![]() Everyone who fails the check takes 3d6 damage. Resisting requires a saving throw versus magic. The ghost of whatever is behind the door appears and tries to possess one of the players, or perhaps all of them. When it dissipates, it is replaced by a horrible, long-dead face. 16 – A cloud of gaseous purple smoke comes out of the door.The player closest takes 1d6 cold damage. 15 – A gust of freezing wind comes out of the door.The player takes that much damage, ignoring armor and saving throws. 14 – A blast of hot-purple fire comes out of the door.The player closest takes 1d6 heat damage. 13 – A blast of scalding hot air gushes out of the door.The player’s clothing and skin take on a bluish cast and he suffers a -2 penalty to his attack rolls for the next 2d12 hours. 12 – A cloud of black smoke gushes out of the door.11 – A blast of cold air shoots out of the door.They all happen at the same time, confusing the players. If players get within five feet of any of the doors, the moaning voice will again speak, saying, “Don’t open it, don’t open it.” The players will have to make a saving throw versus magic.Īnyone who fails the check will have to roll on Table 1. The doors have wooden handles and have no locks. The hallway itself is in pristine condition and appears to have been constructed from carved stone blocks. Leading from the foyer deeper into the crypt, this hallway has two doors on the northern wall, two doors on the southern wall, and one door at the very end of the hallway. If he is around, he will flee and hide during this battle. ![]() The ghouls will fight to the death and attack anyone in sight, including Errol if he is around. If players take any of the items off the skeletons, a disembodied voice will moan, “No, no, no,” and 2d4 ghouls will climb out of the rat holes in the ceiling and attack. Players will find quite a bit of treasure on the skeletons, all of it royal jewelry. They will fight until they are all killed. The skeletons will spill into the foyer and attempt to attack all the players. If Errol is with the players, he will concentrate more on looting the skeletons than fighting them. When the door is opened, 2d4 skeletons will shuffle forward, wearing royal gear. Knocking sounds are heard on the other side. The ceiling is smooth, hexagonal rock with large holes (giant rat holes). AREA 2 – The FoyerĪt the end of the ninety foot long tunnel, it opens into a foyer constructed of large, square pieces of stone. If players let him tag along, he will be excited and talk a lot, quickly becoming annoying. He is lying and will come back to the players later. If they don’t want him around, he will slink away and promise not to return. ![]() ![]() Once players finish killing the rats, they can move on with or without Errol. Errol will help the players fight and will be quite useful at this stage of the adventure. He begs the players not to hurt him and let him tag along.Īs players are talking with him, a horde of 2d20+20 giant rats will rush down the hall and attack. As the players walk down this hallway, they will hear strange noises coming from behind them. Behind the door, players find a long, ten-foot wide hallway that burrows into the rock. There is a small hole hidden above the door which will allow it to be opened easily. The door is magically locked and must be broken open. The entrance to the Crypt of the Forgotten King opens on the side of a cliff. Players will have no difficulty finding the entrance to the Crypt of the Forgotten King. He will be possessed and become the villain later. If they don’t notice him, he will make himself known later. If they decide to investigate, they will be followed by a low-level half-elf thief named Errol who is trying to improve his skills as an adventurer. D&D Plot Hook: Rumors about the king’s dead brother being buried in a crypt are circulating through the city.
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