Thursday, May 10, 2012

The Ruins of Char'realra Part II - The Lower Levels - A Failed Dwarven Colony on Mars

The Ruins of Char'realra Part II

As an adamant harder than flint have I made thy forehead: fear them not, neither be dismayed at their looks, though they [be] a rebellious house." (Ezekiel 3:9)

Down in the depths of Char'realra, adamant metals were processed with the raw intensity of cosmic fires & the techno magical skills of Dwarven mage kings from beyond the stars. For all their skills they still needed the fires of the efreet & far more alien creatures some of whom are still locked within the eternal darkness of the place. 
Char'realra is a 12-15 level dungeon with winding passages of stone, soil, & lit by the radium bulbs as all Barsoom is. 

The mystic energies of the lower depths still bleed through the walls & elemental horrors from beyond are let through the portal guarded by the star beast. 
A few of the sample levels 

Adamant processing - Here many strange & alien elemental creatures were bent to the will of dwarven sorcerer smiths. Efreet were conjured & enslaved to power the raw separators to bleed through the ores from the rock. They are still here angry, bitter, & will to pay back any foolish enough to venture here. 

 Fire Shadow Astral Slug 

No. Enc.: 1d4 
Alignment: Chaotic
Movement: 20' per round moving through the six dimensional tides of the local space time continuum 
Armor Class: 3 (Tentacles AC 5 )
Hit Dice:  8
Attacks: 1d4
Damage: 1d3 +sting, Flame aura 1d4 points of damage  per round 
Save: MU1
Morale: 6 

These creatures come from beyond the great rings of fire of the Outer Darkness. They break the nuclear structures & molecular  bonds of any creature they come in contact with contaminating them on levels far below this or any other reality. These creatures are used to separate impurities from elements in ore processing & other alchemical operations.
 Left to their own devices they will seek out life forms of the local space time continuum in order feed & burn them all within one sitting. They slowly slide through several layers of reality at the same time. Only magic or psionics of the highest order may dismiss them back to the place that is not a place once again. A dangerous & very chaotic monster 

Alchemical Furnaces & Adamant Processing Areas -  Here the furnaces blasted day & night to the smoke & smells of the ore. The adamant went through various stages of purity & all impurities were removed  with spells & skill of the highest nature. The metals were cooled & then went through the process again. The furnaces are cold & only the ghosts of ancient smith scientists move through here. Occasionally a salamander or other alien fire creature is still found here making its lair among the equipment of the damned! 


Ore Cooling & Manufacturing 

 Here the powers of the dwarven alchemist priests were used to cool the adamant into a more usable form. Great Enchantments of Mercury were called down from the stars to bend the metals to the wills of the users. The powers of the stone wills of the dwarfs themselves still haunt these places with illusions of their coming & going still ringing through these halls. So great were their spells that this place is slightly out of step with the rest of the universe. Anyone spending time here will lose 1d20 hours outside. Phantasmal force creatures sometimes still haunt these places as well.  

Entrance To The Martian Underworld 

There were occasions when the scientist smiths needed certain chemicals, natural herbs, & other esoteric items from the Martian underworld. This strange gateway is guarded by an ancient spirit who will allow those who journey into the ancient heart of the world to pass without incident. It is however a very old & wily creature of strange & weird aspect 

Fusion Shaping & Manufacturing Facilities 

Here the final molecular shaping & manufacture of the adamant was made. Enchantments were levied & the final products were created & made ready for shipment beyond the stars. Many laboratories are still found here waiting for masters who will never return. The self cleaning, repairing, & updating facilities are still here. So are some of their treasures watched over by spirits of madness & insanity who borrow witness to the mute terror that took place within these halls!

Many spells books & great works are still found here waiting for masters never to return

Random Encounters Of The Lower Levels of  Char'realra 

  1. Salamanders both types double hit points 1d3. Very angry & unbound 
  2. 1d4 Efreet warriors 8 hit points  armed with bastard swords 
  3. Time stop PC's frozen for 1d20 rounds 
  4. 1d6 Wight Dwarfs armed with ancient tools 
  5. Alien flame creatures #1d4, 4 hit points each, 1d3 damage from fiery breath 
  6. Roasted undead orc skeleton warriors 1d10, 3 hit points, weapons 
  7. Trash & Debris Air Elemental 3 hit points with a 30% of being hit by flying debris & garbage attacks. 
  8. 1d3 Adamant Chain Beast 5 hit points, razor sharp chain does 1d4 points of damage to anyone within  a 30 yard radius 
  9. 1d4 radioactive skeleton warriors 3 hit points each with weapons 
  10. 1d6 dwarf vampires 4 hit points each. 

"to bottomless perdition, there to dwell in adamantine chains and penal fire". Later (Book 6)
John Milton Paradise Lost Book 1 

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.