Scale: 10ft. Click HERE for a PDF version of this adventure! |
Suitable for 2nd level.
Art generated on Craiyon.com; for expedience.
X - Entry
The circular room is walled by a slate geometric pattern – multiple tile shapes in use, each coming together in a larger picture, such that all space is bricked and mortared in a colorless mosaic. The floor is black tile – both motifs continue through the rest of the structure.
The room is empty – excepting natural cob webs hanging gently on the north-east portion of the stairwell.
N - North
N1) A statue of a stately gnome – six feet in height, four feet in width – dominates the center of this space. It is illusory, however, and characters may pass through it (or hide within, being able to see out as though within a cell of one-way glass) at leisure.
N2) Upon opening either door to this space, a thick smoke, knee to waist height, begins to billow out. It has a caustic aroma – but no harmful effects. Against the far wall are six periapts – empty, but worth 10 gp each as trinkets – hung at interval along the north wall. In addition, a pouch with 50 gold pieces and a garnet worth 100 gold pieces further can be found hidden beneath the opaque mist – lying discarded in the south-center of the room.
N3) Wedged into a nook in the wall is a shrine to the god of the gnomes. It has been neglected and no votives nor offerings sit nearby.
N4) One Giant Shrew (B42) sniffs about a pack, thrown to the ground. Inside can be found three days rations (which have drawn the shrew’s attention) in addition to 200 silver pieces.
N5) A wayward Dwarf (B35) has locked himself in this space. Lightly wounded, he will react positively to adventurers – having been driven here by the shrew in N4. The pack is his – which he will remember after the exuberance of liberation (if the shrew has been dealt with) has worn off.
The purpose of the room is a crypt – two sealed sarcophagi, parallel to one another, taking up most of the space.
N6) Central to this room is a grave slab – running north to south and flush with the floor – on the other side of which is a small table, knee high. On the table is placed 100 silver coins and a skull coated in mother of pearl – itself worth 300 gold pieces.
The grave slab is unstable and, if party members walk across, there is a chance it will cave in – dumping the unfortunate into a 30 foot pit beneath.
N7) A single sarcophagus sits empty, broken into, with the lid smashed on the floor to the south. The small skeleton has been rummaged through unceremoniously.
W - West
W1) An octagonal rug of woven metal fibers is tethered to the floor in the center of this space. There is a slight charnel scent about it – and any character which steps into it may set off a trap wherein the rug winds up on itself, crushing whomever is inside before re-opening and resetting automatically after 1 turn has elapsed.
- If one character is caught in this mechanism, 1d3 damage is suffered.
- If two characters are caught, the damage inflicted increases to 1d6.
Characters of dwarf or halfling stature are counted as half a character for the purposes of the crushing rug. A Save may be granted to dodge the effect, eluding capture.
W2) At the far end of the north hall, two spectral hammers float facing the door, casting light as though torches, flanking the entrance to the larger space. They are magical, but have forgotten their purpose as guards. If left unmolested, they will do nothing but cast light – if a character attempts to disturb them, they will attack in unison, fighting each as 2 HD monsters, dealing 1d6 damage on a hit, which cannot be hit by normal weapons. The goal of any such attack is to drive the target from the room out the door to the north – after doing which, the hammers will resume their mindless vigil.
In the south of the room, a hoard has been secreted as follows:
- A locked chest containing 4,000ep
-
A spell scroll containing five Magic User spells:
- Cloudkill
- Read Magic (x2)
- Fireball
- Protection from Evil (10' Radius)
- One Wand of Illusion (X49-50)
W3) Mining equipment has been stowed and neatly battened in the south and south-west of the room. It has gathered dust – having not been used for a time – but is in functioning condition.
W4) Eight gnomes argue amongst themselves in this space – two appearing to be the leaders: each who have maximum hit points for their hit die. They are following an antiquated map of the space and have entered through the secret door – of which they are aware – but seek the treasure room in W2: hoping to find artifacts therein to allow them to rid the area of shrews.
Between them, the gnomes carry 200 silver and 10 gold pieces.
E - East
E1) The eastern portion of the room is painted, small figures in robes surrounding a central figure with a golden hat. However, the space appears longer than it is and a party which seeks to walk towards the eastern wall from the west will inexplicably make very little headway. In fact, only a blind character – or one whose eyes are closed or covered – can make it to the far wall: where they will find the stone mundane.
A party seeking to return westward is not affected, departing as readily as they entered.
E2) Alcoves on each wall house the statue of a gnome-like figure; the features of the statues have been obscured with age.
E3) Three Giant Shrew (B42) are feeding upon two dead gnomes. On the gnomes’ persons can be found a potion of Cure Light Wounds.
A set of amphora adorn the west wall; in which 600 silver pieces can be found.
E4) The floor is patterned in a red and blue mosaic – depicting an abstract canvas. Along the walls are hung multiple tabards – each woven of metal fiber. They are serviceable – albeit uncomfortable – for small characters (those of dwarf or halfling size): but provide a base armor class of 6 when worn and encumber as chainmail.
No comments:
Post a Comment