Hall of Baleful Light [Drag and Drop Dungeon Room]

One of the things I find I often find that I lack when I prepare games are rooms with interesting traps or challenges that are easily dragged and dropped into almost any dungeon. So I will be doing a few Drag and Drop Dungeon Rooms in blog posts.

Hall of Baleful Light and Mirrors


This might be a grand entrance hall for a dungeon.

The hall is 200ft long, 100ft wide, and 120ft tall.

Green, baleful light emits in rays from regularly spaced holes a dangling spherical, adamantine cage. The source of the light is a green crystal imprisoned within. The whole apparatus in 7ft tall and 5ft wide. The chain and cage are made of solid adamantine (or other similarly unbreakable metal). They cannot be broken by mundane means and it would take powerful magic to break them, however, the chain is affixed by a parabolic hoop into the stone ceiling and might be pulled free with some mighty force or with much chiseling. The whole device would take the strength of six men to carry or a combined strength check of 60. The whole thing is worth 6,000 gp, 8,000 to a wizard.

The light from the crystal reflects off of mirrored surfaces in the eyes and held in the hands of six giant statues which line the walls, covering the path, irregularly. The shadows between might be traversed by a small character with a Dex check. Regular human-sized characters have no chance.

All organic matter exposed to this light takes 1d6 damage each round. No Save. Inorganic matter is not affected by the light.

If any intruders should make it to the middle of the hall, the four large mirrors in the hands of four central statues emit four Mirror Golems.

Mirror Golem: Shard Blade (Melee,1d8), 2+1HD, AC as Chain, Saves: As Fighter 2. SP: Immune to mind control effects, Takes half damage from Piercing and Bladed Weapons, Double Damage from Bludgeoning, Inorganic. Reflective: Any light-based effect bounces off these Golems.

The baleful light reflects off the Golems, potentially ruining some ways that the party might be dealing with the light. They will not pursue intruders beyond the room but return to their mirrors. If the mirrors are broken, they are destroyed.

Comment with how you would run this room or how you would approach it as a player. I'd love to hear people's thoughts on the matter.

I ran this room for my Weird Marches Campaign. That group's response was to cover a tarp in lead paint to cover themselves. Upon being confronted with the Golems, they cast darkness and booked it through into the next room. I believe the next time, they came with another tarp and just fought off the golems and smashed the mirrors, then built themselves a tunnel of lead-painted tarp to easily traverse in and out fo the dungeon.

Another group: this one a FLAILSNAILS party happened to have a small dragon in it. The dragon flew up, dodging the beams with a person on its back to chisel out the stone. They tossed some rope down and created a kind of pulley system by bending some metal spikes into a hook so their fellows could lower the cage. They walked away rich men.

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