Sunday, January 22, 2023

Inner Sanctum (Sphinx Lair - #21/365)

Inner Sanctum (Sphinx Lair - #21/365)

This chamber can only be opened with a Bronze Key inserted into the bronze doors in room #11.

"The doors creak slowly open and you step forth into a large square chamber, decorated with ancient carvings and hieroglyphs. Pillars support a high ceiling, from which a beam of sunlight comes down from a skylight far overhead, illuminating what looks like a raised tomb on a dais. Everywhere are scattered bones and skeletons, clawed and destroyed by some great beast. And then you hear a snuffling noise, and an immense shaggy form, like a gigantic lion but with the head of a wild-eyed madman and a mouth full of sharp fangs, shambles up, over the dais, and pads towards you on enormous taloned paws. It opens its mouth and speaks to you in a deep, rumbling voice, using a language you cannot understand."

Contents: The creature is the Sphinx Maisramafooz, imprisoned here by an ancient Djaratian Archmage, to watch over the entrance to the lower crypts. Maisramafooz is extremely bored and will use the languages it knows (see list below) to attempt to find a common tongue with which to communicate with the Heroes, assuming they are not foolish enough to attack immediately.

If a common tongue can be found, Maisramafooz will explain that it grants access to the lower crypts if the Heroes can answer three riddles (plenty of online riddle generators will help out here to construct a list of riddles). If the Heroes answer all three riddles correctly, the Sphinx will remove the top slab from the tomb, revealing a tight circular staircase leading down to level 2 of this dungeon. If the Heroes cannot answer the riddles, Maisramafooz will tell them to leave this chamber, and not to return until they know the answers. The Sphinx can be bribed with roast or barbecued meat; two provisions' worth will reduce the number of riddles to one.

Wubutu the Genie is a big help here, assuming he is not drunk or psychotic, because he can speak with the Sphinx in many languages and also help the Heroes if they are stuck on a particular riddle. He will reluctantly fight the Sphinx if ordered, but both creatures will break off the fight when their STAMINA scores are reduced to half; the Sphinx to lick its wounds in a corner of the crypt, the Genie to retire to its lamp.

If the Heroes attack the Sphinx, ignore it, start searching the chamber, or refuse to leave, it will attack with all fury.

Stats:

Maisramafooz, a SPHINX: SKILL 12, STAMINA 24, Attacks 2, Very Large Claws, Light Armour, +2 to Damage Roll, only harmed by magic weapons and spells. See Return to the Pit (p. 176) for more details.

Maisramafooz speaks the following languages: Djaratian (4), Vatosian (4), Hamakei (4), Elvish (Desert dialect) (4), Ancient Allansian (3), Desert Nomad (2), Caarth (3), Gnollish (1), Orcish (1)

Maisramafooz cares nothing for treasure and scattered about the chamber are various trinkets belonging to some of the unfortunates that the Sphinx has dismembered and devoured over the years: 14GP, a handaxe, a set of lockpicks, a gold pendant set with a large sapphire (worth 40GP), and a purple crystalline Jewel of Sleep (see Encyclopedia Arcana: Volume 1, p. 122).


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