Aaron Frost and Mundi King – Meckwick's Revenge.pdf
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Meckwick was once a prominent wizard
whose influence extended throughout the
known world. In more recent times, politi-
cal maneuvering by long standing rivals
has ruined Meckwick, and forced him to
withdraw from society. Living in isolation,
Meckwick has purchased a vacant dungeon
and begun plotting his revenge.
Meckwick has spread rumors detailing
the location of the fabled
and the
,
which are sure to
catch the attention of his foes. Meckwick is
looking for seasoned adventurers to stock
his dungeon with guards and traps and
prevent his rivals from making it out alive.
The party will be given
800 gold coins (GC)
in credit with
, which is
located in a nearby town. Three standard
traps (trip wires/ pit traps/ crossbow/ etc.)
are available for
50 GC
each in addition to
Balrig’s featured deals.
Here is a chance for your players to take on a
small role of game mastering and for you to
have a little revenge of your own.
Slobolins eating termite
bottles! Dark Cultists attempting to sacrifice
Garumble! Invaders mocking the dungeon!
The Mace and Herring (minor or
temporary items), as well as any credit remain-
ing with Balrig. Meckwick will likely consider
the party a “loose end” and begin plotting...
The invading party should be scaled higher
than the players so that careful dungeon
design is critical to success. This table details
the behavior of the DM controlled party.
Roll (1d6) to determine which entrance the
party will use.
1-2
: West
3-4
: North
5-6
: East
Roll 1d6 to determine which direction the
party will travel.
“Garumble kill! Garumble grind
bones! Garumble sleepy...zzzzzzzz...zzzzzzzz”
“He doesn’t look like much, but he can
block a door like nobody’s business.”
This stone golem has lost its arms in a battle
long ago, but can still put up a fight by charging
in and using its head as a battering ram
“This bunch already
killed their own mothers for a few coin.
This fierce looking ogre is sure to frighten any
would be treasure hunters. Unfortunately he
has difficulty staying awake. Garumble is asleep
when encountered on a roll of
1
or
2
on
1d6 .
“You’re in luck.
These freaks apparently need gold to usher in
the ‘seventh putrid age of decay’”.
An effective team of warriors
that is only interested in getting paid. The
mercenaries will claim any loot from invaders
as their rightful property.
“Don’t touch that thing
with your bare hands! I said don’t touch it!”
This powerful group of evil priests
instill dread to all who encounter them.
However, all humanoid sentient deni-
zens will suffer a penalty to rolls if
the Dark Cultists are hired.
“A fool and his money, and
his arms, and his legs, are soon to part.”
The coin golem must be contained in at least
This barely intelligent horror is a dangerous foe two coffers and kept in separate rooms. Once
and would deter any intruders. It has little sense all parts of the golem are collected, it will
of what constitutes an intruder and the ooze is
recombine along with any other treasure
very prone to wandering.
carried by the group and attack.
“
These filthy buggers
are as nasty as they are cheap and I won’t
take ‘em back for love or gold.”
These vile creatures are volatile and
unpredictable. Each round roll
1d10
. A result of
1:
the slobolins
invade another room. A result of
2:
the slobolins attack one another.
“They can’t breed, and they
die once they fill their tiny bellies. So really, what
could go wrong?”
1-3
: Clockwise
4-6
: CCW
The party will continue until they reach the
doors by either room
6
or
8.
They will head
into the inner circle there. Then roll (1d6)
again to determine if they will go Clockwise
or not (using the same table above).
The invading party will then head to the
central chamber through the door in room
9
or
11.
This table can also be used to de-
termine Slobolin movement if the “Invade
another room” result is rolled.
Successfully disarming this trap
releases several small glass vials filled
with enchanted termites. They can
devour support beams in
1d2
turns,
causing a collapse.
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