Sewer System Room Descriptions
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Appendix N.2 – Sewer System Room Descriptions General Dungeon Walls Excellent Masonry (-10% Climb Check) Dungeon Floor Uneven Flagstone (Dex Check to charge or run) Temperature Cool Illumination Dark (individual creatures may carry lights) Legend Stairs A Up to slaughterhouse main warehouse refusedrain Stairs B Up to marketplace street stormdrain Stairs C Up to entrance behind the Tannery Stairs D Up to basement of Brokenhearth Inn Stairs E Up to basement of the Bank Stairs F Up to basement of “Herbs, Potions, and Beyond” Stairs G Up to City Port Watch Tower / Lighthouse Stairs H Up to Rose Quarter street stormdrain Stairs I Up to Master Merchant Salth's Silk & Fine Linen Shoppe Stairs J Up to Emerald Gate House (main city entrance) Stairs K Up to Emerald Gate House (main city entrance) Stairs L Up to the Promenade stormdrain Passage R Up to Basement of Wizard's Enclave Tower Passage S Smuggling Tunnel under south west city wall Passage T Towards Adlersgrym Citadel sewer system (Kitchen entrance) Stairs Z Down deeper into the Underdark Notes Metal Doors Hard 10, 80 hp, Force Open -10%, Lift -10% Stone Doors Hard 8, 60 hp, Force Open -5%, Lift -5% Wood Doors Hard 6, 20 hp Poor -15 hp, Force Open +20%, Lift +15% Simple -15 hp, Force Open +10%, Lift +10% Good +15 hp, Force Open -10%, Lift -10% Excellent +30 hp, Force Open -20% Room #1 West Entry Locked Stone Door (Pick Lock -20%) East Entry Stuck Stone Door (Force Open +10%) South Entry Unlocked Good Wooden Door Room Features The arched ceiling narrows to a point where water drips repeatedly to the mold slick floor. Room #2 West Entry Archway East Entry Unlocked Simple Wooden Door South Entry #1 Iron Portcullis South Entry #2 Iron Portcullis Note This may be a good time for the PCs to encounter the Queen Naga after the Yuan-ti are killed. Refer to Part V in the adventure. (Appendix O.5.1) Room Features A tattered tapestry hangs from the north wall, A pile of shattered weapons lies in the west side of the room, an ornate metal chest covered with intertwined serpents sits on the south wall. Monster 2 Snakes, Giant Poisonous (MM.320) 2 Snakes, Constrictor (MM.320) 2 Yuan-ti (MM.369) (Appendix O.4) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 38 (2) 33 Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 28 (2) 21 Yuan-ti: Intel: 12; Align: Chaotic Evil; Move: 12; AC 3; THAC0: 15; # Attack: 2; Dmg: bite 1d10, sword 2d4; MagicResist 20%; Size: 8 ft; XP: 560 (ea); HP: (1) 49 (2) 45 Treasure Chest Locked and Trapped Metal Chest Trap Poison Needle Treasure 58 pp; 230 gp; 1210 sp; Potion of Haste; Potion of Remove Disease; Potion of Healing; Ruby (130 gp); Jade (112 gp); Scroll of Summon Monster I; Tome of Fireball (12 scrolls); Ring of Feather Falling; Gilded Wooden Ring (Ring of Barkskin); Spear; Shortspear; Scimitar; Dagger; Chain Shirt Armor; Scale Mail Armor; Heavy Shield; Tower Shield Flail; Room #3 South Entry Trapped & Locked Iron Door (Pick Lock -20%; Find Trap -5%; Disarm Trap -10%) Poison Wall Spikes: mechanical; operation trigger; automatic reset; -5 to Dex Check to avoid; dmg 1d8+4 plus poison; multiple targets (all adjacent squares); poison: monstrous spider venom, 1d4 Str; Room Features A stone statue stands in the south-west corner of the room Treasure 28 pp; 54 gp; Silver Comb (100 gp); Potion of Haste; Potion of Remove Disease; Room #4 South Entry Archway Room Features A crater has been blasted into the floor in the center of the room, The north and west walls have been engraved with incoherent spirals Monster Black Pudding (MM.297) Intel: None; Align: Neutral; Move: 6; AC 6; THAC0: 11; # Attack: 1; Dmg: 3d6; Weapons do no damage; Size: 6 ft; XP: 2,000; HP: 88 Treasure 350 gp; 2850 sp; Cloak of Shadows (+10 all Rogue Skills); Wand of Knock (21 charges); Bag of Holding; Necklace of Blades (Blade Barrier 1/day) Room #5 West Entry Stuck Simple Wooden Door (Force Open +10%) South Entry Unlocked Stone Door Room Features A tapestry of geometric patterns hangs from the north wall, A pile of candles lies in the south-west corner of the room Monster Mimic (MM.250) (Appendix O.7) Intel: 8; Align: Neutral; Move: 3; AC 7; THAC0: 13; # Attack: 1; Dmg: 3d4; (Glue); Size: 3x5x4 ft; XP: 1400; HP: 76 Room #6 North Entry Locked Good Wooden Door West Entry Poor Wooden Door South Entry Wooden Door Room Features The room is covered in tattered rags and trash. Rusty pieces of armor, weapons, and snake bones of considerable size are scattered throughout. The remains of several large snakes hang over the rim of a large cookpot in the center of the room, a plain wooden chest is against th northwest corner. Monster 8 Rats, Giant (MM.300) 5 Were-Rats (MM.237) Rat: Intel: 1; Align: Neutral; Move: 15; AC 7; THAC0: 18; # Attack: 1; Dmg: 1d3; (Disease); Size: 2 ft; XP: 25 (ea); HP: (1) 12 (2) 12 (3) 11 (4) 9 (5) 8 (6) 7 (7) 5 (8) 5 Lycan: Intel: 11; Align: Lawful Evil; Move: 12; AC 6; THAC0: 17; # Attack: 1; Dmg: by weapon, 1d4; (Lycanthropy); Size: 5 ft; XP: 270 (ea); HP: (1) 33 (2) 28 (3) 27 (4) 16 (5) 14 Treasure Chest Unlocked Wooden Chest Treasure 24 gp; 370 sp; Amethyst (24 gp); Emerald (95 gp); Rope Wristlet of Climbing (+30%); Ring of Telekinesis; Wand of Magic Missile (xx charges); Potion of Remove Curse; Rusty Dagger; Halfling's Chainmail Shirt; Gilded Helmet, split in half; Ladies Stiletto; Room #7 North Entry Simple Wooden Door South Entry Simple Wooden Door East Entry Hidden Stone Door (Search +10%) Room Features More of the same slimy mold covers the masonry, the steady 'drip-drip' of water fills the silence, the smell of baking bread is coming from the alcove to the east. Room #8 West Entry Archway East Entry Stone Door Room Features A tile mosaic of ancient mythology covers the floor Monster Cloaker (MM.44) (Appendix O.6) Intel: 13; Align: Chaotic Neutral; Move: 15; AC 3; THAC0: 15; # Attack: 2; Dmg: 1d6,1d6; (Moan); Size: 8 ft; XP: 1400; HP: 69 Room #9 North Entry Secret Stone Door East Entry Secret Stone Door (Search -20%) South Entry Secret Stone Door Monster 4 Driders (MM.112) (Appendix O.3) Intel: 14; Align: Chaotic Evil; Move: 12; AC 3; THAC0: 13; # Attack: 1; Dmg: 1d4; Drow Inate Spells; lvl-6 clerics; MagicResist: 15%; Size: 8 ft; XP: 1000 (ea); HP: (1) 70 (2) 66 (3) 62 (4) 58 Room #10 East Entry Locked Simple Wooden Door (Open Lock +20%) Room Features A tile mosaic of legendary monsters covers the floor, A foul odor fills the south-east corner of the room Treasure 92 gp; 730 sp; Potion of Darkvision; Potion of Cure Light Wounds; Potion of Invisibility; Wand of Lightning Bolt (19 charges); Leather Gloves; Breastplate; Half-Plate Armor; Bloodstone (40 gp); Diamonds (200 gp); Room #11 West Entry Locked Simple Wooden Door East Entry Wooden Portcullis South Entry Wooden Door Monster 6 Rats, Giant (MM.300) 1 Were-Rats (MM.237) Rat: Intel: 1; Align: Neutral; Move: 15; AC 7; THAC0: 18; # Attack: 1; Dmg: 1d3; (Disease); Size: 2 ft; XP: 25 (ea); HP: (1) 12 (2) 10 (3) 10 (4) 9 (5) 8 (6) 7 Lycan: Intel: 11; Align: Lawful Evil; Move: 12; AC 6; THAC0: 17; # Attack: 1; Dmg: by weapon, 1d4; (Lycanthropy); Size: 5 ft; XP: 270 (ea); HP: 29 Room #12 North Entry Stuck Good Wooden Door East Entry Archway Note Before they enter the room, they hear... Appendix O.2 Monster 4 Piercers (MM.290) (Appendix O.2) Intel: None; Align: Neutral; Move: 1; AC 3; THAC0: 17; # Attack: 1; Dmg: 3d6; (Surprise); Size: 4 ft; XP: 120 (ea); HP: (1) 28 (2) 22 (3) 21 (4) 18 Room #13 North Entry #1 Iron Portcullis North Entry #2 Secret Wooden Door West Entry Trapped and Locked Good Iron Door Crossbow Bolt Trap; mechanical; operation trigger; manual reset; THAC0 7; Number: 1d4 bolts; dmg: 1d6 South Entry Wood Portcullis Room Features The room has a high domed ceiling, The south and west walls have been engraved with numerous arcane symbols Monster 3 Snakes, Giant Poisonous (MM.320) 3 Snakes, Constrictor (MM.320) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 38 (2) 33 (3) 28 Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 28 (2) 21 (3) 18 Treasure Carved Harp of a dark, exotic wood with Ivory Inlay (now splintered with the ivory pried out with a blunt dagger that lay nearby); Brass Candlesticks inlaid with Silver (150 gp); Holy Water (3 gp); Wand of Passwall (4 charges) Room #14 North Entry Wooden Portcullis West Entry Locked Simple Wooden Door East Entry Wooden Portcullis South Entry Archway Note Before they enter the room, they hear... Appendix O.2 Room Features A narrow shaft descends from the room into a natural cavern below, A pile of iron spikes lies in the east side of the room, the smell of baking bread is coming from the east passage.