Monday, December 12, 2011

The Hidden Halls Lvl 2, Area 3

The map is on the left


3. Ante Chamber:
Illumination: Pale green crystal, gently pulsing on the ceiling.
Smell: Dust and Mildew

The noise of rushing water is very loud here; it’s cold and the floor is coated in a very thin layer of frost.

A rusted portcullis blocks the easternmost entrance to this room.  A character with 14 or greater strength has a 1 in 6 chance of being able to lift the portcullis. A character with an18 or greater strength has a 2 in 6 chance. Two characters may pool their efforts, but the space is too constrained for more. Unless it is propped up by something, the portcullis will close immediately after it has been released. A metal pole will hold it indefinitely, a wooden staff will hold for 1d4 rounds.

Beyond the first portcullis lies a reception area. The walls are painted in a flaking pastel yellow. The decayed remains of a wardrobe lie in a heap against the south wall; broken fragments of what may once have been a table and chair are strewn across the northwest corner. A search through the wreckage of the wardrobe will yield 200 GP contained within a purse of rotten leather.  The remains of the desk conceal a gold pen and a matching inkbottle cut from onyx; the workmanship on these items is exquisite and if sold as a set they may yield up to 100 GP.  What appears to be a broken gearbox of some sort is situated on the west wall, north of the exit. Presumably its function related to the portcullises. It is rusted, smashed and in no way reparable.

The corridor exiting the room to the west is blocked by a set of portcullises separated by a 10’ passage. An assortment of bones are scattered across the floor of this passage. Any one who cares to examine the bones will note that they are exclusively phalanges, ulna, radius, carpals and metacarpals (bones of the hand and forearm). The portcullises both operate under the same principles listed above.

Two rounds after the portcullis set in the west wall is raised the skeletal hands on the floor will become suffused in a sickly green glow, reassemble themselves and attack; there are 20 of them in all.

Guard Hands
AC 8 [11]
HD 1 hp (attack as 1hd monster, can not score a critical hit)
MOVE: 6
ATTACK: Gouge 1d4-1
No more than 5 hands can attack a human sized target at once.
If the bones are not destroyed (burning is the only way to be certain) the trap will reset itself in 6 hours.

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