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The Castle of Nestor

Run date: 02/21/87

The Castle of Nestor is located on the northern side of the mountains that divide the two halves of Lendore Island. While it is not far from the valley where such villages as Shalarkallal are, it is rarely visited by strangers due to the course terrain it resides in. Six centuries ago, the castle belonged to a moderately powerful mage named Nestor. Nestor was a man who rarely went out of his way to help others, but could never allow suffering to go on if he was made aware of it. Thus, in his life, he did several brave acts which gave him a reputation of a kindly wizard.

In December of the year 517, Nestor found a fragment of a crystal used to imprison a powerful evil being. Recognizing it for what it was, Nestor summoned forth a good spirit to guard the crystal rather than destroy it, for he knew that to destroy one crystal simply made it easier to assemble the others together and release the great evil. The spirit was placed in a cave a few miles from the castle and has remained ever since, becoming a part of the local folklore.

Now, in January, 1107, the castle of Nestor is occupied by a group of five magic-using self-proclaimed guardians of the islands. The five were all brave and good souls wrongly imprisoned in the hells by the ruling devils. In 1105, the devils allowed them to be rescued by the Good Party so that they could be used incite trouble on the prime world. They were imbued with terrible power that would only trigger upon return to the material world. When this happened, though, Sorgul used a one-time power granted him by his goddess Bast to free the five of their curse. This had the lucky side-effect of restoring the five's senses, without robbing them of their supernatural powers.

Thus, today, the five are using their powers for good in defiance of the devils who tormented them for so long. The five are as follows:

Name Powers
Stuart (“Captain”) Leadership
Garwin (“Engineer”) Power over material objects:
(Artisan, Telekinesis)
Tillinghast Motion, Combat
Shea (female) Healing, Defense
Wassom Communication, Analysis

A more detailed listing of the five's powers and skills follows later.


When the party arrives at the castle, the five guardians are not home. They left a few days previous to go on an expedition to the continent. They will return on the day after the party arrives.

The only people home at this time are Ennes, a caretaker, and his wife Marotta, a cook. The castle is also guarded by two captive Hell Hounds. These beasts appear as large guard dogs with red-glowing eyes (barely visible during the day) and a gleaming glack coat. They have the same stats as the Alsations listed in the Bestiary (page 21) plus the following additions:


Captain Stuart
STR 16 60 pt Dominate - Variable Advantage
DEX 13 ¼ Reduced Endurance (x½)
CON 11 Concentrate (+½)
BODY 11 Conditional (not vs. Devils - +¼)
INT 13 Gestures/Incantations (+½)
EGO 11
PRE 30 +6 Sight Perception (IIF: Implanted Eye)
COM 20
6d6 Blast (OAF: Pistol)
PD 3 6 3 charges/clip, 2 clips/day (+1)
ED 2 4
SPD 2.3 3 Disadvantages:
REC 5 7 3 Distinctive Looks: Metallic eye
END 22 28 11 Hunted by Devils (Large, magic)
STUN 25 30 8 Psych Lim: Overconfident
3 Psych Lim: Unfamiliar with society
CHA Cost = 83
Skills:
13 Conversation 20-
3 Oratory 15-
5 Magic 12-
3 Streetwise 15-
7 Trading 17-
1 WF:Pistols
6 +2 w/Pistols
5 +1 w/Hand-to-Hand
8 +1 overall
1 Language: Native (not of this world) 4 pt, Literate
2 Language: Lendoran (Fluent, illiterate)

Engineer Garwin
STR 14 60 pt Psychokinesis - Variable Advantage
DEX 16 ¼ Reduced Endurance (x½)
CON 12 Concentrate (+½)
BODY 10 Conditional (not vs. Devils - +¼)
INT 20 Gestures/Incantations (+½)
EGO 10
PRE 15
COM 14
PD 3 5
ED 2 4
SPD 2.6 3
REC 5 6
END 24 24
STUN 23 25
CHA Cost = 55
Skills:
19 Artisan 20-
5 Concealment 14-
3 Hunting 11-
5 Magic 13-
3 Pickpocket 12-
1 Swimming 1“
3 Tracking 13
2 WF: Swords & Pistols
3 +1 w/Pistols
1 Language: Native (not of this world) 4 pt, Literate
2 Language: Lendoran (Fluent, illiterate)

Tillinghast
STR 15 60 pt Transport - Variable Advantage
DEX 23 ¼ Reduced Endurance (x½)
CON 13 Concentrate (+½)
BODY 10 Conditional (not vs. Devils - +¼)
INT 14 Gestures/Incantations (+½)
EGO 15 Not through solid objects (+½)
PRE 14
COM 12 15” Levitate, NMR (x¼), Full DCV (x¼)
½ Endurance (x¼), Gestures (+¼)
PD 3 8 Visible (+½)
ED 3 5
SPD 3.3 4 Advanced Kung-Fu (20 pts)
REC 6 7 5d6 Strike (+1 OCV / +1 DCV)
END 26 34 Block, Cancel (+1 OCV / +1 DCV)
STUN 25 40 Dodge (+4 DCV)
Combination Maneuver
CHA Cost = 113
Skills:
4 Ambidexterity (+2)
7 Breakfall 16-
1 KS: Kung-Fu
5 Magic 12-
3 Medical 12-
5 Stealth 14-
12 +5“ Running (11” total)
5 Swimming 3“
2 WF: Common Melee
9 +3 w/Kung-Fu
10 +2 w/Melee
8 +1 overall
1 Language: Lowland (Literate)
3 Language: Lendoran (Fluent, Literate)

Shea
STR 10 50 pt Healing - Variable Advantage
DEX 11 ¼ Reduced Endurance (x½)
CON 13 Gestures/Incantations (+½)
BODY 7
INT 20 50 pt Ward - Variable Advantage
EGO 17 ½ Reduced Endurance (x¼)
PRE 20 Concentrate (+½)
COM 18
PD 2 4
ED 3 4
SPD 2.1 3
REC 5 12
END 26 32
STUN 19 26
CHA Cost = 81
Skills:
15 Luck 3d6
17 Medical 20-
5 Magic 13-
1 Language: Resh (Literate)
3 Language: Lendoran (Fluent, Literate)

Wassom
STR 8 50 pt Analyze - Variable Advantage
DEX 10 ¼ Reduced Endurance (x½)
CON 10 Gestures/Incantations (+½)
BODY 10
INT 30 50 pt Telepathy - Variable Advantage
EGO 20 ¼ Reduced Endurance (x½)
PRE 20 Gestures/Incantations (+½)
COM 10
PD 2 2
ED 2 2
SPD 2.0 2
REC 4 5
END 20 28
STUN 19 22
CHA Cost = 67
Skills:
15 Deduction 20-
3 Scholar
3 Linguist
5 Magic 15-
5 Spell Research 15-
3 Medical 15-
10 +1 w/INT-based skills
1 Language: Lowland (Idiomatic, Literate)
4 Language: Lendoran (Native, Literate)
3 Language: Resh (Completely Fluent, Literate)
2 Language: Captain's Native (Fluent, Literate)


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