The Adventure: Ruins

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  2. The Adventure
  3. Cavern Complex of the Aliens
Castle.jpg

Ruins: Origin

A magic-user from Glantri, at least 500 years back, probably 1,000 to 2,000, built this place in the mountains. He left after becoming even more powerful.

Ruins: Rooms

1) Entrance: these large doors (20 feet up, 20 feet each) will be closed (they automatically close) and will open with no difficulty, inwards. On the doors are
Welcome Friend Away With Foe
Enter Now Be Thou Laid Low
Such Is Love Such Is Death
Follow Me No Longer Breath
Above the right side is a large, lion’s face, roaring, obviously hungry. On the left is the same lion, content.

2) Entrance Hallway: Grand Mosaics of weird art (no real pattern) cover the walls. The floor and ceiling are perfectly white/black (according to the doors). At the point at the head of the hall is a head sticking out, like the ones at the door, with no expression. When someone walks within 10 feet of it, it will demand: “Fast! Who Enters Unbidden The Hall of Mysavak the Wonderful?!”* That’s it.

3) Large Banquet Room: Tables are stone and have skeletons sitting around them: these are not yet undead, and will not be turned. Upon entering by a secret door, ALL skeletons will have animated*, forming 2 lines. AC7, MV12, HD1, hp 5 each, at1, D1-6, SD: 1/2 from sharp weapons.

A) Bas-Relief of a wizard fire blasting orcs and hobgoblins: army. In reality, this is a secret door, opens by force: strength of 200.

B) Painting: dull, but still entirely visible, of a night scene. It shows a graveyard and sky, but the sky is weird: rings and nebulae, planets, etc.

4) Kitchen: C’est Ca.

5) This was a bedroom/barracks for the wizard’s servants.

6) This was a pantry.

7) TRAP! It will immediately be seen that the walls are laced with holes: spider holes. There are 10 spiders total. If the holes are poked around in by more than 4 feet, they will come out, but at a rate of 1 per round per round. If they ignore the holes, but continue down to the end of the corridor, they will turn around to see all these creatures coming at them. The poison is saved at +3, due to genetic weakness over the years. Huge spiders: hp 8 each, HD2+2, AC6, MV18, at1, D1-6, SA: poison.

8) Whoops! Seems to be light at the end of the tunnel! Walking through the opening sends them to the top of the mountain. The portal is only one way, but lets light in the other way.

9) This room is magically lit. No paintings are on these walls, simply light bas-reliefs. The statues are of magic-users in action poses and are extremely life-like.

10) What’s this? Another trap! This doesn’t work anymore however. When the floor is stepped on, 10 arrows come out from the two sides, but the mechanism is so rusted that the arrows will simply fall out.

11) This secret hall is empty: it was for moving heavy stuff around and storing it.

12) Guest Room: Drab, completely empty.

13) Wizard’s bedroom: There is an illusion here which used to protect the wizard but is now fairly weird. Nothing is here but the illusion is of a bedroom, the bed made, a cabinet, and a night table.

14) Hallway: A Demos Magen is at each end of this hallway. AC7, HD2, hp 16, 13, MV12, at1, D1-8 (sword).

15) The room is now empty, but a sheet phantom: AC3, MV6, HD3, at1, D1-4, SA: suffocation for 1-4 each round, hp 18.

Wizard Scope.jpg16) This was a library, but nought but dust is on the table. In the chest, however (which is locked and made of metal) is a strange apparatus: a long, heavy tube with two glass ends. It is covered with weird symbols, similar to those over the graveyard picture. It is in reality a telescope about 10X.

17) Two stone tables and an old iron pot. There is some smashed glass on the tables and some smashed pottery.

18) Empty; he never used this room.

19) A continual light spell is on this room.

20) A fire spider was thrown between dimensions to here: AC7, MV10, HD4+3, hp 28, at2, D2-12/2-5 for 2-5 rounds, SA: poison, web.

  1. Mist of Evil
  2. The Adventure
  3. Cavern Complex of the Aliens