Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Vault of the Vile Emperor
[Note: I think this map is from Wikipedia.]
At the end of the stairs are a set of large ornate golden doors
standing. It is pure gold laminate over
stone doors. They are very tarnished
with age, but incredibly valuable, if you can figure out how to move them as they
are very heavy. A molten lead seal has
been put on all the seams, and they are barred on the inside.
A warning is scribed in several languages on the doors. Mostly in ancient dead languages, but at
least one will be readable. “Here lies
Lord Senet. Emperor of the known world. First child of the evil one. Sealed for eternity for his crimes against
the living. Let him rest and rot
forever.”
The seals can be cracked without too much effort (especially
if using Markus’ hammer). The 9’ tall doors,
together with the bar, cannot be moved by normal strength alone. There is a small notch at the top of the door
where the wires were holding up the bar before being dropped in place. If she is available, Samatha can help move
the bar on the inside. She says, “Be
careful,” after opening them. Otherwise,
there is enough wire at the top to allow someone to pull on it and pull the bar
out of place. (Roll some dice, tell the
players they were successful in however they want to get them open. Don’t waste too much time on the damn doors. Award 1 XP if the players come up with
something clever and do so quickly.)
The first 10’ of the entrance is a collapsing flagstone trap
(DC 18 to detect), which activates on the first person stepping on it. It drops 10’ into a sand pit and attracts the
attention of Ten Mummified Mice. (Like our culture deep fries everything,
ancient Egyptians mummified everything.)
Note that any mummified creature will be adverse to fire or fire
bearers, at least temporarily (1 rd). The
sand is also a trap. The next rd, the
victim must make a DC 12 Ref Sv each rd or become stuck in the sand, requiring
help to exit. The flagstone resets
itself in four rounds if not stopped.
[Note: This image is from a booklet from the travelling Tutankhamen
relics exhibit. It was cool.]
Down another flight of stairs, which ends in an open,
rectangular chamber. Stepping inside
causes the room to seemingly expand and changes the floor into a game
board. (Technically, this is an
illusion, however the effects of the room still exist regardless.) The characters will be standing on Square 1. A small pyramid with numbered sides drops in
front of them (yes, 1d4) and rolls itself.
The group may move the number of squares indicated by the roll. The object here is to move off the
board. I highly suspect this will end up
becoming more complicated in practice.
--Characters must move with roll. (The pyramid appears and rolls itself.) It is a DC 19 Will Sv to resist. (Roll,
but don’t let the players know what the DC is.)
They will have 1 rd to act freely in between rolls.
--Follow the directions on the squares.
--Characters may move into another square outside of their
roll, but only with a DC 19 Will
save. (Roll, but don’t let the players
know what the DC is.)
--After the characters have rolled twice, the Sand Golem will appear in Square
1. Roll for its move. He can be attacked at a distance or if it is
in an adjacent square, though it is magic to hit and immune to spells. If the Golem enters the same square as the party,
it attacks.
--On Squares 5, 10, 15, 20, 25, are fire traps. 3d6 fire damage coming from the floor, ½ with
DC 12 Ref Sv.
--On Squares 6, 12, 18, 24 are lightning traps. 3d6 damage coming from the ceiling, ½ with DC
12 Ref Sv.
Defeating the Golem or moving anybody off the board to the
other side ends the game and the illusion.
(I’d suggest having the traps and square directions only be active once,
especially if the party lands on Square 27 and gets transported back to Square
1. If you want to make this much longer
and be more tense, have each character roll their movement individually and
require all them exit in order to end the game and leave the room. Have the Golem restart, perhaps in a random
square, if it is defeated.)
No comments:
Post a Comment