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SCAP Chapter 7 Descriptive Text

Page history last edited by Shimrath 14 years, 5 months ago

 

THE DRAGONSPAWN 

As you move down the street, noting again the subtle signs of tension among the commonfolk of the city, a thundering cry echoes from behind you. Turning, you see a powerful draconic warrior in the center of the street about twenty yards away. Clad in light chain armor and holding a huge spiked chain, the warrior stands several feet above the head of the tallest human. Although he halts his advance, the commoners in the street rush to get out of the monster’s way. His face, a rough mix of dragon and bull, seems to grind out a question: “Did you kill the Dragon Father?”

 

DEATH AND MAGIC

 

W1. THE GRAND HALL 

The grand hall of the Cathedral of Wee Jas is a magnificent sight. The huge octagonal room measures one hundred fifty feet across and the vaulted ceiling rises to a height of fifty feet in the hall’s center. Pillars engraved with images sacred to the faith of Wee Jas ring the massive chamber, and an exquisitely rendered symbol of the death goddess covers most of the chamber’s otherwise bare floor. Built to house huge gatherings and contain powerful magical ceremonies, the hall is as beautifully and sturdily built as any building in the city. Strangely, there are no pews or other items of furniture at all in the chamber. In addition to the grand doors leading into the main hall and a second set of even larger doors to the east, one small door in the southwest corner of the room hangs slightly ajar. A second normal-sized door opens onto a southern balcony about fifteen feet above the ground. The balcony provides access to a narrow set of stairs encased in an intricate iron lattice. These stairs wind upward along the inner surface of the chamber’s walls to a third door high up near the ceiling above.

 

W2. THE HIGH ALTAR 

A massive pair of double doors, if opened, would provide this area a commanding view of the area to the west. Two beautifully sculpted pillars frame a massive onyx altar encrusted with runes and elaborate magical glyphs. The jet-black walls have been painted with images sacred to Wee Jas: stylized sarcophagi, obscure magical symbols, and other religious imagery. Two massive tapestries cover the wall directly behind the altar, giving those standing to the west an impressive view of the altar and its imagery of the death goddess. A single door sits in the corner of the room to the southwest.

 

W3. PREPARATION CHAMBER 

This well-appointed chamber houses several comfortable chairs. The walls are pleasantly decorated with hanging art, and a long polished wooden table rests against the northern wall. Two bookcases hold a few minor religious texts, writings of those devoted to the service of Wee Jas.

 

W4. RITUAL CHAMBER 

This long chamber is strikingly bare, its polished walls and floor a glossy black. Gilded sconces hang in each corner, and each holds a torch that glows with a silently flickering green flame. The austere room is divided by a thick velvet curtain about two thirds of the length of the room away, and the body of a young man lies on a long low table in the middle of the room. An elaborate holy symbol of Wee Jas covers most of the floor.

 

W5. PRIEST’S QUARTERS

 

W6. STORAGE CHAMBER 

This small storage chamber is packed with dozens of boxes and lined with shelves. A musty smell fills the air, mixed with hints of exotic incense.

 

W7. IKE IVERSON’S CHAMBER 

This bedroom is immaculately clean and perfectly ordered. The thick carpet is embroidered with hundreds of small designs of skulls and bones and arcane runes. The room’s furnishings include a large, well-made bed, two large armoires filled with rich clothes and ceremonial robes, and a large desk.

 

W8. ENBRIL ALOUSTINAI’S CHAMBER 

A thick red carpet, emblazoned with the holy symbol of Wee Jas, covers the entire floor. The circular chamber has no windows to the outside, but a large window, currently covered by a thick curtain, overlooks the Grand Hall. The furniture consists of a well-made bed, a beautiful wooden armoire, and a small but beautifully carved wooden desk.

 

W9. THE HALL OF NIGHT’S RISING 

The ceiling of this vaulted chamber rises over fifty feet. A low dais commands the center of the room, and a strange silvery-gray cage hangs down from the ceiling above.

 

THE RUINS OF KARRAN-KURAL

 

K1. ENTRANCE TO KARRAN-KURAL 

The ancient flooded lava tubes open here into a pair of smaller, air-filled tubes that lead to the east. The temperature drops alarmingly to the east, and the two passageways merge just before they are blocked by an enormous wall of ice. A narrow tunnel has been hacked through the ice near its southern edge, allowing access into a larger area beyond.

 

K2. SPELL WEAVER COFFINS 

Pale blue lights, set flush in the ceiling, light this hallway. The walls have a subtle curve, and the entire length is etched with disturbing images and symbols. Strange glassy circles, each roughly five feet in diameter, checker the length of the hallway’s floor. Under each disc, a six-armed humanoid figure hangs motionless as if suspended in fluid or encased in glass. At each end of the hall, a pair of frost-rimed metal doors stands closed.

 

K3. THE ICE PRISON 

This chamber is nearly circular, although two sides are made flat by thick walls of ice. The entire room is filled with a lattice of thin icy strands, each flickering with faint magical energies.

 

K4. FROZEN STAIRS

 

K5. SCRYING LATTICE 

Six doors line the north and south walls of this passageway, three to a side. The hall itself ends at a tangled lattice of icy strands that flicker and writhe with cold blue tendrils of light.

 

K6. CELLS OF DESPAIR 

This chamber is empty, save for a set of four of the ubiquitous circular discs set into the floor.

 

K7. CELLS OF AGONY 

This chamber is empty, save for a set of four of the ubiquitous circular discs set into the floor.

 

K8. CELLS OF SOLITUDE 

This chamber is empty, save for a single circular disc set into the floor.

 

K9. PIT ROOM 

This barren room contains only one unusual feature; a smooth-sided, five-foot-diameter pit descends into the floor against the west wall.

 

K10. RUINED CHAMBER 

The walls of this partially collapsed room are blasted and pitted from some ancient calamity. The room’s collapse is total to the north, a solid wall of frozen stone. A smooth-sided pit rises up from the ceiling near the east wall.

 

K11. CAGEWRIGHT GUARDIAN 

This large room is filled with a tangled lattice of icy strands and beams that stretches from wall to wall, floor to ceiling, and everywhere in between.

 

K12. SCRYING CHAMBER 

This perfectly circular room is featureless save for an irregular smear of black ice that covers the center of the floor. Even from a distance the ice seems filled with distant and shadowy images.

 

K13. THE LIBRARY OF SOULS 

Fifteen corpses stand frozen in place, equally spaced along the length of this rectangular room. From head to toe, the corpses are covered in faintly glowing blue runes.

 

K14. THE TWIN PILLARS 

This room descends twenty feet below the level of the entry corridor and rises to a height of forty feet above it. A ten- foot-wide walkway runs around the outside of the room. This rectangular room is dominated by two large pillars, each made of what looks like gray necrotic flesh. The chill in the room emanates from these pillars, and now and again a tortured visage forms and then fades on a pillar’s surface with a faint whisper.

 

K15. EMPTY COFFINS 

This long hallway is lined with numerous iron doors, each of which is choked over with ice.

 

K16. FETOR’S BEDCHAMBER 

The original purpose for this chamber is unclear, but someone has been using it recently as a campsite. A simple bed sits against the wall opposite a desk and chair. Large stacks of paper are piled on the desk.

 

K17. SUMMONING CHAMBER 

This empty chamber contains an intricate pentagram carved into the stony floor and inlaid with some form of metal. The pentagram seems to be empty.

 

K18. TOMB OF THE BONE DRAGON 

This room opens into a massive dome. A wide broken walkway circles about a third of the room’s circumference, and a thick ice bridge extends away from the door into the center of the room. Five massive pillars, composed of gray necrotic flesh, stretch from the floor to the ceiling.

 

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