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Ceo Lake Geneva Castle & Campaign” Deed AN ADVENTURE FOR CHARACTER LEVELS 8-12 Bottle City is a site of high adventure, where strange magic interweaves with nine trapped gods, demigods and demons who vie for its ee ee ee gl a ee ee ee er ee Re Found on the second level of the Castle, it stupefied the Lake Geneva Gamers — that's unti they touched the bottle itself and were drawn into the city, where the fun really began... Bottle City isa setting that will enthrall your players as they seek to escape the deadly place they have unintentionally entered: the adventure is designed to challenge PCs for level 8-12. First edition compatible using the OGL. ‘The PPP logo and pathways to Enchantment™ are Trademarks owned by Pied Piper Publishing, Inc. Cae eee) PIED PIPER oa PUBLISHING 3704 W. Burnham St, #2 Upper etd DC MELA D a Dey Core)The Original Bottle City™ by Robert J. Kuntz Front & Back Cover Art: Eric Bergeron Interior Art & Layout: Jason Braun Cartography: Robort J. Kuntz Scanning: Martin Wright, lan Montgomery Editor, Project Manager, Introduction: Allan T. Grohe J. Special thanks to: Professor M. A. R. Barker, for his gracious permission to use the Mantle, Small Giggler, Whelk in Bottle City—these monsters first appeared in Empire of the Petal Throne’s 1975 edition, information about Professor Barker's World of Tékumel, see www.tekumel.com; lan Montgomery, for his itinued and generous support of Pied Piper Publishing, My heart-felt thanks to all of the fans who continue to support Pied Piper Publishing. PIED PIPER PUBLISHING Paruways To ENCHANTMENT™Friends of Pied Piper Publishing Sponsor List for Bottle City Limited Edition Lance Ofenioch, Michael Syratt, Michael Stone, Brendon Mullet, Stephen E. Post, Br ¢ Allan T, Grohe Jk, John R. January, Lindley Davis, Shawn Hibs, Ijoon kim, David Saunders, Mark Petrick, Lawrence Ore, hares Bartholomew, Brian McKee, Paul Stormberg. Martin Wright, Blake Thomas, Kynan Connor, Eimer Pershall, Brian Erickson, Emiliano Marchetti, David Reilly, Mike Rowiatt, Paul Hodge, Aigis Remeza, Richard O'sen, Ramsey Dow, Richard Eastgate, Brian Odwazny, Jeff Binder, Alan Parker, James Patterson, Amos Pons Karen Lawrenson, Gregg Timm, Michael Mornard, and D.M. Whitfield Sponsor List for Bottle City Standard Edition Bronze Dragon: Gregg Tato, Patterson Brown, Richard Eastgate, Scott Woodard, Michael Badolato, Mark Jaeger, David Sounders, Géraud Goujon. silver Dragon: Lance Ofenloch, Paul Munson, Devon Hibbs, Eimer Pershall, Jarnes Brown. Jefity Rinkel, Michele Brown, DM. Whitfield, Gold Dragon: Mark Timm. Green Dragon: Barry Smith, Michael Syratt, Tim Thraikil. Single: Heinrich Helms, Brian Clark, David Timboii, Andreas Claren. Blake Thomas, Jeffrey Stevenson, Michael Kowsarl, Shane Glodoski, James Lopez. Lindley Davis, Randy Hotfrnan, Steve Bruton, David DeStefano, Denick Landwehr. Justin Fokker's, Jason Adams, Bryon J. Aimeida, Gabor Lie Bourgeo’s Alain, Leopold Travis, Matthew Finch, Alexander Coro, Tim Diggs, Richard Franks, Richard Sc Lawrence Ore, David Johnson, Oliver von Spreckelsen, Mike Mearts, Mark Schiefelbein, David Cinabro, David DeRocha, Sean Cotter, Wayne Minton, Kevin Kelly, Jonathon Hargreaves, Gary McBride, Jeffrey Talanian. Cattarinich. Nick Cyronek. Michael Lowry, Rob Paimiet Michael Forster, Thomas Dodson, Don Tucker, Robert Apple, Robert Keller, Jens Kaufmann, Trevor Murphy, Christopher FitzPatrick. Brad W. Freeman, S, Kistine Bake And In memory of Martin Wright. The Lake Geneva Castle & Campaign Series Rob Kuntz created the Lake Geneva Castie & Campaign series (LSC&C for short) in order to publish o materials from the dawn of the role-playing game industry. ;elease in the series will feature one or m 3s, artifacts, deities, dungeons. encounters, magic items, monsters, NPCs, planes, spell, traps, and/or tricks. As much as possible, these foundations will be presentedin their original formats and contexts, fo showcase the inspired and imaginative gaming environments from the Lake Geneva scene of the 1970s, and to allow you to use them in your games today. of Introduction — The Original Bottle City” The Original Bottle City™ is the second product produced for Pied Piper Publishing's LGCA&C line of products (the first was The Original Living Room™, a set-piece encounter from the Lake Geneva Castle). Rob Kuntz created the Bottle City level in 1974, for inclusion in the Lake Geneva Castle (rather than his own castle, EIRaja Key™). The original manuscript consss of seven sheets of lined, |oose-leat, notebook paper which detail the encounters in the level, and a 17" by 22” map, drawn in pencil and colored pencil on graph paper (five squares fo the inch, with every five squares begin grouped into a larger square). The key is written in ink and in colored pencil across il seven recto sides of the sheets, and on the verso side on three sheets (writing appears only on the recto sic of sheets one through four while writing appears on. fos and versos for sheets five through seven), The text of the original manuscript has been reorganized and expanded for game play, and Rob has added historical commentaries throughout the adventure to provide context to the encounters, and to explain some of the more-cryptic notes in the manuscript. The map was drawn to maximize visual utility during play — cok Pencils call out encounter numbers and dungeon features ike teleporters, shifting and illusory walls, trapdoors, efc.— and to challenge the players’ mappin (he level was difficult t ue to its complexity, feleporters, and shifing walls, with the result that only one player ever encountered the Advancing Veteran), The Original Bottie City” manuscript was sold at auction 22 May 2005 to a well-known Australian collector, for $3650. Fans of the original Lake Geneva campaign settings may recognize some analogues to the deities and demigods inthe Hall of the Gods, and will aiso discover other caches of campaign lore seeded throughout the book. These pieces of lore — while fun for the researcher interested in the development of the original game and its settings — pale in comparison to the work of art that is The Original Bottle City™, which contains many hours of fun and ‘enjoyment for you and your players. The Original Bottle City™ is an ever-evolving, multi dungeon which can easly expand info a mini-campaign. So grab your dés and start roling initiative—deaaly challenges and hidden troves await your plunder Allan T. Grohe J Lake Geneva Castle & Campaign series ecitorSpecial Author Forward - What is the Bottle City? The Bottle City was, ike the majority of original Lake Geneva Castle levels, a tactical challenge. The idea of “challenge” then was vested with the player unike later reinterpretations which vest it with the character. 4s co-DM of the campaign | got to know our players very well, what tricks and stratagems they'd use, and without seeming too conniving, | planned my own stratagems accordingly, lest they run over encounters, hich is what they did for the most part in the earliest days of the campaign. Learning to DM than without the many guides, materials, books, and online resources which are available today was a tosk. Being versed in historical military gaming was saving grace for both myself and my counterpart, E. Gory Gygax. such that tactics and strategies were natural fo us. Unfortunately for us as DMs, many (but not alll of the original Lake Geneva gamers were also versed in military tactics and strategy (Don Kaye, Tery Kuntz and Emie Gygax in particular). ‘Our best players knew to expect ahard challenge and a dangerous setting and were therefore more cautious, had tricks and strategies planned in advance, and proceeded more carefully through the adventuring steps, taking their time to think about accumulated information and rising situations. They organized the party to act as a unit as best as possible, and tried fo make plans for every possible situation. They were a pain, for sure, because this approach called for more planning and counter-stratagies on our parts as DMs, lest they continue to bulldoze through our “wonderful” creations Ihave always been a champion of strange and bizarre settings wherein newness could run rampant and push the sense of wonder high. But in retrospect. these settings were sometimes cratted in answer to our growing concern that the players were getting too used to the “normal” that the challenges were not Uncommon enough, and that we were being pushed to our limits as DMs-~it was conquer or be conquered, ‘and we would not go down without a tough fight. So, such creations as Bottle City spring in part from ingenuity, in part from desperation. and in whole from wanting to have great fun. Though not meant as a publshable adventure, Bottle City served its purpose-to confound and to retest our best players, and even new ones. ike Jim Ward, who learned tactics real fast, inside its glossy walls. Bottle City contains iconic components of other adventures yet-to-come: the Maze of Zayene’s art gallery. in prototypical form fist appears herein (though later changed for that future publication), and Formalhaut (among others)... You have newness and strangeness everywhere, as the main idea was to keep veteran players guessing and off-balance in order to even the playing field. in this regard many levels of the original castle succeeded In doing just that with our capable DMing, and Bottle City is one of the best examples from these. So, what is Bottle City? As an early design it’s @ strange agglomeration of magical weirdness meant to ‘allenge veteran players. is also the very bottom of the prison in « city, for indeed | envisioned additional levels for it, and over time | would have crawn more as the PCs began to access the actual city above, where some “real” challenges awaited them. Moreover, Bottle City is a prime example of the earliest days of FRPG when rhyme and reason didn’t matter. and when only spell- and sword.work. along with welleimed fight, either lead to glory o+ often times, to ignominious death at the hands of two challenging DMs. The passageways of Bottle City have been tread upon by the best players | judged then, but its challenge sfil remains. Have at it and enjoy! Rob Kuntz Milwaukee, Wisconsin 17 May 2007Level of Challenge Bottle City is intended for 9-12th level parties that consist of four PCs, minimum. Feel free to adjust this, ‘according to prevailing needs, of course, or to. adjust the encounters herein described to balance in that manner. It's yours now, so make use of Its contents as you see fit. Starting the Adventure and Entering/Leaving the Bottle City Place the bottle in your campaign where ever you like-perhaps as presented on the covet. in an obscure part of a dungeon. Note that it is not moveable and cannot be destroyed through any way as certain supreme powers protect it from such, Touching the bottle, including using extensions such @s poles to do so, automatically transports those upon the slab (note cover) to the Bottle City at one of the ted keyed 10° square rooms faintly marked 1A-1G. All are near an agglomeration of 20° square rooms starting at the mid-point of the southern edge of the map. Note the map errata below. as | seemingly left out 1C when devising the map, 30 in truth there are only 6 possible enity points (1A, 1B.ID, 1E. 1F and 1G). Further note that these are not related to Key #1 near the top of the map. Lastly, the ceiling height within the dungeon remains constant 30° unless otherwise noted and all walls ‘seem to be of new construction, though this is really not the case, as they are preserved by a mysterious magic which in some cases preserves the inhabitants here as well (though that is another story). Leaving the Bottle City Complex PCsreturningto the specific room they intially arived in will feleport the party to the slab again, but only if this is accomplished within @ 24 hour period atter entering. Otherwise they are trapped here if they do not themselves have a feleportspell. Using that spel ‘at anytime transports the party outside of the bottle tothe otiginal slab from which they entered. no matter the announced place they wish to feleportto while invoking it. Note that the beings entrapped here have been magically encoded by those who imprisoned them and they cannot make use of the teleporting rooms to exit this place. The hierarchy of the City above ‘occasionally uses these very same rooms to teleport here for various reasons. Map Errata, Addenda, and Guides Up and Down Arrows Numbered 1 and20n South Wall of Key #1: These are magical, two-wayteleporters that move PCs entering the alcoves numbered 1 ‘and 2.on the North side (inside Key #1) to the alcoves numbered 1 and 2 on the South side (below Key #1), nd vice-versa Blocks of Stone with Red Arrows South of Key #5: Every time they are passed, these blocks move 10° in a random direction (as noted by the arrows) over. fone round, with a delay of one minute before they move. PCs trapped between these blocks and a wall are crushed to death. Red Outlined Room Areas with Long Red Arrow, SE of Key #5: This is a sliding room, which noticeably or slently (60/80) slides from its southern start position to its extreme northern position in 1 round (very fost!) Note the one-way doors at bath positions. Key #7A’s Secret Door: This is a magic shitting secret door. When fist encountered it will access the areas connected from the corridor noted by a 1. 2.3, When subsequently returned to, roll 1d6 for which, of the two adjacent corridors it accesses from, #7C’s room side: A 1-3 allows access to the corridor connecting back to Key #7C, whereas a 4-6 opens, upon a long and turing passage which eventually leads the party on a wild goose chase culminating) in a spiked pit. Circular Room West of Key #7B: The north/south entry/exit corridors should nave access doors (ot secret doors, DM's choice) which were dropped while designing thist Key #7C’s Two Squares with Connecting Line: This's a two-way teleport pad between the two areas. Ih ‘was initially one way only (see nearby map notation) but was subsequently changed to both ways, Green Inked Notation “A?” on East Wall of Key #9 A design goof made with pen which | couldnif undo (ignore it). Always use pencils when designing} maps! Red X's, Key #9: Magical cressets illuming the oi as noted in the primary text; however, | didn’t odd these north of the purple pool there, wh mistake. Assurne additional ones on the map, spacing being 50-60’ for each on each side the hall as is noted and stopping just south of Fountain of Colors.Colored Rooms of Trapezoidal Shapes South of Key #13: These are magical teleportation rooms: stepping none moves the occupants to the nearest similarly (colored room in the sequence (DMs roll for which if ichoices are equidistant). TTigonal Rooms A-E, South of Key #13: A teleports to B.BI0C, etc., then back to A from E. Room, 20x20, with Circular Area Noted as “UP,” Just S$€ of Letter Key “C”: This is a rough-hewn chute which 82s 80’ and then stops near some ledges above. Pethops a good hiding place for up to 4 PCs, but no more. Room, 1020, with “C2” Notation NW of Letter Key “D” This is a C1/C2 teleporter to/from linked to the 10° square room jus' outside the entryway to the Great Gallery of Pictures. Note that the Cs apparent on some of the teleporter entry rooms/access points for the Bottle City (see beginning matter references) ‘were used to remind me that these were feleporters ‘and are not linked other than as stated in the introduction. Black X's on Map: Open or disguised pits (60/50) ten feet deep and containing spikes 25% of the time (tripling faling damage), Note that | usually colored squares orange or blue when marking these in the Lake Geneva Castle but used pencil here, making them more difficult to ascertain on the map. The X with attached crrow at Key #9C is not a pit, merely {@ whimsical graphic | drew to indicate that PCs ‘advancing beyond that point animated the statues there (since clarified in that key’s text) Great Gallery of Pictures: Spelled “Great Gallerery” ‘and one of those moments of misspelling that will now live with me throughout time. | also had Gifficulty at one time with “Sapphire” dropping the 2nd “p" in two separate design pieces. You may encounter similar errors of youth in the maps and manuscript. lime Green Areas: Jelepor's To/From. North of Art Gallery; Key #5 and nearby A and B area: and Key 42's feleport encounters. Room of Slipping: Appears south of Key #5 near the edge of the map. While remaining in this room, and, for the proceeding 1-6 rounds after exiting, PCs slip ‘and fall, no save. DMs should have some fun with this, especially ifthe nearby shifting blocks (q.v.) are. on the move. Room of Tape: What can | say? This room appears to be covered in wet wallpaper when fist viewed: if touched or stepped upon, it holds @ PC fast until liquid in excess of four gallons is applied to dilute the glue, thus allowing those trapped to escape. Tne place may also be fired with brands, spells, etc. bout the resulting conflagration will cause double damage and will bilow smoke for a day afterwards in a 200' radius. The room is essentially destroyed, through this action. Red Splotch NE of Fountain of Colors: ink test before starting to draw map. Secret Doors: Marked with on °S* in pencil, but | usually used red in the Lake Geneva Castle, so these are harder to spot on the Bottle City map, Keyed Encounters The Bottle City, Alternate 16 Commentary: “Altemate 16” refers to the level of challenge ‘within the castle as then designed. Though found on level two- making it an alternate level and not a mainstream one-many such placements of higher-level challenges were common then. This in tun kept the adventurers guessing at all times as to whether they should run or fight. This design concept is seemingly lost to many of today’s linear adventures wherein player-expectations of success are a given. This mindset has also been promulgated by the published adventure wherein DMs need a specific level of challenge for their current players. The Lake Geneva Campaign I co-DMed had no such “design” strictures, which in essence is more representational of @ “real” setting. The “elevator-room” is another example of this historical philosophy—it would fall by gradation to the tenth level ofthe original caste, having started on the third! Informed adventurers learned real fast not to use that route unless they were upwards in level 1. Trove of the Metal Kings. Commentary: What can I say? I've always liked golems (WG), robots (the Original Machine Level ofthe Lake Geneva Castle) and automatons (Lord R’s programmed contestants in my “Joumey to the City of the Gods” short story). This part inspired by the movie “The Day the Earth Stood S which made me an instant Gort fan, and R. E. Howard's stoi especially “The Devil in Iron.” Thaumaturgy was rife in the original campaign with contraptions, robots, strange animating statues, and other variant pieces, sich as the Juggemaut. So different golems and their ken were created to mystify our players who had grown used to the many “mundane” monsters ‘which had previously confronted them. Long curtains screen the walls of the room, hiding the alcoves and Man of Many Colors (see below). ‘On the map, numbers 1 through 8 and the encircled star in the center of the room show the locations for kingly-type looking statues (golems). Numbers 1 through 4 are bronze statues, while numbers 5 through 8 are copper: the started statue is (naturally) iron. The iron statue is mounted upon a pedestal of solid silver (25,000 gold value) with 5 encrusted gems (base 5,000 gp each). If the pedestal is approached within 30° the iron, golem will go into action against intruders and one golem will follow every round thereafter. My copper and bronze golems, along with a traditional, but special, iron golem are described hereafter. If the iron golem is killed first, this will destroy golems 1, 4, 5, and 8 after one tum, after which they break apart (if they haven't already been destroyed). Golems 2 3, 6, and 7 will crack2.5 turns later. Bronze Golem: AC 4, HP 35, HD 8, MV 12”. Breathes @ weok sleep gas (1-2); of attacks with two fists 8-6) every round. The gas sleeas opponents for 1-4 rounds; fst damage Is 2-7 per hit. Immune to electrical attacks. Copper Golem: AC5, HP 30, HD 7, MV 15". Discharges electrical bolts derived and compounded from the surrounding air (1-3); of, attacks with 2 fists (4-6) every round. The bolts cause 7 hp damage to anythin, in. 10° radius; fist damage is 1-5 (1-6-1 per hit with ‘a minimum of 1 hp damage). Regains hp at ¥ the damage inflicted from electrical attacks. lton Golem (Special): AC 3, HP 50, HD 10. MV 9”. Breathes a gout of green flame which does magical fire damage and poisons the target (1-2); or attacks with two fists (3-6) every round. The 5" long x2’ wide flame does 10 hp of damage to a single target (unless another target is aligned directly behind the firs, in which case up to two targets can be affected by the gout) and requires a poison save to be made at -1 or the target takes an additional 1-4 poison damage every turn for 2-6 tums thereafter, or until cured: fist damage is 1-8+1 per hit. immune to fire and electrical attacks. (On the map, the X in the northern-most alcove denotes the Man of Many Colors, whoisand chained. to the wall, and encapsulated within a permanent anti-magic shell (invisible, 9 radius centered on the prisonen). If saved, the prisoner will offer the players, his cloak (itis of scinfilating colors, though it will not detect as magical while within the antimagic shel). Clever players could use this as a shelter from the golerns. Commentary: The Man of Many Colors relates to my Red Book™ and Maze of Zayene references to Roloc and the false religion permeating the campaign. This was a wandering group of charlatans, but with real magical powers, who had set up a false religion in order to dupe the weak and foolhardy. Their intents were never discovered as the original players avoided contact with them. In this instance alone does the otherwise chaotie-neutral Man of Many Colors show his gratitude for being saved. He is in actuality a high priest of that strange religion based in the City 2. Room of the Past. The person entering here will be teleported to a similar situation/battie he had in the past where he will have to refight that particular monster or being, 1 =North, 2 South, 3 = East, 4 = West ‘Commentary: Isolating the target, aDM’s dream. This encounter forces the worst battle circumstance back upon the player that he or she experienced, and this time there is no eseape except through victory or death. In the original campaign isolating a PC was not uncommon, as in the case of Erac, who died of starvation due to entrapment and isolation on a very tough level of the Lake Geneva Castle. Note that many of the Castle’s pocket dimensions employed the same principle but targeted the entire party. The party could easily enter these areas, but there were often specific tasks they had to accomplish before escape was possible (c.f. Garden of the Plantmaster, the Maze of Zayene, the Original Horsing Around Level, et al) 3. Chamber of Decisions. Each player is instantly geased (no save) to walk down two passages: Roll_Effect on Character 1 Lose 18,000 experience 2 Gain 1-4 arrows of saying 3 éthlevel monster appears and attacks 4 Make poison gos saving throw 5 Gain 50,000 experience 6 Gain potion of permanent human contro!” 7 Lose 2levels 8 9inlevel frebarfexplodes 9. Gaina rhg ofspal storing (random rol for Ist) 10 Re-oll “Permanent Human Control: Affects one human of choice. If the save is missed this effects them as a permanent charm person. Save -2 negates. The potion bottle contains 1-3 doses. ‘Commentary: I simply loved these encounter-types, and the players despised them, for they knew they were balanced for good and bad, and often the greediest of the group got their, comeuppance through these “push-or-pull” pieces. In the Lake Geneva Campaign, Bombadil was certain to start pulling levers or pushing buttons right and left, as James Ward loved. to gamble. This encounter-design certainly influenced the. creation of such things as the deck of many things, wand of. wonder, the bean bag and the bag of tricks, to name but afew. In this case each PC is instantly geased to walk down two of the passages before them. I was not too forgiving in those day, so DMs could instead decide to let the choice of departure here lie wholly with each PC. 4, The Art Gallery. Commentary: This is the inspiration for the much-expanded Pynyck’s art gallery which I designed for Prisoners of the Maze, Patt | of the Maze of Zayene series of adventures first published by my old firm, Creations Unlimited, and then far the d20 market through Necromancer Games, with the final ‘module in the series published by Different Worlds. The idea of designing encounters from strange and magica. pieces of art was just too tempting to resist within such a bizarre level as Bottle City. Note that I attempted to make these very tough and added many new magic items as well. Some of the encounters incorporate well-known beings, whereas others, such as the Advancing Veteran, are influenced by: other concepts or designs, like the nine-level draining sword created for Supplement 1 or from myths of giants of the earth who became stronger as they fought or were undefeatable until lifted from the eround. Five demi-gods are introduced:herein, and they had their history vested with the adventure area | designed—Fomalhault—which was a major part of the Lovecraftian Mythos slant I had created for the campaign. Note that I also include additional commentary where necessary to explain the adventure raths that some of these pictures reveal Map Notes/Entering The Gallery: Note on the n that an illusionary wall perfectly hides the entrance fo the gallery. The red lines indicate a red carpet, ‘approximately 8° wide, which acts as comfortable pathway fo viewing the pictures. DM Notes: Where statistics are not given fo creatures. DMs must generate them. These encounters can have personal treasure only, ‘and have no in-lair treasure. DMs can refer fo the Cutdoor encounter treasure generation table(s) for generating suitable treasures for those having none Isted. Encounters guarding special treasures will only have personal treasure in adaiition to it: Note: An astetisk (*) proceeding the letter key Indicates that the picture must be entered by touching it; this transports those doing so to a. pocket dimension which is 80 yards square. Unless Roted otherwise, upon touching each picture, the creatures depicted come forth from each to fight the party. A. Five runes are seen floating in the air. if read they sear the PC's skin for 2-12 points of damage. The runes represent the demi-gods: AZA, LOLATHO, ZIRX, PHANNON and N'TEE. Physically touching a rune indicates that the essence of the corresponding demigod magic jars the PC doing so (no save). Alien Gods: Capsule Descriptions Commentary: It is not my intent to fully-describe the follow five alien gods which the original players had run-ins with. In fact the original notes cnly lightly detail how each immediately interacts when and if the picture that contains their essence the is touched. Note that these gods when viewed by the following are not very pleasat ‘Aza: The victim receives a metal image of a being composed of pure energy and then receives a. massive mental shock (spell save at -6). If the save is, failed, Aza strips the PC of 1~4 personal magic items ‘and leaves them immobilized and in shock for 2-12 tums thereafter, whereupon the PC recovers fully Lolatho: The victim receives a mental image of a being wrought from the coldest ice and frost and then receives a jolt of cold (spell save -4). If the save. is falled, Lolatho takes all monies in whatever form (gold, gems, etc.) that the PC is canying and leaves them paralyzed for 2-8 turns. Zirx: The victim receives a mental image of the blackest void and must make a save vs. spells (at -2) or be possessed by Zin for 24 hours. As retribution for the effrontery, Zinc will kil all of the PC’s henchman. and followers by using the quickest possible transportation methods available to locate them. In the end the PC will be blamed ‘or having killed his ‘own followers and will be a hurted criminal unless he can prove that he was pé Phannon: The PC receives a vivid mental image of @ chaotic vortex of swirling colors out of which one primary one seems to touch his inner soul. Roll % dice: Roll__ Mental image 1-50 (White/Lawful): The PC receives a clue to any one of the pictures in the gallery and then the mental contact ends. 51-70 (Grey/Neutral): There is a deafening sound of a metal door slamming shut and the mental image is broken, leaving the PC held (no save) for 1-10 turns thereafter. 71-100 (Black/Chaos): A fie rises from the blackness, like an erupting voleano, and the PC is bathed in a 20HD fireball (save at 1), and the mental image is then broken. Anyone else in the fireball’s area of effect ves at Normal against a 19 HD fireball as this fre seems mostly directed at the PC who touched the run: Nee: The victim receives a mental picture of a cloud of noxious gas and hears a weird buzzing sound, He immediately grows weak and hungry, thirsty and faint, and must make a spell save (at-2) or lose 1-3 energy levels B. 10 Large Sticks. These turn into 10 spitting cobras and attack when the picture is touched. Spitting Cobras (10): AC 5, HP 15 each, HO4, MV 15* Spits (60%) or bites (50%) in a given combat round. The spit is venomous, doing 2-8 points of damage and the bite inflicts 1-6 point *C. Five Non-Descript Gnolls. These are polymorphed ud giants who reveal their real forms when the picture is entered, See treasure CC, below. CC. Grae of cloud giant strength pls 4000 gp *D. A Large Laughing Face. Commentary: A giggler from Empire of the Petal Throne was originally used in this picture: I expanded on that encounter below jontAhsat the “Laughing” Witch: AC 8, HD/LV 11. hp 40. My 18°/12 fly” (golden cauldron). ‘Small Giggler: AC 9, HD 1-1. HP 7, Mv 15°, snatch (Gee sidebar for details). Kurukd “the Smalll Giggler” These little creatures have six legs, ke so many of Tékume''s fauna, and they also have a pair of hands just beneath their blunt, anthropoidal snouts, They never attack humans and always flee if approached. They do tty to snatch bright objects from passing travellers, however. running off with it an giggling ina very human fashion. There is a 50 percent chance of their attempting to snatch something, andif so, there is a 60 percent chance of success. The victim is. chosen randomly from those nearest the KurukG, and the referee rolls randomly to determine the item snatched. There is a 20 percent chance that the item will be thrown down as the little beast runs away; othenwise It is lost forever— unless the Kuruki can be comered, a difficult tosk in open forest. Because of the aglity of the Kuruk6, hitting them with a missile requires +1 to be added to the hit die throw. When the picture is touched the party appearsin the NE corner of a 100 x 100 yard area of green sward which has an alkencompassing cloud of dense mist hovering over it starting at 40 yards above the ground and presumably extending upwards. ‘Ansat makes her home in her golden cauldron ‘approximately 120 yards above and in the SE corner (PMs may draw a quick sketch mop here). She lives there with her familar. a giggier (see The mist blocks ail magical or physical attempts to see through it, including detect spells and the like, in essence making her invulnerable to location or detection unless the party comes within sighting distance of her in the mist (10 yards) or if she descends beneath the mist line af the 40 yard mark. The mist extends upward forever. Ahsat has been consigned to the picture due to transgressions against the City rulers. which is no laughing matter. Over the years of her confinement. she and her familiar have grown more alike—Ashat's ‘one falling Is that she always taunts and laughs at her enemies in combat, so her actual postion in the obscuring mist could be triangulated due to this incessant babbling, but DMs are left to decide the chances of that happening (and whether she may send the giggler in a different direction to confuse PCs). She will be aware of interopers on the second fullurn that they are here as she isnot befuddled by the mist as are others; and she then begins casting attack spells from above while using her cauldron to secretly maneuver within the mist so that she cannot be located and attacked in tum. Ahsat’s Golden Cauldron. This item combines the magical abilities of a broom of fying (12" fy) and. a portable hole. It was created by Ahsat and only she knows the magical control word fo activate and control it Ccackle’). If she is killed the cauldron falls fo the ground and remains magically impotent and unmovable through normal means. Ahsat sis in the cauldron’s top so only one human-sized being can enter it at a time (her). The cauldron resists damage 28. mojo artifact would and can only be destroyed ‘through some extraordinary means as prescribed by each DM. Only upon activating the cauldron can it be entered or manipulated. The cauldron’ inner ‘hole area contains a sparsely ‘appointed living space with bed, a small table ond chair, a small alchemical laboratory (with six random potions), a fulHlength standing mirror and two large chests of drawers. One chest contains coins ond gems (202 pp. 1.334 gp, 2.103 sp. 39 ep. 57 1009p base gems), while the second one contains assorted clothes (one article is a robe of eyes) There is also a jug wedged underneath the bed (an eversmoking bottle), ts spout sealed tight with a piece of rolled copper. The copper (if successfully checked) is actually a magical notepad containing cipherings about on “Uncontrollable Laughter” spell she perfected. A read magic spellis needed to uncode | the ciphers, making it thereafter understandable by the one who cast the spell. If then studied for 1-4 days a mage reading this gains the power to automatically cast the “Uncontroliable Laughter” spell once per day, this in adaition to regular numbers of Castable spells. Once read the copper notepad disintegrates into dust that falls to the floo, there forming an outline of Ahsat's cacking face. NOTE: This is a special encounter for treasure: no more or less can be gained here as Ahsat has no treasure on her person. Her spell books are secreted many miles above in an extra-cimensional space she discovered and can only be located by expending a month of uninterrupted time searching for them. *E. Large Red Dragon. This guardian dragon takes full hit points and breathes 75% of the time in a given combat round. See treasure DD, below. DD. Necklace of missiles plus 250,000 sp. *F. An Empty Room. Mantle. Commentary: Like the whelk (6.6) this is another creature from Empire of the Petal Throne. In this case substitute fill HD and hp lurker above which scores +2 to its damage roll ‘you feel thatthe original needs to be beefed up. °G. A Pointy Hat. Four enchanters (.e. 7th level mages) guard. See treasure EE, below. EE, Pointy Hat of Spell Making. When worn thi otherwise non-descript wizard’s hat allows the mage donning it to make scroll spells or research new so at full cost but at 1/2 the time.Biridid “the Mantle”: Mv 67/13" fly These ancient treasure guardians are cape-lke, black, flying creatures which cling to ceilings and drop down upon the unwary. They then ifrocate thelr victim, gibbering and shrieking, in their powerfully muscled folds. They cannot 2 cut by Chién-hide weapons but only by el. A victim inside hos a 40 percent chance of cutting himsetf free on the first combat round, 30 percent chance on the second, and a 15 percent chance on the third. Those outside may also try to cut their friend free: this requires @ normal hit and is successful only when the beast is slain. A victim takes one 6-sided die ‘of damage on the first round, 2 dice on the second, and 3 cice on the third. The Biri fights maniacally until al life is gone from it, and the body must be bumed: otherwise it regenerates within 3 combar rounds, AC 3, HD 441, hp 25, “H. A Skull Cap. Four bishops (Le. 6th level clerics) guard. See treasure FF, below. FF. Cap of Holding. When worn and a hold spell is Cast, the spell has an initial chance of holding one targeted being 90% of the time. If a 91-100 is cast, the spell-caster isinstead held, no save. “LA Siver Heim. Sx myrmidons (.<., 6th level guard, See treasure GG, below. GG. Helm of FullHit Die, When this goldenhelmis worn il damage rolls are at maximum for the wielded weapon. This is not a combat helm and its tensile strength is equal fo tin, so there is a 1-3% chance per gaming sesson (rolled at the end of same) wherein the bearer was involved in intense combat (OM discretion for adducing this and the percentile range noted above) that the helm sustained a hit which cracked it; thereafter the helm’s magical powers slowly seep out over an 8-24 hour period making it non-magical. *J. A Pair of Hands. These giant-sized hands levitate at c good speed, reaching out to pummel or crush interopers. They pursue targets as far as the illusion wall but not beyond that point. Floating Hands (2): AC 0, HP 40 each, HD 12, MV 15) fly. The hands can (60%) pummel for 2-12 points of damage per hit. On a score of 11 or 12 points of natural damage the target is knocked unconscious for 1-4 turns. The hands, combined, can aiso grasp single target (60%) to crush it for 3-24 points. On a ters) Natural damage score of 23 of 24 points the target must make a save versus death or it is crushed to death. Note that if one of the hands is dispatched that the remaining one can only attack fo pummel. K. Five Blue Giants, These are five cloud giants whom attack at one level higher due to being enraged from their captivity. L Empty Canvas. This appears to be empty. If the frame is examined a small button is found, If pressed the one doing so is transported inside the picture. The canvas then reveals a picture of that person Caught in the rnoment of pressing the button This insidious trap can be worked only once per month, Prisoners are kept in a state of suspended animation duting that time—tney neither hunger nor thirst nor do they or their belongings decay. After a month, the button may be depressed again, but the one doing so is exchanged with the one in the picture. Note that this only works by depressing the button with flesh. The PCs might work around this by having a prisoner of thelr own press the button to release « trapped compatriot M. Six Balors. As three melee the others immediately start summoning other demons to assist them. See freasure HH, below HH. 30,000 gp in gems and a Beit of Immolation. the belt of immotation conters +2 AC and allows the wearer to Immoiate like a balor. This fiery-red, iron belt provides +2 fre damage ‘o his or her wielded magic weapon. Normal weapons can provide the bonus as well, but will sustain fre damage which either warps or chars them (Le., metal or wooden) fo such an extent that in their next usage they will break. Only magic weaponry can resist the fires summoned by the belt. Further, when the wearer immolates, a 10° radius ‘area becomes embroiled in a hellsh red flame. Any living being In this flame sustains 2-4 np fre damage per turn, and this includes friends and foes alike. The wearer may safely immolate twice per 24 hour period for a full fen minutes per interval. The belt then changes color to burnt charcoal until its internal fires are tegenerated whereupon it appears flery red again. N. Twenty siver pointed objecis. Twenty spears fire at those passing in front of it, cttacking as 7th level fighters and doing 1-6 damage each, The picture is afterwards black for 1-4 turns, and then the siver Points appear, ready to fire again. omit‘©. A Doughty Looking Fighter. This is the Advancing Veteran, a strange being with subtle powers The Advancing Veteran: AC 0 (+! piatemailand +1 shield), HP 8, HD Ist level fighter, Dmg 1-8+2/special (battle-mace +2 plus dancing sword), MV 12"; 95% Magic resistance. The advancing veteran is aspecial being whose ability s to redirect a sustained hit upon, him into a level increase. Every hit upon him causes no damage, but secretly causes him fo advance in level, with corresponding hit points, attacks, saves, etc. Each level grants him a.+1 level increase and | 8hp increase, with 1s being re-olled. The maximum, level of advancement is to 12. Upon reaching 12th level, each physical hit upon him thereatter does real damage until he is killed, The advancing veteran will cast his dancing sword into the air when first encountered and then brings forth a large battie-mace +2 to melee with. He Is fearless due his many defense and attack modes ‘and fights to the death. P. A Roper. This is a prince-among-opers! It takes twice the hp that normal ropers do and attacks and makes all saves as a 12th level fighter. @. Sixteen-headed Hydra. This monstrosity bursts forth from its containment to attack anyone passing in front of the picture. See treasure Il, below. . Hyaka Teeth (artifact). Upon dispatching the hydra, 3-12 of its magical teeth may be removed. They all have different properties when cast to the ground (note that this mustbe earth and not wood or stone-work flooring, for example). 3 teeth—summons 3 3 HD skeletons that move at double speed and are immune to clerical tuming, 4-6 teeth—summons 4-6 4 HD skeletons that move ‘at double speed, do +1 damage and are immune to turnings. 7-9 teeth—summons 3-6 6 HD skeletons that move at double speed, do +2 damage, are immune to tumings and reverse 10% physical damage upon attackers 10 teeth—summons 2 8 HD skeletons that move ct double speed, do +3 damage, are immune to fumings and reverse 20% physical damage upon attackers 1 teeth—summons one 10 HD skeleton that moves cat double speed, does +3 damage, is immune to tumings and reverses 40% physical damage upon attackers. 12 teeth—summons a 12headed hydra which serves the caster of the teeth until slain, Upon being slain its magical teeth may be plucked again (re-rol for the number). Skeletons obey the caster of the teeth and serve for twice thelr HD In turns and then crumble into dust. Note: Even if PCs are lucky to gain the teeth they must then deduce their use. Casting one tooth, for 10 ‘example, causes that tooth to disappear with no gain, thus deteriorating the potency of the set as a whole. *R. An Empty Room. When PCs enter this picture they appear at the center of an 80" square room. They are immediately attacked by a fantastic creature from above 20 long by 15° wide amorphous mass of grey flesh with, 86’ long flat, octopus-ike appendages! Whelk: AC 3, HD 11, hp 44, Mv 6" crawi/15" fly. This, creature is related in function to the lurker above @3 its mode is to wait and drop upon unsuspecting, creatures below it, but that is where the similarity, ends. The whelk gets as many attacks as there are. targets below it and within its body area when it drops. A hit indicates that a being is trapped within, its confines and wrapped tight by its appendages and cannot move to attack or cost spells. Oni kiling the whelk releases trapped victims. The whelk thereafter exudes an ethereal substance known as gat upon its trapped victims. This has two effects It slowly disintegrates material plane mates. in essence doing 1-6 points of damage per turn; and, it poisons the target (save at -2) per turn they are. trapped. The poison is special, causing a weakened resistance to the exuded gat. For every poison save. that is missed, gat damage per tum increases by +3 hp. Living beings killed by this disintegrating process, ‘are removed to the ethereal plane where their spirits ‘wander as formiess and mindless ghosts (known as gotchar) and cannot be restored from the dead but through the use of a wish or divine intervention Ngéro “the Whelk”: AC 6, HD 16, hp 64, Mv 6" These huge (80 feet in length) creatures lie flat upon, the floor of a chamber and appear much like the rough stone flooring of the Underworld, although they may feel a litle springy to walk upon. They are intelligent and use their milions of tiny cilia (beneath their bodies) to hold miniature weapons (both edged and “Eyes"). They may also close up on unwary passersby, crushing them in their powerful folds. A saving throw of 14 is needed by any character so trapped to jump free before the Ng6ro can close up on him. There is a 50 percent chance percent chance that it will close upon a Party (it can crush 1-20 at once). A person thus trapped suffers two é-sided dice of damage per, found until he is freed by him companions, who must kil the creature in order to rescue him. If subdued (le, brought to exactly one or zero remaining hit points), the Ngéro wil offer one of its magical weapons in return for its life.Ng6to “the Whelk”: Mv6" These huge (30 feet in length) creatures lie fiat upon the floor ofa chamber and appear much like the rough stone flooring of the Underworld, Ithough they may feel a litte springy to walk upon, They are intelligent and use their millions of tiny cilia (beneath their bodies) to hold miniature weapons (both edged and *Eyes") They may also dose up on unwary passersby, crushing them in their powerful folds. A saving ow of 14 is needed by any character so trapped to jump free before the Ngéro can J0S® up on him, There is a 0 percent chance hat the creature will use its other weapons and 32 50 percent chance that it wil close upon a party ('can crush 1-20 at once). A person thus rapped suffers wo 6-sided dice of damage pet round until he is freed by him companions. who must kil the creature in order to rescue him. if subdued (Le., brought to exactly one or zero remaining hit pots), the Ngéro will offer one of its magical weapons in retumn for its ite AC 6 HD 16, hp 64 Commentary: The whsIk was thought a “lost monster the original campaign as only its name was referenced in the Boitle City’s original notes and outline, My memory of it was, fresh to a degree when reviewing it for print and I instantly noted, “Oh yeah, that strange creature like the lurker which, drops on PCs.” The remainder of the creature was refabricated from educated guesses based on that recollection, and based upon my way of creating monsters and magic during that time period in the Lake Geneva Campaign, which was to take word entries, such as from the dictionary or encyclopedia (see “welk” and related words in a good dictionary), and apply autributes based on key phrases or words into the conceptual framework. (My creative process has always been inspired, For instance, in Supplement #1 we have a creation of mine, the cube of force, which was conceived while I worked at a wood-working factory and viewed the many cubes of wood that accumulated about me). Subsequently, the whelk was discovered to originate from Empire of the Petal Throne, so the original whelk is also included herein, and you may choose Which to use inthis encounter. NN. A scroll with a meteor swarm spell in its upper lefthand comer ore the letters “BB”. There is very minute writing at the bottom of this scroll. If found it reads: Bombadil’s Blast. folowed by magical instructions on how to cast this particular meteor swarmfor maximum damage. Discovering the writing requires examining the scroll with some device or power allowing x30 magnification. The instructions must then be memorized over a two-week span of uninterrupted study before this special spell may be Used. The reader will also note a warning appended, to the instructions: “I have tied this only twice, and ‘one time it backfired, so maintain resistances when using.” There is a 25% chance that Bombaaii’s Blast meteor swarm wil instead detonate on the user when cast, The scroll and its instructions could be Used to scribe a spellbook as a new spell, though the costs and time needed ‘or this should be double to quadruple, at the DM's discretion. The spell otherwise functions normally if cast without first referencing and applying the knowiedge gained from the magical notes. The notes disappear fro the scroll when this spell is cast, so if these haven't been preserved beforehand they are lost. 8. Four Copperish Looking Men. These are copper golems (note Key # 1 for statistics). See treasure KK. below. KK. Sword of Golem Staying. This siiver-edged sword does double damage against golems but confers no bonuses to hit, T. Five Mages. Five 8th level mages come forth; and the first one in the lot speaks, assuring the party of their own good intentions, but this is only a ruse so that the other mages can ready their spells and attack. If the party listens to the talking mage, give +1 on initiative to the other four. U. Five Priests. Five 7th level priests come forth to ssail the adventurers V. Five Fighters. A 12th level lod and 4 8th level fighters rush forth to contest the defilers of the gallery. They have a flaming tower emblazoned (on thelr balatics and all bear +2 armor, +2 shields and +3 bastard swords. They cast any prisoners into picture L where these are left to starve (read L). They ‘otherwise slay all who oppose them and then return to their picture! Commentary: In the original campaign I conceived of a gargantuan tower on the elemental plane of fire named the ‘Tower Of Barz, [even drew an 8° x10" pastel illustration of i (which a former girlfriend's cat destroyed in a way I will not relate), The Tower Of Barz had many strange and powerful inhabitants that guarded one of the ways to the City of Brass, ‘hich is accessed in this case through the ery land of Empyrean whereat the tower is located. The tower's invisible lord was thought to be a magical creation of a demented, time-travelling wizard, The fighters contained in tis picture are from that very same tower (and land). Several veteran players of the original campaign encountered inhabitants from it *W. (An Iron Shell Surrounds the Ficture Here.) The shell is magical, sustains 100 points of magic damage (physical or speli-like) to break through. When broken it shatters into thousands of pieces that reform 24 hours later into its original form, When shattered, the floating canvas beyond it depicts an immense multi-tiered castle set atop an enormous cloud bank. Touching the picture transports the party to its front gate, where they are assaulted by 4 full hit dice air elementals. There is nowhere fo flee in this 80 yard square area, as the Nearby surroundings appear to be insubstantial cloud matter (PCs stepping upon it fall one mile fo their deaths on the ground beneath; or if they ucan fy, PCs are assaulted by teeming numbers of flying creatures of the DM's choice, which will in the same right, kil them). The way back to the picture is only achieved by killing the guardian oir elementals, as these will not flee as they fight to the death In defending the gate. Upon the last one’s death, a golden key drops to the ground from mid- air, touching the key reveals the shimmering outline of the picture from this side, like an ethereal door which the PCs may retumn to the gallery through: touching it to the castie’s gate opens the doors to the inner sanctum of The Fortress of Aér, Lord of the Winds. DMs must create the adventure or otherwise wait its publication from Pied Piper. Commentary: Aér was ostensibly my concept of the combined Winds" of classical myth. He has appeared elsewhere in my writings under different names, as well. An old sketch 1 rendered of Aér was sold in the first of my several auctions. X. Three Priests Mounted on Manticores. Three 10th level priests and the manticores come forth to escape thelr imprisonment and will naturally fight to the death doing so. See treasure MM, below. MM. 26,000 gp and a Everlasting Scrollof seven éth level clerical spells. Upon reading each spell there isa 35% chance that each reappears on its surface making them castable again. Once the last spell permanently disappears the scroll dissolves into dust. Y. Three Mages mounted on Wyverns. Three 11th level wizards and the wyverns fight to the death to be free of the picture. See treasure LL, below. LL 28,000 gp and a Bronze Horn of Blasting. This horn 's specially enchanted to allow a triple-effect blast, ‘once per year. *Z. Six Fighters mounted upon large White Dragons. These are 6 8th level fighters and 6 large white dragons who fight to the death. See treasure below. WU: Beaker of the White Dragon (artifact), This lidless, crystal-clear beaker weighs 15 pounds and was magically carved from a single piece of quartz. It radiates no magic if this is checked for. However, its inside contains @ fine filmy residue (which is pulverized quartz crystal). If the beaker is fled (and maintained) with three pounds of quartz crystal dust, its magical properties are realized when held: White Tongue. The bearer immediately gains a surpassing knowledge of the white dragon tongue. Dus to this excellence, +30% is added to reaction rolls when dealing with white dragons as they are exceedingly Impressed by the bearer’s fluency with their tongue. This language fluency lasts as long as the beaker is held, Cold immunity. Asiong as the beaker isheld, all cold Gttacks affect the bearer for haif orno damage. Ice Scales. if reduced to 50% or less hp, the bearer’s 12 armor oF skin automatically changes form to icy- white scales that confer a +2 AC bonus, reduce further physical or magical damage by 50%, and slow all opponents in c 20" radius area about him, the latter two powers together lasting 2-12 tums However, the bearer’s movement rate is reduced by half for this interval due to the immense chiling effect of the scales and he cannot be healed during this time period Frost Burn. The bearer must dip his hand into the beaker and extract a handful (6 02.) of crystal dust to initiate this power. Once extracted, the dust is absorbed into the hand itself, which. in turn. changes, itscomposition to blue ice. The hand may be wielded for 1 hour as a weapon to club of touch opponents for 2-20 points of cold damage per successful strike. Damage scores of 16 or above also have a chance of freezing opponents, with a base of 2% at 16, and progressing to 10% at 20 hp dealt. Targets remain frozen for rounds equal to 1/2 the above percentile range (1-5): whilst frozen their movement is reduced to 1/2” (less than crawl speed), their AC is reduced to 10, they take double physical damage when struck, and cannot avoid area effect spells The bearer must make a system shock roll upon his hand retuming to flesh. Failing this loses the hand ‘and results in another system shock at -10%, which if failed results in death. Note: After the one hour has elapsed for this particular power the beaker must be replenished with the missing 6 oz. of powdered quartz crystal to bring it back up to three pounds for any of powers to function. 5. Lever Area. Commentary: Oops! Here I go again! The original PCs had a penchant for pushing, pulling, lifting, or otherwise messing with anything we put in the Castle, They were in fact less concemed about the possible bad results of doing so than in discovering what goodies lay behind the DMs” contrivances. ‘They were cautious, do not get me wrong, but overall such. temptations were too strong for them to resist for long. Also note that as a DM I was pressed for time to design many cextravagantly-detailed encounters, so a note system was used and the important facts about each encounter were remembered, This lightly sketched lever/button/plate, etc. “static encounter” was in fact meant to promote role-playing and evolving DM- player exchanges in place of presenting a full-blown “living encounter.” We as DMs were not numb tothe fact that a player might come back to pull the “good” levers he'd previously discovered, and so we often, on the fly, changed the effects of said levers, much to the surprise of a PC who had originally pulled them. This is represented in the following table where there is a first and a second effect, which you may use and/or amend as you see fit, You note that the corridor here has 8 levers, 4.each on the north and south walls.DM Note (lwo-Way Transporter): Upon advancing past the levers and to the end of the maze-ike Corridor here (see map) any beings in the green shaded area are transported east via a two- transporter to on exact dup! (noted as “From” on the map). The only s that upon backtracking from the dead-end there the PCs will note that the levers have mysteriously disoppeared! First Set of Lever Effects Polymorphediinto an insect (save at ~2) Lose 10,000 gp ftom banked gold ock fops from ceiling Gain 20,000 gp n gems Gain a ring: 12th level Monster attacks (OM Ton Strength Gain a scroi/of 7 5th level mage spells Second Set of Lever Effects Gain 15,000 experience Poison gas (-3 save or die) Strange gos envelops (+1 to Wisco) Lose one mak dom) on Strength Sain | level for 5 months Gain 1-8 jewelry pieces Vath level monseer attacks of damage sed) ice) Pps e hone . The Jouster. This huge room's foor is covered in a fine gre yard! Near its center is a knight mounted upon large destrier. As you enter he trots to you while keeping his anc “h order fo pass. he says. “one of you must contend with, and best mein the oust, oralow me ‘Hand retain one of your magic items.” It the PCs choose to joust, the knight pus f green gem and summons a near duplicat she has, complete with barding and lance this for the champion contesting him. The joust will begin with the lance charge and whoever Yields first during the ensuing combat is the loser otherwise the battle proceeds to the death. The Jouster: AC -2 (+2 platemail and +2 shield, Fighter 15, HP 85, Mv 12" foot/15° mounted: Dmg 1-842 (+2 sword) of 6-18 (lance charge; 244+] doubled) or 1-442 (+2 bolt, If the PCs opt to pay with a magic item, the knight tha destrier will study their items and choose the most powerful one that they have! Upon winning or paying, the party may pass through the room and to its only other exit, a twenty foot wide passage west. If they instead opt to attack the knight instead of jousting, he quickly pulls forth his gem and surnmons other knights on horses, all of 9th level with +1 platemail, +1 shields (AC 0), and 50 hp. If fers leverage the 40° high celling here, the knights ail pul forth light crossbows with +2 bolts (30 each) to drop those opponents. If the party yields to this onslaught they can save ther lives but forfeit all ersonal magic items for their treacherous deed! if the party bests all of the knights in combat they receive all of the aforementioned goods (though the horses magically disappear) and the green gem which the original knight wielded, The Sward Crystal: This appears as an intricately carved and faceted green crystal, Palm-sized, it must be held tightly to invoke its summoning powers while speaking the appropriate word to summon the being so invoked. “Horse*: Summons a destrier (heavy war horse)as noted, complete with chainmail barding and lance. The horse remains in service for 1 week, and always disappears after that allotted time when the rider is dismounted. Only one horse can be summoned from the crystal during any given time period, Attempting to summon more than one accomplishes nothing, This horse may be summoned 7 times only, returning rested and fresh even if damaged or killed during prior summonings. Knight": While the Jouster could make use of the gem in more potent ways fo summon three knights atonce, any PC may only summen asingle knight for an interval of 1-4 hours. The 9th level knight (60 hp) obeys the owner of the crystal only and will come to his or her aid alone unless ordered by the crystal ‘owner to aid others, The knight comes replete with wathorse and lance, +/ longsword, +1 kife-shield, +1 platemail and alight crossbow with 30 +2 bolts. If his horse is killed during any summening he thereafter appears horseless when subsequently resummoned: ‘andiif the knight is klled he is no longer summonab The crystal can be used to summon this knight 3 times only. 7. Worship Area of the Umbra Hulk. DM Note: This very secret area is accessed by threeentrances on the map: asecret doorin the southwé Part of the room, another such on the east wall near-center, and by the 30’ circular room west of ‘grea #7B (see the Map Errata, which indicates the two missing doors there). This area is huge and welHit. The PCs immediately notice that its central portion is taken up by an elaborate arrangement of 9 statues (representing the nine gods described ot Key #9 and its sub- keys, c.f) surrounding a large, lit fire pit (magical: ‘and which supplies the lighting here) with five small platforms extending over it (the “teeth” as seen on the map). To the north of this are two smaller fire pits shaped like eyes that ore equidistant from each ‘other and—by artistic contrivance, together with the pit and when viewed from above—form a noseless face on the floor below. Four exits are apparent from. this room: three passageways to the east, west, and south, and a door in the north wall, The Statues. Note Key #9's descriptions for these os they match them exactly, starting at #1 for the top, most (north of the pit at 12 o'clock) and proceeding clockwise until #9. They have no superior or ulterior function—they are merely sculptures. The Fire Pits. Main: The Pit of Empyrean. This pit is one of the few ‘conduits out of the Bottie City (other than ascending to its upper structure). However even standing near it (within 10°) for more than one round inficts 1-4 points ofheat damage. Its variegated flames lick on, ‘and sometimes above, its walkways, making these dangerous to tread upon, and causing 10-30 points of fire damage to those who do so. Being thrown into it, even with items or spells in force which would allow immunity to fire. causes instant death, for these fires broil forth from a stronger source related to the efemal fires which feed the Elemental Piane of Fire and are not vanquishable by mere mortal contrivances. The pit is used by the umbra hulk at Key #8 for a special ritual to summon forth a fiery spit called ganze, a closs of spirit known for Its procreative Powers in the Lond of Empyrean. This spirit has in the past coupled with the umbra hulk’s spirit and progenitive cycle to produce the umbra orcs as their “offspring,” The pit has no ulterior function: and the ganze has never again appeared since its initial Joining with the umbra hulk. However, upon its fis appearance it mysteriously left behind 20 ruby-lke spheroids (spit gems) which were ignored by the umbra hulk but later gathered up by the umbra orcs at Key #7€ (q.v.) ‘Small-western/-eastem Pits: These ancillary pits are fed by the main one. Their fires are less damaging, doing 1/2 the damage listed for it, but still cause death if entered. None of the above-mentic ned pits can have 4 their fres altered or effected in any way through known magic-use. Legends note that the ability to command such fires can be accomplished through lost (or forgotten) magical art known as runic lore (sometimes also known assymbology and/or cypher magic), the knowledge of which current civilizations ate but scraping the surface at this time. 7A. Many Orcs. 40 umbra orcs and an umbra orc priest attack the party upon sight. They reinforce (or are reinforced, by) Key #7B's forces should there be a fight here. There is also a sight chance that they reinforce Key #7C when the gong is rung there (a.v.). Umbra Ores (40): AC 4 (chainmail and shield), HD 4 hp 22, 20x, 19x10, 18x14, 16x4, 15x7, Mv 12", Dmg 1-8 (ong swords): immunities and special confusion (60% per round). See the boxed text section for @dditional information.on umbra ores Umbra Ore Priest: ACI (+7 platemail and normal shield), HD 8, hp 44, Mv 12", Dmg 1-642 (+2 mace) immunities and special confusion (75% per round) spells as Btn level evil cleric. See the boxed text section for adaitional information on umbra ores, ‘Umbra Ores. These ore the magical offspring of the umbrahulk at Key #8. They differ from re ‘ores by having 2-4 HD, +6-12" height increase, +1 to inteligence, and every 10th umbra orc has a 50% chance to employ the confusion power of the umbra hulk. All umbra orcs are immune to sleep and take -1 damage/die from fire. They are not conjured, so protection from evil for example, will not hedge them out. They never check morale, never sleep, and always fight to the death, Umbra orcs speak different languages than regular orcs, including the common orc tongue, umbra hulk, and Chaotic Evil. They do not procreate. Umbra ores are usually armed and armored as regular ores, or with whatever ‘arms and armor are available. As a rule their Priests are their captains, and all pay homage fo the umbra hulk at Key #8 as their only god. If encountered by another umbra hulk they will not attack it and will actually flee if attacked bby it, such is their sensitivity for these creatures’ resemblance to their det. 7B. Many Ogres. The ogres here follow the commands of the ogre aich-magi, Beemoth. As noted elsewhere they reinforce (or are reinforced by) Key #7A’'s forces when there is a battle. Beemoth is a master tactician and should be played 8 a super intelligent being: he wil use all he powers {at his disposal fo defeat any intruders, and will in particular, make good use of his two special magicitems to do so (q.v,). Ogres (16): ACS, HD 4+1, hp 27, 25 xb, 234, 22x, 20, Mv 12", Dmg 1-10 (@piked clubs). Beemoth, Ogre Aich-Magi: AC 0 (headiaress of skulls see below), HD 12, hp 52, Mv 12°, Dmg 2-8+3 (bone sword, see below); ogre magi Powers at +20% to damage, range and effectiveness Headdress of Skulls: Fashioned from the skulls of slain enemies, this headdress fits about the head like circlet, contracting or expanding to fit human. to ogre-sized craniums. It confers an AC of 0, but its bonus is not cumulative with other AC-conferring items like rings of protection, magical armor, etc. The item also protects the wearer from magic missiles by effecting up to 21 missiles per day and from death spells, negating one such casting upon the wearer per day. Bone Sword: Made from the thigh-bone of any dead giant, this serrated weapon does 2-8 points normal damage and ccnfers a +3 bonus to attack and damage, does double damage vs. demi-humans, ‘and as long as itis held allows the wielder to cast bone missiles 3 times dally at the 12th level. Bone misses are like magic missiles but are made from bone and do 1-6 points of damage per hit. As well every missile has an additional 5% chance of doing ouble damage and a 1% chance of additionally stunning the opponent for 1-4 rounds 7C. Anterior Guard Room/Ancillary Treasury. This odaly-shaped room contains 20 orcs all of @ surprising size. They display a swiftness and flerceness uncommon fo normal orcs as the majority move to attack. At the same time alone ore raises a large striker and hits a brass gong with it! The great sound from this momentarily hides the roar of rushing noises mace by your assailants’ charge! DM Note: The gong sounding has a 20% chance to summon the forces from Key #7A, which will arrive here in 1-2+1 tums. It otherwise alerts ther and they are ready fo" the party should it enter through the secret door at #7A. This also alerts the forces at Key #78, who do not move from their position and instead remain or alert to reinforce #7A if they hear sounds of battle. Umbra Ores (20): AC 4 (chainmail and shield), HD 4, hp 22, 20x2, 1935, 18x7, 16xd, 1, Mv 12", Dmg 1-8 (bastard swords); immunities and special confusion (60% per round). See the boxed text section for additional information. If the orcs are dispatched, the room may be. ‘examined for its contents. Besides the four-foot oval ‘brass gong (worth 300 gp and weighing 7 pounds) there are two very large chests set against the walls. Each contains 60,000 sp and a pouch of 10 100 gp gems (peculiar ruby-like spheroids). These “ruby” gems have a keen brilliance io them upon close inspection (they have a 1 in chance each of going up in value, to a maximum of 6,000 gp each). Note Key #7's description of the gems left by the spirit summoned forth from the main fe pit there, 8. The Gigantic Umbra Hulk. DM Note: Once aware of any intruder in areas #7- #7C the umbra hulk will wait patiently near the door to its room for interiopers fo enter through it. Uniess the party has prepared against such an ambush, double the chances of it surprising them, Immediate Description. Upon sighting the umbrahulk for the very fist time, read its folowing description: You see an incredibly large umbra hulk which stands perhaps ashigh a 12’ erect! Thisparticular one has skin which is black but emits a faint, yellowish aura, It roars as it attacks! fhe umbra hulk will fight to the death, Upon death, Its body disintegrates in a putt of yellowish smoke which can be seen to quickly flow towards the room with pits: if followed, the smoke enters the main pit and vanishes! Gigantic Umbra Hulk: AC 0 (magically imbued skin), HD 14, hp 72, Mv 12°/2" tunneling, Dmg 1-10+1 bite/1-6 claw/1-6 claw; confusion gaze: immune to fire; immune to normal weapons; SPECIAL: Upon eating @ demFhuman or human, the umbra hulk spawns a fully-matured 1-4 HD umbra orc which ‘emerges from Its body in 1 tum, t takes a full turn to consume an average-size human. Each umbra ote produced in this manner has no weaponry or ‘armor and unless otherwise equipped (as from the weapon racks in the room, c.t) it may only infict clubbing damage with its 2 hends (1-3 Dmg each per round). Room Contents: This large circular room has many items in it. In racks along most of its wall space are arms and armor, no doubt used to equipping the umbra orcs, although all appear to be of an ancientmake and style, + 20sets of chainmail * 18 shields (round) + 24 spears * Blong swords * 6 battle axes * 3 superbly crafted bec-de-corbins (+1 damage) +12 short swords There is a thick, ancient topestry (10° long by 6 high. weighing 124 pounds) depicting a tall fighter liveried in green and wielding a golden sword to slay @ purple, many-headed beast resembling a hydra, Behind this is a space in the northern wall containing an uptight coffin, open. revealing a skeleton of a man in tattered green livery with the majority of his body encompassed in chains. In his right hand is a golden sword (ee description hereafter). An inscription on a plaque above the coffin reads, “The Lora Bhane, Interred Alive For His Transgression Against The Order. City Year 762.” Lord Bhane’s Sword: This appears to be a +3 sword with no special abiities; however, if examined closely its golden hitt reveals curious magical inscriptions Which if studied for 3 hours straight will allow the sword wielder thereafter to command the guardian statues at Key #9C (q..) as well as reducing magical or physical attack damage inflicted by constructions of this type (golems, animated statues, et al) by 50%, Both powers are apparent only when the sword is held unsheathed. This sword also shines a dull, yellowish hue when within 100 feet of such beings. Commentary: The history of Lord Bhane and of those who caused his death will be explored in future PPP Bottle City releases which will detail its upper-most levels. 9. Halll of the Gods/Throne Area (Insert ZZ). Commentary: Insert ZZ, was merely a reference for me to ‘employ a separate page marked as such. The actual encounter information has been combined here rather than keeping it separated as it was in the original manuscript. This is a very challenging encounter area, complete with substantial rewards. In the original campaign I made it very tough for players to enter this place by having guardian statues, outside the entry doors. I figured that if the players could defeat those that they would have a fighting chance with the encounters to follow. The inspiration for creating this complex. ‘and deadly area derives from the fact that my original character, (the Lord of the Green Dragons”), had previously enjoyed fighting andlor releasing gods within the Castle. I thought to give the players in our campaign the same “fun” opportunity 1 had experienced... Room Description (Read to Players Upon Entering from Key #9C) You have entered what must be one of the largest halls you have ever gazed upon! You note to the north a great amount of colored water intermingled with light rising into the air ‘but that must be hunareds of feet away. which would make the water streams (as seen from this cistance) of enormous lengths! Before you are three circular pools-one blue, one green. andione yellow-and to the south are adettional pools of colored water leading off in that direction. Even though the wall hold cressets which seemingly burn with magical flames, It {shard fo dlscem the hal’s fue dimensions, as it must be welLover 100" wide and proceeds north and south as far as the eye can see! DM Note: The halls 120’ wide and proceeds north and south. Celing height remains a constant 100 feet. Special Areas. The Fountain of Colors This large, hexagonal fountain spews forth a combination of nine colors amidst a streaming bright light. They are wide and long, reaching high Info the air and profusion of light actually illuminates the ceiling here, giving you a different depth perspective on the overall area. Even though the fountain is magical, itis display only, {and has no useful function. The jats of color soar up. to 80" high. Note that the nine colors mentioned, correspond exactly to the pool colors below. The Pools Each pool is highly magical and of a different sze and color. The pool colors are (from N to S, and note map): Dark Blue; Green: Yellow: Purple: Black: Grey; Orange: Red: and White. The bottoms of the pools cannot be seen (even though each is only waist deep) and their surfaces do not cast reflections Their waters ate so calm that not even spells (gustof, wind, for example) can move them. The water from each pool will magically repienish itself over 24 hous if depleted. Touching @ pool's water causes a feeling of overwhelming dread which reflexively causes the PC to Immediately cease touching It. Wading, or immersing oneseff, in a pool requires a successful check versus system shock at -30% failing this immediately drives the PC insane, DMs must ascertain the type of insanity. but mayhem and extteme psychopathic behavior are appropriate outcomes. The insanity is aways accompanied by a spiritual unravelment which propels the victim intoa constant fit of dementia: death results if the insanity isnot cured within 1-4 days. The Throne Area DM Map Note on Orange Circular Areas (sub-keys 1-9): These are simple white circles fashioned froGod-Aspect (Template) As the beings summoned to the thrones are only aspects of each true god, they will differ in strength upon each summoning. The guide to determine their base statistics appears hereafter. Specific powers for each god-aspect appear in their appropriate encounter keys. Note that whe a god-aspect is killed, they and their belongings disappear in a mighty profusion of smoke that matching the color of their throne of origin! AC (magica): 0 to -3 (d4-4 roll) HD (8): 13-18 (d6+12 roll) HP (d4 roll): 1; average (normal rolls): 2; above: average (rolled 1s become 2s); 3: high average (tolled 1s become 25 and 2s become 38); 4: near-maximum average (1s through 6s become 6s, 7s and 8s normal) Move (Normd foot speed): 12°-18" (a8 roll, where 1s and 8s = 12” and 2-6 is added to 12° base) Move (Fly): 30% chance for 12” flight MR: -20% (4 roll Spells (MU): 20% chance for magic-user spells at 10th to 13th level (a4 roll) Spells (Priest/Cletical): 15% chance for c' spells at 8th-1 th level (d4 roll) Spells (Other): 10% chance of having other class spells for up to two additional classes (rolled for each class) of the 7th-10tn level for each (4 rol) Spelisike Powers (twice daily for each, but roll d4 for number known, in sequence): 1) almension door, 2) invsibiity, 3) haste, 4) mirror image Innate Powers (always active): defectinvisibilty, detect magic; infravision, locate object Given the variability in each god-aspect powers, you should generate at least two god- aspects of each color before your players breach the Hall of the Gods. inlaid stone, each circle of a different size. When one Is stepped within, the corresponding Blue sub: key (AI-A9) should be consulted as the god-aspect related to it manifests on its associated throne (read both DM Notes following). DM Note on Blue Sub-Keys A1-A9: Each blue-coded sub-key (A1-A9 on the map is an empty stone throne upon which a god-aspect manifests when the corresponding (orange circular) map area (1-9) is stepped within—each god-asp respective throne and imme the party to the death! in several instances a god- aspect could be summoned at quite a distance from the party, depending on the circle stepped in and which corresponding throne is thus activated. Note distances and PC positions carefully, as sighting and surprise will become paramount in such cases, God-aspects, ne matter the distance between them and the party, will ciwaysbe aware of their summmoners’ location! Note that (luckily) only ‘one god-aspect can be summoned and fought at a time. The same god-aspect canmay be summoned multiple times by defeating it and then stepping within the same circle again, though this “tactic” is not recommended (and may perhaps cause some divine disfavor...) DM Note on Red Sub-keys A1-A9: Each red-coded sub-key (AI-A9) on the map represents differenty- sized magical-containment areas which open for ‘one hour upon the defeat of the corresponding godaspect summoned. For instance, Key #1 (Small White Circle Less Than 10’ in Radius) has sub-key Red Al (located west of the Fountain of Colors), which ‘opens for one hour upon defeating Hyero’s god- aspect. All openings are 10° square and open on Key #9's side of the room and not upon the outside (opposing) walls, so they are immediately accessible if found. These containment rooms cannot be accessed in any other manner than os described above. Upon reclosing, each containment room can only be reopened by again defeating the god- aspect related to it. heir contents are delineated in the following grouped keys. Sub-Key Descriptions 1. Small White Circle Less Than 10" in Radius Al @lue): The god-ospect of Hyero manifests on the throne and moves to attack! Hyero appears as a stout fighter in cobalt blue chainmail and wields a sword-ike weapon fashioned from a lightning bolt! Cobalt Chainmail: Prevents less than +3 weapons from doing damage; 1/2 damage from lightning, Ughtning Sword: +3 to hit; inficts 2-20 lightning damage; on max damage knocks the target unconscious for 3-10 rounds. Hyero’s Special Powers: Can deflect one physical blow of his choice per day; has a 33% chance of deffecting lightning attacks back upon the caster; cannot be slowed, Al (Red): Clear Diamond of Hyero. A large diamond rests upon a velvet cushion, It radiates immense magic ifthisis checked for. This must be inset either in a sword or set of armor to realize its various powers. It is worth 10,000 gp if sold for its gem value. Armor: The wearer becomes resistant to physical damage (such damage is reduced by 1 hp/die inficted) and he cannot be sowed! he also gains +3 on saving throws versus lightning attacks. WSword:The sword is magically enhanced by +1 to hit {and damage, inficts 1-4 points of lighining damage per hit, ond ifa natural 20is rolled, that attack inficts triple lightning damage (3-12 points). ‘Ones inset Hyero's diamond cannot bs removed without totally negating its magical properties. 2. Smalll White Circle About 10° in Radius A2 (Blue): The god-ospect of Arathnul manifests on the throne and moves to attack! Arathnul appears as a hulking, red-skinned man in rusty scale mail wielding c large black mace. Scale Mail: +3; negates fear and mind contro! ‘attacks: allows him to safvage 20-50% of damage eat him in a round by either replacing the hp in himself or transferring these as damage added fo a successful physical attack in the next round. Note in the latter case that the transferred hp dissipate and are lost if his attack is unsuccessful Large Mace: +3 to hit, for 2-16+3 points of damage: hit Causes fear (save -2 negates); and as long os the mace is held he takes -1 fo -3 hp (a6 roll) physical damage per successful hit upon Arathnul, though 1 hp of damage is always achievable. Arathnul's Special Powers When his hp are reduced to 60% 1-4 Simulacra of Arathnul appear to defend him, manifesting from the strands of his flesh and shed blood. Each takes 21-30 hp, moves at 1/2 his speed in inches, has AC 3 {and employs two iron claw attacks (1-6 hp damage each) while fighting as 6th level monsters. They appear os 6" fal red humanoids with blackish tints to their skins. Upon his death they disappear without atrace. When his hp are reduced to 75% or more, a Red Vestige of Arathnul cppears, springing forth as ‘another complete entity from his body as if Arathnul had divided himself! This 9th level monster appears ‘98 an exact replica of the god-aspect, having 40% of his original hp, moving at 3/4 his speed in inches. having AC 2 and wielding a mace of blood. This magic mace has no plus to hit but inficts 2-12 points ‘of damage and there is @ 10% chance that each hit couses unrestrained bleeding in the target for ‘an additional 2 hp/round. This bloodletting can oniy be abated by a cure critical wounds or higher-level spell (heat. etc.). The Red Vestige of Arathnul and its equipment automatically disappears upon his death or the death of Arathnut’s god-aspect. ‘A2 (Red): Red Ruby of Arathnul. A large ruby rests upon a velvet cushion. It radiates immense magic if this is checked for, This must be inset either in a mace or set of armor to realize its various powers. It is worth 8,000 gp If sold for its gem value. + Mace: Any mace inset with this ruby gains the following properties + +2 bonus s added to hit and damage scores; this will not boost a magic mace’s plus to hit and damage beyond +4 * Devastating Blow: There is a 10% chance that a blow from this inficts 1-8 extra points of damage: os wel. if the extra damage is 6 points or more, the target is stunned for 1-4 rounds. * When held, the wielder regenerates lost hp ot 2.hp per round. Metallic Armor: Any sult of metal armor inset with this ruby gains the folowing additional properties: + +2bonusto AC (with amaximum of +Sachievable when coupled with magic amon). + +10. hp bonus as long os worn. If removed when, the PC is damaged to the point of this causing @ negative hp score if done, the PC's hp automatically convert to 1 hp instead + Reduces all target ACs by -2in a 10’ radius about the wearer. Once inset Arathnul’s ruby cannot be removed without totally negating its magical properties, 3. Small White Circle About 10° in Radius A3 (Blue): The god-aspect of Trython manifests on the throne and moves to attack! Trython appears 98 G red-obed man wielding a short spear and a round shield emblazoned with three beastly faces that of a ferocious hound, a hawk or falcon, and a. lizard Short Spear: +3 to hit; grants +20% to MR: a successful hit requires a spell save vs. polymorph at -2 or the target is changed into a small beast of Trython’s choice. Beast Shiela: +2: when Trython is hit in combat there Is a. 25% chance that his shield is struck as well and that one of the three beast-faces upon it activates (oll 1d6 below). Spells such as freball or magic missle wil not activate the beastfaces—ihe stike must involve a physical body part or an immediate extension thereof (sword chop, buming hands spell arrow hit, thrown spear, etc.). Note that only one face may be active at any time. All beast-faces appear to extend from the shield, growing in size to 4" diameter to initiate attacks in defense of Trython, Each appears connected to the shield by a thin, red ethereal cord, They cannot be struck or dispelled as there are no (currently) known measures to combat this magicRoll_Activated Beast Face 1-2: Ferocious Hound! For 2-5 rounds this beast. face will attack any being within 20° of Trython. ttattacks as a 10th level monster and ifs bite inficts 2-16+2 points of damage. Hawk (or Falcon): For 1-4 rounds this beast- face will attack any being within 20° of Trython by emitting an ear-piercing screech that damages all those in the area of effect for 3-12+2 points of damage (no save). Uzard Fot 1-6 rounds this beast-face wil attack ary being within 30° of Trython by breathing a swath of fre 10° wide, 20" long, and tapering to 5° wide at it base; the flames infict 2:20 points of damage (save for halt). Trython's Special Powers Polymorph: Can polymorph himself at wil effected by spelis which would change his form, Special Banishment: Con alspef up to 12 HD of summoned creatures at will and stil attack in ony given round Bestial Projections * Bay ofthe Hound Trython unleashes a death-curcling how! which causes fear to ail those within hearing distance of him Gave negates). Making the save stil decreases both fo hit and AC scores of those hearing ittby-2 for the next 2:8 rounds. Trython may initiate this how twice daly, + Faicon Stare: Trython’s eyes become deep and piercing orbs. Anyone within 20” of him and able t0 302 his eyes must save Vs, spels fo avoid doubt and fear. Faling this lowers effected beings fo hit ols by 4, their damage scores by-2and ther movernent by-1” 40-3" forthenext2-5 rounds. Anyone aready effected by the Falcon Stare who misses a subsequent saving throw becomes aralyaed with fright for 28 rounds ‘and.wilnot move, costspells or take any otheractions: during that tme. Both effects have no known cures. Tython may niffate this stare 3 times per day + Leara’s Tongue: Tythnon’s tongue darts up to 20' from his mouth and attacks a single torget. A successful hi requires a save vs. paralyzation at -4. This power can beusedindefinitely, atwil in piace ofhis other attacks, The paraiyzation lasts for 4-16 rounds. ‘A3 (Red): Orange Jacinth of Irython. A large jacinth rests upon a velvet cushion. It radiates immense magic if this is checked for. This must be inset either in a short spear or shield to realize its various powers. Itis worth 6,000 gp if sold for its gem value. Short Spear: The wielder gains resistance to spells which would alter his form (+4 to appropriate saving throws) or cham him (+2 to save); the spear may be used once daily to dispel by touch those under the effects of a polymorph or charm. It has no intrinsic plus to hit, but if inset within a magic spear, that weapon retains its own bonuses and/or other 5: not powers in adaiition to those granted by the gem. Shiela: One of Trython’s bestial faces appears on the shield (roll on the above table for which) and functions as described in the explanatory text regarding It. This shield has no intrinsic plus, and insetting It into a magic shield completely negates that shield's former powers. Once inset Trython’s jacinth cannot be removed without totally negating its magical properties. 4, Small White Circle About 12' in Radius A4 (Blue): The god-aspect of Rhalysh manifests on the throne and moves to attack! Rhalysh appears as @ tall man in bone armor, wielding a longsword, Bone Armor: +2: damaging Rhatysh with physical or magical attacks requires a save vs. paralyzation, or ‘one of the following magic curses effects the one failing this (roll 1d6): Roll_Magical Curser 1-2: Curse of the Sands: This puts the attacker in adeep sleep for 1-6 rounas. Bewilclering Curse: This causes those affected to fumble their weapons (50% chance, rolled each round) during attacks or to miscue on spells (63% chance, rolled ‘each round) for the next 2-6 rounds, essentially ruining both forms of attacks. Ruinous Curse: This causes an overwhelming decrepitude to intrude upon the body ‘and mind, slowing the person so affected and also decreasing to hit chances by 1/2 thet levels for 1-4 rounds. Spel cast by mages/clerics effected by this have a 25% chance of failure. Note that the Curse of the Sands can be dispelled normally, ut no known magic will counteract the Ioiter two curses; not even remove curse will help those so afflicted, unless that spelll is empowered by @ lesser god oF greater being Longsword: +3 to hit, and inficts 2-16 points of base damage. Rhalysh’s Special Powers Rhalysh has two specific gaze attacks which he may use in place of any other attacks in a round: Gaze of the Grave: Save ys. death, single being only. This may be used 3 times daily. Gaze of the Mote: Save vs. poison at -2, single being only. Those missing their saves are penetrated by Rhalysh’s controlling presence, which manifests in the soul as a tiny particle of his will. Over the next 24 hours they are prone to suggestions made by him (ave negates) for as long as they remain within a.40" radius of him. Further, they are less likely to finish their physical attacks against him (-2to hit and damage). This effect is dispellable by reducing Rhalysh’s hp to 75% or less (which breaks the psychic connection 24: 56: 19between him and al those controlled) orthrough the Use of 2 aispe/ magic spell cast upon the affected being at Rhalysh’s current level of magic-use. This power is useable 3 times daily ‘AA (Red): White Opal of Rhatysh. A large white opal rests upon a velvet cushion. It radiates immense magic if this is checked for. This must be inset either in specially-contrived bone armor (668 text following) or in a longsword to realize Its various powers. It is worth 8,000 gp if sold for its gem value. Bone Armor: This must be fashioned at a cost of 10,000 gp before the gem canbe inserted. Acquiring the bone materials, locating an armorer who would. be willing to fashion such a suit, and determining the time needed to craft it, must be decided by the respective DM. (Once the opal is inset, the armor becomes a +3 suit equivalent to platemail (AC 0), with the following additional properties: + Hing he wearer with aphysicctatiackwilcousea mid fearinthe attacker (save +2negates) for 1-3 rounds + The wearer becomes resstant fo leap spels or similar powers (+4 fo save). * The wearer can if he or she fs a cleric, command fun undead at +1 their normal level for success. Longsword:: When inset in a longsword, the weapon becomes +3 with additional powers ascertained by rolling 4 times on the swords magic table (where applicable) and choosing the most powerful result from those generated. These additional properties (but not the additional magical plusses) are imbued In the sword and round out its total powers. Note that the DM may experiment with this formula, and could even make the sword intelligent, etc. as suits their campaign or design needs. (Once inset Rhalysh’s opal cannot be removed without totally negating its magical properties, 5, Small White Circle About 12’ in Radius {AS (Blue): The god aspect of lahss manifests on the throne and moves to attack! lahss appears as an old man with a crooked statt ‘nd is tobed in black. From his neck depends assilver, amulet carved in the likeness of a slug, Crooked Staff: +3 to hit, and inficts 3-10 points of bose damage per hit: envenoms the victim on @ natural to hit roll of 19-20. The venom is volatile, Causing 6-24 points of poison damage, save for 3/4 damage: allows lahss to stike 2 opponents at ‘once on a natural roll of 16-20, with the initial score determining if a hit is achieved against the second target. Amulet of the Siug: Allows lahss to launch a wad of spittle up to 30" feet at twice his level for calculating to-hit chances; upon impacting the target, the spittie Causes 2-16 points acid damage. This attack 20 can be used in place of any other attack in a given round but notin combination with same; makes iahss immune to acid and additionally causes 1-3 hp acid damage to any opponent who strikes his person through a nonanged melee attack, or 2-6 points of damage to any opponent who directly strikes the wearer with flesh (monk open hand attack, touch attack for spells, etc). lahss's Special Powers lahss has four magical faces. and he may choose to portray one as a single attack in any round: all of these are highly magical Gpell saves at -3) These magical “expressions” can affect anyone concentrating attacks upon him within a 120degree. ‘arc of his forefront and up to 20° away. The effects of these expressions are not accumulative, so while suffering under one an afficted PC may not be adversely affected by a different one until the initial ‘expression’s effect(s) has lapsed. Note that some of, the same expressions when portrayed back-to-back con compound where noted: even so, none of the four expressions’ effects can overlap the others, as indicated above. + Vie Sneer 10hp magical damage, with futher save \6.spels which f fled slows the target( for 28 rounds. The effectsof ns expresion are compoundableit sed ‘ogain upon beng aeady effected by i + Moniacat Rage’ Causes rout in the targets) for 318 rounds, alowng lahs 10 sttke those affected for +4 omnage per hit. The effects of this expression are not ccompoundiable if used again upon a being cteady effected byt + Faceless Véoge: A thick vel of flesh that entirely obscures hs prior features encases Ichss’ foo: this featureless Vsage afficts opponents with omnipresent ‘anviety and coubt for 1~4 rounds. During this me lohss ‘AC increases by +4 and physical attacks against him score only 2/3 darnage. The duration of this expression 5 compoundibee if used again upon a being dready effected by t, but this subsequent use wil nof increase ‘ether lahss’ akeady active AC bonus or hs damage reduction bonus beyond those proportions noted) cbove. + Rot: lohss! face transformsinto one entrely cadaverous and worrnfested, which is repeant to those mising thet intl spel saves. Those negatively affected by thé fronsfiguration must rol a second spel save vs. f2a-2 over each of the next 14 rounds. Faure means that they wil not attempt fo grapple, stke or in any way touch lohs: speloasters affected by ths revusion suffer 60% chance that the spets they itiate agains lahss fallbefore conclusion resutingin the loss ofthe spel. The effects of his expression are notcompoundabe lf used again upon abeing aeady effected by ‘AS (Red): Black Opal of lahss. A large black opal rests upon @ velvet cushion. It radiates immense ‘magic if this is checked for. This must be inset eitherinastaff or plain amulet to realize its various powers. [tis worth 8,000 gp if sold for its gem value. Staff: This adds the additional properties of a snake sfaffto any staff inset with this stone. Plain Amulet: This protects the wearer trom acid attacks by reducing the damage by 50% additionally, the amulet inficts 1-3 hp acid damage fo any opponent who stikes the wearer via a non- ranged melee attack, or 2-6 points of damage to ‘any opponent who directly strikes the wearer with fesh (monk open hand attack, touch attack for spells, etc.) ‘Once inset Iahss’s black opal cannot be removed without totally negating its magical properties 6, Medium White Circle About 15' in Radius ‘A6 (Blue): The god-aspect of Sestian manifests on the throne and moves to attack! Sestian appears as a medium sized human in black robes interwoven with many starlike images. Sestian’s Robe: Adds an additional 20% MR (see template sidebar): negates all lightning or eneray attacks: emits a “chil” field which inflicts 2-9 points of cold damage to anyone within a 10° radius of him, There Is no save against this deep chill summoned from space and no known resistances counter It. Sestion’s Wand: +4 to hit: hit jolts the target with o massive stroke of heat lightning causing 3-18+6points of damage: on a natural roll of 19-20, a thunderous sound occurs, and all within hearing distance (to a maximum radius of 20 feet) are deafened for 2- 5 rounds (no save), stunned for 2-5 rounds (save -2 negates), and take 2-12 points of additional shock damage. Sestian's Special Powers Immune to stun, deafening, blinding, and cold allucks, +4 damage versus summoned creatures (Via his physica or magical attacks): creates thunder once per day by clapping his hands together. which eatens for 2-8 rounds (no save), stuns for 2-8 rounds (Gave -2 negates). and inflicts 2-20 points of shock damage to all those within 30 feet of him. A6 (Red): Purple Oriental Amethyst of Sestian. A large purple amethyst rests upon a velvet cushion. Itradiates immense magic if this is checked for. This must be inset either in a magic wand or plain ring to realize its various powers. Itis worth 8,000 gp If sold for its gem value, ‘Magic Wand: This immediately boosts the wand's previous mage powers by doubiing its charge capacity and restoring its charges in full (based on the new capacity). It also allows the person wielding it to strke at +2. A successful hit jolts the target with heat lightning for 2-12+1 points of damage. ing: When inset into a plain, non-magical ring the ting takes upon the properties of a sing of shooting stars, but with double the usages, effects, durations etc. as described under a normal ring of that type. If ‘added to an ailready-magical ring, all of its original properties are nulied and replaced with those described above. Once inset Sestian’s amethyst cannot be removed without totally negating its magical properties. 7. Medium White Circle About 17" in Radius A7 (Blue): The god-aspect of Haxor manifests on the throne and moves to attack He appears as a six-armed, ogre-sized human wielding a very large black shield in two arms and an impressive hooked spear with two other hands. His two other hands remain free. Black Shield: +3; reduces domage by -2 hp per hit; +4 save vs. poison attacks which inflict 1/2 or no damage; while held cannot be biinded. Hooked Spear: +3: does 1-12 base damage per hit: successful hit allows Haxor to hook the target’s armor if he so wishes: and this successful hook Gives his next round of attack a +4 to hit modifier that does 2-24 points of damage. if the second hit scores. the target is pinned or lifted by Haxor and automatically skewered each round following this @rd and succeeding rounds) for maximum damage 24 points). The only way to break the hook is if Haxor disengages it himself or if the hooked PC sheds his armor, the latter taking 2-4 rounds to accomplish while so engaged. Note that Haxor cannot hook unarmored opponents, against whom the spear can onjy infict regular damage. Haxor's Special Powers Haxor is immune to backstabbing in any manner, cannot be surprised, and has a 60% chance of always going first in the initative sequence (rolled before each initiative rol. AT (Red): Yellow Fite Opal of Haxor. A large fire opal tests upon a velvet cushion. It radiates immense magic if this is checked for. This must be inset elther, in a shield or spear to realize its various powers. Its, worth 8,000 gp if sold for its gem value. Shield: Gronts 0 +2 defensive bonus (though It will Not increase magical shielcs beyond +4); reducesdamage by -1 hp per hit; +2 vs. poison saves: the wielder is blinded for only one-half normal duration, © if the blindness is permanent, for only 30 base turns minus his constitution score in turns. Spear: Grants a +2 bonus to hit and damage (to a maximum of +4 for magical spears); inflicts double jamage on natural rolls of 17-20, Once inset Haxor's fre opal cannot be removed without totally negating its magical properties 8. Large White Circle About 20' in Radius AB (Blue): The god-aspect of Diamara manifests on the throne and moves to attack! Diamara appears as a heavily green-scaled man wielding a trident and pucker. Tidlent: Scores 3-12 points base damage, with +3 to hit and damage; each tine has a special power, listed hereatter. * Leff: Double damage vs. demi-humans and humanoids. * Midiole: Hit pierces defenses for 1-6 additional points of damage. + Right: Hit charms target (spell save negates). When a target is hit, roll on the table below to determine how many tines affect the victim: 20 roll _# of tines that hit 1-4 I fine eft) 514 2 tines (Left/Middle) 16-20 3 tines (Al) Buckler: This +3 buckler deflects up to 50 normal missile attacks launched against Diamara in a round, and negates the to-hit and damage bonuses for magical arrows or bolts up to +3. It also reduces damage from magic missiles by 50%. Diamara’s Special Powers Shell: Diamara may cause the scales of his skin to grow and encapsulate him in an impenetrable shell which deflects physical and magical damage for 6 tums. While in this shell he regenerates 6 hp/tum, but cannot otherwise launch attacks. He may use this power once dally ‘Obscene Effusion: Twice daily Diamara may exude horrid greenish-yellow vaporous gas in a 30° radius. This rancid essence causes all those within it fo save \vs, poison at -2 or fight at 1/2 their original levels and makes ail spelicasters who likewise miss their saves incapable of casting spells, such circumstances lasting for 18 base rounds minus the victim's Constitution scores in rounds, with a one-round minimum. The area of effect remains inundated with the effusion for 2-5 rounds before dissipating, The duration of this effect is extendable if targets miss successive saves, but the extension does not compound the other debilitating effects. ‘AB (Red): Green Emerald of Diamara. A large 22 emerald rests upon a velvet cushion. It radiates Immense magic If this is checked for. This must be inset either in a trident or buckler to realize its various powers. Itis worth 8,000 gp if sold for its gem value. Trident: This gains 2 of the 3 powers that Diamara’s ‘own trident has: roll on the “tines” table above to determine which, re-rolling duplicates. Buckter: This +2 buckler defects up to ten normal missiles launched at the wielder in one round, as well as negating the to hit and damage bonuses of +] arrows or +1 bolts It also reduces damage from magic missiles by 1 hp/missile, with a score of “1” being reduced to no damage. Once inset Diamara’s emerald cannot be removed without totally negating its magical properties. 9. Large White Circle About 25" in Radius A9 (Blue): The god-aspect of Obinae manifests on the throne and moves to attack! Obihae appears as aman with two faces, with each being 50% exposed on the front of the head and wrapping about each side, so that two eyes (one from each face) appear wide-set apart in the front with the ather two being located near each temple. He appears to have no ears but has one mouth and nose positioned normally. Obihae wears splint mail of many-colored bands and wields a golden stat Splint Mail: +3; MR +20% (see god aspect template for normal MR); hitting his mail (80% chance on a successful melee attack) causes confusion (save negates). Golden Staff: +3; base 2-9 points of damage; a successful strike teleports the target in a random direction and up to 100 feet, but not into solid matter (save negates); constantly emits a magical dampening field in a 10’ radius that has a 25% chance per round of negating enemy magic items within it Goll by PC per item, or by group, DM's choice). Effected items are negated for 2 round: Obinae'’s Special Powers Sundering Bash: This power is used in combination with his staff and if itis lost this power cannot be employed. Upon striking a target, Obihae can immediately implement this extra power for 8 points of additional damage. There Is also a 25% chance that the victim is mentally sunderea'by the hit, causing a combination of stunning, confusion and partial delusions. There is no save against this mental bedazzlement, which lasts 2-5 rounds. During this time the effected being is reduced to 3” in movement, is only capable of action 20% of the time, is almost completely unable to attack (-8 to hit and no damage bonuses), is reduced to AC10, and cannot cast spells fc spelicaster. The bedazziement can be cured by the application of a heal spell Obinae may use this power thrice daily. “Root” Foot: Employable twice daily, this rootsbine to his current position, from which he cannot be forcibly moved, bome over, or in any other way Uunwilingly moved. This also increases his AC by +2 and his hp by +10. The power lasts 2-8 rounds. A9 (Red): Blue Sapphire of Obihae. A large sapphire rests upon a velvet cushion. It radiates immense magic if this is checked for. This must be inset elther in mail armor ora staff to realize its various powers. It is worth 8,000 gp if sold for its gem value. Mail Armor (any): +2 AC bonus (to a maximum of +4 if already magical armor):grants 5-10% variable MR per day for | year and then the power wanes to +2 saves vs. spells, The MR may be reconstituted for another yecr by a quest (DM's choice) and the sacrifice of §0,000-100,000 gp in gems and/or magic (@gain, DM's choice) to the god of magic. Stoff (any): Makes any stat +3 fo hit and damage and cancels any former magic properties it may have had: as long as the staff is held allows the wielder to cast an adaitional one each of Ist-ath level spells per day; allows the wielder to polymorph selfat wil (Once inset Obinae’s sapphire cannot be removed without totally negating its magical properties. 9A/9B. Brass Fonts. The waters in these two magical, 30° circular by 6" high, fonts ferociously bubble when the god: aspects here are summoned and fought and cease doing so when none are in the room. Their water temperatures reach and exceed 300 degrees. They have no alterncte function. Each weighs, with water, over 10,000 pounds DM Map Note: There are no map graphics for these, so each of their placements should be centered as near as possible upon their key numbers. 9C. Hall of Kings (Guardian Statues). Commentary: There are no statues here other than the two indicated on the map that flank the entry doors (the “doughnut- raphics). The arrow, and reference to Statues on the map infact refers to them alone. Upon Entering the Hall You enter a long hall 40° wide. Its floor is inlaici with black marble and tessellated with a. golden design of nine nondescript faces spread along acompressed and elongated ring covering the najonity of floor space here. DM Note: Wher the party moves to within 40’ of the eniry doors to Key #9—or if any attack or spellis used against the statues located near these (q.v.)—the flanking statues animate and attack. They remain animated for 24 hours to guard the area, but do not leave this hall: affer 24 hours have elapsed, they resume thelr positions flanking the doors just prior to the expiation of this cycle. Read the following player text Two 12" high stone-tke golems step forward from their once-inert positions flanking two large bronze vaives. Their eyes sparkle with a variegated scheme of colors and each wields agolden bardiche! DM Note re: Using Lord Bhane’s Sword: If the players have Lord Bhane’s sword in their possession (see Key #8), it starts glowing a very strong yellowish hue and ‘emits c noticeable whining sound while rating itself where stored or otherwise sequestered! If drawn forth and used fo command the golems, they cease attacking and resume their positions flanking the doors: as they do so the doors open inward, allowing entry to Key #9, The only other way to bypass these “impenetrable doors” is to destroy the stone guardians; and when the last of these crumples and falls, the doorslikewise en, allowing entry. No magic spells or physical attacks will cllow entry through these, including transference spells, ike felevort (see Leaving the Bottle City Complexin the introduction) or dimension oor, for example Battle Aftermath Note: If the pulverized remains of the “stone golems” are carefully examined it will be noted that their composition defies classification! The stone is a variety of tarbal, which is quarried at secretive locations upon the World of Kallbruhn’ for its use by arfificers in fashioning magical beings like the “stone” golems encountered here. Their bardiches are useable if not removed from the Bottle City; upon their removal they crumble into fine dust Tarbal (Stone) Golems (2): AC 1, HD 12, hp 80 each, My 12°; immune to fire; 1/2 damage from lightning: immune to normal weapors; weapons break on impact chance: normal 100%, +1 60%, +2 10%, +3 5%; Dmg 1-12 (magic baraiche) plus special (see below). Also note special powers of these bardiches which effect the golerns’ adjusted ACs, etc: Bardiche of the Centurion: This golden weapon is capable of hitting any creature which requires uD to a +8 weapon, but it confers no bonus to hit or damage. The wielder gains a +1 AC bonus, ignores @ total of 20 hp of damage taken per day (upon each attack, divisible by the wielder’s choice into lots of 2 or more, up to a grand total of 20), and does double damage on natural to hit rolls of 18-20. Bardiche of Rendering: This golden weapon is capable of hitting any creature which requires upto. +5 weapon, but it confers no bonus to hit or damage. The wielder gains a +2 AC bonus, inflicts double damage on natural to-hit rolls of 17-19, and tiple damage on natural to-hit rll of 20. 10A. Bottle in Last Room. ‘Commentary: There is no actual Key #10 proper, as would be suggested by a #10A, While adding in specific encounter at #108 I changed Key #10 to #10A. This will be noted at both key numbers on the map which have a black penciled-in A. & B respectively. Such i the way of lastminute design work Regarding the encounter itself, this is the old “bait and trap” in which PCs are dumbfounded by their lackof gain after endeavoring to arrive at "the end,” while the retum path is now found to be guarded by monsters summoned by the PCs messing with the “bait.” Also note that this encounter tends to channel PCs 1 or 2 at a time through the trap doors {and adjoining tunnels, and furtherlessens the choice of their using area affect spelis in the enclosed and cramped spaces, whereas the summoned monsters are at an advantage as the party clambers one at a time up through the trap doors, I must have been in.an excellent mood while designing that day. Note that l originally had the PCs enter the bottiehere and contest the wizard inside it to tigger the magical effects, which varied each time. This encounter has been slightly rewritten from the original, but retains Its former nuances and flavor (and then some). Inkeeping with the way we “built upon” many Castle encounters at that time, a lot of original encounter matter was rewritten, stemming from on-the-fly ad- libbing. with resulting adaltions being duly noted "in stone” thereafter for the various encounters this technique was used with, This allowed us as DMs @ greater range of imaginative application, since we would often change encounters for a second stab at them by the PCs (Le... having defeated said wizard, PCs might later retum to find his apprentice or other enraged cohort now present and manning the defenses, etc). This technique allowed us to craft specific challenges that the party had fixated upon during the campaign rather than detailing everything in advance. We thus mitigated the risk that many pre-detailed portions of the Castle would be subsequently ignored by the PCs. Call “creative management.” but it worked for all involved because it placed the adventure emphasis on where the players wanted fo be and not so much on where we preferred them to be. DMNote: The PCs will here discover a series of circular rooms, each with a single 8’ square trap door in its floor. When opened, the space below each of the trap doors reveals a small ladder descending 15° to a second floor. In each case, after descending, the PCs arrive in a similar-sized hexagonal room with a 8’ wide passage leading out of it to the NW. These corridors in turn connect fo alll the hexagonal circular rooms in the series, as noted on the map. 24 The very last circular room is a dead end with no way to go but back, but in its NE part, set against the wall and bolted to the floor, is a bottle similar in shape, but not insize, to the one the PCs touched to enter the Bottle City, Only one player at atime may ascend or descend a ladder; and the sub-corridor widths similarly negate any attempts to place more than two PCs abreast in these. DMs should note weapon lengths and maneuvering space when and if combat occurs in any of these cramped quarters, Yousee a2 ’high by 1/2’ round bottle set against the NE wall of this room. There is no apparent ‘exit rom this room besides the trap door. The bottle appears to have a very tiny man inside tt, Perhaps clothed in wizard attire! The bottle is indestructible, unmovable and radiates @ strong magic of an indeterminate sort if this is checked for. It possess a multi-faceted antimagic shield and cannot be assailed, magically entered, ‘or moved through spell use. Touching it in any way aler's the wizard inside and he triggers three immediate and secret magical effects (1-3, below): 1) Four hoard trols are summoned to the middle room, which the PCs wil encounter upon their return, since they must pass through that room to exit this maze-like area. As only one PC at a time can negotiate entering the middle room by way of the trap door, the hoard trols wil be ot an advantage. Two trolls may attack the climber {as he fist appears when breaching the ‘door making entering the room very difficult for the remaining PCsin train behing him! The hoard trols fight to the death, even jumping one at a time into the room beneath their original position to pursue PCS retreating from them! Hoard rolls (4): AC: 2, HD 9, hp 44, 42x2, 40; Mv 12"; Dmg 1-8 x 2 (ron claws), 1-6, plus pon (bite, plus save vs. poison or fake 1-8 hp poison damage): immune to cold; 1/2 damage from lightning, double damage from acid: +1 or better weapons fo hit; regenerates 1-4 hp per round: acid damage in excess of 50% of original hp stops their regenerative process for 1-3 days. Legend (foll for a 15% chance for each PC to have heard the following legend about these creatures): These seemingly-regular trols guard treasure hoards and are rumored to be specially- mutated by powerful beings to do so, oftentimes being imbued with extra powers that heighten their combat abilities to an extreme degree. 2) Amagical chest is summoned to the fist room, ‘atop the trap door there, essentially blocking it ‘ith its weight and size. Due to its magical nature ‘and heavy contents (q.v)), the chest can only bemoved by cloud giant strength or better, and then. ‘only sid safely aside without othenwise triggering the poison gas trap upon it. Striking the chest’s bottom or huring the chest so that it crashes upon, the room's stonework automatically breaks the trap seal and a magical poison gas pours forth which will over the next 12 turns, eventually make its way to ail interconnected rooms in the series, no matter if the PCs close the trap doors to these, as it is that pervasive. This occurrence also has the undesired effect of consuming 1/2 of the remaining air here! The poison gas lasts for 2-20+10 hours and cannot be dispelled (though a gust of wind'will cut its duration in half). If causes 4-16 hp of damage per tum exposed toi (save forhatt). Giant Chest (6' long x 6’ wide x 3" deep) : The chest ‘weighs 2,000 pounds and contains 6,001 gp: 13.453 sp; 4,065 cp, 79 500 gp gems: 4 potions of greater healing (neds 6-24 points each), a wand of acid globs, and tre stone key. Wandor Acid Giobs (60.charges): Casts anacid glob up to 120" range which bursts in @ 20’ radius area, spraying all within i for 3-24 points of acid damage, Ro save. The residual acid forms a very shallow Pool in the burst area, causing 1-3 points additional damage per round for 6 tums to those beings remaining in t. The wand can be fully recharged by immersing itn a pool of acid for 1 hour. Retrieving it thereafter may be problematical Stone Key (rrinorartitact) (25 charges): This appears to be a larger than normal skeleton key fashioned from granite, and approximately 6" in length. tts magical abilties, ond the charges expended by using these, ore: + Passwall (1 charge). As the spell, but at the caster’s level * Dispe! Wall of Stone (or similar) (charge). This ‘dispels on touch any magically produced walls of stone up to 24th level in origin, * Stone Lock (8 charges). A stone lock \s an extraordinary power equatable to a stone shape and wizard Jock being cast simultaneousy. ts use also adds other specific magical attributes to the effected area as described hereatter Ths powe’ is initiated when the key is used to touch an area to be transformed. It can affect up to 100 cubic feet of wood, metal or stone, essentially making it magical and seamless stone. There must be such substances available in the whole area to be transmuted for this power to work, The area thereafter is transformed to magical stone, which the key-wielder can freely pass through as if it wasn’t there. A stone-locked area canrot otherwise be breached by magical or physical attacks, cannot be bypassed by magical ‘tansportation spel (cf... dimension doo), ond even passwall and similar t0cI effecting spells fall when used against it. Each stone-locked area lasts as many days as the wielder of the key has levels after which time the effected area reverts to its normal substance ‘and shape. Using two successive stone locks (6 charges) on a singular area makes the stone lock permanentuntil dispelled. * Dispel Stone Lock (no charge expenditure), This dispels the stone lock power os previously described: the key is touched to the area's surface which fs automatically transformed back to its original substance and shape. NB. itis believed that thi subtte artfact's powers ate expandableby those who craftedihe device ng its attendant magic. Research wil point to @ clan of gnomish artifcers long-thought extinct who at one time contrived such magic deep in the earth near the most ancient of volcanic fres. DMs must devise a subterranean quest for those PCs wishing fo recharge this device, as only by boringing it into contact with its fres of origin can it be reconstituted. 3) The entry door in the fist room transforms into solid, and impassable rock that is only openable by use of the sfone key’s alge! stone lock power (@v). The stone key can be found in the previously noted chest (q.v.. Note that this last effect essentially entombs the PCs without a renewable air supply, except asremainsin, the rooms and corridors here. For an average party of 4-6 this equals 3 days of remaining air. DMs should, increase /decrease that time proportionately if the number of PCs is less than 4-6 or if it exceeds this ‘number, but with no more than four days of air and, no less than one being available in any instance. Upen defeating all of these encounters the PCs hear an explosion folowed by a horrendous scream! If they return to the last room and view the. bottle they will see that its now but a melted lump. of charred glass. And the tiny wizard form who was, ‘once inside iis no where to be seen. 10B. Four Invisible Stalkers. DM Note: Unless the party has defect invisibility powers active this 20° x 20’ room appears empty with a door to the east, in the north comer. Four invisible stalkers have been positioned here by Key #11’s forces (q.v.) fo guard the passage to thelr sanctum. Two ate located in the SE corner one is positioned before the eastem door and the remaining one Is in the NW comer, As the PCs commit to crossing the room and are halfway across its width, all of these creatures attack from surprise, with the two to the SE attacking the rear rank and flanks!Invisible Stalkers (4): AC: 3, HD 8, hp 32, 36, 37. 41 My 12"; Dmg 4-16. Important Aftemote: Carefully read the matter at Key #11 inclusive noting the information regarding the readiness and tactics of its occupants and the notation conceming the pit (marked on map) encountered prior to entering that area, 11. “Many” Men. DM Note: The many men is this room include the mirror images cast by the wizard. as he is aware of the death of his guardians at Key #10B. As soon os the party's presence is made known, either by their faling into or skirting the pit just south of here Gee map; either case triggers an alert-oriented magi mouth), he casts mirror image. This group cannot be surprised due to these prior warnings. Their positions and special tactics ore noted below. In addition to the magic they carry, each has a side pou containing 8-80 mixed gems, 10-60 pp and 4-40 gp. Read to Party Upon Entering this Room: You see a lavishly-bedecked room with full length carpets wall hangings tables, beds and other diverse objects. There are many men here. all appearing out of its jong and shadowy depths to the north, Several appear fo be spell- casters preparing or mumbling spells! This group Is a sect of religious fanatics who have embraced whatever evil power source they could since being made prisoner here. Their immediate evil alliances are centered upon the two artifact pictures present at Keys #11A and #118 (read those Carefully). They will not surrendet, but as fanatics Prefer to die with their beliefs rather than be made slaves or sacrificial victims. Likewise, prisoners taken by them will be sacrificed to the snake picture. Wizard, 14th Level: AC 4 (bracers of defense), HD 14, hp 36, Mv 12” Dmg 1-4+2 (+2 daggen, potion of invistaity, wand of polymorph (22 charges): spells 5/5°/5/4/4/2/1 Special Tactics: Wil cast a miror image before the party enters the room; these ore the “many men” initially seen by the PCs. “The Lord,” 10th Level Fighter: AC 0 (+2 platemail and shield), HD 10, hp 82, Mv 12": Dmg 1-843 (+3 longsword); potion of speed, ring of fre resistance. Special Tactics: Wil stand near the efreet picture (@v) and let attackers come to him. invoking the Power of the picture: will consume his seed potion afore initiating combat. “The Evil High Priest,” 8th Level Cleric: AC 2 (+/ chainmaitand +17 shield), HD 8, hp 43, Mv 12°; Dma 2-742 (+2 fla: 2 potions of greater-heaing (6-24); infemal ring of spell turning. Spells: 5/4/3/2. Special Tactics: Stands within range of the snake 26 picture (G.v.) and targets spell-casters with his spells while supporting the wizard and fighter when needed, Infernal Ring of Spell Tuming: This gold ring has a spiralling onyx figure of a snake rising 1° from its top. Besides having the properties of a standard ring of spell turning, thas the following adaltional properties when within 100" of the Snake Picture artifact (q.v.) + Once per day the wearer can fully-tun a spell Gimed at him with 100% efficiency ifthe caster was of good alignment, This passive power makes the ting wielder aware beforehand if the directed spells of good origin + Grants a +1 save vs. spels cost by beings of good aignment. + Once per day, alows the wearer to absorb the energy from a spell cast by those of good lignmentso that in he next round he can double the effects of one of his own spel. if the energy is not immediately used by costing a spel in the folowing roundiit issppates and is lost. If the Snake Picture Is destroyed this ring loses its special powers and is thereafter just a normal ring of spel tum 11A. Efreet Picture. The picture of a lone efreet occupies a 6’ high x 3° wide frame of brass upon the western wall, just south, of its mid point. Any being who is hostile to the room inhabitants and comes within 10’ of the picture triggers its defensive magic (roll a 1-6). Roll_Defensive Magic 1-2: 10 goutsof flame stike the closest two beings f0r2:24 points offre damage (No save). 3.4 The Efreet’s eyes eit wo concentrated beams of fre which meet at asingle pont upon one target. The targets clowed a spel save at-2 to avoid the beams. Falure resusin 20 points fre damage (no save) and the target's twin a owing red hfemat lohtseilc to a foere fre. This inmectately gronts evi beings a +2 bonus fo attack and damage against taxgets so outined. For aslong as this condition Persstsits impossible for those so affectedito hide in shadows, tum /vsble or otherwise obscure ther physical form, as his hellsh ight outines the body andireveas thet tue location. The beamshave a range of 100 and cannot pass through obstructions, The inferna lightefect lasts for 3:24 rounds. 56: Alarge efrest manifests ond steps ftom the picture to physcaly assout neorby ottackers! The picture afterward appears emply and wilno longer tigger further magical powers Ifthe effest isidlod the picture remains blank for 7 days,after which fime it restored as when fist seen (Unless destroyed. andi see below for that), with its attendant powers etc. in fullforce once again. Summoned Efteet: AC (special): 2: HD_Gpecial: 1043; hp 47; Mv 12" plus special": Dmg 1-1243 (+3 giant scimifay: “special powers (See your source ook) Destroying the Picture: The picture, though an arlifact, can be destroyed (AC 9, hp 47). However. os the force which created tris evilto the core, upon its destruction a whirling flery vortex appears on the remaining canvas. Allbeings within 10" of the picture (notwithstanding previous alliances or alignments) must moke spell saves to avoid being pulled into this, vortex and consumed in fire, PCs are automatically and itrevocably destroyed in this instance. short of @ wish or divine intervention to bring them back The effeet, if present, disappears in a red flash when this happens. As well, all malign effects attributed to the picture are canceled and previous damage taken from its fre attacks s automatically healed by 60% of the tota inficted in each case. Removing the picture from the wall also triggers its destruction with the same results as outlined above. The vortex disappears after 1 round. leaving the charred remains of the picture frame behing 11B. Snake Picture. The picture of a coiled and ferocious-looking snake ‘occupies a 6” high x3’ wide frame of brass upon the easter wall, just south of its mid-point. The snake's back scales display weird geometric designs as part ofits natural markings. This picture is a contact aperture to the enigmatic deity known as Yhyg. as well as the source of power for the evil high priest's ing of infemat spell turning which he wields (q.v.). Though an artifact it can easly be destroyed through normal means (AC 8, 68 hp). Once destroyed, the ting as noted above loses ppatt ofits power The evil high priest willi mediately redirect his attacks against those attacking the picture, and will even close to melee them should he run out of attack spells! When the picture is destroyed: The snake image disappears from its canvas, but not before several large rectangular fragments- “perhaps tablets-of stone fail to the floor from those parts representing the geometric designs onits back! 12. The Brain Flayer. Fragments of Yhyg: There are 3 fragments each 3 feet long ond 1 foot in width. Three equal spaced Pictographs are engraved upcn each tablet. Players May require soge/bard consultation, research time, oF ‘nation spate fo deduce he pacer hstoryandowers of these fabiet Ist Tablet: Disploys 1) severd robed people Ifing alorge fiat sione: 2) they are standing with the stone before a siuctue resemioing a temple: 3) they are inserting the stone into a vacant spot in a wal 2nd Tablet: Displays 1) the same robed people are removing the stone ftom a walt 2 they are with the stone in a spacious room: 3) they are hserting the stone into a. vacant spot in a floor 3rd Tablet: Displays 1) several robed people placing {ne stone upright, outside under the stars 2) the same people are setting a second upright stone in conjunction with the fist, fring @ pyramidal shape with two faces: 3) the same people are selting a third uptight stone in Conjunction with the two previously placed, forring & shape with three faces: a par of seypent’s are appeating in the background. The pictograms depict a complex rtucl involing the tablets by placing one in a wal (petnaps relcting in kind fo the picture these tables fell from) for 120 doys the second into a floor for 120 days: and the last outside Under the stars for another 120 days. atfer which the later placement is added io by the other two tablets 10 foxm the pyramid as suggested in the 3id table's thc! episode, ‘Once inset, the fist tablet wil protect a shucture, and Lp fo 360 square yards of its grounds. from any invasion of snckes of any kind or s26. There is a 25% chances that serpentiind such os cakes, dragons nagas, etc wil avoid entering an area $0 protected, though this ‘avoidance checks only foled cnce per visting creature fo determine ther individual cispostions. Note that any type of serpentkind that is magcally summoned within thsarea. except for hose summoned by members of he immediate household, wil lee ths area when this s done, such i the fear generated by the emanations of Yhygl! The second lable! wil provide a +4 saving throw bonus ‘aganst all serpent-generated poisonous or magical caftacks, but only fo those individual who partook in the: fualtoinset the tabletinto the floor These extraresstances ‘cease when anyone so protactad moves beyond the «crea of effect noted in tablet #1, and ore restored upon retuming wihin the some. The thd tablet Is used to attract Yhyg, and when the 3 ‘obiets are jorned it wil summon him for 120 days. Yhygisa powerful lessor god, though very evi, and he will destroy those of other alignments who do not immediately Cchonge thelratignments on the spot to worship him! Yhygy appears as represented in he snake picture, Pubisher Note: Publisher Note: Viiva's full history, statistics, and image wil be added as a web enhancement. on Pied Piper’ssile preceding a futue product which further
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