Free Roleplaying Module: "Refuge Deep" The League of Fear is a secret society of priests that,
during one of the last incidents of the plague, sold their souls to the
devil to live through the effects of the disease. They are led by Abbot
Brock, the head of the monastery at the time of the plague. The monastery, the Refuge Deep, is presently occupied
by the cult, though great effort has been made to silence any that would
reveal the true nature of the Refuge. The Refuge Deep is located on a
high, craggy cliff overlooking the forest of Flynn. It is visible for
up to 50 miles away, perched atop the plateau. Great secrecy surrounds the Abbey, those of its order
sworn to an oath of silence to any other than themselves. The isolated
fortress was once a place of a very strict order of Good priests. As
the plague swept through the elven communities below, the order held
up in the lofty heights above. Eventually the black death reached the
outpost as well. One of the priests came down with the illness, and was
cast from the cliffs as a sort of gesture to please their strange God.
No answer to their prayers were recieved, and desperation ensued as one
priest after another was covered with the black sores of the plague. One Krill the Dragon Charmer came to the monastery to
visit a friend, Ragot of Alexander, one of the high priests of the order.
Great awe was expressed as to how he was able to escape the black death,
having travelled through the lands struck worst with the dread disease.
He was dressed in silvery black armor with a crimson cloak bearing the
emblem of a skewered cockatrice. He was of the order of Krill, a black
magic wizard of the North forest in the land of the Dwarves. Krill told the handful of remaining priests of the protective
powers of the order to its members vs. the plague. The priests were horrified
when Krill told of the nature of his order, a demonic sect with evil
powers. Krill redied himself to leave when he was stopped from descending
the winding stairway to the abbey by a cry from Cardinal Gorton. He explained
that Abbot Brock had developed large sores and was coughing up blood.
Krill was summoned to his bedside. When asked as to whether Krill could
heal him, the standard cure disease spells proving useless against the
disease, which was caused by the order of Krill itself, Krill answered
that he could on conditions of the abbey being turned to his faith and
he being the leader of the group. In desperation, Brock complied. Krill healed him, the
disease leaving his body within minutes. Krill moved into the monastery
and a seemingly endless trail of his faithful leaders came to the monastery
from the north. His high powered thugs roamed the citadel, keeping any
opposition quiet, often silencing it by casting them from the heights
of the cliffs. He seemed to rule with unquestioned authority until one
day, one of the guards was found dead, a poisoned arrow shot through
his facemask. Much investigation followed, but in the end, no evidence
turned up as to who had done it. A week later to the day, one of the
newly organized cardinals was found in a pool of blood, stabbed in the
back with a slender dagger. Another of the guards was found at the base
of the cliffs, having been shoved off. Krill was furious! A full scale witch hunt began, searching
for the cause of the deaths. Accusations were made, and many innocent
were tried and murdered, but the deaths continued. Brock studied the
black arts more and more, filling in the gaps in his former faith with
the black arts of Krill. Soon he had gained in power to rival that of Krill. They
battled, and Krill came out victorious, Brock and his cardinals fleeing
the fortress. On their way out, Brock caused an explosion that caved
in the stair entrance to the monastery. It would take a month or so to
dig out the only way out. With the help of the witch Wayloe, Brock and his fallen
cardinals summoned the spirits of those killed by Krill's men to haunt
the monastery. Krill was powerful, but was unable to fend off the effects
of time-based attacks that the ghosts made on him and his guards. They
died of old age, and the news was given by the witch to Brock. As reward for her services, Wayloe was to live the rest
of her years in the monastery as a guest. The stairs were cleared, and
Brock and his cardinals took posession of the outpost without a fight,
dead bodies of the aged littering the fortress. Brock claimed Krill's
set of full plate mail armor for his own. In it was magic to make its
wearer invulverable to missle attacks and +2 in all other respects. It
can only be worn by those of chaotic evil alignment. Brock incorporated the wisdom of the witch with Krill's
knowledge and his priestly powers. His followers are fierce to fight
indeed, being of a double class type of fighter and mage, having up to
two of the theif abilities at 80%. He has befriended a tribe of landshark, which he uses
to burrow through the rock below the citadel to make hallways and rooms.
His four cardinals ride these in attack situations. It is now 200 years later. The land sharks have since
died out. Brock and his four cardinals live still, as undead, as part
of their deal with the demons that saved them from the plague. The ghosts
of those killed by Krill's men steal life from others and give it to
Brock's men. The ghosts still roam the monastery occasionally, but only
when summoned. The party is to find and destroy Brock, who has made
a deal with Delig to help destroy Asterland and give it over to the Trolls
and Goblins of the east. They are given a magic amulet that will afford
protection from magic 70%. It will create an anti-magic field that will
make all spells within the 10' radius ineffective. The amulet must be
returned after the mission. The party is also to steal information about
the spells and nature of the cult to bring back. The fortress is impossible to take by air unless one
can do it by pegasis or griffon, as the amulet will not allow the funtioning
of magic withing its area of effect. Thus a flying carpet of ring of
flying will not work. It is watched over by three watchmen with a telescope
fitted with a gem of true seeing to detect invisible. The best bet is
to be teleported to a spot just below the cliffs, near the entrance.
From there, one must pass up the stairs by night, pick the lock to get
into the stairs, and, once at the top, hunt down and kill Brock. No magic
can be used against him as long as the medallion is worn by someone not
more than 10' from each character.
ST 15
A.C.-4
DX 18
Class: Priest/Fighter(/Thief)
CO 18
Level: 10 / 6 (Special)
WI 17
H.P.: 75
IN 14
Magic Resistance: 20%
CH 11 Abbot Brock wears metallic black armor that is +2 in
all respects except that it makes the wearer invulnerable to missile
attacks as per shield spell. The power of the shield is such that it
will take up to 20 h.p./attack. If more is absorbed than this, the shild
property will fail for 5-10 minutes before returning.
ST 12
A.C. 1
DX 16
Class:Priest/Mage
CO 17 Level: 7 / 6
WI 18
H.P.: 43
IN 15
Magic Resistance: 15%
CH 16 Cardinal Gordon wears metallic green plate mail. He is
a tall, robust figured man with a deep, commanding voice. He prefers
to talk his way out of problems, but will gladly use his crossbow or
2-handed sword if provoked. He can often be found reading in the archives.
He is especially interested in old history. He casts magic spells from
an ivory orb into which he has stored spells, thus he takes no penalty
for a mage wearing armor. Cardinal Gorton has a banshee scream attack
which has the effect of deafening all within 50' (subject to saving throw
vs. Petrification). All within the range must save vs Petrification or
run in fear. ST 18/00
A.C. -2
DX 15
Class:Fighter/Priest (necromancer)
CO 18
Level: 15 / 9
WI 17
H.P.: 84
IN 13
Magic Resistance: 10%
CH 14 Cardinal Grigg is a very tough opponent! He is ambidextrous
with the Bastard Sword, and attacks using one in each hand. He is fearless
in battle, having an extreme willpower that lets him fight to -5 before
going unconscious. He is a specialized bowman and will often use called
shots to a part of the body which is unprotected. He has a ring of teleportation,
which he will use if in trouble. He has a strength bow which gives him
+5 damage. It is good if he can be avoided altogether. He will most often
be found drilling troops or working out/training. He is very disciplined.
He wears yellow and black plate mail. Cardinal Grigg has done extensive
research into the negative material plane and its effects on those in
the prime material plane. He can control undead at 80%. He has an attack,
as an undead, of touch which drains 1d4 strength points. These can either
be temporary or permanent, depending on the gamemaster. This is especially
effective against characters with very high strengths, as it tends to
erase their strength damage bonuses. Thus, a fighter with an 18/00 strength
that gets +7 on damage can easily drop to no damage bonus. ST 12
A.C. 2
DX 14
Class:Fighter/Mage
CO 18
Level: 10 / 6
WI 14
H.P.: 97
IN 10
Magic Resestance: 30%
CH 14 Cardinal Rufus wears ruby red metallic armor and is quite
the ladies man. Though undead, he has a human form over his skeletal
form, allowing him to blend in with humans and interact well. He spends
much of his time in the wine cellars beneath the monastary. He hates
animals of all kinds as well as theives. He was once a town guard for
Innlandstadt, thus explain- ing why his hatred for theives. Rufus fights
with a bastard sword, but prefers bow attacks where possible. He is a
master of poisons and uses them with all bow attacks, either petrification,
damage, sleep, or death. He has antidotes to each of these as well. He
is a master of acids as well. He fights as often as not with a sprayer
of his own device, which has a range of 40' and does 2d12 damage if hit.
He can make smoke bombs out of pepper and oil that make breathing all
but impossible for any within its area of effect. As a semi-undead, he
need not breathe for up to 10 minutes, making this an effective incapacitating
weapon. Those failing a save, which must be made once per minute, will
fight at -4 on all attacks, with movement at 1/2 normal. ST 13
A.C. -1
DX 18
Class:Fighter/Assasin
CO 18
Level: 13 / 12
WI 14
H.P.: 85
IN 18
Magic Resistance: 25%
CH 13 Cardinal Oren is probably the most difficult opponent
to defeat. He is very cunning in strategy and tactics. He has an improved
invisibility ring, and uses it much of the time. He has a permanent silence
10' radius cast on his armor, which is metallic blue. He is all but impossible
to hear, and, when invisible can only be detected by the aura of silence
around his person. He has gauntlets of Ogre Power, making his attacks
at +5 damage. His normal tactics are to steal items from a party that
may be used against him and confront them later. He is expert in martial
arts, and acts as the head combat trainer for the troops. He will often
toy with a party or opponent as if it were a game. He often roams the
endless tunnels below the monastary, searching for items of power that
belonged to Krill while he was in power, which have not been found yet.
He is expert in setting traps, which are sucessful 85% of the time. Cardinal
Oren secretly wishes to take over Abbot Brock's position, deeming himself
a better 'man' for the job. Over the past years, the league has kept very low key,
allowing very few to venture into their lair. Once in the league of fear,
one is allowed to exit only when the Masters (the four cardinals and
Abbot Brock) allow it. In the last year or so, the cardinals have began
venturing outside of the citadel more and more, often making allies to
furthur their cause of causing chaos in general. They have sacrificed
some secrecy for mobility. Abbot Brock has made an agreement with Delig and Bandor
to teach them the art of necromancy, which they used to raise the dead
of Mirril for their purposes. Presently, arrangements are being made
to teach the skills of magic as it applies to time travel. Delig wishes
to travel forward in time to steal inventions for use in his campaign
of destruction. A time door has been opened, located somewhere inside
the citadel. Abbot Brock has entered it and has not returned since. He
will do so within a month with technology of mass destruction. The Great Council in Flynn has learned of this plot twist
and wish to send the party to destroy the time portal. A magic "booga
bomb" has been prepared for the destruction of the time portal. On the
utterance of the key word "booga", an antimagic field is generated which
will dispel the magic portal that Brock entered and seal up that particular
time "wormhole," making his return delayed. It took over a full year
for the wizards of the Citadel to gather enough magical power to open
the portal. It is thought that it would take a similar length of time
to create another once the wormhole is destroyed through which Brock
first time traveled. Brock took Cardinal and Rufus with him, leaving the citadel
less protected than normal. It is still no easy task to enter the refuge
and get to the portal. There are 23 abbots that have passed the realms of this
world. They are now stone demons, called upon to learn the knowledge
of the world to use against the forces of good. Once summoned, they will
attempt to hunt down their intended victim until either they have been
destroyed or its victim is. Their succession has been over the last 246
years, from when the plague spread across the land and they made their
pact with Krill. Abbots are allowed to be in the post until such time
as Krill decides that they are ready to pass to the state of stone demon.
They are killed in a ceremony that makes them into a stone demon, with
all of the powers of their former selves in addition to the ones that
they gain by nature of being stone demons. The succession of abbots is
listed below: Abbot Brock was the first of the Abbots at the time of
the great plague. He ventured out for Krill in search of great magic
with which to make the league of fear a dominant force in Asterland.
He returned only recently to stay from journeys into the abyss of the
many planes. He, upon returning, retook his place at the head of the
league. Abbot Harmony was the last of the abbots to attain the
status of Stone Demon. Abbot Brock now leads, having the knowledge of
the plains and dimensions on his side. While away, he learned the secret
of space/time, and the magic to control it. He reigns in prelude to conquest.
He uses Delig and Bandor to serve his purpose, letting them think that
they are in command. They are very, very wrong. Note: When an abbot is changed into a stone demon, he
will gain 10 hit points, due to the tougher nature of their bodies. There
are two hit point values listed below. The larger of the two values is
the amount of damage to destroy the demon outright or to destroy it in
its native rock form. The second value is the amount of damage required
to change the stone demon back into a harmless rock statue. The rock
demons will regenerate slowly (one hit point per hour) until they are
fully healed, at which point they will be able to attack again. No sign
of their regeneration will be seen unless one watches them over time,
since they heal so slowly.
| |
Name |
Hit
Dice |
Hit
Points |
Con |
Dex |
Str |
Wis |
Negative
Drain Type Type |
| 1. |
Oberon |
10 |
62/40 |
17 |
18 |
14 |
17 |
A |
| 2. |
Morwen |
9 |
75/50 |
18 |
17 |
13 |
16 |
Ch |
| 3. |
Anarion |
8 |
50/33 |
14 |
13 |
14 |
18 |
H,
Ch |
| 4. |
Caleb |
17 |
95/63 |
15 |
17 |
16 |
18 |
L,
H, Z |
| 5. |
Paigel |
6 |
46/31 |
16 |
16 |
13 |
17 |
Ch,
A |
| 6. |
Takera |
11 |
68/45 |
14 |
16 |
15 |
18 |
L |
| 7. |
Saeros |
20 |
170/113 |
17 |
16 |
16 |
18 |
All |
| 8. |
Pelaran |
11 |
70/47 |
16 |
14 |
15 |
17 |
C,
Z |
| 9. |
Alaric |
5 |
40/27 |
16 |
17 |
16 |
18 |
Ch |
| 10. |
Terril |
18 |
132/88 |
17 |
18 |
15 |
19 |
All
but Z |
| 11. |
Saggitus |
16 |
90/60 |
15 |
14 |
18/00 |
18 |
H,L,Z |
| 12. |
Rhevin |
12 |
85/57 |
17 |
14 |
16 |
18 |
H,
Ch |
| 13. |
Talbot |
19 |
124/83 |
17 |
18 |
17 |
19 |
All |
| 14. |
Kelson |
7 |
45/30 |
13 |
16 |
15 |
17 |
Ch |
| 15. |
Blenn |
11 |
74/50 |
16 |
17 |
14 |
18 |
Z |
| 16. |
Alex |
13 |
85/57 |
16 |
17 |
16 |
17 |
C,
H, L |
| 17. |
Camerthon |
15 |
100/67 |
17 |
14 |
17 |
18 |
H(x2) |
| 18. |
Jerret |
13 |
76/51 |
12 |
15 |
13 |
19 |
C,
Ch |
| 19. |
Daeryn |
13 |
88/59 |
16 |
18 |
14 |
17 |
A,
C |
| 20. |
Kamik |
12 |
82/55 |
16 |
14 |
17 |
17 |
C,
H |
| 21. |
Mandos |
10 |
61/40 |
13 |
14 |
18 |
18 |
A,
C, H(x2) |
| 22. |
Teos |
15 |
85/57 |
12 |
17 |
16 |
19 |
H,
L, Z |
| 23. |
Harmony |
13 |
101/67 |
17 |
12 |
17 |
18 |
A,
C |
Types of Negative Energy Drain: A Aging (d6 years/attack)
C Constitution (1/attack)
Ch Chill Hands (d8/attack)
H Hit Points (d4/attack)
L Level Drain (1/attack)
Z Turn to Zombie (save vs. Petrification /Polymorph) The Path to the Refuge Deep is a dangerous one. The Flynn
forest surrounding it is a deadly place to travel. Evil Ents live in
the Chillpool Glenn, from the floor of which rises the rocky spire upon
which the citadel rests. It is a quarter mile wide, rising a full 1500
feet in the air, practically straight up. It is a very difficult climb
for even the most skilled mountaineer. The craggy cliffs are the home
of various serpents which live in the cracks of the cliffs. At the base of the hill is a path which leads to an ornate
porch with a thick crystal door sealing the way to the citadel above.
Near the top of the spire can be seen by the obserbant viewer windows
carved in the stone. The base of the spire is evidence of the years of
self-imposed exile of the League of Fear, bones of various animals scattered
all over the glenn floor. The glen is a grassy clearing about 2 miles
long and 1/2 mile wide. A lake is toward the northern end of the valley which
is fed by countless small springs. The water is icy and crystal clear.
Fish are abundant in the lake, mostly due to the fact that only the bravest
adventurer would venture into the vale. It is mentioned in hushed tones
even in the enchanted city of Flynn. The vale is littered with the bones and rusted armor
of warriors that have fallen in the past wars that were fought some hundred
years ago by the elves seeking to regain possesion of the vale. Old rusted
chariots are overturned, the skeletal remains of the horses drawing it
still harnessed in molding leather. The stillness of the vale is hard
to describe. Even local birds will fly around the vale if possible. The only thing that roam the forest surrounding the glenn
are undead warriors which guard against intruders. There are also undead
wardogs that roam the forest. Many of the undead are former soldiars
sent originally to fight those that now serve as their masters. Haron the Warlock is still at the citadel, guarding the
portal. In battle in the anti-magic shield, he will try to create effects
outside of the shield that can affect things inside of it. If he is unable
to do this, his second goal will be to enter the portal so as to help
Abbot Brock find his way back to the current time era. The remaining cardinals, Grigg and Gorton, will fight
fearlessly at the maximum of their levels. If killed, they still can
be 'raised' by the priests of the citadel. At least some of the higher
level priests will avoid conflict, to bring back the cardinals in case
of one of their 'deaths.' Many of the legion of fear are simple monks, and have
little or no fighting skills, and will flee in terror if confronted directly.
Several of the residents of the citadel will fight to the best of their
abilities. As his 'gift,' Blanker recieved 'Jello Bones,' allowing
him to be very effective against skeletal forms, of which there are many
guarding the citadel. Blanker was raised by elves in this area, and will
fight mercilessly against the undead of the valley, getting a +2 on his
'to hit' scores when confronting one of the undead. His parents were
killed by Cardinal Rufus, thus his personal interest in the campaign. His home villiage, the small town of Grinee, lies 5 miles
to the southwest of the Chillpool Glen. During his childhood, the town
was raided often by the legion of fear. Livestock and other food provisions
were stolen constantly from the town by night. The town has about 120
residents. If approached by night, all of the windows will be closed
with heavy shutters and the doors bolted shut. The townsmen are very
cheery by day, but as nightfall approaches, they will tend to be less
and less helpful, wanting to get on with their boarding up for the night.
Anyone that roams the town at night will be mistrusted, and often said
to be in alliance with the legion of fear. Blanker will suggest that the party go to Grinee before
going to battle, suspecting that the likelihood of his not returning
to be great. His parents will greet him open-armed and beg him not to
venture into the Glenn. When he insists that he must, his mother gives
him a good luck charm, a gold acorn and leaves on a chain to wear, reminding
him of how good it served his grandfather in the troll wars. His father
will give him his bow, a fine steel strength bow. When released, the
string will make no sound. His father is elven and his mother is a small
framed, beautiful human woman. His brother Jaren wishes him luck after
trying one last time to convince him not to go. He gives him a couple
of tubes containing dust of blinding, ground glass dust that when poofed
in the eyes causes at least temporary blindness. The townsfolk of his
youth bid him good luck, each giving away that they never expect to see
him alive again. From home he gets a box of Septi, a type of poisonous
insect. Blanker has aquired an immunity to their poison, and thus will
not be affected by bites. He has a metal tube that he uses as a blowgun
to shoot them at living targets. One note on Blanker in combat, once
he activates his invisibility ring, he is unseen as normal. Furthur,
when invisible he is unseen by undead, which normally see through invisibility.
When he has attacked, he only becomes visible for an instant, becoming
invisible again. This is a very rare item, a very improved invisibility
ring. The party sets out for the North, the whole town offering
supplies and food for Blanker, who is seen as a foolish man, though driven
by a good cause. Blanker will also get his pet Blobber,
which will serve well due to its especially good attacks against bone
matter with its acid attacks and general calcium devouring. If the blobber
attacks a skeleton, it will try to enter its rib cage, where it can do
damage without risking being hit by the skeleton itself. The blobber, which Blanker calls 'blobbie' will hop and
roll along after him, often breaking into an often annoying humming/singing
sound, which indicates that he is happy or bored. Blobbie is prone to
fits of happiness, much as a small dog would, and often breaks out in
editorial noises that let one know how it feels. It is ferocious in an attack, often making a little screaming
noise when engaging in the fray, a kind of muffled trumpet sound. When
it must, it can remain silent for quite some time, but will often start
humming softly. It speaks a language consisting of high pitched squeaks
and shrill sounds, which Blanker can understand. This was his childhood pet. He is aware that it may come
in handy due to its calcium-based attacks. Blobbie will often chase after
squirrels or mice when on the road, having little trouble catching up
with the party in short order. Blanker will call him back from time to
time, the urgency of the mission paramount in his mind, and in no mood
for lightness. Blobbie often keeps him from getting too serious, telling
him jokes in its language. The Glenn is a short ride from town. About a half mile
from the Glenn, Blanker suggests taking to the woods, so as not to be
noticed by the sentinals that guard the entrance to the valley, a pair
of undead Cyclops with morning star tails and packing battle axes. In the forest, Blanker will use camouflage, attatching
pieces of plants and smearing his cloak and hood with dirt. He has special
padded shoe covers that allow him to sneak around with 20% less chance
of being detected on his move silently ability. On entering the valley, one will notice the foul stench
in the air of rotting bodies. The entire valley is strewn with the bodies
of those forces that have been sent from time to time to overthrow the
legion of fear. Each time that any army has stood against the legion,
they have fallen, failing miserably. The remains that could not be animated
for use as servants and fighters in the cause were animated anyway so
as not to allow the souls of the warriors passage to their reward above.
They have broken limbs and are generally smashed up. Some even are no
less than animated skulls. Even these beg one not to go near the citadel.
They reach out with broken, rotting appendages, pleading that one not
suffer their fate. One small child alone is not afraid to enter this valley,
little Sam Goodwin, a little dwarven child whose parents were slaughtered
on the road by the undead, having taken a wrong turn. The boy was spared
though. The undead are repelled by him, children being protected from
their numbers by the forces of heaven. Even among undead, it is considered
taboo to harm a child. The little boy has built a little shack on the
western bank of Chillpool. He eats by fishing in the lake, which is full
to capacity with trout. He doesn't seem to be bothered by the awful things
around him, having grown up around them and regarding them as commonplace,
as ordinary as the bushes or trees. He is 7 and cannot be harmed until
he has reached the age of accountability, or 8. At this point, he is
considered to be on his own, relying on his own strength as well as that
which can be gained from above. On the south side of the mountain is a path leading to
a stone porch. It is supported by heavy, fluted columns. A heavy crystal
door some 12" (30.5 cm) thick is sheltered by it. The door will open
with the correct command word, a knock spell, or if the door itself is
shattered, which would prove difficult considering its thickness and
size. A shatter spell will do the trick, though. Since the party's weapons
are temporarily imbued with the shatter spell, this should not prove
a difficult obstacle. Smashing it with a large rock will do it with the
same percentage as the persons bend bars/lift gates. Inside, the adventurers will find a long hallway leading
off into the darkness. The air is very stale, as if seldom opened to
the outside. Ten or so feet down the hall and to the right is a locked
room for storage. It has sacks of wheat, much of which has weavel in
it, potatoes, which have sprouted long shoots, and a few bags of beans,
which are in good shape. There are some clothes that have been left there,
including several (not sure what happened to the rest of the file. I will
find it and complete this quest description)
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