The Charnel Pits
RoomDCC 74 · p.16
Open source p.16Area 2-4 – The Charnel Pits
The ditch of open sewage empties into a gaping pit that stretches down, out of sight. The pit is roughly 70 feet long and 30 feet wide and fashioned of worked stone at the lip that quickly recedes to reveal craggy walls. Strange purple mists writhe in the darkness below, curling up just below the lip of the pit.
The left wall of the pit is punctuated by a trio of platforms set into the wall, each opening to an archway. On the right is a single platform, lower than the others, also opening to an arch.
The pit is an enormous rift of unknown depth, a gaping wound cut in the flesh of the earth. For decades Old City dwellers have used the pits to dispose of their dead, dumping the ashes and bones of cremated corpses into the seething mists.
PCs can exit the area via the locked, iron-bound door to the north (pick lock, DC 10 or DC 15 Strength check), through the open arch to 2-4a, down the steps to area 2-6, or up to the bridge above (DC 10 Climb sheer surfaces check).
Daring PCs can also attempt to climb to any of the exposed platforms (DC 13). However, climbers are exposed to the foul, seething mists that sting lungs and eyes. Climbers can protect themselves by breathing through moistened cloth, but unprotected characters must attempt a DC 17 Fortitude save or suffer a hallucination:
Hallucination
1 The PC stands before mighty Death seated atop his great stone throne. The god leans forward and blesses the PC with his touch.
2 Blue flames race up and down the PC’s limbs. The PC must succeed on a DC 15 Will save or panic, falling from the wall in fright.
3 The PC sees a slight woman, bathed in a fiery light, standing before a great gate of scorched iron. She refuses to let the PC pass, transforming into a shrieking banshee wreathed in flames.
4 The PC sees his friends wrapped in cotton shrouds, doused in oil, and cast into roaring ovens. Screaming in agony, their bodies are reduced to skeletons that claw at the PC, dragging him into the flames.
5 The PC is in a mist-shrouded tavern playing at cards. One by one, four cards are turned over, with Death trumping all.
6 An unending, seething tide of corpses claw their way out of the mists below. On a failed Will save (DC 13) one seizes the PC’s ankle, dragging him down into the mists.
7 Judge’s choice. This can be one of the hallucinations above or one specifically tailored to the judge’s campaign.
The hallucination lasts rounds. Unless otherwise noted, the PC must make a successful climb check each round or pitch from the pit wall. Those falling into the swirling mists are never seen again.
PCs reaching any of the northern platforms find that each is barred with an iron gate. The gates are all locked, but easily picked (DC 10). Alternately, they can be bent asunder by a Herculean DC 20 Strength check.