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Aur's Retreat
by Rand Elmquist
The locale of Aur's Retreat is the
forest, somewhere in the north-east or north-west part
of the human racial lands. It is set far from Dalriada,
but even farther from Sanguine. Humans have visited through
the years, but Orks have legends from which they have
learned to avoid the place. In fact, entering the Gardens
of Aur's Retreat is almost certain death to an Ork.
It is perpetually like a mid-summer
day in the gardens. This was the work of Aur's wizards.
When Aur's army was destroyed and the City of Dalriada
was founded, the wizards gathered their powers and sealed
off the summer retreat leaving only a gateway in the deep
shadows of a forest path. However great, their powers
were tainted by contact with the temporal minds of their
conquerors. The timeless gardens, which existed in relative
peace for ages before, would become filled with greed
and hate.
Having sealed the gardens without
cleansing themselves, the twisted fate of the wizards
became evident in the form of certain evil forest sprites.
Each of the four wizards was tormented in his favorite
garden by these creatures, ones the wizards themselves
could not subdue. The wizards went mad and locked themselves
up and withered away in a tower on the northern edge of
Aur's retreat.
The gardens went to ruin, overrun
by the plants and their gardeners which were enslaved
and nourished by the evil sprites. What follows is the
record from a certain ranger who remains unnamed, but
who has explored these gardens repeatedly and knows well
the tricks used by all four kinds of sprite. He learned
something of the wizards as well, but their dark secrets
were of less interest to this ranger. Supposedly each
of the sprites has, in some form, a key to rooms of the
tower of the wizards and the richness stored there, but
those mysteries are (in this record) unexplored.
The southeast walled garden is in
the lowest part of the Retreat. Water from a subterranean
spring filled the pool where once lazy fish swam and fragrant
water lilies bloomed. A beautiful water Nymph named Gladys
lives now in this garden. The lilies have grown huge and
the pool itself has overflowed and laps against the four
mossy walls, with a few trees clinging to the rocky shore.
The lily pads are magnificent but somewhat outsized, and
among them are lily flowers nearly a meter across. Drowning
is the greatest danger here, as well as numbness from
the cold water, and the claws of lesser Nymphs that are
born suddenly from the great flower buds. Our hero says
that a human or elf can walk upon the lily pads and reach
Gladys herself near the center of the pool. This would
be the deepest part of the pond and the most dangerous,
for drowning or hypothermia is a distinct possibility.
Gladys can be driven back into the
deep waters if enough of her water maidens are killed
and if she fears for her own life. Magic spells have an
uncertain effect, and often make her stronger, however.
When she does retreat, the water recedes into its ancient
pool (the nymphs turn into frogs one supposes). The ranger
is quite definite on the disappearance of the high water,
in any case.
A key is often found in the pool.
When this is done, explorers should make your way back
to the entrance portico. You will be facing undead enemies
at the two entrances to the next garden.
The southwest garden is a maze filled
with blooming bushes, which our ranger says are peonies.
Among the paths which seem to lead nowhere are men in
colorful robes, tending the bushes, and wielding katanas.
Magic is much to your benefit here although these men
are very quick at dodging fire bolts and such. The ranger
says there are several false walls in the peony beds and
these should be sought out. The sprite is actually not
one of the gardener-soldiers, but discovery is half the
fun.
One reaches the north end of the peony
garden and a gateway on the north part of the retreat.
Now, listen up, only ten players can enter this gate,
or eleven if one is a thief. Entering the middle courtyard
you see at its ends several buildings. The east and west
pavilions were where the barbarians feasted on summer
days ages ago. In the yard itself they held the rites
of tournament, probably involving some sacrifice and ritual
killing before they set to putting holes in one another.
There are undead barbarians here. At this point, after
killing these barbarians, one might discover that the
gate back to the peony garden is locked, and moving onwards
to the remaining gardens is required. In any case time
is of the essence, because there is only an hour to complete
the quest after winning the central courtyard. (The water
garden resets to its wild state when this timer starts,
and the peony gate is locked from both sides until the
hour is past).
One can chose either of the two gardens.
There is also the wizard's place between them, but it
has a main gate that is locked.
The rose garden is a tangle of thorny
semi-intelligent and nasty rose vines, some of which hang
over the walls of their enclosure and into the courtyard.
It is better to climb up these vines and onto the wall,
rather than entering by the gate to this garden. It turns
out that the vines are pestered by sucking beetles and
one should concentrate on killing them, rather than the
rose vines. The beetles have a habit of attaching themselves
to players, which they easily confuse with the vines.
To make matters worse, vines tend to flail at and puncture
the players who are unfortunate enough to be attacked
by a beetle.
Daggers are better than larger weapons
for destroying these bug pests. Bludgeoning is also effective,
if accurate enough. The beetle queen and the sprite that
rises from her dead carcass must be killed, after hacking
through her nest of rose vines. Like that of all the sprites,
her death is an illusion says the ranger. She often leaves
behind the key to the rooms of the most powerful of the
wizards. This wizard went quite mad and hid the door to
his chambers in the tower, according to some accounts.
Very nice shells can be gathered from the rose beetle
corpses, used in making stronger armor.
Garlic plants in garden number four
have purple globe-shaped blooms on tall stalks. These
flowers emit a yellow mist in the breeze and that mist
(or pollen) dulls one's mind. All sight and sense are
lost if the player remains here too long. Bulbs from these
plants can be dug, and are fine for cooking, if somewhat
potent.
Search for the door to the kitchen
of the Tasteless Cook. Here a thief comes in handy. The
Cook (sprite) will have a key to one of the chambers of
the wizard's retreat, as well as for the side door into
the tower. A good thief can almost always locate these
keys, but if the cook is attacked before the thief can
work she will hide them. It may take some time to find
any hidden keys, and besides the Cook herself and the
several helpers who come to her aid are fearsome enemies
armed each with two kitchen cleavers. Get the keys, and
run to the kitchen garden east side door into the wizard's
tower.
If you have the sprites' keys that
can be used inside the wizard's tower, find the wizard's
chambers which are usually unguarded upstairs. Otherwise,
some arcane objects and minor magical weapons are usually
found on the undead guards spawning on the first floor.
When the hour timer is up, all will be transported together
to the forest, out of sight of the dungeon. The objects
found from the wizards' chambers are used in a variety
of ways, which may change throughout the game.
A few secrets:
Well-made dungeons never give everything
away on the first pass. The water garden, the first part
of the dungeon, in particular holds an important secret.
Explorers of the deeps of the pool will find a drain,
leading to an underwater tunnel. Here a player can (with
good teamwork) enter the cistern of the wizards' tower
from below. However, the sticking point is that there
is a grate across the drainway in mid-tunnel. Only when
the this grate opens can a quick swimmer enter the tower
basement without drowning. The grate opens just after
the water sprite is driven out, so only when the behavior
of the sprite is mastered will this trick work.
The Peonies are passive plants, but
have at least one secret. If the players do not disturb
the samurai gardeners for a while, they will see them
beheading an occasional flower with a quick sword swipe.
Blooms lie on the pathway at their feet. The astute player
will notice that these blooms are "blighted"
and realize that they should be burned to remove the disease
from the garden. There is a 20% chance that a burned bloom
will release the sprite of the peony garden. If all the
gardeners are killed, the players may not find enough
cut flowers and will miss driving out this sprite.
The courtyard of the barbarians could
be a favorite spot for controlled, private duels among
players. The limit of ten or 11 players and the 1 hour
lock-out make for a fine place for team-on-team warfare.
There should also be a lock switch hidden inside the compound,
so that players can use the area privately with fewer
than 10 players.
Players can gather essences of the
flowers to take back to crafters of potions and perfumes.
Cloth robes could be deconstructed for colored thread,
by weavers. In the kitchen, if the Cook is killed, the
key might be hidden in the food on the cooking hearth
or in the pots of beer on the shelves. Eating or drinking
from the pots will allow players to find the key (eventually)
but will have an effect. "Lion and lamb stew"
for example might be like a spell of strength followed
after a while by weakness.
The cistern or basement of the wizard's
tower is the location of the chief wizard's chambers,
well-hidden as promised. No entry from above is possible
unless someone enters through the drain in the water garden
to unlock the hidden door. Of course, there is no way
to get the key to this chamber unless the main group goes
to the rose garden to get it. There should be no exit
from the wizard tower (perhaps it is a separate dungeon
itself) once a player has entered, so the drain-swimmer
is stuck to explore the cistern and fight off rats until
his group arrives. Hopefully, it will be his group and
not someone else's group, since the first two gardens
are open for all.
The timer will help to reduce camping.
Making people go through the courtyard to reset the timer
should help, and updating the courtyard occasionally to
spawn barbarians of high enough level, so that close to
10 are needed to subdue them. Additional people can enter
the courtyard if someone dies, since the timer starts
when the courtyard is cleared. Mostly campers should realize
the DF principle that items found will not be as good
as well-crafted items. The beetle shells could be used
as parts of banded armor or scale mail. Plenty of armored
beetle shells can be carried back to the crafters (enough
to make their value moderate) but limited by their weight
or volume.
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