JUNE 9: Haunted Junction

This area is a fork with two dead ends, one of which (the southern direction) is around a twisting corner. Looking down the west dead end discovers a discarded but oddly flawless suit of heavy segmented plate armour with full face protection (DR 5, $3720, 99.2 lbs.) lying on the ground at the wall. The other dead end has a Climber’s Balanced Dwarven Axe (+1 Climbing, +1 skill, Parry 0, worth $650, weighs 4 lbs.), a Balanced Blowpipe (+1 Acc, worth $150, weighs 1 lbs.), 5 Bolases, a Long Staff, a Dress Smallsword and a big leather carrying case (worth $30 and weighs 2 lbs. by itself) containing 130 Balanced blowpipe darts (+1 skill, each $0.50 and 0.05 lbs.) left on the ground at its terminus.

The ghost of a dead man lingers here. He will appear to the adventurers and talk to them about various topics. He knows plenty of useful things about this dungeon floor (treat as a knowledge skill 14, roll in secret) and less so about the other floors (knowledge skill 10), if the PCs think to ask. He fully admits he has a bad memory and may not know everything about the maze they’re in. He will gladly engage in small talk about current events and the world outside the mega-dungeon. The dead man has forgotten about his mortal life or how he died. He can be asked how to get out of the maze and down to the next floor, but the ghost only knows directions to area 25 on the map – beyond that, he’s lost. (The GM should secretly roll his knowledge skill at -5. It is very likely the ghost is unaware of at least one danger and most treasure along the way to the exit.) The ghost’s overall personality is earnest but confused.

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