"The ruins of an old, powerful empire. Something is very ghostly about the islands to the north..."
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The room has a control panel with two glinting golden buttons visible, each naming a region.
Total tokens available: 10
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Old Aurum
Upon pressing the button, the room shifts to a dilapidated city centre. The town plaza is made of beautifully carved bricks and pillars and now sits in ruin, long brown vines ensnare every building and tall amber grass sprouts between the cracks in the ground. In the centre of the plaza, an old fountain dry of water gleams in the cold sun.
Visitors of any spell level can cast high level Transmution illusory spells. This allows the transformation of one material seamlessly into another. These illusory spells have no effect gameplay wise, and are just for aesthetics and fun.
Events:
- In one of the rotted market stands, behind a small panel is a lockbox of a blue-grey steel. The lock can be picked on a Sleight of Hand check higher than 17, and contains a Museum Token.
- Something glints in the sun at the top of the tallest market building. With an Athletics check of 15 or higher, a visitor can attempt to scale the crumbling building to grab the Museum Token resting upon an old windowsill.
Quest:
- A shade sits upon the fountain, playing a melancholy song on the lute. When approached, he will apologise for the sad song, saying that he has been sad for a very long time. If asked if there is anything that would cheer him up he mentions that he vaguely remembers a flower from long ago, before the island was turned into this golden graveyard. A simple flower, a long grey stem that bloomed into many white petaled heads that vaguely resemble the face of a snake.
If shown a picture of the Pale Hydra from the Greenhouse, he will smile for the first time in many years, and thank the visitors. His returns to the same song, but now it is in a happy major key. From the central panel, a pair of frail spectacles will be printed. When worn the spectacles allow the wearer to see any transmuted material for what it truly is. As well as this, a Museum Token is printed.
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Palace Regalia
Upon pressing the button, the room shifts to an enormous entry hall, across every wall some intricate golden pattern adorns the many cool grey pillars that line the room. Paintings, statues, and other fineries line the exterior of the room and tall stained glass windows catch the light, splitting it into white, black, and gold and leaving moving shadows across the stone bricks of the floor. Everything seems to be accented by a thin trim of gold, from the frames of paintings to the skirting boards that encompass the hall.
Visitors of any spell level can cast high level Light and Dark illusory spells. This allows full manipulation, creation of, and transformation into Light and Dark. These illusory spells have no effect gameplay wise, and are just for aesthetics and fun.
Events:
- A weeping shade crawls on the floor, inspecting each brick. If talked to she wails, saying she is looking for her son, that he is somewhere here. Upon an Arcana check of 14 or higher, the guests will feel a longing aura from one of the bricks to the north of the hall. When they reach it, it will be slightly loose like the rest of the old bricks, and if brought to the woman she will cease crying and cradle the brick. From the central panel, a Museum Token will be printed.
- One of the pillars has a deep crack across its surface. On an investigation check of 15 or higher, the guests will peer into the crack and see a Museum Token lodged deep in the stone. To remove it, a strength check of 16 or higher is required.
Quest:
- At the end of the hall, two foreboding golden doors face the room. If a guest gets too close to these doors, they will burst open and a lumbering creature will spill into the hallway, attacking the guests. The creature looks like various suits of royal guard armour all fused to a central, oozing core with many lanky, frog like legs sprouting from this core. The Kingsguard has an AC of 18 and HP of 40, and makes three attacks. A halbert strike (+5 to hit, 1d12 damage), a sword strike (+4 to hit, 2d8+2 damage), and a shot from a bow (+2 to hit, 1d20 damage). As the Kingsguard is damaged, more of the armour falls apart, and the Kingsguard loses 1 AC for every 10 points of damage it takes. At the end of its turn, it will make a bonus action to strike one of the six pillars holding up the hall. When this happens, flip a coin. On heads, the pillar shatters, on tails it stands but rains debris on the nearest visitor, and they will take 1d6 damage from the rubble. If all six pillars break, the ceiling will come down on the guests and they will awake in the Museum Cafe, and will have to restart the fight.
When slain, the black ooze slinks into the cracks on the floor as the empty suits of armour clatter to the floor. From the central control panel, a ring of gold will be printed. When worn, this ring allows the user to transmute and regal metal (bronze, silver, gold, platinum) to any other regal metal. As well as this, five Museum Tokens will be printed.
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