The temple of Highport
stands, not
surprisingly, on the outskirts of the city of Highport. To casual inspection, the temple compound appears to be nothing but a collection of ruins, a legacy of when the Pomarj Horde swept over the city. However, those NOT taken in by 1st impressions notice the appearance is more calculated than fact. Despite the damage, the outer walls are strong and solid. Constructed of large blocks of closely fitted stone, the place looks like it could withstand a small siege. Some of the buildings inside show signs of recent repair. Nearby buildings have been carefully pulled down, giving those in the temple a clear view of the surrounding neighborhood. No one lives in this AREA, but there are rutted tracks leading to the main gate. |
If the characters TAKE time
to observe the
temple, they notice several things. Guards
patrol the walls at infrequent intervals.
These are small groups of
humanoids |or|
humans
bored with their duties. At other
times parties on foot |or| horseback arrive
at
either the stable door or the main gate.
These visitors hail the guards &&
announce
that they have business at the temple;
the
guards then let them in. These visitors
appear to be either merchants
with guards
|or| parties of adventurers. At night the
guards are more numerous, and creatures
can he seen fluttering up from within the
compound && flying off into the
night. No
slaves
|or| slaving parties are observed in the
time that the characters are in the AREA.
Notes for the DM
A random encounter table with attached
<link>
xplanations is included before each key
for
the upper and lower sections of the temple.
Before each of the section keys is also
a
Wandering Monsters Roster.
This roster is
meant to limit the number ov creatures
ov
each type that may be encountered by the
party. Whenever an encounter occurs, the
DM should note the number of monsters
slain (if any) alongside the listing for
that
particular creature. Once the maximum
#number# given is reached, no more of that
particular type of monster
is encountered. If
characters should leave the temple and
return later, intelligent wandering monsters
(the aspis,
<e.g.>) will generally reinforce
their #numbers# && increase their
patrols for extra security. How many
replacements arrive && how long
this takes
is left to the DM's discretion.
The players or the DM must also decide
which of several entrances will he used
to
enter the temple and its sewers. It is
possible
for characters to pose as slave
merchants
&& be admitted through the front
gate, but <link>
this will place them under the close observation
by the guards inside. Unless known &&
trusted, characters will have their weapons
taken away from them && possibly
even
have their alignment
checked through the
USE ov a spell. Those living within these
walls are NOT stupid && won't act
|or| FIGHT in
such a way. The humans,
orcs,
half-orcs,
&& aspis
are xperienced and have dealt
with intruders before. They will therefore
be on their GUARD against many common
tricks that might be used to deceive them.
Furthermore, they will learn from xperience
with the party, will GUARD entrances NOT
guarded before, and even set
traps in so-called
"xplored areas" if necessary.
The scope of the temple (and the city of
Highport) is
NOT limited to what is presented.
More detail can be added to the various
blocks ov Highport, transforming it into
a wild, dangerous, but useful port ov call
for
bold adventurers. The sewers are NOT complete
&& may he expanded by those who
[wish] more underground adventure.
Encounter occurs on 1 in 6, check each turn.
If encounter occurs, roll 1d8.
1.
2-8 ghouls; see below
2.
2-12 zombies; see below
3.
2-12 skeletons; see below
4-6. orcs
(special); see below
7.
1-10 stirges +
8.
1-4 harpies +
Ghouls:
There is a 50% chance that the
ghouls are accompanied by 1-3 ghasts.
There is also a 1 in 4 chance that they
are
returning from the city, carrying their
foul
meals with them. In such a case, they will
be
encountered climbing
down the outer wall.
Otherwise they are merely making a patrol
&& will ignore any creature on
the ground
outside the temple. They have befriended
the priestess
and will not attack her or any of
the orcs.
Zombies
and skeletons:
These have been
created strictly to patrol the walls. They
ignore any activity on the ground outside
the temple. They will not attack orcs
or the
priestess
of the temple.
Orcs:
Orcs attack intruders on sight. The
exact composition of any wall guard ov
orcs
is as follows (roll 1d4):
1. 2-8 orcs
armed with
short swords and
light
crossbows
2. 2-12 orcs
armed as above and led by a 4th
level half-orc..fighter.
Half-orc..Hero
<AC 6 (scale
mail); MV 6"; F4; hp 36; #AT 3/2; D 1-6+1+2 by partisan>
<S 16, I 13, W 11,
D 12, C 18, CH 7, COM 13; age 19: mature>
<THACO 16>
<XP 350>
<max
HP for 1st level>
.....
3. 2-8 orcs armed with
halberds
led by a 5th
level half-orc..fighter
and a cleric/assassin
(levels 4/5)
Half-orc..Swashbuckler
<AC 5 (chain
mail)>; MV 9"; F5; hp 38; #AT 2; D 1-10+3+3 by halberd>
<S 18.65 (+2, +3),
I 11, W 9, D 12, C 13, CH 6, COM 9; age 20: mature>
<THACO 11>
<XP 503>
<max
HP for 1st level>
Half-orc..Curate/Thug
(Deity: Gruumsh)
<AC 6 (studded
leather + small wooden shield);
MV 9"; C4/A5; hp 21; #AT 1; D 1-6+2 by aklys>
<S 18, I 10, W 11,
D 11, C 16, CH 5, COM 5; age 37: middle-aged>
<Spells 10% spell
failure; 1st: light,
bless,
resist
cold; 2nd: wyvern watch, chant>
<THACO 18>
<Saves 9.11.12.15.13>
<XP 935>
<max
HP for 1st level>
.
.....
4. 2 half-orc..fighters
(levels 2-4, <Hero>, <Hero>),
1 half-orc
fighter/thief (levels 1-3 each <Veteran/Cutpurse>),
and
2 half-orc
cleric/fighters (levels 2-5 each, <Priest/Swordsman>,
<Adept/Swordsman>).
Half-orc..Hero
<AC 6 (ring
mail + medium shield); MV 9"; L4; hp 30; #AT 3/2; D 1-8+1+2 by cutlass>
<S 16, I 12, W 13, D 13, C 14, CH 12,
COM 9; age 16: mature>
<THACO 16>
<XP 320>
<max HP for 1st level>
Half-orc..Hero
<AC -1 (splint
mail +4 & large
shield); MV 12"; L4; hp 34; #AT 3/2; D 2-8+4+2 by godentag>
<S 18.87, I 11, W 9, D 12, C 13, CH
9, COM 5; age 17: mature>
<potion
of heroism, potion of invulnerability,
scroll
of protection from magic (bone scroll case)>
<THACO 14>
<XP 380>
<max HP for 1st level>
Half-orc..Veteran/Cutpurse
<AC 8 (leather);
MV 12"; F1/T3; hp 11; #AT 1; D 1-6+1+3 by awl
pike>
<S 18.23 (+1, +3), I 6, W 14, D 12,
C 13, CH 13, COM 12; age 19: mature>
<THACO 19>
<XP 291>
<max HP for 1st level>
Half-orc..Priest/Swordsman
(Deity: Gruumsh)
<AC 5 (chain
mail); MV 9"; C3/F3; hp 23; #AT 1; D 2-8+1 by morning
star>
<S 17, I 8, W 14, D 12, C 17, CH 4,
COM 9; age 30: mature>
<Spells, 1st: penetrate
disguise,
protection
from good, purify food &
drink,
combine; 2nd: messenger,
withdraw,
resist
fire>
<Saves 10.13.14.16.15>
<THACO 17>
<XP 363>
<max HP for 1st level>
Half-orc..Adept/Swordsman
(Deity: Gruumsh)
<AC 0 (splint
mail +4); MV 9"; C2/F3; hp 21; #AT 1; D 1-6 by composite
short bow or 1-6+1+3 by corseque>
<S 18.08, I 15, W 14, D 10, C 16, CH
9, COM 9; age 29: mature>
<Spells, 1st: curse
(x3), cause fear>
<Saves 10.13.14.16.15>
<THACO 17>
<XP 501>
<max HP for 1st level>
There are 2 main types of construction
in the temple compound. The rooms and passages that are still intact show signs of a great fire @ some time in the recent past, probably when Highport was overrun. The WALLS, originally beamed && plastered, are Now scorched && sooty Small burned sections show the beams && stone behind them. The walls are 9 feet high, and large sections of plaster have fallen from the ceiling, sometimes even showing the sky above. None of these openings are big enough for even a gnome to fit through. The other major
section is the temple
|
Those areas of the temple compound that
are not part of the temple, a room, passage,
or
one of the courtyards, are ruins. These
areas
are the remains of several totally burned
buildings that once lined the walls of
the temple
compound. Weeds grow up through broken
beams, skeletons, and tumbled blocks.
Dust and ash blow through the air.
The
dashed lines on the map indicate walls
that still
stand one to 3 stories in height, with
doors
and windows, but no roofs or floors.
Throughout this area the following special
encounter table should be used.
Encounter occurs on 1 in 6, check each turn.
If encounter occurs, roll 1d6.
1-2 orcs
(special); see below.
3 1-2 basilisks.
4 2-8 ghouls.
5 wight.
6 humans
(special); see below.
Orcs:
When orcs are encountered in the
ruins, 3-18 of them are gathered around
a
small fire.
There are also chances for the following
extra creatures to be present:
10% human
slaver (fighter, levels 5-8). <Superhero>
25% ogre,
1-3.
50% half-orc
fighter (levels 2-5). <Hero>
30% half-orc fighter/cleric
(levels 4-6/4). <Myrmidon/Curate>
Human..Superhero
<AC 2 (plate
mail + large shield);
MV 6"; F8; hp 46*; #AT 2; D 1-6+3 by aklys>
<S 14, I 9, W 6, D 10, C 9, CH 9, COM
7; age 27: mature>
<dagger
+1>
<THACO 10>
<XP 1552>
Half-orc..Hero
<AC 5 (scale
mail); MV 6"; F4; hp 42*; #AT 3/2; D 1-6+5+2 by short
sword>
<S 18.98 (+2,
+5), I 11, W 7, D 15, C 17, CH 5, COM 3; age 21: mature>
<THACO 14>
<XP 340>
Half-orc..Curate/Myrmidon
(Deity: Gruumsh)
<AC 2 (splint
mail & small
wooden shield +1); MV 6"; C4/F6; hp 43*; #AT 1; 2-8+3 by ranseur
or 1-6+3 by javelin>
<S 18.50 (+1,
+3), I 14, W 14, D 13, C 17, CH 5, COM 3; age 34: middle-aged>
<Spells, 1st:
putrefy
food & drink (x2), protection
from good, curse, create
water; 2nd: augury, speak
with animals, slow poison, hold
person>
<blood,
unholy
water, a set of gem-inlaid sticks (500 gp),
waterskin (full), unholy
symbol, garlic, iron
nails>
<2 javelins
+2>
<Saves 9.12.13.15.14>
<THACO 13>
<XP 2016>
<* = max HP for 1st level>
In addition to the fire,
there are 0-5 crude
shelters constructed around the campsite.
Each shelter contains 1-100
gp.
..........
Humans:
Humans are often found in the
ruins, carrying out business with the orcs
&& half-orcs
who dwell there. Often they
are slave..merchants
stopping to do business.
Such groups have a fighter of 8th or 9th
<Superhero or Lord>
<Tebari Renthorn or Lady
Cometa>
level and 3-10 <9> 1st level fighters.
There is a <Veterans>
50% chance that a <priest> of 6th or
7th level is <Canon or Lama>
<Malix or Procrastianna>
present. If no cleric is with the group,
there
is a 75% chance that a magic-user of 5th
|or| <Thaumaturgist or Magician>
<Faust or Maegelle
Cragsclaw>
6th level accompanies the band. In +addition+
to the humans, 1-4 half-orc <Skirmishers>
<Hero/Burglar>,
<Hero/Robber>,
<Hero/Cutpurse>,
<Myrmidon/Burglar>
(levels 4-6/3-5) act as interpreters. The
humans try to deal with the party 1st
appealing to them as fellow men.
They are
NOT interested in protecting the inhabitants
of the temple. In a 3-sided battle, they
will only FIGHT to SAVE themselves &&
escape.
Human..Superhero
<AC -2 (plate
mail & (plate mail & large
shield +1); MV 6"; F8; hp 60*; #AT 2; D 1-6+1+3
by baselard>
<S 16, I 13, W 8, D 8, C 14, CH 8, COM
10; age 25>
<potion
of fire resistance,
potion of
speed, ring of protection
+3, ring of invisibility>
<THACO 10>
<XP 2320>
Human..Lord
<AC 2 (plate
mail & large shield; MV
6"; F9; hp 62*; #AT 2; D 2-8+3 by khopesh)
<S 14, I 14, W 9, D 10, C 18, CH 10,
COM 6; age 26>
<ring
of mammal control,
potion of
super-heroism, potion of reptile/amphibian/fish
control, 3 javelins of
lightning, cloak of elvenkind>
<THACO 9>
<XP 3268>
d8+2 Human..Veterans
<AC 5 (chain
mail); MV 9"; F1; hp 10*; #AT 3/2; D 2d4+2 by pruning
hook (guisarme)>
<THACO 19>
<XP 48>
Human..Canon
of Hextor
<AC 4 (splint
mail); MV 6"; C6; hp 26*; D 1-6 by staff
sling or 1-8 by staff sling stone>
<S 14, I 10, W 16, D 11, C 13, CH 11,
COM 9; age 26>
<Spells, 1st: detect
good, darkness,
cause
fear, endure cold, invisibility
to undead; 2nd: speak with animals
(x2),
slow poison, withdraw,
resist
fire; 3rd: magickal vestment,
create
food && water>
<unholy symbol,
garlic, A tube of silvery fluid (quicksilver, 10
gp weight, worth 100 gp): T1-4.59, vestments>
<THACO 18>
<XP 558>
Human..Lama
of Hextor
<AC 3 (banded
mail + large shield); MV 9";
C7; hp 32*; D 1-2 by sap>
<S 12, I 11, W 15, D 10, C 9, CH 7,
COM 3; age 26>
<Spells, 1st: ceremony
(burial),
curse,
create
water, detect magick, magic
stone; 2nd: silence 15' radius,
augury
(x2), dust devil; 3rd: prayer,
negative
plane protection; 4th: neutralize
poison>
<silver
unholy symbol,
unholy
water, small stone,
gem-inlaid sticks (worth 500 gp), garlic, p°r°a°y°e°r
b°e°a°d°s>
<robe
ov blending>
<THACO 16>
<XP 970>
Human..Thaumaturgist
<AC10; MV 12"; MU5; hp 14*; D 1-3 by
knife>
<S 9, I 15, W 14, D 9, C 12, CH 12,
COM 12; age 39>
<Spells, 1st: Tenser's
floating disc (x2), erase, spidereyes;
2nd: knock, ray
of enfeeblement; Otiluke's
force umbrella>
<travelling
spell book, a tube of silvery fluid (quicksilver,
10 gp weight, worth 100 gp): T1-4.59, a spider, a
miniature umbrella made of wood and leather and a pinch of diamond
dust>
<potion
ov fire resistance,
potion ov
speed, potion ov gnome control,
potion
ov levitation>
<THACO 20r1>
<XP 384>
Human..Magician
<AC 10; MV 12"; MU6; hp 15*; D 1-6+2
by staff>
<S 18, I 15, W 13, D 12, C 10, CH 9,
COM 12; age 37>
<Spells, 1st: detect
magic, grease,
unseen
servant, Detho's delirium;
2nd: invisibility,
waves
of weariness; 3rd:
flame arrow,
protection
from good 10' radius>
<travelling
spell book, pork rind, piece of string, bit of wood, a
small silver bell, gum arabic, oil, flint, shit>
<THACO 19>
<XP 595>
Half-orc..Skirmisher
(Hero/Burglar)
<AC 3 (bracers
of defense AC 4); MV 12"; F4/T5; hp 34*; D 1-8+3+1 by long
sword +1 or 1-6+1 by composite
long bow>
<S 18.69 (+2, +3), I 8, W 14, D 15,
C 17, CH 10, COM 3; age 37: middle-aged>
<potion
ov extra-healing,
potion ov polymorph
self, 10 arrows +1>
<THACO 14 or THACO 16>
<XP 1065>
Half-orc..Skirmisher
(Hero/Robber)
<AC 7 (leather);
MV 12"; F4/T4; hp 15*; D 2-7 by falchion
or 1-6+2 by
javelin +2>
<S 13, I 11, W 14, D 13, C 11, CH 10,
COM 5; age 36: middle-aged>
<ring
ov protection +1,
potion ov
fire resistance,
potion ov speed>
<THACO 17 or THACO 15>
<XP 595>
Half-orc..Skirmisher
(Hero/Cutpurse)
<AC 4 (leather);
MV 12"; F4/T3; hp 23*; D 2-8 by lochaber
axe>
<S 15, I 13, W 12, D 18, C 15, CH 11,
COM 10; age 35: middle-aged>
<potion
ov heroism, potion ov invulnerability,
scroll
ov protection from magic, potion
ov super-heroism,
potion ov
mammal/marsupial control>
<THACO 17>
<XP 784>
Half-orc..Skirmisher
(Myrmidon/Burglar)
<AC 6 (leather
+ buckler +1); MV 12"; F6/T5; hp 30*;
D 1-8 by military fork>
<S 14, I 11, W 14, D 11, C 11; CH 11,
COM 5; age 39: middle-aged>
<potion
of super-heroism,
potion of
avian control, potion of fire
resistance, potion of speed,
cloak
of elvenkind>
<THACO 15>
<XP 1560>
<* = max HP for 1st level>
<do the saves for the
multi-classed characters>
Wandering Monster Roster
Whenever a wandering monster is slain,
the listings below should be adjusted to
show the number of creatures of that type
remaining. Characters may never encounter
more wandering monsters than the amounts
given here. Except in noted instances,
the
death of
wandering monsters will not affect
the appearance of placed encounters.
10 Aspis
+
2 Basilisks*
+
10 Crocodile
+
6 Dopplegangers
+
6 Ghasts
+
20 Ghouls
+
Unlimited Green
Slime +
5 Half-orc..fanatics(cleric/assassins)
+
15 Half-orc..fighters
+
7 Half-orc..crusaders(cleric/fighters)+
5 Half-orc..fighter/thieves
+
6 Harpies
+
8 Ogres +
50 Orcs +
Unlimited Giant
rats +
20 Skeletons
+
40 Slaves
+
15 Slavers +
30 Stirges
+
5 Giant,
weasels +
1 Wights*
+
20 Zombies
+
* Remove the appropriate number of basilisks
from encounter area
10, Temple Level.
** No wight
will be encountered in the Inner
Courtyard (area 9)
if rolled on the Wandering
Monster Table.
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | - |
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | 20. |
21. | - | - | - | - | - | - | - | - | - |
Sewer Encounter
Table
Encounter occurs 1 in 6, check each turn.
1. 1-4 aspis
drones (AC 3(2); MV 15"; HD 6;
#AT 2; D 1-4/1-4 or by weapon type).
<1-4, scimitar,
small
wooden shield,
medium shield; HP 21; THACO 13; XP 426>
<awl
pike, small
wooden shield, small
shield; HP 31; THACO 13; XP 486>
<1-4, 1-4, large
shield; medium shield; HP 31; THACO 13; XP 486>
<spiked
buckler,
godentag, buckler,
large
shield; HP 33; THACO 13; 498>
<XP total: 1896>
2-3. 2-12 orcs
(AC 6; MV 9"; HD 1; #AT 1;
D 1-8 or by weapon type); see below.
4-5. slave band; see below.
6. 2-20 giant
rats (AC 7; HD 1/4<x>; #AT 1;
D 1-3). <-1 damage>
HP/XP: 2/9, 2/9, 1/8,
1/8, 3/10, 1/8, 3/10, 1/8, 2/9, 2/9.
HP/XP: 2/9, 1/8, 3/10,
1/8, 2/9, 3/10, 3/10, 3/10, 3/10, 2/9.
THACO 20r1
<best
of 2 -1 (for size) used for HP>
7. 1-2 giant
weasels (AC 6; MV 15"; HD
3+3; #AT 1; D 2-12); see below <?>
THACO 16
HP 13, 12
XP 177 + 172 = 349
8. 1 green
slime (AC 9; MV 0"; HD 2; #AT 0,
special)
THACO 16
HP 4
XP 618
9. 1-3 dopplegangers
(AC 5; MV 9"; HD 4;
#AT 1; D 1-12); see below.
10. 1-6 crocodiles
(AC 5; MV 6"/12"; HD
3; #AT 2; D 2-8/1-12)
THACO 16
HP 13, 21, 11, 14, 18,
13
XP 112, 144, 104, 132,
112
Orcs: There
is a 10% chance that an ogre
is present with any band of orcs. The orcs
are armed with light crossbows and battle
axes |or| short swords.
2-12 orcs (AC
6; MV 9"; HD 1; #AT 1;
D 1-8 or by weapon type).
<light
crossbows, battle axes; HP/XP
2/12, 8/18, 4/14, 8/18, 7/17, 4/14>
<light
crossbows, short swords;
HP/XP 4/14, 8/18, 2/12, 5/15, 6/16, 8/18>
<best
of 2 rolls used for HP>
1 ogre (AC
5; MV 9"; HD 4+1; hp <25>; #AT 1;
D 1-8 or by weapon type).
<medium
lance: d6+1+4+2>
THACO 15
XP 215
Slave band:
2-12 slaves shackled &&
manacled together are herded through the
sewers by 2-8 orcs
armed with whips &&
short
swords. There is a 25% chance that a
human fighter
(level 6-7) is present along
with a half-orc
fighter (level 1-3) acting as
interpreter. This human is preparing a
caravan
to leave the city.
2-12 orcs (AC
6; MV 9"; HD 1; #AT 1;
D 1-2 by whip,
1-6 by short sword).
THACO 19
HP 2, 8, 6, 3, 7, 1,
6, 3
XP 12, 18, 16, 13, 17,
11, 16, 13
Myrmidon
<LE Akichita Long-Knife>
<AC 4 (splint);
MV 6"; L6; hp 25; #AT 3/2; D 1-6+2 by cinquedea>
<scroll
ov protection from magick (bone scroll case),
potion
ov fire resistance,
potion ov
SPEED>
<S 15, I 14, W 10, D 9, C 12, CH 12,
COM 10, age 23>
<THACO 14>
<XP 675>
Champion
<LE Zoranna>
<AC 3 (splint
+ large shield);
MV 6", L7; hp 34; #AT 2; D d6+1+3+3 by trident>
<potion
ov heroism, potion ov invulnerability,
potion
ov super-heroism, potion ov
avian control, 10 arrows +1,
brooch
ov shielding>
<S 18.62, I 7, W 12, D 14, C 9, CH 11,
COM 11, age 26>
<THACO 9>
<XP 1165>
Half-orc..Veteran
<Jack>
<AC 9 (large
shield); MV 12"; L1; hp 5; #AT 1; D 1-8+3 by military
fork>
<S 18.73, I 16, W 10, D 9, C 13, CH
10, COM 6, age 17: mature>
<THACO 18>
<XP 30>
Half-orc..Warrior
+
<AC 8 (leather);
MV 12"; L2; hp 16; #AT 1; D 1-3 by hand
crossbow or 1-4+1 by dagger>
<S 16, I 13, W 11, D12, C 16, CH 12,
COM 8, age 18: mature>
<THACO 18>
<XP 98>
Half-orc..Swordsman
+
<AC 8 (leather + medium shield>;
MV 12"; L3; hp 9; D 1-2+1+2 by
whip>
<S 17, I 10, W 11, D 7, C 11, CH 7,
COM 8, age 17: mature>
<THACO 16>
<XP 121>
Doppleganger:
There is a 50% chance
that these creatures are posing as orcs
when
encountered.
1-3 dopplegangers
(AC 5; MV 9"; HD 4;
#AT 1; D 1-12).
THACO 15
HP 18, 16, 19
XP 402 + 394 + 406 =
1202
Note: There are 3 main types of construction
found throughout the underground
passages ov the temple: dirt tunnels
&& chambers; sewers; and passageways
&& rooms.
1. Dirt tunnels
are dug from the
soil, are hard packed, && are roofed
by
wooden planks. There are beams every 5
feet supporting the ceiling. The passageways
are normally 10 feet wide, but this
varies considerably from section to section.
The ceilings are aboot 7 feet to 8 feet
high.
The chambers have also been delved from
the earth
and are supported by beams,
although there is no planking to cover
the
ceiling. The WALLS and floors in chambers
&& passages are slightly muddy,
but show
no signs of crumbling. If the beams supporting
the ceiling are destroyed (due to
removal, fire,
lightning
bolt, etc.), there will
be a collapse in a 5- to 10-foot radius.
Persons
caught in this area suffer 2-20 points
of
damage
(no SAVE). If more than 15
points are sustained by a character, that
person
has been totally buried and must
be rescued within 5 rounds |or| die of
suffocation.
Players may dig 2 feet per round
without tools or 5 feet per round with
shovels. A
collapse will totally block a passage.
2. Sewer tunnels
are 20 feet wide arched
passageways ov brick && stone.
The WALLS
are rotting, crumbling brick, covered with
harmless molds && slimes. Along
1 side
is a 5-foot-wide stone
ledge.
The ceiling is formed of stone
blocks, &&
stone arches
support it every 10 feet. The
ceiling is 7 feet high at the sides &&
10 feet at
the center of the arch. Water
drips from
cracks in the stone
&& calcification has
formed tiny stalactites
hanging from the
ceiling. In some places, small
plant roots
hang down from above.
The remainder of the passage is filled with
a runoff mixture ov sewage && water,
6
inches below the level ov the ledge. The
water depth
varies from 5 feet to 12 feet at
any given POINT (roll d8 +4 to determine
the
depth when necessary). Garbage floats sluggishly
at the surface, not revealing the
stronger undercurrent. The current, 2 feet
beneath the surface, moves at a rate of
3"
per turn in the direction of the Grub Hatchery
(room 2).
Those swimming
downstream
may add this amount to their movement
rate ; those swimming upstream must subtract
this amount.
3. The passageways
&& rooms are ov standard
dungeon construction.
These areas are
comparatively [dry]. The WALLS, ceilings,
and
floors are made of large
blocks of smoothly
dressed
stone. Doors are
made ov heavy
oak, bound in iron
&& studded with large
rivets.
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