The Lost Library of Q'Sh - 13
14).
The southern door is locked and constructed out of thick wood reinforced with
iron bands. There is an iron grill over a small opening about 5ft up from the
door and at its center. The opening is only about 1ft square and an iron plate
which can be slid aside is latched in place on the other side of the door in
Location (8.1).
The
hall is very dusty and cobwebs line the ceiling arched about 15ft overhead. A
Little Green Man riding a Machine-Spider will be lurking in the small air duct
that opens onto this hall from the air-shaft which connects the halls and rooms
in this Location. These ventilation tunnels run near the ceiling and are
connected with all Locations which mention ventilation shafts unless otherwise
noted.
See
Location (13.) for the Little Green Man's actions if discovered. (Note: This is
will be the same Little Green Man from Location (13.) unless something has
happened to him.). If something has happened a second Little Green Man and his
Machine Spider will be dispatched to investigate but he will be very wary and
will deploy a set of tiny remote sensors that appear to be normal houseflys but
are instead devices which the Little Green Man can direct and which allow him
to see and hear (in dark or light) everything within an unobstructed 60ft
radius. The Servo-Flys can be self-destructed on command by the Little Green Man
(he wears the device that sends the command on the wrist of his silver
gauntlet.). The Servo-Fly has no hp or attack capabilities. The can be easily
destroyed but they are tiny, fast and agile.
The
northern opening is a portal blocked by iron bars. The mechanism for lifting
the bars is not in this Location, but the gate can be lifted with a combined
strength of 40 and the bars bent normally.
14a).
The door is slightly recessed into the wall. It's composed of iron and is
extremely heavy. There is a hinged opening at the bottom but only big enough to
slide a bowl inside. A grilled opening is set at face level in the door and is
covered by a metal plate that can be pushed aside and latched open or when shut
latched closed. If the grill is opened and a light shined inside it will reveal
a small room with two cots but only one is occupied; a withered body in a robe
lying atop one of the beds.
If
the door is opened (it is locked by a normal lock and can be picked but trying
to break open the door will create a great deal of noise) the body on the bed
will open its mouth and begin to moan, its mouth will continue to open till its
lower jaw cracks and falls off. At this point the body will attempt to rise.
First one leg which lifts will shatter, then both arms, and its other leg, and
its head will fall to the floor and explode in small puff of dust. The chest
and lower will body will all tip over and collapse inward. Nothing will be left
but dust. Examination of the room will reveal shackles attached to both beds
but no keys to release. There are 4 sets of shackles with only a 1ft and 1/2
chain between the cuffs. There is no key but if opened they will lock
automatically if shut.
14b).
This room is almost identical to Location (14a) except that instead of a body
on the bed, the beds are both overturned and broken. Beneath the rubble is a
pile of left arms (9 of them). They have long ago withered and been stripped of
almost all flesh. There is a rathole in the east wall, but if examined it
reveals that it is clogged with spiderwebs. Someone or thing small enough could
enter this passage but they could be no larger than a normal rat. (The tunnel
leads through a small warren of dead-ended and collapsed passages for about
30ft then it drops down at a steep angle before emerging into a room in Dungeon
Level 1 Location (13.).
One
of the arms has a ring on its pinkie finger. The rotted flesh survived the
depredations of the rodents because it was under a piece of broken bed-frame
and the ring remained firmly lodged on the otherwise denuded digit. The ring is
gold and has a small diamond at its center. It allows the wearer to sense the
type of card within a 10ft radius, either in a deck, face-down on a table or
held in someone's hand. This function is usable 3 times per day and last for 60
seconds.
14c).
The door to this room is the same as the door at Location (14a). Inside the
room is the body of a man curled on his side. If it is quiet enough he can be
heard snoring and his chest rises and falls. If there is a loud noise he will
awaken, roll over and rub his head. If questioned he will say that his name is
Ogon and he has no idea how he got in the cell. He was travelling with a small
group, investigating the entrance to some kind of building carved into a
mountain. He is from a settlement about 50 miles distant and served as a
caravan guard till joining with a few companions to search out wealth, glory
and adventure. There is a large bruise on his temple and he wears normal boots,
trousers and a padded shirt that normally is worn under chainmail. Ogon can
give little information on the Library and has no idea what happened to his
companions. His last memory is pulling open a large wooden door and shining a
torch into the black passage it revealed, and then nothing.
Ogon
will gladly join the party if asked, and if not he will ask if can join. If
rebuffed he will ask to accompany them out of the Library and in the end will
simply walk away in the direction of Location (8.1). if attacked he is a Ftr 1,
8hp, AC10, 1 attack, barehanded Dmg 1hp. If killed he has no loot but the
clothes on his back. If the characters revisit the cell after at least 24hours
have passed they will find Ogon still sleeping in his cell. Unkown to Ogon he
was killed some time ago, decades, perhaps longer. He will act as a normal NPC
for days, even weeks, or can even be run by as a Player Character, gaining
experience and levels like a living human. He will bleed, suffer from wounds
and be affected by spells in a normal way, but will have terrible dreams and a
very hard time sleeping. Eventually he will stop sleeping altogether and start
seeing movement in his peripheral vision, hear voices, then begin seeing ghostly
figures.
After
some time his wounds will not close properly though he will regain all his hp,
His pallor will change to a greenish-black, all his thick brown hair will fall
out. A desire to consume flesh will grow, and even if he is able to hide this,
he will turn slowly and irrevocably into a ghoul. If at any point he is killed
his form will reappear 24 hours later as the human Ogon sleeping on the bed in
his prison cell.
14d).
This room is lined with manicals bolted into the stone wall. In the center of
the room is a pile of bodies that decomposed from the top down. Each has had its
left arm removed at the shoulder. The top 5 bodies are skeletal, the next 4 are
withered hHusks and the bottom body is somehow still covered in a damp and
stinking flesh.
5
(one armed) Skeletons 1 HD 6hp each, AC7, 1 attack, 1hp Dmg
3
(one armed) Husks 2 HD 9hp each, AC5, 2(3) attacks, Claw 1d6 /Bite 1d10 Dmg
Husk
Frequency:
Rare
No.
Appearing: 1-10
Armor
Class: 5
Move:
12"
Hit
Dice: 2
%
in Lair: N/A
Treasure
Type: N/A
No.
Attacks: 3
Damage/Attack:
Claw/Claw/Bite 1d6/1d6/1d10
Special
Attack: None
Special
Defenses: None
Magic
Resistance: Nil
Intelligence:
Low
Alignment:
Chaotic Evil
Size:
M
Language:
None
Description:
Husks appear as dry and withered bodies.
They are no more than a skeleton wrapped in an armor of flesh turned to a
leathery consistency with some fragment of an animating spirit trapped within.
Ecology:
Husks are the bodies of humanoids which have been slain in a ritualistic slaughter.
Their spirits are chained to the focal point of the ritual be it an item,
location, deity, or person. They are the rejected offerings of this ritual; contemptibly
weak and ineffectual in comparison with the desired result of the ceremony.
Each sacrifice was meant to hold a fragment of some greater power but the Husks
are the discarded shells that could not contain the stronger entity. They are
abandoned malignant creatures with the desire to kill their only emotion.
The
last body absorbed all the blood and effluvia of the other 9 sacrifices but
this was the executioner and not meant to be a sacrifice himself. Something
struck him down before the ceremony was completed and he had the bodies of the
sacrifices unceremoniously piled on top of him.
He wears a rusted human-sized chain shirt (serviceable
if cleaned) and a crystal medallion around his neck. He has otherwise been
stripped of valuables (three fingers have been removed which will be noticed if
he is searched. The finger bones can be found scattered on the floor of the
cell.). The medallion is in the form of an eye with a red stone at its center.
It is not magical but acts as key to Dungeon Level 2 Location (3.).
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