Dungeon A Day - Crypt of the Plaguebringers - Day 16
For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius, if no one can stop them.
Day 16 - Alchemical Room
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Room Description (Read the Following Text to Your Players)
Another 10ft ladder leads back down to the main dungeon floor, where alchemical tables with numerous unique items reside. Fires line the entryway to the room. Beyond, the room opens up further...
Room Challenges and Treasures
- Blacked Containers: on the left side of the room, there are 7-black containers, of varying sizes. Each container holds a type of alchemical reagent - sulfur, saltpeter, quicksilver, ash, spider venom sacks, and the like. These reagents are non-useful for the dungeon, and are merely here for flavor. However, players may take them and attempt their own alchemical processes, if you so wish.
- Green Potion Bottles: on the right side of the room, there are 3-green bottles. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals these bottles contain "The Plague" - a small, contained version of what the Plague Cultists intend to unleash upon Altius. If thrown, these bottles deal 4-poison damage to any living/ organic target that they hit. Wielders of the sword, "Pale Sky" are immune to this damage. A Double-Success Fate Roll also reveals that dumping 1/2 of one of these bottles onto a "Plague Fire" extinguishes that fire, making it safe for characters to pass without the risk of gaining stacks of "Plague Fire."
- Plague Fires:
characters who come within 1-space of the fires in this room, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will. If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to to dungeon room 7. "Plague Fire" may not be dispelled.
Dungeon A Day
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