Bone Hill : is the Lair of Lord Jafar, and Chronic Splendor
The Mistress of the Keep is a 12th level Vampire Sorceress - Also in residence
are 2 Ettins, numerous bugbears and orcs, and a tribe of kobolds (the servant
class of the Keep)
Keep :
12 male bugbears, 12 female bugbears - 1 with a 17 charisma
6 orcish barbarians of low level - 1 half orcish cleric (follower of Chronic)
2 Ettins - male and female
30 kobolds
The Keep
K1 : 2 Bugbear guards on constant watch - 12 hour shifts
K2 : 1 Bugbear guard on watch and 5 kobold messengers
2 kobolds keep constant watch east and 2 north, via peep holes
K4 : Common Room - this is where the Bugbear women and children sleep
The west 10 feet is roped off, and children are beaten if they enter
K5 : Stairs down, privy and bedding Storage
K7 : The two female bugbears who work the kitchen sleep here
K8 : Bunkroom - Bugbears are required to sleep 8 hours before
beginning their Guard Shift - they serve 4 days on and 4 days off
They may make patrols/raids during their off days
They are forbidden to raid anywhere within 1/2 mile of the trade roads
or within 3 miles of neighboring towns
K11 : Guest Room
K12 : Adventuring Party Room
K13 : Jafar's Room
K14-15 : Bugbear women's Quarters
K16 : Guest Room
K17 : Couples Room
The Basement : Chronic's area (the orcs)
The Tower
T-B1 / A : Ettin Couple - they move stuff :
T2 : NO entry to B, except via arrow slots
T3 : The Sorceress' Lab and (mundane) library (C)
Dungeon Level
D2 : There is NO door here ... but a hole big enough for a rat etc
(Or gaseous vampire) to fit through
D5 : Kobold Lair - 30 adults plus young, Egress via Gazebo crawlspace
D7 : A permanent Anti magic aura in the room
Does not affect constructs
D10 : 2 Spectators - as per beholder but they only have 4 small eyes
each eye is usable 10 times per day :
1. create food and water (at 5th level)
2. Cause Serious Wounds 3d8+5 (Range touch)
3. Hold Monster (at 5th level)
4. Magic Missile (at 5th level)
Center Eye does Clairvoyance and Mage Hand at a distance of 200 feet
They periodically do Clairvoyant patrols throughout the castle
Lower Dungeon Level
D11 : The Sorceress - she sleeps here, but conducts business in the tower
DD1 etc : The cold rooms do 2 points of cold damage per round
they are used for food storage - there is a MASSIVE amount of food stored
here, almost completely filling DD2
Some polished skeletons keep the place tidy
DD5 : An wizard under an ancient curse chained in skeleton form
He cannot be destroyed, as he merely reforms - only a limited wish etc
can free his tortured soul (Jafar did not do so, as he was a good spirit
he keeps him here for humor factor) This room is not cold, and contains
a chair and reading lamp, etc - if one can ignore the moaning skeleton
DD6 : A sealed off room with only air slots - a permanent charming effect
makes people NOT want to leave the room ... inside are a beautiful
Djinni woman and other beautiful captives - The Spectators provide food
daily
DD7 : Entry is merely again a rat sized hole
DD9 : These secret chambers include a glass-steel viewing window into DD6
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