A8 Grimlock Burn Pit

While Grimlocks can famously hear and echo-locate as well as a bat – they also have a keen sense of Smell. They have set up this room to have a small burn pit in the floor. Flakes of Animal fat, coal, and a few mushrooms give off hazy smoke in this room. Something the Grimlocks to the North expect to smell at all times.

Any disturbance by the PCs to the smoldering ashes may give away the PCs presence to the Listening and the Sniffing Grimlocks. If the PCs douse the flames, burn something, or similar they must make new Stealth Checks against a Grimlock’s Passive Perception (DC 13)

Should the Grimlock Guards of A6 Notice a change in atmosphere, they will come and investigate after a minute or two. They will not alert the Chief – as he is busy. Plus, first kill means they also get first taste.

Assuming the Grimlocks do not fight the Players in this room – they will continue on and fetch the Rust Monster in A10.

Key Areas: A1 -/- A2 -/- A3 -/- A4 -/- A5 -/- A6 -/- A7 -/- A8 -/- A9 -/- A10 -/- A11 -/- A12 -/- A13 -/- A14