Showing posts with label Treasure. Show all posts
Showing posts with label Treasure. Show all posts

Friday, August 12, 2022

The Treasure Vault of Kasil - Dungeon Magazine 13

Here's yet another one from Dungeon Magazine issue 13, and another trapped dungeon for Ptolus. Possessing Neveran's All-key would make this thing a lot easier.

There's a vault, perhaps under an abandoned estate in the Nobles Quarter, that allegedly many people have tried to access with no success. If your party rogue has made or is trying to make inroads with the Longfingers Guild, this might be something they would find out about from that source.

This thing can potentially wipe out characters of even high levels if not careful. The treasure and magic items you can find among the remains of those who failed is pretty decent as long as you can defeat the traps long enough to pick through the bodies. Four false entrances with death traps and one real entrance with a death trap. Then the real vault with more traps. It's a character grinder.

Here's my take on what you might do with it:

Let the party learn that even Sobac Redwand won't attempt to break this vault.

Characters that take the time to arrange a meeting with Redwand and ask about the vault are told to pay 1,000 gold and he'll save their life. If they pay up he'll explain why they should forget about the job.

Redwand is smart. He takes the time to do a ton of research on targets. He did a deep dive on the family and their vault. Sobac determined that the risks likely far outweighed the potential reward.

He dug into the family history to try and determine where they got their wealth and possibly how great it was. They died paupers, so did they spend it all, or did they accidentally lock themselves out of their own vault?

He researched the location. The vault isn't inside the home, but boldly placed on the grounds of the estate. He took measurements, made notes about materials he could easily identify. He then searched city records, the deed, construction contract information, and began to compile estimates of expenditures for the building of the vault and all of its traps. 

He pursued contacts with anyone living that was related to the original builders to get their stories about the project, anything secret they might know. Based on the order of construction over time, and by the contract periods of the multiple companies involved he was able to guess where the real entrance might be, but lacks certainty.

He visited the site several times. 

By one of the pedestals he determined that there was a scorched area in a roughly 10' radius at the bottom of it on one side and that the scorching extended up the side making him think the fire came from above. 

He also located one that had multiple keyholes and figures that one might either be a means to disarm the traps or be the real entrance, maybe both. 

He also noticed that the gargoyle statues atop the pedestals are missing some eyes that are valuable gems, but none of the missing emeralds appear to have been fenced anywhere meaning they are themselves trapped or cursed. 

He even opened one false entrance, but decided not to explore because he had no help and was not prepared for the defenses he could see.

His conclusion based on the estimated cost to build such a structure, have it imbued with powerful magical defenses, and complex traps is that they may well have spent everything building the vault and had nothing left to place in it when it was complete.

Of course he could be wrong and you might just discover an emperor's ransom. Most likely you'll just end up dead. But for another 1,000 gold he'll tell you where he believes the real entrance to be and what to watch out for.






Wednesday, July 6, 2022

Dungeon Vignette - Deep Purple

Dungeon Vignette articles will describe a room or small area within a dungeon that can be easily dropped into another adventure or be used to spark ideas.

Deep Purple

The characters will find their way down into the caverns and discover a small underground lake. The entire cavern is obscured, not by fog, but by smoke above the water's surface. The water is dark and very still. It is silent in the area and any noises echo.

It is not obvious where the smoke originates. There are actually two sources. Close to the lake center is a tiny island on which rests an open chest. Within the chest is an Eversmoking Bottle with the top off. That accounts for the heavily obscured 120' radius. The second source originates further back in the cavern on the far side of the lake.

The 120' radius area around the bottle is heavily obscured causing the blindness condition. The DM is encouraged to randomly determine whether each 10' area beyond the bottle's 120' radius is lightly or heavily obscured.

A fumarole has opened in the cavern wall, spewing toxic smoke into the area of the lake. The fumes require a DC15 Constitution saving throw every 10 minutes. Failure results in those affected accruing a level of exhaustion. Cumulative exhaustion may lead to character death.

There are two small rowboats tied to rocks along the lake shore. player characters can use these to paddle out into the lake. 

The smoke makes it possible for the boats to get separated. The DM is encouraged to roll randomly for course changes (left 45 degrees, right 45 degrees, or directly ahead) when a boat is in a heavily obscured area. (perhaps use a d8 with 1-2 left, 3-6 ahead, 7-8 right) Lightly obscured areas allow for course correction.

There should also be an encounter once the characters reach the island. Some denizen of the lake with blindsight, aim for a medium challenging encounter, takes umbrage at trespassing. The encounter is made more difficult because of the obscuring smoke, the risk of possibly fighting in the water, and any levels of accumulated exhaustion.

Whatever McGuffin the party is seeking should also be on the island. Locate Object seems like a great spell to prepare for this situation. Make the trip worth the trouble.



Thursday, June 16, 2022

It's Getting Muggy in Here.

Time for more shameless self promotion. The blog's Zazzle store has these mugs and some other things for sale. Follow this link to see what's available. If you like something order it. Thanks!

http://www.zazzle.com/tdaalmerch*     <----- Link

Below are the designs on three other mugs. Pardon the duplication of images. The banner design mug image copied fine, but the rest came out, well, not as mugs.




There are cards with these images, you can send to folks for whatever reason or to invite them to a special game session. 

Also there are a banner pin and a banner magnet available.




Thursday, April 28, 2022

Thursday Knights

Eberron continues . . .  We play again tonight.

Last session: The party wandered through the giant's abode and eventually encountered an old woman named Hildie sweeping the floor of an ancient library. She hailed from a nation known to be ruled by three hags and it was mostly a country of monsters. I suspect she might be a hag herself, but she gave us no trouble and even helped the party.

The search for the mage Tovin continued, leading through catacombs. Undead were encountered and defeated (including two mummies).

Eventually we discovered he had ditched the ring he had been wearing that allowed him to be tracked. He then teleported off the island we suspect. More divinations might be needed to find him, but I don't think we need to bother. Once we report back that he left on his own, his need for rescue no longer exists.

We were picked up from the island by some of the slaves we freed. They came aboard their own ship which they indicated is now our ship. The carved figure at the bow is of a hanged man. We're still deciding on a name. It's a good thing we've found a decent chunk of treasure lately because we now have a ship and crew to maintain and pay, supplies to buy, etc. 

Each of us have goals we want to accomplish so it is likely we'll be taking on another on the to-do list instead of trying to chase down a wizard that decided to quit his job.



Thursday, November 15, 2018

Campaign Update: Another Casualty, Risky Behavior Takes a Toll

The campaign has seen a seventh character death. This time a trap nearly slew half the party. A pair of house rules used in combination saved all but one. The dungeon was a tomb comprised of five rooms, each having its own dangerous element. Everything could be defeated or avoided by paying attention and careful tactics. Sadly it was risky carelessness that ended the adventure.

I first ran this dungeon for some friends at GenCon in 2000. That party of first level characters (3rd edition rules) succeeded in beating the dungeon despite being under powered for the challenges. Players can and do often think their way to victory. After returning from the convention I tried out the dungeon for another group of friends and it also went well for that group.

This time the group triggered the first three traps resulting in them retreating from the tomb with a valuable monkey idol and a bunch of papyrus inventory lists for the containers in the second room. (Using the Lamentations of the Flame Princess rules in a standard style D&D setting). This group ranged in levels up to fourth and it was the 1st level elf that failed to survive the third trap.

The third trap exploded for maximum damage taking down three out of the six member party and leaving the rest badly injured. The first trap only caught one party member for low damage, and the second caught them all for low damage. The accumulated damage from all three traps was enough to convince them to gather their dead and retreat.

Fortunately this group of players, mostly novices, take the risk of character death without complaint and enjoy the game.

Below is the dungeon for your perusal and use.
Outside of the now cleared tomb entrance are two overgrown pillars and an obelisk.

Room 1: 30' x 40' The walls are covered in murals painted to depict a battle. The most prominent figure rides a chariot and is shown decapitating an enemy.

Before the door leading further into the tomb is a trap door into a 10' pit. The key to the door is hidden in a box painted to disguise it as part of the wall. The pit trap becomes active after using the key to unlock both it and the door. Opening the door triggers the pit. 1d6 damage.

Room 2: 30' x 40' Lining the walls are crates, giant urns sealed by clay lids, barrels of wine, and shelves bearing clay pots and boxes containing small scrolls in an ancient language. (inventory lists and warnings of the trap in the room.

In the largest giant urn are Thousands of carnivorous beetles, magically preserved awaiting their release to eat greedy grave robbers. Beetle swarm, 1d3 damage/round (1hp damage/round with save) to all in the room. Swarm will follow characters if not destroyed. Swarm has 10hp.

Room 3: 30' x 120' Murals line the walls depicting a funeral procession for the warrior in the murals of the first room. As the funeral proceeds down this long chamber the figures become more gaunt, eventually appearing as skeletons.

There is a pedestal upon which sits an ornate monkey idol (1000 gold or silver depending on which standard is used in your campaign). The pedestal is painted showing flames emanating from upraised hands of an angry looking monkey.

Removing the monkey idol without disarming the trap results in 2d6 damage from fire to all in the chamber, save for half.

Room 4: 90' x 90' This room is completely shrouded in magical darkness which is generated by a rod held upright near the center of the room. Destroying the rod (5hp) removes the magical darkness.

There are 4 10' deep pits (1d6 damage) spaced about the room and 6 skeletons (5 hp each) that will attack intruders. There is also a bejeweled (5 gemstones, random value) throne centered on the northern wall. Sitting in it opens the secret door hidden behind it.

Room 5: 50' x 50' Centered in this lavish room is a dais upon which rests a large sarcophagus. The sarcophagus is decorated in gold, silver, copper and onyx, in the image of the occupant. Tapestries line the walls and the floor stones are painted in bright colors. The ceiling is painted to depict the sun and moons circling a crown.

There is a concealed opening on the north wall that leads to a cliff.

There are no traps present, but disturbing the sarcophagus wakes the mummy. The mummy wears 5 pieces of gold jewelry (random value) and an Amulet of Shielding (protects from magic missiles, 20 points worth of damage, can be recharged).






Sunday, November 11, 2018

Pearls of Wisdom: Do oozes create pearls?

We know that oysters create pearls by coating irritants in material to ease the discomfort. Could the same be said of oozes?

Typically an ooze dissolves most objects into a form they then devour for sustenance. The remainder is then ejected from their body to be left in their wake as they continue the perpetual search for more food. But what if tiny particulates sometimes remained, unpassed inside the body of the ooze? Might leftovers of very tiny, dust-like size remain and perhaps act as irritants?

While most oozes would conceal these minute treasures within their opaque membrane, the Gelatinous Cube would be an exception. Older cubes might gradually accumulate clouds of encased particles which if observed in sufficient lighting would help reveal their presence.

 Thousands of these little pearls could be carried about until large enough to be expelled by the creature. Following a trail of pearls through a dungeon or cavern might lead adventurers into great danger as they encounter what looks like a reflective star field ahead in the darkness.

Treasure comes in many forms, but the wise remain cautious about the source and oozes would be a dangerous source indeed.


Wednesday, May 24, 2017

Do Dragons Shit in their Hoard? (Things you can't unthink)

I was recently treated to a surprise party and the cake was D&D themed. The main cake was a DM's Guide book upon which sat a dragon's hoard and a black dragon with eggs sleeping atop it. The hoard was created from chocolate coins wrapped in gold foil. When removing the hoard of coins from beneath the dragon, some of them were coated with bits of the caramel icing from the book cake below, and this got me thinking.

In the real world (you know, the crutch for people that can't handle fantasy) hibernating creatures do indeed defecate and urinate during their long sleep. In fantasy, dragons are said to sleep sometimes for centuries between rampages. While it doesn't really matter for telling stories it might be fun for DM's that like to gross-out, inconvenience, or otherwise poke fun at the players and their characters, to add dragon feces to the list of things found in a hibernating dragon's hoard.

While nearly all fantasy stories completely ignore the unclean aspects of reality, unless we're talking about Game of Thrones, it might be fun to explore how much more difficult for our adventurers these things can make recovering treasure from lairs. Over the dragon's lifetime it has accumulated wealth during each rampage and then hibernated upon the pile creating strata of secreted waste that a geologist could use to determine the age of the beast and maybe when each rampage began and ended. The collection of filthy lucre would have things glued together, stuff that is a challenge to identify, and would add weight and bulk to what is collected.

"You're trying to pay for a room at my inn using shit caked money?! Bunch o' fuckin' murder hobos, get out of my tavern!"

Admittedly, walking around with packs full of loot reeking of dragon waste may keep some creatures away from the party, it is just as likely to draw others to camp. "Do you want assassin bugs? 'cause that's how you get assassin bugs." Imagine crossing through another dragon's territory leaving a trail of scent along the way. Will the offended dragon follow the scent trail to the party or back to the rest of the hoard? If to the hoard, will it be there should the party return for more treasure, or maybe to the town where they carried the loot? The odor of dragon waste might make for an interesting problem to overcome.

If any reader has done this or does do something like this please come and comment a brief bit about how the players reacted. Hopefully it's some funny shit.




Tuesday, July 5, 2011

Temple Treasures

According to this article on CNN, the grand treasures kept in temples are not just from myths and legends, or stories like Conan, but are sometimes the real deal. This one seems to potentially be valued in the billions of dollars, including coins, gems, and jewelry.

http://www.cnn.com/2011/WORLD/asiapcf/07/05/india.temple.wealth/index.html?hpt=hp_bn2

The video with the article is useless. It just shows a bunch of policemen gathered or walking around. No pictures of the treasure is shown.






"Crom! I can take these puny guards. Get to the treasure!"

Lost Baronies of Lendore Isle - Session #1

The characters found themselves standing on the docks of Restenford with only a small amount of their personal property and a writ from the Ten Islands Trading Syndicate worth 100 gold if presented to the right persons. The rest of their equipment was on board the Harlot's Due, missing at sea since the storm separated the 4 ship convoy.



After some discussion and asking for information from some of the local fishermen, they decided to visit the abbey of Phaulkon, god of the seas and good weather, where Pedro a priest and devotee of the deity would try to exchange the writ for gold.

Meanwhile Fred Stone, Tok, and Seamus made their way to a dockside bar named Falco's Tavern to gather information about local places to buy new equipment and to find lodging for the night.

Out on the dock, two hapless laborers were being harrangued by a smiling dwarf as they struggled with unloading goods from a boat. Pausing, he introduced himself as Gap and suggested they go inside and talk to his brother Falco who would be behind the bar. He also quietly told Fred that Falco would serve him a special free drink, being a fellow dwarf.

Meira, Rowena, Elanna, and Samson decided their time would best be spent exploring the town.

At the abbey Pedro met with Almon the Curate who explained that Qualton the Abbot was away on church business.

After the writ was exchanged they passed some time discussing Pedro's mission and local matters affecting the church. Almon explained that the Baron did not look favorably on the church after a prolonged series of events during which he felt the priesthood failed to aid the town in a sufficient manner. He also warned Pedro to beware bandits that have been troubling travelers to and from Restenford.

At Falco's, Seamus watched with amusement and Tok engaged in some wagering with some of the patrons as Fred tried to chug beer from a large stone flagon the size of his head, and ended up drenched in a potent beer reserved for dwarven customers. Falco, sufficiently amused, quietly offered Fred "room and board for a mere 4 silver", while his "usual price to non-dwarves is 11 silver and still the cheapest in town", although he has few rooms available. Fred also inquired with Falco if he knew anything about an ancient dwarven stronghold named Crackhelm*. This seemed to amuse Falco, but gained no useful information.

Meeting back up, the party went on a shopping spree to get some gear. Left with very little money, they decided it might not be a bad idea to try to find the bandits, defeat them, and gain some loot with which to support themselves.

Off they went looking for the bridge the Curate had indicated as the main ambush site where the bandits seemed to operate. This proved to be their lucky day and their plan to walk into the ambush and win went better than expected with all 7 Orc bandits dead and not a single injury among the party.

A well placed sleep spell, combined with good rolls for the party and bad rolls for the bandits made this a very quick and lopsided fight.

The party came away with no coins, however there were 4 gems, a scroll with two second level arcane spells, and plenty of equipment to either keep or sell.

The session ended with the party tossing the looted Orcs into the river, bundling up the weapons, armor, and other items, and heading back toward town.

* Crackhelm is something I am developing for possible publication.