L1A6)
As the PCs approach this alcove they will hear a loud groaning as of someone in
pain. A glance inside will show an empty alcove except the ever familiar stone
lips of a magic mouth on the back wall. It will give a deep groan as the PCs
watch and force itself to say;
"Passss
worddd" before snapping its lips shut.
If
questioned the magic mouth will say;
"Tooooo
Mannn-eee... Tooooo Mannn-eee..."
It
will then try to disappear and remeld with the wall (and secret door) but fail
and reappear with a deeper groan and then pinch its lips shut. It will not
speak again, but will let a groan escape every few minutes.
If
the players try to detect a secret door and succeed they will find one at the
back of the alcove. It appears to be of the same stone as the surrounding
walls, but there are indications of a hidden keyhole (this lock can be picked
but is already unlocked) and hinges along the one side. The door is actually
made of stone though only half as thick as the walls. There is nothing to pull
on this side of the door but if 50+ points of strength are used to push at the
door it will give an inch then slam shut. The PCs will each have a 1in6 chance
(a 6 on a d6) of noticing a faint putrid smell when the door is momentarily
opened but it is quickly lost amid the general smell of damp and mold that
permeates the corridor.
This
door is very strong and bound together with magic, which lessens its weight
allowing it to be opened as a normal wooden door. Trying to destroy the door is
impossible without monstrous strength (such as that of a giant) or with magical
weapons. Even then it would quite an undertaking to chip away the stone with an
edged weapon, though a magic mace or sledge would have better results).
Once
opened this door can only be locked again with a key
NOTE:
The Password is 'Zenopus' but the door is already unlocked.
L1A7)
As the PCs approach this alcove they will see a pair of stone lips appear. The
lips will say;
"Password!"
in a loud, clear and authoritative voice.
If
given the password (Password is 'Suponez') there will be the sound of a click,
the magic mouth will disappear, and the secret door will be unlocked (though
not revealed unless it is discovered by searching for secret doors). It can be
pushed open.
If
given the wrong password the mouth will begin shouting very loudly;
"INTRUDERS!
INTRUDERS!" over and over again for 3 turns before resetting.
Once
opened this door can only be locked again with a key
This door is very strong and bound together with
magic, which lessens its weight allowing it to be opened as a normal wooden
door. Trying to destroy the door is impossible without monstrous strength (such
as that of a giant) or with magical weapons. Even then it would quite an
undertaking to chip away the stone with an edged weapon, though a magic mace or
sledge would have better results).
Even
a casual glance into the alcove will reveal a small round object in the corner,
though a light source is required. On examination it will be revealed to be the
head of a man with the top of his head caved in and the slightly slick insides
of his empty skull revealed. The man has a weasely face and beady brown eyes.
His scalp appears to have been torn open and pushed aside before his skull was
broken and partly removed.
L1A8)
The corridor and alcoves here are awash with congealed blood. The smell of
putrification and corruption is overpowering and PCs will need to save vs their
constitution on a d20 (their con or less) or suddenly be overwhelmed with the
need to vomit (DM's feel free to edit this out if it is too graphic for your
game). Examination of the alcoves and corridor immediately in front of both is
a disgusting and messy job. Anyone doing so will be covered in decomposing
blood and be left literally red-handed, the smell will also linger. But those doing so will discover;
The
head of a two-handed axe with the haft broken off near the head. It can be
repaired easily.
A
scattering of coins 7gp, 23sp, and 15cp.
A
torn leather pouch with 1gp, 2cp still in it. If the pouch is carefully
examined a small inner pocket will be discovered contain 5 small diamonds worth
25gp each to any semi-honest merchant.
A
dagger with its tip snapped off (-1 to hit)
The
broken foot-long blade-half of a
longsword (good as an iron spike at least).
A
blood-soaked book with all but the middle 3 pages ruined. It will make a normal
man's head spin to try and read it, but it is the remains of a spellbook. It
contains the following spells:
Level
1; Flaming Missile
Level
1: Light
Level
2: Fire Web
The
rest of the book is ruined and cannot be deciphered,
L1A9).
From the entrance the short flight of stairs rises to just over the height of a
man. The stairs themselves are bloodied but the general dampness of the air and
slickness of the stones has gradually allowed the blood to pass and collect in
area L1A8.
As
the first PC or PCs ascend the stairs they see a scene of some carnage. First
one than another body hoves into view. They are at a small cross-section of
corridors with one path straight ahead and two others on either side dwindling
off into darkness or stone walls with the hint of other openings revealed along
the way by the light of their lanterns, magic or torches. Directly ahead the
corridor has two doors at either side and the crumpled form of a man in armor
is huddled near to the left-hand doorway.
The
body of another armored man is head-first toward the stairs and the PCs can see
his bloodstained head and ravaged face,; the flesh torn and mangled as if an
animal had gnawed at it.
Two
more bodies are on the floor about 10ft to the right, both armored men, tangled
together in death.
One
man in dark robes is propped against the wall near the right-hand door in the
corridor straight ahead of the stairs. His arms and head dangle lifelessly and
he is bent at the middle but still upright.
If
the PCs poke, prod or shoot any of the bodies before approaching closer than
5ft the body will utter a low, guttural moan and begin to push itself to its
feet. This will take 1 combat round in which the PCs may attack freely and at
+4 to hit.
If
the PCs approach closer than 5ft there is a 50% chance that the body will lurch
forward and make an attack on the PC using eithers its pummel or bite attack.
Otherwise the body will utter a low, guttural moan and begin to push itself to
its feet. This will take 1 combat round in which the PCs may attack freely and
at +4 to hit.
After
the first of the Living Dead has been roused all 5 of the bodies will rouse at the
same time and attack the nearest PC.
These
creatures a new type of monster created by Zelligar called 'Living Dead'.
NEW
MONSTER:
Living
Dead
No.
Encountered 1d100
Size:
M
Movement:
15
Dexterity:
3
Armor
Class: 10 or by armor type
Hit
Dice: 1
No.
Attacks: 1 (pummel or bite)
Damage:
1d8 Pummel or 1d4 bite
Saving
Throw: 16
Morale:
12
Experience
Points: 48
Special:
a).
Always attacks last, Takes 1 combat round to awaken if not moving, Cannot run
b).
Immune to poison, fear, charm, paralysis, & cold based attacks
c).
Arrows, bolts and piercing/thrusting weapons only do 1hp damage if they hit.
d).
Natural '20' considered head-shot and immediately kills living dead
e).
Multiple Living Dead will attempt to Overbear see [AS&SH] V.3 Combat
actions, unarmed combat
f)
Immune to clerical Turn ability (as they are not undead, but are more akin to a
very weak flesh golem).
g)
Electrical attacks heal damage and can even temporarily increase the Living
Dead's HPs. HPs can be increased to double normal amount. Lasts for 1 day.
Zelligar
sought to create an army of flesh golems cheaply and experimented with his
necromantic abilities to raise the dead. These were his first attempts and were
mildly successful, but far too weak for his needs. Still, the made useful
servants.
L1A9)
continued...
All
Living Dead have 8hp. They are recently converted to the Living Dead and are a
bit slow to respond to noise so any noise made by the PCs before reaching L1A(
is ignored.
Body
#1) A living dead in chainmail armor clutching a broken sword (the top half of
the blade is found at L1A8). He has suffered terrible wounds to his face and
throat and is missing the little finger of his left hand. He is
AC5
ITEMS:
A
gold ring is on his right hand. Worth 2gp but his family in Khromarium would
pay handsomely for its return.
His
chainmail is slightly damaged and rusty but still serviceable.
Body#2)
A Living Dead with head wound. He appear to have been a Norse or a Kelt, at
least the white and red stripes of his pants declare him to be. He is in serviceable chainmail but bears no
weapons. He mumble something about
"brainnzzz" as he attacks but is other silent. He is AC5 In combat a
natural 18, 19, or 20 will strike his damaged head and kill him on the spot.
ITEMS;
A
worn, but serviceable chaimail shirt.
Body#3)
A Living Dead in chainmail with a sheathed dagger at his belt and a coin-purse.
This body still has a few pieces of equipment left in a brown sack hanging over
its left shoulder. He is AC5. Half of a long plaited beard of golden hair
dangles from his face but the other half has been torn out by the roots. He is
AC6
ITEMS:
A
slightly damaged (brings AC to 6 instead of 5) chaimaail shirt.
A
dagger +1 (non-magical, but very finely made)
Coinpurse
with 18gp, 5sp, 12cp
In
the sack can be found a metal canteen of water laced with raw alcohol, 1 week's
worth of Iron Rations, a 10ft length of wire, a 50ft coil of role and an Iron
Hamee.
Body
#4) A Living Dead in ruined chainmail. No weapons. His armor has been yanked to
pieces and ruined. He is AC10
Body#5)
A Living Dead in dark robes. The robes have tiny glyphs sewn cunningly into
them that are not visible under casual examination. The robe is magical and
gives +1 to saving throws versus fire or fore magic. The body has had its
throat torn open and is unarmed. He is AC10