Beneath Castle Everglory: LEVEL 6: The Prison

From RPGnet
Jump to: navigation, search

Nazari5.png

1. The Cells[edit]

The following six cells are all behind locked and windowless iron doors (no penalty to Lockpicking to open). The cells are all 2 yard by 2 yards with bare stone walls set with rings to hold manacles.

Cell 1[edit]

A skeleton clad loosely in a hessian shirt and ragged, patched trousers has collapsed across the stone floor scattering finger bones and teeth.

Cell 2[edit]

This cell holds the insane, undead creature that used to be called Eskar Blacksmith.


Monster

Eskar Blacksmith

Eskar Blacksmith appears to be an emaciated corpse in an advanced state of decomposition, hung with rags. Many of his teeth are missing and tufts of black hair share space on his scalp with bare yellow skull. His blue eyes stare madly, bulging from his lidless sockets as if in shock.

Having gone insane with suffering long ago, Eskar will attack anyone he can in the only way he can – looking them in the eye and psychically assaulting them with his own despair.

ST: 20 HP: 30 Speed: 8

DX: 14 Will: 18 Move: 8

IQ: 14 Per: 16

HT: 12 FP: 20 SM: 0

Dodge: 12 Parry: N/A DR: 4

Attack: Eskar cannot attack physically. However, each second, he can meet the gaze of one person who is looking at him and attempt to use psychic power to terrify them, filling their minds with terrible visions and forcing the character to make a Fright Check at -6. Trying to use mirrors to fight the creature only makes things worse. Not only is the Fright Check unaffected, but the mirror becomes haunted and will periodically display horrific visions requiring fresh Fright Checks.

Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).

Class: Undead.

Notes: Unwilling to negotiate. Truly evil.

Cell 3[edit]

Here resides the undead creature that was known in life as Tom Miller.


Monster

Tom Miller

Tom Miller is an emaciated corpse, looking just like Eskar Blacksmith save that instead of patches of black hair, he has the grizzled remains of what was once a bushy brown beard. Like Eskar, his black eyes bulge insanely from his sockets.

Tom Miller has acclimatized well to undeath and has become quite content with his lot. He sits peacefully in his cell, just relaxing, wanting for nothing. He isn’t evil and, in fact, will do favors if asked politely. He has no fear of danger and does not care if he is destroyed or not. Tom remembers a little of his formal life. He can recall the faces of his wife and two sons and images of the village where he used to work. He remembers that he somehow offended the master of the complex and was thrown here in prison where he starved to death. He can no longer recall what his crime was, though he has often tried. He also can remember nothing about “him”, who he offended, not even “his” name. Nor can he recall anything about the layout of the level.

ST: 9 HP: 20 Speed: 4

DX: 10 Will: 16 Move: 4

IQ: 15 Per: 15

HT: 12 FP: 9 SM: 0

Dodge: 10 Parry: N/A DR: 2

Punch (11): 1d-2 crush.

Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals).

Class: Undead.

Notes: Speaks Common.

Cell 4[edit]

This cell is entirely empty. The words “TELL MY” have been crudely scratched on the wall in Common.

Cell 5[edit]

A naked skeleton sits propped up in the far corner, grinning. If touched, it will fall to pieces.

Cell 6[edit]

This cell imprisons Eigen Forester, an ageless, fae shapeshifter who loves to feast on the flesh of humans (and other forms of intelligent life).


Monster

Eigen Forester

Eigen Forester is a tall young man with raven black hair and a long, curly black beard. He is thin, but shows no signs of starvation. He wears a torn white linen shirt and simple cotton trousers with scuffed leather boots. As soon as he sees or hears the PCs, he will appear at his barred window, begging and shouting at them to set him free in the name of Goddess of Mercy (or your setting’s closest equivalent).

Eigen Forester is also a 300 year old, shape-shifting, man-eating monster of fae origin, who knows perfectly well that he was thrown into prison for murdering and eating people and has been waiting a long time for a chance to do it again. What Eigen wants most is to be released from its cell, where it has spent so many years that it has completely lost count. It has no sense of gratitude however and sees the party only in terms of their usefulness. It may agree to help them, but is thinking only about what it can steal or even about whether the PCs would be worth eating. While Eigen does not need to eat to survive, it loves to do so. It can only eat raw meat and can only do so while in the form of the animal the meat came from. Its favorite meat by far is human flesh.

Eigen may help the PCs to gain their trust, although he doesn’t have a lot of information to offer. He knows that “lizardmen” (Glitterghouls) have invaded the prison and that something that slithers like a great snake (Shedeth the Scourge) roams the halls. He didn’t see the layout of the prison on his way in and can recall nothing about “him” who threw him in prison, though he will claim to have to have been thrown in prison for refusing to bow to “him”. He attributes being alive after centuries of imprisonment to his Elvish blood and constant prayer.

Eigen can shapechange into any normal animal between the size of a medium dog and a great cat at the cost of 4 FP. He prefers tiger form for combat and wolf form for running away.

ST: 14 HP: 30 Speed: 7

DX: 16 Will: 20 Move: 6

IQ: 20 Per: 20

HT: 12 FP: 20 SM: 0

Dodge: 12 Parry: 12 (Brawling) DR: 3

Claws (16): 2d cut.

Traits: Dark Vision, Doesn’t Eat or Drink.

Class: Faerie.

Notes: Eigen speaks fluent Common, Elvish, most Faerie languages, and most common dead languages.

2. The Bottle Dungeon[edit]

The opening to the bottle dungeon is nothing more than a round hole in the floor at the end of a corridor, with no means of access offered for getting in or out. The bottle-shaped chamber itself is 6 yards deep and 12 yards wide, and (thanks to excavation by the Glitterghouls who now live here, 60 yards in length).


Monsters

The old bottle dungeon is now home to a tribe of Glitterghouls. If unaware of the PCs, the Glitterghouls will be gathered at the far end of the cavern, sitting in a circle around a human skull in silence and darkness, completely still.


The Glitterghouls

Glitterghouls look like jet-black bipedal skinks, standing between five and six feet tall. Even their bulging eyes are glinting black spheres. They are naked and do not usually use weapons, although they are perfectly capable of using tools. Glitterghouls move by hopping, using legs with knees in the back, like the knees of a bird.

“Glitterghoul” is a name coined by human sages and is not a word known to the Glitterghouls, who just refer to themselves as “the people”.

The Glitterghouls only speak their own language. They will be hostile and aggressive towards any intruders with which they cannot communicate, in an attempt to drive them off. If communication is magically established, they may be convinced not to fight, though they will not actively help a group with humans under any circumstances (humans are violent and crazy). They know the layout of the level and know the locations of the three “ghosts” (Eskar Blacksmith, Tom Miller and Eigen), the “great maggots” (Grave Worms), and the “round man” (Torture Golem). However, if asked questions, they will lie, trying to get the party killed.

There are 13 Glitterghouls in all, 9 commoners, 3 champions and the leader, Gurrug.


9 Glitterghoul Commoners

In combat, the glitterghouls’ first instinct will be to cast Flash, rendering their foe blind and unable to defend themselves against claw attacks.

ST: 9 HP: 9 Speed: 5

DX: 11 Will: 11 Move: 6

IQ: 10 Per: 12

HT: 10 FP: 11 SM: 0

Dodge: 9 Parry: 11 DR: 2

Claws (14): 1d cut.

Traits: Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).

Class: Mundane.

Spells: Knows the following spells at level 15: Continual Light, Flash, Glow.


3 Glitterghoul Champions

In combat, a Glitterghoul Champion is likely to cast Sunbolt for offense. Defensively, they may use Wall of Light to enemy block lines of sight (Glitterghouls have Bright Vision, so can still see through).

ST: 11 HP: 12 Speed: 6

DX: 11 Will: 11 Move: 7

IQ: 11 Per: 13

HT: 11 FP: 13 SM: 0

Dodge: 10 Parry: 12 DR: 3

Claws (14): 1d+2 cut.

Traits: Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).

Class: Mundane.

Spells: A Glitterghoul Champion knows all of the Hard spells of the Light and Darkness college at level 18, except for those that darken rather than illuminate.


Gurrug (Glitterghoul Leader)

In combat, the foreclaws on Gurrug’s hands glow with a brilliant white light. If the combat takes place at range, he is likely to engage in the same way as the Champions – by casting Sunbolt for offense and Wall of Light to block lines of sight. However, if he must engage in hand to hand combat, or if there is a blind and helpless enemy conveniently nearby, he will strike with his blazing claws.

ST: 14 HP: 20 Speed: 7

DX: 14 Will: 16 Move: 8

IQ: 15 Per: 17

HT: 12 FP: 20 SM: 0

Dodge: 11 Parry: 13 DR: 4

Claws (14): 2d impaling (2).

Traits: Bright Vision, Clinging, Dark Vision, Protected Senses (Eyes are polarized and protected against intense light and flash effects).

Class: Mundane.

Spells: Gurrug knows all of the spells in the Light and Darkness college at level 21, except for those that darken rather than illuminate.


Treasure

The Glitterghoul’s treasure, piled in a corner at the far end of the cavern, consists in 123 glass beads of various colors and sizes ($12 for the lot), 5 shards of broken glass (worthless), 3 chipped glass glasses (worthless), a twisted pair of spectacles (worthless), and the following three valuable stones:

Luckstone: 2 carat turquoise enchanted with Talisman 2. $300

Fire Opal: 4 carat reddish opal enchanted with Rain of Fire. It possesses a soft inner glow and is always strangely warm to the touch. $17,000

Rock of Refusal: 2 carat white calcite enchanted with Utter Wall. The calcite feels as heavy as a rock twice the size. $20,250

3. Warden Common Room[edit]

This 5 yard by 5 yard room houses a pair of scratched wooden tables and six simple wooden chairs. The walls have been painted white and the paintwork is still in good condition. On one of the tables is an open glass bottle, a pack of cards and a brass candle-holder. On the other table on three dead rats (further examination will reveal that they have been nailed there with iron nails).


4. Kitchen and Storage[edit]

This 5 yard by 8 yard room appears to be a well-appointed kitchen, stacked with wooden boxes. The kitchen contains a large stove, a long wooden table, and shelves holding an array of clay bowls and mugs and copper cooking implements. Five dead rats have been nailed to the shelves with iron nails.

The wooden boxes are empty apart from one, which contains six moth-eaten woolen blankets and a small family of rats.

MunsterMonster.jpg


5. Execution Chamber[edit]

This bare stone 3 yard x 3 yard room contains only a single item of furniture – a chipped cube of stone carved in the unmistakable shape of an executioner’s block.

This room is magically aspected. Any Necromancy spells cast here are cast at +4 to skill.


6. Torture Chamber[edit]

This 7 yard by 10 yard room is filled with furniture designed to bring pain. A rack stands in the far-left corner and a cross in the far right. Between them stands a closed iron maiden, molded with the idiotically grinning face of a buffoon. Iron manacles dangle from a hook in the ceiling and from nails in the walls hang strangle-shaped tools of glinting steel.


Monster

The Torture Golem

The torture golem was built to cause suffering. It is a rusty iron sphere, standing on two spindly metal legs and with six spindly metal arms, each set with numerous joints. At the end of two of the arms are skeletal metal hands, while the other four are all set with unique, weirdly shaped knifes. Its limbs clank and grind as it moves, sometimes making sparks fly.

The golem will immediately attack any warm-blooded creature, striking at the limbs so as to cause pain rather than going for vital spots. It will stop attacking a creature that falls unconscious.

ST: 30 HP: 40 Speed: 7

DX: 14 Will: 16 Move: 7

IQ: 3 Per: 12

HT: 12 FP: 30 SM: 1

Dodge: 12 Parry: N/A DR: 5

Weapons (15): 2 Hands (1d crush), 2 Slashers (1d cut), 2 Impalers (1d impale). The torture golem may attack with all 6 in a single second, dividing its attacks between targets any way it wants, without penalty.

Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Punish invaders of protected place); Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (No Blood, No Vitals).

Skills: Brawling-18.

Class: Construct.

Notes: Completely evil and too insane to communicate or negotiate.

7. Temple[edit]

This round room of 10 yards diameter is dominated by a sandstone dais on which stands a marble statue of a man covered head to toe in plate armor, small wings set at the sides of his helmet. In his right hand, he holds an axe and in his left a bundle of rods - he holds the two crossed across his chest. His mail is marked with the sign of an X. The sandstone walls are engraved with depictions of kneeling humans, their arms bound behind them and their heads down.

The temple has High Sanctity for clerics of a God of Agriculture, Death, Fire, Storm or War, who will additionally cast clerical spells at +4 to skill. Clerics of a God of Fertility and Love or Messengers and Rogues will cast at -8.


Monsters

6 Grave Worms

A Grave Worm is a white maggot the size of a horse, with spiked black pincers protruding from its head. Its body is constantly wriggling, even while in combat. They are carnivores and will immediately attack any creature they smell.

ST: 20 HP: 20 Speed: 4

DX: 11 Will: 0 Move: 4

IQ: 0 Per: 10

HT: 11 FP: 15 SM: 0

Dodge: N/A Parry: N/A DR: 2

Bite (14): 2d impale. A Grave Worm that successfully damages a target becomes attached and will automatically suck blood for 1d6 HP until removed by killing it or overcoming its ST to pull it off.

Traits: High Pain Threshold; Infravision; Striking ST +3 (ST 13); Vermiform; Wild Animal.

Skills: Brawling-14; Stealth-15.

Class: Dire Animal.

8. The Stairway Down[edit]

The entrance to level 7 has been blocked and concealed as stone floor. Allow the party to notice it by some means. To determine which PC gets the honor of noticing it, start roll for the highest of Vision, Observation, or Per-based Traps in the party, working down the list until somebody notices it. If every roll fails for some reason, just pretend that one of them was a success and let a character notice the concealed entrance.

The entrance is blocked with earth covered by stone floor blocks, and can be excavated in about five minutes with picks and shovels, fifteen with improvised tools. Underneath is a basalt passageway, spiraling steeply downwards into darkness.

The spiraling passageway descends 110 yards. At the bottom, is a simple arched doorway of stone, set with a door of polished teak.

The door is not locked. However, just before the arched doorway that leads into Room 1 of Level 7 is a pit trap, disguised as stone floor by a thin sheet of slate held up with wood.


Covered Pit Trap

30’-deep spiked pit under 10’x10’ section of false floor.

Detect: Per-based Traps.

Disarm: No.

Circumvent: DX or Jumping – or automatic with ladder, board, etc.

Evade: No.

Effects: 3d impaling.

Shots: Constant.

Steal: No.

The Wandering Monster[edit]

At some point as they explore this level, the PCs will be attacked by the demon Shedeth the Scourge. Shedeth will be look for an opportunity to ambush the party when they are at their weakest, though he won’t attack them if they are already in combat with something else. Preferably, the PCs shouldn’t meet Shedeth until they have seen the rats he has nailed up in rooms 8 and 9.

Shedeth the Scourge

Shedeth the Scourge is a seven-foot tall demon with the head of a great fly, the chest and arms of an ape, and the lower body of serpent. He wears a rusty crown or iron that is embedded in his skull, has a bandolier of nails slung over his shoulder, and carries a massive nine-thong whip with glinting steel hooks set into the tails.

Shedeth has the ability to become incorporeal for the purpose of passing through walls, though he cannot be incorporeal if he is not passing through a wall.

If captured, Shedeth the Scourge will do anything to have his life spared. However, Shedeth is compelled to lie with every sentence he speaks (or writes), a rule he is incapable of breaking. He knows the layout of the level and is familiar with its inhabitants, though he doesn’t know the names of the three “ghosts”.

ST: 16 HP: 20 Speed: 6

DX: 11 Will: 10 Move: 6

IQ: 8 Per: 9

HT: 12 FP: 20 SM: 0

Dodge: 12 Parry: N/A DR: 2

Claws (14): 1d cut.

Weapon (20): Barbed Whip. 1d cut x 6. Any character struck by Shedeth’s whip must win a quick contest of ST or DX against Shedeth’s weapon skill of 15 or fall down. Any character damaged by Shedeth’s whip suffers the effects of an Agonize spell, cast at level 15.

Notes: Speaks Common.

Traits: Combat Reflexes; Dark Vision, Detect (Supernatural); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Higher Purpose (Cause Torment); Immunity to Metabolic Hazards; Injury Tolerance (No Blood, No Vitals); Supernatural Durability (Can only be killed by supernatural damage).

Skills: Brawling-16; Melee Weapon (Whip)-20, Stealth-18.

Class: Demon.

Table of Contents

LEVEL 7: The Tomb