TIA04 Level D

This level contains the entrances to the upper floors of the building, and previously housed the mercenary guards. It also contains the main Temple level.
 

Area 36

  This entrance way contains hooks on which to hang cloaks. There is a door on the east wall, and a set of stairs coming down from the floor above up in the south east corner. You step cautiously into the small square chamber, listen at the east door, and then open it.
 

Area 36A

  This is a rather primitive lavatory with a large bucket and a chain. You pull the chain causing the bottom of the bucket to open and a small bell rings (warning passers-by of the imminent arrival of its contents).   You return to the double doors in the entrance room. They are locked. Once again you carefully get your lock pick out and with ease, the lock is released. You didn't hear anything beyond the door, but when you enter the chamber you are immediately attacked by an appendage. Another appendage with an eye on the end hovers close by.
 

Area 35

  This is a balcony. It is half under cover (the part outside of the dotted lines), while part of it overhangs the central courtyard. There are four open exits, two to the north and two to the south. There are double doors on both the east and west entrances.   However, you don't have much time to do anything but react to the striking appendage. You strike out at it with your sword, and hit it (for 4HP damage). It recoils instantly, and you dart for the nearest exit. The south eastern archway.
 
Look over the edge
  There is nothing on the floor below, except a few arrow slits in the walls. Two floors below, which you assess is the ground floor, you can see lots of people and activity, and can assume they are part of the rival gang.  
Search for traps (In north exits)
Suzi roll Investigation with Find Traps DC5
  You cannot fail!   Two wires stretch across from wall to wall, about a foot apart. You'll have to remember to step over this if you come back this way.  
Move over F square (In north exits without searching for traps)
You feel the slight tension on you foot as you realise you've stepped into a trip wire.
Suzi roll Acrobatics DC15
  The portculis slams down almost instantly on either side of you. You're now trapped and the crashing noise is sure to attract attention.   You dive forward and onto the floor in front of you. Behind you a double portculis slams to the floor and the crashing noise is sure to attract attention. (Depending on the direction you were facing you are either in Area 31 or Area 35.  
Try to lift the portculis
Suzi roll Athletics DC15
  The portculis appears to be locked in place, as it won't budge.   In desperation, you put every last bit of energy into raising the portculis, and despite you suspecting there to be a locking mechanism, your brute strength seems to have got the better of it. You pull it up to almost waist height and then with a agile move you dive underneath and roll away. The portculis crashing down behind you.  
Search for secret doors in walls
Suzi roll Investigation DC10 with Find Traps
  This really can't be where it all ends. You have to find a way out.   You feel around the wall, looking for a lever or movable block. Nothing, nothing ..... wait, what's this? You push a rock, and suddenly a lower block swings up, and you can crawl into a small gap between the walls. Only a few feet away you can see the back of a similar release, and you pull the wire, and the lower block swings inwards. You can now crawl out the other side. You hope the portculis hasn't fallen down on this side as well.  
Try east or west doors
  The doors are locked  
Pick lock on door from 36 to 35
Suzi roll Sleight of Hand DC10 with Open Locks - success
  You twist slowly, and then you hear that .. snap, as your lockpick breaks. How many do you have left?   You twist slowly, and then you hear that .. click, as the tumbler clicks open.  
Search for traps (In south west exit)
Suzi roll Investigation with Find Traps DC15
  You don't find any trap.   You notice a tiny gap in the wall, and on closer inspection you can see a thin blade hidden in the gap. Best step over this section.  
Move over F square (In south-west exit without searching for traps)
You hear the faintest of whirring noises, familiar with the release of a trapped blade.
Suzi roll Acrobatics DC15
  A blade shoots out from a gap in the wall just below knee height, and cuts through your boots and into flesh. Take 1HP of damage.   You dive forward and onto the floor in front of you. Behind you a blade shoots out of the wall, and reverberates briefly before it comes to a rest. Lucky escape. (Depending on the direction you were facing you are either in Area 38 or Area 35.  
Search for traps (In south east exit)
Suzi roll Investigation with Find Traps DC30
  You don't find any trap.  
Move over R square (In south-east exit)
You hear the faintest click as your foot presses down on something you cannot see, familiar with the release of a small mantrap.
Suzi roll Acrobatics DC10 - success
  There is a thud and a singing sensation from your ankle as you feel the teeth of an invisble mantrap dig into your flesh. Take 1HP of damage. Your foot is now trapped within its jaws.   You leap up and to the side, just as you hear the clang of the invisible mantrap jaws snap together, just missing its prey.  
Try to remove the mantrap
Suzi roll Athletics DC10
  There seems to a lock on the device, that you cannot seem to find due to the invisble nature of this contraption. You're going to have to carry on with this attached to your foot. Movement is slowed to 5 spaces per turn, and you're not going to be able to move silently or climb walls with this thing attached.   You find a locking mechanism, and flick the switch. The jaws easily can be bent apart to release you foot, and then the jaws clang back together when release. You may as well have been ringing a bell with all the noise you made.  

Area 39

  You find yourself in a short passage leading to a set of double doors, but the healing appendage is starting to slither toward you once more. You try to open the doors.   They are locked! Quickly you get your lock pick out again, and start to twist.
 
Pick lock on door from 39 to 40
Suzi roll Sleight of Hand DC10 with Open Locks - success
  You twist slowly, and then you hear that .. snap, as your lockpick breaks. How many do you have left?   You twist slowly, and then you hear that .. click, as the tumbler clicks open.  

Area 40

  Once again, in your rush to flee the appendage, you jump inside the chamber, and slam the door shut. You have arrived in the lower temple area.   And on either side of the doors at the foot of each stair is a skeleton. They move in to attack you.   You jump forward and spin around, your sword ready to defend you.
  Beyond the doors is a square chamber, with a large statue, two urns in the west corners, and four arrow slits.  

Skeletons - 2

  HD 1; HP 2,2; AC 7;
Move 6 spaces per turn; No. attacks 1; Size M
Only half damage from edged weapons

WeaponLengthSpaceSpeedDmg (SM/L)TH-Suzi
Short Sword - - - 2 13
  The skeletons will fight to the death.
  Suzi strikes first, but finds her sword blade struggling against the animated beasts. She does 1HP of damage, but then suffers as the blows get delivered first from the left and then the right, and again they kep coming and coming. The skeleton's blades slice at Suzi, for 2HP of damage, then another 2, then 3. Suzi despite getting much weaker slices across the rib cage of the first one she hit, shattering the beast and sending it across the room to its grave once more. But it leaves her rear open, and wit one final hit.......   The room goes blank, but Suzi is still aware enough to feel her body being lifted, and raised fast.... up, up. She doesn't remember the next few moments but finds herself dropped in a dirty, smelly alleyway in front of a rickety building with a green door.  
Recognise the statue
Suzi roll for Religion DC20
  You have no idea who the demon or god the statue relates to.   From the depths of your memory, a name stirs unbidden—Gollush-Glumdrum, a demi-god of grotesque transformation. The features of the statue before you—its mismatched limbs, unsettling grin, and chaotic form—bear an uncanny resemblance to the tales whispered in half-forgotten lore.  
Search north wall
DM roll for Suzi Arcana DC10 (+2 modifier therefore +4 total)
  There's nothing unusual about the wall, and looking through the arrow slits you see the city wall and the rooftops of the houses and buildings of the city. Everything is still and there is no activity down on the streets.   There's nothing unusual about the wall, and looking through the arrow slits you see the city wall and the rooftops of the houses and buildings of the city. But what appears very strange is that there is no activity down on the streets. You can hear late night revellers and carts, but you cannot see them.  
Realise it's an illusion
  You reach out you hand, and it goes straight through the wall. You decide to step forward, and are surprised, and relieved to feel you foot touch solid ground, and you pull you whole body through the illusion. A pile of old vestments lie on the floor.  
Search the clothing
  Almost as if it were forgotten in the rush to leave, a tiny box lies amongst the dusty clerical clothes. You bend down and pick it up, and open the lid as there is no lock. Inside, held in a soft cushion of velvet, is a silver ring with a bright red stone embedded on it.  

Area 30

  This rooms seems to have been some form of guard room, giving access to the north-west tower. There are barrels and a winch in the room. The rope from the winch holds a cage off the ground, and within it is The Thing. It's limbs flail around as it seeks you out.
 
Cut the rope
  This appears to have no effect on the Thing, except to annoy it, and it's limbs rage and thrash.  
Combat with the Thing
See the combat page for TIA08 The Thing
 

Area 31

  This looks like sleeping quarters, probably for the off-duty guards.It contains bunk beds for four men, and also contains the winch mechanisms, most likely to raise the portcullises that you can see hanging in the two southerly exits from the room. They are currently raised.
 
Raise a portculis
It takes a complete move to raise each pair of portcullises.
 

Area 32

  This was a kitchen for use by the guards, and contains a stone working surface. There was previously a well in the north west corner, but this has been sealed with a heavy stone slab. There ois a hole in the roof above the well.
 
Climb through the hole above Level C Area 21
Suzi roll Athletics DC15 with Climb Walls
 

Area 33

  A narrow passage leading from Area 30 to Area 37. There is a smal door on west wall near the southern end.
 
Door is unlocked. Open door.
  There is a small lavatory, emptying via a chute to the street outside.  

Area 34

  There are stairs going down. At the bottom is a heavy door. Without trying to listen at door, you can voices on the other side.
 
Try the door
It is locked
 
Listen at door
Although you can't quite make out the conversation, there are certainly many voices and you suspect this is the rival gang,
 

Area 37

  Appears to have been a guardroom, with a trestle table, two benches and a chest full of mouldering clothes. There is a narrow corridor from the south east corner heading east. There is a door in the middle of the east wall.
 
The Thief will be trapped if pursued into the passage.
  The door is locked  
Pick lock on door
Suzi roll Sleight of Hand DC15 with Open Locks
  You twist slowly, and then you hear that .. snap, as your lockpick breaks. How many do you have left?   You twist slowly, and then you hear that .. click, as the tumbler clicks open.  

Area 38

  This seems to have once been the quarters for the guard captain. There is a single bed in the south west corner, an open and empty chest against the south wall, a table and chair in the north east corner and empty bookcases against the east wall. There is a door on the west wall.
  The door is locked  
Pick lock on door
Suzi roll Sleight of Hand DC15 with Open Locks
  You twist slowly, and then you hear that .. snap, as your lockpick breaks. How many do you have left?   You twist slowly, and then you hear that .. click, as the tumbler clicks open.

Comments

Please Login in order to comment!