Roleplay - What, Who, Why && Where?

Lord Mondain's Castle by Caleb Hyde

If you try the adventure, why not send an email to jason@ufbs.co.uk and let us know what you thought of it. I will pass on any comments to the Author.


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FLOOR 1


Map of Floor 1

Entrance door

The entrance door is plain as hell.

1. Pile of bones

"As the old creaky door slowly slides open the sight of vegetation surrounds you. Mold is growing out of every corner of the 20x20 stone wall room. Mushrooms are littered across the floor. In the middle of the room is a pile of bones."

If players start to look through the bones, move them around, they animate and begin to attack. They have low intelligence and won't speak. Other than that there's not much else in the room.

*Security skeletons*
AC: 8HD: 1MV: 30'
ATT: 1DAM: 1D6-1SAVE AS: F1
MORALE: 12INT: 0ALIGN: Chaotic
XP: 15THAC0: 19 
The security skeletons are the mildest type of skeletons in the castle, they have no special abilities and are annoying more than anything.


2. Hall of heros

"This, at one time, must have been a place to honor the heros of the owners time. The walls are full of fine red drapes and statues of large looking men and women with weaponary filling the edge of the walls."

When the player's turn around the corner read the following.

The corridor takes a turn and reveals a small desk and chair. The table is littered with paper, an ink bottle sits on the desk with a feathered pen in it.

If the players take the time to search the desk they'll find a scroll of healing (When read heals 1d6 hp) INSIDE the desk. All the other papers are useless, works in progress.


3. Animation room

"The door slides open to a room filled with ivory bleached bones scattered across the floor. The walls are covered with magicaly writen papers and diagrams. Every step you take in this god forbidden room results in a snapping sound as another bone breaks."

When the players first see this room they'll think that it's nothing, and it is...... for now. Later on, when they're battling Lord Mondain and he's losing, he'll cast his dimension door spell and enter it. The door takes him to this room. Within 1 round that he is in the room he will animate all the skeletons, and if the player's don't come through the door, he'll look go looking for them. The skeletons are all "security skeletons" There's a total of 8 skeletons amongst the ground. For the time being any character with an intelligence of 15 or over has a 40% chance of understanding the papers on the wall. The papers describe animation procedures. If they attempt to touch the papers they are thrown back (no damage).


4. Pets room

"Through the porticulus you can see a small little purple winged lizard curled in a ball sleeping.The floor is covered in hay and the room looks very well kept. To finish off the classic picture of an animal room there's a food and water dish in the south east corner of the room."

The porticulus can be broken down with 3 succesful strength tests made. Once broken down the players have access to the room. If they bother the poor little drake he'll be surprised for the first round but then the next round will attack the closest player trying to escape through the broken porticulus. If the drake escape he will fly straight to Lord Mondain and warn him of the intruders. When the drake reaches lord Mondain have lord Mondain cast a wizards eye spell and look for the players. Once he finds out what floor they're on he'll begin creating Death Skeletons at a rate of 1 every 3 turns. Once he casts a group of 3 death skeletons he'll send them after the player's. After the first group is destroyed he'll start another group. If the player's step on the square with the 'X' on it the slide door to the north slides open and reveals 3 security skeletons that will defend the drake over anything. Also if the food dish is attempted to be moved the secret door on the right opens up revealing a gold dragon Sapphire eyes worth 150 gp.

Drake
AC: 6HD: 3*MV: 30' flying (90')
ATT: 3DAM: 1D3\1D3\1D4\See belowSAVE AS: M6
MORALE: 2INT: 10ALIGN: Lawful
XP: 80THAC0: 17 
(If the drake is completly cornered and about to die he'll use an acid breath attack which makes a 10x10 cloud doing 2d6 damage to anyone in the area. Anyone hit by the cloud gets a save vs. Dragon breath. If they succeed they only take half damage.

Death skeletons
AC: 7HD: 1+2MV: 30'
ATT: 1DAM: 1D8-1SAVE AS: F1
MORALE: 12INT: 0ALIGN: Chaotic
XP: 20THAC0: 18 


5. Wizards Kitchen

"When you open the door to the room you can see a large cuboard with three shelves as you slowly glance around the room you notice many cooking utensils and spices. Obviously you have found the mages kitchen."

There is nothing very special about this room except for the food and spices which are altogether 50 encumberance. In the last cuboard they look in a family of 4 giant rats are nestedin the bottom feeding on old rotting meat.

*Giant rats*
AC: 7HD: 1/2 (1-4 hit points)MV: (60') Swimming 60'(40')
DAM: 1D4 + DiseaseSAVE AS: Normal ManMORALE: 8
INT: 2ALIGN: NuetralXP: 5
THAC0: 19  
(None of the giant rats have a disease.)


6. Bell tower

"A rope dangles from above, about 20 ft. The rope ends about a foot from the ground. It's hanging from a large 8x8 brass bell at the top of the cieling. A ladder is leaning against the east wall, it heads up about 10 feet and a door on the upper floor looks obvious."

The player's would have to be a complete moron to ring the bell. It will result in 2 actions.

  1. Lord Mondain will here the sound and send a 'wizard's eye' to search the area.
  2. 4 giant bats nesting in the bell will swoop out and attack the party.

*Giant Bats*
AC: 7HD: 2*MV: 15' (flying 90')
ATT: 1 biteDAM: 1D4SAVE AS: F1
MORALE: 8ALIGN: NeutralINT: 2
XP: 20THAC0: 19 

FLOOR 2


Map of Floor 2

7. The Top of the Ladder

"At the top of the ladder, you can see out a small window on the left hand side of the room. You pause to look at the beautiful scenery which can be seen for miles. Then out of the corner of your eye, you see a giant spider about the size of a dog, sitting in it's giant web. It stares at you with it's 8 black beady eyes...... and attacks."

If any of the players are attacked within 1' of the ladder and recieve a hit they must make a dexterity check, if they fail they fall down the ladder taking 1d3 damage. If the player's cut down the web in the corner 21 cp falls to the ground.

*Giant hunting spider*
AC: 8HD: 2MV: 60'
AT: 1 biteDAM: 1D6SAVE AS: F2
MORALE: 8INT: 0ALIGN: neutral
XP: 20THAC0: 19 


8. Bolt trap

"As you step you hear a clicking noise followed by a twang. Then a sharp pain fills your arm."

The trap isn't incredibly devestating, could kill 1 member at the max. It's triggered by someone stepping on the pressure pad. Once they've stepped on it a bolt shoots out of the 2 walls. They'll travel until they hit a solid object. Anyone getting hit by the bolt gets a dexterity check. If they fail they take 1d6-1 damage. If they succeed the next person must make the check.


9. Gate trap

"As you continue to walk on a sudden 'swoosh' sounds as a gate slams behind you and infront of you."

If no one is standing in the way of the gate it's not going to do major damage. All it takes is 2 player's to succeed in a strength test to pry open the gate. If someone gets caught in the gate they get a dexterity check, if they fail they take 1d8 damage from the impact.


10. Battle remains

"Along the walls is blood splatters and a human laying against the wall. His head is dripping with fresh blood."

Just a really cool looking dude.


11. Old Prison

"The walls here are very plain and have nothing on them but the cold slab they're made of. 2 small cells are at the end of the room, On the North and South wall near the door are unmoving skeletons. At the east end of the wall is another skeleton, holding a larger {looking sword, once again not moving."

The skeletons on the north and south walls are Security skeletons and the one on the east side is a battle skeleton. Inside each of the cells is another security skeleton. Inside the first cell is 2 potions of healing. In the second is a staff. The staff is used to open the secret door in area 12. If anyone touches the staff all the skeletons animate and begin to attack.


12. Writing and elevator

"On the wall is some writing in blood red color that says 'Death shall meet all who seek passage.'"

If the player's have the staff from area 11 it will begin to glow red, once it is glowing and someone recites what is on the wall a large white flash will blind everyone within' 30'. Once they regain their vision they are inside a small 10' room with a circle and a black skull in the middle of the floor. Within' 10 secs the walls begin to force in forcing everyone in the room to stand in the skull. Once it has closed off everything except the skull the floor will begin to descend. Within' 5 turns they will be on floor 3.


13. Graveyard

"The door opens to a natural stone cave and earthen ground. The floor has dozen's of graves. Mushrooms and mold grow out of the graves and the floor with an odour unlike any you have ever smelt."

At the end of the hall is an undead altar, this is where the center of Lord Mondain's ressurecting skills come from. If it is destroyed the floor will turn into a large black mouth and scream. Lord Mondain's ressurecting skills will now take 5 turns instead of 3. Also, every 20' is a patch of 3 shriekers.

*Shriekers*
AC: 7HD: 3MV: -
ATT: See belowDAM: -SAVE AS: F2
MORALE: 12INT: 0ALIGN: Neutral
XP: 35THAC0: - 
When anyone comes within 10' of a shrieker it releases an intense shriek which causes anyone within 30' to miss a turn. Also, it calls a wandering monster that will arrive in 1d6+3 turns. The only way to stop the shrieking is to destroy the shrieker.


FLOOR 3


Map of Floor 3

14. Entree

"The elevator comes to a stop infront of a door with 2 blue candles infront of it. The door looks much fancier that the rest of what you've seen. It's blue with streaks of red on it."

On the north and south wall is 4 battle skeletons waiting for the player's. They get the element of surprise.


15. The living quarters

"This room is filled with banners and drapery, a desk is on the north wall and many other tables with empty vials and blank paper on them. 4 battle skeletons are standing in the middle of the room. A short man in black robes is standing behind them pointing an accusing finger."

The man in the black robes is Lord Mondain and he's not happy with the party being in his castle. He'll fight to the death as long as he has atleast 2 skeletons at his side, if he's running low on skeletons he'll run like hell. If he begins to lose he'll cast a dimension door spell that will travel to area 3. He'll then raise all the skeletons in that room to aid him. He usually perfers to run but if cornered without skeletons he'll attack with his knife. He has a scroll of 'dimension door'.

*Lord Mondain*
AC: 7HP: 18MV: 30'
ATT: 1 knife + SpecialDAM: 1d3 / See belowSAVE AS: M5
MORALE: 5INT: 10ALIGN: Chaotic
XP: 180THAC0: 18 
Lord Mondain can call a security skeleton from the ground once every 3 turns. The only difference is they have an AC of 9 and an attack of 1d3. He also has the spell dimension door which he can cast once a day. This casts a magical portal which will teleport anyone who walks through it into a different part of the building. The final spell he has is Wizard's eye which casts a small eye that moves at 150' per turn and lasts 10 turns. He can see anything the eye sees.


15. Bed room

"A small bed sits in the middle of the room with silk covers and silk pillows laying on it. On the left hand side of the room is a drawer and a treasure chest at the foot of the bed."

The silk covers are worth 50gp. Inside the drawe is some fine looking robes worth maybe 5 gp but would look great on a mage. Inside of the treasure chest is a spear +1 to damage and THAC0 and a ring of Quickness. The ring adds 10' to movement.


Concluding the adventure

The only way to exit from the living quarters through a dimension door into area 3.
Roleplay - Who, What, Why & Where? | Jason's Home Page | One Stop Search Site
Roleplay Adventures

Last Updated: 24th Jul 1997