The Approach
The building of purple stone in unmistakable. Its walls are mostly intact, though all of its upper floors and its roof have long since collapsed and rotted away. Though the stone is a natural material, the color is almost gaudy. You’ve never seen anything like it. The floor inside is covered with rubble and broken, rotted debris from the collapsed structure.
Finding the trapdoor to the basement requires an Awareness test DN 10. The rubble is unstable and acts as a trap. Every round a character is searching and fails the Awareness test, the character may set off a debris trap.
Debris Trap: Detection 8; Disarm 8; Initiative 15/d12+2d6; Trigger: walking on rubble; Effect: Step 10 damage from rubble collapsing; entangled DN 10.
The old canal channel is almost perfectly square, pitch-black, and just barely large enough for a troll to walk through without scraping her horns. It is straight as a rule for as far as they can see. There is no sound but the slow drip of water from the ceiling. After walking for a ¼ mile, they come to an old wooden door, partially ajar. It isn’t trapped. A large chest of drawers is wedged against it, preventing it from opening all the way. Trolls and obsidimen must make a dexterity test (6) to get through. If they can’t, then it takes a strength test (6) to move the chest of drawers silently. If they fail, it tips over and falls with a loud crash.
If Chlo Was Able to Tip Off the Talons
There are 8 rooms of various sizes in the basement level. Two are old storage rooms, including the room with the tunnel. One serves as a dungeon, with several prisoners chained to the wall. They will threaten to call out if the players don’t free them. One is a guard room, empty. One is a magical laboratory, stripped of anything of value. One is a workroom, again stripped of anything of interest. One is locked, barred from the inside. It has an armor rating of 7 and 20 hit points. An awareness test of 8 will reveal that people are inside, being quiet. Otherwise:
This room is larger than the others, probably 20x40. Four sconces on the wall give off a weak light. There are several tables in here, as well as a couple of ladder-back chairs. What catches your eye, however, is a gem the size of troll’s fist. It is covered with a fine webbing of blackened cracks. Nevertheless, it seems to gather what light is in the room and amplify it.
In the adjacent room is Agorah, Gubt, and enough human soldiers to make it 1 combatant per PC. The soldiers are using handaxes, not their poleaxes. Agorah will cast Flame Weapon on himself, Gubt and all of the human soldiers. The party will hear the whoosh of flames from the room next door. Agorah and Gubt come rushing out. Gubt will go straight for the biggest fighter he sees. Agorah will use Tiger Spring and Air Dance and a Fireball if he can; otherwise he’ll cast Fireweave on himself. He will have completed Battle Rites so that he doesn’t have strain on Tiger Spring. He may take a turn to use Tactics on the Iopans soldiers. They will go around to the other door to trap the party inside. This is a very cramped battlefield. Anyone other than windlings using 2-handed weapons is considered Harried.
This is a very dangerous battle. If Ruthger falls in battle, he will curse Agorah as a dying act. Spirits will fly into Agorah’s eyes and blind him permanently. Ruthger cannot be raised from the dead in this case. If the party doesn’t have much in the way of front line types or is of lower circle, reduce the number of Iopan soldiers. In the case of a TPK, any characters that are knocked unconscious but not killed will awaken in a coffin, hands and feet tied tightly, in a wagon on the way to Iopos.Statistics:Posted by Slimcreeper — Sun Jul 16, 2017 3:55 pm
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