Search List



To search this area of Traebor you must roll a 1d10 if you are on the first level, a 2d10 if you are on the second, or a 3d10 if you are on the third. Click on the corresponding link below to discover what you have found.

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30



1. Discarded Object

You have found something. Roll a 1d10 and consult the discarded objects list for your next move.

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2. Oera'dim Healing Stick

Of the many things that can be found within the confines of the ruins of Arborell the Oera'dim Healing Sticks are the most curious. Generally no longer than the length of a man's forearm it is said that none of them can be any less than four hundred years old, and yet within their dry wood can be found the power to heal any wound. It is unknown as to the chant that must be uttered to properly use them, but it is believed that they were discarded by the Oera'dim, or the Horde as they are now known by Men, in a time when these ruins were used as proving grounds for Horde warriors. To find one is a stroke of good fortune that should not be ignored.

A healing stick can be used to tend any wound once per quest as long as the player is in possession of any Sharyah. It is believed that they can be used without such help, but the way to do so is not within the knowledge of Men. The proximity of a Sharyah however, energises the stick in its purpose and can be used as long as you have one. Using a Healing Stick will return a maximum of 12 lost points to your endurance, but as mentioned previously can only be used once per quest.

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3. A Trap!

Your search has set off a trap! Roll 1d10 then consult the trap list to find out what confronts you.



4. Discarded Object

You have found something. Roll 1d10 and consult the discarded objects list for your next move.



5. You have found nothing

Your search is as thorough as time permits but there is nothing to be found here. For a moment you consider what you should do and then move on.

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6. Discarded Object

You have found something. Roll 1d10 and consult the discarded objects list for your next move.



7. Oera'dim Healing Stick

Of the many things that can be found within the confines of the ruins of Arborell the Oera'dim Healing Sticks are the most curious. Generally no longer than the length of a man's forearm it is said that none of them can be any less than four hundred years old, and yet within their dry wood can be found the power to heal any wound. It is unknown as to the chant that must be uttered to properly use them, but it is believed that they were discarded by the Oera'dim, or the Horde as they are now known by Men, in a time when these ruins were used as proving grounds for Horde warriors. To find one is a stroke of good fortune that should not be ignored.

A healing stick can be used to tend any wound once per quest as long as the player is in possession of any Sharyah. It is believed that they can be used without such help, but the way to do so is not within the knowledge of Men. The proximity of a Sharyah however, energises the stick in its purpose and can be used as long as you have one. Using a Healing Stick will return a maximum of 12 lost points to your endurance, but as mentioned previously can only be used once per quest.

Room Generation Table | Room Finder | Player's Guide | Home



8. Light stone (Sharyah'ka)

The Sharyah'ka is the most common of the Sharyah talismans left by the ancient Trell. Used in past millennia to light the way for their slaves, the Light stones are invaluable tools for the Brethren of the Deep Guild. Inexhaustible under all conditions they provide light to those who know how to use them, but unlike other Sharyah do not require an intuition test to activate, and will provide light upon utterance of their name alone.

A player who possesses a Light stone will find that many creatures of the deep ruins will retreat from its illumination. This is especially so for the spectres of the Dreya'dim Swarm. Rules regarding how the Sharyah'ka can be used during these encounters can be found from the information given within each creature's Encounter information. Please note that a Light stone is generally too hot to hold whilst activated. It is general practice amongst the Brethren to lash the talisman to an exhausted torch. In the course of your game you will find that even if you are using one of these stones the text may refer to your illumination as a torch because of this.

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9. A Trap!

Your search has set off a trap! Roll 1d10 then consult the trap list to find out what confronts you.



10. Oera'dim Healing Stick

Of the many things that can be found within the confines of the ruins of Arborell the Oera'dim Healing Sticks are the most curious. Generally no longer than the length of a man's forearm it is said that none of them can be any less than four hundred years old, and yet within their dry wood can be found the power to heal any wound. It is unknown as to the chant that must be uttered to properly use them, but it is believed that they were discarded by the Oera'dim, or the Horde as they are now known by Men, in a time when these ruins were used as proving grounds for Horde warriors. To find one is a stroke of good fortune that should not be ignored.

A healing stick can be used to tend any wound once per quest as long as the player is in possession of any Sharyah. It is believed that they can be used without such help, but the way to do so is not within the knowledge of Men. The proximity of a Sharyah however, energises the stick in its purpose and can be used as long as you have one. Using a Healing Stick will return a maximum of 12 lost points to your endurance, but as mentioned previously can only be used once per quest.

Room Generation Table | Room Finder | Player's Guide | Home



11. Discarded Object

You have found something. Roll 1d10 and consult the discarded objects list for your next move.



12. Temple Guardian

Combat value: 20
Endurance: 1
Aversions: Light stone, Force stone
Special rules: Will shatter on first combat round lost.
Difficulty modifiers: 2 to player CV if fought with hammer.
Creature motivation: Persistent

In your search you have brought yourself to the attention of a Temple Guardian. There is no point in running for this Guardian as it will follow you wherever you go. To rid yourself of its unwanted attentions you must stand and fight.

It has never been determined how the ancient Trell were able to animate stone, but in the ruins of Traebor it is possible to encounter such wonders and rue the meeting. Although these strange beings can be found in many parts of Arborell, it is recorded that the Temple Guardians were made many millennia ago for the sole purpose of protecting the secrets of the Ancients. Made of black crystal and formed as hooded robed warriors, they are mindless automatons dedicated to the death of any they might find in their ruins. They cannot be reasoned with.

Temple Guardians are powerful foes, but the effects of extreme age have left them brittle, and susceptible to the blows of human weapons. If fought they will shatter at the first combat round lost, the challenge being to win that round before they kill you.

The only opportunity to avoid combat with this Temple Guardian is if you have either a Light stone or Force stone in your possession. As products of EarthMagic these automatons have an aversion to such talismans and will retreat from them if used. If you do not have such a talisman then combat will be your only option.

Fight this creature of ancient magic if you must. If you win then you should consider your next move and take it quickly. If you lose this combat then it will be here, in the depths of Traebor that you will find an untimely end. Killed in these dark chambers there will be nobody in the world above that shall mourn your passing, but take heart for in another life you may find better luck and greater success.

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13. Face Mask

Your search is as thorough as time permits but there is little to be found here. You do however, find in the dirt nearby a leather face mask. It is filthy but such an item can be used to ward the effects of toxic gases for a short time, and it may be worth keeping. If you wish to take this item, record it on your character sheet and continue with your quest.

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14. Healing stone (Sharyah'ajnaal)

Healing stones are one of the most useful talismans that can be found within these ruins. Imbued with a spark of EarthMagic they can heal all wounds once per quest undertaken, no matter the endurance points you have lost. To use this talisman requires only that you whisper its name. Unlike other Sharyah it recognises immediately what it must do and requires no intuition test to activate.

The Healing stone is one of the more potent Sharyah and many creatures found in the deep ruins have a strong aversion to it. This can be said especially of any of the Dreya'dim Swarm. It is a stone well worth keeping.

Room Generation Table | Room Finder | Player's Guide | Home



15. Discarded Object

You have found something. Roll 1d10 and consult the discarded objects list for your next move.



16. Temple Guardian

Combat value: 21
Endurance: 1
Aversions: Light stone, Force stone
Special rules: Will shatter on first combat round lost.
Difficulty modifiers: 2 to player CV if fought with hammer.
Creature motivation: Persistent

In your search you have brought yourself to the attention of a Temple Guardian. There is no point in running for this Guardian will follow you wherever you go. To rid yourself of its unwanted attentions you must stand and fight.

It has never been determined how the ancient Trell were able to animate stone, but in the ruins of Traebor it is possible to encounter such wonders and rue the meeting. Although these strange beings can be found in many parts of Arborell, it is recorded that the Temple Guardians were made many millennia ago for the sole purpose of protecting the secrets of the Ancients. Made of black crystal and formed as hooded robed warriors, they are mindless automatons dedicated to the death of any they might find in their ruins. They cannot be reasoned with.

Temple Guardians are powerful foes, but the effects of extreme age have left them brittle, and susceptible to the blows of human weapons. If fought they will shatter at the first combat round lost, the challenge being to win that round before they kill you.

The only opportunity to avoid combat with this Temple Guardian is if you have either a Light stone or Force stone in your possession. As products of EarthMagic these automatons have an aversion to such talismans and will retreat from them if used. If you do not have such a talisman then combat will be your only option.

Fight this creature of ancient magic if you must. If you win then you should consider your next move and take it quickly. If you lose this combat then it will be here, in the depths of Traebor that you will find an untimely end. Killed in these dark chambers there will be nobody in the world above that shall mourn your passing, but take heart for in another life you may find better luck and greater success.

Room Generation Table | Room Finder | Player's Guide | Home



17. Discarded Object

You have found something. Roll 1d10 and consult the discarded objects list for your next move.



18. Light stone (Sharyah'ka)

The Sharyah'ka is the most common of the Sharyah talismans left by the ancient Trell. Used in past millennia to light the way for their slaves, the Light stones are invaluable tools for the Brethren of the Deep Guild. Inexhaustible under all conditions they provide light to those who know how to use them, but unlike other Sharyah they do not require an intuition test to activate, and will provide light upon utterance of their name alone.

A player who possesses a Light stone will find that many creatures of the deep ruins will retreat from its illumination. This is especially so for the spectres of the Dreya'dim Swarm. Rules regarding how the Sharyah'ka can be used during these encounters can be found within the directions given for each creature's Encounter information. Please note that a Light stone is generally too hot to hold whilst activated. It is general practice amongst the Brethren to lash the talisman to an exhausted torch. In the course of your game you will find that even if you are using one of these stones the text will refer to your illumination as a torch because of this.

Room Generation Table | Room Finder | Player's Guide | Home



19. Oera'dim Healing Stick

Of the many things that can be found within the confines of the ruins of Arborell the Oera'dim Healing Sticks are the most curious. Generally no longer than the length of a man's forearm it is said that none of them can be any less than four hundred years old, and yet within their dry wood can be found the power to heal any wound. It is unknown as to the chant that must be uttered to properly use them, but it is believed that they were discarded by the Oera'dim, or the Horde as they are now known by Men, in a time when these ruins were used as proving grounds for Horde warriors. To find one is a stroke of good fortune that should not be ignored.

A healing stick can be used to tend any wound once per quest as long as the player is in possession of any Sharyah. It is believed that they can be used without such help, but the way to do so is not within the knowledge of Men. The proximity of a Sharyah however, energises the stick in its purpose and can be used as long as you have one. Using a Healing Stick will return a maximum of 12 lost points to your endurance, but as mentioned previously can only be used once per quest.

Room Generation Table | Room Finder | Player's Guide | Home



20. Shield stone (Sharyah'durien)

The Shield stones of the Trell were created to protect slaves whilst working under hazardous conditions. It is recorded that the Trell cared nothing for their creations, but could not abide the delays that came from having to retrain skilled miners and engineers. To protect their most valued assets the Ancients devised the magic of the Sharyah'durien, its purpose to provide an impenetrable barrier between their workers and the hazardous conditions they were forced to endure.

In these modern times a full knowledge of the workings of the Shield stone is unknown, however a measure of protection can be found in uttering the stone's name and testing your intuition attribute. If you are successful the Sharyah will activate and provide protection from any room modifiers except Flooding and Fractured Ground. If a room modifier is indicated, and have a Shield stone in your possession, you can generally disregard the modifier and continue on your way. If you are unsuccessful then the talisman cannot be used in that particular setting and it will be at another time that you may try again. Please note that the Shield stone can only be activated twice in the course of any quest. It is best that it is used sparingly.

Like all the Sharyah there are many creatures that have an aversion to the power of the Shield stone. If you encounter such a creature the information given with the creature's Encounter section reference will show how you can use the talisman to your advantage. The use of the stone to dispel the aggression of some creatures is not counted as an activation, and in this context can be used as many times as the circumstances warrant.

Room Generation Table | Room Finder | Player's Guide | Home



21. You have found nothing

Your search is as thorough as time permits but there is nothing to be found here. For a moment you consider what you should do and then move on.

Room Generation Table | Room Finder | Player's Guide | Home



22. Healing stone (Sharyah'ajnaal)

Healing stones are one of the most useful talismans that can be found within these ruins. Imbued with a spark of EarthMagic they can heal all wounds once per quest undertaken, no matter the endurance points you have lost. To use this talisman requires only that you whisper its name. Unlike other Sharyah it recognises immediately what it must do and requires no intuition test to activate.

The Healing stone is one of the more potent Sharyah and many creatures found in the deep ruins have a strong aversion to it. This can be said especially of any of the Dreya'dim Swarm. It is a stone well worth keeping.

Room Generation Table | Room Finder | Player's Guide | Home



23. Oera'dim Healing Stick

Of the many things that can be found within the confines of the ruins of Arborell the Oera'dim Healing Sticks are the most curious. Generally no longer than the length of a man's forearm it is said that none of them can be any less than four hundred years old, and yet within their dry wood can be found the power to heal any wound. It is unknown as to the chant that must be uttered to properly use them, but it is believed that they were discarded by the Oera'dim, or the Horde as they are now known by Men, in a time when these ruins were used as proving grounds for Horde warriors. To find one is a stroke of good fortune that should not be ignored.

A healing stick can be used to tend any wound once per quest as long as the player is in possession of any Sharyah. It is believed that they can be used without such help, but the way to do so is not within the knowledge of Men. The proximity of a Sharyah however, energises the stick in its purpose and can be used as long as you have one. Using a Healing Stick will return a maximum of 12 lost points to your endurance, but as mentioned previously can only be used once per quest.

Room Generation Table | Room Finder | Player's Guide | Home



24. A Trap!

Your search has set off a trap! Roll 1d10 then consult the trap list to find out what confronts you.



25. Scrying Stone (Sharyah'caadis)

Of all the Sharyah the Scrying stones are the least understood. The reason for their creation, and the proper method for their use has been lost to the knowledge of both Men and Hordim. Only one particular purpose has been determined for them, and that is the uncovering of illusions sometimes found within the deep ruins. The use of this stone is governed by the circumstances described in the section references that give options for its use. The full nature of such talismans is unknown.

You will find that some creatures encountered do have an aversion to this stone. For this reason alone it is worth keeping.

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26. Calling stone (Sharyah'theran)

Like the Scrying stone this talisman's secrets have been lost to the millennia that they have spent in the dust of these ruins. There has been determined no specific use for this Sharyah but it does have the peculiar property of bringing some creatures under your command. In very specific circumstances a Calling stone can be used to control the minds of beasts such as the Mantis, but only for short periods, and then for purposes that may not suit your needs. If you can use a Calling stone to control a beast, the creature's Encounter section reference will show you how. Be careful with this stone for its use has proven it a difficult and dangerous talisman.

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27. Force stone (Sharyah'ahrel)

It is recorded within the writings of the Trell that the Sharyah'ahrel was created for the Jotun, their enslaved miners and engineers. Used within the ancient delvings of the world before the arrival of Men, they were designed as tools to clear fallen stone, and gouge the deep trenches required for foundations and mining operations. It is not known as to the full power of these talismans for no living man has ever seen one being used, but long experience has shown that a Force stone will use whatever power is necessary to move whatever may be placed before it. In this a Dungeon Crawler must exercise care. A Sharyah'ahrel can cause great damage if used improperly.

A player who has possession of a Force stone may use it to clear passageways of debris and rockfalls, and sweep away some forms of gas that may be encountered in modified rooms. Many of the Modifier list sections will have options for the use of this talisman. Follow the instructions given if you wish to make use of this Sharyah.

Room Generation Table | Room Finder | Player's Guide | Home



28. Light stone (Sharyah'ka)

The Sharyah'ka is the most common of the Sharyah talismans left by the ancient Trell. Used in past millennia to light the way for their slaves, the Light stones are invaluable tools for the Brethren of the Deep Guild. Inexhaustible under all conditions they provide light to those who know how to use them, but unlike other Sharyah they do not require an intuition test to activate, and will provide light upon utterance of their name alone.

A player who possesses a Light stone will find that many creatures of the deep ruins will retreat from its illumination. This is especially so for the spectres of the Dreya'dim Swarm. Rules regarding how the Sharyah'ka can be used during encounters can be found within the information given on each creature's Encounter card. Please note that a Light stone is generally too hot to hold whilst activated. It is general practice amongst the Brethren to lash the talisman to an exhausted torch. In the course of your game you will find that even if you are using one of these stones that the text will refer to your illumination as a torch because of this.

Room Generation Table | Room Finder | Player's Guide | Home



29. Force stone (Sharyah'ahrel)

It is recorded within the writings of the Trell that the Sharyah'ahrel was created for the Jotun, their enslaved miners and engineers. Used within the ancient delvings of the world before the arrival of Men, they were designed as tools to clear fallen stone, and gouge the deep trenches required for foundations and mining operations. It is not known as to the full power of these talismans for no living man has ever seen one being used, but long experience has shown that a Force stone will use whatever power is necessary to move whatever may be placed before it. In this a Dungeon Crawler must exercise care. A Sharyah'ahrel can cause great damage if used improperly.

A player who has possession of a Force stone may use it to clear passageways of debris and rockfalls, and sweep away some forms of gas that may be encountered in modified rooms. Many of the Modifier list sections will have options for the use of this talisman. Follow the instructions given if you wish to make use of this Sharyah.

Room Generation Table | Room Finder | Player's Guide | Home



30. Shard of Stonewood

There are few things to be found in the world of Arborell that have a greater value than a piece of the Silvan Tree. It is said that all the powers of EarthMagic found in the world emanate from the great Tree, and any piece of it can bring to the bearer all the power the Silvan Tree itself possesses. Only the Dwarvendim who reside in their fortresses in the Krodestaag know the true secrets of EarthMagic, but even a shard of the Tree can be put to good use if one is lucky enough to find it.

Whilst the Shard is in your possession you may take double points from the endurance of any Dreya'dim in any combat round you win. This item has no limits to its use and may be carried over to any further missions you undertake in this game. A Shard of Stonewood is a prize you should never part with. Guard it well.

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The Torchlight Text Edition is the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Any questions regarding this title, or any other book in the Chronicles of Arborell series can be answered by emailing the author at densleyw@shoal.net.au