by m.s.
jackson
& bryan meadows
snikle.wordpress.com
A millennia ago the mighty Lord Galron Dor ruled the
land. His tomb was lost to the ages, but the tales of his
magical ruby continued in stories. A group of brigands
led by the scoundrel Ferkin Smird have managed to
find the entrance, but failed to gain access to the inner
tomb. Frustrated, he now sends his men out to
terrorize the locals and steal what they can from them.
Brigand
Uncouth Brigandly Doings(4)
Ferkin Smird
Roguish Leader of Men With a Lust For Power(5)
Battle-Scarred Leader of Men(4)
Always has One More Trick Up His Sleeve(3)
Ghoul (Galron’s wives)
Undying Love for Galron Dor(4)
Really Scary Howling That Causes Madness(3)
Skeleton
Boney and Hard but Slow and Dumb(3)
Dire Bear
Grumpy Old Bear as Big as an Elephant(4)
Mighty Hungry For Human Flesh(3)
Crazy Pissed Off(2)
Unspeakably Lewd Tentacle Beast
Absurdly Agile Appendages(5)
Older Than Dirt Evil Dude With a Raspy Voice(5)
Magic That Would Make Your Momma Jealous(5)
Not-Quite Dead Undead(2)
1. Entrance – Hidden behind ages old overgrowth, the entrance is easily accessible after a little bit of searching and clearing of the bush.
2. Sleeping Guards – The team will stumble upon five sleeping brigands here and score a free action while they wake up and prepare to fight. 2a is
filled with barrels and crates of good stolen in the brigands’ raids. Not being too smart, they do not know what to do with all these goods, and now
much of it is rotten. Everyone entering the area must perform a Single Action Check (SAC) with a Target Number (TN) of 10 using a physical cliché,
failure causes them to lose one die for the rest of the adventure, the damp, nasty dungeon getting the better of them.
3. A Mess – This room shows clear evidence of occupation by messy humans. Chicken bones, waste, a skull, a few old rusty swords, an broken shield,
the remains of a busted up wagon….a wide range of odds and ends litter the floor of this room.
4. Barred Door – This door is locked tight, a sturdy padlock seals the door from the side towards the team. However, a good solid bash will take it off.
5. Temple Room – This is as far as Ferkin Smird has been able to get. He defeated the skeletons that used to guard this temple (they lie in a pile against
a wall), but so far he has failed to locate the secret entrance to the inner tomb. He has made this a temporary base camp and three tents and a
small camp fire occupy this room. It smells of dirty men and dung. Ferkin will be here with four of his most trusted men (normal brigands). Scattered
in the various tents are odds and ends of treasure the team might find useful. Any time Ferkin rolls a 5 or 6, an additional brigand runs in to the
room to aid their leader.
6. The Pool Room – The Unspeakably Lewd Tentacle Beast lies here soaking in its pool. The brigands refuse to enter this room and keep the door
locked. The beast is hungry and ready to pull anyone it can reach into the pool towards its fang covered mouth under the water. It can attack up to
four times each round with its multiple tentacles. Under the water is a Magical Silver Blade of Koulazzbaudendude(+2).
7. Bear Trap – The brigands managed to trap a Dire Bear in the room, held in place with a large metal collar and thick chain. As the team enters, they
startle the guard and he turns and frees the bear (who subsequently eats him). Then the bear turns on the team, is starving, and mightily pissed off.
To one side is stacked the treasure the brigands have stolen in their exploits. Lots of various treasures.
8. Hallway – Four skeletons guard the stairwell leading down, they will attack anyone except a priest who enter the hall. 8a. This secret door is
exceptionally difficult to locate and open. A SAC with a TN of 15 must be made to find the door.
9. Wives’ Crypt – Two former wives of Galron Dor rest here, in their ghoul form. If anyone attempts to move the top of their large sarcophagi, they will
spring to life and throw the lid aside. In their sarcophagi are small jewelry and trinkets worth a good amount of gold on the market.
10. Stairway – (10a connects to 10b.) Dust covered stairs are cut from the rock and lead deeper into the earth.
11. Guardian’s Altar – Three skeletons lie in piles of bones on the altar against the wall. If anyone approaches the gold door to the Tomb without first
making a sacrifice on the altar (they prefer blood), the skeletons will spring to life and attack until defeated, or an offering is made on the altar.
12. Galron Dor’s Tomb – The solid gold door to the tomb is sealed shut and requires a SAC with a TN of 15 to force open. As soon as the door to the
room is opened, Galron will come to life and chuck the lid of his sarcophagus at the player that opens the door. Then he will let the team come in,
only two can fit at a time, and for every additional person in the room, each team member suffers a -1 die penalty for every team member in the
room over 2 (trying not to hit their buddies). When Galron is seemingly defeated, he will fall to the floor, appearing to be finished off. When the
team turns their back, he will spring to life with his Not-Quite Dead Undead(2) cliché. When he is finally killed he will turn to dust, revealing a
massive ruby that was inside his chest.