Tuesday, 14 July 2015

The Crypt of Althos ..... Adventure map

I've not done this before (publishing adventures), so bear with me.. Over time I've developed a few dungeons, some awesome, some useless, The good ones I repeat with different groups, tweak failed aspects or things that just don't fit, something that I feel is the most vital reason, the underlying story of who invented the dungeon and why!

Instead of having these dungeons just sit in my folders and never get used again, I thought instead I'd share, and maybe you can use them too!

So here you go:

The Crypt of Althos

Players Version of the Map, Cut into 7/8
This is the First Level of a Crypt developed by a mad (genius?) necromancer Althos.

Players might hear rumours about it

"oh, that old thing? kids sometimes explore it, its just some long forgotten mausoleum."

"Oh, I wouldn't go there, the Keltus kid went missing in there, was found weeks later, missing his head."

The Concept is up to you as to how you include it, I had it as a local empty crypt that kids would dare each other to go in during the day (when the traps are all disabled) but dare not at night.

I've 'cut out' the map into approx A4 shapes for you to trim and print if you'd like. This way you can place them on the table as the players reach each section.

This is the first level of 4, which can be played out as a first adventure for 1st timers as it includes some not so deadly traps and some combat. All wounds are necromantic and healing potions/spells/cleric abilities do not work within the Crypt.

Table-Top Version, Red boxes are approx A4 cut-outs.
The Original Rules are on the GM photo below, I repeat them here for clarity, but also to explain so you can adapt for your own system.


A) The crypt doors require a decent strength to open or shut, they are heavy stone & have gears attached (on the inside). A maximum of 4 people can get infront of the doors. The doors need 100 strength at night (7pm to 5am), or 20+ the time (in military hours i.e. +18:00 = 38).
OS: Consider an average 4 peoples strength at 9am, above average by midday, and nigh on impossible after dark.

B)  Two steps at the top of the stair case ( 3rd row) and the 2nd to last middle step, are pressure plates. Decent enough design to fool a casual observer, Camouflage 24, but "not enough grouting between the steps" If a player walks casually down the steps, or fails to notice, a small spike will spring out and jab the rear of the heel, d4+1p ABR, 1 damage max, causes a -1 reflexes for further dodge.
OS: Not so obvious, The Jab is designed to penetrate average armour to reduce their walk & dodge ability for later.

C) Statues on the walls, mouths have obvious holes pointed directly down at a person walking between them, with a stone trigger (grouting looks suspect) Camouflage 22, The Actual holes are between the legs, and a trip wire above the stone. Darts 1d6+1 ABR +1 Dam.
OS: Heroes would likely notice the obvious, misdirected from the actual, standard dart.

D) Carved Stone, to look like a sarcophagi (Camoflague 12 - obvious). Around the room 4 chains dangle from holes in the ceiling, tense, they drop into holes in the floor, pulling on them will cause mechanisms to chug (metallic cogs at a distance). Chains B&C open or close the front doors. The doors must be closed to activate the sarcophagi (Dii) Chain A opens to section E, Chain D opens to section F.
OS: Anyone who inspects the sarcophagi will see it is merely a carving.

Dii) The Sarcophagi can be pushed into the ground (if the doors are closed), if Door E is not open, it will spring open now (the corresponding chain will move too). a spot trap (-2) could spot the gap in the floor, or Camouflage 30 for others, requires strength 40+ (each 6 above speeds up 1 round) and 10 rounds to push it all the way, its pressure mounted and will return to full height in the same number of rounds that the players pushed it down. If they managed to get it all the way down, they can grab a silver candelabra.
OS: 

E) Four Poor Grade Zombies in chainmail armour will attack, behind the pillar is a mirror worth 7 pewter. 
OS: To match my systems zombies, decrease the chance of hit by about 10%, but double the damage, and take 1hp damage each actual hit. a zombie has no reason to 'pull' its punches, so it hurts itself to do massive damage, but they are slow.

F) An Illusion Trap. Pressurised Bronze coins spew into the room (at D), Speed 40 vs dodge to escape the room, the players will believe they are buried alive in coins and suffocate, taking 1 stress point per round until they actually stop breathing and die. This is a very powerful Illusion, Power 40 vs disbelief. Externally, the coins are real to the touch, fire dispells them. After 10 combat rounds the door will reseal & the trap reset.
OS: This is fast, an average hero should be swamped by the coins, only someone with extremely high speed could avoid it, only players not in room D should be able to deal with the coins (shoveling them out of the way to retrieve their friends?) not meant to kill, just block anyone from wanting to go any further.

Fii) If the players are searching the coins while they still exist, (Camouflage 40) they may find one that is slightly different, this is a real bronze coin. (for later)

G) 4 Alcoves in the stairwell, each shows a dusty line of what 'was' a circle (coin or candelabra base?)

H) The Hidden Treasure of Althos - Unless the players have reached the bottom, gained all the candleabras & coins and read the secret words on the sides of the 3rd level coffin, translated them to get the order of items, there is no way that any player could justify knowing that this is here. If a player asks to search this wall specifically, he has read this text, and now knows that you are instructed to kill their character in the most insane way possible. I suggest a falling piano.

Althos Chest: 140kg - Locked. [-2,-2,75,-10]
Ancient Chest with Intricate Lock                      - 40kg, 100 pewter av., c: 50 gold.
Random Classical coins from 100+ years ago    - 80kg, 250 pewter av., c: 75 gold.
The Rapier of Althos*                                         - 4kg (with sheath), (mwk Rapier) av.,  c: 200 gold.
[9, d10+2, +2, 180hp]
5 Rubies                                                               - 5 kg, 200 gold each.
The Buckler of Althos*                                       - 2kg, (mwk Buckler) av., c: 200 gp.
[5, 4 af -, 100hp]

* See Equipment of Althos

GMs Map:

So,

Already from writing this, I think that maybe making the map I could scan it before adding the GM information, Then include only the Key Areas and notes, and write the text in a blog post. My first attempt at such a blog took me 4 hours, but I had to go back and redo things, clarify points for myself.. so with some practice, I can see 2 hours of work to clean up my old adventures so they get some better use.. Anything I should Add/include/change/drop?
Post a Comment