Heroes of Selenica » places » places-1999-04-12.txt

Places-1999-04-12

PLACES


Alfheim 1 in 20: The Knight of Nee, Rianna the Dryad 1 in 10: Green Monk (2d6), Forest Baboon (1d8), Brownie (1d10x10) 1 in 6: Shadow Elf (1d4)

Oracle (hidden): drop in item per question, legend says must be valuable item, question w/o item--gremlin emerges

Ruined Mansion: 4 miles N of Alfheim Town, crumbling old mansion

Sword of Chaos Stone: clearing 24 miles SE of Town

Green Monk: attack outsiders, F3, use staff, wear green robes

Forest Baboon: black, long-haired monkey, cautious/spying (Rock Baboon)

Brownie: HD 1/8, AC2, MV 60, AT weapon, DMG 1/2, SA NM (group), MR 6, TR nil, AL N, XPV 1, 6 to 8 inch tall humanoid, michevious, proud

Shadow Elf (warrior): E5, AC6, HP 5d6 (15), MV 90, AL C, XPV 425, -1 to hit in daylight, infravision, languages (shadow, dwarf, elf, goblin, orc), detect secret doors, immune ghoul paralysis, broadsword, studded leather armor, knife shield, barbed whip, treasure V+S, 1/day--magic missile, darkness, mirror image, web, lit bolt


Broken Lands 1 in 10: Dark Knight w/ Red Orcs (50) 1 in 6: Red Orc (2d6)

Natoka's Grave: village guarded by 8 amber tigers & the Silver Blade

Sacred Cave: place of healing right at the southern entrance to the Broken Lands. Blue Mist--cure any condition/raise dead (lady forms) may cost some levels. Mist _ Sapphire Dragon _ Woman

Fortress Ruins: near Natoka's Grave

Hedge Maze: near Natoka's Grave

Red Orc: HD 1+3, AC3, HP 1d8+3 (9), MV 90, AL C, XPV 15, red plate mail (AC 3), red 2H weapons (polearm, battle axe), -1 to hit in sunlight, +1 to damage, red helmets

Dark Knight: F10, AC2, HP 9d8+2 (54), MV 90, AL C, XPV 1000, wear dark armor plate+1/shield+1, and use dark sword+1, also 2 potions (curse, random)


Lake Amsorak 1 in 10: Nereid, Sea Serpent

Statue of Dilvish: in Akorros, statue of the legendary prince who defeated the Troll which attacked Akorros

Castle of the Silver Serpent: on a solitary island in the middle of the lake, ruled by the Serpent Avenger

Medusa Temple: also on the island, has an alliance with the serpent Avenger

Neried: wraith, female water haunt, lures men (as harpy), XPV 225


Selenica

Ronald McDonald's Beer & Ale: Ronald's bar in Selenica (skull dice, strong drinks, cards, knives, arm wrestling, combat, etc.)

Maynard's Magic Shop: buy and sell magic items, destroyed by shadow elves

Castle of the Black Knight: 24 miles NW, was once the Church of Selenica and before that a castle

Stone of Color: hidden in the courtyard, used to create the Sword of Darkness

Hideout: hideout that once contained a band of theives and green dragon, now is used as a haven for those escaping from the Shadow Elves.


Glantri 1 in 20: Dark Knight w/ Red Orcs (50) 1 in 10: Barbarian Leader w/ Barbarians (2d6+4) 1 in 4: Barbarians (1d8)

Ruins: most of the north and eastern part of Glantri was completely demolished by barbarians from the east. Since then, new city is being built on top of the old ruins, creating a hideout for thieves and underworld creatures, along with magical creations of magic-users that once lived here.

Barbarian: F2, AC7, HP 2d8 (12), MV 120, AL N, XPV 20, +1 to hit/dmg, leather & furs, battle axe, treasure Sx3

Barbarian Leader: F7, AC5, HP 5d8 (30), MV 90, AL N, XPV 450, +2 to hit/dmg, chain mail & furs, two-handed sword, treasure V+Sx3


Definitions

The Knight of Nee: a wandering Knight in Alfheim forest who demands passerby's to cut down a tree with... a herring! He shouts "Nee!" to stun people.

Natoka's Grave: barren land village of peasants. Protected by amber tigers (8) and the Silver Blade.

Rianna the Dryad: spirit of the oldest tree in Alfheim. Caretaker of Alfheim. Able to cast spells.

The Oracle (hidden): in Alfheim Forest, a well that will answer any question when a magical item is dropped in.

Sacred Cave/Cove of Blue Mist (hidden): a place of healing. The Mist can cure any condition, but raise dead my cost some levels (Lady forms). Can only get in through the Sacred Cave, all other ways are blocked by steep mountains, illusion, magic, etc. Cove is sheltered from the outside world. 1-2 levels, Mist _ Sapphire Dragon _ Woman

Ronald McDonald: owns Ronald McDonald's Beer & Ale in Selenica. He loves games, especially his Skull Dice, which he'll let you play for 100 gp.

Fortress Ruins: ruins of the Fortress of Darkness, totally crumbled. Near Natoka's Grave.

Ruins of Glantri: mostly the northeast sides of Glantri City was destroyed by barbarians during a recent invasion. These areas have largely been built over, leaving tunnels and many hideouts in the ruins below.

Church of Selenica/Castle of the Black Knight: 24 miles northwest of Selenica, the Church of Selenica was converted from the Castle of the Black Knight by Prudence Decor.

Stone of Color: hidden in a corner of Selenica Castle's courtyard is this small monolith-like stone containing 4 crystals (Light, Darkness, Magic, Protection) and a place to hold the Sword of Chaos

Ruined Mansion: old crumbling mansion about 4 miles north of Alfheim Town.

Chaos Stone: 24 miles southeast of Alfheim Town in a clearing is a stone that originally contained the Sword of Chaos (banished there by the Clerics of Alfheim).

Medusa Temple: on the island in Lake Amsorak. Chaotic clerics who want to establish their order everywhere.

Temple of the Sun (hidden): protects the Sacred Cave and Cove of Blue Mist. The temple was built around the entrance to the Sacred Cave.