The Shimmering Vault of Auronex
Deep beneath the abandoned city of Haelthorn lies the Shimmering Vault of Auronex, a once-hallowed temple dedicated to a forgotten deity of dreams and illusions. This ancient place is said to hold several powerful artifacts, capable of bending light and shadow to the user's command. The Vault itself is woven from the threads of dreams, guarded by creatures borne from the echoes of lunacy and ambition. Adventurers brave enough to enter shall find challenges that test not only their strength but also their perception of reality.
Room Descriptions
Room 1: The Gilded Entrance
Description: A grand archway with intricate carvings greets you, shimmering as if dusted with gold. The air holds a faint scent of incense. Two towering golem-like statues flank the entrance, their eyes glowing with a steady azure light.
Monsters: 2 Bronze Animated Statues (Mv 20'/60', AC 6, HD 5*, Atk 1 (slam 6+), Save F5, Morale N/A)
Room 2: Hall of Dissonance
Description: The walls of this hall ripple as if alive. An unsettling hum resonates, producing an atmosphere of unease. Scattered about the floor are shards of broken mirrors that twinkle under a mysterious light.
Traps: Shattered Reflection Trap: Any creature stepping on a shard must make a Saving Throw vs. Implements or be temporarily blinded for 1d4 turns.
Room 3: The Chamber of Elysium
Description: This lush chamber is unexpectedly bright with otherworldly flora and fauna. Vibrant flowers emitting soft harp-like music grow here, inviting explorers closer. In the center lies a shimmering pool, reflecting visions that entice and confuse.
Treasure: A vial of Dream Essence (magical potion that grants a temporary insight into one's future).
Room 4: The Bazaar of Dreams
Description: The eerie remnants of a market loom here, with wares long forgotten. Fantastical items hover mid-air, caught between the realms of reality and fantasy. A whispering voice beckons from the shadows, haggling with unseen customers.
NPC Party: 1d4+1 Dream Merchants (Level 2-3) seeking unique items for their collection.
Room 5: The Illusory Abyss
Description: A dark pit appears in the floor, surrounded by an ethereal mist. As you peer inside, strange sounds emanate from the depths, pulling at your sanity. Around its edge, ghostly carvings tell the tales of those who have fallen.
Traps: Abyssal Pull: Any character that approaches within 5 feet of the edge must make a Saving Throw vs. Death or be magically drawn towards the abyss; if failed, they are pulled in and must struggle for 1 round to escape.
Room 6: The Vault of Echoes
Description: This vaulted room has walls adorned with motifs of forgotten memories. Flickering shadows dance like phantoms against the stone. At its center rests a great chest bound with chains, radiating a soft orange glow.
Monsters: 1d8 Shadows (Mv 30'/90', AC 2, HD 2+2***, Atk 1 (enervating touch 8+), Save F2, Morale +4)
Room 7: The Riddle of Shadows
Description: Enigmatic symbols spiral across the walls in shades of indigo. An otherworldly voice challenges you to solve a riddle before proceeding: "What is always coming but never arrives?"
Loot: Solving the riddle bestows a magical artifact, the Veil of Whispers, allowing the wearer to cast Silence once per day.
Room 8: The Hall of Lost Ambitions
Description: This chamber holds twisted sculptures of failed dreams, forever locked in a state of despair. The air is thick, almost suffocating, with the weight of unfulfilled desires.
Treasure: A scrap of parchment containing the names of the vault's previous explorers, revealing knowledge of hidden traps.
Room 9: The Sanctum of Auronex
Description: A circular chamber, the Sanctum is bathed in shimmering light from an unseen source. A colossal pedestal stands in the center, upon which rests the most coveted artifact—the Prism of Auronex, shimmering with an ethereal glow.
Guardians: 1d3 Skeletal Slayers (Mv 40'/120', AC 8, HD 5**, Atk 4(swords 6+), Save F5, Morale +4)
Room 10: The Exit of Dreams
Description: The final room bears an obsidian portal pulsating with strange light patterns. Every breath taken feels heavier, as if reality itself is trying to hold you back.
Treasure: A stash of indeterminate coins (Type L) and a crystal key that allows access to the vault on further expeditions.
Conclusion
To expand or adapt the Shimmering Vault of Auronex, consider interweaving its fate with the world above. Maybe the temple's artifacts are sought by rival factions, or ghastly dreams begin to invade the realms. Incorporate seasonal events, say a "Dream Festival," where the temple’s power peaks, enhancing gameplay and drawing players deeper into the narrative.
Encourage your players to explore the implications of the artifacts they retrieve. What dreams do they seek to fulfill, and at what cost? The choices made here could ripple through your entire campaign, leading to extraordinary consequences as they navigate the thin line between ambition and madness.