On a plateau formed from an east-driving spur of the Eiglophian mountains lie the ruins of an ancient palace complex. It glowers down over the remains - hollows between grassy hummocks vaguely delineating where the streets once ran - of the town of Cunarion. The palace is reputed to have been built by the necromancer Covidius, who reigned over the town and its out-dwellers centuries ago. Walled with black stone and appearing from the outside to be built to no rational pattern, the acropolis looms over the plain and is avoided by all. It has a fearful reputation and it is said that Covidius himself and his undead servants guard the treasure that lies inside.
Unhindered by any such superstition a band of barbarians, hearing of the treasure and discounting the rest as mere gossip, sets out to loot the palace.
The barbarians dare to enter the ruined palace - http://www.spodilicious.com/the-palace-of-covidius-i.html
The search for more money - http://www.spodilicious.com/the-palace-of-covidius-ii.html
The barbarians return to the palace and receive an unwelcome surprise - http://www.spodilicious.com/the-palace-of-covidius-iii.html
Resistance appears to be solidifying and the pickings are slim. www.spodilicious.com/the-palace-of-covidius-iv.html
DUNGEON GENERATION
The first tile is a 3 x 2 corridor with a door at the end. Roll for the door on the Doors Table.
On opening a door roll for what is beyond on 1D20 on the Rooms Table.
A corridor always has a door at the far end. If a corridor is indicated it 1-4 continues on straight 5-6 runs transversely (a T junction).
A room has 1D6-3 doors leading out, with a minimum of one (where you came in).
Then roll for what is in the room on the Contents Table. Roll 1D20, minus 2 if it is a corridor.
Before assessing the value of a treasure chest it must be opened. A roll of 1 means there is a trap.
Once opened roll again: 5,6 for a major treasure, or 6 for a minor, gives a magic item. Otherwise roll 1D6 for value, subtracting 1 if minor. It takes one figure to carry a point of treasure with a one step movement reduction. (Example - a four point treasure takes 4 figures in contact to carry it.)
If a room or corridor is re-entered after having been cleared roll 1D20. On a 1 some mummies (1-3) have wandered in; on a 2-3 a band of ghouls (1D4) have stalked the adventurers to there; on a 4 a giant scorpion is on the hunt.
Skeleton swordsman
Quality 4+ Combat 2 Undead 20 points
Skeleton standard-bearer
Quality 4+ Combat 2 Standard Bearer, Undead 20 points
Skeleton archer
Quality 4+ Combat 2
Shooter: Medium, Undead 26 points
Ghoul
Quality 3+ Combat 2
Undead, Poison 32 points
Mummy
Quality 5+ Combat 3
Undead, Tough, Slow 28 points
Covidius
Quality 3+ Combat 3 Hero, Magic-User, Undead 96 points
Giant scorpion
Quality 3+ Combat 3
Animal, Heavy Armor, Poison 36 points
Patrol = 5 x swordsmen (100 points)
Squad = 1 x standard-bearer, 1 x archer, 7 x swordsmen (186 points)
Guard = Covidius, 1 x standard-bearer, 1 x archer, 7 x swordsmen (282 points)
The barbarian interlopers consisted of:
Zou Kov Q3+ C3 Leader @ 60
Aushog Q3+ C3 @ 30
J'Neb Q3+ C3 @ 30
Saylok Q3+ C3 Shooter Medium, Stealth @ 44
Nurmi Q3+ C4 @40
Nevik Q3+ C3 Berserk @38
Wetham Q3+ C3 Berserk @38
Following a scouting expedition to the foot of the plateau, during which they discovered a ramp zig-zagging its way up from ground level to a plaza the top, the barbarians prepared for an exploration of the palace. The following day they made their way up and crossing the plaza, which was dotted with dry bushes and fallen masonry, found an open doorway leading onto a vestibule. Cautiously entering they found a short passageway with a door at the end. The walls and floors were of finely-built stone, and there were empty cressets every few paces. This inner door was unlocked, and Saylok cautiously pushed it open. It revealed another, inner, vestibule, and a further door. Despite the absence of daylight the area was not dark; on the ceiling grew a sort of moss which gave off an eerie greenish light. This third door was locked and after a discussion J'Neb, battering with his axe, and Aushog, ramming with his shoulder, forced it and it flew open. The barbarians stood a moment, transfixed; waiting for them in a large room were a group of skeletons. They bore swords and shields of an antique pattern, and behind them stood one holding aloft a standard. Nurmi was first into the room and engaged in a melee with two skeletal swordsmen; Zou Kov fenced with a third, and then with a roar Nevik the berserker hurled himself at the enemy. One skeleton fended him off with a large shield and while Nevik was single-mindedly hammering the shield with sword in one one hand and axe in the other another drove a sword into his side. Nevik slumped to the ground.
Aushog dashed at the skeleton who had killed Nevik, and Saylok lopped its head off while it was defending itself against Aushog's attacks. Gradually the barbarians wore down the skeletons, Nurmi in particular cutting a swathe through them, sending limbs and heads flying with strokes of his huge axe. Eventually the last one fell and Zou Kov was able to check Nevik; he was dead.
Two further doors led from the room and Nurmi smashed down the one on the right, revealing a room. Amidst collapsed furniture and rotted drapery lay a very large chest. Another blow from Nurmi shattered the lock and Saylok threw back the lid to reveal a fortune in coins of all sorts, odd small pieces of jewellery, and a couple of goblets studded with jewels. It took five of them to lift the chest, and they struggled back into the room where Nevik lay.
Zou Kov despatched Saylok to check the other door from this room and when it turned out to be locked Nurmi hacked it to pieces with his axe. Another corridor was revealed, and again when it was locked Nurmi destroyed it. Leaving the chest with Nevik's body the barbarians proceeded in this way for some time, noisily smashing down doors and moving through empty rooms until no unopened door remained. They then returned to where the chest was, and with all the speed they could manage they struggled back through the palace, pausing at doorways to hack at the jambs and manoeuvre the chest through. After a hurried discussion Nurmi had taken the corpse on his back and left the chest to the others, and in this undignified manner returned to the entrance. Dragging the chest across the plaza and down the ramp was exhausting, and once at the foot of the ramp Zou Kov sent a man to bring back pack animals and sacks from the nearby town of Cambaris.
The barbarians dare to enter the ruined palace - http://www.spodilicious.com/the-palace-of-covidius-i.html
The search for more money - http://www.spodilicious.com/the-palace-of-covidius-ii.html
The barbarians return to the palace and receive an unwelcome surprise - http://www.spodilicious.com/the-palace-of-covidius-iii.html