964 lines
52 KiB
Plaintext
964 lines
52 KiB
Plaintext
WARHAMMER
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A Fantasy Role Playing Game
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Into the Mages' Coffin
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by J. Lambregts & F. Lubbers
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CREDITS:
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This adventure was originally written by Jan Lambregts, and later sharpened
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and, lucky you, translated to English by Frank Lubbers.
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If you like this one: there alot more where tihs came from.......
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So support us and send your adventures into the world too! You can send them
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to the official WFRP Mailing List or send 'em to: frankl@stack.urc.tue.nl
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Have fun and may WFRP roam the net 4ever!
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DISCLAIMER:
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Sorry about my, sometimes, very very very bad english. But I'm daring you,
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try and translate this back into Dutch! :))
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Also note that this english version is shortened a little; the original had
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about 25 pages (in Word 6.0).
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Episode 1: Getting Started
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The adventures starts of in a little village in the direct surroundings of
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Nuln. This place, called Astebia, is an especially boring place for our noble
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adventurers to be. Give'm a reason to get here, or imporvise a bit. My players
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had just accompagnied a caravan of goods, which they guarded with their life.
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It paid them 7 GC each, but the stay in Astebia costed and equal amount on beer
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and food. (Altough I think it was mainly the beer!)
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Now the guys get bored and leave the village, maybe going to their base?
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It should at least take about 1 week to get there! This is where the fun starts
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of...
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Episode 2: Travelling down the road
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On their way back to civilisation the players have an encounter in the late
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afternoon. From beside the road a Warrior of Chaos and 4 beastmen run towards
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the players, and start to hack 'n slash!
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Warrior of Chaos
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M WS BS S T W I A Dex Ld Int Cl WP Fel
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5 59 49 5 4 10 61 2 89 89 89 89 89 18
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Skills: - Strike Mighty Blow
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- Dodge Blow
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- Strike to Stun/Injure
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Trappings: - Knight's Helm
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- Gauntlet's
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- Sleeved Mail Coat (Chaos Black)
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- 2H-sword (25% chance of normal Magic attack)
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- purse (41 GC 13/34)
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Chaos Beastmen
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M WS BS S T W I A Dex Ld Int Cl WP Fel
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4 41 25 3 4 11 34 1 30 29 24 29 24 10
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Skills: - Strike Mighty Blow
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- Dodge BLow
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Trappings: - Mail Coat
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- Sword/Axe
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- Shield
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After having destroyed the attackers (or have fleed) they can walk on for
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another 2 hours before the darkness falls. Because of the chilling wind the
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player should maintain a fire through the night. This is essential for the
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rest of the adventure! If they refuse to light some campfire, scare them with
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a little cold or so. That'll make sure to have them light a fire the next
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time!
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Episode 3: A Cry for Help
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Just when the players wanted to get to sleep a thick mist comes out of nowhere
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a surrounds the complete camp. When the players are sitting close to each
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other they're just about to see each other. The middle of the camp, the fire,
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is getting more and more clear instead. Then a face becomes visible in the fire
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and the air starts to 'twist & shout'. A pale and skinny face with a long white
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beard and heavily fatigued eyes mark the face. The image is vague and doesn't
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seem to notice you. Then, after a short hesitation, a voice rises and starts
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speaking at a monotome way:
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Hail to thee travellers,
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This is an illusion, but don't be afraid, I beg thee to listen.....
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Listen carefully.....You can hear me, but I can't here you.....
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Once... (the face fades a bit, and returns less sharp)
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Damn, aahh time is running short.....
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My name is Nomagionysos. Once, about at least 100 years ago, I was a powerfull
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wizard. And a fine one too, those were the days.....
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I was involved in a long during enmity - I won't bother you with causes or
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details, besides there's no time for that.....
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Well, I got into a fight with Brodovicio, another sorceror who lead a group of
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Evil Wizards.....
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Things got out of hand..... and..... he send a group of his followers to kill
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me.....
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They came to my residence..... a tower..... which lies in the middle of the
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Vandrake lake..... They had underestimated me, I succeed to kill his followers
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with help of my own followers. (don't have an other word for that :)) )
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Brodovicio got furious..... and cursed them all......
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After the assault I rested..... he attacked..... I couldn't maintain the Zone
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of Protection.....
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He penetrated with his mind...... couldn't kill me that way.....
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He locked me in a..... and lowered the tower into..... onto the bottom.....
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Time stoped ticking for me..... had been robbed of Magickal powers.....
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Or so he thought.....
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Now after..... merely 137 years I had..... enough power to..... send out this
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illusion.....and raise the tower.....
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The lake lies due east..... at 1 days walk.....
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When the clock strikes 12..... knock on the door with this staff.....
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at the last..... strike the door will open..... for 20 seconds.....
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After another 12..... hours the door can..... be opened again..... Should you
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fail..... to return..... remains closed.....
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There are traps and..... many dangeres like..... (the pictures almost disappears
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and returns for a last time) Save..... me..... I will..... give.....
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anything..... you..... wish..... Last..... hope.....
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Take..... the..... staff..... has..... Light.....ning.....
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On..... word..... L...ig...th...n..................
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The image disappears in a huge red flame, which colors blue and bursts into
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the sky. Meanwhile a chilling scream can be heard. Now a large purple ball is
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formed in the sky, which explodes into a huge white swan. After some 10 secs
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the swan disppears. Where the face manifested itself now a beautifull ebony
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staff with a lint tied to it, lies on the ground. A cold and chilling glow
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emerges from the staff, and a swan is carved into the handle.
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Magic Staff of Nomagionysos
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- Dispel Magic Zone (2 times a day, combined with D.M.A.)
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- Dispel Magic Aura (dito, with D.M.Z.)
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- Lightning Bolt (3 times a day, WFRP pag. 157)
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- Aura of Protection (T+2 to bearer, WFRP pag. 167)
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After some 48 hours the staff crumbles to dust, if the players didn't achieve
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the goal of freeing Nomagionysos.
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The next day the player can continue their journey, having at least 35% chance
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of encountering someone, who's willing to point them out the Vandrake Lake.
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Maybe (25% ?) this person is willing to tell something about the sage about
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Nomagionysos, but only if they ask 'em to! At the end of the afternoon they'll
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reach a quite and ellipsoide (??) shaped lake. It's approx. 200 x 300 yards.
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It's a complete natural lake, which was founded by containing rainwater.
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It's depth is approx. 30y deep in the middle.
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Proceed to Episode 5, because 4 is mainly history/sage!
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Episode 4: The History of Nomagionysos
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About some 140 years ago Nomagionysos and Brodovicio got into a fight at a
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standard wizard 'convention' (?). Nomagionysos thought that wizards like
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Brodovicio (who in fact fought for rights of Necromancers and Demonologists)
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gave a bad name to all other wizards too. Brodovicio, who desperately kept it
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a secret that he was a 4th level Necromancer, had been leading a group of
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Necromancers for years now, and had good comtacts with Demonologists. He states
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that this form of 'arcane study' can serve overall science . OK, it's a bit
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extra-ordinary, but the knowledge can be astonishing. Think about it: control
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the death, or even evading it! Maybe controlling Daemons for real nasty taks.
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Nomagionysos gets angry and states that those powers should belong and only
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belong to Gods. Mere mortals using this powers will invoke the wrath of the
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Gods. Besides, Daemons can't be controlled forever; they'll prevail in the end.
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If this wasn't enough, Nomagionysos accuses Brodovicio of the Evil Art of
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Necromancy and threatens to send the Witchhunters after him. They part in anger
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and 2 weeks later serveral followers of Nomagionysos are brutally murdered.
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Offcourse Brodovicio is suspected to have given the orders and the Witchhunters
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are send after him. The Witchhunters think there's enough proof and set out to
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catch Brodovicio. What a shame, he can't be found nor his followers.
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Three long months nothing happens and Nomagionysos starts thinking he'd seen
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the last of Brodovicio. Then the killing starts.....
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When Nomagionysos' best friend gets decapitated (?) they decide to withdraw
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to the tower in the Vandrake lake. The tower gets secured by Power Jewels in
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the centre of the tower, which form a strong and powerfull pentagram.
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This pentragram concentrates a zone of Sanctuary and a zone of Protection
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around the tower. From this 'safe haven' Nomagionysos called Assassins, helped
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Witchhunters en directed spies to track down Brodovicio. This guy had build up
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a powerfull group of followers, and got his hands on a Power Ring which doubled
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his power for awhile. Brodovicio hid himself in an underground complex deep
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in the forest. From here he prepared an assault on the tower. His mind would
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distract other wizards while his followers would neutralize Nomagionysos.
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No one had the power to kill Nomagionysos, but they could trap him into a box
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eternally. A traitor was needed to disrupt the pentragram so that the followers
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of Brodovicio could enter the tower. After a couple of months all was set and
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the assault could start. All went according the plan: the pentagram was
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disrupted by a traitor (who got killed doing this) and followers rushed into
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the tower. They did mayor damage with their dark, foul magick. A gigantisc
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fight emerged inside the tower between the 2 parties. The tower shaked on the
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fundaments it was built on. In the beginning the followers of Brodovicio were
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winning, raging and screaming, killing followers of Nomagionysos all over the
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place. The wrath of Nomagionysos was terrible: sitting on his ebony throne
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his sproke thrilling incantonations. Followers of Brodovicio snaped like
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lucifers and they paniced. Many tried to escape and got killed. The hard core
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maintained and succeeded in heavily wounding Nomagionysos before they got
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wiped out. Nomagionysos gets carried into the top of the tower to be healed,
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being unable to recharge the pentragram. This has to be done each time the
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equilibrium is disrupted. His followers restore the pentagram, and think they
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are safe, not knowing of the malfunction.
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Brodovicio, who completed his part of the plan, gets furious when he hears
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about the failure of his followers. He curses the lost souls so they won't
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rest in peace. He decides to give away his safeplace and hurls out to the
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tower, to finish off Nomagionysos himself.
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After 3 days Brodovicio reaches the lake. Nomagionysos is still badly injured,
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but most of the dead are allready buried and find peace. Because of the
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malfunction of the zones, Brodovicio sees chance to enter the tower as a
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lightning bolt and kill of all other followers of Nomagionysos. The master
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himself is a different story, Brodovicio with all his power is still unable
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to kill the wounded Nomagionysos. He decides to lock him up in the highest
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tower. The body gets placed in a metal, magickally locked chest with a big
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lock on it. The lock features 4 big holes. To open the lock 4 magickal items
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must be placed in the holes. The destruction of these items will provide the
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power needed to reopen the chest. All in the chest is taken of its magickal
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power. When completing the chest Brodovicio doesn't notice that Nomagionysos
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is recharging the pentagram. Just when the last foul spell is cast, the
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pentagram is recharged and Brodovicio is thrown out of the tower.
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After some 3 hours Brodovicio regains contiousness and starts laughing
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histerically. Alltough he can't strip the tower from its wealth now, he's glad
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Nomagionysos is out of function. With some very powerfull spells the tower is
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lowered onto the bottom of the lake, which is placed to some other, unknown
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place in the Empire.
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A couple of months later justice comes in and Brodovicio gets killed by some
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friends of Nomagionysos.
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No one has have ever since seen or heard anything on Nomagionysos, or his tower.
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Luckily Nomagionysios didn't lose all of his magickal strength, and after 137
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years he's strong enough to send out an illusion and raise the tower!
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The tower will be raised the next night, at 23.00 hours. Now his powers are
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lost for another 150 years to come. Due to the power of the chest Nomagionysos
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did not age. Nor did the tower from the inside.
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Inside the tower the ghosts of followers of both sides haunt; because they
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weren't buried or were cursed by Brodovicio. Mainly through hints and tips
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from Nomagionysos' followers the players will have to find out what has
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happened and how to open the chest.
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Followers of Brodovicio are potential enemies. (Wraiths)
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When the players try to slip away with a bunch of magickal items some ghosts
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will hint them, that these will devaluate outside the tower and probably
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crumble to dust. (not necissarily but don't over do it!!)
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Another problem may be time. When they don't succeed to escape in time, there's
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a serious problem. I don't like the idea of this.....
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The tower will descent to the bottom again, the next day at 15.00 hours.
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The players should keep will informed about the time. The clock in the tower
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strikes once every half hour and x times on the whole hour.
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Episode 5: Nomagionysos' Tower
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At exactly 23.00 hours the water of the lake starts to wave in the middle and
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huge walls of water travel around the lake. After a fraction of some seconds
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waves of some 10 m high, come together in the middle of the lake, forming a
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huge pillar. When the water mist clears, your senses are being dulled by this
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brute force of nature, and you're able to look up again a huge tower has arisen
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from the lake. The brute forces of the water circle around the tower and the
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waves clash on the island. A small road (it had been 3y wide, now only 2y can
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be seen) leeds towards the island. The tower looks ruinous and aged, eaten by
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weeds and completely green of seaweed. The stones of which the tower was build
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became very slippery. This is also true for the small road towards the tower.
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High in the tower large swans, black and white ones, circle around a big clock.
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Now a thick mist surrounds the lake, the lake itself however remains clear.
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The small road:
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When the players take a better look at the road they'll notice the green color
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and the fact that it is really slippery. Once in a while waves submerge the
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road. At the end of the road (40y) a steep step towards the door can be seen.
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Sideways to the road wooden pillars stand, 1 every 10y. They don't look very
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firm. If the players start to just walk to the other side, there's a risk test
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for every 10y they travel. Should a test fail, the player looses his stability
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which causes D3 wounds. Now an extra risk test should be made, in case this
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fails the player slips into the water. The water will take the player and throw
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him on the island after D6 rounds. Every round D3 wounds are inflicted on a
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failed risk test.
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There are, ofcourse, more genius ways to try and reach the island. When the
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pillars are used the base of breaking chance is 50%, which decreases with 10%
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for every pillar attached to the construction.
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The steep steps:
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The steps are worn by time, it actually looks more like a soaped hill. (?)
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At the top of the stairs some pointed pillars can be seen. A risk test to
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climb is based at 40% failure, causing D3 wounds. Using a rope reduces the risk
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to 15%. The rope should at least be some 12y long.
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The door:
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At first sight the door looked decayed, but now the perfect condition can
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be truely seen. The door is made of ebony and looks very resilient. In fact,
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it can't be opened or damaged because of the Zone of Proctection.
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The only way to open the door is to knock on the door with the staff of
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Nomagionysos at the 12th stroke of the tower's clock. Then the door will open,
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giving the player 20 secs time to enter the tower. Hereafter the Zone closes
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again and no one will be able to enter or leave the tower for the next 12 hours.
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Anyone in the doorhold when the door closes suffers D3 S10 hits. The same
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procedure can be repeated after exact 12 hours. Another 3 hours later the tower
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will submerge again, if Noagionysos isn't set free. The players now can die
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in peace!
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Episode 6: A Bloody Portal
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After your entry you find yourselves in a dark room. Some light should be
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made, unburnt torches hang on the walls. After having ajusted to the low light
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level a sort of portal can be seen. The room is a total chaos, walls are torn
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down, furniture is shattered and lies with various weapons on the ground.
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Black/red and blue/white robed bodies cover the marvellous marble floor.
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There are 7 bodies on the floor. The walls are covered with carpets which are
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covered with blood and are torn all over. The carpet which covered the floor
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has been burned away. Straight ahead there's a big door which is opened partly.
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To the left and right are stairs which lead down.
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The robes contain the skeletons of followers which died in the struggle for the
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tower. The room has been completely destroyed, the Robes contain:
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- 3 swords, 1 axe, 2 maces, 5 knives, 2 Wizard Staffs
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- 2 Beltbags with ingredients:
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- phial of alcohol
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- 1 ball of sulphur
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- 2 pieces of lint
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- 1 great scalp of red hair
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- 1 small silver hammer
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- 2 waterflasks (empty)
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After the investigation an ethereal floating figure become visible to the
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players, comforting them if needed. He can't be killed nor scared and will
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remain to comfort the players.
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~Don't be scared strangers, my name is Zheifor. Once I was a strong wizard,
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follower of Nomagionysos. Those were the days..... But we were beaten by the
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evil wizard Brodovicio and were cursed to roam this tower eternally. The
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followers of Brodovicio got cursed too because they didn't achieve victory.
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Beware of them, they're torn apart by revenge. They can't harm us but you
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are in serious danger so avoid them! That's all I can do for thee, maybe
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you should go to the library and ask for Endiv. Tell'm Zheifor sent you.~
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The ghost fades and disappears.
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EXITS: - the door straight ahead: episode 7
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- left stairs down: episode 15
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- right stairs down: episode 21
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Episode 7: A Warm Welcome
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When you push the doors a little further open (S-test) a large round hal can
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be entered, which is surrounded by pillars. (perystilium) High in the air the
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pillars come together and form a large balcony. Between the pillars decorative
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wooden shields. The room is about 25y high with torches all over the place.
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At least this used to be, now a gigantic ravage covers the room. Ruined pieces
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of pillars are shattered about. There are cracks in the sooted walls. This room
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is covered by many, many corpses. A first estimation gives about 40. The bodies
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lie shattered over the furniture, some are completely burned away.
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On the other side of the room a large ebony throne stands on a raised platform.
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There are some skeletons with black/red robes hanging on the throne, which is
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actually the only undamaged thing in the room. A few corpses hang down from an
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iron wire which is attached to the balcony. On the left and right side of the
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room oak spiral staircase give way to upper room, although there are many dead
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man which lie on it. Next to the right staircase there's another door. The
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pillars are painted with big landscape sights.
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The remains carry:
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- 19 swords (1 magick weapon: Causes Fear, Fire Attack; WFRP pag 189)
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- 4 axes, 11 maces, 29 knives, 3 spears, 2 javelins, 5 crossbows & 43 bolts in
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5 quivers, 3 normal bows & 13 bolts
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- 12 Wizards' Staffs (1 magickal, contains Righteous Silver) The other staffs
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contain energy, but it's not usuable anymore. (do NOT count as magickal
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item for opening the chest!)
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- 10 beltbags containing ingredients:
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- 13 flasks containing unidentifiable shit. (brains/hearts)
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- 1 thigh bone (of a Chaos Beastman)
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- 2 religious symbols (of Shallya)
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- 3 balls of sulphur
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- 2 tuning forks
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- 3 small iron rings
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- 1 wing feather
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- 1 tail of a scorpion
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- 1 pair of magnets
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- 3 pieces of lint
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- 1 small silver pentagram
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- 1 little sack full of pebbles
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- 1 jawbone of a Troll
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- 3 pieces of shroud
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- 1 mask
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- 6 models of buildings/persons etc.
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- 1 right hand, 2 pieces of skin
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When the players look up again after dividing the 'loot', 2 man appear on the
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spiral staircases. They carry black-red, excentrical robes and a glimmering
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sword ready to attack. The faces are hidden behind large, heavily decorated
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helms. Both look very identical.
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The enemies are Wraiths, which can only been seen at short range. They appear
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to be black with sparkling red eyes. At first they'll remain static, but after
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2 minutes they'll start to descend and charge the players. Conversation isn't
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possible anymore, the Wraiths are too far gone. If the fight is going too
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smooth an extra Wraith will appear in 3D6 rounds.
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Wraiths of Brodovicio
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M WS BS S T W I A Dex Ld Int Cl WP Fel
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4 17 0 3 4 11 30 2 - 18 18 18 18 -
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Special Rules applied here:
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Wraiths cannot be wounded by non-magical weapons. Hits
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from Wraiths do not cause Wound damage, but deduct 1
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point from the victim's Strenght. The charcter is slain
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when his Strenght is reduced to zero strenght. Strenght
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may be regained at 1 per day of complete rest. The
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attacks count as magical attacks.
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EXITS: - left or right spiral staircase: episode 8
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- door next to right stairs: episode 28
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|
Episode 8: Floor 1
|
|
|
|
The staircase reaches after some 12 yards of climbing a balcony, and continues
|
|
to the next floor. Now the ravage caused by the assault can be truely seen.
|
|
On the banister another dozen bodies can be seen, bent in unnatural ways.
|
|
The walls aren't damaged as much as downstairs, they're beautifully painted
|
|
and decorated with carvings. The marbel floor shines in the light of the
|
|
torches.
|
|
EXITS: - due north is a small door: episode 8.1
|
|
- the spiral staircase leads up: episode 9
|
|
|
|
|
|
Episode 8.1: Garbage on the attic
|
|
|
|
The door opens with a screetching sound, revealing an attic room stuffed with
|
|
old garbage. There are old lamps, furniture and chests full of, once fine,
|
|
silk clothing and blankets. The ceiling is about 9 yards up and aend in a
|
|
cylindrical way: this is a small (side)tower.
|
|
Way up a small wooden stand can be seen, a rope-ladder hangs down from it.
|
|
(risk test: 30% chance of falling down) On the stand lies a dismembered body:
|
|
the hip and legs are present. The rest of the body should have hanged outside
|
|
the window, which is broken. There a blue glimmering can be seen. (Zone of
|
|
Protection, get a ghost to warn them about touching it!)
|
|
The view is marvelous, the little path towards the tower can be seen, as well
|
|
as the waves hitting and crushing on the island.
|
|
|
|
|
|
Episode 9: Floor 2
|
|
|
|
The stairs climb another 12 yards up and reach the second floor.
|
|
Left staircase: a closed door blocks the passage. All look very quiet here.
|
|
This is the entrt to the lab: episode 9.1
|
|
Right staircase: after wrestling around a body on the top of the stairs the
|
|
players reach a heavily armoured door. On the doorstep 3 bodies ly. (2 black/
|
|
red and 1 blue/white containing: 2 swords, axe, 3 knives, 2 crossbowpistols)
|
|
The door leads to a diningroom: episode 9.2
|
|
EXITS: - up and up with the staircase: episode 10
|
|
- the laboratory: episode 9.1
|
|
- the diningroom: episode 9.2
|
|
|
|
|
|
Episode 9.1: Chemistry Lab
|
|
|
|
After moving some bodies the door can be opened and the room can be entered.
|
|
Inside the room the players notice the big laboratory which looks unharmed.
|
|
Three big tables occupy the centre of the room, which is stuffed with big
|
|
chemical formations. There are dozens of burners, coolers, reaction tubes,
|
|
filters etc. etc. The chairs seem to have been left in great haste, but the
|
|
room looks quite ordently. There are no bodies, nor any combat damage. In the
|
|
north corner of the room a bookchair stands on a raised platform. On the chair
|
|
lies on open book. On the south wall a couple of cupboards e.d. can be seen.
|
|
There are bottles containing unidentifyable liquids, mostly hardend by time.
|
|
Another bookcase contains some serious books for alchemists. (ONLY for
|
|
alchemists with plenty of time and succesfull Int test.) Little bags with the
|
|
names of various herbs on them fill other cases. (3D6 useable for Druid?)
|
|
Two doors in the north wall are looked. (lock-rating 35%, T=6, W=15)
|
|
After forcing them to open 2 wall cupboards are revealed, both containing some
|
|
potions. (only 5% of them is still 'active'; does not count as magickal item
|
|
for opening the chest of Nomagionysos!) However, there still is one 'active'
|
|
potion: a potion of Invisibility. A thorough search of the left cupboard will
|
|
reveal (Int -20) a small hole, containing a little chest.
|
|
The chest holds:
|
|
- D6 doses Beastbane
|
|
- D6 doses Manbane
|
|
- D6 doses Manroot
|
|
- D6 doses Demonbane
|
|
- D3 doses Scorpion Venom
|
|
While the players are browsing through the room a ghost will enter, followed
|
|
by 8 other ghosts. They'll completely ignore the players. The ghost will take
|
|
place on the raised platform and starts teaching his pupils. Only when the
|
|
players cause major damage to the room, or make loud noise the ghost will ask
|
|
them to leave. They should go and play in the library! (Ghosts cause Fear)
|
|
|
|
|
|
Episode 9.2: The Dining Room
|
|
|
|
Behind the door a large hall can be seen. It is completely destroyed: on the
|
|
shattered tables and chairs dead bodies hang. Some even holding close to their
|
|
spoon and knive..... There's even some rotten food on a couple of the tables.
|
|
|
|
|
|
Episode 10: Floor 3
|
|
|
|
The spiral staircase goes up another 7 yards when it reaches the third floor.
|
|
Right ahead is a door, leading to the other staircase. To the south there's a
|
|
big and unharmed 2 way door. The staircase continues to rise up.
|
|
EXITS: - up: episode 11
|
|
- entering the library: episode 10.1
|
|
|
|
|
|
Episode 10.1: The Library
|
|
|
|
The door doesn't give way to easily (S test). After some effort the door swings
|
|
open loudly, causing everyone in the library to look up. Long, high rising
|
|
bookcases are placed in this huge room. There are various tables and chairs
|
|
in the room, and man and women studying on book. Rather disturbed the all look
|
|
at the players and point towards a sign: SILENCE!
|
|
After the players have calmed down they'll continue reading, paying no further
|
|
attention to them. A man behind the desk next to the door right besides the
|
|
entrance winks at the players. He winks them to come closer. If the players
|
|
go to the man he introduces himself as Endiv, the library caretaker (?), and
|
|
asks which book they desire. When the player tell'm Zheifor sent them, Endiv
|
|
seems to come to his senses. Endiv greets them again and appologizes. He
|
|
mumbles something like ~damn curse~. Then he asks the players what service he
|
|
can be of: the story about the ambush? When they want to learn about it, Endiv
|
|
takes them to a small room, we don't want to disturb the others.....
|
|
There he starts his story (episode 4). He doesn't know the stuff about the
|
|
magickal items, and ends with the line: ~or his tower~. Endiv tells he was one
|
|
of the first to die, if they want to know how to free Nomagionys they should
|
|
go and ask Denio: Nomagionysos best friend and most skilled follower. He
|
|
resides in the western tower. Endiv stays at the library, tells them goodbye
|
|
and wishes them luck: free us and tell Denio I sent you!
|
|
|
|
|
|
Episode 11: Floor 4
|
|
|
|
After dodging some more bodies on the spiral staircase you reach the 4th floor.
|
|
Here gain the choice must be made: go up or open the big door on this level.
|
|
This portal looks a bit different from the portals seen on lower floors. It has
|
|
luxurious carpets and paintings, next to the door 2 busts of wizards are
|
|
placed. (Nomagionysos & Denio) The door is made from solid oak, nicely
|
|
decorated with irion strokes. There's a large grate in the wall next to the left
|
|
stairs. The grate can be opened en gives way to an airshaft throught a
|
|
supporting pillar which leads to Denio's Tower.
|
|
EXITS: - up: episode 12
|
|
- through the airshaft: episode 20
|
|
- Nomagionysos' Room: episode 11.1
|
|
|
|
|
|
Episode 11.1 Nomagionysos' Room
|
|
|
|
The door swings open quite easily, revealing a beautifully decorated room.
|
|
The room is divided into 3 smaller rooms by a scarved wooden partition, leaving
|
|
a walk-through in the middle. The floor of this room is made from little pieces
|
|
of colored stone, creating a genius mozaik. The walls are painted in rustic
|
|
colors, large carpets cover parts of it. Many paintings complete the image of
|
|
the room. (Int test for recognizing Old Master Artisans with appr. skills)
|
|
The first part of the room is clearly a relaxation room. There's a nice long,
|
|
low table. Two sofa's next to it. Four other luxus chair and a thick carpet
|
|
complete this scene. Above the table hangs a marvellously shaped lamp, and on
|
|
some smaller tables vases with rotten flowers can be seen. There's a large
|
|
cupboard against the south-wall. It's filled with precious china and cutlery.
|
|
The set of cutlery is made of decorated iron. There's also a locked drawer in
|
|
the cupboard. (T=7 W=25, lock-rating 40%) The drawer contains a silver cutlery
|
|
for 10 persons. Against the west-wall a large booze-case stands, waiting for
|
|
someone to fetch some liquir agian. There are D3 bottles of rum, good beer and
|
|
some high-alcoholic boozes. A cristal cooler contains smelly water. While the
|
|
players are searching the room some ghost appear and take seat in the sofa's.
|
|
They drink and chat (can't be understood) but can't see the players: ignore
|
|
them completely.
|
|
The second part of the room seems to be the study-room of a powerfull wizard.
|
|
(WFRP pag. 131 & 144) In this part a illuster and dark atmosphere breathes
|
|
heavy. A desk in the middle of the room draws the attention of visitors of the
|
|
room. A big, comfortable chair stands next to it. The desk has drawers
|
|
containing writing equipment and D3 sheets of parchment. In the north-corner of
|
|
the room are 2 more tables, containing tubes and a primitive balance. On the
|
|
ground a nice toolbag stands. (hammer, pick, nails, precision knives)
|
|
the rest of the walls are covered with large shelves containing bags, jars,
|
|
boxes and other 'wizardly' stuff. Note: only skilled magicians will understand
|
|
the system of storing ingredients based on spell-level etc. Should there be a
|
|
qualified character then ingredients can be found for:
|
|
- all Petty Magick spells; 2D6 ingredients
|
|
- all Battle Magick spells; 2D6-(level) ingredients per level
|
|
- all Elementalist Magick spells; idem.
|
|
- 1st, 2nd, 3rd level Illusionist spells: D6-(level) per level
|
|
Note that Nomagionysos was (is?) a very powerfull wizard; he's likely to have
|
|
most of the ingredients with a minimum of 1, corrected by the availibility.
|
|
On a carved bookchair an open Grimoire lies, gathering the dust of time. (Does
|
|
NOT count as magickal artifact for opening the chest!)
|
|
When searching the bookcase the players will discover (Int test) a small wooden
|
|
panel. Opening this causes a crossbow bolt to be fired across the room. The
|
|
bolt travels next to the bookcase at 1 ft high. The bolt can't be dodged, but
|
|
an I test may be made to half damage. There are 2 doses of Manbane on the bolt.
|
|
(WFRP pag. 82) The player must make a succesful T test to evade the effects of
|
|
one dose. (T test +20 if a succesfull I test was made)
|
|
The rectangular hole behind the panel contains:
|
|
- an amulet: Amulet of Thrice-blessed Copper (WFRP pag. 183)
|
|
- a jewel: Energy Jewel (WFRP pag. 185)
|
|
- a wand: Wand of Jade (WFRP pag. 188)
|
|
- 2 bags containing a total of 212 GC
|
|
The third part of the room is a big as the first 2 together. It's the bedroom
|
|
of Nomagionysos, completely decorated in red. Against the northern wall a large
|
|
bed stands, with pillows all over it. On the floor a large, red carpet protects
|
|
the naked feet from freezing in winter. In the south corner of the room a
|
|
standard with a nice blue/white attraction the attention of the eye. Another
|
|
small wooden partition hides a bathroom from direct sight. There's soap, towels
|
|
and all other luxurious items in the bathroom. There are 3 closets in the room,
|
|
containing robes, underrobes and shoes. There's also some cleaning shit in one
|
|
of them. The last one contains pans, pots and other kitchen items (?)
|
|
A good search (I test -30) through the bed reveals a mechanism which opens one
|
|
of the legs of the bed. The little hole which appeared contains a bag. In the
|
|
bag are 16 gems, worth some 6300 GC) While the players are making a mess of the
|
|
bed a servant appears and tries to clean it up again. The ghost completely
|
|
ignores the players.
|
|
|
|
|
|
Episode 12: Floor 5
|
|
|
|
The staircase once more reaches another floor, winding up almost forever.
|
|
The room reached has a solid, ironclad black door. (T=8, W=35, Lockrating=40%)
|
|
The door is locked firmly and a sign with a skeleton on it reads:
|
|
DANGER, KEEP OUT UNLESS PERMITTED!
|
|
EXITS: - open door: episode 12.1
|
|
- up and up: episode 13
|
|
|
|
|
|
Episode 12.1: The Pentagram
|
|
|
|
After opening the door you stand in a awfully naked room. The walls and floor
|
|
are completely painted black. In the middle of the room a wonderfull spectacle
|
|
can be seen: 10 shining cristal balls (diameter .5 ft) float in the air,
|
|
hovering about 1 y above the floor. The balls form particulair pattern,
|
|
connected by gloomy blue beams. In the centre of the room a, somewhat larger,
|
|
ball receives all beams and sends them as a big bright beam to a dispenser high
|
|
on the ceiling. This prism divergates beams in all directions, where they
|
|
disappear through the walls. The rooms is completely illuminated by the erie
|
|
blue glance. After accomodation to the light a half burnt body can be seen
|
|
under one of the balls. Then, at a sudden, an appearance raises and floats
|
|
towards the players. (Cl test just to scare them) After some hesitation the
|
|
ghost introduces himself as Heinrich, former follower of Nomagionysos. He asks
|
|
if they know the story, why he hunts this room. (nope: go to the lib first!)
|
|
If the player a global informed he starts his story:
|
|
~Once I was a dedicated follower of Nomagionysos, I believed in him and he was
|
|
always honest and friendly to me. A truely fine master. But I got jealous at
|
|
some other student who was more gifted than I. I started to annoy this student
|
|
and played some nasty, dirty tricks on him. When Nomagionysos found out, he
|
|
punished me by not allowing me to train for the next month, and having to do the
|
|
dishes for the next half year. A light punishment and a right one. But at that
|
|
time a got furious and wanted revenge. That oppurtunity came sooner than I could
|
|
have suspected. It was at the time when Nomagionysos and Brodovicio were having
|
|
a fight. I got into a conversation with a student of Brodovicio and told him
|
|
of the revenge I wanted to plan. He told me that a treatment like that was out
|
|
of the question with his master. So I went to Brodovicio and told him my story
|
|
too. Brodovicio greedily accepted my offer and told me to wait on his signal.
|
|
He promised me an honourfull place between his own students. I also received
|
|
a payment of 200 GC. A few months later the chance happened, I had moved to
|
|
this tower with my master, and Brodovicio contacted my through an amulet. The
|
|
conflict had collapsed and an assault had been planned. The main problem was
|
|
the Zone of Protection which guaranteed safety to the tower. That's what is in
|
|
this room: 14 power jewels supporting the Zone with magickal energy. It's exact
|
|
function I don't know, but Brodovicio whispered to me to destroy the
|
|
equilibrium. I think his power on me grew through the amulet, it started to
|
|
posses me, if you get my drift. After all, I was glad I was granted a chance
|
|
to get even with my master. When the signal came I went to this room, I had
|
|
stolen the key before, and did it. I hesitated at the last moment, fearing for
|
|
my own life and the lives of my former friends. But he overruled my thoughts,
|
|
kept whispering and I only heard his voice.....promising gold.....power.....
|
|
You must believe me, he did it. Then I, no he, grabbed one of the Power Jewels
|
|
and disrupted the equilibrium. A gigantic radiation was set free and took my
|
|
life. The rest of the story is known to you, and I was doomed to roam this
|
|
room. I'll have to hunt this room until Nomagionysos himself will grant me
|
|
forgiveniss. But that won't happen, he's locked into that chest forever.
|
|
And I can only be opened by the most powerfull magick. Hmmmm, I won't bother
|
|
you any longer: but don't touch those jewels if you want to stay alive!
|
|
A last piece of advice: go and visit Denio in the Western Tower, if there's
|
|
anyone who knows how to open the chest he does. The chest is on the next floor
|
|
but watch out for guards of Brodovicio and traps! Good luck.....
|
|
The image of Heinrich fades and now only his body can be seen.
|
|
|
|
|
|
Episode 13: Floor 6
|
|
|
|
On this part of the staircase several skeleton can be found. Their robes
|
|
are burnt and weapons are molten down. A large ironclad door blocks passage.
|
|
(T=8 W=35 lockrating = 40%) The door is locked. On the floor lies a body,
|
|
dressed in a blue/white robe, nicely decorated. Beside the body a staff and
|
|
a sword can be found. (This is Denio, killed while defending his master.)
|
|
Searching the body reveals a small key. (for safe in Denio's Bedroom)
|
|
EXITS: - smash the door: episode 13.1
|
|
- the last climb up: episode 14
|
|
|
|
|
|
Episode 13.1: The Mage's Coffin
|
|
|
|
It takes some time to smash the door, but the players will succeed. (PM: open?)
|
|
The room is completely empty, except for a large coffin in the middle of the
|
|
room. On the chest 3 bodies of ritually sacrificed hang limply, with large
|
|
Ritual Knives pointing in their chests. (Ritual Knife: D6 insanity points per
|
|
day) De walls and floor are black, with 8 holes surrounding the coffin.
|
|
Just above the chest a black ball hangs from a steel chord.
|
|
The coffin contains Nomagionysos, but can't be opened by 'normal' means. All,
|
|
magickal or not, weapons used to smash the chest will be broken instantly. The
|
|
coffin remains firmly closed. The only way to open the chest is to simultanously
|
|
destroy 8 magickal artifacts in the appropriate holes. When the players make
|
|
their move to start casting items into the holes, 4 holes open in the walls a
|
|
glass balls are shattered on the ground. For the gasses that emerge a huge
|
|
skeleton army arises, and attacks the players!
|
|
|
|
Skeleton Major Hero
|
|
M WS BS S T W I A Dex Ld Int Cl WP Fel
|
|
4 55 47 4 4 15 50 3 28 28 28 28 28 -
|
|
- Controls other Undead
|
|
- Special Rules pag. 250
|
|
Trappings: broken mail-shirt, sword, broken shield, broken helmet
|
|
|
|
7 Normal Skeletons
|
|
M WS BS S T W I A Dex Ld Int Cl WP Fel
|
|
4 25 17 3 3 5 20 1 18 18 18 18 18 -
|
|
- Special Rules pag. 250
|
|
Trappings: swords & axes, broken armour
|
|
|
|
2 Zombies
|
|
M WS BS S T W I A Dex Ld Int Cl WP Fel
|
|
4 25 0 3 3 5 1 1 10 10 14 14 14 -
|
|
- Special Rules pag. 251-252
|
|
Trappings: leather jerkin, pothelm, 2-H axe
|
|
|
|
When the Major Hero is defeated the other undead become subject to instability.
|
|
But don't let these numbers affect the play, ajust them to your players!
|
|
(If the players are new to magickal items, Denio helps them to pick out the
|
|
ones with enough energy inside)
|
|
After casting the last item into a hole a kind of fusion takes place: all
|
|
magickal items in the holes are destroyed in a purple light and a beam of pure
|
|
energy convergates in the black ball. Then, after a fraction of a second, the
|
|
beam hits the coffin, splitting it into hunderds of pieces. Nomagionysos floats
|
|
through the air and swiftly changes from horizontal to vertical position. Then
|
|
he starts to speak:
|
|
~Thousants of thanks to thee noble adventurers. I don't know how to thank thee.
|
|
Please tell me.....~
|
|
Nomagionysos is willing to pay them 500 GC each, and an magickal item for the
|
|
group. Further he's willing to give advice and teach all he knows. Supplementary
|
|
he offers a companion to a person of good alignment. (a Unicorn)
|
|
Then he asks them to enjoy their stay as long as they like. Their being brought
|
|
to comfortable bedroom rooms and laid to sleep.
|
|
The next day the tower has completely changed: servants walk to and fro to make
|
|
the players at ease, and a cemetry has arisen near the lake. Providing the peace
|
|
to long lost souls. That afternoon Nomagionysos calls the players to him in the
|
|
big hall. He sits on his ebony throne and rises when the players enter. A large
|
|
meal is served and Nomagionysos drinks to your health. The hall is filled with
|
|
dozens of new servants. Noamgionysos snaps his fingers and the big doors are
|
|
opened. A beautiful white horselike animal with wings enters the room.
|
|
~This my friends is a Unicorn, one of the most sensitive animals on this world.
|
|
He offered himself to be your companion in time of need. He'll choose the person
|
|
allowed to ride him.~ (always good/lawfull !!)
|
|
The players receive their money and the magickal item which was agreed. He tells
|
|
them they're welcome to stay as long as they like, but after a couple of days
|
|
things get boring and you decide to return to 'your base'.
|
|
Remember that Nomagionysos will ask the players to return all of his belongings
|
|
which they took on their quest. Only items carried by followers of Brodovicio
|
|
they can keep. (Should the items crumble to dust?)
|
|
|
|
|
|
Episode 14: The Attic
|
|
|
|
After a little climb the player reach the end of the stairs: the attic is
|
|
finally reached. In the glowing light of torches the ceiling can't be seen
|
|
clearly, but you guess it's about 12 yards up. Some old dirt is pilled up in
|
|
this room. There are lots of old chairs, banks, tables, cases etc. etc. While
|
|
examining the room large black creatures attack!
|
|
|
|
Giant Bat
|
|
M WS BS S T W I A Dex Ld Int Cl WP Fel
|
|
1 33 0 2 2 5 30 1 - 10 14 24 24 -
|
|
- Fly as Hoverers
|
|
- 35% chance of causing Infected Wounds
|
|
- +10 Initiative during first combatround
|
|
|
|
4 Normal Bats
|
|
M WS BS S T W I A Dex Ld Int Cl WP Fel
|
|
1 59 0 0 0 1 30 1 - 14 5 29 29 -
|
|
- Fly as Swoopers
|
|
- 25% chance of causing Infected Wounds
|
|
- +20 Initiative during first combatround
|
|
|
|
After this little inconvience a stair towards the attic is found: it leads
|
|
to a clock-mechanism and a large copper clock. That's all.
|
|
|
|
|
|
Episode 15: Bedrooms
|
|
|
|
The stair descents and goes towards a very large passage, which has doors on
|
|
both sides. Some counting gives the player a total of 18 doors. Two of each are
|
|
facing eachother. At the end of the passage there's another door. The
|
|
glimmering of the polished stones blinds the players for a second, large carpets
|
|
decorated the walls. Some door are left open, seemingly is great haste.
|
|
Behind the doors identically sleeping rooms are found, clean and sober. There
|
|
are 2 beds with nightstands next to them. (containing books, personal stuff)
|
|
In the middle of the room is a large desk with 2 chairs. There also are 2 cases
|
|
containing clothing. Very boring and nothing of value!
|
|
Maybe there are some hidden purses, test Int -10 a couple of times:
|
|
maximum of 87 GC 343 SS
|
|
The door at the end of the passage opens swiftly and gives way to another
|
|
spiral staircase.
|
|
EXITS: - going up the staircase: episode 16
|
|
- back to the main hall: episode 6
|
|
|
|
|
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Episode 16: Denio's Tower, Floor 1
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After climbing the stairs you reach a beautifull, luxurious decorated room. The
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room is designed with green being the main color. There are chairs, a table, 2
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sofa's and a cupboard. The cupboard contains plates, cups and silver cutlary
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for 5 persons. Against the wall a large, primitive clock hangs silently. A small
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table has an hour-glass on it. There are also a couple of statues of women,
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exotically dressed. Two paintings complete this room. In the northern corner
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a marvelously carved spiral staircase leads to the next floor.
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The clock contains a well-hidden (Int test-10) Amulet of Righteous Silver.
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EXITS: - up : episode 17
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Episode 17: Denio's Tower, Floor 2
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As you enter the stair it cracks under the weight, but doesn't collapse.
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Unharmed you reach the second floor. This room is obviously the working room of
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a wizard. There's a table with tubes etc. on it and some shelves with bags and
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jars filled with ingredients. (Denio's got PM, BM1, ELEM3; D6 spells per level
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and D6 ingredients per level, keep the rarity in mind!)
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But there's another thing in this room which draws your immediate attention:
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On a chair a great complete armour shines. It consists of:
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- Sleeved Mail Coat
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- Mail Coif
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- Knight's Helmet decorated with 2 ivory horns
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- Cuisse & Greaves
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- Vambraces
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- Gauntlets
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The set is obviously ment to be worn by one person, discourage the player
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from dividing it! All parts have the same colour: (chaos) black! It is decorated
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with red signs. The armour is magickal and cursed. (coffin: 4 AP counts as 1
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Magickal Item) The first 12 hours the player who wears the suit won't notice
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anything. (ok, protection from magickal attacks) After the first 12 hours the
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armour start to shrink and armourpoint are deducted instead of increased!
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The first 12 hours there's 25% chance the player can remove the armour on a
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succesfull S test. After that only very powerfull (read: expensive!) magick
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can free the player.
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EXITS: - up and up: episode 18
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Episode 18: Denio's Tower, Floor 3
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The stairs still crack loudly when you enter the next floor, which appears to
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lead to the bedroom. In the middle of the room a large bed is placed on a large
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green carpet. This room has been decorated in green completely. There are 4
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paintings on the walls. Against on of the walls there's a large clothingcase
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containing robes and shoes. There are some expensive vases on small tables. A
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desk in this room contains some basic writing equipment as well as a small
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locked wooden chest. In this chest there's a 1st level Elementalist spell.
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(counts as magickal item for coffin)
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Under the carpet there's a hidden safe (T=10 W=50 lock-rating=50%), it's key
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can be found at [episode 15]
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Items in safe:
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- flail (Magic Weapon, Berserk , (WFRP pag. 189)
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- D6 gems (D6*10 GC.)
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- D3 purses containing 90+D10 GC.
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Whie searching the room the wizard Denio appears on the bed. If the players
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tell Denio that Endiv has sent them he'll tell his story; else he'll scare them
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away.
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~I once was the best friend of Nomagionysos, you know his and mine fate. If I
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can do anything to help thee, tell me.....~ (Now is the time for the players to
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learn about opening the chest!)
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~The coffin can only be opened by a very powerfull source of magickal energy.
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To produce such an energy 8 magically charged items must be cast in holes
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surrounding the chest, afterwhich a fusion will unlock the energy. Since I'm
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cursed I can't perform this task.....~
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If there's no one with magickal sense/awareness Denio will grant the players
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an amulet wish turns yellow when hold next to a magickal item for approx. 1
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minute. Then Denio takes a ring from his finger and tells them:
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~Take this ring, it's a good start.....~ (Protection against Daemons)
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If the players were stupid enough to wear the chaos armour, Denio will swear
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and tell them he was going to destroy it when the siege started.
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Denio will also point the players the safe, hidden under the carpet. It's no
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use to him anymore, he does not remember where he left the key.
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Then Denio disappears.....
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EXITS: - up: episode 19
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Episode 19: Denio's Tower, Floor 4
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The room which is reached now is completely dark: there are no windows. After
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adapting to the lightlevel you notice that the room is empty. There's a couple
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of pillows in a circle surrounded by candels. (Int test for 'smart' people: this
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is the meditation room)
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After searching the walls (Int test-10) the players will discover a loose brick.
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Behind the brick is a small hole. In the hole lies a small golden ring. (Ring of
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Protection again Undead)
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EXITS: - the staircase winds up: episode 20
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Episode 20: Denio's Tower, The Attic
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Finally the attic of Denio's Tower is reached. It's allmost completely empty
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with some old chairs and a lost sofa. The ceiling is about 12 yards above you.
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After some searching the player can find a grate which gives way to an airshaft
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which leads to Nomagionysos' Tower, floor 4 (episode 11).
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Episode 21: The alley
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The stair descents and leads to a passage with 5 doors to the right. At the end
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of the passage is a big iron door.
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(The doors are numbered as being the next episodes.....)
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Episode 22: The Kitchen
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Behind the first door a large kitchen can be found, with long dressers, big
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drawers and piles of dishes. In the kitchen ghost-servants walk to and fro with
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big plates of good food. (ghostly food ;> ) They don't seem to notice the
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players and thus ignore them. A quick count learns there are some 10 servants
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in the kitchen. The drawers contain lotsa cutlery, plates etc. etc. Maybe
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there's even some rotten food and a barrel of acidified beer. A small barrel
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of wine (1 gl.) may be in good condition.
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Episode 23: The Bathroom
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The second door leads to, at least it seems to, paradise. A large luxurious
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bathing complex lies ahead of you. The wather looks attracting fresh, there
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must be some sort of refreshing system. Else the water would smell different
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after 140 years! There are different baths. There must have been cold and water
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bath in the glory days of this castle.
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There's also a sort of sauna which looks very attractive with its soft banks.
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What a pity that you guys can't find the mechanism to set it to work!
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To the north there's a line of lockers, containing towels, soap, oil etc. etc.
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Between the baths the remains of once tropical plant lie, left to rot and
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overtaken by moss. The massage tables in the northern corner of the room don't
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look to bad either.....
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When extremely good searching the room (Int -20) the players discover a hatch
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near the sauna. It leads to the major heating system: large pipes and a
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primitive boiler to heat the water. (this room is *very* small)
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Maybe there are some ghosts taking a bath, but they'll ignore the players.
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Episode 24: The Room of Tools
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This room looks like a toolshed. All different kinds of tools are placed neatly
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on shelves. There's a long working-table in the middle of the room. One of the
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walls is covered with (rotten) wooden boards and cut down trees.
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Allmost all tools are available, WFRP pag. 296.
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Episode 25: The Weapon Store
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This is, or more properly said, was the weaponstore. It's been completely ripped
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when the tower was besieged. There are weaponcases on the floor, once they must
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have been standing against the wall, now they lie shattered across the room.
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This room radiates some kind of 140-year-old panic. A quick search gives the
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players:
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- 5 swords, 3 axes, 1 2-H axe, 1 2-H sword, 1 flail, 3 spear
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- 4 crossbows, 3 bows
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- 3 broken chests containing 2D100 bolts and D100 arrows
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- 4 shields.
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Episode 26: The Wine Storage
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The forth room is obvious the liquorstorage. There are 2 large rows of 10
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barrels contaning wine and beer. (10% is still drinkable)
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The room is very dusty and smells musty. The smell of moisture mould surrounds
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you completely.
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Episode 27: No Entrance
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This seems to be a dead end in the passage: there's a large, heavily ironclad
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door. (it can't be broken down, never. just as you can't buy F.P.!!)
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A sign on the door reads:
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BEWARE!!!
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CHAOS BEHIND
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Behind this door the foul creatures of chaos lure(d) : Nomagionysos used them
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for studies to find their weak spots. That's none of the players business.
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Episode 28: Storage Rooms
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After opening this door a horrible stench surrounds the players. This room
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used the be the storage room. Now only rotting pieces of food remain.
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When you're checking out this room some rats appear and attack!
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4 Giant Rats
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M WS BS S T W I A Dex Ld Int Cl WP Fel
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6 25 0 3 3 5 30 1 - 14 14 18 18 -
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- 35% chance of causing Infected Wounds, 2% chance of Black Plague
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