Faade

(maps:  fortmap.gif - DM Fortress, castmap1.gif - DM Castle 1st floor, castmap2.gif - DM Castle 2nd floor, charmap.gif - Players' map)

DM NOTES:  Two weeks ago, a company of thugs managed to intercept a wagon on its way to a wizard's keep, and to their surprise and delight discovered it chock-full of magic items.  Understandably, these bandits showed no restraint in bragging about their good fortune, and soon everyone in the area knew what had occurred.  This event disturbed the local governments the most, who had been aware of the mysterious and regular transports to the home of this reclusive wizard, Fasahd the Changer (Wizard Extremis), but were never emboldened enough to ask about them.  Now their worst fears had been realized, and they were certain that this wizard was stockpiling magic weapons, with plans to arm the humanoid tribes around his home for conquest.

The call went out, and adventurers responded for reasons of duty or greed, especially since the governments only cared about getting the magic out of Fasahd's hands, not where that magic ended up.  The party was formed and set out immediately, arriving at the empty keep disguised as merchants with a new shipment of goods.  After their first encounter with Fasahd's Children (which intially fled), the party determined the function of the Entrance Transportal and got into the main fortress.  They moved around inside, extrapolating the use of the Inner Transportals and battling hordes of Children while hunting down the wizard.

The truth is that while Fasahd had been stockpiling magic items, it was only to "feed" an extremely powerful artifact called Hecate's Tear during his experimentations.  Fasahd was not an evil man, but grew obsessive and even paranoid about the Tear, and feared that the party was plotting to steal it away from him.  After tearing up his personal journal and hiding the papers all over his fortress (to better hinder the party's acquisition of the Tear), he tracked them down and attacked with one of his most dangerous spells.  His erratic behavior hampered his ability to successfully neutralize this threat, and eventually lead to his doom.

The battle took place in Fasahd's personal library, and Fasahd attempted a METEOR SWARM on the party without enough sustenance for the Tear.  It erupted in a massive explosion, killing Fasahd, wiping the memories of the party, irradiating everyone, and opening a rip in the Magic Continuum across the whole fortress.

Hecate's Tear (Mage's Heart, Magick Eye, Power Stone, Gem of Amplification):  According to legend, the Greek goddess Hecate shed a single bitter tear upon discovering that Zeus would allow mortals to wield magic.  This tear froze as it left the goddess' eye, falling to the world to act as a link between her and her followers.

The Tear is a translucent blue-white diamond, 6" in diameter, expertly cut into multi-faceted sphere, with a long, jagged flaw running through its heart.  It would have an estimated value of 50,000 gp, twice that if the flaw was ever repaired.

The Tear acts as a magic amplifier, increasing the effectiveness of any wizard spell cast through it up to fivefold (x1.5, x2, x3, x4, or x5), at the wielder's discretion.  The Tear will even amplify touch / Range 0 spells and spells cast through / from items.  This amplification affects only:

1)  Duration of spells with duration
2)  Range of spells without range of 0 or Touch
3)  Area of Effect of spells modified by caster level
4)  Total damage / dice effect

OR

1)  Effective casting level for comparison (as in DISPEL MAGIC)

AMPLIFICATION EFFECTS

FIREBALL cast by a 6th lvl mage would have a maximum range of 70 yards and cause 6d6 damage.

Cast through the Tear even with a conservative factor of 2, that FIREBALL would now have a range of 140 yards and cause 6d6 x 2 damage.

With a factor of 5, the FIREBALL would have a range of 350 yards and cause 6d6 x 5 damage.

This power has a heavy price, since while functioning, the Tear must feed on sources of fixed magical energy within 3' of itself.  If such sources are not immediately available, there is a backlash of energy which DISINTERGRATES part or all of the Tear and wreaks utter havok upon any around it.  Unless 100% of the whole Tear is consumed in this manner, the cast spell still functions normally.  The force of this backlash depends on the amplification the wielder was attempting.

In order to determine the Tear's energy requirements, multiply spell level and amplification, then multiply by 200.  Compare the result to the total XP value of all magic items within 3', with the least powerful (the lowest XP value) being drained first, and so on until the total requirement is met.  The Tear will AT LEAST drain its required energy; if a single powerful item (with more XP value than is needed) is the only source available, the ENTIRE item will be drained.  However, if this energy requirement can't be met, there is a backlash.  Divide the remaining energy requirement by 50 to determine the percent of the Tear destroyed in the backlash.

FORMULA

((Spell lvl x Amplify x 200) - XP value of magic items in 3' r.) / 50

The wielder of the Tear also suffers hit points of damage equal to this result and everyone within a number of feet equal to this result is Magically Irradiated.

As the Tear DISINTERGRATES, its capabilities are reduced accordingly:

81-100% original size
Max factor 5

61-80%
Max factor 4

41-60%
Max factor 3

21-40%
Max factor 2

01-20%
Max factor 1.5

So long as the smallest piece of the Tear remains, it can still amplify magic cast through it to a factor of 1.5.

In the event 100% of the whole Tear is destroyed in a single Amplification, a number of things occur.  In addition to the wielder suffering the noted damage and the Magical Irradiation, all in the area of effect are affected by a special FORGET spell, erasing 1d100 days worth of memory.  Also, a rip occurs in the Magic Continuum, casting the entire area into Wild Magic Flux.  There are two treatments to this Flux, a temporary ANTI-MAGIC SHELL or a permanent DISPEL MAGIC.  The ANTI-MAGIC SHELL would create an area of normal magic absolutely limited to the confines of the spell.  Any magic completely contained within the area of effect of the SHELL would function normally (note:  it would not be possible to TELEPORT out of this area of effect).  The only way to repair this rip would be to successfully cast DISPEL MAGIC upon it (vs. 26th level magic).  Since the level is so high, it is recommended that the Tear be restored and used to amplify casting level.  This specific act (using DISPEL MAGIC through the Tear to fix the rip) will destroy all but a small piece of the Tear, which will have a maximum amplification factor of 1.5.


DISRUPTED MAGIC CONTINUUM:

Only cast Wizard spells have a chance of being disrupted.  Fixed-item effects and clerical spells are NOT affected, except for TELEPORTATION-effect spells, which automatically fail.

01-25
Spell succeeds, no other effect

26-40
Spell succeeds, roll on Wild Magic table

41-55
Spell succeeds, roll on Wand of Wonder table

56-58
Spell succeeds, MIS Save -4

59-68
Spell's Reverse takes effect, otherwise spell fails

69-88
Spell fails, no other effect

89-93
Spell fails, roll on Wild Magic table

94-98
Spell fails, roll on Wand of Wonder table

99-00
Spell fails, MIS Save -4


MAGICAL IRRADIATION SICKNESS (MIS) EFFECTS:
25%/1-3 tns  someone in party has potential of showing MIS (Save vs. Spell to avoid)

01-10  Loss of Teeth
  Dur:  Permanent
  Trtmt:  None
  Effect:  1-2 teeth

11-20  Nose Bleed
  Dur:  1d10 rnds / Trted
  Trtmt:  Any CURING
  Effect:  1 dam 

21-35  Fainting
  Dur:  1d10 tns / Until woken 
  Trtmt:  Slapping or wounding
  Effect:  Unconscious (auto-struck in melee, auto-slain otherwise)

36-40  Seeping lesions
  Dur:  Until Trted
  Trtmt:  CURE DISEASE
  Effect:  1-4 dam, S, D, Ch -2, ATK -2 

41-45  Abdominal pains
  Dur:  2d10 turns / Trted
  Trtmt:  CURE DISEASE
  Effect:  1-4 dam, D -2, ATK -4

46-50  Nausea / Vomiting
  Dur:  1d4+1 / Trted
  Trtmt:  NEUTRALIZE POISON
  Effect:  1-3 hp dam, unable to attack
 
51-70  Dizzy spell
  Dur:  1d10 rnds / Trted
  Trtmt:  DISPEL MAGIC
  Effect:  Confused 1 rnd (75%)
  Wander    1 rnd (25%) 

71-75  Seizures
  Dur:  1d4+1 / Trted
  Trtmt:  None
  Effect:  No attack, AC-4 & ignore shield, all saves fail except on 20 

76-85  Ears bleeding
  Dur:  1d10 / Trted
  Trtmt:  Any CURING
  Effect:  1 dam 

86-90  Exhaustion
  Dur:  2d10 turns / Trted
  Trtmt:  CURE DISEASE
  Effect:  D, C -2, 1/2 Move 

91-00  Loss of hair
  Dur:  Permanent
  Trtmt:  None
  Effect:  Clump of hair 

TRANSPORTALS:  Fasahd has laid his fortress out in a very specific manner.  Each room is arranged along a straight axis, some North-South, others West-East, and all hundreds of actual miles from each other.  The keep is an empty structure which contains only a number of Children and the Entrance Transportal to the Foyer.

In order to activate, a person must stand within a 5' radius of the Transportal and say in any language "Portal" or "Doorway" and the destination, as in "Portal Menagerie" or "Doorway Dining Room".  If the destination lies along the axis that the traveller faces, the doorway will pulse blue to indicate activation.  Anything then touching the doorway up to 400 pounds will be pulled into it and transported to the stated destination.

1)  Destination not along axis traveller faces:  Transportal flashes yellow and doesn't work

2)  Transmitting / Receiving transportal cracked:  doorway flickers blue, traveller suffers 20 pts of damage upon passing through doorway.

3)  Traveller / equipment weighs more than 300 pounds:  Inanimate material is rejected first at originating doorway, stripping it right off of traveller.  If this still isn't enough, traveller is ejected forcefully out of originating doorway 3d6 damage.

The Transportal System (and inter-fortress TELEPORTATION) will be unaffected by the Wild Magic Flux since it contained as a unit inside the effect, but the Exit Transportal is NOT, so it will not function.



GUARDIANS:  Fasahd's Children were a POLYMORPH experiment by the wizard to create powerful but attractive guards.  They are supposed to appear as cherubic elven youths, with a ready giggle and bird-bright eyes, wearing suspended short pants and short-sleeved shirts, both very brightly colored.  Unfortunately, with the Wild Magic Flux, some of the Children have partially changed back into their original troll form, resulting in horrors which combine both features of troll and elf (elf body with troll head, or elf with one troll arm, etc.).

**CHILDREN:

Carl  1,2,*,4,*,6,7,8,9,*,*,*,13,14,15
Claude  1,*,*,*,*,6,*,8,9,10,11,*,13,14,*
Henry  *,*,*,*,5,6,*,8,9,10,*,*,13,14,15
Ilyich  *,*,3,4,5,6,*,8,*,*,11,12,*,14,15
Johann  *,2,*,4,5,6,*,8,9,10,*,*,13,14,*
Ludwig  *,2,3,4,5,*,*,8,9,10,11,12,*,*,15
Paul  *,*,3,4,*,*,*,8,9,10,11,12,13,14,*
Peter  *,*,*,4,*,6,7,8,*,10,11,12,*,14,15
Sebastian  *,*,*,4,5,*,7,8,*,10,11,12,13,*,15
Serge  *,2,*,*,*,6,*,8,9,*,11,12,13,14,*
Vincent  *,*,3,*,5,6,7,8,9,10,*,*,*,14,15
Wolfgang  *,*,3,4,5,6,7,8,9,*,11,12,*,*,*

WANDERING CHILDREN (1 in 8 / turn)

1-6 Children (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S (4', init +3),  INT:  Low (5-7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop)
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:13

HIT POINTS:36

CHARACTERS' ESCAPE:

That's all well and good, but how do the silly characters get out of here, anyway?

Glad you asked, because one of the visitors did and it occurred to me that I hadn't really spelled it out.  That's because I'm a dope!  Here is how the characters escape:

1.  Repair the Tear.  Okay, fine.  But how?  In one of Fasahd's journalentries, he talks about creating a more powerful spell to fix his ruinedTear.  That spell would be INCORPORATE, a 6th level spell which appearson one scroll in the Library (Room #1).  This works to completelyrestore the Tear and not much else.  It should be cast in the Librarywhere all that yellow powder is (which is all that remains of the Tear).

2.  Cast a DISPEL MAGIC through the Tear to repair the Rip.  BothDISPEL MAGIC and ANTI-MAGIC SHELL can be found on those scrolls in theLibrary.  This specific act (using DISPEL MAGIC through the Tear to fixthe rip) will destroy all but a small piece of the Tear, whichwill have a maximum amplification factor of 1.5.



Fasahd's Fortress

1. LIBRARY

You awaken, slowly and painfully, lying pressed against the wall of this large, yellow-dusted room as if flung into this position.  The dust coats you as well, clinging to your skin, plugging your nose and ears and gritting in your eyes and mouth.  Your stomach turns unpleasantly, though you're not sure why.  There are others in the room, strangers, also recovering as you are, also looking about in poorly masked bewilderment.

Perhaps this room was a library once, evidenced by the ruined and blasted shelves and mounds of charred and torn (once bound) paper lying everywhere.  It appears that whatever caused this devastation was centered in the room, judging from the placement of debris and the outward-cast streaks of the yellow powder.

Shining golden sconces are set into the walls at regular intervals, and there is a 10'x10' silvered mirror set in the north and south walls, though the south one is spiderwebbed with cracks.

DM NOTES:  All characters suffer from MIS.  One character holds the partial map to the castle and fortress and also two Journal Entries (#2 and #3) found in the Foyer.  There are 8 golden sconces (value 100 gp each), but only 3 of them still have CONTINUAL LIGHT on them.

F. #2
Idea!  Is it possible to direct a Passwall, to install a fixed-site transport?  If I could enchant some teleportation device to only travel from point to point, it is possible ... possible, yes, I think it is.  It could be voice-activated, with an established departure and arrival point, possibly modified to only transport a limited ... wait, I'm getting ahead of myself again.  I mustn't always aim for such high goals.  No, first I must decide if such a Passwall / Teleport is even possible.  I will ask for volunteers from the Children, set up a relay between Library and Den, a fairly short jump.  Imagine!  if this succeeds, I could redesign the entire fortress, with transport only possible through these walls.

F. #3
Partial success.  The relay works, one-way, but the mass which it can transport appears affected by the mass it itself possesses.  It will be necessary to increase the size of the transferring relay, hopefully no bigger than a 10' x 10' section of wall.  I will continue to work with the Glassteeled crystal, laid out flat like a mirror.  Not only is it functional, but it's also aesthetically pleasing.

Lying in the center of where the blast occurred is a single barely-charred piece of paper, a Journal entry (#1) which Fasahd was holding when he overloaded the Tear.

F. #1
They are coming for my prize.  I've seen them, I've seen them scampering up and into my keep, seen them use the Entrance Transportal, seen them plotting to steal away my Tear.  No!  They will not.  I will go now I will scatter this journal I will hide its secrets then I will go and destroy them I will use the Tear they will not take it it is mine mine mine destroy them and it will be safe she will be safe it is mine mine mine mine mine mine mine 

Most of the paper in this room is ruined and unreadable, but a careful search (1 tn) could reveal something of interest (note:  if item is marked with *, only one exists; any successive rolls for that item should be considered "Nothing of value"):

01 *Scroll of Protection (Water)

02  *Scroll of Protection  (Gas)

03  *Scroll of 1 spell  (PROTECTION FROM EVIL, 10' R.)

04  *Scroll of 1 spell  (CLAIRVOYANCE)

05  *Scroll of 2 spells  (LOCATE OBJECT, BIGBY'S CLENCHED FIST)

06  *Scroll of 4 spells  (HORNUNG'S GUESS, WALL OF FORCE, ANTI-MAGIC SHELL, LIMITED WISH)

07  *Scroll of 6 spells  (SEPIA SNAKE SIGIL, CONE OF COLD, DISMISSAL, CONTACT OTHER PLANE, INCORPORATE, STONE TO FLESH)

08  *Scroll of 6 spells  (JUMP, CHARM PERSON, BLINK, DISPEL MAGIC, LEOMUND'S TINY HUT, VACANCY)

09  *Scroll of 6 spells  (PROTECTION FROM PARALYSIS, DARKNESS 15' R., DIMENSION DOOR, RAINBOW PATTERN, MASSMORPH, MAGIC STAFF)

10  *Scroll of 7 spells  (PATTERNWEAVE, MURDOCK'S FEATHERY FLYER, KNOCK, EXTENSION I, SIMULACRUM, INTENSIFY SUMMONING, WILDZONE)

11 Unconnected formulae:  Characters can't make anything of it, but it will sell to appropriate market for 10-30 gp.

12-15 Humor:  Will sell in appropriate market for 1-6 gp.

16-20 Literature:  Will sell in appropriate market for 1-10 gp.

21-80 Nothing of value

81-85  *Journal entries (#4 and #5)

86 Scholarly paper:  Characters can't make anything of it, but it will sell to appropriate 
market for 20-50 gp.

87-90 Poetry:  Will sell in appropriate market for 1-8 gp.

91 *Spell book pages  (6th lvl, WH p. 105-106, TENTACLES)

92  *Spell book pages  (3rd lvl, GA p. 55, DRAWMIJ'S IRON SACK) 

93  *Spell book pages  (5th lvl, OA p. 88-89, METAL SKIN)

94  *Spell book pages  (4th lvl, TM p. 28, DILATION I)

95  *Spell book pages  (3rd lvl, GA p. 69, TENSER'S DEADLY STRIKE)

96  *Spell book pages  (2nd lvl, OA p. 80, SMOKY FORM)

97  *Spell book pages  (8th lvl, TM p. 43, ABI-DALZIM'S HORRID WILTING)

98  *Spell book pages  (3rd lvl, WH p. 100, SNAPPING TEETH)

99  *Spell book pages  (6th lvl, TM p. 38, CLAWS OF THE UMBER HULK)

00  *Spell book pages  (1st lvl, TM p. 17, FIST OF STONE)


F. #4
"... And Hecate came to know that the Lightning Lord would give unto the mortalings a great power, and that great power would be magic, and that magic would be theirs to imperfectly wield.  A terrible sadness overtook the Moon Maiden, and a single bitter tear fell from her beautiful and dark eye, to plummet to the mortal world and bury itself like a seed among the little crawling beasts called mortals.  And this tear sank, and was forgotten ..."
--Athenian Truths, Section 121, "Magic"
Hecate's Tear, Mage's Heart, Magick Eye, Power Stone ... could it exist?  Must begin my search, let no man nor beast obstruct me.  What is this legendary relic?  What does it do?  The stories are of no help, speaking of a Goddess' power trapped in a diamond.  How ludicrous.  But is it?  What do I seek?  How does it appear?  A clear, or pale-blue gem perhaps, round or tapered like a tear, a handspan in size.  This will be mine.  I must discover if it exists, then where it is.

F. #5
Success!  I saw born my first Child today, a boy whom I shall name Ludwig, a fitting and strong title, I feel.  Ludwig is still savage and unpredictable ... he struck out at me after the process of creation ... but he is beautiful in form and voice.  I hope I can teach him to sing, oh, what bliss to hear that sweet song!  How different my Ludwig's form is from his original, my how ghastly, how horrible, beast, terrible beast.  Note to myself:  work on modifying his manner next, for the future.  For my other Children.  There are more to come, oh yes, so many more.

2. FOYER

It looks like this was once a richly appointed room, but now it lies in terrible disarray, with its red carpet torn and bunched into one corner, the furniture (love seat & 2 easy chairs) flipped over and broken, the endtables shattered and whatever once sat on them (crystal figurines, perhaps) scattered in pieces across the floor.

Shining golden sconces are set into the walls at regular intervals, and set in each wall and freestanding in the middle of the room is a 10'x10' silvered mirror.  The north mirror is spiderwebbed with cracks.

The flickering image of a large-browed, balding old man sits in mid-air near the SW corner, where one of the easy chair must have once been.  He flashes in and out of existence in various poses and expressions, reciting random phrases.

 DM NOTES:  The center Transportal will NOT work, though once the Wild Magic Flux is repaired, it activates with the phrase "Portal, Doorway Exit."  4 golden sconces (value 100 gp) with only 1 will CONTINUAL LIGHT still on it.

Roll d% for random statement from Fasahd:

01-10 "Greetings.  My name is Fasahd the Changer, Wizard"
11-20 "Extremis.  As you have not been"
21-30 "invited to my fortress, I can only assume you're an intruder.  That being the 
case,"
31-40 "I feel it is"
41-50 "only fair to warn you that while I speak, a contingent of five score of my best 
guardians are hurrying"
51-60 "to this room now to see you escorted from my home.  I take no responsibility for 
your damage"
61-70 "or death as you are led from here, as it"
71-80 "was you who entered unbidden.  Farewell, as"
81-90 "best you can, and do not"
91-00 "come here again."

3. MENAGERIE

There is a constant growling, shuffling, roaring noise of vicious fighting.  This is a large room, cut into various-sized cells by heavy brick, floor to ceiling partitions.  There is a rank stink in here, the reek of huge beasts.

Shining golden sconces are set into the walls at regular intervals, and there is a 10'x10' silvered mirror set in the west and east walls, though the east one is spiderwebbed with cracks.

 DM NOTES:  These are Fasahd's "failures," at one time cleverly kept behind WALLS OF FORCE, but now, with the Flux, they've been released and are fighting amongst themselves.  The following are the survivors (the losers will be found in bits and pieces all around the room), which will be pulling back into their own "territories" shortly.  There is a total of 10 golden sconces, with 8 CONTINUAL LIGHTs still functioning.

a.  BOMBARDIER BEETLE (11-HEADED HYDRA):  One of Fasahd's first experiments in POLYMORPH, this resulted in an extremely tough but rather confused Giant Beetle.

(AC:   4, MV:   9, HD:  11, AT:   1 (-2 to hit), D:   2-12, Sz:   S (4' long, init +3),  INT:  Semi (2), AL:  N, ML:  Average (10), XP:  2000)

-->Atks at -2 (unused to 1 bite/rnd)
-->25%/r (1/3 rnds, max 2/8 hrs) fire reeking, red acid vapor (8'x8'x8') from abdomen

3d4 damage/rnd to any within it
20% stun crts in15' radius 2d4 rnds + 2d4 rnds deaf after
20% deafen crts in 15' r. 2d6 rnds that aren't stunned 

THACO:10

HIT POINTS:56

b.  GIANT SCORPION (SUBTERRANEAN LIZARD): Fasahd started combining powers in his creations, resulting in an amalgam of lizard body and scorpion plating and poisoned tail.

(AC:   3, MV:   9, HD:  6, AT:   2, D:   2-12 / 1-4, Sz:   H (20', init +9),  INT:  Non (0), AL:  N, ML:  Average (10), XP:  2000)

-->Poison sting (Type F, save or die)
-->Run along walls / ceiling 
-->Atk of Nat 20 clamps bite (x2 dam, auto-dam each rnd after)

THACO:15

HIT POINTS:26

c.  CARRIOR CRAWLER (HILL GIANT):  Another amalgam, this one is a hill giant with the tentacled head of a carrion crawler.

(AC:   3, MV:   12, HD:  12+2, AT:   1 & 8, D:   1-6 & PARALYZE (1-2 bite), Sz:   H (16', init +9),  INT:  Low (5), AL:  CE, ML:  Elite (13), XP:  3300)

-->2' long tentacles PARALYZE (Save v. Paralyze to avoid)
-->Hurl rocks 3-200 yds, 2-16 damage 
-->Catch rocks / similar missiles 30%

THACO:9

HIT POINTS:59

d.  MONGRELMAN (WILL O'WISP):  In Fasahd's prototype for his Children, he transformed a will o'wisp into a mongrelman without losing any of the wisp's powers.  It appears as a floating mongrelman which has a soft blue glow, intensifying in color with the battle.  Fasahd's hidden another Journal Entry #8 in this creature's cell.

(AC:   -8, MV:   Fl 18 (A), HD:  9, AT:   1, D:   2-16 (electric), Sz:   M (6', init +3),  INT:  Exceptional (15), AL:  CE, ML:  Fanatic (17), XP:  3000)

-->Immune to all magic except PROT FROM EVIL, MAGIC MISSILE, MAZE

THACO:10

HIT POINTS:56

F. #8
The flaw is irreparable, and I believe tied to an even greater problem within the otherwise perfect Tear.How could a Goddess' Tear be anything but perfect?  The problem must lie with the wielder.  Investigate!
There are those that feel magic is an orderly process of formulae and memorization, and others who perceive magic as the barely-controlled shunting of power from other planes.  It's the Order v. Chaos argument!  I have discovered, I think, a middle ground in this Tear.  It may be an imperfectly crafted cap on a raging sea of unpredictable power.
What if that cap, that seal ... what if it were ever destroyed?  I've already witnessed how fragile, how delicate this Tear is in my experiments, and so how tenuous is the grip of Law on the Chaos of magic.  What if the entire seal were to be cast away?  What if the Tear was destroyed, entirely?
I have surmised ... perhaps guessed is a better word ... that a rip would occur in the magical continuum, a magical continuum flux, which would render all cast magicks (perhaps excepting those divine in nature or those limited to fixed-site) thoroughly unpredictable and perhaps even lethal to the wielder.
But how to deal with this, in the event it occurs?  I recognize the risks because of the inherent instability of the Tear, so what could I do to treat this flux?  If the nature of all magic is constant, then all magical events, regardless of magnitude, will respond to non-magic fields.
A good theory.  I pray I never have to test it.

e.  6 MINOTAURS:  These was almost Fasahd's Guardians, but the Trolls natural regenerative ability beat these creations out.

(AC:   6, MV:   12, HD:  6+3, AT:   2, D:   2-8/2-8 or 1-4, Sz:   L (7 1/2', init +6),  INT:  Low (6), AL:  CE, ML:  Elite (13) + Special, XP:  3000)

-->STR 18 (+2 damage)  INFRA 60'  Tracking 50%
-->From 30' vs. opp. 6'+, Charge x2 butt dam.
-->Immune to MAZE+3 Morale in combat
-->BLINKS (7+ on d12):  appears 1'-3' from opp., immediate atk
1=in front, 2=left front flank, 3=right front flank, 4-12=behind
-->STONESKIN (blocks 1d4 physical atks + 6):  Magical atks & atks that miss count 
against total

THACO:13

HIT POINTS:37

4.  DEN

A massive desk dominates this room, sitting against the west wall and covered in note-scribbled papers.  There are a pair of shining candelabra on the desk providing illumination, a large crystal vase holding over a dozen extremely fine looking quills, and a corked glass jar holding black ink.  Standing opposite the desk against the east wall is a huge, very muscular nude man covered in crude stitching, and staring right at you.

There is a 10'x10' silvered mirror set in the north and south walls.

DM NOTES:

FLESH GOLEM  (AC:  9, MV:  8, HD:  9, AT:  2, D:  2-16/2-16, Sz: L (7 1/2', init +6),  INT:  Semi (3), AL:  N, ML:  Fearless (20), XP:  5000)

-->STR 19
-->Magic weapon to harmImmune to all spells:
-->FIRE & COLD slows 2-16 rnds / ELECTRICAL heals 1/HD

THACO:11

HIT POINTS:40

Most of the paper is useless personal notes ("See about noise," "Try Corobo beans," "Get more food," etc etc.)  A careful search (1 tn) will discover another Journal Entry (#9).  There are also two golden candelabra (100 gp value each) with CONTINUAL LIGHT cast on them, a crystal vase (50 gp value) holding 13 quills from enchanted creatures (Ki-Rin, Coatl, Cockatrice, etc, worth 50 gp each), and a jar of excellent writing ink (25 gp).

F. #9
Misfortune!  During experimentation, the Tear lashed out at its master and keeper, a fiery yellow blast which sorely injured me and killed three of my Children (poor Ludwig1, I shall miss him the most; also Vincent2 and Carl5).  I still shake as I write these words, my hands, my face, ah, the burns so terrible, the powder everywhere.  I feel weak, sick, my mind spins, my nose, ears bleed, and none of this from the shear force of the blast, though terrible it was.  Something has afflicted me beyond the force of the explosion, some kind of illness, and I believe I shall have to tend to it before the Tear.  Ah yes, I've forgotten, the Tear!  It too suffered in the blast, sacrificing a thumb-sized chunk of itself into yellowish dust-vapor.  Repair the Tear, immediately repair the Tear, re-incorporate it, and discover what has happened.  Why would it strike out at me so?  What have I done to it?  Dear sweet Tear, why do you strike at me?

5.  GUEST ROOM

This is a very large, extremely fine room rivaling any of the suites you may have had to pleasure to enjoy in the finest inns.  There are two double feather beds, a rectangular dining table and writing desk with one shining candelabra, a large mirrored wardrobe and two walk-in closets, and a curtained area (partially opened) which appears to be for toiletries and bath.

There is a 10'x10' silvered mirror set in the west and east walls. 

DM NOTES:  It is apparent these quarters have not been used in some time.  Each double bed (value 15 gp each) has a set of silk sheets (value 5 gp / set).  The dining table and desk are both cherry, elaborately carved (table value 5 gp, desk value 20 gp).  The golden candelabra has CONTINUAL LIGHT on it (value 100 gp).  The wardrobe is mahoghany and multi-drawered (value 35 gp).  The curtains are exceptionally woven forest scenes (10 gp) and the tub is claw-footed marble (10 gp).  Underneath one of the beds is a forgotten RING OF FIRE RESISTANCE.

6.  BEDROOM

This is an excellent bedroom, with massive canopy bed set in the middle of the west wall and huge walk-in wardrobe set in the east wall.  There is also a squat shelf stuffed with books of various sizes next to the bed.

Shining golden sconces are set into the walls at regular intervals, and there is a 10'x10' silvered mirror set in the north and south walls.  There is also a normal wooden door in the east wall.

DM NOTES:  The canopy bed (value 30 gp) has a set of fine silk sheets (value 10 gp).  The bookshelf is cherry (value 10 gp).  There are 4 golden sconces (value 100 gp each), all of which have CONTINUAL LIGHT on them.  The wardrobe is mahoghany and multi-drawered (value 50 gp).  On the shelf are books for quiet night reading, 6 humorous (value 1-10 gp each), 9 Literature (value 2-60 gp each), 4 Poetry (value 1-30 gp each), 2 scholarly texts (100-400 gp each) and one Journal Entry (#10).

F. #10
Why do all breakthroughs demand such heavy costs?  Another yellow explosion, this one much bigger than the last, this one claiming a large section of the lab and nearly my life, so much powder.  Ten Children this time.  Ten:  Claude3 & 7, Wolfgang10, Vincent12 & 13, Ludwig7, Paul1, 7 & 15, and Ilyich13.
And better than half the Tear has been diffused.  I'm not certain what to do.  The last misfortune destroyed only a small piece of the Tear, but this time, so much, so much is gone.  The sickness is worse, seizures, vomiting, I will first treat the immediate symptoms, then restore the Tear, if possible.  I may be forced to design an even more powerful spell to do so, I don't know, I will see, I will see.  What a capricious beast, this Tear, this terrible Stone.
But then, I did label this a breakthrough, didn't I?  I have discovered the cause of the Tear's instability.  It requires a magical source from which to feed, I sat and watched it ... drink (what better word?) an enchanted elixir that I had placed beside it.  The experiment today was a substantial one, and apparently a single elixir was insufficient for its empowerment.  It exploded this time, as it did before, because it was Hungry.
It will be necessary that I begin gathering minor magicks from all over, keep a ready supply for feeding the Tear.  If at all possible, I must avoid overtaxing it.  Who knows what will happen next time?

6a.  GUARDEROBE / PRIVEY

A small, private room suited to obvious purposes.  There is a marble and wooden toilet, and a hook and eye lock on the door.  A single golden sconce with a fainter light than the others is set in the wall.

DM NOTES:  The golden sconce (value 100 gp) has a permanent LIGHT cast on it

The cesspit can be found 20' below down a vertical shaft 3' in diameter.

OTYUGH  (AC:  3, MV:  6, HD:  8, AT:  3, D:  1-8/1-8/2-5, Sz: L (7' diam., init +6),  INT:  Low (7), AL:  N, ML:  Elite (14), XP:  1400)

-->TELEMPATHY 40'  INFRA 90'
-->Grapple w/ tentacles (2-4 dam/rnd & +2 bite atk)

STR 18 & 1 rnd to brk free; others must roll Open Doors

-->Bite cause disease 90% (debilitating 80%, fatal 20%)

THACO:13

HIT POINTS:35

7.  DINING ROOM

A sumptuous dining room, with a long mahoghany table seating 12, a shining crystal chandelier overhead, and an enormous fresco covering the south wall, depicting a beautiful, dark-haired woman towering over rough, moonlit countryside (scaled at 100' tall), shedding a single tear onto a multitude of tiny figures cowering below.  While the entire painting is expertly done, the falling tear shows the most detail, appearing as a bluish-white multi-faceted sphere, more gem-like than liquid.  There is also a glass and wood cabinet in the NW corner, displaying very fine china.

There is a 10'x10' silvered mirror set in the west and east walls.  There is also a normal wooden door in the north wall.

DM NOTES:  The table and chairs are expertly carved (table value 10 gp, chairs value 3 gp each), the chandelier (value 25 gp) has CONTINUAL LIGHT cast on it, the cherry cabinet (value 5 gp) has a china serving of twelve (total value 15 gp) and an equal serving in silverware (total value 10 gp) neatly arranged in the drawers.  Also stuffed into one drawer are two more Journal Entries (#6 and #7).

F. #6
After long years of searching ether and nether, I've found my prize, my Gem, the Tear and Heart and Stone, it is mine!  It lay in the pits of a Tanar'ri's lair, down under the 500th, I believe, and the fiend was none to keen on surrendering the Stone, oh no!  Terrible beast, but now gone, and the Gem mine!  Mine mine mine!  It fairly throbs with power, such tantalizing power, and even as I write these words, I wish only to cast away this quill and return to my lab and commence experimentation.  Ah, such sweet joy, the Gem!But I forget myself.  I am to record these events, as objectively as my frail human sense allows me.  So here then are the facts:  the stone is beautiful, pure beauty, truly the Tear from a Goddess' eye.  It is roughly spherical, multi-faceted, like the eye of some great insect, a huge blue diamond approximately the size of a child's skull.  I have discovered a single flaw, an ungainly crack running through its core, disputing its otherwise perfect beauty, ah the sight of it!  I shall endeavor to heal this crack, before any experiment begins.  Let us see what Hecate's Tear will reveal ...

F. #7
My first breakthrough, and what a result.  After some small tinkering, I focused a spell through the gem, casting as light travels through glass, and behold!  the spell did fly empowered beyond even my own abilities, Hargon's Concussion never sent so wildly, so powerfully, as my eyes have witnessed.  Its power was perhaps doubled ... even trebled, imagine! ... Note to myself:  repair the wall in the laboratory before proceeding with experiments ...

8.  KITCHEN

There is a heavy smoky smell in the air, and burns cover almost every surface.  A long scarred table sits in the middle of the room covered with barely-organized utensils, and a square rack hangs over it holding a number of pots and pans.  There are also piles of burned wood & metal bands which may have once been water barrels.  Set in the west wall is a huge fireplace with an equally huge fire blazing in it.  Oddly, a double-circle with sigils in it surrounds the fire.

A single shining golden sconce is set into the east wall, and there is a normal doorway in the north wall.

DM NOTES:  There is one golden sconce (value 100 gp) with CONTINUAL LIGHT on it.

With the Magical Flux, the Protection Circle failed and the Elemental inside escaped, burning the gnomish cook into cinders and charred bone chunks.  Now it lives in the fire, unable to stray beyond the confines of the room and unable to return to its own plane because of the Flux.

FIRE ELEMENTAL  (AC:  2, MV:  12, HD:  8, AT:  1, D:  3-24, Sz: L (8',  init +6),  INT:  Low (5), AL:  N, ML:  Champion (15), XP:  2000)

-->+2 weapon to hit
-->Flammable objects save v. magic fire -2
-->Unable to cross non-flammable liquids

THACO:13

HIT POINTS:37

8a.  PANTRY

Shelves line the walls are are covered with all sorts of food. 

DM NOTES:  Everything found in the PHB (p. 67) and the Shopping Guide which can easily be stored can be found here.  If fresh food (meat, eggs, etc) was required, Fasahd arranged for it directly.

9.  LABORATORY

This room holds all the necessary laboratory implements, including table, beakers, glass vials, and a large steel cage.  The air is thick with the smell of sulphur, and a drip-drip-drip can be heard somewhere.

A golden sconce is set into the west and east walls, but only one shines brightly.  There are also 10'x10' silvered mirrors in the north and south walls.

DM NOTES: There are two golden sconces (value 100 gp each), one of which has CONTINUAL LIGHT on it.

This is a virtual alchemist's cornucopia, chocked, stuffed, and crammed with all things pharmaceutical.  A search will turn up any of the following, in varying and appropriate quantities:

Quartzite topped table (150 gp), Glass mask (10 gp), Small Alchemist's Globe (150 gp), Athanor (80 gp), Descensory Furnace (100 gp), Heat Bath (75 gp), Dung Bed (25 gp), Analytical Balance (400 gp), Burette (1 gp), Filter Paper (1 gp/10 sheets), Hand Centrifuge (100 gp), Beaker (3 gp), Bellows (1 gp), Brazier (15 gp), Caudron (6 gp), Crucible (7 sp), Funnel (4 sp), Hourglass (4 gp), Lens, concave / convex (5 gp), Mortar & pestle (2 gp), Tongs (4 sp), Tube, glass (3 sp), Tweezers (5 sp), Water Clock (3 gp), Magnifying Glass (100 gp)

There are also twelve racks of 20 potions each, all of them unlabeled, all of them various colors and consistencies.  While most are inert, searching / drinking PC's can discover up to 37 still-active potions (there are risks in mixing potions, outside or inside the body):

01 Potion of Healing

02 Potion of Extra Healing

03 Poison

04 Potion of Speed

05 Potion of Diminution

06-95 Nothing of value

96 Potion of Growth

97 Potion of Polymorph Self

98 Sweet Water

99 Elixir of Vitality

00 Potion of Delusion

10.  NORTH BARRACKS

DM NOTES:  This chamber lacks any light source.

This huge chamber apparently serves as a barracks, lined as it is end to end and side by side with cots, and looks full of those elven horrors.  The creatures turn as you enter.

There is a 10'x10' silvered mirror set in the south wall, spiderwebbed with cracks, and also a normal wooden door in the north wall.

16 CHILDREN  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop)
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:13

HIT POINTS:36

11.  NORTH MESS

DM NOTES:  This chamber lacks any light source.

Long tables run the length of this room, and the awful stench of rotting meat (and worse) fills it.  Sprawled across the tables like some mad dinner party are half-eaten corpses of all manner of beings.

There is a normal wooden door in the south wall, and four equidistant holes (approximately 2' in diameter) cut into the north floor.

11a.  NORTH CESSPIT

DM NOTES:  The cesspit can be found 20' below down a vertical shaft 3' in diameter.

2 OTYUGHS  (AC:  3, MV:  6, HD:  8, AT:  3, D:  1-8/1-8/2-5, Sz: L (7' diam., init +6),  INT:  Low (7), AL:  N, ML:  Elite (14), XP:  1400)

-->TELEMPATHY 40'  INFRA 90'
-->Grapple w/ tentacles (2-4 dam/rnd & +2 bite atk)

STR 18 & 1 rnd to brk free; others must roll Open Doors

-->Bite cause disease 90% (debilitating 80%, fatal 20%)

THACO:13

HIT POINTS:45

12.  EAST BARRACKS

DM NOTES:  This chamber lacks any light source.

This huge chamber apparently serves as a barracks, lined as it is end to end and side by side with cots, and looks full of those elven horrors.  The creatures turn as you enter.

There is a 10'x10' silvered mirror set in the west wall, and also a normal wooden door in the east wall.

12 CHILDREN  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop)
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:13

HIT POINTS:36

13.  EAST MESS

DM NOTES:  This chamber lacks any light source.

Long tables run the length of this room, and the awful stench of rotting meat (and worse) fills it.  Sprawled across the tables like some mad dinner party are half-eaten corpses of all manner of beings.

There is a normal wooden door in the west wall, and four equidistant holes (approximately 2' in diameter) cut into the east floor.

13a.  EAST CESSPIT

DM NOTES:  The cesspit can be found 20' below down a vertical shaft 3' in diameter.

2 OTYUGHS  (AC:  3, MV:  6, HD:  8, AT:  3, D:  1-8/1-8/2-5, Sz: L (7' diam., init +6),  INT:  Low (7), AL:  N, ML:  Elite (14), XP:  1400)

-->TELEMPATHY 40'  INFRA 90'
-->Grapple w/ tentacles (2-4 dam/rnd & +2 bite atk)

STR 18 & 1 rnd to brk free; others must roll Open Doors

-->Bite cause disease 90% (debilitating 80%, fatal 20%)

THACO:13

HIT POINTS:45

14.  SOUTH BARRACKS

DM NOTES:  This chamber lacks any light source.

This huge chamber apparently serves as a barracks, lined as it is end to end and side by side with cots, and looks full of those elven horrors.  The creatures turn as you enter.

There is a 10'x10' silvered mirror set in the north wall, and also a normal wooden door in the south wall.

19 CHILDREN  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop)
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:13

HIT POINTS:36

15.  SOUTH MESS

DM NOTES:  This chamber lacks any light source.

Long tables run the length of this room, and the awful stench of rotting meat (and worse) fills it.  Sprawled across the tables like some mad dinner party are half-eaten corpses of all manner of beings.

There is a normal wooden door in the north wall, and four equidistant holes (approximately 2' in diameter) cut into the south floor.

11a.  SOUTH CESSPIT

DM NOTES:  The cesspit can be found 20' below down a vertical shaft 3' in diameter.

2 OTYUGHS  (AC:  3, MV:  6, HD:  8, AT:  3, D:  1-8/1-8/2-5, Sz: L (7' diam., init +6),  INT:  Low (7), AL:  N, ML:  Elite (14), XP:  1400)

-->TELEMPATHY 40'  INFRA 90'
-->Grapple w/ tentacles (2-4 dam/rnd & +2 bite atk)

STR 18 & 1 rnd to brk free; others must roll Open Doors

-->Bite cause disease 90% (debilitating 80%, fatal 20%)

THACO:13

HIT POINTS:45

16.  WEST BARRACKS

DM NOTES:  This chamber lacks any light source.

This huge chamber apparently serves as a barracks, lined as it is end to end and side by side with cots, and looks full of those elven horrors.  The creatures turn as you enter.

There is a 10'x10' silvered mirror set in the east wall, and also a normal wooden door in the west wall.

15 CHILDREN  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 
7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop)
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:13

HIT POINTS:36

17.  WEST MESS

DM NOTES:  This chamber lacks any light source.

Long tables run the length of this room, and the awful stench of rotting meat (and worse) fills it.  Sprawled across the tables like some mad dinner party are half-eaten corpses of all manner of beings.

There is a normal wooden door in the east wall, and four equidistant holes (approximately 2' in diameter) cut into the west floor.

17a.  WEST CESSPIT

DM NOTES:  The cesspit can be found 20' below down a vertical shaft 3' in diameter.

2 OTYUGHS  (AC:  3, MV:  6, HD:  8, AT:  3, D:  1-8/1-8/2-5, Sz: L (7' diam., init +6),  
INT:  Low (7), AL:  N, ML:  Elite (14), XP:  1400)

-->TELEMPATHY 40'  INFRA 90'
-->Grapple w/ tentacles (2-4 dam/rnd & +2 bite atk)

STR 18 & 1 rnd to brk free; others must roll Open Doors

-->Bite cause disease 90% (debilitating 80%, fatal 20%)

THACO:13

HIT POINTS:45

Fasahd's Castle

1st FLOOR

1.  Drawbridge, Portcullis, and Hand-cranks

3 CHILDREN (Ilyich1, Sebastian 3, Vincent1)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 44

2. Pantry / Storage: Rotten & moldy food

1 CHILD (Serge5)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 26


3. Kitchen w/ hearth

4. Armory

2 CHILDREN (Carl12, Paul5)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 37

5. Stables

5 CHILDREN (Johann1, Carl3, Claude12, Henry2, Ludwig6)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 38

6. Chapel (2 story)

DM NOTES:  Ruined & profane, acts as cesspit for Children

7. Storage

DM NOTES:  Assorted trash, plus 1 BEAD OF FORCE, PLATE MAIL (dwarf) +1, jewelled broad sword (1000 gp value), CURSED SCROLL (Char struck blind)

2 CHILDREN (Peter2, Sebastian9)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 25

8. Storage / Privy (garderobe)

DM NOTES:  Assorted trash, plus SCROLL OF PROT (water), POTION OF ESP, 8 BOLTS +1

2 CHILDREN (Vincent11, Wolfgang14)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 38

<h4>2nd FLOOR</h4>

9. Large Pantry / Dry foodstuffs

DM NOTES:  Equivalent of 200 weeks Iron rations

2 CHILDREN (Claude2, Henry11)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 24

10. Entrance Transportal

This little alcove is empty except for a 10'x10' silvered mirror set into the east wall.

DM NOTES:  To activate, character must stand before mirror and say, "Portal" or "Doorway," then "Foyer."

11. Hall

9 CHILDREN (Ilyich2, Ilyich3, Carl10, Vincent4, Wolfgang13, Henry12, Claude4, Claude5, Johann11)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 33

12. Bed Chamber

9 CHILDREN (Ludwig13, Ludwig14, Ilyich7, Serge1, Paul2, Paul6, Peter3, Peter5, Peter9)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init 
-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 33

13. Guest Room

9 CHILDREN (Ilyich9, Ilyich10, Sebastian1, Serge4, Serge10, Henry3, Henry4, Wolfgang1, Wolfgang2)  (AC:  4, MV:  12, HD:  6+6, AT:  3, D:  5-8/5-8/2-12, Sz: S-L (4', 5-6', 7', init +3, +3, +6),  INT:  Low (7), AL:  CE, ML:  Elite (14), XP:  1400)

-->INFRA 90'  Climb walls 80%
-->atk 3 different opponents / rnd
-->REGENERATE 3/r 3rd rnd after wounded (acid/fire to stop) 
-->Nat 20 w/ edged weapon severs troll-limb, continue to fight

THACO:  13

HIT POINTS: 33
