Treasure Descriptions:
T01 - In the quiver you find normal arrows.
T02 - In the quiver you find magic arrows.
T03 - An old set of armor. Worthless as protection, it might be worth something melted down. [10sp]
T04 - When mixed with some herbs you happen to have, any venom you can recover from the dead snakes' poison sacs will act just like a healing elixir.
T05 - On the floor you find a Skull Ring with diamond flecks for eyes. [50sp]
T06 - Three gold coins. [30sp]
T07 - As far as you can tell in the poor light, the sword seems to be finely made and rust-free.
T08 - The sword is an ancient one made of bronze - an interesting curio of no practical value. [4sp]
T09 - The shiny object on the ground is a fine pearl ring! [200sp]
T10 - Olias is not the only pack rat around here. You find a collection of worthless beads of various colors, 3 gold nuggets, a leather pouch containing 11 gold and 4 platinum pieces, 7 small diamonds, 2 small emeralds, a small ruby, and a large ruby. [5160sp]
T11 - On some skeletal remains you find a silver medallion. [40sp]
T12 - A pouch contains 10 matching small emeralds. [2000sp]
T13 - The only interesting object here is a gold medallion. [100sp]
T14 - There's more here than you can carry, but, being nearly as greedy as Olias himself, into the largest sack you can find you stuff 10 silver ingots, 3 gold ingots, a silver candelabra, 2 gold chains, and various minor bits and pieces (to fill up the cracks) worth another 500 silver pieces. [5050sp]
T15 - This is the creme de la creme; an emerald ring with a matching bracelet, a pair of jade cats worth about 2500 silver pieces each, a dozen platinum pieces, and a gem-studded, glowing belt. You have no idea what sort of magic it possesses, but you decide to wear it from now on. [12700sp, +1 Strength]
T20 - A glittering piece of genuine iron pyrite of no redeeming social value.
Trap Descriptions:
PIT TRAP - As you are walking, you accidentally fall into a trap meant for small game.
CROSSBOW TRAP - A crossbow quarrel flies from a hidden niche in the wall across from you.
SPEAR TRAP - A hidden mechanism thrusts a spear at you.
NEEDLE TRAP - As you try to open the chest, a tiny spring thrusts a poisoned needle at your thumb.
CEILING TRAP - As you walk in the cave, the vibrations of your tread causes a large stalactite to fall upon you. The Surgeon General has determined that this is hazardous to your health!
CAVE-IN - Whether an accidental falling of loose rock or a deliberate trap set by Olias, there are many cave-ins here. They may seal off an entrance or exit to a cavern or passage and, if you are underneath, may cause injury or even death.
CREEPING CRUD - The exact nature of this slimy, amoebic life form is unknown, but it is large, hungry, and extremely dangerous.
Room Descriptions:
Room 1 - The small foyer of the cottage of Merlis the Mage. A pale, greenish light emanates from nowhere in particular, and the walls are decorated with arcane symbols and spooky magical stuff that no doubt maintain Merlis' image but don't impress you. Much.
Rooms 1-2 - A forest near the castle of Olias the dwarf. You are surrounded by the sights and sounds of the great outdoors; dappled sunlight, the fluting of birdsong, the trickling of a distant brook. Nearer to hand, there is an annoying hum in the air and the smell of something unpleasant.
Rooms 3-4 - A well-traveled courtyard in front of the castle. The dust in criss-crossed with tracks of horses and small animals. The gate of the castle to the north is closed and solidly barred. Olias may have taken your one and only magic sword, but a frontal assault is out of the question. A more discrete approach is called for. Fortunately, you have heard rumor of a cave complex underneath the castle that Olias uses as a cellar and storehouse. Unfortunately, you have no idea how to get into it. There is an old and rickety shed to the south, but it does not look enticing. Still...
Room 5 - Well, well. This may be the cave entrance you were looking for. It's dark in here, but there appears to be an opening across from you, and there may be a cleft to the north, near a pile of loose stones.
Room 6 - The dark shed is full of junk, but there may be something worthwhile in all this. Watch your step, though.
Room 7 - A huge, drafty cavern with a man-made (or dwarf-wrought) door at one end.
Room 8 - A hidden arsenal. On the far side of the room you see a quiver filled with arrows.
Room 9 - Another cavern, the corpse of another adventurer, and another quiver. Also a minor obstacle.
Rooms 10-13 - These passages connect several large caverns. They are narrow, dim, dank, and a bit drafty.
Room 14 - Bat City. The cave-in that sealed the entrance to this large cavern also seems to have awakened about a zillion bats, which are now filling the air with their winged bodies and eerie, screeching cries. There may be another way out near a pile of rocks on the other side of the cavern. Protruding from beneath the pile is a skeletal arm gripping a sword.
Room 15 - Among the other objects in this storeroom is a sword that looks somewhat familiar. Could it be yours, lost on a previous adventure and appropriated by the greedy dwarf? To find out, you'll first have to do something about the snakes.
Room 16 - A cavern inhabited by particularly large and unpleasant bats.
Rooms 17-19 - A series of interconnected caverns off a breezy passageway. There are holes and ridges in the floor; footing is treacherous. Room 19 is a storehouse of interesting items.
Rooms 20-23 - A long, winding corridor. There is a substantial breeze from the west; it grows in strength as you move in that direction. It whistles audibly in your ears, at least until a cave-in seals off part of the passage. (You are either clumsy or unlucky, or Olias has mined these caves carefully to discourage unwanted visitors.)
Room 24 - A small alcove. As you enter, dozens of spiderwebs cling to you. (Shades of Raiders of the Lost You-Know-What!)
Room 25 - Another alcove. What's that on your foot?
Rooms 26-27 - As this part of the cave widens, a familiar, pungent odor grows progressively stronger. You clearly deduce that this is the den of some furry animals.
Rooms 28-30 - A winding corridor that grows lighter and windier as you move to the south.
Room 31 - This portion of the cave shows signs of careful workmanship, as if the natural cavern has been deliberately enlarged.
Room 32 - This low passage slants upward. There is a light at the end of the tunnel.
Rooms 33-34 - These hand-hewn rooms obviously serve as a storehouse for some of Olias' accumulated loot. Your attention is drawn to the ornate chest in front of the far wall in Room 34.
No comments:
Post a Comment