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- First the King of Beggars will have players perform 3 tasks to gain the knowledge as to where the tomb actually is.
- 1. Gambling - The players must win 50 gold from the Beggars. One way to do this is with the Monty Hall Problem, a fair shell game that is utterly a game of chance. Pick which of the three shells a wooden talisman is hidden under. DM randomly choose a shell at first to hide it under. Player chooses what shell they think it is and the Beggar reveals one shell it is not under then asks pcs if they would like to switch their answer.
- 2. Smuggling - This is an open ended quest. The King of Beggars wants the players to smuggle illegal potions into the city and it is entirely up to the players to come up with a way to sneak it past the guards. Provide obstacles as you see fit
- 3. Eavesdropping - Throughout the players travel through Petrilovo for the Beggars they will overhear things. Little snippets of conversation, some useful and some not. Most importantly, they will hear a joke told in a few parts. The King of Beggars will test the party by asking them what joke was told to them. The joke will be this pun.
- "What do you call a fat psychic? A four-chin teller!" split into three parts "What do you call" "A fat psychic?" "A four-chin teller!"
- The Tomb
- Water Trap -
- Description: This room is dank, smelling of the sea. Four pipes, two stuffed with large rocks, above drip water onto two
- bloated, reeking bodies lay in its center, over piles of shattered ceramic. Discarded to the side of the room is a large
- opened box, revealing only a cubic peg inside. Against the far wall sits a small cube. IF PLAYERS EXAMINE CUBE: It looks as if
- a compass had been etched on this cube, and you find you can separate it into four parts. (If players take the cube, the new
- items in the pots become parts of a sphere)
- Trap: When players enter the room the second time the door behind them seals entirely and four pipes pop out from the ceiling,
- rapidly filling the room with water. A large box sits in the center of the room, four pots sit in each corner of the room, and
- piles of large rocks sit on two opposite sides of the room. PLAYERS must break the pots to collect the four pieces of the
- sphere compass, then place the compass inside a sphere peg in the opposite wall. The box will do nothing, and the rocks will
- not block the water entirely
- Fake Indie Trap
- Description: This long hallway seems like a bit of a ramp. Two statues sit on the entrance to the hall, each of them depicting
- a dwarven soldier holding just a spear. At the bottom of the ramp is a lever, already pulled, and at the top is a circular gate
- that the lever seems to operate. On the sides of the wall there seems to be rounded scratch marks, leading to the bottom of
- the ramp where a large circular grate leads to a deep, dark pit. Two stone shields, seemingly belonging to the statues below,
- sit at the top of the path, near the door. Three bodies lay in the center of the hall, each torn to shreds by what seems to be
- shrapnel.
- Trap: When the players enter this hall again everything is reset and reversed. The statues are holding their stone shields
- again and the lever is untouched, with the circular gate at the top of the path closed. When the lever is pulled the door
- behind closes and the circular gate opens, followed by a massive rumbling as if a huge boulder is about to fall. However, only
- two small billiard sized balls fall on either side. The players should be careful, as these balls are explosives, and will
- damage the players heavily. The proper way to advance is to use the statues large shields to turtle up and crawl to the
- circular gate.
- Fake Button "Trap" -
- Description: This room is a small circular room that shines an almost eerily bright shade of white. In the center of the room
- is a pedestal with a large red button in its center. It seems an explosion happened here, toward the opposite wall, but no
- actual damage has been done to the walls themselves. A crushed body lies in the opposite doorway itself.
- Trap: The players enter this room and immediately do two large doors slam down in the doorways. The room is utterly
- indestructible and there is no real way out of the room. When the doors close the ceiling will open to reveal a series of
- massive spikes, seemingly ticking, and a voice will begin counting down from 20. If the players press the red button they take
- 1 damage and the voice will restart its countdown. If the players allow the countdown to reach 0 the ceiling will close and the
- doors will open normally, revealing this trap to not actually be deadly.
- Four Blades Room
- Description: This room was the site of a massacre it seems. Six bodies lay, utterly decimated by blades. On the left side of
- the room are four massive slits in the wall, one only a foot down from the ten foot ceiling, one about 6 feet off the ground,
- one roughly 3 feet, and one roughly ankle level on a normal sized human, less than a foot. A massive cleaver like blade pokes
- out of the top slit. The bodies were cut at various angles, two missing their feet and bleeding out as they pulled themselves
- across the floor. One cut clear in half and two more with the tops of their heads cleanly severed from their bodies. The final
- body is cut in thirds, and a severed rope hangs from the ceiling. Several holes, made by something other than the blades, cut
- into the opposite wall of the slits, and some muddy bootprints are kicked against it.
- Trap: Four blades will come out and completely cut across the room. Starting from the top and then working down to the lowest
- blade, each one slamming against the opposite wall at one and a half second intervals. The proper way to advance through this
- room is to rush as fast as they can, ducking the second to last blade, then stabbing a piton into the far wall and kicking up
- to it and hang on until the lowest blade retracts. Make it clear the lowest blade can easily cut the players if they try to
- crawl under it.
- Knock Knock Riddle
- Description: A massive ornately decorated iron door stands open on the opposite side of this room. A huge gargoyle-head knocker
- sits at the very center of it. This door looks as if it were made for a giant of sort, utterly out of place in a dwarven tomb.
- On the floor it seems one of the former adventurers had etched the words "Ha ha, real funny"
- Puzzle: The door cannot be opened physically, it is simply too heavy. If the players use the knocker the gargoyle will ask
- "Who's there?". The proper response is to make a knock-knock joke. Any response will be met with "Who?", and any response to
- "Who?" that is not a joke will be met with "I am not happy"
- Orb Herring Trap
- Description: In the center of the room, a large golden bowl sits on a stone pillar. Beneath the pillar is a human skeleton,
- flesh decayed, holding a half used torch, a dagger, and a damaged set of leather armor. IF PLAYERS INVESTIGATE THE BOWL: Upon
- looking into the bowl, the players notice scorch marks along the inside of the bowl. Other than that, it's seems to be in good
- condition. Six higher but thinner pillars line the sides of the room, each one with a small holder for an orb atop. Some still
- have orbs, their colors being red, black, blue, and yellow, while another 4 have none. Some shattered glass of various colors
- is scattered across the room.
- Trap:
- When the players enter the room the orbs are reset on the pillars. The colors are Red, Blue, Purple, Orange, Green, Black,
- White, and Yellow. Every orb is simply a red herring. When an orb is put in the bowl, it creates a forceful (NOT FIRE)
- explosion dealing damage to everyone in the room. The real answer is to light a torch, or at least make some sort of fire, and
- put it in the bowl. That's it.
- Disc Firing Room
- Description: One massive stone disc lies in the center of this room. Three dead adventurers lay here, each one clearly
- smashed to death via something extremely heavy. Two large unlit braziers sit on either side of the opposite door. The door
- between them is open, and you can pass right through.
- Trap: When players enter this room the disc will magically start darting all across the room. The braziers will be lit with a
- red fire upon entering. If a player enters the room and moves they will be hit with the disc, and if they try to get up they
- will be hit again. Eventually, the brazier's fire will turn green, which will allow the players to move as the disc darts
- around, the next never hitting them. The disc will never hit the players unless they move when the braziers are lit with a red
- fire.
- Greatest Wealth Puzzle
- Description: This room is a large open room with a floor designed as a checkerboard like grid. A large statue of a coin, that
- when players investigate it reveals that it is engraved with the number 64, sits on the bottom right most square. An unhinged
- metal door sits on the opposite side, leading right into the next room.
- Puzzle: When the players reenter the room reveal the map. A tablet will have risen from the floor that reads "Show me the path
- to the greatest prosperity". The gold coin statue now reads 1, located in a brand new place. Players must move the coin statue
- every through every square, and the number increases as they push it. The tablet will sink into the floor and then the now
- sealed metal door will open when the coin's number reads 64.
- Game of Chance
- Description: This room is diamond shaped, a large oak table topped with several bottles of liquid atop, each with a different
- label. In each corner of the diamond shaped room is a lever. A frozen body lies near one of these levers, and a second body is
- collapsed next to the oak table (If players investigate, he was poisoned to death). Nearly two dozen bottles lay uncorked and
- empty, though more sit still filled on the table. A hatch with a mechanical ladder leads up into the next room.
- Trap: When players reenter this room they find that every potion is replaced. Each corner of the room is trapped (cold, fire,
- necrotic, and lightning). If players move toward a corner they take appropriate damage. The bottles themselves are labelled
- with several insignias, each one signifying a different drink with a different effect. Players must find the bottles that
- provide immunity to the damage type in the appropriate corner so they can pull the lever. The effects of each potion is listed
- below. There are 64 bottles in all, 4 of each type.
- Eye: This potion will temporarily blind the drinker, the effect ending when the room is open
- Snowflake: This potion will cause the player to drink it to float to the ceiling and stand on it as they do the ground.
- Quill: This potion will deal 1d6 acid damage
- Cloud: This potion will cause the player who drinks it to be weighed down by an extreme weight, struggling causes force damage.
- Fish: This potion will cause the player to drop to 1 Intelligence
- Skull: This potion is actually just milk, but this milk will neutralize the effects of the other potions.
- Mountain: This potion cause the hair on the drinker to stand on end (grants immunity to lightning damage)
- Torch: This potion will cause the drinker to shiver and shake a bit (grants immunity to cold damage)
- Book: This potion will deal 1d6 psychic damage
- Sun: This potion is actually just a bottle of piss. Delicious, old, stale piss.
- Bird: This potion is just poison.
- Sword: This potion will deal 1d6 slashing damage
- Snake: This potion will cause the players to lie about every potion they take from now on
- Baby Carriage: This potion will hit the player with a burst of great energy (grants immunity to necrotic damage)
- Lute: This potion will cause the player who drinks it to begin uncontrollably dancing.
- Moon: This potion will warm the player immensely (grants immunity to fire damage)
- Crushing Wall Trap
- Description: It seems the walls to this room were fake, as a large grate swings above two newly collided faulty wallks at the
- rooms center. The real walls can be seen behind and you could easily walk around the fakes and out the door opposite the
- entrance. It is clear that a man has been smashed between the faulty walls, as an uncrushed hand dangles from the side and a
- pool of blood flows below.
- Trap: When the players enter the room the fake walls begin to close. The players cannot exit any way, except by the grate above
- them. Players are timed here, and must exit the grate using whatever they can, probably a rope with a grappling hook.
- Room of Red Herrings
- Description: This room is bizarre. Two dead adventurers lay, seemingly succumbing to blood loss from various cuts. In each
- corner of the room there are levers, each one of them pulled down. A spilled bucket of water lay on the ground and two
- braziers, now unlit but lacking coal anyway, sit in the rooms center. Three strings hang against the western wall, all of them
- cut. Under the string is a message that reads "The greatest sin is the correct color" The door opposite is clearly open, and
- you can advance without much difficulty.
- Trap: When players enter the room, all 4 levers in the corners have been flipped up, a bucket of water is refilled and sitting
- on its pedestal, one brazier is lit and the other is not. Each string; green, blue, and red; have been replaced with uncut
- versions. There is no real trap preventing the players to exit. They can open the door and leave at any time. However, every
- item in this room IS trapped. None of them are too deadly, but they are annoying. Once players leave the room, there's nothing
- trapping the door.
- Mastermind Trap
- Description: Upon entering this room you nearly fall over the dehydrated corpse of an adventurer, her body almost mummified
- from lack of water. On the opposite wall is a large board with four shapes: Circle, Square, Octagon, Circle; arranged set on
- four pegs, with a green light shining directly over each peg. In a small tray under the board sits a collection of copies of
- the shapes Circle, X, Octagon, Square, Triangle, and Rectangle and, including those on the pegs, there are a total of four of
- each shape. The door to travel beyond is open wide, and you can advance right through it.
- Trap: When the players enter the room naturally seals and begins to fill with hot steam. This steam can become damaging to
- players over time, eventually doing significant damage. The only way to make it through the room is to arrange the shapes in
- the correct order and turn on 4 lights green, which will open the door for an escape. The code is Square, X, Triangle, X. The
- shapes the players can pick from are Square, Rectangle, Triangle, Circle, X, Octagon. A green light will show when the correct
- shape is in the correct slot. A red light will show when the correct shape is in the incorrect slot, and the light will remain
- unlit when an incorrect shape is in any slot.
- Stone Golem Riddle
- Description: This room opens up to face a massive stone golem's face, along with two arms ending in massive fists. One fist is
- pressed against the ground, the other raised over a circular platform. The crushed body of an adventurer sits to the side of
- the circular platform. The golem's emerald colored eyes remain unlit. The door beyond is wide open, and it seems you can travel
- right through.
- Puzzle: When the players reenter this room, the door is sealed and unbreakable. Nothing will happen to the players until one
- steps onto the platform, which will cause the golem's eyes to light up and he will propose a riddle. He claims that he will
- open the door if the player guess correctly, but he will crush whoever guesses incorrectly. The riddle is "In order to proceed,
- you must solve the riddle. There once was a rogue, seeking to steal a priceless item from a powerful wizard. He sees a stone
- golem, much like myself, guarding a passageway. The thief sneaks away into a corner to think about what he should do. While he
- waits, he sees one of the wizard's followers approach the golem. The golem asks 'Twelve?', and the follower says 'Six'. The
- follower then proceeds through the passageway. Another follower comes. 'Six?' the golem inquires. 'Three', responds the
- follower. The follower proceeds. The thief now knows what to do. The golem proposes his question to the thief 'Two?'. The thief
- says 'one'. The thief is then smashed into the floor and killed. Which leads to my inquiry. Two?"
- Why Are You Hitting Yourself Trap
- Description: Several dead adventurers lay here, their blades drawn and their armor dented. Some lay dead to slashes from a
- sword, and one from a blast of frost. One of the adventurers clutches a dagger, driven into his own stomach, digging deep,
- on the floor below. Several vents line the walls of the room, and it looks like small cubbyholes that could possibly fit a
- medium creature if he crouched are set under each vent. The door beyond lies wide open, and you can easily pass through
- unharmed.
- Trap: When players enter the room the doors all slam shut. Secretly, gas will quickly fill the room from the vents, making the
- players hallucinate. The doors to the cubbyholes will swing open and an even number of monsters as the party, each one a
- different monster, will exit and attack. Each monster is actually another player and any attack against them will result in
- that same monster attacking whoever the creature represents. In this case Ogre = Christian, Orc = <agadis, Goblin = Ferrik,
- and Beast-Man = Ako. Each monster shares its counterparts AC and matches the damage done against it. When a player is
- hit by an attack they must make a DC 15 wisdom saving throw. On a failure they see nothing but on a success they can see a
- brief flash of another player take the place of a creature they are battling.
- The Seasons Trap
- Description: This room surprisingly has a snow covered ground. A dead tree sits in the center of a dry cracked fountain.
- Directly across from the fountain is a mural that depicts the exact image of the room itself.
- Trap: When players reenter the room they find no tree in the dry fountain and a sundial of sort sitting near the door. When
- they enter, of course, the room locks completely and they can only exit if they solve the riddle. The goal of this room is to
- have the seed trapped on top of the fountain to fall into the fountain, grow during the spring in the water, have the water in
- the fountain all evaporated in the summer, and then have the tree frozen and killed during the winter. That way the players can
- replicate the mural painted on the rooms wall.
- Winter freezes the water in fountain but also causes extreme frost that players must bundle up with.
- Spring causes a downpour that will fill the fountain but start to flood the room.
- Summer causes extreme heat that players must strip and consume water with but will evaporate all water
- Fall will cause the seed to fall into the fountain, but players need to fight through the wind
- The Floor is Lava
- Description: It seems the last adventurer had finally met his match here, the lonely rogue impaled on four sharp spikes shot
- from the floor. It seems the final trap was sprung as the rogue barely entered the room. At the rooms opposite end, a long
- stairway leads right up to a small pedestal, and upon it sits a weapon case. The entire floor here seems to be lined with the
- spike trap, but it would appear to be inactive. WHEN PLAYERS CLIMB THE STAIRS: It would seem the rogue was so close, yet so far
- from his goal. Magnus' sword, his magnum opus, rests gently in its case. It's beautifully crafted steel glistening in the dim
- light the ever-burning torches in this room emit.
- Trap: When players take the sword, a MASSIVE click will echo through the entire dungeon and the doors will slam down and lock
- the party within. The screeching of countless cogs and mechanisms whirring and wheeling fills your eardrums close to bursting.
- You watch as the floor below you changes before your very eyes, the entire floor flipping in segments to reveal a working
- version of the trap that you saw upon exited. The entire floor below the stairs is lined with series of spikes traps, covering
- all the way to the lone patch next to the exit. The only way out is the way you came in. Players must not touch the ground on
- the way out the door here, they have to come up with a way to move over the spike traps and make their way out.
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