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Black Abbot Hill

RUINS: Ancient ruined monastery of the Black Abbot. Crumbling steps lead to weed choked ruins. Yellow grass. Weathered gray stone. Arched windows in roofless walls. 1. ORC WATCH: A lonely orc patrols the outer wall. He is inattentive and drunk. (+1 to surprise). If attacked will call for aid, waking orcs in Area 2. ORC (drunk) AC 14, HD 1 (6hp), ML 6, Spear +0 (1d6) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Leather armor, spear, shield, jug of beer. 2. COURTYARD: A pair of wagons. Two orcs drowsy in the sun. 2 ORCS (sleeping) AC 14, HD 1 (6hp), ML 8 (6 if leaderless), Spear +1 (1d6) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Leather armor, spear, shield TREASURE: Wagons with 2 cords of hardwood lumber (5 gp, 8 stone each), 10 sacks of potatoes (5 cp, 1 stone each sack), canvas tarps, iron chains. 3. CRYPT ENTRANCE: 10 wide marble steps lead down to oaken door. Steps choked with leaf litter, weeds and rubble. Boot prints, fresh splinters, scrapes on stairs.

DUNGEON OF THE BLACK ABBOT 1. ENTRY CHAMBER: Damp, vaulted chamber, 20 high. A) Muddy Footprints. B) Sacks of Grain. Trapped. C) Moaning Door. Heavy oak door. Listen detects moaning wind. Opening door blows out torches. Continues to blow as long as door is open. 2. WATER ROOM: Natural cave, howling wind and rushing water. Blind cave fish and crayfish in pool. A) Rotten barrels, buckets. B) LIMED SKELETON. Mineral deposits on skeleton. Magic key to Area 29 clutched in fingers. If disturbed, ivory tube is dislodged, flows downstream. Dex check 15 to catch. Waterlogged map shows areas 1,2,3 and rooms beyond 3 towards the bottom of the map. All else is smudged. 3. EMPTY CEREMONIAL CHAMBER: Huge mass of rotten wood, and cloth against south wall. Many drag tracks and footprints lead back to area 2. S) SECRET DOOR behind the debris. 12 hooded skeletons in procession right to left. One glances back over his shoulder. Turning his head to the left opens the secret door. 4. ABANDONED STORAGE ROOM: Rotted timbers, broken barrels, moldy sacks pushed against walls. Orc bedrolls. SECRET crawlway to room 5. 5 ORCS (sleeping) AC 14, HD 1 (6hp), ML 8 (6 if leaderless), Spear +1 (1d6) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Leather armor, spear, shield ORC SARGENT (sleeping) AC 16, HD 1 (9hp), ML 8, Scimitar +1 (1d8+1) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Mail armor, scimitar, shield 5. SOOTY KITCHEN: Blackened walls, broken crockery around rubble filled fireplace. SECRET crawlway to room 4.

6. GREAT HALL: Six, 10 foot long stone tables down center of room. Broken chairs, shelves used as kindling. Orc bedrolls, CAMPFIRES. 6 ORCS . AC 14, HD 1 (6hp), ML 8 (6 if leaderless), Spear +1 (1d6), Crossbow +0 (1d10) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Leather armor, spear, crossbows, shield ORC SARGENT. AC 16, HD 1 (9hp), ML 8, Scimitar +1 (1d8+1) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Mail armor, scimitar, shield monster (orcs 7), treasure G 7. GUARDS STORAGE: Wooden table covered in black mold. Wooden chairs. Spider webs. Rotten rucksacks. 8. GUARDS WATCH: Wooden table, broken crockery, wooden bucket. Stout oaken door. T) DOOR TRAP Orc contraption bolted above door. Slide latch off door, else it is tripped when opened. Clay pot with metal lid of Ochre Jelly dropped when tripped. SMALL OCHRE JELLY AC 12, HD 2 (8 hp), ML 12, Acid +2 (1d6) PPD: 13+ PET / POLY: 14+ BLAST/BRTH: 15+ RSW: 15+ SPELL: 16+ Burns through leather, wood 1 round. Weapons, lightning divide. Only takes damage from fire, cold. 9. ARCHERS WATCH: Long hall, torches sputter at mouth. A) IF ORCS ALERTED Orcs can fire crossbows (range 80) to mouth at -2 B) ORCS IN COVER hiding behind barrels +2 AC. 7 ORCS (sleeping) AC 14, HD 1 (6hp), ML 8 (6 if leaderless), Spear +1 (1d6) Crossbow +0 (1d10) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Leather armor, spear, crossbows, shield TREASURE: Three wear red beetle shells as helms (10 gp each) ORC LEADER (sleeping) AC 16, HD 2 (15hp), ML 8, Scimitar +3 (1d8+2) / vs spell caster +4 (1d8+3) PPD: 13+ PET / POLY: 14+ BLAST/BRTH: 15+ RSW: 15+ SPELL: 16+ Mail armor, MAGIC SCIMITAR +1 / +2 vs. spellcasters, shield TREASURE: Copper nose ring (12 gp), 500 sp

TREASURE: Ironbound Chest (20 stone capacity): 15,000 cp, 5,000 sp Small Sack (2 stone capacity): 2,000 sp 5 barrels of beer (10 gp , 8 stone each), 8 bricks of salt (7 sp each, 1 stone for all) 9 bundles of fox pelts (15 gp, 3 stone each 10. MONKS CHAMBERS: Long low hall, guttering torches throw dim light. A) SIX PRISON CELLS, LOCKED. Shaman has key. 3 halfling prisoners 1-1 HD (5,4,3 hp) Attack by weapon +1, ML 6 11. CONFESSIONAL: Wooden screen shields prison guards from view (Orcs gain +1 SURPRISE) 2 ORC PRISON GUARDS . AC 13, HD 1 (6hp), ML 8 (6 if leaderless), Short sword +2 (1d6) & whip PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Leather armor, short sword, whip ORC SHAMAN. AC 13, HD 1 (9hp), ML 8, Scimitar +1 (1d8+1) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Leather armor, scimitar Spells: darkness (30 radius, orcs can see through it) TREASURE: Bronze arm band (100 gp), bone necklace (22 gp), keys to prison cells 12. THE BROKEN ALCOVE: Cracked walls, burn marks, broken statues and pedestals. Black mold covers everything. Wooden portcullis blocks hall. T) ORC CROSSBOW TRAP. Attack +1, 1d10 against any who try moving the portcullis. 13. THE ALCOVE OF STATUES: 10 statues of saints line the walls. Copper bowls at their feet hold a variety of coins. Removing coins triggers LIGHTNING TRAP. All in room Save vs. Rod, Staff, Wand or suffer 3d6 lightning damage. Trap based on weight in bowls. A) TREASURE: 1000 sp 14. MOLD ROOM: Shelves, tables, jars and sacks now ruined, waterlogged, slumping all covered in black mold. TINY BEETLES crawl everywhere. 15. WINE CELLAR: Damp room, shelves line walls, two dozen wine bottles. A) STUCK DOOR: Strength check DC 15 B) TREASURE: 27 bottles of wine worth 5 gp each (135 gp total, 5 stones) C) WINE BARREL: Has turned to vinegar.

16. BEETLE BURROW: Mold, fungus and mushrooms cover everything. Lumps of organic mass formerly furniture. Pitch black, ORANGE ORBS BOB ALONG THE FLOOR AND CEILING. Roll animal reaction check if approached (Cyclopedia pg 93). 5 FIRE BEETLES. AC 16, HD 1+2 (8hp), ML 7, Bite +1 (2d4) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Carapace (10 gp), fire beetle glands (3 gp each) 17. BLACK CAP FIELD: Room full of black capped mushrooms, black mold, small black beetles. Black mushrooms poisonous if eaten (1d3 negative energy damage). Tendrils of vapor rise from crevice in center of room. 18. TRAP DOOR: Ajar, covered in black mold and mushrooms. Vapor rises from crack. Leads to Area 35. 19. ROOM OF VIALS: Shelves full of broken glass vials. Strange colored stains all over floor. Black beetles scurry. Black mold covers east door. Hole in door near threshold. Roll animal reaction check for each when room entered (Cyclopedia pg 93). CRAB SPIDER SURPRISE on 1-4 (d6) 3 CRAB SPIDERS. AC 13, HD 2 (9, 5, 5 hp), ML 7, Bite +2 (1d8 + poison) PPD: 13+ PET / POLY: 14+ BLAST/BRTH: 15+ RSW: 15+ SPELL: 16+ Poison: Save vs poison +2, or die in 1d4 turns. Carapace (10 gp), fire beetle glands (3 gp each) TREASURE: Potion of Giant Strength 20. SCRIPTORIUM: Shelves and cubbies hold many scroll cases. TREASURE: 1 cleric scroll (remove fear), 16 strange religious texts (12 gp each, 1 stone per 6) 21. WORKROOM: Wooden desks, high backed chairs, oil lamps, dried ink wells, vellum, paints and pigments. A) STUCK WOODEN DOORS (Strength DC 15 to open). 22. ZEALOT BARRACKS: Rotten beds line walls. Black mold covers everything. Wooden portcullis blocks hall. T) ORC CROSSBOW TRAP. Attack +1, 1d10 against any moving the portcullis.

23. ARMORY: Canvas armor dummies, racks holding a few spears. Work table, Dusty wooden crates with chain, a few tools. C) Armor dummy blocks view of wooden door. 24. CRYPT EXPANSION: Air grows warmer. Finished stone ends in rubble strewn passage. Black mold extends as far as the worked stone. T) MAGIC IDOL TRAP hidden within rubble. Moving rubble or disturbing small idol triggers blast of fire (3d6 fire, save vs blast / breath weapon for half) 25. EMBALMING ROOM: Large stone basin, coffin size, dry brown sludge within (remains of corpse worms used to clean bodies). Rotted ceremonial robes, bandages, gauze. Work bench with mortuary tools (knives, hooks, saws). Narrow passage leads to well. RUSHING WATER SOUND from narrow passage. C) Tattered robes conceal passage 34 26. CRYPTS: Ice cold air fills this chamber. Vaulted ceiling 30 feet high. Arched doors line the walls, each flanked by pairs of robed statues. Central dais with dozens of stone sarcophagi. Dust and frost everywhere, crunch beneath boots. GREAT OAKEN DOORS carved with runes and religious figures to the east. ICE FROSTED steps in the low stairs to the northwest FAINT MOANING from arched door to the southwest. FAINT BREEZE in the southern stairwell. Battle with skeleton zealots will summon the Black Abbot. 5 SKELETAL ZEALOTS AC 12, HD 1 (6 hp), ML 12, Claws +1 (1d6) PPD: 14+ PET / POLY: 15+ BLAST/BRTH: 16+ RSW: 16+ SPELL: 17+ Robes TREASURE: Bronze holy symbol (20 gp each)

27. THE BLACK ABBOT: Multicolored mosaic on walls, fine painting depicting heavens on vaulted ceiling. Large stone sarcophagi, lid ajar in center of room. Long purple curtains dangle from ceiling to sarcophagi. If the Black Abbot has not been encountered wandering, he is here. TACTICS: Attempts spells in order (cause fear vs. cleric, curse vs fighter, silence vs magic user). Has unflappable casting, so attack if spell spoiled. THE BLACK ABBOT AC 16, HD 4 (24 hp), ML 12, Claws +1 (1d6+paralysis), +1 war hammer (1d8+2 used two handed) PPD: 11+ PET / POLY: 12+ BLAST/BRTH: 13+ RSW: 13+ SPELL: 14+ Purple robes, chain mail Spells: cause fear (save vs. death or flee 2 turns) curse (save vs. spell or prime requisite halved) silence 15 radius (target spell caster, save vs spell) TREASURE: 3,000 sp, 2 gems (ruby crystal 50 gp, citrine crystal 75 gp), gold holy symbol (100 gp), war hammer +1, magic-user scroll (sleep, clairvoyance, protection from normal missiles), divine scroll (hold person), potion of treasure finding 28. CHAMBER OF ICE: Long hall. Icicles dangle from the curved ceiling. Ice covers the floor. A) SOUND of a faint trickle of water can be detected by thieves B) ICED OVER POOL is treacherous. Anything heavier than an unarmored Halfling will crash through the ice. Dexterity check (DC 15) to catch the edge of the ice, otherwise submerged. C) THREE SPECTRAL WOMEN haunt the pool, immune to attacks but turn as 1 HD undead. Anyone in the pool must save vs. Paralysis (women save at +2) each round. Failure draws them into the clutches of the women, 1d6 drowning damage each round. S) LARGE IRON BOUND DOOR with three locks. Opening it leads to Area 30. Detecting secret door reveals magic keyhole. The magic key opens to Area 29. 29. TREASURE CHAMBER: Passage narrows to a crawl way 3 feet high before opening into larger natural cavern. TREASURE: Fine terra cotta pottery, painted amphora, olive oil jugs (200 gp 10 stones total), 2 gold statuettes of bald praying men (200 gp, 1 stone each), leather satchel of 1,000 electrum

30. TO THE ANCIENT CRYPTS: Crude stairs carved from limestone. Air below feels warmer, but heavy and stale. 31. THE ABBOTS SECRET: Rotten, tattered bed. Stone basin, porcelain pitcher. Candles. WITHERED HARLOT AC 12, HD 2 (8 hp), ML 12, Claws +1 (1d6) / +3 vs males (1d6+2 and save vs. paralysis) PPD: 13+ PET / POLY: 14+ BLAST/BRTH: 15+ RSW: 15+ SPELL: 16+ Sheer robes TREASURE: Fine gold necklace, 2 rings, anklet (100 gp each), 2 vials rare perfume (50gp each) 32. THE MOANING MONKS: Barren stone room. Circular mosaic on floor. Three robed figures march in endless procession, moaning. 3 MOANING MONKS AC 11, HD 2 (10, 4, 4 hp), ML 12, Claws +1 (1d8) PPD: 13+ PET / POLY: 14+ BLAST/BRTH: 15+ RSW: 15+ SPELL: 16+ Robes Moan: Spell casters must save vs. paralysis each round or lose one prepared spell. Once a spell caster makes the save he is immune to the monks moan. TREASURE: Each has one iron key to the door in Area 28. 33. THE UNTAINTED CHAMBER: Warmer here. Circular mosaic on floor. Empty. 34. IDOL CHAMBER: Stone altar. 6 foot high niche holds 3 foot high wooden idol. Idol depicts fat, horned man. Pointed tongue sticks from between sharp grinning teeth. Wooden screen in corner. C) WOODEN SCREEN conceals narrow passage to Area 25. 35. CHAMBER OF THE URN: Large bronze urn in center of room. Rune shaped openings in lid allow vapor to escape, drift up tunnel. MAGIC SEAL broken once lid opened, awakens black slime. TREASURE: Huge stone urn (250 gp, 25 stone) contains dormant black ooze BLACK SLIME . AC 0, HD 4 (16 hp), ML 12, Attack see below PPD: 11+ PET / POLY: 12+ BLAST/BRTH: 13+ RSW: 13+ SPELL: 14+ Burns through metal, leather, wood 1 round. Only takes damage from fire, cold. If touched, converts flesh to black slime in 1d4 rounds.

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