BenventoFirstFloor

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Benvento - The Mad Horror House - First Floor

9 - Stairs

A set of normal stone steps descends into the darkness.  When the players are half-way down two things will happen.  The door behind will slam shut, and the sounds of hammers/nails will come indicating that the door is being sealed behind them.  (DC: 30 to open)3rd Edition.  The stairs will then pivot and become a slide down 30' into the darkness.  1d6 damage per 10' for each character except the first as they pile up on one another.<
> Have the players make a perception check at -5 to notice a door-shape about 20' up from the stairwell. This leads to 15 - The Zig-Zag Hall.

10 - Entry Room

The room that the players land in is full of sewage, muck and discarded bones from animals & humanoids of differing races.  The door to 11 has a Glyph of Warding on it.  If the door is opened, the Glyph will explode for 2d12 damage (Save vs. spells for half-damage.)  The door is impervious to the blast and shows no signs of damage from the explosion (or previous explosions.)<
> This room is empty except for the above muck and a few tattered (worthless) tapestries of a bygone era.

11 - Neo-Otyugh

This room has a Neo-Otyugh: AC: 0, HD: 12, HPs:56, AT:Tentacle x2(2d12), Bite(1d6). Bitten players must roll for Disease (Rotting). This creature is never surprised especially considering the racket the players would make entering Room 10.  No treasure is found in this room.

12 - Statue Room

This room has two statues in it, they are of two humanoids each with a weapon raised as if in attack to the other across the room from it. Around the middle of the floor are torn bits of cloth, and the skeletal remains of numerous previous adventurers.  A perception check will note that there seems to be a clearing of debris between the two statues.<
> These statues are movable along their individual tracks to the center of the room. Once a statue is moved to the center of the room a loud 'locking' sound will be heard, and that statue can not be moved again. When both statues are shifted to the center they will touch weapons and at that moment will activate.<
> Statues: AC: 4, HD: 5, HPs: 30, AT:Sword(1d10). Once the statues are destroyed they will shatter into dust..their 'movement plates' will unlock, shift back to the walls and the dust of the statues will reform them into their previous forms. A sliding door to 13 - Prayer Room will open after this encounter. The weapons are part of the statues and the statues are indestructible before being activated.

13 - Prayer Room


Map of the First Level {{File:BenventoFirstFloor$BenventoLevelOne.jpg}}


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