Quick Patches, Week 2 - Blackguard Depths
Deepgaol - Blackguard Depths
A Reason to Talk
Deepgaol, housing the most serious criminals of the old world.
When it's ancient kingdom was invaded, it was taken by the mists.
Now, dread deepgaol returns...
W2-01 - Blackgaurd Depths Entrance
Stone floors, stone walls, grey from time and possessed of mold. It smells thick of mildew. There are rotten boards on the wall from the door leading to W2-02, clearly burst outwards. A thin mist takes up the floor here, pervasive to anywhere touched by Deepgaol.
Exits to W2-02 and W2-04
W2-02 - The Red Moss
A Room lined with blood red moss. When noise is made near it, it reacts, standing on edge and turning towards the offending noise as if peering out with great eyestalks. There is a skeleton that has been utterly overtaken with it, jaw wide open.
Exits to W2-01 and W2-03
W2-03 - The Hungering Mass
A collection of collapsed cells suspended in front of a massive chasm, with a long catwalk. Protuding upwards out of the chasm is a terrible tumor of eyes and teeth, chattering and wailing. It is T'za'k'nak, the Hunger that Severs. Connected by thin strings of flesh are a group of now Zombified Gaolors (Stats as Zombie, Killed by them are Assimilated into the Mass.), as well as Red Moss that climbs the catwalk bars.
- T'za'k'nak: This mass cannot be meaningfully negotiated with, but can be distracted with meat. It's host chitters "Meaaaaat..." in odd intervals.
- The Zombies are also blind, only tracking the party through footsteps on the metal grills.
- Each zombie has 20gp of their salary on them.
Exits to W2-06 and W2-02
W2-04 - The Silken Cell
Door to the North, w2-06 Locked from other side.
A large rectangular room with a metal catwalk lining the room. The sound of water rushes deep below the platform grates. There is a door that protrudes into W2-05 in the center-east of the room. There is a gap, easy enough to hop across on either side of side of the catwalk, bisecting the room from the door at the far end of the catwalk. There is a fair amount of cobwebs lining the bannisters of the catwalk around the room.
- Door to W2-05: The sound of the snail sucking marrow from bone can be heard, a annoyingly tinny Slorp noise.
- Gap: The gap is trapped with spider silk, and the first person to jump through said silk will be grabbed and pulled up towards the ceiling in a cocoon.
- Giant Spiders: Not visible from the catwalk, a lightsource must be pointed towards the ceiling if they've retreated upwards. Stats as a beast brute, gains favor if they attack a webbed target. Exits to W2-06 and W2-05
W2-05 - The Winding Snail
Empty Cell with a skeleton, currently being relieved of it's sweet marrow by a Large Acid Green Snail. The cell has windows that were caved in, but is otherwise identical to much of the stone work of the area.
Skeleton: Has a false eye encrusted with gems, worth 100GP. It is slimy, yet somehow still sparkles like new.
Snail: An acid green snail, it's shell natural looking but ridged like a great cog. This is the winding snail, Whatever it eats will come out as if it were just made, using the magics of the great cogs.
Exits to W2-04
W2-06 - The Prisoner's Cell
A diamond shaped room with chains hanging from the ceiling. Hard slabs of stone are on the floor. Connected to the northern tip of the diamond is a sole prison cell, large enough to house four people. It's sole occupant is quite comfortable.
- The Prisoner: Sits/Exercises/Practices form in his cell, a simple lifestyle free of most indulgences.
- Like many of his ilk, he has come to understand that when he was cast to the underworld he became the same type of odd that pervaded the underworld.
- He cannot remember his name.
Exits to W2-03 and W2-04
NPCs
The Prisoner
Swordsaint Immortal, Time Lost Son of the Old World. Long hair, shaven beard, sword reduced to a nub from a thousand blows. Could have escaped a long time ago. Eyes glow a blue hue in darkness. Voice gravelly from disuse. His crime is unknown, if there was one in the first place. Refuses to leave his cell.
Wants: Booze, a Worthy Successor, a Worthy Opponent.
Hates: Being outside of his cell, pacifists, Toads.
Wants: Booze, a new sword
Can Offer: Combat Talents. Once out, will demand the guild defend themselves and rush them. Retreat puts the prisoner on the meatgrinder, hunting for a rematch.