Ventner's Crag

 

Level 3 (Map of Level 3)

1
Entry to the burial level - Stairs descend into a gloomy antechamber. The dark walls are covered with a much-decayed mural depicting the judgement of the fallen by the great throned worm, Crom Cruach. A warrior is depicted in battle in scenes near the stairs, and is accompanied by a towering figure of Ventanach Cruach before the worm. The two doorways out of here are flanked by seated figures in armour - now much rusted.

2
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.

3
The shadow monster. In this room a sorcerer (aiding his battle brothers in 4) conjured up a shadow monster - unfortunately, he was too weak to control it and it roams this area seeking fresh sustenance. His shrivelled remains lie in one corner. His only item of worth remaining is his spell book. Various necromantic and summoning rituals are described (if needed, the GM should select 5 necromantic spells from the Grimoire, including at least one spell "Summon Shade" to summon the creature below). However, the book is protected by a rune of decay - (1d6 body drain, 1 hex area effect, 5 years delay on return, [essentially destroyed], triggered by opening the clasp of the book without speaking the owner's name, 1 use, won't affect living material) - however, slitting open the spine of the book would not trigger it. The pages are brittle with age (the book has only 1 BOD, so if it is affected by the rune it will also decay into nothingness).

STR

3

-14

DEX

14

+12

CON

3

-14

BOD

5

-10

INT

5

-5

EGO

5

-10

PRE

30

+20

COM

0

-5

PD

1

ED

1

SPD

3

+6

REC

2

END

2

STUN

9

Total

-20

OCV

5

DCV

5

POWERS

85

2d6 Str drain, affects solids, Str returns at 1 point per hour, @ 0 END

64

Desolid, always on

8

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

9

1 pt HKA, affects solids, takes 1 turn to activate, 0 END

166

Total powers and skills

146

Total creature cost

50+

Disadvantages

20

Psycholoical limit: Hungers for human life force (common, total)

20

Susceptibility to sunlight (common, 2d6 per phase)

20

Vulnerability to light-based attacks (double all adamge)

20

Distinctive features: shadow-being (can't conceal, extreme reaction)

16

Haunter of dark places bonus

This creature appears as a human-like, blurry shadow. It hungers ceaselessly to fill its unbeing with human life, so will attack and attempt to drain its target down to 0 STR - if its victim is incapacitated, it will seize him and feed on his life force (the HKA). The creature is susceptible to mental attacks and magic. Its first attack - suddenly seeming to materialise out of the shadows - can be terrifying, so don't forget its presence attack

4
Burial crypt - In this room, one of the priests prepared a hasty line of defence by animating the bodies of those who had fallen above and not yet been buried. There are 6 zombies with stat.s as below - they will attack any who enter.

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 a variety of weapons - swords, spiked clubs and spears, all doing 2d6 damage, but all the weapons are old, 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

The priest himself is still here - he is in the room beyond, lying face down on the floor before an altar. He took poison after the animation ritual, and was thus included himself - his stat.s are identical to the Zombies above, but he has his armour (plate and chain, 7 PD/ED) and a heavy spiked mace (1 1/2d6 HKA with STR) and a shield (so he is DCV 6). On the altar in front of him are a small gold censer and large silver candlesticks, worth 5 and 4 GP each, respectively. He also has a scroll which casts a spell "protection from magical beings", which casts (one use only) a 10 PD force wall around the user, only affects magical beings, and which costs 2 END to maintain per phase once cast.

5
Dead warrior - In this room lies the mummified body of a warrior. He is lying on his stomach with his hands splayed against the wall. The stone he is touching is loose and can be easily removed - behind it is a potion of invulnerability (+20 PD/ED, resistant, 1 use, lasts 2 turns). The arrows in his back attest to his need for such an item.

6
Poison dart trap - When the door is opened, a fine spray of darts will shoot from both walls. Once upon a time these were poisoned, but that has long since decayed - now the darts do a pitiful 1 point RKA (autofire and area effect in the 2 hexes before the door).

7
Spear Trap - A trip stone in the floor half way down these passages causes a spear to be hurled directly out by a ballista (1 1/2 d6 HKA @ OCV 0) through the false door. 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
The Wind Demon - In this roughly hewn chamber, lurks the final summoning of one of the sorcerer priests, an elemental from the plane of air. It will attack anyone who enters, throwing small loose objects such as stones etc. The elemental has shattered the walls over the centuries of its captivity, so it has plenty of ammunition, but it is held here by the ritual used at its summoning. The sacrifice used in the summoning was an unfortunate novice. His body lies in the centre of the room, transfixed by the pointed end of the staff used in the summoning. The staff is magical - it will summon the elemental below, but it has an Mana (BOD) battery, that recharges half as much BOD as is done with the business end. Treat it as a spear (and the summoning requires 8 BOD to cast, making some sort of sacrifice all but mandatory!). The passage re-enters this room higher up, and crosses it on a slim stone bridge. Any knockback delivered by the wind elemental will be sideways and the bridge is 10 M above the ground floor (5d6 normal damage).

STR

0

-20

DEX

12

+6

CON

3

-14

BOD

10

INT

6

-4

EGO

6

-8

PRE

10

COM

0

-5

PD

1

+1

ED

1

SPD

4

+18

REC

2

+2

END

6

STUN

12

-24

Total

OCV

4

DCV

4

POWERS

59

Wind blast: 5d6 physical EB, radius area effect (7" radius), affects solids, at 0 END, personal immunity, no range, requires small loose objects to hurl (-1/2)

60

Wind blast: Change environment - create storm (wind, rain, etc) in an 8" environment, affects solids, at 0 END unranged

30

Flight 10" at 0 END

64

Desolid, always on

48

Invisible to sight group, always on

8

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

269

Total powers and skills

245

Total creature cost

Note that the windstorm the creature creates will more or less fill the chamber from side to side

50+

Disadvantges

20

Psychological limit: Mercurial, fickle personality - easily diverted, easily angered (common, strong)

20

Psychological limit: Sarcastic personality, likes to play and tease (common, strong)

10

Enraged if mocked, or blocked in goals (11-, 11-)

145

Storm spirit bonus

Storm spirits are (depending on which sage you consult) animations caused by the excess mana generated in the heavens during a thunderstorm, or elemental spirits attracted to our plane by the wild excesses of such storms. Either way, people have long heard shrill voices in the wind and occasionally mages have been able to trap such creatures. They are fickle, boastful beings, with a rather childish mentality. As servants they are unpredictable and dangerous, needing to be entertained and presented with new things to play with or do. If frustrated or bored they can become quite homicidal.

9
Dangerous footing - In this room one of the priests stopped some invaders who had teleported in with the same kinetic spell used in room 1 on the level above. Shattered stone statues mingle with fragmented pottery and crushed armour. Of the combatants, only dark stains remain. However under all this junk, the floor has been badly cracked. More than 200 kg weight will cause it to collapse, precipitating the people thereon into a rubble slide down into the 5th level (taking a 4d6 HKA area effect, reduced penetration, from all the falling rocks etc).

10
The Crypt Cathedral - This small chapel guarded the way down to the crypts and was only used for the farewell rites for the bodies of heroes that passed this way on their route to burial. Below, the bodies were given into the care of the priests of Crom Cruach. The temple has an octagonal altar of black stone in the centre, with seats for a vigil lining all the walls. On the altar is a coffin lying across two spears. Both coffin (which is empty) and spears are ceremonial, made of wood and gilded. The spears are too light to bear any load, but the coffin is more or less intact and can be carried - although it will disintegrate if dropped. The outer passage around the shrine is carved with bas-reliefs depicting the life of a warrior - from his birth to death in battle and ascension into the ranks of the winged warriors who fight with the Lord of the Skies.

11
The Well room - In this room is a shaft running down into the cistern. It once held a archimedes screw, but that was made of wood and has vanished utterly. The bronze crank that powered it remains and makes a precarious ladder by which one could ascend the shaft (DEX roll required). The mouth of the shaft is at the bottom of the cistern and is roughly a metre in diameter. At both ends of the room are two huge basins which once held consecrated water. Though black with corrosion, both are of solid silver - a prize for any who can carry them away - since each weighs about 100 Kg and is worth 160 Gp.

12
Priests' cells - The marked cell contains a dead priest and his last remains - a poltergeist. Treat it as a continous SPD 3, area effect selective 3d6 EB - using loose objects in the room, that can be cancelled by either destroying the priests body or casting a spell (any spell) banishing summoned creatures. The others are bare, except for the sort of litter that fills the cells in room(s) 13 on the second level.

13
Guard room - From this room a secret door (plainly visible from this side) gives access from behind the fountain into the cavern on the path up the crag. This door was breached by the Medarians and they fought a pitched battle with the guards, which no one survived - although they got the door closed again.. The fire spell which ended the fight has left only charred bones and melted armour, but two items remain. The first and most obvious is a large contraption. It has a cart-like body, with spiked wheels, an upright armoured torso somewhat like a man's, but with spiked flails instead of arms and with a silver skull for a head. It is a Medarian siege machine, and when its opponents fell, it ground to a halt. Lacking further orders, it is simply waiting for new foes.

STR

20

+20

DEX

12

+6

CON

3

-14

BOD

15

+10

INT

2

-8

EGO

-

PRE

20

+10

COM

0

-5

PD

1

ED

0

SPD

3

+8

REC

5

END

6

STUN

-

Total

27

OCV

4

±3 CSL

DCV

4

±3 CSL

NB: This creation has currently only 3 BOD left after the fire spell that ended the combat. It's an evil enough opponent as it is!

POWERS

37

11/2 d6 HKA (3d6 w. STR) @ 0 END (bladed flails)

9

+3 CSL with flails

60

Takes no stun

81

9 PD/ED armour

8

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

26

0 END for STR and movement

2

Programs: Attack hand to Hand, Guard

223

Total powers and skills

250

Total creature cost

50+

Disadvantages

20

No fine manipulation

20

Limited Mobility (has wheels instead of legs)

160

Armoured man o' war bonus

Lying among the ruined bodies and weapons, is one helm that appears completely undamaged. Its owner fell before the siege cart's flails, or he might have survived, since the helmet has a spell cast on it - 3/4 damage resistance (resistant) against fire. The spell is triggered by fire (what else?) and still has 6 charges left.

14
Great cistern - Now half full of green, unpleasant looking water - but nothing really dangerous in it. Access can be gained to the well room from a balcony overlooking the cistern - but it is about 3 M above the current water level, and the water is still 2 M deep. However at the bottom of the pool, invisible in the green stagnant water, is a shaft that once carried water up to the well room. It could be negotiated with a DEX roll.

15
Stairs down to Level 4 - Not at all unusual, except that the third step from the top is cracked and broken. If stepped on, make a DEX roll or tumble to the bottom, taking 3x2d6 normal attacks.

16
Dead priest - In this room one of the dead brethren was laid to rest. Within the area of the Timestop spell his wounds are still red, and the blood on the floor still wet. The carpets within the area of effect are still vivid and hangings cover half the wall. Outside the area of the spell, the walls are bare, the hangings having long since perished.

17
Area of the Timestop Spell - The spherical effect of the timestop spell cast on the level below has reached up as far as this. Within its area of effect, everything looks as fresh as new. Once this area is broached, however, anyone in it is subject to its effect, which is the same as the one cast on the priest in room 19 on the second level. However, anyone in the area of effect of the soul shield sceptre has a good chance of escaping its effects.

Read the description of this spell thoroughly (it is at the start of the description of Level 1 - clever players can use it to their advantage if they can work out what it is, and it will certainly affect play either way. This spell is capable of generating some weird effects, and is a central part of the adventure so think carefully about it!