Monday, November 24, 2014

The First Four Rooms

The bottom floor of the temple to Jarraka is occupied by four rooms, obviously this being a temple to a goddess of chaos the rooms would not be encountered in any particular order (For details see this page).

  1. The main entrance to Jarraka's temple was once grand, but now the marble walls are only decorated with tapestries that are black with mould, they fall apart with the slightest touch. A large gold candelabra hangs from the ceiling and two large ceramic urns flank the entrance. At the opposite end of the room there are two large doors covered with gold leaf. The urns are both about half full with small silver coins, a more thorough examination (DC25) of the room reveals that the candelabra is hiding a hatch in the ceiling. One idea that I had for this temple was that there would be more wealth than my PCs could realistically carry. This type of situation forces them to make decisions and to focus on what is really important ~ their story.
  2. This room's walls, floor and ceiling are made of steel, deep gouges and cracks crisscross three of the walls. A barely audible whine fills the air and a beautiful statue of a nymph or dryad occupies the center of the room. Nearby a large steel mace is chained to the floor on a 5ft length of chain. When the PCs try the door they don't open. This room is designed to confuse/frustrate the players a bit, any interesting/creative attempts to open the room should be rewarded. In my game Laqar, our fighter, went up to the statue and kissed it and I had it come to life.
  3.  A small stream divides this room as it bubbles over the floor made of mossy boulder, it flows through a grate to the outside (Alternative entrance/exit). On each side of the stream there is a rough wooden door and a large wooden chest; scattered across the floor are coins and gems. After interacting with them the PCs should realize that battle-scarred chests are animated and bitter rivals that often fight each other for territory in the room. The chests are aggressive and will either attack anyone that tries to open them or if the opportunity arises flee the room to a more spacious territory. I came up with stats for the chests that included a gaze attack that captivated the victim for 1d4 rounds on a failed will save "Oooohhh shiny...."
  4.  Another puzzle room, this one has no doors, once the players are inside the room the door they entered through disappears. In the center of the room stands a large marble pillar, it separates metal grates in the floor and the ceiling, preventing them from being opened. The air in the room is cold and has a metallic taste. Upon closer inspection one of the walls is slightly warmer indicating a secret door out. If the players try to move or break the pillar in order to access the grates a demon is summoned which immediately attacks the players. I used this abomination to gross out my players.
Tune in next time time for rooms 5-8. 




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