Troll Lord Games
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about 1 month ago

Project Update: Castle Zagyg Campaign 1 Update!

Greetings from the Dens!

Good, sweet lord. It has been well over a month, almost two, since our last update. That is not acceptable. We will strive to do better. I'll put us on a weekly update until we are done. My apologies for this long post!

That said. Tremendous progress but not where I wanted to be.  To remind you, there are three books in this campaign and in the THIRD book there levels 2, 3, 3a, 4, 4a, 5, and 5a.  Here is out status:

Book One: Complete and laid out. However it needs a heavy pass on the layout.

Book Two: Same as above, however we have used the time to get more art ordered and it has just come in. See below for the new art pieces from Rick Hershy. That will put his art on each level of the dungeon.

We are wrapping up Book 10 of the World Builders Archive now. That is today the 10th. So by next week (probably the 14th). I will begin diving into Book 1 of Castle Zagyg with notes on layout.  So that stage begins now.

Book Three: The levels in here proved far harder than anticipated. Especially level 2 as it was so large. But work has been progressing very well. Here is the update on the levels

Level 2: Complete, edited, ready for layout.
Level 3: Complete, edited, ready for layout
Level 3a: Complete, edited, ready for layout.
Level 4: Complete, in editing.
Level 4a: Complete, waiting for editing
Level 5: Written, but Jeremy is doing final pass and rewrites, additions. (Preview below)
Level 5a It is being written.

When 5a is complete we are done! And can move this sucker to wrapping it up. It is a monstrous product though I do apologize for the tardiness, we do want to do this right. And I think you'll be amazed. It. Is. Monstrous.

BEGIN PREVIEW
503. Gambler’s Gallery

This chamber is accessible via a removable wall panel (CL 3 to spot) in the northern wall at the bottom of the trap door just south of the chamber (CL 6 to spot, CL 6 dexterity save or suffer 1d6 damage). The chamber may also be accessed via the inclined way (#504) on its ascending path from the Menagerie Grotesque (Vol. IV Ch. I). 

>>>begin boxed text<<<
Before you is a large, unlit vaulted chamber blocked by an iron portcullis. The lowered gate runs the width and height of the passage. Looking through the bars, it is evident that beyond the hall flares out to a broader chamber. Beyond this, it seems the room is filled with stock-still figures arranged in lifelike poses. Straining your eyes further, you note the subtle grain and marks of granite, marble, and like stone. The figures in the chamber are statues. You count twenty or so, arranged at various stone tables, posed as though in the midst of playing various games of chance, be it knuckle bones, cards, or backgammon. Near the rear of the chamber, barely visible, is a more imposing statue than any of the others, carved into the likeness of a hooded figure, sat cross-legged upon the floor. In its hands it holds six large playing cards, which glint with the promise of goldleaf. 
>>>end boxed text<<<

The 30-foot-wide portcullis gates may be lifted, but superhuman strength will be necessary for a check, or several people lifting at the same time (CL 12). Each additional aid in the lifting adds their strength modifier in the attempt. An iron lever on the wall about 10 feet into the chamber will raise the portcullis, immediately spotted if the PCs look for such a device. The lever can be thrown by way of a magi’s reach spell, or even a lasso (AC 17).

The great statue at the chamber’s rear is unmistakable as a depiction of the god of chance (as appropriate for the CK’s milieu). In the East Mark, this would be the form of a bent, bearded old man named Zahsilar the Gambler. Close inspection, however, will reveal a subtle resemblance to Zagyg as well in the bearded face (CL 5 wisdom check to notice).

In the stone deity’s hands are 6 gold-leaf playing cards, arranged as if playing a card game. 

Beside the statue is a stone plaque, whose face bares the following message, written in Common:

"I you feel lucky, pick a card. One in six win a prize. No cheating!" 

If a creature tries to sneak a peek at the cards in the statue's hand without drawing one, they are instantly struck with blindness for 1d6 hours as a penalty for cheating (no save). If a card is drawn as intended, it may be gazed upon, and the following effects will result.

Any drawn cards take effect immediately and permanently as soon as the card is gazed upon. The following are the possible results of the given card.

D6 / Result of Card

1 / Knight of Swords – The drawer of the card is afflicted with a geas (per the spell, no save) to seek out and slay the nearest monster of a given type (roll 1d3, 1: dragon, 2: humanoid, 3: slime). A minor wish or a wish will release the subject of this geas. Otherwise, they or only freed once their determined creature has been slain.

2 / IX. The Hanged Man (inverted) – The drawer of this card is turned to stone (Challenge Level 10 strength save to resist). Transform stone to flesh, a minor wish, or a wish will revert this curse, otherwise it is permanent.

3 / XV. The Devil – A random monster of up to 10th level becomes the card holder’s sworn enemy. While not required, Castle Keepers are encouraged to pick a leader-type monster on a lower level for this position.

4 / XIII. Death – The drawer of the card becomes afflicted with a debilitating progressive (but not incurable) disease, which kills in 1d4 hours. Remove malady and similar restorative spells will cure this ailment.

5 / XX. Judgment – A fireball (per the spell, as though cast by an 8th level wizard) centered on the card detonates.

6 / XVIII. Moon – The drawer of the card gain 1 minor wish as per the spell.

Once a card is drawn and its magic is spent, it vanishes. In 24 hours, it will reform in the Gambler’s hand. No character may gain the benefit from the Moon card more than once. At CK discretion, the composition of Zahsilar’s hand may change gradually with each draw, introducing new cards of their own design.

506. Master Torturer’s Chamber
The solid iron door to this chamber regularly emits the muffled sounds of cries and whimpers. It is rarely, if ever locked. This is because the master torturer within believes he has nothing to fear from anyone save Zagyg himself, who wouldn't be deterred by a simple lock in any event. 

>>>begin boxed text<<<
Knives, prods, screws, vices, hooks, and sundry other implements of agony line the walls and hang from the rafters of this broad, dismal chamber. Cramped jail cells line the room’s periphery, built into narrow recesses along each wall. A large brazier glows red with infernal light as several irons glow in its depths. Miserable howls of pain cut through the cold dungeon air, its source a goblin strung up by his ankles with thick chains which ascend to a slowly rotating wheel set in the ceiling, which cause the pitiable creature to turn in kind. From his wrists suspend weighted steel balls on chains, causing his torso, arms, and legs to stretch painfully. 

Two hulking ogres in the black cowls of torturers stand nearby, broad-shouldered, thick-bodied, heavy-limbed, with sickly yellow skin, dutifully turning a mechanical wheel which sets the pace of the turning goblin. 

Directing them is a third figure, far more misshapen and grotesque, holding a glowing poker in its warped fist. His flesh is a patchwork of sickly colors and mismatched textures, stiffly sutured together with thick cord, staples, and in some places, metal bolts. The figure is tall, gaunt, stone-faced, his eyes gleaming with a baleful fascination as he presses the brand to the goblin’s flank, which elicits a howl of pain.
>>>end boxed text<<<

The Eternity Galleries are a place where art is preserved in all its forms. One of the many arts Zagyg has an appreciation for that of torture, in all his travels, he never met a more proficient master of the craft than Lord Gareth of the Great Kingdom. In his day, he was notorious for never finding anyone he couldn't break in time. Believing that this was an artist that couldn't be lost to time, Zagyg cast magi’s vessel on him, containing his soul in a silver amulet. This amulet is currently being worn by the flesh golem that oversees and on occasion participates in the tortures herein.

If noticed, the two ogre minions, named Retch and Fetch, will leave rotating the chains and take up man catchers, hoping to ensnare the nearest intruders. Gareth will attack, attempting to issue subdual damage to any PCs caught in the man catchers, so that they may be put in irons for later interrogation and torture. If the PCs prove too powerful, he will reluctantly kill one or two of the mightier specimens. Any rendered unconscious will be put in one of the cells in the room that are hollowed out stone wall sections and closed within for future use. 

Ogres x 2 (These creatures’ vital stats are Level 4(d8), HP 26, 29, AC 16, MV 30 ft., disposition evil/chaos. Their primary attributes are physical. They wear shaggy furs and carry enormous clubs that no medium-sized creature could hope to heft. They can attack with a bash for 1d10 damage, or with a huge club for 2d6 damage or with man catchers for 1d4 damage, +3 for superior strength. Alternatively, a man catcher can hold fast an opponent on a successful “to hit” roll versus AC 15. A creature captured must make a strength saving throw (CL 7) or be pulled in the direction the ogre desires. A successful dexterity check allows a creature to escape the man catcher. See Monsters & Treasure for more information. XP: 60+4)

Lord Gareth, Intelligent Flesh Golem (This creature’s vital stats are Level 7(d10), HP 58, AC 18, MV 30 ft., disposition evil/law. His primary attributes are mental and physical. He attacks with 2 bash attacks for 2d8 damage each, or with a hot poker for 1d4 damage +1d6 damage from heat. Flesh golems can only be harmed by magical weapons of +2 bonus or better and are immune to all spells and spell-like effects except as follows: Spells which inflict fire damage do not harm a flesh golem but instead slow them [per the reverse of haste] for 2d6 rounds [no save]. Spells which deal electrical damage heal the golem for 1 hit point per die of the spell. Flesh golems go berserk without a master to command them, gaining a +2 bonus on all “to hit” rolls, attacking allies and enemies indiscriminately. He wears the amulet of Lord Gareth*. See Monsters & Treasure for more information. XP: 2,000)

*This silver amulet (worth 1,000 gold) holds the soul of Lord Gareth. If collected as loot after “slaying” the flesh golem, Lord Gareth’s soul may attempt to possess one of the PCs at a later date, per CK discretion. See magi’s vessel spell in Players Handbook for more information. If destroyed mid-combat (AC 24, HP 10, saves as Lord Gareth), Gareth’s soul is torn from the golem. This causes the golem to lose its mental primes and go berserk. Lord Gareth, without a body, becomes a ghost (see below). 

Lord Gareth, Ghost (This creature’s vital stats are Level 7(d10), HP 50, AC 20, MV 30 ft., disposition evil/law. His primary attributes are mental. He attacks with a bash that ages humans and half-orcs 1d4 decades, halflings and half-elves 1d6 decades, and dwarves and gnomes 3d4 decades. Elves are not affected. Ghosts can produce an eerie moan that causes fear [per the spell, CL 7 wisdom save negates for 24 hours]. They can also perform telekinesis [per the spell] at will. Ghosts are incorporeal, and can only be harmed by enchanted weapons +1 or better. See Monsters & Treasure for more information. XP: 2,400+10)

The goblin is in terrible shape, and has only 1 hit point remaining, and even if freed, is incapable of walking under his own power. He lacks one eye, one ear, several teeth, and several fingers, and even if restored to full health, is so utterly withdrawn as to recall nothing of his own existence, not even his name.

Scouring the chamber for valuables will reveal a small wooden trunk filled with extracted. 70 teeth have gold fillings (worth 1 gold each), and 110 teeth have silver fillings (worth 1 silver each). One tooth in the mix is carved from a piece of ruby (worth 600 gold), while another is of solid gold (worth 10 gold).

509. Pleistocene Gallery
>>>begin boxed text<<<
Advancing up the corridor, you come to a broad, high-vaulted chamber whose recessed walls hold life-sized dioramas of hunched, slope browed cavemen huddled around artificial fires, shaping flint tools, and painting symbols on faux-cavern walls. In glass cases, examples of fossilized animal specimens are displayed, alongside bone and flint tools, and the petrified bones of unguessable creatures. In the chamber’s center, a huge display on a raised platform stands triumphantly, showing a stone carving of a titanic saber-clawed behemoth grappling with a shaggy elephantine beast, the pair locked in furious combat.
>>>end boxed text<<<

A plaque mounted on the dais reads as follows:

Giant Ground Sloth (Megatherium pellucidarium) vs. Woolly Mammoth (Mammuthus primigenius). Once such creatures were plentiful in the wider world in the distant past. Now live specimens can only be seen in their natural habitat down the Dolphin’s way.

This is a hint that the dolphin fountain in the pool quadrant (#5XX) has a passage within it to a Savage World underneath the land's mantle, wherein primordial beasts of the old world might be found.

There is a button mounted next to the brass plaque, but the label reveal its function has been torn off. If the button is pressed, the magical effect of the dais will render the two creatures from stone to flesh! The pair of behemoths will immediately engage in battle with one another, though there is a 1-in-6 chance that they happen to turn against the PCs during the melee.

Megatherium
(This creature’s vital stats are Level 10(d10), HP 65, AC 14, MV 20 ft., 5 ft. [burrow], disposition neutral. Its primary attributes are physical. It attack with 2 claw attacks for 2d6 damage each. See Appendix XX for more information. XP: 380+10)

Mammoth, Woolly
(This creature’s vital stats are Level 13(d10), HP 71, AC 15, MV 40 ft., disposition neutral. Its primary attributes are physical. It attack with any 2 of the following: a tusk attack for 3d6 damage, a trunk attack for 2d12 damage, a stomp attack for 2d6 damage. See Monsters & Treasure for more information. XP: 380+13)

Casting discern magic on the dais or the button prior will reveal a moderate enchantment. Identify will outright reveal the function.

Innovative player characters might decide to use the dais and its button to convert others whom have been turned to stone back into flesh. This is acceptable, though of course the adventurers will have to defeat the two lumbering beasts first.

END PREVIEW
ART from LEVEL ONE



Thank you all for the patience.

Steve and the Troll Lords

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