Michael Phillips - The Dweller Beneath.pdf
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The Dweller B ene ath Levels 1 and 2
GX
G
3
B
Legend
X - Pit in floor
G- Carved Glyphs
B - Boulder
H – Hole in the ceiling.
Notes: This dungeon
is
a set piece
intended
to
be
placed
in
almost any
type
of game. The
intention is
to
cre ate horror based
tension,
preferably without
any actual combat encounters. The
individual
G M
is
going
to
have
to
set
the tone
as appropriate
to
his or
her specific group of players.
The cre ature
in
the
cave system
is
not
intended
to
be
fought.
Inste ad, by
the time
it
reve als
itself,
the
pcs should be re ady
to
bolt. Ide ally
they
will never
get more
than
a glimpse of
the thing that
dwells
de ep within
the
e arth. If
they
do attempt
to
stand
and
fight,
it
should be
less
of an opponent
than
a
force
of nature.
There
is
a gre at de al of dust, all undisturbed before
the
pcs enter
the
cave system.
The roof of
the
larger
caverns
is
webbed with cracks
from the
collapse of
the
complex above.
The spheres and depressions are a red harring.
They are
there to
give
the
party a re ason
to
move
through
room 3 multiple
times.
When you
fe
el
it
thematically
appropriate,
trigger
descriptions a,b,c,
and d. There are no signs
to
precede a. B
is
preceded by a very
light
click
in
the
distance (the
stone moving a small distance.) C
is
preceded by a
loud
scraping sound and
then
a
loud
bang as
the
stone settles. D
is
preceded by a
literally
de afening
crash and
the
re al danger of cave
ins
through the
complex.
If
the
P C s
fle
e and
they
used ropes
in
their
ascent,
have
the
cre ature pull on any ropes
in
the
hole.
1
2 H
5
4
Room Key
1. E ntry Way There are
two
complex symbols carved
in
the floor
in
front
of a narrow hole. The hole
le
ads down
to
a rough shaft, barely wide enough
for
a
single person
to
climb down. It
twists
and bends as
it
descends,
foiling
attempts
to
determine
its
depth
from
above. Any character
failing their
climb check
has multiple chances
to
catch
themselves
as
they fall.
The
total
depth of
the
shaft
is
400©
Skill C hecks (e asy/difficult/impossible)
History/O ccult/Arcane/Anthropology:
E
The symbols are som e sort of warding and warning.
D
They are
intended
to
make something ke ep
its
distance
from
them.
I
The symbols
themselves
are non-magical. Inste ad
they
are representations of primal
forces
of re ality, scribed
to
ke ep something very specific
from
passing
them.
You can determine
their function, though
not
the
identity
of whatever
they
are
intended
to
constrain.
Dungeone ering/Stonework/N atural History
E
N e ar
the
bottom of
the
shaft,
the
walls show signs massive collapse. It appe ars
that there
were worked
spaces
that
were allowed
to
or caused
to
cave
in.
B ased on
the
number of collapsed side
tunnels, there
was a n extensive complex down here.
D
N either
the tunnel
nor
the
collapse of
the
complex were natural.
C
limbing/Athletics
E
If a character begins
to fall
down
the
shaft he may catch himself after
falling
20
feet
with a successful check. (R epe at
for
every 20
fe
et
fallen.)
2.. Last Stand There are a doz en shattered and dessicated corpses scattered around
this
cavern. They show signs of blunt
trauma
but
they
show no signs
of having be en gnawed on by scavengers before dessication. There are broken we apons scattered amongst
the
corpses. This
is
a good place
to
include
hints about
the
nature of
the
group
that
built
the
collapsed complex above.
3. The Dweller. This cavern
is
dominated by a boulder made of a different material
than the
rest of
the
cavern. It
is
far too
large
to
have com e
into
the
cavern by any route. The boulder has chalk markings all over
it
similar
to the
runes
in
the
E ntry Way.
3a. The dust
that
coated
the floor
of
the
room has be en disturbed. It
fills the
air with a choking murkyness. Perception (Medium) The boulder se ems
to
have
shifted a half an
inch
or so. The slipping of
the
boulder
is
probably what disturbed
the
dust.
3b. The boulder has obviously moved, about six
inches
to the
e ast. Perception =(H behind
the
boulder,
it looks like
there
may be a small hole or
depression. The cle arance
is
a
fraction
of an
inch.
3c. The boulder has shifted several
feet.
It
is
once again ne arly
flush
with
the
wall. A nause ating odor emanates
from
behind
the
rock. (S aving
throw
or be
nause ated. Minor penalties on physical actions and anything
that takes
mental
focus.)
3d. The boulder
lies
shattered
in
thousands
of shards across
the
room, The air
is
full
of rock dust
to the
point
that
visibility
is
gre atly restricted. The P C s
can©t se e either exit
from the
center of
the
room. The cracks
in
the
ceiling are much
larger
than they
were previously, and
the
e arth
itself is
groaning, The
hole
from
behind
the
boulder
is
a
foot
and a half
in
diameter, and utterly black. It absorbs any
light
shined on
it
and anything
thrown
into it
fails to
make any
sound. It can only be examined by someone within a
few feet
of
it.
After
the
P C s spend a
few
rounds
in
the
room,
there
is
a scratching/dragging sound
that
from the
hole
that
rapidly gets
louder
and
the
stench suddenly gets much stronger. Any pc
in
the
room
is
severely nause ated (even
if
usually
immune
to
such effects.) With a saving
throw they take
moderate penalties on physical actions and anything
that
requires concentration. With a
failed
save
they
also
become diz zy and disoriented. If
the
pcs don©t decide
to
le
ave at
this
point, something darts out of
the
hole,
faster than they
can
track,
grabs someone, and
disappe ars back down
the
hole. (Preferably an N P C
,
but
if
there
aren©t any handy...) The
target
is larger
than the
hole and most
likely le
aves parts (limbs,
the
he ad) behind. If
the
P C s stay,
this
is
where
they
get attacked.
4. There are
thirte
en shallow depressions
in
the floor
of
this
room. (Shaped so
that the
stone spheres
in
5 settle
into
them.)
5. This room contains abandoned mining ge ar and 13 stone spheres (3
foot
diameter, 800
lbs
e ach.) This
is
another place
to
insert
clues
to future
events.
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