DUNGEON CONCEPT
A temple that's half sunken into a lake, half buried. The FIREFLY CULT has set up their tents around the lake and started excavating the temple, looking for the ancient PEARL OF THE LAST LIGHT. In the nearby forest is a tribe of MOTH PEOPLE, spying on the cult and having occasional skirmishes.
DUNGEON KEY
1. Lake: A placid lake covered in lines of floating seaweed, upon which hundreds of fireflies perch on at dusk and night. Anyone diving deep enough will catch glints of a tunnel leading into the temple (see 15).
2. Cult encampment: Five tents. Six cultists in pale white cowls and robes study a tattered map depicting strange astronomical devices they visibly can't make head or tails of. Theories abound.
3. Forest: In the treetops is a moth-people outpost, all gnarled branches and rough planks. Graceful warriors, they worship the moon and shun all other light. Four watch in silence from their hiding spots, but will hide and retreat with audible noise if a torch or lantern is brought in the forest.
4. Path leading down the cliff.
5. Root-choked tunnel: Under a massive, old, brittle hermit crab shell, left discarded among tree stumps, is a tunnel leading into the temple.
6. Waterfall: It's a dangerous climb. Slippery moss, cold water, and a potentially deadly fall.
7. Waterfall opening: Behind the waterfall is a freezing tunnel leading into a section of the temple, but this is unlikely to be discovered from the outside.
8. Shallow river.
9. Tower ruins: A ruined observatory, judging by the mostly-useless fragments of incredibly detailed star-chart tablets found in the rubble.
10. Cult's excavation: Two cultists shoveling rubble away, watched over by their leader, a woman in a mask depicting a shattered moon.
- Fireflies dance around her and her clothes seem padded.
- She carries a magic hevea staff coated in latex-sap.
- 1 charge to conjure a firefly.
- 1 charge to cast Control Insect (also works on swarms, but any target that isn't a mundane swarm gets a save).
- 7 charges. Regains a charge when left in a far-away firefly grove for a night.
- Her name is Zyga and she is secretly an exiled moth-woman, cast out for being a doom-sayer.
- She can vaguely predict the future in the patterns of dancing insects.
12. Second floor, east wing - Hermit crab. A giant hermit crab and its shell take up the entire stairway down. It's about as intelligent as a very smart ape and communicates in chitters. The crab is trying to slide outside its glittering shell, but cannot. Copious oil would do the trick. If helped, PCs can enter the shell and break it from the inside (masterwork items can be made from the fragments, or they can be sold for a total of 2000 gp). If attacked, it retreats into its shell, which is hard as steel.
13. Third floor, east wing - Ancient machine. A crumbling, waterlogged shrine with murals depicting insect-men descending from the moon. In this room sits an ancient machine, like a metal mantis mixed with an iron maiden, capable of repairing ancient technology and "improving" what it is given. Items will be turned into strange versions, PCs will be gene-modded.
Roll 1d10:
1. More efficient (items become better, sturdier, sharper; PCs gain 1d4 to a random physical stat, their bones reinforced with metal or reflexes heightened.)
2. Unrecognizable (gains a smooth metallic sheen, or the texture of a polished geode, or insectoid looks)
3. Overly complicated (items gain strange mechanisms and the user must roll under INT to enable them; PCs gain obsessions or useless and awkward new limbs)
4. Luminescent (sheds dim light for 10 feet)
5. Smarter (items gain sentience as per magic swords; PC gain 1d4 to a random mental stat, their brain circuits rearranged)
6. Bizarre consciousness (as above, but this comes with new, alien priorities: seeking to sacrifice all if it can prevent the heat death of the universe, to create a universal hive mind, etc.)
7. Adaptable (items gain a second form e.g. a weapon can now shift into a lantern at the press of a button; PCs gain the ability to form an organ such as gills, etc.)
8. Misadapted (items become radioactive; PCs can barely breathe this atmosphere)
9-10. Roll twice, ignore doubles or 9-10
14. Second floor, west wing (flooded) - Pipe network: Walls of smooth stone. Still-pumping metal pipes and pistons run through them like veins.
15. Strangle-kelp tunnel (underwater): This tunnel is filled with strangle-kelp, which, though they ignore potential prey 50% of the time, are a death sentence to unprepared divers when they do not (save or begin getting strangled). Some of the strands are still choking the neck of drowned skeletons. It is especially difficult to cut down, but will choke anything resembling a neck or a fish.
16. Third floor, west wing (underwater) - Pearl's pedestal. The Pearl of the Last Light rests there, on a pedestal, alongside six golden flutes and ocarinas worth 1000 gp each and piles upon piles of blackened silver pieces (60,000 sp, worth half). The Pearl is a smooth foot-wide sphere like the blackest, most polished geode imaginable. Peering into it plagues the user with visions of a dead world and its last few stars, and allows them to see and interact with ghosts, including the ghosts of long-gone places once imbued with great power (see room 17).
17. Ghost tower: An ancient alien observatory full of priceless secrets, for those who can see it. Spectral stairs lead to an equally transparent telescope surrounded with luminescent, intact, intangible star maps. Looking through the lens reveals the existence of the great ziggurat-cities on the moon, visible in great detail.
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