Week Four: The Halls of Prophesy
2/19: The Antechamber
This 25’ by 15’ antechamber
is supported by four slender pillars of jade, carved to look like the coiled
bodies of serpents. A hole cut through the mountain into the ceiling lets a
thin beam of light enter the room, falling on the handle of the eastern door. A
large eye has been carved above the doorframe of the door.
- East: The sturdy wooden door here is magically trapped. If the beam of light that falls on the handle is blocked from touching any part of the door, anyone within five feet of the door will instantly be teleported to the empty cage in room 2/25.
2/20: The Seeing Room
This oval room is roughly
25’ wide and 35’ long. It is made of a mortared iridescent green stone. There
is a small altar slab in the middle of the room, and beyond that a dais with a
massive obsidian mirror atop it. Anybody who stays in the room for more than a
few seconds will feel the sensation of being watched.
- · · North: This stone door has a noticeable peephole carved into it.
- ·
South: The door on this
wall is made of ancient wicker and slides into the wall.
- · The Oracular Mirror: This large obsidian mirror is roughly five feet in diameter. Any divination spells cast in this room while the caster is looking into the mirror automatically succeed. There is a one-in-six chance that casting such a spell garners the attention of the Watcher In Darkness, he who lives in the space between spaces. The caster must immediately succeed at a Magic Save or be rendered mad for 2d4 turns, unable to cast any spells. The caster will continue to have nightmares for at least a week afterwards.
2/21: The Baths
This mildewy room is 25’
wide by 30’ long. A small stove has been built into the northeastern corner of
the room, and four single person sized tubs make up the contents of this
apparent bathhouse. The water in the tubs is brackish and cloudy, and the air
here is heavy with the smell of mildew.
· North:
A
short ten-foot-wide corridor leads to room 2/22.
·
South: There is a secret
door that leads to room 2/16 here. The western most tub must be moved to
reveal the trigger plate to open it from this side.
· West: The
corridor from room 2/20 enters here.
· East: This
wall contains a rusty iron door with the brackets for a crossbar to block the
door from the other side.
2/22: The Forgotten Garden
This narrow room, 20’ by
55’, contains a small shallow well and three raised beds covered in colorful
mushrooms. At some point this must have been used as a fungal garden, but it
has been a long time since anybody tended to the mushrooms here. The walls were
painted blue at some point, but the paint has mostly flaked off, leaving little
piles in the corners of the room.
- North: A moldering wooden door leads to room 2/23.
- · Mushrooms: For
every turn spent collecting mushrooms 1d6 rations can be foraged. This can only
be done up to three times before all the mushrooms are depleted.
- ·
The Well: The
well is only ten feet deep. At the bottom 2d10 platinum coins and 2 golden
anklets (25 gp each) can be seen
glinting in the darkness.
2/23: The Kitchen
This cut stone room is 30’
by 35’ with a small stove built into the wall. Two tables can also be found
here, strewn with desiccated foodstuffs. A number of chipped ceramic bowls and
wooden spoons are scattered about the room as well.
- · South: A small hallway terminates in a door that leads to room 2/22.
- ·
West: A
corridor on this wall leads back to room 2/20.
- ·
East: This
wall contains a secret door that leads to room 2/24. If the flue to the
stove is pushed all the way past open, it will unlock the secret door with an
audible click.
2/24: The Summoning Room
This domed room is 40’ in diameter with 40’ ceilings. The entirety of the walls are painted in idyllic scenes of grassy plains, though these scenes are now quite faded and molded over. The room contains a small, green-tiled fount with clear running water and a magic circle roughly 15’ in diameter that crackles with eldritch energies. The dried-up and mutilated corpse of a Basilisk lies on the ground to the east of the circle (green X).
- · The
Circle: This circle is inscribed with runes of
summoning and binding. Any Magic User who attempts to cast a summoning
spell within this circle is treated as being two levels higher. The water from
the fount must be applied to the edges of the circle for the effect to work.
- · The
Fount: The fount is magical, being used to bolster the
magics of the summoning circle. If drank, it will stave off the magics of the
Necrotic Resonator for 2d4 hours. This only works if the water is drunk
directly from the fount.
- · The
Corpse: The Basilisk corpse has seemingly
been here for years, judging by its desiccated state. The eyes are missing, and
the abdomen has been split open. The
heart and liver have also been removed.
- · South: A
ten-foot-wide corridor leads from this room to a door with a special crank that
swings the door open from the top. This door is obviously meant to be secret to
those in the adjoining room (2/25).
2/25: The Prison
This room was once 40’ wide
by 50’ long, but at some point the eastern half of the room collapsed into the
magma river below. The air here is hot and uncomfortable, and the magma lends
an orangey-red glow to the room. There are three large, locked cages here, the
fourth probably having fallen into the magma when the room collapsed. The
desiccated corpses of three adventurers can be found in two of the cages.
- · North:
The
wall conceals a secret door here which can be opened by depressing a hand-sized
portion of the wall to the right of the doorway.
- · West: A
rusted iron door blocks the way to room 2/21.
- · The
Corpses: There are two corpses of fighting men in the
southwestern cage. They both are wearing old chainmail, one bearing a longsword
and the other a mace. The corpse in the northwestern cage bares an uncanny
resemblance to a random party member. They are even wearing that person’s clothes.
- 2d4 Goblins on patrol for food (each bears a ruby amulet).
- 1d10 Goblins carrying two Melted Cultists bound and gagged back to their king (each goblin bears a ruby amulet).
- 1d6 Melted Cultists foraging for mushrooms.
- 2d6 Melted Cultists carrying a wooden chest with sapphire inlay back to their master (the box contains a Staff of Swarming Insects with three charges left).
- 2d6 Zombies shuffling around aimlessly.
- 1d4 mutilated Goblin corpses (no amulets).
- 2d4 Giant Centipedes feasting on the corpse of a Melted Cultist.
- 1d6 Kobolds searching for treasure.
- 2d4 Goblins engaged in a running fight with 2d4 Melted Cultists.
- 1d4 Giant Crabs fighting over the corpses of three Kobolds.
- 2d4 Orcs scouting for food and treasure.
- Sounds of hideous laughter.
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