TEXT: Copyright © 2016 Edward Lockhart & Michael Prescott - cbna  - http://creativecommons.org/licenses/by-nc/3.0/ - Find more at http://blog.trilemma.com
  v1.1 pg. 1/1
  C. Tomb of The God of 
  dyinG STrenGTh
   An imposing statue depicts an 
  archaic warrior, standing stoically 
  despite a grievous gut wound.
  2d20 skeletal gladiators will 
  claw out from the sand whenever 
  the statue is observed. (They will 
  not exit the room; however, each 
  time 
  someone 
  flees from 
  them, the 
  TombS of The dead GodS
  The first god to die was She-of-
  Dissolution. Her followers, however, 
  endured.
  For thousands of years, The Noble 
  Order of Non-Extance fulfilled their 
  terrible duties, and interred each 
  god that died, beginning with their 
  own.
   This complex is but one of 
  many interment sites throughout 
  the wicked world. Of course, no 
  one knows any of this. The Noble 
  Order kept no records and followed 
  its god into nothingness. 
   All would have been 
  happily 
  disremembered 
  if some wretch hadn’t 
  stumbled upon the door, 
  deep within a lifeless crag.  
   Surprisingly, she was smart 
  enough to sell its location to the first 
  group of ne’er-do-wells she came 
  across rather than delve herself.
   And so,  here we are.
  a. enTranCe and a PiT
  An actual, factual bottomless pit 
  consumes the middle of the room, 
  much wider than most could jump. 
  A subtle downward wind pulls 
  always into the pit. 
  An ancient, dry-rotted bridge 
  arches weakly across the awful gap 
  in space and time. 1/6 chance to 
  collapse for every crossing. It will 
  definitively collapse should more 
  than one person attempt to cross at 
  once.
  (The pit is the memory-corpse of 
  She-of-Dissolution. Communication 
  with the god is unlikely and ill-
  advised. However, her memory will 
  sing you the Song of Entropy. Any 
  who listen will learn how to cast 
  Disintegrate… and must cast it, to 
  the fullest effect, every, single day.)
  The crypts are where the Order 
  carelessly tossed their own dead. 
  Nothing but piles of bones remains.
  patchwork 
  of 
  gold 
  and  
  alabaster.
   
  Inside 
  it 
  is 
  the 
  withered godhead’s heart. (Worth 
  an unbelievable fortune intact. If 
  the jar is opened the god’s heart 
  destructively blooms into a fruitful 
  cherry tree.) 
   An elegant porcelain mask cries 
  always, affixed to the northerly 
  wall. Perpetual perfect tears of 
  pure melancholia drain into the 
  porous floor. Contact with the clear 
  fluid requires a save vs. profound 
  sadness. The victim will act last 
  in combat and find it arduous 
  to complete even simple tasks. 
  Consumption grants the victim NO 
  saving throw.
  Several 
  hundred 
  years 
  ago, 
  someone set up for a tea party 
  behind a faded silk screen.
  b. Tomb of The God of 
  WeePinG beauTy
  The room is a study in soft white 
  and barest blue marble. At its 
  center rests an exquisite canopic 
  jar. 
   The jar was once broken, but is 
  all the more beautiful because of 
  this. Outside, 
  it is an elegant 
  gladiators gain a hit die.) Each 
  wields a sharp, curved sword and 
  wears a bronze skullcap filigreed in 
  gold. 
  Defeating them all causes the 
  statue to glow red. All present 
  will thereafter be +3 to hit, +6 to 
  damage when at 1 hp or less.
  d. Tomb of iT of many 
  ColorS
  Tiles of all shapes, sizes, and 
  colors… everywhere. 
   A haphazard array of dayglo 
  polygon tiles, dedicated to a dead 
  alien god by men who did not 
  understand 
  the 
  complex 
  ritual 
  behind each color and placement.
   Careful examination causes the 
  observer and all touching the tiles 
  to travel one day into the future.
  d1. bed
  A 
  wizard 
  made this bed 
  a few hundred 
  years ago. Through 
  an 
  odd 
  confluence 
  of 
  conditions both magical and 
  mundane, it appears to be 
  freshly made.
  d2. Wizard’S CheST
  Full of clothes and rations, long 
  ago ruined and rotted. 1d100 silver 
  pieces are scattered throughout, 
  long ago stashed in ruined pockets.
  e. Tomb of The God of 
  Green enTroPy 
  It reeks of angry leaves, mulch, 
  and mud. A small tree flourishes 
  without reason in this dank, 
  suffocating hole. The mound of 
  unidentifiable rubble and wet earth 
  glows faintly green.
   Walls tremble at the lightest 
  touch. Physically entering the room 
  will upset centuries of delicate 
  magical balance, causing the room 
  to noisily collapse in 2d20 minutes. 
   Within the mound, a shallow 
  grave bears the left arm of a terrible, 
  vegetative god.
  With proper tools, the arm will 
  take 1d20 minutes to exhume (1 
  minute if the precise location 
  is divined). It will require 
  2d20 minutes without tools 
  (3 minutes if the precise 
  location is divined).
   The glossy black arm 
  appears to be exoskeletal,  
  something like the limb 
  of a man-sized mantis. 
  The bearer of the arm 
  always smells of mildew.
   Touching the arm to 
  a man-made structure causes 
  the building to be subsumed and 
  destroyed by native flora within a 
  week.
  f. Tomb of She of Calm 
  KnoWledGe 
  A polished sphere of mirrored silver 
  sets heavily in the room’s center. 
  Anyone looking at the sphere sees 
  their reflection within a dark forest. 
  (This is about half carefully painted 
  walls, and half the memory of 
  forgotten magic.)
  It is an incredibly soothing place 
  to visit. It always smells of hidden 
  blooms and trodden pine leaves.
  The Sphere itself is actually thin 
  silver foil placed upon a frame of 
  brittle canvas and old willow limbs.
  Should the Tomb for the God of 
  Green Entropy collapse, moments 
  later, the encircling hallway will 
  collapse.
  an Adventure Location by Evey ‘Edward’ Lockhart & Michael Prescott
  THERE IS NO GOD BUT DISSOLUTION
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SOURCE: textdata/thevault/Trilemma Adventures/Trilemma 25 No God But Dissolution.pdf