CAS

CAS

Wednesday, February 12, 2014

The Lost Library of Q'Sh - 5



6 Note). There is a chance that an individual creature or patrol may appear in this corridor while the characters are present. The following encounter may occur.

6.A). 6 Goblins from deeper within the library have been sent to reinforce those at the front gate. 2 are archers

2 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move one to each side of their compatriots and try for flanking shots against their enemies. If they run out of arrows they will draw their shortswords and attack.

4 Goblins have either a mace or shortsword. With either small or medium shields. They are 4HP, AC6 and fight as 1-1 creatures.

All goblins wear small helms.

6.B) 20 Goblins are being sent on a hunting party to find meat for the fire (there just haven't been as many adventurers coming to the dungeon lately).

10 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move one to each side of their compatriots and try for flanking shots against their enemies. If they run out of arrows they will draw their shortswords and attack.

10 Goblins carry javelins (one in hand and two in a sheath on their backs) with short swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures. They can fight with their javelins as a hand-held weapon but normally through them all first at a distance and closed with their shortswords.

All goblins have helms. Each carries a medium sack as well as a coil of twine and another with 20feet or so of rope.

6.C). 3 Orcs from Location (10). coming to kick some crap out of a few goblins in Location (3). for some fun. They will proceed out of the door between Locations (10). and (6). but if they spot more than 2 characters they will turn and run for the door, slamming and bolting it behind them. If they are able to do so the characters will hear a deep gonging sound from behind the door to Location (10).

3 Orcs -  Each Orc wears a suit of studded leather armor and carries a club in their hand, but has a bastard sword sheathed at their belts. Most unusual is the tattoo of an eye on the back of their bald heads. This tattoo radiates magic and allows the Orcs to be aware of anyone approaching them from behind (range 10ft). They are 6hp, 1HD, AC6, dmg 1d6 club or 2d4 bastard sword.

If taken alive and questioned they (or it) will reveal some, none or all of the following information amid various lies, curses and threats.

They are the orcs of the Third Eye and serve the great and powerful Zuel who appears to them as a walking God formed of blood. He led them to this place season upon season ago and they dwell in these stinking man-chambers in between the times when the great and powerful Zuel sends them forth to raid or on strange missions that are the God's will. He can say that his tribe has more than a hand of hands in it or many hands of hands, he didn't excel at math. They inhabit the chambers to the west, but further west than the chamber he came from. He and his fellows keep an eye on the goblins in this area. The great and powerful Zuel has commanded them never to go further east in this warren of chambers than the hallway they are now in and they have marked the sign of the eye upon any doors they are not to enter. The warrens go down and his tribe mainly lives on the lower level, but they avoid the more dangerous places and the stairs or pits to levels below that one (anything below Dungeon Level 1). They're entrance to the library is to the west and they know of at least two other entrances to the library. None of them can map worth a damn.




7), This chamber was a secret passage connecting the wide hallways leading from the front doors, but now both western and eastern doors have been blocked and the interior passage choked with rubble. The difficulty in opening the western door is detailed in location (6). while the eastern door will open halfway as it raises into the ceiling but will then jam and a pile of rubble will slide out through the half-open section.


It is possible to clear the rubble but doing so will bring another fall of dirt and stone. Anyone working at clearing the room must save versus their Dex or be clouted with rock for 1d10 damage. Characters will be forced from this room by falling rock unless some means is provided to protect them from the falling stone and keep it from refilling the passage.

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