2: Pawn Pushing
by Daneen McDermott
is a short adventure for four 7th-level characters. The party may consist
of any mix of classes. The adventure should prove a reasonable challenge
for characters from 6th to 8th level and can be set in any campaign world.
In the previous
installment, the party discovered a strange building with twin towers
that appeared mysteriously overnight, during the equinox.
in jpg and Campaign
Cartographer 2 formats.
(343K ZIP file)
Grand Hall Floor (EL2)
The Grand Hall is
40 feet wide and 50 feet deep. The ceiling is vaulted more than 25 feet
above. Its laid out in a black and white checkerboard pattern.
The central golden corridor is so brightly lit, the side 15 feet appear
almost dim. Those with darkvision or low light vision notice the two
rows of statues immediately.
Trap: (CR 7) Stepping on any black 5-foot square on the checkerboard
floor causes the whole row of tiles (left to right) to shift 5 feet
to the right (it takes one round to complete the movement). Stepping
on any white square causes the row to shift 5 feet to the left. Characters
stopping or standing still (or fighting) on a sliding row must make
an easy Balance check (DC 10). Characters trying to continue moving
while the floor shifts under them will need to make a Balance check
of DC 15. Anything or anyone on an outside square when it shifts under
a side wall will stop against the wall and end up in the adjacent square
to where they started.
The golden light
from the mithral medallion continues to shine down the direct center
of the room, regardless of how the floor changes. The light is magical,
and equivalent to natural sunlight. The light does extinguish (nullifying
the statue trap) as the sun begins to set, but the building only continues
to exist for another 10 minutes from that moment.
map, in jpg and
Campaign Cartographer 2
formats. (452k ZIP file)
Note to DM:
It is important to keep track of the movement and end locations of the
rows of checkered tiles. Use the map provided, or make your own 8-inch
strips and use them on your battlemat (photocopying a chessboard is
one solution). Take an entire row and slide it (and all the miniatures
on it) without having to refigure the color and contents of each square.
Dont pull them up once youre done with this room, though.
You will still need to know how they ended up.
Ten Statues (EL7)
Five black, large,
catlike statues watch the golden corridor from 10 feet away on the left.
Five white dog statues mirror them, standing guard on the right. If
any statue is hit for at least 1 point of damage or is directly illuminated
by the magical golden light, that statue springs to life as a displacer
beast (black statue) or a blink dog (white statue) and will try to prevent
the characters from passing through the hall. The blink dogs are intelligent
and know how the floor works and will use the floor mechanism to try
and awaken its kin -- but be careful not to awaken its natural enemy.
If one or more displacer beasts and one or more blink dogs are awakened
at the same time, as natural enemies, they will try to fight each other
and (mostly) ignore the party members.
: 48 hp each; see Monster
Blink Dogs :
29 hp each; see Monster Manual, page 26.
In the north wall,
at the end of the golden corridor, is a 10-foot doorway that leads to
a 10-foot wide, east-west hallway. As the characters enter the hallway
and turn to look, they see a figure, 25 feet away, striding toward them.
is a freelance puzzle and game designer who lives south of Seattle with
her husband, an overgrown dog, and three little minions of her own.
She has played D&D for almost 20 years and has a fanatical
fascination with games and toys. She was until very recently the continuity
manager for Magic: the Gathering.
out more about Campaign Cartographer 2
at ProFantasy Softwares website.