Hey I’m starting a new Torchbearer group, and instead of starting with Under the House of Three Squires I decided to craft my own dungeon. I’m working on it (still have to draw the map), and I would like you guys check it out and point all the mistakes I surely made.
The idea is to introduce the group to this game. They have varying roleplaying experience, and only one of them played Torchbearer. The dungeon is really small and simple, so they can finish it in one session. I feel that I had placed too little Loot, even though the idea is that they can loot the monsters that they encounter.
Hook
Lifdis asks the adventurers to go find her brother Latham, who disappeared two days ago while paying his respects at a shrine dedicated to the Ancients with their brother Lungley. Lifdis already found Lungley dead at the shrine, but she couldn’t find any traces of Latham. The adventurers agreed to investigate.
Like all shrines to the Ancients these antediluvian posts are actually tombs of the humans that settled the land in a time before memory. This one has been open for some years now and an adventuring group already tried to loot it, falling to the power of the Ancients in the process. The brothers started visiting this lesser known shrine periodically to take some of the offerings left by travelers, provoking the fury of the Ancients and awakening the enthralled adventurers from their rest. A fight ensued, Lungley was slain, one of the walking dead was destroyed and Latham was captured to be turned into a thrall of the Ancients.
Dungeon
Scattered around the shrine can be found some copper coins for a total of 4D worth of treasure. Taking this offerings will awake the Tomb guardians.
Area 1: the original tunnel has collapsed leaving a narrow vertical passage to enter the mortuary chambers.
It’s an Ob 2 Dungeoneer test for one person to descend to the chambers and a Ob 4 for the whole group. Rope can be used as Supplies. Suggested twist: the adventurers lose a piece of equipment, the rope breaks, a lantern falls, iron spikes get loose.
Area 2a: the whole crypt was carved on the living rock so it’s hard to find Latham’s trail.
It’s an Ob 2 Scout test to track down Latham to Area 3. Suggested condition: Angry.
Area 2b: in the niches lie the forgotten bones of people from ages before recorded time. If the players search the area they can find alien mineral pieces that can work as a holy symbol of the Ancients.
It’s an Ob 4 Theologian/Lore Master test to recognize this strange minerals. This test can be helped with Dungeoneer, Scholar and Stonemason. Suggested twist: they destroy some Ancient remains while looting the place, awakening the guardians.
Area 2c: this chamber is about to collapse. When the adventurers enter have them make an Ob 3 Health test to avoid being struck by the falling ceiling. Suggested condition: Injured.
In the passage leading to the Area 3 lies the broken remains of one of the Tomb guardians, struck down by Latham. The corpse has a pouch with 6 iron spikes and a small hammer.
Area 2d: this chamber is of difficult access since it’s entrance has collapsed, but now it’s stable and can work as a safe camp.
When on a run it’s an Ob 3 Dungeoneer test to enter this chamber. Suggested twist: one of the adventurers get stuck.
Area 3: here lie the remains of the old adventuring party, now undead thralls of the Ancients. They are 3 Tomb guardians led by a Barrow wight. Also there is the seriously wounded Latham at the border of the chasm.
The undead won’t raise unless a Wandering Monster has been invoked or the character’s had disturbed the Ancient’s remains in some way. If the adventurers have a cleric versed in the cult of the Ancients or have made an amulet from the remains in the Ancient’s bones then they can engage in a Convince conflict.
Carrying Latham up the surface counts as a factor.
Area 4: this bottomless pit was once the mass burial ground of an Ancient tribe, now lost forever in the entrails of the Earth. Their maddening whispers can be faintly heard along the unnatural wind that comes from the depths.
Far down the chasm on a natural ledge can be seen the shimmering piece of an ancient jade circlet with golden veins that’s worth 4D of treasure. Reaching down the ledge it’s an Ob 4 Dungeoneer test. Looting the circlet triggers the Ancient’s curse and at the time of the bearer’s death his corpse will raise and become a new Tomb guardian. Also looting the circlet will awake the guardians if they haven’t been dealt with.
Wandering Monsters
[ol]
[li]The adventurers are struck with the low, unnatural pulse that comes from the depths of the crypt. Ob 2 Will test to overcome the unholy feeling of stepping in Ancient grounds. Suggested twist: Afraid.
[/li][li]The adventurers accidentally disturb the holy remains of the Ancient, awakening their guardians. If they already did so, they encounter 1d6 Tomb guardians patrolling the crypt.
[/li][li]A gust of wind blows all their light sources. The winds carry the wailing lamentations of Latham.
[/li][li]Part of the ceiling or walls spontaneously collapse toward one of the characters. Ob 2 Health test to dodge the incoming boulder. Suggested condition: Exhausted.
[/li][li]The adventurers stumble upon the Barrow wight.
[/li][li]One of the characters suffers the unbearable feeling of aging unnaturally fast. Ob 2 Health test. Suggested condition: Sick, his hair starts turning white.
[/li][/ol]
I would really appreciate your critics. I really want to start a campaign and I have to hook up my players with the game to do so.
Stay cool