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This complex is reached via the dual Linked Portal (the shorter of the two steps) from the 2
Floor chamber of the manor house.
You appear in the center of the Linked Portal – into absolute blackness. Lighting a
Sunrod will reveal a chamber 10 squares by 30 – and lining each wall, one to each square, stand
34 Skeleton Warriors (treat as Level 6 PC-class Fighters, armed with Spear and Medium Shield).
The Warriors swiftly move to engage; they are draped in bits and pieces of Cloakwood family
livery.
As the Warriors close in, the “Cloakwood PC” wearing the family signet ring should lift
their hand to strike – and the Warriors will all stop “dead” in their tracks. The Warrior closest to
that PC will lean in close, to gaze at their signet ring – then will stiffen to ‘attention’ and salute,
then all the Warriors will turn and make their way back to their posts.
To that PC’s right, an eerie white glow draws the party’s attention to… (Lining the walls of
this chamber, five to a side, are Ever-burning Torches, in wall sconces; although dark, they can
be activated as normal. A strange vine lines all the walls; roll vs. Dungeoneering –3 {Drow ONLY:
+5}: This is Alabaster Wort, found only in the deepest of caverns; it scrubs the air, producing
Oxygen while removing harmful agents using a process based on ammonia, rather than
photosynthesis.)
Chapel (Chamber 2)
The walls of this dome-vaulted room are white as alabaster and glow with an ethereal
light, as if coming from nowhere, and are carved with exquisitely executed scenes of a titanic
battle (roll vs. History –6 to identify); on the floor, one square into the room, is a 2’x2’ square bas
relief of the oldest version of the Cloakwood PCs family crest. At the far end of the room is a holy
alter to Erathis that includes a twice-life sized statue of the Goddess, exquisitely rendered, with
several (a number equal to PCs accepting to become Divine Champions) other, much lesser
alters to gods that were obviously added at a later date. At each alter, a Cleric’s holy symbol for
that God hangs from a chain of material appropriate to that God. PCs looking at each other will
note that a mystical aura now engulfs them; a faint, shimmering image of a holy symbol hovers in
front of each PCs chest.
As the Cloakwood family PC approaches the main alter, the candelabra on the alter flare
with a glow, and produces two shimmering figures of otherworldly beauty – who bear a strong
resemblance to the Cloakwood family PC (that PC rolls vs. History +5 – [insert story of the Six
Who Drew Lots]). Presently, gazing fondly at her descendant, the woman speaks:
“Child of My House, if you are seeing this, then I am dead, and have failed Our God.
You must restore the Ward to its fullest flower! You are the only one who can do it – you and your fellows.
1
If you cannot find it in your soul to at least try, then I mourn the death of my line.
At the Cloakwood PCs agreement, the male apparition says: “You have done well by us,
Child of our House. Honor and courage to you and your brethren. Down the hall and twice left will
take you to what you require for this grave task...”
Have players choose a deity, preferably their own.
Accepting ‘Champion’ status: Gain +2 Diplomacy and Religion (permanent); gain the
Cleric’s Healing Word spell as an At-Will power; gain free Feat, “Apt Negotiator”: Daily/Free
action – once per day, gain +2 to Diplomacy and +2 to CHA for 4 hours; gain innate knowledge
and ability to make Holy Water (five rolls on 1d20; any roll of 2+ succeeds), cast both the Level 2
Ritual “Bloom” and the Level 8 Ritual “Anthem of Unity” at effect 40+ from memory (NOTE: This
does NOT grant the Ritual Caster feat, nor additional levels – this applies only to Bloom and
Anthem of Unity) – Ritual components are still necessary, but Ritual Books are not required for
success.
NOTE: Should the Cloakwood PC decline to agree, the male apparition sneers
disgustedly, and says: “Fine and good! Then you shall have no toys, little child!” The walls begin
to shake as the female apparition weeps; on the far side of the complex, muffled blasts can be
heard. As the party attempts to flee, they will find the skeleton army blocking their path to the
portal.
If the party does not escape the chamber within 30 rounds, the chamber will collapse
about them, entombing them for eternity.
Vault (Chamber 3) (First four squares, 2x2, inside the door is an illusion of an empty room.
Stepping inside reveals…)
2
Chest 2 (on the table)
Cloth Armor that looks wet (Aqueous Armor; 21K gp; Daily/Move Action: allows
wearer to transform into flow of water in exchange for 5 hp damage at start of each turn spent in
water form until transforming back; +3 to AC at all times)
1 large jar of sweet-smelling perfume (40 gp)
3
A loose pile of 10,000 sp spread on the floor
A large green sack holds 405 pp and 4,000 gp
15 Platinum bars (5000 gp each)
40 Gold bars (5 lbs each) (250 gp each)
4
that this is a map showing connections between this world and many others; the writing
along the border reveals the basic spell to activate a constructed gateway.)
5
Small brown sack holds 2pp, 230 gp
Small ebony wood statue of a unicorn with an ivory horn (1,500 gp)
6
Closed Faced Helm (Helm of Battle; 4,200 gp; Property: All w/in 5 sq get +1 to
initiative checks)
Amulet carved into wings (Safewing Amulet; 3,400 gp; +2 to Fort., Reflex &
Will; Property: When falling, reduce distance by 20 ft for calculating damage, and always
land on feet)
10,200 gp
Chest 1
24 Silver goblets with a heraldic shield emblazoned on them (50 gp each) –
[Historic item]
Small green bag - 23 diamonds (5,000 gp each) and a star sapphire (5000 gp)
4 exquisite Gold statuettes of Knights in armor holding halberds (1500 gp each) –
[Historic item]
Small box of Residuum (1,000 gp)
Chest 2
2 Golden bottle stoppers with golden sapphire crown (950 gp each)
Ornamental silver skullcap, with gold inlaid runes (1300 gp) – [Historic item]
Book that radiates with evil magic, Devil on the cover (unknown gp) – [Historic
item]
Blood red Robes (Blood Thread Armor; 5,000 gp; Cloth Armor, +2 to AC; when
Bloodied, gain +2 to AC and saving throws)
7
Black Wand (Master’s Wand of Eldritch Blast; 3,400 gp; +2 to Attack/Damage,
Crit +2d8 damage; Property: Gain +1 to damage when using this wand with Eldritch Blast;
Encounter/Standard: Cast Eldritch Blast at Level 1)
Silver Wand (Master’s Wand of Cloud of Daggers; 3,400 gp; +2 to
Attack/Damage, Crit +2d8 damage; Property: When creature enters into the cloud, it takes twice
WIS mod (minimum 2); Encounter/Standard: Cast Cloud of Daggers at Level 1)
Chest 3
Silver plated rapier with amethyst on the hilt and an ivory handle (1,400 gp)
Matching silver plated main gauche (800 gp)
Small painting of a man with fine clothes (700 gp)
Large gold cloak pin in the form of a dragon (1,000 gp)
Silver ring of exceptional workmanship (1,200 gp)
Chest 4
Silver comb with small sapphires and an oceanic theme (250 gp)
Silver finger sheath with ivory nail (500 gp)
Silver dice set with violet garnet pips (3,000 gp)
Githzerai talisman, silver with black opal gemstone (4,000 gp)
Small black bag with 10 Rubies (5000 gp each)
50 Gold ½ bricks (15 lbs each) (750 gp each)
Arsenal (Chamber 4)
100 x “Stand” of non-magical arms and armor: 100 x chainmail hauberk’s (65
gp/Stand or 650 gp total, AC +4, Move -2; chainmail shirt w/ gambeson, coif and ‘arming
cap’, “one size fits most”), each with Shortsword and scabbard, Dagger and Medium
Shield, with a 2-pint water-skin (empty) a 2-pint pewter tankard (empty), an Ironwood
bowl (empty), a wooden spoon and a tabard in the old Cloakwood family crest.
8
Four “field drums”, eight fifes, two bagpipes, four bugles and two songbooks.
Six Century- and one Cohort-grade war banners.
Four full farmers harvest sacks, made of burlap (Bucknard’s Ever-Fruitful
Farm; Each: 500,000 gp; Property: placing a handful of any cereal grain (wheat, barley,
rice, etc.) in the sack and leaving overnight will fill the sack to its full, 50 lbs capacity –
additionally, the grains will not rot unless removed from the sack, or if the sack is
submerged in water for longer than one hour; sacks are currently filled with wheat, barley,
rye and brown rice; NOTE: If the sack is ever left empty overnight, the magic within will
disperse, leaving a common sack.)
A common-appearing wine jug, 1 gallon in size (Decanter of Endless Waters;
3,000 gp; Property: On command, a stream of fresh or salt water, as desired, will pour
forth; flow has three settings: Stream, 1 gallon/round; Fountain, 5 gallons/round; Geyser:
20’ long stream at 30 gallons/round (this setting has considerable knockback power: roll
vs. DEX to avoid falling); command word halts flow – replacing the stopper DOES NOT)
Four large, but otherwise unremarkable barrels, each roughly 4 ft tall and 4
ft diameter, made of iron hoop-bound oak; the lids are on, but not sealed, and the
Cloakwood family crest is painted on the sides and lids.
1 barrel of arrows (2000)
1 barrel of quarrels (4000)
1 barrel of ballistae bolts (200; treat as Javelin when not for shooting
from ballistae)
1 barrel of steel spearheads (200 total; require shafts for mounting)
(Each barrel is a Bucknard’s Courageous Arsenal of Honor: Each barrel:
1 million gp; Property: When any ONE of a certain type of object is placed within the barrel, the lid
placed on and left overnight, the barrel will produce a quantity of identical items, the amount
produced depending on what item was placed within. In addition to the above quantities, each
barrel can produce the following:
• 5 “Stands” as above but without shields (crest on appearing tabards will depend on the
crest placed into the barrel – this Stand is the only exception to the rule of “one object
only”)
• 100 daggers
• 50 short-swords (including Gladii) or Katars
• 2,000 Shurikens
• 8,000 Caltrops
• 8 Hand Crossbows
• 2 “field drums” with 2 sets of sticks each
• 70 fifes
• 3 bagpipes
• 8 bugles
• 5 Battle Standards
• 100 tabards, cloaks or field blankets that have a “proper” heraldic crest (the crest can be
any crest at all, but it must follow the Rules of Heraldry precisely [roll vs. History or Bard],
or else there will be no effect generated) on them (may be printed, sewn or stitched in
place)
Note that these are the only items that can be produced by the barrels – neither gold, food, water,
gems, hammers, axes, nor anything else can be produced. Also, the barrels may never be left
completely empty for more than one full 24-hour day – at least one item listed above must be
present in each barrel at all times. If left completely empty for more than 24 hours, the magic in
the barrel will disperse in a violent deflagration (roll d100: on 10 or less, the barrel explodes,
doing 4d10 damage to any creature[s] within 10 squares, Save vs. DEX). The items produced are
not magical in any way, but may be enchanted using the normal process.)
9
Library (Chamber 5)
This room is paneled in rich and rare hardwoods; an exquisite carpet of emerald green
adorns the stone floor. At the far end of the room is a desk and chair, very much like Baron
Padrig’s. On the desk rests three books – the top one containing a full inventory of the entire
complex, by room (in effect, this entire document); the second book includes the description of
The Ward and the “other gods” (see: Harn) who built it. Beneath this book lays the third book,
“The Book of the War of the Concordat”. This explains why the War of the Gods occurred, how
Peoni resolved it with the Concordat, and most importantly, the built-in “fail safe” to destroy the
barriers of the Concordat, “when the time is right”.
Draped over the back of the desk chair is a tired-looking traveling robe, the interior
lined with oddly shaped patches (Robe of Useful Items: 15,000 gp; 2xDaggers, 2xStorm
Lanterns (filled and lit), 2xQuarterstaffs, 2xLarge Mirrors, 2xLarge Sacks, 2x50’ Coils of Hemp
Rope, 2xBags w/ 100 gp each, 2x12’ Rowboats, 3x2 War Dogs (Mastiffs), 2xPotion of Superior
Healing (3d8 HP returned); The magic of the Robe is expended when the last patch is removed,
and it cannot be “refilled” at any point – a new Robe must be made.)
The wall to the right is lined with well over 100 books. (See list, below.) The left wall holds
a massive cabinet, holding two hundred and fifty small drawers (roll 8 successes vs. each of
Arcana, Religion and Alchemy [avg. of Arcana and Religion] to decipher what this object is).
(This is Bucknard’s Domus of the Magi; Value: At least 50 million gp, for anyone stupid enough
to sell it; as per the Arsenal barrels above, but each drawer produces a certain type of component
suitable for any spells or rituals; each drawer contains an amount sufficient for three spells or
rituals using that component per day, but one “dosage” of the component must be left within, or
within 24 hours the entire cabinet will disperse its magic in a massive blast, doing 10d12 damage
to anyone in the room, no Save, destroying the cabinet; the components in the drawers are held
in a type of stasis, and will not degrade or rot while in the drawer; Note that when a new
component is added to an empty drawer, an appropriate Alchemical symbol (roll vs. Arcana or
Alchemy) will appear on the drawer…Note, also, that completely emptying a drawer and replacing
the contents with a new item will change the symbol on the drawer to one appropriate to the new
ingredient; the component removed will then no longer be available, until it is replaced with
another example). Bucknard is only known to have made eight of these giants – this is the last
one in existence.
Atop the Domus’ cabinet rest four small, finely executed chests, each 12’x12’x4’.
(Chest of Eternity; each: 20,000 g.p.; Property: Holds any object within against corruption, for as
long as the chest is closed. Each chest currently holds four complete units of the ingredients to
make Spell Ink. Observant characters [1 roll vs. each of Arcana and Perception] will note that all
the Spell Ink components are also listed on drawers on the Domus.)
On a table with several items piled atop, with several chests underneath (an Astrolabe,
Celestialabe, Greater Alembic, Sextant, etc. – this is a complete Alchemist’s Lab) – and a non-
descript wine flagon (Alchemy Jug: 12,000 gp; 7 times/Day: On command, the Jug can pour
forth any of the following liquids at a maximum of 2 gallons/round: salt water, 16 gallons; fresh
water, 8 gallons; beer, 4 gallons; vinegar, 2 gallons; wine, 1 gallon; ammonia, 1 quart; petroleum
oil, 1 pint; aqua regia, 2 gills (8 oz); denatured alcohol, 1 gill (4 oz); chlorine, 8 drams (1 oz);
cyanide, 4 drams (1/2 oz); only one type of liquid may be poured per day, no matter the
number of pours).
Above the table hangs an Ironwood map otherwise identical to the one in the Vault (Table
3, Pile 4); there is a full explanation of the Ritual – as well as the complete Ritual to open a
gateway – in the second book on the desk. (Restricted to Level 12+)
In the center of the floor are a number of footlocker-sized chests, each with one unique
Holy Symbol inscribed upon it, corresponding to the alters in the Chapel (Chamber 2). Within
each chest are four books (that God’s Holy Tome, a Hymnal to that God, a Book of Catechisms
and a Manual of Discipline for Clerics, Invokers and Paladins of that Faith), a complete Portable
Alter for that God, including basic “blessed” Clerical Vestments, a single 3ft tall sacrificial vase
[refer to religion discussion], a complete kit (with a Platinum bowl) for making Holy Water and a
simple sheet of plain, homespun cloth, with a “keyhole” opening to slip over the head
(This is Sacred Armor of Divine Might; 2 million gp; when draped over the head of a Chosen
10
Champion, this cloth transforms itself into a suit of armor (melding under the PCs current gear,
and gently laying their current armor at their feet) that appears as the heaviest armor that
Character can use for their class – the armor is treated as Cloth for Movement, but as Plate Mail
+7 for AC; the armor is non-descript and otherwise unadorned, except for the appropriate God’s
Holy Symbol appearing in the center of the chest, or where it will be most visible). A word of
command releases the armor, returning it to its normal state as a rough piece of cloth. (This
armor will not function on a non-Champion.)
11
Cabbalistic Engineering A list of food prices can be found stuck haphazardly into the
book.
Cabbalistic Reversal
Chaos Matrix
Chaotic Law
Chronology of Military Chronomancy
Classic Rituals of the Prophecy Gods
Classic Summonings for the Journeyman
Common Hermeticism
Common Superstitions Regarding The Courtship Rituals of The Troll Folded-down pages marking pages that seem to have some
errors in them
Comparative Ethical Summoning
Comparative Geomantics
Dark Psyche Torus Some notes, in a recognizable, but foreign language, on
several concurrent pages, that have nothing whatsoever to do
with the book's contents. Some document listing prices in an
archaic tongue can be found in a hidden compartment.
Demonic Locii
Dietary Habits of the Basilisk
Divinatory Writings
Elemental Curse Maelstrom
Elemental Grid Network Theory
Elemental Nexi and Their Polarization
Energized Psyche Nexus
Essential Low-Energy Conjuration
Ethical Future Geomancy
Exercises of the Sages
Explosive Fluctuation in the Greater Alembic Written notes, in a recognizable, but foreign language,
commenting critically on related elements in the book
Bookmarks marking informative information. Pieces of paper
with notes, in some kind of code, commenting critically on
various parts of the book.
Explosive Torii
Geomantic Philosophy
Gifts from the Omnipotent Hunting Goddess
Gifts from the Vegetation Goddess A map can be found in the back of the book.
Handachis: The Weapons of A Scholar
Handachis: The Weapons of A Soldier
Harmonic Blessings
Harmonic Nexi
Harmonic Nexus Alignments Folded-down pages marking pages that seem to have no
similar or related information Bookmarks that show no pattern
in their location. Pieces of paper with notes, in an archaic
tongue, commenting critically on various parts of the book.
Hermetic Destabilization
Herschen's Magical Taxonomy
High-Energy Enchanting
High-energy Incantation Degeneration
History of Divinatory Engineering
12
History of Hermetic Instruction
Illuminating Rituals of Harmony
Illusion Fluctuations – Corrective Measures
Illusionary Tears – A Crocodiles Debate
Illusionary Nightmare Disruption
Inverted Blessings of Tempestuousness
Legal Nexi For The Beginner
Legends of the Benevolent Night Goddesses
Magic-Enhancing Enhancements and Their Abjurations
Magic-Enhancing Planar Nexi Examining the book, one will find: A written dedication in the
beginning. Bookmarks marking pages that seem to have some
errors in them. Pieces of paper with notes commenting
critically on various parts of the book.
Manticoric Sensory Systems
Migration Patterns of the Gorgon and the Chimera: Similarities
Military Abjurations and Oversights in Control of Elementals on the
Battlefields of Tomorrow
Military Hermetic Writings
Modern Applied Magery Pieces of paper with notes, in some kind of code, commenting
on informative information in the book.
Modern Common or ‘Hedge’ Magic
Modern Pyrotechnic Abjurations for the War Mage
Nagamakis and Ken Tantos: A Scholarly Discussion of Moral Use
Necromantic Torrents – and How to Counteract Them
Nightmare Pulsation via Nocturnal Psionic Stimulations – Theory and
Practice
Origins and Comparison of Falchions and Crossbows
Paradoxical Divination – Avoiding the Pitfalls and Traps of Aesthetical
Manipulation
Partial Harmonic Destabilization and Its Effects
Partial Nightmare Aura Generation and Its Causes Bookmarks marking informative information. Pieces of paper
with notes, in some kind of code, commenting on informative
information in the book.
Philosophy of Divinatory Academics
Planar Destabilization Theory
Popular Cabbalism
Positive Spell Halo
Positive Summoning Rift
Practical Runes Pieces of paper with notes, in a recognizable, but foreign
language, that comments on errors in the book.
Prayers to the Nature God
Rotating Divination Torrent
Rumors Concerning the Barony's Legendary Cults
Shortbows and Cutlasses: A Guide To Maintenance
Similarities in the Circulatory System of the Yeti and the Gorgon
Sorcerous Matrix Infiltration and Detection
Sorcerous Pulsation Halos – Their Care and Feeding
Summoning Bifurcation A written dedication in the beginning.
Talismans of the Ancestors
13
Talismans of the Unicorns
Taxonomic Magery
Temporal Philosophy
The Alchemical Treatise of Five Poems
The All-Knowing Lightning Goddesses' Blessings
The Annals of the Barony of Steng
The Attributes of the Birth God
The Barony of Steng's Cultural War Against the Drow
The Benevolent Creator Goddess' Prayers Written notes commenting critically on various parts of the
book
The Circulatory System of Griffins: An Illustrated Guide
The Dart: A Guide To Manufacture
The Domestic Application of Basic High Magics
The Duchies' Famous Rulers
The Dutchies' Present Annals
The Earldoms' Major Heroes
The Emperor's Codex of Formulae
The Emperor's Manual of Silence
The Enemies Against the Great Divnination Gods
The Everyday Application of Conjuration Folded-down pages marking informative information
Bookmarks that show no pattern in their location. Pieces of
paper with notes that seem to have to have no single purpose.
The Everyday Application of Practice Summonings
The Forgotten History of the Empire of Nerath
The Historical Blasphemers Against the Wondrous Autumn Goddesses
The Historical Legend of the Music God
The Historical Stories of the Prophecy Gods
The Holy Manual of Contemplations
The Infallible Home Goddesses' Prayers
The Infamous Invocations of the Omnipotent Hearth Goddesses
The Journal of Classic Magic
The Latest Research Into The Living Habits of The Goblin Some personal notes unrelated to the book, on one page.
Bookmarks marking pages that seem to have no similar or
related information.
The Manual of Alchemy
The Migration Patterns of The Jabberwock: An Illustrated Guide
The Powerful Unknown Gods' Acolytes
The Practice of Black Magics
The Practice of Transformational Ethics Pieces of paper with notes, in some kind of code, commenting
on informative information in the book.
The Priestesses of the Sun God – Sex Scandals At High Noon
The Recent Heroes of the Baronies
The Recent Priestesses of the Spring Gods
The Respiratory System of The Yeti
The Secret Gods' Rituals
The Secret Heretics Against the Earth Goddess
The Shiv: A Brief Discussion of Origins
The Subtle Home Goddess' Agents
14
The Subtle Vengeance Gods' Invocations
The Tiger's Book of Contemplations
The Two Emperors Codex
The Weather Goddesses' Invocation
The Wonderful Plant Gods' Rituals
The Wondrous Trade God's Tales
The Wood God's Prayers
Traits of the All-Knowing Unknown God
Unholy Cascades – Causes and Effects
Unholy Harmonic Grids
Beating the Warped Chaos Cascade Effect
Tally list
15
Bars and Bricks (814,900 gp)
72 Silver bars (5 lbs each) 1,800 gp total
600 Silver bars (1 lb) 3,000 gp total
45 Platinum bars (1 lb) 225,000 gp total
40 Gold bars (5 lbs) 18,000 gp total
200 Gold Talons 50,000 gp total
700 Bael Triams 350,000 gp total
100 Gold bricks (30 lbs) 150,000 gp total
100 Gold ½ Bricks (15 lbs) 7,500 gp total
12 Mithral Bars (8 lbs) 9,600 gp total
16