I don't like presenting humanoid creatures as threats to be attacked on sight. In this room I want to structure a reward for players that survey the situation before charging into a fight. on the previous level players may have learned about an underlying conflict among the denizens of Beg'carxi. This room presents the players with their first chance to assume a side.
Entry Gallery Moderate 2
A large section opens a corridor that runs the length of the level.
Design
this 80' by 60' chamber is the first section of the Beg'carxi corridor and connects to the Defender's Acsent to the Hall of Welcoming. Ten feet from the wall, the floor sinks about 8 inches lower; a fire pit sits cold in the middle of this sunken area.
Entries
North Entry
20 Foot Coral Archway
East Entry Locked
Locked Stone Door (DC 20 to open, Hardness 15 60 hp) to the Crier's Dorm
South Entry
A locked iron door (DC 20 to open, Hardness 20; 80 hp).to Cultegsu's Vault Attempting to pick the lock or to break the door down will trigger a Gripilli Poison Puff Trap (DC 20 to spot, 14 to Disable, DC 19 Fortitude save against Liars Leave Pollen)
An Unlocked Stone Door to the Transverse Chamber
Denizens
Two boggard warriors (Bestiary pg. 44) are roughing up a gripilli scout near a stack of crates central to the room. If the party attacks the warriors Hrrauti, the scout slinks behind the crates. once the Boggards are defeated, the party can use three influence rounds to try to win Hrrauti over.
Treasure
The Boggards have a Lesser Elixir of Life on them
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