GLRP:EMs:Royal Spies:2009:Pauper's Plan:Notes on Deceit

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Title: Notes on Deceit

Author: Walter Drake


I grew up reading Deceit: A Dungeon of Horrors by Mercenary Justin. It has been a lifelong goal to explore the history and lore of this dungeon. It is the reason I went into archeology. I believe we have lost knowledge of magic over the years, and Deceit was one place to research these lost spells. To start with, I worked to confirm Mercenary Justin's beliefs:

Deceit was once a temple to forgotten powers of old.

And

It was taken over by mages who eventually were driven out.

The large number of liches would seem to suggest both of these. I went searching for more clues. Because of the problems caused by other expeditions (Khaldun's grisly story comes to mind), I have filed a report of my efforts with the Royal Surveyors. I brought with me several fighters and mages to protect me from the monsters of this lost treasure.

I was able to confirm much of what Mercenary Justin talks of in his book, though most of this was already known. The brazier, the crystal balls, the toadstools. Not much of it showed reference to an old forgotten power. I decided to do work digging deeper into dungeon and trying to find references. I found several strange statues after months of careful work. I believe these odd statues contain clues to the location of a hidden room. While I have only found a few, I believe there should be ten of these statues. While several of these should explain the location of the hidden room, others explain some sort of magic word to enter this sealed crypt. I believe those that will help with the magic word require knowing a word related to Deceit and taking the first letter from it.

There seems to be reference to several ancient powers. These powers are unable to enter our world directly, but they work through their agents. While timeless and patient, these powers were also malicious. Deceit was a temple to one of them. I haven't been able to translate the being's name entirely since the wall runes were incomplete, but the first three letters are Fau. There is a connection to this creature and the vice deceit.

I found reference to the mages who took up residence here. They seemed to have a descent into madness where they grew paranoid until their undead servants forced them out. In that time, they created many magical objects that protected Deceit. One is an artifact capable of creating multiple gates to confuse and confound an attacking enemy.

I believe I can find the location of this lost room in another expedition. I have returned to Britain to secure funding. I am

very much surprised, but happy that Lord Casca has agreed to provide funds and manpower to this expedition.


(Included the original book for reference)


Copy of Mercenary Justin's Book, Deceit: A dungeon of horrors


My employers have oft taken me into this den of hideous creatures, and

I thought that it behooved me to write down what I know of it, now that I am retired from the life of an adventurer for hire.

Deceit was once a temple to forgotten powers of old. It was taken over by mages who eventually were driven out by the depredations of their own evil lackeys. However, many of the magical traps and devices that they placed for their defenses remain, particularly those the wizards used to protect their treasures.

The dungeon is mystically linked by crystal balls placed in different locations. These magical orbs do transmit speech, and even have memory of things that have been said near them. No doubt they once served as a warning system.

Be wary of a brazier that giveth warning when approached: thou canst use it to summon deadly creatures.

There be a tantalizing chest, undoubtedly full of treasure, that cannot be reached save past a complex series of pressure plates that trigger deadly spikes. As I never had sufficient folk with me to unlock the puzzle, I never obtained the riches that awaited there.

Do not investigate the iron maidens too closely, for they make suck you within them!

There is one place where a deadly trap can only be disarmed by making use of a statue that cleverly conceals a lever.

Oft one encounters the deadly exploding toadstool; the ones in Deceit are deadlier than most, as they explode continually. Likewise, the very pools of water and slime on the floor may poisen thee.

The most magical device in the dungeon is a mystical bridge that can only be triggered by a lever embedded in the floor. Be wary, however, for the bridge thus created doth burst into flame when one passeth across it!



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