- [For 1st to 3rd level characters.]
BACKGROUND
RUMORS
Roll 1d12 for rumours on the table below. Each adventurer from town knows 1d3 rumours, while visitors can learn 1d2 rumours by asking around.1-2. (T) The pits have been taken over by goblin raiders.
3. (T) There are secret areas in the old slave pits that have never been explored since they were abandoned
4-5. (F) The Galdor family had a magic axe from the days of Sparn among their stolen possessions.
6-7. (F) The slave pits are run by abandoned mutant slaves.
8. (F) There is a secret entrance into pits at the bottom of the ravine.
9. (T) Creepy leftovers of ancient Sparnian experiments still lurk in the depths of the slave pit.
10-11. (T) The main entrance to the pit is a cave now overgrown by a huge tree.
12. (F) It's not goblins or mutants in the pits, but one of the boys in town who was abandoned there and has gone feral.
DUNGEON DESCRIPTION
1. Entrance – 2 goblins are up in the tree watching for approaching trouble. The downside is they can't do much about it except attack – their position makes it unlikely that they will be able to get down to warn their companions when attacked.
- Goblins (2) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]
2. Empty Antechamber
3. Grand Hall – this 40 foot wide chamber has columns along each wall and is home to 4 goblins. The entrance to area 4 requires climbing through the mouth of a relief carving of a huge demon.
- Goblins (4) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]
4. West Bridge Room – 2 goblins with short bows in here fire into any battles in area 3 and otherwise guard the bridge (area 5).
- Goblins (2) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]
5. The Bridge – this rope and wood bridge was built by the goblins, but the supports for it are ancient carved stone. While dangerous looking, the bridge is quite sturdy and safe. Moving on the bridge is at quarter speed at best, and can only be done in single file.
6. Gully Floor – looking through the reeds along the stream at the base of the gully will reveal the long-decomposed body of a young boy, missing from town for 2 years after being pushed out of area 4 by his friends long before the goblins rebuilt the bridge.
7. Empty Chamber – a goblin in area 8 watches for intruders to spring a surprise attack on them – preferably when they head down to area 11.
8. Boss' Chambers – the goblins climb in and out of this room through a narrow shaft, usually using a rope attached to a ring in the floor. There are 4 goblins here as well as their leader who has maximum hit points and who attacks with +1 to hit and damage. The second room is the leader's personal room, and contains much of the clothes of the Galdor family as well as the goblin treasure of 5,000 cp, 2,000 ep, a scroll of bless and a potion of fire resistance.
- Goblins (4) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]
9. Secret Chamber – the goblins have not discovered this secret room. The secret door is trapped, and drops a heavy rock in the opening a few seconds after being pushed open. Whoever opens the door must make a saving throw or suffer 1d6 damage.The room contains the skeletons of two Sparnian guards equipped with rusted (worthless) chainmail, & helmets. Each has a magically preserved (but otherwise non-magical) two handed sword that glows with continual light.
10. Secret Storage – this room contains barrels of ancient ruined arrows and there are the remains of bows and swords on the walls. On the back wall of the room is a crystal living statue of an elf that will attack anyone who disturbs the contents of the room.
- Crystal Living Statue AL L, MV 90' (30'), AC 4, HD 3, #AT 2 (fists), DG 1d6/1d6, SV F3, ML 11, THC None]
11. Barracks – another 6 goblins live down at the base of these spiral stairs. The goblins in area 8 will sneak down to attack anyone heading down the stairs. The door to area 12 is barred from this side.
- Goblins (6) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]
12. The Pit – the bottom of this room is flooded and 50 feet below the entrance. A set of narrow spiral stairs lead down to the alcoves just above the water level. Once the door is open a gurgling, sloshing sound can be heard from below. The pit is home to a giant putrescent mutant mass of fleshly horrors – the last remnant of the Old Empires experiments. It is treated as a black pudding but is far more terrifying looking as putrescent faces and mechanical appendages grow and are reabsorbed. Creatures with less than 4 Hit Dice seeing it must make a save or flee as if under the effects of a cause fear spell. If the PC's fail to destroy the creature, it will be free to eventually escape the dungeon and even possibly make for the nearby town Trost to create a companion....
- Black Pudding [AL N, MV 60' (20'), AC 6, HD 10, #AT 1, DG 3d8, SV F5, ML 12, THC None]
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