The Alexandrian

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AREA 32: Empty chamber.

AREA 33: The angled wall has the chipped remnants of what must have once been an extravagant mural; but it is now too damaged to make out any pertinent details. On the wall opposite the mural there is an iron rod bracketed to the wall about seven feet off the floor and running perpendicular to it.

AREA 34 – PIT TRAP (30’ deep): 1 in 6 chance of opening when crossed.

AREA 35: These rubble piles will shift ominously as people walk over the top of them (but there’s no real risk).

AREA 36: A metallic pole covered in runes stands upright from the floor in the middle of this room.

Pole: The runes are arcane. The pole is actually a +1 spear of charged lightning, which can hurl 1d6 lightning bolts which deal 4d6 points of damage each. When the charges on the spear are exhausted, it remains a +1 spear but cannot discharge lightning again until it has been returned to the depression in this chamber. The weapon can be used normally by any follower of the Norse or Neo-Norskan pantheon (despite being a bladed weapon).

Each time the spear is used (whether to throw lightning or in melee) by a character who does not worship the Norse or Neo-Norskan pantheons, there is a 1 in 6 chance that its curse will be revealed: Black lightning will run up the spear and into the arms of the character wielding the spear. The black lightning will sap the strength from their limbs, inflicting a -4 penalty on attack rolls on damage until the spear has been returned to this chamber or they have received a blessing from a Norse cleric.

AREA 37: Empty room.

AREA 38: Partially collapsed chamber.

AREA 39: Room is empty. Door is wooden.

Secret Door: On the wall here there are two small, concealed lenses. (See area 40.)

AREA 40: On one wall of the chamber there is a kind of iron coffin or sarcophagus which is flush with the wall (where the secret door is indicated). On the other side of the room, a set of open stairs goes up, takes a turn to the left across a short landing, and then heads up another flight (to area 24).

Iron Coffin: This is hinged and can be opened if six clasps down the opposite side are removed. Affixed to the wall within the cavity of the sarcophagus are a set of “viewing glasses” (similar to binoculars or opera glasses), which look through the lenses into area 39. If the viewer is sealed inside the sarcophagus (with all six clasps being shut from the outside), the view in area 39 will shift to show the same room several hundred years ago when the complex was still in use.

Vision: Three maidens wearing blindfolds (one of crimson red, one of royal purple, and one of pale blue) sitting around a large brass bowl filled with burning incense. Priests of Illhan will enter, drop tokens of intricately carved wood into the burning incense, and ask questions. There’s no sound, but those who can read lips will be able to decipher a prophecy describing the temple’s destruction.

AREA 41: An empty room.

AREA 42: In the center of the room there is a large pile of dry wood. (Those looking through it will discover the remains of broken furniture.)

Closet: The wooden door on the far side of the room has been hit with an axe several times, but is still mostly intact. The closet beyond it has a skeleton slouched in one corner; it has a small, badly rotten pouch with 6 sp and 76 cp.

AREA 43: All of the rooms in this little complex are empty. The doors are made of wood, several of which have swelled from moisture and jammed shut (3 in 6 chance).

Continued tomorrow…

(Original cartography by Dyson Logos.)

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