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Ancient Encounters – Devils in the Basement of Amber Mansion

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wizard dungeon

Beneath the enchanted Wizard Obitallo Amber’s mansion, the cellars are under assault by devils out of hell. The wizard’s apprentice children have already fallen prey and only a wizard locked cellar door holds them back.

This encounter area continues a series called Ancient Encounters, culled from ancient notebooks of campaigns past. The idea came after writing about re-using an old adventure, and I realized these great encounters deserve a little more attention. Hopefully others can be inspired by this series to make their own adventures, or to use elements of these admittedly “brief,” “vague,” and “improvisational encounters as building blocks for great games.

While spending the night in Amber Mansion. A soft knocking on the door opens to reveal the old white bearded man who introduced himself as Obitello the enchanter. He held a hand written note in a shaking hand. The rays of moonlight fall across his silvery hair and white robes from the windows in the hall as he read aloud what he was planning on slipping under their door.

“I only have a moment of clarity before the darkness descends over my mind. I do not know who you are, or why you are here, but you are in danger. The magic on this island is strong, and tainted by chaos of the elemental abyss which bubbles up from below. Unless the devils who have invaded this house are destroyed, all who enter are doomed to be enslaved by them, slowly turning into devils yourself. My three apprentices, who are also my children, have succumbed to the darkness. You will be next, already it may be too late. Leave now and save yourselves, or descend into the dungeon below and eradicate the evil that is older than this house. The hearts of my children bind the demons to this land. Take them away and the demons can be destroyed.”

1-The doors open upon a clean well-lit chamber of stone blocks. The soft light is provided by two softly glowin luminescent globes hovering near the ceiling. Further in, the sound of splashing water comes from a fountain, and next to it a stand containing ever-burning torches. Next to the entry is a neat stack of cut logs. From the northeast can be heard the tinkling of bells and colored lights shine from under the door jamb.

two softly glowing globes of light that hovered fifteen feet overhead become agitated and start moving about erratically if interefered with. The will o’ wisps are not be amused. Being dual purposed guardians of the enchanters dungeons, as well as givers of light, they become angry and their lights wink out, making them practically invisible. The heroes find the best method of finding them was to rush wildly around the room and the wisps would find them, becoming visible to attack.

1a-The room has three game tables set up. Cards, a spinning wheel, dice, and other strange gambling games are flashing and ringing, while overseeing it all on a wide bench in the corner is a smiling devil reclining on a cushioned bench. In one hand he spun a beating heart encased in crystal like a basketball on his fingertip. In the other, he swung a silver chain with tiny razorblades on the links. The chain wrapped around his arm, his waist, and even around a leg. He greets them heartily and invites them to stay. A young man named Sfart in a purple velvet suit plays frantically at one of the tables. He is pale.

1b-a swmall locked closet to the south – locked – a fine piece of work from a famous locksmith in Shalazar – Party sees a large bronze bound chest in the room. There are also two rolls of canvas, and a barrel holding a pair of sledge hammers. As party moves closer to get a better look, a huge fist forms from one side of the chest and takes a swing at a chin, and notice the tools and the canvas start to tremble and shake.

1c-The door in the north wall is heavy oak, and it is round. It looks like it was not part of the original construction of the dungeon, possibly older. Written in chalk across the door are the words “Frog God” and a chain once crossed from handle through the hinges, locking the door closed, but they now hang broken and limp.

2-This area of the dungeon looks completely different than the clean square lines of the previous area. The walls seem to be widened from natural caverns, and the floor is a strange metal grating. Beneath the floor, lapping water can be heard. The area is completely dark, but the feeling of being watched makes your hair stand on end. Ahead, a large statue of a bulbous man-frog looms. It sits like Buddha on a stone bench. In its lap is a stone tablet, and its eyes are made of large unfaceted emeralds.

(reading the stone tablet grants a boon. Prying an eye away unleashes a jet of boiling water causing 10 points of damage. The gems appear to be worth 250 gold pieces apiece, but they will explode in a burst 1 for 2d12+6 whenever the hydrodemon chooses as a minor action. Owner takes the full force but those in the burst can make an Acrobatics to drop prone and take half damage.)

2a- Alters of the Frog God
The second statue is of a strange vampire fanged manta ray who stands behind a stone chair with its wings fanned out around it. It also has emerald eyes (same as above). If someone sits in it, they suffer from temporary paralysis (fortitude attack +12 to break free and slip out) as the ixitchatl bends in for a bite on the neck. The wound never heals, but opens up, and gills form underneath. The character loses a healing surge (permanently) but gains the ability to breathe water for short periods – up to 1 half hour.

2b- Fire God Alter – burning forked tongue frog devil
There is a half finished ritual scrolled in primordial. It is of unknown type, but if the ritual is completed (skill challenge) it causes a fireball to instantly ignite in the chamber (3d12+12) DC 24 acrobatics or endurance for half damage.

2c- Water God Alter
A half finished ritual will cause heavy stone doors to slam into place and a water filling chamber trap to be set off. Meanwhile, a green glow emenates from the well-like alter.

3- Library
This chamber is a library as in the Strongholds. THe room to the south opens into a capacious well furnished library. Without wasting a second, player can cast detect magic items and discover 4 scrolls amongst the miscellany. One was a deed for a duplicate magic library, the other a deed for a magic armory. The other two scrolls were recipes for alchemists fire and frost.

3a- teleportation Room
This room is dark except for the strange glowing rune inscribed in the floor. It appears to be a teleportation circle, but it is glowing a sickly red rather than the arcane blue of past circles you’ve seen. In addition, 3 small imps are cackling as they work on the circle. One is cutting himself with a night, dipping his finger in the wound and smearing his blood into the runic cracks. Another has a jar of blood he uses, and the third has a greenish leg torn from some unfortunate creature, with which he cuts off strips and gobbets to smear into the etched circle. When they notice the door open, they begin to work more furiously. You can feel an occasional gust of hot wind come from the area above the circle.

The imps are 4 minor actions from opening a portal to hell. Characters can undue any of their work as a standard action. With 8 successes, the teleportation circle is fixed. If the imps are successful, an evil demon steps forth to give them battle.

3b- Hidden Shrine
This small chamber is lit by candles placed in an arc in front of the silver statue dominating one coner of the room. The staue depicts a white gowned man with eagles wings in plate armor and a great sword over the shoulder. He holds his hands palms up and out, as though expecting something. At his feet is an empty bowl.

The statue is a puzzle – This room is quiet and illuminated by a pair of ever-burning candles at the base of a statue in silver. The statue depicts a maiden with swans wings folded over her back pouring water into a basin at her feet. The gleam of coin sparkles from the basin. There are 45 gold coins in the basin. If a character drops a coin in, they will have a feeling of well-being, and 5 minutes later will be granted a boon.

Additionally, there is a fragment of black bone under the edge of the fountain (DC 26) from the finger of a kua toa a pushed a cursed emerald under the statue. If it is removed from underneath, a golden scroll will appear in Erathis hand, it is a deed to a Chapel to Erathis, and will instantly convert any suitable area into a magic embued chapel to the fey lord of magic

4- Electric Floor Room
This room is large and empty. The floor is made up of tight fitting metal plates of alternating light and dark gray.
When anyone steps on a square, the door slams shut and becomes electrified (15 damage if touched) (the door can be disabled with a skill trap challenge – 4 successes before 2 failures. The floor can as well, but only if one of the metal plates is pried open.)
The floor also becomes electrified, doing 2d10+6 and ongoing 10 damage and stunning/slowing anyone in the room (except for the two squares by the doors, which stay un-electrified.) Save ends stun, causing the PC to be dazed/slowed until out of the room or until the electricity is no more. Levitating higher than 5 ft off the floor will deactivate the electricity, as will wearing thick rubber soled boots)

5- There are three denizens in the chamber, as well as a hypnotizing mirror. In front of the mirror is a deep spiked pit, and the mirror was such that it drew the will of those who strayed to near. If party disturb a coating of ice that covers one statue, it turns into a large fist of ice hovering abo0ve the statue it once covered. Meanwhile, the flames that coated the other statue like a blanket slowly pull upwards into a ball of flame that rested atop the statues head.

Like many of the enchanters creations, these were living spells. The enchanter had been casting the spells with a type of sentience that gave them a life – and will – of their own. These were two such spells. The first was a ball of flame-fireball, and the other was a Bigby Icy grasp-blizzard storm.

Hidden in one corner of the room was a silver lizard, standing on its hind legs. It held a ball of silvery energy that it formed into a large round shield of force. It wore a belt and tucked into the belt was a wand, which for the cat-sized lizard was a walking staff.

6- Refuse Chamber
In the center of the room is a marble pedestal upon which rests a softly glowing book, surrounded in a nimbus of light..It will take 4 rounds of mental combat with the spell book to wrest control of the book and not suffer madness. Each round, the victim must make a check, and if they fail, they suffer the attack, but if they succeed, they direct the attack at the otyugh,

7-the enchanters laboratory.
In the chamber stood a blazing angry Pit Fiend. He had only one wing, the other had been savagely hacked of, leaving an oozing stump. In one hand he held a silver sword, a fabled silver sword of the githyankee. In the pit fiends other hand he held a pair of silver chains. One ended hooked into Shalazar Shackleton who stood like a puppet on a rope, and the other chain led to the third apprentice wizard, Isolda, whose chest was an open and gaping wound. Standing next to the pit fiend on the wizards oaken experiment table so they were eye level with each other stood the succubus they had slain earlier. She looked as healthy and alive as ever, only she had a golden cage rising from her ample bosom, and inside that gilded cage the heart of Isolda beat fluttering and frantic. The succubus let out a long and low chuckle.

If victorious the wizard is awake at the door to meet his saved children, and promises the heroes anything and everything he had. He mentioned he was a great enchanter, and could magically enchant any item they had.

This dungeon was recounted in a series of game night posts in early 2011, starting here.



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