The lost tomb of Sierk the Carver may have passed from memory, but it's nearer than anyone suspected. But be warned, wizards don't die peacefully. Great danger awaits anyone who arrives at the hour of death.
At the Hour of Death is Trilemma Adventure #55. It's a pocket dungeon that you can locate almost anywhere underground. If an ogre misses a player and bashes a wall, a secret door in a castle hallway, a crumbling brickwork. Anywhere there's enough room for the circular tomb, below.
For ages I've wanted to do something with scheduled patrols, moving guards whose routes and schedule the players could learn and then anticipate. What better way to do this than let the players actually manipulate the schedule?
A few notes:
There's more treasure in this adventure than most of what I do. It's meant to be suitable for classic dungeon crawling: low-level adventurers avoiding threats to get what treasure they can before they run into trouble they can't handle.
The skeletal infantry are meant to be both hostile and very dangerous. They're there as a lethal "minute hand" that sweeps around the perimeter of the tomb. Make this clear with their coordinated movements, the shouting of the lamp-bearers to direct them. For gritty power levels, at least, it should be obvious that to attack them frontally means getting stabbed by a forest of spears.
Other than the skeletons, however, this adventure is meant to work with a reaction table (of the sort you get in early editions of D&D). If you don't have one handy, use this one from ALM:
Roll d6 | Initial NPC Reaction |
Assume the worst: The NPC assumes the party is here for violence or exploitation. If weaker, the NPCs avoid, posture and prepare defenses. If they have the advantage, maybe they think it's best to deal you a blow while they can. | |
Wary: Set boundaries (socially or physically) | |
Mistaken Assumption: The group makes a confident, incorrect assumption about the party's purpose or identity. They've heard rumours, and your presence confirms them. | |
Uninterested: Dour and sullen, self-absorbed, or perhaps more interested in their own problems or private discussions. Either way, they aren't making time for the party. | |
Curiosity: You're the entertainment. Maybe that's good, maybe that's really bad, depending on their nature. | |
Common Cause: So glad you turned up, now we can help each other! |
Magical Compulsion
This adventure holds the possibility of an NPC gaining a measure of control over a PC. The inhabitants of the dungeon have been compelled to follow the magic of the game board and don't realize their decisions have been influenced. Imposing this same fate on a PC, however, would effectively sideline the player. No fun! There are a few options that you might try:
Wrong Trousers: The player remains in control of their character, but whatever they choose to do, they also walk a half move in the direction the game board pulls them. They can resist and take other actions, but it's like being in a swiftly moving stream. A variant of this is the "drunk walk"; the only effect of the compulsion is that when they try to walk, they just happen to step where the game board wants them to.
Kicking and Screaming: Instead of affecting a PC's will, they're seized by an unseen force that drags them. This will quickly become the focus of play as the party tries to stop a fellow adventurer being dragged away.Lights on, Lights Off: The compulsion comes in waves, only taking effect for one minute of every ten. This lowers the stakes of the compulsion. This is a decent option for a single PC party, also.
Update: Finding the Panopticon
- The party develops a friendly relationship with the Physician (e.g. 'Common Cause' from the table, above) and he simply tells them to help them out of a scrape. This depends on whether you think the Physician knows this will kill Sierk (as that would violate his oath).
- The party moves the Beetle piece to the study, and the Physician arrives through the mirror.
- The Physician flees combat by taking on mantis form and fleeing through a mirror.