DUNGEON23 – Megadungeon Challenge – Room #22 – Level #1

THE FORGOTTEN ORACLES

The walls of this chamber are covered with iron grills. Hundreds of heads, some already turned into skulls, others still decaying due to putrefaction, are impaled on iron spikes protruding from the iron grill.

A fireless brazier stands in the middle of the room, made of brass and filled with coal.

If a character light the fire up, one of the impaled head will detaches from the spiked iron grill and hover toward the character.

Once in fron of him the head pronounces an enigmatic prophecy rolled randomly (d8):

  • 1. Take no trophies from the dead. They have no more need of their weapons or wealth, but if you parade them before the wrong eyes, you may find trouble dogging your steps.
    Effect: The next time the character takes something from a corpse, the corpse animates as a Ghoul and attack.
  • 2. Always trust a hunting hound. Even if you think it lies, it may be showing you a truth you didn’t know you sought.
    Effect. The next time the character rolls a check to spot or notice something hidden, the check will be automatically successful.
  • 3. You will meet a crying child along the road one day. He will ask you to take his hand, and walk him home. Do not pick him up, or carry him. Walk alongside him, and you will be safe. Hold him in your arms, and you may not live to regret it.
    Effect: This Prophecy is connected to Room #26 “The Cursed Elven Musician“.
  • 4. Never dice on a holy day. The luck you carry on the campaign trail will desert you, and you will lose all you’ve worked for.
    Effect: ???
  • 5. Cross not beneath the gate formed by two trees growing together, and disturb not the rings of mushrooms where the fae cavort.
    Effect: This Prophecy is connected to Room #30 “The Passage“.
  • 6. Offer no bargains you will not deliver on. What’s spoken in haste will lead to regret upon reflection.
    Effect: ???
  • 7. Never wear a ring on the middle finger of your right hand. Leave it bare, and good fortune will seek you on your travels.
    Effect: ???
  • 8. Battle is like fire. It may warm you, for a time, but if you stand in it and never leave, it will turn you to ashes. Know when to let the flames subside.
    Effect: ???

Note for the Dungeon Builder. It could be possible to add a specific event/situation directly related to the prophecy that can appear somewhere in the dungeon, no matter the level.

Note for the Game Master. Each prophecy produces an in-game effect, but the Game Master can change it at its own’s discretion to fit his personal goals.

After having pronounced its prophecy, the head goes back to its place.

If the same result occurs twice, then ther will be no prophecy for that character.

A character can roll for a prophecy only once.

Tools & Resources

Dungeon Scrawl

100 Corpses to Find in a Dungeon from Azukail Games

100 Detailed Things to Find in a Dungeon from Azukail Games

100 Random Oracular Pronouncements from Azukail Games

100 Walls to Find in a Dungeon from Azukail Games

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