General |
Dungeon Walls |
Masonry |
Dungeon Floor |
Flagstone |
Temperature |
Cool and damp
|
Illumination |
Shadowy (glowing crystals every 20
ft.) |
|
Corridors |
a |
Fire Trap |
c |
Whirling Poison Blades |
e |
Someone has scrawled a large X here |
i |
The scent of urine fills the
corridor |
|
Wandering
Monsters |
|
Room #1+ |
North Entry |
Wooden Portcullis
→ Leads to room
#20, inhabited by 12 x Medium Air Elemental
|
East Entry |
Unlocked Strong Wooden Door
→ Leads to room
#17, inhabited by 7 x Medium Earth Elemental
|
|
Room Features |
This is the old temple to the evil
god of the Normans
|
Monster |
Barbed
Devil and 4 Servent Lemures
Treasure: 16000 sp; Sardonyx (60 gp), Smoky
Quartz (60 gp); Potion of Hide from Animals; hoard
total 1720 gp
|
|
Room #2+ |
North Entry #1 |
Stuck Simple Wooden Door with a
rusted lock and overgrown with plants making it
impossible to open.
|
North Entry #2 |
Trapped and Stuck Strong Wooden Door
Ⓣ Fire Trap
→ Leads to room
#3, inhabited by 2 x Chimera
|
East Entry #1 |
Archway
→ Leads to room
#10
|
East Entry #2 |
Stuck Iron Door
→ Leads to room
#7
|
|
Room Features |
A chute descends from the room into
a outhouse cyst below, which still has the remains
of centuries of human waste. Someone has scrawled
"The Demons of Khola looted this place" on the south
wall |
|
Room #3+ |
East Entry |
Archway
→ Leads to room
#15, inhabited by 14 x Ogre
|
South Entry |
Trapped and Secret Strong Wooden
Door
Ⓣ Fire Trap
→ Leads to room
#2
|
|
Room Features |
A faded and torn tapestry hangs from
the west wall, Several headless statues are
scattered throughout the room |
Monster |
2 x Chimera
Treasure: 1400 gp; Citrine (70 gp), Fiery Yellow
Corundum (900 gp), Golden Yellow Topaz (500 gp),
Hematite (9 gp), Malachite (12 gp), Moss Agate (13
gp), Obsidian (6 gp), Red Garnet (120 gp); hoard
total 3030 gp
|
|
Room #4+ |
North Entry #1 |
Secret Trapped and Locked Strong
Wooden Door (good lock)
Ⓢ The door is concealed
behind a statue of a dread vampire, and opened by
filling his chalice with blood
Ⓣ Doorknob smeared with
Contact Poison
→ Leads to room
#8, inhabited by 1 x Golem,
Clay
|
North Entry #2 |
Wooden Portcullis |
West Entry |
Stuck Good Wooden Door
→ Leads to room
#19
|
|
Room Features |
A balcony hangs from the south wall,
Several headless statues are scattered throughout
the room |
Trap |
Camouflaged Pit Trap |
Hidden Treasure |
Hidden Locked Simple Wooden Chest
(good lock)
11000 sp; Onyx (30 gp), White Pearl (110 gp);
Potion of Remove Fear, Wand of Magic Missile;
hoard total 1240 gp
|
|
Room #5+ |
North Entry #1 |
Iron Portcullis |
North Entry #2 |
Trapped and Locked Simple Wooden
Door (common lock)
Ⓣ Built-to-Collapse Wall
|
West Entry #1 |
Trapped and Unlocked Stone Door
Ⓣ Flame Strike Trap
|
West Entry #2 |
Locked Stone Door (common lock)
→ Leads to room
#21, inhabited by 11 x Large Earth Elemental
|
|
Monster |
3 - Parasite,
Rot Grub Swarm
Treasure: 1500 gp; Amber (90 gp), Citrine (50
gp), Emerald (900 gp), Malachite (12 gp); Pearl of
Power, Potion of Bull's Strength, Potion of Endure
Elements; hoard total 2552 gp
|
|
Room #6+ |
North Entry #1 |
Trapped and Locked Iron Door (common
lock)
Ⓣ Poisoned Dart Trap DC 24
→ Leads to room
#9, inhabited by 6 x Gibbering
Mouther
|
|
|
|
Hidden Treasure |
Invisible Locked Iron Chest
(superior lock)
1600 gp; Arcane Scroll (Ghoul Touch); hoard total
1600 gp
|
|
Room #7+ |
West Entry |
Stuck Iron Door
→ Leads to room
#2
|
East Entry #1 |
Locked Strong Wooden Door (superior
lock) |
Locked Library
|
Many books including more info on
the HOS.
No magic, but some treasure.
|
|
Empty |
|
|
Room #8+ |
East Entry |
Stuck Simple Wooden Door |
South Entry |
Secret Trapped and Locked Strong
Wooden Door (good lock)
Ⓢ The door is concealed
behind a statue of a dread vampire, and opened by
filling his chalice with blood
Ⓣ Doorknob smeared with
Contact Poison
→ Leads to room
#4
|
|
Monster |
1 x Clay Golem
Treasure: 900 gp; Brass Cloth Cloak (1000 gp),
Electrum Buckle (400 gp), Belt
of incredible dexterity+2, Leather
Talisman (20 gp), Rabbit Fur Talisman (150 gp); Handy
Haversack, hoard total 4670 gp
|
|
Room #9+ |
North Entry |
Stuck Good Wooden Door |
West Entry |
Unlocked Iron Door |
South Entry #1 |
Stuck Strong Wooden Door
→ Leads to room
#13, with Beatrice
|
South Entry #2 |
Locked Iron Door (common lock) DC 24
→ Leads to room
#6
|
|
Room Features |
A shallow pit lies in the north side
of the room, Someone has scrawled a diagram of a
mechanical trap on the east wall
Ⓣ Poisoned Dart Trap
|
Monster |
6 x Gibbering Mouther
Hidden in an invisible box in the North of the
room. It is protected by a complex dart trap in
the wall behind it. (DC 30)
DC 24 Poison (Str-1d4/for 3 rounds)Treasure: 1500
gp;
Red-brown Spinel (80 gp), Tourmaline (120 gp);
Divine Scroll (Delay Poison), 2 x Potion of Cure
Moderate Wounds, Slippers of Spider Climbing in
silk sack; hoard total 1700 gp
|
|
Room #10+ |
West Entry |
Archway
→ Leads to room
#2
|
South Entry #1 |
Trapped and Unlocked Iron Door - DC
16
Ⓣ Fusillade of Spears
|
South Entry #2 |
Secret Door to Room 7
→ Leads to room
#18
|
|
Room Features |
A magical mosaic on the south wall
can be used as a portal to any known location within
the dungeon, if the word " Hedawigant" is spoken.
Several headless statues are in the
NW, SW and NE corners the room. Punket Norman,
Terena Norman, Lukat Norman
|
|
Room #11+ |
East Entry |
Archway
→ Leads to room
#12
|
South Entry |
Trapped and Stuck Stone Door
Ⓣ Spiked Pit Trap
→ Leads to room
#14, inhabited by 3 x Tendriculos
|
|
Room Features |
The south and west walls have been
engraved with geometric patterns, Several pieces of
trash are scattered throughout the room. When
pressed in the right order a hatch in the SW corner.
South wall has a puzzle that can be solved with a
successful roll disable device at 30,
|
Monster |
8 medium fire elemental guarding the
rune. The rune is a teleport rune that will take the
party back to the
family crypt just outside of the HOS.
Treasure: 180 pp; Black Pearl (300 gp), Turquoise
Ring (13 gp), Violet Garnet (400 gp); Dust of
Sneezing and Choking, Horseshoes of Speed, Wand of
Owl's Wisdom; hoard total 2513 gp
|
|
Room #12+ |
North Entry #1 |
Archway |
North Entry #2 |
Stuck Good Wooden Door |
West Entry |
Archway
→ Leads to room
#11, inhabited by 3 x Huge Earth Elemental
|
East Entry |
Stuck Simple Wooden Door |
South Entry |
Archway |
|
Room Features |
|
|
Room #13+ |
North Entry #1 |
Stuck Strong Wooden Door
→ Leads to room
#9, inhabited by 6 x Gibbering Mouther
|
North Entry #2 |
Locked Good Steel Door |
South Entry |
Unlocked Simple Wooden Door
→ Leads to room
#6
|
|
Room Features |
Someone has scrawled "In the
Dominion of Orbs, when song becomes silence and the
Seal of Omens fails, the Wand of Miracles shall be
restored" in dwarvish runes on the east wall, A 2'
hole has been blasted into center the east wall
about 3' off the ground, and there is a lot of
debris on the floor. Directly in front of the hole
is a 4'x8' spot where there is no debris. This is
the place where her monument lies hidden withing a
permanent invisibility spell. Regardless of the time
of day there is no light coming through the hole.
Floating motes of light fill the east side of the
room. The motes will form into a beautiful woman
named Beatrice Norman. Beatrice is one of the keys
to ending the evil in the house of stone. Her heart
is in the house of stone and is the only thing that
will remove the spell from that place. It was stolen
from her and cursed by the Fell mage Hagort Normad.
It must be placed on the alter in front of the Seal
of Omens which will allow the party to enter the
room with the Wand of Miracles needed to defeat the
Heart of the HOS.
As the party enters the room the motes of light
begin to come together very slowly as if this act is
requiring an enormous amount of effort. The motes
seem to move like feathers blown on the wind where
puffs of air moves them toward the center of the
space where there is no debris. This process
will take more than a minute. It is not menacing; it
is beautiful.
The figure that forms is made of brilliant white
light in the form of a slender woman nude with long
hair combed back over the head revealing a
pronounced high forehead and widows peak. She smiles
and it is the Smile of the Beyond. Ask the party if
they smile back. Those that do feel a great goodness
and satisfaction.
- I follow your smile. And try as I might I
can't get it
- Out of my heart It's captured my heart
- I follow your mind And though it may be unwise
- I see nothing else You're part of myself
- I follow your soul I know it will make me
whole
- With you I am one My vision is one
- Once I thought my goal was so far away
- My long and endless search
- Now I see Within your very smile The way
- Within my heart It ever plays A symphony That
sings of endless days
- Smile of the beyond
As the song continues, she begins a complex
pantomime trying to convey the acts needed to kill
the Heart of the house. Here are the gestures she
uses. The DM should act these out as her song
continues. It will last about 3 and a half minutes.
She floats over to the wall where the writing is
(traveling through anything in her way with no
effect to them other than a feeling of joy and
peace). Her every movement is graceful filled with
love.
She gestures with her right hand passing across the
words "In the dominion of orbs". She makes a gesture
like she is holding a 1' diameter ball and moves it
in the direction of a player that is smiling at her.
Next she shades her eyes and leans forward and faces
each player as if looking for something.
Then she holds up 8 fingers with her thumbs hidden
and pivots to show it to everyone in the room.
Pearl in the orb of greed - She uses her right pinky
finger as a one gesture.
She uses both thumbs and fore fingers to indicate a
round thing about 1" around and clutches it to her
chest.
Man in the Orb of Pride - She uses both pinkys for a
2. Then stands very strait and very still with her
chin up, fists clenched an steadfast expression.
Orb of Desire - She displays 3 fingers then points
to her right eye.
Orb of the Urge - She holds up 4 fingers then slowly
moves her legs apart, pushes her pelvis forward and
caresses her chest.
Orb of Indolence - After holding up 5 fingers, her
feet begin to rise in the air while her head stays
in the same spot. Soon she appears to be lounging in
mid air her features are slack and her mouth droops
open
Orb of Love - She spreads her arms wide and does a
slow motion tumble through the air until she is
upright again. Her hands gracefully reach into her
left breast and gestures as if pulling her heart out
then offers it to all in the room.
Orb of Hate - Her smile stops as she floats down to
the ground. Her arms pass through it. She then
brings them slowly up and gestures as if she is
holding a large pulsing object. She brings the
object over her head, throws it violently to the
floor and gestures crushing it with her right foot.
She stands still for a moment and appears to sob
then brushes invisible tears from her face.
She tosses her hair as if to shake off the
emotion.
Once again she passes her hands in front of the
writing on the wall this time indicating "song
becomes silence and the Seal of Omens". Then
using her hands indicates a flat horizontal surface
(the alter in front of the Seal of Omens). She holds
up a finger then places an object on that horizontal
surface 8 times.
She turns to the writing again and passes her hand
across the "Wand of Miracles shall be restored".
She leans forward and mimes picking up something
long and thin in both hands.
She cradles it in her left arm and points down with
her right in time with a stepping motion as if going
down stairs.
She takes the imaginary wand from her left hand and
holds it in her right passing it from side to side
until she stops and begins making a pointing motion.
She then holds her hands as if in prayer raises her
eyes up and begins to slowly come apart into the
tiny motes of light that she was before.
Once they again fill the area over the chest they
begin one by one to flare deep blue and disappear.
In a few seconds the room is dark.
The party will probably investigate the hole and the
clear area in the floor. The hole is very round and
rather irregularly shaped, but the irregularities
are very smooth. It's impossible to determine how it
was made. (It was made by Beatrice using her psychic
energy over the centuries to remove tiny bits of
stone one at a time.)
The invisibility spell on the sarcophagus can be
dispelled as it was cast by a 12th level mage. They
might also find ways of revealing its details.
On the top in deep letters is the following
enscription
"Beatrice Norman
My heart my smile and my love lies with you
The last good of our line has now passed"
Inside the sarcophagus is a female skeleton
dressed in fine robes and delicate shoes. Both hands
are holding a bunch of dried roses on it's breast.
There is nothing of value inside.
|
Monster |
Treasure: 1200 gp; Amber (90 gp), Blue Sapphire
(900 gp), Moss Agate (8 gp), Violet Garnet (500
gp); Horn of Goodness/Evil, Wand of Shatter; hoard
total 2698 gp
|
|
Room #14+ |
North Entry |
Trapped and Stuck Stone Door
Ⓣ Spiked Pit Trap
→ Leads to room
#11, inhabited by 3 x Huge Earth Elemental
|
West Entry |
Locked Strong Wooden Door (common
lock) |
South Entry |
Secret Unlocked Simple Wooden Door
(magically reinforced)
Ⓢ The door is located above a
small stone dais and concealed within a mosaic of
geometric patterns
|
|
Room Features |
A sloped pit lined with iron spikes
lies in the south side of the room, Someone has
scrawled "black, silver, emerald" on the north wall |
Monster |
3 x Tendriculos
Treasure: Silver box, Amber (90 gp), Banded Agate
(9 gp), Jet (90 gp), Malachite (8 gp), Silver
Pearl (60 gp), Violet Garnet (600 gp), Zircon (50
gp); Cursed Backbiter Spear, Ring of Shocking
Grasp (3d6); hoard total 907 gp
|
|
Room #15+ |
North Entry #1 |
Locked Strong Wooden Door (good
lock) (slides down) |
North Entry #2 |
Wooden Portcullis |
West Entry |
Archway
→ Leads to room
#3, inhabited by 2 x Chimera
|
East Entry |
Wooden Portcullis |
|
Room Features |
The north and east walls have been
engraved with glowing symbols, Several headless
statues are scattered throughout the room |
Monster |
14 x Ogre
Treasure: 1500 gp; hoard total 1500 gp
|
|
When the Normans moved to the HOS,
they let this castle run into ruin, but they
intended it to be used as a redoubt. So, iIn
addition to the treasure from the monsters, the
Normans have placed a hidden horde in this room.
It is well hidden (Perception roll of 30), but the
location may be revealed with a detect magic. It is
located in the SE most 5' area of the room under the
slate stone floor. when the stone is lifted, a
second stone is revealed. This is the top of a stone
box about 5' square. It is well protected. It
is locked with a spell that requires the word
"hedawigunat" be spoken to open it. The DC to
discover this word is an Int roll of 20. This will
open a 2'x2' hatch in the stone room.
Once it is opened, there is a trap on the floor of
the 5' room. Anyone putting their weight on the
floor will trigger the trap which will close the
opening and release a gas poison (Burnt Othur
fumes).
On the floor is the treasure:
Improved Slick +2 Black Leather armor (Razr)
+2 Elvin Chain Armor (Maddox, Razr)
+3 Winged Shield (Fighters)
+2 Long Sword of Frost (Fighters)
+1 dagger of Venom (Razr, Fighters)
+3 Sylvan Scimitar (Druids)
+5 Ring of Climbing (Any)
Ring of Curing (Juno, Vixen)
Ring of Wizardry (Maddox)
Monkey Belt (Druid)
Form Fixing Gauntlets (Druid)`
+2 Holy Bow
1000 PP (20lbs)
20 diamonds at 250gp each (5000gp)
|
|
Room #16+ |
North Entry #1 |
Locked Strong Wooden Door (superior
lock) |
North Entry #2 |
Archway |
South Entry |
Unlocked Strong Wooden Door
→ Leads to room
#17, inhabited by 7 x Medium Earth Elemental
|
|
|
Barbed
Devil and 4 Servent Lemures
|
|
Room #17+ |
North Entry |
Unlocked Strong Wooden Door
→ Leads to room
#16
|
West Entry |
Unlocked Strong Wooden Door
→ Leads to room
#1, inhabited by 8 large earth elementals.l
|
East Entry |
Stuck Good Wooden Door |
South Entry |
Secret Locked Good Wooden Door (good
lock)
Ⓢ The door is concealed
within the mouth of a gargantuan skull carved from
stone
|
|
Monster |
8 x Medium Earth Elemental
Go here for details
Treasure: 1800 gp; Bag of Tricks, Divine Scroll
(Spider Climb); hoard total 1800 gp
|
Trap |
Lightning Bolt Trap |
|
Room #18- |
East Entry #2 |
Stuck Good Wooden Door
→ Leads to room
#19
|
147sp, 549gp, 324pp, 520gp in gems
found in a small depression in the earth
gemstone - rose quartz (60 gp)
gemstone - azurite (10 gp)
gemstone - deep blue spinel (300 gp)
gemstone - hematite (10 gp)
gemstone - sardonyx (60 gp)
gemstone - red spinel (80 gp)
|
|
Rot
Grubs
|
|
Room #19+ |
West Entry |
Stuck Good Wooden Door
→ Leads to room
#18
|
East Entry |
Stuck Good Wooden Door
→ Leads to room
#4
|
South Entry |
Locked Simple Wooden Door (magic
lock) |
Settei facing window in S
Armouir on WE wall
Table in NE corner with Chest in NE corner |
Hidden Treasure |
Hidden Locked Good Walnut Wooden
Chest (superior lock)
160 pp; Black Star Sapphire (1000 gp), Deep Blue
Spinel (700 gp), Obsidian (5 gp), Smoky Quartz (50
gp), Tourmaline (90 gp), Violet Garnet (800 gp);
hoard total 4245 gp
Trapped with contact poison - Dragon bile -
contact - 26 — 1/rd. for 6 rds. - 1d3 Str
|
|
Room #20+ |
South Entry |
Fake normal door in front of a
Wooden Portcullis
|
|
Room Features |
The Portcullis is trapped with
poison gas cloude
There is something on the floor like the slime of a
snail, but smelling like death.
There is a throne/alter in the N. center with a
mysterious distortion in the thorne area.
The altar is about 15' long and 6' high made of dark
black obsidian.
This is a place holy to the god Maleskari, God of
Shades (NE). Evil, Death.
If the devil is killed, there will be a pause of 1d4
minutes while the god gets around to noticing what
has gone on in one of his more abanded temples. When
he sees that his guardian has been def4edated, he
will astral project himself in one of his
traditional personas. His transparent form appears
as a figure in black, spiked, full plate armor
crafted in a baroque style; a skull shows through
the helmet’s visor'
He complements them for their overcoming the
gurardians placed in front of his temple by the
forces of good (he does not name them). But all the
same as they have not come there to worship him,
they will be destroyed. He summons a Snail
of Maleskari to beat them up more.
|
Monster |
Devil,
Barbed
Snail of
Maleskari
Treasure:
- Gem:
Amethyst (50 gp) (unworked: DC 15 for 2d4 *10)
- Gem:
Bloodstone (25 gp) (unworked: DC 12 for 2d4 *5)
- Gem:
Irregular freshwater pearl (5 gp) (unworked: DC
10 for 2d4)
- Gem: Lapis
lazuli (5 gp) (unworked: DC 10 for 2d4)
- Gem:
Moonstone (55 gp)
- Gem: Quartz
(Rock Crystal) (5 gp) (unworked: DC 10 for 2d4)
- Gem: Quartz
(milky; rose; smoky) (25 gp) (unworked: DC 12
for 2d4 *5)
- Masterwork
Chain Shirt (Sell for 125 gp)
- Masterwork
Dart (Sell for 150.25 gp)
- Masterwork
Dwarven Waraxe (Sell for 165 gp)
- Masterwork
Shortbow (Sell for 165 gp)
- Potion of
Arcane Mark (Sell for 12.5 gp)
- Potion of
Purify Food and Drink (Sell for 12.5 gp)
- Potion of
Sanctify Corpse (Sell for 25 gp)
- Potion of
Sanctuary (Sell for 25 gp)
- Potion of
Stabilize (Sell for 12.5 gp)
- Scroll of
Inflict serious wounds (Sell for 187.5 gp)
- Scroll of
Liberating command (Sell for 12.5 gp)
- Scroll of
Touch of Fatigue (Sell for 6.25 gp)
- Wand of
Stabilize (Sell for 187.5 gp)
|
|
Room #21+ |
West Entry |
Stuck Strong Wooden Door
→ Leads to room
#18
|
East Entry #1 |
Locked Stone Door (common lock)
→ Leads to room
#5, inhabited by 5 x Gargantuan Animated
Object
|
East Entry #2 |
Stuck Iron Door |
|
Monster |
11 x Large Earth Elemental
Treasure: 1500 gp; Black Pearl (400 gp), Golden
Yellow Topaz (600 gp); Bag of Tricks, Flask of
Curses, Wand of Acid Arrow; hoard total 2500 gp
|
|
Room #22- |
East Entry |
Stuck Iron Door |
South Entry #1 |
Archway |
South Entry #2 |
Secret Stuck Simple Wooden Door
Ⓢ The door is concealed by an
illusion
|
South Entry #3 |
Unlocked Simple Wooden Door |
|
Room Features |
Floating motes of light fill the
remains of this wooden building.
This used to be an area for servants, but nothing of
them remains except what look like coffins but were
really wooded beds.
The ivy that invades the building is pushing through
the windows and dampness is smelling.
5 bees
|
|