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| Lord of the Not Bright Enough |
| The place with the stuff where the people do that thing. |
| Joined: Nov.22.03 |
| Supports The Forge |
| Contributions: 13 |
| Forum Posts: 1056 |
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Treasure Reset Room
The room started off containing just a copper piece, a small gem, and a magical potion.
In my world, this is a temple room. In the era when it was first constructed the priests called upon their God to aid in the construction of the area on the other side of the room. It is sacred and holy ground and only those who are pure of heart may enter with their items and weapons. To test them before they enter, this riddle trap was created. Those who crave gold, riches and power will succumb to temptation and lose all of their possessions. Those who are worthy pass through without losing anything. There are runes and clues that tell of the nature of the room as a test. The reading of the runes though may not make the meaning clear. Once they have experienced the loss of their items the runes' meaning is revealed. The God has since been forgotten but the temple stands still today as a reminder of Her former power. The last vestiges of Her might continue to test those who choose to come before Her alter. (with the help of Halifax)
This is not an entire adventure, but just one cursed room.
As stated earlier this room started off containing nothing more than a mere copper piece, a small gem, and a magical potion. As a character enters the room, the door to exit (whether it is the same door or not) is clearly visible... past the gargantuous hoards of treasure. All manner of treasure can be found in this room now due to its curse. While inspecting the treasure the character will find nothing wrong... except that it is too good to be true, which it is (there may be a skeleton or two, but the bones and flesh do not count towards the curse). Runes and pictographs may be found on the walls giving clues and hints of the true nature of the room.
Curse:
If a character takes anything at all (with the intention to use or remove it) from the treasure the door instantly disappears for that character. If there is more than one character, the rest still see and can use the door normally, but the thieving character is stuck and cannot even use the space where the door used to be and the other party members are moving through freely. The door is gone for that character. No manner of magic teleportation, remove curse or even wishes can help the character escape (any attempt automatically fails) until the room's curse is fulfilled.
Undoing curse:
If the character removed gold, gems, or any other piece of currency, ALL of that characters currency must be left behind in the room. If a magic item was taken the character must leave ALL of his magical items. Once all of the items that are to be left behind are left behind (even ones that are supposed to be hidden somewhere on the body), the door reappears and the character can use it normally.
Misc:
Passing on any taken object or any thing that is to be left behind only subjects the other characters involved to the curse as well. The items cannot be removed from the room in any way. Unseen servant, tying a rope to something and going out of the door in an attempt to pull it out, or going out and tossing a grappling hook on a rope into the room. Any attempt along these lines will automatically pull the character(s) involved back into the room along with any character holding on to try and keep him from going in. Characters that are not involved in the attempted theft can leave freely though.
Moral of the story:
If you touch what isn't yours, you will be stuck in the room until you give up ALL of what is yours that is similar to what was taken (magic for magic, money for money).
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