Editing Beneath Castle Everglory: LEVEL 5: The Palace

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 +
 
[[Image: Clfish23.jpg]]
 
[[Image: Clfish23.jpg]]
  
 
=1.  Guardroom=
 
=1.  Guardroom=
 +
 
This 4 yard by 4 yard room is almost coated in fuzzy green mold, spilling out into the stairwell and the corridor on the far side.  The air is stuffy with the dank smell of vegetation.  Where the surface of the wall can be seen, it is stamped with the emblem of a golden crown.  The room is entirely bare of furnishings but it does have a thriving population of ants and spiders, feasting on the mold.
 
This 4 yard by 4 yard room is almost coated in fuzzy green mold, spilling out into the stairwell and the corridor on the far side.  The air is stuffy with the dank smell of vegetation.  Where the surface of the wall can be seen, it is stamped with the emblem of a golden crown.  The room is entirely bare of furnishings but it does have a thriving population of ants and spiders, feasting on the mold.
  
  
 
=2.  Theater=
 
=2.  Theater=
 +
 
This 10 yard by 20 yard room seems to be a theater.  Rows of engraved pinewood seats, padded with moldy red velvet, are arranged before a raised stage, hung with moldy velvet curtains of red and blue.  Spider-webs hang from curtain to stage, wall to wall, making it impossible to mount the stage without either walking through them or making a hole in them.  There is a large and throne-like wooden chair on the stage, gaudily painted to look like engraved ivory set with bright jewels.  The heavily molded backdrop curtain shows a palatial sunlit courtyard, complete with fountains and flowering trees.  On a successful Perception roll or upon a careful examination, it will be seen that the extensive mold on the upper right corner of the painting obscures a small group of human figures standing in the far corner of the courtyard and gesturing in the direction of the stage.  Unfortunately, the damage is so extensive that little more remains than vague human outlines.  Similarly, a successful Perception roll or careful examination will reveal that the mold on the bottom right of the backdrop hides a small painted plant, growing from a crack in the otherwise perfect paving.  The plant resembles a miniature black tree, with a tiny human skull at the end of every branch.
 
This 10 yard by 20 yard room seems to be a theater.  Rows of engraved pinewood seats, padded with moldy red velvet, are arranged before a raised stage, hung with moldy velvet curtains of red and blue.  Spider-webs hang from curtain to stage, wall to wall, making it impossible to mount the stage without either walking through them or making a hole in them.  There is a large and throne-like wooden chair on the stage, gaudily painted to look like engraved ivory set with bright jewels.  The heavily molded backdrop curtain shows a palatial sunlit courtyard, complete with fountains and flowering trees.  On a successful Perception roll or upon a careful examination, it will be seen that the extensive mold on the upper right corner of the painting obscures a small group of human figures standing in the far corner of the courtyard and gesturing in the direction of the stage.  Unfortunately, the damage is so extensive that little more remains than vague human outlines.  Similarly, a successful Perception roll or careful examination will reveal that the mold on the bottom right of the backdrop hides a small painted plant, growing from a crack in the otherwise perfect paving.  The plant resembles a miniature black tree, with a tiny human skull at the end of every branch.
  
Line 12: Line 15:
  
 
=3. Music Room=
 
=3. Music Room=
 +
 
This 6 yard by 6 yard room is so thickly webbed that even the corridor outside is filled, making it impossible to come within 5 yards of the doorway without touching the web.  The web is not strong enough to entrap humans but touching it or otherwise causing movement will summon the Rock Spiders who live in the room and are looking for a meal.
 
This 6 yard by 6 yard room is so thickly webbed that even the corridor outside is filled, making it impossible to come within 5 yards of the doorway without touching the web.  The web is not strong enough to entrap humans but touching it or otherwise causing movement will summon the Rock Spiders who live in the room and are looking for a meal.
  
 
Should the PCs actually make it into the room, they fill find that it contains a wooden dais 2 yards in diameter, before which are set 7 engraved cedar chairs, padded with red velvet and draped in spider-webs.  The stained and moldy walls depict scenes of nymphs and satyrs dancing through the woods playing lyres, pipes and drums.  The room is home to 18 very aggressive Rock Spiders.
 
Should the PCs actually make it into the room, they fill find that it contains a wooden dais 2 yards in diameter, before which are set 7 engraved cedar chairs, padded with red velvet and draped in spider-webs.  The stained and moldy walls depict scenes of nymphs and satyrs dancing through the woods playing lyres, pipes and drums.  The room is home to 18 very aggressive Rock Spiders.
  
==Monsters==
 
  
===18 Rock Spiders===
+
'''Monsters'''
 +
 
 +
'''18 Rock Spiders'''
 +
 
 
Rock spiders are brown, furry arachnids about the size of a medium dog, who capture their prey by hunting in packs.  They are very aggressive hunters and even human-sized animals, once detected, will immediately be attacked as food.
 
Rock spiders are brown, furry arachnids about the size of a medium dog, who capture their prey by hunting in packs.  They are very aggressive hunters and even human-sized animals, once detected, will immediately be attacked as food.
  
{{GURPSNPCTraits|7|12|3|10|8|9|8|8|4|4|-1|0|9|N/A|N/A|Bite-12 1d-1 Impaling|360° Vision; Combat Reflexes; Extra Legs (Eight Legs); Horizontal; Infravision; No Fine Manipulators; Super Jump 1 (10-yard jump); Wild Animal. |Jumping-16; Stealth-15.|Dire Animal. |Any character damaged by the bite of a Rock Spider must roll against HT or be at -1 DX for one hour.  Effects are cumulative with the number of times the character was bitten.}}
+
ST: 7 HP: 8 Speed: 4
 +
 
 +
DX: 12 Will: 9 Move: 4
 +
 
 +
IQ: 3 Per: 8
 +
 
 +
HT: 10 FP: 8 SM: -1
 +
 
 +
Dodge: 9 Parry: N/A DR: 0
 +
 
 +
Bite (12): 1d-1 impale.
 +
 
 +
Traits: 360° Vision; Combat Reflexes; Extra Legs (Eight Legs); Horizontal; Infravision; No Fine Manipulators; Super Jump 1 (10-yard jump); Wild Animal.
 +
 
 +
Skills: Jumping-16; Stealth-15.
 +
 
 +
Class: Dire Animal.
 +
 
 +
Note:  Any character damaged by the bite of a Rock Spider must roll against HT or be at -1 DX for one hour.  Effects are cumulative with the number of times the character was bitten.
 +
 
 +
 
 +
'''Treasure'''
  
==Treasure==
 
 
Resting on one of the chairs and covered in web is a bone harp, beautifully carved with long twisting dragons.  (The harp is actually made from dragonbone, considerably improving its value). ($7000, 3 lbs.)
 
Resting on one of the chairs and covered in web is a bone harp, beautifully carved with long twisting dragons.  (The harp is actually made from dragonbone, considerably improving its value). ($7000, 3 lbs.)
  
  
 
=4.  Gladiatorium=
 
=4.  Gladiatorium=
 +
 
This round room is 10 yards in diameter and thickly covered in mold.  Engraved cedar chairs, padded with red velvet, line the walls around a wide pit sunk three yards deep.  Rope ladders offer access from the seating level down into the pit (but they are rotten and will break if used).  Where the mold does not quite cover the wall, it can be seen that the stonework is painted with images of naked skeletons fighting with swords.
 
This round room is 10 yards in diameter and thickly covered in mold.  Engraved cedar chairs, padded with red velvet, line the walls around a wide pit sunk three yards deep.  Rope ladders offer access from the seating level down into the pit (but they are rotten and will break if used).  Where the mold does not quite cover the wall, it can be seen that the stonework is painted with images of naked skeletons fighting with swords.
  
 
The most on the floor is extremely thick here and PCs will be at -3 to any roll to remain on their feet and -5 to climb.  Worse yet, the spongy floor is drenched with Witches’ Honey, a gelatinous predator.  Noticing the almost transparent “honey” requires a Perception based roll at -3 against Botanist, Naturalist, Zoology or Survival (Underground).  The Witches’ Honey will attack as soon as anyone steps on or attacks it.
 
The most on the floor is extremely thick here and PCs will be at -3 to any roll to remain on their feet and -5 to climb.  Worse yet, the spongy floor is drenched with Witches’ Honey, a gelatinous predator.  Noticing the almost transparent “honey” requires a Perception based roll at -3 against Botanist, Naturalist, Zoology or Survival (Underground).  The Witches’ Honey will attack as soon as anyone steps on or attacks it.
  
==Monster==
 
  
===Witches’ Honey===
+
'''Monster'''
 +
 
 +
'''Witches’ Honey'''
 +
 
 
Witches’ Honey is a foul living jelly found in caves, in bodies of water, and in areas with high rainfall.  It is a slowly creeping puddle of sickly yellow translucence and eats any organic matter that it can find, adventurers included.
 
Witches’ Honey is a foul living jelly found in caves, in bodies of water, and in areas with high rainfall.  It is a slowly creeping puddle of sickly yellow translucence and eats any organic matter that it can find, adventurers included.
  
{{GURPSNPCTraits|0|12|0|12|30|0|0|12|3|3|1|0|9|N/A|N/A|Psuedopod-12 2d Toxic.  Roll vs. HT or be affected as if by a Paralysis spell.  Each successful attack does damage each round at a cumulative -2 per round until washed off.  Any time that a character touches the jelly is considered a successful pseudopod attack.  If a character becomes engulfed, damage is 4d Toxic and HT must be rolled against each second to avoid Paralysis.|Amphibious; Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse; Infiltration, Can ooze under barriers and through tiny holes); Invertebrate; No Legs (Slithers); No Manipulators; Vibration Sense (Air).|None|Slime. |Nonsentient – can’t communicate or negotiate.  Unaffected by Animal or Plant spells that don’t specifically target slimes.}}
+
ST: 0 HP: 30 Speed: 3.00
 +
 
 +
DX: 12 Will: 0 Move: 3
 +
 
 +
IQ: 0 Per: 10
 +
 
 +
HT: 12 FP: 12 SM: 1
 +
 
 +
Dodge: 9 Parry: N/A DR: 0
 +
 
 +
Pseudopod (12): 2d Toxic.  Roll vs. HT or be affected as if by a Paralysis spell.  Each successful attack does damage each round at a cumulative -2 per round until washed off.  Any time that a character touches the jelly is considered a successful pseudopod attack.  If a character becomes engulfed, damage is 4d Toxic and HT must be rolled against each second to avoid Paralysis.
 +
 
 +
Traits: Amphibious; Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse; Infiltration, Can ooze under barriers and through tiny holes); Invertebrate; No Legs (Slithers); No Manipulators; Vibration Sense (Air).
 +
 
 +
Class: Slime.
 +
 
 +
Notes: Nonsentient – can’t communicate or negotiate.  Unaffected by Animal or Plant spells that don’t specifically target slimes.
  
  
 
=5.  Art Gallery=
 
=5.  Art Gallery=
 +
 
This 4 yard by 12 yard hall is bare of furniture, though the walls have been paneled in oak.  The walls are hung with paintings in elaborately engraved wooden frames.  However, at some point in the past, the paint has run, somehow becoming liquid and leaving nothing of the original image but a smeared blur of color down the canvas and the wall.  These blurs of paint are perfectly dry now.
 
This 4 yard by 12 yard hall is bare of furniture, though the walls have been paneled in oak.  The walls are hung with paintings in elaborately engraved wooden frames.  However, at some point in the past, the paint has run, somehow becoming liquid and leaving nothing of the original image but a smeared blur of color down the canvas and the wall.  These blurs of paint are perfectly dry now.
  
 
One painting, halfway down the hall, is only one-third destroyed.  The right hand third is a melted mess of paint like any other artwork in the room, but the remaining two-thirds show a fine white stallion wearing an ornate saddle and a set of reigns.
 
One painting, halfway down the hall, is only one-third destroyed.  The right hand third is a melted mess of paint like any other artwork in the room, but the remaining two-thirds show a fine white stallion wearing an ornate saddle and a set of reigns.
  
==Treasure==
+
 
 +
'''Treasure'''
 +
 
 
Any PC who thinks they are going to be able to get money for this ruined artwork is dreaming.  Feel free to have an art dealer praise the originality and genius of the works, only to conclude by laughing in the PC’s faces.
 
Any PC who thinks they are going to be able to get money for this ruined artwork is dreaming.  Feel free to have an art dealer praise the originality and genius of the works, only to conclude by laughing in the PC’s faces.
  
  
 
=6.  Library=
 
=6.  Library=
 +
 
This 4 yard by 4 yard room is so thickly encrusted with mold that nothing can be seen of it but the vague shape of a large chair in the center of the room and the vague shape of standing shelves set against the far wall.  Exploring through the mold, the PCs will be able to find an engraved cedar chair with padded velvet seats and a rug so rotten and brown that no pattern can be discerned.  The mold on the shelves contains scraps of leather book-covers, but the pages have long since rotted away as has any lettering on the cover.
 
This 4 yard by 4 yard room is so thickly encrusted with mold that nothing can be seen of it but the vague shape of a large chair in the center of the room and the vague shape of standing shelves set against the far wall.  Exploring through the mold, the PCs will be able to find an engraved cedar chair with padded velvet seats and a rug so rotten and brown that no pattern can be discerned.  The mold on the shelves contains scraps of leather book-covers, but the pages have long since rotted away as has any lettering on the cover.
  
Line 55: Line 104:
  
 
=7.  Temple=
 
=7.  Temple=
 +
 
On a marble dais in the center of this round, 7 yard diameter room stands a tall, green-leafed tree, somehow thriving with no sunlight and no soil.  5 human skulls hang from the branches of the tree on leather thongs.  The white marble walls, patchy with mold, are engraved with scenes of farmers and craftspeople peacefully going about their work.
 
On a marble dais in the center of this round, 7 yard diameter room stands a tall, green-leafed tree, somehow thriving with no sunlight and no soil.  5 human skulls hang from the branches of the tree on leather thongs.  The white marble walls, patchy with mold, are engraved with scenes of farmers and craftspeople peacefully going about their work.
  
 
The temple is an area of Very High Sanctity for clerics of a god of Death or the Wilderness.  Furthermore, spells cast here are at +7 if cast by the cleric of a god of Death or the Wilderness but at -7 if cast by a cleric of Good.  Spells from the colleges of Body, Healing, Plant, Meta and Necromancy are cast at +6, while spells from the elemental collages are cast at -8.  Total bonuses and penalties cannot exceed 10.  Killing the tree will eliminate the sanctity of the area but the character who delivers the killing blow must save vs. HT-4 or be infected with plant parasites.  Consider the parasites to be a Disease (see GURPS Campaigns, p.442) which we will call “Green Death”.
 
The temple is an area of Very High Sanctity for clerics of a god of Death or the Wilderness.  Furthermore, spells cast here are at +7 if cast by the cleric of a god of Death or the Wilderness but at -7 if cast by a cleric of Good.  Spells from the colleges of Body, Healing, Plant, Meta and Necromancy are cast at +6, while spells from the elemental collages are cast at -8.  Total bonuses and penalties cannot exceed 10.  Killing the tree will eliminate the sanctity of the area but the character who delivers the killing blow must save vs. HT-4 or be infected with plant parasites.  Consider the parasites to be a Disease (see GURPS Campaigns, p.442) which we will call “Green Death”.
  
;Green Death
+
'''Green Death'''
''Vector:'' Respiratory.
+
 
 +
Vector: Respiratory.
  
''HT roll:'' HT-1
+
HT roll:  HT-1
  
''Delay:'' 6 hours.
+
Delay:  6 hours.
  
''Damage:'' 1d toxic.
+
Damage:  1d toxic.
  
''Symptoms:'' Severe chills and vague but horrific nightmares.  The whites of the eyes will gain a greenish tinge and the subject may develop feelings of isolation and hopelessness (the degree to which they give in to these feelings or not should be a role-playing matter for the player to decide).
+
Symptoms:  Severe chills and vague but horrific nightmares.  The whites of the eyes will gain a greenish tinge and the subject may develop feelings of isolation and hopelessness (the degree to which they give in to these feelings or not should be a role-playing matter for the player to decide).
  
''Cycle:'' 2 x (20-HT)
+
Cycle:  2 x (20-HT)
  
 
A Cure Disease spell will cure the Green Death, and so will a Wither Plant spell.  A Blight spell will slow the infestation, doubling the duration of cycles.
 
A Cure Disease spell will cure the Green Death, and so will a Wither Plant spell.  A Blight spell will slow the infestation, doubling the duration of cycles.
  
 +
=8.  Great Hall=
  
=8.  Great Hall=
 
 
This 20 yard by 40 yard oak-paneled hall is crawling with spiders, to the point that the walls and ceiling constantly seem to be moving and there is a continual whisper of scuttling legs.  A long table runs down the middle of the room, covered by a white sheet of web, as are the chairs around it.  One chair, larger than the others, has been hoisted up from its place at the far end of the table and is now suspended 8 feet in the air at 45 degrees.  Nestled in the web with the end of its abdomen resting in the chair is a massive black spider the size of a cow.  This is Grandmother Chtikrix.
 
This 20 yard by 40 yard oak-paneled hall is crawling with spiders, to the point that the walls and ceiling constantly seem to be moving and there is a continual whisper of scuttling legs.  A long table runs down the middle of the room, covered by a white sheet of web, as are the chairs around it.  One chair, larger than the others, has been hoisted up from its place at the far end of the table and is now suspended 8 feet in the air at 45 degrees.  Nestled in the web with the end of its abdomen resting in the chair is a massive black spider the size of a cow.  This is Grandmother Chtikrix.
  
==Monster==
 
  
===Grandmother Chtikrix===
+
'''Monster'''
 +
 
 +
'''Grandmother Chtikrix'''
 +
 
 
Grandmother Chtikrix is a massive black spider, hairless and with eight gleaming beady eyes.  She will do her best to stay off the ground and out of the reach of the PCs.  She likes to sit in her chair, but she is perfectly capable of scuttling up her web and and standing upside down on the 12 foot ceiling.
 
Grandmother Chtikrix is a massive black spider, hairless and with eight gleaming beady eyes.  She will do her best to stay off the ground and out of the reach of the PCs.  She likes to sit in her chair, but she is perfectly capable of scuttling up her web and and standing upside down on the 12 foot ceiling.
  
Line 87: Line 140:
 
In combat, she is likely to cast Control Animal (Spider Swarm) (see below) and Animate Shadow to keep her foes occupied.  Difficult targets, such as well-armored warriors, are likely to be hit with Spider Silk, of which Grandmother Chtikrix can project four strands at once.  If damaged, she may cast Steal Vitality to heal herself.  She will defend herself from magic with Meta spells (such as Dispel Magic).  She quite enjoys biting people if it isn’t too dangerous and may even come down to the floor for the opportunity.  She likes to cast Pestilence at fleeing foes and if she needs to escape, she will use Shapeshift to change into a swallow and fly away.
 
In combat, she is likely to cast Control Animal (Spider Swarm) (see below) and Animate Shadow to keep her foes occupied.  Difficult targets, such as well-armored warriors, are likely to be hit with Spider Silk, of which Grandmother Chtikrix can project four strands at once.  If damaged, she may cast Steal Vitality to heal herself.  She will defend herself from magic with Meta spells (such as Dispel Magic).  She quite enjoys biting people if it isn’t too dangerous and may even come down to the floor for the opportunity.  She likes to cast Pestilence at fleeing foes and if she needs to escape, she will use Shapeshift to change into a swallow and fly away.
  
{{GURPSNPCTraits|25|15|16|12|40|25|18|40|6|6|1|8|11|12|N/A|Bite-18 3d Impaling.  Any character damaged by the bite of Grandmother Chtikrix is the subject of an Enslave spell, cast at level 21.|360° Vision; Clinging; Combat Reflexes; Extra Legs (Eight Legs; Long, Can walk over SM 0 or smaller adventurers without needing to evade); Horizontal; Infravision; No Fine Manipulators; Super Jump 1 (10-yard jump); Wild Animal. |None|Dire Animal |Speaks Elvish and broken Dwarvish.}}
+
ST: 25 HP: 40 Speed: 6
 +
 
 +
DX: 15 Will: 25 Move: 6
 +
 
 +
IQ: 16 Per: 18
 +
 
 +
HT: 12 FP: 40 SM: 1
 +
 
 +
Dodge: 11 Parry: 12 (Leg), DR: 8
 +
 
 +
Bite (18): 3d impale.  Any character damaged by the bite of Grandmother Chtikrix is the subject of an Enslave spell, cast at level 21.
 +
 
 +
Traits: 360° Vision; Clinging; Combat Reflexes; Extra Legs (Eight Legs; Long, Can walk over SM 0 or smaller adventurers without needing to evade); Horizontal; Infravision; No Fine Manipulators; Super Jump 1 (10-yard jump); Wild Animal.
 +
 
 +
Skills: Jumping-16; Stealth-15.
 +
 
 +
Class: Dire Animal.
  
'''Spells:''' Knows the following spells at level 21:  all Hard Animal college spells (including Shapeshifting for most normal birds, reptiles and mammals), all Hard Meta college, and all Hard Necromancy spells that do not deal with the undead, demons or spirits.
+
NotesSpeaks Elvish and broken Dwarvish.
  
 +
Spells:  Knows the following spells at level 21:  all Hard Animal college spells (including Shapeshifting for most normal birds, reptiles and mammals), all Hard Meta college, and all Hard Necromancy spells that do not deal with the undead, demons or spirits.
  
===Grandmother Chtikrix’ Spider Swarm===
+
 
{{GURPSNPCTraits|0|0|0|0|20|5|0|0|4|4|1|0|N/A|N/A|N/A|Bite. Automatically hits anyone in the swarm's hexes.  Victim must roll vs. HT every time they are bitten or be at a cumulative -4 to DX for 24 hours.|Swarm; Wild Animal. |None|Animal |None}}
+
'''Grandmother Chtikrix’ Spider Swarm'''
 +
 
 +
ST: 0 HP: 20 Speed: 4
 +
 
 +
DX: 0 Will: 5 Move: 4
 +
 
 +
IQ: 0 Per: 0
 +
 
 +
HT: 0 FP: 0 SM: 1
 +
 
 +
Dodge: 0 Parry: 0 DR: 0
 +
 
 +
Bite (automatic): 1 per second.  Victim must roll vs. HT every time they are bitten or be at a cumulative -4 to DX for 24 hours.
 +
 
 +
Traits: Swarm.
 +
 
 +
Class: Animal.
  
 
See GURPS Campaigns p.461 for swarm rules.
 
See GURPS Campaigns p.461 for swarm rules.
  
==Treasure==
+
 
 +
'''Treasure'''
 +
 
 
On her second right foreleg, Grandmother Cthtikrix wears a gold bracelet set with eight small circles of black onyx ($16,000, 1 lb).  The bracelet is too wide to be worn by a normal human and has the unpleasant side-effect of attracting mundane spiders.
 
On her second right foreleg, Grandmother Cthtikrix wears a gold bracelet set with eight small circles of black onyx ($16,000, 1 lb).  The bracelet is too wide to be worn by a normal human and has the unpleasant side-effect of attracting mundane spiders.
  
 +
=9.  Shared Bedroom=
  
=9.  Shared Bedroom=
 
 
This 5 yard by 10 yard room contains 4 carved four-post cedar beds, beside each of which is a carved cedar closet and a carved cedar bedside table, set with a mirror of ivory and silver.  The walls, discolored by mold as they are, are painted with bright flowers in all colors.  The sheets on the beds are of moldy, stained silk.
 
This 5 yard by 10 yard room contains 4 carved four-post cedar beds, beside each of which is a carved cedar closet and a carved cedar bedside table, set with a mirror of ivory and silver.  The walls, discolored by mold as they are, are painted with bright flowers in all colors.  The sheets on the beds are of moldy, stained silk.
  
==Treasure==
+
 
 +
'''Treasure'''
 +
 
 
Between the sheets of bed 1 is a stuffed toy cat with one button eye.  The cat’s skin, once white, is gray-green with mold.
 
Between the sheets of bed 1 is a stuffed toy cat with one button eye.  The cat’s skin, once white, is gray-green with mold.
  
Line 136: Line 226:
  
 
39 gold pieces, a lock of white hair tied in a red silk ribbon (worthless).
 
39 gold pieces, a lock of white hair tied in a red silk ribbon (worthless).
 +
  
 
'''Table 3'''.  17 gold pieces, a silver necklace ($45, 0.05 lbs) and a gold ring engraved with Elvish runes.  The ring is a Ring of Poise.
 
'''Table 3'''.  17 gold pieces, a silver necklace ($45, 0.05 lbs) and a gold ring engraved with Elvish runes.  The ring is a Ring of Poise.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: