(← Norwood's Dryad) (Back to Adventures Index) (Storm Tower in Larinday →)
This adventure was written for Karelia, but never run. The idea was abandoned (except for Norwood, who was introduced in Norwood's Dryad).
The Curse of the Ruby Rod
Centuries ago, a neutral demi-god named Uit, the taker, vied for a position of power over the then-high-priest of Resh: Dyce of Hawkwood. The resulting battles pitted Dyce against revolutionary armies in what was to be an eighteen year civil war. In the end, Dyce won out and the kingdom again returned to normalcy. The success of the priest-king, though, rested entirely in the hands of Ishtar, goddess of love and war. It was in her hands that Uit was defeated.
There are no tales of Uit's demise, because it occurred on the island of Lendore far away from the bulk of the civilized world of that day. Uit was cast into another world and barred from returning. However, Ishtar's own love of all creation came through and subconsciously, she gave Uit a way to escape. Now, Uit desperately waits for the right moment and the right person to free him from his bond.
Uit uses his powers to summon and control weak-minded creatures to the overgrown temple where he was imprisoned. His intellect is great and he has limited precognitive powers which enable him to set up his temple just right to lure in great adventurers. In the past, he has lured in people and cursed them with his limited (although formidable) powers to force them into questing for the famed Ruby Rod of Ishtar. None have ever succeeded. Uit's curse is to gradually lower a character's highest statistic (excluding Comeliness) until the person dies. The rate at which it lowers slows as time passes. The first point will be lost immediately, but the second and following take longer amounts of time to be lost:
Point lost | Elapsed time |
---|---|
1 | 0 |
2 | 1 day |
3 | 2 days |
4 | 4 days |
5 | 1 week, 1 day |
6 | 2 weeks, 2 days |
7 | 4 weeks, 4 days |
8 | 9 weeks, 1 day |
9 | 18 weeks, 2 days |
10 | 36 weeks, 4 days |
11 | 73 weeks, 1 day |
12 | 146 weeks, 2 days |
13 | 252 weeks, 4 days |
14 | 505 weeks, 1 day |
15 | 1010 weeks, 2 days |
etc… |
The Ruby Rod of Ishtar is the only thing which can free Uit, and it is nowhere to be found!
Uit's Prison
In an Oak tree on Lendore island, up the river from the lake north of Restenford, lives a DRYAD (hp10). Four years ago, an athletic young man of lord status happened upon this particular wood nymph and through her charms, fell madly in love with her. Now, time has passed, and the Dryad had grown weary of her captive lover. She let him go back to his world, none the wiser for his stay. Only when he returned to civilization did he realize what had happened. Now, Lord Norwood has returned to the Dryad's Oak tree and seeks vengeance for the four years she robbed from him.
Lord Norwood wears +2 Chainmail and carries a two-handed sword. The dryad, being no match for him in combat, has fled into her tree seeing that her charms have done no good. Norwood, not only robbed of four years, but now robbed of his chance for revenge, is now madly hacking away at the tree to get at the “wench” inside. But, the local Druid…
NORWOOD (S18/85 I9 W14 D11 C17 Ch17 Co19) is a 10th level Fighter weapon specialized in Two-Handed Sword. His combat statistics are: AC3,MV12“,#AT2,Dam d10+6(+3 to hit),hp88. He is LG and has a dark, neatly trimmed beard and mustache.
Norwood and the Dryad are but the precursor in Uit's plan to capture a healthy adventurer for his own purposes. The dryad has been led to believe all her life that the overgrown temple (which is just beyond her 360 yard limit), is a magicked palace still filled with the wealth of a lord. Being unable to go there herself, she has never retrieved the riches that she knows must be there. Her various consorts through the decades have been sent, but some never returned, so she has been reluctant to send others.
Area descriptions: [ Note: No map found ]
1) The perimeter of this walled temple is made of a 10' stone wall approximately 5' thick. Their is a walkway inside of the wall all the way around the temple, but at the shaded regions it is too crowded for a normal person to cross. In the secret passageways will be found a GRUE, ELEMENTAL : CHAGGRIN (hp27) with no treasure.
2) Just inside this building are eight prison cells (6 of which have the skeletal remains of prisoners). Beyond these is a large room glowing from a magical fire that burns up from great cracks in the floor. The skeletons in the cells will be animated if anybody enters into area (3). They are hp 8,4,8,1,6,1.
3) This room has hot, fiery flames leaping from 5' wide cracks in the floor. To cross any of these by jumping will cause 2d6 of fire damage. To remain within the fire will cause d6 damage per segment. Across the cracks, are two large pillars of marble. Above a dais between them is a message carved in the wall in common. It says “Honor the justice of Ishtar and leave this prison now. Below you is the taker, leave now and you will remain as you are.” After reading this message, the pillars will begin to frost over and within 1 round will send forth a cone of cold. Damage is only 3d6 if one cone hits, but 6d6 if both hit (Saving throw applies). This will continue every other round until the pillars are torn down or the room is left.
4) & 5) These rooms were once, long ago, storage rooms. Now they have nothing of value.
6) These are more prison cells and many of them contain skeletons. However, these skeletons are not animated and pose no threat.
Cavern Level Descriptions:
7) A pair of GRUE, ELEMENTALS : HARGINN (hp 18,22) reside in this fiery cavern. Oddly enough, the fires are not as fierce here, and damage is only 1 point per segment. If killed, the fires in the cracks will stop suddenly.
8) [ adventure description never finished ]
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