Professional Documents
Culture Documents
in a large city.
The normal door in the west wall that leads to area #10 is locked and
requires a DC roll of 20 to open.
Close inspection of the body will reveal a dozen bite marks of various
1 This room contains racks, crates and shelves filled with a wide
variety of gear and equipment. Several heavy cloaks hang on the
wall near the door.
sizes. The teeth marks are too big for rats and the body is drained of
blood. The man has a dagger and a money pouch containing 15 gp.
He was attempting to escape through the secret door in the north wall
This room contains a wide variety of normal equipment (e.g. rope, (DC 20 to find) that leads into the sewers.
lanterns, torches, waterskins, crowbars, backpacks, bedrolls etc). If
they search through the crates a dire rat will jump out from it's hiding Not far into the sewers are a pair of thieves from another guild
place and scurry away into the shadows. DIRE RAT (AC 14, Hp 5, hideout. They are here investigating why several of the thieves never
Atk Bite +1 (d4+disease), Init+3) showed up for a meeting. They will enter the corridor about 5 minutes
after the characters leave.
This room contains dried meat, flour, grain, vegetables and cheese.
There are also two large kegs of ale an a score of clay jugs of wine.
Low whispers will rise up from the floor. Beneath the whispers the
9 The door to this room is barricaded from the inside (DC 20 to break
down). Once they break through they'll discover the door was barred
with piled furniture. The room is adorned with high quality if
characters can hear the scraping sound of many insect feet on stone. mismatched items. Hanging from a beam by the neck is a man
Two rounds later a cockroach swarm will appear out of the cracks wearing a fine set of black leather armor (+1 AC, +2 Hide). His body
and corners of the room. In the midst of the swarm are two giant contains no bite marks. On a desk is an open journal where his final
cockroaches. When the last cockroach is slain the whispers will words are written.
suddenly stop. They are frenzied and receive +2 dmg bonus.
2 GIANT COCKROACHES (AC 14, Hp 8, Atk Bite +1 (d4+2), Init +1)
COCHROACH SWARM (AC 16, Hp 18, Atk Swarm (d6+2), Init +2) These are my final words. Some devil from the deep has come
7 This room contains twenty bunks and foot lockers. This area serves
as a barracks room for guild members. In one of the bunks is the
for us. It's hunger is endless and it has killed us off one by one
body of a thief drained of blood through numerous bite marks. He
died with a look of horror on his face. using our own secret passages against us. It will be coming for
Each foot lockers contains personal effects (value 2d10 gp per me soon. There is little I can do except rob it of it's next meal.
locker). One of the lockers is locked (DC 20) and trapped (DC 18) Amongst the items pushed up against the door is a heavy locked
with a spring needle coated in poison (DC 14 – 1d6/2d6 damage). chest (DC20). The chest has a spring trap inside so that when
Inside is a pouch with 50 gp, a potion of healing and a ring of opened a pointed blade will spring forward (Reflect save of DC 15 to
climbing (+5 skill roll). avoid or take d8 damage). Inside is a silk sack of 500 gp,
N 5.
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SIMONE PIGNOLI (Order #25499055)
10 This room is dominated by a large table upon which is built a
scale replica of the entire city. Every street, building and alley
crafted to the finest detail. Along the south wall is a large rack
Inside the vault are half a dozen chests.
Each is locked (DC 20) but not trapped.
containing hundreds and hundreds of pigeon holes. Inside each
it a small sheet of paper. Insides the chests are 5,000 sp, 800 gp,
plus various gems and jewelry worth
The city model is worth several thousands gold coins to the right 2,000 gp (all stolen of course). There is
buyer. The information written on the small sheets of paper are worth also a manual of dexterity (+1) and
even more. Each piece of paper contains information on various city bracers of fire resistance (10) and
buildings and residences (i.e. owner, security, valuables) plus any potions including jump, 2 x cure light
dark secrets the guild might have on the individual. The secret door wounds, reduce person, and blur.
in the room requires a DC 20 roll to spot.
Inside one of the chests is a box of black
11 From the moment the group enters the secret tunnels the whispering
will start. Giant rats will begin attacking repeatedly (1d2 rats per
round). DIRE RATS (AC 14, Hp 5, Atk Bite +1 (d4+2+disease), Init+3,
Mini-Quest adventure:
THE TALISMAN OF MOLOCH.
SA +2 damage from Berserker frenzy).
Additionally, they will have to make Will save (DC 13). Anyone failing
the save will become increasingly on edge and convinced that going
forward to area #11 will only lead to their death (-1 penalty to die
rolls).
As the group is about to enter #11 the Gibbering Mouther will attack
either from the front or the rear depending on where the characters
are located. It's first victim should be one of the thieves.
The remaining thieves will fall back in fear leaving the creature for the
characters to deal with.