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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