Eric Jones – The Shifting Crypt.pdf

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The Shifting Cr
y
pt
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A
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B
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C
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by Eric Jones
e Crypt:
e adventurers have come to
investigate rumors of a powerful artifact
buried with the ancient wizard
Fitchernön
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the Cunning.
Prying open the door of his
mausoleum they find a set of stone stairs
that descend roughly 100' below ground. At
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the foot of the stairs the passage opens into
a crypt with eight chambers, thick with dust
and clinging cobwebs (arranged according to
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map A).
Numerous alcoves are recessed into
the walls; each one either frames a thick iron
plate or opens to an adjacent chamber. In
the center of each chamber stands a single
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stone sarcophagus, ornately carved with a
heavy stone lid that requires the strength
of several characters to open. Whenever
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H
one is lifted, iron doors slam down upon
the open alcoves, closing all connections
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between rooms. ere is then the sound of
stone grinding on iron rails for roughly a
1 Square = 10’
minute, as the outer seven chambers of the
crypt shift clockwise, to the next sequence
shown on the map. When the shift is complete the iron doors lift where there is now a connection between rooms, but remain closed in the alcoves
that now connect to nothing. us if the party is in room 1 of
map A
and they open the sarcophagus there they will remain in room 1 as the crypt
arranges itself according to
map B.
If they then move to a connecting chamber (room 2 for instance) and open the sarcophagus there the dungeon
will arrange itself according to
map C,
and so on. e iron doors are nearly impossible to lift, and the walls have been reinforced and warded against
most magic. If one or more characters ends up in an arrangement of rooms with all open sarcophagi and no exits they are effectively trapped,
doomed to starve to death, as the sinister architect of the crypt intended. If
map H
is reached, and one final sarcophagus is opened, the crypt
returns to the configuration of
map A;
all the sarcophagi slam shut of their own accord and the dungeon resets.
Keeping track:
A simple means for the referee to keep track of the party when the chambers shift is to mark their location(s) on the next map
in the sequence. For instance, if the adventurers are in room 1 on
map A
and cause the rooms to shift, mark their location in room 1 on
map B.
Whenever a sarcophagus is opened cross out the corresponding room number on all of the remaining maps as the sarcophagus in that room can no
longer trigger a shift until the whole dungeon resets.
Map Key:
1.
2.
is is the first chamber at the foot of the stairs. e sarcophagus
here is empty. Numerous footprints crisscross the dusty floor.
e floor here is littered with bones and other refuse. An undead
thing lies in wait for foolhardy adventurers to open its sarcophagus.
As with all the denizens of the crypt, the referee should select an
undead monster that presents an adequate challenge for the party.
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is chamber and its sarcophagus hold nothing but cobwebs.
6. A handful of ambulatory undead stand in this chamber, ready to attack
adventurers on sight. e sarcophagus here contains only rags.
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is is the burial chamber of
Fitchernön the Cunning.
e air is stale as
this is the least visited of the eight chambers. ere are no footprints
in the thick dust, no litter of bones. Prying open the sarcophagus one
finds an undisturbed skeleton in faded robes, clutching a delicate
egg decorated with tiny jewels and fi ligree.
Fitchernön's Egg
radiates
powerful magic. When one holds it in their hand they are impervi-
ous to all forms of fire, even that of the lower planes.
is center chamber noticeably does not move when the others shift.
e sarcophagus here is empty.
3. A few old, dry bones are scattered about the floor. As with room 2 an
undead thing lies in wait in the sarcophagus. However, this creature
will not wait for adventurers to open the lid but will spring out and
attack immediately, triggering a shift of rooms.
4.
e sarcophagus in this chamber contains a booby trapped skeleton.
Even the slightest jostle causes a release of deadly poison gas.
8.
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