Charwoman Gene
Adventurer
You have come to Rivenroar Manor in search of Sinruth and his band of goblins, and the captives from the village of Brindol.
The only reasonably intact structure is the entrance to the underground burial crypt. A rusty iron gate swing slightly in the wind, its hinge squeaking with each movement.
[sblock="Common Dungeon Elements"]The Rivenroar catacombs were constructed over the course of only about a decade, so its architecture is remarkably consistent.
Doors: None of the doors lock, though all have simple sliding latches accessible on both sides. They exist merely for the privacy of those visiting their ancestors—the countermeasures against grave robbers are more lethal. The doors swing in both directions, and they baffle sound better than most doors. All DCs for listening through a door (described on page 37 of the Dungeon Master’s Guide) are 5 higher than they’d otherwise be.
Floors: The floors are made of flagstone—slightly slippery because the catacombs are damp, but not dangerous.
Ceilings: Thick wooden beams hold up the ceilings. Most are 10 feet off the ground at the walls and 15 feet high at the center of the room.
Sarcophagi: Many of the rooms have stone sarcophagi. Most have a family name engraved on them and year of death that indicates they were
buried about 300 years ago. Some have a likeness of the deceased carved into the lid, while others have abstract designs. The skeleton inside each sarcophagus
is moldy due to the damp, and most burial garb has long since rotted away. It takes a successful DC 20 Strength check to pry the lid off a sarcophagus. Up to
two PCs can usefully aid the PC making the attempt.
Alcoves: Niches in the walls are another common burial technique here in the catacombs. The skeletons are in the same bad condition as the ones in the sarcophagus. Each alcove goes 2 to 3 feet into the wall. Sometimes a section of wall has three alcoves (high, middle, and low).
Stairs: All stairs are difficult terrain. Other than some specific exceptions, all the stairs are made of flagstone. [/sblock]
OOC: The first encounter is immediately down a flight of stairs as you enter the crypt. I will begin with initiative, as you are expecting trouble and they are on guard.
[sblock=renau1g]I would like need Argosin's basic attack, perception and insight scores.[/sblock]
The only reasonably intact structure is the entrance to the underground burial crypt. A rusty iron gate swing slightly in the wind, its hinge squeaking with each movement.
[sblock="Common Dungeon Elements"]The Rivenroar catacombs were constructed over the course of only about a decade, so its architecture is remarkably consistent.
Doors: None of the doors lock, though all have simple sliding latches accessible on both sides. They exist merely for the privacy of those visiting their ancestors—the countermeasures against grave robbers are more lethal. The doors swing in both directions, and they baffle sound better than most doors. All DCs for listening through a door (described on page 37 of the Dungeon Master’s Guide) are 5 higher than they’d otherwise be.
Floors: The floors are made of flagstone—slightly slippery because the catacombs are damp, but not dangerous.
Ceilings: Thick wooden beams hold up the ceilings. Most are 10 feet off the ground at the walls and 15 feet high at the center of the room.
Sarcophagi: Many of the rooms have stone sarcophagi. Most have a family name engraved on them and year of death that indicates they were
buried about 300 years ago. Some have a likeness of the deceased carved into the lid, while others have abstract designs. The skeleton inside each sarcophagus
is moldy due to the damp, and most burial garb has long since rotted away. It takes a successful DC 20 Strength check to pry the lid off a sarcophagus. Up to
two PCs can usefully aid the PC making the attempt.
Alcoves: Niches in the walls are another common burial technique here in the catacombs. The skeletons are in the same bad condition as the ones in the sarcophagus. Each alcove goes 2 to 3 feet into the wall. Sometimes a section of wall has three alcoves (high, middle, and low).
Stairs: All stairs are difficult terrain. Other than some specific exceptions, all the stairs are made of flagstone. [/sblock]
OOC: The first encounter is immediately down a flight of stairs as you enter the crypt. I will begin with initiative, as you are expecting trouble and they are on guard.
[sblock=renau1g]I would like need Argosin's basic attack, perception and insight scores.[/sblock]
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