In addition to presenting a new interlude, I want to mention that the website Under the Black Flag has been revised. Among the features on it are links to four full-length old pirate movies online.
-Nate
Interlude 54: The Puzzle 2
A previous interlude presented a cryptic puzzle, one that they could
decipher by visiting the grave of Lady Rose. Upon doing so, they were
steered toward Rose Point on the island of Martinique. This interlude
can occur as they pursue that lead.
Searching Rose
Point
Ultimately,
the PC's need to succeed at a DC 20 Search or Spot check to notice
that, at low tide, an exposed boulder amidst a tumble of such rocks
is engraved with a small image depicting a stylized five-petaled
flower. That is, of course, a rose. Behind the boulder, a narrow
tunnel leads back into darkness. Of course, the GM might wish to
throw one or more encounters at the PC's while they are searching;
refer to the appropriate tables for suggestion.
The Cache
Refer
to the appropriate map for the following location descriptions.
1.
Boulders
This
tumble of rocks counts as difficult terrain when moving across it,
unless a character succeeds at a DC 15 Tumble check to jump from
boulder to boulder. Failing such a check by five or more means that a
character trips and falls prone. As mentioned above, one boulder is
engraved with the symbol of a rose. What is more, anyone who enters
the area attracts the attention of a local beast. (Here again, refer
to the appropriate table for suggested foes.)
2.
Tunnel
This
tunnel is about five feet wide and of a similar height. It leads
upward at a considerable slope, up to a point above the high tide
mark.
3.
Mechanism
This
round room has been built up with a flagstoned floor and walls, and
timbers support the ceiling. In the middle of it is a broad circular
stone similar to a millstone, lying on the floor, with an axle in the
middle and a handle for turning it. What is more, four levers are
arranged in front of it, with slots which clearly show that they are
pulled toward the wall opposite the entrance. Finally, a DC 10 Search
or Spot check reveals that a door is concealed in that same wall.
In
order to open the door, the PC's must turn the stone in the correct
direction for the letters that spell R - O - S - E, in that order,
pulling one lever (from left to right) for each. The correct sequence
opens the secret door, while any incorrect attempt triggers a trap.
In theory the PC's could just set off a powder keg against the secret
door to blow it open, but--at the GM's discretion--this could damage
some of the treasure, or even trigger a cave-in.
The
traps hurl javelins at the person who pulled the lever. Javelin
Trap:
CR 2; mechanical; location trigger; manual reset; Atk +16 ranged
(1d6+4, javelin); Search DC 20; Disable Device DC 18.
4.
Vault
Beyond
the secret door is a cubical chamber with a raised platform at the
far end. On the platform sit two treasure chests. The GM should
tailor their contents to fit the wants and needs of the party, along
with the levels of the PC's and the difficulties that they have faced
in recovering it.
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