The stony pit
here has a fairly smooth floor broken by cracks.
Weeds sprout from the fissures, and gaps in these bands of low foliage form a path of sorts. A crude stone guardhouse rises from the quarry pit floor, clinging to the pit wall for 1 story before rising 2 floors higher. The top story, perhaps 30 feet above the pit floor, has a crenellated parapet that overhangs the walls slightly. It’s hard to be sure, but a few armored guards seem to be pacing to and fro atop the battlement. |
On the pit floor, 2 pairs of double doors
stand about 20 feet
apart. No guards are posted at either set,
but the guards on the parapet
above (area 17)
watch the doors while keeping out of sight.
If the PCs try to force a door or scale
the walls, 1 <rough walls?>
guard from area 17
goes to area 6 for reinforcements while the others
attack with arrows or with rocks tossed
from the parapet. See
area 1 for details
on resolving attacks with dropped rocks. Rocks
dropped from area 17
deal 2–8 points of damage to targets on
the pit floor. <the damage
should be more!>
The parapet at area 17 provides 50% cover (+4 bonus to AC) against any attack that has to cross it.
A guard stationed in area
17 can reach area 6 in 3 rounds.
After the guard arrives there, a chain
of alarms is raised (see areas
6, 10,
17, 18, 19,
and 20).
Entering the Guardhouse:
The double doors are secured from
the inside with simple
iron latches. A successful Open
Doors roll
allows a character to force 1 set of doors
open. The latches cannot
be picked, but a successful Open
Locks roll allows a character
to jimmy the latch and open a door without
making an Open
Doors roll. A knock
spell opens a door.
The characters can try to bluff their way
into the guardhouse by
announcing their presence (by knocking
on the doors, shouting, or
something similar). Doing so alerts the
guards at area 17; see the
Openly Entering
section of this adventure (page 9) for details on
how the slavers deal with nonviolent visitors.
>>24.