Writers Note To Dungeon Master
This is a small scenario for you to enjoy and play out with your friends while you are on your travels through the city of Brolado. I find that alot of times the DM of the game doesn't care to much for the treasures that the writer puts into a dungeon so I will not supply you with any. You can have the pleasure of giving your adventurers the treasure you see fit. Enjoy the mayhem.
THE SCENARIO You are sitting in the Adventurers Guild. The talk at the Dining table is of the last group that had gone to the Sleeping Troll Inn over in the Labrynth area of the City. Nobody has seen or heard from them since they took on the adventure one week ago.
There is a sign still posted on the wall near the large double door entrance to the Great Hall. It reads: Strang noises and Screams, Customers keep disappearing. Will pay what I can to any who solve this problem. See proprietor at Sleeping Troll.
PARTY INTRODUCTION At this point you can do your party intro. Everyone should be in the Great Hall having dinner. There is but one hour of daylight left and party should be to the Inn by nightfall.
Life has been kind of boring lately so the party should feel that this would be an interesting diversion to break the bordom.
SUPPLIED: Map of Labrynth, Map of Sleeping Troll, Map of Catacombs, Random street happenings, Random monter list, placed monster list.
THE LABRYNTH
DM NOTE: On the map of The Labrynth you can pick any one of the buildings you like to be the Sleeping Troll. Just don't put it to close to one of the entrances. Try to make it a little difficult to get to so there can be one or two street encounters along the way.
STREET ENCOUNTERS Roll a 1d4 sided die to determine the number of encounters the party will encounter before reaching their destination. Run in with cult members will always become a fight because they do not like non member groups moving through their domain.
01-10=Street Urchin
The proprietor tells you of the strange happenings going on within the establishment. Screams, unexplained noises, customers disappearing in the night, voices coming from nowhere. He sees that the party is interested in helping him and he offers to put them up for the night to see if they can solve the mystery.
Party must find the secret passage that leads to the catacombs below. Have a Ghost encounter with random party member to the gth ball rolling. Member must chase ghost down the passage but not to the secret door. They must find that on their own. If you want to put any other patrons in the inn feel free. The will serve no purpose in the adventure unless you want to insert an NPC of your own into the game. This is a good spot for this.
Room #1 A dead adventurer lays within the middle of the room. He looks as though he was trying to scroll a word in the dirt before he died. Upon a closer look it says Shator Demoda... The word was not finished.
The following is a list of Monsters that the DM can place within each of the different rooms except for rooms #3 and #11. Those two rooms are special.
ROOM MONSTER LIST
8 Mummies
ROOM #3 THE CHAMBER OF SLEEP. This room is filled with many coffers, coffins, and tombs and each are home to a different monster. As DM you can place which monster goes where or you can just go down the list as they get to a different coffer, coffin, or tomb.
MONSTER LIST
Ghoul#1
**This is a must: Put Coffer corpse near the entrance the party comes in. This will make things a bit more interesting. Everything the Coffer Corpse is wearing is cursed. Sword is a +5 Backstabber, Shield is +5 and attracts monsters within 30 foot when in the hands of the living. +5 full plate armor is Ethreal armor but it turns ethreal during attacks not the wearer. Let the fun begin.
ROOM #11 THE WELL OF SOULS
This room contains the Well where all of the souls that have been captured are kept. At the enterance to this room is a large chair with a Crypt Thing sitting in it. Each party member must roll a save vs. magic and paralize at -4 to the roll. Those who fail will either be instantly teleported to a random room within the dungeon or will be turned invisible and paralyzed unable to call to the others. Those who save can pass safely. Each attempt to pass the Crypt Thing the party member must make the save.
Within the room is a Well in the center. There is a large pentagram drawn on the floor around it. Many sounds of lost souls voices can be heard coming from the well. Protecting the well is a Shator (Shaggy) Demodand. +3 or better weapons to hit. Once he is defeated the party can inspect the well. A Cleric can bless the well to set the souls free
The adventure is over. The party returns to the Proprietor and he pays them for their deed. Please give the party their experience points and send them on their way to the next adventure.
Hope you enjoyed yourself.
11-15=Street Harlet
16-20=Funeral Procession
21-30=Fortune Teller
31-35=Street Vender
36-40=Thief
41-50=Dirty water thrown on member
51-55=Aristocrat
56-60=City Guard
61-70=Slavers
71-75=Local Drunk begger
76-80=Magic-User
81-90=Workgang
91-00=1 to 10 Cult members
6 Vargouilles
3 Shadows
2 Hellhounds
1 Monster Skeleton
15 Human type Skeletons
1 Imp Assassin
6 Lemur Devils
Ghast
Shade
Mummy#1
Groaning Spirit
Ghoul#2
Spectre
Drelb
**Coffer Corpse**(see below)
Skeleton Warrior
Mihstu
Vampire
Empty Coffin#1
Empty Coffer#1
Empty Tomb#1
Rotted Corpse
Huecuva
Mummy#2
Zombie
Ghost
Empty Coffin#2
Empty Coffer#2
Empty Tomb#2
This will take you BACK