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던전크롤 스톤스프 모티브 · Medium · Medium

The Outer Transit

The echoes of iron boots ring through functional limestone halls.
Rooms
8
Foes
13, CR 1/2 to 4
Traps
2
Treasure
1,325 gp
12345678Entrance
Select a room on the plan to open it.

The party is in

1. The Iron Gatehouse


Seen


Something wanders by


At a glance

The threat

Warmonger Kraz and his 'Stone-Eye' orc legion have fortified the Transit.

Wandering monsters (1d3)

  1. 1

    1d4 Orcs× Stone-Eye PatrolCR 1

    When: Every 20 minutes spent in corridors.A group of orcs carrying torches and searching for intruders.
  2. 2

    1 Ogre× The Wandering OgreCR 2

    When: If loud noises are made in Room 3 or 4.The hungry ogre from the Pillared Hall looking for a snack.
  3. 3

    2d4× Giant RatsCR 1/8

    When: Searching through refuse or storage crates.Aggressive rats drawn to the smell of the orcish rations.

Rooms

8
1

The Iron Gatehouse

2 foessecret

What they see

Read aloud

A massive limestone archway blocked by a heavy iron portcullis. Arrow slits flank the entrance, and the floor is charred from recent campfires near the threshold.

Features

  • Heavy iron portcullis
  • Dual arrow slits
  • Recent campfire remains

What the GM knows

Monsters

2× Orc SentryCR 1/2

Burly humanoids clad in rusted chainmail holding heavy crossbows.Tactics. They sound a horn to alert Room 2 before attacking from behind the arrow slits.
Room secrets · GM only

Notes

Entry point. Players must figure out how to raise the gate while being shot at from arrow slits.

3 doors: N (archway), W (archway), E (normal)

The place

What it is

A fortified sequence of limestone corridors and pillared halls designed for military defense.

Atmosphere

The sound of distant grinding gears accompanies the smell of roasting meat from campfires.

The threat

Warmonger Kraz and his 'Stone-Eye' orc legion have fortified the Transit.

History

Built by the ancient Archon Trading Guild, this transit was meant to secure the path to the deeper vaults.

Rumors

1d4
Roll a rumor

  1. 1The orcs have fixed the ancient Archon gas traps, making the side halls deadly.
  2. 2A great giant patrols the pillared halls, eating anyone who can't pay the toll.
  3. 3The commander Kraz carries a map that shows the safe way through the lower pits.
  4. 4The limestone pillars aren't just for support; some say they can move on their own.

Plot hooks

2
Rescue/RecoveryThe Merchant's RansomA local merchant was robbed at the transit gates; he wants his silk and spices back.From: Aldo the StoutReward: 100 gp and a permanent discount at his shop.
ExterminationClear the PathThe regional governor wants the Outer Transit cleared so the trade route can reopen.From: Captain HarlisReward: 500 gp and a Letter of Commendation.

Corridors

2
  • Corridor between Room 1 and Room 2

    Narrow slits in the wall that provide a view of the entrance hall.

  • Main Transit Hallway

    Discarded rusted shields and broken spear tips lining the base of the walls.

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