14. Hall of
the Gnome King (Eastern Hex, in the ridge)
On the eastern face of a low mountain is
a forgotten door. Few of the locals know about this place, and those few who do
know this place shun it for being haunted by evil creatures. Occasionally some
weary traveler will find his way to the door, seeking shelter from a storm or
wolves or some other danger. Those people always disappear. Around the
door are a variety of footprints (belonging to the denizens of the Hall of the
Gnome King, as well as his most recent victims, if any - see below) that can be
clearly seen. The ground immediately around the Lonely Door is fairly barren so
there is little cover under which to approach the location by stealth. However,
the greater area is rather overgrown, so there is plenty of cover from which to
observe the door. There is a cumulative 2% chance per hour of observation that
a group of 4 Long Arms and 2 Chitterers (See Appendix – New
Monsters) will emerge from the door.
The lintel over the door appears smooth
but on close inspection, it is well weathered stone that was once carved in
some kind of runes. It might be possible to discern something of what was once
written there (in ancient gnomish script, “The Hall of the King Under the
Mountain”).
The door itself is a smooth stone
slab on which is carved an ancient gnomish rune for happiness or pleasure or
enjoyment. There is no obvious means of opening the door.
There are two ways to open the door, which is immune to physical (and magical) damage.. When the door opens, faint music can be heard from below. The door can be forced open with a combined 46 Strength, though there is room for no more than 3 people to push on the door inward. Forcing the door open functions exactly the same as if the door is unlocked (that is, it will remain open for three rounds, then close and not open again for the same person(s) for 48 hours). To unlock the door, a person must trace the rune with their finger, and the door will open inward and remain open for three rounds, after which it will close and not open again for the same person for 48 hours. Inside, stairs lead down into the darkness and faint music drifts upward. Once the door closes, from the inside, it becomes solid stone wall. The rune to open the door from the inside is in the chamber below.
NOTE: The Hall is a "Highlands Location" that is fully detailed (about 20 locations, a handful of new monsters and magic items)