SamuZai
torgny hylén
torgny hylén

patreon


Acererak's Warnings in 3 scripts

An alternative player handout for Acererak's plaque warnings in the Tomb of Nine Gods. They are in 3 scripts: Common (as the adventure indicates), or choose Dethek (thanks to the Dwarven stonemasons) or some unknown Oerthan script because Acererak would write the warnings in his mother's tongue. 

Play it as a puzzle
The two alternative (non-Common) scripts are still in English, so your players can use simple character replacement by recognising patterns found in english (double letters at the end of words are usually Ls or three characters repeated often is either "and" or "the", etc...).

Simulate languages
You could also provide different handouts dependent on languages the player characters speak. Decide that the warnings are in Dethek. The Dwarf player gets the Common handout (as they can read Dwarven fluently) while the rest of the party gets the Dethek version. 

Or keep it simple
Describe it to be in any language you like, have them make a dice roll to translate or have them use up a valuable spell slot and then give them the Common version if successful.

Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts Acererak's Warnings in 3 scripts

Comments

yeah the appendix E : player handouts labels these "Acererak's Warnings" which includes the exterior obelisk (at least on dndbeyond).

Oh... I thought these were supposed to be from the obelisk at the entrance to the Tomb. I misunderstood. "The warnings Acererak has placed on the obelisk and on the grand staircase (area 7) provide clues to overcoming some of the challenges of the tomb. " I guess these are from area 7, and I thought they were the "warnings" from the obelisk. Seems like "Acereak's warnings" is overloaded. Gotcha. Thanks for clarifying.

Ullapool

hey Ullapool, no sweat. These text of these are exactly the same as in the adventure. These warnings are specifically for those inside the tomb. The only option I'm providing is whether you want to keep them in the Common script -- or -- change the script into something else. In your game would Acererak choose Common, leave it up to the tomb dwarfs and therefore be in Dethek, be in a language known to Acererak that isn't native to Faerun, Omuan or something else. And if you were to choose a non-standard alphabet how're the players meant to solve? Through a dice roll, through a puzzle moment... through a magic item or an NPC? In my game, I've ramped up that this tomb feels otherworldly... and so for me, I chose to not have all the signs in the local Common.


More Creators