Room 10 – Storage Room (Kris Hulsen "The Forsaken One")
Door: A strong wooden door forms the eastern entrance to this room. The door is stuck and can’t be opened normally but must be forced open. It requires a DC 23 strength check to open, doing so alerts Nestiphae the Svirfneblin who has been hiding in this room (See below). (Strength DC 25 to break; Hardness 5; hp 20)
A second door in the southern wall grants access to this room as well. Anyone who makes a DC 15 spot check will notice that this door is quite new and must have been placed only recently. The door is sturdy and will open with a grinding sound as it’s hinges are unoiled as of yet which might alert other creatures down the hallway. Otherwise it is unlocked. (Strength DC 25 to break; Hardness 5; hp 20)
Upon entering this room the smell of ale mingled with another faint odour greets you. In the flickering light of your torch you can make out several cupboards lining the western and northern walls and some crates, boxes and a barrel dotting the southern wall suggesting you found a storage room of some sort. Across the room the outline of another door can be made out.
Features: The four cupboards in the room contain only a small assortment of food and drinks. They contain nothing of real value or interest unless the characters are extremely hungry or thirsty. Of the two small boxes in the room the left contains 4 whetstones, some flint and steel and 4 spindles each of which holds 60 ft. of hemp rope. The right one contains spare mining equipment for the Gnolls, 4 shovels, 6 picks, 5 hammers and a couple of dozen nails. The barrel in the south-eastern corner was once filled with ale but now hold the bloody corpse of the Gnoll Nestiphae killed last night. The two larger crates lined up against the southern wall of the room contain nothing but an assortment of random goods the Gnolls use to make their living here.
Encounter (EL 5): Nestiphae, a young female Svirfneblin, has been down on her luck the last months and when she caught wind of a Gnoll excavation she felt the winds of fortune were changing. Searching out in a nearby pass for a clue where the Gnolls might be she found four Gnolls robbing a travelling merchant. She followed them while they carried the stolen supplies back to their lair. There she waited for nightfall and she sneaked into the tomb. There she has been hiding out now for over a day in the storage room where she found a couple of potions and some gold.
Last night she watched as one of the Gnolls came running anxiously down the hallway carrying some sort of scroll case. Figuring by the Gnoll’s excitement that it must be valuable she tripped her unwary victim as the he passed by the storage room on his way to his inform Ergash the Cleric (See room 8) of his findings. The Gnoll soon found himself being dragged into the storage room bleeding to death with a dagger sticking out from his neck. Nestiphae tried to cover the blood in the hallway as well as she could with some dirt after she hid the Gnoll’s body in the barrel in south-eastern corner of the storage room. But a keen eye might still notice the blood stains on the floor (Spot check DC 20).
Seeing the scroll as something obviously magical and valuable, Nestiphae’s common sense has been telling her to leave with what she was able to steel and be content. Her greed however has gotten the upper hand and she has decided to play this dangerous game a little longer. Hiding out in a crate in the storage room pondering how she can lay her tiny greedy hands on more of this lost tomb’s riches she waits for her next opportunity.
Tactics: Nestiphae is a smart and stealthy deep gnome and she is all to aware of her not unimpressive skills in this area. If someone starts breaking through the stuck eastern door she’ll won’t take any chances and climb out of her crate (which takes a full round action) and head out the southern door to find another safe place to hide out. If the adventurers leave the stuck door for what it is and enter through the southern door Nestiphae will try to remain hidden.
If discovered she will try to flee the tomb unless there is but a single opponent in the room who she will try to kill and rob. After all, there are plenty of half empty crates and boxes left to hide bodies in and if necessary in pieces. If the adventurers leave the room and leave only a single member behind to search the room she will sneak attack him the moment he searches her crate using her surprise action and trying to get another sneak attack in using her high initiative modifier. If all adventurers leave the room and she is still undiscovered and continue their search of the tomb she will follow them as quietly as possible. When they might emerge in a tight spot or appear heavily wounded after a fight she will attack them if she thinks she can take them.
Whenever she is severely hurt Nestiphae will take her chances with the potions she found in the storage room and hope for the best that they are healing potions. Depending on her luck they might well be.
Nestiphae, female Svirfneblin Rog 4: CR 5; Small humanoid; HD 4d6+2 (rog); hp 24; Init +9; Spd 20 ft.; AC 24 (+5 Dex, +1 buckler, +4 dodge, +1 size, +3 masterwork studded leather), touch 15, flat-footed 14; Base Atk +3; Grp -1; Atk Masterwork Dagger +9 melee (1d4, 19-20/x2) or Masterwork Light Crossbow +9 ranged (1d8, 19-20/x2); Full Atk (same); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, Sneak attack +2d6; SQ darkvision 120 ft., Spellresistance 15, Stonecunning, Nondetection, Trapfinding, Uncanny Dodge, Evasion, Trapsense +1; AL NE; SV Fort +5, Ref +11, Will +6; Str 10, Dex 20, Con 14, Int 12, Wis 16, Cha 5.
Languages: Undercommon, Gnome, Common, Terran
Skills: Concentration +5, Listen +12, Spot +10, Search +8, Disable Device +12, Open Lock +10, Hide +16, Move Silently +12, Decipher Script +5, Tumble +12, Escape Artist +7
Feats: Improved Initiative, Weapon Finesse
Possessions: masterwork studded leather armor, masterwork light crossbow, bolts x8, masterwork dagger, buckler,
cursed nexus map, potion of cure light wounds (CL 1) x2, Potion of poison (Ingestion, primary and secondary damage 1d6 points of constitution), pouch (contains 28 gp and a small silver seal ring worth 9 gp)
Spell-Like Abilities: 1/day—blindness/deafness (DC 13), blur, disguise self (CL 4).
Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
Cursed Nexus Map: This ancient looking scroll is one of the many cursed item that dot this forgotten tomb. It looks like it might fall apart at any moment but closer examination reveals that the magic with which it is imbued holds it together. The scroll is full with runes and glyphs which are made to look like a map. Magical analysis indicates that this scroll is a normal Nexus Map. However, the scroll is cursed. If the item is used as a focus for a teleport or a similar spell, it causes the spell to go awry and automatically result in a teleport mishap on the teleport % check. Immediately after use the scroll randomly teleports itself to another treasure hoard to be found by others.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport, bestow curse; Market Price: 5,000 gp.
Nexus Map: This flat piece of lacquered wood is carved and inlaid to look like a map. If the item is used as a focus for teleport or a similar spell, it allows the caster to reroll the teleport % check. A reroll can only be made once per day. The caster must use the result of the reroll, even if it is worse than the original roll.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport; Market Price: 5,000 gp.
Note: Nestiphae’s ring might be a typical seal ring used to gain access to a safety deposit box at an inn or some kind of shop in a nearby city. The box might contain a map or some clue that might lead the hero’s on another adventure.
[NB: The Nexus Scroll is a custom item taken from SeanKReynolds site and made by him. It is not protected by copyright or any such thing and it is part of OGC. It might be nice through to name him in the credits.]