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Join Date: Nov 2006
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The party at a local tavern overheard rumor that an evil wizard used to live up on Devil's Hill in ancient tmes. It was further rumored that the evil wizard had built a keep at the top of the hill and used to have bandits raid passing travelers and traders, as Devil's Hill overlooked a major trading route. Some of the raids were said to have captured treasure as it passed between different kingdoms. In response kingdoms were said to have sent out their most powerful warriors and wizards to defeat the evil wizard, and it was said they razed his keep but the evil wizard and treasure was never found. There are supposed to be ruins somewhere on Devil's Hill but nobody has ever them, although some who went looking never returned. All who went were searching for the lost treasurebut none was ever found.
Your party in defiance, decided to go and explore Devil's Hill. They got their equipment and some horses and set up camp on Devil's Hill. The first day tyour party found nothing. They returned to camp and slept with one party member keeping watch. During the night, a party member on watch heard some noises so he woke the rest of your party members. They awoke and searched but found nothing. The next morning your party was able to spot some tracks and so they followed the tracks untill they came to some structure that look like the base of some sort of wall. As your party looked closely, they noticed some bits of rubble burried in the undergrowth and trees. The tracks ended at some dense undergrowth. Your party proceded to hack away at the undergrowth until they saw what appeared to be a stairway going down into the ground. Your party grabbed their torches and proceded to go down the stairs. It was dark and the stairs were somewhat slippery. The went down some 50 feet before they happened upon a 30' by 30' room with a high vaulted ceiling. There were cobwebs everywhere so there was no way to see how high the ceing was. The floor is dirty but there doesn't seem to anything significant on it. There are three doors, one straight ahead, one to the left and one to the right. The doors are locked (lock/hinge DR4, HP18) and require lockpicking at -5 to skill. The doors are ironbound, DR15, HP39. If your party procedes to try to open the doors a giant spider will descend from a web thread at the top of the room ( -4 to perception to notice ) Spider StatsST15 DX15 IQ5 HT13 HP20 WILL12 PER12 FP12 DODGE 11 DR 3 BITE 1d+1 imp, poison: must make HT roll or become paralyzed. The spider retreats if it is too badly injured as there is a small hole near the top of the ceiling. The spider has no treasure. Last edited by b-dog; 03-01-2008 at 02:06 PM. |
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