Though most of the volumes in this lirbary have been removed, a handful linger on the shelves. On a success, the character’s soul has rejected the music and the darkness it represents they need not save in future. retreating from this area to elsewhere in the archive), they are haunted by memory of the music for one hour, during which time they have disadvantage on all ability checks and saves. ![]() Should they move out of earshot of the music (i.e. On a failure, the listener has been afflicted by the Yearning, a desire to find the source of the music. Listening to the music – the Song of the Carnophon – for longer than 10 minutes requires a Charisma saving throw. ![]() A successful Wisdom check suggests that the music sounds mechanical in nature – like that of a clockwork music box.Should someone fall into the rift, the full drop is 60 feet, leading down into area 100.However, the crack in the floor has made the seal non-functioning. This would have functioned similarly to the one in area 27. Close examination of the wards and an Intelligence check indicate that they must once have produced some form of antimagic zone.The eerie music faintly audible near the entrance grows stronger. A huge crack has broken them, gaping blackly in the middle of the room. Using an action, a creature can strike the chimes, requiring a Constitution save from all denizens of Excessus, or flesh-puppets produced by such denizens on a failure, such creatures take 1d6 damage.Ī series of magical circles are inscribed on the floor of this chamber. The anathemantine Countersong Chimes temporarily nullify the Song of the Carnophon, causing entities from Excessus damage when struck.There is also a set of small, glyph-graven chimes made of iridescent metal on a dais in the middle of the room. A handful of crystalline orbs of softly glowing liquid – six in all – remain in their place in the carved niches along the wall. Inside the arsenal, the walls are mostly bare, looted by some previous thief. The only way to stop the sound is for the intruder to step outside of the ward. Spellcasters who fail lose 1 spell slot per round as the noise purges their brain of puissance. Those without the Glyph must make a Constitution save or be deafened for 1 hour and take 1d6 sonic damage per turn while the sound continues those with fey or fiendish blood or other interplanar heritage suffer double damage. Anyone who lacks the Clef Glyph activates the ward, producing an extremely intense blast of horrible, droning noise throughout the chamber. The floor of this triangular chamber is inscribed with clearly visible glyphs. The chalcedony keystone is still inside the lock of this arsenal.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |