Sunday, June 25, 2017

A Room

Here is a draft of a room description for an adventure I'm writing:

22. Pillaged Library
                  The bookshelves (built into the wall) are now mostly empty.  The furniture is tattered. There is an unlit silver oil lamp on a table. It looks like a nude woman. When lit her hair is the flame.
                  Sitting in a chair next to the table is an ancient desiccated corpse dressed in wizardly robes (also desiccated) and wearing gold rings on each finger and a gold necklace.
                  There is a harpsichord pushed against the bookcases with a piece of sheet music on it. If the sheet music is played the corpse will animate. If the music stops the corpse stops. His name is

                  The corpse is Kerf Memlock, ancient demonologist. He will answer any questions put to him about the monsters. He does not know how to banish them. He does know how to attract them to this plane. He can teach someone how to do this in 1d4 hours. His stats are identical to a wight’s
The sheet music is magic and worth 1,200 gp or more to the right buyer. The harpsichord is well made but non-magical it is worth 400 gp. The gold rings may be worth a lot but they are cursed anyone who steals any of the rings will be hunted down by 1d4 ancient spectres in 2d4 days unless they remove the curse before taking the rings. The rings radiate evil and magic. The necklace is worth 200 gp, but Kerf Memlock will attack if animated and the party has stolen his necklace.



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