Jimm Johnson and Jeff Lynk – The Contemptible Cube of Quazar.pdf
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THE CONTEMPTIBLE CUBE OF QUAZAR
BACKGROUND:
Quazar, a
powerful evil magic-user from
planet Eris has accidentally
transported
himself
and
his
cube-like stronghold to Earth. He is
trapped in his Inner Sanctum until he can
be freed by The Four Sacred Keys. In the
meantime, the uncontrolled denizens of his
fortress venture forth at night to feed and plunder
the local villages.
NOTES:
Designed for 5 or more characters of 4th-6th level.
The Four Sacred Keys are 8” metallic cubes in areas 4, 7, 17,
& 23. Cube Keeper’s Crystals work teleporters and open most
locked areas and cages. One-eyed orcs are standard orcs
with a single eye in the center of their foreheads. Most
walls/floors/ceilings/doors are dark green marbled stone.
WANDERING MONSTERS
Check for 1 on d6 every 2 turns.
1. d6+1 One-Eyed Orcs
2. 1 Tusken Ogre with a Cube Keeper's Crystal
3. 1 Large Adult Vapor Crane
4. d2 IOUNifiers
5. d4 Worker Amphorons
6. 1 Thelidu
LETTERED AREAS
G.R. GRAVITY RAMPS:
These ramps are used to transition from
the gravity field of one Cube-face to another. When a ramp is
entered, travelers feel as if walking uphill. At center of ramp it
feels like walking on a flat surface. At ramp end it feels like one
is walking downward.
T. TELEPORTER ROOMS:
With a Cube Keeper's Crystal these
rooms will teleport a party to any desired area except area Q.
Without a crystal, teleport is to a random numbered area.
Q. QUAZAR’S INNER SANCTUM:
Large hollow sphere where
Quazar is trapped. Gravity pulls outward so that one walks
upon the sphere's inner surface. Inner surface is black with
slow-shifting constellations & galaxies. Quazar is an 8th level
magic-user. (REF select spells.) He has a staff of wizardry and
Cube Master’s Crystal that can access and control all areas.
NUMBERED AREAS
1. ENTRANCE TUNNEL:
A portal at the base of the Cube is open
to this tunnel.
2. STAIRWAY:
Stairs ascend to area 3. Doors to either side of
stairs are magically locked, can only be opened with Cube
Keeper's Crystal. Clerical healing scroll hidden under 6th step.
3. PYRAMID:
A magical
voice booms, "An error has
occurred, the Inner Sanctum has been
security sealed. Only the Four Sacred Keys will
unlock the Inner Sanctum." After this an IOUNifier
descends from the pyramid‘s apex to attack intruders.
4. ORGANIC WASTE:
Abounding trash, dung, and sludge are
absorbed by a gelatinous cube. Inside gelatinous cube is an 8”
cube of decorated bronze. A 4’ circular opening is in ceiling.
5. METALLIC WASTE:
Scrap metal and wire are being devoured
by 2 rust monsters. d6 x 1000 g.p. worth of scrap gold is here.
There is a 4’ circular opening in the ceiling.
6. WIZARD‘S CHAMBER:
Door is trapped, delivers 2d6 electrical
damage on touch. Room has bed, desk, etc. Three worker
amphorons are here. Bracers of defense are hidden in desk.
7. WIZARD’S STUDY:
There is a bas relief on one wall of four
stacked cubes. Cubes are labelled "AU," "AG," "AE," and "Q."
Near one wall is a black stand holding an 8” cube of ornate
gold. Opposite wall is shimmery portal that teleports to area 12.
8. LIBRARY:
Many shelves of large books in foriegn/alien
languages. 3 one-eyed orcs wander here, 2d20 g.p. each.
9. SECRET LIBRARY:
Two magic-user spell books sit atop ornate
pedestals. One of the spell books is inhabited by an Inaed. A
Tsalakian has just arrived to steal these books.
10. LABORATORY:
This room is filled with strange machines,
computers, and laboratory devices. Four potions of healing are
hidden about and one potion of poison. A clerical scroll,
locate object, is tucked under a computer. Two 4’ circular
openings in the far corner are chutes to areas 4 & 5.
11. CONJURING ROOM:
Three evil clerics (3 HD each, REF
determine spells, 66 triangular g.p. each) are conducting a
summoning ceremony. Six one-eyed orcs are assisting, 2d20
g.p. each. One cleric has a mace +3.
12. SPIRAL STAIRCASE:
Atop the staircase is a stand with fittings
for the Four Sacred Keys. If the Keys are placed in the proper
sequence (gold, silver, bronze, black), a magic portal in the
ceiling will open. Beyond is Quazar's Inner Sanctum.
13. ARMORY:
Weapons racks. Many are empty. A few contain
one-eyed orc weapons and armor. One rack holds 4 Civil War
era rifles. A sword +2 is hidden in a panel behind this rack.
14. CONTROL ROOM:
Many levers and panels. Controls for
transporting entire Cube are here. They are malfunctioning. If
activated roll d4: 1 = electrical shock (2d6 dam.), 2 = explosion
(4d6 dam.), 3 = no effect, 4 = Cube moves 100 yds. in random
direction. A 4’ circular opening on walll is a chute to area 5.
15.
CUBE
KEEPER’S
QUARTERS:
The tusken ogre here
wears a belt with wrenches and a Cube
Keeper's Crystal on chain at neck. Hidden among
furnishings are 9,550 triangular g.p., 5,000 s.p., and 2 potions.
16. LIFE SUPPORT:
Many levers and panels. A large red knob will
turn all gravity fields on/off. Effects could be disastrous.
17. SILVER HALL:
Floor, walls, and ceiling are all of silver. At
center of room is an 8” inch silver cube atop a black stand. 20
one-eyed orcs, 2d20 g.p. each, guard the silver cube.
18. STORAGE:
Rope, chain, iron spikes, metal beams, crates,
barrels and many unidentifiable items. A pouch of dust of
disappearance is hidden at the bottom of a cask of pipeleaf.
19. ZOO KEEPER’S QUARTERS:
A tusken ogre with a Cube
Keeper's Crystal is here. (NOTE: Cube Keeper’s Crystals can
open cages.) He wears boots of flying.
20. AQUARIUM:
The force field across the top of the aquarium is
malfunctioning. A giant squid within will reach out and attack.
75,000 g.p. of gold, gems, and treasure line bottom of tank.
21. BROKEN CAGE:
Something has escaped. The floor of this
cage is a shallow boiling pool with large boulders. Several
vapor cranes were here, but are now wandering the cube. A
4’ circular opening on walll behind cage is a chute to area 4.
22. MONKEY CAGE:
Three angry Flying Apes occupy this cage.
23. DRAGON CAGE:
An 8” black cube is guarded by a sleeping
(immature) black dragon. If the cube is removed from its stand,
the dragon awakens.
24. CAPTURED SOLDIERS:
Each of these cages houses 2
captured Confederate soldiers.
25. ARBORETUM:
Scattered among strange foliage are 1 tangle
weed and 2 strangle vines. A bronze horn of Valhalla is hidden
in the tangled brush.
26. CAPTURED VILLAGERS:
Each of these three cages holds a
number of local villagers.
27. DIMENSION ENGINE ROOM:
The door to this room is
magically locked. If entrance is gained, a room of limitless size
is revealed. It contains endless strange conduits and devices
that surge with power. If anything is touched, the offending
character must save or blink out of existence.
END NOTE
Once Quazar is freed, he will be able to work the magic and
mechanisms that will return the Cube to his own world...
...Unless he has decided not to leave!
CREDITS & LICENSE
Designed and Written by Jimm Johnson and Jeff Lynk.
Licensed under the Creative Commons.
http://creativecommons.org/licenses/by-sa/3.0/
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