(Map) - My first dungeon: A mountaintop observatory

Below are some notes I typed up regarding each room, save the last which I haven't yet worked out.

Room 0: Hidden entrance Snowy plateau Clear sky, sun cresting above peak off in the distance High wind, shortness of breath (sense of urgency) Stone structures like stone henge Stone slab (pedestal?) in the center, partially obscured with snow

Clues to entrance: intelligence check: Remnants of stairs descend toward slab If someone inspects an arch they fail, but upon leaving they trip over a detached iron rod Push snow away reveals small hole slot

Solve by: Strength check against door DC 17 (x2) Rod in hole slot Arrow or thin piece of hard material in hole slot (swords too wide)

Room 1: Deadly trap NPC charges ahead into dungeon Down a flight of stairs they run Steps on pressure plate and is gruesomely killed by crushing force Hear whirs of gears and the trap resets (STILL ACTIVE)

Room 2: Fight: x2 Shadows (rivals escape) Cold, quiet except for sound of wind from outside and the echos of your own footsteps. Pitch dark without any torches lit

As your torch dimly lights the room, you see that it’s circular, roughly 25 ft in diameter. sparsely filled, loose papers (star charts) broken equipment and rubble partially obstructed door on the opposite side of the room

You see movement out of the corner of your eye You turn to follow whatever it was and you find yourself staring at the rival prisoners, their shadows cast still against the wall behind them. (INT check) - There are four people standing there, but five shadows. As soon as this puzzling fact sinks in, however, one of the shadows peels off of the wall and quickly moves behind (NPC). Just as you call out to him, the foreign shadow has grappled (NPC) by the head and drags him behind an overturned bookshelf. Strange that a shadow over one’s mouth would cause muffled screams, but that’s what you hear before all goes silent.

As you examine (NPC’s) body, you notice the shadow of his slumped body begins to writhe as the flesh remains motionless. It slithers up against a wall, appearing to stand upright.

It ventures toward (nearest person).

Rival party gives PCs the slip: You notice that ____ and _____ are no longer there.

___ is also gone. (INT check DC 10: See last NPC slip through the door)

Room 3: The long descent You clear the rubble and charge ahead. You encounter a spiral staircase that descends to the right. It wraps widely around the outside of the preceding room.

Room 4: The main hall As you descend, you begin to hear a distant rattling and clanging. The cylindrical column on the inside of the staircase remains, but the outside wall eventually opens up, revealing a spacious circular hallway. Pale sunlight shines through skylights amidst the radiant arches that uphold the ceiling, which rises at least 30 feet above the floor below. The column that you’re descending is in the center of the wide hallway which wraps around it, and you see doorways on the outer walls. It feels just a bit warmer now than it did in the chambers above.

When you descend a bit further, the sounds you hear are distinct. It sounds like something hitting stone. You also think you hear a voice, yelling.

Room 5: Main shrine & entrance to inner Sanctum The noises that have captured your attention since your descent on the staircase are very clear to you now. They are the voices of your rivals. They emanate from within the central chamber. Unfortunately, a formidable portcullis has been secured shut, barring entry. If you peer through, you can see your rivals chipping away at stone and digging away at a massive pile of debris.

Room 6: The library you quickly see towering bookshelves lining the walls. Several thin slits in the wall opposite the door appear as if they once hosted window panes, now a modest snow drift has blown in from outside. A few desks are littered with documents and books.

Contains: Journal - Why they fled, mention of secret passage behind the altar, reference to inner sanctum Star Charts On Celestials (Ornate, stress its value)(Needs to be translated)

Room 7: The head priest’s quarters You enter a cool and surprisingly bright room. As your eyes adjust, a large stone desk greets you with papers are strewn about. A pedestal meant for a small trinket sits empty on the desk. Behind it are several bookshelves, mostly emptied. A dusty robe is slung over the back of the chair behind the desk. Behind the desk is a tattered mat on the floor. All of these features are silhouetted, however, by a large hole in the back wall letting in light, air, and snow from outside.

Additional features: sizeable animal feces left in the corner.

View of path: Gazing downward, you see a mighty chasm of rock and ice. It’s clear by now that much of this temple was built directly into the rock face, but curiously, you can see part of the temple structure directly below you, also severely damaged. It’s a stairway crudely hewn into the rock with large gaps missing. The stairs begin out of sight to your right, almost reaching your level, then wrap around directly below you roughly 30 feet, before turning into a flat path that goes back into the mountain.

Contains: Map with secret entrance behind the altar described (in desk) Priestly robe with money inside Reference to inner sanctum View of secret path below

Room 8: Private altar An ashen mustiness greets you as you pass through the doorway. With no windows or skylights of its own, the room is quite dim—The limited light of your torches just barely reaches the opposite wall. But you can vaguely make out the shapes of three humanoid figures in the distance.

The figures are motionless. Upon closer inspection, they are statues. No, not statues, more like shrines. Three of them arranged in a semicircle at the end of a long hallway lined with unlit candles and filled with tattered mats.

Contains: Secret passage 1 enemy waiting on a chandelier (semi-boss)

Clue to secret passage: INT check, cold air felt.

Room 9: Secret passage You barely squeeze through the opening into a dank passage carved out of the rock. You have to crouch down to make it through. After 50 ft or so of careful twists and turns, you soon come to an opening—A severely damaged stairway hugging the steep cliff on the mountain.

Gap in the steps: Leap trial Sleeping NPC with treasure

Contains: Leap trial (Dexterity DC 15) Sleeping Drahn (could be provoked to attack, or could be ally) Charisma check DC 15 to hand over the bauble, be an ally, or intimidate.

Room 10: Inner sanctum

The exposed path eventually winds back into the mountain. A tall but narrow crack in the rock allows you to walk through single file. Almost as soon as you venture in, however, you notice a creature lying curled on its side on the ground. It’s a bit bigger than a human, covered in fine blue-white hair. (INT check 28 to identify). You don’t have a clear view of its face. The creature appears to be cradling a small, clear sphere emanating an orange light. The creature is… snoring, quite loudly.

/r/rpg Thread