Room -2 Entry Hall of the Jackal (Shannon ‘Thullgrim’ Troester)
With much effort you push open the stone doors and find yourselves in an ornate hall. The hall runs about three paces and each wall holds a masterfully constructed inlaid mosaic mural. The hall opens into a larger room, with two stone doors opposite where you are standing. Standing before the door between two statues are a pair of gnolls obviously on guard.
When the two guards see the intruders coming down the hall, or open the door even, they charge down the hall with a mighty yell.
See encounter below.
After defeating the guards you get a moment to examine your surroundings in more detail. Looking around the room you notice hallways heading north and south, along with carved stone double doors on the west wall. The Doors are emblazoned with images of Jackal and a Man facing each other, one on each door. Flanking the door two statues, each depicts a canine human hybrid creature holding a large sword resembling a falchion. Several columns are located near the doors. Each is engraved with a repeating pictogram pattern.
Also in the room, in the northeast corner, is a large pile of crates and bags. Looking down each hallway you can see more doors.
Door: Double stone doors opening inward. Hinges are located on the inside of the doors. Doors are trapped with a mechanical trap. Attempting to open the doors without bypassing the trap via a hidden switch causes the swords each statue holds to be swung inwards towards the door. Doors: locked; hardness 8; hit point 60; break DC 28.
Traps: Swinging Falchion Trap: CR1; mechanical; touch trigger (attempting to open the doors); automatic reset; hidden bypass switch Search DC 25 (replacing the missing eye); Atk +10 (2d4,18-20/x2); Search DC 21 to locate the trap; Disable Device DC 20.
Features:
Murals: On one wall the mural depict scenes of running jackals, leaping through tall grass, hunting prey, and then gorging on their catch. The opposite wall depicts several progressive scenes, a group of jackals gathered around a fire on the night of a full moon, a group of what appear to be half-man half-jackal hybrids dancing around the fire, and finally a group of men. The men are dressed simply, in robes of white bound in gold rope. They are all thin with long heads and torsos. Most are depicted as dark complexioned though one or two appear to have had lighter skin. Each sports a goatee.
Columns: There seems to be no beginning or end to the pattern just three simple images. The first is a thin four legged canine. The second image is of a canine humanoid hybrid, while the third is a human with thin features. These are much simpler images compared with the murals in the entry hall but are obviously related in subject matter.
Statues: The statues each have the lapis lazuli eyes that the exterior statues possessed. One of the eyes is missing from the statue on the left.
Doors: The left door is emblazoned with the human face, while the right door has the jackal head on it. The features of the man are strange; he has a long face with narrow eyes and is wearing a long thin goatee.
Crates, packs, and bags: The crates and bags contain various trade goods which the gnolls obtained by robbing a caravan several days ago. The survivors of the raid are being held in room #3 awaiting sacrifice. There are also several packs here which contain various standard adventuring gear, which was owned by the captives. Weapons, armor and such are also found here.
This is left vague for the individual DM to hand out. If necessary let me know and I will fill it in.
Encounter (EL2): The gnolls are on guard here. They attack the intruders upon sight. The will attempt to make as much noise as possible during the fight hoping to draw more gnolls to the area. Under no condition will the cleric of warleader from room #3 respond to the commotion as they are in the midst of a ceremony.
Gnoll(2) Medium Humanoid (Gnoll); CR 1; HD 2d8+2; hp 11,13;
Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3); Full Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3);SA -; SQ Darkvision 60 ft.; AL Usually chaotic evil; SV Fort +4, Ref +0, Will +0;Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Languages: Gnoll
Skills: Listen +2, Spot +3
Feats: Power Attack
Combat/Development:
If captured alive and put to the test each gnoll knows approximately hom many total gnolls there are in the complex. They know how long they have been here and that there is a ceremony being performed in the next room. They also know of the captives that are going to be sacrificed. They are warriors and are tired of doing slave work (referring to the digging).
This information may be obtained through several methods, evil parties may use torture. Bribery might also work if the offer includes freedom and a small amount of money or a weapon.
Notes: This room was once the entry hall of the temple to the jackal god. When active this room was filled with burning incense and dancing, chanting worshippers