Saturday, April 5, 2014

OUTER WARD THIRD FLOOR 8 BELFRY.

8 BELFRY. The door to this room is decorated with a stylized bell design. This room houses a danger in the form an insane member of the Triskelion family and his pets.

What the characters see when they enter the room are two huge bells hanging from a wooden framework. The bells may be operated from the floor by pull ropes beneath them, or by ascending one of the wooden staircases to an upper level of wooden construction fifteen feet above the floor. In addition there are dozens of smaller ropes hanging at irregular intervals. Each of these sturdy ropes has had knots placed for use as handholds. Eight open arched windows are present, six to the east and two to the south.

The bellman will attempt to ambush the adventurers as soon as any members of the party reach the center of the room. Because of his familiarity with the area and his nearly supernatural sense of hearing, he will surprise on a 1-4 in 6 under normal circumstances. He has five pets, giant red-furred bats, that hang from the rafters and obey his every command.
The Bellman, Neutral Evil male human Fighter (AC 6; MV 12”; F4; hp 21, #AT 1; D Club +3 to damage due to strength; S 18(01), I 14, W 5, D 16, C 15, Ch 3; XP 195)

Giant Bats (AC 8; MV 3”/18”; HD 1; hp 6, 5, 5, 4, 3; #AT 1 bite; D 1-4; SA Disease; XP 16, 15, 15, 14, 13)

The bellman is a Triskelion, but because he is a horribly disfigured hunchback he was given this employment to keep him out of sight. He was born with a bulging left eye and a withered right eye. His skull is asymmetrical and while he has coarse wire-like black body hair he is otherwise bald. He wears a leather harness which, along with his dexterity bonus, gives him a fair armor class. He uses a metal club and has no personal wealth.

The bellman is an expert at swinging on the ropes in this room. When in this room, he attacks and makes saving throws at +2, and is -2 to be hit. This is in addition to his +1 to hit due to his strength score. Should the bellman see that a fight is going against him, he will attempt to flee out one of the windows, clambering down with the agility of a monkey.

The walls of this room reach thirty feet high, above which there is a vaulted ceiling whose highest point is another ten feet above that. Eight large open arched windows are present in the upper portion at the level of the wooden catwalks. There is one each to the north and south and three each to the east and west.

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