Abandon Castle Norman


This area is the remains of a castle that was the home of the Normans before they occupied the House of Stone. This castle lies about 8 miles from the coast and about 10 miles NW of the city of Camber. The name of Norman is featured in the history of that city as they were part of the ruling class about 320 years ago and were partially responsible for the cities fall into evil ways. During the time when the HOS was being occupied by that family a teleport spell were cast. The incoming rune is in building 22 that comes from room C2 in the second floor of the HOS.

Although this building was abandoned, the Normans had planned to use it as a redoubt in case they needed to flee the House of Stone. To this end they left significant treasure behind to be used in an emergency. Most of this is hidden in room 15 (near the entrance) but there is also a horde in room 11 (the exit room).

The teleport rune in room 11 will transport the players to the family crypt just outside of the HOS.

The area around the buildings is surrounded by a wall of stone 15' high and 4' thick. A thick growth of ivy covers most of the wall area and many of the buildings.  There is a large gate in the center of the western wall made of 2 plates of iron on large wheels. They are rusted and the closed gate can't be opened without repairs.
Many of the buildings are nothing more than ruins. These were made of wood. The ruins of the wooden buildings are represented by the dark grey areas. The mottled areas are open and mostly covered with ivy, moss, and other small plants. The interior gardens formed by the stone buildings are filled with ancient twisted fruit and net trees.

 The remaining stone buildings are also falling apart with the ceilings collapsed and other issues as detailed in the descriptions but are for the most part intact. The only wooden walls that are still standing are those partially protected by close stone walls.
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
1 5 x Invisible Stalker, wandering senselessly
2 1 x Colossal Animated Object, returning to their lair with plunder
3 3 x Huge Elemental, Fire, actively patrolling their territory
4 9 x Large Elemental, Water, hunting for food
5 4 x Golem, Flesh, bloodied and fleeing a more powerful enemy
6 10 x Gibbering Mouther, searching for an object stolen from their lair

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