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pentepila

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THE
PENTEPILA
Dungeon for Character Levels 1-31)
Connects to Dungeon Module L1
(The Secret of Bone Hill)
Point of departure: RESTENFORD (II37)2)

Note: This adventure has the distinction of being the first adventure I wrote that I consider to be part of my gaming world. It was inspired (in part) by the “wilderness” map included in the module L1: The Secret of Bone Hill. The gaming sessions that emerged from this adventure were also the basis for the first chapter in “The Chosen” saga: "Looks Are Deceiving".

Nearby Encounter Possibilities

1. RAT LAIR - This small mound located in a small area of bushes is only about 100 yards from the Pentepila. Total population of GIANT RATS (AC7, HD 1/2, Move 12“//6”, D1-3 + 5% disease) is 34 with at least twice that number of normal rats (AC10, hp 1 each, Dnil). In battle, the normal rats will swarm out with the Giant Rats and cause all hits on the Rats to be at -1. Here is a breakdown of the hit points of the Rats: (8×4, 12×3, 11×2, 3×1). In the mound (digging must be done) is located the following treasure: 1,088cp; 1,224sp; 68ep; 1 40gp gem; and a Ring of Spell Storing with one first-level Clerical Spell: Light.

2. LARGE SPIDER LAIR - Between several trees on the edge of this forest is located the lair of 12 LARGE SPIDERS (AC8, HD1+1, Move 6“*15”, D1 + poison at +2). Hit points are as follows: 2×9, 2×7, 3×6, 5, 3×4, 3. In their lair is the following treasure: 174cp; 111sp; 95ep; 43gp; and 46pp.

3. ORC LAIR - [ This section was stricken from the original notes, but is included here for completeness ]
This lair is located in the ruins of an old fortress just outside the forest. There are 149 males, 100 females, 200 children as well as 5 leaders, 15 assistants, 1 subchief with 8 bodyguards, and the chief with 22 bodyguards. The political hierarchy is set up such that each of the five “leaders” controls about 30 male orcs and all females

Descriptions

The Pentepila consists of 4 hollow pillars and 1 solid pillar arranged in a pentagon with 100' between each pillar. On the maps, the pillars are labeled A to E. Here is a brief description of each pillar: They are about 7 feet in diameter and roughly 28 feet tall. The walls of the hollow ones are nearly one foot thick and all are grooved vertically just as in Greek columns. The dimensions are perfectly symmetrical and there are no designs or additions to any of the pillars. However, pillar B has a definite crack extending about 5 feet down from the top. Here is a detailed description of each:

Pillar A

At the bottom of this pillar is a 3' x 2' oval trap door made of stone. It is very heavy and requires a roll of “Open Doors” to open. From below, this roll is at +1. On the inside of the pillar are iron rungs extending down to the ground. One is bent: 50% chance to notice. If not, then 50% chance to fall (d6 damage). 1 in 4 chance for “broken” ankle (Move to 1“). Below the trap door, there is a 3' wide tunnel leading directly down with iron rungs every foot.

If any creature is able to climb this pillar, a magic mouth will appear on the outside wall and say, “This is the home of Ossa, the Perfect. All who enter shall be slain.”

Pillar B

This pillar has about two feet of water in the bottom. The water is quite murky, yet at the bottom is a mud-covered bracelet made of silver with 4 20gp gems set in it. As a whole, it is worth about 200 gold pieces. A person looking from the top will have a 5% chance of spotting “something that is somewhat shiny” at the bottom. Anybody at the bottom has a 100% chance of seeing and identifying the item.

Pillar C

This pillar is entirely solid.

Pillar D

Set in the SW side of this pillar at the bottom is a small trap door roughly 21/2' square. The door is flush against the pillar and must be located as a secret door. The door is simply a tight-fitting portal that is opened by pushing in. No strength requirements are required for opening but any person entering must remove all backpacks and sacks, etc. to get through. A similar trap door as in pillar A is here. In the dirt here is “buried” a small strap of leather and the hilt to a small dagger.

Pillar E

This pillar is flooded as is Pillar B, yet has nothing of value within except the skeletal remains of a Kobold.

Areas below ground:

First Level Map

(1) Below the trap door is a tunnel (as in Pillar A) and below that a wooden ladder to ground level. The wood is not very stable and for every 5 pounds of weight put on the ladder there is a 1% chance per round for the ladder to break. To the SW from the laddr, the ground goes down and that corner is flooded. Nothing of interest remains here.

The hallway is thirty feet long and dug out of the dirt.

The door is locked and no key exists. The lock can withstand 20 hit points and the hinges take 30 each.

(2) The pillars in this room are solid wood and are basically there for decoration only. The two doors are identical to the door in (1) in all respects.

(3) In this room are three SKELETONS (AC7, HD1, Move 12”, D1d6, hp 8, 5, 4) who have been told to attack all non-elven or half-elven who enter the room. The south pillar in this room has a hollow space in it about 5' off the ground. Roll the normal secret doors roll to find a small wooden latch. Inside are two golden rings (valued at 20gp each) and a leather pouch with two large silver bars (value: 50sp ea.). The secret door on the south side is merely a wooden panel covered by a worthless rug.

(4) This irregular-shaped room was used as a storage facility and contains four rotting wood barrels and 1 large wooden chest. The wooden barrels have spoiled meat which makes the room small very bad. The chest has several blankets made of wool. Careful examination will reveal that the food has been eaten slightly and in fact on one barrel a large hole has been gnawed out. The cause of this is a pair of GIANT RATS (AC7, HD 1/2, Move 12“//6”, D1-3 + 5% disease, hp 3, 2) that frequent this area. They enter in the SW corner and will not attack unless someone ventures back to that area and begins prodding around their burrows. Also, there is a 25% chance that they will not be present. The tunnels are only about one foot in diameter and cannot be entered. However, they eventually lead to a small mound about 100 yards SW of the Pentepila. Near this area is a Giant Rat Lair.

(5) The door on te North wall of this small hallway is stuck hard and requires an “Open Doors” to open. Once open it will remain open until pushed close. The other two doors are easy to open.

The brick on the west wall in the Noth has been charred slightly and laying in a hump on the floor is a badly burnt half-orc corpse wearing what is left of leather armor.

(6) This huge hallway at first appears empty but if the party reaches the point marked (a) two ZOMBIES will appear from behind a layer of false bricks at point (b). There is a 10% chance per non-elf; 15% for a half-elf; and 20% for an elf to locate the false bricks. If actively searching, these percentages are at +40%. (The ZOMBIES are AC8, HD2, Move 6“, D1d8, hp 12, 9). The zombies are distinctly the corpses of half-orcs.

(7) This room was the secondary study for Ossa and contains a large reading table (10' x 5') in the center. In the NE corner is a short bookshelf with several books hand-written in elvish. The titles are written on the front of each book and are: Restenford Area Elf Clans; The Supreme Gift of Corellon Larethian; The Magic of Hecate; A Compendium of Elf-eaters; The Slaying of Lolth; The Re-birth (A History of Half-Elvens); and Dwarven enemies of the Past.

On the south end of the tables lies a flint and steel tinderbox that has all the components. In the SW corner of the room on the floor is a box with two dozen wax candles. Beneath the box is a small tunnel from which 7 GIANT CENTIPEDES (AC9, HD 1/4, Move 15”, D1 + poison at +4, hp 2×2, 5×1). They have no treasure.

(8) This odd shaped room contains an altar to the goddess Isis and is painted entirely crimson and white (floor, ceiling, and walls). Around the corners to the East and West are 4 ZOMBIES (AC8, HD2, Move 6“, D1d8, hp 12, 10, 7, 11). They will attack any person other than Ossa who enters this room.

In the very center of this room is a two foot wide pure white stone pillar that is 31/2' tall and is enchanted with a Glyph of Warding. Atop the pillar is a large, beautiful diamond valued at about 500gp. [ Margin note: “Pillar knocked over” ] The glyph will shock anybody who touches it for d8+2 points of damage. The diamond can easily be knocked off. Above the door to this room (on the outside) is a magic mouth that will say (in the common tongue) “All but the master will be slain in this room.” if any person other than Ossa touches the door.

(9) This long hallway has a simple trap located where the arrows point at. Stretching between the two arrows to the north is a series of trip stones that will cause a large set of bars to fall from the ceiling where the other set of arrows are. There is a 10%/15%/20% chance for non-elves/half-elves/elves to discover either the bars on the ceiling or the trip stones. If someone is caught under the bars they will be inflicted with 1d6 points of damage initially and then 1 point per round until the gate is lifted. On the north wall of the East-West section of this hall near the corner is a iron crank that will lift the gate. The crank gives any person +50% to lift the gate. Any attempt to turn the crank while the gate is up will be futile. [ Margin note: “Spiked in place - at 4 full revolutions (No effect) Gate is up” ] The trip stone will only be tripped 25% per person crossing it. The floor of this hallway (and all other areas beyond here) is covered with bricks. The ceiling, also, is covered, however very occasionally a brick has fallen from above. The distance between the bars on the gate is about 5”.

(10) The ceiling in the NE corner of this room has collapsed leaving a small pile of bricks blocking the north door as well as leaving a dirt ceiling in that area. [ Margin note: “plus 21/2-3' wide hole from ceiling to surface. poison dagger in mound - 25% chance / person - 1 pt + poison ] [ Margin note: “12 Rats (dead) placed at X ]

The supports are the same as in area (2). There is a long tabe split in the middle and caved in lying against the west wall. Underneath it (only seen if examined) is a pair of silver candlesticks values at about 20gp each.

(11) Ten feet into the hallway here lays the body of a half-orc wearing no armor. An arrow shaft protrudes from his back about 2”. He has a belt pouch with a vial of holy water (still intact) and 3 gold pieces. The cause of his death is an arrow trap located on the far wall about 4' above the ground. A strip of trip bricks (as in area 9) will trigger the arrow which will inflict d6+1 points of damage and hit at +1. (The arrows are non-magical and there are only 4 shots left). Aside from the arrow in the half-orc, there are 5 other arrows (all broken, but 1) laying about. The only unbroken arrow is firmly planted in the door and will break if retrieved. Note that this will prevent opening the door casually more than halfway. In the main area is another half-orc whose head appears to be missing. The reason for his death is an animated OGRE SKELETON (AC7, Move 12”, HD4, D1d6+2, hp 19). The skeleton will attack any person other than Ossa who enters this room.

The skeleton guards a large, iron, locked chest in the SW corner. Inside are three fine silk tapestries worth 250 gold pieces for all three (100, 100, & 50); one well-worn leather-bound book (Southern Legends of the Humans); two sacks with 82gp and 94sp respectively; and two small daggers (one of which is a +1). The book is worthless and written in elvish. The lock on the chest can withstand 10 points of damage. [ Note: A deleted section of the text included a second book (titled “The Pentepila”) which “gives a detailed map of the main dungeon level (complete with most traps) and describes the two entrances into the dungeon levels through the pillars. ]

(12) This room is empty but for a few fallen bricks. Any loud noise or prolonged stay will cause 2-12 GIANT RATS (AC7, HD 1/2, Move 12”//6“, D1-3 + 5% disease, hp - rollup) to come swarming up the stairs. There is a 25% chance per round of the rats attacking.

(13)-(20) (General) All of these rooms were guest areas and other living quarters. Ossa, himself, lived in room 20. All pillars are as in area (2). The doors to all but rooms 15, 18, and 20 are easy to open. In each room is one bed: 3'x6' and resting on a 2' high frame. The mattress is simply a straw-stuffed blanket. On top of that are two other blankets. On the opposite wall from the bed is a simple dresser with three drawers.

(13) This room is identical to (16) except for the half-orc.

(14) In the dresser here is a full set of clothing for a female half-elf of 5'1” height. On the bed is a female half-elf of 5'1“ height with a spear firmly planted through her remains and into the bed.

(15) This room is entirely empty and the bed is intact.

(16) The drawers are empty and the bed is torn apart in this room. On the floor in the NW corner (behind the door) is a half-orc skeleton (non-animated) with a dagger between two of his ribs.

(17) In the dresser is a suit of leather armor for a 6'3” human and a long sword (non-magical). Around the bed are five dead half-orcs and one dead 6'3“ human still clutching a Battle Axe in his right hand and a mace in his left. Under the bed is a small wooden box with the following: a full suit of clothing for the dead human, a dozen darts, a tinderbox, 2 flasks of oil, 50' of rope, and 14 gold pieces.

However, there are two LARGE SPIDERS in a web in the SW corner (AC8, HD1+1, Move 6”*15“, D1 + poison at +2, hp 8, 4) who will rush to attack any who enter this room.

(18) This room is the same as (16) except for a small silver bowl below the bed valued at about 10gp.

(19) This room is identical to (16) except for a small wooden box in the top drawer of the dresser. Inside are three vials of liquid. The first is a vial of holy water, the second a potion of healing, and the third is a Heroism potion.

(20) This was the room of Ossa for a short period of time and was not looted so it is lavishly furnished. The bed is in perfect condition and is stuffed with goose down or some such soft material. The dresser is full of fine clothing valued at about 20gp for the lot. In the 15' wide alcove is a small desk (5' square) with a lantern (empty) on it. Under the bed is a locked chest that contains 243 gold pieces in a sack as well as a potion of healing wrapped in cloth. The lock can withstand 20 hit points of damage and each hit on the chest there is a 10% chance that the vial will break. In another small chest in the SE corner is a ring of keys (8 in all) to the doors to room 13-20. The secret door is set in the brick wall and has a false brick which conceals a latch.

(21) This small room is entirely empty except for the remains of a broken wooden ladder which used to extend from the trap door tunnel in the ceiling to the floor. Any person falling from above will sustain d6 points of damage. The doors can withstand 20 points / lock and 30 points / hinge. In between the two locked doors in the 25' hallway is a ZOMBIES (AC8, HD2, Move 6”, D1d8, hp 9) who will attack any person (other than Ossa) who enters here.


Second Level Map

(22) In this room are 12 GIANT RATS (AC7, HD 1/2, Move 12“//6”, D1-3 + 5% disease, hp 4×4, 3×3, 3×2, 2×1) who will attack any who enter this room. Remember that any rats not in room (12) must be subtracted from this number. The rat tunnels are bare and are too small to go through. In this room is a long (15') table on the far wall with a large pottery jar set on the east side. Inside is a dagger on a sheath on top of 93 silver pieces. [ Margin note: “shattered pottery jar” ] The east door is stuck while the west door is locked. The west door, however, can only withstand 10 points of damage on the lock and 10 on each of the hinges.

(23) This long hallway is very dank and stuffy. Around the corner (toward area (24)) is a GRAY OOZE (AC8, HD3+3, Move 1“, D2d8 + corrosion, hp 15) who frequents area (26). [ Margin note: “Dead Tizha in hall (acid kill)” ] Because of this, the door to area (26) has a large portion of its lower half gone. Every 5' on either side of the North-South length of the hallway is mounted a weapon or armor of some sort. They are as follows (from South to North): On the west wall: Long sword; Long sword; Morning Star; Studded Leather armor; Plate mail; Long sword. On the east wall: Light crossbow; Short bow; Military pick; long sword; Large shield; Broad sword. All but the second long sword (which is +1) are non-magical and in perfect condition. Both suits of armor fit half-elves (63”).

(24) Guarding the inside of this room are 5 SKELETONS (AC7, HD1, Move 12“, D1d6, hp 7, 5, 4, 2×2) who will attack all non elven / half-elven characters who enter here. [ Margin note: “short swords” ] In the SW corner is a large, locked, wooden chest with 43 platinum pieces as well as a Know Alignment Clerical scroll, and two vials of holy water. [ Note: two healing potions were stricken from the description ] The lock can withstand 10 points of damage and every hit will have a 5% chance per container to damage it. The secret door in the SE corner is the same as in area (20).

(25) Lying in a crumpled heap in the NE corner of this room is OSSA himself. His body is not at all decomposed. Instead, he had had a Temporal Stasis spell cast on him and is currently “frozen” in time. On his right hand is a gold ring valued at 50gp and around his neck is a jeweled medallion valued at 200gp. If any attempt is made to touch him, however, a magic mouth will appear above him and say, “No one is to disturb Ossa, lest he be slain!” Also here to guard the body are 4 half-orc ZOMBIES commanded to attack anybody (AC8, HD2, Move 6”, D1d8, hp 15, 14, 12, 8). Next to Ossa is his spell book. Unfortunately, it has been deliberately destroyed (burnt mostly). Close examination by a magic-user or Illusionist will reveal the identity of the books remains. Note: If Ossa is somehow awoken, he will serve the party for only a short period of time and will desert at the first possibility.

(26) This room is full of many wooden barrels that at one time held quite a bit of food. There are thirty barrels arranged in three rooms of ten along the north wall. Numbering from the NW corner, they are: 1-8: Empty; 9: Wheat grain (inedible); 10-12: Empty; 13: A very dead half-orc wearing padded armor (he is 5'4“ tall), a belt pouch, and clutching a broad sword. In his back is firmly planted a dagger and his body is stuffed deep into the barrel. In his belt pouch are 13 platinum pieces and a gem of 100gp value; 14-15: Empty; 16: Years old meat with a thick layer of normal green mold on top; 17: Empty; 18: Stacks of blankets (worthless); 19-27: Empty; 28: One dead Tizha (5'2” tall) wearing loose rags and carrying absolutely no treasure; 29-30: Empty. In the center of the room is a large table with several chairs set around it. There is a pottery plate with a set of silverware (valued at 5sp) here. In the SE corner of this room is a female human wearing leather armor (5'8“) and also carrying a belt pouch with a vial of holy water, a flask of oil, and a tinderbox. [ Margin note: “valued at 20gp” ] [ Note: A deleted section adds the following: “4 loose gold pieces and a shiny golden ring which is actually a Protection ring +1.” ] Around her left arm is a large shield and there is a large hole in her neck. She has no weapon.

(27) This hallway is the home of a GIANT POISONOUS SNAKE (AC5, HD4+2, Move 15”, D1-3 + poison, hp 23) who uses the tunnel to make trips to the surface. [ Margin note: “Type B (3d6)” (which I believe refers to the snake's poison) ] The tunnel is about 5' in radius and extends nearly 400 yards before opening (sic) in a 5' diameter entryway hidden in a fairly large (20') clump of bushes to the NW. In the snake's nest are several blankets and torn clothing from some of the snake's victims. Mixed in with all of this are two leather pouches containing 18gp; 19sp; and 3cp in one and a broken glass vial; a blank scroll [ Note: It was a “Protection from Undead” scroll, but that part was deleted ]; and two small agates valued at 15gp each. There are eight bodies here (positions shown on the map). Here is a brief description: 1) a male human wearing torn leather armor and no weapons; 2) a male half-elf wearing padded armor (5'7“) and “sitting” on a long sword [ Margin note: “Through her (sic) back; out her (sic) chest (point up)” ]; 3) a male human wearing only a robe with a leather pouch on his belt (Inside is a flask of oil, some rags, and a tinderbox); 4) a female human wearing only a robe and clutching a dagger; 5) a male half-elf with a broken long bow and eight arrows in a quiver on his back; 6) a male elf with a short bow and nine arrows (one of which is silver tipped); 7 and 8) two dead Tizha. The rubble to area (28) is about 6' high and very sturdy. It could be climbed over easily, but clearing it away would be next to impossible. The tizha are afraid of the snake and will not come here.

(28) This room has three blood-stained bedrolls in the SW corner. Two are spread out and have 12gp and 3gp + 12sp respectively in a small pouch connected. The third has a 25gp gem but must be unrolled to find it. The remainder of the room contains a table (empty) and six chairs. Every turn that the party remains in this room thre is a 25% chance that 1-4 Tizha from area (30) will enter here.

(29) This small room was used as a storage area and has fourteen barrels and three large, sealed, wooden crates. There is a 25% chance that 1-4 Tizha will be here (from area (33)). In the barrels are #1-#13: Empty; #14: Fresh roots and other Tizha food. All the crates have cloth in them and weigh ~100# each. [ Note: Deleted section: “The cloth is worth ~50gp per crate.” ];

(30) [ Margin Note: “See (31)!” ] 8 TIZHA (AC7, HD1+2, Move 9”(3“), D1-6, hp 10, 4×8, 6, 5, 4) use this room as their main living quarters. Strewn about the floor are several bones (the remains of a human) and quite a bit of other debris from normal Tizha lifestyle (leaves, roots, dirt, etc.). By searching carefully, the party will find a set of good thieves' picks and tools and several gold, silver, and copper pieces.

(31) This area is the same as above as per debris and gold, silver, and copper pieces. There is a 25% chance that 1 or 2 of the Tizha from above are here.

(32) Empty except for the debris as in areas (30), (31).

(33) 7 TIZHA (AC7, HD1+2, Move 9”(3“), D1-6, hp 10, 9, 8, 7, 3×5) use this area as their home. Here are the remains of two human skeletons (scattered around the area) as well as an intact flask of oil; two daggers w/o scabbards; and a blank scroll. There is also many gold, silver, and copper pieces.

(34) Every 5 rounds in this area represents a 50% chance that 1-3 Tizha will come from areas (35)-(37) and meet the party. At the point marked (a) on the map is a small wooden chest that contains three +1 magic arrows, a pouch with 61 platinum pieces, and two magic-user scrolls: Ventriloquism and Magic Missile.

(35) There is a partially eaten half-orc here (wearing destroyed Padded armor, yet wearing a belt pouch with 44 gold pieces). [ Deleted text: “There is a 25% chance that 1-2 Tizha will be here from area (36).” ]

(36) 7 TIZHA (AC7, HD1+2, Move 9”(3“), D1-6, hp 8, 2×6, 2×5, 2×4) live here as in areas (30) and (33). On the floor (amongst the debris) are two broadswords (one of which is broken) and a pouch with 7 platinum pieces.

(37) In this area is a small chest with 4 gems in a leather pouch inside (valued at 100gp, 120gp, 100gp, and 10gp). [ The first gem was originally listed as “5,000gp” and the following description was deleted: “the big one is a big, bright ruby” ] The chest is locked and 4 darts will spring out at anybody who opens it (“to hit” as a monster of 4 hit dice).

(END)

Ossa, the Perfect

OSSA, THE “PERFECT”/THAUMATURGIST3)
Male Human Chaotic Neutral Human4)
Cleric/Magic-User Level 5/5 Deity: Isis
Strength 12 Height 5'6”
Intelligence 17 Weight 175# 5)
Wisdom 15 Age 27 years 6)
Dexterity 13
Constitution 15 Hit Points: 20
Charisma 11
Spells in Book
First Level Second Level Third Level
Charm Person Audible Glamer Explosive Runes
Comprehend Languages ESP Fly
Dancing Lights Forget
Enlarge Invisibility
Erase Pyrotechnics
Feather Fall Ray of Enfeeblement
Find Familiar Shatter
Friends Wizard Lock
Hold Portal Magic Mouth
Jump
Magic Missile
Mending
Shield
Ventriloquism

Treasure

This list was hand-written after the session was originally run – and is included here only because I'm curious who “Kitty” was

Sell
Roy Ranseur 2
(Kitty) Studded armor – Human 85“ 20
Leather backpacks, 2 2
Small belt pouch 1
Chris 100' of Rope
Waterskins, 2 1
Matt 10 Iron Spikes
Matt Hammer
Matt Small locked Iron box w/Spell book: Push; Ventriloguism; Protection from Evil; Dancing Lights; Detect Magic; Read Magic
Matt Longsword +1
Matt Large shield
Roy Long bow + 32 good arrows
Roy Small shield 7.5
2 unsheathed daggers 2
Matt 2 unsheathed broadswords 15
Leather backpack
Chris Tinderbox .5
Kitty Gold ring (50gp) 50
Matt Thieves' Picks & Tools 15
106


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1)
Modified to read Levels “2-3”
2)
This designation refers to a grid on my original world map which seems to have been filtered from my life by the passage of time.
3)
When first created, this NPC was given titles based on the AD&D PHB level descriptions for Cleric/5 and Magic-User/5. Due to a typo in the books (and ignorance on my part), he therefore became Ossa the “Perfect”, instead of Ossa the “Prefect”. Years later, though, it made a kind of sense due to his insanity – and so I dropped “THAUMATURGIST” from the name and featured his new name in "The Chosen" episode #1
4)
Was “Half-Elf”. Modified March 1986 for story purposes
5)
was “97#”
6)
was “59 years”
pentepila.txt · Last modified: 2017/05/27 18:56 by 127.0.0.1