Rooms (Week 1):
Sun 8th: NE Stands I: Boneyard
Bones of human and non-human animals scarreted about (picked clean). When spending a turn looking 1-in-6 chance to find "roll loot"
Mon 9th: T-Junction: (Dark) Bells on sticky strings criss cross at shoulder height for an average adult person.
East: faint smell of birdshit
West: stronger smell of stagnant water
Tue 10th: T-Junction: Little Helper Outpost made in
North: dark passage (blankets, slingshots, pile of rocks, bag of marbles). Curtains at the north side cover exit to outside. 50% chance 1d3 Little Helpers are on "guard" duty.
East: dark passage with light at the end
West: nausiating stench of stagnant water
Wed 11th: T-Junction: (Dark) Insufferable smell of stagnant water (prolonged presence requires save or vomit)
1 Giant Frog aggressively gaurding the archway to
South: soft bubbling noises, source of the stench
East: dark passage with light at the far end
West: rubble strewn hallway (calltrops hidden between the rubble)
Thu 12th: Nursery Stairs: (Dark) Eye watering stand of stagnant water (upon entree save of vomit)
5 Giant frogs blow air in the water, which is filled with thousands of frog eggs.
Stairs lead down underwater to the bottom of the crater.
North: Leads to to dark T-junction (wed 11th)
Fri 13th: T-junction: Large rock on taut rope
South: rubble strewn hallway (calltrops hidden between the rubble)
East: daylight (metal net rolled up above opening outside, held up by rock's rope)
North: dim light through cracked ceiling, dense vegetation (an unsprung rock trap similar to the one between tuesday 3rd and thursday 5th)
Sat 14th: SW Stands II: Marble seats covered in marbles (except for 1 row)
50% chance of 1d2+1 Little Helpers playing marbles on the steps
Sun 15th: SE Stands II: Memorial Steps
Steps are covered in crudely written names. Top ones are beginning to fade.
Little Helper Traps
Rock Trap (north of Mon 9th and Fri 13th):
- A hole in the ceiling, big enough to put three headsized rocks at the ledge.
- The rocks are each attached to the inside of the ceiling by a rope a meter or 2 away from the hole in the ceiling.
- Behind the rocks runs a rope, which goes goes through the hole in the ceiling, past the walls, down to the ground on both sides of the hallway.
- It runs through two hooks and hangs taut some 10 cm above the floor.
- Both ends of the rope are fastened together so it forms a loop.
- Step on the taut rope, it moves the 3 rocks on the ledge forward, causing them to fall through the hole in the ceiling. Because the rocks are attached to a rope they don't fall straight down, but swing forward at about the height of the head of an avarage adult.
- The rocks are heavy, about 10 kg each, and hit with enough force to do serious damage when they hit (comparable to a sledgehammer swung at full force).
Sort of like this, but with rocks and triggered by stepping on the rope.
Bell Trap (Mon 9th):
- Bells hung from string covered in silk from the Big Spiders from level 2
- Hung at a height where kids that aren't fully grown can easily run underneath them
- The rope lets go easily, causing you to be covered in sticky strings with noisy bells attached
- If there are Little Helpers on gaurd duty in Tue 10's northern passage, they will pop around the corner and shoot rocks at the party. Afterwards they will run away to report your presence to their leader Richy. They run over the marble free step in Sat 14th and drop marbles from the bag of marbles as they do so to cover that step as well.
Giant Frogs and Little Helpers
Giant Frog:
Size when at ease: Cow
Speed: slow hop, fast leap
Intelligence: Dog
Disposition: Territorial when near Fri 12th, Weary of humans otherwise.
- Size matters: Can puff up to double in size when it feels threatened to intimidate foes. Can't easily attack when puffed up and explodes when pierced with sharp attack, damaging attackers.
- Numbing loogie: Spits mucus which numbs bodyparts it covers up to a distance close to how far you can throw a cat.
- Slow swallow: When they don't feel threatened they will slowly swallow completely numbed victims whole. This takes 1d4 turns.
Little Helper:
Size: Child
Speed: Child
Intelligence: Child
Disposition: Impish
- Strength in numbers: Only attack groups they outnumber 2 to 1 straight on. When they don't, some run off to get a number of friends that makes them outnumber you at least 2 to 1.
- Hit and run: Whenever at a safe distance they will pepper you with rocks (slingshot or thrown) before running away and hiding.
- Covetous pickpocket: If given the opportunity they will always try to steal anything of value they can see.
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