Level Four seems to be mostly rough-cut stone as if the entrance from Level Three was cut out of an existing cavern system.
When the PCs get to bottom of the very long stairs they find another door. It is locked but can be picked at a -10% to an Open Lock roll.
The door is trapped on the level Four side. So one the character pass through the doors will close, trying to open them will release 1d4+1 poison darts. They "attack" as normal-level human causing 1d4 points of damage. They are coated with poison so a save vs poison is needed. The poison was stronger ages ago so in stead of death it causes violent sickness on a failed save. The character is useless for 1 hour. A cure wounds spell or potion of any sort will cure them.
Notes about level 4.
These are natural caves that the necromancers and wizards cut into for their magical research. There are gems here as well as monsters. There is a magical glow about the place, but torches are still recommended.
There are noises coming from everywhere. GMs should roll for random monsters using the tables for a Level 4 dungeon.
There is a natural sink hole that leads to Level 5 later on in this level.
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