A thin layer of crackling debris and splotches
of gray powder
cover the smooth stone floor. Many niches are carved in the walls, 4 tiers high. Each niche is 5 to 6 feet long and perhaps 1/2 that wide and deep. They are also littered with shards of debris, but the remains are mixed with scraps of moldering cloth instead of gray powder. |
An ancient tribe once
used this chamber as a charnel house where
they left their dead
to be slowly consumed by the cavern’s scavengers.
After the tribe’s
passing, a massive colony of bats
took up
residence here. More
recently, a pair of ghouls moved in, driving
out the bats and
consuming the tiny scavenging creatures that lived
here. The ghouls
also emptied all the burial niches.
The crackling debris
on the floor is a mixture of bat bones, insect
exoskeletons, and
human teeth. The gray
powder is decomposed
bat guano.
These days, the ghouls
subsist on the slavers’ castoffs. They attack
any living thing
that wanders by except for the <evil priests>. In combat,
1 ghoul charges
the party, trying to reach an unarmored or
lightly armored foe
if it can. The other ghoul circles around to take
the enemy from the
rear.
Ghouls
(2): AC 6; MV 9”; HD 2; hp 9 each; #AT 3; D 1–3/1–
3/1–6; SA paralysis;
SD immune to charm and sleep.
<THACO 20>
<XP 166 total>
The troglodyte
in area 63 can hear any combat
that takes place
in this chamber,
but it does not react except to hide and prepare
to ambush intruders.
Likewise, the ghouls can hear combat or disturbances
in areas
60, 61, or 63, and they
prepare to attack anyone
who gets too close.
>>63.