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Blueholme - Maze of Nuromen
Blueholme - Maze of Nuromen
Blueholme - Maze of Nuromen
WRITTEN BY
JUSTIN BECKER
EDITED BY
MICHAEL THOMAS
PUBLIC DOMAIN ART BY HARRY CLARKE
CONTRIBUTED BY JOHN-CALVIN SMITH
BLUEHOLME, DREAMSCAPE DESIGN AND THE DREAMSCAPE DESIGN LOGO ARE TRADEMARKS OF
DREAMSCAPE DESIGN™
DD0101
HISTORY AN UNEXPECTED ENCOUNTER
Nuromen the Black was a powerful and evil necromancer On the way to Laws End, the party will be met by a band
who attracted a number of like-minded followers to his of high elves passing through the forest on their journey
tower set upon a rocky knoll in the wilderness. Here they out of the Known World. Upon learning of their quest (or
built a small town, known as Law's End because it lay surmising it if players are tight-lipped) one of their
beyond the reach of all kings of the Realm. Nuromen took number will recount how his cousin, an elf prince, once
advantage of an extensive cavern network beneath his approached Nuromen in attempt to turn sway him to the
tower, expanding and fitting it out with fine stone and side of good or, failing that, take a measure of the danger
woodworks. This underground lair became the abode of he represented. Unfortunately, the true evil of Nuromen
his family and his henchmen and, according to legend, the the Black was far greater than the prince had suspected,
site of terrible debaucheries, rituals and experimentation. and he was never seen again …
Nuromen finally brought destruction upon himself and the
people of Law's End by tampering with forces beyond
even his power to control. People living in the nearest
settlement, an isolated hamlet 50 miles distant, saw a
terrible lambent blaze over the region of Law's End. An
expedition was mounted, but the folk of the town were
discovered dead in their streets and homes , with no clue
as to what caused them to fall where they were …
No trace of Nuromen or his adherents could be unearthed
amongst the smouldering wreckage that was all that
remained of his tower. From that day forward people
shunned the vicinity of Law's End, and the wilds slowly
reclaimed the town. To this day the events of that night
are told by mothers and good clerics to warn youngsters
of the just recompense that is visited upon folk for evil
doings – as well as tales of the perilous Maze of
Nuromen, and of the fabulous treasures said still to be
buried there …
The wood elves that still dwell in the deep forest around
Law's End set a watch over the ruins as surety against any
ill-conceived venture to rebuild the ill-fated township, but
their numbers are declining. As the elves leave the forests
for unknown lands beyond the sea, goblins have come
down from the mountains to fill the dark woods. More
feared and distrusted than the wood elves, the goblins
have proved an even more efficacious deterrent to would-
be settlers of the knoll.
Law's End lies some fifty miles from the former hamlet,
now a thriving village, on a limestone outcrop in the The necromancer killed the elf and took his crown; a
forest at the foot of the mountains. Below the ruins of the magical circlet of silver which the elves would like to see
village a river springs forth from the roots of the retrieved from the Maze. Should the party agree, they will
mountain, eventually becoming a mighty river. be given a token which will guarantee free passage from
any wood elves guarding the ruins. If the party should
The referee may roll for e ncounte rs along the way, or
recover this heirloom and restore it to the kingdom of the
impose the m as se e ms appropriate ; wood e lve s and high elves, they will thenceforth be known as elf friends.
goblins are the most common inte llige nt be ings to be
The characters will be further rewarded with other gifts of
found. Eve n if the party me e ts nothing e lse along the way, esteem, of a nature as deemed appropriate by the referee
howe ve r, one e ncounte r should be playe d out as be low. (but probably magical).
~1~
THE MAZE OF NUROMEN
THE RUINS OF LAW’S END The catacombs are filled with dust and cobwebs and
spiders and the skeletal remains of its inhabitants, struck
On the flat summit of the hill stand the broken remains of
down in the act of whatever they were engaged in at the
Nuromen's great tower and, around this, the fallen down moment of doom. The doors and woodworks of the Maze
buildings of a small town. The statues and carvings still are still serviceable; most can be forced open if locked or
visible amongst the ruins indicate that it was a place of
jammed.
great wickedness and depravity, but the crumbling
structures are overgrown with moss and its streets lie Nuromen set an array of traps and magicks around his
broken by weeds and saplings . All is still and silent, Maze before his untimely demise and some of them
except for the occasional crack of old bones underfoot. reflect the necromancer’s morbid sense of humour. The
There is nothing to be salvaged as the goblins of have steel traps are a little rusty but unfortunately still function
picked it clean, though few ever found the way into the unless otherwise noted in the dungeon key.
Maze from the underground river chamber until a few
days before the party arrived – and none have yet come
out again ... WANDERING MONSTERS
Second Level
~ 2 ~
THE MAZE OF NUROMEN
LEVEL 1
2: Underground Courtyard
1: Broken Shaft
This huge hall is litte re d with se veral ske letons, some still
Burie d be ne ath the old ruins of the ne cromance r’s towe r
in armour. All he re die d in the disaste r that be fe ll Law's
lie s a de e p shaft. Once the side s he ld chambers for visitors
End. A se arch will re ve al a fe w coins and little e lse ; it is
and guards, accesse d by a spiral stair that has long since
obvious the are a has be e n re ce ntly loote d. The re are
collapse d. Once the party discove rs the ope ning in the
sconce s on the pillars, black from whe re the torche s
rubble , the shaft may be de sce nde d using about 100' of
burne d the mselves out; the lofty arche s of the ce iling are
rope . Surprisingly, the re are signs of re cent disturbance of
lost in darkne ss. Nothing of re al import is to be found in
the ove rgrown e ntrance, and the re is alre ady a set of ropes
this chambe r. Large double doors are se t in the north and
going down into the darkne ss …
south walls; the north doors are plate d in brass and de pict
The bottom of the 50’ diame te r shaft is fille d with the sce nes of fe asting and de bauchery, those to the south are
de bris of the collapse d towe r and staircase , and is cut in coppe r-covered and moulde d in a charne l horror of de ad,
half by a fast flowing unde rground rive r. The rive r is cold disme mbe re d and de caying bodie s.
and de e p e nough to cre ate de adly rapids. A se t of
imposing double doors, partly burie d and slightly ajar,
3: The Old Armoury
le ad out of the shaft to the e ast.
He re Nurome n's guards store d the ir shie lds, armour and
The rope s be long to a small party of goblins who have
we apons. The re is an assortme nt of ruste d swords, old
re ce ntly e ntered the Maze. An e lf or dwarf may notice the
pole arms, rotte n shie lds, and de caying suits of armour
goblinoid manufacture of the rope s (1-2 on 1d6). Two
lying in pile s against the walls whe re the she lve s and
goblins have staye d be hind as guards. Unle ss the party
racks that once he ld the m collapsed. If carefully se arche d,
can achie ve surprise, one will hide in the rubble while the
a suit of magical +1 mail can be found, still gle aming
othe r runs ahe ad to warn the ir compatriots .
unde r a laye r of de tritus .
Goblins (2) – hp:4, 5; #AT:1; D:1d6; AC:6; I:11; T:1
4: Barracks
1a: Underground River
This is whe re the soldie ry who patrolle d the Maze of
The original cave s we re cre ate d by this rushing stre am, Nurome n quarte red while on duty. The re are moulde ring
which e nte rs the shaft through a still-solid iron portcullis table s and be ds, and in some of the be ds lie ske le tons.
in the north. The channe l is choke d with tumble d stone Four more are seated at a table, accoutre d in rusting mail.
blocks from the collapse of the towe r. The re mnants of an Plate s and cups still sit on the table as do dice from a
ornate stone bridge can be seen in the water. game . The dice are of e xquisite ly carve d ivory, staine d in
de licate shades of white , ye llow, blue , re d and gre e n; the y
Characte rs crossing the slippe ry rubble must roll the ir
are worth 20gp for the se t. If anyone picks the m up,
De xte rity score or le ss on 1d20 or fall in, dropping any
howe ve r, the hand of one of the ske le tons will re ach out
hand-he ld ite ms. Characte rs we aring me tal armour will
lightning quick to clutch the ir wrist!
sink unle ss the y can dive st the mse lve s of the ir panoply
(roll 1-3 on 1d6). If the ir Stre ngth is 14 or lowe r, the y will All four ske le tons will come to life – the y have be e n
be swe pt out of the chambe r and through the troglodyte turne d into unde ad by the curse of Nurome n. The y will
cave s. In chamber 19 another d20 che ck against De xte rity fight to the de ath. One be ars a shield distinguishable from
can be made to ge t out of the rive r be fore being carrie d out the othe rs in that it is not corrode d at all. It is in fact a
of the mountain. Cle ver party me mbe rs can make use of magical +1 shie ld (this ske le ton has AC3). Scattered on the
rope s to try and rig up a re scue from the shaft, but the y floor are a fe w coins whe re the y fe ll whe n the ir owne rs’
ne e d at le ast 200’. Once a party me mbe r crosse s and purse s rotted away (8cp, 12sp, 2e p). The re is nothing e lse
faste ns a rope to the other side of the rive r, no d20 che ck is of value in the room.
ne e de d for those following.
Ske le tons (4) – hp:1,2,3,3; #AT:1, D:1d6; AC:4,4,4,3; I:12; T:1
~ 3 ~
THE MAZE OF NUROMEN
5: The Pantry and casks of soure d wine line the othe r walls of the large
food pre paring are a. Ragged sacks spill the ir ancie nt grain
All the foodstuffs as we ll as the she lve s the y we re store d
across the flagstone s , mummifie d carcasse s ha ng from
on have long since disinte grated, so that e ve n rats find no
iron hooks, and the ske le tal re mains of the cooks lie falle n
suste nance he re. In the hall the re is little e lse to be found,
at the ir tasks.
although, as with most othe r areas, ske le tons lie about. A
se arch of the re mains will yie ld a gold ring and a je we lle d Anyone se arching the room is like ly to disturb a
ne cklace worth 23 and 50gp, re spe ctive ly. ve nomous giant centipede that has crawle d into the Maze
through some unknown fissure . On a roll of 1-3 on 1d6, a
character has agitated the centipede and it attacks (see the
5a: Storage Area BLUEHOLME™ rule s for the e ffe cts of giant ce ntipe de
poison).
The coppe r-plate d door to this room is we ll se ale d (and
jamme d). This has ke pt the worst de cay from its conte nts, Giant Ce ntipe de (1) – hp:2; #AT:1; D:Poison; AC:9; I:13
toge the r with the ir careful packing. The re are 5 boxe s of 20
torche s e ach, 3 lante rns, a crate with 20 flasks of oil, a case
of 50 candle s, and various tools such as awls, hamme rs,
picks, and so forth that we re inte nde d for use in the
planne d e xpansions to the Maze whe n its occupants ye t
live d.
~ 4 ~
THE MAZE OF NUROMEN
The two ske le tons are dre ssed in fine but rotting garme nts
and are cove re d with the dust of age s. The girl's bony
wrist be ars a silve r bracele t which has the name “Anthe a”
e ngrave d upon it. If the re was any ray of light in
Nurome n's wicke d he art it was the affe ction he bore for
his daughte r and wife . The girl's name is the password to
the magical study (chambe r 12).
9: Nuromen’s Apartments
~ 5 ~
THE MAZE OF NUROMEN
10: Hall of Prisoners The study house s a wondrous assortment of table s, books,
contraptions, maps, globe s, jars of small pre se rve d
Once the holding are a for those who disple ased Nuromen,
cre atures and appendages, bottles, alche mical apparatus,
ske le tons in irons now occupy the se ce lls, e xce pt for the
astrological charts, bones, fe athe rs and so on. The library
last; he re an old man languishes in chains, seemingly we ll-
is full of historical, alche mical, and scie ntific tome s , most
ple ase d with his lot and e vincing no de sire to le ave . He
in a state of comple te de cay. Spide rs and cobwe bs are
will babble gratifying things about Nurome n and warn
e ve rywhe re .
the party to le ave the Maze . He is but a phantasm, an
ancie nt spe ll cast by Nurome n in an idle mome nt of
fancy. He will be gin to re pe at himself after a while , which
should be a clue to the playe rs. De te ct Magic will re ve al
the old man’s nature , and Dispe l Magic will cause the
illusion to vanish.
11: Gallows
~ 6 ~
THE MAZE OF NUROMEN
1-4: Be come viole ntly sick for 1 turn, no move me nt or daily allotme nt, although he still ne e ds to me morise it as
actions othe r than uncontrollable re tching (poison). normal. In addition, any magic-user re ading the book will
imme diate ly gain sufficie nt XPs to advance half-way to his
5-7: Turn into a frog, a bird or inse ct (magic).
ne xt le ve l. The book is ve ry valuable to magic-use rs, who
8: Writhe and scre am in pain for se ve ral minute s be fore will pay thre e time s book's 5-pound we ight in gold to
dying a horrible de ath (poison). have it – or e lse try to take it!
Also, hanging on a hook are two large me tal ke ys that Nurome n’s wraith come s he re to me morise his spe lls,
ope ns the door to Nurome n’s vivise ctory (chambe r 14) commanding one of his ske le ton guards to turn the page s
and the door to the Hall of Statue s (chamber 16), although – it is obvious that the books have been re cently disturbed.
the latte r, like its lock, is of strange make and not The re is also a magical +1 dagge r in a scabbard slung ove r
imme diate ly re cognisable as a ke y. the back of the chair.
If anyone se arche s for se cre t doors and spe cifically There is also a table with what appear to be gore-
me ntions che cking the bookcase s, the y have a 1-5 in 1d6 encrusted torture implements (but are actually Nuromen’s
vivisection tools). Propped up in one corner is what
chance of finding the hidde n door be hind a hinge d
appears to be an iron maiden. The iron maiden is rusty but
bookcase against the northern wall. The se cre t door le ads
a character with Strength 14 or higher can force it open.
to the hiding place whe re Nurome n ke pt his most Inside is the decayed corpse of a zombie, which will
valuable magical artefacts. Close by, hidde n unde r a table attack immediately.
and cove re d by a thre adbare rug, is a trapdoor which
ope ns on a shaft le ading 135’ down to a se cre t door into Zombie (1) – hp:10; #AT:1; D:1d8; AC:8; I:6
the Te mple (chamber 23). The iron staple s set into the wall
are still solid.
~ 7 ~
THE MAZE OF NUROMEN
~ 8 ~
THE MAZE OF NUROMEN
Upon entry, the party will see on the far end of the cave a He re live d the e vil cle ric who once attended to the Te mple
small clay pot overflowing with precious gems and a (chambe r 23). His ske le ton lie s on the floor, still we aring
scabbarded sword. There are 400gp gold worth of the tatte red ve stments of his re ligion. The re is an image of
assorted jewels, a beautiful golden necklace (100gp), and the e vil god in a small pe rsonal shrine se t into the wall.
a delicately wrought circlet of white gold (500gp). Here is The ske le ton's ha nd clutches an e mpty vial of poison that
the elven crown, stolen from the elf prince whom the cle ric drank whe n doom came to Law's End. A
Nuromen tricked, tortured and killed. Any character who ne cklace with anothe r idol lie s around its ne ck, e voking a
wears the elf crown will immediately add 2 points to their se nse great e vil if touche d. Any character who actually put
Charisma score. This effect is permanent and remains
it on will be curse d and must save vs. spe lls or
even if the crown is taken off. In addition, the character
pe rmane ntly drop to a score of 3 in Charisma.
will form a spiritual bond with elves from that moment
on, which will be reciprocated in kind. Dwarves, The re is also a book writte n in the common tongue , fille d
however, will henceforth be disdainful and cold toward with de scriptions and illustrations of te rrible rite s. If any
the character. The crown will impart this gift but once, good cle ric of 3rd le ve l or highe r se e s the book, he will
until the character dies at which point it will pass the gifts re cognise it as be ing curse d and urge its de struction. A
to the next wearer. good cle ric who burns the book will pe rmane ntly gain 1
At the back of the cave a recent rock fall has re-opened a point of Wisdom. Evil cle rics will pay handsome ly for it.
narrow passage to the deeper caverns, blocked by Howe ve r, anyone taking the book out of the Maze will
Nuromen in years past. suffe r a –1 attack pe nalty against all e vil cre atures until the
book is dispose d of.
Lying in the middle of the chamber is a single skeletal
arm clutching a rusty sword. If anyone approaches it or Unde r the rotting be d, the re is a locke d iron box
the treasure pot, the arm flies into the air and attacks! The containing 100gp and a je we lle d ring worth 300gp. There
magic bones must be defeated before the treasure can be is also a magical +1 mace, but it has been dedicated to the
had. cleric’s evil god. If wielded by a good character any
Ske le tal Arm (1) – hp:3; #AT:1, D:1d6; AC:4; I:16 damage inflicted will be turned upon the user as well as
his opponent.
~ 9 ~
THE MAZE OF NUROMEN
23: The Temple Wraith (1) – hp:11; #AT:1; D:1d6+drain; AC:3; I:10
Spe lls: Dancing Lights, De te ct Magic, Floating Disc, Magic
The door to this room is painted with the image of its evil
Missile , De te ct Invisible , Phantasmal Image .
multi-limbed god. Within, the place is permeated with an
aura of evil. Here it was that Nuromen paid homage to his Zombie s (3) – hp:4,7,7; #AT:1; D:1d8; AC:8; I:6
deity, a malevolent northern god unknown in the Realm.
There is a giant stone carving on a high central platform.
Four braziers lit by Continual Flame burn perpetually, 25: The Vault of Nuromen
between the steps leading up to the platform. The god is This chamber is where the necromancer hid his wealth.
depicted as a giant baboon with huge teeth, one large The door to the chamber is of bronze-plated iron and can
central eye, and eight arms clutching wicked scimitars. only be unlocked with the special amulet key worn by
Clerics will recognise the carvings and runes for their Nuromen’s wraith (chamber 24). If the amulet is fitted
evil, if not the god himself, it is obvious that the stained, into a depression in the door, the latter will swing inward
man-sized wooden basin at the feet of the idol was most of its own accord. Otherwise, no amount of force, lock
likely used for unspeakable rites. picking or magic will work. As the door opens , three
If any character touches the altar or any of the items on small capsules in the upper lintel will crack and eject a
the dais, they must save vs. spells. If they fail, they are stream of poisonous gas . Anyone within 5’ must save vs.
smitten with leprosy. Only a powerful cleric will be able poison or die. If they save, they still take 1d4 damage.
to remove this curse, requiring both a Remove Curse and If the characters survive this gift of Nuromen, they will
a Cure Disease; but he may lay a quest upon the character see a room magically lit by Continual Flame torches on
in return. the walls. The chamber is cut in half by a 10’ wide and
If the basin is pushed aside there is a shaft which leads 10’ deep trench, its bottom bristling with row after row of
20’ down, opening to a corridor leading to the Burial iron spikes whose tips are gleaming with a coating of
Crypts (chamber 24). The wooden ladder has slime. Beyond the pit are gathered chests and coffers
disintegrated. overflowing with coins and jewels. Unfortunately, this is
all yet another parting gesture by Nuromen – the spiked
pit and the treasure are both illusions.
24: The Ancestral Burial Crypts
The real treasure lies at the bottom of the trench. Anyone
This dark, haunte d hall is vast and cold. Carve d re lie fs on who falls or climbs into the pit will pass through the
the walls are painte d with sce ne s of Nurome n's family illusion and find Nuromen's treasure (and the floor of the
history going back ce nturie s, inte rspe rse d with image s of pit) 20’ below.
the e ight-armed baboon god. The re are stone sarcophagi
The “treasure” on the far side of the pit is also an illusion
in the alcove s, fourte e n in all. All appe ar to have
– it is a crossbow rigged to fire 3 bolts if anyone comes
artistically carved e ffigie s of the ir de ad occupants on the within 5’ of the illusion. The referee must determine who
lids. Nurome n paid handsome ly to have his family's is in the arc of fire; targets must save vs. ray or take 1d4
re mains brought to Law's End for inte rme nt. At the e ast damage.
e nd of the crypt is a large se pulchre ornate ly carve d.
Whe n Nurome n himse lf die d in the disaste r that be fe ll his Nuromen's hoard is great indeed: 4,500gp, 10 diamonds
de me sne, his cle ric laid him and his wife Zime na to re st in worth 300gp each, a magical +1 hand axe which can be
the se pulchre be fore taking his own life . thrown and returns to its master's hand, a rope of
climbing, 3 potions of Cure Light Wounds, 2 potions of
Nurome n was de voutly re ligious and it is for this re ason Invisibility, a potion of Diminution and a ring of water
that he did not pass into the world be yond but has walking.
re mained as a wraith! If not ale rted be fore now, he will be
awake ne d by the party's e xploration of the crypt and he
will arise , as will Zime na and two of his ance stors from
the stone sarcophagi. What look like e ffigie s are in fact
the ir dusty, de siccate d corpse s the mse lve s!
~ 10 ~
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
OP EN GAME LICENSE Version 1.0a Copyright 2000; Wizards of the Coast, Inc.
SYSTEM REFERENCE DOCUMENT Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Other Dreamscape Design books to keep an eye out for are the greatly
expanded BLUEHOLME™ Compleat Rules for 1st to 14th level characters
with expanded monsters, spells, magic items, the multi-system campaign
setting Adventures in Blueholme, presenting a fully-fledged fantasy world
for time-strapped referees.
Enjoy!
DREAMSCAPE DESIGN™
DD0101