The Isle of Mordol: Map GB: gb B A) Ruins*

  1. Map GB
  2. The town
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The ruins here consist of fallen buildings, toppled statues, and pillars. In the center, however, one of the buildings is still up, albeit weatherbeaten. It is only about 6 feet by 8 feet by 8 feet. Inside is the entrance to a stairwell. The building will not let any evil people in. Lawful good characters will have a 6 in 6 chance of getting in. Neutral goods will have a 3 in 6 chance, and chaotic goods a 1 in 6 chance of being let in. Lawful neutrals will also have 1 in 6, and Neutral Neutrals have 2 in 6. A force field will top those who cannot enter. No non-intelligents will be let in.

1. In this room there are 21 statues (9x9x3). There is a 40% chance that the middle of the 3 in the east will talk once, warning that “the balance of the temples must be kept”. This chance will increase if the demons are loose. The others can then each be asked one question. They are the guardians of the temple, and will answer in riddles. The room is lit by a magical blue light. The roof looks like it shows deep into space. The doors are solid oak, and will open automatically.

2. The door is secret. Inside, magic lights flicker from a candle which never goes out, and doesn’t exist in this plane. In front of the candle, on the marble altar, is a crystal ball of dimension viewing.

3. A giant picture is on the west wall of this room, depicting a fight between some of the gods whose statues are in room 1, and some demonic-type characters.

4. In here is a cleric’s ghost. If there is a lawful good cleric in the party, it will beckon him to come forward, then push all the others out with a force field, closing the door. The ghost will then ask the cleric some test questions to see if he is deserving (Who is your god? Have you ever killed anybody? Why? How much money do you have? What do you intend to do with it? etc.) The ghost will also be able to take into consideration any actions that occurred while in this temple, and has a 55% chance of detecting lies. If the cleric ‘passes’ the test, the ghost will ask him to take off his armor (he must trust him to do this—this is the last test). He will then take off his robe and give this to the cleric, along with this staff. The robe is a robe of teleportation (once every hour, AC3, 5 pockets each holding 350 coins in a 1 foot by 1 foot by 1 foot space), and the staff is a staff of healing. The cleric will find himself out in the hallway, and the room will no longer exist. Otherwise, the force field will push the cleric out into the hallway (opening the door), then close the door for good for them. Anyone pushed out with the force field must roll under their dexterity or be unconscious for d6 turns.

5. In the middle of this room is a statue, with blue gems for eyes. The eyes emanate a cool blue light, which lights the entire room. Anyone completely entering will regain all hit points, and the effects of newly acquired experience points. Anyone trying to take out the eyes will be teleported to the entrance, taking as damage half the hit points that they have left, and will not be allowed in again.

6. There is an altar in the middle of this room. Ordinary light is coming from nowhere. If a lawful good wizard comes to it, a ring of spell storing will appear for him from inside the altar. It has the spells stone to flesh, remove curse, wall of ice, contact higher plane, and detect evil, at the level of the user.

7. More pictures of the fight, in mural form.

8. On the south wall is a spiral, from which golden light is emanating. If it is hit for 76 or more points at once, it will disintegrate the entire wall, letting loose the gods. If the demons have been let loose, and the ring from room 6 is on someone, it will tell in empathy about the fight, and how to let the gods loose.

  1. Map GB
  2. The town