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I-M) Elárion's Castle: The Great Search I

This is the first Good Party adventure with a backstory. All previous sessions had been stand-alone stories with no real point. This one started the party on the quest for the Ten Artifacts of Aurén Ilay – a quest which led them meet the great wizard Edric.

Introduction and Exterior descriptions

Page 1

Two centuries Several decades ago a wizard named Melchar set up a stronghold from which he sent out his (eleven) ten super-powerful assistants. These followers combed the world for great artifacts of magic. which when combined, could be used to overthrow an entire city. These artifacts, once in Melchar's hands, were combined and augmented with his own magic. Unfortunately for him, someone King Lari Dahln infiltrated his encampment and exposed his plans. In a lightning-swift raid, Melchar's stronhold was ruined. In the interests of good, the artifacts were given to eleven ten very powerful minions of good each to be destroyed. Whether these people were corrupted or killed is not known, but only two one reported back successfully.

Now, Melchar's stronghold has once again become active. A lady by the name of Elárion (a descendant granddaughter of Melchar) has tried to finish up where her ancestor left off. She, however, has only found the location of the first of the eleven ten artifacts. To aid in her task it is possible that an evil deity has set up clues do that all eleven can be found. This, however, can be used to the party's advantage in that if Elárion is neutralized and the first clue found, all artifacts can be found and used or destroyed.

Page 2

Elárion's castle is located on Dauthia Island off the NE coast of the island1). From the mainland, the castle can be seen clearly. Getting to the island can be accomplished quite easily and with no chance for water encounters. Once on the main island, however, there is a 1/6 chance per hex of having an encounter. These encounters are special and have nothing to do with the roster for this castle.

d20: Encounter # on island
1 Dragonne, 1 1
2-3 Hill Giant, 1 1
4-9 Goblins, 2-12 30
10-14 Kobolds, 3-18 40
15-16 Ogres, 1-2 4
17-20 Orcs, 1-8 20
Lairs:2)
1. Dragonne AC6 HD9 Dd8/d8/3d6+Roar hp42 Location: H26
Treasure: 4000 ep, 4 gems (500, 80, 70, 50), 3 scrolls: MU (Prot Norm Missiles 3, Prot Evil 10' Rad 3, Hall Terrain 4, Feeblemind 5), Druid (Feign Death 2), Cleric (Spirit Hammer 2)
2. Hill Giant AC4, HD8+1, D 2d8 or d8+7 hp 46 Location: X30
Treasure: 600 gp
3. Goblins AC6 HD1-1 Dd6 or short sword hp 4 ea. Location: I20
Treasure: 100 sp, gem (50), gold w/gems pin (200)
4. Kobolds AC7 HD1/2 Dd4 or d6(club) hp 3 ea. Location: T15
Treasure: 300 ep, 100 sp, gem (60)
5. Ogres AC5 HD4+1 Dd10 or d6+6 hp 20 ea. Location: N29
Treasure: 600 cp, 1 potion (Diminution)
6. Orcs AC6 HD1 Dd8 or battle axe hp 7 ea. Location: BB20
Treasure: 400 sp, gem (15), silver idol (30), cursed scroll (Reader polymorphed to random level IV monster – Dispel vs. 7th level).
Page 3

* Castle Descriptions:

Main Entrance – There are always 12 GOBLINS on guard on the wall (6 on either side of the door). 2 (guards) will always be Archers3). There are two portcullis here (spaced 20 feet apart). The first is raised while the inner is not. If the party is foolish enough to enter these gates, the Goblins will lower the outer gate so as to trap them attack immediately in full force. At this point oil will be poured onto the party and all of the goblins will attack (throwing flaming torches first).

Along the the other walls there are 12 more goblins guards patrolling4). (4 on each of the three other walls). In the moat around the castle there is one POISONOUS GIANT SNAKE who will attack anybody in the water (20% chance he will be near enough to notice. If so, each character has a chance [detect unusual] to see him).

Stables – There are 14 horses hre (3 are warhorses with Chain barding, the others are light riding) as well as 4 Goblins (unarmed) tending the horses.

Page 4

Kitchen Area – See detail map 15). There are 20 KOBOLDS living and working here at all times. They are divided as follows: 10 in the kitchen area, 5 at the table north of the curtain, and 5 in the living area. In the living area is a sack with 200 cp in it. In the storage area nearest to the wall, all of the barrels are empty and the chest in the corner (unlocked) contains 1000 cp and 10 gems (10 gp each). The other storage area contains grains, salted meats, fresh (and not-so-fresh) fruits and vegetables, as well as seasonings.

Barn/Farmhouse – Here, there are 6 cows, 17 chickens, 6 pigs, and 5 goats as well as 4 GOBLINS. There is no treasure, yet there are 2 butchered pigs and a side of beef hanging nearby as well as several jugs of fresh milk and baskets of eggs. In the garden nearby are many vegetables and nothing of interest.

Stables

Guard Quarters East – See detail map 2. There are 16 GOBLINS in this building as well as the Red and Blue Orc Archer squadrons (5 each). The goblins are divided as follows: the leader behind the curtain in the corner (w/the treasure), 3 others around the fire pit and 21 in the Rec Area. The Orcs are all in their rooms except for 2 from each squadron that are on duty. There are also 6 Goblin wenches who will not fight. Section A contains Red squadron, Section B contains Blue squadron, and Sectionc C and D contain food and weapons for the archers. The other storage areas contain some food, quite a bit of ale, and an enormous amount of weapons.

Pages 5 & 6

Collapsed Building – This area is the only other entrance to the castle other than the main entrance. As a result, Elárion has tried to block it up as much as possible and has stationed 7 GOBLINS on guard here. These goblins are not alert and may be asleep (40% chance per goblin).

Main Castle – See detail map 3. Individual descriptions are on the next few pages.

Castle Roster (excluding Main Building)
1. Kobolds, 20 AC7 HD1/2 Dd4 (daggers) hp 3ea. Treasure: 5 cp each
2. Goblins, 20 on wall AC6 HD1-1 Dd6(short bow) hp 7 ea. Treasure: 10 sp ea.
Goblins, 4 in stables AC6 HD1-1 Dd6(spear) hp 5 ea. Treasure: 10 sp ea.
Goblins, 3 in Barn AC6 HD1-1 D2d4(m star) hp 4 ea. Treasure: 10 sp ea.
Goblins, 7 in collapsed AC6 HD1-1 Dd6(shrt swd) hp 5 ea. Treasure: 10 sp ea.
Goblins, 3 in fire pit area AC6 HD1-1 Dd6+1(m pick) hp 7 ea. Treasure: 10 sp ea.
Goblins, 12 in rec area AC6 HD1-1 Dd6(shrt swd) hp 7 ea. Treasure: 10 sp ea.
Goblin Leader AC5 HD1 Dd6(shrt swd) hp 8 Treasure: 200 sp + ring (gold w/gems valued at 800 gp!)
3. Orc Archers, 6 (Red Squadron) AC4 (Chain+Dex) HD2 Fight as 1st lvl Ftr, +1 To Hit w/Bow (50') at point blank
D d6, d8 in hand-to-hand (battle axe), hp 13 ea., Treasure: 10cp, 12sp, 3ep, 6gp, 3pp ea.
Orc Archers, 6 (Blue Squadron) AC3 (Chain+Dex) HD3 Fight as 2nd lvl Ftr, +2 To Hit @ short range, +1 Damage point blank
D d6+1 (d8 in hand-to-hand), hp 18 ea., Treasure: 19cp, 9sp, 7ep, 3gp, 2pp ea.
Magic Items:
#1 Longsword +1 I0
#2 Longsword +1 I0
#3 2 1 Potion: Cloud Giant Control & Hill Giant Strength (w/special bow)
#4 2 1 Potion: Clairvoyance & Speed
4. Poisonous Giant Snake AC5 MV15“/12” HD4+2 Dd3+poison type B (3d6) hp 34

Interior descriptions

Page 1

Main Castle Descriptions

Entry West

There are 5 GOBLINS on guard here at all times (AC6 HD1-1 D2d4(morning star) hp 7 ea., 15 sp ea.). If they are slain in one round (or surprise) there is no chance that the OGRES will hear and respond. On the second round there is a 25% chance, on the third a 50% chance, and on the fourth a 75% chance. On the fifth round, the Ogres will definitely hear. Besides their weapons and money these goblins also carry the following: A ring of six keys (West door to cell block, East door to cell block, West and East doors to cell block storage, and two keys for 1) all cell doors and 2) all cell manacles).

Entry East

There are 5 GOBLINS on guard here as above. These ones also have a set of keys and have the same chance of alerting the Ogres.

Cell Block

There are 47 5×5' cells in this block as well as 2 storage areas. The East storage area has the equipment of ATHENA, the prisoner. The West storage area is empty. Cells with no letters have two pair of manacles on short chains. Otherwise: A) Has no manacles B) Has a dead goblin in manacles C) Has a corpse of a goblin (not in manacles) and a Human (in only 2 manacles) D) Has ATHENA (see below) E) Has a recently dead human (Athena's partner). Athena is a beautiful half-elf who heard of the story of Melchar and decided to investigate the castle. She was surprised to find it occupied and as a result, she and her partner (a paladin) were captured. She is currently at -2 hit points and will gladly help the party if freed and cured. Note that two of the cells near the west are collapsed to the point where collapsed room C can be accessed.

Page 2

Collapsed Room C

Searching this room will cause considerable noise and will certainly draw the Ogres from Storage C will hear(sic). There is nothing of interest here.

Storage C

While this room is primarily for storage, there are 3 OGRES (AC5, MV9“, HD4+1, Dd6+6(club), hp 23, 20, 19). They each have 10 gp. In this room are several casks of wine (11) and 2 empty barrels. There are also 80 bottles of fine wine and brandy.

Weapons Locker

None of the weapons in this room are magic, however, there are the following: 237 arrows in 10 large quivers, 5 battle axes, 15 hand axes, 2 short bows, 2 heavy crossbows, 19 daggers, 61 darts, 4 flails, 3 halberds, 1 Ranseur, 4 slings and 31 bullets, 3 long swords, 4 short swords, 1 two-handed sword, and 5 javelins.

Page 3

Dining Area

This area is empty.

Main Hall

Any combat with the Ogres will attract Elárion's 3rd henchman. Any person in the main hall has a chance (detect unusual) to see Fighter III appear in the south hallway during the second round. On the fourth round all 3 fighters will appear arrive in the main hall. On the fifth round, Elárion will arrive. The statues in this room are various grecian-style males and females.

Recreation Room

There is no treasure here.

Collapsed Room B

See Room C for details

Fighter III*

A covered bed, a round table w/cards on it, a dresser, and a cabinet are here. The dresser has clothing on it, the cabinet has some wine. Under the bed is an unlocked box with 50 gp and a platinum necklace set w/gems (200 gp).

Guest Room

Entirely empty

Treasure Vault

Contrary to the title to this room there is nothing here.

Page 4

Collapsed Room A – As rooms B & C.
Storage B – Empty
Storage A – Quite a bit of foodstuffs, several barrels of water, casks of wine, and linen, etc.
Fighter I – As Fighter III but no treasure
Fighter II – As Fighter I

Master Bedroom

In this room are the following items:

  1. A round table
  2. A large table
  3. A cabinet w/fine dresses
  4. A bed surrounded by drapes
  5. A dresser
  6. A throne (stripped of gold & gems) on a raised platform.

In a secret compartment under the throne is Elárion's spell book. The lid has a Leomund's Trap on it. Under the bed is a chest w/60 gp and a golden, silver-enlaid goblet set w/gems valued at 1000 gp.

Temple

On the altar here is a magic mouth triggered when anybody other than Elárion touches the altar. This will alert Elárion and her guards. The characters may note that the small stone blocks to either side of the altar are blood-stained. There are 5 breaks in the curtain. A long stone slab only about 1 1/2' wide rests (3' high) in front of the curtain.

Page 5

* Elárion will do her best to escape from this castle if it appears that she is losing the battle. If possible, she shouldnot be killed here so that she can re-appear in The Great Search II.

* If the party is captured, they will be placed in the cells for a day or so and then questioned by Elárion one by one. She will always have 2 guards with her during the questioning. After this there will be another day of pause after which she will have the guards execute them one after another.

* To escape, Elárion must get her spell book, rush out to the stables, get a horse, and ride out and down to hex X24 where she has a rowboat. Note that she will take with her all of her magic items and (50% chance) her treasure.

Page 6

In a large underground cavern under the castle is the first clue in the great search.

A single mummy guards the caverns here. On the raised central platform is an ornate wooden casket covered w/gold sheets and inlaid with silver and gems. All in all there are 16 gems valued at 10×100, 4×500 and 2×1000 and 50 gp worth of gold and 25 gp worth of silver.

The mummy (AC3, MV6”, HD6+3, Dd12+disease+fear, hp 38) will attack as soon as the party arrives at the pedestal.

In the alcove to the south are two chests, a dead elf wearing chain mail, and a broken bow. In the chests are 500 sp and 500 gp respectively and the elf is wearing +1 Chain and carries 4 +2 Arrows (as well as 20 others).

Carved around the platform is the clue to the location of the next first of the eleven ten magic items. It reads:

In a cavern of cold on an island of fire
lies the first ring of old still guarded by Myre.

The reference to Myre is of a medium-level good magic user who is trying to stop Elárions plans. The island of fire is a highly volcanic island to the SE of Lendore island.

Character Sheets, etc.

elarion1.jpg elarion2.jpg athena1.jpg athena2.jpg
Elárion's Spell Book:
I Affect Normal Fires II Fools Gold
Burning Hands Forget
Charm Person Invisibility * (eyelash/gum arabic)
Dancing Lights Knock
Detect Magic Leomund's Trap
Erase Locate Object
Find Familiar Magic Mouth
Friends Mirror Image * (N)
Identify Ray of Enfeeblement
Jump Web * (spider web)
Light Wizard Lock
Magic Missile * * * (N)
Nystul's Magic Aura III Blink
Protection from Evil Invisibility 10' Radius
Read Magic Leomund's Tiny Hut
Shocking Grasp Lightning Bolt * (fur/glass rod)
Sleep * (Sand) Monster Summoning I
Spider Climb Protection from Evil, 10' Radius
Unseen Servant * * (string/wood) Suggestion * (snakes tongue/sweet oil)
Ventriloquism
Write IV Ice Storm * (dust/water)
Massmorph
Elárion's Henchmen
All are Human/M Fighter/5 NE
None have Keen Hearing, Psionics, or speak any additional languages
I II III
S 16 16 18/48
I 8 13 10
W 12 11 10
D 13 12 14
C 17 15 16
Ch 15 6 10
Height 5'2“ 6'0” 6'5“
Weight 175# 170# 175#
Handedness R L R
hp 52 43 50
Armor Type Chain/Sh Chain/Sh+1 Chain+1/Sh
AC 4 3 3
MV 9” 9“ 12”
Weapons Longsword +1 Longsword Broadsword
D d8+2 D d8+1 D 2d4+3
+1 To Hit +1 To Hit


(← The Frost Cave) (Back to Adventures Index) (The Sea Cave →)

1)
Lendore Island – where the Good Party campaign originated
2)
Locations refer to hexes on a map that I seem to have lost long ago
3)
Red Squadron
4)
2 are Blue Squadron Archers
5)
seems to have been lost