Raqmu (Dungeon Challenge)

Raqmu (Dungeon Challenge)

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Rumors exist of a ruined sanctuary of Raqmu, rich in treasure, which served as a last refuge of the Rephaim following their destruction by invaders from the south and the death of their king, Og. The Rephaim, like the Nephilim, are a mixed race of giants, descendants of the “sons of God” and the “daughters of man.” They were, according to legend, the original inhabitants of the land of Canaan. They were the heroes of old, and exceedingly long lived. Although powerful warriors possessing great strength, their numbers gradually dwindled because, as is common with hybrids, they had difficulty reproducing. According to the legend, the Rephaim took much valuable treasure with them when they fled the invaders.

Rumors exist of a ruined sanctuary of Raqmu, rich in treasure, which served as a last refuge of the Rephaim following their destruction by invaders from the south and the death of their King, Og. The Rephaim, like the Nephilim, are a mixed race of giants, descendants of the “sons of God” and the “daughters of man.” They were, according to legend, the original inhabitants of the land of Canaan. They were the heroes of old, and exceedingly long lived. Although powerful warriors possessing great strength, their numbers gradually dwindled because, as is common with hybrids, they had difficulty reproducing. According to the legend, the Rephaim took much valuable treasure with them when they fled the invaders.

The sanctuary is reputedly in an arid wilderness somewhere south of the Kingdom of the Edomites and is cut into the red sandstone of the mountains. It is unknown if the city is still inhabited, but none who have ventured there have ever returned. This has led to wild stories of giants and monsters, none of which have been attested to by eye witnesses.

Here you can see a group of five entrances to Raqmu from the east (left side of the Words with Friends screenshot). Other entrances exist, but they are either locked, hidden or inaccessible.

The dungeon:

This dungeon is designed for a balanced party of five to six members. The game master will adjust the levels of opponents based on the level of the party.

The five entrances to the dungeon are clearly visible when viewed from the east. The dungeon is also accessible from other directions via doors both concealed and otherwise. Not all doors are accessible from the outside because they open onto crevasses and sheer cliff faces. In general ceilings are 20’ high and corridors 10’ wide.

(Note: the bottom of the screenshot is the north side; east is to the left, etc.)

AVERSE: The dungeon can be accessed via any of the five entrances shown in the picture. Each entrance is “gigantic” being approximately 10’ wide and 25’ high, with the exception of the second entrance from the left, which is approximately 20’ wide. Upon entering, the party will feel a strange sense of foreboding and weaker members may be AVERSE to continuing. Two passages continue west from AVERSE.

Rex: The northern passage continues approximately 30’. At its far end is a giant throne, carved from the red sandstone of the mountain. It is actually a part of the rear wall. Searching will reveal no secret compartments or treasure of any sort. The throne was where the ancient kings of the Rephaim would sit when they held court and presided over affairs of state.

AVENUE. The southern passage is an AVENUE that continues approximately 60’. After 30’, there is a cross passage and the party can go left (south) or right (north).

FLENSE: If the party chooses to go right, the passage dead ends after 20’. There are hooks hanging from the ceiling of this section, and the floor is caked with dried blood. Otherwise, there is no sign of life or habitation. If the party goes left, it will see toward the end of the passage a giant, about 12’ high. He is dressed in a simple tunic over which he is wearing a butcher’s apron. Hanging from a hook set in the ceiling is the whole carcass of an aurochs, which the giant is in the process of skinning with a large flensing knife. No attempts to befriend the giant will be successful. He harbors only hatred for the invaders of Canaan, albeit some sympathy for indigenous Edomites and Moabites. Nevertheless, preserving the security of the sanctuary is his top priority.

WOOF: If the party is successful in defeating the giant, it may continue a few feet until the passage turns to the left. Here they will see 1d6 giant-sized mastiffs snarling and growling and gnawing on aurochs bones. They are otherwise oblivious to the world around them, and will not attack unless the party approaches.

MEAD: If the party continues along the AVENUE, it will ultimately have to turn left, then right. This takes it to the MEAD hall. The hall is wood-paneled with sconces set in the wood-paneled walls. The dominant feature of the MEAD hall is a 15’ long table of giant proportions at which sit 2d6 giants. Set before them are plates of roast aurochs and huge cups of MEAD. Although initially startled at the appearance of the party, they quickly recover, draw their weapons, and move to attack. A search of the giants, assuming the party is successful, will yield masterwork swords, assorted 3d6 rings and arm bracelets, 1 d6 of which are gold; the rest are silver. The swords are too large to be used by any party member.

OPAQUE: Midway along the hall on either side are mirrors set in the wall. These are two-way mirrors, which are opaque from the MEAD hall, but can be seen through from the other side. Each is also a part of a secret door that can be triggered by a mechanism concealed in the wood of the paneling. If the party does not discover the secret doors, they can continue to the end of the MEAD hall and turn right into SALTY.

SALTY: Turning right at the far end of the MEAD hall, the party will pass through a closed but unlocked wooden door to enter a kitchen/pantry serving the MEAD hall. From the ceiling are suspended smoked and salted carcasses of a variety of animals, to include haunches of aurochs, goats, sheep, and swine, as well as assorted herbs and vegetables. Laboring over a steaming cauldron is a giant cook, while 1d6 assistants of normal human size perform various culinary tasks. All are armed with kitchen knives, homely but, nevertheless, sharp and deadly. Although initially surprised by the party, they will quickly recover and attack.

DRY: Proceeding to the end of SALTY, the party comes to room a room filled with large amphorae. These are sealed with wax to keep out moisture and preserve the grains in a DRY state. The room is 10’ by 20’. At the east end of is a secret door which leads to the lower portion of OPAQUE. If the party discovers this door, it can then proceed to the right (south) to the two-way mirror, which will allow them to see into the MEAD hall. The walls of the room are featureless red sandstone. There is no treasure in the lower section of OPAQUE.

LYNCH: Retracing its steps will bring the party to the intersection of SALTY and LYNCH. LYNCH is about 50’ long. At the far end, the party can see 2d6 tightly bound prisoners huddled on the floor. Presiding over them are two giants assisted by 2d6 human guards. One of the prisoners, who has a hood over his head, is being led to a stool over which is suspended a hangman’s noose. The intent of the guards is readily apparent. They intend to LYNCH the prisoners one at a time. Upon seeing the party, the giants and guards move to attack, while the prisoners struggle futilely with their bonds. If the party is successful in defeating the giants and the guards, they will learn that the prisoners are shepherds who wandered too close to Raqmu, and were captured by the Rephaim. In order to preserve its secrecy, the Rephaim felt it had no choice but to execute the shepherds. However, bound as they are by an oath to not shed innocent blood, they had chosen instead to execute them by hanging. The shepherds, once released, will decline to join the party, pleading instead, that as good shepherds they needed to return to their flocks. If questioned, they have little information of interest to the party.

CHALKED: The walls of this corridor are coated with an ochre-colored plaster and decorated with elaborate drawings rendered in black and white chalk. The drawings consist primarily of domestic scenes involving giants interacting with normal size humans.

ZAP: If the party is focused on the drawings, it will miss a trap set about 10’ down the CHALKED corridor. If triggered, the trap discharges a power bolt of energy inflicting 4d6 damage to any party member in the A square.

LA: Crossing the ZAP trap, the party enters a large luxuriously appointed (LA) room, paneled in cedar, and which is about 20’ by 30’ in size. At the far end, where SKID and WANED are separated by cedar panels is a large iron bed, about 13 feet long and 6 feet wide. If a party member succeeds in a lore check, he will know that this is the famous bed of King Og of Bashan, as described in Deuteronomy 3:11. Reclining on the bed is a man of gigantic stature, at least 12’ in height and with strength to match. He is in full bronze scale armor and quickly moves to attack the party, wielding a huge sword of bronze. “I am the Og,” he shouts, in strangely accented but fully comprehensible Canaanite. He is two levels above the highest level party member.

PAID: PAID is a byproduct of other rooms and letters. Its only unique function is to emphasize that the party, by successfully navigating ZAP, has PAID for entrance to this part of the dungeon.

The S in SKID is a small 10’ by 10’ room which can be accessed by a secret door from the K. This is the treasure room of King Og, or the Og (All kings of the Rephaim were called Og, as all Roman emperors were called Caesar.) The room still holds some treasure, although several of the chests are empty. Treasure consists of gold, gems, and silver, along with giant-sized masterwork swords, spears, and shields. The weapons and shields are too large to be used by normal-sized humans. It also contains an effigy of a life-size snake rendered in bronze. A successful check will reveal that this is a magical item and will cure anyone of snake-bite venom who rests in its presence. It will also slow or inhibit the effects of other poisons, depending on the nature of the poison and the vitality of the victim. The bronze snake is designed to be mounted on a pole.

Behind the I in SKID and leading to the D is another secret door, which leads to room containing a large coil of rope, but which is otherwise empty. A careful search will reveal a secret door opening to the west onto a steep incline or SKID.

WANED: A large cedar door (not concealed) opens from the K in SKID to the E in WANED. Here the corridor diminishes in height (WANED) to about 8’. It is clearly not intended to accommodate giant Rephaim.

OD: (a hypothetical force formerly thought to be responsible for many natural phenomena, such as magnetism, light, and hypnotism). This room is accessed through a cedar door from the N in WANED. It is brightly lit, but there is no apparent source of the light. In addition, the party feels a strong magnetic force acting on all iron objects and pulling them toward the ceiling. Party members wearing iron or steel armor must role a check to determine if they can resist being stuck to the corridor ceiling. Other members with ferrous metal objects must role a similar check to determine if these objects are also pulled to the ceiling. If the party fails any of its checks, a door from the T in GARNET will fly open and 3d6 normal size humans will attempt to enter OD and attack the party. Because of the narrow width of the door, only one fighter can pass through at a time. They are equipped with mundane bronze weapons and armor.

GARNET: If the party defeats the attackers, it can enter GARNET, which is a long narrow room. The north (bottom) side is lined with narrow bunks, two to a square, reminiscent of a military barracks. There will be nobody in the room if its occupants having been killed or captured in the preceding melee. If the party is not attacked, and continues into OD, it will not be difficult to discover the door to GARNET. It is unlikely to do this, however, because dealing with the magnetism will be a constant irritant. It is more likely that the party will enter GARNET via the TWIN corridor, in which case it will also have to deal with the same 3d6 normal size humans. A search of GARNET will reveal one medium size chest filled with semi-precious stones, primarily GARNET, and some silver.

TWIN: The WANED corridor leads the TWIN cross corridor where the party must go either left (north) or right (south). This corridor is dominated by a 10’ high bas relief of the TWIN gods, the “civilized" Gilgamesh (on the left) and the "wild" Enkidu (on the right). Going to the left takes the party to GARNET, as already discussed. Going right leads to BURNT. The TWIN corridor resumes the normal height (20’) characteristic of all the corridors other than the WANED corridor.

BURNT: The central feature of BURNT is a large altar, 3’ x 5’ which is occupies the R and upon which priests are in the process of making a BURNT sacrifice. The smoke of the altar fire along with incense waft to the ceiling and through a ventilation hole. There are 3d6 priests in white robes, all carrying sharp curved knives designed specifically for the sacrifice. They are chanting a hymn to Ba’ al and do not immediately notice the party. If the party moves to attack, the priests will respond with clerical spells. The level of the priests reflects the level of the party, with 1d6 priests being at the same level as the highest level party members, and the remaining being one level lower. If searched, the priests will yield gold rings with precious gems, and gold arm rings, all in proportion to the number of priests slain or conquered.

BIG: At the end of the BURNT corridor, party members can turn left in BIG. As the name implies, this corridor is both higher and wider than the average. Its primary purpose is to serve as a stable for sacrificial animals, primarily aurochs, but also, some sheep, goats, and swine. There is no treasure or encounters in BIG.

GIE: As the name implies, this is where offerings to Ba’ al are received. Here those seeking Ba’ al’s blessings can GIE (Give). The I is occupied by a long table situated parallel to GIE.

OARING: Forward of the GIE table, occupying the letters OAR is a huge floor mosaic of a coastal Canaanite (Phoenician) ship. It is about 20’ in length and 8’ in width. It seems out of place in this arid environment, but an appropriate check will reveal that it reflects the fact that Canaanite communities were spread throughout the Mediterranean and that offerings to the Ba’ al of Raqmu once came by sea from faraway places. There is a stout wooden door opening to the east. Otherwise, the room is unoccupied and empty of treasure.

MUSH: Retracing it steps, the part will return to LYNCH, at the west end of which the corridor turns left (south) into a featureless room, approximately 30’ in length. Upon entering the room, the party discovers that the seemingly solid floor is actually composed of an organic ooze and the farther they progress, the deeper the ooze and the more overwhelming is the stench of rotting organic matter. This stench alone is enough to overcome weaker parties with nausea, causing them to vomit and add further to the MUSH. The presence of bones also suggests that some have succumbed in the midst of the ooze and their rotting bodies have contributed to the overall effect. An appropriate check will reveal that MUSH originated as a sulphurous spring, 4’ deep at its deepest, which has been used as a garbage pit and cesspool for centuries by the inhabitants of Raqmu. The party could use the 15’ long table in the MEAD hall to traverse MUSH if it thinks of it.

BUT: BUT, if by some tremendous feat of resourcefulness and imagination the party makes it to the cross corridor of BUT, it will be able to climb to dry ground on either side.  Going right quickly leads to a secret door that opens on a steep but scalable cliff face. If the party makes this choice, it will also be able to breathe fresh air and do a basic cleaning of clothes and equipment.

CHIT: On the left (south side) of BUT, is a wooden door. It is locked but a thief with reasonable skills will be able to pick it.  Beyond the door is what appears to be comfortable living quarters, with a bed, table and chairs. At the table sits a pretty young woman of normal human size. After an instant of surprise, she smiles and welcomes the party into her chambers. Engaging the woman in conversation will reveal that she is indeed a CHIT (a pert young woman), and her name is Asherah. Less apparent will be that she is also a high level priestess and sorceress and will seek to destroy the party. She is two levels higher than the highest party member. She is a priestess of Astarte in the service of El, the father of the gods. She has been here for centuries. Her primary goal at the moment is to secure at least one party member to be a sacrifice to EL. A search of her quarters will reveal valuable clothing of silk, rings and other jewelry, and a gold diadem inset with precious stones that is worn during the worship of El. The chest also contains an ivory pendant of a naked female figure holding her breasts. A successful lore check will reveal that the figure is that of Astarte, the goddess of fertility. A check for magic items will show that the pendant is magic and its purpose is to promote health, fertility, and vigor. It will improve by a factor of 3 the healing time of the wearer.

RAMI: A door opening off the I in CHIT takes the party to the corridor of RAMI. As the name would suggest, the corridor is strewn with bones, some human, but most animal. There is no treasure to be found in this corridor.

LAB: RAMI crosses the corridor of LAB. It is here that humans and animals are prepared for sacrifice to El. It is also here that the bodies of the lords of Raqmu are prepared for burial. The walls are lined with wooden shelves upon which are stored reliquary jars, herbs, and containers of various liquids and chemicals. There is also a long table upon which an assortment of bronze implements is laid out. These include knives of various sizes, forceps, and other instruments of unknown purpose.

EL: This room is unique in that it is the only one in the dungeon that opens to the sky. It is dominated by a primitive 20’ stele representing the ancient god, EL, the father of Ba’ al.  These two facts the party knows if it succeeds in making a lore check. At the base of a stele is an altar of black basalt, which is used for blood sacrifices. Channels cut into the basalt allow blood to drain into clay jars that are placed at all four corners. 2d6 p priestesses are standing in front of the stele and singing a paean to EL. They are subordinate to Asherah, and will follow her orders to seize and bind the party if possible. A lore check will reveal that the women are priestesses of Astarte in the service of the great god, EL, who rules over all lesser gods and goddesses.

TIT: A door in the south side of the E in EL leads to the corridor of TIT. As the name implies, this corridor is dominated by two 10’ high bas reliefs of a goddess with prominent breasts. She is flanked by two horses and is standing on a pile of skulls. In her hands, she is holding several snakes. If the party succeeds in making a lore check, it will know that this is the goddess Astarte, the goddess of fertility. This is an entrance corridor. It contains no loot. Proceeding to the end of the corridor, the party will come to a large bronze door which is locked from the inside. It leads to a narrow crevasse. Going to the left will bring the party onto the plain from which they first spotted the entrances to Raqmu. Going to the right, the party will quickly come to a sheer stone face that cannot be scaled.

PA: As already mentioned, there are two secret doors leading off of the MEAD hall. Each contains a two-way mirror. If the party discovers the secret door on the top side, they will enter the room PA. Centered in the room is a giant size tomb bearing the inscription AHIJAH BELOVED FATHER OF OG, in other words, Og’s PA. Another inscription states that, I OG WILL TAKE VENGEANCE ON ANY WHO DISTURBS THE TOMB OF MY FATHER. The tomb is covered with a heavy stone slab that the party can barely budge. If the party succeeds in moving the stone at all, it will awaken Ahijah, who is a giant and in a semi-advanced stage of decay. Ahijah is 1 level above the highest level party member. He wears masterwork bronze scale mail, a feathered bronze helmet, and is armed with a 6’ long bronze broad sword. As he exits the tomb to attack the party, he pushes the stone slab aside and it crashes to the floor with a loud reverberating sound. This alerts 3d6 normal size sentries, who enter PA through a door between the O and P, and immediately attack the party. The sentries are armed with regular swords and shields and they are wearing leather armor.

OFT: The door between O an P leads to the corridor OFT. This is a well-worn corridor which has been OFT used, although the reason for this is not apparent. It leads to HOT.

OH: The OH squares have no unique significance, being only a byproduct of HOT and JO.

HOT: Centered on the H is a wooden table upon which sits an alcohol stove. On the stove is pot made of tin in which a HOT black liquid steams. Several clay mugs also sit on the table, along with a bronze container containing what looks like small black beans and dried leaves. A successful lore check will reveal that the beans and leaves are from an aromatic plant that is unique to the Kaffa region of Abyssinia and presumably imported through the port in Sheba. The liquid has a pleasant aroma, but if tasted, will exhibit a bitter flavor. If consumed, it will invigorate those who drink it and help overcome symptoms of fatigue.

JO: This area appears to be a guard house, and is most likely the room from where the sentries who attacked the party came. Its central feature is 10’ long wooden table on which rest several mugs of the still warm dark liquid. Also on the table is a small pot of honey, a ceramic container of a soft white cheese, and a plate of a 5” round bread-like items each having a hole in the middle. There is a door opening to the south. It leads to the same path that can be accessed from TIT. A lore check will reveal that the Sheban colloquial term for this beverage is JO. The origin of the term is unknown.

 

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