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N202. Empty Chamber
Both doors leading to this strangely shaped room are locked and the keys that opened them were lost long ago. A successful DC 22 Open Lock check is required to unlock each door.
This room is empty and its floor covered with a thick layer of gray dust. The stone from the walls, floor, and ceiling here are eerily black (as in the rest of this section) and a thick dark ooze emanates from the walls. The gooey stuff smells like blood but is pitch black. Four massive columns dominate the room, with runes
Initial Attitude: N/A
Encounter: Like many Rooms in this section of the dungeon, the walls of this chamber pulse and ooze with black blood (which is harmless to the touch). There is, beyond the ichor and columns, little else to admire. However, a feeling of dread and confusion should overcome the PCs when they enter this Room. Just standing around is unnerving and examining the columns causes the PCs the feel the dance of positive and negative energy flux.
Every 5 minutes the PCs spend in the Room have them make DC 20 Will saves. Failure causes them to suffer 1 point of Wisdom damage and confusion for 1d4 rounds. While this isn't designed to harm the PCs, the DM is free to exploit their mental weaknesses as he sees fit.
Tactics: The columns are adorned with Celestial runes. PCs can spend 1 hour reading the columns — 2 hours if they do not speak Celestial but succeed at a DC 35 Decipher Script check.
The runes, while not trapped, tell the story of the undead in this Section on north face of the columns. Those who were so foul, we imprisoned, alone and removed from the rest of the tomb. As it was known they would try to cause harm to others or escape, they were placed in stasis. They also list who is where and what their crimes are.
Room N205. Two dread wraith brothers were known for slaughtering an entire race, wiping it from existance. The race has never been known to the PCs' world (unless the DM has a plot thread that needs further development), and its physical description sounds unlike anything they've ever seen. Their punishment was to be buried together, without their weapons, with a gem of daylight that has been shining nonstop for 4,000 years. While the gem does not hurt them, its
Room N206. These wraiths were sentenced to eternal rest for betraying the gods. Once angels, their eyes were removed, their tongues turned to iron locks, and their hands sawed away. Their souls were banished to this tomb and overtime they grew into the wraiths they are now. While they escaped during an earthquake that shook the tomb, the two were buried with a single scroll of move earth that they could never read or open with their incorporeal hands. This taunt was the last insult to these heinous and abhorent beasts.
Room N207. Three dread wraiths were buried here. Once men of the god, they forsake their oaths and taught the masses to revile the heavens and embrace death. The cult that grew from their teachings leads to hundreds upon thousands of witch burnings and "cleansing," including the destuction of entire breeds of elves and the forests they lived in. They were banished to this tomb for believing in themselves more than the gods. Their pride was their undoing and in death they were denied speech and will — two traits that no priest can live without.
The runes also details some of the history of the Region. Each column covers 1,000 years of history, detailing the most significant events. The fourth column appears unfinished, but speaks of the earthquakes and of the time when they sealed the tomb and left the undead to fend for themselves. Prior to that, it seems, the celestials actually walked the hallways and patrolled from time to time.
Allow the PCs to ask whatever questions they have about the Region. If the DM believes this information would be detailed on the columns, he may answer their questions as he sees fit.
Treasure: N/A
EL: N/A
Scaling: N/A