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| Forms Part One of the "Liberation" Quest |
Brief Descriptions
1. The Porch
This are is set deep into the sandstone cliff face that stretches from the Palace Gardens all the way to the river. The specific area was known as 'The Potion Garden' due to the absurd amount of herbs growing there. Many rare herbs also hide away among the more common. Six white stone, leafless trees stand guard here, three each side of the pathway to the ancient ingress. There's nothing magical about them, but a referee might wish to either make them into stone golem ent hybrids, to provide a bit of defence. The porch has a fair amount of green moss growing there, potentially, these could be a defence, but better to use it as decorative to emphasise the abandoned nature of the place.
2. The Threshold
An ancient portcullis of pitted, scarred bronze of some type (actually it is phosphor bronze - a druid metallurgy!) blocks entrance, behind which is an ornate set of bronze doors. It looks like minor undead have been trying to get in, some bones at the bottom suggest the cullis was lifted momentarily, and the undead got trapped when they lost grip of it. The remains are long since just remains now, all connectivity lost. A ref needs to decide how these will be best locked, and bypassed according to skill levels of the players.
3. Hall of the Dead
Twelve standing sarcophagus (A-L) stand in alcoves, each decorated on the front with the image of the knight that was buried within. All are sealed against decay - but they will burst open and present an undead knight of some sort to combat. How many are emitted is up to the referee, you know your party better than me. M is where a defensive balcony exists, one each side of the foot of the staircase. On this is an undead spellcaster to wear down the intruders while they fight the players - they are using a death ray attack that only affects the living, their undead knight friends are not damaged. This might make the fight lethal for the players so only add these if your party is really top notch.
4. Tomb of the Elf Kings
Here are the sarcophagus of three ancient elf kings of a land called "Arah" that existed way before the currently ruined Aradac. Their very existence teaches that the forest realm to the northwest was the founding nation, and that the mannish clans who came much later, the Dac, were the lower classes of the composite nation. The original scenario stored the Macguffin in here with the remains of last elf king. The chamber is high and made very well with hints of magic upon them - moreso, they are made from Nostone, a natural stone that prohibits relocation spells. Teleports, summoning, planar travel cannot be activated and no one can teleport in. There is however a bypass - teleport/blink or whatever firstly to the ingress, then away with a second spell.
Part Two will be uploaded in a few days. Hope this is of use and interesting.

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