Level One
Room One: Entrance
A set of 12-foot–tall stone doors easily open up
to reveal a huge wedge shaped room. The floor ids made from black stone
decorated with gold inlaid patterns. Eight stone pillars run parallel with the
walls reaching 40 feet to the ceiling above, an impossible height given the
height of the tower outside.
Blue flames light the room from several mounted
sconces affixed to each pillar. Three steps lead up to a raised area at the
back of the room where a large archway sits. Around the arch are 12 different
symbols spaced out evenly across it. The first symbol glows with a pale blue
colour.
Development
· ► Touching
the blue symbol causes a swirling blue portal to form in the archway. Stepping
through the portal takes the creature to level
two, room one. The portal continues to swirl for 1 minute before shutting
down. Touching the symbol re-opens the portal.
· ► The
blue flames are magical a keyed to the sconces. Removing them from the wall
causes the magic to fail but each sconce is worth 15 gp.
Level Two
Features
· All
walls, ceilings and floors are constructed from dark grey stone.
► ► Ceilings
are 10 ft. high.
· ► Doors
are made of wood (AC 10 [11] 10hp).
· ► No
light sources are present.
Room One
The portal exits into a 20 feet by 40 feet room
with dark grey stone walls, ceiling and floors, a single 5 foot wide corridor
leads out.
Development
· ► The
portal remains open for 1 minute. Before shutting off the same 12 symbols that
decorate the archway can be seen before the glowing one’s light begins to fade
to darkness, shutting off completely when the portal close.
· ► When
the portal closes the room is put into pitch darkness.
Room Two
The door to
this room is locked.
The wooden door to this room is reinforced by
steel bands, A sliding metal plate is set into it at around head height.
Once the
door is open:
This small 10 foot by 10 foot room contains
nothing of note except a small wooden table and chair sitting in the center of
the room and three levers, one on each wall, all set into the “up” position.
Development
· ► The
sliding metal plate allows someone inside the room to look into the corridor.
· ► Pulling
the levers in the room have the following effect:
·
A: Pulling this
lever raises the gate (a) in room three.
Returning it to its original position nosily drops it back into place.
·
B: Pulling this lever drops the gate (b) in room three. Returning it to its
original position nosily raises it back into place.
·
C: Pulling this lever does nothing until the trap in room three has been set off. Returning
it to its original position nosily raises gate c back into place.
Room Three
This large room is 35 feet by 10 feet with two 10
foot wide corridors leading off of it opposite the 5 foot wide entry way. One of the corridors is blocked by a metal
gate (a) about 10 feet down. A loud noise can be heard coming for the end of
both corridors.
Development
· ► The
gates are controlled by the levers in room
two.
Trap
· ► If
gate b is still in its raised position the PCs may walk down the corridor
possibly standing on the pressure plate hidden on the floor bringing both gates
b and c crashing down to the ground trapping them inside.
· ► Spotting
the trap is possible on a successful find traps roll.
· ► Spotting
the holes in the ceiling for the gates is possible on a 1-in-6.
· ► When
the gates fall anyone inside can make a save
versus breath. On a successful roll the pc can decide which direction they
jump to.
· ► Lifting
a fallen gate requires a Strength check at -4 due to the gearing system above.
· ► Blunt
weapons can be used to damage the gate. Each bar id AC 10 [11] 25hp.
· ► Setting
of the trap also activates room four.
Room Four
This room is
hidden behind a secret door that opens once the trap in room three is set off. Even is the door is found it can only be
opened if the trap is set off.
Trap
· ► Inside
the room are enough bones for 9 skeletons.
· ► When
the trap in room three is set off an animate dead spell is cast into the room
animating the skeletons that pick up some of the 12 wooden spears stored here.
The secret door opens and the skeletons attack any intruders.
· ► Creatures
trapped behind the gates in room three can only attack through them with spears
or similar weapons without penalty. All other weapons are -2 to hit or cannot
be used at all at the GMs discretion.
Room Five
This 20 foot by 20 foot room is empty and shows no
sign of the thunderous noise that could be heard earlier. Two 10 foot wide
corridors lead off to the sides of the room; one slanted upwards, one slanted
downwards. Across the other side of the room there is a circular hole about 2
feet across and about 2 feet from the floor.
A few seconds later the incredible noise returns
and a huge iron ball runs down the slope and across the room before slamming
into a wall and moving around a corner. A few feet later the ball drops down a
10 foot wide pit and out of sight.
Development
· ► Crawling
through the hole in the wall takes a creature to a small 5 foot wide corridor
that runs parallel with the main corridor. See the tap entry for more details.
· ► The
pit teleports anything falling into it into a 20 foot chimney at the top of the
slope but with a 1d6 round delay, Any creature falling through the portal takes
2d6 damage from the fall.
Trap
· ► The
iron ball rolling down the corridor is nearly 10 feet across. Anyone struck by
it takes 4d6 damage as the ball rolls over them.
· ► The
ball moves the entire length of the corridor in one round.
· ► A
creature in the adjoining corridor can see small alcoves with a barred iron
window that looks into another dark alcove. On the left hand wall is a handle
set into a stone circle with a wedge shaped protrusion. Pulling the handle
brings the stone out of the wall and can then be turned 180 degrees before the
stone protrusion can be dropped into another recess.
· ► Moving
the lock opens the secret alcove allowing a creature to avoid being hit by the
iron ball but also releases a blast of gas that causes 1d4 damage each round
the stone is in its second position. Any creature in either alcove is affected
but can make a save versus poison
for half.
· ► Detected
the gas jets is possible through a successful find traps roll.
· ► After
a creature making its way up the main corridor can see a lever that opens a
secret door into the second corridor allowing creatures to pass through and
avoid the iron ball.
Room Six
This corridor is flanked by two sets of stone
statues. The first set contains a male and female human on one side and a male
and female elf on the other side. The second set of statues has a male and
female halfing in one side and a male and female dwarf on another. Each of the
statues is wearing identical leather armour and has a hood that conceals their
face. Each one holds out an oversized key of different design between their two
hands.
Two other 5 foot wide corridors lead off between
the two groups of statues.
Development
· ► The
faces of the statues are not sculpted, just the hoods around them.
· ► The
key from the elf female can be used to open the door in room XX.
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