D10, D11, D12 as a bit of catch-up

 Well, it finally happened - last few days have been relatively busy and I've been distractible, and I wasn't able to get daily posts up. I did actually design each room on the correct day for what it's worth (ok, I didn't get to 1-11 until after midnight last night, which is why I stuck to a small, simple room). Not that anyone is policing me except myself, anyway.

1-10: Gatehouse Overlook


This space is on the west side of 1-08; the locked door can be opened with Key 1A. This space has small arrow-slits and barred windows on the west wall which overlook the gatehouse (to be designed). The only other exit from the room are stairs leading up to level 2 in the northeast corner.

The western wall is coated with runes which glow with lights swirling through the magical writings, changing color from green to red, blue, orange, indigo, yellow, violet, and octarine as they move. An Identify Magic Check (Arcana DC 18; other skills DC 20) determines the runes' purpose.

Any character may activate the runes as a cast a spell activation. In addition to the activation, they must pass an Arcana, Nature, Occultism, or Religion check (Arcana DC 22, others DC 24) or the attempt fizzles. On a success, the target area (indicated on the gatehouse section, map key tbd) is blanketed with energy, and every creature in the target area takes 6d6 damage (basic reflex). If the skill check at activation was a critical success, creatures instead take 10d6 damage (basic reflex). The activating character can choose whether the damage is acid, cold, electric, or fire.

1-11: Corner Weapon Cache

Wedged in to the corner of the armory tower (so far only 1-07), this small room is only accessible via stairs from below; we'll have to see what happens in L3 for how the party can reach this point.

This small room is littered with weapon racks. A few badly rusted axe and sickle-sword blades are all that have withstood the test of time, except for one aklys, the oiled wood still gleaming and reflecting whatever light comes near it.

As a reminder to myself, there should be either a good trap or serious encounter between the down stairs in 1-07 and the up stairs in 1-11.

Treasure

The aklys is of the +1 variety, and careful examination will show the runes etched onto the weapon.

1-12: Gaping battlements

This section of the walls, just north of 1-07, has suffered severe damage. A craft check or appropriate knowledge (DC 17) reveals that the large chunk of the wall blown away was the result of a long-ago explosion, rather than simply time and erosion. A character can climb the damaged wall either down to level 3 or up onto the roof outside the forked tower on level 2 (DC 16 to go down 20 ft, DC 18 to go up 10 ft). There are bits of rope and pitons indicating someone (the bandits) recently climbed down, although not enough remains for this to assist the party.

The lone door in the north wall glistens faintly, and gives off clear magical signals; it is an additional layer of force protection for the already heavily-reinforced locked door. Increase the door's hardness by 10, and the DC to pick the lock or break it down by 5.

Off to the west is the base of the forked tower. This large space was once used for feeding the garrison, so they didn't have to travel far from the walls; collapsed stone tables are scattered about the circle, giving a hint of this purpose. A column of solid stone with easy handholds serves as a ladder leading both up and down through tight holes in the floor and ceiling.

Encounter (Moderate 1)

A pair of bandits (use the stats for guards except as below) are just climbing up the ladder from below as the party approaches it. If the party hasn't hidden their presence, the bandits are trying to rush them and get the jump on them; otherwise, they don't know to expect the party.

The bandits carry short swords, not clubs or saps, and one can cast puff of poison as an innate arcane cantrip, and the other can cast spout (save DC 15 in both cases).

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