Saturday, 31 March 2018

Brognor's Hall Level 2

Level Two: The Working Area

Brognor’s Hall second level was a working area for the leaders of the Refuge and a place of meeting and planning.

Wandering Monsters and Strange Occurrences (1-2 on 1d6 every 3 turns)

(1). Brognor’s Ghost - the ghost of Brognor appears in a hall at a distance from the characters. He will again warn off intruders. “This is your final warning!”, “Leave Now!”.

(2). Rats, Giant (8): AC 7, HP 2 each, MV 40’, #AT 1 bite, DMG 1-3 + disease, SA F1, ML 8, AL Neutral. A swarm of giant rats.

(3). Shadows (2): AC 7, HD 2+1, HP 15, 14, MV 30”, #AT 1 touch, DMG 1-4 +special, SA F2, ML 12, AL Chaotic. Shadows are non-corporeal creatures but are not undead although they also are not affected by sleep and charm spells. They look like real shadows and in fact will attack by coming out of the characters actual shadows. They surprise on a 1-5 on 1d6. If it touches a character it does 1-4 damage and drains 1 point of strength. This lasts for 8 turns.

(4). Tarantella (1): AC 5, HD 4, HP 28, MV 40’, #AT 1 bite, DMG 1-8 + poison, SA F2, ML 8, AL Neutral. The bite of the tarantella is poisonous. If save vs poison is failed the victim is affected by a painful toxin that causes them to twitch (dance) uncontrollably for 2-12 turns. They are at -4 to hit during this time and attackers are at +4 to hit. The dance is magical and all those viewing it must save vs Spells are join the victim in the dance. Dancers collapse from exhaustion after 5 turns and are helpless.

(5). Groaning Noise - a deep, mournful groaning noise is heard in a discernible direction. It could be a monster or just the stones of the Hold shifting.

(6). Sudden Breeze - a sudden cold breeze is felt and lasts for 1 round. Unprotected lamps or candles are blown out, torches sputter but relight.

18. Communal Hall
This is a large chamber with four large pillars holding up the 15’ high ceiling. There is a raised (2 foot) dias at the south end. Two rows of wooden benches fill the room. The recently dead bodies of four giant rats lie on the floor.

There is also a party of adventurers in this room. Megrun the wizard and his bodyguards, Tur, Henrik, Victor and Dorzas. If the the players have come to this chamber quietly they will surprise the adventurers. Henrik, Victor and Dorzas will be resting sitting on a bench near the giant rats and Megrun will be bandaging Tur who is lying on his back. If the players were not quiet (or were fighting in a nearby room) the adventurers will be onguard. One bodyguard will be hidden behind each pillar and Megrun will be behind a partially open door to area 19. He will swing the door open and yell, “Now” and they will all attack with surprise on a 1-2 on 1d6.

Megrun (1): AC 8, HD 5, HP 16, MV 40’, #AT 1 spell, DMG varies, SA M5, ML 8, AL Chaotic. Spells: Charm Person, Continual Light, Fireball.

Megrun also has a dagger but he prefers not to engage in physical combat. He is a thoroughly despicable person willing to sacrifice his bodyguards but he is also concerned for his own skin and will surrender and plead for his life if reduced to less than half his hit points. Of course he will turn on characters as soon as he gets the chance. He has a backpack with a copy of the ritual used to open the door to the Refuge, rope, iron spikes, 4 x 1,200 gold gems and 450 gold coins.

Bodyguards (4): AC 7, HD 4, HP 22, 12, 24, 23, MV 40’, #AT 1 sword, DMG 1-8, SA F4, ML 9, AL Chaotic. Each is armed with a sword and wear leather armor. They each have a pouch with 200 gold coins in it (their payment from Megrun). They are not loyal to Megrun but are each out for themselves.

19. Elaborate Chamber
This chamber was well decorated at one time, a threadbare rug lies on the floor, there are six comfortable seats, two wooden wardrobes and two wooden tables. The room has been ransacked. The wardrobes are open, one has a door hanging by one hinge, the chairs have been slashed and the stuffing pulled out and the rug is flipped over to reveal the floor beneath. A scattering of papers are all of the chamber. There is nothing to find here. Megrun’s party recently ransacked this room.

20. Guardroom
This chamber was a guardroom, there are two tables surrounded by chairs, empty weapon racks against the north and west walls and a large number of human skeletons lying on the floor clutching shields and spears.

Skeletons (12): AC 7, HD 1, HP 6 each, MV 20’, #AT 1 sword, DMG 1-8, SA F1, ML 12, AL Chaotic. They are armed with swords and carry shields.

The skeletons will animate slowly once any living being enters the chamber. They will pursue adventurers relentlessly, not stopping until all are destroyed. Even if they lose sight of players due to their slow movement they will continue to follow.

21. Administrator's Chamber
This chamber has a sign on the door that says “Administrator”. In the chamber there is a desk, chair, bookshelf and a small bed with a chair near it. The bed no longer has sheets and the bookshelf no longer has any books. The desk has four unlocked drawers. In the drawers are some old pieces of blank parchment that are brittle with age.

Chamber of the Pool

22. Chamber of the Pool
This is a large chamber with a 16 foot high vaulted ceiling. Empty iron torch sconces line the walls. On the north wall an old tapestry is hanging. Several wooden planks are piled beneath the tapestry. Dominating this chamber is a 15 foot in diameter pool filled with inky blue liquid. The liquid puts out a low, magic aura. The tapestry depicts a battle between an army of humans and elves fighting goblinoids lead by ogres. The humans appear to be winning.

If players move close to the water and peer into it they cannot see past the surface. Strange ripples move across the surface from the center to the edges of the pool. Residing in the pool of water is a serpent which will erupt from the pool to attack with surprise on 1-2 on 1d6.

Serpent (1): AC 6, HD 5, HP 33, MV special, #AT 1 bite, DMG 2-12, SA F5, ML11, AL Chaotic. The serpent attacks by biting with its razor sharp teeth. The serpent’s bite is poisonous and victims must save vs poison or become ill for 2d4 days. While sick they have -2 to Attack rolls and their armor class has a +2 penalty. The serpent cannot leave the pool but it is 12 feet long and can attack characters up to ten feet from the pool. If all of the characters move off and make ranged attacks it will hide beneath the surface.

Once the serpent is dead the pool will slowly clear (1 turn) revealing clear, refreshing water. The pool is ten feet deep. At the bottom of the pool is a small, metal strongbox.  The box is locked and contains three potions and a dagger+2. The potions are healing, giant strength, and antidote.

23. Confluence
This chamber is plain and bare appearing to just be a confluence of three passages. However, there is a ten foot square area in the center of the room that triggers a trap if stepped on. The trap is barrage of darts fired from the east wall. Careful examination of the room before entering would reveal the small holes in the east wall. The barrage consists of 20 metal darts each doing 1d8 damage. Every character in the chamber when the trap is tripped must save vs Death ray of be hit by 1d4 darts.

24. Library
This chamber has two walls of bookshelves. Only a handful of books remain on the shelves. The floor of the chamber is covered with loose parchments and pages from books. If the papers on the floor are searched carefully one can be found to be a magic scroll with a fly spell.

25. Storage
This chamber has a pile of wooden crates against the east wall. In total there are twelve crates. Two of the crates have been smashed open revealing the remnant of rotten food. All of the crates held perishable food that has long since rotted away.

26. False Door
The door at the end of the hall is a false door that cannot be opened. Once the latch of the door is pulled it will come out from the door held only by a narrow metal bar. A trap will be triggered once the latch is pulled. Gas billows into the room and the far door locks. The gas is flammable and will explode in 1d4 rounds if it contacts an exposed flame. The explosion causes 2d6 points of damage to all within the hallway. The door remains closed until unlocked or smashed open.

27. Fuel Store
There are 14 barrels stacked in this chamber along the west wall, two barrels high. The barrels have leaked a dark viscous substance all over the floor of this room. The material is flammable pitch. Walking through the chamber is done at half speed and the players boots will become covered with sticky, flammable pitch.

28. Apprentices Forge
This chamber was the sleeping quarters for the apprentice smiths working in the forge (area 30). All that remains now are four wooden beds without sheets or blankets on them and four empty footlockers.

29. Smith’s Room
This chamber was the sleeping quarters of the master smith of the forge. There is a small bed, a table with three chairs and two large cabinets that are closed. In the cabinets there are a number of half finished weapons, 3 swords without pommels, and 12 ax heads. All are serviceable quality but none are special.

30. Foundry
There is a large stone forge in the center of this chamber. Above the forge is a stone vent that leads to outside the side of the rock. Around the forge are a number of anvils. Piles of metal lie about the room. But the piles are just mounds of rusty flakes. Hidden in one pile of rust is a rust monster.

Rust Monster (1): AC 2, HD 5, HP 28, MV 40’, #AT 1, DMG special, SA F3, ML 7, AL Neutral. If a character hits a rust monster or a rust monster hits a character with its antenna it will cause any metal armor or weapons to immediately rust so that they are unusable and worthless. Magic weapons or armor lose one plus per hit. This rust monster has become fat on the trove of metal that it has found.

31. Valued Stores
The door to this small 5 foot square room is locked. It is an old iron lock that is simple but rusty so it requires a normal lock pick attempt. Inside there are shelves on the three walls facing the door. Lying on these shelves are four wooden boxes. Two broken wooden boxes lie on the floor.

Box one contains four silver candlesticks worth 30 gold each.
Box two holds a finely made dagger. It is a cursed dagger-1.
Box three holds a plain looking sword but it is magic sword +1.
Box Four has an elaborate gold linked chain with a pendant. The pendant depicts a rock outcrop (that looks like the rock of the hold) with twin lightning bolts striking it. It is non-magical but worth 500 gold..

32. Storeroom
This room holds many wooden crates of various sizes. A total of 24 wooden crates, the largest is 2 feet square. The crates all hold bed sheets, blankets and towels.

33. Recreation Room
This room has three tables and a dozen chairs. A few of the chairs are knocked over. On the east wall there are two wooden bullseye. Each is chipped and cracked from apparently being repeatedly struck by daggers.

34. Meeting Room
There are four large, round tables in this room. Three chairs are stacked on each table. A trail of dark splatters leads through the room. The splatter is long-dried blood and it leads to area 35.

35. Meeting Room
There are two tables in this room and nine chairs. Two of the chairs are broken into bits and one table lies on its side. On the floor is a dismembered corpse of a long dead human man. Six horrible, bestial creatures clad in rags cluster about the corpse. One has the corpses arm in its mouth. The six creatures are ghouls who have found a long dead corpse.

Ghouls (6): AC 6, HD 2, HP 15, 14, 14, 12, 12, 12, MV 30’, #AT 2 claws/1 bite, 1-3 each +special, SA F2, ML 9, ALChaotic. The touch of a ghoul will paralyze unless a Save vs paralysis is made. The paralysis lasts 2-8 turns unless dispelled.

36. Guardroom
There are metal shields attached to the west wall of this room with crossed spears behind each shield. In the room are three wooden chairs in a rough circle. The shields are hooked on the wall but are serviceable. The spears are bolted to the wall and are not useable.

37. Hall of Contemplation
There is a large statue of a human man. The man wears simple clothes, is bald and has a stern expression. This is a statue of Nebus (god of judgement) carved to look like Brognor. Before the statue are two, low wooden benches. There is a tripwire at ankle height stretched across the room in front of the statue. It is nearly impossible to see. If the tripwire is broken a series of darts fire from the wall striking anyone in line with the tripwire. They do no damage but they are coated with poison. Victims must save vs poison or be paralyzed for 2d12 turns.

38. Temple Antechamber
This is an open area along the passage. Another passage enters from the south. A large puddle of grey, brackish water fills the center of the room. The puddle is about eight feet in diameter. It is actually a gray ooze.

Gray Ooze (1): AC 8, HD 3, HP 22, MV 3’, #AT 1, DMG 2-16, SA F2, ML12, AL Neutral. The ooze moves very slowly but attacks until destroyed. A hit from the ooze strikes clothing or armor first dissolving it in one round (magic armor takes a full turn to destroy) once it reaches skin it does 2d8 points of damage per round. The ooze is unharmed by cold or fire.

39. Vestments Chamber
The door to this room is locked. Inside is a room with wooden lined walls. The wood walls form closets with many woolen robes hanging in them. Most of the robes are dried out and crumble when handled. But one of the robes is an Elven Cloak (move silently, only seen on a 1 on 1d6).

40. Trapped Hall
The door here leads to a long passage. On the wall facing the door there is the carved face of a lion with its mouth open in a roar. Five feet from the door at the point at which the corridor turns there is a tripwire at the height of 3 feet. If it is tripped, a roar of fire will blast out of the mouth of the lion doing 2d4 damage to all creatures between the door and the lion head. The lion has enough fuel to roar twice, so it could be reset if the tripwire is set up again.

Dungeon Level 2

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