Voadam
Legend
The Lost Lands: Stoneheart Valley Swords and Wizardry Edition
Swords & Wizardry
Font of Bones Skeleton, Font Skeleton: Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir.
These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon.
Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door.
This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here.
The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A.
Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round.
Lich: Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones.
Zombie: ?
Eralion The Shadow-Mage, Shadow Magic-User 3: Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.”
In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item.
Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep.
This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow.
Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate.
Skeleton: Once a force of law enters the room, the 6 skeletons animate.
Zombie Child: ?
Ghoul: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Ghast: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Shadow: ?
Giant Rat Shadow: The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows.
Draeligor the Wight: ?
Balcoth the Rune-Mage, Wraith Magic-User 9: Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information.
This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith.
Zombie Guard: ?
Zombie Servant: ?
Dargeleth The Bleeding Horror Dwarf Fighter 10: This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate.
Bleeding Horror: If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror.
Mummy: Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders.
Gremag the Lich, Magic User 18: ?
Vampire: ?
Minor Artifact
The Axe of Blood
The axe of blood is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.
Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not Chaotic but is instead Neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.
Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained.
There is a chance that the hit points sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost. If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror.
Swords & Wizardry
Font of Bones Skeleton, Font Skeleton: Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir.
These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon.
Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door.
This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here.
The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A.
Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round.
Lich: Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones.
Zombie: ?
Eralion The Shadow-Mage, Shadow Magic-User 3: Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.”
In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item.
Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep.
This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow.
Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate.
Skeleton: Once a force of law enters the room, the 6 skeletons animate.
Zombie Child: ?
Ghoul: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Ghast: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Shadow: ?
Giant Rat Shadow: The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows.
Draeligor the Wight: ?
Balcoth the Rune-Mage, Wraith Magic-User 9: Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information.
This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith.
Zombie Guard: ?
Zombie Servant: ?
Dargeleth The Bleeding Horror Dwarf Fighter 10: This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate.
Bleeding Horror: If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror.
Mummy: Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders.
Gremag the Lich, Magic User 18: ?
Vampire: ?
Minor Artifact
The Axe of Blood
The axe of blood is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.
Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not Chaotic but is instead Neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.
Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained.
There is a chance that the hit points sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost. If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror.
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