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Warren of the Leper Queens [A Moragne / MRQ2 Dungeon] 
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Joined: Fri Mar 20, 2009 12:43 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Finding and Entering the Warrens

The warrens are not easily found, but there are traces of its existence aboveground.

The warrens are located in an area known as Sandy Ridge to ordinary inhabitants of the Leprosarium. No one lives nearby: All hexes within 2 hexes of the hex marked "D" are uninhabited. However, many people may be able to direct PCs to the warren's location. All members of the cult at the rank of Cultist and higher are brought to the warrens and instructed on how to find the main entrance, and can give directions sufficiently specific to let anyone find the entrances in Area 1. They will not reveal these entrances except under extreme duress or magical compulsion.

The first (leftmost in area 1 on map 1) is a spacious 5m vertical shaft dug next to a distinctive lone pine tree. It is covered by a disguised but unlocked trapdoor and has a crude mounting near the top for crates to be lowered down. PCs with specific directions can make Perception checks at +30% to find spot the tree and find the entrance near its base.

The second (rightmost in area 1 on map 1) is a 10m shaft at a 45-degree angle with the entrance covered by canvas and dirt. It is in between two lines of boulders, requiring PCs to clamber down about 3m between the boulders (using Athletics). It is a much narrower fit than the first entrance. It requires a Perception check to spot the entrance. The check is at -20% unless the PC has climbed down amongst the boulders first.

PCs may also find the warrens by following the supply wagons from Saffork. This is difficult (-20% to Perception or Track tests) until the PCs get within 2 hexes of the hex marked D, where the wagon tracks become the only marks. Perception or Survival tests at +10% will spot the tracks at that point. The wagons all go to the first entrance.

The third entrance (area 9 on map 1) is known to those of cultist rank or higher, but will not be mentioned by them under any circumstances other than magical compulsion. Cultists are taught to strategically reveal the first two entrances if they must, but to keep knowledge of the third secret at all costs. They are capable of phrasing their responses so that they appear to satisfy truth-discerning magic without mentioning it. (Example: Q: "How many entrances are there into your base?" A: "The first entrance is by the crooked pine tree, the second is in between some boulders. [Silence]")

The third entrance is used for the transport of prisoners into the warrens. The entrance is canvas covered with dirt and is in the middle of an extensive thornbush. PCs must make a Persistence or Resilience check at +10% to clamber through the thorns despite the pain and hindrance of the dense cluster of brush and thorns. Failure means they are Entangled on a random location as if the plant had attacked them, until they can make a Brawn roll to break free. A critical fumble will cause them to take 1d2 points of damage to a random location.

The entrance is a 10m vertical shaft with a ladder on the side. Prisoners are typically thrown down before their captors climb down, and many have broken legs or at least sprained ankles from the fall.

Both Brother Morris and Holy Tom have observed men entering and exiting through this entrance. Holy Tom saw them drag a prisoner down, but Morris saw nothing per se incriminating. The two have not discussed the matter.

The fourth entrance (area 10 in map 1) is known only to Servants of devotee rank or higher. It is a 50m long natural crack in the earth that is covered with rock piles on both sides. It slopes gently towards the surface. Unless the rocks are removed, PCs must make Perception checks at -50% to sense the fresh air that gently flows through the crack, otherwise it simply appears as a pile of rocks. A Brawn test can be made to remove the rocks once the existence of the entrance is determined. This entrance is intended as an emergency escape for high-ranking members in case the warren is ever compromised and is not otherwise used.

The fifth entrance (area 12 on map 2) is more of an airhole than a true entrance. It is a winding, natural tunnel about as thick as a man's leg. It progresses 3m through soft earth and emerges near the base of a tree. PCs can spot this entrance if they are searching the area (about 100m or so east of the main entrances) with a Perception check at -50%. It would require a shovel and a couple of days digging to get down, but it would be possible. The Brides are aware of it but consider it beneath their notice.

The sixth entrance (area 17 on map 2) is known only to devotees and Brides. It is another emergency escape tunnel. It goes for about 100m at a gentle slope. Underground, it is entered by lifting a false boulder that covers a shaft down into the tunnel. The boulder can be lifted with a successful Brawn test. The exit on the surface is hidden in a dried up riverbed under a second false boulder. PCs may only spot either one if their Perception is above 100%, and then only if they make a successful Perception check at -70%.

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Wed Jun 02, 2010 8:51 pm
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Joined: Fri Mar 20, 2009 12:43 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Aboveground Traps

There are two false entrances aboveground. The first is near to a large pine tree in the general proximity of entrance 1 and is intended to confuse interlopers who have somehow obtained the directions to find the real entrance. It only requires a regular Perception roll to notice.

The entrance opens onto a shaft that goes down about 15m and dead-ends. There is a wooden ladder hammered into the side of the shaft that goes down 10m. Either can be noticed from the surface with a Perception check at -50%. If a light source can clearly shine down the shaft (a torch held at the entrance will not work), the Perception check is only at -10%.

The rungs of the ladder are smeared with the Spume of Acephax by cultists about once a week. Characters wearing gloves are immune to the poison. It requires a Perception check at -30% to notice the poison.

Spume of Acephax
A mixture of blood and other bodily fluids from the corpses of lepers, mixed with a runny green bile that condenses on the statue of Acephax and the menses of the Brides of Acephax. It is incapacitating to all but the chosen of Acephax. Those above the rank of devotee in the Servants of Acephax are immune to its effects.

Application: Contact
Onset: 1 minute
Duration: 12 hours
Resistance Time: Every 4 hours
Potency: 70
Resistance: Resilience
Conditions: Agony, Confusion, Exhaustion, Nausea
Antidote/Cure: Cure Poison Spell

Cultists check it once a day as part of a routine patrol. They will use hooks and ropes to drag victims out of the shaft for questioning.

The second false entrance is near to the third real entrance. It is a more easily found copy of the third, also in the middle of a thornbush. It requires a Perception check with no modifiers to find it. However, the thornbush is painted with the Spume of Acephax, and any character who touches the thorns without protection must check against the poison. Cultists check it once a day, but victims can be seen by anyone coming and going from entrances 1, 2, 3 and 4.

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Thu Jun 03, 2010 10:43 am
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Joined: Tue Apr 28, 2009 12:50 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Reading through it all right now.
I already have a question. You used hexographer to generate the wilderness map, correct? If so, which version did you use: the free one, or did you buy the whole thing?


Thu Jun 03, 2010 3:37 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
I used the free one. I don't own a credit card or a Paypal account, so it's difficult to buy things online. I do encourage people to buy it and help the Hexographer guy keep it available (if I do get a credit card, I'd gladly do so myself).

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Fri Jun 04, 2010 8:07 am
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
The Warrens: Structure and Design

The warren itself is dug under the sand into the clay soil of Axrew. Because of the material they're dug out of (clay-rich dirt), the walls of the warren are sound-absorbing, and give a -10% to any Perception tests that involve listening. Characters making Stealth checks to avoid being overhead may make these checks at +10%. Blades or tips of weapons striking the wall have only a 5% chance of hitting a stone and being damaged.

The ceiling and walls are reinforced with timber struts that form archways, and the ceiling height varies from 2.5m to 5m with an average of 3.5m. The struts have an average AP of 6 and 40 HP. Destroying one will not cause a collapse, but if three adjacent archways are destroyed, there is a 15% chance of immediate collapse in the areas of the destroyed archways.

Many archways have a thick canvas drape covering them. The drape is painted to look like the surrounding earth, giving the appearance of a dead-end. Perception checks (modified for any lack of light) are required to notice incidentally that it is not a dead end. Any investigation involving poking, touching or physically interacting with the drape will reveal this as well. Some of the drapes, especially nearer to the statue of Acephax itself, are painted with the Spume of Acephax and characters whose skin touches them will suffer its effects. The drapes have an AP of 3 and 10 HP.

The ground is level but not smooth. It has only been graded in areas 8-10; 16-17; and 19-20. Elsewhere, individuals who are running, overencumbered, carrying someone or otherwise hindered must make Athletics checks +10% each round they move or fall prone.

Because of the depth, the warrens occasionally accumulate groundwater, especially after one of the infrequent rainfalls. The pits in areas 3, 4, and 12 are drainage pits. They connect to a massive underground aquifer in the bedrock 75m below. PCs with appropriate magical assistance can swim from one to the other without being observed, though this is a painstaking, tortuous process in the dark. The pit in area 4 is used as a well, and has a cover that has a 35% chance of being shut and latched.

The pits in areas 10 and 17 are latrines and dumps. They have wooden platforms that hold benches above the pits. The platforms have an AP of 4 and 25 HP. The smell when they have not been recently cleaned (the cultists try to do so every day) is unbearable. Characters must make a resilience test or suffer the effects of nausea as if they had been poisoned. The cultists carry the nightsoil aboveground at night and bury it in pits covered with sand.

The secret passages are all similarly constructed and protects. Their entrances and exits are covered with heavy canvas drapes similar to the ones covering archways, but _always_ painted with the Spume of Acephax. Characters must make a Perception test at -30% (plus any modifiers for poor lighting, etc.) to spot the entrances. The drapes are reinforced by planks, so merely prodding them with the tip of a sword or spear will not automatically reveal them to be drapes. They conceal passages that are about 2.5m tall and 1.5m wide. Characters suffer a -30% on all skills requiring them to be able to move freely (GM's call) as well as to their combat skills. Only members of devotee rank or higher are aware of the secret passages.

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Sat Jun 05, 2010 1:57 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Sorry about the delay, I've been juggling a million projects lately.

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Fri Jun 11, 2010 2:16 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Area 1: Entrance & Storage Room

This part of the caverns is used as storage space, as well as the entryway to the rest of the warren. The room is 3m high, and the ground is flat enough to be safe to run on.

At any time, there are 1d10+10 1m x 1m crates stacked around the room containing food, clothes, and other basic supplies. The crates are stacked in piles of 8, with one layer of 4 on top of another layer of 4. A full stack blocks line of sight.

There are also 1d10+10 55-gallon barrels containing fresh water, wine and oil (50% chance of water, 25% of the other two) lined up in rows of 8 against the walls. The barrels may be tipped or broken with Brawn +10% checks.

Finally, there are 1d4 piles of rags, food waste and other garbage ready to be brought above ground and discarded. These are usually near the centre of the room, away from the crates and barrels. These piles require a Perception check to spot in the darkness. Characters who do not notice the piles must make an Evade +10% check or trip and fall prone in the slippery mess. Characters who run through the piles, whether they notice them or not, must also make an Evade +10% check or fall prone.

The area is lit by 6 lanterns resting in alcoves in the wall. There are more alcoves than lanterns, letting the Servants move the light around to best suit their work.

There is a 33% chance that there are 1d4 cultists and 1d2 Sons of Acephax in this room. If the Servants are on alert, the number increases to 1d8+2 cultists and 1d4 Sons of Acephax.

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Last edited by Pseudoephedrine on Sat Jun 12, 2010 3:18 pm, edited 1 time in total.



Sat Jun 12, 2010 2:47 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Yes, it will be a hard fight in the entrance to penetrate in. This is to encourage the PCs to find some of the alternate entrances, and also to spook them a bit.

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Sat Jun 12, 2010 2:49 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Area 2: Distribution Corridor / Carpentry Supplies / Sawyer

Crates are opened, broken down, and the wood stacked and assembled for various purposes here. There is a 1m x 4m table with a mounted rack holding a full set of carpentry tools and cooper tools here, including saws, hammers, drills, chisels, files, planes, etc. There is a lantern on the table lighting the room.

There are 1d3 stacks of planks waiting to be put to work at any given time. The stacks are about 1m by 1m and are set up against the walls when full.

There is a barrel of water next to the table that is bloody - the tools are also used to torture and dismember victims of the cult and are washed clean in the barrel. The accumulated blood of individuals being killed in the Servants' rituals is mildly magical, and is used to feed the various disease spirits present in the warren. Characters with magical senses can detect the bloody water's very mild magical aura.

Anyone touching the water has a 5% chance of contracting leprosy. Anyone drinking a mouthful of it has a 15% chance. Characters drinking a mouthful regain 1d2 magic points.

The ceiling is 2.5m tall.

There is a 10% chance of 1d2 cultists here. There is a 10% chance of 1 rank 1 leprosy spirit here.

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Last edited by Pseudoephedrine on Sat Jun 12, 2010 3:21 pm, edited 2 times in total.



Sat Jun 12, 2010 3:03 pm
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Post Re: Warren of the Leper Queens [A Moragne / MRQ2 Dungeon]
Area 3: Drainage Tunnel

The floor is slick, wet and uneven here. Both the entrance and exit to this tunnel are covered with drapes. The ceiling is 2.5m high.

The pit is uncovered, and is a solid, unnatural square shaft filled with water and going down 75m to an aquifer. Characters who can hold their breath for long enough (several minutes at least) or who breathe water may swim the aquifer and emerge at either area 4 or area 12. The water appears clean and pure. This tunnel is totally unlit except for whatever light source the PCs carry with them.

The aquifer contains a rank 4 leprosy spirit in the form of a many-headed, rotting snake carcass. It will attack anyone who attempts to swim the aquifer.

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Sat Jun 12, 2010 3:16 pm
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