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Thread: March 2013, Challenge Entry: The Jester's Tomb

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    Community Leader Bogie's Avatar
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    PART 2


    12: Statue room At the north side of this room is a 3 step dais with a life size statue of Dunham. In his right hand is a staff and his left hand is held out with the palm up. A deep voice says, "Proper tribute is due". Clever players will remember that one of the paintings shows Dunham holding a silver coin in his left hand. If a silver coin is placed in the hand, it will close. When the hand opens the coin has been replaced by a silver key. The key will unlock any door off of hallway 16. If any other object is placed in the hand a Vrock Demon is summoned into the room. A new demon is summoned for each incorrect object.

    13: Summoning Circle of Light This 20' x 30' room has a large arched door in the north wall with the riddle "The more there is of it, The less you see" carved into the arch. On the floor is engraved a circle of silver runes. The room is dark. When any light hits the runes they will start to glow with a blue radiance. One round later it will summon a Will o Wisp that will attack anyone in the room. Every other round the light is touching the runes another Wisp will be summoned. The answer to the riddle is "Darkness". If all lights are put out, the Wisps will vanish and none will return even if the lights are used again. While it is dark glowing runes on the wall spellout "The Jester's Scepter is a key ingredient"

    14: The Rainbow and the Oak In this room is a 7 x 7 grid of tiles. Most of them are tan but 7 of them are brighter colors. On the border by the purple tile is a small but easily seen rainbow and on the border by the red tile is an oak tree. This is a reference to the tapestry of Dunham and the King which shows a rainbow leading to an oak tree. The riddle is on the same tapestry. Essentially, you must follow the rainbow to the oak tree. When someone steps on the purple tile all the others will drop down about 16 inches. If the person steps onto each of the colors of the rainbow in the correct order ( purple, dark blue, light blue, green, yellow, orange, red ) then all remaining tiles will do the same leaving a winding rainbow staircase which will end at a heavy stone door. If any incorrect tile is stepped on the floor locks where it is. There is one fancy brown tile that will reset the floor allowing a second chance to get it right. Since the stone door opens towards the stairs it cannot be opened unless the stairs are done perfectly. Inside the hidden chamber is a chest with 4 small bags of coins. One each of copper, silver, gold and platinum. Under the bags is a 14 inch long scepter with a jester's head on one end. The last 2 inches of the opposite end is carved in a triangular shape.

    15: Hallway with Fire Pit The fire in the pit only lights up when someone enters this hallway. It produces a lot of heat and the hall will become an oven in about 10 rounds. There is a false clue on one of the paintings that players may remember. " Ignore the door, jump into the pit" Anyone in the pit will take 4d6 damage per round. The players should not trust all the clues, Dunham is a jester and his tomb is here to protect him. The door is locked but can be picked normally or opened with the key from room 12.
    16: Large Hallway The main features of this hallway are its 10 doors and a large archway. The doors are all locked but can be picked normally or opened with the key from room 12. The arch does not detect as trapped because it is safe for the first 2 people passing through it, but that turns on the magic. If detected for at that time the arch will detect as a magic trap but not before. The 3rd person passing through the arch will be teleported into the middle of the webbing in room 22 ( there is no save but magic resistance will allow them to pass the arch, the trap will then affect the next person.) They are paralyzed and cannot move or speak for 2 turns. Everything they were wearing or carrying is teleported to room 20, EVERYTHING.

    17: Monster room The DM should place any monster he wants here. Keep in mind it should be something that can just sit in a room for hundreds of years like a golem or undead. There is a pile of bones in one corner. The DM can place a small magic item under the pile.

    18: Empty Room Or is it? Dm can place another monster or trap here. Might be a good place for a pit trap.

    19: Vertigo Room The strange pattern in the floor is mesmerizing. Anyone passing through here must make a save vs spell or be hypnotized. They are so fascinated by the pattern they will refuse to leave the room. If forced to leave they will constantly try to return to the room until the spell is broken.

    20: Your Treasure Room In this room are all the belongings of the person trapped in room 22. It also contains the gear of another victim of the trap. If the party is hurting and short on healing, this is a chance for the DM to let them find a couple healing potions.

    21: First Web Room Two thirds of this room are filled with thick spider webs. Inside are numerous undead spiders ranging in size from 6 inches to 3 ft diameter. They will attack with a vengeance flowing out of the door from all sides.

    22: Webbed Holding Room When the party opens the door to this room they will see a mass of webs just like in room 21. They will also see a skeleton about 1 foot inside the web. What they won't see is their fellow adventurer trapped in the middle of the web. As noted before under #16, the adventurer is paralyzed, can't make a sound, and has absolutely no clothes, items or equipment. All they can do is think. Let's hope they don't set fire to the web.

    23: Impish Room The room is lit by 4 braziers, one in each corner of the room. They lit up when the door was opened. There is a door on the opposite side of the room. Near the middle of the room along the north wall is a gold table ( real or gold plated, DM's choice ). On the table sits a statue of an Imp. When the party enters the imp ( yes, of course it is alive ) turns to them and says "None shall pass lest ye make me laugh" If questioned, the imp says "My master Dunham was the greatest jester in the land. He made me laugh all the time. If you can do the same, you may pass freely, I am bored, entertain me." One of the players must tell the DM a good joke for the party to proceed. If any adventurer attacks or tries to pass the imp, it will turn into a Balor Demon ( Balrog ).

    24: Flame On! The first thing seen on entering this room is a flaming brazier. Two hallways head west towards roaring flames, the heat and sound are intense. If the brazier is extinguished, the flames go out. The flames are a powerful illusion. If they are not disbelieved or cancelled in some way, anyone entering the back of the room will feel like they are in a dragon's breath attack. Inside the little alcove hidden by the flames is a small jester's wand, similar to the one in room 14 but half the size and without the odd shaped end.

    25: The Jester's Tomb, Not! This round room looks like the Steward's final resting place. There are 2 treasure chests, two dragon statues, 2 braziers that light upon entering the room, and a sarcophagus on an altar with glowing magical lights dancing over it. This is the decoy room. The chests contain silver and gold coins and a mixture of large gems. But there is a lot more silver than gold and the gems are real but flawed and of low value. The dragons statues will turn into Bone Naga's and attack anyone that approaches the sarcophagus. Inside the sarcophagus is a skeleton in rotted regal robes. The bones belonged to a prisoner who died for his sins and is now serving his lord.

    26: Here Kitty, Kitty Sitting on a treasure chest is a house cat. It will ignore anyone who just passes by but it will defend the chest against anyone who tries to approach it. It is actually a Guardian Daemon. It is a 1 HD housecat with a nasty attitude. If killed it reappears on the chest as a 2 HD Bobcat, if that is killed it reappears as a 3 HD cheetah, then a 4 HD Panther, a 5 HD Lion, then a 6 HD SaberTooth. If that is killed it reappears as the HouseCat, then bobcat and finally the 9th life is the Cheetah. When all 9 lives are killed it is finally gone. The painting with "Nine lives he has, not three" refers to this monster. In the chest are several potions and a couple minor magic items.

    27: Guard Room 3 man-sized Iron golems that look like jesters will attack anyone who uses this hallway. Because of their size they have half the stats of a full size golem. If the party holds up either the jester's wand or scepter ( from room 24 or 14 ) the iron golems will stop attacking.

    28: Vanity Room Another 30' round room that has 4 pillars running from floor to ceiling. Inspecting the pillars will reveal that they rotate and that each one has a mirror built into it on the backside where it cannot be seen. If all 4 pillars are rotated so they face the center of the room and someone stands in the center point, a 6" diam post will rise up out of the floor to a hieght of 3'. It has no markings on it but there are 3 holes in the top of the post. There is a round hole, a triangular hole and a circular hole. If the Jester's scepter is inserted into the triangular hole and turned counterclockwise, the dais will descend 15' down to a tunnel that leads northeast to a set of stairs. The stairs climb up into room 29 the Jester's Tomb.
    But if anything else is inserted in the holes or if the scepter is turned clockwise, dozens of blades will drive up from the floor into anyone standing on the platform.
    The relevant clues here are "Widdershins is to the left and left is funnier than right" Widdershins is an archaic term that means "counterclockwise" There are numerous other references to Left including "If you have to choose between good and evil always try to choose good, but if you have to choose between what is right and what is funny, I usually choose funny"

    29: The Real Jester's Tomb There are no traps or tricks here, just the Jester's body laid to rest with his treasures. If the DM needs one last encounter then Fire Elementals could rise up out of the braziers, or the Jester could be a powerful undead creature.
    Last edited by Bogie; 03-28-2013 at 10:00 PM.

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