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GM info / spoilers.
GM info / spoilers.
GM info / spoilers.
GM info / spoilers.
GM info / spoilers.
GM info / spoilers.
FINIS
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Locations Part II
GM info / spoilers.
This is GM information
This is GM information
Room 11: Giant Snake
The room is overgrown with leafy vines and bushes. There is a fountain in the middle of the room and a large stone cavern on the east side. On the opposite site of the room is another door.
A long stone tablet attached to one of the walls has Ancient Knowledge on it.
VII. And I find it. A way
to close the door to the abyss.
by REXARD
to close the door to the abyss.
This is GM information
Room 12: Storage
GM info / spoilers.
A long stone tablet attached to one of the walls has Ancient Knowledge on it.
This is GM information
Room 13: Laboratory
Room 14: Crypt
The squad can destroy the phylactery of the evil lich in the Crypt to get a bonus point (destroy evil). The lich is currently not present but awaiting the cult leader's research results to use the dryad's regenerative life force to restore him near-human-like.The moment the lich gets destroyed, the cult leader will drop down unconsious, as the lich's mind control has been lifted, that kept him do the lich's biddings for many years. if the cult leader is in the Oratory or somewhere else where the cult members can find him, they will bring him to his bed chamber.
A long stone tablet attached to one of the walls has Ancient Knowledge on it.
IX. Locking the eternal spirit
into this unholy casket.
by REXARD
into this unholy casket.
Console (C4)
Console of Earth
After interacting with this console, the members of the incoming squad will discover that they have been transported to a blacksmith's workshop. The shown image shortly appears and then vanishes.
There is a furnace, a big working table, cabinets stocked with metal ingots, and a plethora of different equipment.
This is GM information
This is GM information
Room 15: Oratory
The oratory may be reached by the pathway that goes from the laboratory. To the left of the entrance site a console (C4), while to the right are a few beehives that have been set up.
The oratory has a large number of benches that believers can sit on. At the far side of the room is where you will find a lectern. A door may be found to the right of it. In addition, there is a door off to the left (north).
Room 16: Old Church
The benches in this old church are all beyond repair. A big arch leads into the apse (room 17).
A long stone tablet attached to one of the walls has Ancient Knowledge on it.
X. Feeding in souls of the unworthy
To keep the own self alive.
by REXARD
To keep the own self alive.
Room 17: Apse
GM info / spoilers.
This is GM information
Console (C5)
GM info / spoilers.This is GM information
Room 18: Spider infested room
This room is filled with broken furniture and giant cob webs. Jaimer Buckload will not enter here.
A long stone tablet attached to one of the walls has Ancient Knowledge on it.
XI. Stowing it away in the abandoned ruins
surrounded by unholy mists.
by REXARD
surrounded by unholy mists.
Room 19: Sands of Time
The light in this space comes from two hanging lamps that provide a brilliant green light and are located on the ceiling. The focal point of the arrangement is a giant hourglass that sits on a pedestal in the middle. The sand on the interior shines with an eerie sheen.
GM info / spoilers.
This is GM information
Room 20: Snake Demon Sanctuary
The space is lit entirely in a crimson hue. The enormous statue of a snake may be found at the other end. On a small pedestal in front rests a dainty blade.
A long stone tablet attached to one of the walls has Ancient Knowledge on it.
XII. Now skimming through tomes to find
improvements to the afterlife.
by REXARD
improvements to the afterlife.
This is GM information
Room 21: Sacred Chamber
This room is locked with a strong door. On either side of the door a console is attached to the wall. When the squad reaches the door, the progress bar on the panel is almost at the bottom, suggesting a speedy shutdown of all consoles.
GM info / spoilers.
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