Days of High Adventure
Dungeon World: Crypts of the Carrion King

Chris Brackett | 21 Jan 2010 21:00
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The door to the east ('c') is a piece of solid iron with iron bindings. No hinges are visible, and there is no handle or lock. The door radiates magic (if detected for). Set in the door at 4', however, are a trio of cogs, each the size of a door handle with a small raised triangle on one edge. These cogs are aligned in the shape of an inverted triangle (one cog right, one left, and one lower down). Each cog has four markings etched into the door around it: a square, one circle, two circles, and three circles. Initially, each cog is aligned such that the raised triangle on it is pointing toward the square.

It takes some effort, but each cog will turn, clicking into place to align with the markings. If only one or two of the cogs are turned to one of the circular markings, the cogs reset themselves, winding back into their initial settings.

If all of the cogs are turned to a circular marking, consult each cog's position on this table for the result:

If the result is "Teleport," the character who turned the final cog into place is instantly teleported into the sarcophagus in room 2 that has the corresponding number in parentheses. The character suffers 1d6 points of damage for being teleported into a tight space that is already littered with bones and gear of previous victims. These sarcophagi are airless boxes of 6" granite, with iron-bound lids of the same. A character trapped within takes 1d6 damage per round of suffocation damage. To escape, the character must destroy the lid or the sides (AC 3, HP 30) before suffocating.

If the "Teleport" result has "surface" in parentheses, the character is teleported to the surface 1d20x100 feet from the mausoleum. Furthermore, 1d6 of the character's possessions (chosen randomly or at DM whim) are teleported into sarcophagus 13 in room 2. (This may include anything on the character, including clothing, jewelry, armor, etc.)

If the result is "Statue Animates," the statue to the south animates and attacks the characters. Treat it as a living statue (rock). It attacks until destroyed or until the characters are killed or vacate the room. If the statue is destroyed, it reforms into its starting position in 1d6 days.

If the result is "Lightning," a bolt of lightning shoots from the door (as per the lightning bolt spell, at 9d6 damage). This bolt will definitely rebound, given the size of the room.

If the result is "Sleep," a sleep spell will affect all characters in the room. (Be sure to make those Wandering Monster rolls while the characters are snoozing...)

If the result is "Door Opens," the door loudly grinds 6" into the room then slides to the south. Upon reaching its fully open position, it will begin to close, giving characters that turn only to get through it before it closes. The space beyond the door has phantasmal force cast upon it, making it appear to characters as if they're standing at the western entrance to room 2. In reality, it conceals an immobile 2'-diameter sphere of annihilation. Any character stepping into the space beyond the door is sucked into oblivion.

Regardless of the result, the cogs immediately spin back to their initial positions.

The true exit to the antechamber is via the secret door in the west wall. This door opens onto a stairway ('d') that spirals down to an iron door with no visible lock or handle. Despite characters' best efforts, this door will not open - because it's a fake. Behind it is nothing but granite blocks - the real exit is the concealed ladder under the hidden trap door at the top of the stairs. (Similar to the block that hides the stairs in the mausoleum.) The ladder descends 10' to a passageway that travels beneath the antechamber and emerges in room 2.

2 - Vault of Unwilling Entombment

This room is architecturally the same as the antechamber, and just as free of d├ęcor. The only noteworthy features are the 14 sarcophagi that line the walls (seven to the north and seven to the south) and the handle-less, lock-less iron door set in the east wall ('a').

The sarcophagi appear identical: 3' wide by 7' long by 3' high granite boxes, bound in rusting iron. Their lids are not locked, but require a combined Strength of 36 and 1d4 rounds to move; alternatively, they can be broken (AC5, HP 30).

Sarcophagi 1 through 4, 6, 8, 9, and 12 are all teleport destinations for the puzzle door in room 1. Within, characters will find remains of unfortunate victims of the trap (possibly including their own compatriots). Each contains treasure Type D.

Sarcophagus 13 is the repository for items taken from previous adventurers that have been teleported to the surface. It contains Type E treasure, but the lid is trapped - when it is removed, a series of gears and pulleys under the floor open sarcophagi 7 and 14, each of which contains three very unhappy and very hungry wights that will instantly attack the party.

Sarcophagi 10 and 11 are not really sarcophagi - each is an iron-bound block of solid granite. No amount of pushing will remove the "lid," and after it sustains 30 points of damage the true nature of the block will become obvious to characters.

Sarcophagus 5 is cursed - any character directly touching the lid (even through gloves or other clothing) instantly suffers from a polymorph other spell if they fail their saving throw. To determine what the character is polymorphed into, check the "Reincarnation Table" as per the spell reincarnation. Inside the sarcophagus is a giant wooden lever. It takes a combined strength of 24 to pull the lever - doing so opens the eastern door.

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