Tuesday, December 1, 2015

a visual guide to the lair of the lambent prince

From the Search & Replace Dungeon. Tuskmen from Goblin Punch



The sound of the Jack in the Box Sarcophagus is audible throughout if PCs enter through the north entrance. The ceilings are six feet high.


Check for wandering monsters every 3 game minutes or whenever PCs make a lot of noise, roll d10:


1-2 d6 Carrion grubs


3-4 d4 Tuskmen (with keys to red locks)


5 An oversize caterpie looking to kill PCs and steal their shoes


6-10 Nothing


___________


1 Stairs to surface/next level


2  Principessa mezzanote - It is a foot tall & eerily beautiful. It is harmless. If unmolested, it will continue to roam the halls.


3 Fragments of a dazzling iron mosaic, very damaged, are here--a landscape with only a pair of white legs ending in hooves are visible so far.


Pieces of the mosaic can be found throughout the dungeon, and will fuse to the wall if placed on the mosaic.


The true form of the mosaic is of King Ehl on a horse--and assembling it will create a work of art worth PC level x 1000gp, however it is possible to construct false forms by accident or design.


Existing mosaic+humanoid upper body = a demon. The Cheshire ghast in 76 will begin calling anyone present to it. Save vs spell.


Existing mosaic+missing front horse legs+human upper body = centaur. Each round, violent madness will be inflicted on whichever party member rolls the lowest on a d20 until they leave the room.


Missing pieces are in rooms 19, 87, 50


4 This gemlin is intelligent & can speak but does not show it because it fears sneezing out its esophagus. It seeks the Crystal Caganer in room 21


5 Dead Tuskman


6 Monster in 7 can be heard from here


7 Heliosphinx It is too large to leave the room. Drinks from well


8 Three Tuskmen looking for Drottning Birch


9 Echoing corridor


10 Statue of Alban --vandalized. d6 dead Tuskmen with a Dire Chipmunk here dead in the center of the triangle, apparently dragged from 25. The triangle will slowly devour them over the course of an hour, at which point the statue will come to life and seek out the Cheshire ghast in room 75.


11 Nachtfuchs inside a Jack in the Box Sarcophagus


12 Nonfunctional Jack in the Box Sarcophagus


13 Junk everywhere, vial of ink


14 As soon as the PCs enter this room the flickering halo that narrates their every action will activate.
A wizard will recognize the effect as a product of a special curse that can be removed on the request of a specific living master (the Craniac)


15 Kitchen. Pots, pans, the usual. There is a brick oven & a small pantry closet. A halfling could fit in it.


16 This room is full of ribcages that the Craniac has collected.


The columns here look weak and can be destroyed with 30 pts of damage. The ceiling will cave in.


17 2 identical statues. One made of iron one made of quicksilver


18 There is a dulcimer here worth 2500gp. Playing it for the first time will cause monster in room 7 to break out and crash through the rooms, collapsing the ceilings until it gets to the player.


19 Library. Full of dormant Ophanim


-humanoid upper body mosaic pieces from the mosaic in room 3


20 Hall. 11 small portrait paintings. One of each of Heliosphinx's sisters. They
are worth d20 x 100gp to collectors with unusual tastes


21 Paladin of Alban fighting Tuskman wizard in desperate battle


Crystal Caganer. Worth 600gp.


22 Empty cells.


23 Old dining room. Three paintings here: each eight feet wide, worth 2000 gp each.


24 WC


25 Dying Priest of Alban, just finished pulling foes to room 10




 Craniac. It is disguised as a regular chipmunk and will observe the PCs.


26 The Marraskilo is here--it does not speak & obeys the Craniac. the Marraskilo has (as always) hidden a key to room 67 in the bas-relief frieze


27 There is a cursed blood elf mask. Any creature inspecting it will be afflicted by a desire to gouge out an eye for 1d4 rounds.


28 Channel of bleach from south ends in a pool here


29 Channel down center of hallway filled with bleach, an acorn is floating in it


30 Empty


31-Secret door activated by mechanism in room 85


32-Secret door activated by mechanism in room 85


33 Pool of bleach


34 Dead Blood Elf carrying diary, contains biographical details of Lambent Prince including his spawn location


35  Red crystal formation. Anything red that touches it will begin to vibrate unnaturally--the object will then reflect magic for one hour and then explode.


36 Walking into this room lowers steel bars where the red X's are and releases monster in 37.


37 Fu Oathbreaker in cage.


38 Lambent Prince's bedroom. If Lambent Prince is not in this room the (ordinary) doors will be locked.  Secret door: behind a mirror--a thin crack will be visible. Room contains a make-up table (no mirror, of course), a canopy bed hung with velvet, (d12 x 100) gp worth of other trinkets. The bed, painting, Lambent Prince 's wardrobe, & the table are each worth (d12 x 100) gp. There is a canopic jar with a sympathetically vibrating organ trap under the bed containing 600 gp & locket with a small painting of Lambent Prince


39  Switch raises and lowers bars in rms 36-38


40 Child's bedroom. Belongs to Lambent Prince's daughter. Her remaining toys ( Etch-a-Sketch ) are here.


41 invisible ink spritzer activated by door


42 Stone walls carved into the shape of a Troll Knight


43 a samurai orc


44 Lambent ogress in cage. Sibling of Lambent Prince gone mad long ago. She may aid the PCs if they convince her they can help her escape the dungeon. She hates the Lambent Prince & will make any deal to be reunited with him, but again, will turn on anyone aware of her existence immediately afterward.


45 Anything made of iron placed on the altar will be transformed into quicksilver.
Any fire in the circle or crossing it will be transformed into magnetism


46 Texts sacred to religion of Alban


47 Puzzle room: archivist, undertaker and clerk are sacred to this religion. A magic mask asks 3 questions only members of those professions, respectively, would know. Wrong answers = Power Word: Mumble and it emits a baby's wail


48 Statue of a creature of fire. An Archpriest of Alban is here. (PC level x 1000 gp worth of gold flake on statue.)


49 Murals depicting King Ehl and betrayal by Heimstein


50 Tombs. d6 Priests of Alban


Fragment of mosaic in room 3 showing horse head and humanoid lower body in a saddle.


51 Tombs. Vial: Substance repels plant creatures


52 Tomb of King Ehl


53 Mouldering skeleton of Heimstein, with Witherbloom


54 d6 samurai orcs guarding sacrifice chamber. They have keys to the cage in room 55.


55 invisible ink spritzer


Apparently a Cloud Beast in a cage. Is actually a Jormund spy. It is looking for the gemlin because it betrayed her.

56 Prayer room, distinctive to Alban


57 Prayer room, distinctive to Alban


58 2 dead samurai orcs


59 2 dead samurai orcs --one muttering "The Blood Elf , the Blood Elf " shattered manacles on the floor.


60 2 samurai orcs  guarding the entrance to room 61


61 Exothermic Orb being examined by 3 samurai orcs


Room is full of Noctagons


62 Oversize caterpie. A pile of its eggs obscure the door to the north. Two dormant Ophanim containing the location of Lambent Prince's spawn site are hidden under the pile.


63 Full of shoes collected by a oversize caterpie


64 Well, rusty water.


Dead adventurers. Burned spellbook. Partially accurate formula for Permanent Grease remains. Failed int check indicates Permanent Diarrhea


65 Door to north opens easily, door to east seems old and stuck.


66 Myconid Blossom room.  The Marraskilo throws organic waste into this room. The Myconid Blossom covers the entire room, including the wall, obscuring the locked, unpickable secret door there.


67 - Tooth and Nail Druid. It knows all about the Craniac, which is why the Craniac has had
the Marraskilo wall it up in a secret chamber. Craniac keeps it alive to study its biomagnetism


68 Murals, int check to read, glyphs and pictograms seem to refer to quicksilver and magnetism


69- Empty or stairs to surface/next level


70 Quiet room.


71 Prison Contains d10+10 victims of Lambent Prince. A variety of sentient species
are represented as well as a few celebrated & high-level missing persons.


72 Door is large, impressive and locked. Picking is at half chance.


73 Throne room of King/Queen of Basti . Long dead Basti


74  Fulgarites guarded by zapping Bell Jar


75 Cheshire ghast. It has been trapped here by a mystic seal on the secret door by the Craniac and seeks revenge.


76 Clearly a room once built by the Basti culture.


77 Contains various instruments of Magnetology


78 Disused Magnetology room. Lambent Prince was having experiments conducted until capture of Drottning Birch made them unnecessary.


Blood Elf assassin seeking Drottning Birch


79 Disused Magnetology room d4 Carrion grubs


80 Disused Magnetology room. Blood, remains of Carrion grubs


81 d8 Carrion grubs


82 Statue of Alban


83 d10 samurai orcs plus Double Decker Golem


84 Lambent Prince, d4 steel satyrs, anti-ferrous barrier experimenting with magnetism. Huge dead Cloud Beast conceals secret door.


85 Cage containing mechanical model of world, rotating the current location into position under the lens opens secret door in room 31, rotating them onto Lambent Prince's spawn site opens secret door in room 32


86  Pool of bleach


87 Drottning Birch just escaped, hiding from the assassin in room 78.


-missing front horse legs from mosaic in room 3


88 Walls carved with scenes dedicated to Alban depicting members of the following professions: archivist undertaker clerk--all kneeling


Careful inspection reveals that carving is not wholly original and the figures have been repurposed. There is a monster with a huge mouth where the secret door to 73-76 is.

Wednesday, November 25, 2015

What's behind that door?

I don't know what is behind that door, but I do know that the door often tells me what it is I could find. This isn't necessarily a constant but it shapes the way you perceive what might happen as you pass through the portal to the other side. Consider a door for a moment that you didn't know was there at first. The worlds people often build contains doors like these, secret, for some reason. I will repeat that for clarity. For some reason. Does it make sense that whoever built the structure the adventurers are delving into would just arbitrarily choose a room and say, "just for fun let us make this door harder to find." I'm not doing that this is impossible but maybe it doesn't make sense for every door that is hidden to not have good reason to be. Whatever made this shadowy gateway more likely had no intention of others knowing about it.

My point is that doors have a purpose intended upon their being constructed. Locked, hidden, heavy, metal, wood, doors all have differing makes and most of the time not just to match the aesthetic of the area around them.

Wednesday, October 21, 2015

pale and vile

I first read Deep Carbon Observatory about a year ago. Reading it is like viewing The Descent: when successful it immerses you in claustrophobic places, sinking in despair. It leaves you in echoing darkness with only a slight breeze revealing the edge of an unknown precipice.

I do not know if I will ever run it. Certainly the play of the game is what makes it real, but DCO exists in some Platonic way as an ideal adventure - I fear no game will match the dark place it occupies in the mind. 

So I keep the Giant in my room to remember.



"He could come into your house though the front door. He could slowly squeeze his body up your stairs, filling the stairwell with his flesh, then send one questing hand through your bedroom door. He could squeeze his head into your room and look at you."

Tuesday, October 20, 2015

how does this NPC practice their craft?

For LotFP and other cleric-less games


Take the third letter of their name. If the letter is missing use the next one or whatever.


Violence
Magic
Skill
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
R
S
T
V
W
Arsonist
Butcher
Cavalier
Dreadnought
Executioner
Falconer
Gladiator
Hooligan
Instigator
Juggernaut
Knight
Legionnaire
Myrmidon
Nomad
Oathbreaker
Pugilist
Raider
Soldier
Templar
Vanguard
Wrestler
Alchemist
Binder
Curioso
Diabolist
Enchanter
Fanatic
Geometer
Haruspex
Idolator
Jinx
Kabalist
Lunatic
Medium
Necromancer
Oracle
Puppetmaster
Riddler
Skinshifter
Telepath
Witch
Acrobat
Burglar
Creeper
Demogogue
Expert
Forester
Gravedigger
Hunter
Infiltrator
Jailbreaker
Kidnapper
Lurker
Marksman
Ninja
Outlaw
Pickpocket
Rogue
Smuggler
Torturer
Vandal
Wanderer