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Monday, March 27, 2023

Lost Galmagia Week 12: The Park Ward Vaults West

This is the western half of the park ward vault level, accessed from the two sets of stairs in 1.20, and via a secret passage from the Sword Ward Vaults. It represents the bulk of the goblin community space.

3.20 Entry to the Farm
Stairs down from 1.20, this floor is covered with a thin later of dirt and grey dust coming from the west door, with goblin  tracks and trails like something had been dragged through here to the door. Stacked up by the door are goblin-sized backpacks with poles holding a dented metal canopy that is counter-weighted to always stay up..

3.21 The Fungal and Piercer Farm
This large room – it stretches up to an otherwise inaccessible basement that was between 1.20 and 1.21 – is covered with a layer of dirt, decayed/decaying plant matter, and mushrooms, all running up the wall; the distant, dark ceiling obviously has other shapes on it. There are large animal skeletons here, including a centaur that was killed the last day of winter (which will determine the state of the body) that has braided into its main 100 Platinum Pieces from the old Seelie Court – the goblins won’t touch them, Elves will recognize them, Magic-Users might – and a leather bracer with markings on it that are the command phrases for the magical saddlebags in 3.26. On the ceiling are 15 piercers, only 5 of which are hungry enough to drop. The goblins feed the piercers the herd animals, then harvest their nutrient rich flesh.

3.22 The stairs up
This room is the Goblin’s main passage up to level 1, and the door is barred from the hallway side – quick examination of the door will reveal a sliding peephole at 3’ in height and another at 6’, and that the door is split so the top and bottom halves can open separately. In a secret space under the stairs there’s a locked chest with 200 GP worth of herbs and ointments used for preparing bodies in room 1.22. There’s a magical trap on the lock that, unless the rune is detected and removed, the opener saves vs. spells turns bright green and glows faintly for a season (or until magic is dispelled).

3.23a Guards
The passage between 3.23b and 3.22 is a guard space, with two goblin veterans and a giant ferret on a bored watch (unless circumstances have obviously changed), playing a dice game over the same pile of 20 coppers and feeding rats to their ferret, in a space lit by treated fire beetle glands. How they react depends on the state of things with he PCs – they will slide the wood (but not the mesh) parts of the lower peephole open, but if the PCs get obviously violent or snarky they will unleash the ferret through the lower door, then fire centipede venom blowgun darts through the upper one.

3.23 b: Insect Reverence Room:
This space holds at least one goblin adept (20% chance of 2) who is either treating fire beetle glands for light or to compress them for holy symbols, and a terrarium filled with giant centipedes. There’s a wooden chest here filled with 10,000 CP into which the centipedes are deposited and their paths are read for divination. (Their venom is also collected for hunting). If pressed the adpt will smash the terrarium, unleashing 2d6 giant centipedes into the room.

3.24 Goblin Families
This room is normally home to three goblin families (the veterans, not the adepts who are in 3.18 and 3.19) and while their accoutrements are here, they are not, all being out and about.

3.25 Goblin Families 2
Like 3.24, this holds the families of the military goblins (3 veterans, 2 non-combatants, 3 kids) and their pet giant ferrets. Each family has 1/3rd of the space but nothing of real value. They will respond quickly and as a unit to protect the non-combatants and unleash the ferrets in face of an attack.

3.26 Goblin Families 3
This is identical to 3.25, save that the center unit has in their possession the apparently empty saddlebags of the centaur whose skeleton is in 3.21. If the PCs have the bracer with the command words (or the time to suss them out), the saddlebags will be revealed to hold 2 weeks of rations (1 week for a centaur sized being), an adventurer’s kit worth of rope and other gear, and 2000 copper, 700 silver and 10 gold coins of imperial vintage.



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