If followed, it will lead them to the Ghost's Resting Place in the next turn (see below) otherwise, roll again as normal.ġ5-16. If approached, it withdraws into the darkness. Just visible down one tunnel stands the silhouette of a short figure. Wears chainmail and wields two large bones.ġ3-14. Big Zombie (DX 4, AC 5, HD 3, 14 hp, AT 2 bones for 1d6 turned as a ghoul). Wears leather armor and a backpack with 1d4 items per #5 above, and has 0-3 (1d4-1) doubloons.Ħ. Zombie (DX 6, AC 7, HD 2, 9 hp, AT 1 claws for 1d8). Wears leather armor and wields sword & dagger (2 attacks/round), and has 0-3 (1d4-1) doubloons.ĥ. Skeletal Duelist (DX 15, AC 6, HD 1, 5 hp, AT 2 weapons turned as zombie). Carries 1-2 items per #5 above, and 0-2 (1d4-2) doubloons.Ĥ. Skeleton (DX 12, AC 7, HD 1/2, 2 hp, AT 1 claws for 1d6). This is the lower half of a skeleton (pelvis and legs).ģ. Skeletal Legs (DX 12, AC 9, HD 1/8, 1 hp, AT 1 kick for 1 point, turned as skeletal torso). This is the upper half of a skeleton, and pulls itself across the floor with its arms.Ģ. Skeletal Torso (DX 3, AC 9, HD 1/8, 1 hp, AT 1 claws for 1 point, turned as skeleton with a +2 on the roll), and wears/carries 1-2 items per #5 above. (The ghost periodically steals the doubloons back and scatters them throughout the tunnels).ġ. They will move inexorably towards and attack any character carrying a doubloon, but will depart if given all doubloons possessed by the party. The animated remains of a smuggler, now cursed to search the tunnels endlessly for platinum doubloons. If a platinum doubloon is brought into the area, the bones will begin scraping themselves together, which after 1d4 rounds form into a partial skeleton (treat as a skeletal torso below in #11-12), and inexorably move towards the doubloon.ġ1-12. Human bones, scattered about, along with 1-2 items per #5 above. If the party moves towards the noise, there is a 3 in 6 chance that the next turn will be either #11-12 below (for noises 1-4) or #13-14 (for noises 5-6).ġ0. The party hears one of the following noises echoing through the tunnels (roll 1d6): 1. If any character handles it, note this, as they will suffer a penalty on a save made when leaving the area (see below).ĩ. A double-sized platinum coin (worth 10 gp) lies on the tunnel floor. A piece of equipment, showing signs of age and disrepair, is found on the floor of the tunnel (roll on the " Equipping the Adventurer" reference sheet re-roll if the result doesn't make sense e.g., a horse).Ħ-8. Cursed Doubloon. Each turn, roll 2d6 and add the total number of turns the party has spent in the area (i.e., add 1 on the first turn add 2 on the second turn, etc), and then consult the following table:Įncounters in the Twisty Passages (2d6 roll + turn number):ģ-4. Nothing. Due to the disorientation, movement in the Twisty Passages is handled differently than standard movement. This area can be entered from either the stream tunnel to the south (Area 11) or from the north (Area 14, to be described). This is a natural labyrinth of narrow, winding passages that is supernaturally challenging to navigate due to the effects of a dying smuggler's curse.
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