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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