Mark Thomas - Serpent Temple.pdf
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Serpent Temple
–
Lost Tombs
One Page Dungeon Contest entry by Mark Thomas (http://rpgdump.blogspot.com
–
mthomas768@gmail.com)
Lighting:
Dark, except where surface
openings provide faint illumination.
Random Encounters:
Outdoor: roll d8
1-4
–
No encounter
5-6
–
Lizardmen guards 1d4
7
–
Lizardman apprentice shaman
8
–
Baby spiders 1d3
Tombs: roll d8
1-4
–
No encounter
5-6
–
Skeletons 1d4
7
–
Zombie priest
8
–
Baby spider (see
M)
Caves: roll d8
1-4
–
No encounter
5-6
–
Lizardmen guards 1d3
7
–
Baby spider (see
M)
8
–
Giant carnivorous salamander (see
H)
Background:
A human temple, long fallen
and forgotten, once stood guard over
burial vaults atop this cliff.
The Lizardmen, led by a powerful
shaman, now use the site for their
sacrifices and rituals. They have taken up
residence in the accessible caves below
the cliff, while more dangerous foes lurk in
the depths.
Room Key:
General: Dark water fills passage floor to ceiling. Light water is ankle to neck deep.
A)
Serpent temple
–
Atop the cliff, huge stone monoliths surround this terraced, skull-decorated depression leading down to a
bloody obsidian altar and stone-ringed pit. The two hollow stone pillars are
crudel( broken off /0’ above t5e ground. 8atrolled b(
4
Lizardmen
armed with spears. Pit leads to
H,
pillars to
G.
Cliff-top position indicated on main map.
B)
A dirt and debris clogged ramp leads from the surface down to the ancient tombs, ending in corroded bronze doors (stuck).
C)
Shrine
–
A decrepit altar to the north with two shattered coffins before it, broken benches scattered throughout.
3 zombie priests
lurk in the darkness west. Each wears a decayed
priest’s robe
and
minor gold trinkets.
One has a
silver key
to
D, E,
and
F.
D)
Guardian chamber
–
A pair of
four-armed, animate statues
guard this room, attacking anyone not wearing a
priest’s robe.
E)
Crypt maze
–
Broken coffins and skeletal remains abound. 1d4-1 skeletons appear every 3 rounds (18 total). Each two rounds
searching might uncover
minor treasure
or a
magic ring.
Secret chamber holds
2 ghouls
and a
magic weapon
(door trapped).
F)
Columbarium
–
Ceramic urns filled with human ashes line polished marble walls. There are
4 silver candelabra,
one in each
corner of the room. Bronze doors are locked. Forcing the doors releases a
cloud of acidic vapor9 /:’ radius around doors.
G)
Crematorium
–
A metal rack over a blackened fire pit dominates the room. Piles of damp charcoal fill the remainder. Holes in the
ceiling lead up through the broken pillars on the surface. SE corner has collapsed due to water action.
H)
Sacrificial Pool
–
Scattered remains of temple sacrifices lie scattered in the depths. Hole in ceiling leads to stone-ringed pit in
cliff-top temple. Pool is inhabited by
5 giant carnivorous salamanders.
Each 2 rounds searching might uncover a
minor
treasure
or a
pair of magic boots.
I)
Lizardman Lair
–
This cave provides crudely furnished quarters for
6 adult Lizardmen
armed with spears and
3 young
Lizardmen
(unarmed). Combat will draw the occupant of
J
in 3 rounds. They have
mundane goods
and
minor treasure.
N
passage is blocked by an ancient but solid stone and mortar wall.
J)
=5aman’s ?ave –
A
powerful Lizardman shaman
armed with a
magic staff
resides here. A sack containing
good treasure
and
a
magic scroll
is hidden under a boulder in the crude rock wall in the W passage.
K)
Placid Cave
–
The large pool here is home to a
carnivorous water lily. @5e Alant’s
floating flowers give off a sleep-inducing
scent, allowing the vines to grab and drown helpless victims. The spiders are immune to the effect.
L)
=Aider’s Barder –
3 webbed and unconscious spider victims are trapped here. 1
young Lizardman,
1
human thief,
1
giant
carnivorous salamander.
The human thief has
minor treasure
and a
magic dagger. 2 baby spiders
lurk above.
M)
Spider Lair
–
Scattered remains of past victims dot the floor of this dank cavern. A chaotic nest with the remains of an egg case
fills the north end of the chamber. A
huge venomous water spider
lurks here, along with
3 baby spiders.
Scattered among the
remains are
good treasure, 3 magic potions,
and
2 expensive gems.
The S gap leads to
a 0:’ waterfall
over jagged rocks.
N)
Cliff Base
–
A path leads from this area to the cliff-top temple
A. @5e /:’ cave oAening to t5e D leads to area I. @5e tin( E’ cave
opening to the W leads to the water-filled tunnels near
M.
A
Lizardman village
lies 2 miles S of the cliffs.
One page template created by Chgowiz (
http://oldguyrpg.blogspot.com)
and modified by ChattyDM (http://chattydm.net)
Released under the Creative Commons Attribution-Share Alike 3.0 United States License (2008).
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