DCC Tomb of the Wolf Lord Room 1-2


The group has survived the first room and breached the doors. What now?

*Read aloud: The lock clacks open and the doors swing open into the room. The right side door swings open freely, but the left door is obstructed and only opens part way. The left door is stiff, as if something heavy was on the floor behind it.

The room has a very earthy smell and no visible light sources, save the group’s torches. At a glance there is mud everywhere. Some has been dry for ages, some is fresh.

A low scraping sound of slow movement can be heard. It sounds as if someone is dragging a stone through thick mud. Soon, you see a pair of orange eyes peering back at you in the darkness.

Room 1-2.

Room 1-2: The right door opens freely, save the initial push to break free of the mud. The left door is obstructed by the body of Therin, the brave fighter. The blade of his sword became stuck under the door. The bulk of his heavy plate, now full of mud, is also behind the door.

The room might have been carefully excavated originally, but is now coated in thick mud on the floors, wall and ceiling, forming a pocket of air. Most of the features of the room are concealed, making searching the room difficult. The torch sconces are long since buried.

The pressing issue in the room is the sudden appearance of an Earth Elemental from the neck up in the center of the room. It appears curious and watches the group intently. If the PCs try to attack or approach aggressively, the other two elementals will join their brothers in attacking the group.

However, if they are cautious, the PCs can approach the Earth Elementals and discover them to be quite playful. Unfortunately for Therin, he discovered the elementals like to play extremely rough. The pocket of air formed by this room is a strange playground for the elementals. They were likely attracted by the earth magic used to create the final resting place of the Wolf Lord, or by the coven as a natural source of defense.

Elemental, Earth: Init +4; Atk slam +12 melee (4d6); AC
20; HD 8d8 MV 30’ or dig 30’; Act 1d20 (or
more); SP elemental traits; SV Fort +10, Ref +4, Will +8; AL
N

If the group is careful, they can search the room for the concealed doors leading to the treasure trove (1-3,) the preparation room (1-4,) and the ramp down to the chamber of tests (1-5.) More information on those rooms to come.

More information on the Journal to come.

Thank you for being here! I appreciate you! Game on!

Author: Jeff Craigmile

I'm a tabletop role-playing game writer and designer from Des Moines, Iowa always looking for more work. I'm the father of four boys and human to three cats.

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