DCC Catacomb of the Wolf Lord Room 1-4

This room may seem a little lackluster compared to the others once unearthed.

This room may seem a little lackluster compared to the others once unearthed.

Room 1-4: Much like the door to Room 1-3, this door is caked in mud and earth, taking considerable effort to find. However, once discovered, the door swings into Room 1-2 with considerable ease. It opens to a narrow hole in the packed mud about 3′ in diameter, about enough for one adventurer at a time.

Once a light is shone into the room, the walls and ceiling are caked with thick mud and packed earth. At least half of the room is completely filled in. The glint of gold can be seen a little over 10′ across from the opening on what remains of the stone floor. There is about 5′ of operable space from floor to ceiling within the dimensions indicated on the map. What is possibly a hilt of a weapon or the end of a staff covered in dirt can also be seen. There is also a mud covered goblet and a bowl of a brazier sticking out of the dirt farther into the room.

And then there was trouble!
Once an adventurer enters the room, they can see the corner of a chest buried in the mud next to the coins. If they try to extract the chest, the handle, the goblet or the brazier, or do anything that disturbs the room in any way (Yell, tap the walls floor or ceiling, swing a weapon, etc) a full collapse is triggered. DC 15 Ref Save to get clear in time. The room is filled with earth! Anyone in the room takes 1d8 damage and is buried in the dirt. Suffocation Fort DC 10+1 per round buried, 1d6 Sta damage per failed save. The characters not trapped in the dirt can be excavated from the wreckage. The GM can determine how difficult it will be to dig any given player out depending on how far into the room they are buried.

IF the group managed to befriend or play nice with the elementals, they can excavate trapped PCs with ease and will gladly do so. They won’t help with the treasure, but they will save the adventurers, who clearly don’t belong in their element.

Thanks for stopping in. Room 1-5 is on the horizon. I love old fashioned dungeon crawls.

Catacomb of the Wolf Lord: Room 1-3

Room 1-3 of Catacomb of the Wolf Lord. The group may have found treasure, but is it cursed?

The “Treasure” Room.

The entrance to the Treasure Room 1-3 is concealed under a thick layer of old mud and gravel. In the dim lighting and all of the mud, the door will be difficult to find. If the group “plays” with the elementals, more earth will be caked onto the old mud. Ask the players if/how they are searching.

If the group finds the door and excavates it, it opens into Room 1-2. Beyond the door, there is a 5’x5′ unlit hallway leading to another door. Across the way, is a wrought iron bound locked door. The lock is trapped and will drop a 1 ton granite block on the trap victim and blocking the hallway. (Detect Trap DC15.)
Pick Lock DC 18. 8d6 damage from the block + being pinned. Reflex Save for no damage.

If successful, the door opens into a magically lit 15′ x 15′ room, domed ceiling with a faint glowing light in it, with a magical circle drawn on the floor. Inside the circle are four items. The first is a dagger (athame) in an ornate wooden box. The second is a leather bound book with a lock and key. It looks to be very old. The third is a gray fur cloak with an ornate wolf’s head clasp. The fourth and final item is a wolf’s fang.

Once the first character fully enters the room, a ghostly wolf appears. It speaks clearly to the group. It points to each item with its nose and states, Cleric, the dagger; Wizard, the book; Thief, the cloak, and Fighter, the tooth. Read the following aloud:

The ghost stares at you, or possibly through you. It points to each item and states clearly a second time Cleric, the dagger; Wizard, the book; Thief, the cloak, and Fighter, the tooth. Choose wisely. You make only keep one. Bring it to my final resting place for your real reward if you are so worthy.The rest are cursed.

It sits and says, “I’m waiting for your answer. You may ask one question of each item if you wish. One I shed. One was my end. One was my life. One is my gift to you if you are worthy.”

The ghost, a spirit messenger of the Wolf Lord, will answer truthfully one question of each item within reason. Its answers will always be cryptic and vague. It won’t try to encourage or discourage the group from choosing any of the items. It might also answer a little more about itself.

The Wolf Lord wasn’t always a wolf. It lived for a while as a man to better understand men. He took an elven bride and had two children: Koga and Kei. Koga became feral and ran away at a young age to join a wolf pack. Kei grew up to be a refined elven lady. (Current whereabouts unknown.) The Wolf Lord eventually rejoined his spirit pack and left his mortal family behind.

After many centuries, the great animal lords were forgotten. In turn, each returned to a sacred place where a coven of followers put their bodies to rest and sealed them away from the mortal world.

*Note: If any of the cursed items have the curse removed, the item is rendered permanently inert.

A) The athame is a cursed dagger +1. It radiates strong magic. The wielder must feed it one hp per day or lose 1 Stamina each day the hp requirement is not met. The wielder may not give its own hp.

B) The Coven’s Spellbook: The Coven’s Spellbook is a cursed antithesis of all that is Lawful or Neutral. Any mage who opens it will automatically become Chaotic, and will turn more toward being un-dead with each page read. Any/all spells copied or cast from the book with automatically backfire. Any creatures summoned automatically turn on the caster. It was never meant for the world of the living.

C) The Cloak of the Gray Wolf: At first, this cloak appears to not be cursed. It offers a +1 Agility bonus to Stealth and +1 bonus to AC. Once per day it allows the wearer to shapeshift into a normal wolf. All items become part of the new form. Mental stats stay the same.

Wolf, common: Init +3; Atk bite +2 melee (1d4); AC 12; HD
as wearer; MV 40’; Act 1d20; SV Fort +3, Ref +2, Will +1;

The ability resets at sunrise.
But the cloak is cursed. At the first full moon after acquisition, the wearer transforms permanently into a wolf under the control of the GM until the curse can be lifted.

D) The tooth is a regular tooth. It is not cursed, nor is it terribly useful yet. However, it is the key to unlocking the real treasure in Room 2-2, the Wolf Lord’s burial chamber.

While the Wolf Lord is considered a demigod and will grant certain spells to his followers, this is clearly not the book to do it with. The Wolf Lord will be available as a Mage Patron and as a Demigod to be detailed elsewhere.

Once an item is chosen, the rest vanish along with the circle and the lights in the room. The eerie outline of the spirit can still be seen, but it will not interact after the choice is made.

That’s it for this room. It’s obvious the other party never made it to this room. The journal makes no reference to tests or treasure beyond a vague mention of some kind of treasure believed to be buried with the bones of the Wolf Lord himself.

Thanks for being here! I appreciate you. Can’t wait to see what happens in Room 1-4 and 1-5? Hang in there. They’re coming soon.

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