DragonQuest The Water Works


an adventure for use with role-playing game
Designed and Written by
Rodger Thorm
Playtesting and Advice
Jim Huffman, Joe Saul, David Leuck, and David Novak and friends
Contents
I Introduction
II Using the Maps
III Briefing for the Players
IV Briefing for the Gamemaster
V Crane Lake & Vicinity
VI Descriptions of Non-Player Characters
VII The Water Works
VIII Conclusion
IX Final Notes
Maps
X The Water Works
©1994, 1999 Rodger Thorm. Authorized for electronic distribution only. Any other form of copying, distribution, or publication
requires permission from the author. While this document remains the property of the author, permission is granted to copy and
distribute provided (1) it is distributed unmodified and in its entirety, including this notice, and (2) distributed for free.
The DragonQuest role-playing game is presently owned by TSR, a subsidiary of Wizards of the Coast. This document falls under
acceptable use under the TSR Online Policy (http://www.wizards.com/contactinfo/TSR_Online_Policy.asp).
forgotten factorium where many potions were once
I Introduction
made and magical researches took place. I believe
This adventure is designed for an organized group of 3-
that there may yet be items of interest to my studies
6 adventurer level characters. If the GM is using this
of magic in this place. But I am an old man, and no
adventure for a different number of characters, or for a
longer am I able to do such rigorous things myself.
group of characters of a different ability level, the adven-
Your exploits have come to my attention, and the
ture should be adjusted accordingly.
renown of your deeds suggests that you are trust-
If the GM is working with a different sort of adventurer
worthy and suitable for the task.
group, it may be necessary to modify the conditions under
You can contact me through the innkeeper of
which the party becomes involved in the adventure.
the  3 Oars and an Anchor Inn, in Cape Bage.
While this adventure has been designed and written for
DragonQuest, it can be easily translated for use with other
--Wylashtin
game systems. The GM will need to make the necessary
interpolations beforehand in order to do this.
The GM will most likely need to deal with the
player characters questions and preparations for their
meeting with Wylashtin. If the player characters try to
ii Using the Maps
investigate Wylashtin s background, the GM will need
The GM should make any necessary adjustments to fit
to determine
the adventure and its circumstances into an existing
campaign world.
Once the adventurers arrive at Wylashtin s house,
they will be ushered into one of his comfortable
If the GM is adapting this adventure into an existing
studies to meet Wylashtin himself. He will explain
campaign world, the adventure site should be in foothills
the background of the situation and then ask them to
or highlands, since Crane Lake is a river source, and it is
carry out this job for him. He is hiring the adventurers
preferable that the surrounding terrain be a fairly remote
to find this old place, and to recover all texts and
setting (woods/wilderness/hills/etc.), preferably several
manuals concerning Water Magics for him, as well as
days journey from a town of any appreciable size.
any other devices particular to the practice of Water
Magics.
iii Briefing for the PIayers
A message bearer with a scroll case addressed to the
About 8 months ago, Wylashtin and another Water
party members arrives at their home, a tavern, or some
Mage named Croshethish [crow-SHETH-ish] discov-
other location where it is known that they can be con-
ered some notes about the Water Works in an old
tacted. The messenger is a normal paid courier; there is
notebook in Wylashtin s library. Shortly afterwards,
nothing unusual about him. If the characters are living in
Croshethish tried to hire a group of adventurers to
a coastal city, the courier will likely be just a young street
investigate the Water Works. They never returned or
runner. However, if the nearest coastal city is some
contacted Croshethish, and are presumed to be dead.
distance away, the courier will be a more mature, hired
Croshethish has confirmed that they have not returned.
rider. The courier has a description of the person(s) the
scroll is to be delivered to, but knows nothing of its
Wylashtin will offer the group of adventurers 500
contents or of the circumstances it refers to. Once the
S.P. to cover their expenses for the expedition, and as
scroll case has been delivered, the courier will leave.
long as they are at least partially successful (that is,
The scroll case itself is about 15" long, and is made of
they are able to recover at least some of the items
an unusual sort of leather [GM Note: The case is made of
Wylashtin is interested in) he will pay them an addi-
fishskin.] and sealed with a wax seal with an unknown
tional 1000 S.P. upon their return. He will also pay
crest [Wylashtin s crest].
500 S.P. for each magical text which the party recov-
Once the characters break the seal and open the case,
ers. Furthermore, he will evenly divide all magic
they will find a sheet of soft, flimsy parchment inside,
potions with the party. {For more details about the
bearing the following note:
division of goods see VIII Conclusion, 1. The Payoff.}
Any money or other goods which they find will belong
Esteemed Adventurers-
to the party alone. Wylashtin has already contacted
Although we have never met, I write to invite you
the Adventurer s Guild and had a contract prepared
to pay a visit to Cape Bage to discuss a matter I believe
outlining his agreement with the party. This is be-
you will find to be both interesting and profitable.
cause he has little recourse against the party should
Recently, my studies have brought to light a long
they decide that once they know the location, they
have no further need for him. Any additional stipula- in the notes of one of the mages who lived and worked
tions amongst themselves which the party wants to there, survived and were discovered by Wylashtin and
include in the contract will need to be added by the Croshethesh.
party themselves. (If the campaign world does not
have an Adventurer s Guild, the GM may want to
3. The Other Adventurers
make it clear that Wylashtin has some other powerful
Three adventurers, Oystenger, Cosgrove, and Cheelia
friends.)
were hired by Croshethish about six months ago to search
for the Water Works and to recover any books or other
magical items. These adventurers were from Cape Bage.
iV Briefing for the
They came through the Village near the Big Rocks, and
Gamemaster
stayed there for a few days before they came out to the
 hardened water island. A couple of villagers spent a few
1. Meeting WyIashtin
days taking them back and forth over the lake before they
Wylashtin s manservant Farrago Partienna comes
discovered the island. They did not point out the  island
to the city usually twice a week for supplies. If the
to the villagers, but rather went back and then stole a boat
party sends word that they are accepting Wylashtin s
that night and went out to the  island. The villagers later
offer ahead of their arrival, Partienna will be there to
found the boat and thought it had simply slipped away into
meet them. Otherwise, they may have to wait for a
the lake. They have no idea where the three strangers
day or two. The inn Wylashtin has indicated for the
went.
party to meet at is a reasonable quality inn on the
Oystenger was the leader of the party. He was formerly
waterfront. The innkeeper, Darius Moritone, is a
a soldier and served as a command officer for shipboard
friend of Wylashtin s, and if he knows the party has
troops before he became an adventurer. Cosgrove was a
come to see Wylashtin, he will give them the best
lieutenant of Oystenger s as well as a navigator who
rooms he has (Comfortable) at his base (Moderate)
followed Oystenger when he set off to begin adventuring.
rate. He is also likely to know when Partienna is
Cheelia was Oystenger s lover. She was also a minor
likely to come to town next.
adept of the College of Ensorcelments and Enchantments
Wylashtin lives on a small island a couple of miles
and a beginning thief.
off shore, about 2 hours journey from Cape Bage by
Cosgrove (who is now in the form of a leopard) is the
oar skiff. The island is principally a home to fisher-
only surviving member of the adventuring party.
men, mariners, and merchants. Its total population is
Oystenger had been wounded before they stumbled upon
only about 1000 people. There are no inns on the
the two giant amoebas, and both Oystenger and Cheelia
island; the party will find accommodations with
were both killed and consumed; only Cosgrove was able to
Wylashtin, however. Wylashtin s housekeeper,
escape. While he was trying to rest and recover, he used a
Galena, will make the party as comfortable as she can
leopardskin cloak they had found as a blanket, only the
during their visit.
cloak was enchanted with a Skin Change Spell (S-21,
Wylashtin s home is located on a cliff overlooking
College of Black Magics). He found that he was trans-
the ocean. It is a mansion with perhaps as many as 20
formed into a leopard. He is afraid that the villagers
rooms. Wylashtin has five guest rooms available (if
would think he was a wild beast and try to kill him if he
the party is larger than that, some will have to double
was to show himself, so he has remained down in the
up). It is comfortably furnished as one might expect
Water Works while he tries to figure out how to escape
of the residence of a scholar-mage. Tapestries and
and waits for the spell to  wear off (which it will never
paintings of a nautical nature decorate the rooms, but
do; a counterspell is required).
the works are lyrical, not the kind of coarse represen-
tation one would expect to find in a sailor s home.
4. The Orc War Party
About 3 months ago, a squad of nine orcs (and their
2. Water Works Background
elvish slave) showed up in the Water Works. They had
Long ago, the Water Works was an alchemical
been involved in the siege of the Water Works during the
factorium, and magical waters and potions and prepa-
war. In the course of the combat, these orcs were trying to
rations were all products which issued out from it.
capture a Time Mage who was aiding the defense of the
During the Return of Mador, 40 years ago, a company
Works. In an act of desperation, the Time Mage cast a
of Mador s troops (orcs, mostly) besieged the installa-
spell which displaced the orcs out of the combat and sent
tion and forced the mages inside to surrender. They
them forty years into the future.
were captured and led off in chains to serve Mador s
The orcs were confused by the sudden disappearance of
army. None survived the war, but records of the place,
all of their enemies (as well as all of their comrades), but
they quickly went to work to try to capture the Works.
Three of the orcs (including their leader) were quickly
2. Entry to the Water Works
killed in a fight with a Water Elemental. The remaining
The entrance to the Water Works itself is out in the
orcs decided to settle in and wait for reinforcements. They
middle of the Crane Lake. A small island of  hard-
have been able to catch cave rats, lizards, and snakes in the
ened water lies about 800 feet from the shore. There
caves and fish and crayfish in the streams so that they have
is no sign of this  island readily visible from the
been able to keep themselves fed. They tried to kill the
shore, unless one is searching very carefully (it can t
leopard they found in the Works, but the cat was wily and
be seen unless you know where to look). The  island
dangerous, and without their leader they did little more
is only 40 feet in diameter, and rises less than a foot
than run in circles. Although the leopard occasionally
above the surface of the water. Unless the searchers
steals food from them, they have been peacefully co-
are out on the lake itself, it is unlikely that they will
existing for most of the last three months. After their first
find it. Being made of water itself, it is virtually
scout went up to the entrance and saw that humans were
indistinguishable from the surrounding water unless
on the shore of the lake, the orcs have decided to stay out
one is very close to it. However, it has the solidity of
of sight down in the Works. Occasionally, though, they
earth, and will support any weight upon it like earth
will send one of their troops up to the entrance to gather a
would. In the middle of the  island is an opening and
few fish.
a stairway (also of  hardened water ) leading down
Aiol Myrrligon is an elvish farmwife who has been the
beneath the lake. The stairway leads to a cavern
orcs slave for about a year (relative time). Like the orcs,
underneath the lake, and this cavern is the entrance to
she does not realize that forty years have passed due to the
the Water Works.
time displacement.
The island was a collaborative creation of a Water
When Mador s army came through their lands, her
Mage and a Shaping Mage. The  hardened water
husband and child were killed by orc troops and she was
island is a permanent magical creation and it cannot be
captured. She was traded among orcs a couple of times
dispelled or destroyed. The hardened water can be
before she ended up with the band she is now with. She
broken with an axe or other tool, much like sandstone,
cooks for the orcs and cleans (on those rare occasions
but the  hardened water cannot be gathered. It
when one of the orcs decides something needs to be
becomes ordinary water when it is broken away from
cleaned) and does the other tasks the orcs don t want to do
the main mass, and any hole which is broken into the
themselves.
mass of it will quickly fill up with ordinary water
which will soon solidify and heal the break in the
fabric of the island.
V Crane Lake & Vicinity
1. The ViIIages
Vi Descriptions of Non-
Three small fishing villages (100-200 inhabitants each)
are along the shores of the lake. The villagers raise some
PIayer Characters
crops and do some net fishing. There may be 6-8 canoes
1. WyIashtin
per village, as well as 1 or 2 small boats which may hold
The Water Mage is an old man in his 80s. He is too
up to 7 people (though they will not be able to carry
old to go adventuring, but he thinks that the Water
anything as large as a horse).
Works contains useful and important materials (possi-
Crane Lake is about 3 miles long by 1/2 mile wide.
bly even spellbooks with unknown spells or rituals),
None of the surrounding villages has a name; they are just
and he wants to get his hands on any loot from the
known as Village with the Sandy Beach, Village near the
place.
Big Rocks, and Village near the Woods.
Wylashtin [why-LASH-tin] is an old (80+) man
The villagers live a very basic and mainly subsistence
who has spent his life studying water magics. He is
oriented lifestyle. They fish the lake and do a little
very good at it, consequently [all GK Spells at 15+,
hunting in the nearby woods and raise some crops for their
all SK Spells at 10+, all Rituals at 10+] Because of
food. Their culture is a matriarchy, although there is not
his education and his beliefs about magic, he is not
an organized government structure. The women make the
likely to create magic items or cast magic for the
decisions, and the men lead the religious rituals.
benefit of the adventuring party. However, at the
The villagers will willingly feed and shelter the party in
GM s discretion, he may have a couple of things
their longhouses while they are in the vicinity, as long as
 lying about that he would be willing to give to the
the party is reasonably well behaved. But the villagers
party to help them complete their task (Water Breath-
know nothing of any  secret laboratory or anything else
ing, etc.).
which would seem to be the place the party is looking for.
PS: 11 WP: 17 AG: 8 MD: 12 for trade. The villagers have very little contact with the
EN: 14 FT: 15 PC: 16 outside world, but they are not afraid of strangers.
Wylashtin s household also includes his apprentice, Each of the villages is nominally led by a headwoman,
his personal servant, and his housekeeper. All three but otherwise the villages are largely anarchic. The three
are very loyal to Wylashtin They will aid the adven- villages do not have names, but are just referred to de-
turers as far as it will further Wylashtin s goals, but scriptively: Village with the Sandy Beach, Village near the
they cannot be bribed or turned against him. Big Rocks, and Village near the Woods.
The villagers will be only moderately interested in
Shousteshin [shoe-STESH-in] is Wylashtin s
helping the adventurers. They may be amused by any
apprentice. He is 16 years old and has been studying
urgency that the adventurers express about finding the
Water Magics for almost 2 years. He has almost
Water Works.
completed the training necessary for him to be an
Adept, but he is not yet ready to set out on his own. Jenja is the leader of the Village near the Woods.
PS: 14 WP: 15 AG: 13 MD: 16
Riemar is the leader of the Village with the Sandy
EN: 14 FT: 18 PC: 12
Beach.
Farrago Partienna [par-TEE-en-ah] has EIIis is the leader of the Village near the Big Rocks.
worked as Wylashtin s personal manservant for over
20 years. He is now 47 years old. Partienna was a
4. Cosgrove
pirate on a ship which struck a ship Wylashtin was
Cosgrove is an adventurer who had the ill fortune to
traveling aboard. The pirates captured the other ship,
find a leopard-skin cloak which was actually enchanted
but both vessels suffered damage in the conflict.
with a Skin Change Spell (S-21, College of Black Mag-
Before the ships could reach safe harbor, a storm
ics). His stats as a leopard are:
struck, and both ships were sunk. Wylashtin and
PS: 24 WP: 8 AG: 31 MD: 28
Partienna were among the few survivors of the
EN: 17 FT: 24 PC: 20 MA: None
disaster. Partienna believes he owes his life to
TMR: 8 NA: Fur absorbs 2 DP
Wylashtin, and he has been Wylashtin s devoted
Bite; 58%, -2 Claws-3; 70%; -3
servant ever since.
Cosgrove s stats for his human form:
PS: WP: AG: MD:
PS: 16 WP: 17 AG: 19 MD: 20
EN: FT: PC:
EN: 18 FT: 23 PC: 12 MA: 7
GaIena BuonateIIo is Wylashtin s cook and
TMR: 6
housekeeper. She is 31 years old, and has worked for
Sabre-6; 104%, +3
Wylashtin for 12 years. About 5 years ago, a mer-
Main-Gauche-5; 85%, +2; (+10% defense)
chant ship which her husband was a sailor aboard,
Crossbow-4; 96%, +4
failed to return home and is presumed lost. However,
Stealth-4; Navigator-5; Military Scientist-3; Mer-
Galena believes that he is still alive an that someday
chant-2
yet, he will finally return to her.
PS: WP: AG: MD:
Vii The Water Works
EN: FT: PC:
Despite being underneath a lake, the Water Works is
relatively dry and comfortable (as compared to what it
2. Croshethish
might be). The air in the Water Works is cool and humid,
A colleague of Wylashtin s, Croshethish is a 63
but the air does circulate (due to a gaseous spring and the
year old Water Mage. It is unlikely that the PCs will
hydraulic fan), so it is fresh, rather than stale. The ceilings
meet Croshethish. However, if they are interested in
do not leak or drip, and water is generally quite controlled
finding out more about the first party, and they ask to
in the space.
speak with him, Wylashtin will arrange for the party
Except for the special pools which are otherwise noted,
to meet him. However, Croshethish lives in Cape
the water temperature of the streams throughout the
Bage rather than on the island.
complex is 62 F. Pool descriptions are given along with
the descriptions of the rooms. The channels themselves
3. Crane Lake ViIIagers
are from 3 to 5 feet deep.
The villagers are relatively simple subsistence
The construction of the Water Works is entirely of
farmers and fishers whose settlements are on the
stone, making it very cave-like, except for the regularity of
shores of Crane Lake. They have three villages, and
the spaces. Some decoration is carved into the walls of
while they tend to stay in their own villages, the three
some halls and rooms, while others are plain.
villages do get together for ceremonial occasions and
during the siege of the Water Works, but were dis-
1. The Water Works
placed through time by a Time Mage. Three months
A - Entrance Grotto
ago they reappeared in the Water Works. They lost
After descending the  hardened water stairs a tunnel
three of their comrades in a battle with a water el-
under the lake leads for about 500 feet to this long, high
emental, and they have set themselves up defensively
ceilinged, stalactited cavern which slopes uphill from the
and are now waiting for reinforcements.
tunnel exit to the steps into the Water Works itself. Unlike
They have a chest which contains 1500 SP worth of
the Water Works itself, the tunnel and entrance grotto are
loot gathered during their service in Mador s army. It
very leaky and wet, with numerous sources of water
is mostly small pieces of jewelry (30-75 SP apiece)
dripping from the ceiling.
and a few truesilver coins.
A small brook flows down from the entrance and
Orc #1
evidently seeps away into the sandy floor of the tunnel.
PS: 19 WP: 19 AG: 17 MD: 16
The entire floor of the grotto is very wet and slick. There
EN: 20 FT: 23 PC: 14
are a few iron mushrooms (see IX Final Notes) growing
Armor: Leather-4
here near the stream.
Weapons: Great Axe(2)-5; 101%, +6
Ceiling height: 6-25 feet
Knife-5; 81%, +2
Room temperature: 50-55° F
Orc #2
Stream depth:1-6 feet
PS: 17 WP: 13 AG: 20 MD: 14
EN: 17 FT: 22 PC: 13
B - Pool Room
Armor: Leather-4
This was a general pupose room for the casting of
Weapons: Broadsword-4; 85%, +4
Water Magics spells and rituals. The room currently holds
Knife-5; 79%, +2
3 giant amoebas. One of the giant amoebas is black, rather
Orc #3
than their usual translucent appearance. Within the
PS: 20 WP: 8 AG: 12 MD: 17
amoebas can be found the belongings and remains of a
EN: 24 FT: 26 PC: 7
couple of adventurers: 2 helms (one is enchanted with
Armor: Stud Leather-5
Infravision (3 times/day)), 2 pairs of gauntlets, 1 suit of
Weapons: Battle Axe(2)-6; 101%, +6
chainmail with human bones still inside, various backpack
Sap-4; 73%, +3
items including crossbow hardware & arrowheads, 173
Orc #4
Silver Pennies, 3 gems worth 240, 310 & 265 SP, a silver
PS: 14 WP: 14 AG: 18 MD: 21
inkwell (inside the black amoeba), grappling hook, 4 silver
EN: 19 FT: 23 PC: 18
& gold bracelets (~60 SP ea), pearl necklace (240 SP),
Armor: Leather-4
gold necklace (400 SP), bronze breastplate [a component
Weapons: Sabre-5; 101%, +3
of a set of partial plate armor (Prot.= 5)] sized to fit a
Dagger-8; 93%, +2
human female roughly 5'-4" tall, ruby ring (150 SP; ring of
Orc #5
fire resistance w/ 3 charges), diamond ring (300 SP; E & E
PS: 18 WP: 16 AG: 15 MD: 13
Special Counterspell w/ 2 charges) Some other items
EN: 16 FT: 21 PC: 12
belonging to the adventurers may be found scattered about
Armor: Chain-6
this room.
Weapons: Halberd(2)-4; 84%, +3
Three tomes on Water Magics are in a leather sack in
Short Sword-4; 74%, +4
one corner of the room.
Orc #6
Ceiling height: 8 feet
PS: 17 WP: 15 AG: 16 MD: 15
Room temperature: 60° F
EN: 18 FT: 22 PC: 13
Pool depth: 12 feet
Armor: Leather-4
Weapons: Mace-5; 85%, +4
C - Spring of Life
Knife-3; 72%, +2
Elaborate & beautiful wall fresco. The ceiling is
All of the orcs have an MA of 5 and TMR of 5.
domed.
Ceiling height: 9 feet
Ceiling height: 8-24 feet
Room temperature: 60° F
Room temperature: 72° F
Stream depth:
Pool depth: 4-5 feet
E - Room with Two Sinks
D - Orc Encampment
No reason, but why not?
Six orcs with their elvish slave (Aiol Myrrligon, see
Ceiling height: 10 feet
description above) They were part of Mador s army
Room temperature: 75° F (who has been dead for 40 years, now) can safely enter the
Stream depth: room without being attacked.
Ceiling height: 15 feet
F - Waterbed Room Room temperature: 65° F
Ornate marble floor. Once luxurious, but now Stream depth:
disarrayed and worn furnishings in south half of room.
Waterbed is set in floor in north half. This is a pool of K - Well of Drinking Water
magically enchanted water that acts as a warm, Two dozen assorted vessels for drawing water: oaken
comfortable waterbed. bucket, silver ewer, gold cup, truesilver thimble, leather
Ceiling height: 8 feet jack, glass bowl, crystal goblet, bamboo straw, copper urn,
Room temperature: 70° F clay jar, quartz vial, bronze kettle, jade spoon, tin ladle,
goatskin bag, pewter flask, iron pan, stoneware tankard,
G - Fan Chamber ironwood beaker, granite vase, marble bottle, porcelain
This cylindrical chamber has a rotating, four- dish, horn flagon, brass pitcher.
bladed, wooden assembly in it (which looks much like Ceiling height: 8 feet
a contemporary revolving door). The assembly rotates Room temperature: 50° F
at a constant speed, and it should not be difficult for Stream depth:
any character to pass through it just like one would
pass through a revolving door. It is kept in motion by L - Storeroom of Potions
a wheel under the floor in the underground water There are wooden shelves on the three walls (all walls
chanel. This device keeps the air in the Water Works except the wall with the corridor) with small niches
in circulation and keeps it from becoming too stale in holding potion bottles. There are 132 bottles in the room
the cavern. altogether. About 60% of the niches are labeled, so some
Ceiling height: 8 feet of the potions will be identified. The potions are:
Room temperature: 60° F 1. Speaking to Seabirds [G-3] 1 month
Stream depth: (18 inch diameter pipe 3 feet under- 2. Hallucination (32 doses, 1 oz ea)
neath chamber) 3. Anti-Venom [(D-5) + 6 doses] [S-2]
4. Anti-Venom
H - Library 5. Healing [S-3] [(D-5) + 15 doses]
No magic books here, but 3 or 4 dozen books of 6. Healing
poetry. Water mages like poetry. 7. Speaking with Aquatic Mammals [G-7] 1
Ceiling height: 7 feet month
Room temperature: 65° F 8. Fire Resistance [G-3, Fire] dur.: 1 week as Rk
Stream depth: 4
9. Water Breathing 10 hours
J - Ritual Room 10. Water Breathing
Some trappings of ritual water magic remain here, 11. Water Breathing
guarded by a strong Water Elemental. The bones of 3 12. Waters of Strength
orcs in here are testament to his power. Against the The room also contains 120 potions of speaking. These
far wall in this room is a heavy maple table with an are potions into which a voice has been enchanted. A
iron chest on it. The contents of the chest include a poem, read by a troubador, for instance, is enchanted into
silver sceptre (500 SP), a robe studded with jade (1500 a potion of speaking. When someone drinks the potion,
SP), 2 rings with blue-water sapphires (1000 SP each) they recite the same thing back again.
and a gold belt (400 SP). A golden covered codex and Ceiling height: 9 feet
a smaller, simple leather-bound book (both books on Room temperature: 55° F
Water Magics) are in a secret drawer in the table. Stream depth:
Water Elemental:
PS: 75 WP: 18 AG: 22 MD: 21 M - Spring - Warm Springs
EN: 50 FT: 85 PC: 27 MA: None The water rising in the pool in this room is scaldingly
TMR: 15 NA: 4 hot (~150-160° F; hotter than a hot bath, but not boiling).
The elemental s presence is to preserve and The water in the stream exiting the room, however, is only
protect the ritual articles (sceptre, robe, rings, etc.), slightly warmer (~75° F) than the water elsewhere in the
and it will attack anyone who enters the room as a Water Works. This cooling seems to happen magically as
potential threat. Only the head of the Water Works the water passes under the small crossing in the room, but
what is causing the cooling is unclear. 6. Waters of Strength
Ceiling height: 9 feet 7. Waters of Strength
Room temperature: 80° F 8. Fire Resistance (see room K; 8)
Stream depth: 3 feet 9. Fire Resistance
10. Fire Resistance
N - Deep Water Shaft 11. Invulnerability {figure cannot be dam-
An 80 foot deep water chamber is the only feature in aged by non-silvered or non-magical weapons. (dura-
this room. Presumably, this space was used for certain tion 1 hour)}
rituals of Water Magics. 12. Invulnerability
Ceiling height: 12 feet 13. Invulnerability
Room temperature: 50° F 14. Speaking with Aquatic Mammals [G-7] 1
Stream depth: month
15. Speaking with Aquatic Mammals
P - Storeroom of Potions 16. Water Breathing, 20 hours
The door to this room is banded with iron and sheathed 17. Water Breathing
with copper. There is a difficult (Rank 8) lock on it which 18. Love
is trapped with two traps. 19. Love
The first trap is a Rank 4 spring trap (like a big mouse- 20. Hallucination (32 doses, 1 oz ea)
trap; it is set off when a hair-trigger inside the lock is set 21. Fire Breathing {allows figure to be able to
off by a lockpick or other probe, unless the key is being make fire breath attacks. Duration: 4 attacks or 10
used, which fits around the trigger.) which has a BC of (87 minutes (whichever comes first), BC 40%, Range: 20
- Manual Dexterity)% and causes D-1 damage. Due to the feet (and can attack up to 3 targets in a line), Damage:
specific nature of the trap, for every 3 points of actual D+8. Tastes like very strong cinnamon alcohol.
damage, one of the target s fingers will be broken (the Target becomes drunk after duration of the potion
hand will be partially or totally crippled (at least until expires.}
healed) at GM s discretion). 22. Fire Breathing
The second trap is a Rank 10 needle trap which has a 23. Speaking to Seabirds
BC of 80% to strike. Using the key depresses a trigger 24. Giant Form {causes target to become
which keeps the trap from being set off. (A even a good larger. Humans or elves become fire giants, dwarves
spy or thief will not be too likely to expect this trap, once become stone giants, hobbits become hill giants, orcs
they get the door unlocked. They will have a chance equal become ogres, etc. (dur. 3D10 days)}
to (PC + Rank)% to detect the presence of this trap. If it is 25. Potion of Pain Resistance {(Mind Magics
detected, it can be deactivated normally.) The trap injects T-2) 13 doses (duration 10 minutes)}
the target with a powerful tranquilizer (treat as a Rank 20 26. Potion of Pain Resistance
Sleep spell; duration is halved if the target successfully 27. Potion of Fertility
resists. In either case, it will be 3D10 minutes before the 28. Amoeba Poison {(12 doses) does D+5
target can be awakened, even by shouting or violent damage to Giant Amoebas by dissolving them.}
shaking. It will take 60 - (2 x Endurance) minutes for the 29. Amoeba Poison
effects of the drug to wear off after the target has 30. Amoeba Poison
reawakened. During this time, the character has an Some of the potions of speaking in this room
effective PS, EN, and MD of 5.) The needle will auto- should be especially interesting or useful: possibly
matically reset itself into the lock after each strike, and it tales spoken by historical heroes, or magical incanta-
has four doses of the tranquilizer remaining in it. tions or other useful things...
There are 120 bottles stored in this room. About half of Ceiling height: 7 feet
them are labeled. 30 of the bottles are empty (potion used Room temperature: 70° F
or just evaporated). Another 20 of the bottles contain Stream depth:
potions which have decayed and are no longer useful.
There are 40 potions of speaking, plus 30 other potions Q - Alchemical Workshop
which are listed below: This partially outfitted workshop contains 1000 SP
1. Anti-Venom (see room K; 3) worth of alchemical gear. Three tattered notebooks
2. Anti-Venom are hidden in a secret compartment in one of the
3. Healing (see room K; 5) cabinets. These are texts on Water Magics.
4. Healing Ceiling height: 12 feet
5. Healing Room temperature: 68° F
Stream depth:
U - Ritual Chamber
R - Storeroom of Oils A wall of water (like a miniature Niagara Falls) torrents
The room contains 12 gallons of flammable oil in down the far surface of this room. Due to magical means,
1/2 gallon casks. There are also ten metal bottles with however, most of the water is carried away so that the
strange inscriptions on them. (The inscriptions are in room does not flood, and just enough water to maintain the
Ault, an ancient language often used by mages. They rate of flow in the stream continually fills the curved pool
give keywords which help identify the contents of the Any character foolish enough to try to explore the water-
bottles.) These bottles have screw tops which will fall and the curved pool will find that it is just like any
take 2-3 Pulses to open. They contain magical oils: ordinary waterfall of this magnitude, and may risk getting
1. Oil of Fireproofing {[G-7] duration 4 mo} dragged down by the undertow and may even risk drown-
2. Oil of Blending {[G-4] duration D5 days} ing.
3. Oil of Vapor Form {duration D10 hours} The processional hall which leads into the ritual cham-
4. Oil of Pain Resistance {duration D5 hours} ber slopes up 5 feet along its length (ie. Room U is 5 feet
5. Oil of Life {85% chance to raise a dead higher than the rest of the Water Works.
being -1% per day the being has been dead} This space, and the processional hall leading to it were
6. Star Oil {target is unaffected by gravity for used for important ceremonies among the water mages at
4D10 minutes} the Water Works.
7. Star Oil Ceiling height: 20 feet
8. Oil of Stone {duration D10 minutes. Gives Room temperature: 63° F
NA of +D5 + 2} Stream depth: 2 feet; curved pool depth: 4 feet-?? (very
9. Oil of Strength {+1 PS permanent in- (magically) deep)
crease}
10. Oil of Strength V - Grotto
The magical oils are used by applying them directly A small natural cavern within the Water Works.
to the target s body (rubbing them on or pouring them Several niches were apparently used for meditation or
over the intended target or the like). other private purposes by the mages. There are small
Ceiling height: 9 feet Room temperature: votive altars scattered throughout this place as well.
64° F One of the springs in the grotto is a gaseous spring
Stream depth: which effervesces breathable air into the Water Works
complex.
S - Refectory Ceiling height: 4-30 feet
Two long tables with benches in this room which Room temperature: 65° F
was the dining hall for the inhabitants of the Water Stream depth:
Works. A cooking hearth is in the south-east corner.
Ceiling height: 10 feet
Room temperature: 67° F
Viii ConcIusion
Stream depth:
1. The Payoff
T - Dormitory Assuming that they have been (at least partly) success-
About twenty beds were arranged in here at one ful, when the party return s to Wylashtin s home, he will
time. Now, however, they have been broken and pay them the additional 1000 S.P. as promised. There are
scattered about the room. There are three smaller a total of 8 magical texts on Water Magics to be found in
rooms off of the main dormitory which were the the Water Works. Wylashtin will gladly pay the party 500
private apartments of the senior mages of the Water S.P. for each of those volumes. Although there was not a
Works. (There are about 500 SP worth of personal specific agreement about them, Wylashtin will also be
money and semi-valuable trinkets still in drawers, interested in some of the other books that were in the
pockets, etc.) Water Works, and if they recovered any of those and they
Cosgrove, an adventurer who has been shape show them to Wylashtin, he will offer the party 10 Ð 50
changed into a leopard, has been making this area his S.P. apiece for any of them he finds interesting. (About
lair (see notes above). half of the non-magical books will be  interesting to
Ceiling height: 8 feet Wylashtin.) Likewise, he will be interested in the Potions
Room temperature:64° F of Speaking, and will be willing to pay as much for a
Stream depth: Potion of Speaking as for the other (non-magical) books.
Any of these which the party keeps for themselves can a character Water Magics, a character who is already
always be used later by the GM as a springboard to an adept of the College of Water Magics will be able
introduce a later adventure. to reduce their Experience Points costs by 25% for the
Wylashtin also agreed to split any magical potions or next 2 Ranks gained in any spell or ritual for each text
liquids the party recovers evenly with them. {GM Note: studied. Alternatively, the GM may use one (or more)
This is, to some extent, a limiting device on the adventure. of these texts to introduce new spells or rituals for the
The GM may decide to modify this portion of the agree- College of Water Magics. A non-adept will be able to
ment between the party and Wylashtin, or may choose to learn all of the basics of the College of Water Magics
adjust the total number of potions to be found in this in half the usual time if they have carefully studied the
adventure according to the needs of their particular texts from the Water Works beforehand. (And, of
campaign. Also, if the party is in need of a particular course, Wylashtin would make an excellent instructor
potion at some future date, they may be able to contact for any character wishing to learn Water Magics.)
Wylashtin and buy one from him.} If the party does not
have access to a mage who can identify the potions, oils,
iX FinaI Notes
etc., Wylashtin will be able to divine the various types of
potions the party has recovered. There are several dupli-
1. iron Mushrooms
cate items in the haul, and Wylashtin should be fair-
Iron mushrooms are hefty 6" diameter rust colored
minded about dividing them with the party. However, if
mushrooms. They tend to grow in caves near streams
he is given reason to suspect that the party may be holding
or ponds with a high iron content. Once picked, they
out on him, he will bring in a mage from the Adventurers
can last up to a year if kept dry, but if they get wet
Guild and interrogate them under Truespeaking. If the
they will begin to rust and loose their effectiveness
party and Wylashtin are unable to come to an agreement
within just a couple of weeks. These objects provide a
about the division of the potions, Guild arbitrators, or
skin hardening effect causing a Natural Armor of 2
some other mutually agreed upon means for settlement
points, but causes a slowing of -1 TMR and a loss of 5
will be employed.
points from Manual Dexterity and/or Agility (the
Any money or other goods which the party has found
player may allocate how the 5 points effect the charac-
will belong to the party alone. However, Wylashtin may
ter). The effects of iron mushrooms last for 15
be interested in buying some of the other items the party
minutes.
has recovered, should they try to fence them through him.
2. Other NPC Names
2. The NPCs
The way I name NPCs is probably different from
If the party has rescued Aiol Myrrligon and/or
the way you name yours. To help make it less clear to
Cosgrove, they will have to do a bit for each of these
the players that an NPC is one that you have added to
NPCs before they are able to go on their own way.
the adventure rather than one already written into the
Cosgrove, of course, needs to have the Skin Change
adventure, here are some additional names for you to
dispelled. He may be amenable to joining the party, now
use:
that his old adventuring companions are dead, or he may
go off on his own. Nonetheless, he is likely to feel in-
Mages Names:
debted to the party for having rescued him, and he may be
Tarolash Irmyurwen Coshtrovar
able to return the favor someday. Aiol Myrrligon will
Berplep Morinimar Perticalon
need to reacclimate to a world 40 years older than she left,
Male NPCs:
but, being an elf, this won t take her too long. She may
Ingo Pruitt Janackus Raplio Raspar Monik
also be a source of new adventure leads for the party: a
Fallon Ashlar Ongis Cadol Avron Litzsteig
treasure looted and then hidden by the band of orcs she
Mernik Ravves Tibar Gendren Rathe Idalag
was with, the lair of a mage who fought with them in the
Female NPCs:
war, a cache of magical weapons, etc. Or the GM may use
Audra Stenrose Jirell Wylford Sheena Nalsing
the excuse of having the adventurers escort her back to her
Rageley Innucks Cassia Partita Melena Trobisher
homelands to begin a new adventure.
Female Villagers:
Nellis Jenja Pellid
3. The Texts
Molgen Devna Roszys
A character who is a Water Mage (or one who wishes
Male Villagers:
to study that College) can make good use of the eight
Gorrid Riemar Vermal
Water Magics texts which can be found in the Water
Sandor Rungin Dango
Works. While not sufficient in and of themselves to teach
X Map: The Water Works
© 1994, 1999 Rodger Thorm
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