The
Lower Level of the Outer Ward is occupied by several undead monsters.
Its original purpose was to house the stable hands and the smith who
took care of the horses in the stable, an outer building which has
since been destroyed. In most areas, the floor is ten feet below the
ground level and the ceiling height is very cramped for the castle at
eight feet. The place is cold and drafty. Most rooms have
indentations for torches. Note that Rooms 14 and 15 are not connected
to the rest of the level, and are somewhat deeper than the rest of
the level.
This
level directly connects to the Ground Level of the Outer Ward and to
Level 1 of the Upper Dungeons.
The
monsters in the main portion of the level consist of undead: mindless
skeletons, filthy ghouls, and a ghastly member of the Triskelion
family. Other monsters avoid the level, but that could change if the
current inhabitants are wiped out.
Some
unusual skeletons used in the level are based upon the rules included
in the Dungeon Master's Guide, page 41, under Third Level
Cleric Spells: Animate Dead. When clerics are attempting to turn
or compel the special skeletons in Rooms 5 and 9, I recommend using
the following method. These special skeletons should be treated as
multiple skeletons based upon their hit dice. In other words, the
bugbear skeleton in Room 5 can not be turned unless the cleric rolls
a 3 or higher on the 1d12 roll needed to find the number of undead
affected.
The
separate mini-dungeon in Rooms 14 and 15 is the home of an ogre who
was once employed by the Triskelions. He will not be found roaming
the remainder of the Lower Level, although he may be encountered as a
wandering monster on the Ground Floor.
It
is not recommended to have random encounters on this level, as the
current denizens are not likely to wander, and residents of other
levels avoid the place. Naturally, if the adventurers clear the
level, it will become subject to wandering monsters again. The random
encounter table for the Ground Level of the Outer Ward may be used in
such a circumstance. If the dungeon master wishes, they may include
dungeon dressing for this level. You may place dungeon dressing at
your whim or roll using a 1d6 once every three to four turns, using
dressing from the table below on a roll of 1.
Dungeon
Dressing
1d10
|
Description
|
1
|
A
blast of icy air
|
2
|
Creaking
of the timbers above, as if something is walking above you, then a
sudden 'thump'
|
3
|
Dozens
of white moths, they are attracted to your mouths and try to fly
in
|
4
|
The
sound of sobbing in the distance
|
5
|
The
sound of dripping water, it appears to be coming from inside the
wall, a rush and then it stops
|
6
|
Wood
shavings
|
7
|
Empty
potion bottle, a green film is still in the bottom but not enough
to have any effect
|
8
|
Ash
on the floor with skeletal footprints
|
9
|
A
dead giant rat sans head, bitten off
|
10
|
Someone
has scrawled something on the wall with a dagger. It reads “leave
now” or “It's too late for me”.
|
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