The Red Chain has found what they believe to be a sunken city of the Sea Kings.
Careful research will reveal that no city of the Sea Kings ever existed here, nor was land this far north sunk into the sea.
Questioning the glyddin (sea aelves) in the nearby city of Seven Currents will reveal that it is an accursed place of evil, which pollutes the waters with its captive magics. Long ago they placed an onus upon it, keeping all marine life from entering the protective field and even blocking it from their own memory.
With their few numbers, the individuals they [Red Chain] have sent in have never returned. In fact, the one area they have explored was collapsed, releasing a demonic lion with a mane of fire 10 times normal size. Two of their number were killed trying to contain it. They have since fashioned a talisman to hold it at bay, using the creatures own blood to create a repellence and keep it in a corner.
The Lich Kings:
The kings of Baruule are now liches, ruling beyond death by will and the power of the crowns. They are weakened from the battle, and their forms are unstable, although they are still powerful.
Note: All the kings are skin-walkers
1) Thumythis – The first king of Baruule. He was a wise king, nearly destroying the Daichmon. He was driven, some say mad and obsessed with the destruction of them before he passed into lichdom.
2) Formagen – The second king and killer of wives and kin. He had no heir and was killed by the priests and brought into lichdom rather than suffer civil war.
3)
4)
5)
6)
7)
8)
9)
10)
11) Soru
*12) Darmoori (This king was slain in battle whilst living and without the power of the Crown to protect his shade)
WPR: 98
The Daichmon Curse:
The blood of they and all within must forever stay within. The accursed cannot ever willingly leave the city, or walk forth from it.
Note: The party is not of the blood accursed. The skin walking lich kings could wear their skins and escape the curse of the city.
The Crowns:
The crowns themselves are powerful magic. Their origins are unknown, and there is no metal which is like that which they are constructed of. They smell of oil and earth.
GM Only: The last crown drew the power from others, weakening the liches forms. This makes them easy to kill, but they constantly return, regenerating from their crowns.
Shadow Bond 10 (or +1).
About the city, its environs and the items found.
Air:
The air is heavy and musty, although breathable. The magics still keep some air cycling. If the party must run for any reason, they must make a STA check or fall gasping and heaving from the air and dust.
Doors:
The doors of the city are fairly well preserved. Many are locked or broken in during the fighting. Typical preserved doors are well made, requiring a MUS of 150 all at once or about 800 RES to break through. Hinges are inset in the wall, with a special tension release from the locks which pulls some of the frame away; this makes the wall and door flush, allowing decoration to be undisturbed. Locks are especially difficult for the mechanical technology, -1 CS on many.
Curse/Spell:
Every now and then the party should hear a groaning, the dripping of water and smell of cold salt air. The magics of the curse have been slowly failing over time and the party should see evidence of small pools of water, sand and dried, dead sea life. The barrier is somewhat flexible, and cannot be burst or torn by weapon, although blood not of the accursed can pass through it (into instant death from sea pressure if they should do so)
Daichmon:
Typical wear is a harness of tools and weapons. Armor consists of sea animal bones (which would be rotted away) and weapons are bone, stone, poisons, and magically strengthened or altered natural weapons. Most everything would long be rotted away.
Thanoi:
Armor and Weapons:
Armor and weapons will all be ornately decorated but rusted, pitted, dented or ruined. Unless the item is an antique, it will have the 6 pointed star with crowns at each point engraved or printed on it in some way. Antiques may have less than 6 points. The weapons and armor will require double the normal MUS to wear and none will be fitted to characters.
Sparkle Dust:
This is an invention of the Daichmon. It is made from the scales of luminescent sea creatures and magically imbued to flash and sparkle when thrown into the air. It deals 40/30/20/10 damage to shadows, shades and half to creatures with shadow bond 10 or more. Each packet holds 3 pinches.
Creature Catalog:
Skeleton – Thanoi
The skeletal remains of the Thanoi possess the same as statistics as any other, witht eh following exceptions:
SIZ = 57; RES = 57 (Massive Frame); Damage = 8/6/4/21. Private Courtyard
The darkened, rubble filled tunnel opens into a cluttered courtyard. In the dim light, you can see ornately sculpted, decorated buildings sitting partially buried beneath massive amounts of debris. The ‘ceiling’ above stands over 5m and illuminates the area with a faint blue radiance. The dark waters of the ocean can be seen through this magical barrier as sea life glides curiously by.
On the cracked floor, there are 3 skeletons, 2 of which seem human-like and wear partial armor, the other of which you have never seen the like before.
A search of the combat scene will reveal 3 rings of silver and gold, engraved with natural images worth 150, 300 and 200 each.
=== Rooms 2 – 6 ===
This nobleman was once the master of apprentice wizards of the Thanoi and one of the last to succumb to the foul magics of the curse.
2. Family Tomb
Note: The arched door to the outside is made of stone, and is both locked and jammed (150 MUS to open). Above the door is an inscription which indicates the room beyond is a mausoleum.
The door finally gives way to a dank, musty room. The smell of old death and decay greets your nostrils. The floor is covered in a thin film of dust. Rotten, tattered tapestries adorn the walls. There are pieces of the southwest wall which seem to be ready to give way. Another arched stone door is apparent on the northeast wall. Against the northern wall are three large iron bound stone sarcophagi.
Above each door, on the outside, is inscribe the family name. Each sarcophagi has the name of the family member inscribed on it. The remains of the Thanoi have become animations from the foul magics released in the cataclysm. They cannot get out of the bound sarcophagi unless the straps are unlocked (key above the top or the arch ledge of the northeast doorway). Each skeleton is wearing tattered funeral dress (gold thread and jewelry worth 5D10 x 5 each).
3. Treasury and Supply Chamber
Both the arched western door is made of iron bound stone and locked, the north of wood and is battered in.
The door swings in silently, releasing a foul stench of long rotted vegetation. Tattered tapestries line the walls, moldering beyond recognition. Rubble clogs the southeast corner of the room, obscuring the walls. The remains of several barrels and crates, apparently smashed, are strewn about.
A successful PER check will reveal the glint of loose (49) coins in the rubble. 15 minutes of digging will reveal a bound, broken chest. IT can easily be broken and its contents of 890 silver coins. Rotten silks and rugs can also be uncovered with another 15 minutes of digging. Amongst the remains an PER – 20 check will spot a broken coffer. It’s contents of potions is nearly completely smashed, other than a single small vial of healing (POT 8).
4. Meeting Hall
The north door to this room is locked, the other is battered down.
This long room holds a mostly intact table, broken chairs and a broken bench. Strewn amidst the rubble is various silver utensils and settings (plates and goblets). At the far end of table, on the west end sits a hunched figure in tattered robes, half buried in debris.
350 silvers value in tableware. Under table, covered by some of the spilled debris are skeletal hounds, faithful servants tot eh last.
RES 30
The figure wears the bade of Apprentice Master – these will open the chests in and allow safe passage through 30 – 36
RES 50
3 magical effect linger to ward off living intruders. He can use each ability 1/day and has no physical attack ability (30 SR each + surprise):
Leaden Limb – (blue radiant swirl) used on spell casters to slow down, or make a limb useless for fighting
Domination – 2 minutes; -10 WPR check
Object Animation – will animate half the debris or all in 5 or 3 for 2-20 damage (no armor) for 5 minutes
5. Master Bedchamber
The south door to this room is locked, the east door is barred from the inside and appears to have once been attempted to be forced.
The door opens to a small bedchamber, complete with mildewed and musty tapestries and rugs, and all furnishings including a dilapidated 4 post bed. A reading stand is lodged between a fallen armoire and the bed. The coverings look to have been shredded.
The tapestries depict the six kings. All the bed covers, linen and clothing have been shredded long ago. The armoir holds shredded clothes, but approx 300 silvers worth of gold thread in the clothes. In the bed itslf is a silver (100 silvers) serving tray, highly decorated. Behind the bookstand is the level for the secret door (PER check). Under the armoire remains (requires search and moving of debris) is an intact book amongst the ruins of 4 others (PER check).
Book:
Set into the floor is a secret chamber, the floor lowering in its entirely, protected by a blade trap (Lvl 6, D=60/45/30/15). Inside is approx. 2000 worth of mixed coin, a healing elixir (POT 12), A scroll of Darkness, 1 packet sparkle dust w/ a written scroll explaining its Daichmon origin and it’s being found after a battle and gifted to the person. Pillows and moldering clothes as well, including a strange saddle.
There are also magic treatises, inscribed in blood and waiting to be fuled by mana.
3 scrolls:
1)
2)
3)
It also contains some brief notes ona place far inland, beyond what is now know as The Blue Wall. It speaks of the Canyon of Glass – a Daichmon settlement which the Thanoi believed was linked to the sea by miles of flooded tunnels, caverns and caves.
5a. Master Bedroom rubble
5 minutes of hard digging will produce an old tattered tapestry with depicts what looks like the geographical area of the time, although where the pary is right now appears on a peninsula of land. It shows the Glass Canyon of the Daichmon, and 7 cities of the Daichmon.
6. Reception Room
The west door appears to have been savaged, but remains intact (barred from the other side).
The east door hangs loosely in the frame and opens inward with ease.
The doors opens to reveal a large recption chamber, filled will spilled bookcases, a stairwell leading up to the south through a closet and a lantern swinging from the ceiling with a dim blue glow. Flickering shadows flit about the chandelier whose magic is obviously fading.
The shadows were once birds. Now, instead of water, they feed on blood VIT = 3-shadow bond; 1 min)
RES = 20 each, full damage from items with shadow bond, half from light dedicated.
The chandelier is a source of attraction to them (100 of them – 18 will initially fly at the party). A light spell will be negated by the chandelier (100 RES) but will cause the shadow birds to attack all over and go berserk and the soothing of the chandeliers magic is warped.
6a. Closet & Stairs
The closet hold torn capes, clocks and boots and the stairs are broken.
The stair require a successful CRD and RSP to navigate, or the climber will put their foot through the stair case. Under the stairs is a small secret chamber where a small child was hidden and died. The animated skeleton will attack (with automatic surprise) any character breaking the stairwell.
6b. Salon
At the top of the stairs is a once beautiful salon. Grisly frescoes decorate the stone walls, and torn padded chairs and couches litter the floor, along with glass from an obviously smashed atrium ton the southwest. A hallway leads north, revealing broken doors and rooms on both the east and west sides of the hall.
6c. Guest Chambers
6d. Reading Room & Library
Summoning Book – This summons the demon at 19.
6e. Atrium
There is little left of the rotting plants of the atrium. It seems like vines overgrew what was available and then died from lack of water, reaching into the salon and up its walls.
[The birds from here are the shadows in room 6.]
7. Courtyard
7a. Garden
7b. Clothier Shop (Ruined)
10D10 of silver in cash box
7c. Candles, Wicks, Strikers and Home (Ruined)
5D10 of silver loose in cash box
8. Home of Arjut
9. Priest’s Home
contained in two locked, gem encrusted frames are crystal healing vials (9 are smashed in the rubble) Each vial is POT 20 and the frame (silver and steal w/gems) is worth 100 silvers.
10. Shrine
10a Shrine Rubble – Reliquary
Most items were used and destroyed in the time after the curse, although 3 potions survive in a locked box under rubble (15 minutes of digging). POT 20
11. Street and Gem Doorway
11a. Rubble choked Street
The rubble here is loose and less compact. It looks like it has been shifted around much, as the layers of dust seem to have been recently disturbed.
11a. I. Buried Skeleton
11b. II. Debris Tunnel
11.b. III. Debris Chamber
Half exposed stair
11.b. IV. Debris Side Tunnel
Leads to 15.
11.b V. Debris Upper Chamber
12. Reception Room & Chamber of the Guardians
13. Meeting Hall
14. Preparation And Meditation Room
14a. Rubble Choked Archway
The rubble in the southwest corner looks light and movable. The top of an archway can be seen through the rocks and broken boards.
If the party starts clearing this out, part of the wall and ceiling in area 18 will collapse, making the door to 14 in the south impossible to use without digging it out. Someone with knowledge of stone working can make a check to or get a PER check to notice something may be wrong. A collapse will require a RSP+10 check or suffer 10 points of damage, half if made.
14b. Storage Room and Meditation Supplies
The clogged archway opens into a mostly rubble filled room. Going up on the north wall, a rubble clogged stairwell looks impassable. The freshly moved stones turn up a sweet scent, like incense. The dust covered and scratched frescoes are covered with many white figures.
The white figures, on closer inspection, seem to be ghost like. In fact, the incense stored here is unknown in the civilized lands. It is magic, and causes those inhaling it to gain +5 AWA (max +20 w/4 sticks) while it burns (3 hours). Up to 18 sticks can be scavenged from a couple hours of searching. An offering bowl of silver and goblets, holders , torn robes and a buried skeleton (non animated, smashed up too bad).
15. Courtyard
16. Fount
17. [Empty Room]
18. Courtyard
19. Temple – Reliquary
Unless the party is somehow absolutely quiet, the demon bound here will have cast an illusion over the room to make it appear empty.
Bargain w/Demon (“You may call me “Threp kreef”.): The two things its wants are freedom and a way out. It knows there is only one way out, and that is the secret of skin-walking, possessed only by the lich kings. It will bargain for every bit of information it can “What will you give me for that answer?” It will accept VIT points (perm. loss), CHA points (perm. loss), it’s own release. It knows what waits in the chamber beyond and believes it can kill the lich king in its weakened state. It has no use for the crown, although will not tell the party about it, and will keep it to bargain with later.
20. Temple – Inner Sanctum & Work Area
21. Temple – Priests Chambers
22. Temple – Storage and Acolyte Chambers
22a. Temple – High Priests Chambers
The stairs are broken to this chamber, and the dome of magic only rises 1m from the floor, all else being swept away except what was buried under rubble.
23. Temple – Common Worship
24. Magus School – Courtyard
24a. Western Street
built into wall of 26 in ruble is a magic bell. This bell will summon the assassins for training (2 skeletons crawling out of rubble in 5 rounds to attack party)
24b. Eastern Street
24c. Magus School Courtyard – Statue
Stasis magic; party member could be held in stasis if wounded.
25. Southwest Street & Rubble
26. Magus School – Laboratory
1 guardian skeleton w/shredded armor and 2 knives
26a. Lab – Reception Room
Obvious boots and cloaks with insignias of 2 crossed knives dripping something (poison?)
1 cloak = ok, another can be mended and skeleton guardian will not attack wearer after giving the sign.
+1 CS stealth in darkness
26b. Lab- Rubble
chest w/2 knives of silver (strong as steal; paradox 1, +1 dmg).
27. Magus School – Entertainment & Practice Chamber
27a. Magus School Practice Chamber Rubble
28. Magus School – Custodians Chamber
29. Magus School – Summoning Chamber
30. Magus School – Apprentice & Equipment Storage
3 potions of Stasis (1 year maximum); must be imbibed
8 mana crystals of 20 each; 1 use divination (apprentice; 10 r), 3 potions – long breath 1 hour; growth (20 pts SIZ 20r), deanimation SIZ 100 (1 target), 2 elixirs of skeletal animation 60 each siz, scavangeous vision – 10 damage; see all invisible and illusion; dispel at WPR chance- will do 4 damage to source magus or turns zombie to skeleton; 20 balm burn ointment
2000 in goods
31. Magus School – Gathering and Practice Hall
32. Magus School – Teaching Chamber
33. Magus School – Apprentice Quarters
33a. Magus School – Apprentice Roadway & Rubble
33b Magus School – Apprentice Yard
34. Courtyard
35. Magus School – Necromantic Lab
36. Magus School – Master Chambers
36a. Magus School – Master’s Chamber Rubble
3 Scrolls; 80 SR; failure = 10% + 10-magic apt x 5
1) Animation (summoning) SIZ 85, r = 80m
2) Snuff – snuffs up to size 80 x 80 x 80 light/flame, r = 80m
3) Fire wall – 120m x 120m x 1m – Intensity = 12, r =120m
37. Magus School – Guest Chambers
37a. Magus School –
38. Magus School – Testing Chamber
39. Inn – Common Room
40. Hall of Illusions and Amusements
41. Hall of Illusions – Masters Chambers
1 scroll: illusion of limb or scarred are regeneration
42. Rubble Sealed Stairway
43. Courtyard
There is the remains of 2 Daichmon which can be seen in the south eastern rubble. If excavated (whole site = 3 hours) it turns out to be the remains of a large battle. Two of the Daichmon have useful psychic items on them, as well as over 400 loose silvers in the whole scene.
Bracers of Focused Combat: For 10 focus, the wear can gain a +1 CS (non-cumulative) on their next combat action involving a held weapon. The psychic action takes an addition +1 SR.
Psychic Torch: When will reflection is performed on a character wearing this circlet, the reflector must make a WPR check or lose 10 WPR for 5 rounds and be stunned for 10 SR.
44. [Kings] Home –
45. Rubble Filled Street
45a. Street of Kings
46. House – Common Chamber
47. Street of Kings
48. Kings Home – Chamber of Magic
49. Kings Home – Minor Treasure Room
50. Guard Compound
50a. Guard Compound – Iron Room
51. Guard Compound – Dinning Room
Trophies
52. Guard Compound – Collapsed Tunnel
Guard lt. Body:
Armor – 7 pointed crown perm. etched on a suit of ringmail (SIZ 61, massive frame). The wearer can spend 1 VIT for 10 armor resilience to extend the first useless rating. Can be repaired or smithed (+1 CS on both) back to normal.
53. Guard Compound – Kitchen
54. Guard Compound – Drill Area
55. Guard Compound – Barracks
56. Guard Compound – Rubble Filled Alley
57. Guard Compound – Training Area
Ring of Dark Regeneration: The wearer must have a magic aptitude of 1. They can use mana to restore resilience. The ring, when donned (each time; effects are cumulative) adds 2 to a character’s Shadow Bond and removes 2 from appearance.
57a. Guard Compound – Blocked Stables
58. Guard Compound – King’s Treasure Vault