(Yet another mini-adventure location, but this time without a map).
A disused slate quarry found on the outskirts of Merry’s Wood, a view of the flat grassy uncharted plains to the north, east and south.
Steps of worked stone, leading down to the bottom of the quarry, where a large lake has formed. This grey water ripples even when there is no wind, presumably from fish living there.
There are no fish.
Merry’s Quarry was abandoned because during one excavation, the workers uncovered something: a circular seal of bronze-like metal, inscribed with runes that glowed a soft purple. Looking at the writing for too long made the workers uneasy, and they refused to go back to work the following day. The foreman, a halfling called Merry, hired a magic-user and his band of adventuring companions to investigate the seal and, if possible, to get rid of it.
The magic-user, known today only as Folly, tried to break the seal, believing that it blocked a doorway to great treasure, forbidden knowledge, or both. He managed to break it: but in doing unleashes the creature that was imprisoned behind it.
No one knows exactly what happened to the Folly and his men, nor the workers that went to check up on them the next day. Merry decided to cut his loses and instead moved into the timber business; as the locals will tell you, that didn’t turn out so well either.
What is in the quarry?
Beneath the lake is a seal, now broken, and a creature that was freed from the extra-dimensional prison it had been trapped inside. It lies there still, having nowhere else to go now that the world it once knew is no more. The creature sits and waits, catching and eating any who come near, playing with the minds of those that enter the quarry. None of the locals come near the place, and will warn others away. Even animals avoid the place.
The Creature in the Lake
A large (20′ approximately) amorphous blob of deep purple jelly that can form tentacles and a gaping maw to attack with. It is highly intelligent, but its thoughts tend to be more alien than mankind’s. It came from the stars, brought here by the same falling stars that brought the Prophet.
Armour Class 16, Hit Dice 8, Hit Points 53, Movement 30′ (90′) on land, 90′ (120′) in water, # Attacks 1 bite, 2 tentacles (20′ reach), Damage/Attack 1d6/1d4/1d4 plus grab, Morale 10; Special Attacks tentacles grab anyone they hit, pulling the victim in 10′/round; immune to mind-effecting magic, and non-magical weapons; vulnerable to cold iron or silver weapons (do normal damage, double on a natural 20).
The creature can also effect the minds of any who enter the quarry; each turn anyone in the area must make a saving throw versus magic or be under the effect of a Confusion spell for 1d6 rounds. If effected, the victim must make another save or be drawn toward the lake, the compulsion only ending when they reach the shore and the creature attacks.
The Seal & the Prison
At the bottom of the 30′ deep lake is a circle of cracked and broken bronze, although it only looks like bronze; the metal is of an unknown type and radiates powerful protective magic. Runes are engraved all over the surface, but no longer glow. They are arcane in nature, and if read they are found to be wards and words of warning, as well as describing the seal as the door to a jail for a creature of utter evil. Beyond the seal is a murky curtain of dark purple light, flowing like mist. Anyone can pass through it, and those that do find themselves in a 50′ diameter dome, formed of the same purple mist, the floor littered with bones, rusted remains of equipment, and strange crystals in different shapes and sizes, but all glowing a bright purple.
These crystals are magical and if crushed emit a powerful blast of energy that heals all living things within 30′ (for 2d6 hit points) and does the same amount of damage to undead. Each is one-use, and there are 3d12 crystals at any time.
The crystals are actually the creature’s ‘eggs’ and if taken outside of the cell, they will hatch in 1d6 days time, becoming small blobs that are ravished; they seek out the nearest living thing to eat. These young have 2 Hit Dice and do 1d3/1d2/1d2 damage, start off as 2′ blobs and grow at a rate of 2′ per day, gaining another Hit Dice until they are fully grown. They have the same abilities and immunities as the parent.
Tomorrow: the letter R.