¶l§1¬3 The Hall of Rock ¬2 Written By Mark Blomsma ¬1 Tuma, a city of justice, honour, glory and peace was attacked hundred of years ago. All the people were send to another dimension by evil sorcery. Only two people, who were send in to hiding managed to escape. A magic amulet was given to them, ripped in two pieces, brought together these two parts would form a powerful amulet. Arkayz, one of the two had his part stashed away in the Hall of Rock, but again an evil spell was cast and he himself cannot enter to Hall of Rock to get his half of the amulet. Arkayz will never reveale his true identity and now pretends to be a philosopher, sage, advisor. The party is in an Inn, finishing breakfast. A traveller enters the room and says,"Peace upon you all! I Hakeem the merchant, seek worthy friends in search of adventure" He approaches the party. They should talk to him. He says that on his way through Sylvanhome he stopped at The Manor, a fine palace owned by Lirdrium Arkayz. His servant Jenlar Temlin paid him to deliver his message here. The wizard needs adventurers to fulfill a quest, and will pay them if they succeed. People in the Inn and the village, when asked will say nothing but good about Arkays and Temlin. It is a full days ride to The Manor. The Party will need horses. At the Manor there are many statues and the place look very posh and has no visible defenses. They are welcome at the Manor, they were expected. Temlin offers 300/man gold pieces. Treasures found may be kept, Arkayz has but one intrest, the secret of the Rock. §ABargain may get up to 500/man.§1 If there are more people than horses then more horses will be provided. ¬3Temlin: AC 6, F7, HP 42, AT 1, 1d4+2 AL L, XP 450 ¬3Items: dagger+2, ring of protection+1 ¬32guards: AC 4, F2, HP 16, AT 1, 1d8 AL L XP 90¬1 When the characters leave Temlin gives advise: I have a warning/advice to give you: Golden dreams can quickly turn to nightmares filled with flames that burn. Dark clouds may not bring you light, but watch for silver lining bright. Strenght is not as strenght might look: remember falsely-coveredbooks! Simple treasures won't grow old, and all that glitters is not gold. Encounters on the way to the Hall of Rock: ¬31- 3 Goblins: AC 6, HP (5,2,5), AT 1 1d6, AL C, XP 5 ¬1Goblins are hunting and will attack, if one is captured then he may tell of the hunting trap (encounter 4), they carry 4 gems worth 10 GP each. ¬32- 1 Ogre: AC 5, HP 19, AT 1, 1d8+2 Save F4, AL C, XP 125 ¬1The Ogres carries 40 GP, threatens to attack unless paid 80 GP. If they pay he attacks anyway. ¬33- 8 Elves: AC 6, HP 11, AT 1, 1d6 E1, AL N, XP 13. ¬1Elves are on patrol, watching for bandits or monsters. They are armed with a longbow, 20 arrows and a spear. They wear leather armor and have -1 on armor for high dexterity. They may give a potion of healing to a wounded character, but know nothing of the Rock. ¬34-Goblin Hunting Trap¬1 20' square, 10' deep. 1d4 damage. 80% chance of dwarf, elf, thief seeing it, 40% anyone else. §ANighttime:§1 1- 7 ¬3Goblins¬1 attack, looking for revenge (enc1). ¬3AC 6, HP 6, AT 1, 1d8, Save NM, AL C XP 5¬1 They carry normal swords(1d8), and 180 GP 2- A group of 5 men wants to join your party for the night, a big party is safer they say. The men are really ¬3werewolfs¬1 in human form, they will wait for the other to go to sleep and then turn into wolves and attack. They have 50 GP each. §ANext Morning:§1 1- As the party follows the path they hear singing (ugly). There are Gnomes ahead of them, pulling a boat through the forest in search for the ocean, these gnomes are obviously stupid, but looking for adventure and they made a bet with the gnomes at home that they would be able to find it. The leader Johnston Leftiants, is embarassed about being lost and will pay for horses(60 GP) and maps to the ocean. ¬340 gnomes: AC 5, HP 4, AT 1, 1d6 Save D1, AL L, XP 10 ¬312 dwarves: AC 4, HP 24, AT 1, 1d10 Save D4, AL L, XP 68 ¬1The dwarves will try to persuade party-dwarves to become Lawful. (The dwarves are their friends, who have had experience in fighting and who, since they were AL L as well willing to come along as protection.) 2- The bridge with a Statue and four guards. Statue is a GOD of water. He has to be honoured before the bridge can be crossed. A sign in a weird language says: Let no man cross the water without honouring the Water God with what it is due. The sign can be read if a throw 3d lower than intelligence is made. If honoured correctly the guards will let them pass. ¬34 guards are snake shaped-water-weirds AC 5, HP 23, AT 1, 3+drowning save F6, AL C, XP 400 ¬1 3- After having climbed along for some time you see a waterfall which seems to flow upwards. The waterfall is an illusion. If the party touches it, it will disappear and an opening behind the waterfall will appear. This is the home of a druid who does not particularly like the fact that they are looking into his house. If attacked the druid will be able call upon three cave bears, who he seems to keep as pets. He may sell them some healing potions, or remove a curse. ¬3Druid: AC 7, HP 65, AT 2, 1d6+5+spells save C20, XP 4000 ¬1 The druid may offer 400 GP/man for killing a Chimera 6500 GP + 1 Battle Axe +5 + ring (Weakness) ¬3Chimera: AC 6, HP 42, 2claws/3heads/ breath, 1d6/2d4/1d10/3d4+ breath, save F9, AL C, XP 2300 ¬1 §AAt the Rock:§1 1- A 'river' of magma flows around the rock. This is just an illusion. In reality it is just a small stream, 3 Giant Piranas swim in the water. A rocks are scattered around, they can be used to build a small dam across the stream. 2- You can now approach the solid rock (150' tall more circular at the top, square at the base). You see a beautiful maiden chained to the base of the rock, she shouts for the party to leave, an old hag has chained her there because she loathes her beauty." Leave before she'll come back and punish you for coming too near!" ¬3Crone of chaos: AC 7, HP 15, AT 2, 1d6/1d6+ spells, save F6, AL C, XP 500 ¬1 The horses will throw of their riders and run away (animal control). Daggers of Sorcery will now attack, people who were thrown off will be unable to fight back first round. ¬34 Daggers: AC 2, HP 1, AT 1, 1d4 save F1¬1 People fighting the daggers will have to make a saving throw versus Spells or be weak and dizzy for six rounds, -2 om all rolls. The Crone Revealed, after all has failed the Maiden turns into an withered, hideous old woman and will fight till the death. A gold sword, the Sword of the Rock may be found. It is a magical sword +2 which may not be used by Evil Creatures. On the blade it says: "Broad and wide the path to nowhere, thin and narrow the road to true riches. Unravel the riddle the riches to win." The riddle means that the characters should find the passage in the east and west wall which are powerful illusions, ONLY to be discovered by touching the wall. §AInside:§1 -There is a massive hall of 380' long and 240' wide and 340' high (too large to be the same rock!!) . There are four massive statues here (statues of the kings which used to rule the land). Between the statues are 7 chests, ranging from a simple wooden chest to a beautiful chest with diamond and pearls on it. This wall looks marvelous while the other walls look run down and shabby. There is writing on the wall in gold letters, "Hubrelis Tumassen" which means " the great pride of Tuma" (this can only be read with scroll or intelligence test. The four statues will come alive, attacking with a sword 1d8, a maze 1d6, dagger 1d4, dagger 1d4, All with +2 on hit rolls because of strength. ¬3Statue: AC 2, HP 12, AT 1, 1d8 save F4, AL N, XP 50 ¬1 - A voice calls, take the treasure, it is yours, you deserve it etc. etc. The party should take the cheapest chest or fail in the quest for the Secret of the Rock. If the cheapest chest is opened , they will find: ¬32000 GP ¬24 golden wristbands 100 GP each ¬31 ring of protection +1 ¬22 potions of healing ¬3rope of climbing ¬22 daggers +1 ¬3a talisman ¬1 The voice speaks again: Well done brave heroes! To you the secret of the rock shall be revealed. And this be the greatest of the secrets: A soul falls into judgement when a soul climbs high enough to sit in the judgement's seat ; judge not by what is seen, but by what is truly there. Let the eyes of the heart guide and counsel the eyes of the body. Glitter does not make the golden prize; hidden in your heart the answer lies. How a creature looks never changes what is inside. Judge with right- eous judgement; be wise, be wise! Arkayz will now teleport everyone back. Temlin asks for the secret, they should tell the secret. Temlin asks for the Amulet, the second part of the amulet. The party can now go home or spend the night at the Manor.