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4e The Puzzle Box
4e The Puzzle Box
4e The Puzzle Box
THE PUZZLE
BOX
For GMs only: Players please do not read! puzzle-box. One way or another, the PCs will end up
Talislanta Is The Coolest with the box in their possession. Trying to decipher the
The following is a short adventure that can be used secret of the puzzle-box, they are transported to a dark
as an introduction to roleplaying in Talislanta, or and mysterious chamber. Only by finding a way out can
incorporated into an ongoing Talislanta campaign. This they discover who or what was responsible for their
scenario includes a number of options that will allow dilemma.
the GM to customize the adventure to fit almost any
locale or style of play. The GM should read the
adventure first before playing, in order to decide which
BACKGROUND
of these options will best fit their gaming group. Before starting, the GM should give the players
the following NPC Contacts to add to their Character
This adventure has been designed for beginning Sheets. The GM can try to match Contacts to PCs based
or intermediate PCs. If using more advanced PCs, the on their homeland or profession or just distribute the
scenario can be made more challenging by adjusting Contacts at random. Be sure to hand out all of the
the statistics for all encounters upwards as needed. Contacts, even if it means that some PCs get more than
one. Some of these NPCs could be used during this
l Yato Faj: a Yitek tomb robber who once hired you Scene Two - Deciphering the Puzzle-Box
to help him excavate a crypt. He was an expert at Attempting to decipher and open the box, the PCs
reading symbols, and taught you to recognize certain can either turn to the help of one of their Contacts, or
royal seals used during the early Phaedran Age. seek out the Sindaran antiquarian Nasi Darune. Given
the answers they need, they finally open the box,
l Kirata: a Kang warrior who lost an eye while triggering a Witchgate that transports them to a dark
battling Saurans in the Volcanic Hills. You met her and mysterious chamber.
in a tavern in Hadran, when she grabbed your hair
and kissed you. Not your type, but you parted on Scene Three - Into the Dark
decent terms. Trapped in a room with no apparent exit, the PCs
discover a pair of skeletons, and clues hinting that things
l Rawk: a Gryph injured in a fight with a band of are far more than they seem. If they can find a way out
Stryx. You helped bind his wounds and watched over of the room they face an attack by a Scavenger Slime.
him until he was well enough to fly. In return, Rawk Finally entering the inner chamber, they are attacked
promised his help if you were ever in need. by a Ghast and the entire plot is revealed as the elaborate
revenge of Aquilane (one of their Contacts). To escape
THE SETTING
to freedom the PCs must find a way to defeat the Ghast.
Using night vision, illumination, or their sense of This is an important clue, showing that the victims
touch, the PCs will find that they are in a windowless checked every inch of the chamber looking for secret
chamber approximately ten feet square. The walls, doors — except the last and highest row of stones, which
ceiling, and floor are made of stone, and are cold and were too high for either of them to reach. Even if PCs
damp to the touch. There is no door or exit visible on with the Traps Skill check the lower walls or wall sconce
any of the walls. In one corner of the room are two for secret doors they too will find nothing. However, if
skeletons, lying side by side. one taps on any of the highest row of stones (with a
staff, sword, etc.), a section of the wall near the skeletons
If the PCs search carefully, this is what they will will open, reveling the chamber’s hidden exit.
find:
THE S TAIRWAY
The Skeletons
The door opens into a stairway that spirals
Both are humanoids, 5-6 feet in height, one
downwards into the earth. The air is cold and damp,
somewhat larger than the other. No sign of traumatic
and the stone steps are slick with moss and mold. Any
injuries, though there is not a speck of flesh on the bones.
Jaka characters will feel distinctly uneasy, sensing the
The larger skeleton has a heavy gold and onyx ring on
presence of danger lurking ahead. Choose a PC at
its finger (worth 300 GL) but no clothing or other
possessions. Clutched in its right hand is what looks random and tell him that something just dripped down
like a silver comb inlaid with six small rubies (180 GL); on his shoulder from above. If the PCs have a light
one edge of the comb is badly scratched and worn. The source and look up they’ll see a dripping mass of
smaller skeleton has a necklace of green pearls around translucent slime and writhing tendrils, clinging to the
its neck (worth 1200 GL). Any PC with naturalist, healer, ceiling above them. Whether they look up or not, the
or scholar Skill can confirm that one skeleton is male awful-looking thing drops on the PCs from above.
and one is female. Any PC with naturalist or tracking
Skill will note that the remains are not ancient, but are This a Scavenger Slime, a large single-celled
as recent as 4-5 months - unusual, given the complete organism that feeds on organic materials of all sorts.
decomposition of the bodies (a clue foreshadowing the Roll on the Action Table for its attack, giving the creature
presence of the Scavenger Slime, which is nearby). a bonus of +5 for degree of difficulty (attacking from
above in a narrow stairway). On a full Success the slime
The Floor engulfs one of the PCs in its soft, viscous body and
Solid stone, covered with a heavy layer of dust. begins to dissolve the unlucky victim with its corrosive
PCs with tracking Skill can spot the faded remnants of bodily fluids (DR 6, meaning 6 points of damage per
numerous tracks (barefoot, male and female, partially round). On a Partial Success, the slime lands amidst the
covered over with dust). In the corner opposite the PCs and has grabbed one of them with a tendril.
RESOLUTION
Once the Ghast has been dealt with the PCs are
out of danger. However, they’ll still have to find the
way out of this place (a trap door under the rug in this
chamber leads to a secret passage and exit). Where is
the crypt located, what awaits them when they get out,
and how will they get home? Will they try to get revenge
on Aquilane, and if so, how? What part did the peddler,
Savrille, play in this plot? Who were the man and woman
whose skeletons were found in the first chamber, and
how did they get there?
AFTERMATH
Every PC who survived this adventure earns at
least 10 Experience Points (the GM can adjust this figure
upwards or downwards for a Heroic or Grim Fantasy
campaign). The GM can also award an additional point
of XP to any PC who showed exceptionally good
roleplaying and/or problem solving during the course
of the adventure.