Down, down, down we go! Our first stop in April leads us down to level 3 and all the mysteries it contains. This week's dungeon brings us down to a new level of the Crucible of Oxyus and reveals to careful dungeon delvers new rooms filled with danger and reward! Tales of sorrow, hints at danger, and clues to this level's purpose can be found in the rooms below. Read on to find out more...
4/3: The Landing Chamber
This 45’ square chamber is
cut out of the mountain itself with a 55’ tall ceiling. The center of the
chamber is pierced by a 15’ diameter shaft that enters the chamber from the
ceiling and exits the chamber through the floor. A large metallic rectangle roughly
the size of a large chest is sat next to the shaft. This box-like object has a
number of glowing protuberances and a series of levers on its surface. The
shaft above travels 100’ down from room 2/27 to this one. The
smells of dried animal dung and sour sweat permeate this room.
- North: The
northern wall is separated from a 15’ wide corridor that is attached to this
room by a large portcullis. The mechanism to open it doesn’t appear to be here.
- South: A
five-foot-wide hallway leads from the chamber on the southern wall. It doesn’t
appear to be more than 10’ tall.
- East: A five-foot-wide hallway leads from the
chamber on the eastern wall. The ceiling here is 10’ tall. There is a long drag
mark of rust-brown blood heading out of this chamber. The immediate entrance to
the hall has 1d8 gold coins scattered about it.
- West: A
five-foot-wide hallway leads from the chamber on the western wall. It is only
10’ tall.
- Hallways and Corridors: The access corridors on this level are made of dressed sandstone blocks, and there is also a main hallway that circles this level. The three narrow corridors located on room 4/3’s eastern, western, and southern walls allow travel directly to this ring corridor. The 15’ wide grand concourse that occupies the northern wall of room 4/3 is blocked on both ends by two portcullises. Their operating mechanisms are not visible in the grand hall proper. The circling main access hallway is 10’ wide and exceptionally clean. It can be seen on the eastern end of this week’s map.
4/4: Storeroom
This small 15’ by 20’ room
of dressed sandstone has 10’ tall ceilings. A shattered fist-sized, amber-colored
gem has been faceted in the ceiling. It is half full of dusty crates and boxes.
The smell of the chamber suggest that something may have died in here.
- North: An
unlocked iron-banded, red-painted wooden door with a small grated window is the
only way in or out of this room. (This door can be unlocked by any red-handled
skeleton key.)
- Crates and Contents: The
various crates contain spoiled rations, moldering clothes, and half-decayed
shoes. Behind the crates in the corner, the corpse of a rotting Gnoll is
sprawled. If searched, the Gnoll is found to have 2d10 silver coins and
a rusty dagger on him.
4/5: The Elf’s Cell
This 20’ by 25’ room with
10’ tall ceilings of dressed sandstone is sparsely appointed. The shattered
remnants of a fist-sized amber-colored gem can be seen faceted the ceiling in
the center of the room. At one end of the room a desiccated old cot rests. On
the other end, a small table made of scrap wood can be found alongside a bucket.
This sight is made sadder by the old bones of some forgotten humanoid that had slumped
against the door long ago.
- North: A
locked iron-banded, red-painted wooden door with a small grated window
is the only way in or out of this room. (This door can be unlocked by any
red-handled skeleton key.)
- The Table: Atop
the table are strewn a dry inkwell, a broken quill, and a handful of parchment
sheets. Half the parchments have been written on, but the delicate Elvin script
is not easy to understand. If deciphered, the parchment sheets reveal the story
of the cell’s occupant, Neaglin. Neaglin was an Elf of some unheard-of
kingdom who was absconded from his wooded homeland and forced to live in this
cell. He had no idea why someone would choose him to kidnap, but it seems that
once he got here he was subjected to a plethora of horrible experiments by the
wizard Oxyus and his assistants. His last writings are just filled with
confusion as to why his handlers left and when they would return.
4/6: Another Cell
This room is a 20’ square
with 10’ tall ceilings. A hole the size of a fist has been chiseled out of the
ceiling. A rotten old cot in the back of the room is the only object present. A
large, rust-brown stain of dried blood occupies the middle of the floor. The
name HYRAX has been scratched into the wall the cot lays against.
- East: The
hinges of a robust door are all that remain of this room’s entrance. The room
is attached to a 10’ wide corridor that runs north to south.
4/7: The Quartermaster’s
Office
This is a small 15’ by 20’
cell with an additional door on the eastern wall. Empty sconces on the walls
here can be used to hold torches. The
room contains a table and a waist-high bookshelf stocked with old ledgers. An inkwell,
quills, and drying-sand are set atop the table awaiting their master’s return.
- South: An
unlocked iron-banded wooden door with a small grated window is the only way in
or out of this room.
- East: An
iron-banded wooden door with a small grated window in it can be found on this
wall. The door has been locked. Through the door a passageway leads to
room 4/8. (The pearl-handled key from room 3/13 and any
black-handled key can open this door.)
- The Ledgers: The
ledgers on the bookshelf that are still in good enough condition to read seem
to focus mostly on animal fodder schedules and supply orders for items like
chains, manacles, and lamp oil, as well as personnel requests for “specimen
transportation” events.
4/8: Main Storeroom
This dressed stone room is
20’ by 20’ with 15’ tall ceilings. Empty sconces on the walls here can be used
to hold torches. At its center is a circular table, and in the corner a small
collection of dried old crates can be found. Chunks of broken wood, rotting
rags, and dirt cover the floor here. It smells faintly of animal dung.
- South: A
locked iron-banded wooden door with a small grated window allows ingress
to this room from the access hallway. (The pearl-handled key from room 3/13 and
any black-handled key can open this door.)
- East: Another
iron-banded wooden door can be found on this wall. The door has been locked.
(The pearl-handled key from room 3/13 and any black-handled key can
open this door.)
- West: A
small 15’ long corridor on this wall leads to a door to room 4/7.
- Crates: The
crates contain approximately 200 feet of rusted chain, 10 sets of manacles that
have completely rusted shut, 20 old torches, and three sets of block and
tackle.
4/9: The Pantry
This dressed sandstone room
is a 20’ by 20’ square with 15’ tall ceilings. This room contains a large
wooden table dyed rust-red by gallons of blood with two rusted cleavers atop it
(as Axe), a handful of barrels encrusted with dried blood, and a small
brass grate in the center of the floor. The metallic-sweet smell of old blood
and ages-old rot permeate the air in this chamber.
- South:
There is a corridor that leads to this room from the eastern end of the south
wall. This hallway leads to room 4/8.
- East: Through
a small hallway on the eastern wall a locked iron-banded wooden door
separates this room from the large ring corridor to the east. (The
pearl-handled key from room 3/13 and any black-handled key can
open this door.)
- The Barrels: There
are three barrels in the corner of the room. The largest contains 300 feet of
hemp rope in a large coil, and the other two contain bones and the rotten meat
that clung to them, having now been transformed
by time into a smelly mass of rotten muck.
- Secret Stash: If the room is searched thoroughly, characters will notice that the brass grate is loose. If it is removed, a pouch containing 20 gold coins, two gold rings with semi-precious stones (worth 100 gp each), and a red-handled key are found.
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