Index and Complete Adventures

Monday, August 19, 2024

Tomb of the Iconoclast - Level 1 Room 13-24

 INTRODUCTION

Level 1 - Rooms 13-24
LEVEL 2 (TBD)

~~~~~

LEVEL 1
Entrances: Tomb Entrance (1-1), Crawling Bats (1-10), Cistern (1-17)
For a bigger map, link here: Tomb of the Iconoclast Map

Made in Gridmapper

1-13. Decorated Hall

Walls with peeling plaster detail the conquests of the Iconoclast. His towering person topples the idols of gods. He drives the priests into the mines. He melts down their golden treasures.


Among one depiction of the Iconoclast enthroned, there is a slightly smaller but still towering figure next to him - a queen, forever lost to entropy. The plaster has totally rotted away, revealing the dark webbed passage of Room 14.

1-14. Spider Larder

Large spider webs criss-cross in the darkness. Ellipsoid coccoons hang every 10ft or so. It smells musty. Touching them will alert Madam Spoon in Room 15 that visitors have arrived. What is trapped in the web?

  1. A deer, dead.

  2. A man, Miller, a Fighter and a poisoned one at that. If revived he's in a stupor, and afraid his guts will fall out (they won't, but he doesn't know that). Return him to civilization and he'll murder someone important after it's discovered that his wife remarried after having forgotten him.

  3. An Unseen Servant. Waiting.

  4. Couple of flightless bats.

  5. A broken idol.

  6. A small bear

If the Madam knows that company is due, a welcome mat made of spider silk will be laid out on the flow just inside the entrance. It says, in crooked typeface:

Welcome! To
Madam Spoon's
Soup Buffet!

1-15. Soup! Soup!

A great rusty metal cauldron of soup! It smells savory and a bit dusty. Tended by Madam Spoon, who churns the stew to a spidery perfection. She is a Cauldron Spider - brown bear-sized, with marks upon her back that look like a sad or happy drama face, depending on her mood. She uses this to ‘talk’ by moving the face around with her back muscles. She considers this her 'real' face.


"Oohhhh! Come in! Come in! The soup is almost ready! How skinny you all are! Come, you must have a taste!"


The soup is a roiling boiling cauldron of mystery meat and venom-digested innards. It's gross, and smells a bit like vomit. It's safe to eat, though.


As long as the illusion is maintained that she is a chef, and not a spider, then she will act as a chef (albeit kind of a bad one). If people keep insisting that she's a spider, then her animal memories will come crashing back and that's exactly how she'll behave, with hissing and chittering and trying to eat you.


What Does She Want?

  • You to try the soup!
  • Comments on the soup. Was it good? Savory? Tasty?
  • To talk about cooking with literally anyone. The extent of her cooking knowledge is injecting venom into innards and drawing out the soup. (For whatever reason this doesn't conflict with her illusion.). She wants to know what 'grilling' is? She can be endlessly occupied and kept in her sapient state by continually discussing cooking. Show her a cooking technique and you'll be best friends.
  • A cessation to that confounded rumbling! The "Rumbling Machine" (The Juggernaut) rumbles about all day and all night sometimes! She suggests that you go tell whoever is driving it to give it a rest. (In fact nobody is driving it, but this might give hint about the hollow backside of the Juggernaut.)
  • She's been watching the chests in the next room (Room 1-31, as seen through 1-18 Spider Peephole). "They sometimes move around, isn't that odd? They never come into my house, though..."

Why Is She Like This?
The Forgotten God affects different species differently. Sapient creatures like humans, dwarves, and elves become as feral beasts, 'forgetting' their civilized selves. For certain beasts, it's the opposite. They 'forget' their instincts and become blank slates for personalities or spirits or ghosts to take hold. Perhaps Madam Spoon is possessed by a ghost, or perhaps underneath every spider there's a chef waiting to emerge.

1-16. Webs

Above the cistern stair is a hole. Webs inside, most invisible. Any disturbance will alert Madam Spoon in Room 15.

1-17. Cistern Entrance

Below the Tower of Baul are stone steps. It is dark. It opens up into a cylindrical cistern with an internal thread stair 40ft deep. One stone step midway down will give, plunging the first to step on it 20ft to the ground. Careful examination or pole-prodding can avoid this hazard.


10ft above this point halfway down is a dusty crack in the wall 5ft across. This is the entrance to 1-16.


1-18. Spider Peephole

A peephole looking into Room 1-31. Bathouse-side the peephole is fixed within a mosaic of a comely medusa. Madam Spoon likes to spy through with several of her eyes, where the eyes of the medusa and her snakes are.

1-19. Eye Hall

a. An eye is painted on the eastern side of the western door, paralyzing an Unseen Servant which is frozen mid-hallway. If the door is left open, the eye will no longer bind the Servant (though the PCs eyes likely will as long as they look at it). The walls on the north and south sides have been crushed through. Dust and rubble around the statue.


b. Three skeletons of ancient masons still claw at the walls with their bones. By a lethal forgetfulness they were bricked up here, along with their tools. Scattered about are: four chisels, three trowels, two hammers and two axes, one borer, and thirteen gold teeth worth 130gp. The tools are still in good condition, despite their age.

1-20. Unseen Servant Prison

Circular room, eyes painted on every tile. Supposedly an eternal prison for the Unseen Servants. The floor in the middle has given out and is very unstable. Trying to inspect the hole without caution will result in more of the floor falling through, resulting in a 30ft drop into Room 2-24.

1-21. Crumbled Stairs

Hidden hallway, untouched by the tombmakers. The walls depict a haze-faced god. Its arms are like rivers. Poppy flowers are its crown. The Forgotten God, whose image is long eroded.


Crumbling plaster hides a 20ft spiked pit trap to the north, accessible from below.


1-22. Graveyard of Idols

Hundreds of religious idols, ground into a dusty dirt parking lot. Here and there the remains of partially crushed stone idols hide in the rubble, fragments adorned with torment. Much of it seems flattened, undisturbed, as if a streamroller had recently run over it.


Search the piles, and every Turn have a 1 in 6 chance to discover something for each person searching:


  1. Idol of Enu, God of Mice and Small Things, lies unnoticed and uncrushed in the corner. Depicted as a tiny man with mouse ears. Enu will request that the idol be removed from this place, and then squirreled away in some secret place. Do this and all tiny things will be your friend.
  2. Crushed Idol of Strength: only abs remain. Made of solid rock. Strong and tank-trappy enough to halt the Juggernaut for 3 Rounds.
  3. Beautiful Stone Face, eyes scratched out.
  4. Emperor Head, big as a cooler. Enormous eyes gazing skyward, pitifully. Examine very closely and listen quietly, and you can hear the long-dead Emperor's cries from whatever hell he inhabits, very softly as if very far away. He cries for annihilation.
  5. Geode. Miraculously uncrushed. Seems an oddly spherical stone to all but those who dwell underground, who will recognize it immediately. Contains one serving of Primordial Water, which smells a little like a fart but completely restores health and all lost memories.
  6. Rat Pawprints. Halfling-sized. Ultimately leading to and from 1-23.

1-23. A Terrible Smell

A crumbling plaster wall gives way to a stinky natural cavern. In this alcove there is a horrible smell, emanating from below. The occasional chitter and squeak of tussling rats can be heard if one waits and listens.

1-24. The Juggernaut!

The door to the west depicts a great and terrible demon face on its western side, identical to that in 1-2. Two easy to find switches in each of the demon's eyes, when flipped together, causes the door to drop down vertically into the floor with a great clamor.


Behind it: a great demon face! The juggernaut stirs! Its axes slice and its terrible gears whirr! It will stir to life in 2 Rounds, then pursue all who live and crush anything in its path! If the door is replaced after activation, the Juggernaut will simply plow right through it.


The Juggernaut is virtually indestructible, but it cannot turn around easily in hallways (although trying to get past it is extremely hazardous, due to the whirring axes and scythes.) It will plow through doors and roll over pit traps in pursuit of intruders. Anything that could stop a WW2-era tank could potentially stop it.


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