Sunday, May 3, 2020

Sunday Slog: New Map

Scale: 10 ft.
Click here for a PDF version of this adventure!
Some traps, mechanisms, and elements lovingly plagiarized from anonymous contributors. Public domain artwork respectfully pilfered from the National Gallery of Art on or around May 3, 2020. Attributions in alt text.

A - Gallery

This space is 13 feet wide, extending approximately 70 feet north-east. There are sconces on the wall, as though to hold torches, but they are long vacant. A double door marks the entrance on the south-west wall; doors flank the hall - six in total, three heading north-west; three heading south-east - at 15, 35, and 55 feet into the space. All but the second on the north-west and the final on the south-east walls are locked; the remaining two are stuck and must be forced open. At the end of the room is an grated iron fence. The gate through hangs loosely on one hinge.

B - Flesh Corridor

From a door facing south-east, a five-foot wide corridor turns quickly north, running for 60 feet. The walls are a mosaic of bone - skulls, shoulder blades, long-bones all arranged to form a pattern. Around the 20 foot mark, there appears to be some dried flesh still clinging to these bones. By the 40 foot mark, flesh clearly still hangs off of each - dripping - as the occasional eye blankly stares at the party. At the northern extent of the corridor, there is an iron door, locked, leading east.

C - Prize Chamber

Fantasy of an Antique Tomb with Fragments of Architecture and Sculpture, Carl Schutz
This space is an octagon, radius 30 feet. There is one entrance/exit, in the south-west, where the octagon's shape is interrupted to accommodate the end of a hallway. On the north side of the room is an altar, bedecked with six candles - two each on the north-east and north-west corners and one each on the south-east and south-west corners - as well as a bowl filled with jewelry on the west side, a locked lockbox with poison needle trap in the locking mechanism on the east side, and in the center, a raised lazy Susan housing a single canopic jar. In the center of the room, an oblong inner hexagon - 20 feet east to west by 10 feet north to south - is cordoned off by floor-to-ceiling iron grates. Inside are visible 3d4 ghouls - who slaver and bark at the party as they enter.
  • The jewelry in the bowl is comprised of a heavy necklace worth 300 gold pieces; two bracelets with emeralds ensconced worth 140 gold pieces each; three rings - one with a red garnet, two simple bands - worth 30, 20, and 20 gold pieces, respectively; and an gilded inkpen and ivory inkwell worth 80 gold pieces.
  • Inside the canopic jar is mostly ash, but also a mummified mandible. Additionally, a character rummaging through the ash will find a nondescript rosary, clean - untouched by the ash - that smells vaguely of cedar. Any character carrying the rosary is invisible to undead.
  • Inside the lockbox are 120 platinum, 240 gold, and 140 electrum pieces, plus two rubies worth 30 gold pieces each and a signet ring of a forgotten house worth 15 gold pieces.
If the characters touch any of the treasure elements, a mechanism will lift a section of grating, releasing the ghouls:
  • The jewelry bowl, north-west face
  • The lockbox, north-east face
  • The canopic jar, south face
If the party lights a candle, a section of the iron octagon will be obscured by a descending wall of stone as follows:
  • The south-east candle, east corner
  • The south-west candle, west corner
  • The outer candle on the north-east corner, the north face
  • The outer candle on the south-east corner, the south face
Conversely, if a candle is extinguished, the wall will slip back, exposing the ghoul cage.

The two added candles on the north side of the altar - closer to the treasure than the corner candles - are a ruse: if either one is lit, there is low rumble sound. While they are lit, a portion of the south face stone wall will not close.
  • The east ruse, the bottom half of the wall
  • The west ruse, the top half of the wall
Thus, while the ruse candles burn, the ghouls will still be able to escape if their cage is lifted. If a ruse candle is lit after its corresponding correct candle on the north side of the altar, the corresponding correct candle will go out. Any candles can be re-lit after having been extinguished.

D - Watchers of Bone

A hallway narrows to five feet wide and proceeds 10 feet east before opening up into an octagonal space, 15 feet in diameter. On the east face, the five foot hall continues behind a set of iron bars. On each of the non-cardinal faces (north east, south west, north west, and south east) stands a skeleton wearing an aged tabard and armed with mace and shield. The hall behind the bars extends 25 feet before terminating in a wooden door.

E - Greenhouse

A five foot entrance opens up over five feet into a larger space, 15 feet east to west by 25 feet north to south. Inside are four stone troughs - four feet in height by three feet wide by eight feet long, laid long-ways north to south - filled with dirt. One of the four troughs, if examined thoroughly, has a skeleton of an unknown humanoid buried in it. Growing in all four troughs are large mushrooms. The mushrooms in the three troughs sans corpse are healthy - the mushrooms in the trough with the corpse are psychotropic. The mushrooms count as standard rations, if harvested: enough for 2d8 days - weighing half as much as normal rations for the same duration.

Memento Mori, Dutch 17th Century

F - The Keeper

A hallway turns north, 5 feet wide by 10 feet long, and opens into an oblong octagon: 15 feet east to west by 20 feet north to south. In the non-cardinal corners are standing skeletons wearing faded tabards, armed with spears. On the north face is a large ornate desk with large ornate chair - at which sits a large skeleton, eight feet in height, wearing a beard and a helmet of antlers. On the east and west faces, framed mosaics of bone: depicting a fractal pattern.

The spear skeletons are inanimate, but the large skeleton - the Keeper - is not. If the party comes within 30 feet of him, he will look up and accost them in the language of Law, asking what their business is. If engaged in combat, the Keeper fights as an Ogre, using a two-handed sword. In the desk are keys to 1d4 of the alcoves in section J, alongside parchments with faded lettering only the Keeper can read, in addition to two scrolls: one of Floating Disc, one of Continual Darkness.

G - Visitor's Center

The narrow hallway turns north and opens into an octagon, radius 15 feet. There is nothing on the floor, but hanging from the ceiling are six sets of manacles: four of which are occupied. One hangs a male human corpse, decayed beyond personal identification; one hangs skeletal hands - the skeleton itself, having crumpled to the floor: gods know what holding the hands and one shoulder-blade in place; and in the final two are living women - shrieking and shrieking: as though driven mad. They are clad in the garb of the merchant class and will recover, but will experience a fugue surrounding their experience with this place.

H - Reliquary

After a short hallway bending south-east to east, the space opens into an oblong hexagon - 20 feet east to west by 15 feet north to south. Along the north and south faces are cubbies arranged in three rows - 9 on the top, 8 in the middle, 9 on the bottom rows: for 52 total cubbies. In each of them is a random article - ranging from daggers to dining utensils, none of which appear of any value - and behind each random article is an urn. If a character opens an urn, roll 1d10:

1d10Urn Contents
1 - 2Poisonous spiders! Save vs poison or lose 1d4 Constitution to the venom.
3 - 8Dust, perhaps an unidentifiable nick-knack.
9Dust, plus 2d4 silver pieces.
10Dust, plus a ring. If worn, the ring allows the wearer to cast a single randomly determined level 2 MU spell weekly. Only one of these may be found.

On the east face is a pedestal with a small door and a pillow on top. Above the pedestal, a shield emblazoned with a sunset in chipping paint hangs on the wall. On top of the pillow is a string necklace, bejeweled with teeth. Inside the door are more poisonous spiders: but, being easier to evade, any exposed player may re-roll their save to avoid damage if they fail the first time.

Grave Marker, Edward White

I - Spire

After a narrow hallway which curves east, the space opens up into an octagon, radius 15 feet. Along each wall - about a yard off the stone - are kneeling benches. In the center of the room, a spiral of teeth is embossed into the floor. The ceiling rises in a smooth spiral - like the inside of a cone snail's shell - to a height of 30 feet. Hanging from the ceiling is a chandelier, suspended halfway between floor and ceiling, with six glowing red spinels rising in a circular pattern: they do not glow if removed from the chandelier, but are worth 100 gold pieces each due to their size and cut. In the center of each face at approximately six feet from the ground is a reflective plate, highly polished. There are seven in total and can be removed with some careful force - chance of breaking ruled based on the method of extraction - and can be sold for 30 gold pieces each.

J - Museum

This room is square, 30 feet to a side. The south-east corner is cut off by an iron grate housing the only entrance, a gate hanging loosely on one hinge. On the north and east walls are three concave alcoves each, three feet deep at the center and 10 feet across at the face, each with a locked window. From the north-west alcove, proceeding clockwise, they contain:

Design for the Tomb of Dr Joseph Warton, John Flaxman
  • A suit of scale mail armor (as chain mail, with +1 AC to piercing attacks), helmet, and spear
  • A wooden chest and chair. The chest is empty, appearing to have been broken into.
  • A shelf containing several clockwork homunculi. They are not intelligent, but will perform various tricks when their spring is wound up. (4d6 gold pieces each, representing the interest level of the buyer. Re-roll each sale attempt, but don't let the players know it's being re-rolled.)
  • Dust and cobwebs.
  • A tapestry depicting the god of death in the center, flanked by two obsidian skulls worth 50 gold pieces each.
  • A brass bell with a clapper shaped like a skull. The bell weighs 300 pounds - but if rung, will cast Darkness around itself with a radius of 30 feet: where the ringer is unaffected by the dark.

Inside the room in a space randomly determined (1d8, any 10 foot space excluding the half-space with the entrance) is a Gelatinous Cube. Inside the cube are floating 2d6 silver pieces, 1d8 copper pieces, and the keys to 1d4 of the six alcoves, determined randomly, among some useless metal detritus.

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Scale: 10 ft. For a PDF version of this adventure, click HER...