14
TORTURE CHAMBER. The stairs from Room 21 of the Ground Level descend
steeply for thirty feet, which places Rooms 14 and 15 twenty feet
below most of the rest of the Lower Level. The ceiling in this room
is twenty feet tall, while the height of the hallway is fifteen feet.
The ogre who lives here will usually be in this room (60%) or Room 15 (30%). There is a 10% chance that he is away stalking the Ground Level.
The ogre who lives here will usually be in this room (60%) or Room 15 (30%). There is a 10% chance that he is away stalking the Ground Level.
Sizemore the Ogre (AC 5; MV 9”; HD 4+1 ; hp 17; #AT 1; D 4-11; XP 175)
He wears a black executioner-style hood and a dirty black smock. He fights with an iron spiked wooden club (treat as a morning star that does 1d8+1 damage +2 more for his strength). He usually carries a satchel containing the keys to the cells (A to C, below), 42 gold crescents, 173 silver spanners, 193 copper pieces, and several large, smooth river stones. He is the sometime ally of Vicenne Triskelion (see Inner Ward).
The hind end of a horse is roasting over a fire pit. The room is well supplied with torture devices, including branding irons, a rack, wooden stocks, metal pliers and whips. Hooks and chains hang from the ceiling. There is an ogre-sized wooden chair and table.
The three cells hold the following:
CELL A. This cell is not locked and it is empty.
CELL B. This cell is locked. Inside is a unarmed dwarf.
Alara Knacktha, Lawful Good female hill dwarf Fighter (AC 10; MV 6”; F2; hp 6 (normally 11); #AT 1; D By weapon type +1 due to strength; S 16, I 10, W 9, D 12, C 15, CH 14; XP 53 (normally 68))
Alara belongs to the same adventuring party as Barca (Ground Level Room 59) and others. She has a fiery temper and will gladly assist the party, though she is wounded. At the soonest opportunity she would like to look for her friends.
CELL C. This cell is locked. Inside are two unarmed talon goblin prisoners.
Talon Goblin 1 (AC 6; MV 6”; HD 1-1; hp 4; #AT 1; D By weapon type; XP 14)
Talon Goblin 2 (AC 6; MV 6”; HD 1; hp 5; #AT 1; D By weapon type; XP 15)
If released they will give assurances that they can help the party. Unfortunately they will attempt to escape or turn on the party at the first opportune moment.
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