Crimsonwatchers Camp Building / Landmark in Yl Ter Tribaht | World Anvil
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Crimsonwatchers Camp

 
  1. Entrance -- upon clearing away some sand, see a small glassy room with something faintly metallic glinting in the corner
  2. Sees tiny copper dragon (pseudodragon named Miku) in a glass cage built into the wall. It's curling its tail protectively around itself, staring defiantly at her, trembling slightly, and glancing off to the right.  Will ask her telepathically what she's doing here -- can you let me go? He was tricked into thinking he could shelter here during a sandstorm, and just wants to go home. If freed, will promise to leave immediately. Lock on the cage doesn't have a keyhole or any noticeable features (DC15 and she'll see that the area above this cage has the faintest smoke residue on the ceiling) -- Miku says that they've never let him out, but he found a single bone in here when they put him in. If asked, Miku also knows that most of the kobolds left to hunt around 2 hours ago -- usually they come back after 3 or 4 hours. If Zoran acts honorably and justly, she gets a blessing from Bahamut (Bless for 24hr)
  3. Empty glass room with flames burning from divots in the red glass walls -- explain where hallways seem to go. DC 10 to hear banging and clinking noises from room 5, DC 15 to hear faint voices coming from area 6
  4. Sand piling in, with a glimmer of sky peeking through -- can see that the stars seem fainter, and the sky may be just the slightest hue lighter
  5. Banging and clinking noises coming from this room -- DC12 to sneak up. Kobold inventor in this room, will try to throw a pot of alchemist's fire or use scorpion on a stick when fighting. Zoran can grab a flask of acid and/or pot of slimy green goop (both smell acrid). Also in this room -- rudimentary cooking equipment, a few makeshift tables, and some strange creatures' dead meats hanging from a few hooks in the walls
  6. One end of a cavernous glassy hall, lit by the same fire small divots in the walls. You see at the other end a glassy altar, upon which lay what appear to be many large gems (actually multicolored glass). Between you and this altar is a kobold holding a large, beautifully worked glass spear. At the hilt of the spear, you see a small (platinum) coin which seems to glow with the same shine that your sword did when you arrived here, although this seems to be cut through with flashes of red, green, and blue. (This is the corrupted item of Bahamut's. He is known to pose as an old traveler and bless those that assist him justly with a platinum coin which can grant the holder some boons in times of great danger. It appears that somehow, these kobolds must've stolen it off of a good traveler.)
  7. Room with many piles of rags and little bits and bobs -- some raggedy clothes, 2 daggers, a little piece of glass with a beetle captured in it
  8. See #6
  9. A thinly-glassed wall, through which you can a lot of sand with faint glimmer of sky peeking through

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