The party awakens
in a place where
there is no light and no sounds but their own. Characters with infravision can ascertain that all party members are present. The place they are in looks and feels like a natural cave, about 30 feet in diameter. There are four 10-foot-high exit tunnels somewhat evenly spaced around the perimeter. Characters with infravision cannot see a ceiling; apparently it is too high. The floor is covered with sand. |
None of the party
have any possessions
save a dirty
cotton loincloth. They have no
weapons, no food,
nothing: only their wits,
and a
small closed cloth tube which rests on
the floor in the
center of the room. It is a
foot-and-a-half long,
about the size of a
wand or scroll tube.
If the players look
down the exit tunnels,
they see nothing
down 3 of them, but
see a distant, dim
light down the 4th
(northernmost) tunnel.
This light occasionally
flickers and moves
slightly.
It is 110 feet to
the ceiling of this room,
where a
heavy stone block plugs the hole the
characters were lowered
through. The walls
are crumbly and will
not support a climber's
weight above a height
of 15 feet even if the
climber is using
a spider climb spell to
adhere to the walls.
The scroll tube is
made of cloth, with a
light wooden ring
at each end to give it its
shape. (It can be
used to hold 1 breath of
air,
or 2 if covered with pitch--see area
10).
The tube contains 3 scrolls, 1
with spells
for illusionists and 2 <with spells> for
magic-users.
There is also a short note. All
of the spells listed
are at the 7th level of ability.
(Note: C = casting
time, R = range,
D = duration, s =
segments, r = rounds,
t = turns.)
Scroll
A:
Audible
Glamer (C 5s, R 13", D 21r)
Dancing
Lights (C 1s, R 11", D 14r)
Wall
of Fog (C 1s, R 3 ", D 2-8 + 7r)
Invisibility
(C 2s, R touch, D special)
<500 xp, 1500 gp>
Scroll
B:
Spider
climb (C 1s, R touch, D 8r)
Feign
death (C 1s, R touch, D 13r)
Dig
(C4s, R3", D 7r, 5-foot-cube can be dug each round)
<800 xp, 2400 xp>
Scroll
C:
Affect
normal fires (C 1s, R 3 1/2", D 7r)
Light
(C 1s, R 6", D 7t)
Jump
(C 1s, R touch, D special, 3 leaps possible, see PHB)
Read
Magick (C 1r, R 0, D 14r) This spell is
permanently written
in a common
magic-user's script
(as in a spell book),
and will not
disappear once read, unlike
the other spells
on the scrolls.
<400 xp, 1200 gp>
Of course, it is
impossible to read normally
with infravision,
so these scrolls must
remain a mystery
to the party until they can
find a light
source. The special read magick
spell will enable
magic-users to read the
scrolls. (An
illusionist does not need a read
magic to
read illusionist writings.)
<add read illusionist magic>
The tube also includes
a note, which
reads: "We have all
been deceived. This is
the best I could
do to help. May your gods
be with you. If you
escape, seek your
revenge on the 1
who lured you here.
Seek out the Water
Dragon, at the <link>
Suderham docks. Edralve."
<link>
If the players think
of it, they find that it
is possible to make
crude blackjacks
with
their loincloths
and sand, which they can
wield at -2 "to hit:
Wet sand is better, as it is
heavier, and use
of such will cause the
attacks to be made
at only -1. All the sand in
this room is dry.
Sand blackjacks strike for
1-4 points of damage,
but only 1/2 of this
will be permanent
damage.
If the party does
a careful hand-search of
the floor of the
chamber, they find 12 small
sling-sized
stones. (These have fallen from
the crumbly walls,
and have not yet been
collected by the
kobolds at area 6.)
The
characters may attempt
to make crude
slings from their
loincloths. These will have
only 1/2 the range
of normal slings with
stones, i.e. short
range = 2", medium range
= 4". and long range
= 8". Of course, any
character not proficient
in the use of the <Weapon Proficiency, PH>
sling will suffer
the usual "to hit" penalties
applicable to a non-proficient
member of his
or her class. Sling
stones inflict 1-4 points of
damage.
>>2.