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Showing posts with label B1. Show all posts
Showing posts with label B1. Show all posts
Sunday, January 31, 2016
Module B1 - Reply to a post
It is impossible to look at B1 now as it was when it was released. For me this was the first published module I'd ever seen other than Temple of the Frog from the Blackmoor supplement. Each step within those halls was filled with danger and mystery and every encounter was something new. Just that first encounter with the magic mouth became an iconic image in the future lore of the game in the same way as Tomb of Horrors Green Devil Face or Undermountains decent into the shield-lined pit from the center of the Inn. B1 is a test for the DM and either a frustrating experience or a spur to creativity.
And a further reply
You seem to be implying that the fond memories of B1 are a form of nostalgia and that the module itself is lacking. The module itself is fantastic but I'm not sure that modern imagination and creativity is able to appreciate it. There is a sensory overload involved in the amount of material presented to those involved in modern RPGs that is inherently distracting to the creative and imaginative mind that simply did not exist 35+ years ago. We were presented with a fairly blank slate at the time RPGs were born with few if any options to fill in those blank spaces with anything other than what our own imaginations and creative inspiration could steal from other mediums. If you wanted to run a Cthulhu scenario you read Lovecraft or Lovecraftian fiction and distilled game material from that, If you wanted a dungeon that descended deeper and deeper into the depths you drew it passage by passage, room by room, and stocked it to the best of your ability. If you wanted to push your adventure up a notch you had to make it up because Holmes Basic just stopped and pointed you in the direction of Further. There is nothing like absolute necessity to spur creativity. B1 provided inspiration but never tried to force direction. B1 points to far horizons that have no limits. It provides a template that can simply be repeated but beckons to be personalized, expanded, strangely altered and enchanted by the hand of a DM who wants to make the game their own. I look at B1 today and it still inspires me to go in new directions, or revist old ones and think it is a shame if this small piece of magic has been lost to the world of gaming in the intervening years.
Saturday, June 22, 2013
B1 In Search of the Unknown - A Hyperborean Campaign Alternative - Part 4
L1A10)
This long room, no wider than the outer halls, is lined with tables alternating
against the north (top of the map) and south (bottom of the map) walls. The
small 10ft northerly nook of this generally east-west room is lined with
shelves. This room was lit by several glass lanterns hung set near the ceiling
which arches close to ten feet above the floor. These lanterns could hold oil
and all are still about half fool (and presently unlit). They can be taken down
simply by removing them from a hook and chain arrangement near the ceiling.
There are 4 lanterns in total. Once they
were enchanted with the spell 'Continuous Light' but that enchantment has long
since faded.
In
the long room several of the tables toward the middle have been overturned and
debris scattered, but those tables nearest to the door and those near the small
bend in the chamber are upright.
There
are two tables near the door that still have the remains of small items. Several small hand tools with rusted ends
(worth 5 silver in total as salvage to a dealer in such delicate instruments) a
scratched glass oval that was once a powerful magnifying glass now worthless
except for starting fires in strong sunlight, and a jumble of 5 pieces that
would make an Atlantean LazPistol but it is missing its power back. The
LazPistol must be assembled to function. A functioning LazPistol would be worth
thousands of gold and even the parts in this condition would be worth 100gp a
part to the right dealer. The LazPistol
parts strongly resemble those of a hand crossbow except that these are all made
out of metal with no wooden stock. Since the players characters are unlikely to
have ever seen a LazPistol these parts can be casually described as those of a
hand crossbow.
The
second table is scattered with a number of square cylinders (the housing for
LazPistol powerpacks) but they are simply hollow metal tubes with no interior components.
A large table vice is attached to the edge. It weighs over 25lbs and is worth
10 silver to any smith. A selection of fine files has rusted to the wall and the
rack they were set in rendering them relatively valueless.
The
player characters will notice a scattering of bones on the floor with the
largest concentration amid the overturned tables. The bones are from at least a
dozen human-sized skeletons. No flesh remains on these bones and anyone with
knowledge of such things will notice the rounded ends of the longer bones
denoting boiling in some metal cauldron. Amid the bones are a handful of rusted
weapons. 3 Longswords, 5 maces, 1 warhammer, and 2 crossbows.
There
are also a dozen metal rings of iron etched with runes. These metal rings are
about 8 inches in diameter and will radiate magic if detected. They are a
magical item concocted by Zelligar long ago. Tired of interference by holy men,
shamans and clerics he devised a means of rendering his lesser undead creations
immune to their Turn Undead abilities. With his iron slave collar his animated creatures
were under his control alone.
At
the end of the room near the small north facing door is an empty weapons rack
(though a small compartment at the bottom of the rack contains sharpening
stones, metal polish and spare strings for crossbows). There are also shelves
on either wall of the 10ft area around the door. The floor is littered with
small boxes and bits and pieces of metal squares, tubes, sprockets, springs and
whatnot. There is 50lbs worth of the stuff and a metal craftman would gladly
pay 5 silver per pound for these bits and bobs.
NEW
MAGIC ITEM: Zelligar's Iron Slave Collar
Using
arcane knowledge granted to him from his researches in Quasqueton Zelligar
crafter his iron slave collars. These collars can fit around the neck of any
humanoid undead, but his iron collars only function on skeletons and zombies
allowing them complete resistance to the Turn Undead ability of clerics. Each
of these iron colors is etched with the same runes, is made of a reddish tinged
iron and weighs around 3lbs. There is a 10% chance that when a Turn Undead is
attempted against a wearer of the collar that the collar will explode causing
1d6 damage to everything is 10ft radius and completely decapitating the
skeleton or zombie.
These
collars would bring a bounty of 50gp each to clerical authorities in Ptolemides
or Khromarium, but any Necromacer would pay at least 100gp each for these
collars.
NEW
WEAPON: Atlantean LazPistol
An
Atlantean LazPistol resembles a hand crossbow but without a bow and made
entirely of a light grey metal. Said to have originally been brought down from
the stars by travelers to fair Atlantis in the distant past and imitated by the
legendary Atlantean weaponsmiths, these LazPistols are exceedingly rare and
hard to replace. They have an effective range of 50ft, may be fired twice per
round and do 1d6+3 damage. Their powerpacks come in two sizes 25 bolts and 50
bolts. If left in the sun these packs will recharge at a rate of 5 bolts per
day. LazPistols are valued in excess of 10,000 gold and powerpacks at 500 and
1,000 gold respectively, but they are rarely offered up for sale.
Wednesday, June 19, 2013
B1 In Search of the Unknown - A Hyperborean Campaign Alternative - Part 3
L1A6)
As the PCs approach this alcove they will hear a loud groaning as of someone in
pain. A glance inside will show an empty alcove except the ever familiar stone
lips of a magic mouth on the back wall. It will give a deep groan as the PCs
watch and force itself to say;
"Passss
worddd" before snapping its lips shut.
If
questioned the magic mouth will say;
"Tooooo
Mannn-eee... Tooooo Mannn-eee..."
It
will then try to disappear and remeld with the wall (and secret door) but fail
and reappear with a deeper groan and then pinch its lips shut. It will not
speak again, but will let a groan escape every few minutes.
If
the players try to detect a secret door and succeed they will find one at the
back of the alcove. It appears to be of the same stone as the surrounding
walls, but there are indications of a hidden keyhole (this lock can be picked
but is already unlocked) and hinges along the one side. The door is actually
made of stone though only half as thick as the walls. There is nothing to pull
on this side of the door but if 50+ points of strength are used to push at the
door it will give an inch then slam shut. The PCs will each have a 1in6 chance
(a 6 on a d6) of noticing a faint putrid smell when the door is momentarily
opened but it is quickly lost amid the general smell of damp and mold that
permeates the corridor.
This
door is very strong and bound together with magic, which lessens its weight
allowing it to be opened as a normal wooden door. Trying to destroy the door is
impossible without monstrous strength (such as that of a giant) or with magical
weapons. Even then it would quite an undertaking to chip away the stone with an
edged weapon, though a magic mace or sledge would have better results).
Once
opened this door can only be locked again with a key
NOTE:
The Password is 'Zenopus' but the door is already unlocked.
L1A7)
As the PCs approach this alcove they will see a pair of stone lips appear. The
lips will say;
"Password!"
in a loud, clear and authoritative voice.
If
given the password (Password is 'Suponez') there will be the sound of a click,
the magic mouth will disappear, and the secret door will be unlocked (though
not revealed unless it is discovered by searching for secret doors). It can be
pushed open.
If
given the wrong password the mouth will begin shouting very loudly;
"INTRUDERS!
INTRUDERS!" over and over again for 3 turns before resetting.
Once
opened this door can only be locked again with a key
This door is very strong and bound together with
magic, which lessens its weight allowing it to be opened as a normal wooden
door. Trying to destroy the door is impossible without monstrous strength (such
as that of a giant) or with magical weapons. Even then it would quite an
undertaking to chip away the stone with an edged weapon, though a magic mace or
sledge would have better results).
Even
a casual glance into the alcove will reveal a small round object in the corner,
though a light source is required. On examination it will be revealed to be the
head of a man with the top of his head caved in and the slightly slick insides
of his empty skull revealed. The man has a weasely face and beady brown eyes.
His scalp appears to have been torn open and pushed aside before his skull was
broken and partly removed.
L1A8)
The corridor and alcoves here are awash with congealed blood. The smell of
putrification and corruption is overpowering and PCs will need to save vs their
constitution on a d20 (their con or less) or suddenly be overwhelmed with the
need to vomit (DM's feel free to edit this out if it is too graphic for your
game). Examination of the alcoves and corridor immediately in front of both is
a disgusting and messy job. Anyone doing so will be covered in decomposing
blood and be left literally red-handed, the smell will also linger. But those doing so will discover;
The
head of a two-handed axe with the haft broken off near the head. It can be
repaired easily.
A
scattering of coins 7gp, 23sp, and 15cp.
A
torn leather pouch with 1gp, 2cp still in it. If the pouch is carefully
examined a small inner pocket will be discovered contain 5 small diamonds worth
25gp each to any semi-honest merchant.
A
dagger with its tip snapped off (-1 to hit)
The
broken foot-long blade-half of a
longsword (good as an iron spike at least).
A
blood-soaked book with all but the middle 3 pages ruined. It will make a normal
man's head spin to try and read it, but it is the remains of a spellbook. It
contains the following spells:
Level
1; Flaming Missile
Level
1: Light
Level
2: Fire Web
The
rest of the book is ruined and cannot be deciphered,
L1A9).
From the entrance the short flight of stairs rises to just over the height of a
man. The stairs themselves are bloodied but the general dampness of the air and
slickness of the stones has gradually allowed the blood to pass and collect in
area L1A8.
As
the first PC or PCs ascend the stairs they see a scene of some carnage. First
one than another body hoves into view. They are at a small cross-section of
corridors with one path straight ahead and two others on either side dwindling
off into darkness or stone walls with the hint of other openings revealed along
the way by the light of their lanterns, magic or torches. Directly ahead the
corridor has two doors at either side and the crumpled form of a man in armor
is huddled near to the left-hand doorway.
The
body of another armored man is head-first toward the stairs and the PCs can see
his bloodstained head and ravaged face,; the flesh torn and mangled as if an
animal had gnawed at it.
Two
more bodies are on the floor about 10ft to the right, both armored men, tangled
together in death.
One
man in dark robes is propped against the wall near the right-hand door in the
corridor straight ahead of the stairs. His arms and head dangle lifelessly and
he is bent at the middle but still upright.
If
the PCs poke, prod or shoot any of the bodies before approaching closer than
5ft the body will utter a low, guttural moan and begin to push itself to its
feet. This will take 1 combat round in which the PCs may attack freely and at
+4 to hit.
If
the PCs approach closer than 5ft there is a 50% chance that the body will lurch
forward and make an attack on the PC using eithers its pummel or bite attack.
Otherwise the body will utter a low, guttural moan and begin to push itself to
its feet. This will take 1 combat round in which the PCs may attack freely and
at +4 to hit.
After
the first of the Living Dead has been roused all 5 of the bodies will rouse at the
same time and attack the nearest PC.
These
creatures a new type of monster created by Zelligar called 'Living Dead'.
NEW
MONSTER:
Living
Dead
No.
Encountered 1d100
Size:
M
Movement:
15
Dexterity:
3
Armor
Class: 10 or by armor type
Hit
Dice: 1
No.
Attacks: 1 (pummel or bite)
Damage:
1d8 Pummel or 1d4 bite
Saving
Throw: 16
Morale:
12
Experience
Points: 48
Special:
a).
Always attacks last, Takes 1 combat round to awaken if not moving, Cannot run
b).
Immune to poison, fear, charm, paralysis, & cold based attacks
c).
Arrows, bolts and piercing/thrusting weapons only do 1hp damage if they hit.
d).
Natural '20' considered head-shot and immediately kills living dead
e).
Multiple Living Dead will attempt to Overbear see [AS&SH] V.3 Combat
actions, unarmed combat
f)
Immune to clerical Turn ability (as they are not undead, but are more akin to a
very weak flesh golem).
g)
Electrical attacks heal damage and can even temporarily increase the Living
Dead's HPs. HPs can be increased to double normal amount. Lasts for 1 day.
Zelligar
sought to create an army of flesh golems cheaply and experimented with his
necromantic abilities to raise the dead. These were his first attempts and were
mildly successful, but far too weak for his needs. Still, the made useful
servants.
L1A9)
continued...
All
Living Dead have 8hp. They are recently converted to the Living Dead and are a
bit slow to respond to noise so any noise made by the PCs before reaching L1A(
is ignored.
Body
#1) A living dead in chainmail armor clutching a broken sword (the top half of
the blade is found at L1A8). He has suffered terrible wounds to his face and
throat and is missing the little finger of his left hand. He is
AC5
ITEMS:
A
gold ring is on his right hand. Worth 2gp but his family in Khromarium would
pay handsomely for its return.
His
chainmail is slightly damaged and rusty but still serviceable.
Body#2)
A Living Dead with head wound. He appear to have been a Norse or a Kelt, at
least the white and red stripes of his pants declare him to be. He is in serviceable chainmail but bears no
weapons. He mumble something about
"brainnzzz" as he attacks but is other silent. He is AC5 In combat a
natural 18, 19, or 20 will strike his damaged head and kill him on the spot.
ITEMS;
A
worn, but serviceable chaimail shirt.
Body#3)
A Living Dead in chainmail with a sheathed dagger at his belt and a coin-purse.
This body still has a few pieces of equipment left in a brown sack hanging over
its left shoulder. He is AC5. Half of a long plaited beard of golden hair
dangles from his face but the other half has been torn out by the roots. He is
AC6
ITEMS:
A
slightly damaged (brings AC to 6 instead of 5) chaimaail shirt.
A
dagger +1 (non-magical, but very finely made)
Coinpurse
with 18gp, 5sp, 12cp
In
the sack can be found a metal canteen of water laced with raw alcohol, 1 week's
worth of Iron Rations, a 10ft length of wire, a 50ft coil of role and an Iron
Hamee.
Body
#4) A Living Dead in ruined chainmail. No weapons. His armor has been yanked to
pieces and ruined. He is AC10
Body#5)
A Living Dead in dark robes. The robes have tiny glyphs sewn cunningly into
them that are not visible under casual examination. The robe is magical and
gives +1 to saving throws versus fire or fore magic. The body has had its
throat torn open and is unarmed. He is AC10
Tuesday, June 18, 2013
B1 In Search of the Unknown - A Hyperborean Campaign Alternative - A Note On Magic Mouths
A
Note On Magic Mouths
The
magic mouths at L1A3 and L1A4 control the iron bars which block the passageway
at L1A5. Upon finishing their warning they are meant to raise the bars for 5
Turns then drop them again. (The bars will automatically raise for 5 Turns if
anyone passes the alcoves at L1A6 & 7 heading toward the front gate). Unfortunately the magic mouths have become
slightly deranged during their years of solitude and have developed a bit of a
pugnacious attitude and something of a Scottish accent.
After
their initial attempt to follow their original instructions as to what to shout
at intruders they simply give up and leave the bars raised permanently, but now
shout insults at anyone who passes them by,
Here
are some of what they may shout and an insult generator.
1).
Run Away, ye Pansys!
2).
An where dae ye think you're goin'?
3).
Back to ye own country!
4).
Suck mae wally!
5).
Freedom! Freedom!
6).
Up yers, ye coot.
7).
Ye bloustie ol'callyack
8).
Ach, stick it up yer trakkans
9).
Stitch this, jimmy!
10).
Ere's a kiss for ye, ya off-lookin minger
Insult
generator:
Most
of their insults begin with Ye or Thee, then roll 1d100 three times.
1-2).
bampot
3-4).
bassa
5-6).
bauchle
7-8).
bawheid
9-10).
boggin
11-12).
bowfin
13-14).
clag-tail
15-16).
clapped-in
17-18).
clatty
19-20).
cuddie
21-22).
diddy
23-24).
doaty
25-26).
dobber
27-28).
doolie
29-30).
doowally
31-32).
eejit
33-34).
feartie
35-36).
ginky
37-38).
glaikit
39-40).
gomeril
41-42).
gommy
43-44).
hackit
45-46).
haggis
47-48).
heidbanger
49-50).
hing-oot
51-52).
honkin
53-54).
jessie
55-56).
keech
57-58).
lavvy-heid
59-60).
maddy
61-62).
midden
63-64).
midgie-raker
65-66).
minger
67-68).
numpty
69-70).
nyaff
71-72).
oof-lookin
73-74).
plookie
75-76).
puggled
77-78).
scabby
79-80).
scadge
81-82).
scaffbag
83-84).
scunner
85-86).
shaan gadgie
87-88).
skelly
89-90).
soapdogger
91-92).
tosser
93-94).
tumshie
95-96).
wally
97-98).
wally, wally
99-100).
Reuse previously rolled word or double use next word if first roll.
Monday, June 17, 2013
B1 In Search of the Unknown - A Hyperborean Campaign Alternative Part 2
WILDERNESS
AREA OUTSIDE OF QUASQUETON
The
wilderness around Quasqueton is dangerous but in a more natural way than the
dungeon. There are no human settlements now closer than 30 miles and no roads
or even large trails leading to the hill. There are animal trails and a small
stream about two miles from Quasqueton which runs from north to south and
empties in a marshy area. There is a chance that the players will find a beaten
trail through the woods, not fresh, but as recent as a few weeks past, someone
using bladed tools or weapons widened an animal trail in the direction of the
hill. This chance becomes near certainty when the gates of Quasqueton are found
since the cleared trail leads to the gate. Backtracking along this trail the
players will find that it splits in two. One way leads back to the small
stream, the other to a campsite.
The
Campsite
At
some point a few weeks before the PC's arrive someone, several someones,
established a small camp at the base of the hill. It has been destroyed and
only torn and muddy canvas, broken wooden casks and some metal debris such as a
dented pot, iron chain, a cask of iron spikes (48 rusty iron spikes salvageable
from the dirt and forest loam).
Exploration of the campsite will reveal that a building once stood in
this place, the fallen stone walls covered by bushes and vines but its
foundation, still forming a square with the campsite in its middle, shows the
dimensions of a mid-sized structure. Even if the campsite is not explored in detail
there is a 1d3 chance of one of the players hearing the sound of burbling water
and only a dozen feet into the woods a small spring can be found.
NOTE:
Before setting off on their quest the PCs will be supplied with 1 pack mule for
every 3 PCs. 1 full month of iron rations per PC. 1 medium-sized tent for every
3 PCs. Sundry camping gear which the DM may decide to detail or allow the PCs
to request, but anything within reason should be allowed. The one item of true
note is a compass-like device which always points in the direction of
Quasqueton, but whose pin spins in happy little circles within the dungeon
itself.
A
wilderness encounter table has not been included. This is a forested area and
forest animals and animal-like monsters dwell within it. The players characters
cannot expect any animals or goods left unattended to remain unmolested but the
main focus of the adventure is the dungeon and not the wilderness.
A
ROLEPLAYING RECOMMENDATION:
It
is recommended, but such advice can easily be ignored, to have the players
generate 3 player characters each before starting the adventure. 1 PC can be
left behind to hold the horses and guard the camp, while two others journey
into the dungeon. If one or even two PCs are killed during a game session a
third will be readily available to take up the fallen torch and keep the game
moving forward without too much backtracking. Then one or two new PCs can be
rolled up and be ready to be worked into the campaign.
THE
GATES OF QUASQUETON
LEVEL
1
NOTE:
Keyed areas are simply marked 1. , 2. , etc... on the map, but are listed in
the text as L#A# (Level#Area#)
NOTE:
Passageways: All Passageways on level 1 are made of smooth, largish blocks of
stone of varying size. Floors and walls are slightly slick. Passageways are
unlit but have wall sconces to hold torches every twenty feet on opposite
walls. Unless otherwise noted.
NOTE:
Doors: All doors on level 1 are wooden with iron pull-rings on either side.
Hinges are set into the wall and copper hinge-plates protect the wood around
the hinges. All doors have keyholes and are locked. Unless otherwise noted.
L1A1).
The entranceway to the dungeon appears to be no more than weathered cliff face
of blackish slate, except that a section of dirt and vegetation has been
cleared in front of a shallow cave-like opening and a stone-faced door, the
exterior rough unhewn rock , the interior smooth and finished, stands open.
Examination of the door will reveal 3 rusted iron spikes driven into the rock
preventing the door from closing.
The
passage is an even 10feet wide and 8feet high. The air is damp and musty and
tinged with the smell of corruption. The
passageway is unlit though sconces for torches are set every twenty feet on
opposite walls. During the early morning sunlight will illuminate the first
20feet dimly but further than that and the hall is black as a very black pit.
L1A2).
(Trapped Door). A sturdy wooden door with tarnished copper hinge-plates and a
rusted iron pull-ring with a small key-hole beside it. This door has old cracks
running down its face, but they do not weaken its structural strength. It is a
very large door, as are all the doors in the dungeon, made of thick heavy wood.
It opens inward but is jammed shut. There are black stains running down the
edge of the door from just above the keyhole (blood) and at the foot of the
door are several wormlike objects that are a fuzzy-green with white showing
through (the severed fingers of the corpse at L1A3).
TRAP:
The pull-ring is trapped with a magic trap (it will radiate magic if detected).
Anyone touching it will receive 1d6 electrical damage and a 50% chance of being
knocked on their ass and stunned for 1d3 Turns. This damage and effect will
occur each and every time the pull-ring is touched.
The
door may be pushed open with a combined strength of 24. It is not locked, merely swollen shut. If
attempts are made to break down the door axes, maces or sledgehammers will make
the door gong like a drum and awaken or alert and guards or inhabitants from
L1A3 to L1A13. It will take 3d6 Turns to knock open the door
Attempting
to burn down the door with a normal fire will be unsuccessful as the door is
damp from the moist atmosphere and the hall is poorly ventilated. Such a fire
will force any PCs who need to breathe air out of the tunnel and send a plume
of black smoke from the passageway out the front door to hang above the hill
like a big bat-signal in the sky.
Once
the door is open examination of it will reveal that there are gouges along the
hinges where iron spikes were driven-in and removed and dark black streaks
(blood) along the inside of the door from just above the keyhole.
L1A3)
(Magic Mouth) There is a large pool of damp congealed blood on the floor (the
floors are damp and slick but not awash with water so the blood has not dried
but neither has it washed away) in the alcove, on the walls, a bit on the
ceiling and in the passageway between L1A3 and L1A4. The upper torso of a
thinnish man in torn leather armor is tossed into the corner. At first glance
he looks more like a bundle of rags. He has no lower body, head or fingers on
his right hand. If anyone steps into the passageway opposite the alcove or into
the alcove itself a pair of stone lips (magic mouth) will appear and speak the
following words:
"Who
Dares Enter This Place And Disturb the Sanctity of its Inhabitants?"
Then
with only a slight pause a voice from L1A4 will be heard to say:
"Htead
Niatrec Ot Demood Srerolpxe Yhdrahloof Fo Pourg A Ylno!"
Then from L1A3:
"You're
Saying It Backwards Again, You Idiot!"
Then
from L1A4 (with an apologetic voice):
"Sorry,
Sorry, My Bad. Woe To Any..."
Then
from L1A3:
"Wait,
Wait, I'm Supposed to be Saying That Too!"
"Woe
To Any... O Bugger It."
And
the stone lips in L1A3 Disappear.
If
searched the torso has only a ruined set of leather armor on its half-person.
L1A4)
If the PCs slip into this alcove without stepping into the passageway or L1A3 a
pair of stone lips will appear on the back wall. It will remain silent for a
moment and then say:
"You're
Supposed to Talk With Him Across the Hall First."
If
the PCs fail to leave the alcove the voice will say:
"Off
With Ya. I have Nothing More To Say."
And
if the PCs still haven't left it will begin to whistle tunelessly.
In
the alcove PCs will see the severed lower body of a thinnish man dressed in
dark trousers and wearing soft leather boots. Dark stains are congealed on the
floor and walls. The lower body is tossed in the corner of the alcove. The boots are salvageable and might be sold
for a few silvers. A sheath is built into the side of the left boot and
contains a throwing knife.
L1A5)
A set of thick iron bars block the passage. If the PCs have listened to the
message from L1A3 the bars will be raised. If not they are lowered and locked
in place. It will require a combined strength of 60 to lift and hold the gate.
If strength is withdrawn and the point value is less than 60 the gate will come
smashing down with a change to do 1d12 damage to anyone underneath and a 25%
chance to pin a PC to the floor.
NOTE:
The Magic Mouths will reappear whenever anyone approaches from the front gate,
but have grown lazy and surly in the years they have been left alone. They won't bother lowering the iron bars
again and will only yell rude insults at anyone passing their alcoves from now
on.
Saturday, June 15, 2013
B1 In Search of the Unknown - A Hyperborean Campaign Alternative - Part 1
B1
In Search of the Unknown - A Hyperborean Campaign Alternative Using the
Astounding Swordsmen & Sorcerors of Hyperborea setting.
Background:
Years
ago Zelligar the Uncaring, a Necromancer/Alchemist of great renown, and his
loyal henchman Rogahn the Bald, constructed a vast underground dwelling, laboratory
and fortification they called Quasqueton. This labyrinth of rooms and passages
was built far from any towns or settlements, deep within a forested land and
dug into a crested hill that commanded an excellent view of the surrounding area.
Zelligar valued his solitude since his experiments were dark and dangerous and
while the life or death of any other than himself mattered not to him, he did
not like interference in his affairs.
It
is said that the construction of Quasqueton took decades and cost the lives of
hundreds of laborers. Zelligar found that animating the corpses of the slain
greatly added to the efficiency of his workforce; his surviving workers began
to slip away only to be hunted down by Rogahn and added to Zelligar's unliving
crew. What other enchantments Zelligar used to construct his fortification no
one can tell, but as they neared completion powerful beasts, demons and daemons
and monsters of all sorts were seen aiding in the building of the seemingly
numberless halls and chambers carved from bedrock deep within the forested hill.
For
years both Zelligar and Rogahn disappeared from the knowledge of men. The few
workers who survived told tales of the labyrinthine passages, the deep
chambers, the finding of passages old and abandoned that joined with the fresh
work of Zelligar's fortress-laboratory. They spoke of things best not seen by
man, and some, those who had worked on the deepest levels of the complex,
refused to speak at all, only hinting at terrible and unnatural things that
sang in the darkness and stripped the souls from men.
And
then one day a band of bloodied mercenaries appeared in the nearest towns, with
a husk of a man as their leader. Drained and withered, Rogahn stayed among the
townsfolk, who were filled with questions, only long enough to buy supplies and
any fresh mounts he could find before riding away, putting as much distance as
he could between himself and his former home, Quasqueton.
In
terse words and sepulcher tones Rogahn warned the townsfolk that they were far
enough away, that beasts and monsters now stalked the upper halls, but
something woken by Zelligar from beyond the void between the worlds ruled the
deep chambers, something older and far more evil than man. Beware the singers
in the darkness he warned and rode away.
That
was years ago and both Zelligar and Rogahn are folktales now among the people
of the surrounding land. The very name Quasqueton is forgotten by the people,
but not by those who have studied ancient texts, who search for power no matter
how dangerous, evil or unnatural it may be. It is known by few that Zelligar
built upon that hill not by chance but by design. Power drew him there to a
place where power once had dwelled and been swallowed by the earth in ages
before man had even come down from the trees.
Those
seeking such power and lived have learned caution, and it is not they who will
breach the doors of lost Quasqueton and walk its long forgotten halls. No, they
have hired mercenaries and sought adventurers to be their stalking goats. With
old maps and minor enchantments they have equipped the brave and foolish. Now
Quasqueton awaits and what rewards or terrors may be found cannot be said for
the adventurers are in search of the unknown. With luck the unknown may not
find them first.
DMs
INTRODUCTION:
This
is an introductory adventure for a party of 6-8 1st level characters. If
retainers or hirelings are used it is recommended that they be unskilled
0-level torch holder types. As the party delves deeper into the halls of
Quasqueton the dangers will increase as should the experience level of the
party, their wealth and the quality of any followers or hirelings.
Quasqueton
is both a modern dungeon built by Zelligar and a series of ancient tunnels and
chambers built by mages and monsters of old and deeper down, because Quasqueton
is a very deep dungeon, are places where man did not dwell, passages carved or
shaped by things; horrors that should not be and are best not encountered, and
rewards, well, the reward of survival, perhaps mere earthly rewards of gold and
gems and items of great power, but the cost even for the survivors may be more
than they ever receive in return.
End Part 1
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