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The Rook & the Crook

Lv 6-10

The Rook & the Crook · p.1 · rook-and-the-crook

Open source p.1 ↗
Run 0/20 visited· 12 fights left

No extracted maps for this adventure — the map is in the source book: Open source p.1 ↗

Sections (5)

GM Info p.2 ↗

A Guided Funhouse Puzzle Dungeon for 6th to 10th-Level Heroes

Overview

An explosion rocks a nearby mountain range. Once the dust clears, two twisted and screaming towers remain: one black and one white. Ominous seals appear on the moon and stars. A wicked smile spreads across the eye-spotted black tower’s upper story, capped by a witch hat-like roof. Its upper and lower floors appear to be separated, with arcs of blue lightning emanating from its center. The white tower is a bastille of pale stone, with an otherworldly blue fire burning at its top. Windows of stained glass bend without breaking along the white tower’s exterior, and eyes of madness follow those who approach the black. A flock of winged serpents fly around these profanities of architecture. No one knows where these towers came from, and what has corrupted the celestial bodies. It is up to the heroes to uncover the mystery to stop a cataclysm that has been unfolding for centuries in secret.

Gm Info

The following sections are only for the Game Master. The information within should only be revealed when the party uncovers it.

GENERAL GUIDANCE

Players can tackle this dungeon from any angle, but some methods may prove more difficult than others. If they climb or fly into the windows in Rook or the opening in Crook, it will not “break” the experience. Further, this is an apocalyptic scenario in most fantasy worlds. There is a bad situation that has already happened, and it’s about to get worse. Only use this adventure as written if you’re prepared for your world to end.

WHAT’S REALLY HAPPENING?

In primordial ages, an ancient being known as Stolas schemed against the first creators. As a deity who helped ignite the spark of intellectual pursuit in the first people, Stolas’s actions drew concern from the creators who saw their worshippers become skeptics. For a god to become forgotten is as good as death, and Stolas’s gift of enlightenment was seen as an act of treason against the creators. For this act, the remaining gods imprisoned Stolas in an antimagical cell and placed the prison out in the far reaches of the universe. A place where it would be exiled from the gods, unable

to teach, sentenced to an eternity of obliteration, and labeled a demon. Stolas was driven mad by isolation, but his teachings have managed to reach out to students as whispers in other dimensions. Knage Ashright is two of these students. In one dimension, Knage (Kn) is a scholar knight sworn to an oath of discovery. In the other, Knage (Wa) is a sickly, but brilliant warlock conjurer and illusionist. These two made contact, and began constructing a set of buildings capable of freeing Stolas. They did so in their dimensions, as to avoid drawing any suspicion from the gods of the PCs. When the time came, the Rook and the Crook were activated. Both towers phased into Stolas’s dimension, twisting and warping them. Now functioning together, the Knages activated a star- ripping telescope in Crook, and pulled Stolas’s prison free from the sky. Knage (Kn) died in the resulting explosion, and now protects the towers as a Death Knight in C2 Throne Room. Knage (Wa) has been aged thousands of years to fuel the star-ripper, and his withered husk can be found in R7 Aging Ruin. Stolas is trying to shuck off the antimagical shackles remaining from its prison by overloading them, but the latent energy stored in the towers still keeps them intact by a trickle of power pulled from the prison. This has warped the surrounding area and the towers, causing a kind of magical fallout. If the shackles fail, Stolas will open a black hole and use its wishing star crown to create its own universe, destroying the realm.

Factions

The interests of the following factions are at the center of this adventure.

The Knage Ashrights

Knage Ashright are followers of Stolas and builders of the Rook and the Crook. There are two Knages (noted with Kn for Knight and Wa for Warlock), each from a separate dimension, but both sought immortality from Stolas. They called each other by the name “The Friendly Stranger”. Stolas instructed both of the Knages on how to gain the power of a wish to gain this immortality, under the promise that they would create the a machine of Stolas’s design to break him free. Many of their attempts at creating or finding a means of gaining one can be found throughout Rook & the Crook.

Knage Ashright (Kn): The builder of Rook is a human knight sworn to Stolas. He planned to use his immortality to serve as an undying savior of his destitute dimension, and planned to use Knage (Wa)’s immortal soul to fuel the Aging Ruin and the star ripper. He technically gained immortality, but only after being killed by the star ripper’s explosion, and is now a Death Knight serving Stolas in C2 Throne Room.

Knage Ashright (Wa): The builder of Crook is a human warlock fixated on cosmic forces. His curse of immortality leaves him frail and sickly. After creating the Orb of Parallel Realities, he became obsessed with Knage (Kn), and pleaded with Stolas to have his life. He had a contingency planned for if Knage (Kn) betrayed him, and told him the improper operation of the star ripper, which killed Knage (Kn) in the explosion. His withered husk is restrained in R7 Aging Ruin.

Stolas

A powerful demon lord of philosophy, gems, and herbalism. It appears to be an enormous owl wearing a crown, with extended legs and a nebula swirling in its eyes. In a primordial time, it was sealed away in a prison off in the farthest reaches of space. This prison is an antimagical cell that powered itself off of the mere presence of the Stolas, and was placed near the point of the Archer constellation’s arrow. Stolas wants two things: revenge and control. It knows the powers that imprisoned it could do so again, so it planned to create a universe of its own to rule over, using the matter of the universe against itself to make it. If everything goes its way, it will subjugate the world and use all the people as fuel in the Aging Ruin to rip more stars from space, and create its own big bang in the black hole.

Phoenix

There is a Phoenix imprisoned by Knage Ashright (Kn) in the top floor of Rook (R10 Phoenix Cage). While it is effectively being tortured to power some of the arcane machinations of the towers, it knows this is the last defense to keep Stolas in its own prison and possibly return it to the great beyond. It won’t leave its cage unless Stolas has been dealt with.

Wants: Stolas to be returned to its black hole prison.

Allies: -

Enemies: Stolas, Knage Ashrights

Stakes

The Stolas’ influence has warped the towers and summoned his amphipteres, and the antimagical prison that contains him is failing. Any magic from outside sources empowers him and speeds up the process to its prison breaking. This is reflected with the Countdown Die and the Wyrd Happenings. The Countdown die starts as a . Start rolling it after the Heroes move to at least 3 Areas. Every time thereafter that a Hero casts a spell or willingly uses the function of a magic relic within the towers (excluding attacking with a weapon or benefiting from armor), roll this die and roll on the Wyrd Happenings. On a roll of 1, the die shrinks by one size ( to , to , etc). If the entire party traverses through any of the portals, only roll this once for the entire party’s movement. Each time the die shrinks, Stolas begins breaking free of its prison, and a horrific, owl-like screech can be heard all throughout Rook & the Crook. If the die was a when it shrinks, the Stolas breaks free and will immediately set its sights on the Heroes.

Crystal Golems

The Crystal Golems of the towers are made of the shattered pieces of the prison. If at least three are killed, the Countdown die increases by one size and their bodies are magically assimilated into the prison. If the die is a and increases this way, the prison is reformed.

Conversions

This adventure was written for Vagabond, but can be run with other “ Dragon Games” with some work. Other instructions are in the Bestiary.

Reflex: Breath, Dexterity, Agility

Endure:Death, Fortitude, Poison, Strength, Toughness

Will: Charm, Magic, Wisdom

Silver Standard: Treasure is valued for the Silver Standard. To convert to Gold, multiply gold and copper values by 10. Silver i s fine as-is.

Damage Structure: This Quest uses B/X damage structure, which is notably smaller than 5E or Pathfinder. As such, it’s recommended you use comparable versions of those systems’ statblocks.

Hooks

Hook 1Open Prompt: A star falls from the sky onto a mountain, and the peak sparks with blue lightning. As the dust clears, night has set in, and two towers stand at the peak. The moon and stars now glow with a bizarre red symbol. 2When You Wish: If the party needs to have a wish granted, this adventure kicks off the moment they start planning on how to make it happen. Immediately after, Hook 1 happens. 3Visions of Dread: Dread haunts the periphery of the party’s minds. A voice that rings like a symphony of dissonance whispers to them, “Beware the Friendly Stranger.” Their maps and compasses jump from their packs. They all direct the group to the location. At that moment, Hook 1 happens. 4Mysterious Stranger: The group sees a purple and blue striped door appear in front of them. A sickly human looks out, curses, and closes the door. With a locking sound, the door vanishes. The next moment they see a mountain, Hook 1 happens. This is Knage (Wa) trying to open the Wheredoor to a plane of infinite water.

Reading Areas

The Areas are formatted with Key symbols in the following way.

XAREA NAME

Descriptive text to help the GM goes here. The room key symbols appear below, always in the following order:

  • Miscellaneous: Details to note.
  • Vision: Assume the Area is lit unless indicated.
  • !Hazards: Traps, Difficult Terrain, etc.
  • Magic: Magic effect and source.

NPC: Nonplayer Characters.

Encounter: Dangerous monsters.

  • Items: Loot that can be found.
  • ↑Transitions: Points in the direction of an adjacent Area.
  • ▲Elevation: An accessible path up or down to another adjacent Area.
  • ?Secret: Secret that can be revealed.

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Aftermath p.30 ↗

Aftermath

The intent of this adventure is that the party should be given the ability to make a Wish by defeating Stolas.

Stolas Defeated

Stolas’s death or imprisonment results in the and other antimagical abilities. effects of its presence subsiding after 1 hour. Alter­natively, it can be used to The Pandemonium will harmlessly collapse in grant one wish as the wisher truly on itself, creating a Dwarf Wishing Star in its intends, which means it can’t be place. The Rook and the Crook remain in the twisted by misinter­pretation. This PC’s dimension, but all of Stolas’s servants are wish can’t be used to gain more banished to their original realms.

Stolas Freed

Stolas will use his Crown to finish the creation collaps­es in on itself and returns of his own universe, which grows and slowly to nothing. consumes the PC’s universe in the process.

Dwarf Wishing Star

Lore: Relic Gemstone Appears to be a dark gemstone with a swirling cosmos inside it. Can be used as a Trinket for Casting, which causes any Spell cast from it to ignore antimagic wishes through this Relic or any other Relic. If the wish is used, the Dwarf Wishing Star harmlessly

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Bestiary & Conversions p.31 ↗

Bestiary

Conversions

The following Guidelines can help convert statblocks to the system of your choice.

d20 Rolls

In games where NPCs roll s, add their Hit Dice (HD) count to their roll if they are good with the Check.

Save DCs: Use Normal Difficulties (12 to 13) for Save DCs forced by NPCs

Hit Points

Old School: Roll a number of s equal to its HD for Hit Points, or use the assumed HP in their statblocks.

Contemporary: Use the assumed HP and add the HD number to it.

Senses

Sense Description Allsight Isn't fooled by illusions or invisibility. BlindsightIt can see even if it is Blinded. DarksightIt can see in darkness. EcholocationIt can see by hearing. SeismicsenseIt can see anything touching ground it is touching. Telepathy It can see anything that can think.

Attacks & Spells

Roll High: Result = + HD

THAC0: THAC0 = 20 - HD

Damage

Old School: No change.

Contemporary: Damage + HD

Speed (SPD)

TypeDescription ClimbCan move on walls at this speed. ClingAs Climb, but also on ceilings. SwimCan swim at this speed. PhaseCan move through walls. Speeds are indicated as either -, Standard, or Standard with a modifier (such as 1/2 Standard, 2×Standard, etc). Standard is the distance a normal human can move on a Turn in the system of your choice.

Zone (ZNE)

ZoneDescription FrontMove Close to Melee attack. MiddleMove Close to Melee attack and fall back to Near. If at half HP or lower, act as Back. BackStay Far to Ranged attack and Cast.

Saving Throws

Old School Contemporary HD ERW E RW 1-3131516+6+4+3 4-6111314+8+6+5 7-991012+10+8+7 10-127810+12+10+9 13-15558+14+12+11 16-18336+16+14+13 19-21224+18+16+15 22+222+18+18+17

Reflex: Breath, Dexterity, Agility

Endure: Death, Poison, Constitution, Fortitude, Toughness

Will: Magic, Charm, Wisdom

By Type None as Unarmored as Unarmored plus Shield as Leather as Leather plus Shield as Hide as Hide plus Shield as Chain as Chain plus Shield as Scale as Scale plus Shield as Plate as Plate plus Shield as Splint as Splint plus Shield as () Plate as () Plate plus Shield as () Plate as () Plate plus Shield as () Plate as () Plate plus Shield Use the comparison in the statblock’s brackets to determine Armor Class. You will then need to know how your system of choice handles its Armor mechanic:

Mitigation (Mit.): Black Hack, Cairn (use half), Into the Odd, Vagabond

Damage Reduction Die (DRD): Mörk Borg

Ascending Armor Class (AAC): Old School Essentials

Descending Armor Class (DAC): Basic/Expert, Old School Essentials

Shield : D&D 5e, Pathfinder, ShadowDark

Knave 2E (K2): Knave calculates AC as 11+AP (Armor Points), with a limit of 18 AC( AP), although certain monsters are shown with AC 20. Those marked with an asterisk (*) are shown so the math makes sense.

Armor

Mit.DR DieAAC K2

  • All attacks hit -

0 0 1011 (0 AP) 1 1 1112 (1 AP) 1 (1 AP) (2 AP) 1 (2 AP) (3 AP) 2 (3 AP) (4 AP) 2 (4 AP) (5 AP) 3 (5 AP) (6 AP) 3 (6 AP) (7 AP) (7 AP) (8 AP) (8 AP) (9 AP) (10 AP) (11 AP) DAC Shield 9 10+DEX 8 12+DEX 7 11+DEX 6 13+DEX 612+DEX (max ) 514+DEX (max ) 513+DEX (max ) 415+DEX (max ) 414+DEX (max ) 316+DEX (max ) 318 (STR 15 req.) 220 (STR 15 req.) 217 (STR 15 req.) 119 (STR 17 req.) 219 (STR 15 req.) 121 (STR 15 req.) 120 (STR 15 req.) 020 (STR 15 req.) 021 (STR 15 req.) (STR 15 req.)

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Design Notes p.37 ↗

Design Notes

My favorite experiences in running and playing dungeons always seemed to be in surreal environments, and White Plume Mountain still remains one of the best times I’ve ever had playing TTRPGs. It felt like a twisted game show where the PCs were dealing with a Jigsaw-like host, and I was constantly laughing at the absurdity of it all. I knew I wanted to make my own funhouse puzzle dungeon, but the inspiration for the situation just didn’t hit until like early 2024. I had a dream, and the only thing I could recall was seeing the scene depicted on the cover: two towers twisted around each other, one black and one white. The black tower had this eerie grimace and a witch hat, and the white tower was aflame with stained glass. I woke up and sketched the towers out, then commissioned the piece from Alexey Gorboot. From there, I just decided to do the thing every dungeon designer should be doing: make problems. Don’t worry about how something is going to be solved, just make problems the PCs need to figure out. Nine times out of ten, they’ll have some Spell or unconventional thought process that subverts any obstacle you can throw their way. Solving things is their job, not yours. My mess of problems was then thrown at a local crew of Tulsa Vagabond fans to playtest, and Jack Weighill and Pablo Dapena for editing. The feedback that kept coming back from everyone was that it needed something to tell players what had actually happened. This felt so counter-intuitive to me and hit a real irk of mine. It’s a PUZZLE dungeon, they’re supposed to figure that out! Plus, I absolutely despise “diaries/journals/notes” in adventures that serve as nothing other than to drop an obvious hint. It’s just a pet peeve of mine. Well, it turns out that even groups who did figure it out said it would have been more satisfying to have figured it out sooner and enjoyed the reward of thwarting Stolas some other way. It was that, and the editors’ feedback that ultimately lead to solidifying clues about the identities, and including the Orb of Parallel Reality and Sending Parchment. At its core, the mystery isn’t spelled out for them, and the PCs will discover the Knage Ashright being dropped in all of these hints is actually two of the same person from different realities, which felt like a cool subversion of the “note drop” clue trope. This dungeon is my biggest problem yet. It was specifically designed to allow the PCs to enter from anywhere without breaking. Cartographer players will discover their own puzzle to unravel. Combat-heavy players will have tons of enemies to beat down. Tinkerers will get environments and items to experiment with. Investigators will find a double-murder mystery at the heart of this that thwarted the evil-doers and created the chaos presented within.

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Endpapers: Random Events & Scripted Encounters p.39 ↗

Random Events

Crook Events 11Death Knight attacks the PCs (treat as 13 if it is inactive]. Flying Spellbooks, fluttering aimlessly or nesting nearby. Floating Eyes appear in a confused rage. Living Crystal Statues, looking for the magic sources. 15A man’s voice whispers “Beware the Friendly Stranger.” 16Roll on Wyrd Happenings table. 21-66No encounter.

Scripted Encounters

AreaCrook 0 1Giant Gibbering Mouther 2Death Knight 36 Flying Spellbooks 4- 55 Crystal Golems, Stolas 62 Reapers 7Greater Basilisk, Djinn 84 Bowlers 9- 10- AreaCrook 226 banners (30g each), Striped Key 3Orb of Parallel Reality, Sending Parchment 4- 5Crown of Stolas 6Skeleton Key 7Band of Gravity Reversal 8- 9meteoric diamond (1000000 g) 10- Rook Events Animated Armor move to their station at R1 Entrance Hall. Amphipteres trying to find a way outside. Rook 12 Amphipteres - - 6 Animated Objects Viper Tree - - - - 12 Steam Sprites Phoenix

Treasure

Rook Bag of Holding [3000g, crown (2000g value), 3 Healing III Potions)], the masks - () Blink Dagger 3000g, Boots of Spider Climb, Enchanting Crucible - Rope of Entanglement Alchemy Font, Scales of Balance, () Warhammer - Wheredoor

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Rooms (20)

O O First Approach · Amphiptere p.7 ↗

Dungeon

The dungeon begins with the party approaching the towers, which are currently being circled by winged serpents. There is an active, pulsing magical energy in the middle of Crook, which the serpents avoid.

FIRST APPROACH

For the last mile, you’ve heard a scream of pain and a roar of flame, both of which appear to come from the intertwined towers now before you. A pack of flying, man-sized serpents haunt the upper floors like vultures over a carcass. A black spire shifts dozens of unblinking in your direction, its crooked smile bends down Fireball [Ranged Attack] away from the witch hat-like roof. Debris floats in a cloud of energy around its center, almost as if frozen in time. Twisted around the black spire is a pale bastille with a silvery blue plume of flame at its top. Stained glass windows dot the exterior. A silver door indicates the ground floor entry for the white tower, and an oak door allows entry to the black one.

  • Eyes: Those climbing or flying near the towers will alert the Amphipteres.
  • Serpents:12 Amphipteres patrol the towers. Any [Wyrd Happenings table] rolls alert them.
  • ↖Silver Door (White Tower; Rook): R1 Entrance Hall. If opened, roll on the Wyrd Happenings.
  • ↖Oak Door (Black Tower; Crook): C1 Impossible Foyer. If opened, roll on the Wyrd Happenings.
  • ▲Windows: There are windows into every floor of Rook that the party can break into. If anything attempts to climb Crook, roll on the Wyrd Happenings every Round while there is someone climbing it.

Random Events

Both Rook and Crook have their own Random Events tables. Roll to determine if an Encounter occurs when the party moves to an explored area, makes lots of noise, or fails a Skill Check out of Combat.

Amphiptere

Medium Cryptid (Wyrm) HD: 3 (13 HP)Speed: 5’ (Fly 30’) Zone: Backline Morale: 7 Senses: Darksight Armor: 1 [as Leather] Immune: Fire eyes ACTIONS (Recharge C): 3 () and Burning (C) Bite [Melee Attack]: 4 ()

Foes tap HP · attacks roll
  • Amphiptere HP 13 LV 3

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R1 R1 Entrance Hall Rook p.9 ↗

ENTRANCE HALL

This entrance hall is an almost impossibly long stretch of a chamber. Mirrored pillars line both sides of a carpet that stretches out before you, leading up to stairs going up.

  • Pillars: While walking back­wards through this hall, the characters will be able to see themselves moving closer to a set of wooden stairs, as well as a statue of a knight holding a sword to strike.
  • Carpet: If viewed from the south, it is black. While viewed from the north, it is silver. If the rug is lifted, it trills loudly like an insect swarm.
  • ?Statue: Words are visible on the base that say “Knage Ashright”. The sword is held behind Knage, pointed at the stairs.
  • Hall:Stretches away from PCs unless they walk backwards.
  • ↘Silver Door: O First Approach
  • ▲Stairs (Up):R2 Mask Gallery

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R2 R2 Mask Gallery Rook p.10 ↗

MASK GALLERY

Four wooden masks of various expressions float in glass displays in this gallery, beneath a chandelier of wooden arms all grasping toward the center of the fixture. Stairs lead both up and down.

  • Masks: All staring at the chandelier. Each is Cursed and Sentient, but only speaks while worn. See the table for their effects.
  • Chandelier: Invisible Bag of Holding hangs from it. Currently contains 3000g, a crown (2000g value), and a wooden box of exotic herbs and three Healing III Potions.
  • ▼Stairs (Down):R1 Entrance Hall
  • ▲Stairs (Up):R3 Living Room

R3

MaskEffect IdiotThe wearer’s speech is incoherent. JesterThe wearer’s active assistance grants Favor on Checks. If the Check fails, the mask can’t provide that benefit until it hangs in a busy tavern for a night. RogueThe wearer fails Checks against surprise. VizierThe wearer has All-Sight until they tell a lie. Then the mask can’t provide this benefit until it is touched by a judge.

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R3 R3 Living Room Rook · Animated Object p.11 ↗

LIVING ROOM

The ceiling of this room is decorated with hundreds of talons, with a cow-sized talon in the center. Multiple lanterns dangle from its claws, making a macabre chandelier. However, the room is nonsensically furnished. Two couches face each other with a white owlbear rug draped over them. A reading chair leans over into a blazing fireplace, but doesn’t burn. An end table is placed upside down near a suit of armor with a sword stabbed through its chest. Stairs lead up and down.

  • Limited Anti-Magic: The powers of Relics do not work on this floor. Furnished: Any of the objects the PCs
  • touch here become an Animated Object (there are 6 total). If they stall in this room without any object being brought to life, the objects will move to face the PCs while they aren’t looking, making a lot of noise.
  • ▼Stairs (Down):R2 Mask Gallery
  • ▲Stairs (Up):R4 Beech Tree Shrine

Animated Object

Medium Artificial HD: 5 (22 HP) Speed: 30’ Zone: Frontline Morale: 9 Senses: Blindsight Armor: 2 [as Chain] Weak: Fire (if wood); Blunt (if stone) Immune: Fire, Pierce, Slash (if steel) ACTIONS Slam [Melee Attack]: 7 () ABILITIES Antimagic Vulnerability: It is Dazed for C if affected by the Dispel Spell or other antimagic. Immutable: It can’t be transformed.

Foes tap HP · attacks roll
  • Animated Object

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R4 R4 Beech Tree Shrine Rook · Viper Tree p.12 ↗

BEECH TREE SHRINE

An old temple of sorts built in a beech forest. Trees function as pillars, holding up a roof canopy with a beech tree growing in the temple’s center with an iridescent dagger stabbed roughly 20’ up its center. Shimmering leaves fall from the ceiling, chiming in the air as they float to the ground. The thickest beech tree grows up through a hole in the ceiling, ascending to darkness above. A glowing door can be seen behind two statues of lovers about to embrace. There are stairs leading both up and down.

  • Lovers: Those who give a sign of affection to a statue are given a blessing, which can be used within the next day to choose the result of one of their rolls or to instantly resurrect them when they die at full HP if their body is intact. The statues can’t bless a character more than once per day.
  • Beech Tree:Viper Tree, still until climbed.
  • Dagger [Relic]:() Blink Dagger
  • Hole: Portal to C2 Throne Room
  • Door: Portal to R6 Hall of Doors
  • ▼Stairs (Down):R3 Living Room
  • ▲Stairs (Up):R5 Wunderkammer
Foes tap HP · attacks roll
  • Viper Tree HP 40 LV 9

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R5 R5 Wunderkammer Rook · Viper Tree p.13 ↗

WUNDERKAMMER

The walls are lined with drawers like repository boxes, which go up for what seems to be miles. An anvil and crucible sit in the center of this gallery of magic items. Six rings can be seen on a display near the anvil, next to a suit of plate armor engraved with flames and an iron chest. A drafting bench sits to the left of the stairs down.

  • Drawers: If opened, roll Wyrd Happenings. The effect originates from the drawer.
  • Iron Chest (Locked, Arcane Lock): 3000g, Boots of Spider Climb.
  • Crucible: See Enchanting Crucible.
  • Display: The gold, rings, and armor are Cursed (see Cursed Items sidebar).
  • Drafting Bench: Amongst the notes is a map of the Rook & the Crook.
  • ▼Stairs (Down):R4 Beech Tree Shrine, however, these stairs silently move and seal off this exit 1 minute after anyone tampers with the items in this area. They remain sealed this way for 6 hours.

R4

Viper Tree

Giant Outer (Hellspawn) HD: 9 (40 HP) Speed: 0’ Zone: Frontline Morale: - Senses: Darksight Armor: 2 [as Chain] Weak: Fire, Slash from axes ACTIONS Bite [Melee Attack, Near]: 7 () and pass [Endure] with a penalty or be Sickened (C Rounds, Paralyzed). ABILITIES Magic Ward I: The first time it is unwillingly affected by a Spell each Round, the Caster must spend an extra 1 Mana to affect it.

(+2) Blink Dagger

Relic: Fabled Dagger (Bound) If the Being Bound to this dagger throws it, they can use their Action or skip their Move within the next Round to teleport to the dagger’s location or teleport the dagger back to their hand.

Boots of Spider Climb

Lore: Relic Boots The wearer has Climb, can walk on ceilings, and ignores Difficult Terrain made of web.

Enchanting Crucible

Lore: Relic Crucible Can be used as a tool to Craft armor and weapons. Any item created this way with it always has at least a () Bonus.

Cursed Items

These Items curse the wearer, and can’t be unequipped while Cursed. This Curse is suppressed while on this floor, but whoever is in contact with the item(s) is Burning () while the Curse is active.

Foes tap HP · attacks roll
  • Viper Tree HP 40 LV 9

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R6 R6 Hall of Doors Rook p.14 ↗

HALL OF DOORS

Six doors line the walls of this alabaster chamber, each carved with a scene. From left to right, the doors depict a throne and tree of snakes, a lightning-struck tower, a barred portcullis, spilled ink and a quill, a swirling grey mass, and scales balancing a flaming sword and hammer of ice.

  • Doors: The doors are portals to other

R7

areas in the towers:

  • 1 Throne and tree: R4 Beech Tree Shrine
  • 2 Lightning-struck tower: R7 Aging Ruin
  • 3 Barred portcullis: Dumps into the pit in C1 Impossible Foyer.
  • 4 Ink and quill: C3 Scroll Atheneum
  • 5 Swirling grey mass: C7 Bottomless Hole
  • 6 Scales: R8 Alchemy Font

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R7 R7 Aging Ruin Rook p.15 ↗

Aging Room

If R9 Steamworks is active, every minute that passes ages everything within this room by 1 year and gives it Fatigue. Anything that dies to Fatigue here has its soul eaten, powering the star ripper.

Rope of Entanglement

Lore: Relic Rope On a passed Attack Check, it Restrains a Large or smaller Being for (C) and doesn’t allow them to teleport or be teleported.

Squire’s Tag

Worn around the neck under the corpse’s armor is a silver tag, engraved with: “Pandlin Lorel, squire to honorable Knage Ashright of Vanavell.”

AGING RUIN

Chambers in ruins with dozens of floating, ethereal clocks ticking at unbelievable pace. A bed, table, and kitchen can be seen, and the smell of musty rot lingers. A withered corpse is handcuffed to a pillar, a human-sized lump is covered by the sheets on the bed, and stairs up have crumbled to splinters. A door to a gallery hangs above the bed.

  • Aging Room: See Aging Room sidebar.

Bed: The withered Knage (Wa) is tied- down with a Rope of Entanglement. The partner Sending Parchment with the letter from C3 Scroll Atheneum is by the bed.

  • ?Corpse: Died thou­sands of years ago, despite its modern armor and cuffs. Inspection reveals the Squire’s Tag (see sidebar) and that both of the legs are broken. This is the body of Pandin Lorel, a squire of Knage (Kn), who he tested the Aging Room out on.
  • Rope of Entanglement [Relic]: See sidebar.
  • Door: Portal to R6 Hall of Doors
  • ▲Stairs (Up):R8 Alchemy Font, broken.

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R8 R8 Alchemy Font Rook p.16 ↗

ALCHEMY FONT

A set of scales sits in a butterfly-adorned fountain in the center of this glistening room. A jade warhammer sits on one of the disks. A door to a gallery stands behind the scales under stairs leading up and down.

  • Fountain: See Alchemy Font sidebar.
  • Scales: See Scales of Balance sidebar.
  • Warhammer [Relic]:() Warhammer
  • Door: Portal to R6 Hall of Doors
  • ▼Stairs (Down):R7 Aging Ruin
  • ▲Stairs (Up):R9 Steamworks

Liquid 1Water 2Mayo 3Blood 4Milk 5Acid, Basic 6Wine

Scales of Balance

Lore: Relic Statue When a Relic that has a bonus or penalty (such as a () Bow) is placed on a plate, an item placed on the other plate gains this bonus or penalty if theirs was previously lower. The scales can do so 3/Day.

Alchemy Font

Lore: Relic Fountain Each time the scales are used, a different substance spews from the fountain, rolled on the following table. Do so when the PCs see it for the first time and again each time the scales are used. Liquid 7Vinegar 8Green Slime (1/minute) 9Ale 10Glue 11Maple Syrup 12Coffee

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R9 R9 Steamworks Rook · Phoenix,Steam Sprite p.17 ↗

STEAMWORKS

A dizzying mass of pipes, gears, and machinery pumps steam into a large, metal tube laying horizontally across the floor. What appears to be a fan on the end of the turbine spins quickly as steam whistles. Stairs lead up and down from this room.

  • Tube: Steam turbine, currently on and powering R7 Aging Ruin.
  • Steam: The concentrated primordial steam has birthed 12 Steam Sprites, who protect the turbine.
  • ?Operation: The machine only oper­ates while the Wheredoor in R10 Phoenix Cage is open and dumping water onto the Phoenix there.
  • ▼Stairs (Down):R8 Alchemy Font
  • ▲Stairs (Up):R10 Phoenix Cage

Steam Sprite

Small Primordial HD: 4 (18 HP)Speed: 30’ (Fly) ZNE: Backline Morale: 8 Armor: 0 [as Unarmored] Senses: Darksight Immune: Fire, Poison Status Immunities: Sickened ACTIONS Claw [Melee Attack]: 2 () and Burning (C) Steam Breath [Special Attack, Near Cone | Reflex]: 4 () Blur [Cast, Self] (Focus; 1/Day): Hinders sight-based Checks that Target it for 1 minute. ABILITIES Explosive Death: When it dies, each Close Being must pass [Reflex] or take 4 () damage.

Foes tap HP · attacks roll
  • Phoenix HP 90 LV 20
  • Steam Sprite

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R10 R10 Phoenix Cage Rook · Death Knight,Phoenix p.18 ↗

PHOENIX CAGE

This room appears to have been built to keep a phoenix in a consecrated prison. Water rains down from a tank above the phoenix’s prison, which is bathed in blue flames that wrap around the tank and vent out through a grate in the ceiling.

  • ?Tank: Wheredoor inside the tank (see sidebar), currently open to a plane of infinite water. The Death Knight from C2 Throne Room holds the key.
  • !Water: Boil­ing hot. Anything within it is Burning (). Phoenix:Phoenix, solemnly enduring pain. See What the Phoenix Knows sidebar.
  • !Flames: Anyone outside the tower Near this 50’ ball of flame is Burning () with a holy, intense heat. The damage caused by this heat can’t be reduced by any­thing other than a Phoenix or more powerful supernatural creature.
  • ?Operation: The Wheredoor is open to a plane of infinite water, which is pouring out onto the Phoenix here to create an incredibly powerful steam engine. If the Wheredoor is closed, R7 Aging Ruin powers down, and the magic keeping the Stolas contained shuts off.
  • ▼Stairway (Down):R9 Steamworks

ON THE PHOENIX...

The Phoenix is kept here as a prisoner in a cycle of death and resurrection. However, it is under divine ordainment to suffer here, and knows the only way Stolas can be sent back into its prison is to power the star ripper. If it can tell the Heroes’ goals are noble, it will tell them everything it knows about this situation and how to power the Star Ripper: 1 A Being with a soul must die to R7 Aging Ruin. 2 R9 Steamworks must be working. 3 C9 Observatory must be dialed in to the coordinates for the prison and operated to send Stolas out.

Wheredoor

Lore: Relic Door The door’s keyholder can open it to create a portal to any place they have previously visited. After being teleported through the door, they can snap their fingers in front of any doorway to create a portal back to this door. The portal closes when this door is closed and locked with the key.

Phoenix

Giant Outer (Divine) HD: 20 (90 HP) Speed: 50’ (Fly 150’) Zone: Backline Morale: 10 Senses: Allsight Armor: 5 [as () Chain] Immune: Fire; Physical from non-Relics Status Immunities: Charmed, Confused, Paralyzed, Restrained, Sickened, Suffocating ACTIONS Resurrect [Cast, a corpse Touches] (1/ Day): Revived at Full HP with 0 Fatigue Combo: 2×Talon and 1×Beak Talon [Melee Attack]: 7 () Beak [Melee Attack]: 14 () ABILITIES Fiery Revival (1/Day): If it dies, all within Near must pass [Reflex] or take 55 (×10) and be Burning (C), ignoring Immune to Fire. This Being is than revived in 1 Round at full HP. It will always try to flee until this Ability refreshes. Illuminator: Sheds Sunlight in Near. Living Fire (Close Aura): Burning () Magic Ward II: The first time it is unwillingly affected by a Spell each Round, the Caster must spend an extra 2 Mana to affect it. Phoenix Down [Item; Value 2500g]: Extremely magical Material. Can Use to revive a dead Being whose corpse the down is placed upon.

Foes tap HP · attacks roll
  • Death Knight HP 49 LV 11
  • Phoenix HP 90 LV 20

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C1 C1 Impossible Foyer Crook p.21 ↗

IMPOSSIBLE FOYER

A path extends above a few sets of staircases hovering over a void darkness. On the path is an acid pool that extends out 30’ with a brick wall at the end. Stairs spiral down the east wall to a platform, with a connecting flight that goes down into darkness, and upward-spiral stairs that go under the main entry, then into an upper story.

  • !Brick Wall:Illusionary. A spring-ac­tivated pressure plate immediately north of the wall causes the 10’ square area of floor there to quickly rise up and dump whatever is on it onto the Pool of Acid.
  • !Acid Pool:Illusionary. This is a long trap door. When at least 150 pounds is placed on it, the doors open to a 40' drop into a pit containing a Giant Gibber­ ing Mouther. The trap then resets.
  • !Pit: Barred-in, Giant Gib­bering Mouther.
  • Trap Door: The under­side is a portal to R6 Hall of Doors.
  • ↘Doors: O First Approach
  • ▼Stairs (Down):C7 Bottomless Hole
  • ▲Stairs (Up):C2 Throne Room

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C2 C2 Throne Room Crook · Death Knight,Phoenix,Viper Tree p.22 ↗

Death Knight

Medium Undead HD: 11 (49 HP) Speed: 25’ Zone: Frontline Morale: 12 Senses: Allsight, Darksight Armor: 4 [as () Chain] Immune: Fire; Physical from non- Relics, unless the weapon is silvered Status Immunities:Fatigued, Frightened, Sickened, Suffocating ACTIONS Stun [Cast, all who hear it | Will] (1/Day): Paralyzed (C Rounds) Multi-Attack: 3×() Longsword () Longsword [Melee Attack]: 6 () Hellfire [Cast, 20-foot Sphere | Reflex] (1/ Day): 35 () and Burning (C) ABILITIES Fear Aura [Aura Near | Will]: Frightened (C, or until they pass this Save on a subsequent Turn). Dispel: It can skip its Move to end a Spell affecting it. Zombie: It can’t be reduced below 1 HP unless damaged by a Crit, damage it is Weak to, or while in Sunlight.

C3

THRONE ROOM

A royal chamber with shimmering, dark purple banners. A stone sarcophagus is placed in the center of the room, with a runner rug leading up to a throne. Upon which sits a knight in purple armor with a striped key dangling around its neck. Stairs lead up and down.

  • Banners: 26 total, each worth 30g.
  • Sarcophagus: Removing the lid reveals the upper part of a Viper Tree (see R4 Beech Tree Shrine, p. 12 for its statblock), which looks like a pit of snakes. Moving through the sarcophagus teleports you to R4 Beech Tree Shrine.
  • Knight:Death Knight, the reanimated Knage Ashright (Kn). Motionless at first, but disappears if vision on him breaks and he then stalks the party.
  • Striped Key: Key to the Wheredoor (see: R10 Phoenix Cage, p. 18).
  • ▼Stairs (Down):C1 Impossible Foyer
  • ▲Stairs (Up):C3 Scroll Atheneum

C4

Foes tap HP · attacks roll
  • Death Knight HP 49 LV 11
  • Phoenix HP 90 LV 20
  • Viper Tree HP 40 LV 9

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C3 C3 Scroll Atheneum Crook · Flying Spellbook p.23 ↗

Flying Spellbook

Small Artificial HD: 1 (1 HP)Speed: 0’ (Fly 30’) Zone: Backline Morale: - Senses: Blindsight Armor: 0 [as Unarmored] Immune: Poison Weak: Fire St. Immunities: Sickened, Suffocating ACTIONS Freeze [Cast, Remote | Endure] (Recharge C): 3 () and its Speed is reduced by 10’ (C) Zap [Cast, Bolt | Reflex] (Recharge C): 3 () and Dazed (C) ABILITIES Antimagic Vulnerability: It is Dazed (C) if affected by antimagic. Nimble: Attacks against it can’t be Favored if it can Move.

Diagram Info

An intelligent PC can determine Papers: Amongst the notes is a letter it is the schematic for a telescope and steam-powered device. The Door: Portal to R6 Hall of Doors telescope is called a “star ripper” ▼Stairs (Down):C2 Throne Room and requires a soul to burn as fuel. ▲Stairs (Up):C4 Solitary Confinement

Orb of Parallel Reality

Lore: Relic Orb (Bound) The Bound Being can spend 1 Minute pondering the orb to see what is currently happening to the version of themself in a dimension of their choice.

Sending Parchment

Lore: Relic Parchment Drawings and writing on this parchment is copied to a different piece of parchment the writer has previously seen. Writing “Erase” clears the pages.

Letter

“Friendly Stranger, Why should I have to die? You’ve lived our life in splendor, glorified as the hero Knage Ashright to your realm while I dealt with this accursed body. If anything, you OWE us this. Signed, Friendly Stranger.”

SCROLL ATHENEUM

Hundreds of spell scrolls dangle overhead in this 40’ circular library. Shelves of tomes line the walls and flying books soar and perch throughout the room. A diagram of the towers can be seen on a pedestal on the other side of the room, sitting in front of a door to a gallery. A crystal orb and loose papers are sprawled on a desk near the stairs leading both up and down.

  • !Spell Scrolls: Cast automatically if touched. In this case, roll Wyrd Happenings. Moving haphazardly near the scrolls is a 1-in chance to accidentally touch a Scroll.
  • Flying Books:6 Flying Spellbooks, fluttering aimlessly but avoiding the scrolls.
  • ?Diagram: see the Diagram Info sidebar.
  • Orb: Is an Orb of Parallel Reality.
  • ?Books: Several marked with “Library of Knage Ashright”. written on a piece of Sending Parchment.

SOLITARY CONFINEMENT

C4

A pure white, solitary room with no entrance or exit aside from the stairs down.

  • Solitary: Illusionary. Anything in this room only perceives itself here.
  • ▼Stairs (Down):C3 Scroll Atheneum
Foes tap HP · attacks roll
  • Flying Spellbook HP 1 LV 1

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C4 C4 Solitary Confinement Crook · Flying Spellbook p.23 ↗

Flying Spellbook

Small Artificial HD: 1 (1 HP)Speed: 0’ (Fly 30’) Zone: Backline Morale: - Senses: Blindsight Armor: 0 [as Unarmored] Immune: Poison Weak: Fire St. Immunities: Sickened, Suffocating ACTIONS Freeze [Cast, Remote | Endure] (Recharge C): 3 () and its Speed is reduced by 10’ (C) Zap [Cast, Bolt | Reflex] (Recharge C): 3 () and Dazed (C) ABILITIES Antimagic Vulnerability: It is Dazed (C) if affected by antimagic. Nimble: Attacks against it can’t be Favored if it can Move.

Diagram Info

An intelligent PC can determine Papers: Amongst the notes is a letter it is the schematic for a telescope and steam-powered device. The Door: Portal to R6 Hall of Doors telescope is called a “star ripper” ▼Stairs (Down):C2 Throne Room and requires a soul to burn as fuel. ▲Stairs (Up):C4 Solitary Confinement

Orb of Parallel Reality

Lore: Relic Orb (Bound) The Bound Being can spend 1 Minute pondering the orb to see what is currently happening to the version of themself in a dimension of their choice.

Sending Parchment

Lore: Relic Parchment Drawings and writing on this parchment is copied to a different piece of parchment the writer has previously seen. Writing “Erase” clears the pages.

Letter

“Friendly Stranger, Why should I have to die? You’ve lived our life in splendor, glorified as the hero Knage Ashright to your realm while I dealt with this accursed body. If anything, you OWE us this. Signed, Friendly Stranger.”

SCROLL ATHENEUM

C3

Hundreds of spell scrolls dangle overhead in this 40’ circular library. Shelves of tomes line the walls and flying books soar and perch throughout the room. A diagram of the towers can be seen on a pedestal on the other side of the room, sitting in front of a door to a gallery. A crystal orb and loose papers are sprawled on a desk near the stairs leading both up and down.

  • !Spell Scrolls: Cast automatically if touched. In this case, roll Wyrd Happenings. Moving haphazardly near the scrolls is a 1-in chance to accidentally touch a Scroll.
  • Flying Books:6 Flying Spellbooks, fluttering aimlessly but avoiding the scrolls.
  • ?Diagram: see the Diagram Info sidebar.
  • Orb: Is an Orb of Parallel Reality.
  • ?Books: Several marked with “Library of Knage Ashright”. written on a piece of Sending Parchment.

SOLITARY CONFINEMENT

A pure white, solitary room with no entrance or exit aside from the stairs down.

  • Solitary: Illusionary. Anything in this room only perceives itself here.
  • ▼Stairs (Down):C3 Scroll Atheneum
Foes tap HP · attacks roll
  • Flying Spellbook HP 1 LV 1

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C5 C5 Stolas’s Prison and Universe Crook · Living Statue, Crystal,Stolas, Demon p.24 ↗

STOLAS’S PRISON AND UNIVERSE

The ceiling of this 100’ diameter floor here is blown apart, with rubble and bedroom furnishings scattered under the chaos above. In the center is a glowing crystalline structure formed around a massive owl creature, the size of an elephant. A crown sits on its head, and a nebula swirls in its eyes. Just looking at it makes you feel foolish, guilty, and a sense of trauma like you’ve just witnessed a gruesome death. Several platforms made of the exploded walls float around this floor of Rook, blown out around broken stairs up. Lightning-like corpselight energy arcing from a levitating pandemonium of cosmic energy.

  • !Rubble: Difficult Terrain
  • Owl:Stolas is likely still trapped in its Antimagical Prison.
  • Antimagical Prison:Anti-Magic Force Cage (failing). Protects who­ever is within the prison from effects from the outside, and any Being within the prison that Casts a Spell must pass a Will Save with a penalty or the Spell fails. This effect also prevents the magical abilities of 30 HD Beings from working, but the ruined state of the prison has reduced this to 20 HD. Only an effect with a power comparable to a wish can remove the prison, unless the prison fails.
  • !Pandemonium: Hovering in the air in the center of this floor is a 5’ mass of primordial chaos, the spark of creation to a universe the Stolas is attempting to make. Any Being Near to it must pass an [Endure] Save or take damage from the energy and be pulled 15’ closer.
  • Crystal Golems: 5 Crystal Golems (Crystal Living Statue), born from broken pieces of the prison. Lightning arcs from their forms, and they will wander aimlessly around the towers.
  • Crown: See Crown of Stolas sidebar.
  • Serpents: The Amphipteres from outside will harass anyone on the platforms.
  • ▲Stairs (Up):C6 Upturned Graveyard

Crown of Stolas

Lore: Fabled Relic Crown Functions as a Ring of Three Wishes if the wearer is looking at a star. If a wish is used, the star falls from the sky and the wear­ er’s lifespan is shortened by years. This can only be undone by another wish.

Living Statue, Crystal

Medium Artificial HD: 3 (13 HP) Speed: 30’ Zone: Frontline Morale: 11 Armor: 3 [as () Chain] Immune: Poison Weak: Blunt Status Immunities:Blinded, Fatigued, Suffocating, Unconscious ACTIONS Weapon [Melee Attack]: 4 () or (by Weapon) ABILITIES Immutable: It can’t be transformed.

Stolas, Demon

Giant Outer (Hellspawn) HD: 27 (121 HP) Speed: 40’ (Cling; Fly 160’) Zone: Frontline Morale: 11 Senses: Darksight, Telepathy Armor: 7 [as () Plate] Immune: Fire, Poison; Physical from non-Relics ACTIONS Peer Beyond [Cast, 30’ Cone | Will] (Recharge C): 21 () and Dazed (C Rounds) Multi-Attack: 2×Claw and 1×Beak Beak [Melee Attack]: 14 () Claw [Melee Attack]: 13 () and Restrained if failed by 5 or more. ABILITIES Bizarre Presence: While it is hostile, roll Wyrd Happenings at the start of the Heroes’ Turns. The effect occurs near the lowest Luck Hero. Magic Ward IV: Cast Checks that include it as a Target have a penalty. Regenerate III: Regains 13 () HP on its Turns.

Foes tap HP · attacks roll
  • Living Statue, Crystal HP 13 LV 3
  • Stolas, Demon

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C6 C6 Upturned Graveyard Crook · Basilisk, Greater,Reaper p.26 ↗

UPTURNED GRAVEYARD

Tombstones, fog, and leafless trees line the ceiling of this room, 40’ above. Corpses line the ground under open graves above, and a spectral key with a skeleton handle sits upon a pedestal in the center of this room. A small crypt can be seen in the center of the ceiling, and stairs lead down out of the room.

  • Vision: Dim Light and Misty Fog
  • Key [Relic]: see Skeleton Key sidebar. If the key is taken from the pedestal, one of the Armor: 8 [as () Heavy] Reapers appears. Corpses: Withered, crumble if touched. These are the bodies of test subjects for R7 Aging Ruin. If any of the corpses are tampered with, a Reaper appears.
  • Reaper: 2 Reapers can appear here, and are protective of the key and corpses.
  • ▼Stairs:C5 Stolas’s Prison and Universe
  • ▲Crypt (Up): Sarcophagus hoisted by a chain. Acts as an elevator to C7 Bottomless Hole. On the outside of the crypt and inside the sarcophagus are bells. When rang, the sarcophagus raises or lowers.

C7

Skeleton Key

Lore: Relic Key This key will open any lock without activating any traps or magic effects on the lock. The blade of the key then disappears for 1 Day.

Reaper

Medium Undead HD: 7 (31 HP)Speed: 60’ (Fly, Phase) Zone: Frontline Senses: Allsight, Darksight Immune: Cold, Fire, Poison, Shock Weak: Physical from Silvered Weapons Status Immune: Charm, Confused, Frightened, Paralyzed, Restrained, Sickened ACTIONS () Scythe [Melee Attack]: 12 () ABILITIES Inevitable: Its attacks can’t be Blocked or Dodged.

Basilisk, Greater

Large Cryptid (Wyrm) HD: 11 (49 HP) Zone: Midline Senses: Darksight Armor: 5 [as () Chain] ACTIONS Glare [Cast, a Being looking at it | Endure] (Recharge C): Cursed (turned to stone until this Being dies) Multi-Attack: 2×Claw and 1×Bite Bite [Melee Attack]: 11 () and pass an [Endure] Save or be Cursed (turned to stone until this Being dies) Claw [Melee Attack]: 7 () ABILITIES Petrifying Blast (1/Day): It uses its Glare with a Delivery of Near Cone.

Band of Gravity Reversal

Lore: Relic Bracelet Gravity is reversed for the wearer. Morale: 12 Speed: 40’ Morale: 8

Foes tap HP · attacks roll
  • Basilisk, Greater
  • Reaper

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C7 C7 Bottomless Hole Crook p.27 ↗

BOTTOMLESS HOLE

The floor of this area appears to be a vast pit. Four chests are fused to the ceiling in a 40’ circle, each with a different symbol etched into it and a painted line connecting them. The outer three chests are separately engraved with a Sun, Dagger, and Cockscomb. In the center is the fourth: a 10’ square chest with an engraved head of a Medusa. A door to a gallery is found here next to stairs up and a silver bell hanging from a hook.

  • Medusa Chest: Illusionary. The largest of the four chests is actually a petrified Greater Basilisk wearing a Band of Gravity Reversal. When someone gets within 10’, the magic keeping it petrified is dispelled. It will focus on trying to petrify as many people as it can to make them fall through the bottomless hole.
  • ▲Dagger Chest (Locked): Opens to the flooded pit [C8 Basking Pool]
  • !Cockscomb Chest (Locked): The chest lets loose a Near Aura antimagic. PCs must pass [Will] or any magic affecting it is dispelled for 1 Minute.
  • Sun Chest (Locked): A 10’ length of secured rope unravels from the chest. Those who climb in arrive in a pocket dimension containing a Djinn, then the portal closes. The Djinn will grant one wish comparable to increasing a PC’s Level by 1. Afterwords, the Djinn leaves and those within the pocket dimension are teleported to the stairs of this room.
  • ▼Pit: Portal to R8 Alchemy Font, dropping them 20’ into the fountain.
  • Door to a Gallery: Portal to R6 Hall of Doors.
  • ▼Bell (Down): Calls the sarcophagus in C6 Upturned Graveyard to the platform.
  • ▲Stairs (Up):C1 Impossible Foyer

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C8 C8 Basking Pool Crook · Bowler p.28 ↗

BASKING POOL

A cascade of stars illuminate the ceiling of this grotto, and reflect off of a knee-high basking pool. The pool is surrounded by a stone ring, and is being fed water from above through a drain. In the center of the pool, a boulder carved with a face of joy sits. Upon the stone ring are three other boulders, each carved with anger, sadness, and fear. A set of stairs lead up.

  • Boulders:Bowlers. Anger, Sadness, and Fear roll toward anything in the pool. Joy doesn’t move unless the others are destroyed. Joy has 72 HP and 30’ Speed.
  • !Pool: 3’ high water.
  • ▼Pit (Down) [Locked]: Under Joy is a hole, which is the interior of the Dagger Chest C7 Bottomless Hole.
  • ▲Stairs (Up):C9 Observatory

Bowler

Large Cryptid HD: 8 (36 HP) Speed: 15’ Zone: Frontline Morale: - Senses: Seismicsense Armor: 2 [as Chain] Immune: Cold, Fire, Poison, Psychic Weak: Blunt ACTIONS Roll [Melee Attack]: 3 () per 5’ it moved before the attack. ABILITIES Momentum: It can take two Actions, which must be Rush then Attack.

C9

Foes tap HP · attacks roll
  • Bowler

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C9 C9 Observatory Crook p.29 ↗

OBSERVATORY

A domed ceiling sits 40’ above, made of what looks like solid diamond. A desk littered with notes sits near a plinth in the middle of the room. Upon the plinth is a brass gyroscope surrounding a large glass orb, and a panel of buttons and levers.

  • Telescope: The scope’s lens is a massive chunk of meteoric diamond (1,000,000g).
  • Gyroscope: Controls Crook's roof, which is actually a large, inverted telescope. If the rotated completely around, the roof will rotate in a way that keeps the room intact, but magically extend the scope down to [C5 Stolas's Prison and Universe]. The inside of the gyroscope is a glass orb that shows what the telescope is aimed at, and the telescope rotates to the point dialed-in on the panel. It returns to its normal form after it isn't used for 1 Minute.w
  • ?Panel: Four separate 4-digit sliders, a lever, and a button are on the panel. The numbered sliders are numbered to determine the coordinates for the telescope. It is currently set to all 0’s after resetting itself. These numbers have a small black dot inked on them: [6|8|4|3] [0|9|1|9] [7|4|3|2] [8|7|4|3] The 0 in the fifth position is a hint.
  • ?Lever: Can be set to three positions; “Send”, “Inactive”, or “Pull”. Currently “Inactive”. If the Aging Ruin has a sacrifice, “Send” teleports whatever is in C5 Stolas’s Prison and Universe out to the slider coordinates. “Pull” teleports that celestial body to this area instead.
  • Button: Activates the star ripping magic if the Aging Ruin has a sacrifice.
  • ▼Stairs (Down):C8 Basking Pool

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