Wednesday, December 13, 2023

Accessed only by the silver key...

(Note: both of these chambers can only be accessed by the Silver Key)

Tomb of the Companions (#12/31, #346/365)

"This is an opulent chamber whose walls are carved with elaborate inscriptions in Djaratian script. In the centre of the chamber are six immense sarcophagi, whose outer lids have been sculpted to represent courtiers, consorts and viziers."

Contents: The sarcophagi contain the mummified remains of six of the Emperor's favourite courtiers, consorts and viziers, entombed with him in death to be reborn as GREAT MUMMIES, extremely powerful undead servants and guardians. As soon as the Heroes touch the sarcophagi, the Great Mummies will erupt forth and attack!

In each sarcophagus is a bag of 3-36 ancient Djaratian gold coins, 1-3 canopic jars (carved from Agate and worth 50GP each) containing nothing but dust, and a gold ceremonial head-dress adorned with small sapphires emeralds and obsidian pieces worth 200GP total.

Stats:

6 GREAT MUMMIES, SKILL 10 STAMINA 22, 2 Attacks, Small Claw, +1 to Damage Roll. Great Mummies are immune to all attacks and will reanimate 20 minutes after being 'slain' and hunt their attackers down. They can only be permanently killed by magical weapons or spells. These are also fire-proof and immune to damage.

Treasury of the Emperor (#13/31, #347/365)

"This large, high-ceilinged chamber contains ten caskets carved completely from stone. The walls are unmarked, the air thick with dust, the atmosphere dank and oppressive. What could be within these ancient caskets?"

Contents: This is the treasury of the Emperor of Djarat. Each casket contains various treasures from Djarat, entombed with the Emperor after his demise. Each casket is trapped - roll on the table below to determine the nature of the trap:

2 Haunted

3 Fungi

4 Electrical

5 Blade

6 Fire

7 Gas

8 Poison Needle

9 Poison Darts

10 Acid

11 Explosion

12 Magical

All traps are described in Encyclopedia Arcana: Volume 1 (pp. 33-38). Note that some traps may trigger a cascade of events - a Fire trap set off immediately after a Gas trap may ignite, causing an Explosion trap to detonate.

If all ten traps are set off (as opposed to being successfully disarmed), a futher trap is set off - a stone slab slides down and seals off the only exit!

The contents of the caskets are as follows:

  • 1786 Gold Pieces
  • 7 Sapphires (30GP each), 5 Diamonds (50 GP each), 4 Gold Nuggets (40GP each), in separate tattered cloth bags
  • 4 Elephant Tusks (50GP each)
  • Gold jewellery (2-12 random items, each worth 25GP)
  • bales of wheat, long since rotted away and into dust
  • bales of barley, long since rotted away and into dust
  • bales of silk, long since rotted away and into dust
  • an enormous tapestry, long since rotted away and into dust
  • blocks of spices, long since rotted away and into dust
  • Two ivory scroll cases (10GP each) containing a papyrus Scroll of Agonizing Doom and a papyrus Scroll of Time (both inscribed in Djaratian), an Eye of Amber, a Jewel-Studded Medallion, four ceramic bottles containing a Doppleganger Potion, a Potion of Heat Resistance, a Potion of Mind Control and a Potion of Trap Control, a pouch of ten Black Pearls, a Silver Scorpion Brooch, an Amulet of Opening, a Bracelet of Zombie Control, and a Ring of Wishes (2 left)

Monday, December 11, 2023

More silent vestibules in the darkness...

Soldiers' Tomb (#9/31, #343/365)

"You enter a large chamber, atop a small stone platform with rocky steps leading down to the main floor, which is crowded with rows of skeletal soldiers, armed with curved swords and clad in bronze scale armour. Many of them have collapsed into small piles of bones leaving large gaps in the ranks, but, eeriely, as you enter the room all the skulls of the remaining skeletons snap in your direction, eyeing you warily."

Contents: These Skeleton Warriors are the remaining legionaries of the Djaratian Emperor. They will attack anyone who descends to the floor, who is not Undead, a Necromancer, Demonologist or Black Sorcerer, or a bearer of the Ring of the Black Skull. Otherwise, they will merely stand where they are, though watching the entry platform. If commanded as a fighting force, their Mass Combat stats are given below.

Stats:

8-48 SKELETON WARRIORS, SKILL 8 STAMINA 6, Khopesh (as per Scimitar), Scale Armour, Large Shield. Bladed and pointed weapons cause 1 STAMINA damage, blunt and crushing weapons do full damage.

Mass Combat stats: 

SKELETON WARRIOR INFANTRY

Battle Skill: 8

Battle Stamina: 6

Attacks: 1

Morale: 8

Movement: 4

Special: Undead

Weapons: Khopesh (as per Scimitar)

Armour: Scale Armour, Large Shield

Numbers: 8-48

Cavalry Tomb (#10/31, #344/365)

"You enter a large chamber, atop a small stone platform with rocky steps leading down to the main floor, which is crowded with rows of skeletal horses, on which sit skeletal soldiers, armed with spears, shortbows, and clad in bronze scale armour. Many of them have collapsed into small piles of bones leaving large gaps in the ranks, but, eerily, as you enter the room all the skulls of the remaining skeletons, both soldiers and horses, snap in your direction, eyeing you warily."

Contents: These Skeleton Warriors and their Skeletal Steeds are the remaining cavalry legionaries of the Djaratian Emperor. They will attack anyone who descends to the floor, who is not Undead, a Necromancer, Demonologist or Black Sorcerer, or a bearer of the Ring of the Black Skull. Otherwise, they will merely stand where they are, though watching the entry platform. If commanded as a fighting force, their Mass Combat stats are given below.

Stats:

8-48 UNDEAD (SKELETAL) STEEDS, SKILL 7 STAMINA 7, Hooves (as per Large Claw. Bladed and pointed weapons cause 1 STAMINA damage, blunt and crushing weapons do full damage.

8-48 SKELETON WARRIORS (one for each steed), SKILL 8 STAMINA 6, Spear, Short Bow, Khopesh (as per Scimitar), Scale Armour, Large Shield. Bladed and pointed weapons cause 1 STAMINA damage, blunt and crushing weapons do full damage.

Mass Combat stats:  

SKELETON HEAVY CAVALRY

Battle Skill: 8

Battle Stamina: 7

Attacks: 2

Morale: 8

Movement: 8

Special: Undead

Weapons: Spear, Long Bow, Hooves

Armour: Scale Armour, Large Shield

Numbers: 8-48

Keeper of the Silver Key (#11/31, #345/365)

"This is an opulent chamber whose walls are carved with elaborate inscriptions in Djaratian script. In the centre of the chamber are three immense sarcophagi, whose outer lids have been sculpted to represent fearsome warriors."

Contents: The sarcophagi contain the mummified remains of Commander-Marshall Ilkya-Tenkanen the Malevolent and two of his strongest and most loyal bodyguards, entombed with him in death to be reborn as REVENANTS, extremely powerful undead servants and guardians. As soon as the Heroes touch the sarcophagi, all Revenants will erupt forth and attack!

The inscriptions on the walls detail the lives of this might warrior and his conquests over the newly risen Caarth, various Orc tribes and the armies of neighbouring nations.

In each sarcophagus is a bag of 4-48 ancient Djaratian gold coins, 1-3 canopic jars (carved from Agate and worth 50GP each) containing nothing but dust, and a gold ceremonial head-dress adorned with small sapphires emeralds and obsidian pieces worth 200GP total. In addition to his magical weapon and armour (see stats below), Ilkya-Tenkanen also has two unique magical objects - the Ring of the Black Skull and the Silver Key.

Ring of the Black Skull: This bronze ring bears a flat obsidian stud carved in the shape of a black skull. The ring is dedicated to Quezkari, God of Dark Sorcery, and can only be worn by followers of Quezkari, Undead creatures, or spellcasters with at least 2 points in Necromancy. The ring allows the wearer to command up to 100 Undead troops.

Silver Key: This is the only known key that opens the Emperor's Tomb and Treasury.

Stats:

Commander-Marshall Ilkya-Tenkanen the Malevolent, GRAND REVENANT, SKILL 10 STAMINA 14, Green Metal Khopesh (as per Scimitar), Black Steel Plate Armour, Large Shield. Bladed and pointed weapons cause 1 STAMINA damage, blunt and crushing weapons do full damage. Grand Revenants can only be slain by powerful enchanted objects, such as a vial of Blackfire or a flask of Oil of Disenchantment, All other attacks will appear to cause damage only for the creature's bones to knit together and for it to jump back on its feet, ready to carry on the attack!

Ilkya's Green Metal Khopesh functions as a Sword of Sharpness, their shield is an Arrow-Proof Shield, and their Black Steel Plate Armour is a suit of Armour of Protections, while they wear the Ring of the Black Skull (see above) on a skeletal finger of their left hand and keep the Silver Key on a pendant around their neck. To claim these though, it is necessary to permanently slay the Grand Revenant (see above).

2 LESSER REVENANTS, SKILL 9 STAMINA 8, Khopesh (as per Scimitar), Scale Armour, Large Shield. Bladed and pointed weapons cause 1 STAMINA damage, blunt and crushing weapons do full damage.

Friday, December 8, 2023

An undead scaly mouth-breather...

Lair of the Guardian (#8/31, #342/365)

"This enormous room is more cave than chamber; some walls having been laid with clay bricks and carved, while others are bare dusty rock. There is an awful stench in the air, and scattered across the floor are the dismembered and dessicated remains of several apparent humanoids. The far wall is all clay brick, but in front of it is a mound of bones and scales and skin, at least that is what you think it is, before the whole thing starts to rise up into a worryingly familiar dragon-like form..."

Contents: This is a Kragon called Alazrak-Thuban (the "Azure Serpent"), once a mighty Blue Dragon and flying steed of Djaratian Lich-Kings and Mummy-Lords, but now a decaying undead hulk, guarding the tomb of its master. Alazrak, by sheer dint of will, retains something of its former intelligence and powers; it can, for example, still breathe lightning bolts at adversaries, although somewhat lower-powered than they were when it was truly alive.

Alazrak only speaks Dragon and Djaratian; it will attack all who cannot converse with it in those tongues. If spoken to however, Alazrak will demand treasure from those it perceives as weaker than it, but its evaluation skills are lacking, and any remotely valuable looking curio will probably buy safe passage from this chamber. If confronted with more powerful entities, Alazarak will plead ignorance of this chamber (such as the trap below, and the need for a Silver Key, although it does actually know these things, as well as the secret exit above), and allow Heroes to poke about, but will prefer to keep its limited treasure safe.

The far wall is a locked, trapped slab leading onwards, and requires the Silver Key to open, using a keyhole in the centre of the slab. Any other keys that are used, or attempts to pick the lock, triggers a bronze-axe pendulum blade trap, that will swing down and slice through anyone standing around the far wall (Test for Luck to avoid or lose 5 STAMINA damage less Armour).

If anyone actually bothers to look up, they will notice a very high, rocky ceiling to the chamber. Hidden up here is a large entrance, big enough for a Dragon, that leads to the Chasm of Doom (and from there, outside).

Stats:

Alazrak-Thuban, an undead Blue KRAGON, SKILL 14 STAMINA 28, 4 Attacks, Very Large Claws and Bite, Heavy Armour, Double Damage. For the first Attack Round, and every third Attack Round thereafter, the Kragon can breathe a lightning bolt at one target, who must Test their Luck to avoid; it does 4 STAMINA damage, which is doubled if the target wears metal armour (see also Return to the Pit, pp. 119-120).

Kragons do not normally collect treasure, however, Alazrak has slain several tomb-robbers and adventurers over the years, and some valuables can be found among their bones, namely 127GP in mixed coins, a slightly rusty but useable grappling hook, an large iron shield, a dusty bag with 4 Sapphires (worth 10GP each), a Throwing Dagger of Caarth-Slaying (carved from a Giant Sandworm tooth), and a Bronze Scorpion Brooch, charged with two more uses.

Wednesday, December 6, 2023

Mirrors, shadows and traps...

The Hall of Souls (#7/30, #341/365)

"You have entered some sort of long pillared antechamber, with tall columns of strange glittering black stone, while at the far end, you spy a weird irregular green glow, bobbing up and down on the wall, that appears to be getting larger as you edge towards it."

Contents: This antechamber is the main entrance to the tombs beyond and is heavily trapped with both physical and magical snares:

1. Between each pair of pillars are dart traps triggered by a clay tile being trod upon in the central path through the pillars. It requires a Test for Luck or Skill to avoid, otherwise the victim is hit by a poison dart causing 2-7 STAMINA points of damage.

2. Each pillar is magically enchanted to create a TULPA monster copy of anyone standing too close to the pillar and causing a reflection. The Tulpa will have the same current SKILL and STAMINA as the victim, the same (non-magical) weapons and armour, but no LUCK attribute. They will fight the victim to the death, but if slain both they and the pillar they came from will shatter into shards of black glass, causing 1-6 STAMINA damage to anyone nearby.

3. If all pillars are destroyed, the ceiling will immediately collapse over 2-7 Attack Rounds, causing 1-6 STAMINA damage each Attack Round due to falling masonry to anyone present in the chamber.

4. The far wall is a weird slab of reflective green stone; if the Heroes stand before it with a light source, this will activate a SHADOW FIEND, one for every Hero present, who will then attack. If all the Shadow Fiends are slain, the wall will crumble into chunks of green stone, revealing a dark passageway leading onwards.

Stats:

TULPA, SKILL as victim STAMINA as victim, Weapon as normal version of the victim's, armour as normal version of the victim's.

SHADOW FIEND, SKILL 11 STAMINA 13, Choking Hands, only harmed by magical weapons.

Under-Fiends of the Maintenance Corridors...

Fiend Bunkhouse (#5/31, #339/365)

"This room is a barracks of some sort and very warm to enter. Flaming torches blaze on every wall and there are brass mirrors everywhere, reflecting light and heat. Against one wall are a series of copper urns, padded out with blankets and pillows, while in the centre of the room is a flat black stone table, set up with some sort of board game made from ivory pieces.

Roll a die. On a 1-2:

"Sleeping in the urns are half a dozen red scaly Fiends, snoring their heads off and dead to the world. Their weapons are dumped on the floor next to each urn."

On a 3-6:

"Seated at the table are half a dozen red scaly Fiends, drinking liquor from clay gourds, and playing the board game. They look up at your approach."

'Fancy a game?' one of them says."

Contents: The Fiends are currently playing a game of Tenet (see Curse of the Mummy, p. 274) but are bored, and will happily challenge Heroes to a game or two, for either cash wagers, information, or access to passage onward.

If attacked at least one of them will smash a Potion of Noise upon the floor, while the rest calmly insert their ear plugs before attacking, while at least one will head off to get reinforcements.

If the Fiends are sleeping, the Heroes may attempt to sneak through the chamber, but attempting to murder the Fiends in their sleep will wake at least one of them up, who will raise the alarm.

Stats:

6 FIEND Maintenance Workers: SKILL 6, STAMINA 8, Spear or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. 

The Fiends have 1-6 GP, and ear plugs, and three of them also have Potions of Noise.

The Tenet gameboard and pieces are made from ivory and ebony, and are in excellent condition. They could be worth 100-600GP to a collector of Djaratian antiquities.

Also on the table are six clay gourds, and a jug of Shroomshine.

Fiend Messhouse (#6/31, #340/365)

"This large chamber contains several long tables with stone benches. At the far end of the room, a red scaly Fiend is stirring a pot on a low fire, next to a table covered in foodstuffs of various types and sources, alongside a stone casket and three barrels. A bunch of Fiends and other weird creatures are seated at the tables and eating and drinking, and all look up at your entrance."

Contents: This is the main eating chamber of the Fiends who maintain the various aspects of the Road to Bisu, as well as any other underground reprobates that have cared to join them. At any time, in addition to Vrek the FIEND Brewer-Cook, three other groups of creatures will be eating or drinking in here; roll on the Clientele Table below to determine who. How they react depends on the Heroes' situation; if the Heroes are covered in Fiend blood from previous encounters then the creatures will attack immediately.

However, if the Heroes are more friendly, or accompanied by Fiends or other allied creatures, Vrek will assume they are hungry and offer them a bill of fare (see below). The Fiends may even challenge them to an Shroomshine drinking competition (not recommended!).

Ye Bille of Faire (available food and drink):

Orc Ale, 5SP per pint

Shroomshine Liquor, 1GP per gourd, 5GP per jug

Spleen Eleven Spirit, 2GP per shot

Giant Lizard Steak, 3GP, restores 1-3 STAMINA

Mudworm Soup, 1GP, -1-3 STAMINA to any non-Goblins or Troglodytes

Giant Slug Escargot, 5GP, -1-3 STAMINA to any non-Flayers or Brain Slayers. 

Stats:

Vrek, FIEND Brewer-Cook: SKILL 7 STAMINA 10, Sword or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. Vrek has 2-12GP, earplugs, a Potion of Noise, a flask of Shroomshine Grog, and a slim book in both Orcish and the Goblin language, entitled "Badduz's Special Brewz" that appears to be full of recipes for fungi-based alcohol beverages, including Shroomshine Grog, and a strange purple syrup called Spleen Eleven.

In an enormous stone casket containing an ICE MITE (SKILL 8 STAMINA 2) in a brass cage, are 2-12 haunches of prepared meat, equal to an equivalent number of provisions. Next to this are three lead-lined barrels containing Shroomshine, Guursh and Spleen Eleven.

Clientele:

To determine the customers roll three times on the following table:

First Roll 1-3: FIENDS!

Second Roll 1: 2-7 FIEND Maintenance Workers: SKILL 6, STAMINA 8, Spear or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. The Maintenance Workers have 1-6 GP, ear plugs, and a Potion of Noise each. One of them has keys to all the grilles on their maintenance rotation. Drinking Shroomshine and bitching about the Beastkeepers not doing their jobs.

Second Roll 2: 2-7 FIEND Beastkeepers: SKILL 6, STAMINA 8, Spear or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. The Beastkeepers have 1-6 GP, ear plugs, and a Potion of Noise each. One of them has keys to all the grilles on their feeding rotation. Drinking Shroomshine and bitching about the Maintenance Workers not doing their jobs.

Second Roll 3: 2-4 FIEND Gardeners: SKILL 6, STAMINA 8, Sickle or Trowel (as per Improvised) or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. The Gardeners have 1-6 GP, and ear plugs, and two of them also have Potions of Noise. Drinking Spleen Eleven from tiny clay tumblers and yelling incoherently at each other, as they are all a bit hard of hearing.

Second Roll 4: 2-4 FIEND Meat-Preparers: SKILL 6, STAMINA 8, Cleaver or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. The Meat-Preparers have 1-6 GP, and ear plugs, and one of them also has a Potion of Noise. Drinking Shroomshine and boasting about the biggest monsters they've had to slice and dice recently, and who got hit the hardest with the resultant arterial spray/bile eruption/burst intestinal tract.

Second Roll 5: 2-7 FIEND Guards: SKILL 6, STAMINA 8, Spear or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. The guards have 1-6 GP, and ear plugs, and all of them also have Potions of Noise. Drinking Shroomshine and bitching about Guard duty rotations and the everlasting tedium of being a lonely dungeon sentinel.

Second Roll 6: The Senior Leadership Team. Khorthax and Vengorfing have deigned to visit the Messhouse to 'catch the wind's whispers' as it were. Ostentatiously drinking glass tumblers of water.

First Roll 4-6: "Other weird creatures..."

Second Roll 1: 2-4 Flayers and 1 Brain Slayer: big game hunters from Grx, with tentacle nets and poison tridents. Brain Slayer has purple steel plate armour and a blue glowing Force-Glaive. Drinking Shroomshine and looking intimidating in a tentacular sort of way.

Second Roll 2: 2-4 N'yadach: hunters in banded armour, with clubs and rope. Drinking Shroomshine and just looking plain angry.

Second Roll 3: 2-4 Spider Cultists: in ragged spider-shaped cloaks, with daggers covered in Spider Venom. Sipping tiny thimbles of Spleen Eleven and acting furtive.

Second Roll 4: 2-4 Skeleton Men: mercenaries, wearing breastplates and wielding swords. Drinking Guursh from clay tankards and spoiling for a fight with people who have more flesh on their bones.

Second Roll 5: 2-7 Dark Goblins: trappers with iron armour, nets and spears. Professionals, sipping at Shroomshine and looking disdainful at all others.

Second Roll 6: 2-12 Troglodytes: tribal warriors in warpaint, armed with obsidian knives, short bows, and arrows coated in fungal poison. Absolutely plastered on a big clay jug of Shroomshine, into which have been inserted numerous papyrus straws.

Monday, December 4, 2023

Ups and downs...

Bone Chute (#3/31, #337/365)

"The corridor ends at a large hole in the ground. Two red-skinned Fiends are busy stuffing bundles of bones into the pit but look up at your approach.

'Ere,' says one of them. 'This is a restricted area. What are you lot up to then, hey?'"

Contents: The hole allows access for the Fiends to deposit the bones and carcasses of victims and refuse from the creatures inhabiting the chambers of the Road to Bisu down to the Bone Pit. The chute is around three metres long and tilts at a 45 degree angle; it is big enough for a Halfling or Gnome to fit normally. Dwarfs will be at a -1 penalty to skill tests, while Humans, Elves and Man-Orcs will be at a -3 penalty due to the cramped conditions forcing them to crouch. Anything larger cannot fit at all.

The Maintenance Workers have a small bloodstained wooden cart, which was carrying the sacks of bones they are emptying down the chute. They are happy to allow adventurers access to the chute in exchange for a bribe of 4-24GP each. This may seem high, but the Maintenance Workers point out they are breaking the tenets of the Road to Bisu, and as such require compensation to assuage their conscience. The Maintenance Workers will also point out that access is one way only, and they are not responsible for anything that may happen.

Stats:

2 FIEND Maintenance Workers: SKILL 6, STAMINA 8, Spear or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. The Beastkeepers have 1-6 GP, ear plugs, and a Potion of Noise each. One of them has keys to all the grilles on their maintenance rotation.

Personal Effects Dumbwaiter (#4/31, #338/365)

"The corridor finishes at a dead end. There is a hole in the wall, containing a wicker platform of some sort, attached to a winch and ropes. There appears to be a chute upwards of some sort, which the platform can be winched up from."

Contents: This is where Fiend Mantainence Workers send the gear of fallen heroes who have died along the Road to Bisu, in the dumbwaiter, up to the Guardian of the Ritual Chosen's Possessions, for storage.

The dumbwaiter is big enough for a Halfling or Gnome to fit normally. Dwarfs will be at a -1 penalty to skill tests, while Humans, Elves and Man-Orcs will be at a -3 penalty due to the cramped conditions forcing them to crouch. Anything larger cannot fit at all.

Saturday, December 2, 2023

Month #12: A Random Grab-Bag of extra Locations

(For December we'll do a random grab bag, dealing with odds and ends, hopefully tying all these #dungeon23 strands together into a coherent whole sandbox campaign setting for Advanced Fighting Fantasy 2nd Edition.)

The Found Tombs of Arvakaten, Level Six

This lower level lies beneath the Road to Bisu, and contains various ancillary chambers largely concerned with maintaining upper levels and preserving lower level security integrity.

Maintenance Corridors (#1/31, #335/365) <All the same>

"This long dank corridor finishes at a dead end. On the ceiling is a large locked grille, above which is a darkened chamber. From the chamber above comes a rank stench of a large animal, offal, and decay."

Contents: The iron grille allow access for the Fiends to remove carcasses of victims and refuse from the creatures inhabiting the chambers of the Road to Bisu. The grille is locked - regular patrols of Fiend Maintenance Workers have keys to all the grilles on their cleaning rotation. The grille opens up into a short one metre shaft which opens into another grille in the floor in each of these chambers in the Road to Bisu, the inhabitants above will also be alerted.

There is a 2 in 6 chance that a given corridor has a team of two Fiend Maintenance Workers. These Maintenance Workers will be pushing a small bloodstained wooden cart, and depending on the stage of their rotation, the cart may be empty, half-full, or full of sacks of monster faeces, half-devoured carcasses, and piles of bones.

Maintenance Workers are happy to allow adventurers access to the chambers via unlocking the grille in exchange for a bribe of 4-24GP each. This may seem high, but the Maintenance Workers point out they are breaking the tenets of the Road to Bisu, and as such require compensation to assuage their conscience. The Maintenance Workers will also point out that access is one way only, and they are not responsible for anything that may happen.

Stats:

2 FIEND Maintenance Workers: SKILL 6, STAMINA 8, Spear or Small Claw, Light Armour. Breathes Fire: hits on a 1-2 on one die for 1 STAMINA damage. The Beastkeepers have 1-6 GP, ear plugs, and a Potion of Noise each. One of them has keys to all the grilles on their maintenance rotation.

Tomb Entrance (#2/31, #336/365)

"This bare stone chamber is a square room with no other exits. Each wall is comprised of blocks of sandstone, carefully layered together and covered in dust and cobwebs."

Contents: Hidden on the far wall, requiring an Awareness Special Skill test to find, is a a key hole, cunningly hidden between the join of several bricks. This can only be opened by a Bronze Key, leading deeper into the secret tombs beneath the Road to Bisu.

If anything else is placed within the keyhole, the floor will slide across, dumping anyone in the room into a four metre deep pit full of rusted iron spikes. Heroes must successfully Test their Luck or lose regular falling damage STAMINA, plus 1D6 STAMINA from the spikes. The trap will reset within 1-6 hours, or if visited by a Fiend Maintenance Team (above).

There is nothing in the pit other than a few old bones, a rusted dagger, and an old leather boot with a hole in it.