Adventure Background
Long ago, a great wizard named Calizar became tired of the ways
of adventuring. Deciding to build a small keep in which to continue
his craft, Calizar found a location far from the reaches of civilized
mankind. Deep within a mountain pass, surrounded by sheer cliffs,
a small keep was constructed. After construction had been completed,
Calizar was content to live with his new home without the constant
interruption of man.
One day, Calizar was visited by a cleric named Zeuxis. This man
brought with him a great magical tome that had been discovered
by one of his church brethren. The church being unable to read
nor understand the tome, the head of the clerics decided to call
upon Calizar. Zeuxis was sent to the home of Cailzar to give him
the tome, with the understanding that if it was evil by any nature
the tome would be destroyed. After many sleepless nights of intense
study, Cailzar discovered that the tome was evil. But being intrigued
with the tome, he did not destroy the evil tome. Late one night,
Calizar made a great discovery, hidden within the pages there
was a spell. Along with the spell, written in dried blood, was
a name--Besescaba.Intrigued with the new found spell, Calizar
began to read from the unholy tome. Not knowing what he was truly
doing, Calizar spoke the blood written name as he cast the spell.
With a great flash of fire and brimstone, a horrible creature
appeared before him. Unaware that he had summoned a creature from
the bowels of hell, Calizar was taken by surprise. Being a creature
of evil, Besescaba was irate at the unsuspecting mage for being
summoned to the prime material plane. But before Calizar was able
to regain his senses, the creature attacked the hapless mage.
The wizards fate was sealed immediately without mercy.
As the creature started it's unholy assault upon Calizar, Zeuxis
entered the room. Seeing what had transpired, Zeuxis used his
holy powers to send the creature back where it came from. After
several failed attempts and with the demise of Calizar, Zeuxis
grasped the tome before the creature could. As Besescaba turned
to confront the cleric, he was shocked to see the tome. Acting
in desperation, Zeuxis spoke the true name of the creature aloud,
not knowing what it would mean or do.
Upon hearing his true name spoken aloud, Besescaba stopped his
advance. Catching Zeuxis off guard, Besescaba bowed before him
and reluctantly vowed his obedience to the mage. After taking
control of his fears, Zeuxis attempted to send the unholy creature
back to hence it came from. But Zeuxis was not powerful enough
to banish the creature, so calling upon his god. Zeuxis was granted
special powers to imprison the creature within the walls of the
keep.
Using the special powers granted by his god, Zeuxis created a
holy symbol from his own to bind the creature to it's obligation
of service. Thus Besescaba was imprisoned within the walls of
the keep until either Zeuxis released him or the holy symbol was
destroyed. Then, much to Besescabas dismay, Zeuxis hid the symbol
somewhere within the keep, to prevent it from falling into the
hands of evil.
Besescaba vowed to escape and seek his revenge upon those who
imprisoning him and against all of mankind. In the many years
that followed, Zeuxis kept a constant vigil outside the keep warning
travelers of the evil within the keep. As the years past, a small
village arouse near the keep, but the true reason the keep was
forbidden was lost with the death of Zeuxis.
Today, all that is known about the keep that is true is that it
is forbidden. There are many rumors about the keep, and some only
to scare children. But no one of the local village will enter
the house of evil, and those who have are said to have never returned.
For the Dungeon Master
Several years ago, a evil wizard name Mirandola learned of a powerful
evil tome had been found by a local priest. Through bribery, deceit
and treachery, Mirandola learned that the tome was given to a
powerful wizard named Calizar. Mirandola become obsessed with
possessing the lost tome, believing that it would further his
own evil powers. Recently, he has learned that the tome was once
used to summon a creature of great power from the outer planes
and in a resulting battle, Calizar was killed. This has caused
Mirandola to become more obsessive with owning the lost tome.
Recently, however he has learned that the tome was later destroyed
by a priest, but this same priest had imprisoned the creature
within the walls of the wizards keep.
With psychotic delusions of grandeur, Mirandola has sought to
find a way to master the creature. He has just learned that a
powerful holy symbol keeps the beast within the keeps walls. Realizing
that the symbol must be concealed within the keep, Mirandola has
tricked others into entering the keep in order to do his dirty
work for him.
When Mirandola first spots the PC's, he will watch them and follow
at a distance, remaining out of sight. Once he has decided that
these people will do, he will approach them dressed in tattered
rags and blood stains on his face. When the PC's encounter Mirandola
for the first time, he will claim that he was part of a expedition
sent by some denomination.
Mirandola will explain that the group was hired to explore a evil
keep not so far away. Their mission was to find a hidden evil
relic and destroy it, before it fell into the hands of evil people.
Mirandola will claim that as they traveled through the mountain
pass nearby, the group was ambushed by a large band of hill giants.
He will further claim that he was the only member that was able
to escape from the carnage.
Mirandola will ask the PC's to help him recover the lost evil
relic and destroy it forever. He will claim that the church, which
hired him, paid 1,000 golden coins prior to leaving and he was
pledged another 4,000 golden coins upon his return. But, if asked
for proof, he will claim that most of his equipment was lost in
the battle with the hill giants.
Mirandola will go to great lengths, to include begging in order
to trick the PC's. If it looks as if that the PC's are not willing
to help him, he will first appeal to their morales that all things
of evil should be destroyed. If he is still turned down, he will
drop the subject, and ask to camp with the PC's for their protection--since
he has no equipment. During the night, Mirandola will use his
spells to charm, command or what ever is necessary to several
of the more powerful PC's. Mirandola will do this only if he positive
that he will not be caught. He is well aware of the creature imprisoned
within the keep, but he will not reveal this information to the
PC's.
Unknown to Mirandola and the PC's, a priest of great power has
entered the keeps nearby village. Fenelon, who was sent by the
church that originally found the evil tome, has come to destroy
the imprisoned creature once and for all. Fenelon knows the history
of the keep, origins and nature of the holy symbol hidden inside
the keep, but not the location of the symbol. Fenelon knows of
the creature, but is unaware of how it has grown in power over
these many years.
The DM should arrange for the PC's to meet with Mirandola two
days prior to the keep. This will allow time for Mirandola to
convince the PC's to help him. It is suggested that the DM arrange
for the PC's to reach the village of the keep just around night
fall on the second day. This will allow the PC's to meet with
Fenelon and to have other important events transpire.
When the PC's reach the village, Fenelon will wait and watch them.
When he feels the time is right, he will approach the entire party
at once, to include Mirandola. Fenelon will say that he was sent
by his church to recover a holy item from the keep. He will say
that the symbol is used to imprison a evil creature within the
keep. He will also explain that he has come to destroy the creature
once for all and it is his holy quest to do so. Fenelon will only
ask for help finding the symbol, but will express that he and
he alone must face the beast within. He will offer the PC's a
reward of 5,000 gold coins upon return to his church if the PC's
help him in his quest. Fenelon will answer any questions that
he can about the keep, but will answer nothing about the creature,
other than it is evil and he must face it alone.
Once Fenelon has told his tale and made his proposal, Mirandola
will accuse him of being evil. Mirandola will claim that Fenelon
wants the evil symbol to increase his own evil ways. Mirandola
will also debate the story with great wit, in order to convince
all that Fenelon is evil. Fenelon will claim that Mirandola is
evil and wants to control the beast within the keep. Neither one
will allow any form of magic to be used in order to find out who
is lying. Both will say that it is beneath them and against their
code of honor. If used however and if detected, both will lie
in order to make the magic fail. Ensure that the PC's are unaware
who is telling the truth and who is lying or this will spoil the
mystery of the adventure.
Both Mirandola and Fenelon will express their wishes for the PC's
to help them. Even if Mirandola has used his magic to obtain the
PC's help, he will allow Fenelon to join the expedition into the
keep. But at the first possible chance, Mirandola will have a
covert helping hand in the inappropriate demise of Fenelon.
The local villagers, if questioned, will openly talk about the
keep. The will express that the place is evil and should be avoided
at all costs. The locals will attempt to discourage the PC's from
entering, but will take no action to prevent them. The locals
do not know the true history of the keep, but will know only rumors
passed down from generation to generation--consult rumor chart
for rumors known by the local villagers.
The night in the village will be a troubled one. The DM should
keep Mirandola and Fenelon at each others throat about the subject
of who is evil and who is lying. Neither one should attack the
other, but close enough to keep the PC's on edge. Once all have
retired for the night, all will be plagued by nightmare through
out the night.
Unknown to all, Besescaba will visit all in their dreams that
night. Using a crystal ball taken from one of Calizar's labs and
using natural abilities, he will enter the minds of all involved
in the form of a nightmare.
During the night, Besescaba will enter the minds of the PC's first.
Each will dream a vivid dream about a good cleric being slain
within the keep while searching for a evil item to destroy. The
nightmare will continue with a faint voice begging them to find
and destroy the evil symbol. The voice will stress over and over
that if the symbol is destroyed, then his trapped soul can rest.
If not, then his soul will be trapped within the keep forever.
When Besescaba enters the mind of Mirandola, he will discover
that the evil wizard intends to further enslave him. When Besescaba
realizes the intentions of Mirandola, he will send him a horrid
nightmare. Mirandola will dream that he is killed in a most gruesome
way. When Besescaba enters the mind of Fenelon, he will discover
that he plans to slay him. When he realizes this, Fenelon will
have a nightmare about how he is stripped of his clerical powers.
Then he is slain as a traitor to the church and his soul is sent
to the planes of hell.
After discovering the true intentions of Mirandola and Fenelon,
Besescaba will revisit the PC's in their dreams. Once again, he
will claim to be a good cleric whom died inside the keep. The
kindly, faint voice will warn each that Mirandola and Fenelon
are both lying. He will tell the PC's that both want what is hidden
within the keep in order to further their own ways.
After visiting all the characters involved, Besescaba will provide
little helping hints to the PC once within the keep. Besescaba
feels that once the wizard and cleric have met their demise, the
others will be easy to control to do his bidding.
Once they have done his bidding, Besescaba feels that the PC's
can be dealt with easily. Besescaba is aware that he can not touch
the symbol and only the destruction of it will allow him freedom.
He is also aware that the symbol can be used against him, but
he feels his plans will work and freedom from confinement will
be his. In recent years, Besescaba has searched for the symbol
but with no luck. He has been able to summon other creatures from
the outer planes into doing his dirty work for him. But none have
found the symbol yet.
In the morning , after being visited in their dreams, the DM should
create a atmosphere of suspicion. Both Mirandola and Fenelon will
prove to be very nervous and on edge. But neither will say anything
about having any dreams during the night. Mirandola still plans
on having a helping hand in the demise of Fenelon, if possible.
Fenelon is keeping a watchful eye on Mirandola in case something
happens. Both will help the PC's but Fenelon will be more help
than Mirandola. Mirandola will use his spells when needed but
he is saving his more powerful spells in order to get the symbol
once it is found. When the PC's are ready to begin the adventure,
the weather will be cold and rainy. a thick heavy fog will encircle
the entire area, making things difficult to see.
It is suggested that the DM have someone assume the role of Mirandola
and another for Fenelon. This will help the DM control the NPC's
while maintaining a good game flow. If this suggestion is used,
the DM will have to provide adequate information to the players
of Mirandola and Fenelon to ensure that the NPC's are played in
accordance with the adventure.
Rumors to be Learned.
True
1. The keep is a prison for a creature of evil.
False
2. The keep is a gateway into the world of demons and devils.
True
3. The keep was once the home of a great wizard until something
happened one night. Now the place is evil.
False
4. The place is evil since the day it was built.
1/2 True
5. The keep was built by a evil wizard years ago and the
creatures of hell roam the halls.
False
6. Riches beyond your wildest dreams can be found within
the keep.
True
7. Anyone who has entered, has never returned.
False
8. The keep is a prison for the mentally deranged.
False
9. Those who enter are cursed forever.
False
10. The walking dead roam the halls looking for something.
False
11. A powerful lich lives within the keep.
True
12. A powerful evil creature is imprisoned within the keep, long
ago by a powerful cleric.
For The Player Characters...
The adventure begins with the PC's on the road, either to or from
another adventure. They are traveling through a remote mountain
pass.
As you travel along a high mountain pass, a raggedy dressed man
slowly approaches from ahead. The man appears to be human, five
foot six inches tall, long flowing black hair and deep recessed
bluish green eyes. The mans face is covered with blood and sweat,
his robes are torn and covered with dirt and spots of blood. As
he approaches slowly, he stops and drops to his knees. As the
man is kneeling he says " Greetings my friends, I am so glad
to see you". "My name is Mirandola and you would not
know just how glad I am to see you". Slowly rising, he continues
" I was a member of a small expedition, traveling in this
area". "When suddenly our group was brutally attacked
by a large band of hill giants". "I was able to escape
the carnage, but my traveling companions were not so lucky"
Mirandola; AL L/E; AC 0; MV 12; M 10; hp 42; THAC0 17; #AT 1;
Dmg by spell or weapon type; S 10,D 18, C 16, I 18, W 12, Ch 13;
ML 14; XP 4,000; bracers AC5, dagger +2, ring of protection +2,
potion of gaseous form, scroll-protection from evil, small pouch
with 50 platinum.
He has memorized the following spells and carries these in his
traveling spell book: burning hands, charm person, friends, magic
missile; esp, scare, darkness 15' radius, fog cloud; lightning
bolt, suggestion, hold person; dimension door, confusion; domination,
feeblemind.
"We were in route to explore a keep, not too far from here
when we were ambushed by those hill giants". " You see,
our expedition was hired by the church of Penedon". "
It is the churches belief, and mine, that a symbol of great evil
power is hidden somewhere within the keep". "Our mission
was to find this evil symbol, and destroy it before evil people
get a hold of it for their gain". " The church believes
that the symbol exists, for I was paid 1,000 gold coins when we
departed". " I was pledged another 4,000 gold upon return
along with a reward if we found and destroyed the symbol".
" But now, it may be too late with my companions either dead
or enslaved by the brutal hill giants, the expedition has failed".
After a long pause, Mirandola will stand up with delight in his
eyes . Then he will say " I have an idea ! I am sure that
the church would pay you the same as I if you were to help me".
"With the untimely demise of my companions and the urgent
needs of the church". " I am sure that you would be
rewarded, just as I if you were to join the expedition into the
keep". " The keep is only about 2 days travel from here,
if I remember correctly". " So what do you have to say
? Will you help this old battered man defeat the powers of evil
?".
If the PC's accept the offer from Mirandola, then go to "On
the road" and continue from there omitting the section entitled
"Refused". If the PC's decline the offer from Mirandola
then go to the section entitled "Refused".
Refused...
With a heavy and saddened sigh, Mirandola says " I am sorry
to hear the words that you have spoken, yet maybe it is for the
best". " For I have lost most of my equipment in the
battle with the giants, and you look to have more pressing matters".
" I alone can not enter the keep nor would I think of doing
so". " But enough of that, the weather looks to be turning
against us, I suggest that camp be made soon". " If
I may, can I camp with you since I have nothing to protect me
from the elements".
The evening passes without much event, but come morning there
is a strange change of heart among several other people. For strange
reasons, several people now want to help Mirandola in his endeavors.
Mirandola quickly suggests that camp be broken and that the travel
ahead soon begin. Go to "continue adventure".
"On the road".
If the PC's first refused Mirandola's offer, then omit the next
boxed paragraph.
With a almost evil grin on his face, Mirandola says to you "
Well then, let us make camp for the night and get a fresh start
in the morning". " I am glad that you have offered to
help me and the church". The night passes without event and
is soon it is morning. All have rested and are prepared for the
new day, after camp has been broken and the morning meal has been
eaten, Mirandola says " Let us be off then, for evil does
not rest and there is work to be done in the name of good".
Go to "continue adventure".
Continue Adventure.
The day passes without event other than a few howls of nearby
wolves and the cry of a overhead bird. As night nears, a small
mountain village can be seen ahead. A welcome sight indeed for
all are tired from the long days travel. Just as a cold rain begins
to trickle from the sky, the outskirts of the village are near.
The village is nothing more than several small homes and a small
inn. The smell of hot food fills the air of the village, making
all hungry . As you enter the small inn, the single room business
is filled with smoke, the smell of spilled wine and hot food.
There is an empty table, large enough for all, in the far corner
. While the rest are currently being used by what looks to be
local shepherds, farmers and villagers. Once at the table , with
the task of ordering a drink, a hot meal and arranging for room
for the night behind you. A finely dressed man approaches your
table. The man has a long green robe atop of chainmail. He is
about 6 foot tall, blonde hair, blue eyes with a large scar across
his heavily bearded face.
Fenelon; AL N/G; AC 0; MV 6; C 10; hp 63; THAC0 14; # AT 1; Dmg
by spell or weapon type; S14, D18, C16, I12, W16, Ch10; ML 14;
XP 4,000. Fenelon carries the following: mace +2, chainmail +2,
ring of regeneration, potion of healing (x2), potion of extra
healing, staff of curing (17 charges), a small sack containing
3 gems 1,000 gp, 500 gp (x2).
Fenelon has access to the following spells: bless, cure light
wounds (x2), remove fear; heat metal, hold person, slow poison,
spiritual hammer; cure disease, prayer, remove paralysis; cure
serious wounds, neutralize poison, protection from evil 10' radius;
cure critical wounds, raise dead.
Once the man has reached your table, he stops and says "
greetings friends, I noticed that when you entered, that you appear
to be a group of hearty adventurers". " Allow me to
introduce myself, I am Fenelon and I am a cleric if my dress has
not given it away". "I have come a long way to explore
a small keep nearby, for within is a holy symbol which I need
to destroy a great evil beast imprisoned in the keep". "
Long ago, my great -great grandfather imprisoned a terrible creature
in the keep". "Binding the creature to it's prison is
a great holy symbol ". "My distant relative then hid
the symbol somewhere within the keep, the same symbol that means
death to this foul creature". "Now the time has come
for the reign of evil to end and with out the symbol I can not
defeat the creature". " As I stated, your group looks
to be a hearty bunch, and I wish to retain your services".
" I am prepared to pay 5,000 gold in gems upon our return
for your services". "All I ask is that you help me explore
the nearby keep, help me recover the holy symbol". "
I alone must face the creature and I do not ask for your help
with this matter but help is welcomed". Suddenly Mirandola
stands up and boasts loudly " Begone you lying scum, it is
well known that the keep is evil". " Only things of
evil are to be found where evil dwells and only evil people desire
objects of evil". " I believe that you only want to
recover a long lost family heirloom that is evil, only because
you and your family are evil". Mirandola then walks to the
center of the room and says loud for all to hear " If this
symbol is indeed holy, and you want to destroy a evil creature
with it". " Then how come you can only face the so called
creature ? ". " Or is it that you want to face it alone
so you can control this so called creature ? ". " Or
maybe there is no beast and you want to escape with the evil symbol
so you can further your own evil powers ?". " Beware
people, for evil comes in many forms and those who claim that
only they can defeat something or someone, always have a dark
plans hidden behind dark lies with a dagger near your back".
Returning to the table, Mirandola gives Fenelon a deep sneer.
Then both men become engaged into a heated debate into who is
the evil person and who is lying. Meanwhile, the idle chatter
of the locals can be heard. The locals in the inn are debating
amidst themselves about the keep. Mirandola then turns to Fenelon
and says " very well then, we ourselves are exploring the
keep come tomorrow morning". " You may come along with
us, but be warned that when your evil ways show then you will
suffer". With that statement, Miarandola bids all a good
night and says he is calling it a night. After bidding all a good
night, Mirandola departs the room towards the rented rooms. But
before he is out of hearing range, Fenelon says to him "
Agreed then, I will come with you on your expedition". "
But I warn you fowl one, when the truth is known, the holy symbol
recovered, then you will suffer the fate that you have weaved".
After Mirandola has retired for the night, Fenelon says to all
" I will join you in the morning, but I would not trust that
man". " But when his evil ways are known to all, then
I will end those evil ways once in for all, one way or another".
" It is well known that the keep is evil, just ask the locals
if you do not believe me". "If I were you, I would watch
my back while in the company of that man". Then Fenelon bids
all a good night and retires for the night.
Soon after the two men have departed, the atmosphere in the inn
returns to idle chatter about the days activities. As the young
serving girl brings your evening meal she says " I would
not trust either man". " It is well know that it is
a house of evil and those who have dared it's dark depths have
never returned". " But if you must enter that unholy
place, then do so with the utmost care". Then, completing
the task of serving the ordered meal, she flashes a sweet smile
and leaves the table. Returning a short time later, the young
girl places a large pitcher of wine and several glasses on the
table. As she does so, she says " This is on the house, because
I feel that your faces will never be seen again". Then she
leaves with giving all another smile.
After a fine meal, fine wine and a few more drinks, it is decided
that rest is in order. With a final swallow, all depart for their
respective room for the night. That night, each of you have a
vivid nightmare of a shadowy figure. The figure fades into a middle
aged man dressed in clerical garments. The vivid scene shows how
this clerical man is killed by a unseen foe. In this horrid scene,
as the cleric slumps in his death, a dark shadowy face is faintly
visible. This face appears to be Fenelon but older in age. As
this vision fades from your mind, a kindly faint voice can be
heard. The voice whispers to you " I am Grumbach, from the
church of St. John". "Many years ago, I was on an expedition
into the keep to find a ancient evil symbol". " Our
mission was to find and destroy this symbol, but one of our members
was a evil man". " I was killed by a evil cleric, whom
only wanted to further his evil powers". " Since that
time, my mortal soul has been imprisoned within this unholy place".
"As long as that evil symbol exists, then my soul can never
rest". " But if you find this symbol, destroy it and
be my salvation". The words of " be my salvation"
are repeated over and over as the voice fades from your mind.
Later that night, the voice returns to your troubled dreams. That
same kindly voice says to you " Beware, for there is evil
men that seek the symbol for their own gain". " Both
should not be trusted in any manner, for both have planned your
demise". The voice continues to say " Do not let the
symbol fall into the hands of either of these evil duo".
" Destroy the symbol before all is lost, destroy the symbol
and free my soul". As the voice fades from your mind, a faint
beckoning can be heard to repeatedly say " free me".
When the next morning arrives, all find themselves awake from
a night of strange voices and vivid nightmares. Once dressed,
you go into the inn for a quick morning meal. Inside the inn,
all are there. Both Fenelon and Mirandola look scared and on edge,
but neither care to discuss their troubles. After a quick breakfast
and final arrangements of gear, all are ready to begin the expedition
into the haunted tower.
As you leave the quaint village inn, a slow cold rain begins to
fall. Treading through the muddy trail toward the keep, a thick
, almost evil looking, fog begins to rise from what seems nowhere.
Soon the entire pass is engulfed in the thick fog making sight
limited . But then, looming from the fog, a eerie dark tower can
be seen on a outcropping of rock. A wooden bridge appears out
of the fog, crossing the chasm bidding for you to enter into the
dark keep.
Adventure Description.
The keep is a small single story home connected to a large black
tower. The single story home is constructed from a grayish black
stone with a slate roof. The roof is in a sad state of condition
with several holes in it. This building is 60 feet square by about
15 feet tall.
The tower is 50 feet tall and connected to the single story building.
The same type of stone was used to construct the tower as the
smaller building. On the eastern and western sides of the tower,
about 15 feet off the base, there is 3 large grates. These grates
are mounted into the stone walls of the keep, they are 15 foot
high by 10 foot wide and are fine meshed. The roof of the tower
is made of grey slate that is in poor condition.
A large stone porch connects the small building and the tower.
The porch is 30 feet wide near the smaller building. A 20 foot
wide section runs in front of the tower. There is an set of stone
steps that rise 10 feet to the top of the porch. This is the only
access on to the porch. There is a single door on the western
wall of the smaller building and a single door on the southern
wall of the tower. These are the only visible accesses into either
building.
1.Southern Bridge: This bridge is made of wood, now semi-rotted.
Each 10' section will support up to 180 pounds before collapsing.
Anyone standing upon such a section will fall through the bridge
deck. unless a dexterity check at -2 is made. Those who fail will
fall 290 ' unless actions are taken. The bridge is 10' wide by
40' long, but only 30' is over the open chasm.
On the southern end of the bridge the local villagers have erected
a sign that says " Danger !!! Do not enter !.
2. Northern Bridge: This bridge is the same as the southern bridge
except that each 10' section will support up to 200 pounds. There
is no sign erected on either end of this bridge.
3. Orchard: The orchard is nothing more than 3 large cherry trees
planted long ago by Calizar. Now overgrown and uncared for, the
branches fall heavily down giving them a sinister look. Sitting
in each tree, resting from their long flight away from their lair,
there is
Harpy (3); INT 5-7; AL C/E; AC 7; MV 6"/15"; HD 7; hp
42,39,37; THAC0 13; #AT 3; Dmg 1-3/1-3/1-6 or 1-3/1-3/weapon;
SA singing and charm; SD nil; MR nil; SZ M; ML 13-14; XP 1,400;
MC1. The song of the harpy has the ability to charm all humans
and demihumans that hear it (elves are resistant to the charm).
Those who fail their saving throw versus spell will proceed towards
the harpy with all possible speed, only to stand entranced as
long as the harpy continues to sing. Harpies can sing even while
engaged in melee.
It is possible to fend off a harpy song simply by clasping hands
over ears because the charm takes effect the moment the first
note is heard. Characters making prior preparations to block out
the sound, (wax in ears, etc.), are immune to the effects of the
song. In addition, characters who make their saving throw are
thereafter immune to its effect, until such time as they encounter
a different group of harpies.
If forced to fight, harpies can do so quite effectively by delivering
a vicious bite and raking simultaneously with their talons. About
50% of all harpies encountered will use weapons, usually a bone
club (damage 1-8) which they wield surprisingly well. The touch
of a harpy upon a charmed individual has a similar, though somewhat
less potent, effect. Those who are touched and miss their saving
throw versus spell will stand mesmerized for 20+1d10 hours.The
effect of either charm is broken if the harpy is slain This small
group of harpies are resting during a daily hunting trip. When
they spot their next victim, if humanoid, they will attempt to
charm them first before engaging into combat. If this fails however,
they will openly attack due to their ravenous hunger. If out numbered
or faced with a stronger foe, then they will flee. They currently
have no thing of worth with them.`
4. Porch: The porch area is made of the same stone as is the tower
and living quarters. The main area of the porch is 30' wide by
40' long with a 20' wide by 50' long section in front of the tower.
There is a 10' wide set of stairs that rise 10' to the top of
the porch. The top is littered with shattered pottery, dried leaves
and several skeletal remains of normal sized rats.
There is an standard wooden door on the western wall of the living
quarters that is slightly ajar. There is a standard iron door,
closed, on the southern wall of the tower.
Living Quarters
5. Entrance Room: This room is 20' square with a 15' high ceiling,
with a single wooden door that is slightly ajar. Inside the room,
searching through a pile of shredded robes, there is Dergholoth
- Yugoloth, Lesser (1); INT 5-7; AL N/E; AC -3; MV 12; HD 8+16;
hp 57; THAC0 13; # AT 5; Dmg special; SA grab, feeblemind: SD
weapon parry, +1 or better weapons to hit; MR 40%; SZ L (8' tall);
ML 13-14; XP 25,500; mc8.
Dergholoth's have round bodies with five arms and three legs,
and their insect-like heads can rotate 360 degrees. For this reason
they can move and change direction at will. They are extremely
strong but extremely stupid. The dergholoth's five arms end in
stubby, four clawed hands. They have a strength of 20 (+8 damage
adjustment). Each may or may not have weapons, as determined below.
Roll Attacks (Damage)
01-60 5 claw attacks (1-4+8)
61-85 4 claw attacks (1-4+8), 1 sword attack (1-8+8)
86-95 3 claw attacks (1-4+8), 1 sword attack (1-8+8), 1 spear
attack (1-6+8)
99-00 2 claw attacks (1-4+8), 1 sword attack (1-8+8), 1 spear
attack (1-6+8),
1 battle axe attack (1-8+8).
Dergholoth never carry magical weapons. If the first two claw
attacks hit, the opponent has been grabbed. The Dergholoth will
have a +2 bonus on its attack dice when striking a grabbed opponent,
but the two grabbing arms may not attack. Grabbed opponents may
fight, but may not move or retreat until the dergholoth is defeated.
The victim may break free by making a one half strength check.
One time per day, a dergholoth may begin chattering senselessly
and clicking its mouth pincers rapidly. This has the power of
feeblemind on any creature of less then 7 HD that hears the attack.
Those beings must make a saving throw vs. spell or be feebleminded
for 1-6 melee rounds, after which they will return to normal.
Armed dergholoths may parry with their weapons instead of attacking.
For each weapon used to parry, the dergholoth's armor class is
reduced by 2. The dergholoth may use the following spell-like
abilities: alter self, animate dead, cause disease-reverse of
cure disease, charm person, improved phantasmal force, produce
flame, teleport without error, darkness 15' radius, fear and sleep,
2 times per day.
The dergholoth is currently searching through a pile of old clothing
for a clue to the location of the symbol. If interrupted, the
dergholoth will stop its search and immediately attack anything
that enters the room. It is under orders to search for the symbol
and will fight to the death, it is carrying nothing of value with
it. Concealed in a secret pocket within one of the old robes there
is a gem worth 50 gold pieces.
The room is in shambles from continuous searches for the symbol.
Deep scratches line the stone walls, clothing and other common
items lay scattered about the floor. On the eastern wall of the
room there is an open doorway with a smashed wooden door laying
nearby.
6. Greeting Room: This room is 20' square with a 15' high ceiling.
There is an open doorway on the western wall and another on the
northern wall. On the northern wall there is an standard wooden
door that has a bent and rusted battle axe embedded into it. Near
the center of the room there is 2 standard wooden doors that are
smashed. Beneath the doors there is a skeletal body of a humanoid.
The body has been stripped of anything of value. The walls bear
large, deep scratches in them and the room has a faint smell of
decaying flesh.
7. Kitchen/Dining Room: This oddly shaped room was once used by
Calizar to prepare his meals and to eat them. In the south eastern
corner of the room there is a large fireplace with a pile of,
now rotted, wood to the side. Hanging above the fireplace is the
head of a large moose with the antlers broken off and the fur
covered with thick mildew. In the far south western corner of
the room there is an standard wooden door that is the only entrance/exit
to the room. The southern part of the room is lined with cupboards
that have had their doors ripped off their hinges. Broken jars,
spilled spices and other common kitchen items lay scattered on
the shelves.
The northern part of the room is covered with the remains of a
smashed wooden table and several chairs. The wood is covered with
a thick mildew and is rotted. There is five large painting of
woodland landscapes hanging around the dining area, all ripped
and torn from some kind of large claw. The walls are covered with
deep scratches and gouges. The inside of the door is covered with
some kind of writing, scratched into the wood. The language of
the writing is unknown to any that attempt to decrypt it.
8. Wash Room: This 20' square room was used to clean oneself and
the dirty dishes from the kitchen. On the eastern wall, centered,
is an open doorway with a standard wooden door laying on the floor
in the outside hallway. Inside the room, along the back wall ,
is 2 small piles of porcelain dishes covered with common mold.
Near the center of the room, there is a large bronze bath tub
with several wooden buckets sitting near by. The bronze tub is
half filled with filthy stagnant water that is fowl to the smell.
A small stand sits next to the tub, has on it a small bath brush
and a large , dried out bar of soap. In the south western corner
of the room there is a half barrel filled with dirty, mold covered
dishes. A offensive odor rises from the barrel due to the rotted
food scraps at the bottom of the barrel.
9. Bed Room: This room is 20' wide by 30' long with a door, centered,
on the western wall. The room is filled with smashed furniture,
piles of torn clothing and smashed personal items. The walls are
adorned with several large paintings of a grey haired wizard casting
spells. There is four of these paintings, all are ripped and torn
hanging in their broken wooden frames. There is a medium sized
wooden chest that is over turned in the north eastern corner of
the room. The chest has a broken lock on it and is empty. Mildew
covers most of the room, giving off a foul stench.
10. Storage: This 20' square room was once used as storage. Lining
the northern wall there is five empty barrels, all have small
dagger sized holes punched into the sides. On the southern wall
there is three standard wooden doors standing in the eastern corner.
There is an iron door, rusted and stuck shut, on the southern
section of the western wall. the room has a strong smell of soured
wine.
Keep Tower, Level One (Upper).
11. Courtyard. This lower level of the tower was once used as
a inner courtyard when the tower was occupied. In the courtyard
there is a set of 10' wide, stone spiral stairs that ascend towards
the upper levels and descends to an lower level. On the western
wall of the courtyard, there is two large fountains. Both fountains
are of a semi-naked maiden holding a wine skin. Closer examination
will reveal that water once spouted out of the mouth of the wineskin.
The floor of each fountain contains about a inch of stagnant water.
Ten feet south east from the stairs there is an 10' square, open
pit with wood ashes in the bottom of it. This was once a great
fire pit used to heat and illuminate the courtyard. The ashes
are six inches deep and conceal nothing of value. Down within
the old fire pit, searching for the symbol there is a Dergholoth-Yugoloth,
Lesser (hp 63). The dergholoth will ignore anyone that enters
the courtyard, believing that it is the dergholoth searching room
number 5. If attacked, then the dergholoth will climb out of the
pit and attack. But if left unharnessed, the creature will continue
to search the ashes for the symbol. Along the northern wall, there
is two large iron doors, there is another doorway on the southern
wall of the tower that leads outside to the porch. Each one is
rusted and stuck shut.
12. Storage Room: This 30' square room was once used as a storage
room. Now the room is filled with smashed barrels and crates.
Rotted wood litters the floor of the room. Large patches of common
mold cover sections of the walls. The room smells of mildew very
strongly. Concealed within the debris of rotted wood, there is
a gem worth 100 gold pieces. It will take three rounds of searching
through the wooden scrap to discover the gem.
Keep Tower, Level Two (Upper).
13 A. Botanical Garden: The entire second level, upper, is a small
botanical garden assembled long ago by Calizar. On the east and
western walls, there is three 10' wide by 15' high fine meshed
grated windows. This is to permit sunlight to enter this level
for the plants that once were grown here. The spiral stairs rise
through the center of the room and continue upward. Around the
room there is fourteen small tree like plants, most barren of
leaves. Dried leaves, broken branches and twigs litter the floor.
13 B. This tree is actually a Kampfult (1); INT 5-7; AL N/E; AC
4; MV 3; HD 2; hp 15; THAC0 15; # AT 6; Dmg 1; SA -3 penalty to
opponents surprise; SD nil; MR nil; SZ S; ML 11-12; XP 175; mc5.
A kampfult has six attack appendages of about six feet in length
and six movement appendages of one foot in length. These are spaced
along the four-foot-long, stump like-body segment. Several creatures
can be attacked at the same time. Once hit by an appendage, the
victim is wrapped up until either the kampfult is slain or the
victim frees himself (those with a strength of 16 or more can
free themselves automatically in one round; others must roll a
successful strength check). Only the central section of the creature
need be attacked to kill the beast, but severing its tentacles
can succeed in rendering a kampfult harmless. Each tentacle requires
2 points of cutting damage to sever and cause 1 point per round
of constriction damage. All portions of the kampfult is considered
AC 4.
The monster can hold out or pull in its appendages in order to
disguise itself, and when doing so it imposes a -3 penalty to
its opponents surprise rolls.
The kampfult was captured by Calizar many years ago and cultivated
in his garden. Calizar was in the process of studying the creature
at the time of his demise. The kampfult has been currently surviving
off of the giant rats that roam the keep. The dergholoth avoid
the kampfult for fear of it. the kampfult ignores the dergholoths,
but will lash out when one gets to close for it's comfort. The
roots of the creature is contained inside a huge earthen pot and
it is content to stay where it is at presently. Anything that
gets to close to it, the kampfult will lash out and attack.
13 C. Tree: this is a small birch tree that has been growing in
a earthen pot for several years. Most of the branches are barren
of leaves, the branches thin but strong. Hidden within the earthen
pot there is the Holy Symbol of Zeuxis. The long lost symbol was
placed inside the earthen pot and a birch tree placed on top during
the time of the imprisonment of Besescaba. No one has ever thought
to break open the pots of the plants growing in the garden, due
to the kampfult lurking in the garden. The pot will give off no
magic or good if detected for. The roots of the birch tree have
grown around the symbol, completely covering it.. Once the pot
has been broken open, only chopping at the roots will reveal their
hidden treasure. For details on the symbol , see the information
sheet at the end of the adventure.
Keep Tower, Level Three (Upper).
14. Workshop: The entire third level of the tower was once Calizars
workshop. The spiral steps end on this level, in the center of
the room. Within the room there is a large pentagram craved into
the stone floor. The pentagram was once painted, but the paint
is long chipped and faded away. There is a round table with four
padded chairs around it. On the table there is a human skull with
a large scarlet candle on top of it. There is a huge, 30' long,
fireplace on the southern wall with a large stack of wood, now
rotted, nearby. Near the fireplace there is a large bookcase,
but all the books are ripped, torn and thrown onto the floor in
a large pile.
There is a small desk on the eastern wall with papers scattered
on the top. All of the papers are stained with black ink. There
is broken glass on the desk top and a large dried ink stain on
the wall directly behind the desk. Along the eastern wall there
is a long work bench. The top of the bench is covered with broken
glass, smashed earthen pots and a assortment of crushed equipment
customarily found in a wizards workshop.
On the western wall there is a long wooden work bench covered
with shattered glass and defective equipment. On the floor near
the work bench there is a skeletal figure in rotting rags. Standing
over the skeleton there is an Mezzoloth -Yugoloth lesser (1);
INT 5-7; AL N/E; AC -1; MV 15; HD 10+20 hit points; hp 81; THAC0
15; #AT 2 or 1; Dmg 7-12/7-12 +6 (strength bonus); SA magical
items; SD +2 or better weapons to hit; MR 50%; SZ M (7' tall);
ML 13-14 (elite); XP 40,500; mc8. The mezzoloth is currently carrying
a two handed sword +3, small pouch containing 5 gems worth 500
gold each.
The mezzoloth has 18/00 strength and gain damage bonuses from
that strength (+6 damage adjustment). The creature is highly magical
by nature. Consequently, these creatures have a high affinity
with magical items. As a result of their magical affinity, mezzoloths
are also not subject to attacks by nonmagical weapons. In fact,
so deep is this natural resistance, that +2 or greater weapons
must be employed to damage a mezzoloth.
The mezzoloth have the following spell like powers, at 10th-level
of spell use, usage once per round, one at a time, at will: alter
self, animate dead, cause disease, charm person, improved phantasmal
force, produce flame, teleport without error, burning hands, cause
serious wounds, cloudkill-1 time per day, darkness 15' radius,
detect invisibility-always active, detect magic, dispel magic
2 times per day, flame strike 1 time per day, hold person, mirror
image, sleep and trip. The mezzoloth may also attempt to gate
in 1-4 additional mezzoloth or 1-2 hydroloths. This attempt may
be made once per day and has a 40% chance of success. It is not
effected by paralysis or poisons of any kind, cold based attacks
will cause them full damage. It is immune to charm and suggestion
spells.
This creature is working directly for Besescaba, and is currently
looking for a clue to the location of the symbol. If attacked,
the creature will use its spell-like abilities prior to physical
attacks. If over whelmed by a more powerful opponent, it will
flee and alert Besescaba to what has transpired.
The skeletal body is that of Calizar, the wizard that accidently
summoned Besescaba. The body has been stripped of anything of
value. The body has been left undisturbed since the demise of
the wizard.
Keep Tower, Lower Level One
15. Stairs Room: This 20' square room has a open doorway in the
south of the eastern wall. There is a set of spiral stairs that
continue to descend to the lower levels of the tower. On the western
wall there is an secret door. To open the secret door, a loose
floor stone must be pressed while pushing on the wall. This will
cause the passage to slide back, reveling the corridor beyond.
The floor of the room is covered with small bones, from giant
rats. There is deep scratches on the walls and ceiling of the
room. Concealed within all the bones there is a small opal worth
100 gold.
16. Crypt: This room is 30' wide by 50' long with a 10' high ceiling.
Inside the room there is two large stone coffins. Each coffin
is unsealed and covered with thick dust. On the lid of the eastern
most coffin, covered by dust, there is written " My beloved
Arlene". Inside this coffin there is the skeletal remains
of a women. Around the neck of the skeleton there is a tarnished
silver and diamond necklace worth 2,700 gold. A ruby ring is on
the left hand worth 1,500 gold, on the right hand is a bracelet
made of platinum with twenty small garnets worth 4,700 gold. The
body is dressed in rotted rags and a loathsome smell will arise
three rounds after opening the coffin.
The lid of the western coffin bears the name "Calizar"
and when opened, there will be only a small head pillow which
is covered with mildew.
17. Storage: This 30' square room was once used as storage. A
single wooden door is centered on the eastern wall. Inside the
room there is smashed wooden barrels, crushed wooden crates, rotting
piles of lumber, a box of rusted iron spikes, a round table with
a broken leg, a wooden door with a large burn hole in it, a smashed
lantern, a broken bastard sword, a smashed shield, a human skull
and four rotting corpses of giant rats.
18. Barracks: This 30' square room was intended to be used as
a quarters for guards but never used. Inside the room there is
four sets of bunk beds and a small round wooden table. Each bed
is covered with a thick wool blanket now covered with mildew.
On the table there is a large lantern, a incomplete deck of cards
and a complete set of dish ware for eight people.
The walls of the room have deep scratches in them, the floor has
several large dried blood stains and the room smells of mildew,
19. Guard Post: This strangely shaped room was intended to be
a guard post. Inside the room there is a iron door on the southern
wall that is locked. A large iron key hangs on a peg in the wall
next to the door. There is an large iron door on the eastern wall
that is also locked. A large iron key hangs on a peg in the wall
nearby also. In the north western corner, covered with uninhabited
cobwebs, there is a small round table with two padded chairs near
it. There is a rotted bullwhip and a empty lantern on the table.
20. Prison: This room was intended to be used as a prison but
never employed as such. A large iron door is the only access to
the room. Lining the walls of the room there is rusted iron manacles
embedded in to the walls. There is a total of eight sets. Hanging
from the ceiling in the center of the room, there is a empty iron
cage. Uninhabited cobwebs hang from the corners of the room.
21. Torture Chamber: This large room was meant to be a torture
chamber to interrogate any prisoners, but it was never used. A
large iron door on the northern wall is the only access to the
room. Inside the room there is two large racks, manacles lining
the walls, a iron table with rusted tools of the trade upon it.
There is a large hanging iron basket in the south eastern corner
of the room. In the south western corner there is 2 large iron
maidens and a set of rusted iron boots. Near the center of the
room there is a small kiln with several large rusted iron pokers
and branding irons laying nearby.
Everything is covered with a thick dust and mildew. Uninhabited
cobwebs hang from the ceiling through out the room.
Keep Tower, Lower Level Two
22. Stairs Room: This 20' square room is where the spiral stairs
conclude. The floor is littered with rat droppings, decomposing
dead giant rats and bones. The walls have deep scratches in them
along with dried blood stains. The room has a over powering putrid
odor to it. Prolonged exposure, more than three rounds, to the
smell will cause sickness. The sickness will cause -1 to hit -2
to damage adjustments. The sickness will last 1-6 rounds or until
the room has been exited for more than three rounds.
23. Cavern: This cavern was to be another room but was never completed.
Standing near the northern entrance to the room, acting as an
sentinel, there is another Dergholoth-Yugoloth, Leseer (hp 59).
The dergholoth will attack anything that is not of its kind. However,
if faced with a more powerful opponent, it will flee to cavern
33 to get help and alert his master. The floor of the cavern is
littered with rat droppings, half eaten giant rats and rat bones.
Hidden within this morbid mess, there is a dagger +2, potion of
extra healing, 3 gems worth 100 gold each, a pair of ear rings
made of gold worth 400 gold and a scroll tube, empty.
The treasure is nothing more than shiny things that the giant
rats picked up and carried into the cavern. The dergholoth has
nothing of value.
24. Cavern: This cavern is a unfinished room. The walls of the
cavern are of hard rock with deep scratches in them. the ceiling
is covered with half burnt cobwebs, now empty. Loose rocks litter
the floor as do rat droppings and skeletal giant rats. The cavern
has a loathsome smell to it.
25. Cavern: This cavern is nothing more than a uncompleted room.
The walls are covered with a thick ordinary mold and deep scratches.
The floor is littered with rat droppings and bones. Along the
south eastern wall there is a smashed shield, a broken battle
axe and a smashed lantern uniformly lined beside each other.
26. Cavern: This cavern is nothing more than a uncompleted room.
The floor is covered with bones from what appears to be a multitude
of creatures. Lurking on the ceiling, near the center of the room,
there is a large Green Slime (1); INT 0; AL N; AC 9; MV 0; HD
2; hp 13; THAC0 19; #AT 0; Dmg nil; SA eats living flesh in 1-4
melee turning victim into a green slime; SD cure disease kills
a green slime, all other spells and weapons have no effect; MR
NIL; SZ S (2-4'); ML 10; XP 120; MC1.
The green slime will drop onto anything that enters the cavern.
The dergholoths are attentive of the green slime and shun this
cavern at all costs. It has been devouring on the giant rats that
meander into the cavern.
27. Cavern: This cavern is nothing more than a unfinished room.
The floor is littered with rat droppings, assorted bones and half
eaten giant rats. The walls are covered with deep scratches and
claw marks. Along the eastern wall there is a collection of mining
tools, now rusted, in a orderly collection tipped against the
wall. The sound of squeaking can be loudly heard from the northern
passage on this cavern.
28. Cavern: This cavern is a unfinished room and entering it will
reveal a dreadful sight. Laying on the floor of the cavern there
is six semi-rotted bodies of what will come in to view to have
been another group of adventurers. There is what appears to have
been three fighters, a wizard, a cleric and a rogue. All of the
bodies lay face down on the floor, in a pool of dried blood. Upon
closer examination of the bodies, it will reveal the manner of
their demise.
The three fighters all have suffered frightful wounds from large
claws and fangs. The fighters are dressed in rusted, bent and
badly dented platemail. On the first fighter there is a battle
axe +2 at arms length away that is still usable. The second fighter
still wears a girdle of hill giant strength that is still good.
While the third fighter has a ring on the left hand, twisted under
his body. The ring is a ring of warmth and is made of bronze.
The rogue bears a large bite removed from his side and several
claw marks down the back. The rogue still wears a pair of boots
of climbing and a small dagger +1 on his belt. A broken long sword
lays not far from the body along with a smashed lantern.
The cleric has large gashes in his side and a large crushing wound
to the head. A broken mace lays just out of arm reach from the
body. In a small pouch on his right side there is a small white
candle, the candle is a candle of invocation.
The wizard has several large gashes across his face and three
large crushing wounds to the head. A broken quarterstaff lays
near the wizards left side and a broken dagger is still clutched
in his right hand. In a small torn leather sack on the right side
there is a small book. This as the wizards traveling spell book,
which contains the following spells: burning hands, magic missile,
read magic, sleep; knock, scare, web; fireball, hold person, tongues;
ice storm, solid fog; passwall.
The cavern is also littered with smashed, torn and broken common
items (i.e. lanterns, backpacks,etc.). The cavern has a offensive
stench from the decaying bodies.
29. Cavern: This cavern is a unfinished room. The floor is littered
with rat droppings, bones and a dead giant rat. The giant rat
appears to have been killed recently as a large bite has been
taken out of its side. Loud squeaking can be heard to the north
west from this cavern.
30. Cavern: This large cavern is a unfinished room. The room is
filled with giant rats, used as food by the indigenous of the
keep. Giant Rats (42); INT 2-4; AL N/E; AC 7; MV 12, Sw 6; hp
1-4 hit points each 12x4, 7x3, 16x2,7x1; THAC0 20; #AT 1; Dmg
1-3; SA Disease; SD nil; MR nil; SZ T (2'long); ML 5-7: XP 15:
MC1. The creatures of the keep have been using the giant rats
as food during their long search for the symbol that imprisons
their master Besescaba.
The rats will attack anything that enter the room except for Besescaba,
whom commands them. The floor is littered with rat droppings and
bones. Scattered amongst this horrid mess there is hidden, three
opals worth 500 gold each.
31. Cavern: This cavern is nothing more than a unfinished room.
The cavern is littered with rat droppings, a collection of bones
from various past victims of the keep. Among the bones and droppings
there is a set of rusted platemail, a broken two handed sword,
a smashed medium shield, several smashed lanterns, nine torch
stubs, a leather boot, a dented helmet and a sword hilt. The cavern
has a putrid odor to it that can be detected from outside the
cavern.
32. Cavern: This cavern is nothing more than a unfinished room.
The floor is littered with rat droppings, a collection of bones
from various creatures, a empty set of platemail, a busted bastard
sword and a large pile of straw, covered with a blue colored common
mold.
33. Cavern: This cavern is nothing more than a unfinished room.
Standing at the north western passage of the cavern, acting as
a sentinel there is another Dergholoth-Yugoloth, Lesser ( 61).
The dergholoth will attack anything that enters into the cavern,
without heisting. The dergholoth is under direct command of Besescaba
and will follow his every order no matter what the order is. If
faced with a more powerful opponent, it will flee into the cavern
to the north west and alert Besescaba to the intruders. However,
it will fight to the death in order to safeguard its master.
The floor of the cavern is littered with rat bones, bones and
droppings. The walls are deeply scratched and covered with a greenish
colored common mold.
34. Cavern: This cavern is a unfinished room, currently it is
the lair of Besescaba. Within the cavern, seated upon a large
stone throne, along the northern wall there is Besescaba. Besescaba
is a Nycaloth-Yugoloth, Greater (1); INT 18; AL N/E; AC -6; MV
12, Fl 36 (C); HD 11+22 hit points; hp 103; THAC0 9; # AT 2 or
1; Dmg 9-19/9-16 or by weapon +8 (strength bonus); SA Magical
axe, wound seepage; SD Spell immunity, +2 or better weapons to
hit; MR 70%; SZ L (9' tall and broad); ML 16; XP 66,000; MC8.
giant two headed axe +3, dagger +2.
Nycaloths most commonly use weapons. These hulking creatures are
fond of giant two-headed axes that inflict 2-16 points of damage.
These axes are very commonly enchanted, with 90% being magical
in nature, though common variety (i.e. +1, +2, etc.). If an axe
is enchanted, there is a 20% chance that it will of special enchantment
(i.e. vorpal, etc.). These qualities of special blades should
be determined randomly. Nycalolths are +4 to hit with weapons,
and often (75%) employ shields.
Nycaloths also have the power to attack with their claws that
each inflict 9-16 points of damage per successful hit. These wicked
claws cause seeping wounds that will continue to bleed for 1-6
points of damage per round until healed magical (i.e. cure light
wounds, etc.).
Enchantment/charm spells never effect nycaloths.
Nycaloths have the following spell like powers, usable as indicated,
at will: alter self, animate dead, cause disease, charm person,
improved phantasmal force, produce flame, teleport without error,
command 3 times per day, comprehend languages-always active, detect
invisibility-always active, dimension door 3 times per day, dispel
magic, enlarge or its reverse reduce, fear by touch, invisibility,
mirror image 3 times a day, polymorph self, project image, read
magic- always active, reverse gravity 1 time a day, wind walk,
word of recall 1 time a day, wraithform 1 time a day. Nycaloths
may attempt to gate in 1-10 mezzoloths, 1-3 dergholoths or 1 additional
nycaloth. The gate may be attempted once per day with a 35% chance
of success.
Besescaba is effected by the listed attack forms as noted below:
Attack Damage
acid none
cold double
electricity (lightning) full
fire (dragon, magical) none
gas (poisonous, etc.) half
iron weapons none
magic missile full
poison none
silver weapon full
Besescaba has made this cavern his lair while his servants search
the keep for the symbol that imprisons him within. He has collected
most of the valuable from the keep into this cavern. Laying on
the floor around his home made throne there is: 4,500 copper,
3,900 silver, 4,800 gold, 300 platinum, 20 gems 100x5, 500x10,
1,000x5. A golden necklace encrusted with diamonds worth 2,300
gold, a snuff box worth 150 gold, a pearl necklace worth 1,200
gold, potion of extra healingx3, potion of fire breath, wand of
fire (32 charges command word fuer), bastard sword +2, dagger
+2,+3 vs regenerating creatures, scroll with the following spells:
magic missile, read magic, chain lightning, slow, charm person.
Ring of warmth, ring of free action, helm of underwater breathing,
potion of gaseous form, wand of wonder (03 charges remain, the
command word is - bizarro).
Besescaba will attack any intruders into his lair, unless confronted
with the symbol. He will use every means to obtaining the symbol
if confronted with it. If his true name is spoken, then he will
attack the speaker unless commanded not to do so. He is confident
that anyone whom finds the symbol will not understand its full
power. He is counting on this if confronted by someone bearing
the holy symbol. If he is able to obtain the symbol or trick someone
into destroying it for him, then he will attack the finders.
If faced with a more powerful opponent, then he will flee to another
part of the keep until his wounds have healed. Then he will hunt
down his attackers, if they remain within the keep, and attack
when he has the upper hand.
Besescaba's favorite find in the keep was a crystal ball he uses
to influence others into doing his will. This is the crystal ball
he used to enter the dreams of the PCs, and will use it if the
PCs hole up in a room to heal them selfs. Once he has found the
PCs, then he will direct his servants to their location.
Concluding the Adventure.
The adventure could end in one of several ways.
If Mirandola is able to gain possession of the symbol, he will
use what means necessary to get rid of the PCs. Those that he
has charmed, he will command them to forget what has happened
and have them wander off. Those who are not under his influence,
he will attack when the opportunity rises. He will have a active
hand in the demise of Fenelon if at all possible. Once the PCs
and Fenelon are out of the way, he will use the symbol to command
the creature to do his bidding. He will flee the area, but observe
from a distance if Fenelon gets the symbol first. When the opportunity
arises, he will attack Fenelon to get the symbol. He would prefer
to attack while the others are engaged in combat with something
else. That way he can do his foul deed and the PCs will be to
weak to counter him. Mirandola will actively pursue any possibility
to get the symbol until he is dead or he has the symbol. If the
PCs get the symbol first, Mirandola will attempt to convince the
PCs that he must personally take the symbol back to his church
in order to destroy it. He will not let the PCs destroy the symbol
at any cost nor let it fall into the hands of Fenelon.
If Fenelon gets the symbol first, he will confront Mirandola with
it. He is conscious that Mirandola may attack him, but he is confident
that he will triumph over the evil mage. Fenelon will not openly
attack Mirandola but he will defend himself if attacked. Once
he has the symbol, he will try to gain the assistance of the PCs
to confront the creature. If Mirandola gains the symbol, then
Fenelon will watch him closely and attempt to convince the PCs
of Mirandolas evil plans. If he can convince any of the PCs of
Mirandolas evil plans, then he will attack Mirandola before his
evil plans are hatched. But Fenelon will only try to subdue Mirandola
to get the symbol, he feels that it is appropriate and within
his right. Once he has the symbol, Fenelon will search out Besescaba
and end its evil reign of terror, with or without the help of
the PCs. If the PCs get the symbol first, Fenelon will attempt
to convince them of the great need to destroy the evil creature
within the keep. He will not let the PCs destroy the symbol at
all costs nor let it fall into the hands of Mirandola.
If the PCs gain possession of the symbol before Mirandola and
Fenelon, they are free to do with it as they please. Mirandola
will actively try to get the symbol away from the PCs at any cost.
He will not allow them to give it to Fenelon or destroy the symbol.
Fenelon will also try to get the symbol from the PCs to destroy
the evil creature. He will not allow them to give it to Mirandola
or destroy it at any cost.
If Besescaba is able to gain possession of the symbol, then will
direct one of his servants to destroy the symbol. He will have
his servant take the symbol and drop it into a active volcano.
Once the symbol has been destroyed, he will be free from his imprisonment.
He will then have no interest in the PCs, Mirandola nor Fenelon.
He will leave the keep and return to his own plane of existence,
prior to leaving he will direct his servants to execute everything
living within the keep.
If confronted with the symbol, then he will use all his powers
to kill the possessor and take the symbol for himself. If seriously
wounded, he will escape to another part of the keep until his
wounds have healed. Then he will hunt down the possessor of the
symbol and attempt to relieve the person of it. He will continue
to attempt to gate in more of his kind if faced with a powerful
opponent. Besescaba will call in more of his kind in order to
over power anyone that possesses the symbol.
If the symbol is truly destroyed, then Fenelon will leave the
keep knowing that the creature is too powerful for him to overcome
alone. He will report the destruction of the symbol to his church
elders and await their judgment. Mirandola will go into a fit
of rage, attacking the person responsible for destroying the symbol.
Besescaba will immediately know of the destruction of the symbol.
He will return to his home, but order his servants to execute
everything living within the keep.
Holy Symbol of Zeuxis
The holy symbol of Zeuxis appears to be a normal holy symbol,
about 18" long , made of silver. The most conspicuous thing
about it, is a named engraved into it. The symbol will not radiate
magic if detected for.
Any evil aligned person or creature that willingly touches the
symbol will suffer 2-20 damage, no saving throw allowed. Any creature
from the outer planes that willingly touches the symbol will suffer
loss of half of its hit points, no save allowed.
If the name engraved upon the symbol is spoken aloud when the
named creature is struck with the symbol. Then the creature will
suffer loss of half of its hit points, negate its magic resistance
for 2-8 melee and cause weakness for 1-12 rounds. Doing this act
will cause the name engraved to disappear and the symbol will
become a normal symbol with no magic powers.
There is only two ways to destroy the symbol while it is magical.
One is to immerse it in holy water and recite a prayer over it.
Then a heat metal spell must be cast upon it from a 15th level
or higher person. The second is to drop it in a active volcano.