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  1. Mystara
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Caverns of Quasqueton

BACKGROUND

Many years ago, rumor has it, two noted personages in the area, Rogahn the Fearless (a fighter of renown) and Zelligar the Unknown (a magic-user of mystery and power) pooled their resources and expertise to construct a home and stronghold for the two of them to use as a base of operations. The location of this hidden complex was chosen with care, since both men disliked visitors and intruders. Far from the nearest settlement, away from traveled routes, and high upon a craggy hill, the new construction took shape. Carved hill, this mystical hideaway was well hidden, and its rumored existence was never common knowledge. Even less well known was its name, the Caverns of Quasqueton. Construction of the new complex, it is said, took over a dec ade, even with the aid of magic and the work of hundreds of slaves and laborers. Vast amounts of rock were removed and tumbled off the rough cliffs into large piles now over grown with vegetation. A single tower was constructed above ground for lookout purposes, even though there was little to see other than a hilly, forested wilderness for miles around. Rogahn and Zelligar lived in their joint sanctuary for quite some time, conducting their affairs from within except for oc casional adventures in the outside world where both men at tempted to add to their reputations as foremost practitioners of their respective arts. The deeds and adventures of these two characters were never well known, since they both kept their distance from civilization. Some say, and perhaps rightly so, that their motives were based on greed and some kind of vague (or chaotic) evil. No one knows for sure. What is known more widely is the reputation of each. Despite their questionable alignment, both Rogahn and Zelligar capped their reputation of power when they joined forces to stop a barbarian invasion threatening the great valley be low. In a crucial battle at a narrow pass in the hills, the two combined powerful forces and decisively turned back the in vasion. Rogahn slew a horde of barbarians single-handedly and Zelligar's powerful magic put their army to flight. A grateful populace rewarded the pair and their henchmen with considerable treasure, after which the two retired to their hideaway. Most of the reward treasure was apparently used to finance the further construction of Quasqueton, although some of it may yet be hidden somewhere. In any case, the hill stronghold was not completed in its entirety when, years later, the intrepid pair apparently embarked on their last ad venture. Some years ago, Rogahn and Zelligar apparently decided upon a joint foray into the lands of the hated barbarians. Tak ing most of their henchmen and associates along in a great armed band, the two personages disappeared into the for bidding alien lands to the north, far from the hills and forests surrounding Quasqueton. Word just reaching civilization tells of some great battle in the barbarian lands where Rogahn and Zelligar have met their demise. This rumored clash must have occurred some years ago, and there are few details—and no substantiation of the story. The only thing certain is the Rogahn and Zelligar have been gone far too long. If only one had the knowledge and wherewithal to find their hideaway, there would be great things to explore! And who knows what riches of wealth and magic might be there for the taking??

Legends

"F" denotes a false legend or rumor, but the player will not know it is false.

  1. The name of the stronghold is Quasqueton.

  2. F Zelligar had a wizard's workshop in the stronghold where he worked on magic stronger than any known to man.

  3. F Rogahn owned a fantastic gem as big as a man's fist that was worth over 100,000 gold pieces; he kept it hidden in his personal quarters.

  4. Zelligar and Rogahn had orc slaves to do the menial work, and some lived permanently at the stronghold.

  5. The complex has two levels.

  6. Part of the complex is unfinished.

  7. The complex has a rear exit which is secret and well hidden.

  8. No outsiders have ever entered the complex and returned to tell the tale.

  9. Troglodytes have moved into the complex in the absence of its normal inhabitants.

  10. F The treasures of Zelligar and Rogahn are safely hidden in a pool of water.

  11. F The entire place is filled with guards left behind by Zelligar and Rogahn.

  12. Rogahn's trophy room has battle relics and slain monsters remains from his adventures.

  13. There is a room with many pools of water within the complex.

  14. The very walls speak to visitors.

  15. F An enchanted stone within the stronghold will grant a wish to anyone who chips off a piece of it and places it within their mouth.

  16. F All treasures of Zelligar and Rogahn are cursed to bring ill to any who possess them.

  17. F Zelligar and Rogahn have actually returned to their stronghold, and woe be to any unwelcome visitors!

  18. There are secret doors, rooms, and passageways in parts of the complex.

  19. The complex has more than one level.

THE DUNGEON

This adventure is designed for a party of 3 to 8 characters of first level. The party may include any mix of character classes desired: magic-users, clerics, thieves, etc. The setting is a cavern system beneath a large rock outcropping in a wooded hill area. This place is known as the Caverns of Quasqueton. The rock formation is of heavy blackish slate and is visible from both sides of the valley.

The atmosphere within the caverns is heavy, wet, and musty. Dust lies undisturbed on the floor. Burning is slow and difficult due to the air composition, so torches and lanterns will burn smokily. Secrecy and discretion are important when entering the underground area. Only special examination—or perhaps an elf with special abilities—could detect the entrance. to notice them. In all cases, unless otherwise noted, doors will be locked one-third of the time—and any roll of a 1 or 2 on a six-sided die (d6) will mean that they will bar entrance unless the lock is sprung or broken. Breaking the lock or breaking down the entire door will be a noisy undertaking, to be sure, and may serve to attract unwelcome monsters .