I also wrote a little DCC RPG one-page dungeon text (well if you print on the back too), that came to me as I was mapping, to go along with it! Perfect for a short side-quest.
Background
Ring
of the Falerii
: This OPD is designed to be a filler scenario or a small side quest. The MacGuffin to get the players here is a
Ring of the Falerii. The Falerii were an
ancient family of considerable power and prestige. A signet ring bearing their crest could be
found nearly anywhere conceivable. This
is a good way to add some spice to a random ring (mundane or magical) that the
players have picked up in their travels.
Alternately the ring could be given to the players by a patron or
employer to facilitate this quest.
Characters researching the Falerii,
or that have a background in the area history may learn the following:
- The Falerii were a rich and
powerful family that extended their influence through the Military and a vast
Trade empire.
- The arch rivals of the Falerii
were the Gracchi family. They opposed
each other through nearly 500 years of history.
- This cave was once home to an
Oracle cult.
- The Falerii women were famous
for their cunning and ferocity.
Some false clues and rumors:
- The Falerii often trapped
statues.
- All Falerii women were buried
with vast quantities of gemstones.
Locations
1. Cave Entrance. The cavern
consists mostly of limestone and appears mostly created by flowing water,
although signs of human enhancement can be seen here and there. The ledges in this part of the cavern are
about 3' high. On the second ledge is a
crumbling wooden barrel. It contains
many very small bones. A character with
the appropriate background or a DC 14 Intelligence check may note that these
are medium size fish bones.
2.
Pool Bypass. The Owlbear that lives at 5 has widened a
natural crevice here to bypass the pool at 3.
Observant characters may notice the cave has claw marks on the walls and
a DC 18 Intelligence check to note the claws are bear size and shape.
3.
Cave Pool. A Cave
Octopus Init -2; Atk tentacle +2 melee (1) and beak +4 melee
(1d8); AC 11; HD 2d6; MV walk 20’ or swim 40’; Act 8d20; SP grasp 1d4, camouflage;
SV Fort +2, Ref -2, Will +2; AL N.) lives in this pool. It will attack anyone that approaches unless
it is thrown food. It prefers salt cod.
4.
Bones. This is where the Owlbear that lives at 5
eats his meals and disposes of the bones in large piles scattered about. In the center of the cave floor he has
arranged an human skeleton with a bull skull.
Anyone shifting any of the bone piles or making any other noise above a
whisper will alert said Owlbear at 5, even if he is sleeping. The owlbear cares nothing for monetary
treasure and there is some scattered about this chamber. Searching PCs may discover 2d20 (x Luck bonus)
GP worth of coins.
5.
Den. An Owlbear (Init +1; Atk bite +6
melee (1d6+2) or claw +4 melee(1d4); AC 17; HD 3d8; MV 20’ or climb 10’; Act
2d20; SP spell resistance; SV Fort +4, Ref +1, Will +8; AL C.) makes a lair
here. The ledges down to 4 are quite
steep (10'-12') and the Owlbear will attempt to pounce on intruders from above
if it detects them approaching the lair.
The Owlbear is a touch OCD and the floor of this part of the cavern is
strewn with shredded cloth arranged in piles by color. Under the 'blue' pile there is a sapphire
worth 100 GP.
6.
Oracle Room. In antiquity a cult established an Oracle in
these caves, charging the wealthy exorbitant prices to hear her prophecy. They weren't complete charlatans. Once every lunar cycle the earth vents hallucinogenic
gas into this room. Anyone who fails a
Fort Save DC 18 enters into trance-like state and experiences visions. If the character has a Personality of 17 or
higher, these visions are at least partially true predictions of the future,
albeit it almost certainly obfuscated.
Anyone who does succumb to the magic vapors forgets their visions when
they are over.
7. Memorial
Chamber of the Falerii. The door to
this room is made of heavy stone and imbued with magic. If the correct phrase is uttered
"Damnation to the Gracchi" the door will swing open noiselessly. If the door is touched without uttering these
words it will discharge a many forked lightning
bolt trap. It will hit anyone within
30' of the door inflicting 2d8 points of damage (Reflex save DC 15 for
half). Once discharged it will slowly
recharge itself over a one month period.
The
walls of this room are decorated with 23 ancient wax masks. The masks were made shortly after death of
individual family members of importance. They are illuminated by magic stones
places on a ledge in the wall behind them, creating quite a beautiful, and
eerie sight. The magic on the stones is
permanent. They will illuminate a 10'
radius for perpetuity. The masks are
quite valuable to a historian or art collector (25 GP each), but also quite
fragile. Anyone carrying a mask that
takes damage or falls down has a 50% chance to crush the mask(s). The Statue is of stern looking patrician
man in a toga. An inscription on base
reads "By Might, by Wealth, by
Birthright. A Falerii to Rule!".
There are three slots in the base of the statue. To reveal and release the magic lock on the
secret door, the slots must be filled with: 1. A quality weapon, 2. Gold (at least 10 GP worth) and 3. A Signet
Ring of the Falerii (the MacGuffin!).
+Edwin Nagy created this great handout for his VTT group to represent the magic statue! Thanks Edwin!
+Edwin Nagy created this great handout for his VTT group to represent the magic statue! Thanks Edwin!
8. Tomb of the Falerii. Each niche in the walls is 3' off the ground
and contains the remains of a member of the Falerii. In addition to what is listed below all have
a gold Signet ring that will open the secret door again once closed and is
worth 20 GP. If any of the female
skeletons are disturbed in any way, all of them (female) will animate as very
fast Skeletons (Init
+4; Atk claw +2 melee (1d4); AC 13; HD 3d6; MV 60’; Act 2d20; SP un-dead, half damage
from piercing and slashing weapons; SV Fort +0, Ref +4, Will +0; AL C.
a. Matriarch.
Golden Tiara worth 80 GP.
b. Soldier.
Has decayed bronze ceremonial armor (+3 AC, d10 Fumble die) and a
quality Shortsword (+1 to hit, 1d7 Damage).
c. Daughter.
Silver ring inlaid with amethyst worth 35 GP.
d. Daughter.
Gold brooch worth 15 GP.
e. Male Priest.
Metal scroll tube with 2
random divine spells.
f. Male Child.
Leather pouch around neck that acts similarly to a bag of holding. It can
contain as much as a large sack. It currently
contains a mummified rat and 2d5 pieces of hard candy.
g. Soldier.
Buried with the Magic Bone Battleaxe of a conquered
enemy. It is magical in that it is as
hard as steel and always razor sharp, expanding the wielder's critical range by
1.
h. Patriarch.
Platinum and Ivory scepter with a Diamond Eagle statuette on top worth
500 GP.
i. Female Magician. Magic
ring that allows a Wizard to recall one lost spell per day without using a
point of Spellburn.
j. Male Merchant. Buried with magic Trickster's Scale that will grant the user a 10% bonus to value of
any barter that uses the scales.