Friday, February 1, 2013

Pulp Fantasy Core RPG Adventure--Best Left Buried-Part 3

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index
Adventure Index


The Cave Entrance (1 XP)
There is an unnatural looking, large flat stone on a hillside another mile up the hill from the cabin. It was once covered over by a man-made landslide. The debris has since eventually worn away to re-expose the stone. It is on a hinge. When about a man-weight is placed on one end, it tips and deposits the person five feet below into a cave. The lid can be tipped (with the proper height and effort) from the inside to allow egress.

The cave leads into a narrow tunnel. There is a tripwire (DC 12 to detect), that unloads four hanging skeletons from the ceiling in front of them. They do nothing for a rd, but then attack anyone moving towards them.


The Magic Mob (2 XP)
This encounter is dependent on what happened at the shack and other factors. It’s entirely possible that the characters could have surrendered the map to the gang. The gang then simply waits for the characters to get there and let’s them go in first. The gang could instead be chasing the group there and follows them in, spoiling for a fight inside.

If the group has a hard time with the final encounter, the gang could blunder in and help take some of the heat off. (They will however, teleport off pretty quickly with any losses.) Alternately, if the group defeats Digger fairly easily, they could run right into a lethal ambush by the gang inside the cave. Try to make sure that Fritz, at least, gets away.


The Burial Crypts (2 XP)
The workers that originally built the tomb were massacred and interred in these crypts. They won’t open from the outside without some equipment, and inside there’s just a pile of bones. If left undisturbed, nothing happens past the first set of crypts, but immediately after passing the second, the crypts all open up. Five skeletons come out of the first set, four from the second, and four from the third. (Take note, there are more skeletons inside. This is just the group that initially comes out.) The problem is the narrowness of the corridor. The group is essentially blocked in. The exit is very tight, only admitting one at a time, sideways.

Once everyone is clear, the skeletons return to their crypts. They won’t attack again once Digger is dealt with.


The Statues (1 XP)
The most prominent features of this chamber are the large Egyptian style statues. You know, jackal-head, bird-head, etc. There are also a teen boy and a teen girl there. They are suspended just off the ground, bound and gagged, hanging from either of the outstretched arms of a precariously, teetering statue. Cutting the rope to free one of them, will tip over the statue and send it crashing into the other one. Either the statue must be secured first (Disarm Trap skill) or a DC 12 Reflex save to grab them out of the way (or hopefully the players will come up with something more clever). Jack and Sally are both scared out of their wits and will be unable to fight in any case. They were abducted and being held for sacrifice for Digger’s summoning ceremony. He actually told them his plans for them while tying them up.

The end of the main passage and the Unexplored Eastern passages both end in cave ins. These could be cleared in time with the proper equipment. They lead into the deeper chambers.

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