html> Resident Quarters and Temple Room
Resident Quarters and Temple Room


Abstract: Players will enter this level just as the "working class" humanoids are revolting against their magic-using masters (summoned creatures and mindless undead minions the magic-users only allies). Disgruntled Imps, Kobolds, Goblins, Hobgoblin Lieutenants, and Ogre Captains will be wandering the halls in search of blood -- apparently they have made contact with an army of orcs and together are attempting to take over the entire complex. Chaos reigns! Note: the trap doors can be escape tunnels, hide-away rooms, whatever. The rest is subject to the whim of the DM. Watch out for Imps dropping chunks of limestone crown molding! Ahhh! Have fun!

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