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The Brugh

kh1-brugh • kh1-brugh • KH1: The Blackapple Brugh
The Elf Lord and his cohorts live in a subterranean complex within an earth mound on the edge of Blackapple village. The earth mound is known locally as the Faehill, the underground complex is known as the Brugh. Entering or Exiting the Brugh The Elf Lord is trapped within the Brugh through powerful eldritch magic. Any attempt to enter the Brugh through normal magical means (e.g., a teleport spell) results in failure. There are no physical entrances to the Brugh from the outside. Anyone attempting to physically disturb (e.g. dig into) the Faehill to reach the Brugh will be cursed in one of the following ways (roll 1d4): 1. The character develops leprosy. Ugly sores develop on the PC's body and he or she loses 1 point of Constitution and 1 point of Charisma. Once per month the saving throw is repeated; failure indicates another point deducted from both ability scores. Reaching a Constitution of 0 causes death. The leprosy is permanent, but may be cured with a cure disease or dispel magic spell. (This curse befell Smithson at B17), 2. Deep wounds appear in the character's hands and he or she loses 1d4 hit points. 3. The character is struck by lightning, taking 3d6 points of damage (or half damage with a successful save vs. Spells). 4. The character faints, struck by a magical fever. The fever reduces them to 1 hit point and requires complete bed rest. For the next 24 hours, the l
ost hit points cannot be restored, even with a cure light wounds spell. After 24 hours the fever disappears and the character heals hit points as normal. There are only two ways to successfully enter the Brugh: 1. The mirror in Figwort Manor (B16). 2. The mirror in The Hen's Teeth Tavern (A3). Both of these mirrors function like normal, non-magical mirrors until the Elf Lord orders a mirror in the Brugh Coatroom (C1) uncovered. At that point the mirrors at B16 and A3 are both activated. When activated, the mirrors' reflective surface disappears and is replaced by an open doorway into the Brugh at C1. The only way out of the Brugh is via the magic mirrors in the Treasure Vault on Level 3 (C27). Illusions in the Brugh The entire Brugh is enchanted with a powerful illusion. The illusion makes the Brugh appear to be a beautiful, well-lit palace of polished marble filled with elegant people. In reality, it is a filthy, dimly lit underground complex filled with odd fairies and their ilk. Immediately upon entering the Brugh each PC must make a save vs. Spells with Intelligence bonus added. A failed save indicates that throughout his or her time in the Brugh, the adventurer will always see the illusory version of the place, while a successful save will show the actual state of things. This saving throw should only be made once, upon the PC entering the Brugh. Each area in the Brugh is subject to this dual, illusory nature. For keyed areas in which the illusory vs. real appearance mig
CHILDREN • 27
C1. Coatroom room
For PCs entering the Brugh via a magic mirror at Figwort Manor (B16) or the Hen's Teeth Tavern (A3), read the following: When you touch the mirror, your surroundings dissolve and you find yourself in a different place altogether, a small hallway in a great building. To the left of you the hallway opens into a large room. To the right of you is a door that is closed, but the top half of it features a panel that is slid open. The room behind this door appears to be a closet full of hanging cloaks and coats. A face appears in the doorway's panel, apparently that of the coatroom attendant. PCs who failed their initial save vs. Spells see the following: (ILLUSION): The coatroom attendant is dressed sharply in a dark gray coat with large brass buttons. He is a man of about 30, with chiseled features and a calm, unassuming demeanor. He politely welcomes you to “my lord's palace” and asks if he can take your cloaks, baggage, or anything else encumbering you. PCs who succeed their initial save vs. Spells see the following: (REALITY): The coatroom attendant is dressed in a shabby dark gray coat. He wears no pants, but this is hardly remarkable as his head and lower half appear to be that of a mangy-haired black goat. This little goatman stands about 4 feet tall. He politely welcomes you to “my lord's palace” and asks if he can take your cloaks, baggage, or anything else encumbering you. The ibix coatroom attendant will take any items offered to him and in return give a numbered ticket.
C2. Reception Lounge room
This space was designed as a receiving area for the Brugh's visitors. PCs who failed their initial save vs. Spells see the following: (ILLUSION): A luxurious reception lounge extends out 15 feet from the coatroom and then expands out in either direction, giving the lounge a total width of about 50 feet. Scattered throughout the area are a smattering of plush sofas, armchairs, and coffee tables. The place smells faintly of perfume. You hear distant sounds of music and people talking and laughing; it sounds like a party. The sounds seem to emanate from a balcony that appears ahead of you, just to the right. Facing the balcony entrance is an extremely realistic life-sized (12 feet long) bronze statue of a crocodile. PCs who succeed their initial save vs. Spells see the following: (REALITY): A dimly lit room extends out 15 feet from the coatroom and then expands out in either direction, giving the area a total width of about 50 feet. Scattered throughout the area are a smattering of cheap sofas, armchairs, and coffee tables, all well-worn and in a state of disrepair. The place smells musty. You hear an odd cacophony of terribly-performed music and various animal sounds: barking, braying, and bellowing. The sounds seem to emanate from a balcony that appears ahead of you, just to the right. Facing the balcony entrance is an extremely realistic life-sized (12 feet long) bronze statue of a crocodile. The statue is magical, and can be animated with a simple command by the Elf Lord or
C3. Royal Balcony room
The door to this private, royal balcony has been wizard locked. This balcony overlooks the Ballroom (C12). A pair of padded armchairs are sometimes occupied by the Elf Lord and Moth-in-Water. From this vantage point one may watch the festivities below. If the PCs enter the balcony and look down at the Ballroom you may read the description for (C12)
C4. Game Room room
This spacious room serves as a game parlor for the Elf Lord and his guests. The walls and ceiling of the room are painted a garish green hue. Upon each of the four walls hang four 5- by 8-foot tapestries. The tapestries depict striking scenes of a lordly Elf and several Elf companions at their leisure. ▪ In the first tapestry, the Elves are hunting a Human maiden in woods. ▪ In the second, they are roasting the Human maiden on a spit. ▪ In the third tapestry, a bare-chested Human male is in a bare-knuckled boxing match with an upright bear, while the party of Elves look on. ▪ In the fourth tapestry, the Elf Lord is jousting with a Human knight. Both jousters have no helms, and the Human is blindfolded. The room is also furnished with a pool table and dart board. There are five individuals in the room with you: all are pale Elves with wild, unkempt dark hair. Two Elves are playing darts while another watches. Two other Elves are playing pool. All stop what they're doing and look at you. When the PCs enter the room, the Elves pause to welcome them and insist they join in the game of darts. The GM can adjudicate the game by having a player and alternately an Elf each perform a set of ranged attacks. Each participant throws three times. In elf-darts, there is only a bulls- eye worth 50 points and the rest of the board worth 10 points. Aiming for bulls-eye requires a successful ranged attack roll of AC 18l the rest of the board is AC 13. Brugh Elves are notoriously bad sports. At
C5. Library room
Each of the walls in this room are lined with bookshelves, and the shelves are stuffed with books. It's all for show, as no one in the mansion is inclined to reading, and the room is always unoccupied. The only other item of interest is an ebony table in the center of the room, upon which is a sheet of glass covering an ancient map of the forest west of Blackapple. In fact, the entire library is comprised of the Annals of Jonathon Weadley, Volumes I- MMMCCCLIX. Each volume describes in excruciating detail the daily affairs of Mr. Weadley, a charcoal burner who died 20 years ago. The collection is worthless except to the impoverished Weadley family of Blackapple (13a), who will pay 8 sp for it. The volumes are completely out of order. The final, 3,359th volume in the series is on the top shelf of the wall facing the door. If that volume is pulled from the shelf, the bookshelf on that wall opens to reveal a secret passageway down to Level 3 of the Brugh. The map on the table is ancient and worth 16 gp to a sage or collector of such things.
C6. Fungal Bluehouse room
Note: This area is one of the four possible locations of the Elf Lord (see “Denizens of the Brugh” on page 24). Unlike other chambers in the mansion, this roughly-circular cavernous space has unfinished walls. The scene before you is astounding. The majority of the cavern floor is covered with a wide variety of enormous, outlandish fungi. Enormous chantarelles, death caps, brown jellies, amethyst deceivers, and blue turkey tails flourish throughout. Some fungi are luminescent, giving the entire area a blue glow. Some distance off you can see what appear to be an over-sized black moth with a one-foot wingspan. Winding through the fungi beds are 5’-wide paths of stone slab: a main path that traces the circumference of the cavern and eight more that serve as spokes leading from the main path to a white gazebo at the center. As one enters the room from the doorway in the northwest corner, to the immediate left stands a small table upon which is a crystal carafe filled with a clear liquid and six goblets. This weird cavern serves as a large bluehouse (a “bluehouse” is a Brugh Elf invention serving a function similar to a greenhouse, but dedicated to the cultivation of fungi as opposed to vegetation). The crystal carafe and goblets are worth 28 gp as a set. The liquid in the carafe is a lingonberry liqueur infused with a psychotropic compound. A few minutes after drinking the liqueur, the imbiber will feel a strange vibration coursing through their spine, at which point they will b
C7. The White Lady room
PCs who failed their initial saving throw vs. Spells see the following illusion: (ILLUSION) The octagonal gazebo in the center of the bluehouse is bone white. In fact, it is carved out of a single piece of ivory. Its sole inhabitant is an elegant lady sitting upon a plush armchair. She has long black hair and wears an elegant white silk gown and pearl necklace. Rose petals litter the ground around her feet. As you approach, she outstretches a hand toward you, as if asking you to kiss it. PCs who succeed their initial saving throw vs. Spells see the following: (REALITY) The octagonal gazebo in the center of the bluehouse is constructed of pinewood painted bone white. Its sole inhabitant is an emaciated, gray-skinned female sitting upon a simple chair. She is bald and wears a threadbare white cotton smock with, incongruously, a pearl necklace. Human bones litter the ground around her feet. As you approach, she outstretches a hand toward you, as if asking you to kiss it. The lady is a ghoul. Her pearl necklace is worth 750 gp. Ghoul: AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30', Sv F2, ML 9, XP 100 HP
C8. Guest Room room
This room will be offered to any of the Prince’s favored guests, which includes the party if they've had a positive interaction with him. The room contains a couple double beds, a chair, and a nightstand upon which is a single candle. In the drawer of the nightstand is a copy of Goodbody’s Book of Prayer, with all references to the deity redacted in black ink.
C9. Guest Room room
This is a second guest room, furnished identically to C8.
C10. Ambassador Of The Mushroom room
PEOPLE: This is a third guest room, but unlike C8 and C9 this room is occupied. The door is locked from the inside. If the PCs knock the door will open, unless there have been sounds of violence outside. If the door does open: The room contains a couple double beds, a chair, and a nightstand upon which is a single candle. In the middle of the room stands a bright orange, 3-foot tall mushroom. This enormous mushroom has short, stubby arms and legs. Its eyes stare at you with something like trepidation. This creature is a mushroom man (see New Monsters at the end). It is assigned to represent its nation, the Mushroom People, to the Brugh. The mushroom man is peace-loving and will only fight if attacked. He cannot communicate The room has no treasure. In the drawer of the nightstand is a copy of Goodbody’s Book of Prayer, with all references to the deity redacted in black ink. Mushroom Man: AC 13, HD 3, #At 1 claw or spores, Dam 1d6 or spores (see below), Mv 40’, Sv F3, ML 7, XP 145 The spores attack require everyone in a 10-foot radius to save vs. Poison or face effects similar to a confusion spell.
C11. A Prince Among Frogs room
This room is luxuriously furnished with a well-crafted bed, night table, and armoire. Upon a gold-threaded pillow on the bed sits a green frog with a miniature gold crown upon his head. The frog is sentient and can speak, introducing himself as the prince of a faraway kingdom. He relates that he’s been enchanted by mischievous fairies, but if a fair maiden (or a plain maiden, or a man, as he is not that picky) will bestow a kiss upon his lips, the enchantment shall be broken. He promises that if freed from the spell and restored to his kingdom, his father, the king, will award the party with thousands of gold coins. In fact, the frog is no prince at all and is only remarkable in that he can speak and has poisonous skin. Anyone kissing the frog must save vs. Poison or be wracked with pain for the next 12 hours. A person in this state is completely incapacitated and for the duration is useless for adventuring. The frog will apologize profusely for such a turn of events, claiming that the kiss must have required true love to work. The frog has 1 hit point and no means to attack or defend itself. The only treasure here is a dainty miniature gold crown worth 4 gp. Brugh Level 2
C12. Ballroom room
The ballroom is a large chamber 70 feet long, 50 feet wide, and features 40-foot high vaulted ceilings. Weirdly, seven ash trees grow up from the room floor. The ceiling features hundreds of tiny lights, giving the appearance of stars. This gives the confusing impression one is in something closer to a forest than a ballroom. At all times the room is populated by enchanted beasts who dance in a circle, all “singing” after their fashion. PCs who failed their initial save vs. Spells see and hear the following: (ILLUSION): Delightful, upbeat music wafts through the air, and with the music are a dozen men and women in the finest clothes dancing with grace and elegance. PCs who succeed their initial save vs. Spells see and hear the following: (REALITY): Shuffling around the room are an odd assortment of animals, big and small. The strange company includes a dozen beasts: cats, dogs, an elk, a donkey, a cow, a goat, a goose, and a weasel. The animals are all making noise after their fashion, and the meowing, barking, braying, bellowing, mooing, bleating, and honking is truly something to experience. Visitors will be ignored or politely tolerated, but if the PCs make trouble the illusion will be dispelled and the entire room of animals will attack. The animals will not pursue enemies beyond Level 2. 4 Cats: AC 15, HD 1d2 HP, #At 1 bite, 1 scratch, Dam 1d2 bite, 1d2 scratch, Mv 40', Sv F1, ML 6, XP 10 ea. HP 2 Dogs: AC 14, HD 1+1, #At 1 bite, Dam 1d4 + hold, Mv 50', Sv F1, ML 9, XP 2
C13. Dining Hall room
Note: This area is one of the four possible locations of the Elf Lord (see “Denizens of the Brugh”). The walls are paneled with oak and a large chandelier hangs from the ceiling. A 15-foot long oak table can seat up to 16, suitable for banquets and entertaining the best people. At the head of the table sits a tall thin Elf dressed in green. His hair, like that of the other Elves at the table, is a complete mess. His eyes appear completely white with tiny black pupils. Standing next to the man in green is a figure in a black jester's outfit, juggling three swords. Upon your arrival he stops juggling and smiles warmly. Also seated at the table are seven more Elves and two short goat men. All are well-dressed, sporting matching gray cloaks over shirts of chain armor. In addition to those seated at table, there are a total of two servers. Each wears a smart blue vest, gray jacket, and powdered wig, but they appear to be mere Human children. The man at the head of the table motions for you to join them. Moth-in-Water will stand and introduce himself and the others. The Elf Lord is only called by his title. The party isn't forced to join the dinner, but if they refuse the next time they see the Elf Lord they must make a reaction roll at -3. If the party does join the dinner, with Moth-in- Water acting as translator, the Elf Lord will ask the party about themselves. When role-playing the Mirror Man, keep in mind that he is very arrogant and a little mad. He may become fixated on odd
C14. Server Area room
Little more than a glorified hallway, this area is for the waitstaff to serve guests in the adjoining Dining Hall (C13), Ballroom (C12), and Smoking Room (C15). At present, one ibix server and one Human child server (Philip Anvil of Blackapple) loiter in the area. The dumbwaiter on the south wall receives food and drink from the Kitchen (C21) on Level 3 below. If the PCs examine the dumbwaiter: A sliding panel on the south wall reveals a 3- foot by 4-foot space. There's no floor to the space. A crankshaft to the right of the panel suggests this is a large dumbwaiter for receiving food from a kitchen below. The dumbwaiter can only support a maximum weight of 200 lbs; there's no sign to indicate this limit. The characters may use the dumbwaiter as an elevator between Level 2 (14a) and Level 3 (21a). If so, the GM should determine whether their weight exceeds the carrying capacity (taking into account the weight of armor). Also, the GM should consider that one person must operate the crankshaft at 14a or 21a. Ibix Server: AC 11, HD 1, #At 1 butt, Dam 1d6, Mv 40', Sv F1 (Dwarf bonus), ML 8, XP 25 ea HP Blackapple Child Philip Anvil, Human Server: AC 11, HD ½ (1d4 HP) #At 1 fist, Dam 1d2 (subduing), Mv 40', Sv NM, ML 7, XP 10 HP
C15. Smoking Room room
The smoking room features marble floors, oak-paneled walls, a large chandelier with burning candles, and four comfortable- looking armchairs facing each other. A suit of full plate armor stands holding a halberd (polearm) in the southwest corner. Two large paintings hang on the wall facing the door. Both show scenes of armed men fighting a large beast with the head of a lion, body of a crocodile, and wings of an eagle. In the left painting, the Humans appear to be winning. In the right painting, the beast has the upper hand. The room is unoccupied. The paintings are worth 10 gp each. The polearm and armor are both usable. The armor is Human-sized and worth 1,500 gp. If worn it provides AC 19.
C16. Servant Quarters room
The walls of this area are of crudely-hewn stone. This area includes sleeping quarters full of bunks for the Brugh's servants. It is currently unoccupied, as the servers don't get much rest. There is nothing of value here, but a search will reveal a sling belonging to Bernard Goodall (currently at C13). There is also a stuffed cloth doll belonging to Ursula Cooke (currently at C12a).
C17. Pool Of Love And Drowning room
This room is dominated by a pool. The floor extends 5 feet from the entrance side. The pool takes up the remainder of the room (25 feet), sloping from a depth of 3 feet at the western edge to 12 feet at the far end of the pool. PCs who failed their initial save vs. the Brugh's illusion see the following: (ILLUSION): Within the pool of sparkling clear water swim two sea elf maidens, merrily splashing in the water. They motion for you to join them for some good clean aquatic fun. PCs who succeed their initial save vs. the Brugh's illusion see the following: (REALITY): Within the pool of murky, putrid water swim two grotesque green frogs. They are enormous, weighing about 250 lbs. One of the frogs opens a gaping maw and lets out a loud “CRRRRRROOOOOAK!!!”. The bottom of the pool is littered with 9 moonstones, each worth 50 gp. 2 Giant Frogs: AC 13, HD 2, #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, Mv 30’ Swim 30’, Sv F2, ML 6, XP 75 ea. HP Brugh Level 3
C18. The Pit room
When the Elf Lord tires of people, he has them brought to his Dining Hall and thrown into the pit at C13a. The fall from the pit opening on Level 2 to the floor of C18 on Level 3 is 14 feet, so any victim will take 1d6 points of falling damage. Those who find themselves at the bottom of this pit are not alone. The Elf Lord keeps a tentacle worm at the bottom of the pit to provide entertainment for his dinner guests above. Aside from the pit opening in the ceiling, the only other way out of the pit is a secret door in the south wall. It is only three feet wide, which would allow a small or medium-sized creature to squeeze through, but not the tentacle worm. In a corner of the pit is a small dust-covered pouch holding four gems: three amethyst worth 100 gp each, and one greenstone worth 75 gp. Tentacle Worm: AC 13, HD 3*, #At 6 tentacles, Dam paralysis, Mv 40', Sv F3, ML 9, XP 175
C19. False Door Trap room
The doorway in this hallway appears like any of the others in Level 3, but it opens to nothing but the wall behind it. A minute after touching the doorknob, the PC who opened the door feels a burning sensation in his or her hand and must make a save vs. Poison or suffer 1d6 points of damage five minutes later. A pair of gloves would prevent exposure to the contact poison.
C20. Cold Storage room
When you open this door you feel an icy blast. Within this small chamber you see frozen meat hanging from meat hooks and other perishables like cheeses, eggs, and fish. If the party enters, read this: Though it wasn't initially noticeable, you now see a 3-foot tall creature with blue skin and wings tucked into the southwest corner of the room. The creature stands watching you, but does not move or make a sound. The extreme cold seems to be emanating from this creature. The creature is an ice devil (infernal) who made an ill-considered bargain with the Elf Lord and is now stuck in this room, providing refrigeration. The ice devil is imprisoned by a thin line of magical salt poured in a circle around the devil. If anyone makes a break in the salt circle, the devil is released. Ice Devil: AC 18, HD 3**, #At 1 claw + special, Dam 1d3 + 1d4 cold, Mv 30' Fly 50', Sv F3, ML 9, XP 205
C21. Kitchen room
The smell of onions and boiled meat greets your nostrils. This large room is furnished with a stove, two ovens, two tables, and counters along the walls. Pots, pans, and other utensils hang from hooks. A large plump female human flits to and fro, barking orders at a small human boy no older than seven. The Elf Lord's cook is the only human in the Brugh staying here of her own free will. She enjoys the prospect of an eternity catering to the Prince’s eclectic culinary whims. If she believes the PCs are here to upset the status quo, she will ferociously attack, first by throwing kitchen knives and then by wielding a large frying pan. The room has no treasure, unless you count three blueberry pies cooling on a table. The sous-chef is little Stevie Leeford of Blackapple (13d). He has a golden thread tied around his left ankle that keeps him in a charmed state. Cook: AC 11, HD 1d6 HP, #At 1 frying pan, Dam 1d4, Mv 40', Sv NM, ML 8, XP 10 HP Blackapple Child Stevie Leeford Sous Chef: AC 11, HD ½ (1d4 HP), #At 1 knife, Dam 1d3, Mv 40', Sv NM, ML 7, XP 10 HP C21a. DUMBWAITER (LEVEL 3): A sliding panel on the south wall reveals a 3- foot by 4-foot space with no ceiling. A crankshaft to the right of the panel suggests this is a large dumbwaiter for sending food from the kitchen to the upper level. The dumbwaiter can only support a maximum weight of 200 lbs. There's no sign to indicate that. The characters may use the dumbwaiter as an elevator between Level 2 (14a) and Level 3 (21a). If
C22. Pantry room
This is a kitchen pantry. The shelves are stocked with things one would expect to find in a pantry: sacks of flour, jars of pickled vegetables, jars of jam, smoked ham, honey, salt, and other dry goods. The largest jar is labeled “Blackcurrant Confit”, but is in fact holding a tiny black pudding: Black Pudding: AC 14, HD 1, #At 1 pseudopod, Dam 1d4, Mv 40’, Sv F1, ML 8, XP 25 HP
C23. Wine Cellar room
This unlit room is stacked with rows and rows of bottles of wine of several varieties. The wine is of a good vintage. Each of the 96 bottles should be worth 30 gp, but is enchanted so that when it is removed from the Brugh it is magically transformed into swamp water. As Elves and ibix cannot be trusted around alcohol, the Elf Lord has posted a guard: Arthur Figwort of Blackapple. Arthur is equipped with plate armor, shield, and shortsword. Tied around his ankle under his armor is a magical gold thread, keeping him in a charmed state. Blackapple Child Arthur Figwort Wine Cellar Guard: AC 18, HD ½ (1d4 HP), #At 1 shortsword, Dam 1d6, Mv 40', Sv NM, ML 7, XP 10 HP
C24. Moth-In-Water's Chamber room
This is the room of Moth-in-Water, the Elf Lord’s jester, confidant, and majordomo. Its heavy oak door is always locked, the only key being in Moth-in-Water’s pocket. The room is opulently furnished but extremely dusty, as Moth-in-Water is almost always with the Elf Lord or out performing errands. A large ebony wardrobe is full of vestments suitable for a noble’s right-hand man. It includes a suit of Elf-sized purple Plate Mail +1.
C25. Elf Lord's Chamber room
Note: This area is one of the four possible locations of the Elf Lord (see “Denizen's of the Brugh”). The hallway ends with this finished 20-foot by 30-foot subterranean chamber. There is no furniture except for a large four poster bed. The floor is covered with 9 large ornamental rugs. This room is where the Elf Lord comes to rest. The rugs are of expert craftsmanship, woven of satyr hair, and dyed with intricate, multi- colored patterns. Each is worth 40 gp and surprisingly light (15 lbs) given its size.
C26. Dungeon room
PCs who failed their initial save vs. the Brugh's illusion see the following: (ILLUSION): The door opens to a wide expanse of clover-covered fields under a bright sun and cloudless sky. A white unicorn stands in the distance. PCs who succeed their initial save vs. the Brugh's illusion see the following: (REALITY): The door opens to a filthy, dank room furnished with instruments of torture. In the center of the room is a rack, next to which is a table holding pincers, pliers, manacles, and a serrated blade. An iron maiden stands in the right rear corner of the room. This apparent torture chamber is unoccupied except for, inexplicably, a large brown horse. The horse, named Master Ned, is being kept here as a punishment for having looked at the Elf Lord sideways. Although he was once the Elf Lord's war steed, Ned is fed up with his former master. If treated nicely, he will willingly follow and serve his liberators. He is happy to discuss any of this with the party because, of course, he's a fairy creature with the power of speech. Master Ned (Talking War Horse): AC 13, HD 3, #At 2 hooves, Dam 1d6, Mv 60' (10’), Sv F3, ML 9, XP 145
C27. Treasure Vault room
This room is accessed via a secret door in the Dungeon (C26). The walls of this room are bare and the room is unfurnished aside from three chests in the center and what appears to be several standing mirrors lined up along the north wall. Each mirror is covered with a black sheet. These magic mirrors are the only way to leave the Brugh. The three chests hold the Elf Lord's most treasured possessions. The key to unlock these chests is on his person. The first chest holds the following: • 540 sp • 1,702 cp • 8 moonstones (value 50 gp each) • Matching pair of gold bracers bejeweled with obsidian stones (value 120 gp each) • Wand of Moss Oak (2 charges). This powerful magic item casts raise dead, as the Cleric spell, but with side- effects. The raised individual comes back insane (the GM should determine the type of insanity) and, in most cases, hostile toward the person who raised them. The insanity can be removed with a remove curse spell. The second chest holds: • 1,354 gp • Gold ring inset with a large emerald (worth 1,020 gp) • Potion of Control Giant • Rod of the Centipede (cursed). This 2- foot long rod is jet-black and made of an unknown metal. When activated it transforms into a giant centipede that will immediately attack the wielder. Giant Centipede (activated rod): AC 11, HD ½* (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7, XP 13 The third chest holds: • 2,300 cp • 800 gp • Gloves of Naughtiness and Sauciness. These enchanted gloves give a 20% bonus to attempt
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