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Eastern Sentinel Ruins


Western Sentinal Ruins above ground


Easter Sentinal Ruins below ground

The Eastern Sentinel stands as a sentinel of time, its ruins a testament to a bygone era of grandeur and strife within the Vale. Perched atop a gentle rise amidst the verdant forests, the castle's weathered stones and crumbling battlements overlook sweeping vistas of rolling hills and winding rivers.

The upper level of the castle, in contrast to its western twin, remains remarkably preserved. Despite the passage of centuries, most of the upper chambers retain their structure, albeit with roofs that have succumbed to the ravages of time. Six tower rooms rise defiantly against the skyline, offering strategic viewpoints over the surrounding lands and glimpses into a past filled with regal splendor. Here and there, ivy-clad walls and moss-covered stones speak of nature's slow but persistent reclamation.

Within the lower level, four intact tower rooms provide a stark contrast to the upper ruins. These sturdy chambers, crafted with meticulous skill by ancient hands, have become the domain of the Xvart inhabitants. Crude defenses and makeshift traps dot the corridors, testaments to the Xvarts' resourcefulness and territorial tenacity. Despite the decay and shadows that haunt the lower chambers, hints of the castle's former glory can still be glimpsed in the faded tapestries and ornate carvings that adorn the walls.

Throughout the Eastern Sentinel, an aura of mystery and ancient power hangs heavy in the air. Symbols of the Dark Fae goddess of death, remnants of Goblin and Xvart civilizations, and traces of Alaxus the Minotaur Mage's arcane experiments intertwine with the castle's stones and corridors. Each crumbling archway and worn step whispers tales of valor and betrayal, of kingdoms risen and fallen, echoing through the ages and beckoning adventurers to uncover their secrets once more.

Eastern Sentinel Ruins Adventure

Encounter 1: Outer Courtyard

Description: Adventurers enter through overgrown paths into a courtyard strewn with broken statues and remnants of ancient walls. At the far end, a massive gate leads deeper into the castle grounds.

Xvart Sentries

  • Attributes: IQ 10, ME 8, MA 9, PS 10, PP 12, PE 10, PB 6, Spd 12
  • Hit Points: 20 S.D.C.
  • Attacks: 1
  • Damage: 2D6 S.D.C.
  • Special Abilities: Stealth, traps, short bows

Traps

  • Difficulty: Average to Difficult
  • Effects: Snare, pit traps, trip wires
  • Countermeasures: Perception check, disarm traps skill

Treasure

  • Clues or minor treasures hinting at the castle's past

Encounter 2: Great Hall

Description: Once the grand heart of the Eastern Sentinel, the Great Hall now lies exposed to the elements, its roof collapsed. Inside, remnants of ancient feasts and faded banners line the walls.

Xvart Warriors

  • Attributes: IQ 9, ME 6, MA 8, PS 12, PP 10, PE 12, PB 5, Spd 14
  • Hit Points: 25 S.D.C.
  • Attacks: 2
  • Damage: 3D6 S.D.C.
  • Special Abilities: Ambush tactics, short swords, bows

Xvart Chieftain

  • Attributes: IQ 11, ME 9, MA 10, PS 14, PP 12, PE 13, PB 6, Spd 16
  • Hit Points: 40 S.D.C.
  • Attacks: 3
  • Damage: 4D6 S.D.C.
  • Special Abilities: Leadership, battle tactics, stronger attacks

Treasure

  • Hidden caches of silverware and old coins

Encounter 3: Tower Rooms

Description: The six tower rooms rise above the ruins, offering strategic vantage points and potential hidden caches of treasures. Crumbling staircases and ancient battlements make navigating these rooms perilous.

Xvart Archers

  • Attributes: IQ 8, ME 7, MA 7, PS 9, PP 14, PE 9, PB 4, Spd 12
  • Hit Points: 18 S.D.C.
  • Attacks: 2
  • Damage: 2D6 S.D.C.
  • Special Abilities: Archery, scouting, light armor

Hidden Treasures

  • Ancient scrolls, maps, or magical artifacts

Encounter 4: Intact Tower Rooms

Description: Descending into the lower level reveals four intact tower rooms, remarkably preserved amidst the decay. These rooms serve as the Xvart stronghold, defended by traps and vigilant warriors.

Xvart Defenders

  • Attributes: IQ 9, ME 8, MA 8, PS 13, PP 11, PE 12, PB 5, Spd 13
  • Hit Points: 30 S.D.C.
  • Attacks: 2
  • Damage: 3D6 S.D.C.
  • Special Abilities: Defensive tactics, traps, melee combat

Xvart Shaman

  • Attributes: IQ 12, ME 10, MA 11, PS 11, PP 9, PE 10, PB 7, Spd 11
  • Hit Points: 35 S.D.C.
  • Attacks: 2
  • Damage: 2D6 S.D.C.
  • Special Abilities: Shamanic magic, healing, curses

Guardian Traps

  • Difficulty: Difficult to Very Difficult
  • Effects: Magical wards, pit traps, poison darts
  • Countermeasures: Perception check, magical resistance

Treasure

  • Ancient artifacts, gems, or enchanted items

Encounter 5: Inner Chambers

Description: The labyrinthine corridors and hidden passages of the lower level are fraught with danger, guarded by traps and secrets left behind by the Xvarts. Adventurers must proceed cautiously to avoid triggering deadly defenses.

Xvart Trapsmiths

  • Attributes: IQ 10, ME 8, MA 9, PS 10, PP 12, PE 10, PB 6, Spd 12
  • Hit Points: 20 S.D.C.
  • Attacks: 1
  • Damage: Varies (depending on trap)
  • Special Abilities: Trap crafting, stealth, mechanical aptitude

Xvart Warlock

  • Attributes: IQ 13, ME 11, MA 12, PS 10, PP 10, PE 11, PB 6, Spd 10
  • Hit Points: 25 S.D.C.
  • Attacks: 2
  • Damage: 2D6 S.D.C.
  • Special Abilities: Warlock spells (illusion, elemental magic), dark rituals

Guardian Golems

  • Attributes: IQ 8, ME 10, MA 6, PS 18, PP 8, PE 15, PB 4, Spd 8
  • Hit Points: 50 S.D.C.
  • Attacks: 3
  • Damage: 4D6 S.D.C.
  • Special Abilities: Enhanced strength, immunity to mind-affecting magic, limited spellcasting (earth magic)

Final Treasure Hoard

  • Lost artifacts, arcane scrolls, and a significant cache of gold and gems
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