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Delvenbrass The Adventure: The PC’s are invited to Flameflower by the now liberated prisoner Ambara (room #59 in the City of Skulls module) to meet Kashafen, the elven leader. They are asked to give a recounting of their activities and what they saw in Dorakaa. They are also given thanks for liberating Ambara from a certain death at the hands of the Old One’s priests. In the meeting, Kashafen introduces the PC’s to a half- elf named Rafendyl “Gildentongue”, a renowned bard and follower of the elven deity Labelas Enoreth (deity of time and longevity). Kashafen informs the PC’s that over the past few months, his network of spies have spotted followers of the Reaper in the central Vesve. The reports have indicated that the group is looking for an ancient relic of Nerull rumored to be hidden somewhere within the Vesve. The rumor is true and the followers of Nerull have found their quarries location, the lost Bakluni castle known as Delvenbrass holds this treasure in its depths. Rafendyl is on a mission to find the lost castle before the followers of Nerull do and attempt to stop them and retrieve the item(s) that they are looking for. Kashafen asks the PC’s if they are interested in accompanying Rafendyl in his quest to stop the Reapers followers. {(DM NOTE): The followers of Nerull have already found the lost castle. They will have almost a day’s head start on the PC’s when they finally arrive. The followers of Nerulls mission is to fight as few things as possible on the upper levels and reach the lower depths so they can retrieve the items. {Notes will be made in the room descriptions as to which rooms they have been in.} The PC’s will have trouble from behind as well. The followers of Iuz have also heard the rumors and have dispatched a group to retrieve the items before the Reapers followers do. The Iuzites, lead by the lesser Bonehart priest Panshazek and a member of the Boneshadow, will be 1 day behind the PC’s. Iuz’s great fear of the Reaper has inspired such a powerful group to be sent. Not only will the PC’s have to battle the numerous monsters of the castle but they have the two evil groups to contend with as well. {Panshazek should survive the castle and make his retreat back to Greenreach where the PC’s can confront him. The PC’s should meet up at some time with the followers of Nerull by the time they reach the 4 th level. Once here, you the DM, should choose the course for these NPC’s as well as deciding what the Iuzites are doing as well. You may choose to do this randomly or decide to have a meeting at a particular juncture in the story.} Philidor the Archmage has coordinated this mission for the PC’s with the information he was able to acquire from his network. This mission is very important to Philidor and he wants the best chance of its success. Rafendyl is a loyal servant of Philidor and Kashafen is an ally. Philidor has heard of the PC’s courage & cunning (from many sources) and desires to see what is truly in their hearts. He has sent Rafendyl to observe and help the PC’s when necessary as well as act as an intermediary. The PC’s will also be joined by a powerful paladin of Pelor on their way to the castle, a man named Klysandral. He has also heard the tales of Nerull’s fowl followers searching for some vile weapons of evil and wishes to stop them from reaching their goal. {This is a setup for the module “A Paladin in Hell” if the DM wishes to run that adventure at some time in the future, Use Loviath with the Iuzites as their source of information about the Reaper if you plan to run the module. She will disguise her true powers until the right time, posing as a middle powered mage.} Philidor believes that this group of PC’s may be the key to defeating the Old One. He has gone to great lengths to bring all the pieces together and hopes that some day soon, he can help the PC’s find a weapon that will help in their struggle to defeat the Old One and accompany them in that endeavor.} (DM Only) Location: The ruined castle is located in the central Vesve forest in the area known as the Goblinoid Lands. Finding the specific location of the castle is very difficult indeed. It cannot be seen from above the tree line if flying and the use of divination spells to find its exact location always come back with vague answers, regardless of the casters level or standing with their deity. Also asking for help from the local faire creatures garners no definitive answer either, they will not help the PC’s. They have a secret pact with the powers of goods representatives to help hide the castle from discovery (see history section for more details). The only option is extensive exploration of the southeastern Goblinoid Lands. This physical search must be undertaken in order to uncover Delvenbrass’s true location. A druid or ranger, familiar with the terrain have the best chance of finding the ruins, but only after a number of intelligence checks have been made. (3 successful and consecutive intelligence checks made each day for 3 days in a row. This is due to the subtle magic employed by the faire creatures to hide the castles ruins. The magic employed in the deception is undetectable.) After accomplishing this feat, the PC’s are able to find the ruins of Delvenbrass. 1
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Delvenbrass - baixardoc

Mar 14, 2023

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Page 1: Delvenbrass - baixardoc

DelvenbrassThe Adventure: The PC’s are invited to Flameflower by the now liberated prisoner Ambara (room #59

in the City of Skulls module) to meet Kashafen, the elven leader. They are asked to give a recounting of their activities and what they saw in Dorakaa. They are also given thanks for liberating Ambara from a certain death at the hands of the Old One’s priests. In the meeting, Kashafen introduces the PC’s to a half-elf named Rafendyl “Gildentongue”, a renowned bard and follower of the elven deity Labelas Enoreth (deity of time and longevity). Kashafen informs the PC’s that over the past few months, his network of spies have spotted followers of the Reaper in the central Vesve. The reports have indicated that the group is looking for an ancient relic of Nerull rumored to be hidden somewhere within the Vesve. The rumor is true and the followers of Nerull have found their quarries location, the lost Bakluni castle known as Delvenbrass holds this treasure in its depths. Rafendyl is on a mission to find the lost castle before the followers of Nerull do and attempt to stop them and retrieve the item(s) that they are looking for. Kashafen asks the PC’s if they are interested in accompanying Rafendyl in his quest to stop the Reapers followers.

{(DM NOTE): The followers of Nerull have already found the lost castle. They will have almost a day’s

head start on the PC’s when they finally arrive. The followers of Nerulls mission is to fight as few things as possible on the upper levels and reach the lower depths so they can retrieve the items. {Notes will be made in the room descriptions as to which rooms they have been in.} The PC’s will have trouble from behind as well. The followers of Iuz have also heard the rumors and have dispatched a group to retrieve the items before the Reapers followers do. The Iuzites, lead by the lesser Bonehart priest Panshazek and a member of the Boneshadow, will be 1 day behind the PC’s. Iuz’s great fear of the Reaper has inspired such a powerful group to be sent. Not only will the PC’s have to battle the numerous monsters of the castle but they have the two evil groups to contend with as well. {Panshazek should survive the castle and make his retreat back to Greenreach where the PC’s can confront him. The PC’s should meet up at some time with the followers of Nerull by the time they reach the 4th level. Once here, you the DM, should choose the course for these NPC’s as well as deciding what the Iuzites are doing as well. You may choose to do this randomly or decide to have a meeting at a particular juncture in the story.}

Philidor the Archmage has coordinated this mission for the PC’s with the information he was able to acquire from his network. This mission is very important to Philidor and he wants the best chance of its success. Rafendyl is a loyal servant of Philidor and Kashafen is an ally. Philidor has heard of the PC’s courage & cunning (from many sources) and desires to see what is truly in their hearts. He has sent Rafendyl to observe and help the PC’s when necessary as well as act as an intermediary. The PC’s will also be joined by a powerful paladin of Pelor on their way to the castle, a man named Klysandral. He has also heard the tales of Nerull’s fowl followers searching for some vile weapons of evil and wishes to stop them from reaching their goal. {This is a setup for the module “A Paladin in Hell” if the DM wishes to run that adventure at some time in the future, Use Loviath with the Iuzites as their source of information about the Reaper if you plan to run the module. She will disguise her true powers until the right time, posing as a middle powered mage.} Philidor believes that this group of PC’s may be the key to defeating the Old One. He has gone to great lengths to bring all the pieces together and hopes that some day soon, he can help the PC’s find a weapon that will help in their struggle to defeat the Old One and accompany them in that endeavor.}

(DM Only) Location: The ruined castle is located in the central Vesve forest in the area known as the

Goblinoid Lands. Finding the specific location of the castle is very difficult indeed. It cannot be seen from above the tree line if flying and the use of divination spells to find its exact location always come back with vague answers, regardless of the casters level or standing with their deity. Also asking for help from the local faire creatures garners no definitive answer either, they will not help the PC’s. They have a secret pact with the powers of goods representatives to help hide the castle from discovery (see history section for more details). The only option is extensive exploration of the southeastern Goblinoid Lands. This physical search must be undertaken in order to uncover Delvenbrass’s true location. A druid or ranger, familiar with the terrain have the best chance of finding the ruins, but only after a number of intelligence checks have been made. (3 successful and consecutive intelligence checks made each day for 3 days in a row. This is due to the subtle magic employed by the faire creatures to hide the castles ruins. The magic employed in the deception is undetectable.) After accomplishing this feat, the PC’s are able to find the ruins of Delvenbrass.

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(DM Only) History: Bakluni settlers originally built these ruins when they migrated west making this

their strongest settlement away from their homelands. By chance, during their westward expansion, a large cave system was discovered on the site that Delvenbrass now sits on. During the exploration of the caves, it was learned that the cave system lead down over a mile into the Oerth. But the most interesting discovery to the Bakluni was that the rock deep in the ground had many magical properties. This rock enhanced and augmented the casting of certain magical spells, especially those relating to the school of conjuration/summoning. So it was decided that a castle was to be built above the site and excavation of the cavern system below would commence to hollow it out. The Bakluni then set out to discover the mystery behind this magical stone and harness its power to use against the Suel. But, something went terribly wrong with their research and it cost the lives of all those in the castle. The visible sections of the castle on the surface of the Vesve are actually the remains of the third floor. The castle sank into the ground when a mishap occurred with an experiment on the stone, almost completely destroying the third level and only leaving portions of the roof visible, now at ground level. The dungeons below were left intact for some unknown reason and are now infested with many evil and destructive monsters. They were brought forth by the magical research the Bakluni mages were conducting on the magic sensitive rock of the area. Any survivors of the magical mishap did not live long to celebrate that fact. They were either quickly killed by the many new “residents” of the castle or became some of the monsters that inhabit its depths.

The most out of place residents in the castle are a pair of mated venerable gold dragons and a few of their servants. They live on the lowest level of the castle (Level 11). They came here at the behest of the greater powers of good to guard some of the most reviled evil artifacts and items that had been collected on Oerth. Here they have held their posts for many centuries. They wait for a servant of good to come and retrieve the items so that they may ultimately be destroyed or moved until such a time that their destruction can be brought about. The guardians use the castles obscurity as their first line of defense and have made “pacts” with many of the local faire creatures to help keep it secure. They use the evil creatures of the castle as their second line of defense against intrusion. This “natural” barrier of evil monsters used to help guard the evil artifacts has not gone unnoticed nor without a bit of irony by the dragons and their fellow guardians. Any servants of good sent to retrieve the items will be the sign from the greater powers that it is time to leave this place because the security of the items have been compromised. The servant of good has already been tested by the challenges set by the monsters and those reaching the bottom are deemed worthy for careful consideration by the dragons to be given their charge (none have ever come). And the third line of defense is the fact that no one, except a few very powerful servants of good, knows that this place even exists. None of the guardians have had any contact with the greater powers of good since they arrived. This has completely eliminated any chance of being discovered by any dark powers or their servants. The bottom level is cut off from the rest of the castle and is nearly inaccessible to all but the most cunning and powerful PC’s. A small fissure that opens into a tunnel is the only access to the 11th level. This and the fact that the level is shielded from magical Scrying, extra-dimensional transportation of any kind, has only one physical entrance and is set with many magical and normal traps, help make this a very secure location to hide something you don’t want found.

(DM Only) The Magical Stone: The monsters in the castle can easily replenish their numbers with

the strange magic’s at work here. The stone that makes up the lower dungeons walls, floors and ceilings is imbued with special magical properties. This stone enhances conjuration/summoning magic. When the Bakluni were conducting their experiments with the stone, they caused a magical “backfire” to occur. This “backfire” has created a permanent “monster summoning” spell. This effect is random in the number of monsters brought into the castle as well as hit dice, size, kind of creature and destination location of summoning. But there are a few things that are constant. The effect occurs once per day, it only brings the strongest and most evil kinds of monsters with a low to high intelligence to the dungeons, as well as only those that inhabit an area within 200 miles of the castle. In game terms, this means that all monsters encountered in the castle will be from the UnderOerth, The Yatil Mountains or the Vesve forest, they will have maximum hit points and will always deal out a minimum of the mean damage possible from their

natural attacks. (I.E.: A troll hits for 2-8 points of damage with its claw, the least amount of damage the

troll can do will always be 5 points of damage, regardless of what the damage rolled is. Anything more than a roll of 5 counts for that number. Anything less than a 5 will always equals 5 points of damage. Weapons do not count in this consideration.)

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When deciding on what new monsters arrive daily in the castle while the PC’s are adventuring here, roll an 8-sided dice to determine which level the monsters will appear on. (starting with level 4 of the castle as a 1 on the die and working down, level 5 being a 2 on the die, etc.) Then roll two 10-sided dice to determine the number of creatures that will be summoned. You can choose any kind of creature that matches the above criteria (or reuse the monsters outlined in the adventure) and place them in any random room on the level you rolled for. If the creatures arrive on the 11th level, the dragons will kill them and they won’t be an issue for the PC’s to deal with. All other creatures will be added to the castles compliment of monsters.

If PC’s attempt to cast any spell from the school of conjuration/summoning, they will have some unexpected results. Because of the magical “backfire”, any spell cast from this school of magic on the 4th level down will have augmented results. Roll a d20 on the following table to determine what effects will occur to the spell. Roll once per spell casting unless otherwise instructed by the chart. The rolled results are the only augmentation of the spell. All other aspects of the spell will occur as per the spell’s description. Summoned or conjured creatures by the caster (PC or NPC) will also be under the same enhancements that the “backfire” creatures are under. (Maximum Hit Points and Mean damage from natural attacks).

1. Area of effect doubled2. Area of effect halved3. Area of effect tripled4. Area of effect at one quarter normal5. Duration doubled6. Duration halved7. Duration tripled8. Duration at one quarter normal9. Range doubled10. Range halved11. Range tripled12. Range at one quarter normal13. Summoned or conjured creatures attack caster only14. Summoned or conjured creatures attack all PC’s in caster’s party15. Saving throw of target increased by +2 (cumulative)16. Saving throw penalty to target of –2 (cumulative)17. Saving throw automatic success for target18. Saving throw automatic failure for target19. Roll again for 2 effects20. Roll again for 3 effects

If the result from the roll does not apply to the particular spell being cast, re-roll until an appropriate effect is determined. This table is used every time a spell is cast from the school of conjuration/summoning. All other schools of magic (including clerical magic) have a 5% chance of failure per level of the dungeon below the 4th level. (i.e., on the 10th level of the castle, there is a 35% chance of spell failure) This effect is also due to the “backfire” caused in the experiments and the stones effect on planar pathways.

The castle has also been protected from travel spells such as teleport, plane shift, etherealness, etc. or any magic items that mimic these effects. Teleport, Dimension Door and Teleport without Error can be used once inside the castle but not to enter or exit. These spells can only be used on each level and not to travel between levels. The Bakluni builders incorporated these magical restrictions into their design. Spells that alter stone like: transmute rock to mud, stone shape, stone tell, disintegrate, etc. also have little to no effect on the rock in the caverns. The stone used in the construction as well as the magical “backfire” has caused these odd effects.

The stone itself can be physically mined, removed from the dungeon and then used in spell casting, but the stone must be refined first before doing this. The stone is used in conjunction with other material components and is destroyed in the casting of the spell. The amount of stone required in the spell casting depends on the level of the cast spell. Each level, beginning at first level, requires 1 pound of the stone. So a 7th level spell would require 7 pounds of stone, as well as any other normal material components required for the casting. The stone is very bulky and makes it very impractical for a PC to take with them on an adventure, but the players have the option to experiment with the stone if they so choose. (NOTE: This is why the dungeon collapsed. The experiments, unbeknownst to the Bakluni mages, used up the

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foundation rock of the dungeons and the final experiment that caused the “backfire” used up so much rock that the castles weight brought it down on itself.)

Exterior: The castle has fallen into great disrepair over the years and the section above ground is

almost completely destroyed. Only a few short walls and minor sections of its namesake brass roof remain intact. These pieces of the castle are almost completely covered over by the dense and nearly impassable forest thanks to the faire creatures working with the gold dragons. It is easy to see why no one has found these ruins in hundreds of years. Upon further inspection of the area, it is easier to see where the different rooms were and even discern what function they may have previously had. If there were higher levels to this building, they no longer exist and all trace of them has been erased. A hasty piece of camouflage has been erected over the only visible entrance, which is a spiral staircase partially buried in the ruins leading down. The staircase has been recently uncovered with enough room for a single file descent.

Level 1 (the former 2nd level above ground)(NOTE: This level’s rooms and hallways have 25-foot high ceilings, they are devoid of light, have a damp smell and feel to them and all doors are broken open iron bound wooden doors unless stated otherwise in the room descriptions. All exterior walls on this level have major cracks and sections missing from them due to the extreme pressures from the castles collapse into the ground. All internal walls have cracks in them as well.)

S1: This spiral staircase made of dark black stone is wide enough to accommodate 1 normal sized human at a time. It travels(ed) from the 3rd floor above ground (now the surface) to the second sub level of the castle (now the 3rd level in the module). Each section of the staircase is 30-feet from one level to the next. At these 30-foot intervals there is a small landing that exits onto that particular level. The staircase is partially blocked by a large piece of rubble that requires a combined strength of 40 to move. Once the obstruction is removed, the rest of the staircase is strewn with a lot of debris that has fallen down over the ages and a number of cracks have formed along its path from the strain of the magical mishap that brought the castle down. Any PC weighing over 200 lbs. (with equipment) must make a dexterity check every 3 rounds. Those that fail the check break away part of the stairs and fall, taking 1d6 points of damage as they slide down the stairs. They also have a chance to break any fragile objects on their person as well as knocking other party members down around them. {DM NOTE: The followers of Nerull used the staircase to get down to this level. They placed the large stone in the stairway to block anyone else from following them easily. A skeleton (a former priest of Istus in the castle) has been placed at the 1st landing and will immediately go to its master if the rock begins to move. This is a signal to the followers of Nerull that they are being followed.}

Room #1: 120 ft x 100 ft. This room used to be the throne room. A partially raised dais 10-feet in diameter can be seen on the eastern wall with 2 crushed chairs seated upon it. The walls are decorated with fantastic murals of once vibrant images of Baklunish society. Now the walls that used to have such powerful colors are faded and gray looking with the murals barely perceptible. There are unlit sconces spread throughout the room as well as disintegrating fabrics, pillows, silks and the bones of many creatures’ great and small. There are also 6 bodies of decaying orcs that appear to have been crushed but there is no blood around them. The most interesting items in the room are the 5 pristine metal statues spread around the room. (2 on the north wall, 2 on the south wall and one on the west wall) Each is a different representation of deities in the Bakluni pantheon: Istus, Geshtai, Xan Yae, Al’Akbar and Zuoken. These statues are really Iron Golems that were placed here to guard the ruling family from Suel spies. When the castle fell, they remained and have kept the many monsters below at bay all this time from reaching the surface. They will attack anyone that enters the throne room. {DM NOTE: The Urzon orcs were undead servants of Nerull’s clerics that used them as a decoy so they could continue downstairs unscathed}

AC 3 (Iron Golem) THAC0 3 Damage: 4-40 (Fist) +3 or better weapon to hit, Slow spell Breath Weapon every 3 rounds, Electric damage slows golem by 50% for 3 rounds, Fire damage repairs 1 point of damage per each point done.

HP (18HD) 80 80 8080 80

XP: 13,000 each = 65,000 total

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Room #2: 80 ft x 80 ft. This room used to be the formal dining room for the castle. Now the great chandeliers lie broken on the floor, the chairs are in pieces around the room and plates with half consumed petrified food still sit on the table. A few bones from what appears to have been humans lie scattered around the room. The walls are covered with great tapestries that are ripped and faded from the disaster and time. What can be made out of the tapestries is that they depict scenes of Bakluni life in the dessert. There is nothing of value in this room.Room #2a: 30 ft x 80 ft. This room used to be the pantry for the kitchen. All foodstuffs that are found in this room are petrified. The shelves lie broken off their wall mounts and open barrels, sacks and broken bottles lie all around this room. The elevator, (E1 10 ft x 10 ft) which leads down to the original ground level, is broken in the closed position on this level with only a small gap revealing what lies below. A cold breeze can be felt emanating from the gap and burly voices can be heard in the distance if listened for but nothing can be made out without the use of magic. A wavering light can be seen through the gap as well. The ropes that held the elevator in place no longer function. There is nothing of value in this room.

Room #3: 60 ft x 25 ft. This room used to be the kitchen. It lies in shambles like the rest of the rooms on this level. Pots and pans on the floor, broken dishes, and partially cooked meals now petrified. There are also a number of human skeletons lying about the room. There is nothing of value here.

Room #4: 50 ft x 70 ft. This room used to be the lord of the castles personal residence. The Baklunish leader made his home in this room. The once fine silks, overstuffed pillows and ornamental pottery have all been soiled with age. The walls are covered in partially destroyed murals designed with small ceramic tiles of once vibrant colors. These murals depicted the life of an important Baklunish male of great wealth and power. Each wall has a partial mural remaining. The collapse of the castle jarred many of the tiles from the wall, evidenced by their presence on the floor of the room. A major section of the ceiling has also collapsed in this room, filling the western section with a lot of rock and dirt. The only items of value left in these chambers are the many gems that were used in the construction of the murals. There are a total of 100 gems valued at 2d100 gp each. It takes 30 minutes of searching to uncover 1d10 gems.

Room #5: 50 ft x 50 ft. This room used to be chambers of the leaders wife. Here she lived in opulence, now the room is a disaster. The ladies remains are found in the collection of now faded and torn pillows in the center of the room. A large section of the ceiling is partially covering her body. The walls in this chamber are also covered in partially destroyed murals designed with small ceramic tiles. These murals depicted scenes of royal females in Baklunish society. There is a 4 legged tub made of gold that is partially buried in the southwestern corner of the room. It is 7-feet x 3-feet and weighs nearly 1,000 lbs. It is valued at 10,000 gp.

Room #6: 50ft x 50 ft. This room used to be the harem for the leader. It now houses the skeletons of the 10 former residents. Each is partially buried in the rubble of the fallen ceiling. The walls of this room are also covered with partial murals that depict explicit sexual acts. There are scattered pieces of jewelry lying in the debris. There are a total of 15 pieces of jewelry valued at 3d100 gp each. It takes 30 minutes of searching to uncover 1d6 pieces of jewelry.

Room #7a-f: 30 ft x 50 ft. These rooms were occupied by the leaders children along with their nannies and tutors. Each is decorated with now torn and ruined tapestries of famous scenes from children’s fables in ancient Baklunish society. Anyone with a proficiency in Ancient History, Bakluni has a chance to recognize the imagery. Each room has the following skeletons: A – 2 adults and 2 infants, B – 1 adult and 1 toddler, C – 1 adult and 1 infant, D – 1 adult and 1 toddler, E – 1 adult and 2 preteens, F – 1 adult and 3 teenagers.

Room #8a-f: 30 ft x 15 ft. Each of these rooms was the residence of the leaders personal guard. Each has the personal effects of their former occupants. Between the 6 rooms, there are 1,369 gp, 2,437 sp and 16 gems (each valued at 5d20 gp). All other items of value were either destroyed or kept with the owner.

Room #9a-f: 30 ft x 15 ft. These rooms were the personal residence of the castle sages. These advisors were all in the throne room when the “backfire” occurred. Each of these rooms is in total shambles, but there are clues as to who resided in them. Each sage had a particular specialty with tools of their trade found in their rooms. These specialties were: Astrology, Local History, Engineering, Languages, Astronomy & Genie Lore.

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Room #10a-f: 30 ft x 15 ft. These were guest rooms for the castle. Each is adorned with faded tapestries depicting Baklunish society and great city scenes. All the rooms are completely destroyed with only 2 skeletons found in 10e. Anything of value was destroyed in the accident.

Level 2 (the former ground level)(NOTE: This level’s rooms and hallways have 25-foot high ceilings, they are devoid of light, have a damp smell and feel to them and all doors are broken open iron bound wooden doors unless stated otherwise in the room descriptions. All exterior walls on this level have huge cracks and sections missing from them due to the extreme pressures from the castles collapse into the ground. All internal walls have major cracks in them as well.)

S1: This staircase landing has a permanent illusionary wall spell that covers the stairway leading to the above level. The wall itself has a large mural of a Baklunish desert city scene at sunset. Only a few creatures in the dungeons have discovered this fact, but the few that have were killed by the golems on the 1st level.

Room #11: 120 ft x 100 ft. This huge room is filled with destroyed wagons, carts, broken shelves, sections of the ceiling and numerous skeletons. The room is freezing cold from a colony of brown mold brought into the chamber that covers most of the walls. The room is also occupied by a group of 4 Frost Giants and 2 winter wolves. They are not happy at being disturbed and attack anyone that enters their lair. The giants have set a few traps in the room for any unwanted intruders. The have overturned a number of the wagons and created a barrier which they stand behind and throw rocks. Above the doors they have attached some of the carts with ropes to the ceiling and filled them with brown mold, which they throw their first rocks at to shower the intruders with the mold. Then they release their winter wolves, blow their horn in warning and attack in earnest. {Also see room #15} (DM: The room served as the castles delivery room where supplies were brought into the complex and assigned to their appointed rooms. The northern wall sports an enormous set of double iron bound doors. These doors were magnificently decorated with numerous runes and etchings that have been marred by the accident and time. The doors are also partially broken open and the huge metal bar that secured them is bent in its holders. A mound of dirt and stone has fallen into the room, coming between the partially open doors.)

AC 0 (Frost Giants) THAC0 7 Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20 (rocks)Immune to all cold-based attacks.

HP (14+1HD) 113 113113 113

AC 5 (Winter Wolves) THAC0 15 Damage: 2-8 (bite) / 6-24 (breath weapon)Breath weapon: cone of frost within 10-feet of mouth, save vs. breath weapon for half damage, immune to cold-based attacks, additional point of damage per dice from fire-based attacks.

HP (6HD) 48 48

AC 9 (Brown Mold) THAC0 n/a Damage: n/aWarm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) fire-based spells cause it to grow, does not affect cold using creatures

XP: 7,000 each (giant) + 975 each (wolves) = 29,950 total

Room #11a-d: 30 ft x 25 ft. These rooms used to be the kennel, aviary room and personal chambers of the animal keepers for the castle. Now they serve as a kennel for the giants 6 winter wolves and 11a is a make shift prison cell for future dinners to be stored. 11a is occupied by 40 frozen bodies: 3 ogres, a stone

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giant and a frost giant, all recently killed, as well as 17 blindheims, 8 meenloks & 10 boggles laying on a patch of brown mold.AC 5 (Winter Wolves) THAC0 15 Damage: 2-8 (bite) / 6-24 (breath weapon)Breath weapon: cone of frost within 10-feet of mouth, save vs. breath weapon for half damage, immune to cold-based attacks, additional point of damage per dice from fire-based attacks.

HP (6HD) 48 4848 48

XP: 975 each = 3,900 totalRoom #12: 100 ft x 50 ft. This room was once the storage room for the perishable foodstuffs. Now it is the residence of 3 frost giants. The remains of the foodstuffs and storage crates have been piled up in the western section of the room. The elevator from the level above has been propped closed with a few long poles scavenged from the wagons in room #11. The walls and floor have been covered with a colony of brown mold to keep the room cold. If there is any sign of trouble, these giants will join the fight. Or if someone tries to enter through the elevator shaft, they blow their horn and attack.

AC 0 (Frost Giants) THAC0 7 Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20 (rocks)Immune to all cold-based attacks.

HP (14+1HD) 113 113113

AC 9 (Brown Mold) THAC0 n/a Damage: n/aWarm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) fire-based spells cause it to grow, does not affect cold using creatures

XP: 7,000 each = 21,000 total

Room #13: 100 ft x 50 ft. This room used to be the stables for the castle, now it has been gutted and is occupied by the jarl and 2 female frost giants. The walls and floor have been covered with a colony of brown mold to keep the room cold. When they hear the horn or other commotion outside they will join the fight. The room has 5 gems worth 150 gp each, 376 gp, 1,257 sp and 4 pieces of jewelry worth 469 gp total.

AC 0 (Frost Giants) THAC0 7 Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20 (rocks)Immune to all cold-based attacks.

HP (14+1HD) 113113

AC -1 (Frost Giant Jarl) THAC0 5 Damage: 1-8 + 9 x 2 (fists) / 3-36 + 10 (Axe +1) / 2-20 (rocks) Immune to all cold-based attacks. Plate +1 (both magic items are giant sized and do not shrink)

HP (14+4HD) 116

AC 9 (Brown Mold) THAC0 n/a Damage: n/aWarm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) fire-based spells cause it to grow, does not affect cold using creatures

XP: 7,000 each + 10,000 (jarl) = 24,000 total

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H1: 15 ft x 150 ft. This hallway is decorated with a large mural along the eastern wall depicting the many temples to Istus found in the Bakluni homeland. They are city scenes that focus on the temples and their immediate surroundings. The murals, like everything else in the castle, are in shambles and are hard to make out what it is. The western wall is etched with runes that tell the story of Istus’s clericy and her special place in Bakluni society. There are also 4 large, unlit brass sconces hung from the ceiling that follow along this corridor.

H2: 20 ft x 100 ft. Unlit brass sconces line the walls of this hallway surrounding two great tapestries, one on the eastern wall and the other on the western wall in the center of the hallway. These tapestries are too faded to make out what used to be depicted on them. The floor of the hallway shows the wear of 2 shallow ruts that lead into rooms 21, 22, 23 & 23a.

Room #14: 120 ft x 120 ft. This room is a temple to Istus. The grand double doors that lead into this room are made of brass and are closed and wizard locked. The doors are etched with a huge symbol of Istus that covers both doors. A number of destroyed pughs (some by rubble others by giants), large pieces of rubble and a few human skeletons litter the floor of this grand room. Near the western wall, a large altar made of a dark stone sits on a raised dais. The altar has been broken (recently) right down the middle by a sharp instrument. To either side of the altar there are large sconces attached to each other in the form of a scale that normally illuminates the room. Behind the altar, there is a huge statue of Istus lying on its side, broken into many pieces. In front of the altar there is a dead frost giant with a gaping hole in its chest and 2 mutilated winter wolves. The giant and wolves have not been dead for a long time. (DM NOTE: The giant and wolves were killed by the group of Nerull’s followers as they checked this room for any clues to the relics location within the castle. The giants were unable to get into this room previously because of magical wards placed on the door and sent a party of giants to see who opened them. The giant in this room is missing its heart. 2 other giants, a frost and stone giant, were animated and sent out to distract the other giants long enough for the Nerull followers to continue down the stairs.)

Room# 14a-d: 30 ft x 30 ft. (30 ft x 15 ft). Each of these rooms used to be the personal chambers of the clerics of Istus. Now they are in shambles. Large pieces of the ceiling collapsed in these rooms, crushing most of their contents. But the rooms look to have been further destroyed by some other force for some unknown reason. (DM NOTE: The rooms were searched by the followers of Nerull in an attempt to find any record of the relics hidden location. Nothing was found and the bodies of the 2 clerics were animated before they left.)

Room #15: 100 ft x 40 ft. This room used to be the front entrance to the castle. Now it is home to 4 stone giants that are in league with the frost giants. When they hear the horn blow, they enter the hallway and throw their rocks at the back of the party. The walls are sparsely decorated with lit brass sconces along the walls. A number of carts have been brought into this room and arranged along the southern wall to make a defensive barrier against intruders. The large set of iron bound, double doors on the southern wall have been forced open and a large pile of dirt and stone has fallen into the room. It appears that the giants were attempting to dig out and hit stone and were unable to continue. (DM NOTE: see room# 16, 17 & 18)

AC 0 (Stone Giants) THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 (rocks)

HP (14+1HD) 113 113113 113

XP: 7,000 each = 28,000 total

Room #16: 50 ft x 40 ft. This room used to be a barracks, now it is the home of 2 female stone giants. They are the consorts of the elder giant in room #17. They are as strong and as devious as their male counter parts.

AC 0 (Stone Giants) THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 (rocks)

HP (14+1HD) 113 113

XP: 7,000 each = 14,000 total

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Room #17: 30 ft x 40 ft. This is the personal chamber of the elder stone giant. He will join the battle when the horn is blown or when he is alerted by his guards. There are 263 gp and a long sword in this room (not magical.)

AC 0 (Stone Giant) THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 (rocks)Innate Abilities (1x/day as 5th level mage): transmute rock to mud, stone shape, stone tell

HP (14+3HD) 115

Spells1st level: Charm Person, Grease, Magic Missile, Shield2nd Level: Detect Invisibility, ESP, Invisibility, Mirror Image, Ray of EnfeeblementXP: 9,000 totalRoom #18: 70 ft x 40 ft. 4 stone giants now occupy this former barracks. The giants will aid in the defense of their lair. If the giants see that their foes are wearing metal armor or using metal weapons, they will get 2 rust monsters from room# 19 and throw them into the middle of the enemies group.

AC 0 (Stone Giants) THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 (rocks)

HP (14+1HD) 113 113113 113

XP: 7,000 each = 28,000 total

Room #19: 60 ft x 40 ft. This room used to be the armory and still holds many of its original weapons. The shelves and wall hangers have all been destroyed by the accident and weapons lie scattered all around the floor. Many are of a strange design that the PC’s may not recognize unless familiar with Bakluni weapons. If there were any magical weapons in this room, they are long gone. There are 4 residents in this chamber that are quite content with their new environment, a very sated group of rust monsters. They are fenced in on the eastern wall and used as a weapon against some of the castles denizens with metal armor or weapons. They will not bother with the PC’s unless they are set free or bothered.

AC 5 (Rust Monster) THAC0 15 Damage: Rust all metalMagic items have a 10% chance per plus to be unaffected

HP (5HD) 40 4040 40

XP: 270 each = 1,080 total

Room #20: 70 ft x 40 ft. This room used to be a common room for the soldiers that guarded the front entrance. Now it is occupied by 10 ogres that the giants use to hunt for creatures in the lower levels.

AC 5 (Ogre) THAC0 17 Damage: 1-10 + 6 (Club)

HP (4+1HD) 33 33 3333 33 3333 33 3333

XP: 270 each = 2,700 total

Room #21: 55 ft x 50 ft. This room was the castles small forge where nails, horseshoes, pots and other small items like that were crafted. Like all other rooms on this floor, the room is in complete disarray. The anvils have fallen off their pedestals, tools & human skeletons lie scattered around the floor and workbenches are smashed. Large sections of the soot covered ceiling and walls have fallen into the room and destroyed nearly everything. The room has nothing of value in it.

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Room #22: 50 ft x 50 ft. This room used to be the storage room for raw material used in the forge. Now it is the personal chambers’ of the frost giant clans witch doctor. The walls and floor are covered with a colony of brown mold to keep the room cold. He will come to the aid of the jarl if the horn is blown. There is nothing of value in this room.

AC 9 (Brown Mold) THAC0 n/a Damage: n/aWarm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) fire-based spells cause it to grow, does not affect cold using creatures

AC 0 (Witch Doctor) THAC0 7 Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20 (rocks) Immune to all cold-based attacks.

HP (14HD) 112

Spells1st level: Bless, Command, Cure Light Wounds (rev), Detect Good/Evil, Detect Magic, Detect Poison, Endure Heat/Cold, Faire Fire, Obscurement, Protection from Good/Evil, Purify food and drink (rev), Remove Fear (rev), Sanctuary Mage: Affect Normal Fires, Charm Person, Grease, Magic Missile, Shield, Unseen Servant

2nd Level: Augury, Cure Moderate Wounds (rev), Detect Charm (rev), Enthrall, Find Traps, Hold Person, Resist Fire/Cold, Sanctify (rev), Slow Poison, Snake Charm, Withdraw Mage: Detect Invisibility, ESP, Invisibility, Mirror Image, Ray of Enfeeblement, Spectral Hand

3rd Level: Call Lightning, Cure Blindness & Deafness (rev), Cure Disease (rev), Detect Spirits, Dispel Magic, Emotion Control, Hold Poison, Line of Protection (rev), Locate Object (rev), Magical Vestment, Negative Plane Protection, Protection from Good/Evil 10-foot radius, Remove Curse (rev), Remove Paralysis, Repair Injury, Speak with Dead, Weather Prediction

4th Level: Cloak of Bravery (rev), Control Temperature 10-foot radius, Cure Serious Wounds (rev), Detect Lie (rev), Divination, Free Action, Imbue with Spell Ability, Neutralize Poison (rev), Omniscient Eye, Protection from Lightning, Spell Immunity, Tongues, Weather Stasis

XP: 10,000 total

Room #23: 50 ft x 70 ft. This room used to be the living quarters for the forge workers. Now it has been turned into a temple to the frost giant’s deity, Loki. The walls are covered in painted Norse runes that give high praise to Loki. The floor is covered in a colony of brown mold to keep the room cold. A giant sized altar made from wagons and covered in bloody ice is found against the western wall as well as a giant sized pair of boots {one red and one black} (the unholy symbol of Loki) hanging behind the altar. There is nothing of value here unless you are a follower of Loki.

Room #23a: 55 ft x 70 ft. This room used to be the large forge for the castle where weapons and armor were crafted. Most of the eastern wall has collapsed in the room, covering nearly everything to within 25-feet of the door. The giants use the remaining section of the chamber as the kitchen for their food preparation.

Level 3 (former 2nd sub level)(NOTE: This level’s ceilings are 20-foot high and the hallways are 10-foot wide. The level is devoid of light and all doors are closed iron bound wooden doors unless stated otherwise in the room descriptions. Every wall is made of a strange black rock. All exterior walls on this level have large cracks and sections missing from them due to the extreme pressures from the castles collapse. All internal walls have moderate cracks in them as well.)

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