A Markdown Dungeon for Troika! by Andy Murillo
Crypt of the Colossi is an independent production by Andy Murillo and is not affiliated with the Melsonian Arts Council.
Page numbers refer to Troika! Numinous Edition.
A crypt complex for a pair of giants known as the Iron Brothers. Each is said to be buried with a magical relic.
The main doors are gigantic throughout the Crypt, while side doors are humanoid-sized.
On approaching the large door in the interior, a Flickering Visage warns of a curse within.
It also keeps track of visitors, but doesn’t offer that information.
The room is collapsing in the center leaving a bowl-shaped depression.
A Strange Cultist is rolling a fist-sized stone into the depression.
2d6 | Item | Effect |
---|---|---|
2 | Diseasing Scepter | Causes body parts to begin falling off when tapped with the business end. Target may Test Stamina to resist the effect. |
3 | Fanatic Chains | Animated and intelligent chains that bind target according to its own ideological beliefs. Can be convinced through debate. Sk 8 / St 14 / In 2 / Ar 1 / Damage as Club 1 Devoted / 2 Enthusiastic / 3 Extremist / 4 Maniacal / 5 Militant / 6 Zealous |
4 | Lich’s Cap | The wearer becomes like shadow, sneaking around at +4 but easily detected with a successful Second Sight Test. |
5 | Quagmire Rod | Softens earth and stone into muck within a 15 meter radius. Will only activate once per day. |
6 | Psionic Tar | When smeared on forehead, the wearer receives a +2 bonus to Awareness until they fail an Awareness Test, then the tar flakes off. |
7 | Old Medallion | Just a trinket, probably. |
8 | Imps’ Wine | Tastes like blood unless you’re an imp (or especially if you’re an imp). |
9 | Stalking Orb | A hardy, translucent sphere the size of a baby’s skull that rolls after a target. |
10 | Blood Sword | Damage as Longsword; +1 to damage rolls but takes 1 Stamina from wielder on each successful hit. |
11 | Ratfolk Scourge | A scourge made of long rat-tails studded with barbs. When damage is dealt, target must Test their Luck or acquire a fever that prevents healing from Rest and Provisions for 1d6 days, starting the following morning. |
12 | Elder Claw | A magic sickle shaped like a wizened claw. Damage as knife. Causes effect as Fear spell when damage is dealt, including Test to resist (p. 61). |
A Cautious Warrior and an Adventurous Ascetic are resting in this side room. They may be hunting the Hag or hunting the treasure of the Iron Brothers. They also have information to offer.
Cautious Warrior:
Adventurous Ascetic:
Ferns grow out of an air shaft designed like a fireplace. Tight squeeze for an adult humanoid, could maybe fit a child. Leads to the surface.
d6 | Hint |
---|---|
1 | Both warn that the Hag has already tried once to seduce them, but owing to their respective anxiety and asceticism they didn’t fall for it. Do not trust enchanting maidens in the Crypt! |
2 | The Adventuring Ascetic complains about the excesses of the Strange Cult, accusing them of amassing wealth through a paid prayer racket and relic trafficking. |
3 | The Cautious Warrior met a local woman who claims her friend’s son came back from playing in the Crypt with no hands! They’re wary of touching anything without a ten-foot pole. |
4 | Both grew up with stories about the Iron Brothers, and speak of their imprisonment at the command of an ancient Elven Princess. |
5 | The Cautious Warrior is particularly concerned about a rumor they heard, that the Iron Brothers are not dead, but only under a stasis spell inside their sarcophagi. |
6 | The Adventuring Ascetic has heard that one of the treasures buried with the Iron Brothers is a key to another sphere. |
A Hag has set up a base in this room. She takes the shape of an Elvish woman.
Thick, sour smoke pours off a Crystal Cauldron.
In the corner of the room is a straw mat. Strewn about are vials of liquid, bowls of herbs and entrails, and a relic to trade with the Strange Cultist.
2d6 | Item | Effect |
---|---|---|
2 | Diabolical Medallion | Summons a little imp who likely won’t do your bidding unless compensated. |
3 | Scarred Rod | A wooden rod carved with 1d6+6 lines; allows the casting of Callous Strike, but each casting causes a scar to disappear (p. 59). When no scars are left, it’s just a stick. |
4 | Scroll of Deadly Wake | Pursuers take Bleeding damage for the duration of the pursuit. |
5 | Potion of Defiling Allure | As Amity but the drinker will act irrationally (p. 58). |
6 | Traveler’s Hourglass | A gyroscopic mechanism keeps the hourglass upright until reversed. |
7 | Elephant Blood | A spell ingredient, probably. |
8 | Scroll of Boiling Darkness | As Darkness, but also as being set on fire (p. 60). |
9 | Explorer’s Ring | Projects a blue star map and barometer |
10 | Locathah Idol | A pumice statuette the size of a human’s shin that grants +2 to Swim. |
11 | Storm Flute | Produces strong, directed gusts of moist wind, knocking over anyone within 10 meters who fails to Test their Luck. Takes 1d6 stamina for every use; the first use of the day is free. |
12 | Jungle Chimes | Everyone who hears the sound of the Jungle Chimes sees their eventual death. They gain the Cyclops’ special ability. Any enemies who fail to Test their Skill also gain the Cyclops’ miens (p. 73). |
A stone altar sits at the back of a long hall, covered in chains.
The Hag makes offerings here; there is probably a bowl of viscera or sludge on the altar top.
It takes some time to remove the shackles but the altar opens to reveal… What?
The door behind the altar, that leads to the Crypt Chamber, is cursed—both its handle and the iron surface.
Two massive sarcophagi holding the Iron Brothers, a pair of giants, as well as one Magic Item each. Secretly, the sarcophagi are enchanted to keep the Brothers in stasis.