Saturday, January 28, 2023

Several More Assorted Chambers in the Found Tombs of Arvakaten

Steps Going Down (#24/365)

"The corridor you have been following stops abruptly at a set of stone steps, cut into the rock, leading downwards, deeper into the tombs. Dare you venture downwards?"

Contents: These steps lead down to level 2 of the Found Tombs of Arvakaten. The fifth step is trapped; anyone stepping on it must Test their Luck to avoid a rusty bronze axe that swings out from the wall on a pendulum chain, causing the same damage as a Battle Axe (an Armour Roll is allowed). Once sprung, the trap will not reset, unless the Heroes do so (requires a successful Trap Knowledge Special Skill roll to reset the trap).

Bare Room (#25/365)

"This square chamber appears empty for the most part, though some dust and debris cover the floor."

Contents: If the Heroes search the rubble they will find two unlit torches, a pile of rags, and a tin mug.

Pit of Serpents (#26/365)

"This small chamber is devoid of decoration and contents. A single exit leads away from the wall opposite you."

Contents: The floor is trapped; anyone walking across it causes it collapse on hinges into a shallow pit full of a colony of Tomb Vipers - this requires a Test for Luck to avoid for everyone in the room. After one hour, the floor resets itself; sealing anything in the pit until the trap is triggered again. The snakes have small tunnels they can slither down that connect to a larger colony further underground.

Stats:

7 TOMB VIPERS, SKILL 11, STAMINA 14, Attacks: 7, Small Bite, Light Armour. (See Return to the Pit, pp. 205-206). Each successful hit of 2 STAMINA damage kills 1 Tomb Viper, reducing the overall SKILL and Attack scores by 1.

Scattered across the floor are several skeletons, 2-12 SP, and a rusty iron sword.

Shrine of the Sand God (#27/365)

"The floor of this small chamber is covered in sand; coarse, orange, and heaped here and there in ripples and miniature dunes. At the far end of the chamber is what looks like a simple altar; a plinth of stone upon which rests a bare alabaster goblet. The walls are covered in hieroglyphs, and, behind the altar, a depiction of a regal, bare-chested, bearded man, clad in a waist-cloth and wearing a tall nine-banded cylindrical crown, with a long staff in one hand."

Contents: This is a simple shrine to Assamarra, the Djaratian God of the Desert, and the hieroglyphics engraved into the walls reveal as much. Anyone who places a pinch of sand into the goblet on the altar and murmurs the appropriate words of religious respect will be blessed by Assamarra; the next time they venture into the desert they may ignore the first major hardship they face (this could range from heatstroke, sunstroke, or a lack of water, to a major sandstorm or the attack of a Giant Sandworm). 

Anyone foolish enough to touch or take the goblet will summon the shrine's guardian, a SAND DEVIL, which will attack immediately, unless one of the Heroes is a Desert Elf or Nomad Sufi and can placate it accordingly.

Stats:

1 SAND DEVIL, SKILL 10, STAMINA 7, Attacks: 1, Sandstorm (as per Large Claw), All hits only cause the Sand Devil 1 STAMINA damage, but water splashed on it will kill it instantly. (see Out of the Pit, p. 99-100)

The alabaster goblet is worth 20GP.

False Tomb (#28/365)

"This small octagonal chamber contains a Djaratian ceremonial sarcophagus, carved with hieroglyphs, and depicting a lord of some sort. A heap of grave goods lies moldering in a corner, covered in dust and cobwebs."

Contents: This is a false tomb; the grave goods are sticks of wicker furniture, empty pots and urns, and fraying sacks of containing sand and gravel. Anyone opening the sarcophagus by sliding the lid off the top of the tomb, reveals its occupant, a MUMMY, that will clamber out and attack the looters. In the tomb are two ancient Djaratian gold coins; these may be worth 10GP each to a collector.

Stats:

1 MUMMY, SKILL 9, STAMINA 12, Attacks: 2, Small Claw (see Out of the Pit, pp. 85-86). The Mummy is immune to all attacks, and will reanimate 20 minutes after being 'slain' and hunt its attackers down. It can only be permanently killed by fire or magical weapons or spells.

Wednesday, January 25, 2023

Gnoll Chief's Lair (#23/365)

Gnoll Chief's Lair (#23/365)

"This large cavern is adorned with numerous grisly skulls nailed to the walls. Amidst the squalor of several straw pallets and a low table strewn with rotting food, three Gnolls are playing a game that involves throwing daggers at an Orc prisoner chained to a stake embedded in the floor. As you enter, the largest Gnoll turns to face you, dagger held in their raised hand. Behind them, the Orc, already wounded, whimpers piteously.

'By the stench of the Pit, who the hell are you lot?' the Gnoll snarls."

Contents: This is the chamber of Snannab the Surly, chieftain of the Gnolls of the Tusk-Gnasher tribe, and his two loyal bodyguards, currently playing a game of 'Hit or Miss' using throwing daggers and a captured Orc prisoner.

Aggressive Heroes will be attacked immediately; however, if the battle is going badly, the Gnolls will flee and organize a resistance from Gnollish survivors to hunt them down. Powerful-looking Heroes or those that speak Gnollish may be offered terms of parley, along the lines of 'Give us more meat/Kill more Orcs and we won't attack you'. An alternative would be for Snannab to give the Heroes his Bronze Key and tell them a great treasure lies behind the bronze doors at #11 and the key is needed to open them.

The food on the table is the rotting remains of a Dwarf prospector that was ambushed in the gullies around the Found Tombs several weeks previously. It has badly decayed - any non-Orc or Gnoll eating it must lose 1-3 STAMINA points.

Hidden under one of the straw pallets is a locked wooden casket, opened with a Tiny Copper Key in Snannab's possession. The key won't disarm the trap (a Poison Needle, Test for Luck to avoid or suffer 6 STAMINA points damage from Black Rose poison). Inside the casket are the treasures of the tribe:

Smashing the casket destroys the wine and the potion which combust to explode in a fiery blast; causing 2-12 STAMINA damage to everyone in the vicinity.

Stats:

Snannab the Surly, GNOLL Chieftain, (see Return to the Pit, p. 94)

SKILL: 10

STAMINA: 16

Attacks: 1

Weapons: Throwing Dagger, Battleaxe

Armour: Chainmall Cuirass

Notes: Has 2-12 GP, a Bronze Key, a Tiny Copper Key, and a Bone Monkey Charm (see Encyclopedia Arcana: Volume 1, p. 99; Snannab will use this as a last resort if he needs to escape).

2 GNOLL Bodyguards: SKILL 9, STAMINA 7, Battleaxe and Throwing Dagger, Light Armour (Leather scraps)

Both Gnolls have 1-6 GP. One has 3 chunks of charcoal, the other a Whip, that they will use to try and ensare Heroes in combat.

1 ORC Prisoner: SKILL 6, STAMINA 2 (was 5)

The Orc has nothing and just wants to return to the Bronze Serpent Mercenary Company. He will speak highly of the Heroes to his fellow Orcs if they help escort him back to the Orc mercenaries' chambers.

Tuesday, January 24, 2023

Ye Olde Underground Magick Shoppe (#22/365)

Ye Olde Underground Magick Shoppe (#22/365)

The door to this room is magically locked and can only be opened by an appropriate Wizardry, Sorcery or Demi-Sorcery spell.

"This dark dingy room is piled high with shelves full of bric-a-brac and useless junk. Piles of cooking-ware, dusty and cobwebbed boxes, sacks and other receptacles overflow across the floor. A dim glow emanates from a green crystal upon the ceiling."

Contents: This is the emporium of the dungeoneering merchant and demi-sorcerer Shang Monua, currently being imprisoned by the Gnolls of the Tusk-Gnasher tribe in their larder (see room #10). 

Anyone randomly breaking into this room and searching it, must make a Test for Luck to discover anything useful from the below list of Shang's most valuable items. If Shang is freed, he will return here, and offer the Heroes two free items from the list below. Otherwise, everything is available at the price listed:

The secret door leads to a small chamber where Shang sleeps. It has a hammock, a lantern, 1-6 Provisions worth of hard ship's biscuits, a jug of fresh water, and a lurid book entitled 'Confessions of a Rat-Catcher' by Bransell Ralliwell (see Encyclopedia Arcana: Volume 1, p. 50)

Sunday, January 22, 2023

Inner Sanctum (Sphinx Lair - #21/365)

Inner Sanctum (Sphinx Lair - #21/365)

This chamber can only be opened with a Bronze Key inserted into the bronze doors in room #11.

"The doors creak slowly open and you step forth into a large square chamber, decorated with ancient carvings and hieroglyphs. Pillars support a high ceiling, from which a beam of sunlight comes down from a skylight far overhead, illuminating what looks like a raised tomb on a dais. Everywhere are scattered bones and skeletons, clawed and destroyed by some great beast. And then you hear a snuffling noise, and an immense shaggy form, like a gigantic lion but with the head of a wild-eyed madman and a mouth full of sharp fangs, shambles up, over the dais, and pads towards you on enormous taloned paws. It opens its mouth and speaks to you in a deep, rumbling voice, using a language you cannot understand."

Contents: The creature is the Sphinx Maisramafooz, imprisoned here by an ancient Djaratian Archmage, to watch over the entrance to the lower crypts. Maisramafooz is extremely bored and will use the languages it knows (see list below) to attempt to find a common tongue with which to communicate with the Heroes, assuming they are not foolish enough to attack immediately.

If a common tongue can be found, Maisramafooz will explain that it grants access to the lower crypts if the Heroes can answer three riddles (plenty of online riddle generators will help out here to construct a list of riddles). If the Heroes answer all three riddles correctly, the Sphinx will remove the top slab from the tomb, revealing a tight circular staircase leading down to level 2 of this dungeon. If the Heroes cannot answer the riddles, Maisramafooz will tell them to leave this chamber, and not to return until they know the answers. The Sphinx can be bribed with roast or barbecued meat; two provisions' worth will reduce the number of riddles to one.

Wubutu the Genie is a big help here, assuming he is not drunk or psychotic, because he can speak with the Sphinx in many languages and also help the Heroes if they are stuck on a particular riddle. He will reluctantly fight the Sphinx if ordered, but both creatures will break off the fight when their STAMINA scores are reduced to half; the Sphinx to lick its wounds in a corner of the crypt, the Genie to retire to its lamp.

If the Heroes attack the Sphinx, ignore it, start searching the chamber, or refuse to leave, it will attack with all fury.

Stats:

Maisramafooz, a SPHINX: SKILL 12, STAMINA 24, Attacks 2, Very Large Claws, Light Armour, +2 to Damage Roll, only harmed by magic weapons and spells. See Return to the Pit (p. 176) for more details.

Maisramafooz speaks the following languages: Djaratian (4), Vatosian (4), Hamakei (4), Elvish (Desert dialect) (4), Ancient Allansian (3), Desert Nomad (2), Caarth (3), Gnollish (1), Orcish (1)

Maisramafooz cares nothing for treasure and scattered about the chamber are various trinkets belonging to some of the unfortunates that the Sphinx has dismembered and devoured over the years: 14GP, a handaxe, a set of lockpicks, a gold pendant set with a large sapphire (worth 40GP), and a purple crystalline Jewel of Sleep (see Encyclopedia Arcana: Volume 1, p. 122).


Saturday, January 21, 2023

Orc Watchpost (#20/365)

 Orc Watchpost (#20/365)

"The corridor opens into a sunlit cave, whose low entrance is screened by a wall of strategically placed thornbushes and clumps of tumbleweed. A lone Orc stands guard on sentry duty; on seeing you they sigh, and say 'Alright, what do you lot want then?'"

Contents: This is the entrance the Orcs of the Bronze Serpent Mercenary Company use to enter the Found Tombs of Arvakaten. The tumbleweed can be rolled aside to reveal that the cave opens out on the side of a tall hill. In the distance, beyond several other hills, can be seen a blue smudge on the horizon that is the Western Ocean where it washes upon the higher reaches of the Pirate Coast. A trail runs from this cave, across the valley below, and through the hills, to a secluded cove where the Orcs make contact with various pirate bands as needed. At the cove is a cairn of rocks with a signal pyre that is lit by either the Orcs or the Pirates when they need a rendezvous.

The Orc is extremely bored and happy to let the Heroes in or out of the cave for a small bribe of 1GP, on condition they leave the other Orcs alone. If a Hero is friendly and speaks Orcish, the guard will happily reveal much of the information above in exchange for another gold piece.

If the Heroes are aggressive, or look like they have already been fighting Orcs (green Orcish blood on their weapons and armour, for example), then the guard will sound the Warning Horn, alerting all Orcs in this area, and attack.

Stats: 

ORC: SKILL 6, STAMINA 5, Bow and Sword, Light Armour (leather scraps), Warning Horn (old coiled ram's horn that blows a sonorous note)

The Orc has 1d6 GP on them.

 

Friday, January 20, 2023

Gnoll Storeroom (#19/365)

 Gnoll Storeroom (#19/365)

"This roughly-hewn square stone chamber is packed with crates, sacks and boxes. In front of the packing is a random assortment of personal belongings, dumped carelessly on the ground. A GNOLL guard was dozing on a low stool, but jumps up as you enter.

'''Ere, what do you lot think you're doing then, hey?" it yells at you.

Contents: This room stores the booty acquired by the Tusk-Gnasher Gnolls from caravan raids and attacks on smaller hamlets, before it is transported to Dust Town to be sold. Currently, stored here are the following:

  • 2 crates of iron bars (worth 35GP per crate; each crate is so heavy it takes up 4 Encumbrance slots.
  • a full lead-lined barrel of Guursh (Orc Ale; see Encyclopedia Arcana, pp. 57-58); worth 30GP but takes up 10 Encumbrance slots
  • 10 boxes of copper nuggets (worth 10GP per box; each box is one Encumbrance slot)
  • 3 sacks of leather gloves (worth 30GP per sack; each sack is one Encumbrance slot)
  • 4 bales of wool (worth 30GP per bale; each bale is 2 Encumbrance slots)

The personal belongings are the possessions of Shang Monua (see #10), and other unfortunate travellers who have been captured by the Gnolls. They include ('S' indicates it belongs to Shang):

  • Staff (S)
  • Demi-Sorcery Spellbook (S); spells are Detect Trap (2), E.S.P. (2), Light (2), Open Door (2), Truce (2), Create Water (1), Creature Sleep (1), Fool's Gold (1), Language (1), Read Symbols (1), Shielding (1)
  • Backpack (S)
  • Lantern and flask of Oil (S)
  • Potion of MAGIC (S)
  • Bronze Key
  • Silver Dagger
  • Stoppered Jug of Weak Acid
The Gnoll guard is not too smart. Heroes who speak Gnollish may convince him to let them inspect the supplies on orders of the chief. Failed attempts to con the Gnoll will cause it to attack, but it will surrender if wounded twice and still alive.

Stats:

1 GNOLL: SKILL 8, STAMINA 5, Spear, Small Shield, Light Armour (leather scraps)

The Gnoll guard has 1-6 SP and a bunch of the herb Serpentbane (when eaten, negates the effect of snake venom for one bite; see The Titan Herbal, p. 59).

Tuesday, January 17, 2023

Gnoll Guardpost/Exit (#18/365)

 Gnoll Guardpost/Exit (#18/365)

"The corridor ascends and opens up into a small cave with a view over a nearby valley."

If the Heroes have been quiet:

"You see a bored Gnoll guard slumped behind a rock, bow held loosely in one hand, occasionally looking up to scan the terrain outside."

If the Heroes have been noisy:

"An angry Gnoll guard stands before you, hunched behind a rock, with an arrow drawn on the shortbow he holds with both paws, pointed straight you.

'Who the hell are you!' he barks. 'Explain yourself!'"

Contents: This is the Gnolls' entrance to the Found Tombs of Arvakaten. It overlooks the top of a small side valley to the main tributary-source of the river Murab. At the bottom of the valley is a stream (little more than a muddy rivulet of water), choked with bones and debris that the Gnolls toss out of their guardpost.

Anyone drinking the stream water has a 1-in-6 chance of contracting Baddu-Belly (see Citadel of Chaos, p. 25).  

The Gnoll is part of the Tusk-Gnasher tribe and has been perturbed by the presence of the recently-arrived Orc mercenaries. Their main interests are getting rid of the Orcs, and food, especially meat and how to prepare it. All Gnolls are cannibals and anyone slain by them will be eaten.

Obviously, if the Heroes are attempting to enter this chamber from the outside, then the description and circumstances will need to be changed.

Stats:

1 GNOLL: SKILL 8, STAMINA 5, Short Bow and Club, Light Armour (leather scraps) 

The Gnoll guard has  1-6 SP and a haunch of badly cooked camel meat (deduct 1-3 STAMINA points if eaten).