Here's that adventure for Mork Borg I ran last year. It was generated using the adventure generation tables, then I flesh it out a bit. In the Roll20 edition I used some AI generated art assets to illustrate each room.
Mork Borg Adventure: THE DEATH CRYPT OF GHASTRAL
The scenario begins at the Bergen Crypt Treeline. A pale one name Savatha has offered you 100 silver to escort her here. Savatha is cold and listless, and prefers to travel at night under the light of the moon. A restless soul named Ghastral has a close tie to Savatha, and she seeks his crypt for communion. The group is to escort her to this location.
While meeting with Ghastral in his crypt, an earthquake
strikes! The obelisk in the center of the crypt cracks, and beyond a hidden
chamber is revealed, exposing ancient rooms of a lost temple.
The crypt is an inactive dungeon, but because a misery was
fulfilled: “Brother shall slay brother, and sister shall poison sister (3:6)”
it has been exposed once more! Make note of the misery, should any of the adventurers be siblings.
Imminent Danger: senses are being distorted! DR10
each new chamber that is entered, to see what “appears”: 1-2 fabulous treasure,
3-4 a monster; 5-6 the doppelganger of the adventurer
What Dwells Here Now? A meaty mass of slime, larvae
and spider eggs! It is alive. It grows and pulses; slow groups who are too careful will notice is seems to "grow" after them, eventually filling and sealing the doors they pass through.
Distinctive Feature: the bony remains of the
Basilisk’s spawn litter the complex, like a vast, winding puzzle serpentine remains.
Room 0: entrance to the tomb, collapsed rubble,
shattered obelisk to the Basilisk which oozes the corpulent mass of slime,
larva and spider eggs. If anyone steps in it (DR10 to avoid if rushed) they
risk 1D4 damage from serious bites and acid. The hollow presence of Ghastral
remains long enough to fade away, with a terrible shriek that the Unformed One
has Awakened….searching carefully reveals a random scroll deposited in the
crack of the obelisk. If the group lingers too long, 1D3 goblins show up to
investigate, dropping from holes in the ceiling.
Room 1: Mirrors everywhere! The mirrors show strange
distortions and reflect other lands, some worse and others as if they are the
Eternal Fields. Amidst this, a strange beast prowls through the mirrors,
distorted and strange…
The Mirror Monster: it drags one arm behind, covered
in slime, with a dozen bloodshot eyes frantically casting about for victims.
Its bloated body is a mass of bilious organs tied together, covered in weeping
maws.
Morale 10; Damage D4 (bites and scratched);
-D6 armor (regrows wounds); 5 HP
Goal: collect your eyes to add to its own so it can
see through the mirror realm to Nechrubel!
Room 2: sooty walls from floor to floor, it looks as
if an eruption of fire annihilated this chamber. A strange sooty wet trail
leads from the next room into this one, where a mass of water surrounds a
Zodiac Lung (Feretory), lying in the floor.
Room 3: graffiti in terrifying inscriptions covers
the walls of this chamber. The center of the chamber is bifurcated by a vast
chasm with intense rushing water deep below, roaring as loud as the ocean.
Salty sea smell fills the air, and a lone gull flies up from below to land on
the ledge.
The water trail in Room 2 leads to this chamber and ends at
the chasm. Footholds are carved in the chasm and descend to a small grotto
below, where 150 Silver, 20 gold and 1D6 trinkets can be found, along with a
Galgenbeck Deathmask (Heretic) and one scroll. Guarding the hidden alcove is a
Bent hiding in the chamber! His name is Sparrow, and he knows that the raging
river leads to the coast.
A lone stone bridge crosses the chasm. A single black form
in a cloak resides at the center of the 25 foot span. Wearing the cloak is a
Belze, a bloody skeleton named Pavrak, an ancient lost priest of the temple
destined to protect the bridge. He will let the group pass if they use the
Galgenbeck Mask to tell him how he died….from poison slipped to him by his
rival, Onmater.
Room 4: fire damage to walls show recent destruction,
and in the center of this chamber is a vast altar to Nechrubel. The altar’s
center is a deep pit, from which the endless bones of its spawn appear to have
emerged. Amidst the rubble and debris are human skeletons as well. The Formless
Priests will rise, randomly assembling, within two minutes of the group
entering:
Formless Priests (D4), Morale 10, Damage D6 (clubs
and rusted metal), Armor none, 4 HP (will drop lifeless if someone falls into
the center pit).
FINALE: On defeating the priests, a ghostly basilisk-form rises from the pit and hovers there. If a sacrifice is made (an artifact or a living being) the ghostly serpent spews forth a random occult artifact from its mouth and then disappears. If a member of the party falls in to the pit they must make a DR14 presence check or succumb to the will of the Basilisks. Each day at dawn a new check may be made, to see who is in control that day.
The chamber rocks in a destructive
quake, striking again! The group must make DR10 agility checks to avoid 1D6
damage from falling rubble. When it ends, the pit is sealed, and a crack in the
far wall reveals the ominous night of the Bergen Crypts. A cloudburst of rain greets
the party as they leave. Everyone may roll to see if they improve.
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