Dungeon ‘23 - Week 26

As June comes to a close the magical castle finds itself only half-empty (or maybe it’s half-full depending on your outlook)! I’m very happy with how everything has turned out so far, but I’m getting a little nervous about the next four zones. I’ve had most of the ideas for the levels I’ve written so far more or less crystallized in my mind since last December when I started writing down some of my ideas. Unfortunately for the next four Zones (the “Guardians’ Towers” we’ll call them) I only have vague ideas in mind, which is a little nerve wracking. I know I want to aim for something of a classic The Legend of Zelda experience, but I’m not much of a puzzles guy so that is going to be a challenge. Fortunately I have a friend who absolutely adores puzzles in RPGs and he’s already expressed interest in helping me out!

I am going to take the month of July off from this project. Between wanting to prevent creative burnout and the fact that I’ve got a few trips planned I don’t think I’ll be able to consistently dedicate the time needed to the project. I fully intend on working on the dungeon, but at a much slower pace and without public-facing updates. When August hits I’ll be back in the swing of things!

As always, thank you for your continued interest, support, and kind words! I’ll see you all again in August!

F25 - Stairway Room, Northeast Tower, 2nd Floor

Light: Medium, glowing crystals in wall sconces give off warm light and arrow slits let in narrow beams of sunlight.

  • An empty, rather dusty room. Cobwebs hang from the rafters.

  • An Animated Suit of Armor stands by the doorway, barring the way for those without permission to pass through to the Tower.

  • Above the doorway are the words “Give not in to your greed.”

  • Second stairway leads up to F27 - Northeast Observatory.

  • Gargoyles can be heard gossiping outside.

F26 - Entryway, Northeast Tower, 2nd Floor

Light: Medium, glowing crystals in wall sconces give off warm light and arrow slits let in narrow beams of sunlight.

  • Piles of gold fill in the corners of the room. The coins are real, but when they are disturbed they duplicate, quickly filling the room with enough “treasure” to suffocate any inhabitants.

  • Two disguised mimics flank the northeast door of the tower, which leads to Zone G - The Tower of Kaikias.

  • Gargoyles can be heard gossiping outside.

Mimic - STR 13, DEX 10, WIL 12 - HP 9

Bite (d8) or Tongue (d6), No Armor

- Indistinguishable from a chest or foot locker when immobile.

- Remains motionless, attacking anything that touches it or tries to open it.

- Its tongue is covered in a sticky, glue-like substance - trapped creatures are only freed upon the mimic’s death.

- Inside of the mimic is 10d20 gold pieces worth of gems, coins, and jewelry.

F27 - Northeast Observatory

Light: Bright during the day (sunlight), low during the night (moon and starlight).

  • A small balcony with an ornate telescope pointed at the heavens.

  • No railing, be careful not to fall.

  • Can see the gargoyles hanging about on their outcropping below.

The Wayfarer’s Telescope (Relic) - 2 Charges - Heavy

An ornate telescope made of orichalcum with a diamond lens. Various knobs and dials run along the top and carvings of unknown planets, moons, and constellations cover can be found all along the metal. If a location on the same plane is named, the telescope will point in its direction the location can be seen even if it’s normally beyond the range of such a device. Sounds from the location can be heard, albeit in a distorted fashion. To recharge, take the telescope to a location it’s never been before and stargaze for three days.

F28 - Ossifrage’s Study

Light:: Bright. The source of the light is undetectable.

  • A cluttered study packed with diaries, tomes, grimoires, and even spellbooks. Portraits of Ossifrage’s family hang from the walls - not animated.

    • If someone tries to take one of the spellbooks, the spell contained within is cast, targeting the would-be thief when applicable. Additionally, anyone trying to cast spells from these books without permission is treated as if they were in danger.

  • A desk sits along the south wall, an Animated Suit of Armor next to it.

  • In the southeast corner is a massive astrolabe. The various parts rotate and spin about, seemingly at random. If the castle moves to another plane or realm of existence, the astrolabe’s pieces reform to match the celestial objects in this new location.

    • The master of the castle can use this astrolabe to move the castle to any location they desire.

  • An ornate, adamantine door sits in the middle of the southern wall. It has no handle and no keyhole. It does not respond to touch.

    • Inscribed upon the door is a riddle. Each morning roll for a new language (1 - Elvish; 2 - Dwarvish; 3 - Giant; 4 - Draconic; 5 - Goblin; 6 - Orcish). Only by answering the riddle does the door open:

    • "Within my depths, secrets reside, / Where knowledge and power coincide. / Spoken in tongues, yet never heard, / Unseen by all, yet binds with words. / What am I?"

      • The answer is "Silence.”

F29 - Ossifrage’s Balcony

Light: Bright during the day (sunlight), low during the night (moon and starlight).

  • A small balcony overlooking the local landscape.

  • An overstuffed leather chair faces north, a small table with an ashtray standing next to it.

F30 - Ossifrage’s Private Chambers

Light: Bright. The source of the light is undetectable.

  • A rather humble room, all things considered.

  • King-sized bed flanked by nightstands with a foot locker at the base.

  • Three combination dresser-bookshelves along the southern wall.

    • Each dresser contains fine clothes and jewelry worth 5,000 gp (15,000 gp total).

  • A large armoire made from an alien wood. Locked.

    • Clothing of all makes and fashions fill the armoire.

    • Pushing through the clothing eventually leads to a tunnel connecting to Zone K - The Dreamscape.

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Wolves Upon the Coast - Session #9

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Dungeon ‘23 - Weeks 24 & 25