19).
Out of the Dark
The
hallway branches off in a T section as you step inside the entrance to the
ruined keep(The entryway is at the bottom of the T). No lights, but lots of
cobwebs, and empty sconces where torches once rested. (The sconces alternate
left and right down the hall every 20ft and if the 2nd sconce on the left is
turned to the left a grinding sound will be heard, a small vibration will run
through the floor and the walls, while dust shakes from the ceiling. The 10ft
section of wall which holds the sconce will recede about an inch and stop. It
is jammed shut. The movable wall will take magic or picks and sledge hammers to
take apart. It is an actual thick section of stone wall formed of stone slabs
weighing a couple of hundred pounds each and expertly fitted together (damn
that dwarven craftmanship) so knocking it apart will probably involve a good
deal of time, a slight chance of stones falling on the character and a great
deal of noise).
Once
the obstruction is cleared a half-dozen skeletons will burst from the dark
interior of the room; each armed with sword and shield. The leader still wears
a rusty shirt of chain (he is AC4) while the others wear the scraps of rotted
leather armor they wore in life but are now of no additional protection. They
bear longsword and shield (giving the other 5 skeletons AC6) and do the damage
of their weapon unlike their more generic brethren. They will fight to their
destruction.
Inside
the room (which is L shaped, the entrance through the secret door is at the top
of the L and the bend at the bottom sweeping toward the turning corridor at the
end of the hall, nicely obscuring what can be seen around the corner of the
room) are two long wooden table with benches, a weapons rack with ten light
crossbows (only two have not been rotted by a slow dripping leak that has come
down the wall from a large crack in the stone roof) and a score of bolt pouches
contain bolts, most of which will fly apart in flinders if anyone attempts to
use them as the damp and moisture have rotted them as well. A larger weapons
rack is against the far wall, but it is empty. Against the wall facing the Keep's
entrance is a small iron stove, cold and overturned, while the ventilation pipe
hangs from the roof (inside the stove is a solid clump of ash which, if smashed
apart, reveals a piece of parchment 3/4 burned revealing 1/4 of the 1st level
of the dungeon below).
The
floor of the room is scattered with broken bones and rotted leather armor,
sundered shields (four are still serviceable, medium shields) and ten
longswords with various degrees of rust (the swords are -2 to hit and damage
till they have been resharpened).
A
short but long cabinet is against the opposite wall from the secret door.
Inside can be found the ancient remains of the rations that the men now
skeletons ate in life. Once it was home to a nest of rats, now a score of these
giant creatures are also nothing but skeletons themselves. They are animated
and with the same vicious desire to kill as their once human counterparts. With
a wordless squeak they will spring out and in a flow of bony feet attack those
in the room. They are 1hd-4 creatures with 2hp each and AC of 7 and 1 bite attack
that will do 1hp of damage. If the nest of rotted bones and rations is examined
200 cp can be sifted from the debris. But if this is done a trap door beneath
the base of the wormridden boards of the cabinet will be discovered dropping
down to dungeon level 1.
Amid
the scattered bones on the floor of this room will be seen a black and dried
smear of blood leading to the far end of the room and trailing around the
corner. If the party approaches the corner, with a light source or some means
of vision in the darkness as the room is
a stygian pit, they will notice... (To be continued)
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