Dronar the Deceiver

Dronar the Deceiver

Deep beneath the sands of the Arid Wastes lies a forgotten vault, once guarded by the demigod Dronar the Deceiver. Legends speak of a powerful artifact hidden within—a Mask of Untruths, said to grant its wearer dominion over the minds of mortals. The empty halls of this ancient stronghold, however, are now filled with the echoes of the past, reverberating through twisted illusions and treacherous traps. Adventurers brave enough to seek the vault must navigate its winding passages, facing cryptic riddles and guardians forged from the very essence of deception itself. Only those who can discern truth from illusion shall uncover the secrets buried within these hollow vaults.

Room 1: The Gilded Entryway

The entrance to the vault is adorned with gilded mosaics depicting Dronar draped in opulence, his eyes flashing with malice. The air is tense; the laugh of unseen trickster spirits fills the corridor. The ground feels unnaturally soft, like a pillow ready to engulf the unwary.

  • Monsters: Illusory Minotaurs (special encounter; illusions only)
    • Treat as phantasmal monsters with no HP or real damage. Dispelled when struck.
  • Trap: Sticky illusion — Characters must succeed on a Save vs. Spells or be immobilized for 1d4 rounds.
  • Treasure: Jeweled lesser key (25gp), shaped like a horned beast. Opens a secret door in Room 6.

Room 2: The Hall of Echoes

This long corridor echoes back twisted versions of the party’s words. Flickering torchlight reveals statues with terror-stricken faces.

  • Monsters: 1d4 Echoing Shadows
    • This long corridor echoes back twisted versions of the party’s words. Flickering torchlight reveals statues with terror-stricken faces.
    • Monsters: 1d4 Echoing Shadows
      • Shadow (Mv 40'/20', AC 2, HD 2*, Atk 1 touch (enervating touch, 9+), Save F2, Morale +1)
      • Special:
        • Enervating Touch: Deals 1d4 damage and permanently reduces the target’s maximum HP by the same amount. If the target is not slain, it becomes enervated and must make a daily Death save or lose another point of max HP. Three consecutive successful saves end the condition; otherwise, only ritual magic can restore lost HP.
        • Mimicry: Perfectly imitates voices.
      • Note: Characters suffer a -3 penalty to surprise rolls when encountering shadows in non-bright light.
    • Treasure: Scroll of Phantasmal Force (Arcane spell, 2nd level)

Room 3: The Chamber of Forgotten Plans

This room is littered with yellowed maps and parchments detailing plots of betrayal and conquest. A central pedestal holds an ornate book sealed by illusionary magic, glowing with a faint, unstable light.

  • Old maps and conspiratorial parchments litter the room. A pedestal holds a sealed, glowing tome.
  • Trap: Madness glyph — Save vs. Spells or suffer confusion (as per spell) for 1d4 turns.
  • Treasure: Dronar’s Deceptions — Valuable lorebook (worth 250gp to scholars) grants +2 on any checks to understand vault-based illusions or puzzles.

Room 4: The Resting Nexus

A large circular room with an intricate floor design, infused with arcane energies. In the center, a mirrored surface appears to defy reality, showing glimpses of other realms. Soft, melodic sounds drift through the air.

  • Arcane energy pulses through mirrored floor tiles, revealing glimpses of other realms. A harmonic hum fills the air.
  • Monsters: 1d4 Crystal Golems
    • Use stats for Statue, Animated Crystal (Mv 30', AC 6, HD 3, Atk 1 slam (8+), Save F2, Morale +2, Special: reflect light-based spells)
  • Trap: Illusionary pit — Save vs. Spells or fall into a dimensional rift (lose 1d4 rounds reappearing dazed at room's edge)

Room 5: The Parlor of Mirrors

Surrounded by walls of reflective glass, this parlor confounds perception. Each reflection seems alive, mocking the party. A creature made entirely of mirrors, a Shard Wraith, awaits to flank the party.

  • Reflections ripple and move on their own. One reflection steps out to attack: the Shard Wraith.
  • Monsters: 1 Shard Wraith
    • Use Wraith stats (Mv 40', AC 3, HD 5*, Atk 1 touch (enervating touch, 7+), Save F5, Morale +1)
  • Treasure: Ring of Mind Shielding — Grants +2 bonus on saves vs. Charm and Sleep effects.

Room 6: The Puzzle Door

A door of blackened wood covered in shifting runes prevents passage until a riddle is answered correctly. The atmosphere is thick with anticipation, and the echoes of trapped souls can be heard pressing against the wood.

  • Challenge: Solve the riddle: "I can be cracked, made, told, and played. What am I?" (Answer: "A joke"). Three attempts allowed.
    • Failure causes 1d6 psychic damage per wrong answer.
  • Treasure: Passage beyond reveals a map to the Mask of Untruths.

Room 7: The Throneroom of Dronar

This vast chamber hosts a throne constructed of twisted iron vines. Thrumming with magical energy, the thone is flanked by luminous, spectral figures of fallen champions. In the center, Dronar's essence still lingers, watching.

  • Monsters: 1 Dronar’s Guardian Spirits
    • Use Specter stats (Mv 50'/150', AC 7, HD 6***, Atk 1 touch (enervating touch, 5+), Save F6, Morale +3)
  • Treasure: Mask of Untruths — Allows user to cast Charm Person 1/day; targets must save vs. Spells or be charmed. Wearer gains +2 to reaction rolls. Cursed: each time the wearer fails a saving throw against a mind-affecting effect while wearing, they suffer a temporary -2 penalty to Charisma for 1 day.

Room 8: The Pit of Truth

A swirling flame vortex reveals haunting memories. Glass shards reflect uncomfortable truths.

  • Trap: Mental collapse — Save vs. Paralysis or suffer madness (temporary -2 INT or WIL (random) for 1 day)
  • Treasure: Cursed Amulet of Truth — Wearer gains +2 to attempts to uncover lies, but cannot speak a falsehood without suffering 1d4 psychic damage.

Room 9: The Vault of Echoed Dreams

Crystalline walls reveal secret fears and dreams. Laughter echoes eerily.

  • Monsters: 1 Rakshasa (Type: Incarnation (demon), Mv 40'/120', Fly 160'/480', AC 7, HD 10***, Atk 2 claws (1+), Dmg 1d12 + poison, Save F10, Morale +2)
    • Special Abilities:
      • Venomous Claws: A creature damaged by a claw attack must make a Death save or die at the end of the rakshasa's initiative.
      • Spell-Like Abilities: At will — discern good, inaudibility, invisibility, illusory terrain, spectral figment, transform self.
      • Flight: Despite lacking wings, rakshasa can fly.
      • Immunities: Immune to mundane physical damage, resistant to mundane energy damage. Can only be harmed by silver or magical weapons.
      • Vulnerabilities: Detectable with discern evil, repelled by holy circle, destroyed with dispel evil. Can be banished via counterspell or dispel magic if summoned.
  • Treasure: Tome of Eternal Whispers — Once per week, grants a one-question Augury spell effect. Worth 500gp.

Room 10: The Exit Portal

Spiraling energies converge in a pulsating portal, marked with Dronar's sigil. The room smells of sweetness and despair mixed into one breath. Stepping through yields either escape or deeper entrapment. Choices must be made among three illusions: peace, power, or truth.

  • Challenge: Choose correctly (truth) or face Dronar’s Echo (a fragment of his divine spirit)
    • Haunt (Mv land 50'/150', Mv fly 100'/300' AC 2, HD 1*, Atk 1 touch (haunting embrace, 10+), Save F1, Morale +2)
  • Treasure: Escape leads to safety; defeat of Dronar’s Echo yields a gem worth 1,000gp and a +1 dagger (illusory blade, becomes real for bearer)

Conclusion

To expand this dungeon further, consider weaving it into a campaign centered around the ongoing plots of Dronar’s followers, who strive to reclaim the artifact for their schemes. Include NPCs who have vested interest in the vault, such as rival adventurers or powerful merchants, to create narrative tension. To enhance player experience, consider introducing elements of deceit, where allies may be foes in disguise as players delve deeper into the vault’s mysteries.

With vibrant encounters and unique treasures, the Hollow Vault of Dronar the Deceiver promises a memorable experience that challenges both wit and courage, leading to tales worth telling for ages to come.