Except
where noted otherwise, the walls are made of rough stone blocks,
irregular in size and shape, though generally rectangular, but fitted
together tightly. The floors are made of large rectangular stones,
similarly fitted together. In most areas the ceiling height is
twelve feet.
Level
1 directly connects to Level 2 of the Upper Dungeons, the Ground
Level and the Rat Warrens of the Inner Ward, the Lower Level of the
Outer Ward, and Area 22 of The Grounds.
Three
factions are contesting over control of this level: the xvarts,
yvarts, and zvarts. All three of these goblinoids are in open
warfare with the others and there is considerable animosity between
the groups. In addition there is a special 'unholy' area within the
level where several undead can be found. These are described below.
XVARTS.
The xvarts reside in Rooms 21
to 27. While it would be possible to treat with the xvarts, their
distrust of men and chaotic nature makes them treacherous allies at
best. The xvarts believe that they have an advantageous position
compared to their rivals due to their alliance with the Rat King of
the Rat Warrens. The xvarts are not terribly well organized, but if
attacked multiple times, they will make some preparations to deal
with invaders. These will include adding guards to chokepoints,
preparing barricades, and sticking together in larger numbers. If
taking heavy losses, it is possible they will relocate to the Rat
Warrens.
YVARTS.
The yvarts are perhaps most
amenable to overtures by adventuring parties. They have recently
lost their leader in combat and have no strong allies or mercenaries
to rely upon. If facing destruction by repeated attacks by an
adventuring party, the yvarts will respond by making new traps and
perhaps seeking alliance with the zvarts, although their hatred of
this latter group makes this a last-ditch ploy.
ZVARTS.
The zvarts believe they have a
strong position, and it may take considerable negotiation to allow
them to accept a treaty with adventurers. If they feel they are
fighting a losing effort and given time, they will close
portcullises, set more traps, and hire more Yellow Fang gnoll
mercenaries from Level 2 of the Upper Dungeons.
If
adventurers do come to an understanding with the xvarts, yvarts,
and/or zvarts, each group will try to convince the characters to
eliminate their rivals. They can offer guides and maybe a few
warriors in exchange. They will not recklessly follow the
adventurers into combat unless they believe that they have much more
to gain than to lose by this behavior.
UNHOLY
AREA. The stairs near Rooms 28 and 32 are each five feet high,
meaning this portion of the level is raised above the surrounding
areas. Paladins and good clerics will feel a tingling up and down
their spines when entering this area. All clerics and paladins
function at two levels lower when attempting to turn, destroy, or
control undead here.
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