The History of the Monastery at Bregan's Point
Located deep in the heart of the fertile and sparsely populated valleys of northeastern Cauthax, Bregan's Point is a roughly square tower of stone approximately 250' feet high and 200' across. Once part of a larger escarpment, Bregan's Point is now separated from the rest of the hill by a 65' wide, steep-sided crevasse.
Because
of its commanding position over the rich plains of the valley, Bregan's
Point was chosen by a group of clerics of Beyurn as the site of a new monastery
and training facility. They constructed their sturdy, utilitarian
monastery from local stone quarried from the far side of the escarpment
and from stone removed as they delved deep into the heart of the Point.
The monastery was typical of Beyurn's priesthood, consisting of only a
chapel, a dormitory, a library, several training rooms, and one meditation
garden.
To assisst them in their work, the monks also build a broad road of neatly fitted stone up the curving escarpment. Every hundred feet on the uphill side of the road they placed a stout bluestone pillar. Each pillar is deeply embedded in the ground. Attached to each of the pillars by means of heavy braided ropes and a strong iron ring is a large wooden pulley. When heavy carts were hauled up and down the escarpment, ropes were threaded through the pulleys to assist the climb and prevent the carts from rolling out of control down the slope and into the town. The monks also built a bridge, a sturdy structure of rope and wood, to connect Bregan's Point to the road climbing the escarpment. Into the softer stone of the south side of the Point, the monks carved a winding staircase. The staircase is never wider than five feet nor narrower than three, and it has no handrails save the occasional handhold carved or worn into the rock wall.
Because
each of Beyurn's monasteries must be self-sufficient, either by honest
work or by wealth accumulated by adventuring priests, the monks and priests
of Bregan's Point chose to produce wine. They planted vineyards in
the rich soils surrounding Bregan's Point and they built wine-making equipment
and storage areas in the rooms they had hollowed out of the stone of the
Point. A few years after completion, the first barrels of Bregan's
Point red and white wines were sent south to favorable reviews in all of
the major cities.
A small town began to grow in the shadow of the escarpment, which came to be known as Bregton (shortened from the somewhat unimaginative Bregan's Point Town). While expanding the vineyards and planting other crops, the townspeople uncovered a small megalithic circle near to the edge of Bregan's Point. Knowing such sites to be places of power, the townsfolk simply uncovered all of the buried stones, none of which were taller than a man, and kept the area around them clean and free of weeds. Some of the town children planted a ring of brightly colored flowers around the outside of the circle, which have flourished in the magical aura of the megaliths.
Both the monastery at Bregan's Point and the small town of Bregton prospered for nearly two hundred years. Bregan's Point Red and White, became highly sought after wines in the better taverns, inns, and eating establishments. Many men and women, trained in the mystic and military arts at the monastery, went south to do great and heroic deeds in Beyurn's name.
However, last fall's shipment of wines did not reach the port cities of the south. Messengers sent north did not return. A patrol of four Theodoptran knights were dispatched to the area. They, too, did not return. And, most recently, a party of mid-level adventurers set out for the monastery as soon as the winter snows had melted. No word has come back from the adventurers, either.
Townsfolk from nearby Stilldore tell tales of seeing huge bolts of lightning striking the Point and will speak in hushed tones about the 'hordes' of monsters that have attacked their town since the problems at the Point began. Further investigation will reveal that the 'hordes' consisted of a single troop of goblin raiders, and one fairly small giant scorpion. However, the people of Stilldore are having their own problems and can't be bothered with a town just over two days' journey away.
While excavating a new level caverns for storing and aging wines, some two hundred feet below the surface of the Point, the monks accidentally broke into a series of natural caverns. They immediately detected a certain 'taint' of evil in the air, and decided it would be best to explore the full extent of them. Their worst fears were revealed when the caverns led deeper beneath the earth, into a descending spiral of caverns which showed evidence of rough stoneworking.
At the center of the spiral, they found a funnel-shaped room with walls covered in strange shelves upon which were blocks of cast iron deeply inscribed with unfamiliar runes which had later been filled with gold. In order to study these strange ingots, a number of the rune-ingots were removed and taken above into the monastery.
Unfortunately for the priests, the rune-ingots were part of a powerful Binding placed upon a tanar'ri which had been imprisoned in the depths of this place; which they later came to know as The Vortex. The tanar'ri, named Vor, was a particularly vicious being with powers over the dead, the mind, and lower creatures such as snakes, spiders, and scorpions.
Vor, enraged from centuries bound beneath the earth, blamed the priests for his imprisonment and killed them all in horrendous violence. Vor is physically very weak, but has mental and magical powers more than sufficient to make it a fearsome enemy. By temporarily possessing the bodies of the priests and commanding the lower animals, Vor completely destroyed the monastery and the town below.
Over the past year, Vor's power and Evil has attracted a number of evil creatures to the monastery. These creatures now do its bidding, serving as vessels for Vor's mind when it wishes to 'leave' The Vortex. Vor cannot physically leave The Vortex as it is still Bound by the power of the remaining rune-ingots.
These ingots are wrapped in powerful enchantments which were designed to prevent Vor from manipulating them. They cannot be removed from their shelves by any creature of Evil alignment or not possessed of a free will. Thus, Vor cannot command a possessed giant spider or scorpion to carry away the ingots, nor are willing, intelligent Evil monsters capable of removing them.
However, the magic of the ingots fails and is promptly perverted, when they are removed from The Vortex. The dozen or so ingots that were removed by the monks (who were both Good and possessed of their own free will) now serve Vor as instruments of its power and enable it to more easily possess anyone touching or carrying an ingot.
Vor greatly regrets its initial reaction to slay the priests as they were the only ones capable of removing enough ingots to allow it to escape its prison. Vor will be careful to foster the idea in any characters that survive to enter The Vortex that removing the ingots is the key to destroying it.
Bregton, like the monastery which overlooks it, is dead and haunted. Vor's call to Evil brought swift destruction to the town and (in most cases) swift death to its inhabitants.
Though only two of the remaining houses are actual encounter sites, the entire town has a markedly 'dead' feeling. Uninhabited homes are dusty or moldy. In most cases the houses have been left in exactly the same condition as when the people were last living there; dishes on tables, pots of stew (now dry or rotten) in fireplaces. In some places skeletons will be found seated around tables or still in beds.
In some places thoughout the town, strange, rusted, jagged, metallic growths rise from the ground like thorny iron bushes. Brushing or falling against one of these bushes causes 1d6 points of damage. The only area that is completely free of these iron bushes is the megalithic circle and its outer ring of flowers.
Throughout the town, numerous cold spots will be encountered -- areas of significantly colder air pooling around darkly stained ground. The characters will catch numerous glimpses of harmless apparitions out of the corners of their eyes; these apparitions are very low-magnitude ghosts who will merely look like sorrowful townspeople. Other haunting events include low moaning coming from empty buildings, sounds like skittering feet coming from 'just around the corner', or balefully glittering eyes seen in pools of darkness. The graveyard is ominously empty, completely barren except for a few particularly nasty-looking iron bushes ... even the old gravestones have been removed.
The largest home is now the den of four Large Spiders (AC 8; MV 6, Wb 15; HD 2+2; hp 11, 14, 12, 16; THAC0 18; #Att 1; Dmg 1d4; Ml 7; SA Poison (15/0); XP 175), which have woven their webs all through the building and out into the garden like a funnel. Bait, in the form of three small piles of gold coins (15gp each), lays piled at the mouth of the funnel. The spiders will sense anyone entering their funnel and approaching the house.
One smaller home will begin to resound with a tremendous interior racket (furniture being smashed and furious pounding on the walls) whenever anyone approaches. Trapped inside the house is a voraciously hungry Huge Scorpion (AC 4; MV 12; HD 4+4; hp 31; THAC0 15; #Att 3; Dmg 1d8/1d8/1d3; SA Poison (25/0); Ml 10; XP 490) which will rush out and attack anything that opens a door.
Out among the vineyards, several skeletons appear to be propped up on poles. Closer examination will reveal that they are impaled upon long slender metal spears. On the ground surrounding some of these skeletons is scorched as by fire or lightning. These people are the unfortunate victims of the Grell warriors who killed them with their lightning lances and then left them impaled as a warning. The Grell ship, a large galley, rests in a hollow across several rows of grapevines. The ship is devoid of interior items, and its woodwork is punctured by hundreds of smooth holes about as big around as a man's arm. It was through these holes that the Grell Patriarch gripped the ship with its tentacles and commanded it to move through the air.
Like most structures built by priests of Beyurn, the monastery is simply a utilitarian rock pile devoid of ornamentation of any kind. It is well-built with solid stonework, easily defensible crenelated walls and narrow, almost arrow-slit, windows. From the outside, except for the ominous giant birds circling above, there appears to be nothing amiss.
Fourteen Giant Ravens (AC 4; MV 3, Fl 18 (D); HD 3+2; hp 13, 10, 18, 17, 19, 20, 18, 19, 12, 18, 20, 13, 10, 13; THAC0 15; #Att 1; Dmg 2d6+2; Ml 14-15; XP 190) have made their nests amid the roofs of the monastery. These thoroughly evil birds will attack any living thing approaching the monastery either by the cliff-side stairway or by attempting to bridge the crevasse with ropes or magic. Likewise, they will attack any living being that moves in the open courtyard or through the corner garden of the monastery.
The ravens have been changed by Vor's power, as have most of the animals that now inhabit the monastery. Their natural talons have been replaced with cruel iron hooks, larger than grappling hooks, which do considerably more damage in a single raking attack. Any character struck by a claw attack (on a roll 5 more than the necessary to hit) while climbing the cliff-side staircase can be knocked off to plunge (most likely) to their deaths if they fail two successive Dexterity checks; the first to see if they lose their footing, the second to see if they can regain it.
The cistern, which normally fills with rainwater channeled from the roofs and along gutters carved into the flagstones, is now the home of a family of three Giant Water Beetles (AC 3; MV 3, Sw 9; HD 4; hp 21, 23, 23; THAC0 17; #Att 1; Dmg 3d6; Ml 14; XP 120). These fierce carnivorous insects have been feeding on anything which comes into range. They can reach out with their powerful hooked forelimbs and grab at anything looking into the cistern. A rune-ingot was dropped into the cistern, and sits at the bottom of the stone chamber mixed in with a pile of bones, a rusted sword blade, some leather clothing, and various silver and gold coins (450sp, 125gp).
The lower levels of the monastery were once reached by a clever counterbalanced lift which could be raised and lowered from the various levels of the monastery, or from on the lift itself. However, after the fall of the monastery, the cables which work the lift were cut by the Grell and it has plummeted to its greatest depth. Several ropes are tied off to large spikes driven into the flagstones, and are used by creatures unable to levitate (Grell), dig (Umberhulks), or climb walls (Spiders, Scorpions, Cave Fishers, etc). Despite a certain unwholesome look about them and some ominous creaking/unraveling sounds if they are used, the ropes are sturdy and will each bear several hundred pounds of weight. The ropes descend as far as the Storage and Aging level (where they have been cut by the Vapor Rats making their home there).
Throughout the monastery, more evil-looking iron bushes have sprouted. There is a 15% chance that any subterrainean or ground-level room will contain 1d2 bushes. The iron bushes will not be found in upper floor areas are the are formed by Vor's affinity with metal and there is almost no metal in the stone construction.
On the wall behind the altar is part of the symbol of Beyurn, a great disk of red enameled wood. There are support hooks for what appears to be a sword (as the symbol for Beyurn is an upright sword over a red sun), but the sword has disappeared.
The red disk has the word 'VOR' (in Common) gouged across its face as if by some powerful creature possessing considerably large talons. In fact, the damage was done by an Umber Hulk, controlled by Vor, which now lives in the caverns below the monastery.
Strangely, the statue of Beyurn, in the corner of the chapel, has not been defaced or damaged.
2.) Sanctuary
(Ceiling Height: 30', Illumination: Continual Light
Ceiling Lamps)
The entire sanctuary looks as if it has been bathed in
blood. All of the cabinets and wardrobe that held the day-to-day
items necessary for the worship of Beyurn have been smashed and ground
into the floor. Hanging from hooks in the wall are two priests who
were killed and gutted, their holy symbols still hang around their necks.
Hiding amid the rafters, hanging by their third arms, are three Squealers (AC 4; MV 9, Cl 15; HD 10; hp 48, 45, 51; THAC0 12; #Att 1; Dmg 1d12+10; Ml 11-12; XP 8500) . Their heads are grotesquely misshapen as their mouths are now full of razor sharp metal blades; knives, stilettos, and daggers. They will drop upon the adventurers with a bloodcurdling scream and a terrible clashing of their steel teeth, gaining surprise on 1-6/d10. Because of the changes they've undergone due to Vor's influence, these particular Squealers no longer attack with their clawed limbs, using only their steel-fanged mouths. They are also a little clumsier due to the greater weight of their new teeth.
The Squealers treasure -- 9136cp, 296pp, 4 gems (1 X 50gp, 1 X 100gp, 1 X 500gp, 1 X 1000gp), 1 art object (garnet-studded bronze rod: 313gp) -- is buried under a prized-up flagstone beneath a pile of splintered furniture in the northeast corner of the room.
3.) High Priests' Chambers
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
As the Common Feyrs gathered in the town and the monastery,
a number of them fused to form a Great Feyr (AC -2;
MV 12, Fl 18 (B); HD 5; hp 35; THAC0 17; #Att 4; Dmg 2d6/2d6/2d6/2d6; Ml
18; MR 10%; SA Emotion Control; SD Invisibility; XP 13,000).
The Great Feyr lurks in the High Priests' chambers, feeding on the residual
emotion of the pious leader of this monastery as he prayed to Beyurn and
struggled to calm his congregation.
The Great Feyr makes a nest from the smashed remnants of the High Priests' furniture and personal items. At the bottom of the nest, like a malevolent egg, is a single rune-ingot.
Feyrs are normally banished by sunlight (or have a brief existance, in any case) but these have remained and are sustained by the malevolent power lurking in the corrupted rune-ingots.
4.) Priests' Chambers
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
All of the terrible suffering and death and terror caused
by Vor's attack upon the monks and the town of Bregton have brought into
being a number of Common Feyrs (AC 2; MV 12; HD 4;
hp 26; THAC0 17; #Att 1; Dmg 1d4; Ml 18; MR 10%; SA Fear; XP 975).
One of the foul, amorphous creatures has taken up residence in the priests
chambers. Nothing of value remains here, everything that a priest
of Beyurn might have owned has been stolen. The furniture and other
non-valuable items that might have been found here have been smashed into
splinters and broken into shards. The Common Feyr crouches over a
rune-ingot.
5.) Priests Chambers
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
A second Common Feyr (AC 2; MV
12; HD 4; hp 27; THAC0 17; #Att 1; Dmg 1d4; Ml 18; XP 975) has taken
up residence in this room. Like the previous area, all items of value
have been stolen and all other items have been smashed to splinters and
shards. One of Vor's rune-ingots is mixed into the smashed remains
of the room's contents.
6.) Secret Storage Area
(Ceiling Height: 8', Illumination: None)
The priests had been using this tiny, understair, area
as storage for many useful items. There are five spare holy symbols
of Beyurn and numerous holy vestments on one shelf. Five
Potions of Healing, five Potions of Extra-healing, ten jars of Healing
Salve (5 applications each), and three vials of Neutralize Poison potion
on the second shelf. On the third shelf, laying on a red cushion,
is a footman's mace+2, with a head shaped
like a ram's head.
7.) Chapel Hallway
(Ceiling Height: 10', Illumination: None)
A chill breeze, tainted by an acrid odor, blows along
this corridor despite the fact that there are no windows. At night,
there is a 50% chance that the Common Feyr from area 4 will be encountered
here instead of in the priests' chambers.
8.) Attic Storage
(Ceiling Height: 5' to 15', Illumination: None)
The attic above the chapel has become and aerie for Common
Bats (AC 8; MV 1, Fl 18 (C); HD 1d2 hp; THAC0 20; #Att 1; Dmg 1; Ml 2-4;
XP 15), 12 Large Bats (AC 8; MV 3, Fl 18 (C); HD 1; hp 8, 2, 1, 6, 4, 5,
4, 3, 8, 4, 8, 6; THAC0 19; #Att 1; Dmg 1d4; Ml 5-7; XP 35) , and 6 Huge
Bats (AC 10; MV 3, Fl 15 (C); HD 4; hp 21, 16, 16, 21, 23, 22; THAC0 17;
#Att 1; Dmg 2d4; Ml 11-12; XP 420). If disturbed, the hundreds
of normal bats will scatter (causing great confusion) but not attack. The
huge and giant bats will attack.
The floor of this area is slick with guano and any character rolling a 1 in combat must make a Dexterity check or fall (in addition to the usual penalties of a critical fumble). A few items of treasure (25sp, a ring 50gp, a bracelet 75gp, and a necklace 120gp) can be found in one corner of the attic, amid a pile of small human bones.
9.) Dormitory First Floor Hallway
(Ceiling Height: 10', Illumination: None)
The stench from area 11 wafts into this dark, drafty
corridor. The arrow-slit windows have all been jammed with bloody
rags, effectively sealing out all light from the area. If the characters
are quiet, or pause to plan their next move, they might (25% chance) hear
a snarl or two from the ghouls and ghasts in area 11.
10.) Training Room (Unarmed Combat)
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
Aside from a litter of human bones, obviously cracked
and split open to get at the marrow, there is nothing else in this room.
11.) Training Room (Weapon Combat)
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
The stench of death and corruption is almost overpowering
in this room, as it has become the lair of a pack of six Ghouls
(AC 6; MV 9; HD 2; hp 13, 12, 9, 9, 8, 11; THAC0 19; #Att 3; Dmg 1d3/1d3/1d6;
Ml 11-12; SA Paralysis; XP 175) and four Ghasts
(AC 4; MV 15; HD 4; hp 21, 17, 23, 11; THAC0 17; #Att 3; Dmg 1d4/1d4/1d8;
Ml 13-14; SA Paralysis, foul odor; XP 650).
The ghouls and ghasts have amassed a considerable treasure by continually raiding the dead -- 3650cp, 1363gp, 960pp, 11 gems (3 X 10gp, 3 X 50gp, 3 X 500gp, 2 X 1000gp), 2 art objects (unique bronze knife: 436gp, excellent adamantite flute: 1665gp), 8 magic items (Bastard Sword +1, Potion of Extra-healing, Mace +2, Moneypouch of Holding (holds 100lb, weighs 5lb, 5 cu. ft.), Wand of Enemy Detection (7 ch.), Arrow +3 (6), Javelin of Peircing (9), Scroll: 1 spell (Level W:1-6)). However, the treasure is scattered across all three of their rooms and it will take more than an hour to search each room thoroughly. In addition, there is one rune-ingot in each room.
12.) Training Room (Meditation and Prayer)
(Ceiling Height: 10', Illumination: None)
The floor of this area is covered to a depth of more
than a foot with bones; some are human others are not. All have been
smashed or split open. Two Ghouls (AC 6; MV
9; HD 2; hp 13, 12; THAC0 19; #Att 3; Dmg 1d3/1d3/1d6; Ml 11-12; SA Paralysis;
XP 175) are lurking here, searching among the bones for some that
haven't been cleaned of flesh or marrow. They will immediately come
to the aid of the other ghouls and ghasts in the central training room
(area 11).
13.) Secret Under Stairs Storage
(Ceiling Height:, Illumination: None)
A few broken treads in the stairs leading up to the second
floor of the dormitory will reveal this small cabinet which was used to
store medical supplies to deal with wounds that might be gotten during
combat training exercises. Eight jars of Healing
Salve (5 doses each), Two vials of Neutralize Poison potion, numerous
bandages, splints, and a folding stretcher are stored here.
A Large Spider (AC 8; MV 6, Wb 15; HD 1+1; hp 9; THAC0 19; #Att 1; Dmg 1; Ml 7; SA Poison (15hp damage); XP 175) has slipped in through the broken stairs and waits out of sight on the top shelf. Anyone feeling around on the top shelf will be attacked (the spider automatically gains surprise). Anyone looking onto the top shelf, by standing on something, will be attacked (the spider surprising on a 1-8/10)
14.) Dormitory Second Floor Hallway
(Ceiling Height:, Illumination: None)
From the hallway, the characters will be able to hear
to soft, rhythmic creaking of the hanged acolytes in their cubicle rooms
down the next hallway.
15.) Acolytes' Rooms
(Ceiling Height:, Illumination: None)
In each of the rooms marked with an 'X', the characters
will find the remains of an acolyte who hanged him- or herself still swinging
from the overhead rafters. The corpses will seem oddly fresh, considering
that most of the killing was done more than a year ago.
Each of the dead acolytes is now a Vor Zombie (AC 5; MV 9; HD 30hp; THAC0 14; #Att 1; Dmg 3d4; Ml 19-20; SD Turned as Spectres; XP 1000). If anyone cuts them down, or enters the Privy at the end of the hall, they will come to life. Those hanging will cut themselves down with their rusty swords and immediately move to attack the characters.
A thin rivulet of water trickles out from under the door to the Privy and Bath area and runs down the center of this hallway, branching off and passing under the doors into the acolytes' individual rooms. All of the rooms are musty and overgrown with thick mosses and molds. Little of the acolytes' belongings remain intact.
In one room, a leather-bound journal lays on a moldy desk. Most of the pages have been destroyed by the damp conditions, but the last few are readable:
The first readable page:
'The attacks have been coming day and night, from
above and below. Huge black birds circle overhead, attacking anyone
who dares to venture out of shelter. Enormous spiders and hideous
scorpions have been scaling the walls and great beasts the likes of which
I have never seen have crawled out of the caverns. If help from our
foreign brethren does not arrive soon, I fear we shall lose the Point.'
The next readable page:
'Brother Jonar and Sister Lorrima died beside me,
today; both were slain by an tremendous scorpion that hacked them apart
with a stinger like a solid iron axe-blade. I managed to kill it
with my sword and the power of Our Lady, but not quickly enough to save
my friends.'
On another readable page:
'The better fighters are doing what they can, fighting
bravely and with great valor. But, they continue to fall and I fear
they will soon all be gone. Each morning, I expect His Holiness will
require me to take my weapons into the caverns and try to put a stop to
the Evil there. I pray to Our Lady that I have the strength, but
I have already seen better warriors perish in Her service.'
A few blurred pages later, the last entry reads:
'The pain in my head is growing worse every hour and
I all my prayers to Our Lady have gone unanswered. I do not know
what will happen next. I can only hope I will continue to conduct
myself with honor."
16.) Privy and Bath
(Ceiling Height:, Illumination: Continual Light Ceiling
Lamps)
The door to this room will, at first, seem to be stuck;
it is, in fact, covered with Green Slime (AC 9; MV
0; HD 2; hp 13; THAC0 19; #Att 0; Dmg nil; Ml 10; XP 65).
The floor, ceiling, and all but one of the walls of this room have grown
thick with a greenish-black moss. In a huge, amorphous lump in the
very center of the room is a huge Yellow Mold (AC
9; MV 0; HD nil; THAC0 n/a; #Att 0; Dmg nil; Ml nil; SA Poisonous Spore
Cloud (save or die); XP 15)
The wall on the side of the room towards the hallways is now a slithering colony of Green Slime. Parted by the door, it will begin to cover the open doorway two rounds after the door is opened.
17.) Dormitory Third Floor Hallway
(Ceiling Height:, Illumination: None)
Like the floor below, the characters will be able to
hear the creaking of the ropes of the hanged acolytes. They may also
hear what sounds like stealthy footsteps over head, as the spiders lurking
there sometimes travel across the beams instead of in their webs. The flow
of water from the Privy and Bath is even greater here and the characters
will hear the slight trickling sounds as it works its way down between
the stones.
18.) Acolyte's Rooms
(Ceiling Height:, Illumination: None)
In each of the rooms marked with an 'X', the characters
will find the remains of an acolyte who hanged him- or herself still swinging
from the overhead rafters. The corpses will seem oddly fresh, considering
that most of the killing was done more than a year ago.
Each of the dead acolytes is now a Vor Zombie (AC 5; MV 9; HD 30hp; THAC0 14; #Att 1; Dmg 3d4; Ml 19-20; SD Turned as Spectres; XP 1000). If anyone cuts them down, or enters the Privy at the end of the hall, they will come to life. Those hanging will cut themselves down with their rusty swords and immediately move to attack the characters.
Like the floor below, water from the Privy and Bath runs down this hall and has cause the growth of mold and moss in every acolytes' chamber.
19.) Privy and Bath
(Ceiling Height:, Illumination: Continual Light Ceiling
Lamps)
The steady trickle of water from the showers has kept
this room cool and exceptionally damp. It is now the home for a pair of
huge Killer Frogs (AC 8; MV 6, Sw 12; HD 3+4; hp
18, 22; THAC0 18; #Att 3; Dmg 1d4/1d4/1d8+1; Ml 10; XP 100).
The pair is gestating a mass of jelly-like eggs in a pool in one corner
of the room and both will hop to the attack if they are approached.
19.5) Dormitory Attic
(Ceiling Height:5' to 15', Illumination: None)
The attic area above the dormitory has become the home
to a dozen Huge Spiders (AC 6; MV 18; HD 2+2; hp
14, 6, 11, 15, 5, 15, 12, 14, 10, 13, 13, 11; THAC0 19; #Att 1; Dmg 1d6;
Ml 8; SA poison (15/0); XP 270). These creatures have almost
filled the space with their webs and all of them will rush to attack whenever
the web strands are disturbed.
Seven corpses, wrapped in cocoons of spidersilk, are visible hanging in the webs. Five of the bodies are simply townsfolk dragged here by hunting spiders. The other two are a pair of low level adventurers (a fighter and a thief) who met their demise, here. The townsfolk have only a few coppers on them, but the adventurers have some treasure; in addition to moneypouches containing 75gp and 55gp, there are two swords of quality (a scimitar and a short sword, both +1 to hit) The thief has a pouch of Dust of Appearance, and a pouch of Dust of Disappearance (3 applications in each pouch). The fighter has two Potions of Healing and a Stone of Sharpening (once per day it can put such a keen edge on a blade that the first successful attack does maximum damage). Sadly, one of his potions of healing is in his hand but he was killed before he could remove the stopper and drink.
20.) Dining Hall
(Ceiling Height: 10'; Illumination: Continual Light
Ceiling Lamps)
This place, too, was apparently the sight of a great
slaughter. Blood is splashed all over the walls and has congealed
and dried in broad pools. A bizarre structure of wood, metal, stone,
and bone stands in the middle of this room. It resembles a tower
or fortress of some kind, but is exceedingly brittle. If it not handled
with exceptional care, or if a single piece is removed, it will collapse
in the direction of the interference covering the individual with splintered
wood and bones, stones, and sharp metal blades. Characters failing
a Dexterity check at -5 will take 2d8 points of damage. Barely visible
through the latticework of bones and wood is a single rune-ingot.
21.) Kitchen
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
All of the counter space, throughout the kitchen, has
been covered with rows and rows of skulls. In the mouth of each skull,
clenched between the teeth, is a single gold coin. There are 45 skulls
neatly arranged on the counters.
22.) Food Storage
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
All manner of foodstuffs are stored here; barrels of
salted fish, dried beef, salt pork, jars of pickled eggs and beets, sacks
of flour and sugar, several casks of cooking oil and vinegar, and a few
small canisters of spices. Everything is in exceptional condition
due to permanent Cantrips of freshness cast over the containers.
23.) Cold Room
(Ceiling Height: 10', Illumination: None)
Numerous carcasses are hanging from hooks in the ceiling.
It will take a moment to realize that the limbless, headless corpses are
actually humans -- both adults and children -- butchered like animals.
In the center of the room is a large, freestanding, bloodstained chopping block with a huge cleaver buried in it. A child's hand and an adult's foot will be found beneath the block. A single rune ingot lays on the block beside the cleaver.
24.) Main Library
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
This entire area has been heavily colonized by sickly-looking
molds and mosses in putrescent purplish and yellow-green colors.
Everything stinks of corruption. Any book taken down from the shelves
is 90% likely to be infested with fat, yellow, maggot-like bookworms.
Slithering around in the open areas, clinging to the bookshelves and the
ceiling, are eight StingingCones (AC 6; MV 2; HD
5; hp 34, 19, 23, 18, 26, 29,
22, 15; THAC0 16; #Att 1; Dmg 3d8; Ml 19-20; SA Poison (lose 2 DEX
points/0); XP 420).
25.) Librarian's Private Room
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
In this room, the molds and mosses have not been able
to take hold, possibly because of the influence of the librarian.
The bed is neatly made, the floor is swept clean, and all of the books
on the shelves are neatly dusted. Two of the books in the librarian's
personal collection are magical (a Tome of Understanding,
and a Tome of Leadership and Influence). The other books are
rare tomes of Elven poetry, Dwarven epics, or Human histories and each
of the three dozen tomes can be worth 500gp-1000gp
to a collector. The other magical item in the librarian's possession
is a magic Candlestick Holder that will take
an ordinary candle and double its burning time as well as making it impervious
to being extinguished by any amount of air movement (it can only be extinguished
with a snuffer).
26.) Librarian's Office
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
Seated behind the huge, fungus-covered oak desk is a
half-visible apparition. The librarian has been raised from the dead
as a Spectre (AC 2; MV 15, Fl 30 (B); HD 7+3; hp
36; THAC0 13; #Att 1; Dmg 1d8; Ml 15; SA Drain
level; SD +1 or better to hit;
XP 3000) and he jealously guards his office and private rooms.
Everything in the desk, except for an expensive fountain pen in a bronze case (175gp value) and a rune-ingot, is ruined by the molds and infested with bookworms.
27.) Upper Library
(Ceiling Height: 10', Illumination: Continual Light
Ceiling Lamps)
As with the other library areas, this one has become
overgrown with a vast variety of molds and mosses.
A search of the shelves will reveal two books which seem to be unaffected by the rot and infestations of bookworms. One, strangely enough, discusses the pharmacological uses for certain fungi and other plants; if studied for at least a month, the character will learn the non-weapon proficiency: Herbalism. The other, entitled 'Everlasting Life', is a book discussing the theory behind healing and necromantic magic. Tucked between the pages of this great tome are two scrolls; one contains a pair of Heal spells and a Regenerate spell, the other contains a Restoration and a Raise Dead spell.
As with most of the other library rooms, there are six StingingCones (AC 6; MV 2; HD 5; hp 27, 23, 25, 25, 19, 30; THAC0 16; #Att 1; Dmg 3d8; Ml 19-20; SA Poison (lose 2 DEX points/0); XP 420) wandering about the area. They will be clinging to the ceiling and the bookshelves as well as meandering about the floor and they will savagely attack anything organic that comes into range.
28.) Religious Study Room
(Ceiling Height: 10', Illumination: None)
Numerous small cushions are distributed around this room.
On one blood-spattered cushion is the lower half of a priest's body, legs
still folded in the lotus position. Crouching in the corner of the
room is a Huge Scorpion (AC 4; MV 12; HD 4+4; hp
31; THAC0 15; #Att 3; Dmg 3d4/1d8/2d8; Ml 10; XP 490). One
of its pincers has been 'augmented' with curving blades of steel which
are incredibly sharp. On a natural roll of 20, like a sword of sharpness,
the augmented pincer will sever an opponents limb. Likewise, its
tail stinger has been replaced with a huge cleaver-like blade. Because
its natural stinger is gone, this scorpion has no poison.
29.) Solarium
(Ceiling Height: 10', Illumination: None)
This long hall is sometimes used for indoor archery practice
as it is 35 yards long with a ceiling just high enough not to impede arrows.
The priests used it to practice 'underground' archery, where the trick
is to get maximum range without hitting the low, wood beam ceilings.
Arrow marks in the overhead beams and the far wall make clear that considerable
practice was conducted here.
Normally, straw targets are stood at various distances along the hallway, and six of the straw manniquines are leaning against the southern wall.
Recently, however, a different sort of target was used. Two bodies are bound to iron rings set into the walls at the far end of the hallway; each is porcupined with more than three dozen arrows. When the bodies are inspected or cut free they will animate and attack as if they were Needlemen (AC 6; MV 9; HD 3+4; hp 21, 17; THAC0 17; #Att 1; Dmg 3d4; SA fire 1d6 needles (arrowpoints - 1d4 dmg) per round, range 20'; Ml 12; XP 120), including their weakness to magic and their hatred of Elves.
A rune-ingot is set on the floor between the two dead human targets.
If both Needlemen victims are killed, one of the straw manniquines will animate and attack as a Scarecrow (AC 6; MV 6; HD 5; hp 21; THAC0 15; #Att 1+gaze; Dmg 1d6+charm; SA charm gaze; Ml 19-20; XP 1400).
(Note: This entire level of the dungeon carries a stale, vinegary smell. The odor stings the nasal passages, but does no harm. It does, however, mask any other smells.)
30.) Barrel Making and Workshop
(Ceiling Height: 15', Illumination: Continual Light)
Oddly
preserved corpses litter the remnants of the workshop here, all of them
bearing wounds of a violent death. It appears as if some battle was
fought here as there are pieces of chitinous plates and what appear to
be insectile limbs mixed in with the other wreckage of this place.
However, on closer inspection it will be evident that when the attacking
insects were killed, the fighters turned on one another.
Hacked by axes, smashed by hammers, stabbed with knives; the eight Vor Zombies (AC 5; MV 9; HD 30hp; THAC0 14; #Att 1; Dmg 3d4; Ml 19-20; SD Turned as Spectres; XP 1000) will rise to attack anyone who enters this area, taking the weapons that killed them from their own bodies to fight with.
31.) Fermentation Vats
(Ceiling Height: 20' (40' inside fermentation vats),
Illumination: Continual Light)
Twenty feet wide and forty feet high, the nine huge main
fermentation vats are filled by a pumping mechanism powered by the wheels
of the wine press from area 32. Each one is constructed from heavy
oak bound with strong iron. Two of the nine vats have been smashed
open, which accounts for the stale vinegary smell of this place.
Numerous spigots along the sides of each vat allow the fermentation process to be monitored. For some reason, most of the lower spigots are smashed or grown over and plugged with metal fragments.
As the characters investigate this room, they will hear a tapping from inside one of the vats. If they open the clean-out door -- a six-foot-wide, four-foot-high door at the bottom of the vat -- the few hundred gallons of stale winegary wine still stored in the vat will gush out flowing all through this level and soaking everything. The tapping in the vat is coming from two undead Giant Scorpions (AC 3; MV 12; HD 6+5; hp 40, 43; THAC0 15; #Att 3; Dmg 1d10/1d10/2d6; Ml 11; XP 650); their stingers have been replaced with huge swordlike blades, but they have no poison. The giant scorpions will persue the characters if they attempt to escape this room. They are turned as Wraiths, with the standard penalties for turned due to Vor's presence.
Because of the thickness of the oak sides, it is impossible to tell whether a vat is full or empty without opening the spigots and releasing some wine. Only the two southmost vats, and the one containing the scorpions (marked 'A'), contain any wine. All are filled to a few feet from the floor (several hundred gallons).
32.) Wine Press
(Ceiling Height: 20', Illumination: Continual Light)
In this area, the huge grape press is driven by two huge
wooden wheels. Within each wheel, walking at a steady pace, is a
single Clay Golem (AC 7; MV 7; HD 11 (50 hp); THAC0
9; #Att 1; Dmg 3d10; Ml 19-20; XP 4500). The golems, constructed
by the priests, have only two simple instructions; walk forward, and stop.
When commanded to walk forward, they tirelessly drive the mechanism that
turns the screws in the wooden body of the grape press and squeezes the
juice from the fruit into holding barrels. As their last command,
given by a Vor-controlled priest was walk forward, the golems are still
walking forward and turning the grape press. This is what is making
the eerie creaking noise heard throughout this level.
Inspection of the vats beneath the press will reveal that more than grapes have been fed into the hoppers of the device. The bottoms of the juice barrels are a sickly mess of congealed blood and shattered bone.
In addition to those who were killed by the press, two bodies have been crucified to the crossbeams of the wheels. The bodies slowly rotate with the wheel, hanging by the nails through their wrists and ankles.
Vor can possess the golems for a short period of time and command them to do far more than walk forward or stop. When Vor is inhabiting their powerful bodies, their normally dimly glowing eyes will burn bright and they will move and attack like golems created for combat. Because they have been 'warped' by Vor's evil, they have lost their ability to inflict damage that can only be healed by a 17th level or greater cleric.
Because of their simple contructed nature, Vor can only command one for 1d4 rounds, twice per day. When his control fails, the golems will return to their wheels and begin walking again.
33.) Barrel Storage
(Ceiling Height: 15', Illumination: None)
Lurking amid the stacks of empty barrels are 20 Giant
Centipedes (AC 9; MV 15; HD 2 hp; THAC0 20; #Att 1; Dmg nil; SA save vs
poison or paralyzed for 2d6 rnds; Ml 5-7; XP 35) which will rush
out and attack anyone disturbing the barrels.
34.)
Long-Term Wine Storage
(Ceiling Height: 10', Illumination: None)
The entire long-term wine storage level has been taken
over by a large colony of Vapor Rats. The whole area appears to be
several inches deep in a thick, smoky fog which, for some reason, does
not pour down the shaft of the lift. Dim indistinct shapes can be
seen moving in the fog which moves continuously like water currents.
Also, occasional clicking noises can be heard through out the level.
Just buried in the fog, in every room, can be found the remains of invading creatures. It seems that a considerable numbers of Orcs and Goblins were killed here. The greatest concentration of skeletons will be found in the room closest to the lift, but a few Orcs made it nearly to the Vapor Rats' treasure room at the far end of the chambers. Most of the bones have distinctive notches removed from them, typical with the vicious bite of the Vapor Rat.
There are 10 Vapor Rats (AC 6; MV 6; HD 3; hp 17, 12, 18, 12, 15, 11, 18, 16, 12, 9; THAC0 17; #Att 1; Dmg 1d4; Ml 12-13; SD Gaseous Form; XP 125) floating around in this room.
The Vapor Rats will quickly chew through any ropes lowered from or past their level of the dungeon.
35.) Long-Term Wine Storage
(Ceiling Height: 10', Illumination: many Continual
Light lamps)
The entire long-term wine storage level has been taken
over by a large colony of Vapor Rats. The whole area appears to be
several inches deep in a thick, smoky fog. Dim indistinct shapes
can be seen moving in the fog which moves continuously like water currents.
Also, occasional clicking noises can be heard through out the level.
There are 10 Vapor Rats (AC 6; MV 6; HD 3; hp 11, 9, 17, 6, 11, 13, 13, 9, 17, 12; THAC0 17; #Att 1; Dmg 1d4; Ml 12-13; SD Gaseous Form; XP 125) floating around in this room.
36.) Long-Term Wine Storage
(Ceiling Height: 10', Illumination: None)
When the Orcs and Goblins sought to take over this level
as their own, they ran afoul of the Vapor Rats and, not knowing the nature
of their enemy, proceded with a direct assault. Killed by the Vapor
Rats, they were looted for silver, gold, and platinum coins. All other
items, including clothing and weapons, were left with the bodies.
Vapor Rats love shiny metal treasure and the greatest number of Vapor Rats will be found congregated around their heap of silver, gold, and platinum coins (3175cp, 1935sp, 1175gp, 457pp). They have formed their treasure pile into the approximate shape of a huge rat. From a distance, it is a good enough likeness to be mistaken for a solid golden rat.
In order to better show off their gold, the Vapor Rats have removed all of the Continual Light lamps that used to be set in the ceilings and pushed them into this one room. It is blindingly bright here.
There are 15 Vapor Rats (AC 6; MV 6; HD 3; hp 12, 19, 16, 7, 17, 15, 12, 13, 16, 19, 14, 14, 7, 10, 17; THAC0 17; #Att 1; Dmg 1d4; Ml 12-13; SD Gaseous Form; XP 125) floating around in this room.
37.) Long-Term Wine Storage
(Ceiling Height: 10', Illumination: None)
The entire long-term wine storage level has been taken
over by a large colony of Vapor Rats. The whole area appears to be
several inches deep in a thick, smoky fog. Dim indistinct shapes
can be seen moving in the fog which moves continuously like water currents.
Also, occasional clicking noises can be heard through out the level.
There are 10 Vapor Rats (AC 6; MV 6; HD 3; hp 19, 13, 9, 11, 17, 10, 19, 10, 21, 15; THAC0 17; #Att 1; Dmg 1d4; Ml 12-13; SD Gaseous Form; XP 125) floating around in this room.
38.) Long-Term Wine Storage
(Ceiling Height: 10', Illumination: None)
The
entire long-term wine storage level has been taken over by a large colony
of Vapor Rats. The whole area appears to be several inches deep in
a thick, smoky fog. Dim indistinct shapes can be seen moving in the
fog which moves continuously like water currents. Also, occasional
clicking noises can be heard through out the level.
There are 10 Vapor Rats (AC 6; MV 6; HD 3; hp 14, 14, 13, 5, 11, 12, 14, 19, 20, 13; THAC0 17; #Att 1; Dmg 1d4; Ml 12-13; SD Gaseous Form; XP 125) floating around in this room.
39.) Long-Term Wine Storage
(Ceiling Height: 10', Illumination: None)
The entire long-term wine storage level has been taken
over by a large colony of Vapor Rats. The whole area appears to be
several inches deep in a thick, smoky fog. Dim indistinct shapes
can be seen moving in the fog which moves continuously like water currents.
Also, occasional clicking noises can be heard through out the level.
There are 10 Vapor Rats (AC 6; MV 6; HD 3; hp 8, 14, 9, 9, 19, 12, 14, 14, 10, 14; THAC0 17; #Att 1; Dmg 1d4; Ml 12-13; SD Gaseous Form; XP 125) floating around in this room.
40.) Long-Term Wine Storage
(Ceiling Height: 10', Illumination: None)
The entire long-term wine storage level has been taken
over by a large colony of Vapor Rats. The whole area appears to be
several inches deep in a thick, smoky fog. Dim indistinct shapes
can be seen moving in the fog which moves continuously like water currents.
Also, occasional clicking noises can be heard through out the level.
There are 10 Vapor Rats (AC 6; MV 6; HD 3; hp 15, 15, 15, 7, 10, 14, 10, 12, 11, 9; THAC0 17; #Att 1; Dmg 1d4; Ml 12-13; SD Gaseous Form; XP 125) floating around in this room.
41.) Partially Excavated Cavern
(Ceiling Height: varies 10' to 25', Illumination:
None)
It was while hollowing out the natural cave here, that
the priests discovered the caverns leading even deeper into the earth.
Numerous picks and shovels (most in fine condition) still lay littered
about.
Mixed in with the mining tools, can be found the remains of two priests. Both men have been stripped of anything valuable by the Grell, but for some reason, up till now, they have been spared the horror of animation by Vor.
If they are given more than a cursory examination, however, Vor will animate them as normal Zombies (AC 8; MV 6; HD 2; hp 14, 13; THAC0 19; #Att 1; Dmg 1d8; Ml 19-20; XP 65).
The entrance to area 42 will, at first, seemed to be blocked with a Dwarven portable door; an expandable, rectangular structure of sturdy steel which can be anchored into rough passages at the top, sides and bottom by means of steel spikes hammered through metal brackets. The door is jammed shut from the other side by a Grell's expended lightning lance, and for purposes of opening the door by force it is considered locked. Removing the spikes can only accomplished with a prybar; makeshift tools are not strong enough -- there are, however, prybars to be found in the Barrel Making and Workshop area.
42.) Natural Cavern
(Ceiling Height: varies 25' to 45', Illumination:
None)
Ten Cave Fishers (AC 4; MV 1; HD
3; hp 9, 14, 12, 12, 12, 20; THAC0 17; #Att 2; Dmg 2d4/2d4; Ml 11-12; XP
175) have made their lairs on the high rock shelves on this broad
cavern. They will attempt to capture and reel in anything that contacts
their filaments and will actively seek to entangle anything that makes
noise in this room.
43.) Natural Cavern
(Ceiling Height: varies 15' to 35', Illumination:
None)
This area has become infested with Cave
Crickets (AC 4; MV 6, Hop 3; HD 1+3; THAC0 20; #Att 0; Dmg 0; Ml 2-4; XP
15) and has become a reliable source of food throughout the dungeons.
44.) Natural Cavern
(Ceiling Height: varies 5' to 15', Illumination: None)
Five Subterranean Lizards (AC 5;
MV 12; HD 6; THAC0 15; #Att 1; Dmg 2d6; SA natural 20 = double damage then
automatic hits; Ml 8-10; XP 650) make their home in this series
of caverns, preying on the large numbers of Cave
Crickets (AC 4; MV 6, Hop 3; HD 1+3; THAC0 20; #Att 0; Dmg 0; Ml 2-4; XP
15). The lizards will attack and try to eat just about anything,
and an adventurer looks pretty much like a Cave Cricket to a lizard.
45.) Natural Cavern
(Ceiling Height: varies 25' to 35', Illumination:
None)
This area has also become infested with Cave
Crickets (AC 4; MV 6, Hop 3; HD 1+3; THAC0 20; #Att 0; Dmg 0; Ml 2-4; XP
15), and is now supporting the dungeon food chain.
46.) Natural Cavern
(Ceiling Height: varies 5' to 10', Illumination: None)
The narrow spiraling tunnel from the 3rd level of the
dungeon opens into the ceiling of the small, damp room. The smell
of death and corruption is almost overpowering in this area. Sprawled
on the floor, burned and scorched either by fire or lightning are the bodies
of two adventurers; a mage and a warrior in rusted chainmail. The
warrior's sword, which lies under his body, is non-magical and severely
rusted. Only a few of the mage's spell components, tucked away in
the remains of a spell component case, have survived the damp; 4
amber rods for Lighning Bolt, a small silver bell for Alarm, and a 100gp
pearl for Identify. Everything else is worthless. It
is clear that their bodies were stripped of anything of value.
47.) Natural Cavern - Grell hive (Guard Post)
(Ceiling Height: varies 5' to 15', Illumination: None)
While passing by in a flying ship (now laying outside
in the vineyard), a Grell Patriarch, its Philosopher, and seven Grell warriors
were contacted by Vor and convinced to land and begin building a new hive.
Vor assumes that a flourishing hive the fierce Grell will make a nice series
of guardians to its prison/lair.
When not hunting or raiding, two Grell warriors (AC 5; MV Fl 12 (D); HD 5; hp 31, 36; THAC0 15; #Att 11; Dmg 1d4(10)/1d6; Ml 13-14; XP 2000) hover near the ceiling of these caverns, ready to float down and attack invaders (or food). Both are armed with a pair of tip spears, increasing the damage of the two equipped tentacles to 1d6 for slashing and 2d6 for impaling.
48.) Natural Cavern - Grell hive (Main Quarters)
(Ceiling Height: varies 10' to 40', Illumination:
None)
The Grell Philosopher (AC 5 (0);
MV Fl 12 (D); HD 7; hp 36; THAC0 13; #Att 11; Dmg 1d4(10)/1d6; Ml 15-16;
XP 5000) and the rest of the hive, three male Grell
(AC 5; MV Fl 12 (D); HD 5; hp 31, 29, 27; THAC0 15; #Att 11; Dmg 1d4(10)/1d6;
Ml 13-14; XP 2000) and two female Grell (AC
5; MV Fl 12 (D); HD 5; hp 26, 34; THAC0 15; #Att 11; Dmg 1d4(10)/1d6; Ml
13-14; XP 2000), make their homes in this huge cavern. One
of the females has recently laid 6 eggs and jealously guards them in a
nest at the back of the south east shelf. The others will usually
be found floating near the ceiling of the cavern.
Occasionally, a patrol of two Grell will wander around the caverns or visit the upper levels of the monastery by floating up the lift shaft.
The Grell Philosopher's home is on the northwestern shelf.
49.) Natural Cavern - Grell hive (Patriarch)
(Ceiling Height: varies 20' to 35', Illumination:
None)
The massive, nearly immobile, Grell
Patriarch (AC 10; MV 0; HD 9; hp 70; THAC0 11; #Att 0; Dmg 0; Ml 17; XP
9000) rests on the vast shelf overlooking the narrow passage below.
It is guarded by a single Grell warrior (AC 5; MV
Fl 12 (D); HD 5; hp 38; THAC0 15; #Att 11; Dmg 1d4(10)/1d6; Ml 13-14; XP
2000) armed with a lighting lance which currently holds 25 charges.
From its cave, the Grell Patriarch guides the actions of his hive, looking to expand and multiply his forces.
The bulk of Grell treaure -- 56 gems (13 X 10gp, 17 X 50gp, 16 X 100gp, 6 X 500gp, 4 X 1000gp), 17 art objects (well-made electrum and cherry necklace: 2869gp, dwarven-crafted gold candle holder: 310gp, dwarven-crafted gold and adamantite stein: 953gp, elven-made brass lyre: 2892gp, ancient rock crystal statuette: 48gp, unique iron and white marble jar: 919gp, excellent black walnut and bronze drum: 42gp, elven-made brocade gloves: 58gp, ancient silver and oak scabbard: 1558gp, unique turquoise hairpin: 66gp, high-quality silver and jade tiara: 873gp, exquisite silk tabard: 945gp, fine silk and samite skirt: 123gp, exquisite serpentine chalice: 2390gp, dwarven-crafted silver drum: 6141gp, dwarven-crafted malachite and oak scroll case: 84gp, dwarven-crafted alexandrite and iron jewelry box: 51gp), 5 magic items (Leather armor +3, Backpack of Holding (weighs: 10 lbs., holds 400 lbs., 50 cu.ft.), Scroll: 1 spell (Level W:1-4), Ring of Swimming, Wand of Size Alteration (13 ch.)) -- is stored in neat piles behind the Patriarch.
50.) Natural Cavern
(Ceiling Height: varies 5' to 15', Illumination: None)
This area is filled to a depth of about three feet with
an enormous quantity of bones. Some are obviously human and others
are obviously not. The Grell have been contributing to this enormous
bone pile by adding to it the bones of their victims.
Inhabiting the bones is a hostile Bone Spirit (AC 2; MV 6; HD 8+; THAC0 12; #Att 2; Dmg 1d6; SA 1HD growth per round; Ml 19-20; XP 1200). It will begin to assemble into a roughly humanoid shape during the same round anyone disturbs the bones that litter the floor. It will initially form at roughly man-size (8HD), doing 1d6 damage from its bony fists. Each round it is active, it will increase in size by one foot and one hit die doing an addition point of damage per increased hit die. When the Bone Spirit reaches 15 feet in height, it will move into the next cavern which has a higher ceiling.
51.) Natural Cavern
(Ceiling Height: varies 10' to 25', Illumination:
None)
This area, like the previous, is filled to a depth of
about three feet with an enormous quantity of bones. As in the other
cavern, some are obviously human and others are obviously not.
If the Bone Spirit is active and grows too large for the outer cavern, it will move into this area to gain more room for growth. The Bone Spirit's only motivation is to add more bones to its collection and thereby increase its possible growth.
A Bone Spirit cannot extend its manifestation into an area that is not covered in bones; the Grell know this and make sure to keep bones out of their lair and confined to these two caverns. Because they levitate, and do not disturb the bones, the Bone Spirit does not form to attack them.
Operating under a little 'push' from Vor, the Bone Spirit will do its best to block the forward progress of anyone coming into these bone-filled caverns. If its attackers flee back the way they came, the Bone Spirit will slowly sink down into a mere pile of inanimate bones.
52.) Unnatural Cavern
(Ceiling Height: varies 10' to 30', Illumination:
None)
This cavern, and the three 'Unnatural Caverns' that follow,
have been strongly affected by the power of Vor and the immense magic of
the Binding ingots. The walls and ceiling of this area have a distinctive
'swirled' look and have grown dagger sharp 'crystals' of raw iron; somewhat
similar in effect to the Spike Stones spell. This is the same effect
that caused the growth of the 'iron bushes' in the areas above, but much
more pronounced. No 'iron bushes' will be found in any of these Unnatural
Caverns. Anyone thrown against the wall or levitated against the
ceiling will suffer 2d4 damage from the sharp metal spikes.
Aside from the glittering spikes and numerous, small, harmless rock lizards, this area is empty.
The Grell occasionally come into this area to pick the lizards from the walls as a quick meal, but it is only 10% likely to find a Grell here as they are wary of levitating into the sharp spikes protuding from the walls.
A 20' crevasse bisects this chamber and there is some evidence that it was once bridged with wooden planks spiked into the stone. Any such bridges have long since collapsed or been destroyed. The crevasse drops 300' into the depths of the earth. At the bottom, numerous Umber Hulk tunnels meander in every direction but actually go nowhere as the Umber Hulks carefully collapsed the tunnels that lead them here.
53.) Unnatural Cavern
(Ceiling Height: varies 5' to 25', Illumination: None)
A Death Kiss, beholder-kin (AC
4/6/8; MV Fl 9 (B); HD 78 hp; THAC0 11; #Att 10; Dmg 1d8; Ml 17; XP 8000),
has made its home on the shelf presiding over this small cavern.
The creature will attack anything that passes through its domain.
Currently, the Grell leave it alone; although they consider it a lesser creature due to its low intelligence, it managed to kill one of their younger warriors. It is even possible that the Grell will choose to enter a battle if the Death Kiss becomes engaged with an enemy who fled their caverns. However, they are equally likely to wait to see the outcome of any battle with the Death Kiss and attack the survivor(s).
The Death Kiss keeps its treasure -- 180pp, 14 gems (6 X 10gp, 3 X 50gp, 1 X 500gp, 4 X 1000gp), 5 art objects (high-quality mahogany and silver ring: 486gp, fine jade pot: 1739gp, ceremonial platinum horn: 1049gp, exquisite brass coffer: 909gp, unique dragon-hide hat: 2199gp), 2 magic items (Potion of Flying, Potion of Invisibility) -- behind it on the rock shelf.
54.) Unnatural Cavern
(Ceiling Height: varies 5' to 10', Illumination: None)
The pool that fills this cavern is quite deep (ranging
from 15 to 25 feet) and is home to three huge Cave
Alligators (AC 4; MV 6, Sw 12; HD 7; hp 40, 22, 29; THAC0 13; #Att 2; Dmg
3d6/2d10; Ml 11; XP 1400) . The Alligators are dull grey in
color and blend in almost perfectly with the walls of the cavern.
They are able to remain completely motionless and they are 90% likely to
be mistaken for stone outcroppings rising from the dirty water.
If any sort of prey enters the water, the Alligators will attack. They will persue prey into cavern area 55, but they will not leave the water.
55.) Unatural Cavern
(Ceiling Height: varies 5' to 15', Illumination: None)
As the gateway to The Vortex, this area radiates a strong
sense of Evil and forboding. There is a ragged hole in the ceiling
and a sloping passage which bears Umber Hulk claw marks rising through
the rock up to a small cylindrical chamber beneath the sealing stone in
the center of the megalithic circle.
A pair of Umber Hulks (AC 2; MV 6, Br 1-6; HD 8+8; hp 41, 36; THAC0 11; #Att 3; Dmg 3d4/3d4/1d10; SA Confusion; Ml 13; XP 4000) guard the narrow passage into The Vortex itself. They keep their treasure -- 20513gp, 8923pp, 4 magic items (Oil of Acid Resistance, Potion of Animal Control (mammal/marsupial/fish), Potion of Invisibility, Potion of Extra-healing) -- in a small area they've hollowed out behind a large stalagmite.
56.) The Vortex
(Ceiling Height: varies 15' to 35', Illumination:
None)
Here, the characters will face one last horror before
they confront the roiling black vapors that make up Vor's physical body.
The last remaining paladin of the monastery, who carried Rairensaith into the caverns to bring an end to the Evil, was not simply killed by Vor or its minions. Instead, Vor worked its subtle mind control on the paladin, convincing him to embrace the power of Evil and renounce his faith in Beyurn. Vor intended to use the paladin to remove the rest of the rune ingots and forever destroy the Binding that had been placed upon it. Before he could remove the ingots, however, the fallen Paladin was slain by the High Priest of the monastery -- who used magic to teleport into the outer chamber attacked him with both steel and Beyurn's anger. Through triumphant in his battle against the paladin, the High Priest was so weakened that Vor was able to finish him with its magic and weak physical attack. The body of the High Priest remains in immaculate condition, a trophy of Vor's, propped against the far wall inside the Vortex with his broken staff resting beside him.
The last paladin has since been raised from the dead, and now serves Vor as a Death Knight (AC 0; MV 12; HD 9 (10-sided dice); THAC0 11; #Att 1; Dmg 1d8+9; Ml 17; XP 6000). The Death Knight constantly generates fear in a 5-foot radius, and it can cast detect magic, detect invisibility, and wall of ice at will. Twice per day, it can cast dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun. It can also cast symbol of fear or symbol of pain once per day, as well as a 20-dice fireball once per day. All of its magical spells function at the 20th level of ability.
The Death Knight cannot be turned, but it can be dispelled by holy word spell. Its magic resistance is 50%, and if a 9 or lower is rolled on the percentile roll, the spell is reflected back at the caster (the magic resistance is rerolled each time a spell is cast at a death knight). This Death Knight is also immune to electricity.
Reduced to little more than an armor-clad skeleton, it is possible to see that in many places the metal has fused with the bone and dessicated flesh. Malevolent fires burn in the Death Knight's empty eyesockets. It wields Rarensaith, the Holy Sword of the monastery, and the hand and arm that hold it have been blackened by the continuous magical shocks that the sword emits in outrage at being wielded by an Evil being. However, the Death Knight is unaffected by electricity and the takes no true damage from the blasts. There is a 10% chance in any round in which the Death Knight makes a successful attack that the sword is generating its magical shock and anyone struck at that time will receive an additional 1d8+8 of electrical damage (save vs. spell for 1/2 damage).
The walls of this chamber are carved with deep shelves upon which sit approximately two hundred of the rune-ingots the characters may have seen from above. They can be taken down from their shelves and carried away, but if they leave The Vortex they will cease to be magic of Binding and will serve Vor as conduits.
If the characters choose not to attack Vor's physical body, they can replace the two dozen ingots (in any manner) upon the empty shelves. The Binding will be reasserted and Vor will lose all power outside of the walls of this chamber. Undead creatures raised by Vor will immediately collapse and controlled creatures will cease to be controlled. However, many of the Evil creatures that have taken up residence here will only notice a lessening of the attraction the place has for them. Regardless, most of the living creatures will not immediately begin to wander off.
Appendix:
Rune Ingots
Wrapped in powerful enchantments, the Binding ingots
are blocks of solid iron, each weighing about 5 pounds, into which runic
markings are deeply inscribed and filled with gold. The gold cannot
be removed from the ingot. Touching an ingot that has been removed
from the Vortex will result in the character witnessing -- in one horrific
flash -- what happened to someone who died near the ingot. To the
person touching the ingot, they will see from the eyes of the killers.
Carrying an ingot anywhere on the person (even in a Bag of Holding or other
such extradimensional device) will give the character a -1 penalty to their
saving throw against Vor's mental control attack.
Vor's physical body can only be harmed by magical weapons and, regardless of weapon type, Vor only takes as many points of damage as the magical value of the weapon (i.e. both a +2 longsword and a +2 dagger will do only 2 points of damage). Vor has an AC of -2, 55hp, and a Magic Resistance of 15%.
Vor is affected by the following attacks:
| Attack | Damage |
| acid | full |
| cold | half |
| electricity (lightning) | none |
| fire (magical) | half |
| fire (nonmagical) | none |
| gas (poisonous, etc.) | none |
| iron weapon | full |
| magic missile | full |
| poison | none |
| silver weapon | half |
Vor's only physical attack is weak; forming a pseudopod from its vaporous cloud and lashing out (THAC0 15), causing 1d4 points of damage. Vor's true power lies in being able to command lower forms of animals; such as spiders, scorpions, lizards, and snakes. It can inhabit their bodies for limited periods of time. When Vor is commanding a normal or giant animal, its eyes will fill with red sparkles
Vor also has an affinity for ferrous metals, and can cause flesh and metal to grow together. It typically enhances the 'normal' creatures that serve it by blending metal weapons into their bodies; replacing talons, teeth, and stingers with sword-like blades and steel hooks.
Vor can also animate the dead; creating almost any form of undead except for liches and vampires. Vor most commonly creates the undead Vor Zombies -- a more powerful undead with abilities similar to Ju-ju Zombies.
Similar to a lich, undead in Vor's presence are more difficult to Turn. For each level closer to Vor, there is a cumulative penalty of -1 to the cleric's ability to Turn. At any point above ground in the monastery, or out in the town of Bregton, the penalty is -1. This effect extends out from Bregan's Point approximately one quarter of a mile.
Vor communicates telepathically and can make suggestions (as the spell). Such telepathic contact feels, to Vor's victim, like razor sharp talons lightly stroking the back of their neck.
Vor can also invade a human, humanoid, or demi-human for very short periods of time, only 1d4 rounds. When inhabiting a human, it can command them to do things which are completely contrary to their alignment and will. A being inhabited by Vor will see themselves committing whatever act Vor wishes, but will be unable to stop themselves. When Vor attempts to invade a being, the onset begins similar to telepathic contact save that the feeling rapidly increases in intensity until it feels as if steel talons are being driven into the victim's brain. As the pain is mounting, the victim is entitled to a saving throw vs. magic. Lawful Good, Neutral Good, and Chaotic Good characters receive a +3, +2, and +1 saving throw bonus (respectively). All Neutral characters receive neither a saving throw bonus or a penalty. Lawful Evil, Neutral Evil, and Chaotic Evil characters receive a -1, -2, and -3 saving throw penalty (respectively).
In appearance and abilities, they resemble Ju-Ju Zombies except for a vaporous 'shade' which seems attached to the zombie's shoulders and floats above its head. The shade is vaguely human in shape, with a face contorted in an expression of misery and suffering. It often appears as if the shade is trying to stop the body from its current course of action, but the shade has no power over the body. The shade is actually the trapped soul of the individual before becoming a Vor Zombie.
If a Raise Dead or Ressurrection is cast upon a Vor Zombie, the shade merely rejoins the flesh to become whole again. When a Vor Zombie is killed, the shade departs in a flash of bright white light.
Vapor Rats are a particularly vicious, magical, and dangerous, species of rat. Vapor Rats have the unique ability to dissipate themselves into a thick smoky fog that is impervious to weapons, fire, and electricity. It takes one round of doing nothing else for a Vapor Rat to fully dissipate, but they can coalese and attack in the same round. More communal and intelligent than normal giant rats; they can communicate in a 'language' consisting of clicks made by taking corporeal form and tapping their claws against the floor or other objects.
In corporeal form, they appear as very large rats with smoky grey pelts, glowing red eyes, white noses, feet, and tails, and glittering chisel-like metallic incisors. Their claws are also exceptionally hard, slightly metallic, and capable of carving stone. In vapor form, they are barely-visible, rat-shaped clouds of dark smoke.
Vapor Rats live in large colonies of up to 200 individuals. Wherever a colony develops, the entire area fills with a thick, smoky fog a few inches deep. It is not known if this fog is part of the Vapor Rats themselves, or merely a byproduct of their presence. What is known is that the fog quickly strips a dead body down to the bones, dissolving a freshly killed corpse in less than one day. It is suspected that the Vapor Rats 'feed' on the fog which somehow picks up the nutritional elements of the dissolved bodies. Though the fog in a Vapor Rat lair moves continuously to its own currents and ripples, it is unaffected by air movement (by spell or mechanical means) until there are less than five surviving Vapor Rats.
The are exceptionally fond of shiny metal and the core of every Vapor Rat lair is a pile of copper, silver, gold, and platinum coins. The Vapor Rats often move light sources near to their treasure and they usually fashion their treasure hoards into likenesses of rats. It is not known if the Vapor Rats actually worship these idols, or simply use them to attract other victims to add to their hoards.
Wandering Monster Tables (Draft Version):
Above-Ground Monastery Levels (roll d6)
1-2 Large Spider
3 Vor Zombie
4-5 Giant Scorpion
6 Giant Raven
Below-Ground Monastery Levels (except Vapor Rat level)
(roll d8)
1-2 Large Spider
3-4 Giant Scorpion
5-6 Giant Lizard
7 Vor Zombie
8 Grell Warrior
Caverns (roll d10)
1-3 Cave Cricket
4-5 Giant Lizard
6-7 Large Spider
8 Giant Scorpion
9 Umberhulk
10 Grell Warrior