The Invasion of Sandal
|Status||Explored March 902 TA|
|Campaign||The Tang Empire Campaign|
It is the last day of March in the year 902 of the Third Age.
The time has come to finish off the Kingdom of Sandal. With Valdemar fled to the Tang Empire, the Orc Nation subjugated, and Sandal in revolt – a fourth and final campaign season would promise to bring an end to the bloody fighting and the elimination of troubles at the southern border.
Ah, the Tang Empire – the ratmen and their damned ships, doom wheels and lightning cannons. Sandal needs be conquered and fortified against attacks from the sea – otherwise it will always be an easy landing place for the Emperor Shiba. Of course, if Valdemar were gone – the Emperor’s interest in the Reaches might wane. Ah, Valdemar – still causes trouble from afar – something never end.
Your reverie is broken by the arrival of a messenger calling the heroes together to meet with No Cha, Grandmaster of Thieves. Well, one good thing came from the expedition behind the 1000 year gate – No Cha has proven himself invaluable at gathering information and doing tasks of a delicate nature.
“Friends, I bring you two pieces of news – both are dire and require immediate attention. Both are, I’m afraid, well beyond my abilities to tackle.
First, I made an emissary to the Great Eagles of the Whispering Hills. As I have explored the Reaches, I have found you have many powerful allies – and the Great Eagles are dedicated to Arch Druid Falstaff and surprisingly interested in the affairs of mankind.
Among their kind is a seer Meneldirin – an eagle whose vision in the real world is so poor that she can’t even fly or hunt for herself. She would have perished years ago, according to the natural customs of the Eagles except that her lack of sight in the physical world is matched by her extraordinary powers of vision in the spiritual world.
As you know may not know, the Great Eagles revere a young fey by the name of Misha – a wind sprite born to immortality in the First Age. On several occasions over the years, she has used her powers to aid the Eagles in their battles with the Dragons of the Wyrmwild – she is, to them, a patron spirit of the Winds.
Now, the fey have never been known to hold to the political borders that Man fights so ardently over. And Misha had always followed the wind and her own fancy – but at least once a decade she would return to her beloved eagles in the Whispering Hills.
Almost a century ago, Misha disappeared from the Reaches and did not return. And three months ago, Meneldirin (the eagle seer) sensed that Misha is coming home. However, she is coming home as a prisoner – trapped under the sea – and being used for some nefarious reason. It is most important that you know – Misha, a child of the wind, will be destroyed if submerged in water.
Having discovered this, I traveled far to the south – taking up residence in the ports of Sandal – listening for rumors or tales that would explain Misha’s return.
There, I learned of a great storm coming north from the Tang Empire. This is not an ordinary storm, I fear – for it has not varied its course or speed. It is traveling straight towards the Sandalese coast.
And here is what terrifies me, my Lords. A seer in Sandal has foretold the arrival of a vast armada of flying ships – the entirety of the Tang navy – no longer slaves to transportation on the sea. No longer slaves to marching on the ground. An entire flying army that can move more rapidly than our own over any mountains propelled by an evil wind – what an advantage this would be.
The eagles have attempted to fly into and over the storm without avail – and many of their warriors were lost. They have, however, seen the ships moving within the eye of the storm – faster as the hurricane gathers strength and widens its arms.
The only hope lies to attack the storm from beneath the waves, but I have no information on what lies below the sea – except monsters – and those, I fear will be the least of your worries.”
My second bit of news is distressing, but by comparison incredibly vague and insubstantial.
Initially, I picked up a rumor that the children of Sandal were disappearing – captured by slave traders for the slave pits. With the revolts in Sandal and three years of warfare, the fact that the slave traders were more active than normal isn’t that strange – although they typically capture mostly grown men to work in the fields of less civilized lands.
It is a mention from a slave trader that the dragons were paying for children that caught my attention. Now, this man told me his secret while assuredly drunk – but it was his mention of the Furies – who he incorrectly thought were a type of dragon – that stuck in my mind. He kept cursing Vince and saying that the Furies were coming to eat out his dark heart – no offense intended. And he was laughing that the children he captured were being teleported – so he only had to take them an hour offshore to collect his booty – urchins in town were like gold pieces with legs!
Last week, while I was flying back to Teufeldorf to report these findings, I stumbled across a magical circle – one which was of recent construction – a teleport circle large enough for an entire legion of soldiers. It was in the Southern Reaches, not far from the Sandalese border. I didn’t discover who constructed the device, but I realized that the symbol for the summoning power was that of the Fury of Darkness.
As always, I am at your command. I hope my information proves to be valuable to you.”
Storms: The Flying Ships is a timed adventure. Each time interval the party fails to meet, the ships get another Witenagemot turn in the air and the storm is a wee bit larger. You must make it obvious that the party is racing against the clock throughout the adventure.
Every 30 minutes of real time a compartment breaks on the cube is crushed – this is the ship using up its energy to supply protection against the crushing force of the sea.
Underwater, the storm looks very different:
And even further down:
DM’s Note: There is a fake cube – a bomb being towed by a single leviathan in front of the real one. This is just a room with a timer and a bomb. The party will have a puzzle to solve – which will revealer a timer counting down. Run!!!
Color some of the arrows below tan. Each white arrow should point at exactly 1 white arrow, and each tan arrow should point at 2 tan arrows. Each puzzle below has a unique solution.
As you approach the leviathans, it is apparent that a strange ship is following just behind them – its movement synchronized with theirs.
If the merfolk mage is attacked, he will call his monster friends to assist him. He will hide in the leviathan’s mouth, if needed, as a final sanctuary. He wields Wave – Trident of All Merfolk.
The leviathans will use their song to bring other leviathans into help – thus providing an infinite supply of monsters.
The magical link can be re-forged instantly from within the ship linking to the leviathans.
Killing the leviathans will cause the ship to stop, although it will hover and the storm will continue to rage. Only shutting off the ship’s power will stop it from functioning. Destroying the ship will kill Misha.
The shimmering is an anti-magic shield against: etherealness, water breathing, and teleport – from the party only.
All the walls are the same with the following exceptions:
The middle front of the cube is glowing with a bright yellow light – like a beacon or portal. The center of the top and bottom of the cube appear to be open with some sort of creature inside – as periodically inky black tentacles can be seen coming from these compartments.
DM’s NOTE: The ship is filled with a gelatinous cube-like substance – to keep it from bursting. Dots on the map denote passageways between rooms.It has the following effects on game play:
- Can’t breath without a spell. But, you don’t need food!!! Can’t talk very well.
- Direct contact causes a tingling sensation – which will turn into an electric shock if the cube detects that anything has gone wrong.
- No fire spells, lightning hits everybody nearby, acid nope, cold turns into ice and floats, arrows drift off course unless point blank, but swords are good – albeit slowed from moving through a viscous liquid.
Rooms 1 and 2: Aging Monsters
Any hit by the tentacles cause 1d100 years of aging. These creatures fight as large octopi. They can communicate with the jellyfish in the sea around the ship – which cause stinging attacks.
One tentacle from each creature actually poke into the ship’s central chamber where Misha is kept in a sealed tube. If the creatures are killed, a magical seal will close. The only thing that is keeping her from aging is her ability to keep the storm above the ship.
Room 3: Bridge
This is Gnoblin the pilot.
The control panel is divided into four distinct areas.
- Two central pictures which appear to move
- Sonar - the first shows a sweeping hand with a red blip on it. The party can determine that it points to the lighthouse beacon.
- A female gnome and two small gnome children. They are dressed in rags and huddled in a lit glass tube that is suspended in a room of ink blackness. They are hugging and the smallest boy is crying.
- A left hand image clearly shows the leviathans and ship with a strange rune between the two – creating the rope to pull the station. Puzzle #1
- A lever between the central picture allows for the ship to be steered. It is tuned only to Gnoblin’s hand – and will only work for his hand (attached or not).
- A right hand image shows four tubes with arrows pointing up. This is the “release” button. It will not activate until the cube reaches the lighthouse. Puzzle #2
Gnoblin has been “recruited” by Valdemar by the capture of his brother, wife and children.
He is “steering” the cube towards the lighthouse. Any variation by more than a few degrees will cause the room to glow red (instead of yellow) and cause the tube of his wife and children to be shocked – they are in goo.
He believes that pushing the “release” button will stand all the monsters down and allow all the tubes to be released to the surface. It will activate once it gets close to the lighthouse.
Of course, what it really does is kill all the gnomes by turning the goo solid and sinking the cube so the storm becomes permanent. Only Misha in the tube would survive – held in place by the aging monsters!
Ropes - Fill in the grid with squares (of any size) that do not touch or overlap, even at the corners. The numbers below and at the right indicate the number of grid squares that are filled.
“Release” - Shade in some of the squares in each grid so that there are two shaded squares in every row and column, and shaded squares do not touch, even at corners. The numbers on the side of the grid indicate the number of white squares between the shaded squares in that row or column.
Room 4: Tinkerer’s Room
This is Gnarley. He is the mechanic on the ship – and Gnobbin’s brother. He is here to make sure that mechanical repairs are made to the ship. He is summoned by a red light that appears in the appropriate rooms – although nothing has happened so far on their trip.
Room 5: Misha’s Room
This room is accessed by crawl spaces in the corners of the rooms above and below.
This is Misha – the patron of the winds who is causing the tempest. She most fears aging – which is why the tentacles have frightened her into doing what she does. The mirrors cause her to see her reflection at all times.
Room 6: Family Room
This is Gnomela, Gnobbin’s wife and the mother of the two urchins. They are awake and suspended in the goo. Their fate is not good.
Room 7: Bot Room
This is the storage room for the bot guards. They will respond to any red light warnings and will attack any living creature that is causing a problem.
The bots communicate with each other via a telepathic link – responding to trouble very quickly.
Room 8: Beholder of the Deep
This is the “brain” which communicates with its brethren aboard the flying ships above. It can cast spells like a beholder.
Room 9: Upper Deck Entrance
Rooms 10 and 11: Goo Rooms
This is where the goo is made. The ceilings here are filled with hundreds of holes which allow goo to be pushed through the ship.
Room 12: Power Plant
Two bot cubes are here.
These include the pump to bring oxygen to Misha.
Room 13: Misha Trap
This room is identical to the other Misha room (see Room 5) – except it is a fake. Touching it will alert the merfolk guards.
A spiral staircase winds up to a single room above.
There are four guards here – all blind – who will throw the switch and really blind everybody.
A small chest made of what looks like a red ruby-like substance is here. It is impossibly heavy. This is actually a fake beacon. The actual beacon is the lighthouse itself which has been magiked.
“The second tale I tell you is, well, an odd one – seemingly unrelated to my tale of Misha except for the timing of its arrival. And that it involves the weather and the realms of the sky – O that Falstaff could be found.
Legends from the First Age tell of the Beast of Darkness also known as the Fury of Darkness – the same creature which consumed the Overlord's soul after destroying the magnificent city-state of Rohrdan. In fact, it is believed that the shadow creepers spawned from this vile being as well. These legends are, well, myth – and I would have dismissed them except for the tales I heard during my recent tutelage with the Great Eagles.
It seems that during the First Age, the Emperor of the Old Kingdom with the help of the Collegium Magicium created a flying prison which circles the north pole of the Realm during the summer and the south pole during the winter - always staying in the sunlight. The only time that the prison passes over civilized land is during the Transit – twice yearly during the equinoxes.
In fact, it was a rare solar eclipse during the first Transit that allowed the wizards to “trick” the Fury of Darkness into entering the prison for just long enough that his power was diminished when the sun returned. For the last several thousand years, this prison has remained faithful to its original purpose – and effective at constraining the Beast.
In addition to the Fury of Darkness, the prison is said to contain many demons from the earliest recesses of time snared in sunlight raids on their lairs.
And while the prison floats above most clouds, it can make very basic maneuvers to avoid thunderstorms and great sea hurricanes. Now, however, a great cloud of smoke from the mountain of Ssruthu has streaked across the entire equator – threatening to blot out the sun – and allow the Beast to escape. You must stop this from happening.”
The slave pits have a teleport to the dragon Brimstone which is making the stone which will create the smoke.
The old man will pull out a small glass globe and break it to warn Brimstone.
The large man is Tolbert. The old man is Frye. Fanshaw is the merchant liaison. Bardwell is the captain.
The Dragon Brimstone
Dragon inside which will come out as a man dressed in a red and black cloak and fancy clothes to invite the children for dinner. There is a formal dining room in the cave with a grisly kitchen. This is Brimstone who is a two-headed black and red dragon.
If warned, Brimstone will be at the mountain. The party will find a broken warning globe on the floor near the dining table.
The first goes to a grisly kitchen.
The second leads to a winding narrow path with periodic stone stairs leading up:
Every few hours when the circle is full, Brimstone comes up from his cave and works the teleporter (puzzle).
Draw a path that passes through each blank hex exactly once. The path can only change direction when it hits a black hex, a hex that already contains part of the path, or the edge of the grid.
Brimstone will summon a number of red and black flying lizards to help. They have a petrifaction gaze, fire breath, acid breath, plus a massive bite attack. They will keep coming while the party solves the puzzle – assuming they kill Brimstone and don’t ask him to solve the telelport.
Teleport ring to the great mountain of Ssruthu.
Great Mountain of Ssruthu
You are heading towards the heart of a volcano from just below the rim. Brimstone is pouring into volcano from the teleport. A great storm is dumping rain which is turning into massive plumes of smoke.
If the lizardmen have been warned, then they will have their archers on the rim firing down at the party. The arrows are those to dispel magic – specifically flight-related spells.
- The passing of the prison through the darkness has already happened.
- The first goal of the characters is to stop the smoke – otherwise darkness will pass over the Reaches and the demons will be able to go there and fight.
- Darkness powers the demon summoning circles. One found in Sandal – countless others are there – each has the potential to summon a legion of darkwalkers.
- Time will determine how many are summoned and how long the darkness lasts – in months – during Witenagemot.
- The prison is actually a trap.
This, of course, is a trap – the teleport to the prison – which is now empty and ready for the party’s arrival.
A number of red dragons with riders on them are in the clouds above the party, making sure they go to the teleport.
In the darkness is one of the Furies - Nightgaunt. The following “conversation” is overheard.
“We have managed to trap the Angel of Light and exchange her in the prison with the Fury of Darkness. Our time is coming soon – if we can hold off the invaders until the Angel is fully bound, then nothing will stop us.”
This is, of course, a ruse. The Angel is a Fury – being the bait for the party to enter the prison and become trapped.
There are actually two identical buildings for the prison. The first is the flying prison – where the trap is being set. The second is under Ssruthu Mountain – where the demons wait for their release into the Reaches.
The door is made of the same shiny metal. It has no handle or hinges and appears to be magical in nature. The door is ajar.
A quick calculation would yield that there are approximately 200 creatures here.
Almost immediately, the party will hear screams coming from the central room.
“Quick. Save my sisters. If this monster gets me locked in here, the Fury will be released. He has to trap all six of us. Hurry!”
This, of course, is a ruse. The sisters are Furies as well – but they are evil I tell you. Once the party enters the cells, they will close and be trapped!
Darkness will fall in the prison and they will hear the demon speaking to the sisters.
“Good job. Our work here is done. We must go now to the Reaches – wherever that is and pay back those who released us. Maybe, if the people there are tasty I will stay awhile and make it my kingdom.”
Assuming they stopped the clouds, then the adventure ends here. The disk will eventually fall into the sea after it emerges from the darkness.
If they didn’t stop the clouds, then give them a puzzle to get out?
The teleport takes them back to Ssruthu Mountain.
The Staging Area
A hallway extends 100 feet in front of you moving into the center of the disk. Every 20 feet, an intersecting hallway moves out around the perimeter of the disk creating a series of concentric rings. Each of these hallways is lined with prison cells on both sides. The area is pitch black.
The smell in this building is almost unbearable and the heat is overwhelming. In the cells are black-skinned creatures, emaciated with large bat-like wings. The doors to the rooms are open, and the banter and anticipation of battle is very strong here.
The center of the prison is a circular room. There are 6 rooms in the ring here, each of much larger size – with the ceiling about 50 feet in height. The floor at the very center of the room has been marked with a teleport rune which is slowly morphing and changing through a number of different forms.
Hovering in the center of the room is a massive demon – winged, red-scaled and muscular. Two black horns protrude from his head. His red glowing eyes are open as he watches you. His arms and legs are bound by silver chains which extend into the floor and ceiling. The demon is massive – about 40 feet tall. He has the rune of darkness carved into his chest.
The Arrival of Silvarious
An ancient man with flowing white hair, bent and slow moving enters the room. He has impossibly thick lenses of the strangest yellow tint in thick black-framed glasses. Almost glowing, the spectacles light up enormous blue eyes magnified by the glass. He regards each of you, bowing slightly.
Fuzzwort instantly recognizes the man as Silverious, a renowned scholar of the libraries at Sarth – and a master of obscure histories and peoples.
Do you trust these gentlemen with a secret so powerful that until now I was the sole keeper of its knowledge - a tale that could destroy the great library that we have spent so many centuries building?
As you know our great library holds the vast collection of knowledge of the Realm – both the good and bad, the mundane and magical. But there is some knowledge our elders determined was too dangerous – tomes that could not be sheltered at Sarth. In the Second Age of Man, a decision was made to move the most dangerous tomes – those of the Wolfshaunt – to a secret labyrinth far below the earth.
Now, the world was a much smaller place back then, so the decision was made to locate this Forbidden Library in the uninhabited wilds of the continent you now call the Reaches. And indeed, the task was carried out successfully – at least according to the records we have in our possession. It is said that the library resembled more a prison than a place of learning with glyphs and wards sealing every room. When the vault was finally sealed, it is said that all the plant life near it died and a fetid swamp settled over the tomb.
In the dark years between the Second and Third Ages of Man – when all the races were hiding in the depths of their sanctuaries, knowledge of the location of the Forbidden Library was lost. The Guardians of the Forbidden Library disappeared. All that remained was a description of 20 keys that locked the rooms. Keys that each unlocked only one chamber apiece, but when placed together formed a powerful spell that would seal the library in case of dire emergency.
I have in my possession – and give to you now – a key to the Forbidden Library that was recovered centuries ago. And I also give you another key which was taken just a month ago by one of our spies in a small port city in Sandal. It seems the key was being exchanged between a Sandalese loyalist and a Tang merchantman. Before they were killed, the following message was discovered.
Library discovered in swamp near ruins of Castle Valdemar. Tang expedition forthcoming. Keys unlock the power of Wolfshaunt.
I’m afraid it falls to you, young master Fuzzwort, to take these two keys and go to the Forbidden Library – discover what has happened there and make sure that each door is locked – each book is on its proper shelf – and all is protected. Do not breach the library, do not burn a single tome, make sure that no harm comes from to its contents. For, you see, the Forbidden Library is part of a greater balance – good cannot exist without evil. We just need to make sure that evil is not allowed to roam freely. KEYS 7 and 16.
You shall become the Master Librarian of the Forbidden Library and protecting its secrets is your task. The entrance is said to lie near the north end of the swamp at the center of six sentinels – guardians set to protect the library. I don’t know what form these sentinels take, but hopefully you can quickly discover the secret. Apart from your comrades, make sure that nobody else learns its location. Those who do know it must be killed.
When you have completed this task – open the following letter – it will reveal another, perhaps more difficult, destiny for you. And now, I must take my leave. Gentlemen, good day.
And with a puff of smoke, the old man is gone.
|My Dearest Fuzzwort.
Your protection of the Forbidden Library is paramount to the safety of the Realm. Opening even a single volume could loose upon the lands a terrible scourge. Hopefully, you have completed your task without fail.
But, the Council also feels that this task cannot be done in a lawless land – torn by the ravages of war. Sandal is in need a strong leader – not a known king who might be despised by the people – but a virtuous and pious man – one who will help the people rebuild, defend them from their enemies, and allow prosperity to return.
We believe that you are that man.
By the grace of your traveling companions – the three kings of the Reaches - seek to gain their support in becoming the Priest King of Sandal. While your focus has always been on knowledge, it is time to put that learning to use. Good luck.
The Forbidden Library
A trail can be found with recent magical activity moving up a deserted island with six dead trees circling a seventh, larger tree.
Catoblepas are in the swamps near the island and will come to investigate.
The six trees around the entrance are ropers who will attack any who attempt to enter – although showing them a key will cause them not to attack. Each character must have a key – or they need to pass them between each other.
Upon stepping upon the stone outcropping, Hylax has an odd sense that two things have happened:
- He is cut off from the other planes of travel – Oblivion and the Land of the Dead.
- Time seems to be stopped – or at least out of phase. If the party staggers in, the folks on the outside are moving very, very fast. On the inside, time is moving very slowly.
- Anyone who goes in will appear to be gone for a long time.
- Spells that are cast on the inside will last a long, long time – including fireball, ice storms, etc.
If approached with a key...
Jumping into the pool, the party finds itself in a stone shaft that descends 60 feet into the earth before opening into the ceiling of large stone room filled with a slightly-thick, black water. Visibility is terrible.
Saving throws vs. poison each round – and they must have some form of water breathing.
Room 1: The Pool
You find two bodies floating in the water – both appear freshly dead and stripped of all belonging. The bodies are those of two rat men, each has been tattooed with sigils. Most noticeably, each have impossibly long razor-like claws and a barbed tail. They appear crushed and bloated.
DM: Note the creature at the center of the dungeon can pass through the walls ethereally – so the tentacles appear to just come from the floor and pass into the floor without leaving a trace.
Three shafts are found in the ceiling of the room – spaced equidistant from each other about 60 feet in on the room.
Room 2: The Trapped Chamber
The plain wall is actually somewhat hastily put together – allowing several figures behind the wall to see into the room. A cursory search will show that it is not of the same stone and has signs of recent construction. Also, the figures in the mural appear to have modern armor – not from the Second Age. Unable to solve the riddle, the ratmen wait for the party to solve – they will have runes that fire protecting them against the party. They have claws that allow for loppage attacks and a poisoned tail that will strike either the party or themselves. It causes a very rapid disintegration. They use the tails to get out of the wall. One will have KEY 2.
The book has the following rune on it:
Find the path is a druid’s trick.
The number in the square tells how many straight line segments it takes to get to the meeting point. The different paths cannot intersect and may go only horizontally and vertically through the grid squares. The meeting point must be an empty square.
Of course, the real trick here is that the party DOESN’T want to solve the puzzle. For this will reveal the books on the shelves and release the demon from its captivity.
NIGHTGAUNT – tail lash causes saving throw vs. charm at -10. Bite attack. All charmed must swing at others. Mirror image. Haste.
A small keyhole (KEY 2) can be found in the stone shaft just outside this room. This allows the room to be locked – and the key can be taken away.
Room 3: The Ransacked Chamber
Perusing, you discover the bookshelves are filled with books that are incantations to summon nightmares and creatures of imaginary nature – causing the torment and control of others against their will.
A dead ratman can be found here a bloody hole pushed clean through his chest. He is also a trap – knowing the party will throw speak with dead.
He will tell of the successful subjugation of Qix – a demon of the dreamlands. He was defeated by the Tentacled Master who travelled with his group – the second of ten parties to descend into the library – by the use of a special potion which makes them immune to his powers.
If you promise to burn my body, I will tell you a secret that will probably save your lives. I snuck an extra vial of exilir – and it is still in a secret compartment in my boot. The Tentacled Master has the key to this room. I know they plan to ascend into the library, but I do not know where.
Elixir of Dream Protection
A small keyhole (KEY 3) can be found in the stone shaft just outside this room. This allows the room to be locked – and the key can be taken away.
Room 4: Down
On one of the walls, the picture frame actually hides a 10 foot by 10 foot shaft in the middle of the wall. While mundane in appearance, light does not seem to penetrate into the shaft.
Careful examination shows a number of small magical symbols etched into the frame of the east wall. Each symbol glows with the faintest deep blue light.
The passageway is made of 20 foot cube segments – each with the same six black frames.
The character that presses the frame is given a puzzle to solve. This is done in real time – with the rest of the characters battling either rust monsters or carrion crawlers.
The characters may retreat, but the monsters can follow!
This must be done eight times to traverse the entire hallway.
In one room, you find the body of a ratman – this one dressed in a tattered cloak. His staff lies broken next to him. His head is missing, but his hands are more typical paws and his tail is not barbed. His body contains KEY 3 and one elixir similar to the one found before.
Will the party return to the surface through the rooms to LOCK Room 3?
Room 5: The Flooded Scriptorium
The stench of death and decay is overpowering here.
Searching the tables show signs of ink and wax drippings – all old crumbling and faded. The room appears to be an old scriptorium.
This is Mannu – a servant of the Tentacled One – who is keeping the tentacles at bay by repetition of a powerful warding. If he is unbothered, the party can pass. If he is attacked or his concentration is broken, then the tentacles attack!
The green glow comes from an open book which has the incantation being repeated by Mannu. A slip of paper sits nearby – on it is written a short verse - "At night they come without being fetched, And by day they are lost without being stolen."
In the center of the desk is a pillar with a secret door which is currently open. A spiral staircase leads down.
Room 6: The Hallway of Teeth
Doing a quick calculation, you can imagine that the hallways would meet again forming a giant circle hundreds of feet in diameter.
This is a guard who was killed by the Hallway of Teeth.
Stepping onto any stone without a star symbol causes the teeth to activate.
If one appears, the other will appear behind it.
They will attack with massive slam attacks – invulnerable to most weapons – unless shown one key each. Knocking a character off a star tile will cause the mouths to attack as well.
Room 7: Sealed Chamber
You come to a simple stone doorframe surrounding a thick stone door. The feeling of magic, evil and chaos is very strong.
A single keyhole is next to the door. One of the keys from Silvarious opens this door – if tried.
The party shouldn’t go in here – as it is sealed, but if they do...
As long as the party doesn’t resist, nothing happens.
The boxes contain torture equipment which will animate and attack if opened.
Room 8: Chamber of Creeping Doom
This room has five lumps inside – comprising the original members of the team sent to open this chamber.
This is the vermin demon attempting to come out.
The party can close the book, but they must seal it by retracing the path – in real time – while finding the Key 8 on the lump (nearest the pedestal) and keeping the demon at bay.
Start from the S and move horizontally and vertically through each grid, visiting each square exactly once. When you step on a 1, you may change direction. When you step on a 2, you skid to the next square in the same direction (and ignore the number you are now standing on).
Room 9: Chamber of Souls
You hear the voices and crying of small children coming from down the hallway.
If the party is observant – they will notice that a small patch of mist – hanging near the ceiling. Or, they will hear a sniffing coming from behind, as the soul vampire seeks to determine who is “most good”.
Passing through the character, they must make a Wisdom save at -15 or have their soul sucked from their body.
One soul vampire has been released and each child will be sacrificed in order to get another to come forward. The handcuffs are not really restraints, but they mask the alignment “smell” of the child – so that the summoned soul vampires will leave them alone. Once sated, a soul vampire must rest in corporeal form to “digest” the soul.
He is protected by a spell which fires to teleport him once the party is within sight. He has KEY 9.
The book is entitled Mythical Beasts.
To put it back solve the mythical beasts crossword.
Room 10: Down
The crossbow fires bolts that will “follow” a target around corners, down hallways, etc. Once it has “locked on”, it is inevitable that it will hit.
There are bolts of slaying for Vince, Ernie, Hylax, and U-Gene. These will be fired – requiring a saving throw vs. death magic at -10. The device requires a full round to reload. The archer will close the door and reload – waiting for the party to enter again. He also has a whistle which he is to blow if the party approaches.
The room beyond is a simple 20 foot stone cube with a single set of spiral stone stairs leading down.
Room 11: Junction
The three statues appear to be women – each appears to be life-like. Their dress is of an ancient style, and the looks on their faces is one of fear and trepidation. These are actually three novice librarians – Elinor (beautiful), Lina (very young), Minella (fat) - who have been summoned by Master Harker to bring their keys into the crypt below. They have never been allowed into the crypt, and are nervous about what they will find. They know that the two passages lead to the Vaults of the Six, including the Wolfshaunt. Another passage is that of the secret protector who “slumbers and should not be awakened”.
They will not initially trust to tell the party that the final passage lies under the pool.
The stalagmites, stalactites and vines are actually tentacles.
They have KEYS 13, 14 and 15.
Room 12: Vault of the Six
The sloping passage from the Junction leads into a large cavern. In the center of the room is a massive column that thrusts up to the ceiling some sixty feet above. The column is made of thick rope-like tendrils which spread out across the entire ceiling and floor of this space – several hundred feet in all directions.
As the cavern shudders, these formations sway – as if made of flesh instead of stone. A few even wriggle.
In the distance you can hear the sounds of fighting. While impossible to see the action, it appears to be coming from straight ahead.
Rooms 13-16: Chambers of Sin
By holding Keys 13, 14, 15 or 16 up, the tentacles begin to shift and wriggle forming a trail that leads to a cave entrance. This allows for easy access to the cave. These rooms – vanity, youth, and gluttony – have clearly not been opened and remain pristine. The party’s key is greed.
Each room will tempt the party with overwhelming desires.
Room 17: Chamber of the Dead
Several ratmen have already been killed with one slumped up against the wall nearest the door and three more prone near the current battle. It seems that the skeletons are winning – and some appear to be heading off towards you.
KEY 17 is still in the door!
Periodically, a flash of bright purple light will strobe from the room – bathing the entire area in a sickly palor.
The staff is the Staff of the Anti-Magic Bomb.
The tracing to close is:
Draw a path that moves horizontally and vertically that starts at S and finishes at F. The path can only change direction when it hits a black square, a square that contains part of the existing path, or the edge of the grid. The path must dead end at F, meaning no continuation of the path is possible.
Room 18: Chamber of Hate
This is the lair of Hate.
The book is actually a deck of cards. Which is in the pocket of Isambard the Mage. Along with KEY 18 and a magic hourglass.
Isambard will eventually leave the chamber – taking his guards with him – now minion of Hate. They will attempt to move to the surface. The only item left in the room is a small crystal case – about 3” x 5” x 1” thick. The only way to defeat hate is to destroy all of its followers. Then, the book must be placed back into the vault into the case.
If killed, the party will have to make continuous Will saves at -20 or become followers of Hate themselves.
There is no puzzle here – Hate has no power without followers.
Room 19: Wolfshaunt Seal
The key is KEY 19.
Room 20: The Hallway of the Village
The book is a collection of Second Age children’s fairy tales.
At the far end of the hallway, a second seal is also ajar. This seal depicts the head of a large wolf – and like the previous seal – it is carved in stunning bas relief – this time in a tiger’s eye stone. While beautiful and breathtaking in its craftsmanship, the striking realism is marred by the odd treatment of the wolf itself. The head is slightly rounded with eyes more human than beast. The fangs of the beast are bared – and epically proportioned – giving the creature a menacing continence. Like the villagers, it looks as if this wolf – which would be thirty feet long if proportional to the size of its head – is leaping through the membrane of the bas relief into the room.
The sound of sword play comes from beyond.
The key is KEY 20.
Room 21: The Wolfshaunt Library
This is KEY 21.
Booth will do anything to leave – taking the book of folk tales in Room 20 with him. If the book is missing, he will bargain for it.
Booth is a lycanthrope of immense age. After years of in servitude for the Grandfather – the patriarch of the Wolfshaunt Mountain vampires – the most powerful clan in the Realm, he agreed to guard the Grandfather’s servants tomb in peace and quiet – making sure that they didn’t escape. To do this, he only had to make sure that the seal wasn’t opened.
The warrior is wearing a Ring of Donated Skills.
Room 22: The Guardian Slumbers
This room is gained by entering the pool in the Junction (Room 11).
Investigating the front of each seal, you find a stylized octopus looking creature and a keyhole. Each keyhole contains a key. KEYS.
Approaching the final door, you hear hushed voices inside.
“It is incredible. Who would have thought that it exists today – this is from legends. Part of the prophesy.”
Two figures stand at the far end of the room. They are encircled by a glowing light. The light is a protection from the party – negating their initial attacks.
The Tentacled Master – anyone who drinks the potion will be controlled !!! The Skeleton Man (Room 9)
Nine ratmen warriors are near the door – oblivious to the party as they gawk in rapt attention.
(Imagine yourself lying on the ground looking up through a glass topped table to a figure standing on the table).
In the center of the room, a small stone pedestal sits. A small triangular impression in the stone is encircled with the words: “Beware that which slumbers and should not be awakened.”
Once the party kills the bad guys, the creature will randomly start stomping in the room and filling it with tentacles - while somebody puts the cube puzzle together.
Placing the cube on the pedestal will cause the monster to rest – allowing the party to clean up the rest of the dungeon.
Sire, we have the location of 15 magic circles being used to summon enemy troops, but the locations are encrypted. We have to use the numbers 1, 2, 3…15 in the correct squares to break the code and get the locations exactly.
Since the Forces of Good are the attackers, they set up first. I will give them 15 units if they are successful with the puzzle.