Immos Crypt
1:
Mostly empty, trapdoor with the inscription "Only a fool would open this door without the keys of marrow." 2:
Looks empty, tripwire trap with arrow. DC 13 Perception to find, DC 15 to find arrow hole, DC 20 to find secret door, if tripwire is triggered, shoots arrow, DC15 Dexterity to dodge arrow, arrow causes poison for roughly 2 keys and deals 1d4+1 damage. 3:
Door down hall, locked. Three loose skeletons on the ground. Inscribed on the wall is "The only way to proceed is to communicate with the dead." Below it is a strange inscription: Once players arrange some bones to form the strange inscription, the next door unlocks with a click. 4:
Door locks behind them, no keyhole, chest has skeleton key. DC 13 Investigation check to find hidden door. 5:
Small room with single coffin, on it reads "The Creator". Underneath that is the caption "When I was given immortality my true self was killed." DC 15 to open. Skeleton inside with intricate spell circle on skull's forehead. Arcana check to glean information. 6:
Sword surrounded by mound of bones, roughly 3 humanoids worth. DC 15 Acarna to tell that it's powerful and seems linked to something. If pulled, doors lock with a click, bones shake and then fly around to form 3 skeletons. Encounter 6. Sword is Longsword of Vengeance. 7:
Two closed coffins. When players reach center of room, coffins open and zombies rise out. Coffin blocking door takes a DC15 Strength to move. 8:
Chest with skeleton key. 9:
Three skeletons sitting around a table, rolling dice. Skeletons invite players to play a game of Bones. Two skeletons get up and offer their spot.
"The game is played with these 5 dice. When it's your turn, you roll a 5 of these. You then set aside any scoring dice. These include, 1s and 5s, and three, four and five of a kind. You can then choose to roll the remaining dice again. If you get more scoring dice, you can set those to the side for more points. However, if you roll no scoring dice, then your turn is over and you get zero points. If you manage to have all 5 dice to be scored, you can keep rolling, and even if you roll no scoring dice, you keep that 5 dice total. We'll be playing with a 300 minimum, which means you can choose to stop rolling if you wish after you reach 300 points. The first player to reach 5,000 points wins. 5s= 50 points 1s= 100 points Three 1s= 1000 points Three 2s= 200 points Three 3s= 300 points Three 4s= 400 points Three 5s= 500 points Three 6s= 600 points 4 of the same= Three of that number + 500 5 of the same = 10,000 points If you beat me, I'll give you a skeleton key. If I win, heh heh heh..."
If skeleton wins, he and only he attacks him. When he's defeating, a skeleton takes his seat and challenges the players to Round 2. Trapdoor: When they open the trapdoor, a skeleton with keyholes for eye sockets rushes out from stairs. Is the same as normal skeletons except has 50HP, and its dexterity modifier equals HP/10. If HP drops to zero, skeleton does not die. To put in a key, players need to beat the skeleton in a Dexterity Contest. Once both keys are inserted, skeleton falls apart. Down the stairs is a door with another lock. 10:
4 doors, one on each wall. On the floor is inscribed: "Some say pick your poison. I say decide your death. To the North lies a glass cannon. The darkness of war lies in the West. To the South lies a small army. The mud the troops walk on lies in the East." North:
Avatar of Death West:
Shadow South:
Crawling Claw (4) East:
Mud Mephit (2)
Ground is mud, multiple mounds, 1 pops out, PCs are surprised. At end of Round 2 another pops out. 15:
Trapdoor to his room swings open automatically when all enemies are defeated. Stairs down, blank hallway with a door. 16:
Three other doors, one on each room, presumably where the other passages lead. Encounter 16. "Congratulations on collecting the Orb of Earth! I'm glad I didn't have to bury you in this crypt! He snaps, and the floor descends in layers, turning the floor into a giant staircase. At the end of it is a cavernous tunnel" The tunnel goes on for a short while, then ends at a staircase with a door at top. The door leads to Princium Tower. The tunnel they traveled didn't seem nearly long enough to end up at Princium Tower, yet there they are. The door they opened appears to have been camouflaged as part of the wall. The waterfall from the Underwater Building is still visible, and still flowing. Another indentation on the throne is glowing, this time a dark brown.
Mostly empty, trapdoor with the inscription "Only a fool would open this door without the keys of marrow." 2:
Looks empty, tripwire trap with arrow. DC 13 Perception to find, DC 15 to find arrow hole, DC 20 to find secret door, if tripwire is triggered, shoots arrow, DC15 Dexterity to dodge arrow, arrow causes poison for roughly 2 keys and deals 1d4+1 damage. 3:
Door down hall, locked. Three loose skeletons on the ground. Inscribed on the wall is "The only way to proceed is to communicate with the dead." Below it is a strange inscription: Once players arrange some bones to form the strange inscription, the next door unlocks with a click. 4:
Door locks behind them, no keyhole, chest has skeleton key. DC 13 Investigation check to find hidden door. 5:
Small room with single coffin, on it reads "The Creator". Underneath that is the caption "When I was given immortality my true self was killed." DC 15 to open. Skeleton inside with intricate spell circle on skull's forehead. Arcana check to glean information. 6:
Sword surrounded by mound of bones, roughly 3 humanoids worth. DC 15 Acarna to tell that it's powerful and seems linked to something. If pulled, doors lock with a click, bones shake and then fly around to form 3 skeletons. Encounter 6. Sword is Longsword of Vengeance. 7:
Two closed coffins. When players reach center of room, coffins open and zombies rise out. Coffin blocking door takes a DC15 Strength to move. 8:
Chest with skeleton key. 9:
Three skeletons sitting around a table, rolling dice. Skeletons invite players to play a game of Bones. Two skeletons get up and offer their spot.
"The game is played with these 5 dice. When it's your turn, you roll a 5 of these. You then set aside any scoring dice. These include, 1s and 5s, and three, four and five of a kind. You can then choose to roll the remaining dice again. If you get more scoring dice, you can set those to the side for more points. However, if you roll no scoring dice, then your turn is over and you get zero points. If you manage to have all 5 dice to be scored, you can keep rolling, and even if you roll no scoring dice, you keep that 5 dice total. We'll be playing with a 300 minimum, which means you can choose to stop rolling if you wish after you reach 300 points. The first player to reach 5,000 points wins. 5s= 50 points 1s= 100 points Three 1s= 1000 points Three 2s= 200 points Three 3s= 300 points Three 4s= 400 points Three 5s= 500 points Three 6s= 600 points 4 of the same= Three of that number + 500 5 of the same = 10,000 points If you beat me, I'll give you a skeleton key. If I win, heh heh heh..."
If skeleton wins, he and only he attacks him. When he's defeating, a skeleton takes his seat and challenges the players to Round 2. Trapdoor: When they open the trapdoor, a skeleton with keyholes for eye sockets rushes out from stairs. Is the same as normal skeletons except has 50HP, and its dexterity modifier equals HP/10. If HP drops to zero, skeleton does not die. To put in a key, players need to beat the skeleton in a Dexterity Contest. Once both keys are inserted, skeleton falls apart. Down the stairs is a door with another lock. 10:
4 doors, one on each wall. On the floor is inscribed: "Some say pick your poison. I say decide your death. To the North lies a glass cannon. The darkness of war lies in the West. To the South lies a small army. The mud the troops walk on lies in the East." North:
Avatar of Death West:
Shadow South:
Crawling Claw (4) East:
Mud Mephit (2)
Ground is mud, multiple mounds, 1 pops out, PCs are surprised. At end of Round 2 another pops out. 15:
Trapdoor to his room swings open automatically when all enemies are defeated. Stairs down, blank hallway with a door. 16:
Three other doors, one on each room, presumably where the other passages lead. Encounter 16. "Congratulations on collecting the Orb of Earth! I'm glad I didn't have to bury you in this crypt! He snaps, and the floor descends in layers, turning the floor into a giant staircase. At the end of it is a cavernous tunnel" The tunnel goes on for a short while, then ends at a staircase with a door at top. The door leads to Princium Tower. The tunnel they traveled didn't seem nearly long enough to end up at Princium Tower, yet there they are. The door they opened appears to have been camouflaged as part of the wall. The waterfall from the Underwater Building is still visible, and still flowing. Another indentation on the throne is glowing, this time a dark brown.








Comments