Hall of Infinite Doors

THE WORLD:

Magehold- The Magic Capital of the World. This holds the primary government of the mages, though the council is never all there for security reasons. Contains:

Arena: Place of Training, for a price, a magic user may train by fighting illusions in non lethal combat and still gain levels. 1 exp point = 200sp

Academy: Place to learn any information about anything. Missions may be obtained here as well as lore and history. Some items are sold here as well.

Shop: Controlled by Mercanes. They sell virtually anything and will buy anything from you for 1/5 market price. Will pay considerably more for rare or unique items. Are neutral to all conflicts in this realm and dabble equally in magical and technological items. May take special orders for a 50% increase in price.

Council: Ruling mages who control the primary magical empire. Have temporary truce with the primary technologist government, and are neutral to the more primitive magic's of the dryads and shamans. They are at war with cultists, necromancers and any outlaw or renegade technologists. Give out missions to powerful or high leveled mages. Their payments and rewards are handsome.

Catacombs: Under the city there are ancient tunnels, the deeper one goes into them the more ancient they are. These catacombs are filled with enemies, more powerful ones down below, both living and non living. It is rumored that great treasures exist if one goes sufficiently deep, but rumors also exist of evils older than mankind that also lurk within its depths.

Level I- 1d6

1-2- Giant Rat
3-4 Wild Dog
5-6 Giant Rat Pack (1d6 + 6 rats)

Level II- 1d6

1-2- Giant Rat Pack (1d6 + 6 rats)
3- Wild Dog
4- Wild Dog Pack (1d6 + 3 dogs)
5- Zombie
6- Treasure (value- 1d20 x 10 sp)

Level III- 1d6

1- Giant Rat Pack (1d6 + 6 rats)
2- Wild Dog Pack (1d6 + 3 dogs)
3- Zombie
4- Giant Rat Hoard (1d20 + 15 rats)
5- Ghoul
6- Treasure (value- 1d20 x 50 sp)

Level IV- 1d6

1- Giant Rat Hoard (1d20 + 15 rats)
2- Zombie
3- Zombie Mob (1d6 + 4 zombies)
4- Ghoul
5- Skeleton Warrior
6- Treasure (value- 1d20 x 100 sp)

Level V- 1d6

1- Zombie Mob (1d6 + 4 zombies)
2- Ghoul
3- Skeleton Warrior
4- Wight
5- 3 Ghouls
6- Treasure Chest (1 time only), Shield +1 armor, Wand +1 lightning, 50 gold pieces, scroll of firebolt V, and heavy potion of healing otherwise as level IV

Level VI- 1d6

1- Ghoul Mob (1d6 + 4 ghouls)
2- 3 Skeleton Warriors
3- Wight
4- Ghast
5- Gargoyle
6- Treasure (value- 1d20 x 500 sp)

Level VII- 1d6

1- Skeleton Army (3d6 skeleton warriors)
2- Wight Mob (1d6 Wights)
3- Ghast
4- Vampire
5- Giant Spider
6- Special: 4 Gargoyles Guard small 1 kg solid platinum idol, otherwise as VI


Magic Village(s): This is a village controlled by the magic empire. Usually has a trading outpost with basic items, and place to teleport to Magic Hold from.

Midland Forests: Large forest that is the home to magical creatures, both friendly and hostile. May also contain outlaw technologist poachers looking to kill beasts for their pelts and meat. Contains several points of interest.

Poacher's Outpost: Poachers have set up a fort in the forest that the council would pay greatly to see razed.

Abandon Mage Tower: This mage tower was abandon long ago and is now filled with undead. Is rich in magic items and tomes with one cannot purchase anywhere.

Random Encounters: When traveling in the forest one may encounter different creatures.

1d20
1-4-Elves: Not hostile to magic users. May be traded with, sometimes have good deals on certain items.

-7-9 Lone Spirit Wolf

-10-11 Pack of Spirit Wolves (2d6)

-12-14 Owl Bear

-15 Griffin

-16 Giant Spider

-17 Willow Wisp

-18-19 Poacher

-20 Poacher Hunting Party- 1 Poacher Boss and 1-4 Poachers

You have 1 choice:

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