Ventner's Crag

 

Level 2 (Map of Level 2)

1
Entry room - Stairs descend to a landing then split in two. The floor of the room is made up of brightly coloured tiles. In this room, the few Medarians who made it in through the upper entrance were bought to a halt by a wizard of the order, with a spectacular kinetic spell. The walls, floor and ceiling are scarred by the weapons and armour of the attackers, fragments of which were driven deep into the stone in some cases. The railings of the stairs are just stumps from the effects of the same spell. Unfortunately, the area of effect included its caster. Little is left of his, or any other body besides dust and some finely splintered bone.

2
Sentry room - A small stone box, quite empty.

3
Sentry room - This small stone room is covered in a fine yellowish mould that covers the walls and floor. It sprouted from the body of a dead warrior, reducing him to dust. His armour and weapons (corroded into a single mass) make a small hump in the centre of the room. The mould is dead, and harmless.

4
Sentry room - A small stone box, quite empty.

5
Sentry room - In this mall room, the wizard who died in room 1 on this level left 2 servitors, - zombies. They were mummified, rather than being left to rot and so are intact, although their garments are but tattered threads. They move with quick, spider-like darting movements

STR

15

+10

DEX

12

+6

CON

0

-20

BOD

14

+8

INT

2

-8

EGO

-

PRE

10

COM

0

-5

PD

1

ED

0

SPD

3

+8

REC

3

END

0

STUN

-

Total

-1

OCV

4

DCV

4

POWERS

2

FAM: melee weapons

15

Zero END on STR

8

Life support (doesn't eat, sleep or age)

60

Takes no stun

2

Carry out basic instuctions, attack hand to hand

87

Total powers and skills

86

Total creature cost

Note : the zombies attack using bastard sword two handed, doing 2d6 +1 damage, but the swords are rusty, and will break if any hit of more than 10 BOD done.

50+

DISADVANTAGES

20

Physical limit: Dead

10

Distinctive appearance - causes extreme reaction (Zombie)

6

Undead servitor bonus

6
Mirror room - This chamber was designed to confuse those who were not authorised to enter the levels below the first. It is filled with shimmering, reflecting illusions (Images, PER at 2) which obscure normal vision. These move subtly, so that movement through the room will take a winding course that is likely to lead randomly to any of the doors (d8). It is of course possible to pass through the illusions.

7
Spear Trap - Opening this door causes 5 spears to be hurled directly out by a ballista (1 1/2 d6 Burst fire HKA @ OCV 0). Anyone not taking precautions will be at DCV 0, taking some precautions at 1/2 DCV and active precautions (leaping aside and the like) at full DCV. On a roll of 8- the aged mechanism will simply fall apart with a horrendous noise when triggered.

8
Spear Trap - Opening this door causes 5 spears to be hurled directly out by a ballista (1 1/2 d6 Burst fire HKA @ OCV 0). Anyone not taking precautions will be at DCV 0, taking some precautions at 1/2 DCV and active precautions (leaping aside and the like) at full DCV. On a roll of 8- the aged mechanism will simply fall apart with a horrendous noise when triggered.

9
Spear Trap - Opening this door causes 5 spears to be hurled directly out by a ballista (1 1/2 d6 Burst fire HKA @ OCV 0). Anyone not taking precautions will be at DCV 0, taking some precautions at 1/2 DCV and active precautions (leaping aside and the like) at full DCV. On a roll of 8- the aged mechanism will simply fall apart with a horrendous noise when triggered.

10
Sentry room - A small stone box, containing nothing of interest.

11
Sloping Passage - A long stone corridor with rough walls and floor as if unfinished. It slopes down at a gentle angle, then up again, to pass under the passage above. Its roughness makes this difficult to detect (PER roll, but only if the player's state that they are checking the dimensions of the passage. The passage was another subterfuge to mislead those seeking to enter the temple. The room to the north is of bare unadorned stone.

12
Temple antechamber - Large (3 M tall) statues of armoured figures line the walls of this room, their shields blazoned with the lightning bolt symbol of Ventanach Cruach.

13
Priests Rooms - These rooms were relatively simple chambers, with a bed, a table and a chest. In most cases, these have collapsed in ruin, and the contents are an unidentifiable mess of shredded cloth, dust and "stuff". Careful searching will turn up various rods of precious metals amidst the trash - 112 copper (badly corroded), 106 silver, (also corroded), 66 gold and 2 of an oily-feeling black metal. The latter are adamant, a very heavy metal imported from another plane. Each rod is about 1/2 cm long and 5 cm long and is worth about 1/2 the equivalent number of coins, except for the adamant, which is worth about 15 gp to a sorcerer. There are a variety of gold items still useful, 3 rings, a bracelet and a necklace, worth 5, 11 and 12 gp respectively. Any other stuff has corroded away. The walls still bear traces of frescoes, seemingly showing scenes from under the sea. There is unidentifiable stuff on the floor - once carpets.
NOTE however that the final chamber is hidden from view by an Image spell, which cloaks the last part of the passage behind an image of a stone wall. This was done by the dead mage in room 17 on this level, to hide the soul shield. To further protect it, there is a sigil hastily chalked onto the floor. If this is crossed, it activates the spell, causing black tentacles to explode out of the walls and floor. This manifestation is merely an automaton, with Stat.s as below

STR

30

+40

DEX

14

+12

CON

0

-20

BOD

15

+10

INT

1

-9

EGO

-

PRE

10

COM

0

-5

PD

2

ED

2

+6

SPD

3

+6

REC

3

END

0

STUN

-

Total

40

OCV

5

DCV

5

POWERS

45

Takes no stun

45

Armour 5 PD/ED

30

Autofire for strength (up to 5 attacks/phase)

30

O END cost for strength

4

+2 OCV with Grab

154

Total powers and skills

194

Total creature cost

The spell-summoned tentacles will attack anyone in the hex or adjacent hex, ceaselessly until destroyed. It will, if possible attempt to grab a victim, then rend or batter it to pieces with the other tentacles. For each attack that penetrates its defences, the automaton will lose one tentacle, with a decreased number of attacks

In the last priest's cell is the soul shield, a large ornate sceptre, almost as tall as a man and 10 cmin diameter. It is heavily ornamented with runes, twisting dragons winding up its haft and inset crystals. When in the presence of a Power Attack, these will glow with an eerie light. The object is enchanted to radiate 20 points Power defense (radius 2 hexes) at 0 END - but is a focus, so must be wielded by someone. It is too heavy (50 kg) and cumbersome to be carried one handed, so the bearer cannot engage in melee, or cast spells if they require gestures.

14
Sacrificial Trap - This room was an elaborate trap for sacrificing foes in an appropriately warlike fashion - or alternatively to be used as part of the defenses of the temple. The room has two elevated walkways, reached by stairs on either side of the doors. The 3rd door, to the south, enters beneath one of these walkways. The entire centre of the floor is a giant teeter totter, which is braced so it will not tilt if stood on at the eastern end, but once more weight is past the centre, it will tilt and slide those on it down into a gaping arch shaped like a devouring mouth, above which is wrought in iron (for those who can read it) "Thus perish the enemies of the order!". Once this arch entered a furnace, stoked up for the occasion, but it is long cold now. People entering will be subject to a 1d6 HKA (area affect, already on) from the teeth, but will only land in a heap of coal dust. There are small vents, but not large enough to admit a human, which go up to the platform above, for feeding the fire and others for chimneys, which are anyway melted off at the end. Of course, the lid of the trap will slam shut, if there is nothing to prevent it, and will be difficult to pull down from underneath.........

15
Temple of the Second level - This temple was dedicated to those members of the order who fell in battle. Its lofty ceiling is covered in a mosaic of Ventanach Cruach looking down on his chosen, surrounded by fallen heroes, while the walls covered in scenes of furious battles, featuring figures in strange clothes and armour - prominently including men similar to those depicted in the upper levels. The lightning bolt symbol is prominently displayed on may figures, mostly robed in blue. A large altar dominates the west end of the room. The treasures that adorned the altar were carried below by fleeing novices, but a silver cup, decorated with amethyst (11 GP) was dropped and has rolled behind the altar.

16
Funerary room - This room is dominated by a large ornate bier, on which the honoured dead would be carried below. It is of wood, and will fall apart at a touch (DEX roll to avoid falling top, which does 4d6 normal damage), but while intact, is enamelled blue and gilded, with rich hangings and a large and imposing coffin, shaped like an armoured warrior. Inside the coffin is the last hero laid to rest before the sudden attack on the crag. His armour is corroded by his own decay, but his battleaxe, held on his chest is still sharp. While not magical, it is of fine make (+1 OCV due to lightness and balance) and is decorated with gold wire and gold inlay in the head - value 30 GP)

17
Display room - In this room the embalmed bodies of fallen heroes would be arrayed before the start of funerary processions to the catacombs below. It is decorated in the same grisly fashion as the Mortuary room. It is also the last resting place of a sorcerer wounded in the fighting above. After setting some of the magical traps on this level, he drew a pentagram around himself and took poison. The reason for this is still present, for trapped in the pentagram with him is his familiar, a small winged, extremely ugly homonculus. The mage made a pact with a creature from another plane for the service of the creature, and he believed the creature would fly away with his soul at the moment of death, hence the pentagram, and his suicide while it was safely trapped. The homonculus cannot break out, so it will encourage others to break in, by tempting them with the treasures to be found on the mage's body, or with promises of information. Its stat.s are :

STR

3

-14

DEX

20

+30

CON

3

-14

BOD

2

-16

INT

10

EGO

10

PRE

5

-5

COM

0

-5

PD

1

ED

1

SPD

4

+10

REC

2

+2

END

6

STUN

5

Total

-12

OCV

7

DCV

17

ECV

3

POWERS

7

1 point HKA @ 0 END (bite)

80

5 levels of shrinking always on

25

Mana transfer: 2d6 BOD Transfer, usable by one other (+1/4), requires bite to do damage (-1/2)

20

10 " flight

5

Mind link (only with Master)

13

Detect Mana (at range, discriminatory)

3

Stealth (13-)

3

Concealment (11-)

2

KS: Magic and sorcery (11-)

2

KS: Ancient magicians (Enneasis, 11-)

2

KS: Other planes

162

Total powers and Skills

150

Total creature cost

Note - 10 to PER rolls to see this creature, when it is trying to hide.

50+

DISADVANTAGES

10

Dependence on human blood (3d6/5 hours)

20

Distinctive features (not concealable, causes major reaction)

20

Psychological limitation: Nasty (all the time, strong)

50

Nasty little bloodsucker bonus

The homonculus is a small bandy-legged creature, with disproportionately long limbs and batlike wings. These are tipped at the joint with small sharp claws. The creature has a greasy clay-like skin, and enormous opalescent eyes. It will consent to become the familiar of any character who makes it an offer. However, it has one requirement - it requires human blood for feeding, and will drain 1/2 d6 per day. In return it will scout for its master, give advice (usually bad) and supply him or her with Mana for spell casting or healing (BOD), if it can find a victim to drain blood off safely. The creature has other bad habits too. It is a practical joker of a malevolent kind, although it will not offend its master. It has a decidedly nasty disposition and will often urge unpleasant actions on its master in its high whispery voice. If it gets the chance, it will attack and dispose of pets, and any other small animals that it can deal to without exposing itself to danger. It does however, know quite a bit about magic use and magic users, so could be a useful companion, if you could tolerate its company. It also knows of one other interesting item - the soul shield hidden as a last act by its master in the last room in 13

The mage was carrying some items of worth. Under his dried corpse is an ivory wand. At the moment it is useless, but it serves as an END battery, capable of holding up to 50 END. It can be recharged by replacing the currently empty claw socket at the end with a small gemstone, which serves to contain the sorcerous energies, but is destroyed when they are called forth. A common gem of a size to fit the socket would cost about 40 GP (+/- d6). He also has a spell book, but the parchment is ruined by age. However, tucked in his robes is a magical dagger. It does no extra damage, but can be thrown and will return to the thrower's hand (ie, it can function as an HKA at range). The range is 100 M. If thrown at a target further than this it simply flies out and loops back to its owner's hand.

 

18
Mortuary room - In this room, departed heroes were prepared for embalming in the crypts below. The walls are decorated with white marble slabs, depicting the forms of dead warriors and a depiction of the hosts of the dead. The god of death, Crom Cruach, is depicted as a great throned maggot, being carried by a horde of dancing skeletons, clothed as lords and ladies, poor peasants and everything in between. The hands of some of the figures on the west wall hold pots and tools used in the embalming (PER to notice). These are made of silver or platinum, and are worth about 145 gp all up (weight about 4 kg). In the middle of the room is a marble table designed to hold the body undergoing the rites. It is designed as a pair of cupped hands, tipped with large claws. The room is still defended by it original guardian, another armed zombie.

STR

15

+10

DEX

12

+6

CON

0

-20

BOD

14

+8

INT

2

-8

EGO

-

PRE

10

COM

0

-5

PD

1

ED

0

SPD

3

+8

REC

3

END

0

STUN

-

Total

-1

OCV

4

DCV

4

POWERS

2

FAM: melee weapons

15

Zero END on STR

8

Life support (doesn't eat, sleep or age)

60

Takes no stun

2

Carry out basic instuctions, attack hand to hand

87

Total powers and skills

86

Total creature cost

Note : the zombie will attack using a bastard sword two handed, doing 2d6 +1 damage, but the sword is rusty, and will break if any hit of more than 10 BOD done.

50+

DISADVANTAGES

20

Physical limit: Dead

10

Distinctive appearance - causes extreme reaction (Zombie)

6

Undead servitor bonus

19
Sleeping Priest - In this room there is an apparently sleeping man, lying on his bed with his hands folded on his breast. He is wearing the same sort of armour as the figures depicted in scenes upstairs and his clothes are smoke stained and torn, though rich. A successful PER roll will reveal that his clothes, the bed, and 1 hex semicircles of the wall fresco and carpet are brighter and in much better repair than the rest of the area. The man, of course, is one of the remaining priests of Ventanach Cruach, and has been held in stasis by a time loop spell - careful examination will reveal a shimmering, slightly distorting field about him. The spell is a transformation attack (Minor effect, 10 d6, 1 hex area effect, continuous uncontrollable @ 0 END) that changes everything in the area into whatever it was 1 turn ago). The priest lay down to sleep, before the spell took effect 2000 years ago, and is still that way. He holds a sceptre on his breast that is the focus for the spell - the rippling effect emantes from it. The spell is negated by breaking or damaging it (it has the Fragile focus disadvantage), or draining its END (it has an END reserve of 2). However, anyone who moves into the area of effect may be affected and once in it, has only limited time to act. Once awakened, the priest will be wary but not immediately hostile - he was expecting that he might be asleep a while (maybe even 10 or 20 years....). However, any threatening moves on the players part will trigger his strongest attack, since he assumes that they are Medarians. If the players can communicate with him and convince him of the time that has passed, he will become (after a short while) suicidally rash, seeking a fitting end for a priest of Ventanach Cruach. His stat.s are

STR

15

+10

DEX

18

+24

CON

13

+6

BOD

12

+4

INT

14

+4

EGO

12

+4

PRE

10

COM

10

PD

5

+2

ED

5

+2

SPD

4

+12

REC

6

END

26

STUN

27

Total

68

OCV

6

DCV

6

Powers and Skills

4

Fam with common Missile and Melee weapons

3

PS: Priest (12-)

2

KS: Rituals and prayers (11-)

2

AK: Enneassian kingdom

7

Languages: Literate, Eneassian (native), Medarian (conversation), Tongue of the priests of Venatanach (conversation)

11

Magery (16-)

2

KS: Air magic (11-)

50

Variable spell pool (pools of Wind and Air magic) (44 point base). All powers take : Skill roll (-1/2), Focus (holy gem, OIF, -1/2), Concentration (1/2 DCV, only to turn on, -1/4) extra time (Full turn, -1/2) requires Mana (-1/4) for a total of -2.

56

Total Powers and skills

124

Total character cost

50+

Disadvantages

20

Psychological Limitation: Fanatic of the cult of Ventanach (common Total)

15

Psychological Limitation Proud and Haughty (common, strong)

10

Physical limit: Completely unfamiliar with modern culture and history

54

Experience

Equipment

  • Armour - Scale armour (5 DEF, Covers Torso, Arms and Thighs), with a large red gem inset in the breast. This is the focus for his spells and will glow brightly when used.
  • Battle Axe
  • Medium Shield
  • 3 daggers and a gold bracelet, worth 14 gp.

 

Magical Equipment

  • Firethrower - a metal object cast in the likeness of a flying dragon, with outspread wings, about the size of a crossbow. It is a potent magic item, spitting fire for 1d6 E-RKA (Continuous, uncontrollable, 1 hex area effect, with 15 charges. It recharges by being heated in a large fire, until red-hot, but even when glowing will remain cool.
  • Holy Gem - this is a mana battery and the focus for his powers. It hold 10 END for spell casting and can only be recharged by use of the appropriate priestly rituals

 

Spells

  • Currently in his pool, he has the following spells:
  • Flight (11")
  • Charm of aware air (Spatial awareness)
  • Wall of wind Missile deflection - all attacks. This spell is very obvious when activated, since it causes howling winds, debris is hurled about and so on.
  • Wind Blast: 8d6 physical EB

20
Hall of Heroes - This long arched hall is supported by a row of pillars carved in the likenesses of warriors in archaic armour, some holding strange, unidentifiable objects - perhaps weapons? The faces are all different and lifelike enough that they are obviously representations of actual people. The 3rd statue from the west, is holding a carven medallion of some sort, engraved with a snaky pattern - it is in fact the correct route to traverse the maze on the level below. He was the designer of the maze, and initiates of the 3rd level could use it to refresh their memory before going downstairs.

 

21
Stairs down to Level 3 - Fairly self-explanatory, really.