Ventner's Crag

 

Level 7 (Map of Level 7)

1
Stairs down to Level 6 - 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 silver 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 metal to have any significant value in the glyphs. At the two-hundredth and four- hundredth steps are two magical traps designed to prevent unauthorised access. At the first, a wall of spinning blade 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, is a teleport that sends the character back behind the first glyph (1 hex area affect, 3 charges). Both traps are monitored by "spacial awareness", so invisible characters can be affected.

2 and 3
Guard rooms - In each of these rooms are chairs, tables and shelves to cater to the human guards that were on duty here. The rooms would have been comfortable before the collapse of their furnishings - the guards were here to lend muscle for sorcerous summonings and for status as much as for actual guarding. However, they guard now. Before leaving this place, the last of the warlocks cast a spell on the two remaining guards, turning them to stone. They are frozen in positions of dismay at the top of the stairs. On the floor in front of them is an convoluted rune, (visible only to magic sense) - if this is crossed, it will finally break the petrification spell, freeing the guards, who will finally do what they were placed here for. The guards stat.s are :

STR

15

+10

DEX

17

+21

CON

13

+6

BOD

12

+4

INT

10

EGO

10

PRE

15

+5

COM

10

PD

4

+1

ED

3

SPD

4

+13

REC

6

END

26

STUN

27

Total

60

OCV

6

DCV

6

ECV

3

POWERS etc.

5

Common Melee weapons, common missile weapons, one other weapon

28

Warrior skills and Talents (see below)

2

KS: Temple ritual

15

1/2 END on STR

6

+3 OCV with favoured weapon (the one with find weakness)

56

Total powers and skills

116

Total character cost

50+

Disadvantages

20

Fanatic Defenders of the Faith (Very Common, total)

20

Physical limit: No idea of the modern world

26

Experience

Warrior #1

3

Fast draw (12-)

10

Find weakness (with sword, 11-)

3

Defense manoeuvre

8

Martial Arts Multipower : 17 point reserve - all attacks only with sword (OAF, -1)

1

(u) Bind weapon (17) + 5 STR for bind only (-1), -1 DCV

1

(u) Defensive Strike (11) +1 OCV +3 DCV

1

(u) Fast Strike (16) +5 STR (only for weapons, -1), +3 OCV

1

(u) Martial Block (10) +2 OCV, +2 DCV

Warrior #2

15

Find weakness (with Darts, 12-)

3

Stealth (13-)

3

Riding (12-)

3

+2 OCV range levels

4

+2 OCV with sword

Equipment

  • Chain armour and eagle-mask helms : 6 PD/ED Full coverage, -2 DCV
  • Medium shields (+ 2 DCV)
  • Great mace (2 d6 HKA, 2 handed, with Str),
  • Broad sword (1 1/2 d6 with STR)
  • Darts (1 d6 HKA, including STR)

4
Bronze portals - This is the way that the warlocks travelled if they intended to go further than the workrooms. Behind the heavy brass doors is a slowly swirling silver wall, that looks much like a pool of quicksilver. Anyone who opens the doors is subject to attack at OCV 6 by both a teleport and a 3d6 END drain carrier attack (Teleport, 1 hex area effect, up to 2x mass, 14x range [327 km] usable by others, END batt [only recharges from END drain]). If the target has a destination in mind, then the teleport will send them there (subject to all normal restrictions on teleport), otherwise they will be sent a random direction (d12) and a random distance (d300) (which is why the doors are there!).

5
Fountain and garden - This room was used for entertainment and rest. It is the centre of a area effect Images spell that includes sight, sound and smell. This is activated by touching an ornate raised area on the fountains rim and simply wishing for the desired changes. In its natural form it is a high dome (15 m), with walls of native rock and a tiled floor and a large fountain, which is now dry. Currently the illusion makes the chamber appear a pergola perched on a lofty peak. The fountain is covered by illusion to appear an ornate statue showing figures riding an enormous dragon through clouds. In the distance, fantastic and picturesque buildings are similarly precariously balanced. A balustraded walk appears to lead down to a nearby palace - the entry to room 6. The other doors are obscured by the illusion.

6
guest rooms - The larger peripheral rooms are more or less identical, containing 4 poster beds, writing tables and seats made of precious woods and inlaid with pearl and precious metals. All are collapsed and basically useless. The large central room once held a large table and a dozen chairs similarly fashioned to those in the rooms, and similarly derelict. The smaller room holds a toilet which drops down to a water channel far below, and a large bathtub - the tanks which once fed it long since dry.

7
Chapel - The private worship area of the residents, the walls of this small chapel are hidden by image spells that show swirling clouds on all sides. Opposite the doors is a huge statue of Cruach Ventanach with wings outspread. The statue is carved of jet and ornamented with sliver and gold leaf and bright enamel. Before the statue is a low altar with service vessels - a large cup, a bowl and a knife of exquisite workmanship, of platinum and ivory and worth 200-300 Gp just for intrinsic value alone. There are stone seats for a dozen worshippers, their cushions and trappings falling into dust.

8
Environment room - (read down before describing this room to your players!) This tall and rather austere room is lined with pale blue marble and has benches around three walls carved from the same stone - and another set 3 M above the floor. The heavy brass door fits snugly into its frame and has a very solid bar on the inside. The door is airtight - a fact that will become obvious when it is closed. This room retains its original spell - it has spell pool that allows up to 4 environmental changes to be made. The room was used as a sauna, swimming pool (hence the upper benches), weightlessness chamber etc. To effect the changes, all one has to do is touch the ornate carving set in one wall and wish it. The same area activates an images spell that cloaks the walls with any mirages the user wishes. Currently the room is set to resemble a sumptuous tent with raised sides revealing a desert. It is dry and hot, but a warm breeze blows through. The benches are cloaked in illusion to appear draped with rugs.

9
Transforming room - The warlocks who inhabited these chambers could have access to anything they wanted by use of the magical mechanism in this room. It is currently filled with oddments of furniture, tapestries, dinner remnants and so on. In a clear space at one end of the room is what appears to be a large ornate piece of statuary, with writhing arms, heavily engraved with pictographs about a low central podium. The podium is a 1 hex area effect 2 d6 cumulative transformation attack (being an immovable fragile OAF) - any object into anything else. By means of this, the inhabitants created anything they wanted simply by placing another object onto the podium and asking for their desire (in Atalantëan). The walls are carved in light relief showing a bewildering variety of forms melding into other forms, over every available inch of space.

10
Receiving room - In this room is a heavy wooden table, carven to resemble 4 trees whose interlaced branches form the top. It has survived because of its weight, but the chairs and hangings that once decorated the room have decayed into fragments.

11
Dining room - This room was decorated in a similar style to the receiving room before it, with the addition of large cupboards holding implements for eating and drinking. The smaller pieces of furniture have collapsed but the cupboards and table remain These are very fragile with age and will collapse if handled without care - attempting to use them normally, say. If this happens, the fine porcelain and glassware within the cupboards will be destroyed. If the cupboard is supported by at least 2 people when opened, it will stay upright. The dinnerware inside is of eggshell porcelain and would be worth rather a lot (400 Gp) to a connoisseur. There is also tableware of porcelain-inlaid gold, worth a similar amount, which will lose 1-100% of its value in a collapse.

12
Bedroom - This room is simply furnished with a raised dias filling the whole back half of the room. It holds an enormous bed and is bordered by a low rail worked in dark wood. In the corner of the room shielded by rotting screens are two cupboards filled with mouldering robes, mostly shades of blue, decorated with birds, dragons and clouds. The robes are all ready to collapse into clouds of dust and tatters of cloth, but if the mess is searched it will yield a small dark tube of metal about 15 cm long. This will telescope out if pulled into a 60 cm wand with the following functions :

  • Generate a ray of cold (3d6 NND, not against warmly insulated or cold-protected targets)
  • Generate an ice spray (3d6 entangle, no DEF, has 1 d6 NND carrier as above)
  • Generate a wall of ice (6 PD/ED force wall, ablative)

It has 12 charges and regenerates charges instantly if brought below -100 °C. The wand will only work if extended. In the other corner of the room is a brazier, a lamp and a small shelf, all of fine work, but badly corroded.

13
Study - This study has lines of scrolls filling shelves all around the walls. These are as dilapidated as the ones in the library on Level 6 and it has likewise been plundered. There are scrolls and tablets carelessly tossed on the floors and the drawers of the huge desk that dominates on corner of the room all hang open. There is a peculiar contraption of gilded wood in the other corner. It resembles a podium with crank-handles and rods framing the central tray. Over this is a hooded lamp - still glowing with a pure white light. It is of course a scroll reader, and the lamp can easily be removed - the structure is very fragile, only the gilding having preserved it. On the desk is a similarly constructed lamp, designed to fit into the same holder, although this one does not appear to emit any light. In fact it acts as a discriminatory sense for detecting magic. Any magic exposed to the lamp's rays will fluoresce - it was used to detect glyphs and the like hidden on manuscripts, but is quite portable, weighing only a couple of Kg.

14 and 15
Bathrooms - These rooms are both panelled in dark green stone (jadeite) with gold headed nails at each junction. They contain huge bathtubs magically replenished with a continuous flows of warm water from the golden dolphin spouts at one end. The flow goes under the toilet, in the small adjacent room, carrying wastes away before magically disappearing through a teleport (it reappears in the small stream below the crag, where the water steams on cold days). There are bowls that receive the water, somewhat hotter, before the tub, and full length mirrors adorn the walls either side. The rooms are warm and faintly steamy.

16
Receiving room - A large ornate table dominates this room - it has stood the test of time, being made of stone, heavily carved - the legs are demonic looking creatures bowed beneath the top. the remains of 11 chairs lie around the table. The twelfth is still intact and is much larger than the others. It also is carved with demons crouched to form the legs and arm rests. Anyone who sits in the chair can command (in Atalantëan!) the demon statues to animate and carry the chair like a litter. They can even fight, holding the chair with one hand and striking with the other - but they cannot release it. They will defend themselves (ie : if any damage is done to the chair). Once animated, they will attack anyone entering the room. The Demon chairs' stat.s are :

STR

35

50

DEX

12

+6

CON

10

BOD

6

-8

INT

2

-8

EGO

-

PRE

20

+10

COM

0

-5

PD

2

ED

1

SPD

3

+8

REC

9

END

20

STUN

-

53

Total

OCV

4

DCV

4

POWERS

8

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

121

Duplication : 3 copies (cannot separate or join into 1, though can exchange damage, -1/2)

60

Takes no stun

54

6 PD/ED armour

18

+ 6 " Running (12 " total) @ O END

35

0 END for STR

296

Total powers and skills

349

Total creatures cost

Note : since the chair is integral to the statues, damage to it counts as damage to them and vice versa.

50+

Disadvantages

20

Must obey chair rider (Common, Total)

279

Animated chair bonus

17
Withdrawing room - Once the shelves that lined this room held dozens of the rarest narcotics and drugs known to alchemists. Now most of them are dust in the bottoms of the many jars that fill the shelves. There are two still active, however. In a lead bottle marked with sigils - one of several such - is a potion that allows the users astral body to float free, if so desired. It does render the user drowsy and thus causes DEX to be halved for the duration (Desolid, 1 use, lasts 6 hours, leaves a solid body behind). In a sealed glass jar, is a powder that sprinkled on brazier causes strange and potent waking dreams (12 d6 mental illusions, explosion area effect 1 use, lasts 1 hour). The room is filled with the remains of cushions and sumptuous rugs, falling into dust. There are two delicate folding braziers, of silver chased with gold and decorated with twining flower patterns, and a large hookah, surrounding a low table, on which are golden vessels for drinking. Boxes on the walls hold a variety of pipes of multitudinous designs and also a number of small sharp implements for letting blood. One wall is covered by a large, ornate sacratata glass mosaic.

18
Dining room - This room was decorated in a similar style to the adjacent receiving room, with the addition of large cupboards built for implements for eating and drinking. The chairs have collapsed but the cupboards and table remain. The cupboards are very fragile with age and will collapse if handled without care - attempting to use them normally, say - but they are empty. There was obviously some sort of interrupted dinner in progress when the castle was attacked - plates, goblets and jugs litter the table, some overturned. All the tableware is of platinum inset with lapis lazuli or amethyst and the set is worth 600 Gp.

19
Bedroom - This room is the reverse of the baroque splendour elsewhere in these rooms. A raised dias holds a simple sleeping pallet and the walls are panelled in dark wood. A simple rack once held clothes but now has fallen empty to the floor. A low table next to the bed holds a fine porcelain flask and cup. The flask is enchanted (1 d6 transformation, cosmetic changes) to change the contents into any (non-magical) liquid desired simply by incanting in Atalantëan.

20
Study - The owner of this room left nothing for the invader - it is a burned out shell, like his lab on the level below. Nothing can be made from the tangle of melted metal and stone.