Lord Kilgore - The Crumbling Dungeon.pdf
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The Crumbling Dungeon
by Lord Kilgore
These ruins can be reached via a narrow tunnel in the side of a crevasse in a region known for
earthquakes and landslides. The chambers and corridors are often littered with broken stone, the
walls are often cracked or uneven, and the doors are often jammed by the geological forces in the
area. What power fuels these forces, no one can say.
Random Encounters (1 in 6
chance every half hour)
1 Tremor – see sub‐table
2 1 Large Scorpion
3 1‐4 Giant Rats
4 1‐3 Giant Centipedes
5 2‐5 Kobolds
6 1‐4 Skeletons
1
2
3
4
5
6
Tremor Sub‐Table
Save vs. paralyzation or take 2‐5 damage from falling rock
Floor cracks open, Dex check or fall in to 10’ pit
Entrance tunnel collapses – 1d6 days to clear
Crack reveals ancient tomb – 1‐6 Skeletons rise and attack
Water floods area
Total collapse – Dex check to escape in random direction
Encounter Key
1. 3 Large Spiders in webs between columns– Kobold skeleton (dead) hangs in webs
2.
Potion of Healing buried in pile of rubble
3. 6 Giant Rats gnawing on skeleton of Kobold
4. 4 Kobold guards with spears and daggers, will fall back and try to draw invaders into pit (#5)
5. 10’ trapdoor pit – Kobolds will know to avoid it
6. Defensive barrier of stones piled in doorway manned by 4 Kobolds with spears
7. Giant Badger (Koobold leader’s guard dog) chained to wall
8. Kobold leader with 3 Kobold bodyguards, each has spear and short sword
8a. Hidden under loose stone in floor: Iron box with three 50gp gems, 100 gp, 250 sp
9. 2 Large Bats and 150 normal bats – 2 vials of holy water buried in guano
10. Dead human in chainmail with shield, longsword, dagger, and 50gp
11. Leaves on floor ‐ fissure in ceiling leads to surface, humans can not fit through
12. 4 barrels: 3 of wine (100gp value), 1 containing Large Scorpion
13. 2’ deep water on floor contains swarm of leeches (1‐2 damage per round spent in water
st
after 1 )
14. 2’ deep water on floor, +1 dagger lies near center of chamber
15. 2’ deep water on floor
16. Rubble strewn on floor of corridor – half movement rate, Dex check to avoid fall if running
17. Corridor filled with thick webs
18. Moss‐covered fresco, must clear to see horned giant opening door for travelers
19. 5’ wide crevasse spans corridor – 50’ deep
20. Huge fireplace, chimney leads to surface but is inhabited by 200 normal bats
21. Rubble‐strewn chamber, west door is locked and trapped (dart fired from above)
22. Bag on floor contains 100gp, scroll of Cure Light Wounds, and scepter for statue in #23
23. Statue of ancient queen, her crown broken and right hand empty. If scepter from #22 is
placed in hand, secret door in #36 opens
24. Portcullis jammed in lowered position
25. Partially‐collapsed chamber – six skeletons (normal) partly buried. 2 hours to dig out north
door. 5% chance each turn that further collapse undoes all digging.
st
26.
+1 Spear, 6 +1 Arrows, and a scroll of 3 random 1
‐level magic spells
27. 6’ diameter well, 200’ down to underground lake – walls of well contain entrances to levels
2, 4, and 5
28. 2’ water pooled in corner
29. Rubble piled high in corridor, must crawl over one at a time
30. Crypt – 20 skeletons, 1 rises every other round, cannot be turned in chamber. Each crypt
contains 2‐24gp
31. 6 Shriekers clustered in doorway
32. Lit fireplace in southwest corner contains Hell Hound. Key to west door in #21 lies on mantle
33. Illusion of five‐headed Hydra guarding door
34. 6 giant rats lurking in cracks near ceiling waiting to drop on prey
35. 3 large clay jars: one contains 20 doses of water that heals 1‐4 hp (once per person per day),
one contains 20 doses of sleeping potion (save vs. magic or sleep for 2‐12 turns), one
contains water and a sealed scroll tube with a treasure map
36. 2 Giant Lizards nest in a huge pile of bones and stones which contains 5 gems (100gp each),
250gp, potion of speed, ring of 5 keys for level 2, and a necklace (250gp). Horned giant
carved on wall near southeast corner. Secret door cannot be opened except by giving the
scepter in #22 to the statue in #23.
37. Stairs lead down to level 2 and further adventure.
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