Gallery of Wishes

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Gallery of Wishes
Type Dungeon
Status Explored June 883 TA
Location near the Land of Bogs
and the Little People
Hex 3010
Campaign Dragonsford Campaign
Adventure # 81
Map-land of bogs.jpg

Introduction

Upon your return to Dragonsford, you head to the Wicked Lady pub for a pint and a shepherd's pie. However, when you reach the pub, you find your usual seats occupied by a dark man dressed in leather armor. The salt stains speak of a seafarer, and the gossip around the town is that a ship did pull into docks under Dragonsford Castle the previous night. As you enter the pub, the man motions to you to come and join him. He orders a round of the finest ale and a pie for each of you. Whispering and glancing for listening ears, he tells you that his name is Bilgewater. He has returned to Dragonsford after nearly twenty years at sea. It seems that he was sold into slavery at the age of seven by one Strudwick, feudal lord of Dragonsford in exchange for a wooden replica of a ship. As the years went by, Bilgewater sailed to many ports along both the Inner Sea and the Great Sea. At last, he hired onto a ship heading for Dragonsford and revenge, only to find that Strudwick had been thrown down as feudal lord. He is willing to offer 400 gold pieces to any adventurer who will kill Strudwick and bring back his ear. As Bilgewater's ship will be sailing from Dragonsford bound for Haggelthorn tomorrow, he has no time to do the deed himself. However, Bilgewater will be back in Dragonsford at the Wicked Lady pub in six days time. There he hopes to meet with you and learn of Strudwick's demise and claim his prize.

After Strudwick was deposed, he fled to the Gallery of Wishes with his family to devote himself to collecting art, his true passion. It was several years into his "retirement" that Trick and Tessa, his twins children, died of the pox. Rumor holds that Strudwick was so distraut over their deaths, that he summoned a djinn who was imprisoned in a magical blue bottle to grant him a wish. In doing so, his children were brought back to life but Strudwick was driven insane.

Actually, the djinn granted him one wish if the Strudwick would allow him to remain outside the bottle. Strudwick agreed as long as the djinn wouldn't leave the house. The djinn agreed to live a room sealed from all others. Strudwick then asked that his children be brought back to life. This the djinn did, bringing them back as evil wights. The djinn granted Strudwick another wish if he could solve the following poem and bring the Crown of Fire back to him. Thinking that he could right the mistake of his first wish, Strudwick has slowly gone insane trying to make sense of this nonsense rhyme:

Canto One
A diamond so bright, a child's delight
It flickers and dances at noon-
When held to the sun from the neck of the one
It sparkles and makes magic appear
From the mountain so dark, a hand will reach out-
When the magic it sees from this world
The clock will begin where the stone steps do end
The hour of counting is six.

Canto Two
Taking Three as the suject to reason about-
A convenient number to state-
We add Seven, and Ten, and then multiply out
By One Thousand diminshed by Eight
The result we proceed to divide, as you see,
By Nine Hundred and Ninety and Two;
Then subtract Seventeen, and the answer must be
Exactly and perfectly true.

Canto Three
The final clue follows, a simple choice really
It's a matter of the brightest of light
When it falls through the rain, the Leprachaun's bane,
It's always on the left the right.

Gallery of Wishes

Gallerywishes01 new.jpg

Room 1: Great Hall

This room is richly paneled with the finest imported hardwoods from Haggelthorn Forest. The northern end of the room is dominated by a large fireplace made of exquisite marble with carved figures of nude men and women dancing. On either side of the fireplace are two large tapestries, finely woven, and each depicting a human figure. The eastern figure is that of a small boy, a wooden in sword in one hand and a small copper shield in the other. The western figure is that of a young girl with long red hair encircled by a garland and flowing white robes. The eastern wall of the great hall is dominated by a huge leaded glass window overlooking the lawns beyond. A single door is in the southeast corner of the room. The southern wall is paneled, but otherwise unadorned. The center of the room is dominated by a massive oak table and eighteen chairs. Several silver candelabras are sitting on the table, their candles burned to small waxy stubs.

Careful examination of the fireplace shows that it has small vents on both the eastern and western walls. The vents can be traversed by small creatures (hobbits, gnomes, dwarves, etc.) and very small humans.

Room 2: Anteroom

This room, like the others in the complex is paneled in hardwood. The walls are hung with tapestries of different geometric patterns. The center of the room is dominated by a wooden table and eight chairs. The table sits on a fine rug of the same geometric pattern as the wall hangings.

Careful examination will yield a secret door in the northeast corner of the room. If the party enters the complex by knocking, they will escorted here to wait for the master.

Room 3: Captain of the Guard's Bedroom

This room reeks strongly of beer and vomit. The walls, richly paneled, show years of neglect and are bare. A large bed is pushed up against the southeastern wall. A ogre-sized set of travelling clothes, boots, and cloak can be found hanging from a peg in the northeast corner of the room. Beneath the peg, a small iron bound chest sits locked.

The captain is an ogre of the nastiest disposition. He is dressed in shabby leather armor and carries a rusty sword. Around his neck is a brass key to his treasure chest. The chest contains a Potion of Bugbear Control, 300 gold pieces, and a Dagger +2.

Room 4: Guard's Quarters

Listening at the door you can hear the sounds of several creatures snoring.

This small room is crammed with six make-shift beds of straw and blankets. The room has no furnishings, and the smell of sweat is very strong.

The eight guards take shifts throughout the day and night, and there will always be two guards here sleeping. They will wake up when the door is opened, unless cautious measures are taken.

The guards are dressed in leather armor and carry swords in varying states of disrepair. They each have pouches containing 20 gold pieces.

Room 5: Guard's Common Room

This richly paneled room is poorly kept, cluttered with dirty dishes, mugs, bits of leftover meat, and the like. The center of the room is dominated by a large wooden table and seven chairs. An eighth chair lies broken in the southeast corner. The table is cluttered, and a dagger is thrust into the table, its rusty blade sunk almost up to the hilt. A deck of cards sits on the table.

Room 6: Butler's Pantry

This room is small and dark. It's paneling is well oiled, and a large tapestry of a nude woman standing by a creek hangs on the northern wall. Against the southern wall is a large overstuffed sofa, made of leather that is worn thin in several spots.

Careful examination shows that there are several small holes in the eastern wall which give a good view of the front entrance hall. Also revealed is a secret door in the western wall which leads to a narrow hallway running west.

Room 7: Butler's Room

This room is nicely furnished and very clean. A large bed is pushed up into the northwest corner. It is covered with fine blankets and quilts. A small nightstand with a jug of water and wash bowl are near the bed. In the southeast corner of the room is a large wardrobe which opens up to reveal human-sized clothing for both a man and a woman.

Careful examination will reveal a small unlocked treasure chest in a secret compartment under the wardrobe. The chest contains 50 gold pieces and an amethyst gem.

The butler, Alford, is married to the maid, Louisa. During the night, they will be found here in the bedroom. During the day, they will be found throughout the house. Louisa is easily frightened and will scream at the approach on any intruder. Otherwise, she will not defend herself. Alford will attack an intruder with a long dagger that he keeps tucked away in his boot. Louisa is a tall thin women in her early fifties. She dresses plainly and speaks very little. Alford is tall and thin and also mid-fifty. Alford has a love of gambling, and has won most of Stanwood's money, although his luck against the guards is not as good.

Room 8: Cook's Quarters

This room is nicely furnished, but somewhat disheveled. A large bed is pushed up into the northeast corner. Clothes, blankets, and the like are strewn about the room. A half-opened dresser against the south wall is almost empty, its contents being on the floor.

Careful examination reveals 5 gold pieces in the bottom drawer of the dresser, under some stained tunics.

The cook, Emma, is married to the gardener, Stanwood. During the night, they will be found here in the bedroom. During the day, Emma will always be in Room 9, and Stanwood will always be outside. Emma is will attack intruders with a large kitchen knife, and Stanwood will defend himself with a pickax or whatever weapon is at hand. Emma is a young woman in her mid-twenties. She has red hair, green eyes, and a fiery temper. Stanwood is dark-haired, very solidly built, but is somewhat dimwitted. Stanwood looks to Alford as a father, although he has lost almost all his pay to the latter at cards.

Room 9: Kitchen

The smell of freshly baking bread and cooking stew never leaves this room. The south wall of this room is dominated by a large cupboard, well stocked with provisions. An oven sits against the western wall, and a number of pots sit on a stove in the northeast corner. There is a large wooden table sitting in the center of the room, a pile of corn sits unhusked on the table.

Emma prepares three meals a day for the thirteen members of the household. She does not allow the guards to enter the area, and she keeps a close eye on the room to make sure they don't come in looking for "snacks" or beer.

Room 10: Trick's Room

This room is dark and musty, hiding the once bright and cheerful interior. A bookshelf along the northern wall is crammed with all the toys that a young boy might want. A pair of crossed swords hang on the western wall above a bed that is now a pile of rotting feathers and blankets. From the bed, a pair of yellow green eyes can be seen, watching any who enter the room.

Examination of the room shows a small privy in the northeast corner of the room and a small nook with a fireplace and a chest in the southeast corner. The chest is filled with toys and is not locked.

Trick will attack anyone who enters except Strudwick or Reva.

Room 11: Entrance Hall

This hallway is dominated by a large stone fireplace in the southern wall. The floor of the hallway is covered by a large cross-shaped rug. The doors in the east and west are both blocked with wooden chairs pushed up under the door handles.

An examination of this room shows that the chairs, although worn where the handle rubs against the wood, have been dusted recently.

Careful examination of the fireplace shows that it has small vents on both the eastern and western walls. The vents can be traversed by small creatures (hobbits, gnomes, dwarves, etc.) and very small humans.

Room 12: Tessa's Room

This room is dark and musty, hiding the once bright and cheerful interior. A bookshelf along the northern wall is crammed with all the toys that a young girl might want. A stuffed horse lies torn in pieces on the floor by a bed that is now a pile of rotting feathers and blankets. From the bed, a pair of yellow green eyes can be seen, watching any who enter the room.

Examination of the room shows a small privy in the northeast corner of the room and a small nook with a fireplace.

A crystal pendant hangs from the post of the bed, but it will appear as another "toy" unless the party specifically searches for it.

Tessa will attack anyone who enters except Strudwick or Reva.

Room 13: Strudwick's Bedroom

This room is richly paneled with the same fine hardwood that can be found throughout the house. A number of pieces of rich furniture are scattered about the room. A large feather bed in the southeast corner is piled with soft down blankets and a vase of fresh flowers can be found on a table nearby. There are several large wardrobes filled with fine vestments, leather boots, and the like. A small writing table and chair are positioned near the door in the north wall which leads out to a small walled garden. A fireplace can be found in the northwestern corner of the room.

Careful examination of the writing desk will reveal a small locked diary, bound in leather. The key is always on Reva. The diary tells the story of Strudwick's madness and the djinni.

Careful examination of the fireplace reveals that another room lies beyond the back of the fireplace.

Reva will almost always be here, and her husband will almost always be in Room 14. Reva is a striking dark-haired woman with soft brown eyes and a determined jaw. She usually carries a dagger to protect her from the guards, and she will attack if cornered. Strudwick has wild gray hair and wears a tattered blue wizard's robe. He rarely bathes, and is usually a babbling idiot. However, he will cast spells if cornered.

Room 14: Strudwick's Study

Once an opulent library of a learned artifact collector, this room is now a smoky mess. Bookshelves that line the north and west walls are almost bare. At the western end of the room, a pile of wet ashes show what remains of the once impressive collection. A large desk sits in the center of the room, covered in papers and drawings. At first glance, the papers seem to be a child's scrawling, but careful examination will reveal the poem above written over and over, often becoming unintelligible after a few lines.

Examination will reveal a bottom drawer of the desk reveals an open chest containing 400 gold pieces and two small sapphires, all that remain of the family treasure.

Careful examination of the fireplace reveals that another room lies beyond the back of the fireplace.

It is in this room the Strudwick can almost always be found. He will attack intruders with his Wand of Frost (7 charges) if they cannot solve the riddle for him.

Room 15: The Gallery of Wishes

This large room has a number of artifacts and art treasures. Three large windows in the north look out into the woods. The artifacts are as follows:

1: A large painting of a small longboat at sea in a terrible storm. Waves are crashing around a man poised with a spear at the bow of the boat. In front of the boat is a large six-headed serpent, scaled in grey resembling a cross between a dragon and a snake. Two of the heads are feasting on men from the boat, while the others attempt to snare the man with the spear.

2: A large painting on glass of a craggy mountain over which an ominously black thunderstorm is brewing. Lightning can be seen striking the mountain through a panorama of trees in the foreground. Off to one side, a small cave offers shelter to two large grey wolves.

3: A painting of an underwater scene, the edges of which are gilded with seaweed. Fish swim throughout the picture, but the central figure is that of a dark haired merman intent on picking a beautiful pink flower from the sandy bottom.

4: A woodcut of two young lovers, huddled under a fallen log embracing as a storm sweeps past them. A raging river and bent trees show the chaos and tumult without, while the couple in the center of the woodcut seem strangely at peace.

5: A large marble throne with guilded gold flute work. The throne looks as if it were cut out of one piece of marble. (The djinni, Zabdiel, can often be found sitting here looking at his old prison.)

6: A blue bottle of thick blown glass sits upon a dark wood pedestal. The bottle is wide at the bottom and thin at the top. A glass stopper sits next to the bottle.

7: A large wooden replica of a great masted ship. The sails are made of delicate silk, embroidered with silver stars against a black background. The details of the ship are exquisite, down to the ivory inlays in the miniature captain's chair.

8: A crystal dragon which stands about three feet high is perched on a pedestal made of granite. It's wings outstretched, the dragon looks as if it is about ready to launch into flight.

The key to this room lies, of course, in the second painting, which is referred to in the poem. The painting leads to the Crown of Fire, which must be retrieved to satisfy the djinni. For bringing his children back to life correctly, Strudwick will give the Gallery of Wishes away. Zabdiel, however, will remain to continue his research.

Room 16: Zabdiel's Lair

The door to this room is fastened with a large clay seal bearing the symbol "Z" on it. The seal glows slightly when approached and brightly when touched.

The seal will fire off a Whirlwind spell unless the phrase, "let me pass to Zabdiel's lair, a home to smoke and wind and air" is muttered upon opening the door.

A warm breeze can be felt when entering this room, an unnatural swirling of air and smoke. The room is completely unfurnished, and a bright glare seems to radiate from the white marble floors and walls. Throughout the room smoke of different colors can be seen swirling, dissipating and reforming. However, the most noticeable oddity of the room is its smell, which one moment might be that of grain roasting over a fire and the next the unmistakable odor of lilacs.

Zabdiel never allows anyone into this room. It is here that he seeks happiness through the elements of air.

Crown of Fire

A large painting on glass of a craggy mountain over which an ominously black thunderstorm is brewing. Lightning can be seen striking the mountain through a panorama of trees in the foreground. Off to one side, a small cave offers shelter to two large grey wolves.

Room 17: Cave

As you stare into the cave, suddenly the room around you grows dim. You become focused on the cave, and your awareness of your surroundings disappears. Suddenly, you become dizzy and start to stumble. Holding your hands out to break your fall, you feel the dirt of the cave floor between your fingers. Your mind clears and you look up. There are two hungry wolves staring at you.

The northern wall of the cave opens into a passage of carved stone. After ten feet or so, the hallway breaks into a set of stairs leading down. At the bottom of the stairs is a small thirty by thirty room. In the southwest corner of the room are dry torches and a tinderbox. Another passage leads out of the room to the north.

Room 18: The Chamber of the Crown

This room is made of the same cut stone as the hallways. It is fifty feet wide and forty feet long with portcullises in the north, west, and east walls. A crack in the southeast corner looks to be large enough for a man to slip through on his belly.

Behind the western portcullis is a small ten foot square room. In the center of the room is a small stone pedestal with a red cushion on top of it. Resting on the cushion is a crown of gold and rubies. The crown twinkles with light and radiates a strong magical aura. In the west wall, a small opening leads to a passageway that slopes upward. Next to the portcullis is a keyhole.

Behind the eastern portcullis is a small ten foot square room. In the center of the room is a small stone pedestal with a green cushion on top of it. Resting on the cushion is a crown of gold and emeralds. The crown twinkles with light and radiates a strong magical aura. In the east wall, a small opening leads to a passageway that slopes downward. Next to the portcullis is a keyhole.

Behind the northern portcullis is a curved hallway running east and west. Other portcullises can be seen along the hallway, but what lies behind them is a mystery.

The small crack in the wall is home to six giant rats. They have no treasure, but they will attack if disturbed.

Room 19: Clockroom

This hallway is a giant circle about 90 feet in diameter, carved from the same rough stone as the rest of the dungeon. Spaced evenly along the walls are twelve portcullises. With the exception of the one you just entered, each of the portcullises leads to a small niche in the wall. Beside each niche is a wheel for raising and lowering the bars. Behind each portcullis is a carrion crawler.

Note that the creatures may not be harmed until the portcullis is raised. If the party attempts to leave, the southern portcullis will drop and all the carrion crawlers will be released.

Room 20: Keyroom

A short hallway leads to another portcullis. Beyond the portcullis is a thirty by forty foot room. Along the northern wall of the room are three chests make of oak. The western chest is bound with silver, the eastern chest is bound with gold, and the center chest is bound with copper. Above each chest is an inscription. The south wall has four nooks with small portcullises covering them.

As you enter the room, a magic mouth appears which says:

One chest contains the key to crown,
One chest is empty all around,
The last holds only instant death,
And this my friends is the fun of the test.
My clues are simple, the inscriptions are few,
But chest with the key is the only one true.

West: The gold chest is empty
Center: Instant death is in this chest
East: The copper chest is empty

As soon as the party enters the room, the portcullises in the south will begin to rise, allowing the carrion crawlers within to escape at the rate of one per five minutes (real time).

Opening any but the gold chest will cause all the portcullises to open except the southernmost Room 19 which will shut. The gold chest will open to reveal a magical key. The key has heads, one made of some sort of strange green metal the other some sort of strange red metal.

Monsters

1 ogre
6 bugbears
butler (Alford)
maid (Louisa)
cook (Emma)
gardener (Stanwood)
son (Trick)
daughter (Tessa)
wife (Reva)
master (Strudwick the Mad)
1 djinn (Zabdiel)
2 wolves
6 rats
15 carrion crawlers

Treasure

Potion of Bugbear Control
300 gold pieces
Dagger +2
120 gold pieces (20 on each guard)
50 gold pieces
small amethyst gem
5 gold pieces
400 gold pieces
2 small sapphire gems
Wand of Frost
painting of storm - 100 gp
glass painting - 1000 gp
painting of sea - 120 gp
woodcut - 300 gp
throne - 750 gp
bottle - 2000 gp
ship replica - 550 gp
crystal dragon - 2000 gp
Helm of Brilliance