Sunday, February 9, 2020

The Lost Tomb - a Five Room Dungeon for kids

A Five Room Dungeon for my kids

Recently, my two kids expressed an interest in playing Dungeons and Dragons. I had to decide between D&D 5th Edition - which is the most 'modern' version of D&D, but I landed on Old-School Essentials, as it is a lot simpler and easier for kids to understand.

My daughter rolled up an Elf, Pine Goldwood, and my son rolled up a Dwarf, Lead Hammer (Lead as in Leader, not as in lead pipe).

So I decided to create a short 5 room dungeon, following the guidelines from https://www.roleplayingtips.com/5-room-dungeons/.

The Lost Tomb

The Town of Bodmin

On the fringes of the great Western forest, days from the nearest town, is the small village of Bodmin. There are few travellers, but there is a small inn 'The Gamekeeper' for the occasional traveller and noblemen who hunt the fringes of the forest.

The innkeeper in Will Barrowman, a portly man in his fifties, who takes great care with his guests. If they ask after dungeons, or it becomes known they are aventurers, he tells of the last time adventurers came here - three of them, a man, a woman, and a halfling (man) who asked after the Hill Tomb nearby - they went out and never came back. This must have been twenty years ago.

The Tomb itself is two miles away, west into the forest. It has a bad reputation and locals shun it, and is thought to be haunted. It is far from the hunting trails. But he is happy to give them directions as long as they pay their bill ahead of time.

In the town, they might notice three men keeping an eye on them. These ne'er do wells have assumed that these strangers will not be missed. They rob noblemen when they can and they are not used to people fighting back.

The Bandits

About half an hour into the woods, the three men will step out of the trail ahead of them, and demand their purses. They will not be expecting a fight - and if they are attacked they will fight for a couple of rounds or until they are injured and then will flee.

Bandits AC 8, HP 4, THACO 19, Dam 1d6 (Stannis, Jed, Magwitch)

The Tomb in the Cliff
For a further hour, the trail winds deeper into the woods - it is overgrown and hard going. But then the trail opens up into a little clearing. At a far end are two large stone slabs set into a low cliff, with a lintel stone atop it. However, it looks like the cliff is unstable. 

The rightmost door is cracked - and has been wedged open and broken. The previous adventurers used hammers and crowbars to crack open the large stone door to the tomb, in order to slip inside. However, in the decades in between the lintel has slipped, and the cliff face has consequently become unstable. Any dwarf will see the danger - as will anyone making an INT or WIS roll. 

The players will need to think of some clever way to get past the unstable doorway - they might use massive strength to move the door, or construct a support to stop it from collapsing, or use DEX to slip in without disturbing the cliff face. Any clever idea should be rewarded. 

The Flooded Chamber

Inside, there is a wide tunnel 20' wide and 40' long. Either from the broken door or from shifting water tables, the tunnel is flooded. The water is dark and it is impossible to see how deep it is (it is pretty evenly 6' deep). It is also freezing cold. The challenge will be to travel to the far end, where large stone double doors and steps leading up can be seen. 

The danger, aside from drowning if the character is short, is that goods become soaked - such as magic books or torches and lamps. They will be useless and perhaps permanently damaged. Also, the weather is icy cold - a saving throw vs breath attacks is required to not have numbed fingers and uneven breathing and be -4 to fight.

The Stairway Guardians

Stairs rise up from the icy water. As the players approach, three skeletal guardians rise up. One looks ancient - its clothes and armour are in an ancient style and the skin is completely rotted from the bones. But the other two are mostly skeletal, but their weapons are varied and their clothes not rotted - these seem to be the adventurers who obviously destroyed a couple of guardians but then joined their ranks. 

The three attack until destroyed. 30 XP to fight them all.

Skeletons AC 7, 4 HP, D1d6, THACO 19 

Any characters who die will rise up at the next full moon and join the ancient guardians to defend the tomb.

The ancient skeleton has o assets, but the two recent skeeletons carry a total of 20gp in leather pouches.

The Sarcophagus Room

The large stone doors are slightly ajar. Inside is the stone mausoleum with a stone sarcophagus. The corpse is dressed in fine ancient robes, only slightly rotted, and wears a fine gold necklace. It has obviously been here for centuries. Beside the tomb is the halfling adventurer - long dead. A poisoned spike has skewered his hand and he died from the poison. There is the only one trap and the players are quite safe but it will be interesting to see if they are extra cautious in the room and around the sarcophagus. 

There are two main treasures in this room. The first is the gold necklace - worth 120gp. It is safe to remove and can be sold in the village. The second gret treasure is a map - n ancient map with charcoal notes scrawled on, in a map case on the halfling's body. He has 5gp in a purse. The map is a map of the Lost Valley of the Kings. It shows a path from the village of Bodmin past this tomb, deeply into the woods, where, apparently behind a waterfall, there is a path to a secret valley unexplored for 1000 years, where the tombs of the old Kings are...an adventure to come once they have left the tomb...



Saturday, February 8, 2020

Runequest - The Coming Storm - Episode 14

That sacred time there is a disaster. The usual rituals to awaken Orlanth fail and the wind completely stops. This happens, the group learn, at the moment Whitewall fell. Wando, as a priest of Orlanth, can no longer use his magic. Ernalda falls asleep as well - the winter does not end and Ernaldans lose their ability to cast magic. The clan initiates many desperate rituals to try to bring Orlanth back to life, but all fail. Kerolar summons many spirits to bind and give to the Orlanthi, so they have some ability to do magic. 

The Lunars, who are now deeply hated, enclose themselves in their fort and do not come out except in armed convoys. Kerolar asks Estana Goldeneye, a Seven Mothers missionary, what is going on, and between gushes of the Red Mothers bounty, etc, he learns that King Broyan and Kallyr Starbrow somehow escaped Whitewall, the Crimson Bat was defeated, and the Lunars plan an enormous temple to extend the glowline to include Sartar. 

Faradar, the freedom fighter, takes a large number of his freedom fighters and they take to the woods, to fight the Lunars. Word reaches the clan that the entire Culbrea tribe have risen in rebellion against the Lunars.

Brodi though, despite his (many) faults, has been prudent enough to ensure that there are ample food stores in Red Cow Fort. Animals are slaughtered - Wando gives up his two cows. The Ernaldan priestess is deeply distraught her magic does not work. A prophecy is passed around by word of mouth - that Orlanth is dead, but that the Three Stars will bring a new hope.

Winter does not end - it continues for an entire year. Kerolar takes a geas and in return learns the secret of curing disease, to help the tribe. The clan healer decides to convert to the Red Goddess, so she can continue to heal. Many people convert out of hunger, fear or desperation. As winter continues though, many people grow to hate the Lunars more and more for the misery they have inflicted on the tribe.

Refugees flood Red Cow and as many as can be accommodated are put up in the Bothys. Kerolar, never much interested in wealth anyway, gives away 500l worth of good and jewelry to help the hungry. 

After nearly 14 months of winter, Brodi calls the adventurers to a meeting. The day before, he sent Jaronal to Brightwater on a routine patrol, and he has not returned. He asks the adventurers, plus an extra fellow, a wood turner called Harald, to travel to Brightwater to find out what is going on.

They leave at once. On the way they see refugees from the Two Pines, and offer them some food. They tell them that there was some fighting at Brightwater yesterday and they fled. They thank the refugees and head on their way. As they approach the stead they see a pillar of smoke - larger than a stead fire. They stealthily approach and see the stead on fire, many dead, and Jaronal and several other people crucified on hastily assembled crosses. As they watch, many Tarshite mercenaries, assisted by Orlanthi lunar converts, stickpickers mostly, load up two sleds with food and goods. A man, obviously their leader, approaches Jaronal and pulls out the Meteor Spear, a Red Cow clan treasure, from under a blanket. He stabs Jaronal with it and he quickly dies.

Kerolar asks the others to guard his body, and he enters the spirit world. He quickly possesses the leader, and surreptitiously heals the two nearly dead Orlanthi, one of whom spits on him, not realising, of course, what is happening.

He then pretends he needs to relieve himself, and goes tot eh treeline, then circles around to where Wando and Harald are, explains the situation to them, and hands them the meteor spear - replacing it under the blanket with a large stick. He asks them to keep Jaronal's body as he will bring him back to life. He returns to the crucifixes.

A man comes up to him and seems to ask whether they should leave. As Kerolar does not speak Tarshite, he pretends to swig wine and grunts and gestures, and the others pull the sled. He follows them.

Once they are out of sight, Wando and Harald dash down and retrieve the two living Orlanthi and Jaronal. They drag him to safety.

Meanwhile, once they are some distance away, Kerolar shouts, draws his sword, shouts at the Orlanthi to flee if they value their lives, and starts to smash up the skis on the sleds. A Tarshite companion comes up to him, wanting to know what is going on, and Kerolar, with the element of surprise, manages to cut him down with one swift blow. He shouts at the others to flee, and some do, most of the Tarshites stand around in a wide berth, giving Kerolar a good quarter of an hour to disable the sleds. Then he is ejected from his host body.

Kerolar wakes up and then stands over Jaronal's body and calls on Kolat to bring him back from the silent halls. He wrestles with Jaronal's spirit and brings him back to life - he is unharmed but otherwise fine and quite shocked to be alive again.

They follow the sled tracks and find that the Orlanthi and Tarshites have abandoned the sleds, and carried off what they can on their backs. The adventurers load up themselves and Wando's horse with as many supplies as they can, and hide the rest, and return to Red Cow fort.

There they are lauded as heroes for returning both Jaronal and the Meteor Spear. Brodi praises all three but singles out Kerolar for special praise. Jaronal, sadly, is shaken by his experience and retires as a weaponthane to think about his life. To everyone's surprise, Brodi places Ortossi Kettelson, a thorughly brutal and obnoxious man, as his replacement to be the leader of the huscarls. Everyone anxiously awaits the next few weeks as supplies start to dwindle...

Runequest: The Saga of the Star Eagles

Vormain, Fire Season, 1615 Early in Fire Season, three soldiers of the Star Eagle clan are training in the hot sun along with the rest of th...