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12. Gnomes Statue

hrs1-cave-12 • hrs1-cave-12 • HRS1: Barks and Blades
Opening the door, you reveal a modestly sized area. There is nothing in this room except for a large circular statue. It represents three gnomes forming a ring by holding hands. The gnomes have long beards and pointy hats and each displays a specific emotion: fear, sadness, and joy, or so it seems. These figures are almost as big as actual gnomes, standing at almost four feet and the ring has a diameter of almost six feet. At the center of the circle, a large bowl-like receptacle has been added. Finally, it looks like this statue was carved out of a single block of black basalt. This statue is highly magical and is the key to freeing the prisoner from its magical prison (see below). The person trapped inside will not remember how they got imprisoned. The crystal orb is known as the Orb of Confinement (found in area 18a). At some time in the past a ritual was performed with a prisoner standing in the midst of the gnome statues, and at the completion of the ritual the victim disappeared and the orb appeared in their place. The statue was then magically transported to this region and dumped in the woods in the hope that no one would ever find it. The miners did however find it while gathering wood and brought it inside the cave and hid it, separating the statue and the orb (found in area 18a). The pixies have played with the statue but have only been able to activate it, making it levitate and glow, as they don’t know the magic command to free its prisoner. To free the character trapped inside the orb, one must follow the instructions found in rooms 23 and 24. Once the orb is placed at the center of the statue and the dance is performed, it will light up and levitate about 5 feet above the ground. If the words are spoken, the orb will start to spin and a few moments later will explode in a large flash that blinds everyone in the room for 1d4 rounds. When they regain their sight, the PCs will see that the orb has vanished but that a person is standing in the middle of the three gnomes. This is the prisoner who was freed; they will at first appear confused, even scared. To add a bit of randomness, the GM may randomly determine which character got trapped in the Orb of Confinement. A short back story and description as well as a concise stat block is given for each one of them. When freed the character will have nothing but the clothes they are wearing, and will be briefly disoriented. If the character is the magic-user or the cleric they will have no spells ready (and of course the cleric will have no holy symbol either). Statistics given are for the character as they first appear, and must be amended if the adventurers provide them with equipment. Roll on the table below to determine who was trapped inside the Orb of Confinement. 1d6 Character Trapped Inside the Orb Kyrielle – Elven (F) Magic-User 1 Tolval – Human (M) Thief 2 Bigly – Halfling (F) Thief 2 Drohm – Dwarven (M) Fighter 1 Salga – Human (F) Cleric 1 Richmer – Human (M) Fighter 2 Kyrielle, Female Elf Magic-User Level 1: AC 11, AB +1 (-1 melee), #At 1 fist, Dam 1d3-2, Mv 40', Sv E-MU1, ML 7, XP 25 STR 5 (-2), INT 16 (+2), CHA 13 (+1) HP Kyrielle is a beautiful elven woman with long wavy blond hair and exquisite facial traits. She is versed in the arts of magic and used to live in a major elven city until she became trapped inside the orb by an evil sorceress. She is soft spoken, delicate in her manners, and acts benevolently. Her friends and family are likely still alive and her goal will be to gather a bit of gold for her trip and head back home. Tolval, Male Human Thief Level 2: AC 12, AB +2, #At 1 fist, Dam 1d3+1, Mv 40', Sv T2, ML 7, XP 25 STR 13 (+1), DEX 15 (+1), CON 14 (+1), CHA 8 (-1) HP Tolval is a troubled character. He was imprisoned inside the orb by an evil mage he owed money to. The man, in his mid thirties, is as strong as he is adroit and is recognizable as a southerner by his olive skin and dark hair. He speaks with a thick accent, is proud, and can be moody. Not necessarily evil, this man will usually act in his own interest first. Realizing most of the people he knows died a long time ago, he will want to start fresh, joining the PCs for so long as they amass riches. Bigly, Female Halfling Thief Level 2: AC 12, AB +1 (+3 missile), #At 1 fist, Dam 1d3+1, Mv 40', Sv H-T2, ML 7, XP 25 DEX 13 (+1) HP The last thing she remembers is that she attempted to rob a wizard's tower. Being a halfling, she is short and slender, with auburn hair cut short and piercing green eyes. Bigly is obsessed with looting, stealing, and exploring areas where she might find treasure. She isn’t very wise and often gets carried by her outlandish plans. Seeing that the party is composed of capable adventurers, she will follow them, hoping to gather more riches. Drohm, Male Dwarf Fighter Level 1: AC 12, AB +1 (+3 melee, +2 missile), #At 1 fist, Dam 1d3+2, Mv 40', Sv D-F1, ML 8, XP 25 STR 16 (+2), DEX 13 (+1), CON 14 (+1), CHA 6 (-1) HP Drohm fell into a trap while exploring an old temple and was carried off by minions of a wizard who confined him inside the orb. He has a long braided beard and fiery red hair. His heart is pure and he fights for glory and good. He does not wish to return to his kin but will want to explore a particular dungeon nearby when he finds out that he is in the country of Sorgwald. Salga, Female Human Cleric Level 1: AC 10, AB +1 (+0 missile), #At 1 fist, Dam 1d3, Mv 40', Sv C1, ML 8, XP 25 WIS 15 (+1), DEX 7 (-1), CON 8 (-1) HP Salga was trapped into the orb by the deity she served and worshiped after a clerical misstep. She had much time to reflect during her captivity and will be heartbroken and hurt by the abandonment of her former deity. She rarely speaks but is generally polite and generous. Salga is quite tall and attractive, with long dark hair and deep blue eyes. Although abandoned by her former deity, she is looking for a fresh start and new god to serve. Richmer: Male Human Fighter Level 2: AC 11, AB +1 (+2 melee), #At 1 fist, Dam 1d3, Mv 40', Sv F2, ML 8, XP 25 STR 15 (+1), INT 8 (-1) HP Richmer is quite a character, tall and strong with a receding hairline, missing most of his teeth, and covered in tattoos, mostly tribal. He speaks slowly, with the accent of a mountain dweller. He is friendly yet prone to aggression in response to adversity. Richmer will realize most of the people he knows are now gone from this world and will simply tag along with the party, for a share of the loot, of course.
HRS1 The Black Paws Cave, room 12. Monsters: Kyrielle, Female Elf Magic-User Level 1 : AC 11, AB +1 (-1 melee), #At 1 fist, Dam 1d3-2, Mv 40', Sv E-MU1, ML 7, XP 25 STR 5 (-2), INT 16 (+2), CHA 13 (+1) HP [3]; Tolval, Male Human Thief Level 2 : AC 12, AB +2, #At 1 fist, Dam 1d3+1, Mv 40', Sv T2, ML 7, XP 25 STR 13 (+1), DEX 15 (+1), CON 14 (+1), CHA 8 (-1) HP [6]; Bigly, Female Halfling Thief Level 2 : AC 12, AB +1 (+3 missile), #At 1 fist, Dam 1d3+1, Mv 40', Sv H-T2, ML 7, XP 25 DEX 13 (+1) HP [6]; Drohm, Male Dwarf Fighter Level 1 : AC 12, AB +1 (+3 melee, +2 missile), #At 1 fist, Dam 1d3+2, Mv 40', Sv D-F1, ML 8, XP 25 STR 16 (+2), DEX 13 (+1), CON 14 (+1), CHA 6 (-1) HP [6]; Salga, Female Human Cleric Level 1 : AC 10, AB +1 (+0 missile), #At 1 fist, Dam 1d3, Mv 40', Sv C1, ML 8, XP 25 WIS 15 (+1), DEX 7 (-1), CON 8 (-1) HP [3, 7] Hazards: trap, trapped
NPCs HERE • 6
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KY
Kyrielle
Elf Magic-User 1 • AC 11 • HP 3
TO
Tolval
Human Thief 2 • AC 12 • HP 6
BI
Bigly
Halfling Thief 2 • AC 12 • HP 6
DR
Drohm
Dwarf Fighter 1 • AC 12 • HP 6
SA
Salga
Human Cleric 1 • AC 10 • HP 3
RI
Richmer
Human Fighter 2 • AC 11 • HP 7
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