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Post by joatmoniac on Apr 28, 2020 23:23:07 GMT
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Post by letterlost on May 2, 2020 10:15:58 GMT
Tried to do this fast without looking stuff up, so probably has a lot of error’s. well here we go.
#6: infestation, trying to mostly follow the prompt
1) What brings the players to the tomb?
Friend or family member went down as part of a burial party and was killed
2) Who was buried there?
King’s daughter recently died and was to be buried. The “great Mausoleum” is said to hold the remains of the progenerator of the royal line, actually held …
3) What defenses does the tomb have?
The tomb’s borders are magically warded (sphere) to keep others out, and unknowingly to keep infestation in. the “great Mausoleum” has runes etched all along the outside. The stone golems who guard the interior are destroyed and half eaten.
4) What kinds of creatures live there now?
Prompt points to invading insectoid creatures from the plane of elemental earth. I am going to reskin umber hulk’s to fit this description. Making tiny (with 1 hp but nasty bite, come up out of floor and target metal armor), small (9) and medium (3) versions with lower strength accordingly, the large one was slain by whatever came out of the “great mausoleum”. Remove their gaze attack and give them a meld into stone ability as an action, make their natural armor same as stone skin (I think that’s a spell). They will run away if injured 50% or see a larger one taken down.
5) What is the architecture like?
White marble and gothic grandeur recently covered in dust which has been disturbed by a lot of recent activity. All the royal family is laid to rest on raised daisies in salt coffins, aside from the “grand Mausoleum” which is constructed of white marble.
6) What condition is the tomb in?
The “Under Hunks” (umber hulks) eat stone and have really been enjoying the marble and salt as well as less extravagant coffins of marble and such of other prominent people buried here., so large chunks have been removed from everything and new tunnels have been gnawed out. May of the coffins have been eaten and the residents are unceremoniously revealed.
7) You do you!
Inside of the grand mausoleum is inscribed with infernal wards to keep an angel (fallen?) (progenerator of ruling family of aasimar) who was imprisoned there for unknown reason and who has also disappeared from the crypt.
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Post by DM Onesie Knight on May 2, 2020 20:23:57 GMT
1. The players are on a job for the town's mine boss: The mine shafts broke into the tomb's chambers, and since then there have been increasingly frequent and brutal attacks on miners by the savage fire-lizard tribe which lives there. Their task is simply to stop the attacks and allow mining operations to resume, by any means necessary.
2. An ancient and long-forgotten hero of the fire-lizard empire, from the glory days of their rise. The fire lizards were once honorable and brave, long before their empire bloated, stagnated, then fell to the devious machinations of Mephistopheles. The hero entombed here would be outraged and disgusted by what his people have become.
3. The deeper chambers are guarded by powerful magical traps and guardians, including fire weirds, flamethrowers, fire mephits, magma showers, and dinosaur skeletons which animate upon detecting intruders. The hero's sarcophagus is itself mounted in a giant construct which resembles a triceratops skeleton, embellished with gold, turquoise, obsidian, carnelian, and intricate patterns.
4. The upper levels are inhabited by barely-sapient pyromaniac lizard barbarians. That's the main danger. Some of the other tunnels in the mine shafts outside the tomb are den to carrion crawlers and oozes.
5. Very aztec/mesoamerican, heavily featuring reptilian, fire, and volcano/mountain motifs. Curvy serpent/lizard/flame statues contrasting with angular ziggurats and pillars.
6. It's ancient, but the advanced techniques with which it was built grant it some serious longevity. There has been very little tunnel collapse, and magma flow changes have submerged a few lower rooms while emptying the ducts in others, but things are holding up. The areas where the lizard tribe now resides are somewhat rearranged and repurposed. It's also very tastefully decorated if you consider strung-up, charred corpses and skeletons, and black horned demonic effigies, to be "tasteful."
7. The hero's sarcophagus contains the intelligent magic Macahuitl, Great-Tree-Burning
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Post by geekytendencies on Jun 1, 2020 1:29:11 GMT
1) What brings the players to the tomb? They heard of a magical hot spring lies within that bestows magical effects on those who bathe in it. (boosts certain skills at random - maybe for a limited period of time - maybe permanently)
2) Who was buried there? It was the lair of a wild magic sorcerer, with a love of obscure interior design. They used their magic to create this tomb often with unpredictable effects, with ultimately led to their demise.
3) What defences does the tomb have? It's a bit like an Escher painting. Stairs that go nowhere, or magically curve back on themselves, Rooms that loop the adventurers in a circle until they figure out how to break the loop, secret doors and passages, pit traps, stairs that turn into slides, rooms with no floor, just a door on the other side, Rooms with a door impossibly high on the other side, but no stairs leading to the door. Probably some animated items here and there. Possibly a mimic, I don't use those often, but this seems like the kind of place where you'd find one.
4) What kinds of creatures live there now? Former adventurers that either died there (undead), or were trapped and unable to escape the tomb, becoming warped by the sorcerers residual wild magic.
5) What is the architecture like? Incredibly varied. As much of it was created with wild magic, some spells had unpredictable results. Sections of it are plain utilitarian stone work. Sections are rough cavern like and still further areas feature elaborate carvings and beautiful ornate columns.
6) What condition is the tomb in? Pretty good condition actually. Some of the rougher more natural areas show the passage of time more readily, but other than some dust, and a bit of damage caused by previous adventurers, it's in pretty decent shape - for a tomb.
7) You do you! I've used the Tomb of Ga'az (maze) for this exercise. There are three identical chambers on the top right - I'd make this an attempt by the sorcerer to get the room just right. First one was too "much" 2nd one was too "little" Third one is "Just right" The room that the sorcerer thought was "just right" is the only one that lets the players proceed. This is not necessarily the one that the players perceive is "just right" from their point of view - they need to think like the sorcerer.
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dmdw
Commoner
Posts: 6
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Post by dmdw on Oct 12, 2020 3:39:47 GMT
1) What brings the players to the tomb?
They believe there is a tome to be found within the tomb
2) Who was buried there?
Lora Craft
3) What defences does the tomb have?
Crude Magic Mouths barraging all comers with caustic insults. Also, poison arrow traps!
4) What kinds of creatures live there now?
Three Ghouls, two Ghasts, and one bitter, outcast kobold inventor.
5) What is the architecture like?
Smooth, otherworldly marble. Dwarves curse in their heads at the beauty they can only dream of attaining.
6) What condition is the tomb in?
Pristine - except for the stink. My gods, the stink!
7) You do you! This place smells worse than it is. Excepting low level parties, the stank is worse than the bite on this particular tomb. Inside the main sarcophagus lies a mysterious, magical key. To what? Yes, that *is* the question.
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