...a continuation of yesterday's adventure! At the point of starting here, the players are recommended to have at least five or so extra points, being rewarded for good deeds, creative ideas, role-playing, etc. If you haven't already, read yesterday's part of the adventure if you want the proper build up. If you just want the dungeon and surrounding information, you can start with this post. I recommend against reading this post if you intend to playing this as a player.
Now, continuing our story. The entrance to the mines is a small building, which has a pulley system to get up and down, with an elevator like contraption being able to be ridden up and down. There is no way but down from this room, so they realistically must head down. Once they do, they are met with a singular skeleton in a long hall. At the end of the long hall is the locked door into the first room.
Inside the first room, is another contraption like the first, leading down into mine shafts, but the elevator contraption is broken and unable to be descended down by the players. Also in this room is a dead peasant in a cage, which the players cannot open. The peasant has slash marks along its shoulders and abdomen. There are two exit doors to this room, one to the east and one to the south.
Going towards the south in room two, is a hub going from left to right. Both paths can be taken. Inside this room is two skeletal guards. They have an extra two DR than most skeletons. Also in this room is the key to room three.
To the east, is the hallway to the room three, four, and five. The door to three is locked, but inside is the first key to unlock the door of seven. In four, is a group of three skeletons, guarding a horde of 5d6*2 gold coins. At the top of the pile, is a Riverstone. In room five, is a small barracks, which lies mostly empty. Leaned against one of the beds is a wooden shield, which is secretly blessed at a +1!
At the end of the hall to the east of room two, is a chest. Inside the chest is a pickaxe, two Riverstones, and the second key needed to unlock the door to seven. On the flipside, in room six, is three skeletons and another chest. Inside the chest, is one final key to open seven. The room itself looks to be a break room of some sort, where a group of people were once playing Farkle.
In the final room, is the evil necromancer himself, flanked by the evil dwarf Clang! Crunch (and the rest of the necromancer's forces for that matter) can appear at a later date in your campaign. The fight itself is rough for the players, but if they can eliminate Clang first, then the fight is trivial. The necromancer's main attack is casting an arrow like attack at the enemy, with Clang using his magical shield to deflect any magic casted at the necromancer or himself back at the players.
After the fight, they are free to loot the room, which will have whatever loot you feel is applicable for the player's power level or scope of campaign. If you want, you can attempt to turn the players against the baron at this stage, with a speech by the necromancer, though he offers nothing of note besides skeletal companions.
Afterward, the players can either return to the town to obtain their reward (either a pardon or a cash reward) or plan an attack on the town with the necromancer's forces by their side. Either way, the players are ready to move on to their next adventure. Because I am running out of space and time on today's post, tomorrow I will post stat blocks and recommendations for this adventure. Otherwise, this is the final day of GURPSmas! Happy holidays to all that read my blog, have a wonderful rest of the year! The map is below.
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