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Riddles: 1. Domed Chamber: This Beautiful Domed Room Is

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AaW Mini Dungeon #1 For 4 - 6 PCs Levels 2 - 3

• Pink (Safe Area): All text, important images, and


logos should remain inside the dotted white line.
Every thing outside the black line will be trimmed
off.
• Blue (Bleed) Area: A bleed is required. If your art
does not bleed, please include a white or black bor-
der that will bleed to the edge. Make sure your bleed
is 1/8” (.125”) on all four sides and is built into the
PDF (no crop marks).

• With the bleed, your final layout size should be


8.25” x 10.25”. DO NOT set a die-cut for the round
corners into the layout

• Pink and Blue boxes must be completely


covered when cards are submitted.

Long ago these chambers served as a meeting place Riddles


for dignitaries and politicians. Those responsible for (1) Ripped from my mother’s womb, Beaten and burned,
maintaining the well-being of the people also held the I become a blood-thirsty slayer. (Iron Ore)
hidden agenda of ensuring their own permanent and
corrupt installment as overseers to the general populace. (2) Thirty white horses on a red hill, First they champ,
A cataclysmic event long ago buried these chambers Then they stamp, Then they stand still. (Teeth)
deep underground, they have not been disturbed prior
to the PCs finding the entrance in the ceiling of room 1. (3) One tooth to bite, he’s the forests foe. One tooth to
fight, as all Norse know. (Axe)
1. Domed Chamber: This beautiful domed room is
lavishly painted, depicting scantily clad and naked (4) The root tops the trunk on this backward thing, that
humans floating in the clouds as if they are gods. These grows in the winter and dies in the spring. (Icicle)
are actually the lifetime-elected politicians who previously
ran the city (now buried underground) who over time (5) A part of heaven, Though it touches the earth. Some
came to think of themselves as more than mere citizens say it’s valuable, Others—no worth. (Rainbow)
of the community. There are eight such people depicted
and eight pillars in the room lined up with each piece (6) This darksome burn, horseback brown, His rollock
of art. Each pillar has a name carved into it (clockwise highroad roaring down, In coop and in comb the fleece
starting with NE pillar): Devillium Thornston, Sanli of his foam, Flutes and low to the body falls home. (Ale/
Toublan, Jerei Gunstai, Talia Strongbow, Manchalan Beer)
Gren, Zoolsteen, Balantor Thirdhouse, Harnth Bavornia.
If a pillar is touched a magic mouth appears and asks a (7) A box without hinges, key, or lid, Yet golden treasure
riddle. inside is hid. (Egg/Orange)

Copyright © 2015 AAW GAMES LLC OGL for this product available here: http://adventureaweek.com/ogl/
AaW Mini Dungeon #1 For 4 - 6 PCs Levels 2 - 3

• Pink (Safe Area): All text, important images, and


logos should remain inside the dotted white line.
Every thing outside the black line will be trimmed
off.
• Blue (Bleed) Area: A bleed is required. If your art
does not bleed, please include a white or black bor-
der that will bleed to the edge. Make sure your bleed
is 1/8”(8) Alive
(.125”) on allwithout breath,
four sides and is built As cold
as death; Never
into the
PDF (no crop marks).
thirsty, ever drinking, All in mail never clinking. (Fish)
• With the bleed, your final layout size should be
8.25” x 10.25”. DO NOT set a die-cut for the round
If a PC answers a riddle correctly,
corners into the layout
roll 1d8 on the
following potion table
• Pink and Blue boxes must be completely
covered when cards are submitted.
(1) cure light wounds (1d8+5)
(2) mage armor 5. Fire Door: This door has a riddle etched into the wood:
(3) shield of faith +2 No legs have I to dance, No lungs have I to breathe, No
(4) aid life have I to live or die And yet I do all three. What am I?
(5) bull’s strength
(6) owl’s wisdom The answer is simple (fire), but a flame must be touched
(7) spider climb to the wood to cause the magical lock to lift, at which
(8) undetectable alignment point the door opens automatically.

The resulting potion(s) are magically generated in 6. Ice Door: This door has a riddle etched into the wood:
both secret rooms (marked 2 on the map). Each riddle A precious stone, as clear as diamond. Seek it out whilst
can only be answered once regardless of whether the the sun’s near the horizon. Though you can walk on
answer is correct or not. water with its power, Try to keep it, and it’ll vanish within
an hour. (Ice)
2. Secret Rooms: These hidden rooms are detected
with a DC 20 Perception check or found with a DC 15 Again, the answer is simple (ice), but ice in some form
Perception check if the hallway is actively searched. must be touched to the wood in order for the magical
Each room contains a wide array of outdoor clothing lock to lift, opening the door automatically.
such as cloaks, capes, hats, gloves, and boots. One
of the chambers has a pair of boots of elvenkind which 7. Warm Room: This room is heated by a hypocaust,
blend in with the other mundane items. Depending upon a heating system which makes the floor warm to the
the number of riddles answered in Room 1, various touch. The furnace below is magical and filled with heat
magic potions can be found in these rooms on shelves producing timber of everburning (as an everburning torch
built into the back wall, partially hidden by the cloaks and but pleasantly warm). The rooms underneath are not
other apparel (DC 18 Perception check). accessible through normal means, the entrance being
buried long ago. A desk in this room has a single locked
3. Corners in the Hallway: Each corner holds the drawer (DC 10 Disable Device check) that contains a
remains of the people that once worked in this building, small key to a chest in Room 8.
those that took refuge here during a traumatic event
that inevitably killed them (asphyxiation). 2d4+2 of 8. Cold Room: This room is chilled by a permanently
these corpses rise up as ghouls to attack the PCs as frozen water elemental trapped even longer than the
they approach. Each of the bodies has 1d4 gp, 2d4 sp, undead occupants that roam these halls. Many foodstuffs
and 4d4+4 cp, but a DC 15 Perception check reveals a were obviously kept here as many “frozen-burnt” cow
cracked scarlet and green cabochon ioun stone buried heads and pig haunches are still intact. If the room is
under the bodies in the eastern corridor. searched, a small wooden chest is found inside a frozen
pig with a DC 25 Perception check. The chest is locked
4. Guard Posts: These former guardsmen have since (DC 20 Disable Device check to open) but there is a
risen as (4) skeletal champions (one wielding a +1 key for it within the desk in Room 7. it contains a very
longspear) and wait in this room until the PCs either delicate item that shatters if the box is damaged: a ring
discover them or make a loud noise elsewhere in the of the winterlands made of ice that thaws within 1d10+5
building. In the latter case the undead march through the minutes in any temperatures over 32°F. If the ring is
dungeon searching for the PCs. worn and kept within a cold environment it functions as
boots of the winterlands.

Copyright © 2015 AAW GAMES LLC OGL for this product available here: http://adventureaweek.com/ogl/

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