The builders of the dungeon
planned for a
long tenancy (though their expectations
were not met). Most of the niches are empty,
but a few contain splintered coffins, wrappings,
and gnawed and split
bones (a sure
sign that all is not well).
Squatting in the NORTH
end of the room are
4 ghouls, who attack as soon as they see
intruders. These creatures get corpses
to eat
from the Master—and sometimes even prey
on those not yet dead (from area
22), so they
can have some 'sport' before dining. They
have no treasure (not here, at least).
Ghouls (4):
AC 6; HD 2; hp 12, 10, 8, 7;
#AT 3; D1-4/1-4/1-8; SA paralysis (save
negates, elves
immune; DR 3-12 turns);
XP 89, 85, 81, 79
THACO 16
31a. The back of a crypt is broken
out, leading
to an earth
tunnel, which is foul and damp and
only about 5 feet high. The tunnel leads
to a
noisome den (A) where a
heap of bones and
skulls indicates
the ghouls' nest. Their treasure
is scattered in the mess—800
sp, 7 vials of <8 pp>
holy
water, a potion of undead control,
and a
scroll
of protection from undead. A trail of
GP (1-4
per 10 feet of tunnel) begins at
area B, leading generally eastward. <remember
that SOUTH is at the top of the map>
31b. A warren of small
burrows (3' in
diameter and smaller) starts here. Mapping
is
not possible. After about 30' of travel,
the
trail of gold
ends. If the characters follow the
tunnels off the mapped portion, allow them
to
proceed another 100', and then tell
them they are hopelessly lost.
<cf. The
Tight Squeeze, DSG>
>> 32.