Welcome to the month two, week two of my personal Dungeon 23 project The Crucible of Oxyus. Join me this week as we stumble upon a river of magma, a secret library, and a garden of fungal delights! enjoy...
Week Two: Rivers of Magma
2/5: The Fungal Garden
A 10’ wide hallway leads
here from room 1/29, stopping at a large double-arched doorway. The room is a
half-circle roughly 50’ in diameter with no obvious tool marks. The floor is
covered with florescent yellow lichen, illuminating the room as though it were
a full moon. Past the southern hallway, a bright orange glow emanates.
·
South: The
southern end of the room opens on a 20’ wide hallway with 30’ tall ceilings
supported by six columns.
· Mushrooms: The
room is filled with fungous of various kinds. 10’ tall toadstools (red capped
with gold spots) are scattered around the room. Besides these, a set of raised
beds are filled with odd mushrooms. Large blue Lion’s Mane, sticky pink slime
balls, dark chartreuse chanterelles, blood red moss, and tiny purple toadstools
fill the raised beds and overflow onto the floor and walls.
Mushroom: |
Effect: |
Florescent
yellow Miner’s Beard |
Casts
light like a candle, retains its glow for 6 hours after being picked. Makes a
delicious tea. |
Red
Giant’s Table |
The
outer layer can be peeled and cured like leather. |
Blue
Lion’s Mane |
If
eaten, consumer suffers a -2 penalty to INT and gains the ability to see
Invisible creatures and objects for one hour. |
Pink
Healer’s Salve |
Apply
to wounds to heal 2 hp, only works once a day. |
Green
Weldin |
A
fantastic underground food source, tastes of chestnuts and garlic. |
Crusader’s
Moss |
Brewed
as tea and consumed to grant a +2 bonus to your next Petrify/Paralysis
save |
Purple
Leddy |
Once
dried, smoke crushed mushrooms for 1d4 hours of psychedelic hallucinations. Used
by ascetics and hermit-priests. |
2/6: The Lake of Magma
A 30’ wide platform looks
out over a large cavern filled with hot magma. The air is hot and moist,
stinking of sulfur. In the southeastern corner, a small stair leads down to a
narrow dock. On the dock, a small stone boat with enough room for five is
moored. The magma chamber is pierced by a large central pillar of natural
stone. There are three rooms visible across the chamber, each with its own
dock.
· The
Boat: Made of dark basalt and etched all over with
arcane runes. The magical incantations allow the boat to float on the magma
with ease. There is a 20’ long metal oar that is resting in a crook in the
boat’s side used for steering the boat through the magma. An iron chain keeps
the vessel from floating away.
· The
Magma: The magma brightly lights up the central
chamber and casts its dim warm glow into the other three rooms that are open to
the magma chamber. The northeast corner of the chamber is pierced by a lava
tube that flows through the mountain past the docks in room 2/14. Anyone
spending more than a minute in the boat or on the dock must succeed at a Death
Save or suffer a -2 penalty to all AC and Attack Rolls due to heat exhaustion. This
will last 1d3 hours or until the PC has done nothing but rest and drink water for
three turns.
· The
Magma Pillar: The central pillar of stone that reaches
floor to ceiling in the magma chamber has a secret chamber inside it. An
illusion of an unbroken rock face hides the door from casual observance. Those
who can fit inside find a small chamber with demonic runes etched in the floor.
The heat from the magma doesn’t pierce the walls, leaving those who sleep in
here all night with an immunity to the negative effects of the hot magma
chamber for the next 24 hours.
2/7: The Forge
This room is 30’ long by 20’
wide with a stone dock connecting it to the magma lake on its eastern side.
This chamber contains a large furnace, an anvil, a work table with chair, and a
rack of tools. There are the bones of two Goblins in the corner of the
room.
· The
Forge: The forge is designed to work off the heat of the magma.
It is fully operational.
2/8: The Laboratory
This room’s north side opens
onto the magma chamber. The room itself appears to be 25’ wide by 50’ long.
There are two tables in this room covered in arcane equipment including small
burners, test tubes, flasks, calipers, scales, and various old jars of
foul-smelling powders. There is an empty five-foot diameter brass brazier and a
three-foot tall carnelian statue of a phoenix (200 gp) in the corner as well.
·
West: A
large carved stone portal leads to a narrow bridge that crosses the magma to a
landing with a metal door on it. There is a Goblin skull resting against
the metal door. This door is locked.
· The
Illusory Wall: The southern wall is illusory. The
room goes back another 10’. This deception hides an odd device built into the
southeastern corner. It consists of a 10’ diameter circle of metal and wood on
the floor connected by leather tubing to a metal rectangle attached to the
wall. This rectangle has two large levers and three small switches on its
surface. When the levers and switches have been arranged correctly, the device
will teleport up to six people standing on the circle of metal and wood at
a time to the other teleportation device in the Archive, room 2/11.
Whenever someone uses this device, a massive thunderclap is produced.
2/9: The Audience Chamber
This 30’ long square room is
open to the magma chamber on its eastern side. The room is dominated by a large
throne on a raised dais that takes up half the chamber.
· North:
A
throne of bluish granite with dark green, burnt orange, and light teal
stones flecked inside it. The throne floats 8” off the floor. This is the
Moribund Throne of the Magician, the legendary seat of the wizard Oxyus
of Fenebrahn. It was from this throne that he commanded his legions before
they were overrun. The voice of someone who sits on the throne will be amplified
throughout the entire level. (This immediately triggers a three-in-six
roll to see if a random encounter is triggered.)
· West:
Through a stone archway carved to look like curling moss, a 5’ wide hallway can
be seen. This hallway leads to a T-junction after 25’. The right-hand hall
leads to room 2/10. The left-hand hall leads to the door to the bridge to
room 2/8. Ten feet after the left-hand bend in the hall, a pressure
plate has been hidden among the other floor tiles. Those who
unsuspectingly step on it will trigger three spears to shoot out at them
from concealed holes in the wall (3d6 damage or succeed at a Death
Save and receive half.)
2/10: The Chantry
The room is 35’ long by 20’
wide. The walls, ceiling, and floors are all covered with glazed red, orange,
and yellow tiles. There are ten stone benches in this room, arranged in two
rows. In front of them a carved altar the size of a barrel. There are 2d6 Zombies
milling about here, feasting on the corpses of three adventurers. The Zombies
seem to be dead Melted Cultists, though none of them wear their
goat’s-eye pendants. The adventurers’ equipment is too badly damaged to
recover.
·
North: A heavy
brass and iron door on the northern wall connects to a long 5’ wide hallway
that eventually leads to the secret door in room 1/30.
·
South: There is an
archway here that leads to the hallway to rooms 2/9 and 2/8.
·
The Altar: This
barrel-sized altar of Tigers-Eye Jade has been carved into a scene of Zaltus
Embri, the Phoenix God of Magic being strangled and defeated by the Serpent
of Darkness, Aboses. (525 gp).
2/11: The Archive
·
This room is immense-- 50’ wide by 100’ long
with 35’ tall ceilings. The archive is located somewhere on the material plane,
but it is unclear exactly where. The room is divided by three levels with
stairways down to each level. There are bookshelves located on all three levels
of the archive covering a myriad of topics both mundane and magical. The archive is always room-temperature. There
are several tables and chairs throughout the archive.
· The
Teleporter: A metal and wood platform with a rectangular
control surface similar to the one in room 2/8. This device works the
same way, teleporting six people standing on its pad at a time standing
to the other teleportation device in room 2/8. Whenever someone uses
this device, a massive thunderclap is produced. This device is the only
visible way in or out of the archive.
·
The Library: The bookshelves
are filled with too many books to list here. General information on the
topics of history, the gods, continental geography, weather, common flora and fauna
of the region, mathematics, Elven lore and history, dwarven history, geology,
and music can be easily acquired after 1d6 turns of searching. Specific
information on these topics or general information on magical
subjects takes 2d4 hours to find. Specific magical information
will take 4d6 hours to find. The information seeker cannot take any
other significant action while searching the archive. This time may be broken up
though. There is a one-in-six chance that each search attempt will also
uncover a random arcane or divine scroll hidden in a book. (50%
chance of either.)
· The
Secret Door: On the bottom platform in the northwest
corner is a red lacquered bookshelf. Pulling
the large green-spined book on the bottom shelf titled A Manual of
Statistical Inquiry will trigger a secret teleportation circle
to activate, teleporting the person who pulled on the book to room 2/14
and leaving a plume of thick pink smoke that smells like berries behind.
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