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Help me write a tomb crawl!
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<blockquote data-quote="LostSoul" data-source="post: 6408891" data-attributes="member: 386"><p>Room 1: Lower left</p><p>Entrance</p><p>Information about the plant monster in room X: its dead or something.</p><p>Connects to: Room 2 (east passage)</p><p></p><p>Room 2: Lower Middle</p><p>Empty</p><p>Connects to: Room 3 (north passage, doors, trapped: opening the doors from the south triggers a pit by removing a latch (save avoids); pit visible by outline if carefully searched, air flow a little strange.</p><p></p><p>Room 3: Middle Middle</p><p>Trick</p><p>The Sun Room</p><p>The area in the middle of the map is lit up by the sun</p><p>Looking up one can see the sun coming from a chute that's at least 100' high - higher than the covering terrain</p><p>The sunlight burns anything that is not aligned with the Sun God Utu</p><p>Climbing up leads the PCs into a different plane - the domain of Utu</p><p>Those who climb will meet a messenger of Utu, who will judge them in the name of justice: if the PCs have been just in their actions, they will receive a boon (see in darkness); otherwise, they will be blinded (permanently)</p><p>Connects to: Room x (east passage, door, trapped: opening the door triggers a magical flash that blinds characters for 1d6x10 minutes (save avoids); the door cannot be opened unless...</p><p>Room 4 (northwest passage, tunnel)</p><p></p><p>Room 4: Middle Right</p><p>Information</p><p>Connects to: Room 5 (east passage)</p><p>Room 6 (north drop)</p><p></p><p>Room 5: Middle Left</p><p>Monster & Treasure</p><p>The Just</p><p>Undead buried here risen as temple guardians. Burial sites flooded. They rise from the depths when PCs attempt to approach the south passage. There are multitudes here, but only so many arise at a time; guided by the justice of Utu, they are replenished in one hour.</p><p>Attacks: as cleric plus just wrath: if a PC has recently (within the past month) done an unjustice, and the temple guardian hits the PC, the PC loses the ability to take bonus actions? or something like that. Pretty bad-ass. Recover with a long rest.</p><p>Treasure: nice treasures buried in the sarcophogi, though it requires swimming and if one is opened the undead will rise.</p><p></p><p>Blerg... here's what I'm thinking for the rest.</p><p>The upper right room has a sinkhole or something that leads to the river; PCs can swim through it and avoid the monster in room 5.</p><p>Another monster in the upper left - probably a plant monster that basks in the light of the Sun Room.</p><p>A secret door that connects the middle top with the middle/middle/left.</p><p>A trap in the lower-right: to test justice</p><p>Treasure in the altar room.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6408891, member: 386"] Room 1: Lower left Entrance Information about the plant monster in room X: its dead or something. Connects to: Room 2 (east passage) Room 2: Lower Middle Empty Connects to: Room 3 (north passage, doors, trapped: opening the doors from the south triggers a pit by removing a latch (save avoids); pit visible by outline if carefully searched, air flow a little strange. Room 3: Middle Middle Trick The Sun Room The area in the middle of the map is lit up by the sun Looking up one can see the sun coming from a chute that's at least 100' high - higher than the covering terrain The sunlight burns anything that is not aligned with the Sun God Utu Climbing up leads the PCs into a different plane - the domain of Utu Those who climb will meet a messenger of Utu, who will judge them in the name of justice: if the PCs have been just in their actions, they will receive a boon (see in darkness); otherwise, they will be blinded (permanently) Connects to: Room x (east passage, door, trapped: opening the door triggers a magical flash that blinds characters for 1d6x10 minutes (save avoids); the door cannot be opened unless... Room 4 (northwest passage, tunnel) Room 4: Middle Right Information Connects to: Room 5 (east passage) Room 6 (north drop) Room 5: Middle Left Monster & Treasure The Just Undead buried here risen as temple guardians. Burial sites flooded. They rise from the depths when PCs attempt to approach the south passage. There are multitudes here, but only so many arise at a time; guided by the justice of Utu, they are replenished in one hour. Attacks: as cleric plus just wrath: if a PC has recently (within the past month) done an unjustice, and the temple guardian hits the PC, the PC loses the ability to take bonus actions? or something like that. Pretty bad-ass. Recover with a long rest. Treasure: nice treasures buried in the sarcophogi, though it requires swimming and if one is opened the undead will rise. Blerg... here's what I'm thinking for the rest. The upper right room has a sinkhole or something that leads to the river; PCs can swim through it and avoid the monster in room 5. Another monster in the upper left - probably a plant monster that basks in the light of the Sun Room. A secret door that connects the middle top with the middle/middle/left. A trap in the lower-right: to test justice Treasure in the altar room. [/QUOTE]
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