The characters are looking for a relic of the god Gruumsh
they will give to the shaman of a tribe orc in exchange for the antidote to
save one of their comrades from a deadly poison. The wizard that stole the Eye of Gruumsh lives in a remote
location just under three hours south of a major city. Luckily for the
characters, the owner is away and took with him 4 of his best men, but 5 others remained in his abode. The house is
protected by a wall of 3 meters high.
The entrance is closed by an iron gate, near which was built
a small hut. A hundred meters barely separates the entrance gate of the house.
Another building, which seems to be a stable, stands at the edge of the path
that connects the entrance to the house.
Inside the cabin permanently resides a caretaker, who patrols regularly every night and every morning, and
is always accompanied by 2 mastiffs.
The hut contains a bed, a table, a stove, and a rope that drives a bell on the
roof. The man has in his pockets 17 coins. Even at night, the caretaker is often awake.
As for the stable, it contains five boxes. But, as
previously stated, the wizard left with four of his men. The boxes are empty;
so there is no horses; only hay and a pitchfork.
Ground floor
The roof of this large stone house is thatched. The building
has two floors. All the windows of the ground floor are provided with bars and
the floors of heavy wooden shutters. All is closed since the master of the
place is gone.
1. Hall
The front door is solid oak 5 cm thick reinforced with large
iron nails. It is closed from the inside by a solid metal crossbar. If the
characters do not manage to open the door of the interior, they will have to
make a Force roll to push it, which will inevitably involve the guards in Room
4.
2. Reserve
This is a pantry that contains food for ten people for at
least a week. Mainly the foodstuffs are salted meat, cheese and bread.
3. Kitchen
This small room is equipped with all the necessary to
concoct good dishes.
4. Guard Room 1
This is where the five men that the wizard left on his place
during his absence. During the day, the guards (apart from the one at the
entrance) spend their time here talking and drinking beer and wine. From
midnight until the next day, they sleep. 4
guards are present and one of them has the key that opens the door of the
cellar. They have 10, 11, 10 and 12 coins respectively. Aside from five straw
mattresses, there is nothing very interesting here. If the characters ask them
about Gruumsh's Eye, they know that
their employer came home with this relic, but has left without it. So it's in
the house, but they do not know where.
1st floor
5. Library
This large library houses a multitude of books, mostly
history. None deals with magic.
6. Office
One piece of major furniture
here, a very beautiful mahogany desk. In the drawers’ one can find about twenty
leaves of virgin parchments, feathers and various inks.
7. Guard room
Similar to the
previous guard room on the ground floor, except that its occupants are not
there at the moment and there are only four benches. This is the dormitory for
the four men who accompanied the magician to Egonzasthan.
2nd floor
Sorcerer's apartments are located on the second floor of the
house. The three doors of this floor are locked.
8. Bedroom 1.
A bedroom with furniture stripped but tasteful. It seems
however not to be inhabited.
9. Bedroom 2.
Another bedroom that does not seem to be occupied by anyone
currently.
10. Room 3.
This is the spy's room. There are only a few items of
furniture in this room, but all are of very good quality. Other than
human-sized change clothes and two bags containing 600 coins, 100 coins and 6 small
gems worth 40 coins in each bag but nothing else of interest.
Basement
11. Wine cellar
This cellar houses three barrels of beer and a shelf against
the wall on which rest a dozen bottles of red wine of mediocre quality. The
secret corridor passage from Room 13 only opens on the other side. It cannot be
detected it or opened it from the cellar.
12. Cave
The door of this room is locked. One of the guards in Room 4
carries it on him. Inside this large room rest many bottles of fine wines as
well as three large barrels of good beer. If a character conducts a search, he
finds that a brick wall is not sealed and seems slightly sunk into the wall
(press it and it opens the secret passage).
13. The Sorcerer's
Lair.
Its big room is a sinister look, and strange smells float in
the air. On the multiple stables and shelves are Eye of Gruumsh as well as two
potions, a grimoire and various material components. In a jar
on a table, a right elf hand. And on
the ground, a big locked iron chest. While the characters will be busy filling
their pockets, 7 large spiders will
attack them. Their bite does not represent a great danger; the problem with
these small critters is their venom.
No comments:
Post a Comment