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SCAP Chapter 3 Descriptive Text

Page history last edited by Shimrath 10 years, 3 months ago

 

THE LUCKY MONKEY 

The Lucky Monkey sits to the east of the road, partially surrounded by the dense jungle. The building is old and well used - the chimneys stained with soot, the roof sagging, the wood siding weathered and stained with from last year's mildew. A smaller stable stands to the building's side in a similar condition. The building’s facade sports numerous carved wooden monkeys, many of whom are engaged in risky, death-defying stunts. In one, a wooden monkey balances on a narrow tree branch to get a banana hanging over a sleeping tiger; in another, a monkey sits on a boulder completely unaware that a poacher sneaking up behind him was suddenly attacked and eaten by an ankheg. 

 

As you get closer to the building, you immediately realize that something dreadful has happened.  Here, a broken window yawns open.  There, a spray of blood glistens against the wall.  Crushed plants and churned up earth fill the space between the facade and the road. Then there's the harsh sound of construction. . .or more likely, destruction, coming from the building's interior. 

 

M1: COMMON ROOM 

Ruined tavern tables, bloodstains, torn-up floorboards, and general wreckage dominate this once cozy tavern room. 

 

M2-4: PRIVATE BOOTH 

 

M3: PRIVATE BOOTH 

A female voice lets out short moans of pleasure in concert with the squeaking of something wooden behind the southwest curtain.

  

M5: STAIRS

  

M6: STAGE 

This raised platform is arranged like a stage; two large chairs sit against the walls before an extraordinarily large fireplace.  Ashes have been scattered across the floor, and the fireplace itself is in ruins - large holes are smashed in the sides and back of it and crumbled bricks lie stacked haphazardly to the side.  A semiconscious bandit lies in one of the chairs. 

 

M7: BAR 

 

M8-9: RESTROOMS 

In the northeast portion of the common room are three closed doors.  The left is adorned with a carving of a monkey in a longtail coat, while the one to the right shows a monkey wearing a dress.  The middle door is not carved. 

 

M10: TRAVELER'S ENTRANCE 

A receptionist's desk faces the exit that leads out to the stable-side of the inn.

  

M11: NIGHT CLERK'S QUARTERS

  

M12: ROOM KEY STORAGE 

This room contains a large ruined chest of drawers, smashed apart and strewn about the room. 

 

M13: STOREROOM 

This large storeroom is a complete mess; everything from firewood to bed linens to lamp oil lies smashed, broken, or just tossed about. 

 

M14: RECORDS ROOM/LIBRARY 

Cabinets and shelves line the walls of this room; additional free-standing shelves clutter the central portion.  Most of them have been knocked over, and scrolls, papers, and books are scattered across the floor. 

 

M15: CHAPEL TO FHARLANGHN 

Once a comfortable, well-tended, and cozy chapel, this chamber now lies in ruins.  Shattered chairs and torn-up swaths of carpet clutter the floor, and holes have been knocked in the walls.  Even the altar has been smashed to splinters. 

 

M16: PRIVATE LOUNGE 

This well-used lounge has table with comfortable chairs.  Atop the table are a scattered deck of cards and some dice.

  

M17: SHENSEN'S ROOM 

This room looks like it once served as a combination lounge, library, conservatory, and bedroom.  Unfortunately, it's now in the same condition as the rest of this place - in ruins.  The bed's mattress is torn into tatters, a small upright piano lies in fragments against the southern wall, and pieces of furniture lie in heaps on the floor. 

 

M18-19: EMPLOYEE QUARTERS 

 

M20: GARDENING SUPPLIES 

This room contains numerous gardening tools, along with a tiny bunk.

  

M21: COURTYARD

This central courtyard looks like it escaped the devastation that has been visited upon the rest of the roadhouse.  Trees and flowerbeds accent the area, and a white gravel path winds past a pair of marble fountains that bear intricate carvings of monkeys taunting all manner of strange monsters.

  

M22: BANQUET HALL

  

M23: STOREROOM 

This storeroom contains cleaning supplies.

  

M24: PREPARATION ROOM

  

M25: MEETING ROOM

  

M26: TREASURY 

Five large iron safes sit against the opposite wall - each of them hanging open and empty.  A desk against the wall to the south lies on its side, its front smashed in and its mundane contents strewn about the place.  The door to this room is completely battered down. 

 

M27: KITCHEN 

This large room was obviously the roadhouse's kitchen.  The large metal tables for food preparation have all been pushed against the walls, leaving the fire pit in the center of the room isolated.  Impressive stacks of coins, paintings, silverware, bottles of wine, and other costly-looking treasures lie near the fire pit in organized piles. 

 

M28: STAIRS 

 

M29: BRIDGE 

This bridge leads over the courtyard below.  It arcs ten feet above the ground below.

  

M30: STAIRS

  

M31: STAIRS

  

M32: FLOPROOM

  

M33: GUEST ROOMS

  

M34: GUEST LOUNGE

This room contains a table and comfortable chairs.  Atop the table is a neatly stacked deck of cards.

  

M35-36: BATHS 

This room contains a large round tub and a cabinet.

  

The cabinet contains towels, scented oils, and soaps.

  

M37: HIGH CLASS GUEST ROOMS 

This large room looks to have been quite extravagant before it was taken apart.

  

M38: ORIN'S BEDROOM 

This room looks like a combination office, lounge, and bedroom.  At one point, several wooden panels could be moved to separate the room into smaller areas, but they, like most of the other furniture in this room, have been smashed.

  

M39: BATTLEFIELD 

This room is dominated by several large tanks, kegs, and other brewing equipment.  The tanks are now empty and hacked to pieces, and the floor is a stinking morass of muddy earth soaked with a mixture of beer, mead, and blood.  A terrible battle must have taken place here.  A mutilated body is slumped against the base of a battered keg, the head missing.  Its bloodied hand still grips a mace.  The blood-smeared armor bears a large symbol of St. Cuthbert on the chest.

  

M40: WINE CELLAR 

This room contains several empty wine racks.

  

M41: FRUIT CELLAR 

This room contains fruit and vegetables, most of which have been cast carelessly to the dirt floor.

  

M42: COLD STORAGE 

This room feels moist and humid.  Several sides of meat hang from hooks set into the ceiling, and a number of storage bins line the west wall.  The far end of the room is empty except for an open metal box lying on its side; the box is lined with slowly melting frost.  A large sign hangs near the door, its bold red letters reading, “NO FIRE BEYOND THIS POINT!”.

  

M43: WELL ROOM 

The door at the end of the hall is a solid, iron-reinforced wooden door that bulges at the seams, almost as if the wood had melted and expanded to clog its frame.  The iron bands that reinforce the door are caked with frost, as are the bodies of three thugs who lie huddled on the ground before it.  One of the bodies grips an extinguished torch.

  

The temperature in this room is near freezing.  A thin layer of frost coats the floor and walls of the northern portion of the room.  A low, circular well sits in the center of the room, its mouth partially covered by a few planks of wood.

  

THE KOPRU RUINS

 

K1. OVERLOOK 

The lava tube suddenly ends at a small ledge overlooking a vast cavern.  A small pile of wooden planks is stacked on the edge of the ledge.  Nearly a hundred feet below, the waters of a lake filled with dimly glowing green algae lap against cave walls encrusted with pallid fungi.  A small stone building is built into the side of the ledge wall, and a pair of heavy ropes descends from a winch on the building’s side, dangling across the lake to a similar winch attached to a wooden structure on the lake’s far shore.  Suspended on these ropes is a rickety looking wood-and-iron cage mounted on a system of pulleys.  The phosphorescence just barely illuminates the vast cavern, and you can see what appear to be the partially melted ruins of several buildings protruding from a sparkling wall of volcanic rock along the far wall of the cave.  Several of these buildings have small doorways at ground level, but you see no windows in the ominous dark facades. The air here is thick, warm, and excessively humid.

  

K2. TRANSPORT CAGE

  

K3. UPPER WINCH

This room is dominated by a large winch.  A tiny one-foot-diameter circular window is set into the southern wall.  Affixed to the wall next to the window is a stone cube.

  

K4. WINCH OPERATOR'S BARRACKS 

This room contains two bunks, a table, and two chairs.

  

K5. STORAGE 

This small room contains dried rations and drinkable water, along with a sizable stack of wooden planks like the ones found outside.

  

K6. THE PHANTOM LAKE 

The waters of this large lake glow softly with thick, ropy, glowing algae.  Now and then tiny curls of steam rise from the lake, filling the area with a cloying stink of soggy plant matter.  The surface of the water ripples now and again, but it's impossible to tell if these ripples comes from underwater currents welling up from below or from something hungrier.

  

K7. NIGHTMARE BEACH 

This beach is horrifying.  Thick carpets of pale fungus intermingle with sheets of clotted blood and partially eaten entrails and body parts.  The entire place reeks of decay.

  

K8. KOPRU LAIR 

This low cavern is filled with steam and thick sheets of ropy fungus.  The place reeks of something rotten.

  

K9. BEACH OF RUIN 

This large beach is covered with rocks and patches of fitfully glowing phosphorescent fungus and algae.  More impressive are the stony ruins that protrude from the sheer rock wall along the beach's western edge.  The architecture of these ruins seems melted and somehow intimidating - whatever creatures built these dwellings were obviously inhuman and alien in nature.

  

A small building made of wood sits apart from these structures; the ropes descending from the ledge on the opposite side of the lake attach to a second winch on the side of this building.

  

K10. TRAPPED FOYER 

Trap: As you step through the doorway a tripwire near your ankle snaps, releasing a system of webbing which seemed to have been holding the entire eastern wall in place. The entire mass of timber and wood comes crashing down.

  

K11. LOWER WINCH

  

K12. MAIN ENTRANCE 

The ceiling of this large room rises in a forty-foot-high dome; the floor is polished smooth.  Water from condensation runs down the walls, and a pair of large braziers to the northeast and southeast provide smoky light.  A long table with a dozen chairs dominates the center of the room.

  

K13. THE GAUNTLET 

Arrow slits can be seen in the walls on either side of this corridor.

  

K14. NORTHERN GUARDROOM

  

K15. SOUTHERN GUARDROOM

  

K16. WORKROOM 

The edges of this huge room fade into darkness.  Several large worktables covered with bits and pieces of scrap metal stand in the center of the room.  Somewhere from the depths of the room, strange skittering sounds echo off the unseen walls.

  

There are two levers, one on each side, next to the door leading into this room.

  

K17. WELCOME TRAP

Hundreds of thin white cords stretch from wall to wall in this chamber, all about six inches off the ground.  The cords make a tangled sheet, and it looks nearly impossible to pass through the room without stumbling.

  

As you move through the room, webs fall from the ceiling on top of you.  The sound of tiny bells sound as the web-net moves.

  

K18. GUARDROOM 

This room contains a table and several chairs.

  

K19. STOREROOM 

This room contains dried food rations and drinking water kept in large barrels.

  

K20. SOUTHERN ARMORY 

The door to this room is locked.

  

The walls of this room are loaded with weapon and armor racks.  Swords and bows hang from pegs, and a dozen suits of armor hang on the far wall.  A barrel of arrows and two small wooden kegs sit behind the armor stands. 

 

K21. MESS HALL 

This room contains a table and several chairs.  A cabinet against one wall contains wooden eating utensils, plates, and the like.

  

K22. BARRACKS 

This room contains several bunks, it looks like about a dozen people could sleep here.

  

K23. SOUTHERN ENTRANCE 

This chamber seems to be some sort of meeting room; a large table with a dozen chairs sit in the center of the room.

  

K24. SKAVEN'S PARLOR 

The door to this room is kept locked.

  

This room is like a breath of fresh air.  While still a little warm, the air is dry and nowhere near as foul in here.  A well-made desk sits against the opposite wall, which looks like it has been partially melted by an ancient lava flow.  A bookshelf sits against the northern wall, and the room is well lit by a softly glowing continual flame that hangs from a chain set into the ceiling.

  

K25. SKAVEN'S BEDCHAMBERS 

The door to this room is kept locked.

  

This room, like the last one, is fairly cool and dry - and comfortable.  A bed sits against the north wall, and a thick carpet covers most of the floor.  More bookshelves line the walls here, their shelves sagging with books, tomes, and scrolls of all shapes and sizes.

  

K26. WORKROOM STORAGE 

This room is empty.

  

K27. SPIDER NEST 

This room is clogged with webs.  Peering through the strands of sticky webbing, you spot bulbous shapes scuttling across the filaments in your direction.

  

K28. ABANDONED WEBS 

The corners of this room are clogged with webbing, but a five-foot-wide, eight-foot-tall web-lined tunnel leads south.

  

The webs coat every inch of floor, wall, and ceiling.  Most of the webbing is no longer sticky, and it is quite soft.

  

K29. SECRET PASSAGE

  

K30. WEBBED CAVERN 

The air in this cavern is thick, stuffy, and humid, and stinks of rotting fungus.  Sheets of thick white webs choke every surface, and coils of the sticky stuff hang from above in thick ropy sheets.  The webbing muffles sound, making the cavern seem much smaller than it actually is.  In fact, the thick webs make it quite difficult to accurately judge the size of the chamber, or what might be lurking in its depths.

  

K31. ETTERCAP LAIR

  

K32. HARPOON SPIDER LAIR

The spiderwebs in this cave are thick and tangled, hanging from the unseen roof above in coiling sheets.  Large mounds of webs lie heaped on the floor, almost like sand dunes.  The air in this cave is stale, hot, and stinks of decaying fungus.

  

K33. TRAPPED CHAMBER

  

K34. STOREROOM 

This room contains dried food rations and drinking water kept in large barrels.

  

K35. NORTHERN ARMORY 

Locked

  

The east and west walls of this room are dominated by weapon racks and armor stands.  A wine rack with several unopened bottles sits against the southern wall.

  

The weapon racks contain 7 longswords, 5 rapiers, and 11 longbows.  The armor stands hold 3 suits of studded leather armor and 6 suits of chainmail.  The winerack has 17 bottles of wine.

  

K36. TRIEL'S CHAMBERS 

Locked

  

This large room is elegantly appointed and, if anything, even more humid and cloying than the other chambers.  The reason is probably the large pool of bubbling water in the southern end of the room.  A hammock swings to the west of the pool above a large chest, and the northern portion of the room seems to have been converted into a small combat training ground, complete with thick mats and combat dummies.

  

K37. MESS HALL 

This room is a combination mess hall and lounge.

  

K38. MEETING ROOM 

A plain table and some uncomfortable chairs rest in the center of this room, while several broken chairs are stacked in the corners.

  

K39. THUG BARRACKS 

This room contains several bunks; a dozen people could sleep here, although not all the beds look lived in.

  

K40. ALLEYBASHER BARRACKS 

More bunks fill this chamber.  A quick glance reveals that while several people probably live here, the room could accommodate more people than currently use the chamber.

  

K41. BLOODBATH

  

K42. NORTHERN ENTRANCE 

The ceiling in this room is 40 feet up, and a 5-foot-wide balcony runs around the rim of the room 20 feet above the ground.

  

K43. PRISON 

This room contains four small empty cages.

  

K44. INTERROGATION CHAMBER 

This room contains a desk, a chair, and a strange apparatus that looks like a wooden bed covered with various iron straps and spikes.  The device looks. . .uncomfortable.

  

K45. UNFINISHED TRAP 

The rough, unfinished floor of this room seems to be pockmarked with hundreds of tiny holes drilled into the floor.  There is no indication as to the purpose of these holes, but it must have taken someone months of mind-numbing work to drill them all.

  

K46. GUARDROOM

  

K47. ENTRANCE TO TARKILAR'S CAVERNS 

This long room is partially collapsed.  The northwestern portion has been destroyed by an ancient lava flow, but two circular lava tubes seem to provide access to the caves beyond.

  

K48. BONE GUARDIAN 

 

K49. SAFE CAVERN

  

K50. UNDEAD SPIDERS 

The stink in this cavern is overwhelming.  Sticky pools of congealed fluid lie in depressions in the floor, having drained from several rotting giant spider carcasses that have been pushed up against the northwest wall.

  

K51. GLYPHS OF WARDING

  

K52. CULT TREASURY 

This cave glitters and glows; the volcanic rock here has formed millions of tiny black and red crystals that catch the light from a continual flame near the door and reflect it back a millionfold.  The one thing that doesn't glitter is a large slab of dull black stone in the center of the room.

  

K53. RUBBLE-FILLED ROOM 

The floor of this large cavern is nearly completely covered by a partial cave-in that created a huge mound of loose debris in the center of the room.  A few hands and legs protrude from the rubble.

  

K54. GLYPH TRAP

  

K55. UNDEAD MINIONS

  

K56. TARKILAR'S CAVERN 

This cavern has seen better days.  It was probably once a fairly well-appointed room, complete with carpets, a laboratory, a small altar, and a bed, but some recent terrific explosion has scattered the furnishings of the room into piles of twisted rubble along the edges of the cave.

  

The creature is an intimidating sight: an undead gnoll with a suit of chainmail and a spiked chain wired directly into his rotting flesh.  He's nearly skeletal, and his dry skin is stretched tight over his bones.  Clumps of fur have torn free, leaving several bald patches in his once-thick pelt.  His eyes glow with a nasty yellow light, as does his saliva.  His fangs are jagged, sharp, and broken.

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