106
THE YAWNING STAIR WELL. Warm air can be felt rising from this
monstrous pit in gusts, giving the sensation that the pit is
breathing slowly. Dozens of thick black metal chains dangle from the
ceiling twenty feet above. Their ends fade away in the gloom, for
the pit is obviously hundreds of feet deep. A five foot wide
staircase is carved into the side walls and it winds down the side of
the pit. There is no bannister or other safety measure present,
making descending it a daunting task.
The
staircase is relatively safe to descend for humans and the like as
long as the person is not running, fighting, or otherwise being
incautious. Wandering monster encounter checks should be made for
the nearest level while on the stairs. While fighting on the stairs,
the Dungeon Master should determine whether a monster or character
has lost their footing and fallen based on the current situation.
Mules
and other large quadrupeds may object to taking the stairs. If a
fall does occur, a delver may try to cling to one of the chains to
arrest their fall. The Dungeon Master should adjudicate the chances
of grabbing and hanging on to chains in such a situation, keeping in
mind there is a base 10% chance that the weight of an average man
will pull the chain from its ancient mooring in the ceiling and send
the victim once again plunging into the gloomy depths.
Most
of these chains end suddenly, but a dozen terminate in cages
resembling elaborate lantern heads or hanging lamps. Indeed these
are lamps of a sort, for each holds a glow golem. These are located
at irregular intervals along the depth of the massive pit, sometimes
separated by hundreds of feet. These lamps provide enough light to
navigate the stairs and when an adventurer is within twenty feet of
the golem, there is even enough light to read by.
12
Glow Golems (AC 10; MV 12”; HD 6; hp 25; #AT 2 flaming hands; D
1-8/1-8; SD Limited spell immunity; XP 375)
These
golems look like dwarf sized humanoids made of pale lumpy wax with
flaming heads and hands. Still as death, they sit hunched over in
their lamp-cages and will not react to monsters or adventurers
passing by. It is possible that delvers will imagine them to
prisoners of some sort. They will fight if someone tries to remove
them, however.
There
are landings at the corners. The way the stairs are carved in the
walls is such that the pit does not become narrower as one descends,
for the stairs are on shelf-like projections of stone extending out,
so that the stair winds under itself as it descends. The next exit
from the stairwell is eighty feet lower at Level Four. As the
stairway is navigated, make sure to check to see if any adventurers
(such as elves) notice the secret door at Area 26 on Level 3A Salt
Mere.
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