with
acid or some combustible fluid. There
are at least three traps in the room that do d6 per level of the artificer. The kobolds in this room are 3rd level. The collective treasure is in a secret hold
under the cook fire 15gp, 1200sp and 1500cp.
348.
Rooms to the right The door to this room is difficult to open and if stones have
been shoved under the door, when the door is finally shoved aside, you peer
into the room you find a small smoldering cookfire set up in the center of the
20’x20’ room. in the dim light you see
five kobolds, three before the fire, dressed in mail with bright swords held
before them and small shields and two behind the fire, one dressed in leathers
with a slender bow and the other a small dagger sheathed on a belt. The walls are honeycombed with small 1’
holes, from within you see the fire light reflecting off small eyes. The door takes effort to open, but
it is easily done. The kobolds use the
time to organize. The first person
through must either make placating gestures or else be subjected to the first
attack. The artificer will have set a
trap that causes 2d4 points of damage/level of the artificer. It may include a net, a rockfall, Greek fire
or anything else. There will be at least
two other traps in the room that are equally damaging and could involve
anything at all. The Kobolds in this
room are 5th level. Their
collective treasure is 50gp, 1500sp and 5000cp, it is in a lock box under the
fire.
349.
Rooms to the right The door to this room is difficult to open and if stones
have been shoved under the door, when the door is finally shoved aside, you
peer into the room you find a small smoldering cookfire set up in the center of
the 20’x20’ room. in the dim light you
see five kobolds, three before the fire, dressed in mail with bright swords
held before them and small shields and two behind the fire, one dressed in
leathers with a slender bow and the other a small dagger sheathed on a
belt. The walls are honeycombed with
small 1’ holes, from within you see the fire light reflecting off small
eyes. The door takes effort
to open, but it is easily done. The
kobolds use the time to organize. The
first person through must either make placating gestures or else be subjected
to the first attack. The artificer will
have set a trap that causes 2d4 points of damage/level of the artificer. It may include a net, a rockfall, Greek fire
or anything else. There will be at least
two other traps in the room that are equally damaging and could involve
anything at all. The Kobolds in this
room are 4th level. Their
collective treasure is 50gp, 1500sp and 2500cp, it is in a lock box under the
fire.
350.
Rooms to the right The door to this room is hard to open, as you push it opens a
crack then stops stuck in place. (roll
advantage +4, as two kobold fighters are pushing the door closed against the
PCs. That is the DC to open the door
with an athletics check) The door finally eases open.
You see a group of kobolds attempting to flee through holes in one wall;
there is a low campfire in the reflected off the tunnel from the other
room. There is a campfire in the center
of the room that has guttered out, a pot emptied out over the coals. Beyond the fire there are three kobolds one
with a sword and shield, one with a bow, and behind them one making gestures as
if readying a spell. The walls are honeycombed
with 1’ holes from at least two of them you see wavering crossbows pointed in
your direction. There is an
artificer in one of the holes with a crossbow, the tip is a glass vial with
acid or some combustible fluid. There
are at least three traps in the room that do d6 per level of the artificer. The
kobolds in this room are 2nd
level. The collective treasure is
in a secret hold under the cook fire 10gp, 800sp and 1000cp.
351.
Rooms to the right at the T The door to this room is hard to open, as you push it opens a
crack then stops stuck in place. (roll
advantage +4, as two kobold fighters are pushing the door closed against the
PCs. That is the DC to open the door
with an athletics check) The door finally eases open.
You see a group of kobolds attempting to flee through holes in one wall;
there is a low campfire in the reflected off the tunnel from the other
room. There is a campfire in the center
of the room that has guttered out, a pot emptied out over the coals. Beyond the fire there are three kobolds one
with a sword and shield, one with a bow, and behind them one making gestures as
if readying a spell. The walls are honeycombed
with 1’ holes from at least two of them you see wavering crossbows pointed in
your direction. There is an
artificer in one of the holes with a crossbow, the tip is a glass vial with
acid or some combustible fluid. There
are at least three traps in the room that do d6 per level of the artificer. The kobolds in this room are 2nd
level. The collective treasure is in a
secret hold under the cook fire 10gp, 800sp and 1000cp
352.
Rooms to the right down the T The door to this room is hard to open, as you push it opens a
crack then stops stuck in place. (roll
advantage +4, as two kobold fighters are pushing the door closed against the
PCs. That is the DC to open the door
with an athletics check) The door finally eases open.
You see a group of kobolds attempting to flee through holes in one wall;
there is a low campfire in the reflected off the tunnel from the other
room. There is a campfire in the center
of the room that has guttered out, a pot emptied out over the coals. Beyond the fire there are three kobolds one
with a sword and shield, one with a bow, and behind them one making gestures as
if readying a spell. The walls are honeycombed
with 1’ holes from at least two of them you see wavering crossbows pointed in
your direction. There is an
artificer in one of the holes with a crossbow, the tip is a glass vial with
acid or some combustible fluid. There
are at least three traps in the room that do d6 per level of the artificer. The kobolds in this room are 1st
level. The collective treasure is in a
secret hold under the cook fire 5gp, 400sp and 500cp
353.
Rooms to the right down the T The door to this room is difficult to open and if stones have
been shoved under the door, when the door is finally shoved aside, you peer
into the room you find a small smoldering cookfire set up in the center of the
20’x20’ room. in the dim light you see
five kobolds, three before the fire, dressed in mail with bright swords held
before them and small shields and two behind the fire, one dressed in leathers
with a slender bow and the other a small dagger sheathed on a belt. The walls are honeycombed with small 1’
holes, from within you see the fire light reflecting off small eyes. The door takes effort to open, but
it is easily done. The kobolds use the
time to organize. The first person
through must either make placating gestures or else be subjected to the first
attack. The artificer will have set a
trap that causes 2d4 points of damage/level of the artificer. It may include a net, a rockfall, Greek fire
or anything else. There will be at least
two other traps in the room that are equally damaging and could involve
anything at all. The Kobolds in this
room are 4th level. Their
collective treasure is 50gp, 1500sp and 2500cp, it is in a lock box under the
fire.
354.
Rooms to the right down the T The door to this room is hard to open, as you push it opens a
crack then stops stuck in place. (roll
advantage +4, as two kobold fighters are pushing the door closed against the
PCs. That is the DC to open the door
with an athletics check) The door finally eases open.
You see a group of kobolds attempting to flee through holes in one wall;
there is a low campfire in the reflected off the tunnel from the other
room. There is a campfire in the center
of the room that has guttered out, a pot emptied out over the coals. Beyond the fire there are three kobolds one
with a sword and shield, one with a bow, and behind them one making gestures as
if readying a spell. The walls are honeycombed
with 1’ holes from at least two of them you see wavering crossbows pointed in
your direction. There is an
artificer in one of the holes with a crossbow, the tip is a glass vial with
acid or some combustible fluid. There
are at least three traps in the room that do d6 per level of the artificer. The kobolds in this room are 1st
level. The collective treasure is in a
secret hold under the cook fire 5gp, 400sp and 500cp
355.
Rooms to the right 40’ x 40’ Troll Room The door to this room
has mostly fallen off its hinges and looks like it has been reinforced several
times. It is very heavy and difficult to
move because it is unbalanced. Inside
there are four piles of furs and a great and horrible stench. If the kobolds have given them
warning there are 20 kobolds in this room too, 10 3rd level and 10 2nd
level. They will fight with the trolls
and have trained to do so. The trolls
have 7500sp worth of treasure here. If
half the trolls fall they will call their leader in the next room.
356.
Rooms to the right The door to this room is hard to open, as you push it opens a
crack then stops stuck in place. (roll
advantage +4, as two kobold fighters are pushing the door closed against the
PCs. That is the DC to open the door
with an athletics check) The door finally eases open.
You see a group of kobolds attempting to flee through holes in one wall;
there is a low campfire in the reflected off the tunnel from the other
room. There is a campfire in the center
of the room that has guttered out, a pot emptied out over the coals. Beyond the fire there are three kobolds one
with a sword and shield, one with a bow, and behind them one making gestures as
if readying a spell. The walls are honeycombed
with 1’ holes from at least two of them you see wavering crossbows pointed in
your direction. There is an
artificer in one of the holes with a crossbow, the tip is a glass vial with
acid or some combustible fluid. There
are at least three traps in the room that do d6 per level of the artificer. The kobolds in this room are 3rd
level. The collective treasure is in a
secret hold under the cook fire 15gp, 1200sp and 1500cp
357.
Troll antechamber 20’ x 20’ This room hold the
troll leader. The room smells as badly
as the other room, more because the smell is concentrated. The furs on the ground are soiled
completely but under them is a sac with 1000gp inside. The troll has 5 levels of Fighter.
358.
Umber Hulk room 30’ x 30’ The room is
filled with chalky white powder and manure.
The smell is pretty bad, but tolerable.
In the piles of manure are the gleam of coins and gems. There is a pile of coins and gems in the
corner of the room near the door to the complex. There is an additional exit a great hole
burrowed by the creature that lairs here.
the sides of the burrow have been smoothed out by the clever hands of
kobolds. The pile of manure
are the remains of people that tried to steal from the umber hulk that lives
here. all told there are 5000sp worth of
coins and gems, 10% of it is mixed in the manure. The Umber-Hulk has maximum hp and a 2 better
AC due to magic from the kobolds. There
is a 1 in 4 chance it is here now, otherwise it will be in the tunnels it
created. If anyone steals its treasure
it will sneak up on the thief sometime in the future, then come back here to
poop. It will burrow under their
sleeping place and burrow up to attack.
It has a ring that creates silence within 15’ of it. it has tremor sense of 60’. The tunnel heads down for 400’ dropping 50’
before it head back up rising 10’ every 100’.
The entrance is over a mile a way from the temple in dense forest. The lower tunnel drops 100’s of feet in a
maze of tunnels and it eventually lead to the far side of the lake beside the
underground city. December 24th, on November 5, 2023
Iatus as a religion in the temple, Goddess of War and
Warriors, they were co-opted to destroy the some of the other religions. Lastarada was the top religion, but the cult
of Zargon took over the Ascsain religion and it needed a powerful group to
destroy the rest, because the Ascsain religion was more like the bogeyman and
given lip service and its members, assassins and killers worked in the
background, there was no infrastructure to speak of. After the revolt Lastarada was crippled and
the cult of Zargon gained great control.
Iatus gained power, but lost depth and reason, Lystula stayed the same
in power, Wegnaturn gained little strength but greater power. The lower levels of the greater Temple,
beneath the tombs, contained the
bureaucratic offices of the religions, the four religions. This level was mostly held by Lastarada. The dragon took over part, the New resurgence
of Ascsain took over part of the abandoned levels, and the way to the tombs is
maintained by the government this next section was taken over by Iatus, part of
the spoils the fight.
There is war in the caverns below. The war is being fought for a variety of
reasons like the roots of the overthrow of Lastarada, and grievances from
centuries before, but in truth it is a lie—the Great Zargon has made it
fashionable to offer the Gods sacrifices.
Criminals and Ascsain followers were the original choice centuries ago,
but now with Zargon, people are scrounging for victims and that has lead to
war. But the sacrifices are all going to
The Zargon. And only the priesthood of Zargon knows this. The various priesthoods are capturing people
and sacrificing them to gain favour, but they are actually only feeding a beast
called Zargon.
This level is filled with kill gangs, a unit split into
four rooms each room has 6 people in it, five to a unit with one leader each
set of 4 rooms have the same headdress, all predators, Tiger, Lion, Jaguar,
Cheetah, Wolf, Bear, Wolverine, and Weasel
359.
20’ x 20’ room of Tiger This room has
a simple lock meant only to cause a slight delay. The door has a bas-relief picture of a Tiger
carrying a deer back to its den. (the
lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics
check) Inside
is a large room with three bunkbeds to one side and a large wrestling mat on
the floor. There are racks filled with
weapons and manikins covered with armour.
There are multiple attack dummies dismembered on the corners of the room
and the entire room is spotted with old, dried blood. there are five
5th level champions and one 7th level Battle Master in
this room food comes from the Council Chambers and waste is poured into the
closest drainage hole. The fighters will
fight to the death, it will target any other religion first, and then a prey
animal. Those without masks they will
attack last, other than predators.
360.
20’ x 20’ room of Tiger This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Tiger carrying a deer back to its den. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 5th
level champions and one 7th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
361.
20’ x 20’ room of Tiger This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Tiger carrying a deer back to its den. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 5th
level champions and one 7th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
362.
20’ x 20’ room of Tiger This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Tiger carrying a deer back to its den. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 5th
level champions and one 7th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
363.
20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Lion carrying a Hyena back to its pride. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level champions and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
364.
20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Lion carrying a Hyena back to its pride. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level champions and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
365.
20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Lion carrying a Hyena back to its pride. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level champions and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
366.
20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Lion carrying a Hyena back to its pride. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level champions and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
367.
20’ x 20’ room of Jaguar This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Lion carrying a Hyena back to its pride. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 8th
level champions and one 10th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
368.
20’ x 20’ room of Jaguar This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a dense jungle with a little study there are ten herbivore to find in the
scene with more time a single large cat can be seen too. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 10th
level champions and one 12th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
369.
20’ x 20’ room of Jaguar This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a dense jungle with a little study there are ten herbivores to find in the
scene with more time a single large cat can be seen too. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 9th
level champions and one 11th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
370.
20’ x 20’ room of entry this door is
relatively plain. There is a scene with
a faceless god overlooking a scene of battle praising both sides. The door is unlocked and opens freely. Inside are a unit of fighters with Wolf masks
and a unit with Cheetah masks. They seem to be posturing until you enter the
room. there is another door in this room
opposite the first. There are
two units guarding the council chambers non Iatus masks will be attacked on
sight. Mixed masks will be attacked
likewise.
371.
20’ x 20’ room of Jaguar secret Death Squad This room has been reached by way of a secret door from
another room. The door has a bas-relief
picture of a dense jungle with a little study there are twenty herbivores to
find in the scene with more time a several large cats can be seen too. (the lock is bypassed when three of the
Jaguar heads are tapped, but can be forced open with a DC17 athletics check or
100hp of damage) Inside is a large room with three bunkbeds to one side and a
large wrestling mat on the floor. There
are racks filled with weapons and manikins covered with armour. There are multiple attack dummies dismembered
on the corners of the room and the entire room is spotted with old, dried
blood. there are five 10th level individuals a Ranger, a
monk, a Bard and a barbarian with one 12th level Battle Master
leader. This group is a special unit they all have two attacks and non-standard
abilities. These fighters will fight to
the death, it will target any other religion first, and then a prey
animal. Those without masks they will
attack last, other than predators.
372.
40’ x 40’ Council Chambers of Iatus this room is
setup primarily as a kitchen there is a single unit wearing Bear masks cooking
at the ovens and cooking area. There is
a selection of foods on the central table.
There are 41 chairs positioned around the table and it looks this room
serves another purpose when the cooking is done. There is a doorway on the south side of the
room. The bas-relief on this door shows
predators like the tigers, lions bears, wolves and the rest cowering before a
single Wyrm that dwarfs the others. The
room serves as a council chamber when it is not the kitchen. Like the guard room next door all the units
in the area rotate into these positions, except the Dragon Warriors
373.
20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Dragon harassing a flock of cattle. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 8th
level champions and one 10th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
374.
20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Dragon harassing a flock of cattle. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. There is no-one in this
room. the ones in this room were wiped
out when it was suggested that they should go and find the rumoured Dragon
subdue it. they are now dead. Treasure can be found in hidden corners.
375.
20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Dragon harassing a flock of cattle. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. There is no-one in this
room. the ones in this room were wiped
out when it was suggested that they should go and find the rumoured Dragon
subdue it. they are now dead. Treasure can be found in hidden corners.
376.
20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Dragon harassing a flock of cattle. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 8th
level champions and one 10th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
377.
45’ x 30’ Iatus Armoury This room is
locked with two large locks. The door is
bound with iron bands and is plated with Brass.
The outside is etched with a design of eight animals prowling in a
circle, weasel, wolverine, bear, wolf, cheetah, lion, tiger, Jaguar and a
dragon. The locks are not
simple and require a DC 18 and 19 for the first and second lock. The breaking the door down is a DC20
athletics check at disadvantage. Inside the room you find dozens of racks of weapons. Each rack has a group one kind of weapon, each
made differently than the rest, different styles and different ages. There are racks filled with armour too. the designs of these weapons and armour tend
to have affectations of the animal types.
If magic is detected the entire room radiates magic lightly
as the room will preserve armour here, preserving it and mending it over years of time. One piece in each rack is magical. On a 1-3 on a d6 it has a magical effect, 4-5
it is +1, and on a 6 it is +2. The
Weapons are all bladed, swords, axes, or polearms, the armour Leather, studded
leather, breast plate, Scale, Full plate or Chainmail.
378.
20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a cheetah running down a prey animal. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level fighters and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
379.
20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a cheetah running down a prey animal. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level fighters and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
380.
20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a cheetah running down a prey animal. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level fighters and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
381.
20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a cheetah running down a prey animal. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 4th
level fighters and one 6th level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
382.
20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a wolf harassing howling at the moon. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are five 1st
level fighters and one 3rd level Battle Master in this room food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
383.
20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a wolf harassing howling at the moon. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 1st
level fighters and one 3rd level Battle Master in this room, but
they are on guard duty at this time.
Treasure can be found in here.
384.
20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a wolf harassing howling at the moon. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 1st
level fighters and one 3rd level Battle Master in this room, but
they did not come back from the city and no one has been recruited yet. Treasure can be found in here.
385.
20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a wolf harassing howling at the moon. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 1st
level fighters and one 3rd level Battle Master in this room, but
they did not come back from the city, and no one has been recruited yet. Treasure can be found in here.
386.
20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Bear prowling out side its den. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 2nd
level fighters and one 4th level Battle Master in this room, but
they did not come back from the city, and no one has been recruited yet. Treasure can be found in here.
387.
20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Bear prowling out side its den. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 2nd
level fighters and one 4th level Battle Master in this room, but
they are still out and about in the city.
Treasure can be found in here.
388.
20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Bear prowling out side its den. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 2nd
level fighters and one 4th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
389.
20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Bear prowling out side its den. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 2nd
level fighters and one 4th level Battle Master in this room, but
they are in the Council chambers on KP duty.
390.
20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Weasel murdering small farm animals. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 4th
level fighters and one 6th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
391.
20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Weasel murdering small farm animals. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 4th
level fighters and one 6th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
392.
20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Weasel murdering small farm animals. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 4th
level fighters and one 6th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
393.
20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Weasel murdering small farm animals. (the lock is simple DC12 with lockpicks
but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 4th
level fighters and one 6th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
394.
20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Wolverine attacking other animals three times their size including bears
and tigers. (the lock is
simple DC12 with lockpicks but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 6th
level fighters and one 8th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
395.
20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Wolverine attacking other animals three times their size including bears
and tigers. (the lock is
simple DC12 with lockpicks but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 6th
level fighters and one 8th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
396.
20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Wolverine attacking other animals three times their size including bears
and tigers. (the lock is
simple DC12 with lockpicks but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 6th
level fighters and one 8th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
397.
20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight
delay. The door has a bas-relief picture
of a Wolverine attacking other animals three times their size including bears
and tigers. (the lock is
simple DC12 with lockpicks but can be forced open with a DC15 athletics check) Inside is a large room
with three bunkbeds to one side and a large wrestling mat on the floor. There are racks filled with weapons and
manikins covered with armour. There are
multiple attack dummies dismembered on the corners of the room and the entire
room is spotted with old, dried blood. there are normally five 6th
level fighters and one 8th level Battle Master in this room, food
comes from the Council Chambers and waste is poured into the closest drainage
hole. The fighters will fight to the
death, it will target any other religion first, and then a prey animal. Those without masks they will attack last,
other than predators.
398.
30' x 40’ Temple of Iatus This room is
unlocked. The door has a bas relief of a
group of three men and women waling through a field of predators administrating
to their wounds. They are walk through
them naked without fear and are unmolested.
The room has two altars on either side of a second door. The North and the South sides of the room
have curtains cutting off those directions.
There are 2 groups of priests praying before the two altars. The two groups are 4 clerics of
Iatus 3rd level, with one 6thlevel priest and 4 Clerics
of Iatus, 5th Level and one 8th level. In the north bunkbeds and lockers for half
the priests and five more who are asleep, 4 2ndlevel priests with a
5th level leader. The south
is decorated the same but the sleeping Priests are 4th level with a
7th level leader.
399.
20’ x 20’ Wolverine Priest Chamber The door to this room is locked with a complicated lock set
into the door. The Bas relief shows a
small group of two naked people a man and a woman butchering prey animals with
magic and divine smites. The
lock requires a DC17 lock pick or DC 19 athletics to open the door. When the door
opens you see three people standing before and altar dressed in swords and
shields and plate armour. There is a
magical nimbus surrounding them that suggests that they have already cast
spells and are looking to murder you. There
is one priest of 9th level, one of 10th level and one 11th
level.
Level 10. this level is going to have connections
to the level above and to the level below but is mostly going to be empty. 300’
x 300’
400.
Guard and rest station After 50’ of stairs some people might need a rest. This room has benches for sitting and resting
and a large keg in one of the corners is filled with clean refreshing
water. One of the other corners has a
lavatory as well. There are six members from
the charitable Order of Citiizens here at all times. They eye you suspiciously, but they offer you
succour, rest and refreshment.
These Wegnaturn members are of the Snake squad, five 3rd
level assassins and one 6th level Warlock. They know about the Secret door and are
actually here guarding it. They will
only drop their disguises to attack if the secret door is opened. If the door is searched for, they will
distract the Characters with conversation and pleasantries. Any checks must be made at disadvantage. There is a rumour of a dragon nearby and the
priests know of this and they will allow groups through the door to find and
kill the dragon, but if one such does kill the dragon, they will be killed
before they can discover the secrets of Wegnaturn.
401.
Secret door to corridor Only magic would keep this secret door
running smoothly as it is used many times a day. The Priests activate it by offering a prayer
to Wegnaturn, but DC15 Investigation check will discover the correct loose
stone to push as well. The short passage
ends in a door and this door is unlocked.
402.
30’ x 40’ room with doors This room is filled with furniture for relaxation and
recreation. There are five groups of
four seats surrounding a small table and there is a game set and a couple decks
of playing cards on each table. There
are a couple of couches in the far corner with a Hookah in a low stand near
by. There is a side table before you
with plates with the remains of past meals here too. there is one set of the table and chairs
occupied right now and two on the couch smoking. Besides the door that you just came through,
there are three other doors. These
Wegnaturn members are of the Snake squad, five 3rd level assassins
and one 6th level Warlock.
Sounds of combat will bring the last squad of Snake members out of the
rooms beside this one to their aid in 4 rounds.
403.
20’ x 20’ room This room has
been decorated in a well thought out manner.
There are pictures of landscapes on each of the walls and weapons of
various types on hooks on the walls. All
the weapons are very large and would be difficult or impossible to wield by
people. most of the room is devoted to
three large beds, each with a wardrobe and a chest. The last object is an altar with two alternate
idols beside the shrine—it looks like the idol can be swapped out for one of
the others. All three idols look other
worldly in nature. If battle
did not take place in the other room there is a fretful sleeper in one of the
beds. Looking at the idols, they can be
identified as Demon Princes that are the patrons of the three Warlocks that
live in this room. Treasure can be found
in each chest, all three are trapped differently. The first lock has a DC17 lock and must be
turned counterclockwise otherwise it will open and release a cloud of
poison. The second chest has a DC16
lock, but the chest has an array of traps, about thirty small needle darts
spring from the lid and side of the chest in all angles, all poisoned. If the characters make a DC 17 investigation
check they discover the crowbar in the bed and the marks under the chest where
the chest is lifted on one side, deactivating the trap. The third chest is locked with a better lock
DC18 to open, and no trap, but the treasure within has been dusted with a
contact poison. DC 15 Con save for d4
damage every hour for 12 hours as the poison necrotizes the point where the victim
touched the poison.
404.
20’ x 30’ room This room is
filled with 5 triple level bunk beds and there are fifteen small chests
nearby. If there was no
sounds combat in the room before, there will be 5 drowsy assassins in this
room.
405.
170’ trapped corridor This long hall
way is covered with intricate mosaics. The
walls depict many small swirling patterns of waves or clouds, you are not sure
which one. The floor is covered with
random patterns or five coloured diamonds.
Red, green, blue, white and black.
Each diamond side measures 1’ long.
The entire length of the hallway is trapped. Stepping on the red diamonds fires darts from
the wall with +10 to hit for d6 plus DC12 poison that causes 2d4 damage
each. At the 90 degree turn the white
diamonds activate spiked balls on chains that drop from the ceiling in that
location +5 to hit but d10+3 damage.
Those with a passive perception of 15 will notice a lip at the edge of
the wall at this point, first it is 2 inches off the ground, but it has an
upward slope the closer to the end of the passage. After 50’, about the inside wall of the next
room, one of the other diamond colours becomes active and a portcullis slams
down at the bend behind the party, and roller trap at the end of the corridor
activates with a “clunk”. The roller is
six feet in height and fills the entire width of the hallway. It is covered with a 15’ radius darkness
spell that covers the lights in the hallway.
Dex save DC 15 or take 10d10 damage as the roller rolls over the
character, those that save have leapt over the roller. But now three of the diamonds are dangerous
with blades that cut out from the side of the walls on both sides for +8 to
hit, 2d8 damage. At the point where the cross
in the passage the fourth of the five colours starts stabbing up with a spike
+10 to hit for 2d4 damage and a wits save DC 13, failure means the character’s
movement is reduced by ½ until the damage is healed. The first time down this corridor this is how
the corridor works. The second time down
this corridor someone will have come down and painstakingly painted new colours
on the floor at random. The Roller is an
Iron Golem that after a minute will begin to roll back and reset itself. It will travel 10’ per turn and it has 100hp
and an AC of 20, fire heals it and hastes it, water slows it.
406.
30’ x 30’ room off corridor This door has
no handle. But the writing says on the
outside that “Pushing on the door with all your might to open the door in you
time of need.” The words are
lie. A gentle push will open the door
nicely. If an athletics + Strength is
used to open the door all before the door will take half the die roll in damage
rounded up and must make a con save DC the amount of damage taken from the
door. If they fail, they will be
stunned, and the roller trap will run them over. The door opens either way. This room is
filled with volatile chemicals and oils.
Many of the vials appears to leaking or rotting. As you stand there debating to move in or
leave, one of the drips accumulating at a corroded steel vial get too big and
drops hitting the wood bench beneath it—the bench sizzles and seethes emitting
acrid smoke into the air and the contents of the shelf jostle one step closer
to catastrophe. Any character
with a knowledge skill or a craft that uses chemicals will recognize one or two
and at the same time notice another chemical that should never be stored next
to it, stored next to it. the floor is
made of wood and anyone who walks into the mess of goods will see the floor
flex as they move and shelves teeter and lean over. This is all an illusion DC 15 wisdom save,
but only if it occurs to them. If anyone
fails a Dex save DC 12 walking between the shelves causes a chain reaction
explosion DC 15 Con save or they believe they are dead. If they succeed they survive but are crippled
and have lost a limb or two. Those that
disbelieved take no damage and can wake the dead with a touch. The air is filled with a powerful psychedelic
that will make the illusion hard to ignore after the explosion. It wears off after an hour. The room is used to store equipment and there
is a large cache of coin in one of the chests.
The illusion and the possible belief that the occupants have lost an arm
or leg makes searching for the treasure more difficult DC17 investigation ad disadvantage. DC12 for those no encumbered with such
thoughts.
407.
30’ x 30’ room If the party has not set off any traps, they
have a simple encounter here. This room is without decoration but there are three tables
with cards and remains of meals on plates.
There are six people, playing a complicated betting game here. The guards are six Jackals, five
level 5 assassins and one level 8 warlock.
If the Party has set off the traps, has set off the roller trap the
tables will have been cleared and the tables up ended to provide cover and
there will be 15 assassins ready to attack with support from 3 Warlocks. There will be five level 3 Jackals, five
level 4, and five level 5. A well-placed
Fireball would wreck this formation, but they are hoping to kill anyone that
stumbles into this room.
408.
20’ x 30’ room The cul-de-sac has three doors one gold, one silver and one Bronze. There is a pump for water just outside the
door. This is the bronze door there is
no lock on the door and it opens easily.
Inside are two triple bunk beds with three lockers under the bottom bed.
There is a shrine to one side a large table with two different game sets with a
stack of dishes on one side. There
is a pile of money on the table in a central pot. One of the games that the group is playing
involves around dealing securing an overwhelming advantage over the other
players to grab the full pot. Regular
cheating is not enough to get total dominance.
The lockers are all locked but can be broken into easily, one however is
trapped with an explosive rune that deals thunder damage to everyone and alerts
anyone not dead in the mini area. Each
of the lockers contains 75sp except for the trapped one that has 150sp and
25gp. There are 5 level three assassins
and a level 6 warlock
409.
30’ x 30’ room
The cul-de-sac has three doors one gold, one silver and one Bronze. There is a pump for water just outside the
door. This is the bronze door there is
no lock on the door and it opens easily.
Inside are two triple bunk beds with three lockers under the bottom bed.
There is a shrine to one side a large table with two different game sets with a
stack of dishes on one side. There
is a pile of money on the table in a central pot. One of the games that the group is playing
involves around dealing securing an overwhelming advantage over the other
players to grab the full pot. Regular
cheating is not enough to get total dominance.
The lockers are all locked but can be broken into easily, one however is
trapped with an explosive rune that deals thunder damage to everyone and alerts
anyone not dead in the mini area. Each
of the lockers contains 125sp except for the trapped one that has 200sp and
25gp.
410.
20’ x 30' room The cul-de-sac has three doors one gold, one silver and one Bronze. There is a pump for water just outside the
door. This is the bronze door there is
no lock on the door and it opens easily.
Inside are two triple bunk beds with three lockers under the bottom bed.
There is a shrine to one side a large table with two different game sets with a
stack of dishes on one side. There
is a pile of money on the table in a central pot. One of the games that the group is playing
involves around dealing securing an overwhelming advantage over the other
players to grab the full pot. Regular
cheating is not enough to get total dominance.
The lockers are all locked but can be broken into easily, one however is
trapped with an explosive rune that deals thunder damage to everyone and alerts
anyone not dead in the mini area. Each
of the lockers contains 100sp except for the trapped one that has 175sp and
25gp. There are 5 level 4 assassins in
this room and a level 7 warlock.
411.
40’ x 30' room open deserted Kobold/dragon
doorstep This
large room is empty of anything dangerous looking, but there are a number of
signs of great danger for those that pay attention to such things. There is a large pile of bleached bones lying
in organized piles in this room. There
is a pile of ribs, a pile of leg an arm bones, a pile vertebrae, finger and
foot bones, and there is a pile of skulls.
All the flesh has been stripped from these bones and all these bones
look fresh. There is a few words
scratched on the floor with dried blood in Draconic. There are half a dozen foot diameter holes in
the walls of this room. The
Holes were dug by the Kobolds from the floor above this one and are present in
all the rooms on this level. These holes
unlike the ones in the other rooms have been blocked off. occasionally they will be unblocked and used
to bring giant centipedes into this room.
each pile has two of the creatures inside. Each of the holes also contains one of these
chilling creatures.
412.
160’ trapped corridor This corridor is
dark, the torches that fill the rest of the dungeon have been removed. There are small holes or cracks in the rock
work of the walls and within these holes lurks something unknown. The passageway is mostly just
ominous, unless the party is making a lot of noise or rooting around in the
holes or casting spells into them. With
exception of the part of the corridor beyond the bend. In this section there are caltrops scattered
in half of the length of the corridor.
Should the PCs head back this way after encountering the Kobolds they
will be harassed every 10’ distance they move.
413.
50’ x 40’ open room This room is
filled with a scent of a recent battle.
There are spent arrows littering the ground and a pile of bodies dressed
in armour and thoroughly looted. There
are piles of bones beside these corpses.
It looks like there have been many attempts to assault the stairs that
lead up from this room. there is one
other exit from here. the
bodies have all been trapped in a variety of ways. The area within 20’ of the stairs have been
scattered with caltrops. The bodies are
attached to alchemical grenades that will explode for 2d4 worth of damage.
There are a mix of fire, acid, lightning and cold damage, lastly the corpses
were seeded with rot grubs. The kobolds
above have a bet going when the rot grubs will have eaten enough of the corpses
to activate the traps. Activating the
traps will throw the rot-grubs about 10’ away.
414.
30’ x 30’ open room This room is
very different from the rooms before, the floor is well swept and there are no
holes in the sides of the walls. There
is a door on one side and there are two open ways out opposite each other. Opposite the closed door there is a large,
detailed oil painting covered in protective glass. The painting is a landscape, and it appears
to be a masterpiece. The Door
to the north is stuck and requires a very strong pull to open—the wood is
swollen with water vapour. Anyone who
makes an investigation check DC17 guesses the ceiling is shorter than typical
by 15 to 20cm. The painting is magical,
and it changes after a minute of examining it.
When it changes the people in the room will be personified inversely to
their alignment. Good characters will appear evil and evil angelic. If anyone attempts to touch the glass it will
stick to flesh, swords or gloves it will be hard and impervious, claws and skin
it sticks to and will not let go. The
roof will detach from the ceiling and float down, first from the north side
near the door and from the sides near the open sides and block off escape and
then the giant Mimic will swallow the whole and sweep the floor clean.
415.
30’ x 30' barred room The door to
this room is locked solidly. The
door is locked and barred from the inside.
Three bars have been put in place and a row od stones have been placed
along the bottom. The room has been used
as a hatchery for additional Kobolds. As
soon as anyone begins to open the door an alarm is sent out. As soon as someone starts taking the door
apart the kobolds begin to remove the eggs and young. They can do this in 15 rounds and it takes 20
rounds for one person to tear the door apart.
Magic will speed that up as will cooperation. The room is riddled with kobold holes.
416.
40’ x 20' open room This room is empty of all furnishings except for a small pile
of rusted metal in the center of the room.
The door out of this chamber is closed.
There are three of the most terrifying monsters ever seen in this
room. Rust monsters. One of the monsters ate something
magical in the past and is now immune to all magic. It must be killed with wooden weapons or else
metal weapons that will then rust.
417.
30’ trapped corridor The full length of the corridor is an open pit 20’ deep
filled with 5 foot metal spikes one for each square foot. There are hand hold one might climb the
distance and get to the other side.
There are patterns on the wall floor to ceiling. The patterns are simple they are
zig zag patterns to the hand holds. The
white hand holds are cool to touch but are otherwise safe. The red ones will heat up halfway across the
trap. The blues ones will
electrify. The green ones are brittle
and will break 50% chance/section per person.
The black ones requires a dex save DC 17 or take 2d10 damage and fall
when blades come out and cut the character’s fingers off.
418.
30’ x 30’ room
This room is filled with the pieces of a hundred sets of armour set into
different piles, plates of metal on one pile, lengths of chain in another. Leather straps over here, cloths in another
pile. Wood hafts in one pile and blades
in another.
419.
30’ x 30’ room with stairs leads to water
filled rooms
420.
30’ x 30’ open room with water
421.
20’ x 30’ open room with water
422.
30’ x 30' open room with water
423.
Star shaped room with water and two secret
doors
424.
30’ x 30’ secret treasure room dry water
pressure keeping closed.
425.
30’ x 30’ secret Library room dry water
pressure keeping closed
426.
Long double switch back corridors that end
with three doors
427.
Secret 20’ x 20’ room
428.
Secret 20’ x 40’ room
429.
30’ x 30’ room
430.
Secret 20’ x 20' room
431.
secret 20' x 20' room
432.
30’ x 30' room
433.
Secret 80’ corridor
434.
80’ x 60’ room filled with water
435.
20’ x 20’ room
436.
20’ x 20’ room
437.
30’ x 30’ room
438.
20’ x 30' room
439.
20' x 20' room
440.
40' x 40' room
441.
20’ x 20' room
442.
20’ x 20' room
443.
20’ x 20’ open room
444.
20’ x 20’ room of Iatus
445.
30’ x 70’ room of Iatus
Level 11 200’ x 200’
446.
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