2).
The center section of this hall is blackened from a recent fire and there are
also signs of battle, but one that happened long enough ago for the stink of
burning flesh to have faded to a mere memory.
2a).
The secret door at this location has been made to look like part of the wall,
but it is partially ajar and anyone searching this area will have a +1 chance
of noticing it, while any thief passing within 10ft will have the same chance
at detecting the secret door as if they had performed a search. If a thief
actively searches for a secret door at thus location they will automatically
find it.
The
door opens inwards away from area 2 but pushing at it will not open the door,
It will take a combined strength of 25 to move door and then it will only open
wide enough for 1 person to squeeze through at a time. What anyone slipping
through the door encounters is described in area 5.
2b).
This secret door is fully open. If shut it is undetectable with the wall and
will latch itself closed. It opens inward to the small room and can be opened
or closed from the inside. The latch can be picked, or magicked open, or forced
with a test of strength, or battered down if 300hp damage is inflicted on the
door.
2c).
In this area there is a wide burnt space centered around a smashed lantern.
Within the burned area are the bodies of 3 dogs and a man. They have all been
rat-gnawed and what remains of them has been crisped by the fire.
If
searched the man's body has a fire-blackened dagger in his fist and a
shortsword in a serviceable sheath beneath him. The remains of his belt, again
underneath his body, has a set of thieve's picks and tools in a leather case
attached.
The
pack he wore was burnt by the fire and gnawed apart by rats. If it is touched
it can be lifted waist high before coming to pieces and the contents spilling
out on the floor. Inside the pack is a congealed pile of twenty lead sling
bullets which can be picked apart and reused, a hammer with a charred handle
that will snap at the head if used, 12 iron spikes, a knife in a gnawed leather
sheath, 12gp, 23sp, 18cp (once in a small pouch but now loose. The entire mess
will come cascading down and scatter across the floor. This may, at the DM's
discretion, attract the creatures from area 4.
3).
The stairs from all 4 entranceways to this area lead down in the direction of
the map arrow so that the floor of this chamber is 15ft lower than the
surrounding halls and passages. The roof is also higher and angles upward to
meet a single, large beam in the ceiling. From floor to roof is a 40ft
distance.
Hanging
from the ceiling beams are 3 giant ticks. 1 tick will drop upon the first
person to pass more than 5ft into the room from any of the sets of stairs. The
other 2 giant ticks will leap down the following combat round. All 3 ticks will
jump down if attacked.
In
the corner along the west wall is a pile of debris which includes the carcases
of 2 dogs, sucked dry of fluids by the ticks, as well as the drained bodies of
several giant rats. The exoskeletons of 5 giant ticks are also scattered among
the debris.
While
the ticks possess no treasure their exoskeletons are worth 5gp each if sold to
an alchemist or dealer in spell components. Each exoskeleton is 3ft in diameter
and weighs several pounds.
4).
This room may once have been used for storage and along the west wall can be found
the broken staves of barrels as well as their rusted iron bands, broken bottles
and glass fragments. If someone sifts through this they will find 1 unbroken
bottle of lamp oil.
More
recently this room appears to have been used as a campsite. There are
half-a-dozen blankets and bed rolls spread out along the south wall and some
gear such as armor, cloths and weapons along the east wall. If anyone
approaches the south wall they will see that 3 of the occupants are still
wrapped in the bedding. On close
examination, within 10ft, it will be apparent that the occupants are long dead,
their faces dried and withered.
These
3 adventurers have, at some past time, succumbed to wounds received from
zombies and are now zombies themselves. They died while sleeping and were
abandoned by their comrades. When inactive they return to their bedrolls and
attempt to find the sleep they are now denied.
If
anyone comes within arm's reach of any of the bodies the corpse's eyes will
flash open and the zombie will attack. If attacked themselves they will awaken
and attack. Loud noise may also rouse these zombies and they may proceed into
area 2 to investigate.
The
zombies themselves are wearing only the clothes they had on when they died.
Their gear and weapons, that were unwanted by their comrades, were left piled
against the east wall.
In
this pile can be found 3 dagger and sheaths, a hand axe, a halberd, scale-mail
sized for a large man, chainmail sized for an average man, a helm, a shield, 2
backpacks.
Backpack
#1 contains: A skin of spoiled wine, trail rations which are now a hardened
rotten lump, a small throwing dagger in a sheath (+1 to hit if thrown due to
exceptional craftmanship, non-magical), 50ft of tightly coiled rope, a
half-dozen iron spikes and a small mallet.
Backpack
#2 contains: A flask of whiskey, rotted trail rations, a set of prayer beads, a
pair of thick gloves such as a smith might use (non-magical but helpful when
dealing with sharp or hot objects) a polished steel mirror in a soft cloth bag,
and at the very bottom, a small gold signet ring worth 15gp, but if asked about
in the environs of Ptolemides it will be discovered that the crest is of a
local family and a 100gp reward is offered for its return.
5).
This good-sized room may once have belonged to watchmen of servants. Its most
recent use has been as a nest for giant ticks. A large fire was set in its
center and the cracked and worthless exoskeletons of a dozen ticks are
scattered among the ashes.
The
west door is shut but unlocked. Both this door and the southern secret door can
be barred shut, but the crossbeams to both are missing.
5a).
The bodies of several dogs are jammed against the southern secret door. These
dogs have been dead for some time but were obviously killed by sword or axe.
There is even a broken arrow head lodged within one body. If the bodies are
removed the door opens and closes without problem.
6).
There is a 3d6 chance of encountering 2 giant ticks battling 5 wild dogs when
entering this juncture for the first time. These animals will battle each other
or any other creature that enters the fray. If 2 of the dogs are killed the
remainder will run for the northern passage (and then east if followed). The
ticks will battle to the death.
At
any future time entering this juncture there will be a 1d6 chance of
encountering a single wild dog which will immediately run away up the northern
passage or on a roll of '2' or '3' on a d6, the chance of encountering a pack
of 6 wild dogs that will attack the party and retreat to the north if half
their number are killed. This encounter can happen again and again unless the
source of the wild dogs is discovered and actions taken to prevent further
attacks.
7).
This long hall is filled with long niches cut into either side of the passage. Each
niche contained the body or bodies of the dead, but that was long ago and now
only the fragmented remnants of those bodies can be found. Fire has scorched
this long hall and ash and bone fragments are brushed up against either wall
though a clear trail down the center of the floor shows recent use.
This
hall has become a resting place for giant ticks.
7a).
At each of these points 1d3 giant ticks are located within the niches. These
ticks have all filled themselves with the blood and precious bodily fluids of
their many victims, rat, dog, human, etc... and are slower to react than their
more hungry kin (-1 to surprise rolls). They will still spring out and attack
anyone passing in the hall or examining their niche, as will any ticks in an
adjacent 10ft section.
7b).
Someone dropped a heavy wooden box at this point. The lid has snapped and the
box was overturned. If a 30ft area of hall is cleanly sifted 312cp, 31sp and
3gp can be found among the thick ash and bone fragments.
8).
2 giant ticks have taken up residence in this area. The will lurk around the
corner near the ceiling opposite whichever way the party is approaching. If
undetected they will attack the last person in the group to pass near to them.
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