(← Micronaut Summoning) (Back to Adventures Index) (Dark Mage's Castle →)
Located at hex Q32 on the Large Scale Map of the Underworld is a small city of stone built during the second age (approximately 3500 years ago). The city was once the surface city named Frellan, but a great evil curse befell the citizens. The result was that the entire city was swallowed by the earth and deposited here.
Now, the only creatures that remain in Frellan (or for that matter : the only creatures that know of the city) are undead and some demons.
1) The entrance to the city is by river. The opening has a large carved archway set into the cavern wall. Small tunnels paralleling the river continue along the left wall and go as far as the first bridge. These tunnels resume at the last bridge. They were built and are used by the Derro (though they rarely pass through this area).
2) The exit has a carving identical to the entrance.
3) This is the largest visible building and its tower can be seen from as far as the bend in the river. It is here that the Vampire lives: DROW VAMPIRE; Cleric/Fighter 7/7; S18/51 I20 W18 D20 C10 Ch17; +3 Chain / +2 Buckler; Sword +3 / Dagger +2; AC -6, hp 42. She also has a Death Lance (5 chgs). She rides a NIGHTMARE (AC -4, HD 6+6, #AT 3, D 2d4/2d4+2(x2), hp 38) and will use her Death Lance (charging on her steed) only twice. After this she will fight with her sword (+5 to hit, Damage d6+6, 3 attacks / 2 rounds). If she decides she is losing she may resort to hand-to-hand or flee (50/50). Her magic resistance is 66%. Her spells per day are 5/5/3/2.
Encounter Table (d20) | |
---|---|
1 | Bone Devil, 1 |
2 | Manes, 4-16 |
3 | Ghasts, 1-6 |
4 | Ghouls, 2-12 |
5 | Mummies, 1-4 |
6 | Zombie, Monster, 1-6 |
7 | Skeletons, 2-16 |
8 | Wights, 1-6 |
9 | Wraiths, 1-4 |
10 | Zombies, 1-10 |
11 | Apparition, 1 |
12 | Coffer Corpse, 1 |
13 | Huecuva, 1-4 |
14 | Shadow Demon, 1 |
15 | Son of Kyuss, 1-2 |
16 | Succubus, 1 or Night Hag, 1 |
17 | Nightmare, 1 or Rakshasa, 1 |
18 | Spectre, 1 or The Drow Vampire from Area 3 |
19 | Mixed Encounter - Roll Twice |
20 | Mixed Encounter - Roll Three Times |
At hex Y43 (and others nearby) on the Large Scale Map from D1-2, is located the underground kingdom of the SVIRFNEBLIN.
It consists of a vast cavern some 2-3 miles long and over 1 mile wide with a ceiling rising to 1000' at the center. Located at the midpoint of the cavern is a miniature sun that pulses with heat and light at a frequency of approximately 50 hours. The sun was placed by “the gods” and has been there for so many millennia that the deep gnomes have accustomed to it entirely: sleeping for 25 hours at a time!
The cavern has the name GLIMMERLAND and is ruled by a crafty, young queen by the name of RILLA SPARKLETIL. Her statistics are as follows:
RILLA SPARKLETIL | |||
---|---|---|---|
S | 14 | ||
I | 17 | Cleric/Illusionist 7/7 | |
W | 18 | Splint Mail +4 | |
D | 18 | hp 8 7 3 1 7 3 1 | Cloak +1 |
C | 17 | 4 2 2 4 4 3 4 = 43 | Ptns Clairvoyance |
Ch | 14(15) | Fights as an 8th level Fighter | Gaseous Form |
Co | 8 | AC -4 / -4 / -3 | |
Can summon Earth Elementals 1/day | |||
Blindness, Blur, Change Self 1/day | |||
Non-detection continuously | |||
MR 50% Saves at +3, Poison at +2 |
When the party arrives, Rilla will have them brought in (because, she feels, since they have made it past the guardians they deserve to be treated with respect). She will then answer any questions and, if told of the crystal of Vakdra, she will inform them that the great crystal of Vakdra was once the power source behind GLIMMERLAND but it was taken by the drow queen some centuries ago. Since then, other power sources have been utilized and the crystal is not needed. However, she knows where the crystal is and knows how it can be taken!
Around the neck of the drow priestess who rules a nearby outpost is a talisman which Rilla claims is the crystal of Vakdra.
The true story is this: The crystal was indeed the power source for Glimmerland, but it was not stolen by the drow. Instead, 300 years ago an unpopular king took the crystal and fled with it. He was tracked to the surface world to a fortress in the desert where the crystal was broken in a scuffle and the king (along with one half of the crystal) was “spirited away by the gods”.
Rilla, however, has been having some trouble with some pesky drow nearby and figures that these adventurers would be more expendable for the testing of a risky plan she devised.
Rilla will present the party each with a cloak enchanted with 1 Change Self spell (at 7th level). Also, she will give a necklace which allows a TONGUES spell 1/day. She expects the necklace back, but then again if she doesn't play fair…
The remaining fragment of the crystal if in Glimmerland and when the party returns, Rilla will send for it. If queried, she will (reluctantly) tell the true story.
“High priestess” | YOCHLOL hp 39 |
---|---|
|
|
Phylactery of Faithfulness in the form of a spider amulet. (This is the “crystal”). The phylactery will change shape to that of the cleric's symbol if worn by a different cleric. |
|
+4 Mace (non-magical) | |
+2 Dagger (non-magical) |
12 DROW | hp | Chain | Buckler | AC | |
---|---|---|---|---|---|
F 1) | Cl/F 2/2 | 13 | +1 | +1 | -1 |
2) | F/T 3/4 | 15 | +2 | +1 | -2 |
3) | F/MU 2/2 | 6 | +1 | +1 | -2 |
4) | F/3 | 17 | +1 | +1 | 1 |
5) | F/4 | 34 | +2 | +2 | -2 |
6) | F/2 | 14 | +1 | +1 | 0 |
7) | MU/3 | 9 | +1 | +1 | -1 |
8) | MU/3 | 7 | +1 | +1 | 0 |
9) | C/F 2/4 | 15 | +2 | +2 | -1 |
10) | F/4 | 24 | +2 | +2 | -4 |
11) | F/MU 2/2 | 6 | +1 | +1 | 1 |
12) | C/F 2/3 | 16 | +1 | +1 | -2 |
All have a +1 Sword and a +1 Dagger |
(← Micronaut Summoning) (Back to Adventures Index) (Dark Mage's Castle →)