Colhador

Connected to Litis and King Lopra

Colhador

The city of Colhador was once populated by airbreathing people. A catastrophe many centuries ago caused it to sink to the ocean floor. Among the Tritons there are rumors of other cities of the same people, now lying on the ocean floor.

Colhador lies in ruins. Half the city fell off the sea shelf. The other half is the home of a centuries old evil, Hadric the velya. During this time he has subtly rearranged the old city to suit his needs.

While the party is exploring Colhador, make sure they always declare whether they are walking or swimming. Many of the traps and encounters are affected by the mode of travel a character chooses.

Most of the buildings do not have maps. As the game master you may draw maps and decide encounters for any or all of them. If you do not map any other buildings, use the following random encounter table. There is a 33% chance that a particular building is inhabited. In all cases, describe the rooms as being filled with muck, mud, and algae.

Hadric’s Lair

When the party is within a mile of Colhador they begin to hear singing. This is the song of Hadric. At this range it has no effect. If any character is within 200 feet of the source of the song, he must begin making saving throws vs. charm.

When the party gets to the city, they can determine that the singing comes from the building within the palace walls.

The Well of Hador

Near the single building within the former palace walls is a hole in the ocean floor five feet in diameter. Any character who approaches within 20 feet can feel a strong current flowing out of the hole. If a party member gets 10 feet from the hole he is swept up into the current. It moves at 100 feet per round. After rising 500 feet, the current disperses enough to allow any captive to swim free of it. The singing seems to come from both the building and the well.

If a character tries to swim down the hole, his movement rate is reduced by 100 feet per round. For example, if a magic-user casts a fly spell upon a dwarf, the dwarf may move 120 feet per round underwater. Since the current subtracts 100 feet per round of movement, the dwarf can move only 20 feet per round of movement down the shaft.

The smooth walls of the well have no handholds the first 200 feet down. There are openings off the well at the second level and the fourth level. The well goes much deeper but there are no other openings.