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1 ENTRANCE

You descend down a spiral staircasee into the dank and dark area below, you can see 4 doors before
you, a copper plaque adorned with a strange imprint lies on one of the doors, the other four are closed.
The walls in this area are covered with small crystals roughly the size of a gold coin each. The floor is
also covered.

(checks)

the door with the small plaque has ancient gnomish above it stating that the red ruby is the key.

But wait...!
befor you lies a sleeping creature, this creature looks like an emaciated panther with blue-black fur, six
legs, and a body that is nothing but muscle and bone. A pair of tentacles s.prout from its shoulders and
end in pads with razored edges.
Page 67 if woken up

beast 3 hp
2 BLACKSMITH

You enter into an ornate room, polished marble, lined with weapons of all kinds, locked in place of
course. In the center of this great hall lies a mighty stone statue, depicting a tough looking gnomish lad
weilding a blacksmiths hammer, intesnly staring at the anvil below him, waiting as if to strike the anvil
at any moment.

You look around and notice another door on the far wall. It appears locked. You also take in that
strange rocks litter the floor, they seem to crawl a bit here and there ever wary of your presence and
keeping a safe distance.

3 YELLOW CRYSTAL GOLEM

This area seems to be lined with a thin layer of oil, it seeps from a grate on the cieling, down the walls,
and into another grate on the floor, causing the walls of the room to have an eerie yellow glow, in this
room hundreds if not thousands of small yellow crystals float about, minor sparks jump from one
crystal to the next, a symphony of light and static rings in your ear, even if just for a moment you cant
help but be frozen in awe of the arcanic beauty of the sight before you even if it also looks like a trap of
sorts. The crystals bounce off your frames ever so gently, sometimes a small spark is felt light as the
kiss of a moth.

(When interacting with any crystals in a non natural way, such as grabbing one or attacking one.)

the crystal wirr, they speed up and began to snap at your bodies, zapping everywhere they can the
sensation one could probably relate to as a stinging of thousands of tiny needles, eventually they stop
and float about again, some of the crystals however have gathered together in the form of a young girl,
this strange crystaline form watches your group, unmoving.
4 THE D20 PUZZLE

You enter a room rectangular with smooth metal walls and in the center lies a small pedestal roughly 4
feet in height and a small glass dome on top, within it a strange creation. As you step through the
doorway 4 metal spikes seal off the door behind you.

D20 description, you pick up the strange creation, not quiete a ball but a small rough shape made up of
small diamond shaped sides with small numbers on it, you do notice that there are exaclty 20 sides and
curiously they are all the same width and length.

When they finally pick up the d20.

As you pick up the strange object, the walls begin to glow a soft red color and creep ever closer to the
center of the room, text appears on the far wall.

Roll the dice for a 20 or a 1, if you dont do this in 60 seconds... your life is done, lady luch may be on
your side! Win the game and take the prize.

5 THE TALKING DOOR

You approach a door it is made of polished metal, it appears to have a face of sorts but perhaps thats
only an illusion or allusion to the strange desighn of the door. The room is imbued with runes of
various natures and apperently various launguages. (The handle of the door is brass and seems
indented).

When you turn the handle the door face will awaken and yell at whoever pulled the handle, the door
when then tell you to get lost also its locked and doesn't know how to open itself if pressed.

(one of the runes say the word manticore)

to open the door you must get the door to say the word manticore

INSIDE ROOM 5

the room is bare except for a cauldron on one side of the room, a ladle hangs from the rim and whatever
potion or brew was brewed here seems ready for the drinking, you sense great magic here. Emanating
from the pot.

(if anyone drinks from the pot they will gain 2 stat point randomly in a stat. The next person loses 2 and
the next loses 3 and so on.)
6 ARM LOCK DOOR

The door before you is is a plain hardwood door, there is no handle only a hole in the center.

If an adventurer sticks their hand into the hole a door opens to the left of the door, but if they pull it out
it slams shut, a razor lines the bottom of the door and moves quick enough to slice someone in half.

7 ABYSS DOOR.

You try to enter the room but find yourself unable the door seems wedged from the other side, you peak
through the crack of the door and can see a wooden chair, rather old looking, and probably breakable,
beyond the chair lies a glowing white stone.

(This is actually a fake out and if they slam themselves with full force to break the door down they will
fall into an abyss, after some time falling they will hit the ground next to a companion of choice and
suffer 3d10 damage. )

8 empty random monster

9 TELEPORTER BALL
You enter into a darkened room it's only source of light emenates from a small ball in the center of the room on
a pedestal and from the various magical runes that line the floor and the door on the far side.
(If the runes are studied they say "the ball is the key" in ancient gnomish)

The ball has 6 buttons on it

a flame symbol

When pressed the room will gradually get hotter eventually just bursting into flames altogether.

a snowflake symbol

When pressed the room will gradually get colder eventually it will flash freeze.

A crescent moon symbol.

When pressed there will be a small chirp issued from the ball then the one who pressed it will be teleported to
the moon.

A sun symbol.

When presses a small opening will appear at the center of the ceiling sunlight can be seen through it.

A electricity symbol.
When pressed the user is shocked for 2d8 damage

And a door symbol.

When pressed all the doors in the room lock and then vanish.

(They are actually just invisible and locked they don't move any)

The key to passing this area is to place the orb against the door it will unlock and open.

10 summoning room

In the center of this room lies a rather impressively illustrated summoning circle, within it lies a demon,
perhaps a middle class djinn or possibly an afrit. He sits there with a bored expression on his face, upon
seeing you his eyes light up.

"Hey you can you get me the hell out of here! Ive been stuck in this summoning circle for years! All
you need to do is rub the chalk off the circle in any spot and i can escape, i promise not to hurt you i
just want to get out of here."

He wont hurt the party but will attack if they get violent, he will also leave behind about 60 gold as a
thank you if you release him, if you leave him trapped hell scream attracting two golem guards.

11CHOICE ROOM

You enter into a room with two doors that appear kind of like shutters, in front of each door there is a
mat one green, one blue, a voice booms overhead speaking common.

"Choose your strongest fighter! Then step forth onto the blue marking"

if done so glass will slide up around the mat and encase the player.

Next the voice will speak again.

"Choose your smartest fighter! Then step forth onto the green marking."
The same with them they will be surrounded by glass, btw this glass is not breakable.

THEY FIGHT 12 AND 13 ALONE

12 BLUE CRYSTAL GOLEM strongest

You enter a strange room that resembles a soldiers training ground, before you stands a blue crystal
golem, it hands are bloated and circular like boxing gloves, it readies its stance and waits for your
move.

"No weapons are useable in this fight" A voice overhead states.


Next the fighters weapons will dissapear from his body.

The fight begins.

13 GREEN CRYSTAL GOLEM smartest

A large green golem sits in fornt of a table of 12 identicle green crystals.

"Finally someone can help me with my riddle!"

He then leans forward and gazes at you.

"Help me solve this problem, if you do ill give you a prize if you cant figure it out then you are of no
use to me." He then points to the far wall where a pile of dead bodies rot.

"before me are 12 stones, one of them is lighter than the rest, as you can see there is also a scale.
Identify which one is lighter using the scale only 3 times."

If they cant figure it out its immediate death.

14 ELECTRIC CHEST

You enter into a room lined with cobblestone, the various stones of various shapes seem to harmonize
in a perfect pattern creating a smooth floor. Jutting out of the left wall you see a metal rod it buzzes
with energy and on the right wall another rod it is quiet and hanging in the center of the room a chest.

(The chest contains a 122 gold pieces and a scroll of magic missile.)

The solution is to create a human chain and get the electricity from one end of the room to the other it
will inflict 1d4 damage to each player per turn, unless they play it smart and make the chain in reverse
then it will deal no damage.

15 ROOM FILLED WITH OOZE


the door handle of this room seems to ooze a strange slime, it is hot to the touch but does
not directly damage you. The door appears to be unlocked.

You might notice that the door is buldging a bit.

This room isnt too dangerous but the ooze will attack if the door is open, and it fills up
the entire room.

16 WHITE CRYSTAL GOLEM

upon gathering the blue green and yellow golem crystals you can enter the
domain of the golem heart crystal, a bebelith guards the chest with its life.

"this golem heart is now property of bezumet the thief!" However there are 2
scrolls of greater healing, a chest of coins about 65+5d20 and a magical item.

Rayvn stuck in wall

colten died

ethan and brenton chilling

shannon just gathered some treasure

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