4. Spy Hall I
Illumination: Dull
green radiance, emanating from an ancient glow strip mounted in the ceiling.
Smell: Dust.
The stonework here is rough and functional. No allowance is
given to artifice and the entire length of the passage is bare- with one
exception. A 15’ long stone bench is situated along the last twenty feet of the
south wall of the corridor’s southernmost east-west extension. Opposite the
bench [on the wall contingent with
Area 3] a brass disk, just a bit larger than a human hand, is inset into the
stone. If anyone touches the disk, the corridor’s glowstrip dims and the wall
becomes transparent, providing a complete view of Area 3’s main chamber. The wall
remains opaque on the Area 3 side.
The only way out of this area is through the secret door
leading to area 5, or through the portcullis leading back to Area 3.
5. Spy Hall II
Illumination: None
Smell: Dust
A second brass disk, identical to that located in Area 4, is
set in the wall contingent with the short corridor connecting Areas 3 and 4. If
anyone touches the disk an arrow/gun slit opens in the wall, providing a
perfect vantage point over the passageway between the two portcullises.
The door leading to area 6 is unlocked.
The secret door adjacent to the door leading to Area 6 is
extremely obvious and can be found on a roll of 1 through 5 on a d6. The door’s
‘hidden’ seams don’t quite line up with the wall in which it is set and it juts
out a bit. It can be ‘opened’ by moving a small light hued stone. Doing this
does not actually open the door, it triggers a rock fall- 4d6 damage. The trap
is slow and leads off with an ominous rumble. Who ever opens the door is
allowed to roll two separate saving throws. If both saves are successful the
character takes no damage; if one save is successful the character takes ½
damage. The rock fall will block the opening it will take 1d6 turns to clear
the way.
6. Ornate Hallway
Illumination: Flashing
glowstrip, alternating from very bright to absolutely pitch black two or three
times a second. Unless the characters make use of a good light source, all
combat rolls will be made at a -2.
Smell: rotten carpet (dry) and dust
Note- The secret door leading to Area 5 is trapped- see above.
This corridor is more elegant than Areas 4 and 5 the
threadbare remains of a moldered carpet trail across the polished marble floor.
Like everywhere else a thick layer of dust covers everything.
A huge sculpted human face covers the location of the secret
door. If anyone touches the face, it animates and attacks the party.
Stone Face
AC 5 [14]
Hit Dice 3+3
Attacks: Expectorate (1d12), Bite (1d8)
Move: 8 (See Below)
XP: 200
The stone face can levitate. At the commencement of
hostilities it lifts away from the wall and bites the closest enemy. The Face
cannot leave the corridor.
The stone face will expectorate a huge wad of stinking
acidic phlegm in the second round and once every two rounds thereafter until
the end of combat. The first time a character is hit with the loogie, a saving
throw must be made, failure results in the loss of one combat round; this round
is spent vomiting.
If the Stone Face’s hit points are brought to 0, it
immediately returns to its place on the wall, releases a horrific wail and
crumbles away to dust, revealing a small alcove lined with shelves. Most of the
room is empty, but an ornate vase and a strange looking pair of goggles sit
side by side on a shelf near the door.
The Vase: Covered with a finally detailed depiction of what
might be a wrestling match between two over muscled male minotaurs, this item
is worth 400 gp.
The Goggles are made of brass and encrusted with strange,
glowing gemstones. The wearer of
this eyewear can see any secret door (on level 2 only) within 50’- regardless
of lighting condtions.
Neat stuff, as always. - John
ReplyDeleteThis is really awesome!
ReplyDelete