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PEOES DE ALGO MAIOR

OS PJS PASSAM PELA FLORESTA E ENCONTRAM ALGO BEM DIFERENTE DO QUE PODERIA SER
ESPERADO, UMA CIDADE ENLAMAÇADA, LAR DE VARIAS RAÇAS GOBLINOIDES E ANOES,
HALFLINGS ETC.

UMA FIGURA esguia logo se aproxima E CUMPRIMENTA A TODOS, SEU NOME É VOLOS E ELE
ESTA DISPOSTO A FALAR SOBRE AQUELE LOCAL AOS PJS POR UMA QUANTIA RAZOAVEL
( QUALQUER VALOR)

AQUELA VILA SE FORMOU HÁ 200 ANOS E DURANTE ESSE PERIODO ELES NUNCA SE
IMPORTARAM EM BUSCAR CONTATO COM NINGUEM FORA DA FLORESTA, POREM
ULTIMAMENTE VARIOS CULTISTAS TEM CHEGADO E PARTIDO DA VILA, APESAR DISSO
NINGUEM JAMAIS FOI ATACADO POR ELES

ELE DISSE QUE EXISTE UM ANTIGO MAUSOLEU A ALGUMAS MILHAS ALI E PODERIA LEVA-LOS
LA-

EMBOSCADA A 3 MILHAS E MEIA CONFORME ELES VISUALIZAM AS MURALHAS ANTIGAS


ESTILO ROMANO, JÁ SEMI DESTRUIDAS EM FORMA DE CIRCULO E AO SE APROXIMAREM
CONSEGUEM VER UMA ESPIRAL QUE SE APROFUNDO AO QUE PARECE SER UM BURACO SEM
FIM EM DIREÇÃO AO AMAGO DA TERRA.

APÓS UNS 10 MINUTOS DE CAMINHADA, AS PAREDES VAO COBRINDO CADA VEZ MAIS O SOL,
QUANDO ELES CHEGAM EM UMA ESQUINA ESCURA SÃO ATACADOS POR TRAPPERS

PARTE 2 - O PORTAL SAGRADO

ELES CHEGAM AO CENTRO DO MAUSOLEU, UMA ESPECIE DE ARCO QUEBRADO SE FORMA NO


CENTRO E INSCRICOES ESTAO VISIVEIS EM UM TIPO DE MESA ALTA, HÁ DOIS METROS DO
ARCO.

UM TESTE ARCANO MOSTRA QUE SE TRATA DE UMA FORMA DE PAINEL DE CONTROLE, SÃO 5
TIPOS DE COMANDOS.

CADA COMANDO OS LEVA PARA UMA SALA DIFERENTE E PODEM SER IDENTIFICADOS POR
CORES

SALA VERDE> The party arrives in a room with a statue of a man in the middle. He is looking
directly at a statue of a Medusa. The characters notice the key to the door needed to continue
is around his neck, but is also made of stone and they can't take it. Solution: You must figure
out that you have to find a way to block their line of sight (like cover the man's eyes with a
cloth), the man comes back to life and gives you the key, he can be used as a guide to the rest
of the dungeon. Depending on the level of your party you can also make the Medusa come
back to life and make your players fight it.
SALA

Sala preta > There is a staircase with an inscription above the archway leading to it. It leads
down to pitch-blackness. The inscription reads "Life leads us down dark roads, but sometimes
that is necessary to see the light." The endless monotiny of descending stairs takes its toll after
a while, and eventually the PCs will have to start making concentration checks to avoid
tumbling down the steps and taking superficial bludgeoning damage. Past a few hours, they
might start suffering from temporary levels of exhaustion. If they turn around, the staircase is
endless that way, too. Description: Solution: The players must put out all sources of light and
Players with Darkvision must close their eyes to continue.

Sala branca : A room filled with various weapon racks and all sorts of different weapons
surrounding a statue of a knight with an outstretched hand, and a plaque that says "Bring to
me the greatest weapon, that kings covet, puts warriors to ruin, and Description: ends all
battles." Putting any weapon in the hand of the statue causes it to become an animated
weapon that attacks the PC’s.

Sala cinza : Cursed Passage Stones A room has stones of different colors, enough for each
character to have one, and the far door is blocked by an invisible barrier. When a character
picks up a stone, he is imbued with a curse chosen by the DM which must include a condition
that they cannot talk about their own curse. When the group verbally identifies a character's
curse in a general sense, that character can pass through the barrier. Once through, the curse
is lifted. A clue on the wall appears only when all characters are cursed: "When your affliction
is identified, only then may you pass." The curses I chose for my players: None of them could
talk or act out of character, none could talk about their own curse, and they each got one of
the following: Description: • You cannot speak unless someone else is speaking. You are then
compelled to talk loudly over them. • You cringe sharply in pain or fear whenever you speak or
hear a word containing the letter F. • You cannot use any nouns except pronouns. The only
exceptions are "thing" and "jack-in-the-box". • Three words into each sentence you must stop
speaking and think about what you are trying to say. You cannot use sentences that are three
words or shorter except "Let me think", "Hang on", and "Shush".

SALA AZUL: Mirror Mirror The party comes to a room with a large rectangular mirror at the
end of it. In the mirror the party sees a large room. By stepping into the mirror they can
explore the mirror realm, but when they turn to leave, the portal refuses to open. They're
trapped in the mirror room. Solution: Description: The trick here is to exit facing the same
direction as they entered, by walking backwards through the portal. Uses: Trap players. Cut
that one annoying bastard off from the rest of the players. Alternatives: Instead of seeing a
large empty room the key to the next room can be seen inside the mirror but not the real
world. Thus forcing a player to go inside (and set up restrictions as to who can enter.).

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