The Dormitories


The Barred Double Doors

These are large double doors set in an arch-shaped frame; a bronze plaque with the word "Dormitories" hangs above them. Several planks of wood have been nailed across the doors, with pitons used as nails to affix the ends into the stone walls.

A successful AWA(DC:16) will indicate that these appear to have been removed and then restored into place fairly recently (weeks?). AWA(DC:14) is all it takes to hear faint shuffling, as of something hard being dragged across the stone floor, along with an occasional "clack" sound coming from the other side of the doors. The sounds are 2 Skeleton Ghouls.

From here, after defeating the Skeleton Ghouls, the party can enter the Commons Corridor, or they can return to the main hall.

Skeleton Ghoul (Undead 3)

S:3 D:2 C:0 I:0 A:2 W:10 P:-1
SP:16 IP:16
Attacks: Claw 1d6+3 + Grapple STR(DC:14 // Bite 1d8+3 (2IP + Slow (CON(DC:14) if injured).
Weaknesses: Fire 6
Special: Regenerates IP/SP after successful bite - and starts manifesting flesh on bones.

The Commons Corridor

The space beyond the double doors is a trapezoidally-shaped corridor - 30ft wide at your end, narrowing to a 10ft (3m) wide archway about 25ft(2.5m) ahead of you. There are four full-plate suits of armor holding halberds at their sides - just like the ones in the main entry hall - with two standing along the walls to either side of you. A fifth one holding a polished brass horn stands near the far archway.
There are 5 Animated Armor guards. If the party members are wearing Student Talismans, the guards will not move. If any of them are wearing a Teacher Talisman, the horn-wielding suit will raise the horn to its helmet and blow a single "alarm" note. If any of the party are wearing neither of these, the guards will move to block their passage.

From here, they can proceed to the Common Rooms, or they can return through the Double Doors to the main hall.

Animated Armor (Construct 5)

S:7 D:4 C:0 I:0 A:0 W:10 P:0
SP:0 IP:48
Attacks: Halberd 3d10+7
Animated Armor is programmed to permit only wearers of certain talismans to pass unobstructed, and will move to block passage of anyone not properly equipped with a talisman. Animated Armor will only attack with halberd if it is struck with a weapon.


School Common Rooms

The archway opens into a roughly circular space - decahedron-shaped, actually - with nine other arches. Each of these opens into a room shaped like the corridor you just traversed. Each has been decorated uniquely - the rotting remains of wall hangings and padded furniture suggest varying color schemes. (Other decorations?) Each room has what looks like a descending spiral stair at the far end of the room - some in the left corner, some in the right, and three in the middle of the back wall.

Each of the nine rooms has a large brass plaque on its back wall; each of these bears a symbol - some of which you've seen before on the classrooms you've entered.

At this point, an INT (DC:16) will allow anyone to realize the brass plaque symbols represent different "schools of magic". Anyone with Arcane Understanding gets a +4 bonus on this check.

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