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Chamber of Rimordus (Dark Carnival)

Room One - The Statue of Rimordius - This room is long and has openings leading to hallways on the left and right (East and West walls) about 20 feet away. The room looks like an ancient cathedral with many pews leading forward towards a large pedestal. A large marble statue of a muscular man stands in a classic Greek pose. On his head sits a jesters hat made of red velvet and royal blue canvas with small bells on the end of each. The body of the statue is graffitied with garish paint and the face is painted in a harlequin pattern. [whoever takes the Jester’s hat and wears it will gain immunity to the many charms and illusions contained in the Dark Carnival.] As they explore the room a jack in the box appears in the center by the statue and begins to unwind while creepy music plays. A small ugly puppet pops into view and a large bang and flash of pink light splays out. All players must make a DC 20 Wisdom saving throw. Anyone who fails immediately forgets all of their problems and runs off to play in the carnival. The East Passage leads to the Dunk Tank room and to a set of doors leading to the Upside Down Room   Underneath the Jester’s hat on the statue’s head a closer examination will reveal 6 hexagonal slots ringed around the scalp.  There are six gems hidden in the carnival that will fit into the statue.  once all six are placed in the statues head the exit will reveal itself and Mr. Nyx will let the players leave.  Or will he?  Maybe he will grant them their freedom if they sacrifice Vom Fass.

Purpose / Function

This is the antechamber that the adventurers are ported to by Mr. Nyx to begin his Dark Carnival.

Architecture

Large marble columns, marble pews, and dark mahogany floor.
Type
Room, Common, Antechamber

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