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QUEST: The World Tomb

First Level

 
 

1. Entrance

Pillars line the walls along with old runes. A large carved door stands with a stone keyhole. The artwork describes a battle with all soldiers being injured beyond the point of discovery and half of them already 1 foot into the grave. Above the big door stands in old celestial runes:
Let the dead bury the dead.
or "låt de döda begrava de döda."  

2. Entrance Hallway

A baron room sits here, a couple small stools and tables decorate it's edges as well as candle holders that could be used to light up the empty hallway. 3 doors line the wall opposite from the entrance, equally spaced. Each contain imagery of heroes, with their unique abilities. And they're all heavy stone doors, without handles or keyholes and a candleholder to either side.   And a door to the west, this one does seem to have a handle, but no keyhole. There's imagery of a wise woman on it, with plenty of books behind her. Around her head seems to be a crown of stars, and an inscription on the top of the doorway that reads in old celestial runes:
I have cities, but no houses.
I have mountains, but no trees.
I have water, but no fish.
What am I?
or "Jag har städer, men inga hus. Jag har berg, men inga träd. Jag har vatten, men ingen fisk. Vad är jag?"  

3-4-5. Entry Crypts

These doors are unlocked but require a smart way to open them, just pushing them will topple the doors and break them. Inside are small catacombs, walls filled with large stone coffins labeled the names of different adventurers, known and unknown to the adventurers of Rosewood. The Coffins contain the bodies of those adventurers but they don't have a seam, although they're hollow they can only be openened by breaking the stone.  

6. Entry Major Crypt

Once they enter the correct password (A map) in any language, the door will unlock (as per the Arcane Lock spell).   Inside sits a large tomb with a riddle on top of it:
This is a story about 3 adventurers.   It begins not very happily however. As they were captured by an evil shroud of darkness, thrown into a dungeon protected with many numbered hallways blocked off with powerfull magic. And they were to be fed to the ancient evil black dragon, Poverth, Lord Of The Black, for entertainment.   However, 1 of them would be allowed to excape if they could pass a challenge. They of course chose the wizard, the wisest of the three. To enter the challenge, as she cast a spell upon herself allowing her 2 companions to listen along to the challenge.   An ominous voice proclaims that she must enter a code consisting of 3 positive whole numbers in ascending order so that each number is greater than or equal to the one that comes before it. She could ask for 3 clues but if she said anything else or given a wrong answer she'd be thrown back into the dungeon.   The first clue is that the product of the three numbers equals 36.
When she asks for the second clue she gets told the sum of the numbers is equal to the hallway she entered through.
The other adventurers were sure she remembered the number of the hallway. But she asks for the third clue. which is: The Largest number appears only once.   With this the wizard was able to excape and the other 2 adventurers were fed to the dragon. Although they might have been able to figure out the code by themselves.
Underneath the riddle are 3 rotating numbered discs.   (Answer the 229)   This leads to 7.  

7. Entry Major Crypt Sub-Room

Loot
  • 56,943 gp in coinage:
    • 3,200 pp
    • 24,000 gp
    • 9,000 sp
    • 4,300 cp
  • 1,000 gp gemstones (×23; worth 23,000 gp total):
    • Fire opal (translucent fiery red), ×5
    • Yellow sapphire (transparent fiery yellow or yellow-green), ×5
    • Blue sapphire (transparent blue-white to medium blue), ×2
    • Opal (translucent pale blue with green and golden mottling), ×2
    • Star ruby (translucent ruby with white star-shaped center), ×3
    • Black opal (translucent dark green with black mottling and golden flecks), ×3
    • Emerald (transparent deep bright green), ×2
    • Star sapphire (translucent blue sapphire with white star-shaped center)
  • 25 gp art objects (×10; worth 250 gp total):
    • Carved bone statuette, ×2
    • Black velvet mask stitched with silver thread, ×3
    • Small mirror set in a painted wooden frame, ×2
    • Cloth-of-gold vestments
    • Copper chalice with silver filigree
    • Embroidered silk handkerchief
  • 7 mundane items:
    • A funerary urn containing remains nobody can identify
    • Several embroidered throw pillows depicting wyrmling dragons
    • A scroll containing a long epic poem in praise of a dragon
    • An hourglass filled with sparkling sand
  • Magic Items (Table G) (×7):
    • Rope of Entanglement
    • Wand of Lightning Bolts
    • Dagger of Venom
    • Armor of Vulnerability
    • Armor of Vulnerability (Slashing)
    • Rod of Rulership
    • Mace of Terror
    • Sword of Wounding
    • Longsword of Wounding

 

8. Entry Hidden Crypt

Checking for secret entrances (DC 15 investigation) will reveal a hidden door, that will open when a very small key is inserted.  

9. Entry Hidden Crypt Treasury


Loot
  • 6,541 gp in coinage:
    • 150 pp
    • 4,200 gp
    • 8,000 sp
    • 4,100 cp
  • 50 gp gemstones (×25; worth 1,250 gp total):
    • Jasper (opaque blue, black, or brown), ×2
    • Carnelian (opaque orange to red-brown), ×2
    • Citrine (transparent pale yellow-brown), ×3
    • Chalcedony (opaque white), ×4
    • Zircon (transparent pale blue-green), ×4
    • Quartz (transparent white, smoky gray, or yellow), ×3
    • Onyx (opaque bands of black and white, or pure black or white), ×2
    • Star rose quartz (translucent rosy stone with white star-shaped center), ×2
    • Moonstone (translucent white with pale blue glow)
    • Sardonyx (opaque bands of red and white), ×2
  • 25 gp art objects (×7; worth 175 gp total):
    • Small gold bracelet, ×2
    • Pair of engraved bone dice
    • Cloth-of-gold vestments, ×2
    • Silver ewer
    • Embroidered silk handkerchief
  • Magic Items (Table F) (×6)
    • +1 Warhammer
    • Broom of Flying
    • Instrument of the Bards, Fochlucan Bandore
    • +1 Javelin
    • Winged Boots
    • Instrument of the Bards, Fochlucan Bandore

 
 

Second Level

1. Entrance

The entrance features 2 doors, with a secret entrance (Investigation DC 20) in the middle of them. The door to the left is marked "Sigyn", the door to the right is marked "Saga".
The room gives up a cold air; hard, old stones line all sides of it. Giving you a vibe you're in a space that's older than the ground above you. There's a window to either side but you can see the stone ground stacked up behind it.

Secret Door

Pushing in and rotating 2 bricks in the center north wall, you can push it for different ways.
Left and Right
This opens the door to 4.
Left and Left
This opens the door To the Valkyrie training hall.
Right and Left
This transforms the room into the observation room. Making the star map appear in the windows, touching the glass will zoom into the appropriate spot on the map, and the floor will transform into a looking glass in the sky, flying up into the roof at this point will teleport the user to the selected location.
Right and Right
This deal 12d6 psychic damage and stuns the target for a minute for any non Aesir, seeing The Light of The Bifrost. This room anyone that wields the light of the bifrost to bring a willing soul back to life.

2. Sigyn's Tomb

2 tables are filled with trinkets, portraits and remembrances. To the left is a large chest like coffin. It is very ornate and has a branched design.
Loot
  • Ioun Stone, Reserve
  • headband of intellect
  • Crystal Ball

 

3. Saga's Tomb

2 Bookshelves sit against the walls. Each have a great number of ornate books, with epic sounding titles. But the fronts of the bookcases have a crystal, almost glass like frontface allowing you to see the books.
Loot
  • 38,000 gp in coinage:
    • 2,400 pp
    • 14,000 gp
  • 250 gp art objects (×3; worth 750 gp total):
    • Silver necklace with a gemstone pendant, ×2
    • Gold ring set with bloodstones
  • Magic Items (Table H) (×2):
    • Staff of Striking
    • Belt of Fire Giant Strength

 

4. Valkyrie entrance

Entering this room from a smaller door the first thing you notice is the light coming from above, it is immidiately noticable as being the same as the outside light. Although can't see anything on the roof. Like a window where light comes through but you can't see through it. And opposite of you is a small starway leading up to a large woven wooden door. As if roots have formed to create an entrance. 2 Holes forming a weird keyhole in it's center.
(DC 15 History) This room feels familiar. (DC 25 History) This room is where you get dropped when you die.

5.

6. Shade's Tomb

11. Atrium

This room allows wielders of the bifrost to pull souls from other worlds. The big stained glass windows around the north side depict a large ash tree. As if light is emitting from behind it, giving god rays throughout the entire room.
Plot type
Quest
Parent Plot

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