Dungeeon restocking continued. We cover areas 19 through 23.
Unless otherwise stated, all areas are unlit.
Unless otherwise stated ceiling height is 10 feet. The ceiling in area 22 is 20 feet.
All secret doors require a DC14 or better perception to spot.
All areas other than 0, 1, and 3 are grey stone.
Note: When characters reach the hall outside either area 7 or 10 the Telluric Slink in area 22 begins moving. When the characters enter areas 8, 9, or area 11 it would move to area 16, then the next to 14, and so on, as the party progresses. This makes it possible for the party to meet or bypass the Slink at various locations. Reminder - it has blindsight and will detect their movement or other vibration causing activity within 60 feet distance and begin moving toward such activity.
Area 19: A faded painting of Ghul the Half-God is centered on the south wall. Below it sit three rusted iron chests, open and empty,
Area 20: The walls floor, ceiling, and doors within the room are painted black. The paint is fading to a dingy, dark grey and flaking off some areas.
Area 21: In the eastern section of this room is a bedroll and a backpack. Inside the backpack are three days of rations and two water skins. One of the water skins is empty.
A strange apparatus is attached to the northern wall. A hand shaped plate is affixed to the side of a device connected to 3 mechanical arms that end in needles. Above them are 4 glass tubes containing colored liquids. Hanging from the ceiling is a fully encasing helmet with a smooth, featureless face, only the eyes are not covered. It is not possible for the creature in the helmet to operate the device.
Pressing the hand plate allows for control of the device mentally. A creature standing beneath the helmet becomes locked in and held in place until treatment is complete. The device is for injecting the various liquids into the subject's eyes for different effects. All benefits gained cease after one month without repeat treatment. Drawbacks are permanent without a restoration or remove curse.
Translucent yellow - This liquid turns the iris bright golden yellow and gives the recipient dark vision out to 60'. It has no effect other than color change for creatures that already have dark vision.
Syrupy green - This liquid turns the entire eye black and gives the recipient the ability to function in bright light without penalty. Other than color change it provides no benefit to those who have no problems in daylight.
Translucent pale blue - This liquid turns the eye completely transparent resulting in blindness except in magical darkness.
Opaque red - This liquid is the catalyst that allows other liquids to be mixed effectively and safely.
Mixing yellow with green results in glowing green eyes and provides both benefits.
Mixing yellow with blue results in a green iris and both benefits.
Mixing green with blue results in no color change to the eye, and provides x-ray vision through up to 6 inches of wood, 1 inch of metal, but not through lead. No other benefits are achieved.
Mixing any colors without including red liquid requires a DC15 Constitution saving throw. Failure results in 3d6 poison damage, the poisoned condition for 24 hours, and severe vision difficulties giving disadvantage on anything affected by vision. Attack rolls, Dexterity saving throws, and skills needing eyesight are examples.
Both eyes must be treated alike or the same penalty to vision related efforts occurs.
Area 22: Empty. See above to determine location of the Telluric Slink.
Area 23: Rotted wooden furniture and a rotted rug adorn this room. Otherwise empty.
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