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<blockquote data-quote="Water Bob" data-source="post: 6591326" data-attributes="member: 92305"><p><strong>-- SUNLESS CITADEL CONVERSION --</strong></p><p><strong></strong></p><p><strong>Area 6. Old Approach</strong></p><p></p><p></p><p></p><p>Above, I removed Area 5 from the adventure. That area does have a trap, though, and I'm going to use it here.</p><p></p><p>First, the map shows that the door leading to Area 6 is wood. Change that. We're making it a stone secret door. What the PCs will see when entering Area 4 is a wood door to the right, and about where a door would be is a giant, bas relief sculpture of a writhing dragon. This is done on a large piece of marble (now cracked and pitted).</p><p></p><p>DC 15 Knowledge Nobility</p><p>DC 17 Knowledge Local (if local is applicable to the area), or Knowledge Geography, or Knowledge Warfare</p><p>DC 19 Knowledge Religion</p><p></p><p>...to know that the dragon design is a standard seen on the shields of an ancient Bori warlord who ruled in this area of Argos, long, long ago.</p><p></p><p></p><p></p><p></p><p>DC 16 Search</p><p>DC 21 Search</p><p></p><p>...make one roll. On a 16 or better, the PC will realize that marble sculpture is really a secret door, and the key hole for this door is inside the dragon's mouth. If the roll is 21 or better, also tell the PC that he notices a peculiar hole in the upper ridges of the mouth. This is hard to see as the dragon's head curls to a point at which a door handle would normally be. In order to see the hole, one has to crouch down and look up into the roof of the dragon's mouth. In order to pick the lock, one has to put his hand inside the dragon's mouth. The lock is atop the forked tongue.</p><p></p><p>Play this up. The idea here is to make the players trepidatious about the lock. The hole is, indeed, a trap, but it's now harmless. When sprung, a needle will shoot out of the hole, piercing the skin. But, the poison has long since evaporated. The trap only does 1 point of damage. And, even when sprung, give the PC a DC 16 Reflex check to jerk his hand out and away from the trap before the needle strikes.</p><p></p><p>The way to disable this trap, since most of it is hidden, is to find something to plug up the whole. No matter what the players come up with, give the character a DC 20 Disable Device check. Do this in secret so that the player does not know if the trap is deactivated or not (if what he stuck up the tiny hole will resist the pressure from the needle being shoved out.</p><p></p><p>If the players decide to break down the door, here are its stats: <strong>Bas-Relief Stone Door - Hardness 8, HP 30, AC 5, DC 26 to Break.</strong> </p><p></p><p></p><p></p><p></p><p></p><p><strong>Inside.</strong></p><p></p><p>Once inside, the PCs will see a 20' wide hall. The far end is collapsed, and the floor is cracked and slanted at a fairly steep angle near the collapsed end. The entire room has a slight tilt in the floor that gradually gets steeper until it is cracked at a larger angle. Lots of rubble collects the last 10' feet before the collapsed area.</p><p></p><p>The only other feature of note is...another bas relief door. It's the exact same type of door that leads into this room. Except this one is harder to open. I'll describe this door in more detail in my write up o Area 7.</p><p></p><p></p><p></p><p></p><p></p><p><strong>Threat.</strong></p><p></p><p>There is a threat in this room, but it's not automatic. It's for those PCs who spend time examining the rubble at the end of the room. The desert rats that infest the place have tunnels and nests throughout the rubble. One of the tunnels enters this room from the collapsed part of the corridor with the opening in the rubble up above the PCs' heads. Rubble extends 10' from the collapsed area. PC's can venture 5' into the rubble with no repercussions. But, if a character moves within 5' of the collapsed area, there is a Desert Rat that is in his hole, up above the character. The Rat will then feel threatened and attack. After its first attack, though, the rat will try to run back to its hole and disappear. It will also do this if damaged and survives the attack.</p><p></p><p>No encounter happens, though, if the PCs do not get within 5' of the collapsed area to threaten the thing.</p><p></p><p>Except....when a PC is in the corridor alone. These Desert Rats are aggressive. They're as big as medium sized dogs (think about 70-80 lbs). They're about 3' long, not counting the tail. These are big, mean sonofaguns. So, if a PC remains in the area alone, the rat will try to come get him.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6591326, member: 92305"] [b]-- SUNLESS CITADEL CONVERSION -- Area 6. Old Approach[/b] Above, I removed Area 5 from the adventure. That area does have a trap, though, and I'm going to use it here. First, the map shows that the door leading to Area 6 is wood. Change that. We're making it a stone secret door. What the PCs will see when entering Area 4 is a wood door to the right, and about where a door would be is a giant, bas relief sculpture of a writhing dragon. This is done on a large piece of marble (now cracked and pitted). DC 15 Knowledge Nobility DC 17 Knowledge Local (if local is applicable to the area), or Knowledge Geography, or Knowledge Warfare DC 19 Knowledge Religion ...to know that the dragon design is a standard seen on the shields of an ancient Bori warlord who ruled in this area of Argos, long, long ago. DC 16 Search DC 21 Search ...make one roll. On a 16 or better, the PC will realize that marble sculpture is really a secret door, and the key hole for this door is inside the dragon's mouth. If the roll is 21 or better, also tell the PC that he notices a peculiar hole in the upper ridges of the mouth. This is hard to see as the dragon's head curls to a point at which a door handle would normally be. In order to see the hole, one has to crouch down and look up into the roof of the dragon's mouth. In order to pick the lock, one has to put his hand inside the dragon's mouth. The lock is atop the forked tongue. Play this up. The idea here is to make the players trepidatious about the lock. The hole is, indeed, a trap, but it's now harmless. When sprung, a needle will shoot out of the hole, piercing the skin. But, the poison has long since evaporated. The trap only does 1 point of damage. And, even when sprung, give the PC a DC 16 Reflex check to jerk his hand out and away from the trap before the needle strikes. The way to disable this trap, since most of it is hidden, is to find something to plug up the whole. No matter what the players come up with, give the character a DC 20 Disable Device check. Do this in secret so that the player does not know if the trap is deactivated or not (if what he stuck up the tiny hole will resist the pressure from the needle being shoved out. If the players decide to break down the door, here are its stats: [b]Bas-Relief Stone Door - Hardness 8, HP 30, AC 5, DC 26 to Break.[/b] [b]Inside.[/b] Once inside, the PCs will see a 20' wide hall. The far end is collapsed, and the floor is cracked and slanted at a fairly steep angle near the collapsed end. The entire room has a slight tilt in the floor that gradually gets steeper until it is cracked at a larger angle. Lots of rubble collects the last 10' feet before the collapsed area. The only other feature of note is...another bas relief door. It's the exact same type of door that leads into this room. Except this one is harder to open. I'll describe this door in more detail in my write up o Area 7. [b]Threat.[/b] There is a threat in this room, but it's not automatic. It's for those PCs who spend time examining the rubble at the end of the room. The desert rats that infest the place have tunnels and nests throughout the rubble. One of the tunnels enters this room from the collapsed part of the corridor with the opening in the rubble up above the PCs' heads. Rubble extends 10' from the collapsed area. PC's can venture 5' into the rubble with no repercussions. But, if a character moves within 5' of the collapsed area, there is a Desert Rat that is in his hole, up above the character. The Rat will then feel threatened and attack. After its first attack, though, the rat will try to run back to its hole and disappear. It will also do this if damaged and survives the attack. No encounter happens, though, if the PCs do not get within 5' of the collapsed area to threaten the thing. Except....when a PC is in the corridor alone. These Desert Rats are aggressive. They're as big as medium sized dogs (think about 70-80 lbs). They're about 3' long, not counting the tail. These are big, mean sonofaguns. So, if a PC remains in the area alone, the rat will try to come get him. [/QUOTE]
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