| Display a Printer Friendly Version Dr Quilto’s Secret [comments:(2),
views:(6841), rating:(5.0)] Author: Alan Jones Homepage: http://www.geocities.com/Area51/8306/index.html System: AD&D 2nd Edition Type: Scenario Category: Fantasy Requirements: The PCs stumble upon the aftermath of a wizard’s experiment into creating new species of animals and plants. The PCs will face magical and mundane traps as well as unique monsters.
Graphic: Maps
Dr Quilto’s Secret
Dr Quilto’s Secret
- Summary
- Introduction
- The Adventure Description
- Blood On The Tracks
- The Bloodgrass Plain
- The Hilltop
- The Dome
- The Dome - Living Quarters
- The Dome - Arena & Animal Cages
- Appendix 1 - Monster Statistics
- Appendix 2 - Treasure
- Appendix 3 - Story & Role Playing Bonuses
- Appendix 4 - New Magic Items
- Ring Of Monster Control
Summary
The PCs stumble upon the aftermath of a wizard’s experiment into creating new species of animals and plants. The PCs will face magical and mundane traps as well as unique monsters.
Introduction
The PCs are either camping in the wilderness or staying at a small isolated farmstead. If the later they are awoken by the farmer’s wife’s hideous screams. They rush to her side where she shows them the arm of a human. The rest of the body appears to have been eaten by some wild beast. The farmer reports that a number of the farm animals have also been eaten by the same beast. If the PCs are camping they will find the arm just outside the range of their campfire.
The Adventure Description
Blood On The Tracks
There are easy to follow tracks left by the creature or creatures. Drops of blood small pieces of meat scuffed areas of grass. Any PC with the tracking skill will be able to follow the tracks. Anyone with the correct nature law skill will identify the tracks to that of an orc. But an orc that walks on all four legs.
The tracks lead through the scrubby grass and the low hills for some miles Then pausing at the brow of a low hill you look down towards a small stream. There a hideous site greets you. Two large orcs are toying with the body of a sheep. The orcs appear to be wearing tiger skin masks. They grab the sheep in their mouths and toss it into the air. Laughing and roaring in equal measure.
PCs looking closer will see that they are not wearing masks they actually have the heads of sabre-toothed tigers. They are also much more massively built than normal orcs. If a PC approaches within 50’ a creature will leap. PC must make a surprise-roll and a dexterity roll to avoid the beast. If the leap is successful the PC is borne to the ground and the creature gets to attack AC 9 with its bite. It takes a successful open doors roll to shift the beast.
Tiger Orcs (2); AC 6; MV 150’; HD 4+4; hp 23/22; AT 3 (Claw *2, Bite); SA Leap 50’; Dmg. 1d8/1d8/2d8; Int. 7; AL C; XP 175; TT Nil;
There are more tracks of the strange creatures indicating they came from the north.
The Bloodgrass Plain
The tracks seem to lead towards a domed structure atop a low hill surrounded by an expanse (100 yards) of tall grass and blackened spiky trees. The grass moves in waves as the wind blows across it and the trees sigh and creak. Little detail of the building can be seen from this distance except that it is constructed from a pale red stone and there appears to have no obvious entrances.
The grass is Blood Grass. It attacks as the PCs pass through it. Entangling and sucking blood, it takes a successful open doors roll to escape. The tendrils can find their way in though any armour, the smallest crack is all they need. The trees are Spike Thorns. If a PC approaches within 20’ they send out a volley of 2d6 spikes. Each is tipped with a sleeping poison. Also living in the trees are Vampire Bee, each bee is about the size of a pigeon. They use their stinger to suck blood rather than sting. However their victim will continue to bleed, losing 1d4 points of damage each round until a CLW is cast or the PC is treated by someone with a healing skill.
Blood Grass (1); AC 2; MV 0’; HD 12; hp 62; AT 4 (per person in area); Dmg 1d4; SA Entangle; SD Immune to blunt weapons, electrical and mind attacks; Int. 0; AL C; XP 2125; TT IJKL
Spike Thorn (8); AC 6; MV 0’; HD 8; hp (46, 28, 37, 31*2, 41*2, 34); AT 1 (2d6 Thorns); Dmg 1d6+Poison; SD Immune to blunt weapons and mind attacks; Int. 0; AL C; XP 650; TT Nil
Vampire Bees (6); AC 7; MV 150’; HD 1+4; (5,6,7,8*3); AT 1 (Blood Suck); Dmg 1d4 + 1d4 per round; Int. 0; AL C; XP 19; TT Nil
If the PCs examine any of the trees that they kill they notice that inside each is the remains of an elf, distorted and corrupted but unmistakably an elf.
If the PCs try to fly across the plain the doctor will send here eagle kobolds in to attack. For a ground based assault she will send the rest of here tiger orcs and wolf elves.
The Hilltop
The hill is some 100’ high and is domed like the structure atop it. The grass is cut short in concentric circles around the building. There are no recent tracks in the grass. The dome atop the hill is made of a fine grained pick sandstone. The individual blocks have been carefully worked and join together very smoothly. There is apparently no doors. Searching for secret doors in the walls reveals an archway hidden by an illusion on the east side of the dome. If the PCs specifically say they are searching for openings in the roof they will find one there as well. The archway is trapped. Anyone trying to pass through it will be attacked by a Dimension Door spell which will transport them 360’ east. This means they are about 100’ up so falling will cause 10d6 damage. The door in the roof is not trapped. The trap only works on creatures entering the dome, not leaving it.
The Dome
The air is calm and still within the dome and there is a faint hint of ozone in the air, as if you were at the seaside.
Entrance Lobby (1)
This segment of the dome has a floor scared by heavy claws. An open archway leads east and looks out over the green grass towards the hills beyond. The Double doors to the west are almost as thick as the walls and are made of stone. They have scored the floor heavily as they are opened and closed.
Central Chamber (2)
The trapdoor above your head has let in a little water over the years and so a small amount of green mould has grown on the floor in the centre of this square room. Doors are set into the centre of each wall. Those to the east and west are double the others single. Each is made from the same smooth stone as the walls.
Store Room (3a)
This room contains sacks, crates and urns. All contain basic animal foodstuffs. Grain, meat and small savoury smelling biscuits. There are also urns of wine and beer, barrels of salted pork along with sacks of potatoes, dried beans and turnips.
Store Room (3b)
This room contains sacks of flour, large crates containing flasks of fine wine and pots containing a thick pungent fish paste. There are also crates containing standard laboratory equipment. Glass beakers and flasks, rolls of platinum wire, lamp oil and a small sack of salt crystals.
Lift Room (4a)
This room is empty and devoid of furnishings apart from a metal lever set into the western wall. The lever is in a foot long slot shaped like the letter ‘E’. Currently the lever is in the notch at the foot of the slot. Before the lever is a square hole some 10’ square. Looking over the hole you can see nothing but a square shaft. Anyone listening has a chance of hearing far below the sound of growling animals, also the faint smell of animal waste wafts up the hole. Anyone doing a detect magic on this area will not detect anything. The lift is a gnomish mechanical device. The lever indicates where the lift is. The lift moves silently and smoothly.
The Dome - Living Quarters
The air is mostly calm but their is a slight updraft from below. The smell of animal waste is a little stronger here especially in the vicinity of the shaft.
Lift Room (4b)
This rectangular room is dominated by the lift shaft which extends upwards and downwards from here (unless the lift is here in which case you can only see up.)
There is a level set into the west wall and there is a stone door in the east wall.
Laboratory (5)
The door to this room has been battered and scratched but is still in one piece. It is locked
This large room (30’ by 25’) is dominated by a long wide table at its centre. Metal hasps along the side appear to be designed to hold a variety of creatures in place while experiments are carried out on them. Cupboards along the north wall contain large glass jars and wooden casks. Each contains a foul smelling liquid in which float various organs. To the east of these cupboards is a workbench which holds a large leather bound book, quill, ink, knives, tweezers, hammers, saws, chisels, metal syringes, and small jars of oils and unguents. A large brazier, containing ashes stands in the south east corner.
The book is Dr. Quilto’s notebook. In it he describes in detail what he has been doing. The first few pages describe his expulsion from the Thyatian academy. “They cannot understand, or will not try to understand what I am doing. No longer will our Emperor have to pay huge amounts to adventurers to collect beasts from the wild. We can create them in our laboratories for the arena.” Later he writes, “The Emperor has written to tell me he dislikes the idea of constructs in the arena. He is a fool. I will find another to purchase my children. A great army, an invincible force could be created that will drive all before them.” He lists the creatures he has created, the successes and failures. “Elves are easy to work with, they are naturally magical and take the grafts easily. Dwarves are more difficult. They are more resistant to my spells but I have succeeded even here. The badger grafts appear to have taken well. With these we will be able to mount an underground strike.” The final page contains the following message. “The dragon tail bought to me by Tunally is stale but should be fresh enough. My final and greatest challenge is nearing completion.” This entry is dated yesterday.
The oils and unguents are strange not readily identifiable. One is a paste of resistance lowering. Spread on the exposed flesh of a creature it lowers the creature’s magic resistance by six points. One of the others is a paste of healing it cures 1d8 points of damage the first round, 1d6 the second and 1d4 the third. Another is a paste of hair removal. Once spread on the skin all hair falls out after 24 hours and never grows back. A remove curse by a 12th level cleric is needed to restore the hair. The others have no apparent effect.
Garderobe (6)
A toilet. It opens into a large pit below the underground structure.
Bathroom (7)
A wooden bathtub, empty almost fills this room. There is a pump beside it and a wooden bucket.
Bedroom (8)
A large bed with cotton sheets and woollen blankets, a large chest, a wardrobe and a dressing table are the only furnishings. The dressing table has a hairbrush, a few small vials of perfume and a copper mirror. The Wardrobe contains dresses, robes, silken undergarments. The chest, candles and a book of poetry along with spare bed linen. Concealed in a false bottom is a pouch of gems and coins. (20gp, 77sp, 22pp, 1 Quartz, 10 Amber, 10 pearls, 4 jasper)
Dining Room (9)
This room has a large square table at its centre. Two large pot plants in the southern corners of the room and the murals on the wall give the room a slightly exotic feel. The murals depict a rocky island rising out of a tropical sea. Dolphins play in the water and olive skinned natives lounge on the golden sands eating fruit from the palms that offer them shade.
A sideboard contains pewter plates, silver cutlery and crystal goblets. Enough for four.
Library (10)
The door to this room is magically locked and trapped. Only a knock will open the door. The trap can only be removed with a dispel magic. Force will not be enough nor will a thieves lock picking skills. The door to this room is scarred and battered. Something with large claws has tried to get in. If the door is unlocked but the trap is not removed then the first person to pass the door has a geas put upon them. The geas is to bring the tail of a manticore to the dome. The PC will want to hunt, kill and bring the tail back here. If they fail to kill the manticore or bring the tail back to the dome they will suffer from nightmares and never get a full nights sleep (losing 1 point off each of their statistics, 1 point off their saving throws, plus only being able to remember ½ the normal number of spells and always lose initiative in combat).
The library is full of shelves each lined with books and scrolls. Almost all contain illustrations of the internal structures of animals, monsters, humans and demihumans. Others contain discussions on how best to dissect creatures. Concealed as a mundane tome is the wizards spell book. Only a detect magic will reveal it’s true nature unless EVERY book is searched. This will take 5 minutes per book (there are 34 books and 78 scrolls).
Viewing Gallery (11)
This room has three tall, wide windows set into the east wall. They are partly covered with curtains. There is a smaller window in the north wall. The windows look out over a large room, the floor of which is covered with sand. Before each of the large windows is a chute which will drop anyone standing upon it onto the sand covered floor below. Dr Quilto is in here, invisible. She will trigger the chutes when two or more people are standing in the correct places.She has been hiding in hear from her latest creation the Ogre Dragon who is now in the pit. She wants to see how it faces up to the challenge of a adventuring party.
The Dome - Arena & Animal Cages
The air is quiet heavy with the smell of animals. The air is heavy and still. Each of the doors on this level is the same. A heavy metal door with a small viewing grill. Dr Quilto will lead the PC’s down here using her ventriloquism spell. If any PCs have fallen into the pit she will release the Dragon Ogre to fight them. Otherwise will entice the PCs down and let the monsters free to attack them.
Cage (12)
This is where the tiger orcs are housed. Large orcs having had the heads of sabre toothed tigers. They sniff the air before attacking with sharpened claws and huge teeth.
Tiger Orcs (5); AC 6; MV 150’; HD 4+4; hp22*2, 23, 26, 29; AT 3 (Claw *2, Bite); SA Leap 50’; Dmg. 1d8/1d8/2d8; Int. 7; AL C; XP 175; TT Nil;
Cage (13)
This cage has a dead tree planted in the centre. Perched on the branches are kobolds. They have the eagles wings sprouting incongruously from their shoulders and large talons on their feet.
Eagle Kobolds (4); AC 6; MV 390’; HD 3; hp 10,13,14,15; AT 2 (Claw *2); Dmg. 1d4+1/1d4+1; Int. 9; AL C; XP 125; TT Nil;
Cage (14)
This cage has large wooden posts propped up against the walls. In places the posts have almost been worn away by the scratching of the claws of the creatures housed here. The warty, green skins of the goblins clash with the shiny black fur of their arms. The arms end in fearsome claws and the goblin’s ugly gap-toothed snout has been replaced by that of a bear. A heavily muscled jar full of sharp teeth.
Bear Goblins (5); AC 6; HD 3; hp 7,15*2, 16, 20; AT 3(Claw *2, Bite); Dmg. 1d3/1d3/1d6; Int. 5; AL C; XP75; TT Nil;
Cage (15)
In this cage you can see four pale grey wolves pacing around. A closer inspection reveals that they have the pointed ears and the slanted lilac eyes of elves. On engaging in combat they still have the ability to generate 1d4 mirror images of themselves.
Wolf Elves (4); AC 7; HD 2+2; hp 10,10,12,13; AT 3 (Claw *2, Bite 1); Dmg. 1d6/1d6/1d4; SA Spell - Mirror Image Int. 11; AL C; XP 50; TT Nil;
Cage (16)
The grid to this door is jammed shut. Inside are six men. They sit on the floor staring at the door. Waiting for the doctor to come and experiment on them. Already several have been taken away and transformed. They have been locked up too long to provide help in attacking the creatures. They come from a number of different towns and villages. The Dr has been careful not to draw the attention of others to her experiments by taking too many from one spot.
Cage (17)
The grid to this door is jammed shut. Inside are three dwarves. They were captured on the mainland and brought here by a slave trader. They have seen five of their compatriots taken away. “Have you seen them, what has become of them?”
Cage (18)
The ogre dragon is the doctor’s crowning achievement. It is similar to a centaur in general appearance but is more heavily muscled. It has the tail and rear body of a small dragon merged onto the upper body of an ogre.
Ogre Dragon (1); AC 3; HD 6+1; hp 33; AT 4 (Weapon, Claw*2, Tail); Dmg. 1d8+2/1d6+1/1d6+1/2d4+1; Int. 6; AL C; XP 375; TT Nil;
Cage (19)
The walls of this cage have been sheathed with copper which is scored and dented but has not been pierced. Short stocky creatures with long, black and white striped heads and arms that end in long yellow claws, ideal for digging and slashing.
Badger Dwarves (5); AC 4; HD 3; hp 12,12,13,14,18; AT 3 (Claw*2, Bite); Dmg. 1d3/1d3/1d6; Int. 9; AL C; XP 50; TT Nil;
Arena (20)
The arena is a large cylindrical room some forty feet across. Above the south western quarter is a viewing gallery with tall windows that look down upon it. The sand is deep and filled with clots of blood and chunks of rotting flesh. The walls are scarred and chipped.
If any of the PC’s fall into this room the doctor will send her creatures in to attack them.
Appendix 1 - Monster Statistics
Loc Num. Monster Name AC Thac0. Max. HP Move/Dist 1 Move/Dist 2 Attack 1 Attack 2 Attack 3 SvAs Mor. EXP.
BoT 1 Tiger Orc 6 14 23 150 50 claw 1d8 Claw 1d8 Bite 2d8 F4 10 175
BoT 2 Tiger Orc 6 14 22 150 50 Claw 1d8 Claw 1d8 Bite 2d8 F4 10 175
BGP 1 Blood Grass 2 9 62 0 0 Entangle Suck-4 1d4 F6 12 2125
BGP 1 Spike Thorn 6 12 46 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 2 Spike Thorn 6 12 28 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 3 Spike Thorn 6 12 37 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 4 Spike Thorn 6 12 31 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 5 Spike Thorn 6 12 31 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 6 Spike Thorn 6 12 41 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 7 Spike Thorn 6 12 41 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 8 Spike Thorn 6 12 34 0 0 2d6 Thorns 1d6 Poison (Sleep) F4 12 650
BGP 1 Vampire Bee 7 18 5 150 30 Sting (1d4) Bleed (1d4 per round F1 10 19
BGP 2 Vampire Bee 7 18 6 150 30 Sting (1d4) Bleed (1d4 per round F1 10 19
BGP 3 Vampire Bee 7 18 7 150 30 Sting (1d4) Bleed (1d4 per round F1 10 19
BGP 4 Vampire Bee 7 18 8 150 30 Sting (1d4) Bleed (1d4 per round F1 10 19
BGP 5 Vampire Bee 7 18 8 150 30 Sting (1d4) Bleed (1d4 per round F1 10 19
BGP 6 Vampire Bee 7 18 8 150 30 Sting (1d4) Bleed (1d4 per round F1 10 19
Loc Num. Monster Name AC Thac0. Max.HP MoveDist 1 MoveDist 2 Attack 1 Attack 2 Attack 3 SvAs Mor. EXP.
Cage 12 1 Tiger Orc 6 14 22 150 50 Claw 1d8 Claw 1d8 Bite 2d8 F4 10 175
Cage 12 2 Tiger Orc 6 14 22 150 50 Claw 1d8 Claw 1d8 Bite 2d8 F4 10 175
Cage 12 3 Tiger Orc 6 14 23 150 50 Claw 1d8 Claw 1d8 Bite 2d8 F4 10 175
Cage 12 4 Tiger Orc 6 14 26 150 50 Claw 1d8 Claw 1d8 Bite 2d8 F4 10 175
Cage 12 5 Tiger Orc 6 14 29 150 50 Claw 1d8 Claw 1d8 Bite 2d8 F4 10 175
Cage 13 1 Eagle Kobold 6 17 10 390 130 Claw 1d4+1 Claw 1d4+1 F3 10 125
Cage 13 2 Eagle Kobold 6 17 13 390 130 Claw 1d4+1 Claw 1d4+1 F3 10 125
Cage 13 3 Eagle Kobold 6 17 14 390 130 Claw 1d4+1 Claw 1d4+1 F3 10 125
Cage 13 4 Eagle Kobold 6 17 15 390 130 Claw 1d4+1 Claw 1d4+1 F3 10 125
Cage 14 1 Bear Goblin 6 17 7 90 30 Claw 1d3 Claw 1d3 Bite 1d6 F3 10 75
Cage 14 2 Bear Goblin 6 17 15 90 30 Claw 1d3 Claw 1d3 Bite 1d6 F3 10 75
Cage 14 3 Bear Goblin 6 17 15 90 30 Claw 1d3 Claw 1d3 Bite 1d6 F3 10 75
Cage 14 4 Bear Goblin 6 17 16 90 30 Claw 1d3 Claw 1d3 Bite 1d6 F3 10 75
Cage 14 5 Bear Goblin 6 17 20 90 30 Claw 1d3 Claw 1d3 Bite 1d6 F3 10 75
Cage 15 1 Wolf Elf 7 18 10 120 40 Claw 1d6 Claw 1d6 Bite 1d4 E2 10 50
Cage 15 2 Wolf Elf 7 18 10 120 40 Claw 1d6 Claw 1d6 Bite 1d4 E2 10 50
Cage 15 3 Wolf Elf 7 18 12 120 40 Claw 1d6 Claw 1d6 Bite 1d4 E2 10 50
Cage 15 4 Wolf Elf 7 18 13 120 40 Claw 1d6 Claw 1d6 Bite 1d4 E2 10 50
Cage 18 1 Ogre Dragon 3 14 33 120 40 Sword 1d8+2 Claw2 1d6+1 Tail2d4+1 F6 10 375
Appendix 2 - Treasure
Location Treasure Description GP Value XP Value Taken By
BGP Garnet, Opal, Topaz 1600 0
BGP Potion Of Giant Strength 0 0
8 Gems 6210 0
8 Coins 137 0
10 Spellbook 0 0
10 Books (each) enc. 125cn 620 0
5 Oils 0 0
Doctor Ring Of Pro. +2 0 0
Doctor Potion Of ESP 0 0
Doctor Scroll Of Mapping 0 0
Doctor Wand/Trap Detect;15 Chrgs 0 0
Doctor Ring Of Monster Control 0 0
TOTAL 1600
Appendix 3 - Story & Role Playing Bonuses
Rescue the humans and dwarves. 200xp per rescued.
Spend time researching the spells to reverse the changes. (5% chance per day research + level of caster *2) Also need 200gp in materials per day. 2500xp
Convert the Doctor into one of her creatures 1000xp
Appendix 4 - New Magic Items
Ring Of Monster Control
This ring is constructed in much the same way as a ring of Animal Control but has an extra enchantment put upon it, that of charm monster. The wearer can charm and control monsters without the need for concentration. Monsters of a different alignment to the wearer get a saving throw when the spell is cast and each time they take damage in attack. It can be used four times per day.
Ring Of Monster Control
A need for concentration
Works only for those of different alignment of casting and combat
4 times each day
|