This open AREA was obviously once the
cemetery for the temple compound. Now it is overgrown with weeds, gnarled bushes && dying trees. Stone markers and small crypts can be seen at some points through the overgrowth. Paths twist through the cemetery; some show signs of recent use. Everything seems gray in color here--the grass is gray-green, the soil dusty gray, the stone markers brown && gray. A feeling of oppression hangs over the entire cemetery. |
This AREA is avoided by the orcs
&& half-orcs
unless they come in large
numbers, for
they dislike the plants that grow here.
These
plants have become animated through the
will of the goddess whose temple this was.
<goddess = x>
Although unwilling to interfere more
directly than this, she has made the garden
unsafe for all who enter. Roll a d6 each
turn
that the characters MOVE through this AREA.
On a 1-3, an encounter has occurred. Roll
on the following table (d8) to determine
what happens:
1. Branches && weeds bend &&
MOVE,
blocking the path behind the last person
in the party. To return the way they
came, a party must cut through the overgrowth.
2. A tree branch strikes once at a random
party member. It attacks as a 2 HD monster,
<THACO 16>
causing 1-6 points of damage
if it
hits.
3. The branch of a bush attempts to pickpocket
a member of the party. The
chance of success is 65%. Failure by
greater than 20% indicates that the character
has noticed the attempt. A
small
item, randomly determined,
is taken
from the character.
4. 2-8 giant
worker ants (AC 3; MV 18”;
HD 2; hp 9 each; #AT 1; D1-6; THACO 16;
XP 38 each) attack the
party. <hp 7 each, -1 damage, XP 34
each>
5. Weeds attempt to entwine the legs of
the
characters. Failure to SAVE
vs. paralyzation
results in entanglement. The weeds
hold characters until they are freed by
others |or| killed by a wandering
monster.
6. 2-5 ghouls
(AC 6; MV 9”; HD 2, #AT 3;
D 1-3/1-3/1-6, touch causes paralysis)
attack the party.
<hp 5, 14, 11, 7, 6>
<THACO 16>
<XP 75, 93, 87, 79, 77>
<XP total 411>
7. Weeds and bushes bend to block the way
ahead of the party. Further progress must
be done by cutting (MV 1").
8. A [tree] falls across the path, attempting
to
strike a random party member. The tree
attacks once as an 8 HD monster
and <THACO 12>
does 4-24 points if it hits.
Should characters attempt movement off
the path, the plants become very active
to
stop them. Weeds [entangle] them every
step <entangle>
of the way, && branches constantly
strike
at members of the party. If the characters
become xtremely destructive (i.e. cutting,
chopping, |or| burning), they discover
that
trees have moved to block all the exits.
Each
tree has 60 HP, attacks as a 10 HD
monster, && is able to attack 4
times per
round; D 1-6 each, 3 trees guard each
exit.
<XP 1740 each>
There is a large crypt
at the center of the
cemetery with a heavy
iron
door in the
front. The insides of this crypt have been
removed, && a staircase going down
has
been installed. These stairs lead to the
dirt
tunnels that eventually wend towards the
<link>
aspis nest
and room 21 on the underground <link>
key.
>>9.