| Display a Printer Friendly Version Working for Mammon: Retrieve the Rod of Orcus [comments:(1),
views:(4114), rating:(6.0)] Author: Tomar Homepage: System: AD&D 2nd Edition Type: Scenario Category: Fantasy Requirements: 6-8 characters of level 5-7 Mammon will speak to the party through a dream. He says that a special rod must be retrieved from the Silver Citadel in the Silverbrand Forest. This citadel was once used by the elves as a barrier against the onslaught of savage ogres in the distant past. Since the defeat of the ogres 30 years ago, the Silver Citadel is now used as a testing ground for elven mages. The knowledge of the Rod of Orcus has been forgotten and the elves do not know that the rod is hidden in the catacombs.
Graphic: Catacombs Graphic: Citadel Graphic: Secret Passage
This module is designed for 6-8 characters of level 5-7. In the campaign this was designed for, one character has had his soul taken by Mammon and he is forced into performing quests to help the demon return to the Prime Material Plane.
Background
Mammon will speak to the party through a dream. He says that a special rod must be retrieved from the Silver Citadel in the Silverbrand Forest. This citadel was once used by the elves as a barrier against the onslaught of savage ogres in the distant past. Since the defeat of the ogres 30 years ago, the Silver Citadel is now used as a testing ground for elven mages. The knowledge of the Rod of Orcus has been forgotten and the elves do not know that the rod is hidden in the catacombs.
Unfortunately, the catacombs are still in use. When the ogres were defeated, the elves decided to imprison the group of 5 ogre magi chieftains in the catacombs instead of slaying them. These ogre magi subsequently went insane in their isolation in darkness.
Several years ago, a new king took the Elven throne. He sent a party of 12 warriors into the catacombs to slay the fiends. Three days later, one warrior returned. He was carrying a large sack that held the gnawed heads of his comrades. He said that the ogre magi had eaten his friends and forced him to bring their remains back to the master of the citadel. He also said that 3 members of his party fell to the ogres' traps before they had a chance to fight.
Silverbrand Forest
The Silverbrand Forest is the great woodland home of the Silverblade Elves. The elves generally allow travelers into their lands, but frown upon armed mercenaries. The Silver Citadel is located in a open valley about 10 miles into the forest from the Ogre Quagmire.
The valley is about 400 yards wide and extremely rocky. There does not appear to be any cover within 200 yards of the citadel.
When the party enters the mouth of the vale, they will be ambushed by 6 ogres and 6 orcs. They will start by throwing large stones from behind rocky cover. Once 4 foes fall, their leader, Urgoth, will call out for his party to cease. He will try to parley with the party. If the party agrees, he will ask if the party will retrieve his emperor's remains from the citadel catacombs. He knows of a secret passage but it is taboo for his tribe to enter. Surely, his monarch is deceased or he would have discovered the secret passage after all this time. (Actually, the ogre magi have developed a fear of sunlight in their madness.)
If all the ogres are slain, the tower will have to be approached directly and the party will be confronted by the elven mages. They will forbid entrance for any non-elf and will keep a close eye on any elf who is not a mage. There is no way the elves will allow the party to enter the keep and the catacombs. If challenged the 14th mage leader will attempt to chase them off with some spells. Listed below are the residents of the keep. If the top 4 mages are slain (not likely) the party will be allowed to do as they wish.
(1) 14th mage (18) 2nd mage
(3) 10th mage (35) 1st mage
(7) 8th mage (10) 2nd fighter
(12) 5th mage
Once kicked out from the citadel, the party will run into another party of ogres as above.
The ogres know of a natural cavern that was once used long ago as an escape route for the defenders of the citadel (they got the info from an old blind elf they captured, tortured and killed). The cavern runs about 600 feet from the citadel to an exit across the vale near a pile of nondescript rocks. The ogres will have to uncover the entrance for the party. They warn that the passageway has probably been sealed off inside.
1a. The half-rotted corpse of a greater basilisk is chained to the floor. The beast is definitely dead and does not respond to blows. However, there is a nest of 4 carrion crawlers and 5 giant rats living in the body. They will rush out to the attack when the beast is stirred too much, or a strong light source disturbs them.
1b. At the end of the cavern there is a solid oak door in the wall. When this door is pulled open three 200 lbs stones will fall from the ceiling (3 feet back, 8 feet back and 12 feet back). Anyone failing a dex check at -6 will be struck for 1-12. There is nothing but a solid wall behind the door.
1c. In this alcove there is a small table laden with rotted food. Chained the back wall are 3 large (ogre?) skeletons. Apparently these prisoners were left to their death with food within their sight but beyond their grasp. (By pulling on the chains on the left skeleton a secret door will open leading into the catacombs.)
Catacombs
See Below
Traps
T1. When a pressure plate is stepped on, 5 spears will sprout directly upward from the floor causing 2-16hp on the one who steps on the plate.
T2. Swinging blade trap. When a pressure plate is stepped on three large pendulum blades will swing down from the ceiling. A dexterity check at -3 must be made or characters in the way are struck for 1-8.
T3. When a plate is stepped on a loud gong will sound -- this will alert the two leaders in 2o.
T4. Halfway up the stairs there is a pressure plate. When stepped upon, two things will happen. First, flammable oil will spray from holes in the ceiling all over the party. Secondly, a secret door will open at the bottom of the stairs. Hidden behind the door is a Giant Strider (FF) which will immediately send a small fireball into the party. The oil will burn for 3 rounds for 1d6 hp/round unless otherwise extinguished.
2a. This room is used a sentry chamber by the Ogre Magi. From this room they can watch for any elves from the stairs above (2b.) or from the secret passage. Their time in isolation has made them paranoid. Two Ogre Magi will leap from their cots and charge to attack the party before they can enter the room.
2b. Long stairs lead up to the citadel above. The steps go about 60 feet up and end at a platform. There is a door but it is not openable from below. It has been Wizard Locked by the 14th level mage.
2c. This room is barren. Actually the ogre magis are afraid of this room because they believe it is haunted by a ghost (actually a wraith). If the party tries to walk through the room the wraith will materialize and attack. However, due to the nature of the beast's curse, it cannot leave this chamber.
2d. In this junk-filled room are three giant pythons. The ogres keep any worthwhile junk thrown into the catacombs from the citadel above in this room. The have trained the pythons to guard their "treasure". The junk comprises of mostly broken furniture, kitchenware and discarded clothing.
2e. All the refuse and garbage of the citadel above is dumped into chutes that lead to this chamber. The stench is almost unbearable. Puddles of foul water can be spotted among the piles of filth. In the garbage are a neo-otyugh and a shambling mound who will attempt to surprise the party.
2f. The ogres eat their meals in this chamber. The collect edibles from the disposal room and store them here. Unfortunately, the stench of the carrion has attracted scavengers. Two giant beetles (fire beetles?) are munching away on the rotting food.
2g. This room is the well from which the ogre magi retrieve their water. The walls slope steeply down in a inverted cone shape. The water level is about 30 feet below. Through the crystal clear water heaps of gold and valuable trinkets (candlesticks, plates, urns, necklaces, etc.) can be seen. Unseen are the 2 water weirds who are ready to attack any swimmers. The value of all the loot is 5,500 gp.
Cell Block
2h. This appears to be one of the Ogre Magi's sleeping chambers. Nothing of real value is found.
2i. This appears to be one of the Ogre Magi's sleeping chambers. Nothing of real value is found.
2j. This appears to be one of the Ogre Magi's sleeping chambers. Nothing of real value is found.
2k. In this cell are the headless bodies of five of the elven warriors who attempted to kill the Ogres three years ago. Their broken weapons and tarnished armor lies in a pile in the corner. Nothing is salvageable.
2l. Sleeping in this cell is an Ogre Magi. He will wake if the party has made too much noise in the previous cells. Under his cot is a half-eaten rotten chicken.
2m. This appears to be one of the Ogre Magi's sleeping chambers. Nothing of real value is found.
2n. In this locked cell are two ravenous war dogs foaming at the teeth. They party can leave them, kill them through the bars, or attempt to charm the animals into faithful companions.
2o. The two leaders of the ogre magi are relaxing in this room - the most decadent of all the chambers. Displayed along the wall are various weapons - swords, maces, cudgels, spears, etc. When the party enters, the two will rise from their table and attack. The also have a pet giant lizard who is standing by the door.
Of the weapons hung on the wall only two are worthwhile. There is a Hammer of Throwing (+2, 1-6/1-8, can be thrown up to 30 feet and will magically return to the wielder) and the Rod of Orcus (which looks like a non-descript cudgel, but when held gives a feeling of doom). The Rod of Orcus is needed to ring the Bell of Baal at the summoning of Mammon. The only other magical property is that once per day it can control up to 6 hd of undead for 1 hour (no save).
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