Perhaps you need a challenging room to drop into a dungeon which it suits.
The Chamber of the Potentate is sure to test the party's mettle!
An illustration and diagram of the Chamber may be uploaded at some point; for now, a simple description will equip the Dungeon Master in placing this encounter in his dungeon map.
There is seemingly but one entrance/exit to the Chamber, which is shaped rather like the Omega symbol of the Greek Alphabet, except that set in either side of the arms of the Omega shape are two alcoves that are semi circle shaped and have a floor space of around ten feet each.
If viewed as a room diagram, the bottom of the Omega symbol is a wall set with a double door (connected to a hall or room in your dungeon) which opens of it's own accord if the someone in the party uses the brazen knocker that adorns the door in it's center. The doors open inward to reveal the curved room and it's alcoves.
30' from the door, set in the center of the curved back wall are two stylized towers about 5' in height. They are 10' apart from each other and jut out in 2-D relief, being, in fact, unlit braziers, though this will not be immediately apparent at a glance.
Betwixt the towers hang, each on twin brass hooks, two long swords of equal length, one having a white hilt set with three small diamonds, the other a black hilt set with three onyx stones.
Above the swords, situated in the center of the wall as if presiding over the two towers, is a great iron visage of a king's face, crowned and hooded with beard and flowing mustache. In each tine of his crown are set four stones, two onyx and two diamonds, the onyx stones being over the black sword, the diamonds over the white one.
In the alcoves are two thaumaturgical pentagons filled with lines and incomprehensible symbols, directly opposite one another.
In the center of the chamber is a roughly hewn great stone, some four feet in height, set with a bronze tablet which inclines towards the door.
There are unlit torches on the wall which can illuminate the room brightly if kindled.
The bronze plaque reads as follows in Common:
By Fire and Sword
Shall the Way be
Opened
And the Voice Be Known.
Choose Thy Blade.
The two swords are magical, and of opposing alignments. The black sword represents Chaos, the white one Law. Their properties and magical bonuses should be decided by the DM in accord with the level of the party and the creatures chosen by the DM that appear in a pentagon if a sword is taken.
Both swords have the power to Change Alignment, which happens instantaneously to anyone who lifts a blade from it's hooks. If someone of the same alignment as the sword draws it no change of alignment occurs, though the summoning of guardians takes place.
If the black sword is chosen by any character able to use it, at that instant inside the right alcove will materialize a Lawful Good monster of the DM's choice which will immediately attack the black sword wielder in a fight to the death.
If the white sword is chosen, a chaotic evil creature will appear in the left alcove and immediately beset the white sword wielder in the same fashion. If two characters each take a sword, it will play out the same way.
The monsters will attack only the sword holder and ignore any attacks from others; if they are killed, they do not die but vanish. They can kill the characters, though.
The party should not be told of the alignment change, or the "why"- though the DM can let affected players know later in private so they can begin playing their new alignment.
Examination of the towers reveal their turrets to be inlaid metal channels with old scorch marks. Lighting fires in them will unlock a magical effect ONLY AFTER the guardian or guardians have been defeated.
Once the battle has ended, the face of iron's mouth will animate and say in a metallic, echoing voice:
One Question of Each
Will I Answer
In Truth
And the Way Then Reveal,
Forsooth.
At this point, characters may ask the visage of the Potentate a question, about anything, really, and receive an answer. They can ask about identifying magical items (including the magic swords), campaign related inquiries, the sky is the limit.
This will only happen if the braziers have been lit.
After all inquiries are done, a peal of mirthful laughter will echo through the chamber and the center wall between the two towers will pivot 180 degrees, revealing a landing at the top of a flight of steps leading to a lower level of the dungeon. The magic swords will now be in possession of the party and may be used for the rest of the adventure, though the DM should follow the rules of Ego creation for the blades.
This concludes Dungeon Room Idea #1. Stay tuned for further ideas!
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