Friday, March 31, 2023

Dungeon23: Week 12

 Level 3 - Area D

This map is created under the CC BY-SA 4.0 license.


Area Notes

The architecture of the Inner Sanctum, like some of the other rooms in the Level, have features that seem far more ancient in both character and state than the Temple above.  Wall carvings are worn, faded, or otherwise unidentifiable save for the recurring theme of snakes and eyes.  Rooms and corridors are still pitch dark except where noted.  Finished rooms have unlit torch sconces at entrance points.  The doors in this area are made of stone.

Room 22: Baern-men of Honor

Six (6) baern-men in ill-fitting Cult scale armor and masked, spired helms form a strange honor guard for this hall.  Four of them (HP 15, 15, 14, 8) stand guard along the walls with spears (1d6+1 damage) and two (HP 15, 21) guard the exit door armed with wavy, flamberge swords (2d8 damage, treat otherwise as two-handed swords.)

Room 23: Trippy Curtains

This room has several cords hanging from the ceiling at random intervals, glittering with multicolored gems, and coins of silver and gold.  A central cord towards the back of the room also has a large reddish-orange gem glittering at the end of it.  The walls have worn carving of  striking snakes.

Disturbing a cord (such as pulling on it it) has a 2-in-6 chance of causing a glass pellet to fire from a small hole in the wall in one the snake's mouths with a whooshing sound (save against wands to avoid.)  The pellet causes 1d4 damage and shatters on impact to reveal it is filled with an acid that burns for an additional 1d4 points of damage.  The acid continues to burn for 1d8 points of damage for two (2) rounds.

Characters attempting to cut a cord will find it has an inner, metal chain that is the trap’s triggering mechanism.

The coins on the cords total 600 silver, and 600 gold.  The central gem is a large, but flawed garnet worth 50 gold.  The other “gems” are merely glass beads.

Room 24: He Who Watches Finds You Lacking

The walls of this arched tunnel are carved with reliefs of writhing snakes and staring eyes that seem to stare at the very soul.  Followers of Law and non-Chaotic clerics that pass through the tunnel are cursed (as a reversed blessing spell,) and any non-Chaotic blessing spells are immediately cancelled.

Room 25: Bad Mustard

This room has four pillars and a small dais at the center with a large, bronze bowl.  The bowl is filled with a mustard-like substance that shimmers with coins on the surface.  The “mustard” is an ochre jelly (HP 27) that attacks if disturbed.  If destroyed, the remains of the jelly have a total of 200 gold coins, and 400 silver coins.

Room 26-28: Chambers of the High Priest

The High Priest wanders these halls where he made his last stand.  Bereft of his life (and his head,) all that is left is a wraith – a tattered, ethereal version of his former self, composed of hatred and futile rage.  His spectral visage is accentuated by two glowing eyes that are suspended where his head should be.  However, he is still a formidable enemy, with unholy powers only somewhat diminished by his undead state.

While in these chambers, there is a 2-in-6 chance every turn of encountering the High Priest.  The cunning wraith will play a cat-and-mouse game with intruders, using his ability to pass through walls to hunt and harass enemies.  The High Priest is unique from other types of wraith in that he can project his energy-draining touch attack in the form of an ethereal short bow and ghostly, snake-like arrow at a range of 50 feet.  He will employ unholy spells of causing fear and/or paralysis (1/day each) against powerful opponents who engage in melee.  If beset by magic users with flame spells or opponents who enjoy throwing flaming oil, he will flee to Room 27 and use a reversed spell of resisting cold, along with the chamber’s unique properties (see room description below) for defense.

Wraith of the High Priest: AC 3 [16]; ATK 1 touch or ranged; DMG 1d6 dmg + level drain, HD 5 (HP 26); MV 9 (24 flying); SAVE 12 (or as priest); SPECIAL Ranged level drain (1 level,) immune to nonmagic/nonsilver weapons, unholy spells; AL C; XP 600 (or HD + specials.)

Destroying the High Priest releases his Holy Symbol, which clatters to the ground.  It unlocks a few doors and/or devices in the Temple (see individual room descriptions,) and also unlocks access to all three levels of the Temple when using the elevator (“E”.)

Room 26 (Chamber of the Equinox): The walls of this chamber are carved with open-mouthed faces of various sizes that blow powerful, buffeting winds.  The winds blow out torches and disrupt missile attacks (-1 to hit.)  They also make talking and listening difficult.  Spoken spells have a 10% chance of failing and being lost.

Room 27 (Chamber of the Solstice): Heat and cold are reversed here as evidenced by multiple braziers full of ice crystals and a central reflecting pool that is "filled" with fire.  Torch or lamp flames become crystals of ice and spells dealing with heat or cold are reversed (resistance to cold protects against heat; a ball of fire becomes a ball of ice, etc.)

Room 28 (Gate to the True Temple): A massive, circular gate made of stone dominates the end of the chamber.  There is a mechanical panel on the wall to the right of it, which appears to be broken, and the remains of old, timber barricades on the floor that once blocked the gateway.  The gate is the main entrance to the True Temple (Level 4 and beyond.)  There is a parchment with a writ of sealing in the old Common tongue nailed to the barricade:

Beware!
Here lie the foul Snakes under the Earth
Sealed for all time by the might of steel
So declares He of Royal worth
King Cyneric, Trampler of Serpents under sandaled heel.


There are several alternatives for opening the gate to the True Temple.  A thief may attempt to jury rig the unfamiliar technology with their lock opening ability at a -20% penalty.  The thief may attempt this only once per level of experience.  The original, bronze lever to the panel can be found in the Barrow of King Cyneric (wilderness hex 1815) Finally, a professional NPC could be hired to repair the device at a substantial cost (determined by the GM,) since it entails facing high dangers in the Temple.

Another, far more difficult way to enter is to wait for the rare being to open the gate from within.  This would require considerable patience and a roll of two ("2") on the Level 3 Wandering Monster Table (Note: link forthcoming.)

The only other feature in the chamber is the skeleton of the High Priest sprawled in a corner.  His once resplendent Cult scale armor is corroded, but his helmet (sans head) remains intact and functional.  The helm is of an ancient style (Hoplite) in appearance, with twin, curling snakes at the top.  The Snake God’s Eye stares from the forehead.  Unfortunately, the helm is now cursed to change the alignment of the wearer – Lawful types become Chaotic and vice versa; Neutral characters change to Chaotic or Lawful (50/50 chance.)

A torn and rotting satchel contains a potion that bestows haste on the imbiber (as the spell) and two (2) scrolls: one with an unholy cursing spell (reversed blessing) and another which appears to be a map leading to an outpost of the Cult (wilderness hex 2634.)

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