Re: The Dragon of Duncaster
Posted: Thu May 14, 2015 9:36 pm
Room 6: Store Room
The corridor outside has thick dust on the floor, and it does not appear that anyone uses it regularly. (The DM should remember that anyone going up the stairs from here will enter area 2 and encounter the gargoyles there).
A solid oak door with a metal grill still stands firm and locked. The door will require a thief to pick the lock, or a Strength Roll on a d8 to force it open. (Opening the door by force will trigger a wandering monster roll.) Anyone peering through the grill will see that there are a variety of racks and shelves on the walls, and a large oak table in the middle of the room. The racks contain 2 pikes, 1 longsword, a shield, 2 helmets, and a mace, all of which are in a very poor state of repair. There are also 2 lanterns, a 5' length of chain, and a broom, which are also badly degraded by age. A set of 5 keys is the only useful item in the room.
Key 1: room 8 (door broken).
Key 2: room 10
Key 3: rooms 13, 14, 15 and 17
Key 4: rooms 20 and 21
Key 5: room 19 (both doors)
Room 8: Old Vestry Room
This room is immediately downstairs from the gnoll guards at area 5. It is assumed that the party will already have encountered the gnolls upstairs. (If this is not the case, the party must be extremely quiet in this area otherwise the gnolls will become aware of them.)
The door to this room has been smashed down by the gnols, who found little of value inside. The mouldering remains of numerous sets of robes, as well as other clothing and blankets, lie hastily scattered on the floor. There are also chips of wood on the floor, the remains of the vestry wardrobes, which the gnolls have used for firewood. Exploring this room should take no longer than a turn, but that should be enough time for elvish characters to have a fair chance (1-2) of noticing the secret passageway at the southern end. Otherwise, a deliberate search of the room will be required to notice the secret door.
The corridor outside has thick dust on the floor, and it does not appear that anyone uses it regularly. (The DM should remember that anyone going up the stairs from here will enter area 2 and encounter the gargoyles there).
A solid oak door with a metal grill still stands firm and locked. The door will require a thief to pick the lock, or a Strength Roll on a d8 to force it open. (Opening the door by force will trigger a wandering monster roll.) Anyone peering through the grill will see that there are a variety of racks and shelves on the walls, and a large oak table in the middle of the room. The racks contain 2 pikes, 1 longsword, a shield, 2 helmets, and a mace, all of which are in a very poor state of repair. There are also 2 lanterns, a 5' length of chain, and a broom, which are also badly degraded by age. A set of 5 keys is the only useful item in the room.
Key 1: room 8 (door broken).
Key 2: room 10
Key 3: rooms 13, 14, 15 and 17
Key 4: rooms 20 and 21
Key 5: room 19 (both doors)
Room 8: Old Vestry Room
This room is immediately downstairs from the gnoll guards at area 5. It is assumed that the party will already have encountered the gnolls upstairs. (If this is not the case, the party must be extremely quiet in this area otherwise the gnolls will become aware of them.)
The door to this room has been smashed down by the gnols, who found little of value inside. The mouldering remains of numerous sets of robes, as well as other clothing and blankets, lie hastily scattered on the floor. There are also chips of wood on the floor, the remains of the vestry wardrobes, which the gnolls have used for firewood. Exploring this room should take no longer than a turn, but that should be enough time for elvish characters to have a fair chance (1-2) of noticing the secret passageway at the southern end. Otherwise, a deliberate search of the room will be required to notice the secret door.