Tomb is an adventure module that blends three kinds of classic D&D gaming into a pretty satisfying whole, despite a few sore spots. It’s metaplot-driven campaign arc set in an exploration sandbox that gives way to a big dungeon crawl for the finale.
I decided it would be cool to run the players through an old school dungeon. White Plume Mountain came up as a perfect model of the crazy “makes-no-sense” concept of early 80’s dungeon design. I just needed to find a semi-plausible reason to plug the adventure into the world. That’s where the Faerie Dragon came in.
For strange reasons mostly associated with the vomiting hellmouth outside town and the theoretical quick riches found therein, the Diviner’s Guild in Drumport kept losing their working Diviners to mis-adventure.
That hoard comes out to roughly 588,000 gold, plus the associated weight of all the other interesting stuff sticking out of it. It’s a huge sum of cash. But there’s an issue.
It’s unlikely the old man is agenda free. Something is out there. The old man is using the party to kill it. Or feed it.
The spiders crafted enormous fragile webs along the chains of the gaslight lamps and up the sides of the caverns. The Goddess granted her Clerics a new Channel Divinity – Web Message.
The God of Knowledge no longer wished to share learning and knowledge with the world. He wanted learning and knowledge to come to Him. And He wanted it all. To keep His existence. To keep it secret. To keep it safe.
Once they exited the throne room, the Emperor said, bored, to his functionary, “How many more parties of self-proclaimed heroes do we have today?”
“Six, Excellency,” the functionary said.
“This is a Tontine,” the Transmuter Banker tells the Guild Master as she underwrites the investment vehicle. “And considering adventurers, a terrible idea.” And then she signs the paperwork because, in her mind, Adventurers + Investment = Funny.
Nothing screws up a balanced economy based on a carefully manicured and ecologically pure common resource like 20th level Heroes.