53
GUEST ROOM. The door to this room is painted dark blue and is
locked. The floor and furniture is covered with a thick layer of
dust. In the center of the room is a wooden chest with a skeletal
figure perched above it. A bed with blue sheets is here, along with
two shuttered windows in the south wall. The walls are painted medium
blue.
The
skeleton wears rotting black padded armor and 3 copper pieces are
hidden in its left boot. The cause of death appears to be a dart to
the face. A set of worn thieves' tools lies spread open next to the
deceased.
The
chest is large, about 3' by 2½' wide and 2' tall. It has been partly
pried open by a pry-bar, apparently setting off the dart trap. What
is not obvious is a second dart tap that will go off if the lid is
completely lifted. It will attack the opener as if launched by a 5th
level thief and do 1d4+1 points of damage on a successful strike. It
is poisoned and if the victim fails a save versus poison, he or she
will suffer an additional 2d4 points of damage.
When
the chest is opened, a secret ladder can be seen inside descending
into darkness. The chest can be moved or even picked up, and the
bottom will be quite evident. Nevertheless, there is a ladder still.
It is clearly a magical effect and the chest will detect as magic. A
dispel magic spell cast upon the chest may ruin the chest, but it
should be treated as spell effect of 20th level. The chest may also
be destroyed physically, but doing so releases the magical energies
of the object and it will explode, causing 2d12 points of damage to
anyone within ten feet.
If
the characters descend the ladder, they will note that it goes down
about seventy feet. The walls are of a slimy green stone and the air
smells like mold and mud. At the bottom (Area A on the map) is a
corridor lit by glowing green torches. The passage branches after
about forty feet.
If
the characters make a right turn and head towards Area B, they will
detect light if it is daytime outside. They will also detect the
smell of garbage and offal. Area B is at the bottom of an old well in
one of the slums in the city of Sarcoy, or the campaign city of the
DM. The locals have been throwing their garbage down here for
generations. It is about a one hundred and twenty foot climb to the
well and the stone should be treated as ' smooth but cracked –
somewhat rough' for thieves, etc. attempting to climb up and out.
At
Area C, there is a door made of green metal. No doorknob or locking
mechanism can be found. In a niche in the right wall, there is a
miniature green metal gong and striker. The door should be treated as
"magically held" for purposes of strength attempts. It can
be open by knock spell or by striking the gong with the
striker, which releases a horrific noise and will deafen all within
20 feet for 1d4 turns unless they make a saving throw versus
petrification.
Area
D is a large room, again lit by the strange green fire. In the center
of the room is a green stone sarcophagus (8'X6'X4' tall) surrounded
by 4 glowing green skeletons, each holding two green metal scimitars.
4
Glowing Green Skeletons (AC 5; MV 12"; HD 3; hp 12, 14, 18, 17;
#AT 2; D Scimitar; SD Sharp weapons score half damage only, limited
spell immunity; XP 86, 92, 104, 101)
The
skeletons may be affected as a 'Special' undead creature for purposes
of turning.
It
requires a bend bars/lift gates roll to remove the sarcophagus lid.
Within is another green skeleton similar to the above but with four
arms and four scimitars.
Glowing
Green Boss Skeleton (AC 4; MV 12"; HD 4; hp 21; #AT 4; D
Scimitar; SD Sharp weapons score half damage only, limited spell
immunity; XP 194)
It
wears a jade and silver pendant worth 1500 gold crescents. Each of
the scimitars is well-made and never needs to be sharpened. They are
each worth five to ten times the going rate for such a weapon.
There
are four statues in the room, each expertly carved from green stone.
Left
Near: This statue depicts a laughing man with a staff in one hand
and a glass of cloudy white liquid in the other. He is wearing the
garment typical of such statues, a skirt-like garment, bare chest,
and Phrygian style cap. Unlike the tripartite statue found in Room 5
of the Ground Level, it has two legs and two arms. There is enough
liquid for one sip and drinking it requires the drinker to save
versus spells at -6 or fall asleep for 1d4+1 days, unable to be
awakened except for a remove curse or dispel magic
spell.
Left
Far: This statue depicts a crying man with a sword in one hand
and a glass or red liquid in the other. It is similar to the one
described above in terms of dress. As above, there is enough liquid
for one sip. The liquid is fine red wine and drinking it heals the
imbiber to maximum hit points. If the drinker is already at maximum
hit points, he or she will instead be able to ignore the next 10 hit
points of damage suffered.
Right
Near: This is a beautiful maiden holding a glass pitcher with a
single sip of clear liquid. The person drinking the liquid will
immediately gain 1 point of charisma permanently.
Right
Far: This is another statue depicting a man. In this case the
face is scowling and the figure holds a ninetailed whip in one hand
and a glass of green liquid in the other. The dress is similar to the
other male statues. As above, there is enough drink for only one sip.
The stuff is poison. Anyone who consumes the stuff will suffer 2d6
points of damage if they make their saving throw. Double that if they
fail.
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