The Crimson Arcade of Vaelthar
In the shadow of the ancient city of Vandhure lies the Crimson Arcade of Vaelthar, a once-glorious palace where the sorceress Vaelthar hosted lavish and dangerous amusements for the noble elite. Inspired by tales of the fabled Land of the Dead from Mesopotamian mythology and the decadent aesthetic of the opulent Renaissance courts, this dungeon pulses with the echoes of long-forgotten revelry and darkened magic. Within these walls, treasures shimmer alongside a maze of traps and monstrous denizens, all eager to ensnare intruders drawn to its seductive allure. Adventurers may seek to unearth the secrets of the sorceress’s forbidden games, but they must tread carefully, for time has twisted the nature of her arcade into a treacherous labyrinth of perils and durable shadows.
Room Descriptions:
Room 1: The Foyer of Echoes
Upon entering, adventurers are greeted by a grand foyer decorated with crimson tapestries displaying scenes of merriment and horror. The air is thick with dust and the scent of forgotten spiced wine. A large, ornate statue of Vaelthar stands at the center, its eyes glowing momentarily as if alive.
- Monsters/Traps: 2d4 Animated Statues (use "Statue, Animated Stone"; HD 5*, AC 5, attacks 2, lava blast 6+, 2d6 damage ea.)
- Treasures: A hidden compartment conceals a jeweled golden chalice (worth 250 gp).
Room 2: The Hall of Masks
This long hall is lined with elaborate masks that seem to observe the intruders. When their gaze is met, a whisper resonates through the air, tempting adventurers to wear the masks.
- Monsters/Traps: Wearing a mask triggers a psychic enchantment trap (save vs. spells or become enthralled).
- Treasures: A Mask of Disguise (1/day use of Disguise Self; see Judges Journal p.192 or create as custom wondrous item, value ~750 gp).
Room 3: The Glutton's Table
A large banquet table is set with decayed remnants of lavish feasts: rotting fruit and molded bread, fish heads, and skeletal hands grasping at nonexistent food. Magical shadows dance over the table, enticing characters to partake.
- Monsters/Traps: 1 Specter (HD 6***, with custom ability to animate shadows for 1d4 rounds).
- Treasures: Potion of Vitality (heals 2d4 HP), and a Cursed Recipe Scroll (cast Beguile Humanoid when read/eaten; save negates).
Room 4: The Cacophony Chamber
Entering this room is met with overwhelming sound, as discordant melodies echo throughout. Instruments levitate, playing a chaotic symphony that resists silence.
- Monsters/Traps: Elemental, Lesser Air (reskinned as "Musical Elemental", HD 4, special ability: deafens foes within 20’).
- Treasures: Harp of Sirens (once per day, effect of Bewitch Beast spell; requires Performance proficiency to use).
Room 5: The Observation Deck
An opulent balcony overlooks a vast chamber swirling with illusions and magics. Hidden alcoves may provide concealed paths or traps.
- Monsters/Traps: 1d6 Fey Shadows (use Sprite or Shadow, but grant illusory effects).
- Treasures: Gem of Foresight (+1 to initiative, requires attunement via 1 week of use; magical item worth 800 gp).
Room 6: The Chamber of Whispers
Echoes pervade this round chamber, where spirits of those who lost their lives entertain in soft murmurings. Ethereal forms hint the secrets of the arcade.
- Monsters/Traps: 2 Will-o'-Wisps (intelligent undead, HD 4, electric shock attack; roleplay offering knowledge for favors).
- Treasures: Hallowed Tome—functions as a spellbook containing 1d3 forgotten arcane rituals (Judge’s discretion), worth 1,200 gp.
Room 7: The Enchanted Forge
This ancient forge, now rusted and overgrown, still glows with latent magic. Strange metals scrap about in without being touched pouring a metallic liquid from unspooling machines that have not whispered in ages.
- Monsters/Traps: 1d4 Animated Bronze Forge Guardians (use Statue, Animated Bronze, HD 5*, AC 6, attacks 1, slam 6+, 5d4 damage).
- Treasures: Enchanter’s Hammer (+1 on Magical Engineering and crafting throws, see Judge’s Journal p.113).
Room 8: The Obsidian Pit
A vast pit extends into darkness. A faint glimmer within suggests distant treasure. Those who peer too long find themselves at the edge of madness.
- Monsters/Traps: Spectral Overlord with gaze effects (HD 6, 3d4 eye-rays each round; use as powerful unique undead or monstrosity).
- Treasures: Jeweled hoard (600 gp value), secured beneath the pit’s edge or hidden on the creature.
Room 9: The Roulette Chamber
A large mechanical wheel stands motionless, waiting for players. It represents all that is risked in the arcade—life and fortune.
- Monsters/Traps: Monadine Cacodemon (Imp Rank)
- Form: Monadine (amorphous ichor blob, pseudopods, eyes, pulsing organs)
- HD 4**, AC 4, Move 10'/30' land, 10'/30' climb, 20'/60' fly
- Attack Routine: 1 Envelopment, Damage: 2d8
- Special Abilities:
- Swallow Attack: On a successful envelopment, targets smaller than man-sized must save or be swallowed whole (2d6 damage per round until death or release).
- Disguise Self (at will): Assumes the form of an ornate roulette wheel.
- Cause Fear (1/day): As spell.
- Speech: 2% chance (assume non-speaking version for this encounter).
- Vision: Lightless Vision (90')
- Morale: 0
- Saves: F4
- XP Value: 190 XP (non-speaking)
- Treasure: Beneath the dais lies a small, magically sealed compartment containing:
- Roulette Coin of Chaos (magic item, usable 1/day): When flipped, roll 1d6 to determine the magical effect:
- Haste (1 turn, self only)
- Cure Light Injury (1d6+1 HP)
- Confusion (target, 1 turn, save negates)
- Illusory Gold (creates fake treasure until touched)
- Reverse Gravity (20' radius, 1 round)
- Summon Vermin (2d4 giant rats under temporary control)
- The coin is valued at 1,000 gp but may attract infernal attention if used frequently.
Room 10: The Throne of Deceit
The final room houses a grand throne where Vaelthar once presided, surrounded by ill illusions of various guests. Only to be graced by those who endure her trials.
- Monsters: 3 Haunts
- HD 1*, AC 2, Move 50'/150' land, 100'/300' fly,
- Attack: 1 (haunting embrace 10+), Damage special (save vs. Paralysis)
- Special Abilities:
- Incorporeal; Can only be harmed by magical or silver weapons.
- Lightless vison 60'
- Morale: NA
- Saves: F1
- XP Value: 13 XP Each
Treasures:
- Orb of Illusion (Magic Item, 3/day): User may cast Illusory Images, Phantasmal Figment, or Auditory Illusion. Worth 1,200 gp.
- False Throne Vault: A compartment under the throne (secured with Magic Lock, requires Dispel Magic to open) holds:Spellbook of Vaelthar (contains 1d6 arcane spells of levels 1–3, Judge’s choice)Jeweled Diadem (700 gp)Curse Scroll (Save vs. Spells or gain a minor madness/obsession—linked to ruling or illusions)
Conclusion:
In order to expand or adapt the Crimson Arcade of Vaelthar, consider the following suggestions for game masters:
- Linkage to Larger Campaigns: Introduce elements from Vaelthar's backstory into your ongoing narrative, such as rival factions seeking her remains or artifacts that still impact the world.
- Thematic Events: Players may have to deal with fallout from their exploitation of the arcade; perhaps awakening a buried threat or gaining the attention of a powerful entity tied to Vaelthar's legacy.
- Character Development: This adventure can be pivotal in character arcs, establishing motivations tied to risk and reward, or gaining corruption effects linked to the sorceress's darker impulses.
Utilize these elements to ensure that the Crimson Arcade of Vaelthar remains not just a dungeon but a chapter woven into an epic tapestry of adventure!