Dungeon23, February Day 13
A stinky respite may result in deadly encounters.
Area 18
The door to the north of this room is unlocked.
This chamber used to be a zombie storage room, like many others found throughout the crypt. However, the tunnels of the crypt ghouls have breached this chamber, exposing it to other rooms in the area. When the ghouls entered this room, they found a bounty of corpses to feast upon, resulting in a battle between the ghouls and the zombies interred within.
Bones stripped of all remains of flesh are scattered about the chamber. The bones make stealth difficult in this area, as they crunch under the PCs' feet. All Dexterity (Stealth) checks made in this area have Disadvantage.
This room, being in close proximity to the ghoul tunnels, is filled with ghoul stench. Any creature that starts its turn within in the room must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn.
Note: The PCs should not have to worry about the crypt spiders in Area 6 when they are in this area. The crypt spiders are sensitive to the ghoul stench that permeates the room, and thus do not enter it. PCs in the area will still alert the spiders to their presence, unless they succeed on a DC 10 Dexterity (Stealth) check (mage with Disadvantage, as indicated above). And while the spiders may not cross the threshold of Area T3, due to the ghoul stench, that will not prevent them from attempting to use their web attacks to capture and lure the PCs.
Loud noises in this area, such as combat or shouting, will attract the attention of ghouls from deeper in the ghoul tunnels. Treat this as a Crypt Ghoul encounter as indicated in the random Crypt Area Encounter Table.
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