Mark's campaign
 
 

Bak'nor's Rock is the stronghold of the Invincibles. After several years of adventuring and no place to stay for a longer period of time the Invincibles decided to build a stronghold so they would have a place to stay in between adventures. The castle was built on the ruins of an older stronghold, once owned by an evil Lich. The Invincibles battled this Lich for several years to save the plane from the Lich's evil intentions. After the Lich was finally slain by The Invincibles, the spot proved to be the perfect place for their own castle. Gramber designed the castle while Bak'nor handled most of the construction. Below the first raw sketch and the final 3-D vieuw of the castle. Special thanks to Joost who was crazy enough to spend an awfull lot ot time to make the image. Imagine how nuts i must be to create this web-site.

Although the Lich was slain, one of his servants, a Death Knight, claimed to be the rightful owner of the castle, but the Invincibles refused to leave their newly constructed home. The Death Knight was furious and attacked the castle several times, without any success. Bak'nor bravely challenged the Death Knight in a duel without the use of magic for control of the castle. Unfortunately Bak'nor was defeated by the Death Knight. Because he was afraid of losing the castle to the Death Knight Gramber used a Wish spell to claim ownership of the castle. After that, the Death Knight had no choice but to leave the region and was never seen again. The Invicibles named the castle Bak'nor's Rock to honour their fallen friend.

The castle is located 45 km northeast of Docko and 70 km northwest of Ronko. It was built on a flat stretched rock at the slopes of the ___ mountains, so the castle is very well defendable. There are several natural defenses to the castle, which make it difficult to attack, such as the steep mountain slope at the north side and almost vertical cliffs at the south and east. There is only one path that leads down to the village at the west side. The castle's outer walls are 2 meters thick and 10 meters high. The castle was more fortified by towers of 20 meters high at the corners of the castle and towers of 15 meters high half-way the walls and the entrance is flanked by two majestic towers of 30 meters high. Each tower is equiped with light ballistas, de tall towers on either side of the gate are equiped with medium ballistas. At the roof to catapults are stationed both aimed at the entry road. Normally the ballistas and cantapults are not manned but each guard is trained to use them in times of war.

The greatest part of the castle is for common use, but every member of the Invincibles has his or her own private chambers. Gramber located his laboratory in the right tower next to the gate. The tower offers him a quiet place to read books and research his spells. He often spends his leisure time there too. Although the door to the tower is hidden, a guard still keeps watch (nobody exactly knows why). Gri'shak joined the Invincibles shortly after Bak'nor's death. He quickly proved to be a great leader. Although never officially knighted, Sir Gri'shak has a large part of the castle to himself, which is described in great detail. Gri'shak's good taste in style has spread well beyond his own chambers. Questor chose to build his temple within the walls of the stronghold. This is not customary, but Questor has always been kind of weird. His dream is to build one of the most beautiful temples of the universe. Next to his temple he owns a small number of other chambers for personal use. The chambers right next to the temple are reserved for the treatment of sick people. Although Aliena is the Lady of Breeg she also has some private chambers which she uses when she's at the castle. If she really needs them is not exactly clear. Rumours say she's also spending a lot of time at Gri'shak's chambers. (pointless to say which chamber). Triok has just joined the Invincibles, so for the moment he is staying at the guest quarters.

Below a description of the castle interior written by Taco Heuts

Ground level

Here most activity within the castle takes place: visitors come and go, guards train, and most craftsmen working for the Lords practice their trade here. Here is the entrance to the Temple of The Rising Sun, and presumably an entrance to the tower of Gramber .
Gateway
The gate leading into the castle is five meters wide and leads into the inner courtyard and contains an office. This is an office for a clerk who notes everything and everyone who enters the castle, and the captain of the guard Jim Bean . The castle can be closed of by the gate and a portcullis. Across the office a small chamber, about the same size as the office stands empty, except for a Stone Golem. It is rumored to be an entrance to the highly magical tower of Gramber Lord high wizard of Bak'nors Rock. Other entrances are rumored to exist but none have been found. Scrying into the tower has proven to be impossible, probably by the lead lined walls.
Inner courtyard
The inner courtyard has three entrances leading into the castle, each guarded by a single guard, there is an entrance in the west leading into the magazine and kitchen, and two in the north, one leading to the entrance hall, and one leading to the Temple of The Rising Sun. Against the southern wall the stables are constructed, capable of holding 20 horses. They contain (when full): 8 light warhorses, mostly used by messengers and recons, 5 medium warhorses, mostly used for patrols, 1 medium war pony, the personal horse of Gramber , 2 heavy warhorses, one for Gri'shak , the other for Jim Bean, and four empty spaces reserved for the horses of guests. Should the need occur, more horses can be stalled under the shelter constructed next to it. The hay pile within is a popular spot for some younger couples to spend some quality time in, at night when most people stay inside. Against the east wall a shelter stands, usually used to keep the food for the horses dry and to keep wagons of travelers and merchants under. Against the north wall a great smithy capable of letting a weapon smith, an armorer, a blacksmith, a bowyer and all of their apprentices work. This smithy is sometimes used by Gri'shak should he desire to make his own weapon or armor. This is also the location where special items desired by Gramber are constructed, and broken items repaired.
Storeroom, kitchen and canteen
When entering the castle through the western door in the inner courtyard, you step into a storeroom. Here the goods and food brought in by the wagons of merchants are stored before use. Bertie, a house cat is usually found here, hunting for rats. From here you can go to the kitchen or into a basement. The basement is divided in several rooms. One is a wine cellar, holding various (expensive) wines and other drinks. Another is used to store the castle's war supply of food and water, capable of seeing the castle's inhabitants through a five months long siege. One room is especially constructed to hold large blocks of ice, to keep the room below freezing. Here most of the more perishable food is kept. The kitchen is large enough to cook for everybody in the castle, and is almost constantly busy. This is because it serves meals ten times each day. Here there are several shifts, most of the time consisting of guards relieved of patrol duty. The head chef is found here at lunch and dinner, the rest of the time he is out on the town looking for the best ingredients for the next meal. During the night shifts there are often found guards who just got out of duty and want to make themselves a late night snack. During the day this part is bustling with activity from the cook and his helpers (both guards and apprentices). The canteen is a large space where the inhabitants of the castle can eat their breakfast, lunch and dinner. This room is furnished with long tables and a lot of chairs, capable of seating over 300 people. There is a small podium on the north side, where plays are sometimes held, or bards can perform. This podium has a large storage room behind it, used to store the things actors or bards use, and extra training equipment for the guards. The entire room is lit by stones with Continual Light cast upon, which are covered with colored glass at night and during parties. Within the western wall a great fireplace with two long swords hung above it can be found, with several chairs and a small table near it. Most of the time a couple of guards and chambermaids are found within this place, outside the times food is served, playing cards, throwing dice and generally having a good time. This room often also has some unlucky guard scrubbing the floor as a disciplinary measure.
Guards' area
The guards' area is reached from the hallway and holds their sleeping quarters, armory, training area and sanitary needs. This area is off limits for the visitors, unless escorted by a Lord or by a guard with permission of Jim Bean. The sleeping quarters are large rooms where guards off duty can sleep or mend to their weapons. Each room contains enough beds and chests to house 30 guards. Each quarter is divided by the shifts roster. Every shift uses the same room, so no guard will get woken up when another guard get back from his own shift. The guards who reside within these rooms usually are single or want to sleep in peace without having to worry about other people making a lot of noise. At any given time there will be a full group of guards sleeping in one of the rooms, and several guards in other rooms tending to their weapons and armor, or hanging around. The training area is an indoor training area where the guards practice their skills and train their body. It contains several practice dummies, weights for strength training, a short archery range and a small arena for one on one combat. Each guard trains here by a personal program, made by Jim Bean. The reason most of the training of the guards happens in this place is that the Lords don't want people to think that they are constantly training to be prepared for war (which they actually are), and by keeping the training indoors the people arriving at the castle won't be intimidated by all the training going on. Jim Bean is often found here, instructing the trainee's and encouraging them to keep working at it. This room is used more during the day then at night, seeing as Jim Bean often is sleeping then. Within the armory the equipment of the guards is held and checked. Here lie row upon row of weapons, ammo, and armor. Here the guards get their equipment before duty and return them afterwards. Because of the large amount of weapons and armor in this room, only the sergeants and higher ranking people have a key to this area. A Glyph cast on the door alerts Kellisar, Gri'shak and Gramber should anyone open the door without one of the keys. Connecting to this room is a large bathroom where the guards can wash themselves before and after duty. Also present are several jakes (toilets) which are emptied by an unlucky guard each day. From the guard quarters a spiral staircase runs up to the third floor and down into the dungeon level.
Grand entry hall, great feast hall, forecourt and audience chamber
When entering the inside of the castle trough the main doors, one enters the grand entry hall, and grand it is. A vast hall, containing numerous tapestries, paintings, arms and armor and several adventuring trophies, most of the tapestries and paintings depict the Lords or the stories of several of their adventures. Some of the most prominent depict a vast undead army swarming in on a small group of adventurers, standing on top of a large pile of defeated foes; a large green dragon flying over a city; the Lords fighting against several devils; several of their allies, including Antonin before his ascension to Godhood and Polyphemus the Titan; and all of the Lords and the Lady of Breeg depicted royally. Right opposed to the entry doors, large stairs lead up to the third floor. Between these stairs large door lead to the feast hall. Suspended above this door is the enormous skull of a Goristro Tanar'ri, with flaming bowls of oil within its eye sockets. Upon this skull a Programmed Illusion was placed by Gramber which will activate when a Lord, Jim Bean, Jack Daniels, or the Lady of Breeg speaks the correct command word. The illusion created will be that of the Goristro, breaking out of the wall as a great skeletal monster, whom will attack anyone not wearing a sign of Bak'nors Rock who enters the grand entry way. Beneath the enormous skull is the entry to the great feast hall. This feast hall is used for feast where non-inhabitants of the castle may attend to, such as feasts after tournaments or public celebrations. For this reason there is a separate kitchen to supply all guests with food and drink. This kitchen includes a storage room with enough foodstuff and drinks to hold a great feast for over 200 people. The storage room is more often then not used to hold the fouler smelling foodstuff in the castle, so that its smell won't spoil the other foodstuff. The feast hall also has fairly large antechambers for both men and women, containing several jakes which can be closed of with curtains, a table with various items for a person to freshen up with, and several sticks of incense to provide a more pleasant smell. Each also has a large bath which can be filled with warm water. The feast hall furthermore provides bards and actors with a stage upon which they may perform, including a storage room. Because of these plays an elevated balcony made from strong wood sits opposite from this stage. This is accessible by a stair behind a curtain. Here stand several comfortable chairs, reserved for the Lords, distinguished guests and nobility. The forecourt is a large room heated by a fireplace in the eastern wall and several torches. Within stand several comfortable chairs, tables, a small dressing room where guests can change and wash up, and a small bar with various wines and light beers. This room is used to let guests wait in a pleasant room before granting them audience with one of the lords (or declining it to them). This is also the dining room for guests, should they desire to eat alone. Throughout the year a pleasant smell hangs in this room, either by flowers or by burning incense. Most of the time several people employed at the castle are found here when not on duty. Here they find a place within the castle where they can relax in peace and quiet. The audience chamber lies directly opposed to the forecourt and next to the kitchen of the feast hall. This room is used to give audience to large groups of people by the Lords of Bak'nors Rock and by the court. Most audiences, however, are given by the Lords personally, and large groups are rare. The court only uses this room with large cases, which cannot be handled within the town itself. Because of this, the room mostly stands empty and is used by the children residing at the castle to play when it rains, since here they won't be in anybody's way. Near an entrance of the canteen and forecourt a spiral staircase leads up to the third floor.
Temple of the Rising Sun
This large temple build within a separate wing of the castle is reached from the inner courtyard or from within the castle itself. When entered from the courtyard visitors walk through a large hallway decorated with tapestries and paintings with scenes of importance for the religion. Here several benches are placed along the walls where visitors and worshippers may wait or rest before entering the main temple area.

Second floor

This floor is divided in three separate sections; one is a large private space for Questor, reached from the temple area; one is an area for the Strategic Hazard Intervention Teams and the third section is reserved for servants not housed on the third floor. It is in the latter section where Elviria has her room and where servants may follow education.Hazard Team housing and furnace
The furnace room is where coals are lifted up through tower number four and are burned in a great furnace, used to heat the castle through metal pipes filled with water, which run through most of the castle. This room is the hottest within the castle and the men working the furnace are covered in ash and sweat. This room is only reachable from tower four and has a connecting room where the workers can clean themselves up, before descending the stairs. The furnace is constructed against the north and east wall. Because of this the room next to it is cozily warm. The unusual section holds the rooms for the Strategic Hazard Intervention Teams. As of now there are rooms capable of holding 16 members of such a team. Each individual member has a separate room although each team has rooms next to each other. The rooms are all furnished the same, holding a large bed, clothing cabinet, a chest and a table with some chairs. Each member usually decorates the room in his or her own style. Priests are given permission to have a small shrine of their God constructed within.
Ready room washing rooms and briefing room
The ready room is where members of an S.H.I.T. prepare themselves for training, a briefing or a mission. Each member has an individual locker, holding his or her armor and shield, rations and other adventuring equipment such as crowbars and rope. They each have the only key to their locker. They are allowed to keep their weapon in their quarters. From this room they can enter washing rooms, one for female members and one for male members. Each washing room has a large bath in its centre, large enough to allow up to six people to leisurely sit in it and bathe. Towel racks are hung on the walls and a latrine are set in a corner, its contents lead away through a tube into the latrines on the first floor. These pipes are neatly worked away in the wall and floor/ceiling and are regularly washed clean by throwing buckets of water through them. The briefing room is where each team receives their orders and where they are debriefed. A large map of the continent is hung on the back wall and several others, more detailed, maps of the surrounding lands are available on a table. It is here were trophies from their missions will be displayed, should they actually gain trophies.
Break room, training room, mage room and danger room
The break room is where members relax amongst themselves and where they are allowed to talk about their missions. It is not a very large room, but has a small bar, with several forms of liquor, and several chairs and tables. There is no bartender so they must pour their drinks themselves. Because of this the amount of liquor is limited. The training room is furnished with several training devises, some very unusual. Here the warriors, clerics and rogues can practice their fighting prowess against each other and against training devises. Occasionally Gri'shak himself gives training to the members, which sometimes leads to some broken bones and egos as he is not very careful with them. He believes that since monsters won't go easy on them, he doesn't have to be either. The mage room is where the magic using members can discuss, research, test and learn new magic. The testing is restricted to non destructive spells, so that the castle and its inhabitants do not have to fear destruction by a spell gone awry. There is a small library which can be used to research spells of up to second level. At any time a mage member is burning the midnight oil trying to cast a new spell or writing it down in his or her spell book for later use. The danger room is a space within the castle enchanted by Gramber to hold an entire landscape within its confines. Within this landscape a team trains against illusionary opponents or each other. Because members are frequently hurt within the confines of this room, it was named the danger room. The illusions are either created directly by a mage, in some cases Gramber himself, or by a Programmed Illusion cast on separate stones. The room contains several stones enchanted as such, each responding to a different command word, and creates an image of a different opponent or opponents.

Third floor

Here most of the bedrooms of the personnel are located, together with the luxurious guest rooms and the castle's bar and entertainment.

Great stairway and guestrooms
Originating from the grand entry hall are two sets of stairs leading to the grand balcony and guestrooms. The great balcony has a hard Oakwood floor and railing and is decorated with several potted plants, shields and weaponry. The floor plates near the stairs and railing can be lifted up and set tight to provide 50% hardcover for those behind them. This is known to all inhabitants of the castle and will be used when the castle is under siege and the walls have been breached. There are three doors accessible from the balcony, one leads to the castle's bar and servant quarters and two lead to the guest rooms. There are seven luxurious guestrooms on this floor of the castle. Each is 9 by 9 meters large and has at least a large fireplace with comfortable chairs in front of it, one king-sized bed, a large bathtub or a bath constructed in the floor, several closets, a storage chest, a desk and a dining table with numerous comfortable chairs. Within each of these rooms a bell chain hangs with which the guests can summon a servant from the servant quarters. Two of these guest rooms are reserved for guests of dubious nature, such as emissaries from hostile lands. These rooms have spy holes in the walls, accessible from the room of Jim Bean, captain of the guard. Directly opposite from the room of Jim Bean stairs lead up to the private quarters of Gri'shak. These stairs have wooden boards on either side; the boards on the north side can be opened from within the war room, triggering several fire traps across the entire staircase, and opening several holes through which can be fired from within the war room.
Servants' quarters and common room
In this part of the castle the rooms for almost all servants are located. Each room is 4 by 4 meters large and houses up to three servants, although usually there are only two. Servants with family, whether living and working in the castle or not, have larger rooms of 4 by 9 meters suitable for the entire family. The rooms are furnished with common furniture and have one or more beds, a storage chest, tables, chairs and closets. All of the rooms have a personal touch from their inhabitants, and seeing as their inhabitants are responsible for their own rooms, some are a total mess. Two of the larger rooms near the end of the hall have been rebuild to house separate washing rooms and latrines for men and women, a thing lacking when the castle was first constructed. The room with the private latrine booths constantly has burning torches hanging from the walls and incense burning at almost all time to compensate for the stench. These latrines are emptied weekly and not daily, or else the stench would hang in the castle's halls for hours at end. The common room is where servants rest, have their breaks, wash and repair clothing, mingle amongst themselves and wait to be summoned. This room hangs full with wet clothes, suspended from lines crisscrossing from wall to wall. Fairly often music is also heard from this room since it is a popular place for inhabitants to practice their instrumental skills, which has accumulated into a fairly good band consisting of various servants. Amongst other things, this is what made the room popular with the children of the castle as well, with Elveria being the most extraordinary of them. She often uses her magic to help in the tuning of the instruments and she loves to create a spectacular illusionary show to enhance the experience provided by the playing band.
Secondary guard quarters and entertainment section
Near the end of the hallway with most of the servants' quarters one reaches the secondary guard quarters. These large rooms were originally meant to house fugitives from the village should it come under attack but since the number of guards at the castle has risen immensely there was need for extra guardrooms. These rooms served this purpose seeing as they already held the necessary furnisher and weren't in use at the time. Within these three rooms there is enough space to provide sleeping quarters for all of the new guards and give them a private space they may use as they see fit. Most of the guards here are fairly young and often play games to entertain themselves or invite maids and female servant to join them for a ‘chat'. Because of this, and to provide them with some more privacy, curtains have been hung between the bunks. Right besides these rooms are the bar and entertainment section of the castle located. The bar is run by Bart, a jovial and tubby man of forty winters old, and his wife Claudia, a voluptuous serving wench of thirty-five years old who endures a lot of flirting from the younger guards at the castle. The bar holds standard prizes for all drinks, although for its specialty ‘Mlap', Bart charges the lowest rates in the land, just above cost price. People working at the castle may hire up to two of the three rooms available to the bar to house guests, after being given permission by Jim Bean. These rooms a furnished fairly common but the cost to hire them a fairly low. This room has several curtained-off sections, creating cozy private booths. Some of these are furnished with chairs and tables and other with an assortment of pillows and a low table in its centre. These booths especially are popular with younger couples in the castle. Behind the bar one can reach a small storage place where numerous bottles of various liquors are set on shelves. Another door behind the bar leads to a balcony overlooking part of the grand entry hall. Here crossbowmen are placed when the walls are breached, covering the stairs and creating crossfire. From the main room of the bar a door leads to the main entertainment section. Inhabitants can participate in numerous games of chance or skill, without fear that they will lose their entire salary. This is because from everybody playing careful attention is paid to what he has won or lost, and should anybody go below the minimum of 10 copper pieces they are refused any further activity. This rule is negated on the last day of the month only. In addition to the games of chance a small arena stand in one corner, which is regularly used for friendly sparring matches in boxing or wrestling. When fights break out between two guardsmen they are given the choice to take the fight into the ring or get kicked out and risk punishment by Jim Bean. If the latter is the case they risk being suspended, expelled from the guards or even given a prison sentence. Most often they decide to fight it out in the ring, although when they behave excessive in this fight (such as trying to use a weapon or inflict permanent damage to the opponent) they are still reported to Jim Bean and the consequences will be severe. The bar is a popular place for the headhunters to hangout in, and fights are rare when they are present. A reason for this is that they tend to involve themselves in the fight, more often then not knocking all aggressors out and taking some furniture with it as well. They are however never punished for this seeing as they fall directly under Gri'shak and always help cleaning up after a fight and pay for all damage caused. Because of this they often serve as unofficial bouncer for the castles' bar. The castle's servant band usually plays here once a week, during which time they often receive a small portion of anyone present's salary.
Private quarters of Gri'shak
Climbing the stairs across from the room of Jim Bean one reaches the private quarters of Gri'shak, Lord of Bak'nors Rock and primary spokesman of the land they rule. All chambers are lit by means of Continual light spells. This entire section of the castle is protected from scrying by lead lined walls.
Entrance hall and Duncan 's office
At the top of the large stairway one reaches two guards equipped with plate mail back and breast covering and chain mail arm and leg covering under a white robe with the silver sign of the headhunters sewn upon it, carrying a spear an a shield, and he carries a supreme quality long sword at his side, enchanted with a continual light spell. This is one of the fiercely loyal Headhunters charged with the protection of Duncan and Gri'shak. There is a 25% chance that either of them has a magical weapon instead of such long sword. This will either be a two-handed sword +3 (40% chance), a short sword +3 (40% chance) or a spear +1 (20% chance). He will allow almost anybody in whom he recognizes but will refuse this if they are armed. Strangers are asked to wait until one of the guards will check with Duncan if entrance is permitted. When given permission to enter the office of Duncan one enters into a fairly large room filled with bookcases, almost overflowing with parchments, scrolls and books. The room is sparsely furnished; most notable is a great desk with one chair for Duncan and two for guests. The desk is filled with several scrolls (1% chance of any being magical), parchments and books. The books are about various topics, ranging from bookkeeping to herbs used to relieve aches. Parchments and scrolls are equally diverse, ranging from maps of the continent to treaties with other cities to treasure maps. A small bell hangs to one side, with wiring leading back into another room. It is this bell Gri'shak may use to summon Duncan . A door on the side of the office leads to Duncan 's private quarters, the door behind his desk leads to the office of Gri'shak. The door to Duncan 's private quarters is protected by a firetrap and a glyph will warn Duncan, Kellisar and Gri'shak.
Gri'shaks' office and war room
The office of Gri´shak has a similar layout as the office of Duncan only bigger. There are not nearly as much bookcases as in the latter's office and the cases are less filled out with books and parchments. Most space on the shelves is probably taken by several skulls of slain monsters and several dragons teeth (which are worth approximately 1500GP and given to creatures seen as friends of the Lords). The desk in this room is fairly large and looks fairly empty for such a large surface. This is because Gri'shak leaves most trivial matters in the more then capable hands of Duncan and he himself usually handles only the most important, or, in his eyes, most fun topics. One of the more prominent books on this desk deals with all the trade routes trailing the Neptune Sea coastline. Behind the desk hangs a large map of the area with little flags pinned on the major cities. All cities have a different colored flag pinned in it, depending on the political relation they have with the Lords. In a drawer of the desk lie three bags containing 500GP and one smaller bag with a few gems with a total worth of 1000GP. This drawer is trapped with a firetrap. All doors from this room except for the door from the office of Duncan are trapped with a firetrap and a glyph which will warn Duncan, Kellisar and Gri'shak. The war room contains a large table with various highly detailed maps of difirent portions of the continent. A closet is filled with a large variation of miniatures, depicting different military units such as swordsmen, archers, berserkers, mages, and etcetera. Also included are miniatures of special creatures such as wyverns, dragons, ogres and different types of demons and devils. The entire room is lit by continual light spells cast on rocks at varying locations within the room. The walls are decorated with banners and swords and shields, all ready for use. The wall on the south side can be pushed to trigger fire traps in the stairway and create openings through which missiles can be fired. A chest in the room contains a full set of chain mail, a dagger, rations for one week, water for ten days and a bandage kit. Against the west side shrines dedicated to Helm the Deity of guards and Tempus, Deity of war, were erect.
Kitchen, bedroom and darkness maze
When entering the private quarters from Gri'shak from his office, one first comes in a small room with doors leading to a kitchen with storage, and one leading to the bedroom. This small chamber has one prominent feature within, namely the prepared body of a large Umberhulk, a large creature capable of destroying entire villages. This particular creature was killed by Gri'shak long ago and puncture marks are still visible upon its outer shell. The kitchen is primarily used by Gri'shak and Duncan to prepare meals for themselves, although Duncan usually cooks. There is a storage room in the back, which contains enough supplies to feed two persons for one month. This kitchen is mostly used by Duncan to cook for himself when he has a lot of work to do, seeing as Gri'shak leaves much tasks in his hands. Gri'shak himself, most often dines with the guards in the canteen to keep in touch with them, but will eat his meals from this kitchen occasionally to keep Duncan company, or if he has a special guest he wants to entertain in his private quarters. The bedroom is large, easily as large as the war room. Because of its great size, this room is not only used by Gri'shak as his bedroom, but also for numerous other functions. Within the room is a large bed, capable of letting three people at once sleep comfortably within. It has a separate section with closets and a wooden, sliding wall, where either he or any of his guests can dress themselves. Behind this sliding wall, a large sunken bath constructed within the floor is always filled with clear, warm water. This water is heated on the second floor, by a diverting the pipes along the furnace there. Near this bath a large fireplace, heats the rest of the room. Above this fireplace, his family weapon usually hangs (a Bath'leth, forged in Sigil, which can cast Fear three times a day), but when he adventures is replaced by a replica Gri'shak made himself, which is usually stored with the rest of his adventuring equipment. In front of this fire place a bearskin decorates the floor, with numerous pillows making this a comfortable place to sit. A large closet, constructed from strong steel, holds Gri'shaks adventuring gear, ranging from his dragon skin armor, too his two handed sword. This closet's doors are trapped with a fire trap and a glyph will warn Gri'shak, Duncan, Gramber, Questor and Kellisar, should anyone but either of these persons opens the doors. The back of this closet opens into a secret compartment, which contains a full set of plate mail armor, a medium shield, a long sword, 20 darts and two rocks, one upon which a Continual light is cast, and another upon which a Continual darkness is cast. This compartment is secured with a Glyph of warding that will cause 9d4 points of electrical damage to anyone but Gri'shak, Duncan or Kellisar who opens it. Near one of the windows a small chest stands, which contains a long piece of rope, which can reach to bottom of the castle. All the windows are protected by Glyphs which cause 9d4 electrical damage to anyone but Gri´shak, Duncan, Gramber, Questor, Aramus or Kellisar, whom enters the room from the outside. The room further holds a large dining table with several comfortable chairs and a small training area with a practice dummy and a board with several darts imbedded in it. The entire room is lit by torches or rocks with continual light cast upon them, depending on what mood Gri'shak desires. The darkness maze was created by Gri'shak to train himself and anyone he sees fit, in operating in complete darkness. A second function of this maze is as his personal treasury. There are two doors leading into this maze and these are equipped with superior quality locks (-40% on lock picking), Gri'shak, Duncan, Gramber and Aramus have keys to this area. The room itself is shrouded in Continual Darkness, cast on metal strips throughout the maze. The only place within the maze this magical darkness is absent, is in its centre. Because multiple darkness areas overlap, at least three items with continual light cast on them are required to navigate this maze with light; two are needed to negate the magical darkness and the third to provide light. The walls within the maze are constructed of wood and, from time to time, have wires strung crisscross between them. At some locations a wire is strung at ankle height, serving as a tripwire. At other locations there are multiple wires crisscrossing through the pathway, forcing one to slowly navigate them. The pathways vary between 5 feet and 3 feet in with. Most of the floor is covered with the same wood as the walls, although at some locations a low pit filled with water is made and reaches to the stone floor, one foot below. These areas serve as annoying traps during the training, as well as a good way for Gri'shak to train his memory about the place. Because he spent so much time in this maze, Gri'shak may navigate through this maze at ¾ of his base speed in total darkness, and his normal speed when using lighting. Others in this maze are slowed down to ¼ of their movement in total darkness, ½ if they have the blind fighting NWP, or ¾ if they carry enough lighting. In the centre of the maze the private treasury is constructed. This area does not have a wooden floor, to prevent fire. Four large candlesticks which never burn out and are worth 200GP each flank a small golden boat worth 6000GP. Placed within the boat are three finely crafted chests, one worth 400GP and the other two 600GP. The chest worth 400GP contains several dragon teeth, an ivory lever and a silver spoon of 4 feet length. A chest worth 600GP contains five small statues, one made from platinum worth 3000GP, one made from electrum worth 2000GP, and three made of gold worth 2000GP, 1200GP and 1100GP.The third chest contains several bags of silver, gold, platinum and gemstones. The total worth contained in this chest varies as it depends on the profits from the trade routes and varies between 1000GP and 20000GP. Each chest is guarded with Glyphs causing 9d4 electrical damage to anybody who opens them who are not of good alignment or a follower of Helm.