Yhammos Family Castle
The Yhammos family castle is in disrepair due primarily to an
attack by mercenaries who ransacked the buildings and burned some
of them down. Fortunately the family had advance warning. It was
too late to plan a defense but time enough to evacuate.
The outer walls are about 3' thick and falling down in many
places. The towers are 16' high and 20' in diameter. Their
ceilings are low at 7'. The walls facing out are fitted out with 2
levels of arrow slits on both floors. The would use crossbows on
the lower slits and bows on the upper level. The 2 towers in the
North and the wall in between are all rubble. There are 3' high
crenelations on the roof providing 3/4 cover. The stairs
inside are actually ramps with no stairs.
The front gatehouse is made of slate stone and river stone. The
floor is cobbled. It is 12' high. The guard blocks are hollow with
many arrow slits and can only be entered from the roof. The
barriers are intended to slow down and jam up soldiers to be
killed by the guards in the blocks.
- The Manor House - This is the
primary building in the castle. It is detailed below.
- Stable - This building is made of wood and has no floor. It is
a single story high but has hay storage in a mezzanine. There is
a tack room inside for horse bridals saddles and so on. The
outdoor tack room was for carriage and cart gear.
- Smithy - This is not a full fledged blacksmith shop as it was
only intended for horse care like horseshoe replacement. The
building is in good shape, but has been gutted of anything you
can take away. The forge is there, but that's about it.
- This tack room was used to store and provide a repair spot for
carts, carriage, and other vehicles. It is empty but intact.
- This barn was burned down.
- This barn is also burned to the ground
- The building is intact but empty. Made of clapwood and sturdy
beams it was almost burned down.
- There are some papers from the Yhammos family in a hidden
compartment in the desk.
- The Little House has stone walls and a wooden roof. The roof
is mostly gone due to harsh winters and no care. The front door
is intact as are all the shuttered windows inside. This building
is guarded by the Twirler. Anytime a non-Yhammos family member
gets within 60' of the building, the twirler will appear. Until
then it looks like a strange plant that remains motionless until
activated. Inside the house has remained undisturbed. It is
80'x60'.This small wooden building was where the business and
accounting records were updated and stored. It is empty and the
door has been destroyed.This small home was added on about 60
years after the castle building was made. It is a 2 story
building made of stone and designed to be a place where people
visiting for an extended time would be installed. It is very
nice when it was in repair, but has been stripped, vandalized
and neglected.
- This used to be housing for the staff, but has burned to the
ground.
- This kitchen was added on during the remodel was done as the
Yhammos family was taking over so there was more room on the
ground floor of the manor. It has burned, but most of it is
reusable. None of the contents of the kitchen remain.
Guarding the entrance to the Manor House is a Treant that will attack
anyone approaching or departing from the building.
Yhammos Manor
House
This is area 1 on the outdoor
map.
History
The castle in Hellia was part of the family holdings of the ancient
leaders of the city by the name of Gulaaga. Although at one time
they had many endeavors, they are best known for their primary
business of undertaking. There is a graveyard located very near the
castle but the best accommodations were in the catacombs that were
under the castle itself. The ground in this area is an unusually
hard sandstone which was still relatively easy to mine and carve
making it ideal for hasty but ornate decorations. For over 3
centuries the family would take commissions for tombs, family crypts
and single body interments. Part of the attraction for their
services is that they regularly hired clerics and consecrate the
rooms. Also, the whole complex was carefully guarded by day and
night by armed guards to prevent theft and evil of all kinds known
to prey on the dead.
After the fall of the family that built the castle it was sold to
the family Yhammos who is the ancestors of Derrix.
Kartak Yhammos was one of the early master mages to inhabit the
castle. He re-configured the level to be a magician laboratory.
The building is made of mortared river rock and wood. The exterior
walls are stone and most of the interior walls are of wood. The
ceilings in the building are 10' high and the basement level
ceilings are 8' high. The ground level floors are made of slate and
the upper floors are made of walnut. The basement floors are slate.
Ground Floor
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2nd Floor
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3rd floor
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Dungeon 1
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Dungeon 2
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Castle Rooms
Ground Floor
Room 1-Entry Hall
This is the entry room to the castle. The doors are partially open
and visibly rotting. They will close, but not lock. They are very
rotten and any one with a will and a sword will be able to cut them
down.
Room 2-Main
Ballroom
This is the ground floor of the castle. Weapons and shields adorn
the walls, but though neglect they have become rusted and the paint
is coming off. Four huge fireplaces rest at cardinal points of this
massive room, all large enough for a human to walk into. Doors in
the distance lead to other locations on this floor. At the center of
the room is a wide, twisting staircase that spirals up to the floor
above.
Perched on the spiral staircase is a Harpy.
Room 3 Spiral
Staircase
The spiral staircases here are made of the 10' diameter rod of stone
with the stairs cut into it.
The staircase on this level is guarded by the illusion of a Bone Devil. It will
appear when a person steps on the 2nd step. Just the sight of this
fanged barbed horror requires characters to pass a morale check or
flee the stairwell. The physical
trap as always located on the second step is a Symbol of
Hypnosis: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 11 save or become incapacitated for 1d4 rounds;
apprentice tier, setback
The stairs lead up to area 17 and down to area 28. The stairs down
are hidden by a secret trap door in the floor directly under the
stairs. DC 12 to see this door as there is a small hole in the floor
right at the bottom of the stairs. This is how the trap door is
opened from the ground floor. If the 2nd stair going up is lifted
up, a section of the floor will swing away revealing the stairs
down.
Room 4 Private
Staircase
The staircase on this level is guarded by illusion of a Bone Devil.
Just the sight of this fanged barbed horror requires characters to
pass a morale check or become afraid.The physical
trap is a Rune of Fear: DC 20 to find, DC 15 to disable;
affects all targets within 10 ft., DC 10 save or become frightened
for 1d4 rounds; apprentice tier, setback. The stairs lead up to area
17 and down to area
Room 5 Average
Guest Rooms
This series of rooms are small These rooms are thoroughly thrashed.
Anything of value has been taken and anything they didn't want to
take the thiefs destroyed. The rooms are mostly small and contained
only a bed, a small night table and the water/chamber pot.
Room 6 Fancy Guest
Rooms
These are in the same terrible shape as the other guest rooms. They
had more and nicer furnishings, but the looters took everything of
value.
Room 6a
This is where the dumbwaiter from 28a comes up to the surface level
of the castle. Remember the dumbwaiter is just a platform with a
floor and a ceiling and the only walls are those that are for the
rooms as shown.
Room 6b
This room is where the Harpies have gathered their treasures and
where they shit. The stench in this room is very intense requiring a
DC12 Con roll to prevent gagging and becoming Incapacitated
for 1d4 rounds immediately after opening the door to this room.
Inside is a Flying
Dung Worm swarm. Shiny things can be seen inside the dung.
Anyone searching it must make a gag roll every round. It will take 6
rounds to completely search the dung. Mixed in with the Harpy dung
is:
77 cp, 905 sp, 194 gp, 20 pp, A bronze box containing a tiny wooden
owl, A toy crossbow, A glass globe of swirling green goop, no
openings, A ring carved with the unfinished insignia two headed bird
(Thorsar), a sliver bracelet (120gp).
Room 7 Kitchen
All the dishes and utensils have been taken and the stove and sink
have been removed. It's obvious where they once stood on the floor.
There is nothing of value here.
Room 8 Dumbwaiter
This device, large enough for four people to stand in, is raised and
lowered by ropes attached to a pulley system. The large platform
leads to the second level, where formal parties were held and where
the family rooms are located.
Room 9 Armory
All that remains of the weapons and armor stored here are the pegs
and stands that held them.
Room 10 Guard Room
Other than built in stone benches on the N. and W. wall, there is
nothing in this room. There is some graffiti scratched into the
stone like pictures of dicks, Gurte love Murah and so on.
Room 11 Nobles
Dining Room
12. Dumbwaiter
The large dumbwaiter (see area 8) raised food, trays, and servers up
to this level.
13. Balcony
The balcony still looks over the great hall below.
14. Promenade
This walkway allows the people below to be seen from all angles.
During great feasts small tables and chairs would be place here, but
it is usually kept clear.
15. Guard Towers
The guard towers were part of the original structure Yhammos built.
He realized they wouldn't be of much defensive value. He thought
they looked impressive. Now they are crumbling, like much of this
structure. Still, they do offer positions of advantage for the
archers perched here.
16. Public
Staircase
These broad spiral steps lead down to area 3 on the ground level and
up to area 18 on the third floor.
Room 17 Private
Staircase
On this level, the illusion is a red dragon, claws extended, ready
to attack. Don't forget the trap that has been placed on the 2nd
step of the stairs. Rune of Paralyzation: DC 15 to find, DC 15 to
disable; affects all targets within 10 ft., DC 11 save or become
paralyzed for 1d4 rounds; apprentice tier, setback
Third Level
18. Public
Staircase
These broad spiral steps lead down to area 3 on the ground level and
up to area 18 on the third floor.
Room 19 Private
Staircase
This levels illusion is that of a solid, brick wall. Don't forget
the trap on the 2nd step. This one is a Net Trap: DC 15 to find, DC
10 to disable; affects all targets within a 10 ft. square area, DC
10 save or become restrained; apprentice tier, setback
Room 20 Main
Bedroom
All that remains of the furnishings and gear in this room has been
carried away except for what remains of a huge 4 poster bed in the
middle of the room. The mattress has been slashed and someone carved
their sigal in a post, but it is in reasonable shape. Nothing else
in this room is!
Room 21 Nursery
Room
The door has a hasp lock but no door lock. This room has the debris
of 3 small beds. There are some rotting toys scattered around mixed
with the broken wood of the tiny furnishings.
Room 22
Grandparents Room
The door latch is broken and takes a strength roll of 18 to open.
There is a painting in oils in a broken frame on the floor of a man
who looks like an older version of one of the party (Derrix).
Room 23 Adult
Children's Room
Sorry, nothing but trash and broken furniture pieces are here.
Room 24 Guest Room
Doors lock is broken but the door is closed. Just like all the other
resident rooms, this one has been vandalized into junk. There is
nothing here but dust bunnies, rat poop, wood pulp, splinters and
scattered cloth pieces.
Room 25 External
Balcony
The balcony encircles the castle, and its floor provides a roof for
the promenade below.
Room 26 Library
The library is the only place in the castle that has not been
opened. This is because the entrance is protected by a magical trap.
Greater Acid Spray: DC 15 to find, DC 10 to disable; affects all
targets within a 20 ft. cone, DC 14 save or take 2d10 acid damage
for 1d4 rounds; heroic tier, dangerous.
The door is locked with a DC 20 lock.
- Tharkad's Manuscripts of Psychoportation: This libram is
bound in bronze plates and locked. A failed attempt to use
psionic teleportation.
- The Eldritch Slates of Thoinesith: This exotic book is bound
in stained glass plates. It is written in Celestial. When used
in divine research, this tome provides a +1 bonus to checks
using calligrapher's supplies for a day after reading it for
an hour.
- The Elemental Esoterica of Emes: This set of scrolls is
contained in a locked copper coffer. It is sealed by fell
wards, and cannot be opened by a non human person. It contains
a number of pornographic etchings.
- The Taine Slates: This flawless libram is written upon paper
and bound in pewter plates set with coral. When read for an
hour, this tome provides a +1 bonus to checks using a disguise
kit for a day.
- Husosion's Scripture of Kingdoms: This book is bound in
stained glass plates. It is locked by magic, and can be opened
only in a mirror.
- The Fallen Articles of Eraill: This impressive tome is bound
in monkey hide. Several of its pages appear to be missing.
Pages fall out when used.
- The Malevolent Articles of Enos: This flawless compendium is
bound in leather with bronze hinges and fittings. When used in
arcane research, this tome provides a +1 bonus to tinkers
tools.
- The Dinarv Incunabulum: This folio of parchments is
contained in an iron coffer. Several of its pages appear
blank, unless viewed by the first light of dawn. In the light
it contains blank verse poetry about life on the sea.
- Tharkad's Parchments: This set of scrolls is contained in a
leather case trimmed with ermine fur. It contains instructions
on how to construct traps for fur bearing animals.
- The Corrupt Leaves of Astus: This set of carved wooden
slates is contained in an engraved gold coffer. They are not
readable by any means as they are nonsensable
- The Elysian Enchiridion of Leatha: This heavy tome is bound
in copper plates set with amber. A book describing the plane
of Elysian
- The Luminous Libram of Thali: This cryptic libram is bound
in leather with pewter hinges and fittings. It is written in
Infernal.
- The Desimmo Fishy Esoterica: This eldritch book is bound in
pewter plates with a bunch of fish etched iubt the cover.. It
is a short book on guppy raising.
- Sini's Folio: This set of engraved wood slates is contained
in a blackthorn puzzle box. A map of the elemental planes has
been added near the front of the tome.
- Donoro's Articles: This cryptic libram is written in red wax
and bound in birch plates inlaid with pewter. When used in
research, this tome provides a +1 bonus to checks using
cartographer's tools when studied for an hour before
beginning.
- Tosileo's Articles: This set of engraved clay tablets is
contained in a leather case. It is an organized but brutal
system of civic law.
- Minarv's Leaves: This impressive libram is written in golden
ink upon silk pages and bound in leather trimmed with mink
fur. It is locked by magic, and can be opened only by a Mage
Hand spell. When used in research, this tome provides a +1
bonus to Intelligence (Nature) checks.
- The Eldritch Shards of Nochy: This folio of parchments is
contained in a leather case. It is written in Draconic and
talks about how good humans taste.
- The Book of Asun: This tome is written in illuminated script
and bound in stained glass plates. Whenever it is opened, any
other spells affecting the reader cease functioning.
- The Codex of Ukhul: This flawless libram is bound in leather
with electrum hinges and fittings. It is sealed by fate, and
can be opened only within the Last Cathedral. When used in
divine research, this tome provides a +1 bonus to Intelligence
(Religion) checks.
More Valuable Tomes
- Anas' Leaves: This libram is written in blood and bound in
leather. It is locked by magic, and can be opened only by
answering the riddle inscribed upon it. "What is it that is
yours but others use it more than you.-Your Name" This
spellbook contains the spells Dancing Lights, Fire Bolt,
Friends, Mending, Message, and Ray of Frost.
- Gili's Folio: This compendium is written in luminous script
upon silk pages and bound in leather with silver hinges and
fittings. An individual who reads this tome, which requires 48
hours over a minimum of 6 days, gains a +1 bonus to checks
using cartographer's tools. Enclosed in this folio is the
letter from Derrix's father to him. It is also the way to
restore his memory completely.
- Thainan's Manuscripts: This book is written upon linen pages
and bound in leather. It is locked by magic, and can be opened
only by a drop of holy water. It can only be used by a priest
of non-evil alignment. It contains the divine spell Ceremony complete
with the instructions on how to perform it in many different
gods.
- The Demonic Parchments of Nanain: This tome is bound in iron
plates and locked. It is trapped with a flame rune spell that
will destroy the book if the words "Gabba Gabba Oi Oi Oi" are
not spoken. This spellbook contains the spells Burning Hands,
Expeditious Retreat, Longstrider, Shield, and Silent Image.
- The Unearthly Tablets of Toute: This ancient book is bound
in stained glass plates. An priest class character who reads
this tome, which requires 56 hours over a minimum of 7 days,
gains the ability to cast the spell Sacred Flame regardless of
his divine affiliations. Charisma is the spellcasting ability
for this spell. After casting this spell, you can't cast it
again until you complete a short or long rest.
- The Ukrak Incunabulum: This set of etched glass plates is
contained in a brass coffer set with amber. An individual who
reads this tome, which requires 56 hours over a minimum of 7
days, gains the ability to speak Fey.
Room 27 Staircase
to the Roof
There is nothing on the roof and it is in disrepair, but still
mostly intact.
Staircase Traps
The hidden staircase in the northeast corner of every
level are trapped. These stairs can be found by searching for secret
doors.
Two traps on every floor protect the staircase. The first is an
illusion, something to frighten unwanted visitors should they
stumble on the hidden stairwell. The other, a physical trap on the
second stair of each level, is more serious: a slide that leads to a
pit of sharp wooden stakes at the very center of the deepest hole
the castle. Dispel magic can eliminate the illusion, and a
successful find traps roll will reveal the death slide. Every member
of the family, from early childhood onward, has been taught that
Yhammos members always skip the second step. That is not a
philosophy, but a warning.
Dungeon Level 1
Room 28 Hidden
Staircase
This staircase leads down from the great hall on the ground floor
(area 2). Ornate wall sconces would keep it brightly lit if they had
oil and wicks. The trap door can be reset from the stairs by lifting
it up until it latches. Hanging from the railing of the stairs is a
pole with a hook on the end. It will fit in the small hole in the
trapdoor allowing the door to be closed from the ground floor.
Room 28a
Dumbwaiter
This dumbwaiter was used to raise and lower the cadavers that were
prepared for the undertakers. There is a hidden lock (DC 25 to
find)at the Middle of the east edge of the platform and to unlock
takes a DC 20 roll. This will free the mechanism allowing it to move
between the floor.
Room 29 The
Redoubt Common Area
Originally this was the work area for the undertakers. They would
bring the corpses here for preparation. They would also store the
caskets that were made in the level below in this room. When the
castle was first purchased this room was fitted out as a casual
relaxing place for the Yhammos close family. When the troubles
started, this changed into being a spot where the family could flee
to and defend. Before the castle was looted this room contained a
kitchen table with a sink two large tables a dozen chairs and so on.
Without knowledge of the dumbwaiter going to this level the looters
couldn't get large items out, so they just threw stuff around. The
little stuff they took. Currently 2 Otyugh have been trapped
here as guardians. They are positioned on either side of 29 where
the corridor ends. Grafitti "Too late to leave", Stay out!"
Otyugh
Large aberration, neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
11 (+0) |
19 (+4) |
6 (−2) |
13 (+1) |
6 (−2) |
Saving Throws Con +7
Senses darkvision 120 ft., passive Perception 11
Languages Otyugh
Challenge 5 (1,800 XP)
Limited Telepathy. The otyugh can magically
transmit simple messages and images to any creature within 120 feet
of it that can understand a language. This form of telepathy doesn't
allow the receiving creature to telepathically respond.
Multiattack. The otyugh makes three attacks: one
with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3)
piercing damage. If the target is a creature, it must succeed
on a DC 15 Constitution saving throw against disease or become
poisoned until the disease is cured. Every 24 hours that elapse, the
target must repeat the saving throw, reducing its hit point maximum
by 5 (1d10) on a failure. The disease is cured on a success. The
target dies if the disease reduces its hit point maximum to 0. This
reduction to the target's hit point maximum lasts until the disease
is cured.
Tentacle. Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage plus 4 (1d8) piercing damage. If the target is Medium or
smaller, it is grappled (escape DC 13) and restrained until the
grapple ends. The otyugh has two tentacles, each of which can
grapple one target.
Tentacle Slam. The otyugh slams creatures grappled
by it into each other or a solid surface. Each creature must succeed
on a DC 14 Constitution saving throw or take 10 (2d6 + 3)
bludgeoning damage and be stunned until the end of the otyugh's
next turn. On a successful save, the target takes half the
bludgeoning damage and isn't stunned.
Rooms 30 Bedrooms
These were holding rooms for the undertakers clients, but they were
turned into bedrooms for many people. The small rooms have only
straw mattresses and a small stand for the chamber pot. The larger
rooms have real beds and a small shelf unit. The mattresses have
been cut up, and the stands have been upturned.
There is a strong smell of rotten food when entering this area
coming from the room across the corridor (32). The following room
content numbers start at the 30 room next to the stairs at 33 and
proceed clockwise.
- Full waterskin, Hammer and chisel, 12 Large iron caltrops
(4"), Purple egg, Small piece of flint
- Carved stone key, Carved stone statue of a bear, Large glass
eye, Large lodestone, Pouch of phosphorescent fungi
- Blunted dwarven axe blade, 3" Wood carving of a legendary
hero
- Rotting salted fish, Cave bear teeth and claws, Rotting
wooden cask, Wyvern skull
- Biscuits of gritty hardtack, Flint dagger, Large drinking
horn, 6 compartment Pouch of medicinal herbs, Small cask of
oil
- Carved stone candelabrum, Carved stone statue of a
dragon, Large broken key, Small piece of chalk
- Crudely-carved wooden figure, pouch mushrooms
(poisonous), Tattered wool cloak, Wheel of mouldy cheese
- Broken stone tankard, Cask of pickled fish, Pouch of
polished stone marbles, Nice piece of river stone, Various
gnawed bones
Room 31 Secret
Stairs
On this level the illusion is a dark naga, poised to strike. While
harmless, the illusionary naga helps sendthe unwanted screaming from
the
stairwell. The physical
trap is Teleporter Crystal: DC 15 to find, DC 15 to disable;
affects each creature which touches the crystal, DC 11 save or be
teleported to another location; apprentice tier, setback. The stairs
lead up to area 4. The 2nd step is trapped with poison darts and the
illusion of a glowing, skull save VS wisdom at DC 15 or flee.
Room 32 Emergency
Larder
The door to this room is locked. It is a DC 14 to pick and is not
trapped. There is a 1" gap between the bottom of the door and the
floor.
This held the food intended to be used if the family had to lay low
for a while. It is good quality, but all is rotten now. This is
where the bad smell is coming from. The room is full of cockroaches
who are really hungry for something other than garbage to feed on
and the party is on the menu.
5 Swarms of Carnivorous Cockroaches. These will start running from
32 into 29 the round after the melee with the Otyugs begins and one
per round will come out thereafter. If the players open the door
before the battle, all 5 swarms will attack at the same time.
Swarm of Carnivorous Cockroaches
Medium swarm of Tiny beasts, unaligned
Armor Class 14 (natural armor)
Hit Points 24 (5d8+2)
Speed 30 ft., climb 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
3 (−4) |
13 (+1) |
10 (+0) |
1 (−5) |
7 (−2) |
1 (−5) |
Damage Resistances bludgeoning, piercing, slashing,
poison
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 20 ft., passive Perception 8
Languages --
Challenge 1 (200 XP)
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move through any opening
large enough for a Tiny insect. The swarm can't regain hit points or
gain temporary hit points.
Bite.. Melee Weapon Attack: +6 to hit,
reach 0 ft., one target in the swarm's space. Hit: 10
(4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has
half of its hit points or fewer.
Poison. When bit the character must make a Con roll at
DC 12. On the first failure the character becomes Poisoned.
On a second failed save the character becomes incapacitated.
Provided with a large amount of food, a single swarm will quickly
become several independent swarms. It is not unusual for up to 4 or
more different swarm to appear in the same area.
Climbing. The roaches like to climb walls and ceilings to
then fall all at once on their victims.
Room 33 Down to the
Workroom
This door is secret and very well hidden requiring a DC 24 roll to
find. It takes another roll at the same DC to open it. It leads to a
stairway down to room 34 on the lower level. The fake door is a
balsa wood fake that is nailed to the wall and is easy to bring
down. It will take 5hp of damage to do so.
Dungeon Level 2
Room 34 Entry
This room is a small area at the bottom of the stairs leading from
above. It looks like it is a solid wall of thick wood but it swings
open on a strength roll at DC 12.
Room 35 The
Guardian Monster
A Super
Flying Sword stands here to prevent anyone who doesn't speak
the key words from passing him. The key words to stop its attack are
"Never the 2nd step".
Room 36 Magical
Doors
These doors are Arcane Locked
and the door is also locked with a good lock (DC 21) and needle
trapped with poison Serpent
Venom.
Room 37 Crypts
All the doors open easily into rooms filled with stone crypts. The
caskets are in the walls with stone pieced on the outside of the
wall with the persons name who is interred there. These were never
used by the Yammos family. The undertakers last name was Gulaaga, so
the bulk of the crypts have that name on it. Some are
Alden Gulaaga, Alec Gulaaga, Anton Arden, Arlen Gulaaga,
Armand Gulaaga, Arron Gulaaga, Augustus Ravery, Chadwick Gulaaga,
Dante Elden Gulaaga, Gavin Gulaaga, Hank Weter, Keven Gulaaga,
Leif Gulaaga, Maxwell Gulaaga
Room 38 Wizards
work room
This room is mostly intact. There is magical paraphernalia,
equipment, and books. The room appears to be a mess. There are
bottles and jars of spell components strewn about, glass
retortsa complete alchemical laboratory for those who know how to
use its equipment.
In the center sits a large work table with a polished, black granite
top. Next to the table are three furnaces.
The first is an athanor, a furnace critical to the slow, even
heating required in some magical processes.
An separate mid-sized furnace (a descensory furnace), used for
heating liquids, stands alongside it.
The final furnace is a heat bath.
On the table itself is an analytical balance scale, a hand
centrifuge, and an alchemists globe.
Room 39 Shelves
Alembics, retorts, beakers, and flasks share shelf space with books,
spent candles, and stones of uncertain origin. Hundreds of glass
tubes in metal and wooden holders lie scattered about, some of them
are even clean. Other contain residues of ancient alchemy.
Books abound on these shelves, spell books for priests and wizards,
tomes on hundreds of subjects, books for clerics, librams for mages,
and manuals for fighters and thieves. The library on the upper level
of the castle pales in comparison with the treasures here.
Protecting the treasure are 2 Helmed
Horrors.
The only way they can be called off is if someone speaks the words
"Its all about the fish"
Abacus, Alchemist's fire (flask), Antitoxin (vial), Book, Bottle,
glass, Bucket, Candle, Chest of amber insense, Component pouch,
Flask, Ink, Ink pen, Magnifying glass,
Mirror-steel, Vial
- The Tome of Ukhul: This folio of parchments is contained in
a lacquered ash box. It is locked by magic, and can be opened
only by starlight. When used in a performance, this tome
provides a +1 bonus to Charisma (Performance) checks if read
for an hour before performance.
- The Malign Manuscripts of Caince: This ancient tome is bound
in leather with platinum hinges and fittings. When used in
vocation, this tome provides a +1 bonus to checks using
carpenter's tools if referred to during construction.
- Ateres' Libram of Ruins: This book is written in red ink
upon parchment and bound in leather with pewter hinges and
fittings. It refers to places that don't exist on Berth.
- Eletos' Leaves: This libram is bound in stained glass
plates. When used in larceny, this tome provides a +1 bonus to
checks using a poisoner's kit while performing the
poisoning. (Skull and Cross bones).
- The Eghair Apocrypha: This set of scrolls is contained in a
platinum coffer. It is sealed by holy wards, and can be opened
only within a Good Temple.
- The Accursed Bones of Igin: This set of inscribed bones is
contained in an engraved silver coffer. Anyone reading the
cursed bones must make a Wisdom roll at DC20 or become insane.
- Koga's Scrolls: This modest libram is bound in brass plates.
It is sealed by fell wards, and cannot be opened by an evil
person. It contains a scroll of Create Undead.
- The Eternal Book of Laba: This book is bound in leather with
electrum hinges and fittings. A map of the castle area, with
several landmarks drawn in red ink, has been added near the
front of the tome. Otherwise it is a boring book about the
concept of eternity.
- The Tome of Battle: This libram is written in luminous
script upon vellum and bound in leather. Many of its pages are
marked with seemingly unrelated notes.
- The Dullo Folio : This book is bound in monstrous hide all
black pages.
Room 40 Private
Stairs
While it is doubtful any stranger would find this level, the
illusion here is an angry werewolf. There is a physical
trap, on stair 2 that is Rune of Confusion: DC 20 to find, DC
10 to disable; affects all targets within 10 ft., DC 10 save or
become confused (phb 224) for 1d4 rounds; paragon tier, setback
Room 41 Teleport
Room
The teleport room. This room has a teleport rune that is tuned to
the Teleport in the Mages Guild room in Maknusi. In preparation for
a possible attack from the guild itself, this room has been
outfitted for a quick defense. There is a rack of 6 daggers, a
hanging stand of 4 longswords and 2 short swords. There is another
shelf that has a 1 gallon glass carboy of flaming oil, another of
acid, flint, tinder and torches. There is also a Potion
of Gaseous Form.
Little House
Living Room-all windows broken, 2 skeletons 1 human stoned guy,
nothing valuable Large hearth and fireplace on N wall, Big
chandaleer.
Kitchen - Most of the non-metal stuff is OK but all utensils are
junk rusted.
Closet
Entry
Stairs up
Pantry
Cloak Room
Bedroom
Study
Nighttime random encounter with a domesaticated cat. Calico and
friendly female but really thin. Its tail is blown off by Derrix!
The time stop happens when they wake up the next day.