Mora stepped up to the wicked-looking pipe-organ; the carved demonic head which it was made from leered silently at him. Sweating with anxiety, Mora looked back to his friends before swallowing hard and shakily bringing his fingers to the ivory.
Mora pressed the keys down into several minor chords, and a thunderous peal of music echoed, sounding mockingly similar to a church. Suddenly, the eyes of the carved head lit up with fire, and with a *WHOOSH* a pillar of flames burst into life around Mora. The man's screams were cut short after just a second and the fire disappeared just as quickly. Mora was gone.
After a moment of shocked silence, Mora's friends cheered excitedly.
The Pendulum Puzzle is a simple ordering challenge backed up by a neat rhyme. Ready to be inserted into pretty much any dungeon or setting.
"We followed the map as best we could, periodically checking our bearings using the chronograph and the sextants that the seer had given us. Eventually we found the deserted location that corresponded to the coordinates on the rapidly disintegrating map. And we began digging...
"We started a trench that went down about fifteen feet into the baking sand and headed due South. After a few hours our spades rang with the sound of steel on stone and as it did so the group gathered round to see what we had hit. Some hand digging revealed a dark black stone that had been carved with a strange texture on it's surface like a series of overlapping layers of petrified tendrils frozen for perhaps a thousand years. It looked and felt utterly alien, and yet our goal lay in the centre of this forbidding artefact.
"She sails up'n'down the Tristis River. All them river folk see her an' give her a wide berth. Superstitious lot, them river folk. 'Course, we adventurers kill of monstrous superstitions of the rich type on a daily basis! Who're we ta judge? So's anyways, she is said to only appear when the moon is full and the werewolves howl. And though she's ne'er violent, you can always 'ear a moanin' sound. I got no idea what's aboard that ship, but whate'er it is, I want nothin' to do with it."
-Old Gerald, man in the pub
The swirling snow fell on the soldier's shield,
covering the symbol of Hrothen's Hope.
The swirling snow fell on the dwarf's black beard,
and melted into the darkness.
-opening poem of Hrothen's Curse, a dwarven tale
"The Walk. Oh, aye, I've heard o' the walk. Its this peninsula, south of us, where the sides o' this peninsula are cliffs. At the end o' this peninsula is this big area, riddles with caves. In them caves is a huge treasure. At least, according to these rumors I've heard. 'Course, them caves have been taken over by orcs. I'd go take the treasure meself if I was younger."
-Old Gerald, man in the pub
Something is killing and eating the people of Th'gil. This monster displays cleverness, strength, and a thirst for blood. The PCs have stumbled into this town. Will they leave by walking or by dieing?
Money=zombies. Who knew that the room with pictures of people getting killed would spawn undead things trying to kill you?
"Don't just laze about! Help with the seating arrangement! The guests will be here any minute, and the king said everything must be perfect tonight or heads will roll! Now remember, the King must sit at the head of the table with her majesty at his side. Lord and Lady Pemberton must sit next to each other but not next to either the Knight-Commander Gren or his wife.. The Priest Lenard mustn't sit next to any of the attractive Ladies, and the Matriarch will certainly cause a ruckus if not placed in a respectable seat, but don't put her near the wine fountain either. Also, the Ladies...."
After waking up groggily in the middle of a floating wizard's tower, the players must find some way to escape before being slain by the beast that stalks them. Time is ticking and the cat is always watching . . .
A treacherous door to enter. Take a deep breath, focus your mind, and leap into the ice.
The door that cannot be reached, the wall that cannot be climbed
"John. This is your final power. Precognition. Don't you see? The ability to know what is going to happen. And, if you know what is going to happen, then you can stop it."
Often considered only a vicious trap that preys on the fears of its victims, the Vattic Trap harbors an important secret.
A Five Room Dungeon about finding the Imperial city of The Lost Empire.
From that silent place fear flows in unseen waves, like white fog. The shadows are many, and the wind breathes cold through the broken battlements and casements. Through it's frowning walls and dark window openings there's a lantern of the spirit which none see by but those who bear it.
Welcome to Uhgramudd, you'll never find a more disgusting, remote, fly-ridden, swampy Hell than this. Get in, kill the Lizards, grab the loot, get out. Simple, right?
This is an introductory low-level adventure I use to get familiar with players I meet online, to see if our play styles clash in any way. So far, it has weeded out a few undesirables and scored a few keepers. I am quite satisfied with the layout and have run it multiple times, with slight variations for level/abilities of the player characters.
A bare bones dungeon concept, you can add the monsters and the treasure al a cart, but the big bads in this crawl are the puzzles.
A celebration of Strolen's 5555th post.
What do you do when you're endlessly falling?
Now you're DMing with Portals!
The classical Crossbow Door trap
The villages around the capital have a strange new disease cropping up. Spread by a fungus (much like ergot poisoning), it causes its victims to be very sensitive to sunlight. Hundreds of peasants are hiding from the sun, only coming out in the darkness to labor in the fields. Unfortunately, rumor makes their behavior sound more sinister and secretive than it really is.