The Challenge of Might. Light in this chamber was equal to shadowy illumination when the trapdoor above was open or the gate was imbued with fire or electricity (see below); otherwise, there is no natural light. The bottom of the deep stone shaft is flat and empty, with a massive iron door, forty feet high and thirty feet wide, set in its eastern side. The door appears designed to slide upward, much like a solid portcullis. A thick, sturdily-braced horizontal iron shelf protruding from the door five feet above the floor appears to be the only leverage point from which to lift it. The iron of the door changes color several times a minute, at first glowing orange as if pulled from a forge, then glistening with green perspiration, next frosted with ice crystals, and finally dry and crackling with electricity, before again glowing orange and repeating the cycle. Large runes etched into the doors seem to ignore the state of the door, their forms remaining the color of blackened iron th...
The Guardian Hall. Opening the south port set in the wall is easy but extremely dangerous: a stream of cold energy shoots across the chamber to the opposite wall, dealing damage to anything in its path each round. Concealed under the workbench in a secret compartment were two spellbooks. One spellbook is unremarkable. It is worth 990 gp. The other spellbook, however, is very unusual: its covers are bronze plates engraved to resemble interlocking golem fists, it is thicker than the typical spellbook, and it has an integral hinged bronze bookmark in the shape of a golem’s arm. This arm is actually a mechanical trap and attacked Gryxxa when she touched the book. The book is worth 11,250 gp due to its integrated trap and unusual materials. The Epitaphrum. As the heroes ascended toward the plateau of the Epitaphrum, it became easier than it was at the base of the Throat of Shearphorus to identify the source of Astersyn’s screams, their meaning, and the voice of the Epitaphrum. Th...
Aberration: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. They have darkvision. Aberrations breathe, eat, and sleep.
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