In the olden days,
mysteries existed in every nook and cranny. One day, a hungry family
put their last last loaf of bread in a basket and covered it with a
wicker lid and a basket to keep it out of the prying eyes of the many
hungry children. The next day, they opened the basket and the loaf
was gone. Only a fat rat remained. The basket was closed- how did the
rat get inside?
This tale inspired
an entire order of monks. The holy men talked at length about the
truth of the universe- and how that when any basket is closed,
anything could be inside. They knew, of course, that the rat had
simply bite a hole in the basket while the family slept- this story
is not a literal tale. But the idea had weight. This order of monks
began to meditate upon the truth; and that every stone unturned and
every basket closed and hidden could hold anything- including the
truth. They began to build containers in their order halls- covered
pits and stone caskets that they filled with random items, water, or
nothing at all. To simply guess and consider what was inside was a
path towards enlightenment.
The order grew.
Eventually, they built the greatest temple of the ancient world- The
Stone-Box Temple. It is built into a burial mound, appearing as a
mighty hill from all directions, much like it itself was a great box
waiting to be opened. The inside of the Temple embody the orders
ideas; stairways that lead down into mysterious darkness, doors which
do not open, built flush into walls. The architects of the place had
themselves buried alive, so the mysteries would be lost and as
mysterious as an unopened box. You know what else is in the Temple?
Boxes. Way too many fucking boxes- everywhere. The place is filled
with the brim with stone cubes- hollow and with heavy lids. Some
rooms are so thickly packed with them you have to walk across the
lids. These monks literally believed that any box can contain the
Truth- and so every single box is worth the floor space in their
temple. They are all holy.
Each box in
the temple requires either two men to open, or a prybar and a strong arm
(+1 strength man). You can only open a maximum number of boxes each
exploration turn equal to the number of boxes your party can open as
above times three. So for every two men, or every +1 Strength man
with a prybar, you can open three boxes per turn. Each Box is about
the size of a treasure chest, Big Boxes are the size of coffins and
much heavier- they take twice the effort to open.
Stone-Box Temple Room Generator
Roll once for each
category to generate a room in the Stone-Box Temple.
Room Shape & Size
– 1d8
[1]
Basically a closet. Shelves may be carved into the wall to store a
few boxes.
[2]
Standard square dungeon room. Boxes are stacked along edges with no
entrances.
[3]
Staircase. Boxes of various sizes on all the steps. Save or fall if you move here without light.
[4]
Longroom- more like a hallway, may bend at a 90 degree angle once.
Boxes are shelved or spread along the floor making it hard to walk.
[5] Cubed room- same exact height to width to length. Kind of weird being
inside it- like you're inside a big box. Either has a bunch of boxes
all around or one big one in the middle.
[6] Temple Room. Large room with a high curved ceiling- probably near the
top of the Temple's mound. Has several raised podiums you can pass
under with boxes stacked on them.
[7] Tall
Room. Several unreachable steps of stone, or huge "shelves" carved into
the rock. May make up the central shaft of the temple. These huge shelves contain the boxes.
[8] Sprawl Room. The biggest room. Seems to be carved partially into natural chambers- only
found deeper in the temple. Weird organic curves & dips in the
floor = more places to put fucking boxes.
Number of Boxes
– 1d8
[1]
Just 1d3 Boxes.
[2]
About 1d6 Boxes.
[3]
Modest 3d6 Boxes.
[4]
Crowded 4d8 Boxes. If the room is a Cubed Room- change to Big Box.
[5]
Either 2d10 Boxes or 1 Big Box
[6]
Lottery of Boxes- 1d100 Boxes OR 2 Big Boxes
[7]
4d50 Regular Boxes or 2d6 Big Boxes. This room could be a tomb.
[8]
No Boxes- this room was storage. For things other then Boxes. Boxes
are the main attraction, obviously, they don't go in store rooms.
Trap –
1d8
[1]
About 20% of the boxes have a spike trap; save or take 1d6 damage.
[2]
About 50% of the boxes have a 2 HD zombie inside. The zombie will
roar and all the other zombies in the boxes will start to shuffle
out; 2d6 per round until the number of boxes
[3]
All of the boxes have miasmic gas- toxic ancient fumes from decaying
food. You can safely open them with a piece of cloth over your face;
else you take 1d4 if you're around it when it opens.
[4]
One box has corrosive gas in it. Save to run out of the room in time,
else take 2d6 damage and lose your armor. People opening the box get
no save.
[5]
One Box is a pressure plate. If you put anything heavier then a slice
of bread on this box (like your hands), it sinks into the floor and
the doors close for 1d4 turns. Every wandering encounter you roll in
this time all attack you at once when it ends- this trap set off an
alarm.
[6]
Two Boxes are teleporters. The first box is a teleporter that seems
to lead to another room with no exit- but in reality it is the blown
up image of the inside of another box. Going in through this box
means you are now tiny in the other box; remove curse or Potion
of Giant Strength to
cure it.
[7]
No trap. The Boxes are safe here. The next room you explore is safe
too.
[8]
The walls are carved with box-symbols all over it, reliefs of squares
carved in ancient, dedicated but unrefined hands. These boxes are
punch-pillars, shooting out of the walls to give people a square
wallop that pass. They can be rearmed simply by pushing them back in.
Anyone who tries to rest here leans on the wall (or tries to do that
tracing the outer wall thing for a maze) and gets punched.
The Stone-Box
Temple is a silent, sacred, abandoned place. This means that
inevitable it will be filled with dangerous, powerful monsters who
stalk the halls. Roll 1d6 for wandering encounters.
[1]
Contorted Bones
(2-1 HD, +3 to hit, +1 AC, Crooked Claw attack at 1d3, immune to
slashing, undead, contortion)
Morale-
N/A
Numbers-
1d6 in Box Trap, 2d6+2 Wandering
Contorted bones are the remains of ancient box-temple priests, who
bound themselves for long durations or until they died within the
stone boxes- not all of them died willingly in the stone cubes. Their
bones are twisted and contorted over the many years; they are much
shorter then they were in life and their arms hook around your shield
or right outside your vision- they move and act erratically, making
them difficult to track to defend against, hence they have a high
to-hit bonus.
These are skeletons. They are lesser undead, and never rout from
combat, but can be turned and are immune to all things undead are
immune to. They are also immune to arrows and sharp weapons- swords
and spears do a maximum of 1d3 damage to them as improvised weapons.
Blunt weapons deal their full damage.
Additionally;
these skeletons have an innate urge to hide away in stone boxes. If
you escape from a combat with the skeletons nearby open stone boxes,
they will close them back up again and hide inside. The box-traps in
the dungeon can contain them at a smaller number then the wandering
parties. While these skeletons can be within the box-traps, most of
those contain well preserved zombie corpses; the skeletons were the
corpses who got up and rotted away while wandering the halls.
[2]
Ball Men
(3 HD, +2 AC, Flail attack 1d6+2, fluid form, quick reconstitution)
Morale-
12
Numbers-
3d6+6
Appearing
roughly as humanoids; they come from another dimension with no right
angles or corners. Their bodies are made up of many small squishy
blob balls, which if separated on taking a hit scatter around the
room and turn into tiny smooth orbs of flesh that roll and bounce.
The Ball Men are essentially religious extremists from that realm
offended by the box temple; this is a jihad to destroy it. They don't
really hate your dimension or anything, but this one place has got
to go.
If anyone in your party is significantly overweight, get +2 to
reaction checks for trying your best to be more like a sphere.
These
beings are made of many small orbs and therefore move more like a
fluid. They can squeeze through bars and holes big enough to put your
hand inside. Their bodies are also made up of tiny balls. If they are
hurt, they can gather these balls back up inside themselves to heal
up to 1d3 damage they've taken. Inevitably some of the balls get lost
under furniture, roll down hills, or get stuck in corners so its not
perfect. If a Ball Man dies, all their balls turn gray and turn into
glossy marbles permanently.
[3]
Mighty Mason
(18 Hit Points,
+4 AC, +2 to hit, Sledgehammer attack at 1d10, mighty, slow, weak to
fire, immune to stun)
Morale-
N/A
Numbers-
Just one
The Mighty Mason is an artificial creature. They were forced formed
into being when the temple mound was being first built, and were
created to help with the stone work day and night, as well as to
hammer away stone for the creation of the stone boxes that crowd the
temple. Then, once the temple was created, they still remained, and
became its protectors.
They look roughly humanoid, made of a winding white and blue fabric,
with a large red mask made of some unknown metal. The mask looks a
bit like an opening flower with no visible facial features. They were
masonry tools on their belt that are rusted to uselessness. The only
part of their equipment that remains true is their sledgehammer, made
of wood with a powerful metal head; the sledgehammer has symbols of
longevity and immunity to aging burned within the handle.
Because the Mighty Mason is an artifical creature made with exacting
ritual instructions; they are all identical. They all have exactly
eighteen (18) hit points. If they are damaged at the start of each
round, their fabric furls and they regain all of their lost hit
points. Every round when they regain hit points this way, they
increase the damage of their attack by +1 as their might grows
exponentially. If you disengage from them, they will return to normal
strength after one turn. The mighty mason's inexhaustible supply of
stamina and strength also means they are immune to being stunned.
Because
of their ability to heal themselves, only an adventuring party with
at least three standard weapons (d6) rolling perfectly could destroy
it. If the maximum potential damage of the party is less then 18,
they'll feel the situation is hopeless and be made to run.
Thankfully, the Mighty Mason is very slow as it heaves its
sledgehammer around, meaning you can escape from it with a brisk
walk- there is no contest to escape combat.
Finally; as both an ancient construct of magic and being mostly made
of self-repairing fabric, they are weak to fire. All fire spells and
attacks deal double damage against the Mighty Mason.
[4]
Spear Priestess (4+2
HD, +2 to hit, +2 AC, Spears at 1d8+2, dodge, prybars)
Morale-
12
Numbers-
1d6+2
The Spear Priestess are the protectors of the temple, the role filled
by women who were not as “worthy” to contemplate the mystery of
what was inside the box. Instead, they were clad in funeral garb and
cursed with immortality. Their ability to have children was taken
from them, curved inwards, their holy feminine Azoth used to instead
extend their life into immortality. They are all insane and mute,
their only goals to protect the temple.
The Spear Priestesses have a long spear with one end affixed a head,
and the other is flattened for use as a prybar. The entire spear is
made of metal and is nigh unbreakable. The prybar end can be slotted
into a stone box's lid to open it at a distance, helpful for avoiding
most of the dungeon traps. These priestesses will use these spears if
they suspect anyone hiding in the boxes or to realign the dungeon
traps themselves, if need be.
The Spear Priestesses are also very fast. They were trained for
evasion over direct conflict, after all. They can give up their
attack for a turn to focus on defense; increase their AC by +4 if
they spend their whole round just dodging attacks.
[5]
Time Waster
(6 HD, -4 to hit, +6 AC, twin blade attack at 2d6, stuns on critical
strike, immune to stun, predictable)
Morale-
10
Numbers-
Just one
The Time Waster is a being of magic and the many souls of the
priests- the meditations and endless recitation of mystery verses led
to this being. It was not formed with intelligence, and is created
from a mass of psychic energies. It's body is like a ghostly specter,
with many bored faces staring out of the protoplasm. It has two long
blades created roughly shaped from iron supports deep within the
caverns. Despite being coated with rust, they are quite deadly,
though inaccurate and dull. These blades are very heavy and will stun
the victim of its attack on double 6s rolled for damage if they don't
kill.
The Time-Waster is a magical spirit formed from the humdrum. It can
go through walls but has a set pattern. For the first turn, it
appears with a ghostly moan. Then it attacks, the nearest target,
then it attacks a different random target, then it disappears. On the
fifth round, it reappears with a moan again- giving you a chance to
attack it as it reconstitutes itself. This pattern is never broken by
the creature; it is so unshakable set to this set of actions that it
cannot even be stunned out of it.
While this creature is a ghost it is not ethereal and its magical
plasm of a body can be destroyed with any type of standard weapon. It
is more like psychic goop set into a routine.
[6]
Filavagran
(1+1 HD, +1 to hit, Claw at 1d3, arrow immune, spell resistance)
Morale-
9
Numbers-
1d8 in the day, 2d10 in the night
It has a long gray body with a purple, grumpy looking face. It looks
like a walking worm; an incredibly skinny torso with two spindly legs
leading up to its head. They barely fit in the tall ceilings of the
Stone-Box Temple; they are about 9 feet tall on average. The
Filavagran is so thin that hitting them with an arrow is basically
impossible- even if you did it would only be a grazing hit. As such,
arrows deal no damage to them unless you're using a specialist, broad
arrow head.
The Filavagran are inextricably tied to the natural magic of the
world. Each one knows what time it is outside; and they are more
dormant during the day. At night, they travel in larger groups and
stand in odd places, sometimes stretching to strange angles, as
though to better act as a receptor to the magical energy of the stars
and cosmos- all from inside the temple. Because of this, they seem to
be resistant to all magic and spells. Count any spell that hits them
as though they automatically make their saving throws. For some
spells that means they are immune to them totally, for others it
means they will always take half damage.
Within the temple, beyond traps, monsters, and boxes any given box
could contain a great treasure. Whenever any box is opened, assume a 1
in 50 chance of a minor treasure or 1 in 100 of a greater treasure. Otherwise the box is empty/filled with dust/has a zombie inside or whatever.
Roll 1d6 on this list for minor, 1d4+6 for greater, or 1d10 for
totally random.
Big Boxes have double the chance for treasure, but have a 1 in 4 chance to have a Contorted Bones encounter inside. You could also apply this to any box on a raised place or highlighted somehow.
[1]
Sunblot Stone (Minor)
Looks like a smooth, off-red stone. If you hold this stone in both
hands and toss it up as hard as you can, it will fly to the sun and
appear as a spot on it that astrologers will see for weeks. More
practically; it creates shade in your immediate area of 1d3 turns.
[2]
Jumping Seed (Minor)
This tiny seed-grain is animated with a little devil inside. If
placed inside a sack or granary of grain; the devil-seed will start
jumping and make all the other grains jump too. If they can rip the
bag or get out a crack they'll spend all night marching down to
whoever tossed this grain into the bag. Grain stolen
this way is sickly sweet and gives you a stomach ache out of guilt,
but you could steal entire sacks of grain with this. If you make a loaf of bread with flour from even one of these seeds it will disappear the first time you take your eyes off it. You find 2d2
grains.
[3]
Demiurge Wand (Minor)
Despite its powerful and imposing name, this wand is a very minor
piece of magic. When waved, you can conjure a single item that can
fit in the palm of your hand from nothing. The item will be made of
clay, wood, or stone and cannot have any moving parts. It will be
painted with shoddy, runny paint but you can make it whatever color
you want. The wand crumbles after one use, but the item is real and
permanent as any other piece of matter.
[4]
Scrap of Infamy
(Minor)
This is a small piece of black cloth; once taken from the most
horrible and infamous pirate captain in the world. Anyone who sees
this piece of cloth feels a sense of dread. If you take it and rip it
up, you can force a morale check in a group of enemies who have 10
morale or less. Also if you wear this around you'll become very
famous in the local area very quickly; but everyone will find small
reasons to hate you and run you out of town in 1d3 days.
[5]
Cascade Emblem
(Minor)
This
magical medallion was hung within a flowing river of eight years.
When you wear it, you feel an incredible sense of momentum driving
you forward. At the start of each adventure, add +1 to every roll you
make on a d20 until you fail a roll. Then, the cascade emblem's power
ends until your next adventure after at least a little downtime.
[6]
Box Puzzle
This
is a magical puzzle box made of stone. It has a difficulty of Hard
(7). Once it is solved, you can trap a ghost inside of 3 HD or less
and lock the puzzle box back up; the ghost is freed the next time the
puzzle box is opened or if destroyed. It is neither a Minor or Greater treasure, as what is inside the puzzle is anybody's guess.
[7]
Crown of the King
of Life
(Greater)
The Crown of some ancient king, roughly made of unrefined pale gold
(electrum), with the tips of the crown smooshed flat and formed into
leaves like it was made of clay. The crown grants dominion over a
small river valley in the oldest civilization in the world; the
animals there bow to its wearer and the plants grow at their command.
The region is now
barren and dry, its resources almost all taken from
endless wars and the aqueducts set up by far newer, yet still
crumbled empires.
The crown is worth 8000c from raw materials alone, not counting the
magic.
[8]
Diamond Gauntlet
(Greater)
This
single metal gauntlet is made of a brown, ocher colored metal. It is
very smooth and finely made, but probably very old. On the center of
the back of the hand is a large diamond, slotted into the glove. This
counts as a +1 magic glove granting +1 to AC and being immune to most
destructive spells and normal corrosion or rusting effects of various
monsters. Also, the glove has the power to Evoke
Will once per day. By
evoking your will, you deal your level in bonus damage added to any
spell or attack, which causes you to shine in a glowing white light
from the hand.
The
diamond within this gauntlet is worth 12,000c for its size and
luster. Removing the gauntlet's gem will remove its ability to Evoke
Will, but it's still a +1 magic gauntlet without it.
[9]
Apparition Blade
(Greater)
This
blade of blueish green steel is designed as an ancient sword might
be; a gladius or kopesh is a more fitting style for an old blade like
this. This counts as a +2 magic sword, and deals 1d6+2 damage on a
successful hit. Whenever you wave this sword around, you can create
false images of your attack to your opponent; this throws off their
guard. You can fire these projections at anyone within the range of a
pike, who see you attack them from multiple angles at once. Everyone
you do this to had -4 AC from all incoming attacks next round as they
struggle to fend off illusory assaults.
If
grinded up into powder by a water-powered millstone or a very
dedicated dwarven blacksmith; this sword can be made into powdered
apparition-metal. This is a powerful ingredient for the creation of
invisibility potions. You could easily get 20,000c just for the
powdered metal.
[10]
Flying Hunters
(Greater)
These
are a trio of clay falcons. The falcons are each painted with a
single dab of ink on the back of their tails to differentiate them,
but are otherwise identical. If thrown into the air, the three
falcons can be used either separately or together. If used together,
they will fly in a circle around a specific target of interest to the
falconer- usually a person or location that can be seen from the sky
with their incredible vision. They will follow along with a moving
object or living thing to let you track it from a great distance, but
they can't see underwater or through heavy tree canopies.
They
can also be used separately. If you use the falcons one at a time or
with a whistled command, they can be used as 1+1 HD constructs with
d4+1 claw attacks who will harry anyone the user wishes. However, the
falcons are made of clay and can be destroyed, which spoils the
magic. If one of them is destroyed, they can only be used as dive
bombing attackers and can no longer circle around a target to help
you see them from the ground.
The
falcons are made of clay, and have no value without their magical
properties.