The Climb Kuthalis
The exterior of the great ziggurat is FLOOR 1: RUIN
slick with a tainted indigo sheen that Shattered floors, scorched wall, and
eats what it touches, and numberless rot have over-witten all else here.
horrors born of it. Delvers must climb
within; the gate hangs open, broken.
To explore, mark a box (right) and roll
1d6 + current floor. Reroll duplicates FLOOR 2: DRIP-DOWN MAZE
and anything dull. After all boxes are
Once grand quarters; stalactites drip-wet
marked the floor is clear, and delvers
The
with caustic purples crowd the space.
may move freely up or down from it,
to arcana already found in it, and to
Moonblade the moonblade altar if it’s floor 5.
2: A clear path to the warded gate.
FLOOR 3: TAINTED GARDEN
Pact 3:
4:
5:
Hazard! Roll on that table.
Denizens! Roll on that table.
Stairs to the floor above.
A garden where twisted dead and bent
plants drink from fountains of indigo.
6: Denizens! Roll on that table.
7: Arcana! Roll on that table.
8: Stairs to the floor below.
Atop lost Kuthalis, before a lich’s curse
9: Hazard! Roll on that table. FLOOR 4: THE ARCANE FORGE
tainted their waters with indigo and
10: Denizens! Roll on that table. Workshops heavy with slag-pools of
warped all life there, they made
11: Denizens and Arcana! Roll on each metals and stones for making blades.
blades, blessing them with moonlight
table, and combine (the warded
to send the dead back to rest. Many
chamber has guards, for example).
such blades remain, but their lights
are dimmed; they are little more than When all is clear, the blades may be
other swords. You have gathered up blessed, renewing their power. Make a FLOOR 5: TEMPLE OF THE MOON
such blades, one apiece, and sworn an scene of it, and wax eloquent about it,
Ikons and mirrors, moon-windows and
oath to brave a path through lost all that kind of thing.
altars abound, but only one matters.
Kuthalis and bless them anew.
D6 Hazards D6 Arcana Denizens
Reroll any duplicates or dull results. Reroll any duplicates or dull results. Roll 1d6+Floor, twice, and combine.
1. Collapsing Stones: The whole party 1. A shrine of many faiths is found; 2. 1d4 Skeletons.
must attempt to avoid being struck prayers offered here for luck and
3. Swarm: Shimmering, biting insects.
and falling. Afterwards, the party can healing might receive some slim reply.
ascend one floor if not at the top. 4. Swarm: Hairless, two-headed rats.
2. A chamber replete with dormant
2. Purple Rain: The ziggurat groans, wards is found. If awakened through 5. Swarm: Purple-blooded albino bats.
and spatterings of caustic purple skill or a small sacrifice of spell power,
6. 2d4 Skeletons; a horned one leads.
drops scatter from the ceiling (or, on it will flare to life for a few hours,
levels 4-5, floor!). Those struck are driving away tainted life for almost a 7. 2d6 swift, horned, skeletal predators
damaged and stained; the stained half-day before the ward crumble.
8. 1d6 dead elves with vines growing
might later mutate, if the GM has rules
3. A stone basin about ten feet across blasphemously through their withered
for this available.
of clear water is found, with d6xd6x10 flesh, groaning in pain even in death.
3. Alarm: There is a faint, hard-to-spot silver coins at the bottom. If these are
9. One necromancer, quite mad.
sigil here which if touched causes a removed, the water will turn indigo.
burst of noise and light (roll up 10. A massive meld of 4d6 skeletons, as
4. A person-high heap of humanoid
denizens, which rush in on the attack). one centipede-like creation.
bones is heaped here; scavenging the
Rolls to see and avoid this as desired.
pile will net minor valuables and 11. An albino bat, entirely immortal.
4. Restful Horrors: Roll up denizens, awaken d6 of these skeletons.
Then roll 1d6 twice for battlefield:
but they are sleeping or unaware, and
5. A slotted coin box of marble stands
can be slipped past or ambushed. 1-2. The area is split by some feature
here, built into the floor. It is empty.
or elevation into two parts (or three).
5. Corrupt Arcana: Roll up an arcana, When coins are dropped in, they give a
and then make it terrible. fleeting thrill of power (and convert to 3-4. The area is dense with stalactites,
experience). The box remains empty. ruined walls, other cover.
6. This area is choked with vines and
other flora that are thorny, poisonous, 6. A scrying pool is found. Looking into 5. Pillars, statues, or other structures
studded with seedpods that release this pool gives the viewers visions of here, ready to be tipped over.
something fun, and otherwise attempt the near future; they may each take
6. A deadly feature is central; tainted
to snag and harm. Rolls as one further turn in a combat anytime
liquid, deadly plants, spiked stones.
appropriate to traverse. they like for the next full day.