CAS

CAS
Showing posts with label quasqueton. Show all posts
Showing posts with label quasqueton. Show all posts

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. 


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