The Celestial Workshop of Rasmun

The Celestial Workshop of Rasmun

In the shadowed depths of a long-forgotten mountain lies the Celestial Workshop of Rasmun, a realm where artifice meets divination. This ancient place was once the domain of Rasmun, a master craftsman and celestial sorcerer whose creations brought awe and wonder to all who encountered them. As the legend goes, Rasmun sought to weave the very essence of the stars into his fabrications, granting them life and magic. However, something went horribly awry during one of his grand experiments, sealing the workshop behind formidable wards and leaving behind a host of aberrant creations. Brave adventurers now stand on the precipice of a discovery—what treasures lie within these stone halls, and what remnants of Rasmun's genius await their exploration?


Room 1: The Entrance Hall

  • Description: A vast chamber of murals and shattered wonders. A statue of Rasmun points toward a glowing door.
  • Monsters/Traps: 1d4 Animated Armors. (AC 6, HD 2, MV 60', ATK by weapon (9+), SV F2, ML +1, immune to mind effects)
    Pressure-plate trap: save vs. Paralysis or take 1d6 damage from hidden glass shards.
  • Treasures: A shimmering cloth that grants +2 to Hide throws when worn.

Room 2: The Fractal Forge

  • Description: A forge burns without flame. Arcane geometries cover the floor; shadows shift unnaturally.
  • Monsters/Traps: 1d3 Shadows. (AC 2, HD 2+2***, MV 30'/90', ATK 1 (enervating touch 8+), DMG 1d4 Nec + enervation, SV F2, ML +4, Special: incorporeal)
    Flame jet trap: Save vs. Blast or take 2d6 fire damage.
  • Treasures: Enchanted chisels that grant +1 on magical item crafting throws.

Room 3: Hall of Celestial Whispers

  • Description: Glowing blue runes whisper secrets. Some rearrange under touch, revealing deeper patterns.
  • Monsters/Traps: None directly, but rune triggers alarm; if sprung, summons creatures from Room 2 or 5.
    NPC Encounter: 1d6 Neutral scholars, guarded but open to negotiation.
  • Treasures: A scroll of Chimerical Figment or similar illusion spell manipulating sound/light.

Room 4: The Loom of Fate

  • Description: A cosmic loom weaves threads of light. Futures flicker in a tapestry hanging nearby.
  • Monsters/Traps: 1d3 Star-Woven Beasts (AC 5, HD 4, MV 120', ATK 2 (claws, 7+), DMG 1d6, SV F4, ML +2, Special: random teleport 1/round)
    Sticky thread trap: Save vs. Paralysis to avoid being entangled.
  • Treasures: A glowing strand of starlight worth 1,000gp; may be used as a magical component.

Room 5: The Chamber of Echoes

  • Description: Crystal walls reflect dazzling lights. Whispers twist through the room, mimicking voices of the past.
  • Monsters/Traps: 2d4 Echo Spirits (AC 4, HD 1, MV 60', ATK +1 (1d4), SV F1, ML 0, Special: incorporeal, vulnerable to magical silence)
    Exploding crystal trap: Save vs. Blast or take 3d6 damage (½ on success).
  • Treasures: A one-use illusion mask that casts Dispel Magic when removed.

Room 6: The Reckoning Room

  • Description: Magical energy dances across a central altar. Pedestals lie empty, once bearing Rasmun’s wonders.
  • Monsters/Traps: 1 Major Elemental (Judge chooses type: fire, air, etc.). (AC 9, HD 12, MV 90', ATK 1 (-1+) DMG 2d8, SV F12, ML +4, Special: immunities per MM, lightless vision)
    Binding rune circle: Save vs. Spells or be immobilized for 1 round.
  • Treasures: The Celestial Key—acts as a Knock spell and Dispel on arcane locks, 3/day.

  • Description: Arcane artifacts float above illuminated runes. The gallery glows with astral radiance.
  • Monsters/Traps: 1 Arcane Revenant (AC 6, HD 4**, MV 40'/120', ATK 1 (enervating touch or weapon 7+), DMG 1d8 Nec + enervation or by weapon +2 + enervation, SV F4, ML +4, special per MM)
    Arcane backlash: Save vs. Spells or suffer 2d6 damage and confusion for 1 turn.
  • Treasures: A rare celestial star chart (+2 bonus to Navigation; +1 to Spell Research throws)

Room 8: The Quagmire of Time

  • Description: Time slows. Shadows move against causality. Ancient clocks tick with eldritch rhythm.
  • Monsters/Traps: 1 Time Wyrm (AC 2, HD 5, MV 90', ATK 1 (bite, 6+), DMG 1d8, SV F5, ML +2, Special: casts Slow 1/day, displaces at will)
    Clock puzzles: Solving rewinds traps or damage in any one previous room.
  • Treasures: A magical sand timer—once/day cast Time Stop for 1 round (affects 1 creature only).

Room 9: Room of Yesterdays

  • Description: Shattered creations vibrate with lingering energy. Failed constructs line the room.
  • Monsters/Traps: 1 Riven Spirits. (AC 7, HD 6***, MV 50'/150' (land), 100'/300' (fly), ATK 1 (enervating touch, 5+), DMG 1d8 + enervation, SV F6, ML +3, Special: confusion aura, incorporeal)
    Despair illusion trap: Save vs. Spells or suffer -2 to all saves for 1 hour.
  • Treasures: A damaged notebook containing a partially complete artifact formula (can inspire new magical invention).

Room 10: Vault of the Divine Weave

  • Description: A massive vault of celestial mosaics and concentric rings of arcane energy surrounds a floating orb.
  • Monsters/Traps: 1 Bone Golem (AC 7, HD 8**, MV 40'/120', ATK 4 (weapons 3+), DMG by weapon, SV F4, ML N/A, Special: lightless vision)
    Trial of Worth trap: Golem imposes puzzles or riddles (roleplay or INT check).
  • Treasures: Rasmun’s Legacy—a magical orb usable 1/week to gain answers (as Augury, Divination, or Contact Other Sphere depending on level).

Conclusion

This dungeon’s challenges span the physical, mental, and magical. It is perfect for parties with a mix of martial and arcane power, and rewards thoughtful play over brute force. Use Rasmun’s legacy to branch into campaigns of time magic, planar travel, or cosmic insight.