Room 15
The door to this room is stuck shut. It opens into room 15 from areas 14 and 16. If characters linger in the room, don’t forget to roll for random encounters.
The air here is thick with what must be fungal spores; it tastes musty and sour and burns your eyes and the backs of your throats. The walls of this room are lined from the floor to the ceiling and end to end with shelves filled with books, scrolls, tablets and other items. Three heavy-looking tables and several chairs of dark, dust-covered wood occupy this room. Upon the table-tops sit more books and scrolls.
The dust upon the tables is mostly mold spore. The mold here feeds upon the vellum and parchment of the books and flourishes in the moist air of the dungeon. Individuals staying in the room longer than a minute are required to make a saving throw vs. poison. Those that fail become lightheaded and faintly nauseous as a result of exposure to the spores (-1 to all rolls). Those who remain longer than a minute must make an additional save for each subsequent minute. With each failure the character receives an additional -1 to all rolls. Upon the third failure (-3) the spores begin to have a psychotropic effect upon the character, roll below for specifics. The penalties will fade 1d10 minutes after one removes oneself from exposure to the room.
Roll d10
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Temporary Disorder
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Effect
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1-4
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Anxiety
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Character becomes restless and feels on edge. No further penalties.
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5
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Panic Attack
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Character experiences a pounding heart, sweating, shaking and shortness of breath. -4 to all rolls lasts for 1d10 minutes after removing oneself from exposure to mold
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6
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Panic Attack
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As Panic Attack above, plus an overwhelming fear of losing control or losing one’s mind; character must save vs. spell to remain in the dungeon. Failure indicates a compulsion to leave for at least 24 hours, at which time the character will feel normal and may return. -4 to all rolls for 1d10 minutes after removing oneself from exposure to mold.
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7
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Hypochondria
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Character fears he or she has contracted an illness due to being in the dungeon. Must save vs. spell to remain in the dungeon. Failure indicates a compulsion to leave for at least 24 hours, at which time the character will feel normal and may return. -4 to all rolls for 1d10 minutes after removing oneself from exposure to mold.
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8
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Paranoia
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Suspects that other characters are exploiting, harming, or deceiving him or her; reads hidden and threatening meanings into remarks or events.
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9
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Paranoia/ Schizophrenia
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As paranoia above plus auditory hallucinations (i.e. “hearing voices”) Character has a base 25% chance plus 5% per additional minute spent being exposed to spores of becoming violent and randomly attacking another character
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0
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Stunning Insight
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In a moment of epiphany, character will suddenly understand something about the dungeon and be 100% certain of its truth. The DM should not confirm the truth, only relay to the character their belief in it. Roll on the next table.
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Roll
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Knowledge
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1
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The gem is still hidden somewhere in the ruin (true)
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2
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The gem drew forth the life force of its victims and provided its user extended life (true)
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3
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The gem is controlled by a powerful, evil entity (true)
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4
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The specter Ergon is bound in unlife to protect the gem and will not allow it to leave the ruin (true)
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5
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A secret crypt area can be accessed from area 3 (true)
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6
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The priests and monks of the abbey were forsaken by their deity for their foul acts (true)
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Most of the books appear similar to the below image and at one time may have been valuable, but time and the elements have ruined them. They will typically be illegible or fall apart upon touching. But, for every minute spent searching the library a legible and/ or valuable tome may be rescued from the heap on a cumulative roll of 1 (2,3,4,5,6) on 1d6. These include the below (with special thanks to Michael Curtis and The Dungeon Alphabet)
Roll 2d4
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Tome
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2
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The Apotheosis of Saints by Father Buckwald Idell
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3
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The Selected Letters of Archbishop Hy
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4
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Vulgar Gestures of the Orcs by R'utc Bilegob
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5
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Entrails, Clouds & Birds: A Practical Guide to Beginner's Divination by Ptolus Thutmeses
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6
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Herbs of the Night by Thryvil Clemes
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7
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A Price Too High by Zeke the Undying*
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8
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Sand, Wind and Djinn by Sajid Hadad
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Each of the above books is a competently written and well-known tome and will provide a character capable of reading it both general and some specific information of the respective topic. I like to use books (when not sold for cash) as adventure hooks or sources of information. I rolled all of these randomly using Michael Curtis's The Dungeon Alphabet. I've got ideas in mind for how each one could provide some future feature to the campaign. If they don't make it that far, each book can be sold for 2d4 x 10 gold to the right collector.
The book with the asterisk (A Price Too High by Zeke the Undying) describes the author's use of a magical gem to steal the life force of others in order to extend his own life for centuries. A picture of the gem is included.
Room 17 & 18
Characters that carefully search or observe the door leading to this area will note that a mist of some kind escaping from the room from beneath the door. The air there is cooler and damper than that of area 14/16.
The chamber beyond has a tall ceiling and the beginnings of what appear to be rather intricate carvings and embellishments worked into the natural stone. The overall effect presents the aspect of an important but unfinished room. The center of the room descends from where you currently stand by way of several broad steps. A white mist fills the lower portions of the whole area, up to a foot and a half where you currently stand. Soft currents of air push it to and fro.
The center of the room indeed descends. An open pit, concealed by the mist, leads to a natural cavern below. The floor of the cave below is 50' below area 17 & 18. Players not cautious in descending the stone steps will fall into the pit, taking falling damage from a 50' drop.
The inhabitants of the monastery were expanding the dungeon, this room was to be an important ceremonial chamber, when the workers carving out the lower portion of the room fell through the floor and into the chamber below. This natural cave contains a small underground stream with a broad and shallow pool and the remains of a worker never recovered from the fall. It can serve as an access point to a 2nd dungeon level or be an isolated cave.
Characters that carefully search or observe the door leading to this area will note that a mist of some kind escaping from the room from beneath the door. The air there is cooler and damper than that of area 14/16.
The chamber beyond has a tall ceiling and the beginnings of what appear to be rather intricate carvings and embellishments worked into the natural stone. The overall effect presents the aspect of an important but unfinished room. The center of the room descends from where you currently stand by way of several broad steps. A white mist fills the lower portions of the whole area, up to a foot and a half where you currently stand. Soft currents of air push it to and fro.
The center of the room indeed descends. An open pit, concealed by the mist, leads to a natural cavern below. The floor of the cave below is 50' below area 17 & 18. Players not cautious in descending the stone steps will fall into the pit, taking falling damage from a 50' drop.
The inhabitants of the monastery were expanding the dungeon, this room was to be an important ceremonial chamber, when the workers carving out the lower portion of the room fell through the floor and into the chamber below. This natural cave contains a small underground stream with a broad and shallow pool and the remains of a worker never recovered from the fall. It can serve as an access point to a 2nd dungeon level or be an isolated cave.
