The Chamber of the Sundering Eye
Introduction
In the dark reaches of the subterranean world, hidden beneath the remnants of an ancient kingdom of sorcerers, lies the Chamber of the Sundering Eye. This labyrinthine dungeon was designed as a protective vault for a mystical artifact known as the Sundering Eye, said to possess the ability to rend the veil between realities. Long ago, the sorcerers who created this chamber vanished, leaving behind enchanted guardians and enigmatic puzzles to deter intruders. As time seeped through the cracks, a patchwork of ominous creatures and cryptic symbols now weave through its halls, while whispers of the eye's power echo among the shadows, enticing brave souls to unearth its secrets.
Room Descriptions
Room 1: The Antechamber of Echoes
As you enter this expansive room, the air thickens with anticipation. Murals depicting cosmic battles adorn the walls, illuminated by a faint blue glow from crystals set into the stone. In the center stands a large, intricately carved stone pedestal, devoid of any object. The shadows dance here, as if waiting for someone to make their presence known.
- Monster: 1d4 Wraiths (MV40'/120', AC 6, HD 4**, Atk 1 (enervating touch or weapon 7+), Save F4, Morale +4)
- Trap: A pressure plate near the pedestal activates a barrage of dart-like crystals (Save vs. Paralysis or take 2d6 damage).
- Treasure: Glyphs on the pedestal hint at forgotten knowledge, allowing a scholar to decipher the location of another hidden chamber.
Room 2: The Hall of Mirrors
You step into a long, narrow hall lined with polished silver mirrors. Each mirror reflects not just your image but distorted versions of yourself exhibiting fears and hopes. Approaching one mirror triggers an illusory clone that attacks.
- Monster: 1d6 Doppelgängers (MV 30'/90', AC 4, HD 4*, 1 (bite 7+), Save F10, Morale +2)
- Trap: Touching a mirror incorrectly triggers a blinding flash (Save vs. Blast or blinded for 1 turn).
- Treasure: Behind the last mirror, a thick tome lies hidden, containing a scroll of Illusory Script.
Room 3: The Chamber of Shriekers
This circular room is dominated by a pulsating orb of shadow, the air thick with a nauseating scent. As you step closer, humanoid figures made of shadow begin to crawl from the walls, shrieking their discontent.
- Monster: 2d4 Grimlocks (MV 40'/120', AC 2, HD 2, Atk 1 (weapon 9+) Save F2, Morale +2)
- Trap: The orb releases a wave of psychic energy once approached (Save vs. Blast or take 1d8 damage).
- Treasure: At the base of the orb, a glimmer of silver indicates a stash of 300sp and a potion of Invisibility.
Room 4: The Gallery of Whispers
Covered in soft velvet drapes, this opulent yet eerie room is lined with statues of long-forgotten rulers. Their eyes seem to follow your movements, and the whispers of ancient voices fill the air.
- Monster: 1d4 Specters (MV 50'/150', AC 7, HD 6***, Atk 1 (enervating touch), Save F6, Morale +3)
- NPCs: A party of 3 level 5 adventurers is also searching for the Sundering Eye. They are cautious but willing to cooperate.
- Treasure: Hidden beneath one statue, a jeweled circlet grants +1 to reaction checks.
Room 5: The Throne of Shadows
A massive throne sits in the middle of this room, enshrined by cold stone walls. Tiny motes of darkness flicker and swirl around it like restless spirits. Taking the throne calls forth a guardian spirit bound to protect the eye.
- Monster: 1 Specter (as above).
- Trap: As the spirit is called forth, the throne emits a neutralizing fog (Save vs. Paralysis or paralyzed for 1d4 rounds).
- Treasure: A hidden compartment in the armrest contains the Sundering Eye.
The Sundering Eye (Artifact)
- Grants wielder Teleport (once/day).
- Grants wielder Plane Shift (once/week, custom effect).
- Grants immunity to imprisonment effects.
Room 6: The Vault of Secrets
Behind a colossal stone door, etched with warnings in an ancient tongue, lies the Vault. No light penetrates this room; it smells of dust and decay. Scattered around are ancient weapons and a tapestry depicting the downfall of the sorcerers.
- Monster: 1d6 Cairn Dwellers (MV 30'/90', AC 2, HD 2**, Atk 1 (weapon 9+), Save F2, Morale -2)
- Trap: Entering the vault triggers an ancient alarm that summons nearby Grimlocks.
- Treasure: Several rare artifacts, including a psychic sword (+1, target must Save vs. Spells or lose 1d4 INT for 1 hour).
Room 7: The Labyrinth of the Mind
Illusions swirl and tangle in this room, making paths appear and disappear. Echoes of laughter and cries fill the air as you navigate through your own thoughts manifested.
- Monster: 1 Spell Tyrant (MV 10'/30', AC 8, HD 12****, Atk 1d4 (bites 1+), Save M12, Morale +4)
- Trap: The room's shifting nature can trap characters in a psychic labyrinth (Save vs. Blast to escape).
- Treasure: A crystal that enhances spellcasting abilities (Judge determines effect).
Room 8: The Restless Library
An ancient library holds tomes filled with arcane knowledge. Several books levitate in the air, glowing faintly, while the rest lie covered in dust.
- Monster: 1d4 Animated Crystal Statues (MV 30'/90', AC 5, HD 3*, Atk 2 (fists 8), Save F3, Morale N/A)
- Trap: Reading certain books triggers a curse (Save vs. Death or cursed).
- Treasure: A unique tome allows players to learn one extra 1st-level spell per day.
Room 9: The Pit of Despair
A dark pit at the center of this room houses the remnants of previous adventurers that sought the Sundering Eye. The walls pull at thoughts of hopelessness and despair.
- Monster: 1d4 Wraiths (as Room 1).
- Trap: Stepping near the edge can lead to psychic damage from despair (Save vs. Blast or take 1d6 damage per round).
- Treasure: Remains hold 400gp (Judge may decide if cursed).
Room 10: The Sanctum of the Eye
Bright with unnatural light, this room obscures the Sundering Eye at its center, surrounded by a force field of shimmering energy. Runes sparkle against the walls, charging the air with potential.
- Monster: 1 Keeper of the Eye (Unique Specter, multiple attacks: MV 50'/150', AC 7, HD 6***, Atk 2 (enervating touch 5+), Save F6, Morale +3)
- Trap: Entering without deciphering the runes correctly sets off an arcane backlash (Save vs. Blast or take 4d6 damage).
- Treasure: Access to the Sundering Eye.
Conclusion
Dungeon Masters can adapt the Chamber of the Sundering Eye to their campaigns by linking it to themes surrounding knowledge, power, and the balance between order and chaos. They may introduce rumors of the eye into local taverns, or perhaps scholars seek the players' help to explore the ancient ruins of the lost kingdom. Additionally, integrating NPCs and their motives can create dynamic interactions, deepening the narrative. As explorers move through this chamber, their decisions should resonate beyond its walls, expanding the stakes of the encounter and the campaign overall.