Kris
Adventurer
15. Chapel
Once the kobolds have been dealt with (in one way or another**) the players will discover (if they go looking) several sacks containing the kobolds' valuables. However, in truth, most of it is worthless junk - save for a coin purse (clearly not of kobold make) containing 58sp, a dozen mixed (uncut) gems wrapped up in a piece of torn cloth (worth around 90gp in total), a couple of coils of rope, and various tools (treat these as thieves tools). In addition, once the commotion has died down, an ornate wooden door (banded with iron, and with a huge iron lock) will clearly be visible in the south-east corner of the room. At its base rests a bent iron bar - rusted with age.
*that being said, they still offer half cover against ranged attacks (i.e. +2AC / Dex saves).
**remember that Hakach is willing to bargain with the location of his 'treasure horde' if need be, plus Kachiki might be persuaded to leave the dungeon if the PCs have cleared (or promise to clear) the spiders from the entrance area (she may even promise to pay them with the treasure listed above as a last resort).
Depending on the type of adventure being run, there are a couple of different ways in which this door can be opened. For example, if the PC's have been sent on a quest to retrieve an ancient (possibly unholy) artefact (to prevent it falling into the wrong hands), then they may have been presented with the key to this room by their employer/superior. Alternatively, if this is a simple dungeon crawl, then a simple riddle or puzzle*** might need to be solved in order to gain access to the room beyond.
Whatever the case may be, the door itself is difficult to open without the 'key' (DC21), and even harder to force open (DC26).
***By default we will assume that when the PCs take a closer look at the door - what they thought to be an oversized lock is actually a slab of iron with a recessed hand print moulded into its surface. About this 'lock' is an inscription that reads "Non but the faithful shall pass." and in order to open the door a divine spell caster must place their hand into the recess and allow the lock to draw power from them (this could be sacrificing a 1st level spell, a single 'channel divinity' use, a paladin's remaining 'lay on hands' pool, etc.).
- Two lines of pillars run down the centre of this huge chamber - between which are several rows of old pews/benches.
- Upon the walls are rusted sconces (many still holding old torch stubs), and at the far end of the room is a raised dais.
Once the kobolds have been dealt with (in one way or another**) the players will discover (if they go looking) several sacks containing the kobolds' valuables. However, in truth, most of it is worthless junk - save for a coin purse (clearly not of kobold make) containing 58sp, a dozen mixed (uncut) gems wrapped up in a piece of torn cloth (worth around 90gp in total), a couple of coils of rope, and various tools (treat these as thieves tools). In addition, once the commotion has died down, an ornate wooden door (banded with iron, and with a huge iron lock) will clearly be visible in the south-east corner of the room. At its base rests a bent iron bar - rusted with age.
*that being said, they still offer half cover against ranged attacks (i.e. +2AC / Dex saves).
**remember that Hakach is willing to bargain with the location of his 'treasure horde' if need be, plus Kachiki might be persuaded to leave the dungeon if the PCs have cleared (or promise to clear) the spiders from the entrance area (she may even promise to pay them with the treasure listed above as a last resort).
THE FINAL DOOR
Depending on the type of adventure being run, there are a couple of different ways in which this door can be opened. For example, if the PC's have been sent on a quest to retrieve an ancient (possibly unholy) artefact (to prevent it falling into the wrong hands), then they may have been presented with the key to this room by their employer/superior. Alternatively, if this is a simple dungeon crawl, then a simple riddle or puzzle*** might need to be solved in order to gain access to the room beyond.
Whatever the case may be, the door itself is difficult to open without the 'key' (DC21), and even harder to force open (DC26).
***By default we will assume that when the PCs take a closer look at the door - what they thought to be an oversized lock is actually a slab of iron with a recessed hand print moulded into its surface. About this 'lock' is an inscription that reads "Non but the faithful shall pass." and in order to open the door a divine spell caster must place their hand into the recess and allow the lock to draw power from them (this could be sacrificing a 1st level spell, a single 'channel divinity' use, a paladin's remaining 'lay on hands' pool, etc.).