Hamish's Crypts - The Crypts Building / Landmark in Tellus | World Anvil

Hamish's Crypts - The Crypts

In the process of his labors, Hamish managed to identify some few of the corpses. These, he interred with a full service and religious honors, in graves the former mason crafted himself. These three rooms swaddle those corpses from the area that Hamish was able to name, and properly inter.

Purpose / Function

This is the final resting place of those elves Hamish Skaalder was able to identify as he labored to honor the fallen elves of Paxander.

Design

These rooms are simple rectangles, walled with the same bone mosaics and etc. that are found throughout these crypts. The floors have been left unfinished so as to accept any further identified remains.

Entries

There is only one entrance into each of these crypts, and each is protected by something mechanical and nasty. One is protected by twin swinging pendulums. At another, hungry spikes are mounted on viciously strong springs.

Valuables

Coin Table

Loot Table

Magic Item Table

Magic Tables

Random Magic Item Tables

Hazards & Traps

The dangers spread throughout this entire building are diabolically varied.

Architecture

These rooms are much the same as all of the others that have been seen here in these crypts, except that the floors are conspicuously devoid of bone tiles; or any tiles, for that matter. The floors are, instead, hard packed dirt.

Defenses

The three crypt rooms are protected by three different diabolical traps. One is a double pendulum setup; another, twin saw blades. Finally, a pit in front of the last door is full of mechanical spikes. Mounted on powerful springs, they will telescope up out of the floor to skewer any movement trying to cross the void above, and enter the crypt room.   There is a lever inside each room that will disarm the traps that are whipping back and forth in front of the crypts.
Type
Room, Special, Crypt
Parent Location
Pendulums, Saws, and Spikes

Built into the very foundations of these crypts, these "mechanical deterrances" (as Hamish called these traps) are incredibly difficult to disarm. That being said, a successful DC30 Thieves' Tools, or Tinkerers' Tools check will do the trick nicely. Otherwise, The pendulums require a DC20 Dexterity check to roll past them; failure to roll the check will result in 6d6 slashing damage, and two rounds of Bleeding for 3d6 points of damage. Likewise, the middle hallway with the sawblades compels a DC20 Dexterity check, causing 6d6 points of damage, and two rounds of Bleeding for 3d6 each turn. 

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