Dungeon A Day - Crypt of the Plaguebringers - Day 17
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 17 - Alchemical Room, Continued
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Room Description (Read the Following Text to Your Players)
The alchemical tables continue, but this time, with numerous fires, a pit in the center of the room, and what is clearly more noxious gas in the room beyond.
(See dungeon room 40 - shown in November - should players continue downwards at this time, despite all of the obvious dangers).
Room Challenges and Treasures
- Alchemical Instruments: various alchemical instruments lie strewn across both tables. These instruments 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.
- Noxious Gas: the noxious gas shown in this room is actually from the room below (dungeon room 40), and so is not in dangerous enough concentration here to cause damage.
- Pit: the flames in this room are not bright enough to pierce the darkness of the pit, below. A successful Strike Bonus or Initiative roll (Fate Roll Difficulty matches Avg. Party Level, -3) allows characters to scale down into the pit without being harmed. A Double-Success Fate Roll also allows characters to see the small army of skeletons at the bottom of the pit, before descending directly into their midst - see dungeon room 9 for details).
- 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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