The Seven-Sided Die – The Tomb of Nesta the Mischievous.pdf
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The Tomb of Nesta the Mischievous
Nesta's tomb is a treasure trove but
its rooms may drive tomb robbers to
fits of paranoia.
WANDERING “MONSTERS”
1. Ghostly, amused laughter.
2. 1d3 skeleton caretakers armed
with brooms (damage as staves).
3. A gold piece attached to the floor
with
sovereign glue.*
4. A completely innocent puddle of
water, 5’ diameter.*
5. Vermin:
1-2
swarm of normal
rats,
3-4
1d4 giant centipedes,
5-6
1d4 fire beetles
6. Intruders. DM's Choice or roll on
an appropriate NPC or wander-
ing monster table.
*Non-repeating result.
GENERAL
Passages are at least 10’ wide & ceil-
ings are 15’ high except as noted.
Close-fitting stone brick. Skeleton
caretakers reform each morning.
ROOM KEY
1. Life-sized bronze statue of Nesta, look-
ing smug. A pounch with 2 agates
(25gp) & a bloodstone (50gp) hidden
in a spout of the dry fountain.
2. 30’×70’. Columns carved with scenes
of hijinks, trickery, and derring-do.
Pressing a carving of a door on a
nearby column reveals the secret stairs.
3. 30’×20’. Lever in middle of floor trig-
gers waist-high
scything blade trap.
4. West door counterweighted to swing
shut and relock after 5 minutes. Ceiling
of N-S hall is vaulted to 20’ and cob-
webbed. Shrines to local gods at either
end. Secret door to north swings out to
left, opened by pulling firmly on shrine,
counterweighted to swing shut.
5. 20’×20’. Carved wooden bench against
north wall. East door is locked.
6. 20’×20’.
Orc tomb raiders (7).
Urns (8) half-full of “liquid” (1-3 water,
4
oil,
5
acid,
6
baby gelatinous cube)
with 10gp and a turquoise (25gp) at the
bottom of each. Three urns also have
one of: silver watch & chain (broken;
500gp), glass bead necklace on copper
wire (30gp), bronze half-mask (130gp).
Trap door hidden under false flagstone.
7. 15’×15’.
Skeleton caretakers (2),
armed with brooms (damage as staves).
8. 20’×20’.
Wall-to-wall covered
pit
trap
drops to corridor floor 30’ below.
9. Tomb. 30’×40’. Sealed sarcopha-
gus (30 minutes to smash open with
proper tools), unoccupied. Contains
2,000ep, pearl (100gp), onyx (50gp),
eye topaz (500gp), carnelian (75gp),
zircon (75gp), star ruby (750gp).
10.10’ ceiling, 20’×70’. Walls of stacked
alcoves. Shiny red stones protrude
from mass of
green slime
covering
walls, floor, and ceiling of west end (45
cracked glass beads; 5sp each).
11.10’×30’, 10’ ceiling.
Skeleton care-
takers (5)
sit posed around a table
as if playing cards. Cards are ordinary
(or at DM's discretion, a
deck of many
things).
Walls of stacked alcoves with
rows of skulls facing toward table.
12.Shattered pottery shards cover the floor.
13.A shrine to an obscure god.
14.10’ ceiling. Chest, lid open, visible from
open pit above. Contains 22,000cp en-
chanted to look like gold — any coin re-
moved is obviously copper. Skeletal re-
mains of tomb robber lies near chest;
belt pouch holds 3 cut agates (25gp
ea.), quartz (50gp), carved bone eating
knife (34gp), fine-wrought silver snuff
box (empty; 400gp). Silver amulet lies
inside rib cage (600gp).
15.10’×20’. Rungs in north wall lead
20’ up to trap door (visible this side).
Each rung appears to have hinges
and the entire floor under the lad-
der is clearly a pressure plate. Door
has elaborate-looking locks within a
needle-toothed gargoyle mouth, both
sides. There is no trap here.
16.Skeleton clutching a bag encrusted with
mineral deposits partly protrudes from
right wall. Chipping away mineral de-
posits takes 20 minutes. Bag contains
angular bronze bead necklace (180gp),
gold circlet (800gp), regal orichalcum
rod (3,000gp).
a.
Fire beetles (2)
on landing.
17.Natural, steep-walled 10’ pit.
Giant
centipedes (4).
18.Kobold
exiles (5)
moving into new
lair. Hidden under loose stones in
far corner: 5 large sacks of 5,000cp
each; one sack with pair of silver gob-
lets (400gp ea.), bronze idol (120gp);
small pouch with 2 turquoises (50gp
ea.) & a smoky quartz (25gp).
19.Smooth stone walls. Stair to #20.
20.Bottom landing at secret door is 10’×10’
and occupied by
petrified lizard-
men (5)
crouched before door, guard-
ing rear, etc. Touching prominent brass
knob on door (right side) casts
flesh to
stone
(odd activations) or
stone to flesh
(even activations) on landing. Door ac-
tually opens by pushing out left side far-
thest from knob.
© 2012 The Seven-Sided Die. Creative Commons Attribution-Sharealike 3.0 license http://creativecommons.org/licenses/by-sa/3.0/
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