Entrance A: The Holy Threespring
RoomOSE HMS · p.12
Open source p.12Hauntingly beautiful glade (swaying pines). Scarred mountainside (blasted open). Yawning gap (entrance into mountain). Trickling stream (from gap). Crystal pool (fed by stream, filled with rubble, dead fish, glittering offerings).
- Search pool: Mummified scaled limbs, red gold rings and bracelets (gp).
- Get all the gold: x 10gp, turns, triggers challenge 6: animated fishy limbs.
- Move rocks in pool: Drowned sarcophagus, ancient scaled waterwight (page 11, sleeping) in red-gilded wrappings. Funerary offerings with symbols of the dark fish (200gp). (1 watch).
Initial Exploration
High Hermitarium
Old faith cottages (desecrated). New faith graffiti (garish colours).
- Search cottages: Hermit’s to-do list: mentions secret Waterdrinker’s Shrine up the ‘goat stairs.’
Further Exploration
Dim Woods
Forbidding pines (dark, crowded). Heaped pine needles (dampen all sound).
- Hiding cultists of the Carp: grim but inept. As 2 acolytes and 4 bandits. Trying to catch new faith fanatics unaware. Have 2 wall-breaker potions (page 7).
Waterdrinker’s Shrine (Hidden)
Squamous fountain (carved stone). Spring (trickling from fountain’s fish mouth). Untouched (missed by the vandals).
- Holy water: Enough for five flasks before drying up. Also good to drink (cures worms and boils).
- Aged Glab-Glab altar: Psalm to carp & dragon. Sacrifice two small treasures (page 7) or 100gp to open secret shortcut to Hypostyle Halls (page 16). 2 watches, tight crawl. Path to Tortured tunnels and cascades.
Regional Challenges
6. Animated fishy limbs: tattered claws (page 11) crawl out to attack the living. 7. Unsteady rubble: Loose ground shifts. turns to make path safe or each PC must make a DEX check (failure: fall 10’). 8. Scared bear: 1 hungry mother bear, 2 cubs (as wolves). 9. Waterdrinker’s wrath: The waters turn black and foul. Flies crawl out, their poisonous bite inflicts boils (1 damage per day for 1 week). God Carp Scale Shield The Pharaoh Fish’s own gleaming red-golden scale. Shield , wearer takes ½ damage from fire and earth.
Collapse
1. Scree slope jumps, like a tongue flicking out of the mountain. Rocks fly. Save vs breath or damage. + to collapse checks. 2. Maelstrom of milky water. The meadow floods and a deep marsh remains where the springs were. Of the cave, no trace remains. + to collapse checks. 3. Waters clear. Beautiful waterwight swims up and throws a God Carp scale shield onto the shore then disappears.