A gentle breeze blows leaves and pieces
<wind = x>
of twine about this courtyard. To the north is the curtain wall with portcullis and drawbridge. and to the south is the main gatehouse to the inner keep. Moonlight <1, 2, 3> and shadow form a stark contrast within the courtyard. There is a strong odor of manure and rotting vegetables in <Odor Detection, DSG> the air. The earth before the gatehouse has been churned into a 30-foot-diameter morass of glistening mud. Just beyond this is the portcullis of the gatehouse. The portcullis has been lowered, but does not touch the ground, and there is enough room to crawl through underneath it. The wind carries sound down from the guards on the wall, to add to the chorus of crickets. As you approach the gate you see that the portcullis is blocked by some broken stonework jamming the track near the bottom. |
The muddy patch before the gate must
be
crossed--there is no way to go through
the
gate without passing through the mud. The
feet of any characters walking through
the
mud will sink in about 1 foot and movement
will he cut to 1/4 normal. Any character
who slips and falls in the mud must
spend 1 round regaining his or her feet.
Burrowed beneath the mud is an anhkheg
which waits until a character nears the
front
gate or the center of the muddy patch before
attacking. It then attacks at random, choosing
characters who are in the mud. Just
before the anhkheg strikes the crickets
will
become quiet, and the anhkheg will erupt
from the mud. The anhkheg will expose
only 6 to 7 feet of its body, and will
not
emerge completely into the open. The creature
will bite for 3-18 points, but will not
hold onto those attacked (thus no additional
damage from digestive juices), choosing
instead to throw those it has attacked
down
into the mud (where it will take them 1
round to stand and he able to fight again),
Only 2 figures may attack the creature’s
belly (AC 4) per round, and only 1 may
do so if the anhkheg is holding someone
in
its mouth. Characters must state that they
are striking at the belly or it is assumed
that
they strike the head, flanks, and legs
of the
animal.
Missile fire
or any attacks on the front of
the anhkheg while it is holding
a party member
are 50% likely to hit the character rather
than the anhkheg. Attacks from the side
in
the same situation will only hit the character
1 chance in 6.
Once the anhkheg
is reduced to 1/2
its total HP,
the creature will spit acid
up to 30 feet at the nearest group of characters.
All within 5 feet of this line of attack
must save vs.
Breath Weapon or suffer 8-32
points of damage.
If a character saves, he or
she takes only 1/2 damage. The acid will
be
neutralized after 1 round and cause no
further effect. When the creature dies,
a
high pitched keening wail will echo across
the courtyard and shadowy
shapes will be
seen to crowd to the wall top’s edge. A
hoarse cry of alarm will he set
up.
Anhkheg:
AC 2/4; MV 12” (6”); HD 5;
hp 28; #AT 1; D 3-18
THACO 14
XP 418
<6 rats; AC 7; MV 15"; HD 1/4; hp 1; D 1>
>>6.