This room has been stripped bare of all of its furniture leaving the slick mossy stone construction exposed to the elements. The air in this room is hot and heavy, with a sickly sweet smell drafting in from the southern end.
Whatever this chamber’s purpose might have originally been seems lost to time as it has been stripped bare and occupied by a patrol of 4 orcish warriors from the Iron Dagger Warband that has taken up residence in the northern areas of the complex. The warriors are not exceptionally silent and can be heard from any adjacent rooms with no check. They’ve set up there campfire by the base of the stairs to allow them to have a view of both the door and the portcullis while protecting the warband from intruders arriving from the hills up above.
Treasure: The orcs carry 100 gold pieces between them.
Stairs: The stairs on the southeast wall lead up to the hills above the dungeon complex.
This simple stone room is ringed by a 3 foot raised stone bench. Three foot deep alcoves jut out every five feet along the wall. A DC 10 Spot check can notice pitting in the ground and on the bench where congregants have kneeled and rested there elbows in prayer.
This room tapers off from the entrance towards the back where a three headed statue of Hecate stands elevated on the dais that occupies the northern wall of the room. The center of the room is filled with a carved magical circle, inset with strange runes. The air in this room smell warm and sweet, almost like tamarind.
Knowledge (Arcana or Religion) (DC 20): This is a magical summoning circle that was at one point used for summoning angels to commune with them for the communication of esoteric knowledge.
Secret Door (Search DC 20): This door is hidden in the wall behind the statue and dais. Once found it is a simple matter of sliding the section of wall to the side.
This library of ancient arcane and religious texts is shockingly well preserved. The scroll racks that line the walls are perfectly preserved, only showing the slightest sign of aging at all. The room looks very well traveled through, any PCs that make a DC 10 Spot check will realize that no dust has accumulated on any of the shelves or tables and that there are warm embers in the fireplace. The tables are slightly ink-stained, as if someone had been using them to copy manuscripts in the recent past.
Treasure: In the chest on the southern wall there is 40 platinum pieces and a scroll of color spray. The chest is locked (DC 15 Open Lock) and the lock contains a poison needle trap.
Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison [Injury DC 13, Int Dmg: 1 Con, Sec Dmg: 1d2 Con ); Search DC 22; Disable Device DC 20.
Door: Stone (Hardness 8; 60 HP; Break DC 28) Locked (DC 28 Open Lock); the key is in another dungeon room (will update this once that room has been keyed).
The remains of the dormitory are strewn with rotted beds, broken tables, and shredded fabrics. The chimneys of the dual fireplaces in the common room have long since been choked with debris.
Monster: A darkmantle (Spot DC 20) hangs from the ceiling in the center of the northern bedroom. It will drop on the first PC that it notices pass under its lair.
The response and support even just over the past day has been overwhelming, glad to see so many people excited to do this again this year. These sorts of things are always very fun to participate in and I can’t wait to see what everyone else is creating.
Area A2: Temple Courtyard
This courtyard was once a lush garden with a beautiful central fountain surrounded by four statues. What was once the fountain now lays broken and dry but the small statue of the three-headed Hecate still lays in the rubble. Surrounding the ruined fountain there are four statue on plinths.
Northeast Statue: This statue depicts a young woman carrying a torch in her left hand. An inscription on the plinth reads “Phosphoros, Dawnbringer” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check.
Northwest Statue: This statue depicts a blindfolded young man holding bronze tablets in his right hand. An inscription on the plinth reads “Hermes, brother of Sofia” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check.
Southeast Statue: This statue depicts a young woman holding an open scroll above her head with both hands. An inscription on the plinth reads “Sofia, the Third Face” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check. Below this statue a humanoid skeleton is slumped against the plinth holding the remains of a torch and a dagger.
Southwest Statue: This statue depicts a young woman in the armor of an old Eltarian foot soldier with a spear in her left hand, a shield strapped to her right arm, and a spatha at her belt. An inscription on the plinth reads “Soteria, the Guardian” in ancient Eltarian, this can be read with a DC 20 Decipher Script skill check.
Door: Good Wooden, Hardness 5, HP 10, Locked DC 20 Open Lock (break DC 15). The lock on this door is a steel bar run through two rings with a 10 inch long combination mechanism that has five disks and an inscription in ancient Eltarian that reads “Holy Sibling” (DC 20 Decipher Script) (answer: Hermes).
After going solid for two months last year, I am going to try actually completing a full 365 room dungeon this year. So starting from scratch here’s Dungeon24. The fist level here is an abandoned dual temple complex to Hermes and Hecate that also contains several older funerary chapels. I will be writing this with 3.5e in mind but it should be easy to convert to most fantasy roleplaying games.
area a1: The Inner Sanctum of Hecate
This chapel was once great and filled with splendorous ornament but now all that remains of its past glory is the simple carved marble columns and the broken marble altar at the south end of the room.
Spot (DC 10): There is a humanoid corpse hanging from the rafters by a noose at the end of fifty feet of hempen rope.
Monster: Three Goblin Warriors have taken up residence at the northwestern corner of the room. There campfire emits a soft light for 20 feet. A DC 10 Listen Skill Check can hear them whenever the PCs are within 30 feet of a room entrance.
Treasure:The goblins have stashed a sack with 1,000 copper pieces and 2 barrels of salted cod worth 5 gold pieces each (8 lbs a piece) in their camp.