Picture Thursday 26: "Sound II" by Antony Gormley

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Another statue this week. A statue curious enough that it seems it ought to be posted as part of the Deadly Dungeons series, rather than the Picture Thursday series. Credit to Niel Howard for the superb photograph.

This is “Sound II,” in a crypt beneath Winchester Abbey. I was surprised to learn that the piece is not nearly so ancient as the church in which it resides. I don’t have a date for its installation, but the sculptor is still alive, and in his 60s.

The featureless figure is gazing into his cupped hands, which apparently fill with water when this area floods–as seen in the photograph. That is absolutely going to appear in one of my dungeons soon.

Deadly Dungeons 17: The Battlefield Execution

There is only one way in or out of this room, which is largely empty. The walls splay outward, causing the room to widen further from the entrance. The back wall of the room is a gentle curve, upon which has been painted a detailed mural which has become chipped and faded with age, but not so much as to make the its subjects unclear.

The mural depicts a large army of of hardened warriors stretching halfway to the horizon. The figure’s shadows are long, indicating that the scene is either early morning, or late evening. Rather than doing battle or raising their voices in a cry of war, the fighters are depicted as bloody and beaten. Some even lie dead on the ground amongst their fellows. Their faces are forlorn, and every one of them faces out of the painting, with eyes downcast. Several standards blowing in the wind depict a black cloven hoof wrapped in green thorns, on a red field.

In front of the mural is a kneeling statue of a man who appears similar to the warriors behind him. Like his bretheren, his eyes are downcast. With both hands he grips the blade of a sword with the hilt held out in a deferential gesture. The statue has clearly been painted to match the mural, but like the mural much of the paint has been chipped away. In addition, the statue appears to have been brutalized. Chips and slices cover its surface. It appears as though someone brutally attacked the statue with a sword or axe. Closer inspection will reveal that some of these cuts have undisturbed red paint in them, indicating that these marks are intentional.

The nature of the sword being offered is up to the individual GM. For my use, it is a magical artifact sword of great power. If that were not to your liking, however, it can merely be a sword of great artistic and historical value. Regardless of the sword’s exact nature, though, it is a marvelous and tantalizing treasure to behold. The blade is of unblemished mithril. The crossguard is styled to resemble a lion, and the hilt itself is carved with depictions of 6 spearmen thrusting their weapons up into the lion’s belly. These carvings are heavily stylized, and beautiful in their simplicity.

However, the sword will not budge from the statue’s hands. What’s worse, powerful magics ward the statue against being smashed. The magic which holds the blade in place is also powerful, and cannot be affected by spells designed to loosen or release an object. Furthermore, these wards cannot be dispelled, though they might be overcome by a wish or similarly powerful effect.

The key to this puzzle is knowledge of a battle which occurred 300 years ago. Any characters with knowledge of warfare, history, or nobility will have heard of it. A sage will be able to offer information about it if they are given some relevant information about the scene depicted. Additionally, a room not far from this one in the dungeon should contain a history book detailing the battle and its aftermath.

It was called The Battle of Braeon Ridge. The combatants where the House of Krephis (or noble house relevant to your world), and the unstoppable armies of Fulnaf Thornfoot. It was a monstrous battle which lasted days and killed thousands. At its end, Fulnaf Thornfoot was killed, leaving his father to surrender to the conquering Krephis. Famously, while Fulnaf’s father offered the conquering leader his son’s sword, the patriarch of House Krephis (who had lost his own son in the battle) reached down from his horse and buried a dagger in the back of the old man’s neck. House Krephis rose from being only a minor noble house to being one of the more powerful families that existed at the time.

If the players take a dagger and begin pressing it against the areas where the stone has been cut on the back of the statue’s neck, they will discover that one of these slices was illusory. It in fact hid a large slot, which the dagger fits into nicely. Once the dagger is planted in the back of the statue’s neck, the sword will slide freely from his hands.

Note that the illusion covering the dagger slot is not warded as the statue’s other protective magics are. It can be discovered, and dispelled, by normal means.

Deadly Dungeons 14: Breaking Your Mother's Back

The floor of this room was apparently a single, smooth concrete surface at one time. Time has apparently not been kind to it, however, as a spiderwebbing network of cracks now cover the floor. Aside from any exits, the only notable feature of the room is a statue of a woman in the center. If the players are positioned such that they can see the statue’s face, each character will recognize it as a statue of their own mother. Any character who never knew their mother will see merely a blank face on the statue. Powerful illusory magic emanates from the statue.

Note that while describing the room, the GM should specify that the cracks are “spiderwebbing” in the manner written above. The GM should attempt to say this merely as part of the description, and only if the players choose to examine the cracks more closely should they be told that the pattern of the cracks does indeed vaguely resemble a spiderweb.

If a player specifies that their character will avoid stepping on the cracks, this can be accomplished easily; though the character’s speed will be reduced by half due to their caution. If a character declares they will move through the room without specifying that they would like to avoid the cracks, roll a 6 sided die. If the die lands on 1-4, then the character has stepped on one of the cracks and their foot immediately becomes stuck. If they are wearing light shoes or no shoes, they will also feel that their foot is not only ‘stuck’ on the bottom, but in fact being held by something wrapped so tightly around their foot that they cannot move it from the floor.

When a player becomes stuck, two things will happen immediately. First, that player will see the statue of their mother crack in half just above the waist, and the top half will fall to the floor. Other players will not see the statue crack, however, they will see a duplicate of the statue’s top half (bearing the face of the relevant player’s mother) separate itself from the actual statue, and fall to the floor. The standing statue other players see will continue to bear their own mother’s face.

Second, thousands of tiny green spiders erupt from the cracks all over the room. They will immediately descend on the trapped character, crawling all over them, and wrapping tiny green webs around their victim’s body in an attempt to cocoon the trapped character. The spiders are so numerous that no mundane attempt to stop them (such as stomping them or brushing them away) will be effective. More dramatic means (such as a wind blast or fireball) will work. It takes approximately 1 turn (10 minutes) for the spiders to entirely cocoon their prey.

If at any point the players cast See Invisibility, or use a spell which has a similar effect, they will be able to see a strange green sludge in the cracks. It gesticulates independently of outside forces, and is piled up around the foot of any player who is trapped. It is clearly a living ooze of some type. If they are able to see this ooze, the players will also notice that the spiders are apparently made of the same substance, and freely separate and merge with it. Once a player is completely wrapped in the cocoon, the sludge will drag them to the ground, and begin to pile itself over the player. A player in this condition will be given room to breathe as the beast prefers live prey, but will be devoured within 3 turns time.

The ooze creature is impervious to most mundane forms of attack, however it is vulnerable to fire, ice, electricity, and salt. Any of these in sufficient quantity will kill the creature, but only a small amount (such as the fire from a torch, the cold from an ice cube, or a small amount of salt for food flavoring) should be enough to free a trapped character.