| ******************************************************************************* Ecclesias' Bane (version 2), an AD&D adventure for characters level 3-5 ******************************************************************************* This module is designed for use with the AD&D(tm) game from TSR, Inc. and contains references to trademarks and/or copyrighted material owned by that company. The original portions of this works are (c) copyright 1994 by Keven Simmons and is being offered free of charge under the following conditions: 1) You may not sell this material for your own profit 2) If this material is redistributed, either electronically or in printed form, it must include this copyright notice. 3) You may modify details of this material for your own purposes, but only the original can be redistributed. Correspondence regarding this material can be sent via U.S. Post to: Keven Simmons, POB 351, Sherburne NY 13460 or via the internet to: [email protected] ******************************************************************************* This material may contain references to non-TSR monsters, spells and magic items. If you would like information on non-standard spells or items used in this module, write or e-mail me at the above addresses. I will be happy to share whatever information I can. Feel free to make modifications as you deem necessary in order to make the module playable in your campaign. If the GIF-format maps for this adventure were not included, or you are unable to read them, I will provide paper copies free of charge to anyone who sends a self-addressed, stamped envelope to the address above. Please mention the module name (and version number if applicable) when requesting maps. abbreviations and other notations used: th or thaco = to hit armor class 0 hd = hit dice hp = hit points ac = armor class d = damage mr = magic resistance str = strength con = constitution dex = dexterity int = intelligence wis = wisdom chr = charisma pp = pick pockets ol = open locks frt = find / remove traps hs = hide in shadows ms = move silently hn = hear noise cw = climb walls rl = read languages Some spells, magic items or monsters may have a notation following them similar to this: find familiar [P 134]. The information in the brackets is a book and page number reference for locating the item's description. The following are the book abbreviations used in these references: P = Player's Handbook (2nd edition, first printing) T = Tome of Magic D = Dungeon Master's Guide A = Unearthed Arcana M = Monster Manual F = Fiend Folio S = Monster Manual II (first edition) C = Creature Catalog Supplements K = my own compiled reference manuals If you eventually use this module, I would like to hear how it turned out. enjoy! ---keven ******************************************************************************* Background Ecclesias is, or rather was, a reclusive wizard who lived in a large manor house set deep in a sylvan forest. Several years ago, he noticed that the young daughter of his cook seemed to have the potential to become a competent wizard and so took her on as his apprentice. Since then she has advanced to the sixth level of mastery and has proven to be quite adept at her craft. Life at Ecclesias' country home was quite satisfactory until a month ago when the wizard attempted a new summoning spell. Somewhere along in the casting something went wrong and a minor devil known as Maeloch was called from one of the planes of Hell. Maeloch was upset to say the least with his abrupt displacement and vented his anger by immediately attacking the man who summoned him. Ecclesias, who was caught unaware, had no time to defend himself, and was quickly destroyed by the evil creature. After his temper died down to some extent, Maeloch explored his new surroundings and found that there were several more humans living in the house. Still somewhat put out by his predicament he tortured and then killed all but two. One was Henric the cook, and the other was Lucinda, his daughter . He was going to kill them too, but before he got around to devising an appropriately painful death, he discovered Ecclesias' large library. Maeloch could not read the words, but found that Lucinda could and so has kept her alive so that she may read them to him. His hope is to garner some knowledge of the workings of magic so that he may return to the Hell from which he came with a power that would gain him an advantage over the others of his kind. He has forced Lucinda to his wishes by threatening to kill her father, and likewise keeps Henric from interfering or going for help by holding Lucinda as a hostage. In addition to the death and destruction Maeloch has delivered unto Ecclesias' household, the devil's action have triggered several other events. Ecclesias had two gargoyles that he had charmed, who served as guards and hunters for him. Upon the wizard's death however, the charm was broken and the gargoyles returned to their natural malicious temperament. They have set free several all of the creatures in Ecclesias' bestiary who now roam the manor house in search of food. The gargoyles fear Maeloch, and so have some perform tasks for him, but in general they have been left to their own devices. For the past week they have been terrorizing the nearby village of Greenfield. They have killed several sheep and goats, and have seriously wounded a farmer, as well as causing considerable damage to the thatched roofs of many of the buildings. Enter the Party You are traveling down the road, thinking about stopping for lunch when you see signs of a village up ahead. As you draw closer, it appears to be a typical community of farms. There does not appear to be any shops but there is a roadhouse with a bright sign swaying slightly in the breeze which reads "The Gray Goat", and the sounds of a hammer ringing on an anvil would seem to indicate that around the back there might be a smithy. The enticing smell of spicy roast meat is enough to make you decide that a good hot lunch would be a welcome change from the cold, dried road rations you have been eating for the past few days. The tavern is much cleaner than many you have visited, with worn wooden plank floorboards and several heavy wooden tables with chairs. In the large fireplace there hangs a lamb on a spit, being slowly turned and basted by a young boy. The proprietor, a middle aged man of obvious good humor welcomes you to his establishment... "Good Day to you strangers! My name is Goodman Smythe and I welcome to The 'Goat. Luck must be traveling with you for you have picked a most fortunate day to grace my humble tavern. We have the unusual treat of fresh mutton for our mid-day meal, and a bargain it is at only 2 silvers a plate. Please, sit down, relax and let my boy Jonas fill your tankards." Jonas will serve the group a round of ale and then begin slicing off some of the meat onto a platter, along with several small loaves of bread and some pungent cheese. If the party inquires about the low price, or ask why it is unusual to have fresh meat, Goodman Smythe will say that he usually serves fresh cooked meat in the evenings, and uses the leftovers to make a stew for the next day's lunch, but one of the local farmers had several of his flock killed last night by a pair of flying beasts. If they inquire further about the beasts, Goodman Smythe can only repeat what the farmer told him, that they were man sized, grayish and flew on leathery bat like wings. While the party is enjoying their meal, read the following: You are part-way through an excellent lunch when from the street you hear the sounds of screams and shouts of alarm. Several people burst through the tavern's door shouting "They're back, they're back. Them things 'wot killed old Gergin's sheep is out there a-tearin' up the Hawkin's roof". From outside comes the in-human caterwauling of some beast and the sounds of breaking timbers. Goodman Smythe begins rushing about closing the shutters and crying to Jonas to get in the root cellar. Two of the men who came in to the tavern to take refuge begin to push a table up against the door. If the party is quick enough, they can dash through the door before the frightened villagers blockade themselves in. If the party waits until after the door has been secured, it may take some convincing before the villagers will remove the table, even enough to let the party out single file. Once they have made it outside, read the following: After forcing your way out past the panicking villagers you behold a strange sight. The house across the road has a large hole in the roof through which are flying all manner of household items. Pots, pans, pieces of furniture, sticks of firewood, a butter churn, and a host of other unrecognizable implements. While you watch, a large iron skillet comes flying towards you, causing you all to duck to avoid being hit. As you start to look up again, you see a gargoyle fly up and out of the hole wielding a burning piece of firewood which he tosses onto the roof of an adjacent house causing the thatch to catch fire. If the party concentrates on putting out the fire, the gargoyle will ignore them for a few rounds as it begins to throw its make-shift torches on the roofs of other nearby buildings. The inhabitants of the burning buildings will flee the structures and run for cover. The gargoyle will then turn its attentions towards anyone in the street, either the PC's or the villagers escaping the burning buildings. If the party does anything to hinder or physically harm the gargoyle, it will immediately fly back into the house, grab an armful of firewood and begin pelting them with logs. If the encounter is unbalanced in favor of the party, then the second gargoyle will make an appearance. The gargoyles will not fight to the death, and in fact will retreat if they lose more than half their hit points. The wounded gargoyles will fly back to Ecclesias' manor house to rest and recuperate. (keep track of their remaining hit points because they will probably be encountered again in a few days.) Putting out the burning roofs could be difficult without water based spells. If left alone, the houses will burn to the ground in two turns. If the gargoyles are killed or driven off, the villagers will begin to toss buckets of water on the blaze with little effect. gargoyles (1 or 2) ac: 5 hd: 4+4 hp: 21, 24 th: 15 d: 1-3/1-3/1-6/1-4 (or thrown firewood 1-3) requires +1 weapons to hit If the party kills one of both of the creatures they will discover the gargoyles wear collars of thick leather with a stylized "E" burned into them. If neither gargoyle is killed then one of them will lose their collar during the melee. The villagers will recognize the symbol as that of the reclusive wizard known as Ecclesias, and will jump to the conclusion that he must be the one who sent the gargoyles. The village never had any trouble with the wizard before, and in fact only one or two of the older residents can remember seeing him in person. Most of the time his servants who come into town to buy supplies. If they are questioned further about the servants, the townsfolk will say that it has been almost three months since anyone from the wizard's household came into town for supplies. Some believe that the gargoyles have been sent to steal supplies, but others will argue against it, saying that the creatures never actually take anything, they just destroy whatever is at hand. However the encounter turns out, the villagers will be very fearful of continued attacks from Ecclesias and will implore the party to go a speak to the wizard for them. They cannot offer any monetary reward, but Goodman Smythe will offer free room and board to any of them who agree to undertake the mission. When the group finally agrees to go and speak to the wizard, they will be pointed towards a small forest path and told that it is about 2 days of easy travel into the woods. It is possible to ride horses on the path which is just wide enough for the small cart Ecclesias' servants use to carry supplies back from town. The Trip Through the Woods The woods through which you are traveling is really quite beautiful. It is bright and cheerful and teeming with wildlife. Squirrels race through the branches overhead and rabbits dash across the path in front of you. As the afternoon sun begins to fade you come across a small lean-to built from logs with a sod roof. Inside is a small fireplace and several iron pots hang on the wall. Next to the lean-to is a well and bucket. All things considered it appears to be a perfect place to spend the night. This small structure was built by Ecclesias to be used by members of his household when traveling to and from town. The well was dug by an elemental he summoned. The party might think to look around for signs of recent habitation, but it has been several months since the lean-to was last used. Their stay in the lean-to will prove to be uneventful, and after a bit of breakfast, the group can continue their journey. The weather the next day turns out to be as good as the day before's. Shafts of sunlight warm you as they fall through breaks in the upper foliage. By early afternoon you begin to wonder if perhaps you missed a turn somewhere when up ahead you see a large clearing and a small stone tower. As you get closer, you also see a low, one story building in front of the tower. The building is quite large, much larger than a typical farmer's cottage. The bottom 3 feet or so of the walls are stone, while the top half is made from wood. Windows appear at regular intervals along the wall, but all of them are shuttered. Behind the building rises a three story flat topped tower, although only the topmost section has windows (which are un-shuttered). A stone walkway leads from the path to the front doors, while a dirt path circles around behind the house to the right. In spite of the fact that there is no sight nor sound of habitation, the house appears to be in excellent condition. Running the Adventure When the party arrives at the manor house Henric, Lucinda's father, is out in the woods gathering mushrooms. Unless the party takes an inordinate amount of time completing the adventure, he will not make an appearance until everything is over. Maeloch is in the tower with Lucinda going over a new spell. The devil is intent on the task, and is facing away from the window, so he will not notice the approaching group unless they make an considerable amount of noise. Lucinda, who is looking out the window will definitely see anyone approaching, unless they are sneaking or invisible. She is a very intelligent girl, and will not betray the presence of possible rescuers to her captor. She will make an effort to keep Maeloch busy, giving the party time enough to search the house and, she hopes discover some clues as to the nature of the situation. If Lucinda she sees the group approach the tower, she will send them a message via whispering wind telling them not to enter the tower, and to meet her in kitchen in one hour. Whether or not she makes contact with the party, after about an hour, she will convince Maeloch that she has to go to the house for a book, and once in the house will try to find the party and tell them of her plight. From this meeting, a plan might arise to defeat the devil. If, for whatever reason, the party encounters and defeats Maeloch early in the adventure and does not search through the manor house, Lucinda will ask their help in killing the gargoyles who are still living in the house, as well as rounding up Ecclesias' pets which have been roaming the manor after the gargoyles set them free. She knows what each of the escaped creatures is, but does not know where they might be. She also knows that the cat guarding Ecclesias' spellbooks is a magical creature and would like help eliminating it so that she can get into the chest. Concluding the Adventure Any resolution of the situation that results in Maeloch's death is considered a successful one. If Lucinda survives the adventure, she will claim ownership of the manor house and all its belongings. She may reward the party for their efforts by giving them one or more of Ecclesias minor magic items (potions, scrolls), but will not part with his spell book. She might be persuaded to let a PC spell caster look through the book, and copy spells from it as long as they do so while at the manor house. Manor House Room Key Unless otherwise noted, all of the internal walls of the house are made of wooden beams covered with heavy planking. The exterior walls are stone to a height of about 3' then are wooden from there to the ceiling. The ceilings, also made of wood, are all 8' high and every room and hallway is equipped with oil lamps hanging from wall brackets. Except for the kitchen, Henric's rooms and the tower, all of the lamps are unlit. The windows of the manor house are generally closed with outside shutters, and have plain, heavy curtains on the inside. The floors are all wood planking. 1) Entryway - The front doors to the manor house are standing wide open (thus allowing the gargoyle to fly in or out without stopping). The room beyond room is decorated with four tapestries, two each on the north and south walls. The tapestries on the south wall depict a red dragon on one, and a griffon on the other. The north wall has depictions of a unicorn and a cockatrice. Three suits of armor stand at attention, two against the west wall, and one against the right. The double doors leading into the manor house are open, as is the door leading to the right. There are removable knotholes in the paneling on the west wall which allow someone in the secret passage to view the two entry rooms. At the moment, all of the holes are plugged, but they could be detected as a secret door if anyone takes the time to thoroughly search the room. 2) Closet Room - Against the west and east walls on this room are two large, freestanding closets which contain a variety of cloaks and boots. None appear to have been used recently. 3) Great Hallway - This large hallway has reed carpets running its entire length. All of the windows are shuttered at the moment, but can be opened easily. The view beyond them is of a neat, well tended garden. 4) Theater - This room was used a theater at one time, although it has not been used in several years. Ecclesias would often invite minstrels to come and perform for him and his staff. It has also been used by the traveling priests of Sarmat as a place to hold services when they have visited. Because the room is one of the largest in the house, the gargoyles have been using it as their living quarters. If either of them are still alive, and if they took any damage in their initial encounter with the party, they will be here recuperating. gargoyles (1 or 2) ac: 5 hd: 4+4 hp: 21, 24 (minus any previous damage) th: 15 d: 1-3/1-3/1-6/1-4 requires +1 weapons to hit 5) Sitting Room - This small room has a table and some plush chairs near the center, with a low bookcase in the south-west corner. There are only half a dozen or so books here, most of them are histories. The windows are closed. 6) School Room - This room was used by Ecclesias and Lucinda as a study room. The bookcases has a few "textbooks" on the rudiments of magical theory and practice. The shelves also contain stacks of velum and a few bottles of ink. The velum appears to have been used many times and then scraped clean again. 7) Ecclesias' Parlor - The door to this room is wide open and a very nicely decorated room can be seen from the hall. The room contains a padded sofa, and padded chairs surrounding a square table. A tapestry hanging on the west wall is of a deer leaping a fallen tree, while in the distance can be seen a pack of hounds. 8) Ecclesias Bedroom - This was the wizard's bedroom. A large four-poster bed with heavy curtains dominates the room. A bearskin rug lies just inside the door. Several cabinets hold various utilitarian article of clothing. None of it appears to be above normal in quality. A large desk contains writing implements, ledgers full of house hold expense accounts, a large brass seal of the letter "E" and two scroll cases. Each scroll case holds a scroll created by Ecclesias; the first contains the spells conjure elemental / teleport, the second holds armor / acid stream / ray of enfeeblement. On top of one of the dressers is a wash basin, and a small silver mirror. One of the floorboards on the north side of the bed is loose, and hides a small pouch of holding. Inside the pouch is 300pp and a handful of excellent quality gems worth a total of 3,400gp. Also in the room is a large, heavy, wooden chest carved with arcane symbols and weird hieroglyphs. Sleeping on top of the chest is what appears to be a small tabby cat but is in fact a guardian familiar. The chest houses Ecclesias' spellbooks, as well as his spell research (including the methods for summoning a guardian familiar). His spellbook is that of an 11th level conjurer and contains the following spells: level: 1 armor [P 131], chill touch [P 132], detect magic [P 133], detect undead [P 133], find familiar [P 134], gaze reflection [P 135], grease [P 135], mount [P 136], Nystul's magic aura [P 136], read magic [P 137], unseen servant [P 138], ventriloquism [P 139] level: 2 blindness [P 140], continual darkness [P 96], detect invisibility [P 141], fools gold [P 141], glitterdust [P 142], irritation [P 142], knock (r) [P 143], locate object (r) [P 143], Melf's acid arrow [P 144], protection from paralysis [T 23], ride the wind [T 23], summon swarm [P 146] level: 3 flame arrow [P 149], fly [P 149], haste [P 149], hold person [P 150], infravision [P 150], monster summoning I [P 151], phantom steed [P 152], protection from normal missiles [P 152], sepia snake sigil [P 152], spectral force [P 153], vampiric touch [P 153], watery double [T 27] level: 4 enchanted weapon (r) [P 157], Evard's black tentacles [P 157], far reaching II [T 28], illusionary wall [P 159], minor creation [P 160], minor globe of invulnerability [P 160], monster summoning II [P 160], plant growth [P 161], rainbow pattern [P 162], summon lycanthrope [T 30], turn pebble to boulder (r) [T 33], vacancy [P 163] level: 5 avoidance (r) [P 165], chaos [P 166], conjure elemental [P 166], distance distortion [P 167], fabricate [P 168], Leomund's secret chest [P 169], maze [P 190], monster summoning III [P 170], Mordenkainen's faithful hound [P 170], passwall [P 171], summon shadow [P 171], tempus fugit (r) [A 70] guardian familiar ac: 8 (-1/reincarnation) hd: 1 (+1/reincarnation) thaco: per hit die d: 1-4 / 1-4 / 1-6 (+1/ reincarnation) magic resistance: 45% 9) Alchemical Room - The door to Ecclesias' alchemical workshop is slightly ajar. The wizard's two rhaumbusun (2' long, 8-legged lizards distantly related to basilisks) have moved into this room after their cage was knocked off its shelf in room (10) by the gargoyles. One of the creatures is lying on one of the main workbenches close to the door. Anyone entering the room normally (i.e. not sneaking in) will startle it and it will look directly towards the doorway. The other lizard is dozing on an upper shelf to the left of the door and will awaken if disturbed. Both creatures are very hungry and will move towards any paralyzed victims with the intent of making a meal out of them. If they take any damage they will retreat under the shelving. Two long workbenches run nearly the length of the room. Aside from the presence of the lizards, everything appears to in order. The many jars and bottles that line the shelves are clearly labeled, and the mixing vials and measuring tools are clean and carefully ordered on the benches. One section of the shelves are used to store spell components, many of which will be unfamiliar to any wizards who take the time to study them. There are several finished potions in an unlocked wall cabinet: 3 healing potions, one fire resistance and one sweet water. rhaumbusun (2) ac: 5 hd: 1+2 hp: 6, 5 th: 19 d: 1-3 gaze paralyzes for 3d4 turns (save vs. paralyzation) 10) Summoning Room - The door to this room is hanging askew on its hinges as if it were kicked open forcefully. This is the room where Ecclesias met his unfortunate end and it is a state of disarray. The curtain have been shredded, a small wooden pedestal has been smashed, and the remains of a book lie scattered upon the floor. If a wizard makes a closer examination of the scraps of paper, he will be able to tell that it was once a spellbook, but it has been so thoroughly destroyed that it is impossible to even tell what spells it might have contained. There are splatters of dried blood on the walls and traces of a larger red stain on the floor. Unlike the rest of the house, the floor in this room is made of stone. Inlaid in the floor is a silver pentagram with arcane symbols written around it. A magic-user, or someone with the spellcraft proficiency will recognize it as the type used in summoning magics. 11) Zoo - This room housed the live creatures Ecclesias collected on occasion. His "pets" were typically used in spell research, or as components in his potions. Shelves along the walls hold a large assortment of empty metal and wooden cages. Several of these cages have fallen, or been thrown to the floor and their pieces lie scattered about. In the center of the room is a large wooden crate whose top has been taken off and apparently tossed aside. There are large burn marks on the walls of the room which were caused by the firetoad. The toad, whose home is the wooden crate, attacked the gargoyles after they disturbed it by tearing the lid off its home. The toad generally will not attack unless provoked physically or unless it encounters a creature who displays rapid movement or loud noises, either of which it will interpret as an attack. fire toad ac:10 hd: 4+1 hp: 18 breathes 5' diameter fireball, 30' range - does toad's remaining hit points in damage, save for half 12) Lucinda's quarters - The door to this parlor room has been locked; Lucinda carries the key with her. The room is furnished with a table and chairs. A small bookshelf contains a half-dozen scroll cases that, if examined by a wizard will be found to contain research notes made by a wizard (Lucinda) concerning some new type of warding spell. 13) Lucinda's bedroom - A dark but tidy room, Lucinda's bedroom contains a bed with a straw mattress, a standing closet with several changes of women's clothing. There is a small shrine to Sarmat on a wooden pedestal against one wall. An unlocked trunk at the foot of the bed contains two pair of heavy boots and a well worn suit of leather armor. A small table holds a wash basin and water jug. Lucinda has still been spending her nights here, so the room will give the impression of being lived in (i.e. damp towel next to basin, fresh water in the jug, etc.) 14) Library - Ecclesias library is not particularly large, and most of the books are of mundane topics pertaining to magic. There are several treaties on summoning magic written by Ecclesias himself, although many of the theories he proposes have never been tested, and in fact some of them are flawed. Any PC wizard attempting to use these as reference books for developing new spell variation will increase their chance of failure. 15) Trophy room - The door to this room (unlike most of the others) is locked. The contents of this room are mementos from Ecclesias' adventuring days. A preserved black dragon's head is mounted on a wall, and a whole stuffed basilisk (which could alarm anyone who recognizes it as such) stares ineffectively at the doorway. A statue of a woman in flowing robes stands in one corner, and several wall mounted shelves hold an odd assortment of mundane and exotic knick-knacks including, a broken mug, the remnants of a ripped bag of holding, a jeweled dagger (worth 250gp), a bucket that looks like it once held tar or pitch, a small jar of chicken feathers, a pair of acid-eaten boots, several beautiful pieces of jewelry (value: 6700gp), an empty scroll case, a rusted pair of manacles, a lump of coal, the handle from a door-knocker, a pair of spectacles with a false nose attached, a set of platinum eating utensils, and several other miscellaneous items. The room is also the temporary home to a crysmal which Ecclesias summoned from the quasi-elemental plane of minerals. The creature appears to be a 3' tall mound of pink crystal and shows no signs of life. Ecclesias put it in this room because the wooden walls and floor prevent it from phasing free. It is being held against its will and if anyone enters its "prison", it will attack. Lucinda is aware of the creature's presence and would warn the party against entering the room without preparing to defend themselves. She would like very much to have the crysmal out of the house, but does not know how to accomplish it without exposing herself to its angry attacks. crysmal [S 26] ac: 0 vs. blunt weapons, -4 vs. edged weapons hd: 6+6 hp: 36 th: 13 d: 3-12 can fire its "drill bit" for 1d8 + 8 points after which its attack does 2-8 16) Parlor - This room is furnished with large upholstered chairs and a small table. A bottle of wine and 3 glasses sit on the table along with a decorative wooden box. Inside the box is a felt pouch that contains a normal deck of cards of good quality. 17) Playroom - This room is in a terrible state of disarray. The furniture has been smashed and dried blood stains almost everything in sight. A closer examination of the contents will reveal that it was a children's play room, for there are an assortment of wooden toys an a couple of broken cradles. This was one of the first places that Maeloch found on his rampage through the house. Lucinda and her father have since removed the bodies and buried them, but have not had the courage to face cleaning it up since. 18) Game Hall - This long room is used for playing nine-pins. At the far end are a set of wooden pins and two wooden balls. A dragon has been painted on the wall behind the pins and several dart are stuck in it. A piece of slate and a bag of chalk are mounted to the wall near the door. 19) Servant's Common Room - This room has been demolished, and the blood that can be found about the room would indicate that a battle was fought here. Scattered in and among the overturned furniture are a butter churn with its half finished contents spilled upon the floor, a bag full of torn clothing and a sewing kit, a hand loom with a partially finished piece of cloth still in it, and other pieces of domestic tools. Most of the servants where in here when Maeloch attacked the children. The men ran to help but were quickly killed, as were the women shortly thereafter. All of the bodies have been buried at the edge of the woods behind the house. 20) Male Servant's Quarters - This small room was used by the two unmarried men who worked around the grounds. The beds are small and their personal effects and clothing was kept in wooden boxes underneath. 21) Female Servant's Quarters - Very similar to the men's bedroom. 22) Matron's Quarters - Originally a guest room, this room had been use by the head of the staff, and her three children. The room has been ransacked and bits of clothing and furniture lie scattered about the room. There is one large bed and two bunk beds, although only three of the bunks have mattresses. 23) Servants Quarters - This room served as living quarters for two of the household staff. It is tidy, but not immaculate. There is clothing and personal effects in a small dresser and in wooden chests at the foot of the beds. 24) Servants Quarters - Similar in appearance to room (21) except that there is a heavy curtain dividing the room in half. There is also a cradle next to one of the beds. This room was used by a married couple and their children. 25) Henric's Room - This is Henric's room, which he shared with his wife and their small child (Lucinda's brother), who were both killed by Maeloch. 26) Kitchen - This is a typical kitchen and shows signs of recent use. The stove is still hot from lunch, and there is a tray with the remains of a lunch (Lucinda's) on it. The stairs beyond the door lead to a root/wine cellar. 27) Stable - The stable once houses two ponies along with a small, two wheel cart which the staff used to take into the village. The ponies were killed and devoured, bones and all, by the gargoyles shortly after they discovered they were no longer under Ecclesias' control. The stable walls were splattered with blood, now dried, during the attack. 28) Storage - The storage room is filled with dry goods such as flour, corn meal, spices, spare curtains, blankets, kegs of lamp oil, spare wicks, boxes of linen, extra cooking equipment, mops and brooms, etc. 29) Parlor - This bright parlor is furnished with table and chairs. A wall shelf holds a small brazier that was used to burn incense. 30) Dining Room - This is the grand dining room and hadn't been used since the devil appeared. Normally, this is where the household gathered for noon-time and evening meals. The large fireplace is open on both sides so that the room beyond is visible, although dark. 31) Entertaining Room - This is where Ecclesias would entertain visitors and has not been used in several years. It is furnished with a large number of upholstered chairs which have been covered with dust cloths and ornate tables. The walls are decorated with several landscape paintings. 32) Dining Storage - This room is lined with shelves holding silver table service for 30 including knives, forks, plates, bowls, goblets, 6 candelabra, fine linen napkins, and a wide range of serving dishes. (total value 12,000gp) 33) Garden - The garden is quite pretty and looks well tended, except for a few weeds that have sprung up since Maeloch arrived. The reflecting pool has some leaves and twigs floating on the surface of the water. 34) Tower - The tower is very simple in design. There a set of stairs which spiral up the wall to a single room at the top. The room contains several cabinets filled with scroll cases holding various astrological diagrams. A desk holds writing equipment and tool used for charting the heavens. A ladder runs up one wall to a trap door in the ceiling which opens onto the roof top. Ecclesias used the tower to get above the trees so that he would have a clearer view of the night sky. Cast of Characters Maeloch - minor devil LE Maeloch is very intelligent, and very ambitious. He hopes to return to his home plane after learning enough magic to give him an edge over his enemies. He has only been on the Prime Material plane for a few weeks, and knows nothing about the rest of the world beyond Ecclesias' home. Lucinda has been careful not to reveal too much, hoping that his ignorance can be used to defeat him. ac: 1 hd: 5+5 hp: 30 mr: 50% th: 14 d: 1-4/1-4/2-5/1-3(tail) wounds from tail attack continue to lose 1 hit point/round until bound or magically cured at will: pyrotechnics, produce flame, detect magic, illusion, fear 5' radius Magic-User capabilities (1st level) spells learned: chill touch Lucinda - 6th level Conjurer str: 10 con: 12 dex: 11 int: 15 wis: 14 chr: 11 ac: 9 hp: 15 th: 20 damage: 1-4 (dagger) SpellBook level: 1 number per day: 4 armor [P 131], chill touch [P 132], find familiar [P 134], gaze reflection [P 135], grease [P 135], mount [P 136], Nystul's magic aura [P 136], unseen servant [P 138], ventriloquism [P 139] level: 2 number per day: 2 fools gold [P 141], glitterdust [P 142], irritation [P 142], knock (r) [P 143], locate object (r) [P 143], Melf's acid arrow [P 144], protection from paralysis [T 23], ride the wind [T 23], summon swarm [P 146] level: 3 number per day: 2 flame arrow [P 149], infravision [P 150], monster summoning I [P 151], phantom steed [P 152], protection from normal missiles [P 152], sepia snake sigil [P 152], watery double [T 27] |
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