Adventure Index
Unknown to the PCs, the man was not telling the entire story.
Actually, he was a minor thief who stole the map from the guild's treasury.
The guild put out a contract on the man, who was promptly assassinated
by a freelance unit known as the Crimson Dagger, collecting on the bounty.
Attempting to recoup their losses, the guild sold two duplicate maps; one
to Diemed, who dispatched a military contingency to secure the area, and
the second to a group of adventurers, who in turn lost the map to a group
of goblin raiders.
Dehydration sets in any day when the character does not receive their full requirement of water, as reflecting in the following table.
Table 1. Dehydration Effects
Water Consumption |
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|
Full ration |
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More than 1/2 ration |
|
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Between 1/4 and 1/2 ration |
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|
Less than 1/4 ration |
|
|
Horses and other animals require four gallons of water per day, eight if they are wearing any sort of barding. Any day when the animal receives 1/2 or more of their ration, but less than a full ration, they have a 10% chance of dying. Any animal which receives less than 1/2 of their full ration has a 20% chance of dying. Chance of death is cumulative over successive days, and animals which go more than two days without water will be unable to carry any weight, requiring an equal number of days of rest and full water consumption to recover.
Remember that water is very heavy, and it will take considerable effort to transport water through the desert.
Landing Area
As the expedition arrives, scouts report another army has already landed
ahead of them. Their flag matches the personal coat of arms of Baron
Heir Diem of Diemed. The camp seems larger than the number of visible
troops, leading to the conclusion that a significant portion of the Baron's
forces have already headed inland.
DM Notes. The force, totaling one infantry unit, is under the command of Sergeant Tristan Firefield. He seems surprised by the arrival of Roesone's detail, but remains friendly and helpful. He explains that he is part of a detachment dispatched under the direction of the Baron of Diemed to track down an army of goblin raiders threatening Diemed's shipping through the region. Other forces, comprising two units of infantry and archers, and one unit of scouts, are combing the desert for the raiders. Detect lie and other methods of discerning truth will reveal Tristan is telling the truth (this is what he has been told, and has no reason to disbelieve it. He knows nothing about a lost city.)
Thaggar's Twins
Although you are still more than two days march from Thaggar's Twins,
they stand out in the otherwise bleak desert horizon. The two red
towers stand more than 3000 feet above the desert floor, and are visible
from more than 30 miles away.
DM Notes. Once the characters reach the Twins, the ground becomes softer. The previous days journey had been over hard, baked clay. However, as they reach the twins, the ground becomes softer and slightly more sandy. Any character making a wisdom check will immediately notice the remains of a large camp just north of the Twins. Further inspection reveals a large number of firepits across the area. Obviously, a large army must have camped here. Characters with the tracking proficiency will be able to determine that the force probably numbered in excess of one-thousand men, and they must have been here not more than two or three days ago.
Dry Riverbed
The area surrounding the dry riverbed is greener than the surrounding
areas. Anyone with agriculture or desert survival proficiency will
be able to identify edible plants and find water for themselves and two
others.
Ambush!!!
Coming around a particularly deep ravine in the riverbed, characters
should make a wisdom check at 1/2. If successful, they notice several
figures moving along the top of the ravine. Failure and they are
surprised by ten soldiers (five on each side) firing arrows down on the
characters. The soldiers will attempt to flee or surrender if the
fight turns against them. They have no treasure, but wear the uniform
of Diemed's archers. If captured, they do not have any valuable information.
They only know that they were ordered here to wait here and attack anyone
moving through the ravine by their commanding officer Tyra
Stormbringer, who can be found somewhere to the north.
Inside the compound, they periodically see goblins moving to and fro, apparently ready for battle. The roof of the building is surrounded by a battlement, and several ballistas can be seen from the ground. Outside the wall, Diemed's army has surrounded the compound and constructed defensive fortifications. A command compound has been established to the southwest of the walls, just north of the dry riverbed. Before they can investigate, they are met by a detachment of thirty of Diemed's soldiers who "request" the characters join their commanding officer--Lieutennant Tyra Stormbringer--in her personal quarters.
DM Notes. The goblins are led by an intelligent and charismatic leader named Shirkshin Darkclaw. His troops are extremely well-trained (+1 to all combat ratings) and dedicated (never fail a moral check). His army is composed of two infantry and archer units, and one unit of wolfriders. Diemed's forces are commanded by an equally adept lieutenant named Tyra Stormbringer. Forces under her command total three units of infantry, two archers and one unit of scouts. One additional unit of infantry remains at the landing site. The two sides are at a stalemate, as Tyra cannot take the fortified holdings without additional forces, and Shirkshin's forces are not sufficient to leave the safety of the fortified compound.
Each side is after the same thing--the riches of the city. But both sides will deny it, hoping not to give away anything the others don't already know. The PCs should attempt to negotiate a peaceful solution, as their forces are probably unable to shift the balance of power in either sides favor. However, possible solutions include:
Over dinner, Tyra tells the party what she knows about the goblins. According to her, the goblins were already here when she arrived a week ago. They have established a solid defensive position around the city's ruins, which she cannot breach given her current forces. She suggests that if they work together, they might be able to force the goblins to withdraw. She will oppose any effort to negotiate with the goblins (you cannot trust them, they are filthy little creatures, etc.) but will not take any action to prevent the PCs from pursuing such a course. She will not tell the party that she has already sent messenger back to Diemed requesting additional forces.
The Goblin Compound
DM Note. The DM must modify this section depending upon
the terms of entry into the compound. The following assumes that
the PCs were successful in negotiating an agreement between the three parties
and were thus peacefully admitted to the compound.
As you enter the compound, numerous young goblins surround you, hoping to catch a glimpse of the "dirty human savages." Tyra's bodyguards push their way through the mass of children, knocking several over in the process. While this earns a nasty look from Shirkshin, nothing further transpires.
There are many goblin soldiers in the compound, with many more on the roof. A small well, curiously full of water despite the dry surroundings, stands just inside the compound wall to the north of the building. Two makeshift barracks line the walls of the compound, and a building--a stable judging by the animal noises and rank odor emanating from within--leans against the main building.
The central building is round, and its sun-bleached walls stand over twelve feet tall. The top of the is surrounded by battlements, lined with soldiers and supporting several ballistas.
As the party approaches the main building, a ladder is lowered from the roof. After Shirkshin and his escort scurry up the ladder, Tyra and her entourage move to the ladder and climb up, leaving the party and the goblin children behind.
Once on the roof, the PCs have a clearer view of the compound and its surrounding environs. Along the roof, six ballistas are mounted on tracks which parallel the battlement, allowing for 360 degree coverage. The device, while still functional, is obviously quite old. In the center of the roof, a small square building made of adobe brick has recently been constructed.
Compound Details
1. Barracks. Each of the barracks houses one unit
of goblin infantry and their necessary equipment
and supplies. These troops will engage any enemy forces which breach
the outer wall. The buildings themselves are obviously of recent
construction, made of adobe brick and covered with wooden roofs.
2. Stables. The goblin wolfriders, their mounts and equipment are housed in this small, makeshift building. Like the barracks, this building appears to be quite new, and is composed of wood and adobe brick.
3. Well. Perhaps the most unusual feature of the compound is a well shaded by a wooden roof and surrounded by four armed guards. The well appears to be five feet in diameter and is overflowing with exceptionally clear, cool and refreshing water. Shirkshin believes the well is magical, and the well radiates magic if detected. He will hesitantly reveal this should the party inquire. However, he is completely unaware of the secret area at the bottom of the well.
If the party forces the goblins to withdraw from the compound, Shirkshin's men will poison the well with a specially designed magical poison. (Type special, onset 1-4 days, strength death/30) The poison cannot be detected by detect poison spells or similar measures, and can only be neutralized by a wish spell.
The exact nature of the well's magic lies not in its water, but in the well itself. The water in the well is magically held in place, thus obscuring a secret, air filled room at the bottom of the well. The PCs will require a ceremonial dagger and two gems stored in a lockbox in the room to complete the lich's second quest. Six skeletons guard this room, and will attack anyone who enters.
4. Main Building. This building appears to be the top of a tower long covered by the shifting sands of the desert. Its white, sun-bleached walls reflect the afternoon sun, making the compound even brighter and hotter than it would otherwise be the case.
5. Courtyard. The goblins have cleared a large area
in the courtyard to conduct drills, etc. During the day, there will
always be at least 25 guards on duty. The
guards try to stay in the shadows, as the baking sun is too hot for their
liking. At night, the goblins conduct drill practice here.
1. Ladder room. As the party descends down the ladder, they are greeted by four goblins, apparently sentries standing on duty here to protect the tribe from surprise visitors. Once the party's eyes adjust to the darkness, they can make out the room, which is fairly non-descript. It is lit by torches and a small amount of daylight shines through the hole in the ceiling from the room above. A table and four chairs are located in the northwest corner of the room. It appears the guards were playing cards before the party's arrival. Four doors lead from the room, one in each direction.
2A and 2B. Archers quarters. These rooms are nearly identical. They serve as quarters for the goblin archers. Bunkbeds, apparently left over from the time when the city was still alive, fill almost every inch of the room--making it difficult to navigate the room. Chests lie at the foot of each bed. The chests contain nothing of value, but the goblins will fight to the death to protect items of sentimental and personal value. Unless a battle is taking place, there will be 100-150 archers here, gambling, joking, relaxing, etc.
3. Commoners quarters. Non-combatant tribal members, mainly the young and elderly, live in these areas, where straw mats and other possessions litter the floor. At any given time, there will be 100-150 goblins in the room. Although not armed, they will fight anyone who attempts to take their personal possessions. There is nothing of value in this room.
4. Storage room. The door to this room is locked and protected by a primitive poison needle trap (+20% to find and remove, poison type A, onset 10-30 minutes, strength 15/0). Inside the room, various items are stored for daily use. Most of the items have no value to humans (goblin food and wine, poorly constructed goblin-sized weapons and armor, etc.) If the party searches the closet, they also find 50gp and one red gem (a flawed ruby worth 100gp). Shirkshin has the key to the lock on a necklace he wears.
5A-5D. Battlements. These rooms are nearly identical. Unlike the other rooms on this level, these rooms are lit by sunlight which pours in through arrowslits lining the outer wall. Targets on which archers practice line the inner walls. The archers equipment (bows and arrows) are also stored here, but are useless to the party because of their size and poor quality. Fifteen archers and sentries stand on duty around the clock, watching for anyone who would attempt to sneak into the compound. Other archers practice on the targets. The sentries can summon additional archers from areas 2A and 2B and can notify the goblins in the compound of any dangers.
6. Commander's quarters. These are the personal quarters of Shirkshin Darkclaw. The area is nicely decorated, even by human standards--lined with furs, colorful mosaics and carpets. A large, comfortable bed lies behind a partition in the southeast corner. In the center of the room, a table covered with maps and battle plans depicting the goblin's defense plans for the compound, obviously serves as the goblin's strategic headquarters.
A locked chest, protected by a crude poison dart trap (+15% to find and remove, poison type B, onset 2-12 minutes, strength 20/1-3) is hidden under the bed. It contains the goblins treasure: 3 potions (one bubbling and vaporous red potion-fire breath; one clear with orange flecks-stammering and stuttering; and one clear-looks like acid resistance, actually oil of fumbling) and 1GB. Shirkshin has the key on a necklace he wears around his neck.
6A. Guard room. Two guards stand on duty around the clock to protect the entrance to the ruins below. They will summon additional guards as necessary. Additional guards arrive in 2-5 rounds.
6B. Entrance to the ruins. The door to this room is locked and protected by a primitive poison needle trap (+10% to find and remove; poison type A; onset 10-30 minutes; strength 15/0). A gaping hole in the floor--approximately 10 feet in diameter--leads down into the darkness. Two ropes, anchored to the eastern wall, lead into the hole. The unlit floor is twelve feet down and littered with rubble and trash. The ropes are rigged for goblins. If any human-sized creature uses the ropes, there is a 50% chance the rope will give way and fall to the ground.
Sub-Level One (Third
Floor)
General Notes. This floor is divided into two sections.
The first has been explored and cleared out by the goblins, while the second
has not been entered. Like the ground level, the ceilings on this
floor are quite tall--about twelve feet high. The area which the
goblins have already explored is lit by torches, and strewn with rubble
and trash. The ceiling is covered with soot. The unexplored
area is in pristine condition. The ceilings are ornately painted
with mosaics depicting heroic battles against deadly beasts, noble coronations,
magicians, etc. Although quite dusty, these areas are generally free
from trash and rubble.
1. Unknown room. Whatever the purpose of this room, it has been long forgotten. Trash lines the floor, giving the room an unpleasant, rancid odor. A large in the ceiling provides for only slight ventilation, and the air in the room is stagnate and stale,. Other than the hole in the ceiling, the only exit is through an archway to the west.
If Shirkshin is with the party, he explains that the room was in this condition when the goblins arrived. His goblins slayed a giant spider who claimed the area--a fact confirmed by the rotting corpse of a giant spider and two goblins in the northeast corner of the room. Searching through the rubble and trash will yield nothing, as the goblins have already thoroughly scoured the area.
2. Unknown room. This room might once have served as quarters for the tower's guards or servants. A handful of bunkbeds--like the ones used in the archers' quarters--remain in the room. Besides the archway, two doors lead out of the room. One, a single door in the southeast corner of the room is non-descript. The other is an ornately decorated double door in the center of the southern wall. Four skeletons carrying rusted longswords and dressed in rusted platemail lean motionless against the walls. Another skeleton, similarly dressed but carrying a shield emblazoned with an unknown crest, rests in one of the remaining beds.
Upon closer inspection, the frame surrounding the double doors is covered in mystical symbols. To the right of the door is a black panel with an hourglass-shaped impression. Although the door does not appear to have a locking mechanism, it cannot be opened. (See Area 6 for a more detailed description.)
A secret compartment is located under the bed in which the skeleton is sleeping. If the PCs disturb the skeleton in the search for the compartment, a gust of wind rushes through the room from the adjoining area, knocking over one of the skeletons and giving the PCs a bit of a scare. None of the skeletons are animated or undead. Carefully searching under the skeleton's mattress reveals a secret compartment, containing a red, hourglass-shaped gem and a ring of three keys. There is nothing else of value in the room.
3. Wizard's personal sleeping quarters. This room was once the lavishly decorated sleeping quarters for the wizard Zeldin. However, it appears that the room has been subjected to countless fits of rage by a powerful monster. Looking around the room, the party sees a canopy bed along the western wall. Although hidden by a fine mesh cover, they can make out the shape of a human body lying in the bed. The only other piece of furniture which still stands is an armoire in the southeastern corner of the room. Doubtless this room once held a much grander decor, but these now stand as unidentifiable pieces littering the floor. An archway leads out of the room to the south, and the double doors on the northern and eastern walls are both surrounded by mystical symbols. (See Area 6 for more detail).
If the PCs investigate the bed:
As you approach the bed, the figure turns to greet you and pulls back
the curtain. Before you sits a man...or what was once a man...whose
skin has rotted away exposing the skeleton underneath. His eyes are
black and empty, save for the fierce pinpoints of light which burn like
small fires. He wears the black robes of a wizard or scribe.
Before you can react, he turns to speak. "Greetings, travelers.
You know not how long I have waited for visitors from the living world.
This city holds many secrets, which are yours to find and keep. But,
as you leave to go on your noble quest for wealth and glory, I humbly ask
a favor."
If the party is receptive and friendly, he continues. "Perhaps it is best to begin with the tale itself. You see, I was not always as I am now. But when the chaos came and the city was consumed by the desert, I was punished for trying to protect the city from the Chaos Wizard, and was transformed to the rotted and evil beast you see before you. I was separated from my wife, the High Priestess Nyla. She was trapped in the lower levels of the tower, and I was confined here. If you could find a way to bring her here to me, reuniting us, I would be forever grateful...A brief word of warning, though. This form has rotted not only my physical form, but my spirit as well. I can generally maintain control over the evil urges which permeate my body, bit not always. Please stay away from this room, lest you fall victim to my uncontrollable urges."
The lich will attempt to answer any questions the party has, but does not have much information. He warns the party his various "assistants" who may not have as strong a hold over the urges they experience as he does. He believes his wife is probably located "on the ground level, near the temple" but he is not sure. After he answers two or three questions, he will warn the party to leave, as he feels the evil taking control. If the party ignores his warning, he will attack in one turn. The lick will not (cannot) pursue the party outside his personal areas, comprised of the bedroom, living room and study.
The armoire contains personal clothing for both men and women--boots, tunics, hats, cloaks, belts, etc. Most of the clothing has rotted away and is no longer of any use. An elven cloak and a pair of elven boots are mixed in with the other clothing, but they have partially rotted away and only function correctly 50% of the time. The other 50% of the time they either do not work at all, or function in reverse, drawing attention to the user.
If the party agrees to the lich's quest and returns with his wife, the lich will greet them kindly after embracing his wife. He then turns to the party and speaks. "Kind friends, I cannot thank you enough. And yet, there is another matter which I hesitate to bring to your attention. Yet I must impose upon your kindness and generosity once again. In order for my wife and I to leave these cursed forms and attain eternal peace, we require your assistance. I require two gems and a dagger which can be found in a lockbox in a secret room under the well just outside the tower. In exchange for your continued consideration, I shall tell you of a secret and powerful weapon whose existence is known only to me. Can I rely on you?"
Again the PCs may ask the lich any questions, but he has very little information. He explains only that he requires the items to perform a ritual which will free their souls for the journey to the afterworld. If the party presses him too much, he will lose his temper, but quickly recover and explain that he is losing control over the evil urges invading his body once again. He apologizes, and suggests the PCs leave. If they stay longer than two rounds, he will attack. The lich will not pursue the PCs out of his personal areas.
If the party accepts the lich's quest and returns with the dagger and gems, the lich again thanks them. As he begins to fiddle with the items, he tells the PCs of a powerful broadsword known as "Kingsblade." "Kingsblade was given to the powerful hero Prince Sumrall Graza by the Gods of Olde to help him defeat the evil wizard Pentar. Although the Prince fell in battle, Kingsblade delivered the lethal strike through the heart of Pentar. Since that day, more than 1000 years ago, various rumors of the blade reappearing for important quests and then disappearing again for hundreds of years have become commonplace. Although I do not know the exact location of the blade, I can assure you that the Kingsblade is not merely a folktale--it truly exists. You must consult with the Great Seer of Mavendara, who will be able to tell you its exact location." The lich reaches into the folds of his robe and produces a scroll marked with a signet. "Give this to the Seer and tell her I sent you. She is a personal friend and owes me several favors. She will help you."
As the lich finishes his story, he strikes the gems together, crushing both of them. In a flash of brilliant white light and a puff of black smoke, he and the priestess disappear, leaving only their tattered clothing behind. A cool, gentle breeze rushes in and the smoke dissipates as quickly as it appeared. And you cannot be sure, but you think you heard a man screaming and a wicked laugh at the instant the gems were struck together.
4. Wizard's personal living quarters. This room once served as the lord wizard's personal living quarters. A plush red couch, dirty but still functional, rests in front of a large fireplace. Two decayed armchairs are located on either side of the couch, and a rickety coffee table stands between the couch and fireplace.
Two archways lead out of the room, one on the north wall and one on the east wall. A set of double doors surrounded by mystic symbols leads out to the north.
5. Wizard's private study. The bookshelves and desk in this room make it apparent that this room once served as a personal study. The bookshelves are made of cherrywood and line the cured southeastern wall. An old wooden desk rests precariously against the northern wall. The books which were once on the shelves now lie in a partially burnt heap on the floor. Nearly every bookcase has been broken. A door in the northwest corner of the room is surrounded by mystical symbols, and an archway leads back into the wizards living quarters.
Should the PCs investigate the heap of books, it will take them 2-4 turns to rummage through the books. With the exception of two, every book has been burned and defaced beyond recognition. The three remaining books are:
The key to these doors is a red gem, but in the pattern of an hourglass, and can be found in a secret compartment in the unknown room (Area 2). To open the doors, the gem must be inserted into the impression on the black panel and then removed.
7. Servant's quarters. This room is plainly decorated compared to the others on this level. Two bunkbeds lie against the northern wall, and a small wooden table with two chairs stand in the center of the room. A small footlocker is located next to one of the beds, and a skeleton of a former servant rests in one of the beds.
The skeleton is that of the former personal chef to the High Master Wizard, as is evident by the knife-filled apron he is wearing. The skeleton will not move unless the party attempts to open or move the chest, at which time he will move to attack with his rusted cleavers.
The chest contains two tattered blankets, some old clothing, 35 gp, and one vial containing a potion of healing. The chest is not locked.
8. Small kitchen. This room once served as a personal kitchen for the High Master Wizard. Cabinets line the walls and are filled with cooking utensils, pots, spice jars, and so on. A pot full of some putrid substance, probably the Wizard's last meal, still sits on the open-fire hearth.
Searching the cabinets will net the characters several old and rusted knives, but nothing else of value.
9. Storage area. Shelves line the walls of this room. The shelves are covered in dust and items once used in the day to day operation of the tower. Most of the items have rotted away with time, but if the party searches the room carefully (taking 2d4 turns), the find:
1. Library. This area once served as a library. At its peak, it must have been a magnificent site, housing thousands of books. However, most of the books have long since rotted away, leaving only dust on the solid mahogany bookshelves which still line the room from floor to ceiling. The remnants of free-standing shelves in the center of the room now litter the floor, having long since fallen over and rotted away, and making navigation difficult.
If the party searches the room, taking a full hour because of the size of the room, they find several books still in good order:
5. Servants quarters. Three sets of bunkbeds line the curved southeastern wall of this room. A wooden table and four chairs sit along the western wall. Three decayed bodies lay motionless in the beds.
6. Guest quarters. This room is identical to area eight below. It formerly served as sleeping quarters of some sort. A large canopy bed lies against the curved southern wall. A small oak desk stands against the northern wall, and a dresser against the western wall. Neat the center of the room, a small redwood table with two chairs lies in pieces.
As the characters enter the room, two zombies, probably the rooms former occupants, move to attack.
The desk is empty and has no drawers. The dresser contains remnants of the former tenant's personal clothing. A small golden broach worth 100gp and 25gp are also in one of the drawers.
7. Guest living area. This area acted as a common shared living area for guests of the High Master Wizard. Four plush chairs stand in the center of the room, forming a circle. Two more chairs and a gaming table stand in the southwest corner. Although this room has severely decayed over time, you can tell it must have been a grand sight in its prime.
8. Guest quarters. This room is identical to area six above, with a large canopy bed against the curved southern wall, a small oak desk against the northern wall, a dresser against the western wall, and a table and two chairs in their center of the room. A single body lies motionless in the bed.
The desk is empty and has no drawers. The dresser contains remnants of the former tenant's personal clothing, but is otherwise empty.
Sub-Level Three (First/Ground
Floor)
General Notes. The ceilings on this floor are slightly
taller than the others in the building--standing nearly twenty feet tall.
The entire floor seems to have been constructed more for giants than humans.
The ceilings are painted in a manner similar to the others.
1. Great hall. This room once served as the great hall, where guests would be met and meetings would be held. What appears to be the main doors into the keep, located along the southern wall, stand twenty feet tall. Three archways, one on each of the northern, western and eastern walls, and two staircases, located on the northern wall and leading back up into the darkness, dwarf even the tallest of humans and portray a feeling of greatness even in their decayed state. A fountain, located in the southern half of the room, still flows with clear water.
The fountain is obviously enchanted. At one time, it automatically healed anyone who drank its waters. Over time, however, the water's effects have been corrupted. Today, it functions normally only 50% of the time. Otherwise, roll 1d10 and consult the following table to determine the effects. Note: the fountain will work only once per person, regardless of effect, and the water loses its magical properties if taken away from the fountain.
Table II. Water Effects.
1d10 | Effect |
1 | Drinker takes 1d10 points of damage. (Save vs. poison for 1/2 damage.) |
2 | Drinker is blinded for 1d6 hours. |
3 | Drinker passes out and cannot be revived for 1d10 hours. |
4 | Drinker loses one point from lowest stat (3 min) |
5 | Drinker gains one point to highest stat (18 max.) |
6 | Drinker becomes nauseous and vomits. |
7 | Drinker loses voice and cannot speak for 1d6 hours. |
8 | Drinker takes 2d10 points of damage. (Save vs. poison for 1/2 damage.) |
9 | Drinker temporarily gains 3d10hp. (Once lost, these hp cannot be regained.) |
10 | Drinker gains the ability to cure light wounds twice daily. (Unknown to user, this ability only functions for 1d3 days, and only within 30 miles of the tower. |
Two skeletons wearing old platemail and carrying rusted bastard swords still stand guard here. They will inquire of visitors the purpose of their visit, etc. If the characters do not mention the Wizard Zeldin or High Priestess Nyla, the skeletons will demand they leave and use the servants entrance in the rear. (However this is impossible as the southern doors are blocked by 60 feet of sand.) The guards will not listen to reason, and will fight anyone who does not abide by their orders.
3. Temple. This large room once served as the keep's religious center. A large statue of a woman wearing gray robes with her arms extended in greeting--by for the most prominent figure in the room--stands as tall as the roof against the curved southeastern wall. Countless small figures are carved in relief along the top of the temple walls, giving you an eerie feeling that you are being watched. Several pews stand throughout the room, and an altar rests between them and the statue. A figure dressed in gray robes still kneels at the altar in prayer.
Any character with the religion proficiency will immediately recognize this room as a temple to an ancient and UN-named goddess of magic.
The figure at the alter is the Nyla, the wizard's wife. She was the High Priestess for the keep. During the battle which destroyed the city, she was transformed into a lich. However, she is unaware of her current status and believes the battle is still taking place. She will help the party in any way she can, believing them to be soldiers defending the city. However, she will not join in combat or defend herself in any way, as she is a pacifist. She will refuse to leave the temple unless told that her husband requires her assistance. She will strongly oppose anyone taking items from the temple.
There are several items stored in a compartment in the altar, including a solid gold crescent moon (a holy symbol), worth 2000gp, two potions of extra healing and a potion of neutralize poison.
4. Dining room. At one time, a long redwood table, perhaps eighty feet long, stood in the center of the room, surrounded by forty highback chairs with red cushions. Today, the table lies in pieces on the floor. The handful of chairs which remain standing and functional are adorned with a mess of dirty cloth and stuffing.
5. Main kitchen. This room was obviously the main kitchen in the household. In the southern end of the room is a cracked and discolored stone sink. The sink still contains dirty dishes and black water. An open hearth on which most meals were cooked is located along the curved southwestern wall. Burnt logs and ashes still lie in the hearth, and a closed pot sits above the fireplace. Closed cupboards line the northern wall.
If the closed pot on the hearth is opened, all characters within 10 feet should save vs. paralysis. Failure means the they are incapacitated for 1d2 turns, wrenching and vomiting. The pot contains the remnants of a rotten stew. Any character foolish enough taste the stew must save vs. paralysis again or take 3d6 points of damage. If the save is successful, they take no damage but suffer from severe diarrhea for 1d6 hours.
Should any PC foolishly decide to stick their hand into the water, they have a 50% chance of cutting themselves on the broken glass and knifeblades hidden by the water, taking 1d4 damage. If they are cut and fail a saving throw vs. poison, they will be infected with gangrene in that hand. The hand will become useless and the character must make a con check every hour. Failure means the character loses one point of con. If the character's con reaches zero, the character dies of the infection. Only a cure disease or heal spell, or similar measures, will cure the infection.
The cupboards once contained a wide variety of herbs and spices, which have long since decayed. Although severely rusted, a wide variety of standard cooking equipment can still be found in the cabinets.
If the characters have released the zombie cook Lyoff from area two in the basemen/sublevel four, he can be found here. He will be hastily moving around the kitchen, preparing dinner and washing dishes. He offers to make the PCs a tasty meal for freeing him. Despite his good intentions, the use of rotten food and herbs, and the fact that pieces of his decaying flesh fall into the mixture causes the meal to be less than tasty. Anyone eating the stew will suffer from the effects discussed above.
6. Withdrawing room. Several plush red armchairs stand near the fireplace in the east end of the room. The covers have rotted away, exposing the dirty stuffing. However, the wooden frames are still largely intact. A redwood coffee table stands between the chairs and the fireplace. Surprisingly, the fire still burns! In the northern area of the room, two gaming tables--one chess table and one card table--are surrounded by several plush chairs. Red carpeting which once covered the floor now slowly rots away. A staircase leads down into darkness in the southwest corner of the room.
Any character closely examining the chess table will find a button which clicks when pressed but shows no other observable effects. The button actually deactivates the firetrap in the fireplace. Behind the fireplace is a secret door. It is operated by a lever which is located about two feet up the chimney. Any attempt to find or operate the lever without first deactivating the trap will cause the character to catch on fire and take 1d8 points of burning damage per round until the fire is extinguished. The fire itself is magical (not illusionary), and can only be deactivated by pressing the chess table button. Note: If the button is pressed, the magical fire is replaced by an illusionary one which still radiates warmth but will not burn or cause damage.
7. High Priestess' personal quarters and workroom. This area is well-decorated, with a small bed along the eastern wall, and a desk and three chairs set up as a meeting area in the northwestern corner of the room. A dresser and table with two chairs are located in the southwestern corner of the room.
This was once the personal quarters and business office for the tower's High Priestess, as demonstrated by the religious clothing in the dresser and the holy work, entitled Holy and Unholy Magics, author unknown, and various temple documents on the desk. Other than the 45gp in a small chest under the bed, there is nothing of value in the room.
8. Secret room. As the PCs come through the secret door, they are immediately attacked by four skeletons wearing platemail and carrying bastard swords. They cannot be reasoned with, and will fight until they are destroyed. They carry no treasure, and there is nothing of value in the room.
Sub-Level Four (Basement/Cellar)
General Notes. This level is actually composed of three
separate areas: the cellar, the gameroom, and the Wizard's secret area.
The cellar (Areas 1, 2, and 3) has a low ceiling, about seven feet high,
and is extremely cool and damp. The other areas are similar to the
upper levels, with high ceilings. The gameroom (Area 4) and lounge
(Area 5) also have decorated ceilings.
1. Main cellar. This room is full of crates and barrels storing various non-perishable items for daily use around the keep. Most of the crates have been broken and lie in heaps on the floor. Several crates still stand unbroken in a pile in the northwestern corner of the room. Near the center of the room, a grate four feet square leads down into the darkness. Through it, you can hear the sound of trickling water. The grate is locked shut.
If the PCs search the room, they find four crates still intact. The crates contain the following:
A zombie dressed in the wardrobe of a cook and carrying the carcass of a large stag rushes out. As long as the PCs do not react, it thanks them for freeing him. If questioned, he identifies himself as Lyoff, Chief Master Chef. He does not realize he is a zombie, and is rushing to finish Zeldin's dinner before he becomes too hungry and gets angry. He will answer any questions the PCs have, but appears to be in quite a hurry. Once the PCs have no further questions, he rushes up the stairs to the kitchen where he can be found cooking dinner for the mage. He has no treasure.
If the PCs attack the zombie, he will stand by helplessly as he is slain.
3. Wine cellar. The door to this room is locked but untrapped. This small room is full of crates and barrels like the main cellar. The western wall is lined with wine racks full of bottles. Although the room is full of dust and cobwebs, the bottles and crates largely appear to have escaped the ravages of time.
The wine in this room has dried up or soured with time. There is nothing of value here.
4. Game room. This room contains several game tables--cards, various board games, etc.--and open areas. It obviously served as an area in which to entertain guests. However, your attention is immediately drawn to a beautiful harp in the southwestern corner of the room. The harp begins playing a beautiful melody as you enter.
The harp is obviously magical, and will play until commanded to stop. It can be ordered to play when specific conditions are met, as contingency spell, but more general. For example, play when someone enters the room, play when the fire is lit, etc.
5. Lounge. This room is lavishly decorated, with plush armchairs and large wooden tables spread throughout the room. The red carpeting which once lined the floor is now dirty and rotting. Three doors lead out of the room, one in the northern wall, one in the eastern wall, and one in the southern all.
All three doors are locked and trapped with poison needle traps. However, the traps into areas 6 (the Laboratory) and area 7 (the workshop) have already been fired. Although the mechanism clicks, no needle is fired. The trap in the southern door (leading into area 8, the dungeon) is trapped on the southern size, leading out of the dungeon, to hit anyone escaping from the dungeon, and still possesses the poisoned needle (Type A, onset 10-30 minutes, strength 15/0).
6. Laboratory. This area once served as the High Master Wizard's laboratory. Alchemical devices line the countertops which cover much of the central area of the room. Shelves lining the walls contain small beakers and vials to store spell components and other goods needed in the construction of magical items or spell research. A small desk in the northeastern corner of the room is littered with papers and rotted books.
Searching the room will take at least 1d4 hours. Most of the books and papers on the desk have rotted away, but carefully searching the desk will yield:
Finally, a grate near the center of the room leads down into the sewers. The stains of various colorful chemicals and potions surround the locked grate. Any character making a successful tracking proficiency check will be able to determine that the grate has been disturbed recently. Any thief or any character with the locksmithing proficiency will realize that the lock is not original to the construction of the keep, and has recently been oiled.
6A. Laboratory storage. The lock on the door to this room has been destroyed. This room once stored various items necessary to run the laboratory. However, it appears this room has recently been ravaged. The dust has been disturbed, and the cobwebs have been broken. The shelves are empty and the crates have been removed.
Any character making a successful tracking proficiency check will be able to determine that the items were taken out through the grate in the laboratory floor.
7. Workshop. This room once served as the workshop for the tower's owner. Several tables with large workspaces cover most of the floorspace in this room. It appears most of the machinery and tools in the room have been destroyed.
There is nothing of value here.
7A. Workshop storage. The lock on the door to this room has been destroyed. This room once stored items used in the Wizard's workshop. However, like area 6A, the laboratory storage room, this area has been emptied recently. Characters making a successful tracking proficiency check will be able to determine the items left through the door and into through the drain in the wizard's laboratory (Area 6).
8. Dungeon. The door out of the dungeon automatically
locks when closed, and a poison needle trap (Type A, onset 10-30 minutes,
strength 15/0) prevents easy escape from the dungeon area.
8A. Cell. Empty.
8B. Cell. The rotted corpse of a halfling is still
chained to the northern wall.
8C. Cell. Empty.
8D. Torture chamber. This room must have once been
a torture chamber, as evidenced by the various implements of pain and torture
spread throughout the room. A rack near the back of the room has
a skeleton still attached to it. The items in this room no longer
function correctly, having decayed with time.
8E. Guard room. As you enter this room, four
skeletons armed with longswords move to attack. The room itself
is non-descript, with four chairs around a simple wooden table. One
of the skeletons has a ring of keys, which provide access to all doors
in the dungeon area.
8F. Cell. A human-sized body lies on the floor.
8G. Cell. Three zombies move to attack.
8H. Cell. Empty.
9. Secret vault. The door to this room is locked and protected by a sophisticated magical trap. The trap will not be detected by any means other than detect magic. It will fire two magic missiles at anyone who attempts to open or pass through the doorway. The missiles are fired from the door frame itself, and thus are extremely difficult be avoid.
The room itself is guarded by six skeletons wielding two handed swords, who were charged with protecting the Master's treasure.
I have specifically left this room empty. Place a handful of minor
items in the room to reward the party for a well played adventure, or have
more tunnels lead off to greater adventures.
Roll | Sea (2d6) | Desert (2d8) | Tower (2d4) |
2 | Water Elemental | Desert Troll | Bone Golem |
3 | Sea Lion | Thri-Kreen | Heucuva |
4 | Giant Squid | Giant Scorpion | Mummy |
5 | Dolphin | Giant Snake | Skeleton |
6 | Fish | Hobgoblins | Zombie |
7 | Seastorm | Sandstorm | Phantom |
8 | Pirates | Nomads | Flesh Golem |
9 | Whale | Giant Beetle | --- |
10 | Mermen | Giant Spider | --- |
11 | Giant Sea Snake | Giant Bats | --- |
12 | Triton | Desert Giant | --- |
Goblin soldiers. AC 6; HD 1-1; hp 7 each; THAC0 20; #Atk 1; Dmg 2d4 broadsword; SZ S; AL LE; XP 15.
Goblin guards. AC 6; HD 1-1; hp 7 each; THAC0 20; #Atk 1; Dmg 2d4 broadsword; SZ S; AL LE; XP 15.
Goblin wolfriders. AC 3; HD 2-1; hp 15 each; THAC0 19; #Atk 1; Dmg 2d4 broadsword; SZ S; AL LE; XP 35.
Goblin commoners. AC 10; HD 0; hp 3 each; THAC0 20, #Atk 1; Dmg 1d2 fists and biting; SZ S; AL LE; XP 10.
Goblin archers. AC 6; HD 1-1; hp 7 each; THAC0 20; #Atk 2 bow or 1 dagger; Dmg 1d6 bow or 1d4 dagger; SZ S; AL LE; XP 15.
Skeletons. AC 2 (platemail); HD
3; hp 24 each; THAC0 17; #Atk 1; Dmg by weapon type; SZ M; AL CE; XP: 75.
Note: These skeletons are more powerful than those presented in
other adventures.
Str: 15 | HP: 39 | class/level: F5 |
Int: 14 | AC: 4 (+1 chain, shield) | AL: LN |
Wis: 10 | THACO: 16 (14 with sword) | |
Dex: 14 | Dmg: 2d4+2 with sword | |
Con: 13 | #Atk: 1 | |
Chr: 17 (7 to non-goblins) |
He is generally honest and fair, but strongly distrusts humankind. He will approach the party cautiously, but will honor any agreement he strikes on behalf of the tribe. A long wound, apparently still quite fresh, runs from just under his eye, down the length of his face to his chin--the outcome of a recent battle with a group of human bandits. His goblins have cleared the first 1 1/2 levels of the keep, but have not been able to get past a magically held door on the first level down. He does not know about the well's secret compartment, but suspects the well itself is magical. He will always be escorted by at least six personal guards. His personal guard can be identified by the blood-red tunics they wear.
Str: 16 | HP: 48 | class/level: F6 |
Int: 15 | AC: 0 (+2 plate, dex) | AL: N |
Wis: 10 | THAC0: 15 (13 with sword) | |
Dex: 16 | Dmg: 1d8+3/1d12+3 (sword+strength) | |
Con: 12 | #Atk: 3/2 | |
Chr: 17 |
She is also an intelligent and capable commander, having risen through
the ranks of Diemed's army at the extremely young age of 29. This
is her first mission as field commander, and she is anxious to prove her
worthiness. At the same time, this makes her a bit too cautious.
She consistently acts in what she believes to the be the best interest
of Diemed.
Everburning Torch. The everburning
torch essentially acts as a normal torch, except that the fire it produces
does not cause the torch itself to burn; the same torch may be burned,
extinguished, relit and burned indefinitely. The fire it produces
is non-magical, and can be extinguished as any normal fire.
XP Value: 250
GP Value: 500
Scroll and Quill of Dictation. The
scroll and quill of dictation are almost always found as a set. When
commanded, the scroll and quill will begin recording word-for-word anything
the owner says, or any conversation in which the owner is involved.
The scroll only records in languages understood by its owner, and is limited
to "hearing range". Furthermore, the scroll and quill can only record
two minutes worth of conversation, after which it will cease recording
until erased. The scroll retains all information until ordered to
erase it. The scroll and quill only function as a set; if separated,
they both cease to function until reunited.
XP Value: 500
GP Value: 1000
Spell Crystal. Spell crystals are
small crystal balls, about 1 1/2 inches in diameter with a small glowing
light in the center. They are created by
mages as spell storage devices, similar in many respects to potions.
Using a spell token takes one segment, and the token is consumed in the
process (the crystal storage device is broken, thus releasing the stored
magic). If the crystal is broken accidentally, the spell energy is
released, usually with disastrous consequences.
XP Value: 250
GP Value: Varies by spell.
Range: 0 | Component: V, S, M |
Duration: Permanent | Casting Time: Special |
Area of Effect: Special | Saving Throw: None |
The material components of this spell are (in addition to those of the
spell to be stored) a specially crafted, hollow crystal sphere worth at
least 500gp.
Finally, this adventure is far from complete. The grates leading
into the sewer systems from the cellar and from the wizard's laboratory
could lead to further adventure in the lost city. The Seer of Mavendara
to which the party will almost certainly wish to travel, has not been completed.
This could be in the Lost City, nearby, or on another continent.
Furthermore, I frequently improvise additional encounters depending on
the challenge the party is experiencing. It may be necessary to add
encounters (traps, combat or others) in order to challenge more experienced
parties. In short, I hope you enjoy the adventure, but make of this
what you will.