WILDERNESS
AREA OUTSIDE OF QUASQUETON
The
wilderness around Quasqueton is dangerous but in a more natural way than the
dungeon. There are no human settlements now closer than 30 miles and no roads
or even large trails leading to the hill. There are animal trails and a small
stream about two miles from Quasqueton which runs from north to south and
empties in a marshy area. There is a chance that the players will find a beaten
trail through the woods, not fresh, but as recent as a few weeks past, someone
using bladed tools or weapons widened an animal trail in the direction of the
hill. This chance becomes near certainty when the gates of Quasqueton are found
since the cleared trail leads to the gate. Backtracking along this trail the
players will find that it splits in two. One way leads back to the small
stream, the other to a campsite.
The
Campsite
At
some point a few weeks before the PC's arrive someone, several someones,
established a small camp at the base of the hill. It has been destroyed and
only torn and muddy canvas, broken wooden casks and some metal debris such as a
dented pot, iron chain, a cask of iron spikes (48 rusty iron spikes salvageable
from the dirt and forest loam).
Exploration of the campsite will reveal that a building once stood in
this place, the fallen stone walls covered by bushes and vines but its
foundation, still forming a square with the campsite in its middle, shows the
dimensions of a mid-sized structure. Even if the campsite is not explored in detail
there is a 1d3 chance of one of the players hearing the sound of burbling water
and only a dozen feet into the woods a small spring can be found.
NOTE:
Before setting off on their quest the PCs will be supplied with 1 pack mule for
every 3 PCs. 1 full month of iron rations per PC. 1 medium-sized tent for every
3 PCs. Sundry camping gear which the DM may decide to detail or allow the PCs
to request, but anything within reason should be allowed. The one item of true
note is a compass-like device which always points in the direction of
Quasqueton, but whose pin spins in happy little circles within the dungeon
itself.
A
wilderness encounter table has not been included. This is a forested area and
forest animals and animal-like monsters dwell within it. The players characters
cannot expect any animals or goods left unattended to remain unmolested but the
main focus of the adventure is the dungeon and not the wilderness.
A
ROLEPLAYING RECOMMENDATION:
It
is recommended, but such advice can easily be ignored, to have the players
generate 3 player characters each before starting the adventure. 1 PC can be
left behind to hold the horses and guard the camp, while two others journey
into the dungeon. If one or even two PCs are killed during a game session a
third will be readily available to take up the fallen torch and keep the game
moving forward without too much backtracking. Then one or two new PCs can be
rolled up and be ready to be worked into the campaign.
THE
GATES OF QUASQUETON
LEVEL
1
NOTE:
Keyed areas are simply marked 1. , 2. , etc... on the map, but are listed in
the text as L#A# (Level#Area#)
NOTE:
Passageways: All Passageways on level 1 are made of smooth, largish blocks of
stone of varying size. Floors and walls are slightly slick. Passageways are
unlit but have wall sconces to hold torches every twenty feet on opposite
walls. Unless otherwise noted.
NOTE:
Doors: All doors on level 1 are wooden with iron pull-rings on either side.
Hinges are set into the wall and copper hinge-plates protect the wood around
the hinges. All doors have keyholes and are locked. Unless otherwise noted.
L1A1).
The entranceway to the dungeon appears to be no more than weathered cliff face
of blackish slate, except that a section of dirt and vegetation has been
cleared in front of a shallow cave-like opening and a stone-faced door, the
exterior rough unhewn rock , the interior smooth and finished, stands open.
Examination of the door will reveal 3 rusted iron spikes driven into the rock
preventing the door from closing.
The
passage is an even 10feet wide and 8feet high. The air is damp and musty and
tinged with the smell of corruption. The
passageway is unlit though sconces for torches are set every twenty feet on
opposite walls. During the early morning sunlight will illuminate the first
20feet dimly but further than that and the hall is black as a very black pit.
L1A2).
(Trapped Door). A sturdy wooden door with tarnished copper hinge-plates and a
rusted iron pull-ring with a small key-hole beside it. This door has old cracks
running down its face, but they do not weaken its structural strength. It is a
very large door, as are all the doors in the dungeon, made of thick heavy wood.
It opens inward but is jammed shut. There are black stains running down the
edge of the door from just above the keyhole (blood) and at the foot of the
door are several wormlike objects that are a fuzzy-green with white showing
through (the severed fingers of the corpse at L1A3).
TRAP:
The pull-ring is trapped with a magic trap (it will radiate magic if detected).
Anyone touching it will receive 1d6 electrical damage and a 50% chance of being
knocked on their ass and stunned for 1d3 Turns. This damage and effect will
occur each and every time the pull-ring is touched.
The
door may be pushed open with a combined strength of 24. It is not locked, merely swollen shut. If
attempts are made to break down the door axes, maces or sledgehammers will make
the door gong like a drum and awaken or alert and guards or inhabitants from
L1A3 to L1A13. It will take 3d6 Turns to knock open the door
Attempting
to burn down the door with a normal fire will be unsuccessful as the door is
damp from the moist atmosphere and the hall is poorly ventilated. Such a fire
will force any PCs who need to breathe air out of the tunnel and send a plume
of black smoke from the passageway out the front door to hang above the hill
like a big bat-signal in the sky.
Once
the door is open examination of it will reveal that there are gouges along the
hinges where iron spikes were driven-in and removed and dark black streaks
(blood) along the inside of the door from just above the keyhole.
L1A3)
(Magic Mouth) There is a large pool of damp congealed blood on the floor (the
floors are damp and slick but not awash with water so the blood has not dried
but neither has it washed away) in the alcove, on the walls, a bit on the
ceiling and in the passageway between L1A3 and L1A4. The upper torso of a
thinnish man in torn leather armor is tossed into the corner. At first glance
he looks more like a bundle of rags. He has no lower body, head or fingers on
his right hand. If anyone steps into the passageway opposite the alcove or into
the alcove itself a pair of stone lips (magic mouth) will appear and speak the
following words:
"Who
Dares Enter This Place And Disturb the Sanctity of its Inhabitants?"
Then
with only a slight pause a voice from L1A4 will be heard to say:
"Htead
Niatrec Ot Demood Srerolpxe Yhdrahloof Fo Pourg A Ylno!"
Then from L1A3:
"You're
Saying It Backwards Again, You Idiot!"
Then
from L1A4 (with an apologetic voice):
"Sorry,
Sorry, My Bad. Woe To Any..."
Then
from L1A3:
"Wait,
Wait, I'm Supposed to be Saying That Too!"
"Woe
To Any... O Bugger It."
And
the stone lips in L1A3 Disappear.
If
searched the torso has only a ruined set of leather armor on its half-person.
L1A4)
If the PCs slip into this alcove without stepping into the passageway or L1A3 a
pair of stone lips will appear on the back wall. It will remain silent for a
moment and then say:
"You're
Supposed to Talk With Him Across the Hall First."
If
the PCs fail to leave the alcove the voice will say:
"Off
With Ya. I have Nothing More To Say."
And
if the PCs still haven't left it will begin to whistle tunelessly.
In
the alcove PCs will see the severed lower body of a thinnish man dressed in
dark trousers and wearing soft leather boots. Dark stains are congealed on the
floor and walls. The lower body is tossed in the corner of the alcove. The boots are salvageable and might be sold
for a few silvers. A sheath is built into the side of the left boot and
contains a throwing knife.
L1A5)
A set of thick iron bars block the passage. If the PCs have listened to the
message from L1A3 the bars will be raised. If not they are lowered and locked
in place. It will require a combined strength of 60 to lift and hold the gate.
If strength is withdrawn and the point value is less than 60 the gate will come
smashing down with a change to do 1d12 damage to anyone underneath and a 25%
chance to pin a PC to the floor.
NOTE:
The Magic Mouths will reappear whenever anyone approaches from the front gate,
but have grown lazy and surly in the years they have been left alone. They won't bother lowering the iron bars
again and will only yell rude insults at anyone passing their alcoves from now
on.
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