So you found a secret passage to the Keep
My adventurers know of a secret way into the Keep. Since due to recent events they feel they can not really trust people in the Keep with the evidence they are currently bringing into the Keep they decide to take this way into the Keep.
I found a certain map of cave systems where they will find the entrance to this secret passage. Following the passage should be interesting I feel, so I made an encounter table.
Illustration: Adam Simpson/Observer |
Roll 2d6:
2. Signs of an ancient dragon.
Giant claw marks.
If in danger, dragon cultists looking for ancient dragon bones.
Don't like being spotted.
3. weird stuff:
lost dwarves
if in danger, they fear you want to rob them and attack.
There is a mining shaft to the side (up, down, left or right) in this tunnel now.
4. weird stuff:
Skeletons from a broken wall. The wall breached the catacombs below the Keep.
If in danger they have spotted you and attack
if not in danger they have not spotted you ... yet.
There is broken wall into a catacomb in the side (left or right) in this tunnel now.
5. weird sense of place:
Green Slime.
If in danger, on ceiling, dropping down.
If not in danger, puddle on the ground as obstacle to overcome.
6. sense of place:
Crumbling ceiling.
If in danger: Not propped up, just a collapse when you pass under.
If not in danger: As obstacle, barely propped up by creaking wooden beams.
Danger Roll + DEX (or STR if you try to wether it) to not get pinned.
If pinned, GM rolls an attack to see if you've got hurt.
7. recurring characters:
Sleepwalking Shopkeep. (Miss Chloë)
If in danger, the person is in mortal danger.
8. sense of place:
Bandit Camp spies.
If in danger, they attack immediately.
If not in danger, they try to see who they are dealing with.
9. weird sense of place:
incursion of 1d8 Fire Beetles.
If in danger: they attack. Roll for initiative.
There is a hole in a side of the tunnel. (left, right, up or down)
It leads to the underworld.
10. weird stuff:
Ghostly image of Count Leopold.
If in danger, he tries to posses one of you to warn the Keep.
If not in danger he wails on how he is responsible for the creeping chaos and how he regrets it.
11. weird stuff:
Kobolds
if in danger they try to harras, bully and hurt you
if not in danger they are cruelly bullying a small fox that got trapped.
(the fox is a fairytale creature and will thank you and want to help you at some point.)
12. Magic user:
Orion the advisor to the Count recently discovered this place and is exploring curiously.
If in danger he suspects you of ill intent to the Keep and will try to imprison you.
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