Quasqueton Room #01 - Connected Alcoves Building / Landmark in The Realm of Ard'Vanwa | World Anvil
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Quasqueton Room #01 - Connected Alcoves

In this room, even the walls speak...

As seen in |

Purpose / Function

"Those idiots don't understand the sheer terror our name should invoke upon any would be adventurer looking to make a name for himself by trying to sneak in.

I installed a pair of magic mouths and use a permanency scroll I made last week to ensure that no one is getting rid of them.   I gave them a five minute respawn timer as well, so good luck trying to sneak out...
- Zelligar  Excerpt is taken from notes recovered
  The main function of this room is quite clear; to alert everyone to unwelcome intrusion  

Design

The entrance is sixty feet inside a nondescript cave, the door past leads to a number of guard post alcoves.

It was discovered the middle alcove has a secret door behind them. Originally it would be unable to open from this side and would be used to call for reinforcements, but over time and neglect, the door became visible from the other side.

These doors are often used to bypass the Magic Mouths...

Entries

The south entrance leads to the outside. The middle guard alcoves secret passageways lead to more hallways deeper into the caverns.
The end of the alcove splits into three directions, North, South, and west.

Sensory & Appearance

The air is damp and musty, clearly, it hasn't been used in quite some time.

Past the magic mouths, there are corpses littered about.

Denizens

This room was found empty, except for the dead bodies...
-Body #1 - A human fighter slumped against a wall.

His broken sword was found sheared off about eight inches above the pommel. It clearly tells the story of his demise.

The body has been stripped of any armor, and there are no items of value on the remains. Other than a belt pouch containing 5 Gold Pieces

  • Body #2 - A human magic-user.

  • The killing sword still thrust through the body, is lodged in the wall, which has a large section of wood at this point. When the sword was removed the body crumpled to the floor, exposing a blood-stained carving.

    The carved letters form the word
    "QUASQUETON"
    in the Common language.

    The sword, upon being removed, proved to be worthless, since its handle is very loose and the overall quality of the weapon was poor.

    The body is bereft of any items of great value.

    The magic-users robe, now bloodstained and ruined, has a pocket and within it is a purse containing 2 Gold Pieces  and a pouch full of Garlic Buds.

    Gautheir Direwood sold them to the city to add them to available growing crops
  • Body #3 - A dwarf fighter

  • He was found face down in the corridor just east of the intersection.

    In his right hand, he still clutches his Warhammer , and it appears that he crawled, wounded, to this point, since a trail of dried blood leads back to the battle location.

    A sack turned inside out lies alongside the body, now empty. Armor has been stipped from the body, although the fighter's helm is still on his head. This headgear. however, has a noticeable dent in it which will make it unusable and thus worthless. There are no items of value on the remains.

  • Body #4 - A human berserker/fighter

  • Obviously a guard who defended to the death. The body is sprawled on the floor. and a broken wooden shield lies nearby. The body has no armor on it. There is no weapon on the body or nearby. nor are there any other items of value on the remains.

  • Body #5 - A human berserker/fighter

  • Another guard.

    This body, with a bashed head from the blow of a Warhammer lies on the floor face down. There is no armor or weapon on the body except for a small sheathed Dagger on the belt.

    The belt is a Blood Stained Ornate Leather Belt which would appear to be worth something, except for the bloodstains ruining its appearance.

    Contents & Furnishings

    Other than the dead bodies, the hallways are clear of any actual items of note.

    Valuables

    Hazards & Traps

    There's no way to stop triggering the Magic Mouth if you pass in front of the third alchove.

    Special Properties


    The Magic Mouths have a five-minute reset timer.

    Alterations

    Falan Oakenheel hammered a spike into the Western Magic Mouth... it now inhibits it's speech.

    Architecture

    The entryway is ten-foot square and continues along a straight pathway. The stonework is well done, but basic. It contains six Guard posts.

    History

    The first documented encounter of this room takes place in this report: The First Expedition

    Tourism

    The magic mouths could be one of the features that might draw a crowd.

    RUINED STRUCTURE
    968
    Founding Date
    958
    Alternative Names
    The Guard Rooms, Magic Mouth Hallway,
    Type
    Room, Military, Guardhouse
    Parent Location
    Environmental Effects
    The third pair of alcoves contains a double magic mouth spell, and this magic omen will be triggered as soon as any adventurers reach the point in the corridor between the two alcoves.

    When this occurs, a mouth appears on the sidewall of the east alcove, and another mouth appears on the sidewall of the west alcove.



    East Mouth: "WHO DARES ENTER THIS PLACE AND INTRUDE UPON THE SANCTUARY OF ITS INHABITANTS?"

    West mouth: "ONLY A GROUP OF FOOLHARDY EXPLORERS DOOMED TO CERTAIN DEATH!"

    Then both mouths will shout in unison,

    "WOE TO ANY WHO PASS THIS PLACE-THE WRATH OF ZELLIGAR AND ROGAHN WILL BE UPON THEM!"

    The mouths will then begin loud and raucous laughter, which fades in intensity as the twin mouths disappear from view.

    They are a permanent feature of the stronghold and will reappear on every visit.

    Falan Oakenheel has nailed a metal spike into the West Mouth's... mouth.
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    Ruling/Owning Rank
    Owning Organization

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