The second room on the wall with the top of the stairs has a shut, wooden door. If a thief checks the door it is neither locked nor trapped. There is a small chance that the party may hear noise from inside. If the battle with the mimic went on for more then about 6 rounds then the ghouls in this room will know something is up and will not have a chance to be surprised.
This room is just as big as the first, with a semi-intact bed and wardrobe. There is a small stash in this room, so put what you think is appropriate for this room for a treasure. There are some books in this room and one appears to be a diary. DC 30 search to find and actually want to take the diary. The diary is of the wizard who took over the village and had the stronghold built. You can stick in what ever you would like, but make sure to have the following things. 1) He is obviously sane at the beginning, but slowly goes crazy. 2) He thinks someone is out to get him. (This does not include the Houses that want to take him out.) And 3) He goes on about how the world owes him for forcing him to become a wizard when all he wanted to be a Knight.
This room smells horribly and there are pieces of dead everywhere. If a character is squeamish this would be a good time to point out things like that.
These ghouls will not disappear when they are killed and act just like normal ghouls. Treasure is appropriate for 1d6 ghouls.
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