Monday, June 13, 2011

The Great Vault of Spiked Arena

This is a follow-up adventure to Scribe of the Fallen Clan.

Gallius has requested a meeting with the Warriors, and they now sit with the aged Dwarf in the corner table of the inn's tavern, sipping some rather uninspired mead.  Gallius has an obvious gleam in his eyes, and is anxious to impart some news to the Warriors.

After studying the notes that the Warriors were able to bring back to him from the Tomb of Whitebeard Stonebrow, Gallius has made an exciting discovery.  He tells the Warriors about the old Stonebrow Hold of Karak Vegaz.  The sprawling underground metropolis was overrun over 200 years ago, but was once a teeming complex of gambling dens, fighting pits, and beer halls.

Thanks to the maps and transcriptions provided by the Warriors, Gallius is fairly confident he has pinpointed the exact location of Karak Vegaz site in the World's Edge Mountains!  And, to top it off, he has learned that a Great Vault exists in The Spiked Arena.  Gallius feels that if the Warriors could locate the Spiked Arena and open the Vault, they could find some of the old riches of the Stonebrow Clan.  He offers them a 50% cut of the Vault contents.  He desperately needs these funds to hire sages to help him decode the rest of the findings from the Tomb.

SEARCH DICE AND LUCK TOKENS

In the previous adventure, the Warriors (hopefully) collected up to 10 Scribe Points from the Tomb of Whitebeard Stonebrow.  This information will help them in their exploration of Karak Vegaz.  To represent this, the Warrior who served as the Scribe in the previous adventure must spend the Scribe Points to acquire Search Dice and/or Luck Tokens.  He must acquire at least one Search Die in this transaction.  The more Search Dice that are taken, the better chance the Warriors have of locating Rune Keys as they explore Karak Vegaz.  Any remaining Scribe Points are converted into Luck Tokens, and the Scribe Warrior divides them among the Warriors as he sees fit.

FINDING RUNE KEYS

Ultimately, the Warriors are searching for the Vault in the Fighting Pit Objective Room, but to open it, Gallius instructs them that they need to find as many of the Rune Keys that are distributed in the dungeon as they can.

Whenever the Warriors enter a dungeon room (not a passageway) they can search to see if it contains a Rune Key.  They can perform the search in the first Exploration Phase that there are no Monsters on the board.  To search, one of the Warriors rolls the Search Dice.  If any of the dice come up a 6, then the Warriors have located a Rune Key.  When a Rune Key is located, the Warriors also lose one Search Die, remove it from the pool!  The Warriors should keep track of how many Rune Keys they find.

After searching a room from top to bottom, there's no telling where exactly the Warriors might be positioned in the room when the search is over.  Use Littlemonk's great "Rummaging" rules from his adventure "Every Good Barbarian Deserves Favour" to determine the new positions of the Warriors.

THE FIGHTING PIT

When the Warriors enter the Fighting Pit, roll on the Objective Room Monster Table as normal.  The Warriors enter the board section in the Pit, from the large wooden door depicted on the board section.  Place the Monsters on the upper level, overflowing down into the Pit as needed.

At any time, a Warrior can leave the room by moving off the opposite edge of the board section, as long as they can make it up out of the Pit, past any Monsters, etc...  But, they might want to have a go at opening the Vault first!

One Warrior can try to open the Vault, and to do so they must be standing on the trap door square in the Fighting Pit, and do nothing else that turn, and they are at +1 to be hit in hand to hand combat.  To attempt to open the Vault, the Warrior rolls a number of dice equal to the total number of Rune Keys that the party has found.  If the Warrior is a Dwarf, they can add 1 to this roll.  If the score is 11 or better, the Vault pops open!  Inside, the Warriors find 6D6x100 Gold, half of which they agreed to turn over to Gallius, and the rest that they can divide between themselves.


If the Warriors are unable to open the Vault before they leave, Gallius is disappointed, but carries on in his research nonetheless.  In the next adventure, due to poorer intelligence, add 3 extra Dungeon Cards to the top of the pile after building the Dungeon deck.


The mini-campaign continues with the interlude - Fight with the Grimslasher Dwarfs.

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