It lies nestled deep in the wooded hills surrounding Craeger’s Crossing, carved from the living rock of the outcroppings which dot the landscape. Evil may not enter. The living may not enter. None who have sought the remains of Sir Valyrian and the Mirror of the Zealot have ever returned. Now it is your chance to perish.
Necropolis is a self-contained role-playing puzzle adventure for three players. Heavily influenced by Dungeon & Dragons and the Tomb of Horrors, this adventure is specifically designed to strip away all of the extra fluff and focus on puzzle solving and sweet, sweet, horror.
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.
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.
A tricky-ish puzzle that will work for both low and high level players.
To be used for the final encounter, find the final treasure, or anything that needs to be hidden away better then normal. Typical “who the heck would ever spend the time making it” but it is fun and a mental challenge for a change.
The Earthblood Warrens are a series of caverns in which dwell men who live around the Earthblood Vein, a river of magma. They use the magma from the Earthblood Vein to warm and light their homes and cook their food. The Warrens are several miles long, stretching along the banks of the Earthblood Vein, and since nobody wants to walk that far, the Earthbloodmen capture large, magma-swimming serpents, which they train and ride.