fnork de sporg said:
I'll do numba Seven, the meeting/throne room.
Hold on just a bit.
How's this?
Room 7: Meeting Room
The light here is quite clear though diffuse and has no obvious point origin origin nor casts any shadows. Each wall contains a stunningly realistic vista of some region of the Abyss, including a lake of fire, a moutain of skulls, a bridge built from raw meat, a naked Marilith drenched in waterfall of blood, and a field of thousands of crucified Pit Fiends. These murals are bordered by hundreds of fist-sized jewels, mostly diaomonds and rubies.
Upon breaking these jewels will reveal themselves to be nothing more than cut glass with cunning and economical Illusion enchantments.
This thirty by thirty five foot room is dominated in the center by a defiled good-aligned altar, it's holy symbols scratched out or covered over by blasphemous glyphs, that has been turned over, fitted with massive pillows, and turned in to a throne of sorts. This throne is supported by what at first appear to be four grey statues of hunched humanoids with feathery wings. However their slight motions and their muted, almost silent, weeping quickly reveal themselves to be living creatures.
A succesfull Knowledge (Planes) check (dc 14) will reveal these as Avoral, a type of celestial. They will respond to questioning and if the subject is broached will relate their sorrowfull tale. Untold ages ago they were the last celestial survivors of a great apocalyptic battle between celestial and demonic forces in which the demons emerged victorious. Rather then slay them as would normally be done Blasphemy, then working as a general in said army, chose to keep them as slaves for her own amusement. In time she traded favors to have them put under a powerful Geas forcing them in to unquestining servitude to her as long as they live. Once she made them fight in her name and in for her amusement and occasionally would make them wipe out unimportant good-aligned human villages but eventually she bored of their torment and now she is content to let them serve as mere furniture
But the Avoral know that her boredom will not last and eventually the litany of tortures will begin again. They will reject any ideas of their possible salvation, since the geas was actually cast as a favor for Blasphemy and not by her simply killing the marilith will not lift it, and instead beg sympathetic characters for death. However they will warn the party that Blasphemy has given them instructions to defend themselves against attackers and that they cannot disobey. These Avoral are identical to those in the 3rd corebook except that Blesphemy has forbid the mfrom using their Dimension Door, Dispell Magic, Protection Against Evil, or Lay on Hands abilities. The Avoral have no treasure.
If the Bralani are in your party they will be aghast and in horror of the situation of the poor Avoral. They will urge the party to fight the Avoral, to "free their enchained souls" as they put it, but will refrain from combat with them stating that combat with celestials would be too disturbing for them at this point. In fact if combat is engaged with the Avoral they will wait in the next unoccupied room. The enslaved Avoral, for their part, will not react much differently whether the Bralani are present or not. They are past caring.
This room is where Blasphemy meets her guests and supplicants. The entire room is under a permanent Zone of Truth (DC 35) though it is keyed not to affect Mariliths. The eerie light is apparently a natural feature of the caves that were later carved in to the current dungeon, a nturally occuring bleedthrough to the plane of positive energy. Any damaged living being that spends time here will begin to regain hitpoints at the rate of two-an-hour. Additionally living creatures will not age as long as they remain in this room, though few wil lever spend enough time here to discover this fact. At one point it was a place of worship for several primitive tribes, though there are few ways for the player characters to ever learn this. However should this information be obtained, perhaps through the use of Legend Lore or other such magic, the PCs may be or later become aware of legends that speak of such a place and the healing powers it contains. Blasphemy has no clue as to the real origins of her meeting room's light source and simply assumes it was a useful enchantment left over from a previous tenant, perhaps the same one she first murdered upon her arrival here.
The mountain of skulls in the middle of the mural on the north wall is in fact a secret door (search DC 30). The Avoral have been ordered to remain secret about the secret door. Though they cannot broach the subject if it is asked of them they will make it clear to the party that while they are forbidden to mention any possible presence of such doors they willingly refuse to deny that such things exist. The secret door is unlocked.