Underway: Difference between revisions
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1-8 Undead Patrol of mixed type | 1-8 Undead Patrol of mixed type | ||
( Only in southern most passages ) | ( Only in southern most passages ) | ||
Remains of battle | |||
Abandoned train. | |||
1 Purple Worm ( Only in nother most passages ) | 1 Purple Worm ( Only in nother most passages ) | ||
1-3 Insane Gnome, or Dwarf caravan survivors. | 1-3 Insane Gnome, or Dwarf caravan survivors. | ||
1 Umber Hulk | 1 Umber Hulk | ||
Flooded area, 1-6Ft Deep, 1-1000Ft long. | |||
1-4 Drow Merchants in slaver caravan | 1-4 Drow Merchants in slaver caravan | ||
15-20 Methane gas, open torches have a 100% chance of causing an explosion. 4D6 Fire Damage. Explosion occurs within 1D6 rounds after beginning to notice the sulphurous smell. | 15-20 Methane gas, open torches have a 100% chance of causing an explosion. 4D6 Fire Damage. Explosion occurs within 1D6 rounds after beginning to notice the sulphurous smell. |
Latest revision as of 12:38, 23 August 2022
The Underway[1] is a series of interconnected tunnels and natural cave systems that canvas the lower and middle portions of the Bone March. The Underway can be throught of as the bridge level between the surface and traditional understanding of the Underdark realm.
Encounter Table for the Underway
While in the underway use the following encounter table. Chance of Encounter is 1-2 on a D12. Check every four hours. Some encounters have a limited area.
Cave in! – 2D12 Damage, save vs DEX for ½ damage. 1-4 Spiders 2-12 Rats 1 Green Slime 1-2 Driders on Patrol 1-4 Druegar on Patrol 1-8 Undead Patrol of mixed type ( Only in southern most passages ) Remains of battle Abandoned train. 1 Purple Worm ( Only in nother most passages ) 1-3 Insane Gnome, or Dwarf caravan survivors. 1 Umber Hulk Flooded area, 1-6Ft Deep, 1-1000Ft long. 1-4 Drow Merchants in slaver caravan 15-20 Methane gas, open torches have a 100% chance of causing an explosion. 4D6 Fire Damage. Explosion occurs within 1D6 rounds after beginning to notice the sulphurous smell.
Area is damp and filled with stale air. The passage walls vary in height from 8–12’, 15’ wide and are fitted stone. The center of the passage has four stone grooves cut into it, each about 4” wide by 6” deep, by 5” across.
Every mile a small vent shaft is located in the center of the passage ceiling. It is covered by a iron grate, and is often obstructed with dirt. The passage underneath is usually wet, and it is at these spots that most encounters are found.
Every 10 miles a access tunnel leads upward, but these are still warded by glyphs, and often obstructed.
Every 20 miles a siding occurs where the travelers could rest, and move their carts off the road. A single stone gatehouse that opens on each side allows entrance to the protected areas.
Encounter Table for the rest areas.
1 1D8 Skeletons 2 1D4 Wights & 1D6 Ghouls 3 1D10 Giant Rats 4 1D4 Drow merchants 5 1D4 Druegar 6 1D4 Adventurers ( FTR x2 , THF, CL )
Large courtyard This main area is set immediately off the main tunnel passage. Rubble and debris are scattered all over the floor, smashed four wheeled carts litter the ground.
There are 10 parallel sets of groves all converging onto a single set of grooves that leads out into the main tunnel. A lone set of grooves branches off to the left and enters a larger building (main shed). At the far end of the courtyard is another set of doors that lead into what appears to be a large common building (inn). The right side of the courtyard opens into a stables, and storage area. To the left of the main gate is a iron gate that blocks a stairway leading up (guard house).
Inn – This single large room can accommodate up to 100 people. There are tables scattered about, with a long bar and open kitchen opposite the entrance. A archway leads south to the cellars, while a stairway leads up to another floor. The area is also inhabited by some green slime.
Cellar – Old wine, and ale kegs lie about (70% chance the stuff has gone sour), Otherwise there are 150GP worth of wine, and ale here. The area is also inhabited by 1D10 Giant Rats.
Stables – The stench of fecal matter still lingers in the air. Scattered about on the ground are remains of riding gear, and straw. The stone stalls could hold upwards of 40 animals though it is unclear of what species.
Guard House – This area has been looted, and there are signs of a battle. The skeletal remains of a dwarven warrior have been strung out on the floor, and a parchment has been thrust in his gaping mouth. The parchment reads in dwarven “Ware ye all travelers, that this is your fate should you enter these realms unbidden. Prepare yourself for death…”
Maintenance Shed – The oily smell of pitch, and tar is apparent from the moment that you enter this area. A long room, with a narrow but 4’ deep walkway between the grooves in the floor runs the length of the grooves. Off to either side of the grooves are a series of workbenches, and rusty tools. Facilities for making, and repairing the tunnel coach wheels, and a cold dark forge are at the far end of the entrance. A single crane arm can run the length of the room, and suspended from it is a four wheeled cart.
Prexis: City of the ages
Pop: 6500 human and humanoid
1500 Zombies, and skeletons. Few wights, and ghouls
Ruler: Kerrik High Priest of Nerrul CL 9, AL LE
Prexis was the northernmost town of the prelacy of Almor, and bordered the Barony of Luclin. As such it had some dealings with the paladins of the Barony (mainly missionaries), but overall distrusted the knights, and feared their proximity would bring the Dukes armies to crush the upstart knights. They were right…
As punishment for not doing more to rid the land of traitors, the Duke marched on the city last winter and slaughtered its rulers. Forcing the peasants to fight the mixed undead, & human force only resulted in the needless deaths of the peasants. Once secure in the city the priests of Hextor raised the slain troops as undead warriors to do in death what they should have done in life.
This outraged the Knights who promptly called for a crusade to free Almor from the clutches of the Duke. With open revolt brewing Duke Sefrezzin marched his enlarged force north, and shortly thereafter razed the castle.
Prexis is now a forlorn city that is teeming with lesser undead. Many humans still live here in fear for their lives, and fewer of them remain that way each night.
This city was one of the last bastions to fall to Duke Seffrezin, and its population knows no end to its sorrow. A few priests of Hextor rule most of the city, and the citizens who remain are whats left of the middle and upper classes. Though aware of the undead around them, they believe that this was their just reward for not being loyal to the Duke. As punishment they are forced to serve the duke in the army to vanquish the enemies of Almor. The undead are kept outside the city in the old fortress, and can be seen in town on patrols. They will always be accompanied by a acolyte while in town.
Some citizens still hold out for the Knights of the Rose to come to their aid but, most however think this will all go away once Nyronds forces are crushed.
Within Prexis is a small group of spies that will aid any good aligned party. They are led by a able bodied cleric known as Ruth, who is also a tailor. The rest of the cell operate within Prexis as merchants, or stockyard workers.
Ruth F, CL 7, AL NG, HP 47 Artie M, CL 5, AL LN, HP 28 Cleo M, FT 4, AL LN, HP 33 Pyle M, FT 4, AL NG, HP 35 Tess F, TH 4, AL LE, HP 19