Difference between revisions of "Hall of Numbers"
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== Hall of Numbers == | == Hall of Numbers == | ||
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[[File:hallofnumbers1.jpg|right|300px]] | [[File:hallofnumbers1.jpg|right|300px]] | ||
'''Room 1: Main Hall''' | '''Room 1: Main Hall''' |
Latest revision as of 15:57, 13 February 2017
Type | Dungeon |
---|---|
Status | Explored June 883 TA |
Location | near village of Free Thought |
Hex | 2912 |
Campaign | Dragonsford Campaign |
Adventure # | 80 |
Introduction
The queen is in the Hall of Numbers. Their are six full grown spiders and four larvae here. The larvae are what is left of a small group of adventurers from the Hamlet of Hagglethorn that tried to get the treasure in the Hall of Numbers. During the day, the spiders will be hiding near the Hall of Numbers. During the night, the spiders will be out hunting (the larvae will still be near the Hall). In either case, the spiders will follow the party until destroyed once discovered. Check the smell percentage if needed.
This is actually the lair of an unusual type of carnivorous spider. The queen spider cannot move or attack. It simply makes eggs which are injected into a host human body. The eggs incubate for a time and then hatch into larvae. The larvae feed off of the human body until ready to emerge. In this state, they can move the human bodies slowly (like zombies). The larvae can strike with the limbs for 1d6 points of damage. If their host body is destroyed, the larvae (looks like a small hairless spider) will emerge and attack with the same number of hit points as the host. When grown, the spiders leave their host bodies and act pretty much like regular spiders. Their poison is weak (1d6 save to 1d3), but they have a powerful bite (1d8). The spiders are level 2, AC 8. The larvae are level 1, AC 10.
Hall of Numbers
Room 1: Main Hall
Careful examination shows that the portraits have small brass keys hung on hooks below them with the names of the person pictured. Behind the slab is the charred body of a human dressed in leather armor. The top of the slab holds a single keyhole. Presently, a melted lump of metal protrudes from the keyhole. The slab is carved with the following verse:
Girt with a boyish garb for boyish task,
Eager she wields her spade: yet loves as well
Rest on a friendly knee, intent to ask
The tale he loves to tell.
Rude spirits of the seething outer strife,
Unmeet to read her pure and simple spright,
Deem, if you list, such hours a waste of life
Empty of all delight!
Names on the wall are: Jillian Strongheart, Bezel Greencloak (missing key), Gertrude Blackbark, Godfrey the Fine, Renata Redhair, Harwood Nob, Zandra Faytor, and Whitwell Appletree.
Using the key under Gertrude Blackbark's picture, the slab slides away revealing stone stairs that lead underground. Using the wrong key, causes 4d6 hit points of electrical damage (save to half at 12th level).
Room 2: Library
A careful search of the room will reveal that the books are primarily concerned with mathematics, especially geometry. Also in the room are a potion and a small wooden box containing a gold coin.
Room 3: Hallway
Room 4: Storeroom
Room 5: Wine and Puzzle Room
If the party tries to break it down, the displacer beast in Room 6 will be alerted.
Careful examination shows that there is a secret door on the western wall. To the right of the door is a series of metal levers numbered from 0 to 9. Above the levers is the inscription:
H is the key to the treasures we Hold
OOO
+AAA
_____
OOOH
111+999=1110. If the zero lever is pulled, the door opens silently into the portcullis room. If any other lever is pulled, 2d6 hit points of electrical damage occur(save to half at 12th level). Winding the crank raises or lowers both of the portcullis's simultaneously.
Room 6: Collapsed Room
The lair is the home for a displacer beast which will be sleeping (day) or out hunting (night). The displacer beast will attack if bothered or cornered. It will investigate if any loud noises are made.
Room 7: Treasure Room
Careful examination shows that there are scrape marks on the stone floor as if a large iron chest was drug across the floor and into the hole.
Room 8: Large Cavern Room
Careful examination shows a number of large insect-like footprints and the scrape marks of a large chest being dragged along the northwest passage.
Room 9: Center Passageway
Room 10: Eastern Passageway
Room 11: Western Passageway
Very careful examination (Indoor Tracking -50%) will show a set of human footprints among the bugs. Otherwise, this tunnel in unremarkable.
Room 12: The Beetlegod's Lair
During the night, the lair will be guarded by two fire beetles. During the day, the lair will be full. In the southeastern room of the lair, the large chest will be found, unopened.
The Beetleman is a lunatic young man who thinks that he is the Beetlegod, Baba. He is thin, covered with mud with disheveled hair and black teeth. Baba has made friends with three large fire beetles and can command them rudimentarily. Baba will be difficult to deal with. He is second level, AC 10, and strikes with a rusty dagger for 1d4.
Monsters
1 queen spider |
Treasure
potion of languages |