A totem, placed by the ancient Khiami, having fought the vicious hog men
and banished them - pushing them back into the woodlands to cower - on the
banks of the river: a reminder that beyond is the dominion of Man.
The Guardian at the River - a location on my home hex map of the Caanish
Archipelago - sits silently waiting in my hex key document bearing only the
above to mark its existence. So I may or may not be wise to post this online -
knowing that one day, running a game, players may run across it. But
c'est la vie! If you're ever running in my game and recognize the totem
- pretend you didn't read it!
Herein presented (or as a PDF here) and please enjoy, the Guardian at the
River.
|
Scale: 10 ft.
|
A Totem on a Hill
A river bends gradually around a mound - a hillock in the plains, blocking the
path of the water - making of itself a fat peninsula in the path of a lazy
flow. Rising perhaps twenty feet from the water line, at the peak, it takes on
a decidedly man-made appearance: with a large totem surrounded by four
limestone slabs occupying the hilltop.
The totem, itself, is a ten foot cylinder rising 30 feet into the air,
narrowing slightly as it rises. At its apex, it shapes itself into a blade
like a spear's head - at the socket, where on a spear the head might be
attached to the shaft, is carved the effigy of a boar's skull. Just shy of the
spear's head - around 20, 25 feet off the ground - two large, curved spines
like the tusks of a boar jut from the side, extending out from the main
cylinder and pointing to the west.
The slabs are limestone - five feet wide by ten feet long: with the length
extending away from the totem in cardinal directions. They are fitted snugly
into the earth and will require effort to break through or excavate - except
the slab to the south, which is slightly ajar - having been undermined and
shifted by a force not obvious from the surface nor visible on the horizon.
The Shrine Beneath
|
Scale: 10 ft.
|
The North Shrine
N1 - North Entry
N2 and N4 are screened from this space by iron bars. Clay idols - sea spirits
on the east; cloud spirits on the west - line the flanking walls. The room is
dripping - a misting drip, just heavier than drizzle: but the drops seem to
always fall and miss characters of Lawful or Unaligned alignment.
The doors to N2 and N4 are both locked.
N2 - West Chamber, North
A disheveled pile of linens lies against the eastern wall. A chest with a
skeleton hanging over it sits propped against the north wall. Inside the chest
are 300sp, an agate (10gp), and two fire-topaz (500gp). Hiding in the linens
are 2 Spitting Cobra (B41) - a further Spitting Cobra (B41) is hiding in the
skeleton.
In the north-east corner, there is a semi-circular grate in the floor where
water, dribbling in from under the bars to N1, flows and discharges. A
character who expressly looks into the grate will see a door leading to N5; a
character who does not expressly look may yet find the door with a successful
Hidden Doors check.
The door to N3 is stuck.
N3 - Treasure Hide
Two graves - in which ash has been arranged in the shape of a body - are
aligned to the east and west walls of this room. There are amulets placed
where the neck would be - inlaid with emerald and worth 800 gp each - and on
the west, there is a platinum-bladed, electrum-hilted sickle worth 900gp.
There is a clay pot at the feet of each grave - one of which has been smashed.
Inside are specie - between them are 200 sp and 20 gp.
Light sources, if brought into proximity to the graves, burn brighter: casting
60' of light instead of 30' for the duration of their current context - that
is, the torch will burn brighter for the duration of it's lit lifespan;
a lantern will burn brighter for the duration of its current supplied oil
flask; and so on.
N4 - East Chamber, North
A mosaic of stone - that is, no bright colors; only natural rock to the area -
is inlaid on the east wall. In the north-west corner, like N2, there is a
semi-circular grate in the floor where water, dribbling in from under the bars
to N1, flows and discharges. A character who expressly looks into the grate
will see a door leading to N5; a character who does not expressly look may yet
find the door with a successful Hidden Doors check.
N5 - Servitor's Access
The doors leading out of this narrow hall - to N3, N2, N4, E2, and E3 - are
all obvious when viewed from N5. The northern stretch is lower than the rest,
with slight inclines leading to the door to N3 and to the eastern portion of
the hall. The floor of the depressed areas are moist; the floor of the
elevated areas are mostly dry.
Spilled on the floor of the depressed stretch, near the door to N2 and N4, is
400 sp. In the west side, two gold sconces are embedded in the wall - worth 25
gp each.
The South Shrine
S1 - South Entry
Before each door - each of which are heavy stone (as stuck, +1 to the benefit
of the player) - a pile of 10 gold pieces is stacked neatly into a small
tower. If the gold is removed, the door beside it will not open. The door to
S4 has been spiked ajar: open enough for a child to pass, but not an adult.
The far end of the hall is a circular fountain, in which 500 silver pieces
appear to have been tossed. A character investigating the base of the fountain
may note (and would note on a successful Hidden Doors check) that the base of
the fountain rotates, revealing a ladder down into S7.
S2 - Empty Coffin
The head of a stone sarcophagus aligns to the west wall. Inside, there is
residue of ash, but not enough to form a pile. A dirty ring - polishing it off
will reveal its nature - worth 250 gold pieces can be found inside.
S3 - Blackened Burial
From the outside, a stone statue of a human is lying supine on the floor,
framed by driftwood. Stepping inside, however, a character finds themselves
immediately unable to see: light sources are not extinguished, but are also
not effective. Leaving the area ends the effect; light sources work normally
outside the room. Characters with infra-vision or other supernatural means of
seeing will - upon entry - see instead a wooden boat, inside which is a pile
of ash arranged in the shape of a body. Placed where its ears would be is a
set of earrings worth 400 gp and at its waist is a bedecked dagger -
non-magical, but counting as silver for the purposes of special resistances -
worth 600 gp.
S4 - Rival Halflings
The door to this space is spiked ajar. Inside are eight Halflings (B36)
searching the room. Between them, they are carrying 3,000 sp, 100 gp, two agates
worth 50 gp each, and a ringed-style crown worth 200 gp.
They have not yet found
the secret door - which is a false wall activated by a pull cord beneath a loose
stone in the floor nearby to it.
S5 - Idol Trap
The floor by the door to this room and within this room is gritty. A skeleton
with no wounds leans against the door and will collapse outward when the door
is opened. In the floor is inlaid a circular design; on the far wall is an
altar - attached to the floor, as though the entire place had been carved from
a single slab - on which sits an idol in the shape of a boar's head. It is
worth 30 gold pieces. Circling the altar is a ring of silver pieces, stacked
together painstakingly to form an interwoven wall. There are 1,700 in total.
On the south wall are two panels - one to the north, one to the south. The
north panel is a mechanism to trap the room; the south panel, a secret entry
to S6.
-
If a downward force is applied to the idol, the south panel will slide open.
-
If an upward force is applied to the idol - such as by lifting it off the
altar - the trap activates.
When the trap activates, the north hatch opens and the room fills with sand.
Any character in the room must Save vs Breath to evade: at which point, they
are able to exit the space into S1. If the exit to S1 is blocked, all saves
automatically fail. A character who fails this save is submerged in the sand
and will suffocate.
Also when this trap activates, a plug pops open in the fountain at the south
end of S1. The trap requires a manual reset - which is accomplished by pushing
the plug down and refilling the fountain with at least one gallon of water:
after which, a magic seam opens along where the floor meets the walls in S5,
allowing the sand to pour out - back into the cistern holding it behind the
north panel.
S6 - Trove
In this space, earthen pottery and a wooden case are used to house tributes
and offerings. These offerings are cataloged as follows:
- 3,000 sp
- 2,000 gp
- 2 fire agates worth 100 gp each
- 1 large ruby worth 1,000 gp
- 1 electrum headdress worth 700 gp
- 2 gold chain veils worth 1,000 gp each
- 1 amulet with two emeralds flanking a sapphire worth 1,200 gp
Six Skeletons (B42) - their frame Orcish (at the referee's option, improve
their armor class by 1 to reflect) - guard the treasure.
S7 - South Tunnel
The door to S4 is obvious from this side, as is the ladder up to S1. The
rotational aspect of the door to S1 is not immediately obvious, but an
enterprising character should figure it out. The exit to E4 is in the form of
a loose block which would have to be knocked over to enter.
Near the center of the space is a thin stalagnate - at its center, the
stalagtite and stalagmite are joined by a crystal skull. The skull, itself, is
worth 400 gold pieces: but if it is removed, the junction will collapse:
preventing movement through the tunnel in any direction. Characters in the
junction must Save vs Breath or be crushed by falling stone.
The east portion of the tunnel appears to be filled with liquid. The liquid,
however, isn't liquid to the touch. The shore is wispy - like a fog; not like
an actual pool - and physically interacting with it reveals that it is of the
same consistency of air - a character cannot swim in it, but can walk through
it. A character of Lawful alignment can breath in it - unaligned or Chaotic
characters cannot. It is turgid - visibility being limited to around five
feet.
The East Shrine
E1 - East Entry
The stairs to this space land in a thin pool of standing water - 6 inches deep
- carved into the floor to resemble a river. To the north and south of this
"stream" (which is stagnant), the ground is dry. The pool runs eastwards and
shallows out - a "beach entry" so to speak - just beyond the doors to the
east.
The east wall of E1 is iron bars: the doors therein are iron gates. The south
door is rusted over (stuck); though the north door will open fine. The door to
E4 from the hallway just beyond the north door is locked.
The secret door to the west is not hidden, per se - but is concealed by the
stairwell, which is hollow beneath. A character that looks under the stairs
will naturally find the door: which is a faux wall, push inward to open. A
latch on the far side allows re-opening.
E2 - Alcove Room
Chair-sized alcoves - flat on the bottom, half-domes on the top - are carved
into the west wall. Two rugs rotted somewhat by time - parallel to each other
- run east to west. The secret door to the north is hidden behind a small
cabinet and has a slight drop in the floor level between E2 and N5.
E3 - As We Have Wrought
The north and east walls are decorated with a wrought iron design: embedded at
interval into the stone walls. To the north, the design appears to abstractly
depict hills; to the east, water - with an overlap of about three feet into
the north wall. That overlap is a secret door - which hinges from the corner
inward and activates via a latch along the seam of the two designs. Like E2,
there is a slight drop in the floor level between E3 and N5.
E4 - River Sanctum
The east wall of this space, as well as the eastern portion of the north and
south walls, appear to be sweating - as though they may be below the water
table. The floor of this space gradually declines, such that near the east
wall is a pool of water, appearing to move in the direction of the river
outside. Three copper idols are placed along the shore, facing east. The idols
can be removed and are worth 5 gold pieces each.
The liquid, however, isn't liquid to the touch. Physically interacting with it
reveals that it is of the same consistency of air - a character cannot swim in
it, but can walk through it. A character of Lawful alignment can breath in it
- unaligned or Chaotic characters cannot. It is turgid - visibility being
limited to around five feet.
In the south-east corner is sunken a heavy wooden chest. Inside can be found
2,000 gp and a silver statue of a dolphin, worth a further 1,000 gp. There is
a small hole in the wall nearby, which can be tugged to open a large enough
hole to get into S7, as demarcated by the hidden door.
The door to E1 is rusted over (stuck).
The door to the north is locked.
The West Shrine
W1 - West Entry
The entry at the top of this shrine is ajar. The floor bears signs of litter,
as though animals have housed here. The ceiling beyond the first ten feet of
the stairs, where the room opens, elevates - five feet taller than the initial
room. Hanging in this space are eight Stirges (B43).
Like E1, the "secret" door is not particularly hidden, but is under the
stairs: a character which intentionally looks under the stairs, which are
hollow, will be able to find it - a push-panel of faux wall.
W2 - Orc Vegas
Eight Orcs (B39) are playing cards in this space, waiting for the Stirges in
W1 to leave at nightfall so that they can safely make their own exit. The
captain of the group has 2 hit dice and one eye: his other having been
replaced with a smooth ruby worth 100 gold pieces. The pot of their card game
- orcish Rummy - is worth 4,000 silver.
W3 - North Tunnel
Where the room opens up from the short entry hall, the floor is a slight step
down. It is soft earth, on which is growing patches of grass, three feet in
height, covering about 70% of the floor. The grass is mundane - though albino
- and the room is otherwise empty.
W4 - Silvered Amphora
Four earthwork amphora - three feet in height - are in the south-east corner.
A pile of mud bricks sits in disarray in the western portion of the room. A
sack of 1,600 silver pieces can be found tucked into one of the amphora.
W5 - Tunnel
The entrances out of this space are hard to see, but not exactly hidden:
searching for the door succeeds on 3-in-6, but a character having entered
through one will know where their entry door is automatically. This tunnel
resembles a burrow - perhaps a large subterranean animal. Inside, 7 Bandits
(B30) are quietly resting: they look roughed up and may simply desire egress
at this point in their adventure.
Public domain or open access artwork retried from
Pixabay or
OldBookIllustrations.com
and adapted for thematic use. Attributions in alt text.