Mike Shea - Chambers of the Dread Titan.pdf
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Chambers of the Dread Titan
A level 2 one-page dungeon by Mike Shea, mike@mikeshea.net, http://slyflourish.com
USING THIS ADVENTURE:
A dark cult conducts a terrible ritual at
recently revealed remains of a dread titan. The PCs must stop this
ritual before the awakening doom. Read aloud or summarize chamber
descriptions. For shorter games, use fewer quests and reduce the
number of chambers. Roll a random encounter in each chamber. Roll
treasure for each defeated encounter. Roll traps for each hallway. PCs
can interact with
bolded features
using skill checks. Add your own
quests or monsters to integrate this dungeon into your own campaign.
START:
A desperate scream is soon followed by a roar of inhuman
beasts on the narrow mountainside trail ahead. A number of
twisted beasts tear into a group of bedraggled humans. Only one
of the humans remains alive. Behind the beasts, two black-
robed humans look your way. One points at you, speaks a dark
word, and the beasts rush to attack.
These enemies include two
cultists
and one
dretch
demon
per PC in the party. The remaining human captive
describes a cult conducting terrible rituals and sacrifices
in a set of chambers beyond the gaping mouth of a
black horned skull embedded in the mountainside. He
begs the PCs to
stop the ritual
and describes the
treasures held by the cultists.
THE SKULL OF THE TITAN:
A
titanic
onyx skull
appears embedded in the side
of the mountain cliff. A
black river
flows
from its gaping mouth, twisting back and
forth before flowing into a
thousand-foot
waterfall
off the edge of the mountain.
THE ALTAR IN THE CAGE:
Huge
black
ribs
arch up to the ceiling of this vast
cavern. An obsidian spine has been
carved into
rough pews
that line the
center of the chamber, their edges as
sharp as razors. An
altar of runed stone
sits at the far end, its surface caked with
centuries of
sacrificial blood.
HALLWAYS:
Ten-foot-wide halls twist
throughout these strange caves.
Ancient
pictograms
depict terrible rituals and
bloody sacrifices. Alcoves contain
carved
statues of monstrous heads.
Deeper
halls reveal strange
glowing sigils.
QUESTS.
Quests can include one or
more of the following: 1. defeat the cult
fanatic leader; 2. destroy the dark
geode; 3. close the oblivion door; 4.
burn a book of rituals; 5. rescue the
priest of light; 6. destroy the cultist altar.
THE BLACK POOL:
Black water flows from
a crack in the wall of this high natural
chamber into a
large pool
in the center of
the chamber.
Rivers of the black water
flow
out of the chamber into numerous
underground passages while one flows out
into the river exiting the caves. A
statue of a
humanoid,
head down and arms crossed
over its chest, kneels in the middle of the
chamber covered in the black oily water.
THE OBLIVION DOOR:
Cracked natural
rock reveals intricately carved stone
walls buried for thousands of years. A
deep crack in the wall of the rear of this
chamber reveals a
door of carefully
carved stone.
The open door swims
with
violet smoke and starlight.
Three
enormous
black finger bones
pierce
out of the floor of this chamber, tipped
with razor-sharp nails.
RANDOM ENCOUNTERS.
Roll 2d4: 2.
1d4 thugs; 3. 2d4 dretch demons; 4. 2d4
skeletons; 5. 2d4 guards; 6. 2d4
zombies; 7. 1d3 ghouls; 8. one cult
fanatic. There is a 50% chance that a
monster group also includes 1d4 cultists.
Boss monsters protect quest objectives
and have double hit points and one extra
standard action.
TREASURE.
Roll 1d20: 1-5: 1d6 x 10
gp; 6-10: 5d6 gp; 11-12: +1 weapon;
13-14: +1 armor; 15-16: +1 shield; 17.
wand of magic missiles; 18. cloak of
protection; 19. luckstone; 20. gauntlets of
ogre power
THE DARK GEODE:
Six
large spikes,
three on the ceiling and three on the
floor, surround a large
black geode
spinning in the center. A deep hum fills
the chamber. Small cracks can be seen
in the spinning form, sending rays of
prismatic light
onto the walls and
ceiling.
THE ALIEN TOMB:
A
ten foot tall
sarcophagus
of gray metal stands in the
center of this chamber. The front of the
sarcophagus is shaped into a tall long-
limbed humanoid with a large oblong
head and long thin limbs with too many
joints.
Flat black plates of metal
sit
embedded on the walls, each
occasionally flashing with a different
colored rune.
THE AEON LIBRARY Ancient
scrolls, painted skins, and dusty
tomes
sit in carefully carved alcoves
all along the walls. A
lectern of
obsidian
sits in the center of the floor
illuminated by a
multi-colored orb of
light
floating just below the ceiling.
TRAPS.
For each hallway, roll 1d20:
1-10, no trap; 11: poisoned darts; 12.
swinging scythes; 13. explosive rune;
14. poisoned cloud; 15. lightning rune;
16. psychic rune; 17. fire breathing
statue; 18. acidic spray; 19. freezing
blast; 20. insect swarms.
THE SUMMONING CHAMBER:
Rough cavern walls surround a stone
floor shaped into a long-fingered
hand. In the palm of the hand is a
pentagram
surrounded by a circle of
intricate
runes.
The tips of the raised
fingers each burn with
violet flame.
Faceless statues
sit in large cracks
along the chamber's walls.
THE CELLS:
Cages of barbed
metal
hang from a
complicated
network of scaffolding
on the ceiling
by
thick rusted chains.
Iron bars
and thinner chains connect the
scaffolding to a series of
gears and
levers
on the wall. A
deep well
of
brackish water sits in the center of the
chamber, its circumference the same
diameter as the cages.
NAMES.
Use for NPCs, monsters, or magic
items. Roll 3d20: 1. Bayard Gravel Boot; 2.
Erasmus Black Rain; 3. Edelinne Faerie
Cloak; 4. Cutbert Dust Hammer; 5. Joyce
Foe Hand; 6. Hailey Lion Fang; 7. Gavin
Glory Blood; 8. Ivan Emerald Storm; 9.
Ismay Oak Whisker; 10. Lila Shadow
Soother; 11. Philyra Crow Belly; 12. Zachary
Harp Maker; 13. Caleb Iron Watcher; 14.
Wolfstan Leaf Toes; 15. Neaira Tree Helm;
16. Helena Swift Stalker; 17. Athilla Ghost
Born; 18. Millicent Ebon Tooth; 19.
Cenwood Ghoul Cleaver; 20. Cutbert King
Maul
Released under a Creative Commons Attribution Share-Alike 3.0 License. http://creativecommons.org/licenses/by-sa/3.0
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