6a- the dark disapates to reveal guards at the far end of the tunnel guarding a door.
19- these great doors are guarded by two orcs. Unfortunately this is a trap. Anyone opening the door triggers a spray of oil beetle blister oil causing agonizing pain.
20- baracks are occupied by four sleeping orcs guards. The guards swap over at lunch time.
21- this chamber is filled with shreiking mushrooms that serve as a foodsource of two oil beetles that are harvested for blister oil.
22- this corridor is guarded by two orc soldiers.
23- the necromancer's private quarters. In here are a bed and foodstuffs, wines, and valuables looted from the skeletal remains in sacks in area 24. If the necromancer is here, he/she is resting or eating.
24- before a statue to some shackled god, there are piles of sacks containing whole skeletons looted from some graveyard. If the necromancer is here he/she is 'enchanting a skeleton'.
The Necromancer: The BBEG is an Apprentice wizard with a Staff of Puppet Animation. He/she plans to unleash this 'undead' army to lay claim to the local area. The Orcs think the apprentice is a Powerful Necromancer and serve as guards. The necromancer is in area 24 during the evening enchanting the next puppet. At night until mid morning the necromancer is in his/her personal quarters in area 23.
Shattering the statue in area 24: this is an unholy altar used to bind the planar kraken that is now the Netherspike and its subterranean 'roots'. If it is subjected to 20hp damage the kraken is freed and will begin regenerating 1hp/round. By the time the PCs return to their village the netherspike will have begun its regeneration process and within a few days will descimate the PCs village devouring the populace.
The Netherspire Kraken: AC -2; HD40* ; MV 30' (10'), Burrow 30' (10'); AT 1 Tentacle+Special; DA 6d6 ; NA 1(1); SA Fighter L20; ML 12; TT A; AL Chaotic. It can use gate to reach its tentacle through a portal into the planes and out again and snatch anyone from anywhere in the world.
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