Dave Mareska - A Secret Place for Secret Things.pdf

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A Secret Place for Secret Things
 
Fl oor Trap
Fall, slide and
tumble to fast, winding cold
stream (d6 damage).
After 6 rounds, victim(s)
are washed into 12.
Ability check/round:
DEX - catch breath or d3 damage
STR- hold breath Âtil fail, then d6 dmg
CON- remain conscious Âtil fail, then
d6 dmg each round
A low level dungeon module that can be attached to any other for extra adventure, it is a domain of privacy for an evil Master.
Unfortunately, the excavation of such a place unearthed accesses to underdark regions⁄
by Dave Mareska, shared via a Creative Commons Attribution-ShareAlike 3.0 Unported License
http://creativecommons.org/licenses/by-sa/3.0
1. Entry way
Two magical bronze statues guard the stairs. They allow anyone down the stairs, but attack all who return up the stairs not wearing a white
cloak. White cloaks and pole arms are stored behind a heavy crimson velvet curtain.
2. Grand Hal l
Marble tiled floor invites guests to approach ornate, locked iron double doors. At either end of the hall is an urn filled with lamp
oil next to a burning torch in a wall sconce. The stairs and walls are charred.
3. Arm ory
Locked (trapped) iron double doors. Within is a lavish sitting room furnished with masterwork weapons, armor, rich clothes
and unique jewelry taken from prisoners stored neatly on display (racks and shelves).
4. Guard Post
Two warriors (human, lizardman) are on guard facing down the tunnel, each wears a white cloak. The
human will blow a whistle the round after they encounter intruders. Guards from 5 will respond. A
torch and urn are here; the hallway is charred.
5. Guard Post
Two human warriors are on guard in this charred hallway, each wears a white
cloak. One will blow a whistle the round after they encounter intruders.
6. Dung eon
Key to locked door hangs on wall here, it also opens
locked iron double doors of 3. Key within 6 unlocks the cells.
A spirit haunts the rack and will attack anyone wearing a white
cloak, otherwise will weep inconsolably.
7. Chasm
Those who defy The Master get stabbed and thrown off
here to hit the rocky bottom 120Ê down. Such a clatter
attracts the attention of the carrion crawlers in 10 . A coiled
rope ladder allows for safe descent.
8. Manacles
Victims are bound here for feeding to the carrion
crawlers from 10. Crawlers are summoned by ringing the
gong.
8a. Chute
A shoe lies in front of the tunnel that turns downward into
a steep drop that may be scaled to 10. It is rocky enough that
thieves get a +20% bonus to the climb walls check.
9. The Pit
Broken rocks and broken skeletal limbs are strewn about
the floor. Crawlers from 10 arrive in d4+2 rounds.
10. C raw lersÊ L air
Up to three carrion crawlers may be found
here, assuming they are not wandering for food. Many
gnawed humanoid bones, clothes, belts and chains litter the
floor.
11. Secret Treasure Cave
Several treasure chests are found here;
many coins, gems and jewelry are locked within them. These
chests are too heavy to carry up the rope ladder of 7.
Crawlers from 10 arrive in d8 rounds.
12. Phosphorescent Caver n
Light purple and green glowing lichens illuminate the cavern. A four-headed
hydra sleeps in the water, 50% chance it will waken via collision with those washed down from trap 2.
At the bridge by the tunnel is a group of six evil dwarves. A fight between the dwarves and PCs will
arouse the hydra. The cavern proceeds to additional underground lairs and dangers.
9. Charred hallway
10. Chuckling
11. Gravel
12. Singing
Wandering Monsters
1 or 2 on d8/turn
1. Carrion crawler
2. Gelatinous cube
3. Two guards
4. Evil dwarves
5. Carrion crawler
6. Giant centipede
Random E lem ents
1. Damp smell
2. Distant whistle
3. Scraping noise
4. Scratches on wall
5. Distant scream
6. Shuffling noise
7. Cold air
8. Close whispers
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