Map Ancient, ancient ruins beneath Drowned Duck Inn
**the entrance to the new level is in the pit at the bottom of room 5 (Room 5 has been changed to reflect the addition of the new sublevel) in the map of the Drowned Duck Inn. It is an addition to the already modified Green Eggs in Hamh module I will be running tommorow. The reasons for the addition are listed below

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The premise behind this addition to the map to the adventure tommorow is that the 2nd sublevel was already there long before Hamh was. It is some sort of summoning gateway meant to summon a Balor or some such critter.
I figure Kale has been slowly working on getting it up and running as his own personal pet project using the animated corpses of the missing from the last 3 decades as laborers (moving rocks clearing debri ect)
If the party doesn't uncover Kale I think I might have him get the gateway operational and the Balor wreaking some major havoc in the Dale. The PC's heroes "The Swords of the Smoking Frog" will of course stop the Balor but most of the "Swords" will die in the process.
This will do a few things hopefully...
1 it will leave an opening in the Dale for a group of Heroes.
2 it will motivate the PC's thrpugh guilt.
3) and finally it will insert a heathy dose of good ol melodrama into the game hopefully encouraging roleplaying.
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Okay without further delay heres the map and a description/encounter list to go along with it. It's somewhat rough and still needs to be fleshed out some more so if anyone has any questions about anything feel free to ask. I will try and come back later to flesh it out some more.
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sublevel 2
room 1: main chamber
The floor of this room is coverd with dried blood and pieces of rotting and decayed corpses (some of which are recognizable to the PC's). Several zombies and skeletons slowly move back and forth carrying debri and rubble from the far western corridor and piling it into the center of the room.
4x zombies
6x skeletons
A: Traps and Treachery (choose cr 1-3 trap for all A's)
B: Traps and Treachery (choose cr 1-3 trap for all B's)
C: Traps and Treachery (choose cr 1-3 trap for all C's)
D: Traps and Treachery (choose cr 1-3 trap for all D's)
E: Traps and Treachery (choose cr 1-3 trap for all E's)
F: Traps and Treachery (choose cr 1-3 trap for all F's)
G: Traps and Treachery (choose cr 1-3 trap for all G's)
Room 2a-2c
This room is compossed of higly polished marble, in the center of the room is a mosiac tile composed from smaller pieces of colored marbles. Knowledge planar dc 20 or Knowledge religion dc 25 to tell it depicts a summoning of a great beast from the depths... In the middle of the mosiac a search check DC 20 will reveal a small buttlon that will open the bars to room 3 in this section.
Room 3a-3c
With bars acorss the entryway (DC 27 to lift, DC 30 to bend) In the center is a glowing symbol of Bane that radiates extreme heat and a fiery altar in each of the four corners is a small circular iron grate. Any PC touching the glowing symbol of Bane must save versus Disentegration. Once in the room if the PC's stay for more than 3 rounds on the third round the snakes will come out of the grates.
12x snakes (dm choice) 3 per grate
Room 4a-4c
This room is filled with debri and several altars each with human sized indentations in them. The altars are all caked with ancient dried blood.
Room 5a-5c
Before entering the room in the hall there is a 10 foot across pool of orange water that appears to be about chest deep, rust water acts as rust monster. The water will bubble like it was carbonated after 6 seconds of exposure the metal will begin to dissolve.(Like much of the ruins it is filled with rubble as well bearing scorch marls and gashes along the walls as if a battle had taken place here many years ago. In the room are coffins (varies per room). If the PC's investigate the coffins they all will open.
1 skeleton per coffin
Rooms 6-9
These rooms are like the other coresponding rooms except they have been repaired and are free from rubble
6) Identical
7) unbarred energy freely flows from the unholy glyph emblazoned on the floor, pulsing once every four seconds into the cieling
8) the sacrifical altars in this room not only are repaired but have people in them that are squirming and crying out in agony. Upon closer inspection spot dc 25 or approaching within 3 feet of one the PC's will notice a small switch on the side of the altar that will release the bonds of those encased. These are people the PC's recognize (be creative).
4x 2nd level monks, they will attempt to assault the PC's they have been driven insane from the long months of torture. If spared they will slowly become less hostile, though even after several months they will still be listless and quiet (like a lobotomized person, rp them creepy).
9) Identical
HIDDEN
At the end of corridor C allow a search check DC 25 for any elves in the group, or anyone actively searching to reveal a hidden door.
Folowing along the black corridor it twists and turns till opening up into room 10a
Room 10a
A staircase descends into the blackness of this room, dust is everywhere, it is obvious that no one has been in this room in a long time (a 1000 years)
Room 10b
In the corner of this room is a large pile of gold and silver minted with the symbol of Bane emblazoned upon each coin. A Longsword and suit of fine chain are in the pile as well.
(longsword +1, Mithril shirt) Upon approaching the pile from behind the staircase the treasures guardian will assault the PC's
1x Huge undead spider skeleton with half black dragon template cr 4
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okay and heres the map to go along with it.