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Display a Printer Friendly Version

Ransom!
[comments:(1), views:(6319), rating:(7.0)]

Author: Alan Jones
Homepage: http://www.geocities.com/Area51/8306/index.html
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements:


One of the party is kidnapped by servents of the evil goddess Nyx. Harrassed by bandits, beset by spellcasters and attacked by hordes of undead this is a tough test for good alligned PCs

Graphic: Count Yldysls Hall
Graphic: Offas Hold
Graphic: Temple of Nyx



Summary
This adventure is set in the borders between Karameikos and Thyatis in TSR’s Known WorldÔ or MystaraÔ setting. It could be placed anywhere in your own campaign world in a borderland area. In this adventure one of the PCs or an important NPC has been captured and the PCs are tasked to retrieve the hostage. The kidnappers are followers of the evil goddess of the undead, Nyx. The PCs may have encountered them before and could have taken items of significance or desecrated a temple. The followers of Nyx are out for revenge. This adventure is for 6-8 PCs of level 8-10. At least one high level cleric is advisable and all characters should have one or more magic weapons.

In my campaign the PC character Tartella (a female human fighter) has been captured while she was recovering alone from the loss of her sword arm. It is set near the village of Greenheight in western Thyatis where the PCs have set up a base of operations and where a mage PC is planning on building his tower.

Introduction
As you enter Greenheight you sense something is wrong. Pairs of foresters are standing guard on the streets and there is none of the hustle and bustle normally associated with this busy trading post. The foresters give you a wary look as you ride in and your sense of unease grows as you ride towards the inn where you had been staying. A group of six foresters stand guard outside the front door. As you approach a stern faced woman in her mid thirties steps forward and bows briefly.
“I have been asked to escort you to the Count.” She says, a hint of an elven accent betrays the length of time she has spent around the sylvan race. “Please leave your horses here and follow me.” She clicks her fingers and a trio of stable lads step forward to take the reigns from you.

If the PCs refuse to come with her. “You are not in trouble, yet.” She says with a hint of menace in her voice. “But something has happened that the Count wishes to talk to you about.” If the PCs still refuse to go with her she says sadly “I thought you might say that. The Count was going to offer you aid and advice but you are far too ‘high and mighty’ for us. Good day to you.” With that she will turn and take all bar two of the foresters away with her towards the Count’s residence. The Count will not now see the PCs unless a fulsome and gracious apology is made.

As you walk through the town the forester captain introduces herself. “I am Lutatia adopted daughter of the Diamaraks clan. I cannot reveal anything that the Count wishes to talk to you about, save it concerns your friend Tartella.” She will refuse to answer any other questions. Lutatia stops at the entrance to the Count’s hall. A large building constructed around an oak tree who’s thick, tall trunk rises through and above the wooden building to a broad canopy of lush green leaves. Two elves bearing short swords and spears guard the entrance but stand apart to let Lutitia lead you into the Hall.

The Meeting With The Count
Count Yldysl’s Hall
1. Attrium
This bare and lofty room acts as a guard room for those guarding the count. There is no furnishings to distract the guards from their duty and at least a pair of foresters or elves are on duty at all times. They are joined by the guards of visiting clan chiefs or other dignitaries when they are visiting the Count which can make this room crowded on occasions. The walls of the room are made from rough hewn timber left in its natural state as to change it would suggest that Ilsundal had made an error. The floor is made of hard packed earth. Three doors lead off from the room. A pair of carved double doors leads north into the Moot Hall, a smaller, plain door leads east to a cloakroom and another plain door opens onto a corridor to the west.
2. Cloakroom
This room has racks for weapons and hooks for cloaks and capes. No one, whatever their rank, is allowed into the presence of the count without depositing his or her weapons here. The presence of guards in the room outside guarantees their safety.
3. Moot Hall
This large, high ceilinged room is lined with benches but the most impressive feature is the large fire pit in the centre. Bricks of peat and large logs of scented woods are stacked up beside it and a warm fire is kept burning here throughout the year. For feasts large joints of meat are roasted over it. For smaller gatherings food is brought from the bakeries and taverns of the town, carefully sampled by the count’s food tasters of course. This is where the important clan meetings take place. The clan elders and advisors sitting on the benches around the walls or pacing the hard earth floor, strewn with sweet smelling herbs and rushes, as they speak. Arguments are common but they are soon settled over a flask or two of fine wine or a flagon of ale.
4. Chapel Of Ilsundal
Built around the trunk of the large oak tree that towers over the hall, the chapel is a quiet contemplative space. Here the count will come morning and evening to pray to Ilsundal. Visiting clan elders will also pay their respects before and after meetings.
5. Private Dining / Meeting Room
On occasions the count will want a more intimate discussion with one or two elders or his advisors or a few personal friends. On these occasions he will use this smaller room. A pair of bookcases contain books of elven law and lore. Other scrolls contain maps and tales of heroic adventure. The table is scored and pockmarked where the count or one of his friends has used a dagger to hold down a map or to emphasise a point in an argument.
6. Count’s Study
This private room is always kept locked when the count is not using it. It contains the count’s spell books and more private papers. A large fireplace, a table, a chair and a trunk are the only other furnishings. The trunk contains the count’s armour, weapons and magical items and is magically locked and trapped with a paralysing poison.
7. Count’s Bedchamber
The count’s bedchamber is spartan. A simple wooden wardrobe and a large double bed are the only furnishings. He lives alone as he does not want to impose the stresses of ruling on anyone else. He has no shortage of female admirers amongst female elves and he is seen, even at his age (500 years) as quiet the eligible bachelor. If he was honest with himself he quiet enjoys the flirting and the whole bachelor life especially the drinking and other merriment he can get up to without having a wife to nag him to act his age.

Meeting The Count
After divesting you of your weapons you are shown into the count’s private dining room where the count himself is sitting at the table staring at a scroll with a worried look upon his face. He stands up as you enter and bids you sit down. He is a shade over five and a half feet tall, solidly built with clear pale skin which contrasts strongly with his black hair and eyes. He is wearing a green tunic with matching hose. A tooled brown leather belt circles his waist from which hangs an empty scabbard. Upon his feet are a pair of soft leather boots. “Please be seated.” He says warmly indicating the finely carved wooden chairs that surround the table.
“I have sent for you because I have grave news. Your friend and companion Tartella has been kidnapped. The kidnappers broke into the inn two nights ago while she was sleeping and took her away. A party of my foresters saw them but they were attacked and killed before they could raise the alarm. The innkeeper also reports that a pair of his serving girls were captured by these ruffians, they must have heard a commotion from inside and gone to investigate. From what I have been able to make out they used a sleeping gas flask to knock her out before taking her. I have sent a party of my best foresters and elves to track them down but none have returned. They left this scroll pinned to the bed with this dagger.”

He pushes the scroll he has been reading across the table to you along with a dagger. The dagger has a curved blade and a ivory handle. Burnt into the handle is a black disk partly obscuring a stylised sun. The scroll reads:

“We have your friend. You have what we want. Meet us at Offa’s Hold and we will trade you for them. Be warned we will broke no trickery. The Legion Of Nyx”

“The symbol on the dagger blade certainly appears similar to that of the hated Nyx.” Adds the count when you finish reading the scroll. “Offa’s Hold is a small disused manor house in the north east of the county near the junction of the Greendale and Kerenda rivers. It was given to a warrior named Offa some forty years ago but he only lived there five or so before he was killed adventuring. He left no heir so the territory reverted back to the county. As far as I know the manor is a roofless ruin but it would not surprise me if a band of renegades are using it as a base.” He reaches behind him and hefts a large wine skin onto the table filling fine silver goblets with blood red wine. He takes a long draught while he waits for you to speak.

The Count knows nothing more about the Legion Of Nyx. He is concerned about the security of Greeheight and safety of his subjects. He can offer no troops, they are being used to protect the village and the foresters are still to inexperienced to help. He does not appear angry with the PCs, he does not blame them for what has happened.

Just before the PCs are about to leave there is a knock at the door and an elven guard speaks briefly in the Count’s ear.
“It seems that one of the foresters I sent out has returned with news.” The count’s voice has an edge of concern as a bruised and battered man enters the room leaning on a crutch for support. He sketches a bow before speaking, hoarsely through swollen lips.
“My lord, I bring grave news. I am the only one of my cadre to escape from the enemy. They are holed up in the old manor house. They have set traps and have scouts out patrolling the woods around the perimeter and bowmen in a tower. We saw no sign of the prisoners before we were surprised.”

The wounded forester will stay briefly to answer questions.
He doesn’t know how many bandits there are but he would estimate somewhere between one and two dozen.
He will refuse offers of healing, “I will visit the healer within my clan for aid.”
The bandits appear well organised and have a wise leader who has some knowledge of the arcane arts.


The Shattered Room
When the PCs depart the Count’s Hall and return to the Inn they find the room of their captured comrade has been torn apart as if someone was looking for something. Chests have been hacked open, floorboards torn up and the mattress on the bed slashed. All items of value, magical and mundane, that belonged to the missing PC have been taken. The inn keeper stands in the door ringing his hands as you survey the damage. He appears half angry that you have brought this upon him and part frightened that you might blame him for what has happened.
There are no other clues to be gathered from this room or the people in the village. No one saw anything nor heard anything.

The Journey To Offa’s Hold
The journey to Offa’s Hold is about 24 miles through rolling hills and deciduous woodland. As the you get closer to your destination the woods become thicker and darker slowing your horses to a walk.

Make the PCs make a number of surprise rolls as they travel through this dense woodland then roll on this table until a roll of ‘Bandit Patrol’ has been rolled twice
Dice Roll (1d10) Encounter Notes
1-2 Horse puts hoof in rabbit hole. Riding check or thrown from horse for 1d4 damage
3-4 Flock of pheasants Scare horses see above
5-6 Wild Boar
7-10 Bandit Patrol Only occurs twice

If any of the bandits get away from the party and they will try once they start taking serious damage they will alert the main force that the PCs are coming.
All the bandits wear a black bandanna around their heads under which is a brand. The brand is in the form of a black circle with stylised flames like a solar eclipse: the symbol of Nyx.


Offa’s Hold
The Environs
As the wood starts to thin the smell of leaves and mushrooms is replaced by that of rotting and decaying flesh. Through the tree canopy you can see crows circling in the air and flies buzz around a quartet of bloated bodies. The ground is blackened and buckled as are a number of trees at the very edge of the wood. The body of an elf is actually impaled upon a shattered branch while another is pinned to the trunk of the tree by a number of crossbow bolts. You can see below you, squatting in a gentle vale, the ruins of Offa’s hold.
The roof of the main hall has collapsed in the centre and the roof of the tower is also in a sorry state. The wall has been partially breached in two places, the stones still stand to about three or four feet in the breaches, but this is lower than the ten foot high walls elsewhere. There is no sign of movement from within the hold.

Grasped in the hand of one of figure bolted to the tree is a sheet of parchment.
The parchment has two words upon it ‘Thank you’.

If the PCs leave the sanctuary of the trees during daylight or showing light they will come under attack from the tower which is some 200 yards from the tree line. The elven necromancer, Moreldrak, will fire off a fireball as soon as three or more PCs emerge from the woods. The bandits with him will fire their heavy crossbows at the same time. The necromancer will use his second and last fireball spell before the PCs reach the hold then retreat to the safety of the crypts via the well before they gain entry to the hold. If he has to he will use mirror image and confusion spells backed up with magic missiles to keep the PCs at bay.

If PCs try to cross either of the breached sections of wall then they must make a dexterity check to do so. Crossing the wall takes a full combat round to complete and only one person may cross the wall at a time. Falling does no damage but the PC will always fall outside the hold. Players with the acrobatics skill can attempt to jump over the wall while those with a mountaineering skill need not make a dexterity check nor a skill roll.

Each of the bandits wears a black bandanna. Each of the bandannas conceals a brand marking them as servants of Nyx, a solar eclipse.

1. Outside The Gate
To prevent attackers from mounting a frontal assault with battering rams a low but sturdy wall encloses a narrow area before the gatehouse. The ground here is cobbled and uneven.
There is a trap here, when one of the cobbles in line with the end of the gatehouse is depressed a spear is flung from a recessed hole in the wall. It has a Thac0 of 12 and does 1d6+3 points of damage.
The outer wall of the gatehouse is shear and offers no handholds. Some twenty feet above the ground you can make out a row of four arrow slits. The gate itself appears to have been recently repaired with a mismatched assortment of timber but is sound.
The door has an armour class of -8/2 and has 57 hit points. It has two bars holding it closed on the far side. While PCs are attacking the gate the defenders can attack from the main tower, the corner towers and through arrow slits high up in the gatehouse wall.

2. Inside the Gate
This area is a killing zone. Opposite the door you have just entered is another hastily repaired door. There are murder holes in the floor above and the floor echoes strangely beneath your feet.
Once a group of PCs are inside the first gate the defenders will pull a lever causing the floor to drop away. Those at the door have no chance of preventing themselves from falling in those at the western edge must make a saving throw vs. paralysis and a dexterity check to leap backwards. The pit is ten foot deep and has sharpened stakes fitted at the bottom causing 2d6 damage to any that fall in. The floor of the gatehouse above the pit has four arrow slits in it and the defenders will pepper the PCs with arrows as they try to climb out.
The door has an armour class of -8/2 and has 50 hit points. It has two bars holding it closed on the far side.

3. The Barbican
This open space ends in another wooden door but to reach it you must run the gauntlet. Murder holes in the ceiling enable defenders to take pot shots at you while you would find it hard to strike back.
The door has an armour class of -8/2 and has 50 hit points. It has two bars holding it closed on the far side.

3a. The Barbican Guard Room
This room has a number of murder holes cut into the floor. They are constructed so that it is far easier to fire down from above then it is to fire up from below. A trio of weapon racks on the north wall used to hold the swords and spears of the guardsmen that occupied this room. They are now empty.
A secret door leads north through the wall to the tower between the centre and east weapon racks. Four bandits will be stationed here.

4. The Courtyard
The wide open spaces of the court make you feel exposed and alone. The blind windows of the tower and the manor house could hide any number of dangers. To the south is a stable building, to the north east is the main door of the manor house while to the south east a metal grating covers a well. Hobbled near the entrance to the manor are two dozen nondescript horses.
If a PC, even an invisible one, approaches the horses they will wicker and snort giving the defenders a chance of spotting them.

5. The Stables
The stables are divided into eight stalls. Only the middle three to the west are currently occupied. The two nearest the door contain barrels and sacks of foodstuffs as does the south western stall. The south eastern stall contains a ladder leading to the hayloft above.
If the PCs investigate the centre stalls they will be attacked by the three nightmares kept there.
The stalls to the west contain three gaunt skeletal horses with eyes like glowing coals. They snort a noxious cloud of smoking vapour as they spot you and move to attack.

6 & 8. The Wall Turrets
This squat round tower is capped by a low retaining wall and is entered via a door that opens into a round storeroom. A stair rises round the inner edge of the tower to a trapdoor that gives access to the wooden planked tower top. The space within the tower has been used in the past for storage but is empty now.
A pair of bandits armed with crossbows and swords man each of the turrets. If PCs approach from the inside they will stab daggers into the floor and climb down ropes and run for the cover of the forest.


7. Tower Foot
This room has two solid wooden doors each having a pair of heavy iron locking bars to keep them closed. The space at the foot of the stairs has been used mainly for storage but is now mostly empty. A five foot wide stone stair leads up to the first floor.
The doors have an armour class of -8/2 and have 39 (west) and 49 (east) hit points.

7a. First Tower Level
This bare stone room may have once held a guard room but no furniture remains. A stone stair leads down and another spirals up to the next floor.
A secret door leads south into the barbican guard room. If PCs breach the tower while there are still defenders present they will fire down the stair and carry out a fighting retreat.

7b. Second Tower Level
This bare room has six windows that look out over the rest of the hold. Wooden shutters have been hastily constructed to cover them allowing the defenders to fire out but making it hard for attackers to fire in.

7c. Top Of The Tower
This room has a five foot wide balcony access to which is via doors in the north and south walls. The rail around the edge of the balcony, along with the wooden planks themselves are rotten and weak. PCs may not notice this unless specifically looking for danger. If combat takes place on the balcony there is a 5% chance per combat round that one or other of the combatants will fall through a rickety piece of the balcony. Dexterity check will have to be made to grab the edge of the wood, losing any weapons in hand.
A quartet of bandits defend the tower along with, at least to start with, the elven necromancer.

Any bandits that have survived the attacks elsewhere will retreat to the main hold and try and retrieve what loot they can before hightailing through one of the broken windows in the Lord’s bedchamber.

9. Porch
The roof of the porch appears to have collapsed some time ago and the tiled floor is muddy and damp has started to creep up the walls. A sturdy wood door with a brass dragon tail knocker leads north.

10. Entrance Hall
This once finely featured hall has been stripped bare of most of its wooden panelling. The stairs leading up to the upper storey have lost their banister and newel posts. The stone slabs of the floor are coated in mud.

11. Servants’ Quarters
This room may once have been the butlers room. A large dresser only the eastern room would once have held the silver plates, goblets and cutlery used by the noble family but now a few stubs of candles are all it contains. The only other furniture is a rough trestle table and a quartet of chairs. Shards of broken jugs litter the floor along with the remains of several coarse meals.
Two bandits will be in here unless the alarm has been raised earlier.

12. Servants’ Quarters
This room may once have been the quarters of the below stairs servants. Rough pallets and bedrolls litter the floor along with nearly two dozen backpacks and the accumulated possessions of a group of fighting men. Other items include whetstones, polish, oils, dice, chipped earthenware mugs and jugs of stale beer. A table with the remains of a meal of roast meat and coarse bread stands against one wall.
If the PCs spend time searching the room they will find 174sp, 17cp, 36gp in the backpacks.


13. Kitchen
The manor’s kitchen is large with a vast fireplace in the northern wall. Most of the furnishings and equipment were taken away by the family when they left but the bulky tables and fitted cupboards remain. A sturdy cauldron of black iron containing a pottage of beans hangs above the fire and the sparse remains of a boar hang on a spit. The fire has died down to embers but the smell of roasting meat fills the air. A number of barrels of strong ale are stacked in the corner. A trap in the floor leads to a cold room and wood store, both of which are practically empty.

14. The Great Hall
This large high ceilinged room must have been impressive once. Some seventy foot by sixty and twenty feet high at the western end it’s panelled walls used to be hung with banners, tapestries and trophies if the faded shadows and large hooks are anything to go by. A gallery runs along the west and north walls some ten feet above the floor. A large fireplace in the north wall is surrounded by a massive mantle. Heraldic carvings into the stone of the mantle proclaim the owner’s title and show the stylised figures of beasts he bested during his adventures. The floor is tiled in a blue and white chequerboard effect, while in front of a low dais at the eastern end a mosaic depicts a male figure holding a black dragon’s head in triumph. The room is completely bare of furniture.
The two guards stationed on the upper floor will attack with crossbows any PCs entering the Great Hall.
If a PC presses the eye of the dragon in the mosaic a floor slab will move aside revealing a secret hiding store. Inside is a dragon skull, a ruby and a scroll. The scroll is written in a neat, precise hand, probably a woman’s hand.

15. The Well
The well has a low stone wall surmounted by a metal grill protecting it from being accidentally polluted and from small children falling into it. The water is some sixty feet below the top of the well and the shaft is barely 5’ across.

Once the grill is removed a series of metal staples, hammered into the south wall is revealed.

The fourth rung down is trapped. It will give an electric shock to the PC touching it. The PC needs to make a saving throw vs. paralysis or take 3d6 points of damage and fall from the ladder. If the PC makes the saving throw they only take 3d6 points of damage. The fall of 50’ into the water causes another 5d6 points of damage.

The water at the foot of the well is dark, cold and deep. The water is 30’ deep the last 20’ through bed rock through which the water bubbles.

The exit from the well shaft is just above the water on the opposite side from the ladder. The door is quite well hidden so will need a find door’s roll to find it. It opens easily, a gentle push is all that is needed.

16. Landing
The stairs rise majestically up to a large open landing. A series of tall cupboards line the north wall. These probably contained linen and spare bedding for the rooms on this floor but are now empty of all but dust.

The two bandits stationed on this floor will carry out a fighting retreat. They have trapped the gallery above the main hall and will try to lead the PC’s onto it before sending it crashing to the main hall below (all on it take 1d6 points of damage). They will then exit through the broken windows of the Lord’s Bedchamber.

17. Guest & Children’s Rooms
This suite of rooms have been stripped of furniture but probably served as guest rooms. The bright colours still present on the peeling plaster in the two end rooms on the western side of the corridor suggest that these were children’s rooms.

18. Ladies Chamber
This large well lit room has a frieze of vines and creepers carved around the walls just below the ceiling. Gilding and naturalistic colours almost seem to bring the carvings to life. The pattern is continued around the tall window in the west wall which has a broad window seat in the embrasure. Bound and gagged on the floor are the missing serving girls. Frightened but unharmed and very relieved to see you.

The serving girls have not been mistreated but are very scared. They don’t know where Tartella is, she was taken away by a trio of female clerics in red and grey robes shortly after they arrived. The bandits indicated that they were being captured just to ensure that you came to the rescue. They called the PCs ‘dammed do-gooders’.

19. Solar
This room has four tall, wide windows each with a broad, padded window seat. The top third of each of the windows is made from coloured glass in the form of a heraldic device: a black dragon’s head on a red ground with a golden sword above it. The floor is made pale timber and around the edge is a complicated knot work painted border which is continued around the walls.

20. The Gallery
Jutting out from the walls of the great hall is a wooden gallery. Musicians would have played here, entertaining the lord’s family and guests below. It served a second purpose, a place for the lord to hang his trophies. Scuffs and stains on the walls bear witness to the presence of the heads of beasts along with the helms and shields of defeated opponents. All have been removed when the family departed. The gallery clings to the west and north walls of the hall leading from the landing to a door to the north east.

21. Lord’s Chamber
This room probably served as a room for private discussion between the lord and his secretary. Now it is as empty as the other rooms in this lonely building.

22. Lord’s Dressing Room
A series of tall wooden closets fill the northern wall. Tufts of fur and silk threads caught on the hinges suggest that this room was the lord’s dressing room. Larger than the homes of some serfs the lord probably had the aid of several servants to dress him each day. The floor and walls are clad in polished mahogany giving the room a sombre yet opulent air. Several empty cressets on the wall would have held torches and the ceiling is blackened by soot above them all.

23. The Master Bed Chamber
This vast room, almost half the size of the great hall below was the lord’s bedchamber. Once richly decorated and hung with large tapestries the room is now almost bare. The huge canopied bed in the north west corner is the only original piece of furniture. A large sea chest in the south west corner, battered and weather stained draws your attention as does the chalk scrawls on the walls and floor. None of the writing makes any sense. Disjointed words and phrases which might be incantations or just the jumbled ramblings of a madman. The room is illuminated by two ornate lanterns hanging from iron chains. These are magical Lamps of Long Burning.
The large chest contains the ill-gotten gains of this bandit warband: 1000 Platinum Pieces. 2 pieces of turquoise, 3 pieces of garnet, 3 pieces of onyx, 4000 Electrum Pieces, 5000 Copper Pieces, 6 pieces of opal, 5 pieces of ruby, 7 pieces of topaz, 9000 Gold Pieces.

The PCs can rest in the hold overnight if they dispatch the necromancer. If they don’t then once the sun goes down foul undead will rise from the earth and from the well to attack them sent by the high priestess. The bandits can also be used by the necromancer or lich.

The Temple Of Nyx
The whole of the underground complex oozes ancient evil Especially strong emanations come from the altar in #7, the living wall in #1 and the crypt #9. The high priestess Khagradbol will not engage the PCs until they enter the temple but she will guide her undead servants and her three acolytes to deal with earlier incursions. If Khagradbol feels seriously threatened she will cast Word Of Recall and vanish to the high temple of Nyx. Also if the PCs attack and defeat the undead beholder in #3 they will meet two vampires in room #1.

1. The Atrium
The door opens onto a thirty foot square room. The walls are constructed of rough hewn stone blocks held together with a chalky mortar that is easily dislodged with a fingernail or a dagger point. Water has seeped through the stone and picked up traces of iron making the walls appear to weep blood that has collected in pools around the base of the walls. There are other stone doors set into stone archways in the north and east walls. Strange moaning, sobbing, cries can be faintly heard coming from the north. The door to the east has a eye carved into it. There is a hemispherical depression about a thumb’s width across where the eye’s iris is. Lying scattered haphazardly about the floor are a number of weapons and pieces of armour. The organic parts have rotted away and the metal is pitted with rust but upon a shield you can make out a device, a black dragon’s head. Amongst the items are two silver daggers which have not been affected by the corrosive water.

The other items include, a throwing hammer, a warhammer, two shields, a light crossbow, a longbow and a hand axe.

The door to the north is a false door. Any PCs kneeling to listen at the door will be attacked by the Living Wall that surrounds it. Each round the wall has the following attacks:
1. Mace+1 (1d6+1) Thac0 17 or 1 Cleric Spell (Darkness, Snake Charm, Blind) as 6th level cleric.
2. Hammer+1 (1d4+2) Thac0 16 or 1 Wizard Spell (Ventriloquism, Entangle, Fireball) as 5th level elf.
3. Wizard Spell (Protection From Good (2), Continual Darkness, Detect Invisible, Protection From Good 10’ Radius (2), Ice Storm/Wall) as 7th Level Mage
4. Sword+2 (1d8+2) Thac0 13 (11th level fighter)
5. Sword+1 (1d8+1) Thac0 17 (5th Level fighter).

If the living wall is destroyed then it reveals a plain wall behind with no doors. Careful examination of the wall reveals a closed up niche which if opened reveals the shrivelled corpse of a long dead victim of the wall’s creator. (See RR2 The Book Of Crypts by TSR for more information on Living Walls.)

There is a secret door in the centre of the west wall. This door can only be opened if the garnet from the treasure horde in #4 is placed in the hemispherical depression. Each of the clerics has a ring with such a gem upon it. The door allows undead to pass through unimpeded without the need for the ring.

2. A Hidden Way
The passage forks here. Two stairways, one north one south ascend ten feet in even steps. At the top of each flight is a landing from which passages appear to lead east.
There is a hidden door leading east from here, opposite to the one that the PCs have entered through.

3. Floating Death
As you open the door a horrifying sight greets your eyes. The room itself is fairly plain. Grey stone walls with rough stone slaps under foot while in the centre is a stone trapdoor. Floating in the air some 8’ off of the ground above the trapdoor is a beholder, some four feet in diameter and coloured a horrid purple-grey.
This is an undead beholder it is possible that it is surprised. It normally floats with it’s large eye pointing towards the south door.


4. The Beholder’s Gift
This small, low ceilinged (4’ above the floor) room holds a pair of coffers. Set into the ceiling is a stone trapdoor.
The coffers are locked and trapped.
1. This chest is trapped with a poison needle. It contains six scrolls:
· Wizard Scroll (Statue, Read Languages, Create Air)
· Cursed
· Protection From Lycanthropes
· Protection From Undead
· Map showing an area within the Wyrmteeth mountains
2. This chest is trapped with a Lock Of Charming. This lock will cast a charm spell on all those with in 15’ of it. Those who fail to save vs. Spells believe that the chest contains old clothes and rags. Inside are two potions (Gaseous Form, Fortitude) and a ring. The ring is a plain gold band with a hemispherical garnet the size of a thumb nail set into it. This ring will cause the door in room 1 to appear.
3. When this trap is opened a block of stone falls from the ceiling crushing the person opening the trap for 1d6 points of damage. The chest contains:
· A scroll of delay
· A potion of strength
· A potion of finding
· A hurricane lamp
· A spellbook covered in dark brown leather. The book is warded by a fire glyph. If it is opened by a non-elf then it will burst into flames destroying the contents and doing 1d6 points of damage to the person holding it. The pages are made of paper and the spells are written in charcoal. It contains the following spells:
* Analyse
* Charm Person
* Detect Magic
* Read Languages
* Read Magic
* Sleep
* Ventriloquism
* Entangle
* Levitate
* Fly
* Haste
* Invisibility 10’ Radius
* Fireball
· A spellbook covered in black dragon skin. This spellbook has a strong padlock holding it closed. The pages are made of velum and it is written using slug bile. It contains the following spells:
* Read Magic
* Magic Missile
* Read Languages
* Continual Light
* Detect Evil
* Detect Invisible
* Knock
* Mirror Image
* Confusion
* Hallucinatory Terrain
* Wizard Eye
* Protection from evil
* Protection from evil 10’ radius
* Ice Storm


5. The Waters Of Lethe
This room contains a large stone rimmed pool. The hot spring water bubbles up from deep below the ground and the air is filled with steam. Wide stairs enter the pool from the west.
PC’s entering this room must make a saving through vs. spells or be lulled into a lethargic state. The victim will forget the reason for coming here and who their friends are. They will want to remove their clothes and bath in the warm scented waters. A remove curse will remove the effect but there is a 20% chance f it failing if the spell is cast within this room. The bubbles rising to the surface hide the calcified bodies and weapons of those who have succumbed before. Anyone remaining in the water for more than an hour find that a hard crust has formed on their bodies preventing them from moving and after two hours breathing becomes impossible and they perish sliding or toppling to the bottom of the pool. The items at the bottom of the pool are too encrusted to be of any use or value.

6. The Health Suite
Smooth wooden benches, changing cubicles and a smooth marble floor are all slicked with the steam from the pool next door. Soft green mould has colonised every crevice and surface within the room and large pendulous masses hang from the ceiling.

7. The Chapel Of Darkness
The floor of the chapel is paved with hexagonal slabs of dark blue gabbro. The large crystals within the rock glisten blue green in the light from a number of black candles held by twisted goblin shaped carvings placed around the walls of this circular room. At the centre, atop a raised dais is a circular altar some 10’ in diameter and four feet in height. Made from glasslike obsidian it gives of an eerie green glow. Around the dais whirls a curtain of hammers which stretches from dais to ceiling. You can glimpse through the flickering barrier, stretched out upon the altar, your missing companion. Standing behind the altar is a tall figure of a woman in black and silver robes. Her face is almost skeletal and her eyes glow an eerie red.
This is Khagradbol a lich and high priestess of Nyx. If she has the opportunity she will gloat and taunt the PCs before dispatching them.
The barrier spell can be dispelled and it will also vanish after two hours or when the lich is dead. She created the spell shortly after sensing the first combat and will, given the opportunity, replace it. The missing companion is unharmed but magically sleeping.

8. Robing Chamber
This room smells strongly of rose-scented incense, two large cones of which smoulder upon a small table in the south-western corner. Two large wardrobes against the north wall contain three fine ceremonial robes of black velvet lined with gold silk. The robes are embroidered with golden circles with silver flares pulsing away from the ring.


9. The Hall Of Resting Heroes
The room is deathly quiet and as cold as a mountain top. Set into niches on the west and east walls are fourteen stone coffins each with the graven image of a cleric upon them. The faces are by turn proud, arrogant, cold, sly, evil and calculating. At the north end a pair of black tallow candles atop ebony candlesticks flank a black stone altar covered with a red silk cloth. A wickedly curved dagger, a book and a golden bowl filled with slimy water stand upon the altar. At the opposite end of the room stands a statue. As you enter the room the statue shifts it’s head and moves towards you, it’s feet echoing loudly upon the marble floor.
If the PCs have not defeated the lich or the clerics they will hear the noise and come to attack the PCs. If possible the lich or clerics will summon the remaining undead from the coffins.

The coffins contain the following undead:
5 Wraiths (A, D, F, H, I), 2 Vampires (B, E) 1 Shade ( C ), 1 Spectre (K), 2 Mummies (L, J),
3 Skeletons (G, M, N).

If the cloth is lifted from the altar a hidden cache is revealed containing the following items:
11 Sticks Of Incense ( 220gp) 2000 Platinum Pieces. 3000 Silver Pieces, 32000 Gold Pieces, 4000 Electrum Pieces, Animal Skin ( 5gp) Beads ( 2000gp) Beads ( 2500gp) Buckle ( 2500gp) Collar ( 10000gp) Displacer Cloak, Magic Scroll ( Stoneform, Wall Of Stone), Battle Axe+2, Pelt ( 4gp) Rare Book ( 680gp) Rare Spices ( 32 cn) ( 256gp) Silk ( 39sq.yards) ( 78gp).

10. Clerics’ Dorm
This room has three simple beds each with a sheet and blanket, neatly folded. Each has a trunk at the foot of the bed which is locked. A cupboard against the south wall contains simple black wool robes. Next to the dorm is a crude garderobe. If the PCs have evaded combat up to this point there is a 25% chance that the clerics will be resting here. Otherwise they will be lying in wait for the PCs.

11. Head Priestesses Chamber
Mother Superior Khagradbol has taken this room has her own. The lich has no need for the bed but the books and table are useful for her meditations. The trunk beside the bed contains her personal effects and is always locked.
A secret door is hidden behind the bookshelf against the north wall. The books on the shelf are mainly religious texts telling the life of Nyx in all her glory. If the PCs have evaded combat this far there is a 75% chance she will be here.
The trunk is trapped. Opening it casts a spell of ageing on the character doubling the PC’s age. The trunk contains:
* Potion of Healing
* Potion Of Fortitude
* Potion Of Flying
* Potion Of Swimming
* Potion Of Undead Control (Delusion)
* Potion Of Giant Strength
* Potion Of Dreamspeach
* Potion Of Strength
* Cursed Scroll (Blindness)
* Cursed Scroll (Stammering)
* Scroll Of Truth
* Clerical Scroll (Growth Of Animal)
* Coins (12000cp, 44000sp, 30000ep, 20000gp, 11000pp)
* 2 pieces of garnet
* 2 pieces of onyx
* 2 pieces of turquoise
* 3 pieces of ruby
* 3 pieces of topaz
* 4 pieces of opal



12. Secret Chamber
This room contains the more powerful magic items that Khagradbol wants to keep from her minions. Books detailing he creation of undead servants, the tomes containing the black rituals and lists of those under Nyx’s influence are also held here for safe keeping. They are all written in a strange script which is difficult to make out. A read language spell only has a 75% chance of success.

13. Torture Chamber
If the necromancer managed to escape from the PCs earlier he will be found here, tied to the rack his bowels hanging over the side of the device in long purple cords to flop on the dirty stone floor. Other instruments of torture can also be found here, an iron maiden, a brazier, thumbscrews, large leather waterskins and a black iron funnel. Sharp daggers, hammers and drills hang from a rack on the wall. A large wooden grate in the floor gives access to a narrow stream of fetid water that runs north east through a tunnel barely a foot in diameter.


Appendix 1 - Monster Statistics
Offa’s Hold
Location # Name AC Thac0 HP Attack 1 Attack 2 Attack 3 Save As Morale Exp
Patrol 1 1 Bandit 5 17/18 12 Crossbow 1d6 Sword 1d8+2 Daggers 1d4+2 T2 11 10
Patrol 1 2 Bandit 5 18/18 15 Crossbow 1d6 Sword 1d8+2 Daggers 1d4+1 T2 11 10
Patrol 1 3 Bandit 5 17/18 6 Crossbow 1d6 Short Sword +1 1d6+3 Daggers 1d4+2 T2 11 10
Patrol 1 4 Bandit 6 19/19 4 Crossbow 1d6 Sword 1d8 Daggers 1d4 T2 11 10
Patrol 2 1 Bandit 5 20/18 9 Crossbow 1d6 Sword 1d8-1 Daggers 1d4-1 T2 11 10
Patrol 2 2 Bandit 6 19/19 6 Heavy Crossbow 2d4+3 Sword 1d8 Daggers 1d4 T2 11 10
Patrol 2 3 Bandit 6 18/19 8 Crossbow 1d6 Sword 1d8+1 Daggers 1d4+1 T2 11 10
Patrol 2 4 Bandit 5 19/19 6 Crossbow+1 1d6+1 Sword 1d8 Daggers 1d4 T2 11 10
Forest 1 Wild Boar 7 17 11 Tusk 2d4 - - F2 9 50
Guard Room [3a] 1 Bandit 5 20/18 9 Crossbow 1d6 Sword 1d8-1 Daggers 1d4-1 T2 11 10
Guard Room [3a] 2 Bandit 6 19/19 11 Crossbow 1d6 Sword 1d8 Daggers 1d4 T2 11 10
Guard Room [3a] 3 Bandit 6 18/18 14 Heavy Crossbow+1 2d4+1 Sword 1d8+1 Daggers 1d4+1 T2 11 10
Guard Room [3a] 4 Bandit 5 19/18 6 Light Crossbow+1 1d6+1 Sword 1d8 Daggers 1d4 T2 11 10
Stables [5] 1 Nightmare -4 13 39 Fangs (1d12) Hooves (2d6) *2 Breath F7 12 1650
Stables [5] 2 Nightmare -4 13 21 Fangs (1d12) Hooves (2d6) *2 Breath F7 12 1650
Stables [5] 3 Nightmare -4 13 40 Fangs (1d12) Hooves (2d6) *2 Breath F7 12 1650
Turret [6] 1 Bandit 7 19/21 7 Crossbow 1d6 Sword+2 1d8 +2 Daggers 1d4 T2 11 10
Turret [6] 1 Bandit 7 19/19 7 Crossbow 1d6 Sword 1d8 Daggers 1d4 T2 11 10
Turret [8] 1 Bandit 4 18/19 13 Crossbow 1d6 Sword 1d8 Daggers 1d4 T2 (ROP1) 11 10
Turret [8] 2 Bandit 4 18/18 13 Crossbow 1d6 Sword+2 1d8+2 Daggers 1d4 T2 11 10
Tower [7] 1 Bandit 5 19/18 10 Crossbow+1 1d6+1 (Draining) Normal Sword+2 1d8+2 Daggers 1d4 T2 11 10
Tower [7] 2 Bandit 5 18/18 2 Crossbow 1d6 Sword 1d8+1 Daggers 1d4+1 T2 11 10
Tower [7] 3 Bandit 5 16/18 12 Crossbow 1d6 Sword 1d8+4 (Hiding) Daggers 1d4+3 T2 11 10
Tower [7] 4 Bandit 6 18/18 4 Crossbow 1d6 Sword 1d8+1 Daggers 1d4 T2 11 10
Various 1 Moreldrak 9 17 29 Dagger+1 (1d4) Dagger (1d4) Spells E8 10 1400
Hold [11] 1 Bandit 6 19/20 9 Crossbow 1d6 Normal Sword+1 1d8+1 Daggers 1d4 T2 11 10
Hold [11] 2 Bandit 6 20/19 7 Crossbow 1d6 Sword 1d8 -1 Daggers 1d4 -1 T2 11 10


The Temple Of Nyx
Location # Name AC Thac0 HP Attack 1 Attack 2 Attack 3 Save As Morale Exp
1 1 Living Wall 4 Various 182 See Room #1 Text - - F11 12 11000
3 1 Undead Beholder -4/-2/3 5 90/30/20 Bite Spells - M20 12 14975
9 1 Living Statue (Steel) 1 14 24 2 Fists (1d8) - - F5 12 425
Various 1 Wraith 3 16 19 Touch (1d6) + ED - - F4 11 175
Various 2 Wraith 3 16 13 Touch (1d6) + ED - - F4 11 175
Various 3 Wraith 3 16 16 Touch (1d6) + ED - - F4 11 175
Various 4 Wraith 3 16 13 Touch (1d6) + ED - - F4 11 175
Various 5 Wraith 3 16 9 Touch (1d6) + ED - - F4 11 175
Various 1 Vampire 2 12 41 Touch (1d10) + 2ED Charm Regenerate (3/rd) F8 11 1750
Various 2 Vampire 2 12 37 Touch (1d10) + 2ED Charm Regenerate (3/rd) F8 11 1750
Various 1 Shade 0 9 45 Dagger (3d4) Save vs. Death Ray - T11 9 3500
Various 1 Spectre 2 14 33 Touch (1d8) + 2ED - - F6 11 725
Various 1 Mummy 3 15 25 Touch (1d12) + Disease Paralysis - F5 12 575
Various 2 Mummy 3 15 33 Touch (1d12) + Disease Paralysis - F5 12 575
Various 1 Skeleton 7 19 6 Sword (1d8) - - F1 12 10
Various 2 Skeleton 7 19 8 Sword (1d8) - - F1 12 10
Various 3 Skeleton 7 19 6 Sword (1d8) - - F1 12 10
Various 1 Sister Glishar 3 17 33 Rod Of Wyrm Spells - C8 10 1750
Various 1 Black Dragon 2 13 30 Bite (2d10) 2 Claws, 1 kick, 1 tail (1d4+1) each Acid Breath (as current hp) F7 12 1250
Various 1 Sister Gern 3 19 12 Staff (1d6) Sling (Thac0 21) 1d4 Spells C4 12 125
Various 1 Sisiter Bagris 1 19 7 War Hammer (1d6) Bola (Thac0 18) 1d2 Spells C2 12 25


Appendix 2 - Treasure
Location Treasure Description
P1 / 2 Sword +1
P1 / 3 Short Sword +1
P2 / 2 Heavy Crossbow +3
P2 / 4 Leather Armour +1, Light Crossbow +1
GR3a / 3 Heavy Crossbow +1
GR3a / 4 Leather +1, Light Crossbow +1
T6 / 1 Sword +2, Leather Armour +1
T8 / 1 Leather Armour +1, Ring Of Protection +1
T8 / 2 Normal Sword +2, Leather Armour +1
T7 / 1 Crossbow+1, Talent Of Draining, Normal Sword+1, +2 vs. Regenerating creatures
T7 / 2 Leather Armour +1
T7 / 3 Normal Sword+1, Talent Of Hiding
T7 / 4 Normal Sword+1
H11 / 1 Normal Sword+1
H11 / 1 Normal Sword+1
H14 Ruby 5000
H23 Coins (1000pp, 5000cp, 4000ep, 9000gp) 16050, Gems (2 turquoise, 3 garnet, 3 onyx, 6 opal, 5 ruby, 7 topaz, 1 quartz) 34980, Lamps of long burning * 2, Potion of Super Healing, Potion Of Healing, Potion Of Giant Strength, Potion Of Telekinesis
Mage Spellbook, Potion Of Healing
T1 2 2 Silver Daggers
T4 / 1 Wizard Scroll, Cursed Scroll (Lycanthropy), Protection From Lycanthropes, Protection From Undead, Map of the Wyrmteeth Mountains
T4 / 3 Scroll Of Delay, Potion Of Strength, Potion Of Finding, Hurricane Lamp, Spellbook (Leather / Elf), Spellbook (Dragonskin / Mage)

TOTAL 57030

Location Treasure Description
T9 11 Sticks of incense 220, Coins (2000pp, 3000sp, 32000gp, 4000ep), Animal Skin (Vole) 5, Beads (Coral) 2000, Buckle 2500, Collar 10000, Displacer Cloak, Scroll (Stoneform, Wall Of Stone), Battle Axe +2, Pelt (Mink) 4, Rare Book Of Recipes By Delias The Smith 680, Rare Spices 256, Silk 78
T11 11 Potion Of Healing, Potion Of Fortitude, Potion Of Flying, Potion Of Swimming, Potion Of Undead Control (Delusion), Potion Of Giant Strength, Potion Of Dreamspeach, Potion Of Strength, Cursed Scroll (Blindness), Cursed Scroll (Stammering), Scroll Of Truth, Clerical Scroll (Growth Of Animal), Coins (12000cp, 44000sp, 30000ep, 20000gp, 11000pp), Gems (2 garnet, 2 onyx, 2 turquoise, 3 ruby, 3 topaz, 4 opal)

TOTAL 15523


Appendix 3 - Story & Role Playing Bonuses
Returning the maids back to Greenheight safely 1000xp per maid
Return the bodies of the Lord And Lady 5000xp per body + reward?
Destroying The Temple 2000xp each


Appendix 4 - Important NPCs
Moreldrak - L8 Human Mage


Sister Glishar - L8 Human Cleric


Sister Gern - L4 Human Cleric


Sister Bagris - L2 Human Cleric



Khagradbol - Lich and High Priestess Of Nyx (L21 Cleric)

Statistics
Strength Dexterity Constitution Intelligence Wisdom Charisma
13 11 11 13 17 10
Hit Points Thac0 XP AC
44 9 10500 0
Death Ray Magic Wands Paralysis Dragon Breath Rods
4 5 5 6 4

Weapons
Blackfire Wand (1d10 of Cold Damage)
Gauntlets Of Aura Suppression
Staff Of The Flesh (1d6+2+1, Life Capture)
Touch (1d10 + Paralysis)
Spells

Spells (7,6,5,5,5,4,3)
Level 1 (7)
Remove Fear, Remove Fear, Resist Cold, Cure Light Wounds, Light, Detect Magic, Detect Evil. (3 Extra Darkness Spells per day as a cleric of Nyx).
Level 2 (6)
Bless, Resist Fire, Silence 15’ Radius, Snake Charm, Hold Person, Hold Person
Level 3 (5)
Continual Light, Cure Blindness, Cure Disease, Remove Curse, Remove Curse
Level 4 (5)
Animate Dead, Animate Dead, Cure Serious Wounds, Protection From Evil 10’ Radius, Sticks To Snakes
Level 5 (5)
Commune, Cure Critical Wounds, Raise Dead, Raise Dead, Truesight
Level 6 (4)
Cureall, Word Of Recall, Barrier, Barrier
Level 7 (3)
Holy Word, Raise Dead Fully, Earthquake





Appendix 5 - Handouts
The Hidden Scroll
If you find this, beware. Evil dwells within this hold. For many years we were happy here, then dreams came upon us disturbing our rest. Spirits haunted the grounds and the well turned sour.

Our servant’s left and Davon, my husband, left to search for the source of the evil, joining his old comrades for one last adventure. They entered the well and never returned. I waited a week then the spirits returned and drove me to despair.

Today I sent the children away with the last of the servants and will enter the well myself, I wish my body to lie with my husbands.

If you have the courage, find our remains, bring them back and take them to Kerandas and ask for Brother Mamercus at the temple of Vanya he will know where our family is and will reward you. Take this ruby as a sign of good intent.

Helenus Offa



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