Ventner's Crag

 

Level 6 (Map of Level 6)

1
Stairs up to Level 5 - This flight of stairs is very long, descending steeply into darkness. It is made of dark marble, shot through with red streaks. Every third step is engraved with a complex golden pictograph - (they merely count down from the top, in Atalantëan, so that the rightful owners of the staircase would know where the two traps on the staircase are). There is too little gold to have any significant value in the glyphs. At the three-hundredth and six hundredth steps are two magical traps designed to prevent unauthorised access. At the first, a wall of fire springs up when the glyph is stepped on (2d6 RKA, 1 hex area affect, no range, 3 charges, each lasts 5 minutes. At the second, the step appears to turn liquid, engulfing the first character to cross it. Anyone else who comes in range will likewise be bound (attack is 8d6 entangle, 1 hex area affect, sticky, 1 charge). Both traps are monitored by "spacial awareness", so invisible characters can be affected.

2
Holding cells - This area was used to hold prisoners for experimentation or the products of summonings or magical mishaps. All doors are of bronze, verdigrised but still stout. The doors from the passage are connected beneath the floor by heavy rods - one can only be opened if the other is closed. The cells are all empty, but there are also oubliettes set into the floor. These are simply 14 meter deep shafts sealed with a heavy metal lid (which have breathing holes in them) and barred from above. One of these retains its occupant - a summoned spirit trapped in a created body. It will wail and howl, if it hears any noise above, and releasing the lid will let it out. Man-shaped, it has rotting, dead white flesh peeling from its body and its face and hands are all but destroyed from pounding at the stone over hopeless centuries. If freed, it will try to kill anything that moves with no attempt at self preservation.

STR

30

+40

DEX

14

+12

CON

10

BOD

7

-6

INT

8

-2

EGO

-

PRE

30

+20

COM

0

-5

PD

8

+18

ED

4

+9

SPD

3

+6

REC

8

END

20

Total

92

OCV

5

DCV

5

POWERS

30

4 d6 HA @ 0 END ( hands and teeth)

8

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

60

Takes no stun

18

Resistant PD/ED

60

1/2 damage reduction (resistant, physical energy

1

Program: attack hand to hand

177

Total powers and skills

269

Total creature cost

50+

Disadvantages

20

Psychological Limitation: Totally Bloody Psychotic (Very common, total)

20

Psychological Limitation: Doesn't know where, what or who it is (Very common, total)

179

Horrid moster bonus

3
Antechamber to the Labs - This area was where apprentices were instructed and the mages met for discussion. Several large chairs, ornately carved with mystic runes, benches and low tables dot the room. The right hand side of the room hold a large cupboard filled with scrolls that has been over set - the scrolls, crushed beneath it, will turn to powder at the slightest touch.

4
Stairs up to level 7 - This flight of stairs is similar to the one descending from level 5, but the runes are of silver - now tarnished black as the stone it is set in.

5
Laboratory - This room has been stripped of most of its valuables, but there is a large quantity of glassware, crucibles, mortars, etc. The room is dominated by a large table that fills the centre of the room and holds most of the stuff. On this is a small locked iron chest guarded by a spell rune that paralyses anyone who sees it painted on the lid of the chest (4d6 Entangle transparent, triggered by sight). Inside this chest are a variety of semi-precious stones used to grind up for scroll inks (2-12 Gp each). There is a furnace in one corner and beside that is an upright suit of armour - the guardian and servant of the laboratory. Any wanton destruction will cause it to attack, otherwise it will remain quiescent.

STR

20

+20

DEX

12

+6

CON

0

-20

BOD

10

INT

2

-8

EGO

-

PRE

10

COM

0

-5

PD

0

-4

ED

0

SPD

3

+8

REC

6

END

0

STUN

-

Total

-3

OCV

6

DCV

4

POWERS

37

1 1/2 d6 HKA (3d6 w. STR) @ 0 END (claws)

63

Armour 7 PD/ED

60

Takes no stun (60 point level)

8

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

4

+2 OCV with claws

2

Program: Attack hand to hand, Guard

173

Total powers and skills

170

Total creature cost

6
Laboratory - This laboratory was destroyed by its owner to prevent it falling into enemy hands - the room itself is just a blackened shell - even the stone of the walls have melted and run from the strength of the spell used.

7
Scriptorium - This room was used to pen scroll and perform magical writings. There are 2 large desks, one of which has collapsed into fragments and the pots of inks, brushes and knives are ruined by age. On the wall is a hanging made of coloured glass, each fragment looped into several others, to form a mosaic, of the archaic style known as a sacratata. The pattern is abstract, and the thing intact would probably fetch 400 Gp or more from a wealthy collector, since they are extremely rare. Behind this is a bronze mirror that acts as a mind link for anyone who gazes into its surface when someone else looks into a similar one. It is about 60 cm by 30 cm and weighs about 5 kg. There are still at least 2 such mirrors surviving - one is in the Palace of arms at Drochaid na Banna, being used as an ordinary mirror. The other is held by a Liassafar lord whose manse is beneath the Croimlinne mountains. A matched pair would be worth a considerable amount....

8
Laboratory - This room is bare and a shallow depression in the floor has 3 pairs of strong manacles. The manacles are magic and will seize whatever comes into the depression and hold it fast until the command word is given. Each set can be treated as a 12 d6 entangle and they attack at OCV 8, SPD 5.

9
Library - This room is lined on three walls by shelves, which are in turn filled with scrolls, clay tablets, and metal or stone plates incised with runes or painted in strange characters. It includes works on geography (the worlds and moons of the solar system as well as some extraplanar) magic, physiology (human and otherwise) and history. Most are in the bastardised form of Atalantëan used in Enneasis, but many tongues are represented - pure Atalantëan, Thanatari and languages whose very names have been forgotten. It has obviously been pillaged - there are scrolls and papers scattered across the floors and the lockable cages that fill some shelves are open and largely empty. Most of the paper is too decayed to be read, but the rest is worth a 80 Gp to an antiquarian or a mage with a good knowledge of ancient tongues.

10
Containment room - Access to this room is by means of a secret door. One of the slabs of marble that face the wall is arranged so that it pivots on its axis. It is rather heavy, so requires a STR of at least 10 to move. The door itself is warded by a relatively simple spell designed to make any escapee from a summoning easier to catch. It is a SPD drain (1d6, effects last 1 hour, 3 uses) triggered by walking through the doorway without saying the password. This room is the place where extremely dangerous sorceries were performed and also used as a storage place for potentially lethal items. The floor is covered in ornate traceries in chalk from the last hasty summonings and standing at various points are 4 censers made of solid gold, each one weighing about 10 Kg and worth about 500 Gp each. There are 4 large iron bound chests, one in each corner of the room. All have their lids open, and rotted silk wrappings are strewn about. Most of the contents of the chests are gone, but a few items remain. There are 4 glass balls, heavily padded in silk. These appear to contain a swirling green liquid and if broken (DEF 1, BOD 1) will rapidly release a greenish gas that attacks all living flesh - treat as a 3d6 radius area effect cumulative transformation attack, 3 charges, not against opponents sealed from the air or nonliving, that converts the target into stone. There is also a lead box containing a sorcerer's wheel - a brass disc heavily engraved with runes. It acts as a 20 d6 radius area effect drain against all magic, with the following disadvantages : it has a skill roll of 15+ which must be made each round of operation, its effect is gradual, ie 1 d6 on the 1st phase, 2 d6 on the second etc until it reaches full effect or fails its roll, it cannot be turned off and it has one use - since once it fails the skill roll it explodes (side effect) for 3+1d6 energy RKA (area affect radius) in a spray of molten brass. The wheel is activated by taking it out of the box and speaking a command word (engraved on the wheel in Atalantëan). Thereafter it spins in the air, faster and faster, soaking up magic in the surrounding area to propel itself.