Tom Denton – The Mage's Prison.pdf

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The Mage's Prison
A one-page dunegeon by tom denton.
This prison was built by ancient Magi to serve as a court
is an extra-dimensional space, recently found at the
bottom of a dry well.
The Prison has been out of
and jail for mages consumed by Hubris. The prison itself
Room of FIRE:
This room contains a heavy oak
table, on which there is a single candle.
Activation: Light the candle!
Path of Slumber:
Leads to a small cell in which all
senses are suppressed; no sight, smell, or hearing is
universe.
possible, giving the sense of total removal from the
Path of Awakening:
Leads to the Armory.
Filled with
commission for whole aeons, and has been heavily looted
by those who sought the knowledge of the ancients.
ancient, depleted artifacts; does one still function?
Room of EARTH:
A barely trickling fountain
Th e L AB YR I NT H :
The builders were masters of
manipulation of space; the straight hallways of the Prison
connect in strange ways.
ROOMS has three exits, denoted on the pentagram map
below: FIRE has exits to EARTH, PRIME, and DOORS.
Room of Doors.
Going back the way you came always leads back to the
By traversing the Path of Slumber or Path of Awakening,
and performing the activation rite in each of the five
Elemental rooms, one can visit one of ten additional
rooms.
The Path of Slumber leads to cells full of
dominates the room, full of ancient coins...
Why has no one stolen these?
Activation: Throw in a coin!
 
Each of the five ELEMENTAL
Path of Slumber:
An ancient spirit of sloth will possess
think about escape.
those imprisoned here, robbing them of the will to even
Path of Awakening:
A tunnel to the Underworld.
to the world of the living?
A
second exit from the Prison; can you find your way back
The five
Minor Halls
are empty now; who knows what
they were used for?
terrible, ancient magic; the Path of Awakening leads to
functional rooms employed by the Ancients.
Room of PRIME:
Activation: Cast a spell!
anyone who lies on it.
straight passages, one connecting to the each of the
A totally empty chamber.
Minor Halls (including back to itself).
The minor halls each have five
leads to the Great Hall, and one last passage leads back
to the Room of Doors, and the Labyrinth.
A sixth passage
Room of DOORS:
Path of Slumber:
A slab casts a magical slumber on
Path of Awakening:
The prison Library.
something useful here still...
The books have
The entrance and exit.
Quarters
off the hallways are long since looted, the
Has one of them been
A vertical shaft with metal rungs runs through the center
of the room, providing exits up and down.
a stone!
Going down leads to the top of the room; try dropping
Go up three times to escape the Labyrinth!
Rooms.
Going up leads to the bottom of the room.
all either rotted away or been stolen but perhaps there's
beds destroyed by time.
occupied recently?
Room of WATER:
A circular stone pedestal stands
The Great Hall:
This is the court in which the
Five stone passages connect to each of the Elemental
Each passage is about a half-mile long.
in the center of the room, with little rivulets worn away.
Activation: Pour water over the pedestal!
Path of Slumber:
A bottomless cup contains a strange
of dreams.
Is there an antidote?
ancients would decide the fate of the prisoners. The
walls are inscribed with text in forgotten languages,
and five stone statues watch over the gathering
centuries.
hallucinogen, plunging the drinker into an endless world
Path of Awakening:
Attaches randomly to one of the
Minor Halls.
In the center of the Hall is an open floor used for
debate and display of the prisoners.
provided for attendees to sit at.
space, great circular stone tables and benches were
Is one of the statues...
Alive?
Around this open
Room of AIR:
Empty, but a powerful wind gusts
endlessly, creating a vortex.
Activation: Throw a feather and watch it fly!
this cell, winding around the prisoner.
Don't fall in!
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Path of Slumber:
Living chains hang from the ceiling of
Path of Awakening:
The VOID. An infinite black expanse.
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