Billy Miller – The Tomb of the Ancients Level 1.pdf
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The Tomb of the Ancients
Level 1
After a recent earthquake, a massive silvery dome has ap-
peared at the base of a nearby mountain. It appears it had
once been buried beneath a portion of the mountain itself,
but the earthquake has exposed it. Many are interested it
what secrets the structure may possess.
Exterior—The exterior of the dome is perfectly smooth and per-
fectly round. There are no visible doors anywhere on the exterior.
Several expeditionary forces have already encamped around the
dome. An inscription, written in a flowing golden script reads, “At
mornings first light, my shame casts my eyes down.”
1.
Main entrance—only
visible at morning’s first light and only
visible from the south. From the inside it appears to be a nor-
mal door. Any time the PC’s rest in the outer ring, a honor
guard of a dozen ghostly figures will march past along the outer
ring. They can not be interacted with in any way.
Waiting and preparation room.
Mural on wall depicts women
in mourning. Several
small gold inlaid boxes
contain valu-
able
funeral preparation spices and oils.
A
spectre
haunts
this room and actively attacks anyone disturbing the boxes.
Waiting and preparation room.
Mural on the wall depicts
men in mourning.
Several small gold inlaid boxes
contain
valuable funeral preparation spices and oils.
1 Box is
trapped
and contains a
scroll.
Tomb.
Several coffins sit in this room. Each is occupied by a
zombie.
Each zombie was entombed with small
valuable
2.
3.
4.
trinkets.
Niches,
stacked like bunk beds, line the walls. Each is currently occupied by
a
skeleton.
One magic weapon
(currently in use by skeleton).
Tomb.
A single sarcophagus occupies center of room.
Large skeletal war-
rior
guards it. It wears
magical armor.
Lovers Room.
Two sarcophagi with a man and woman engraved on top
facing each other. If either is disturbed, both
vampire spawn
attack. Each
sarcophagi contains
one dozen roses made of pure gold and gems.
Storage room
occupied by a
skeleton covered in a mould.
Any creature
physically struck by the skeleton is also effected by the mould (mind effect-
ing).
Decoration’s Room.
Door is
trapped
and locked. Room contains
several
valuables including a large gold covered holy symbol
to “The Unknown
God” attached to the wall. It is also
trapped.
Grieving Chamber.
Wails can be heard from outside.
Ghost
inside. An
ancient book, “A
Collection of Poems for the Broken Hearted”
can be
found here.
Storage.
Candles, torches etc are stored here.
Three candles are magical
and burn continually without heat. Door is not locked but is
trapped.
Body Preparation Room.
Several
ghouls
have taken up residence in this
room.
Living Quarters.
Door is locked and
trapped (magical).
The
cleric
who
once maintained the tomb still does, though he’s now insane and attacks
without provocation. No method of curing, either magical or non-magical, can
restore his sanity. After eons, his mind no longer exists.
Several scrolls
can be found here.
Sven’s Final Resting Place.
Secret Door; Locked and
Trapped;
This ir-
regular shaped room houses a single sarcophagus filled with dirt and a
vam-
pire.
Several valuables
are buried in the dirt along with a
wand and a
scroll.
Refuse Room.
Accessible only by swimming through the scum covered pool
from room 14 passing under the northern hallway. Water is contaminated
with
disease.
This room is nearly knee deep in refuse. Several
dire rats
occupy this room. The
magical candle
missing from room 18 can be found
here along with significant amounts of
treasure
that he dire rats have drug
here from other parts of the tomb.
West Hallway.
The door to this hallway is a Secret door, locked and
trapped.
East Hallway.
See 16.
Central Burial Chamber.
Rooms 18 through 22 are effected by a magical
5.
6.
7.
8.
9.
10.
11.
12.
13.
19.
20.
21.
22.
23.
14.
Vortex. Anyone may enter room 18 but leaving is much more difficult. The
center of the room is occupied by a magical vortex that seems to suck light
and life into itself. Anyone standing in the room takes damage from the
negative energy it creates. On either side of the vortex stands a candle
stand. The candle on the east side is missing (can be found in room 15 if
searched well). Replacing the candle will end the effect, but release the
vampire
that resides in the sarcophagus within the vortex. Anyone at-
tempting to use any door to exit area 18 must roll a d8 and a d6. For the
d8, count clockwise around room 18 to determine the door that is actually
used. For the d6, 1-2 is outside room 18 and 3-6 is inside room 18. Exit
from room 19-22 use these same rules. Doors function normally if candle
is replaced.
Golden furnishing
adorn this room.
Spells that heal or
restore do not function in this room while the vortex is active.
Tomb of the High King.
A
large skeletal warrior
wearing a
crown
on
his head guards the single tomb in this room along with his
wraith body-
guards.
The king’s
favorite treasures
were entombed with him.
Tomb of the Royal Wizard.
Wraith;
Room is filled with books, mostly
destroyed by time. The wizard’s
spell book and his few magical items
have remained.
Tomb of the Mother Queen.
Ghost
and lots of
jewelry.
She wails inces-
santly about the loss of her children.
Tomb of the Royal Confessor.
Ghost
and
several wraiths;
the ghost
will attempt to “turn” the PC’s on round one (no effect what so ever) and
will join the battle on round two.
Divine scrolls and wands can be found.
Hallways of the dead.
The four hallways leading to the central chamber
are packed with ghostly mourners. They can not be interacted with in any
way, but occasionally, among their other wailings, shout, “Woe to those
who would approach the final resting place of the High King with out bless-
ing.” Rest is impossible in these hallways. The doors leading into room 18
from the
south, west and north are all trapped.
15.
Rest is completely impossible in all hallways leading to room 18. Resting in
Room 14 or 15 exposes PC’s to
disease.
Note:
If other parties have entered the tomb at the same time the PC’s enter,
additional conflicts may arise. =)
Random Encounters - 1 in 4 Chance any time resting for: (Roll 2d6)
2 & 12
3-4
5-9
10-11
Wraiths
Zombies
Ghostly Mourners (See Room 23): Prevent Resting
Skeletons
16.
17.
18.
The Tomb of the Ancients is a map created by Billy Miller III and Licensed under the Creative Commons Attribution-Share Alike 3.0 United States License.
http://creativecommons.org/licenses/by-sa/3.0/
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