Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Monday 20 May 2019

Basic Expert: The Inheritance

All you know is the house sat well beyond the village. The title deed to its briar choked estate in your hands, the villagers ignore you, hurrying about their business.



Sleeping in the grounds: At night you dream of a terrible gnawing thing, chewing on bones. A charisma check is required each night. If the pc fails, he or she wakes to find themselves blood soaked.

Digging in the ashes of the house: you find an iron key and a cellar door.

The Cellar
Beneath the cellar door locked with a rune engraved lock is a hole descending into the dark, the stairs having long ago collapsed into the cellars, and now an iron rung ladder the only access. A dexterity check is required or the pc falls to the floor (taking 1d6, and the ladder breaking). Once the lock is unlocked, it will not lock again.
The cellar appears hewn from stone, the ten feet wide twenty feet long chamber defined by three arches, one beneath the ladder's end bricked up.

Sleeping in the cellar: the pc experiences a dream of green glowing light from between the stone brickwork of the cellar wall.

Breaking through the brickwork: each brick takes 50hp to dislodge (AC9). Four bricks minimum are required to create a hole through which a human may pass.


Loss of Sanity: when certain events occur the character must undertake a charisma check. If they fail a charisma check, they loose one point of charisma.

  • Spent a night sleeping on the property.
  • Find the iron key.
  • Find the trapdoor.
  • Open the trapdoor lock.
  • Spent a night Sleeping in the cellar.
  • Each brick loosed from the cellar wall.
  • Touched the engraved metal door.
  • Read the gold scroll on the altar.
  • Open the engraved metal door.
If at any time the PC charisma reaches less than three they become a normal ghoul. If this occurs before the opening of the engraved metal door the Ghoul attacks the local villagers as an NPC.

The Altar Chamber: beyond the brickwork is the rest of the cellar. Dominating this part of the cellar is a stone altar and a scroll of gold engraved in an undecipherable blasphemous language. If the PC sleeps for three nights in the altar chamber where they dream of the words of the scroll and fails a charisma check each time without becoming a ghoul (charisma less than 3) the pc can learn an extra language (blasphemous tongue) in place of alignment tongue.
There is also an engraved metal door in the wall with no key hole. The engravings are alien and examining them requires a charisma check. The door is impregnable without reading the scroll that causes it to open.

Reading the scroll: If the pc has learned the blasphemous tongue he or she may correctly decipher the golden scroll. Doing so causes the engraved door to 'unweave'. Beyond the engraved door a stair hewn from the stone descends into the dark.





The Stairs beyond the Engraved Door: A final charisma check is required opening the engraved door. If the PC still has charisma of three or greater, Descending the stairs he/she find a cave with a stone throne. 

Sitting on the Throne of stone: sitting on the throne devours any remaining sense of self reducing the PC's charisma to 3 while increasing all other abilities to 18. Alignment of the PC is now Chaotic (Insane). They become a BBEG. 

Wait... Where are the Experience Points? There are experience points here.
  • If the PC destroys the key before opening the lock on the cellar door, and sets fire to the title deed before walking away they get two thousand experience points. The PC gets increased charisma points to 18 the instant they destroy the key without opening the lock. Destroying it after-they get nothing.
  • If they learn blasphemous tongue, and then destroy the gold scroll and depart they get one thousand experience points and thanks to the ability to read the blasphemous tongue the ability to read cleric and magicuser scrolls as though they were a spell caster (irrelevant of their existing class). Reading the runes on the lock, gets the speaker of the blasphemous tongue a secret rune they can use to protect any lock against being opened by any evil as though they had cast wizard lock at 40th level.

MwaHahahaha...

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