Abandoned Apartment

Adversary Roster

NameLocationNotes
Fire Snakes1C - Ruined Kitchen
2 Flame Lizards1F - Baths
3 Flame Lizards1H - Cannery
Swarm of Sparks2D - Burned-out Room
Flame Lizards2F - Tear(chance 6 of emerging from tear)
Priests3D - Bridge(engaged in ritual, likely not to move)
Vieta Maelwe1E - Lobby(arrives after sundown)
Zea Gauhog1E - Lobby(arrives after sundown)
Olata ti Ahe1E - Lobby(arrives after sundown)

Statistics

Fire Snake

Fire Lizard

Swarm of Sparks

Flame Priest

Head Priest

Vieta Maelwe

Zea Gauhog

Olata ti Ahe

First Floor

Area 1A - Staircase

A crumbling spiral staircase curving upwards, towards the dim red glow above. Pulsing, branched orange veins dangle through the central hole in the spiral, swaying gently with each pulse. The heat in this confined space is intense and dry.

Area 1B - Ruined Apartment

An old apartment. The furniture is rotted and collapsing and the window is smashed and jagged, leaving sharp shards scattered over the stained ceramic floor. A single, thick vein pushes through the space, breaking in from the floor above and coiling along the floor into area 1C. All around its curving path along the floor are scorch marks.

Area 1C - Ruined Kitchen

A large stove sits on the east wall, surrounded by rotting, collapsing shelves filled with long-ruined spices and cured meats. The large vein from area 1B coils up onto the stove, where it branches out into hundreds of little capillaries. A nest of 3 fire snakes are coiled up and sleeping on the veins.

Area 1D - Mail Room

A large metal locker sits on the east side of the room, with most of the doors prised open and the waterlogged, rotting letters that had once been inside scattered all over the floor. The room is dark but filled with an oppressive heat. Next to the locker, an open archway leads into area 1G. On the west side, a similar archway leads into area 1A, through which a dull red glow can be seen.

Area 1E - Lobby

A massive space that appears to be as tall as the building itself is. Overhead, two ornately carved stone bridges criss-cross the space and thick, pulsing orange veins dangle down from them. Far above, near the ceiling, a bright glow can be seen and the veins appear to be thickest and converge on that point.

In the center of the room is a raised dias with an inscribed magic circle and a stone sculpture of a woman next to it. Closer to the south side of the room is a glowing, silver magic circle. All along the lower parts of the walls are mirrors, though some have been smashed.

Area 1F - Baths

Two large public baths sit in the center of the room, carved from light-colored stone. The room is filled with oppressive heat and humidity, more like a sauna than a normal public baths. Sitting in the baths are two flame kobolds.

If the PCs touch the water, they will find that it is scalding hot.

Area 1G - Cistern

A carved pool of water should sit here, as this would be normally where the cistern lies and where the residents of the building would obtain fresh water, but the pool is instead filled with roiling magma.

Area 1H - Cannery

Crumbling shelves lined with jars of preserves. Many of them have been opened and appear to have been eaten recently. Three flame kobolds sit here, lazily eating. The orange veins push down from above and wander around the room, singing anything they touch.

Area 1I - Broken Room

This room is covered in rubble and the outer walls have partially fallen away, exposing it to the exterior. The pile of rubble leads up to a hole in the ceiling and the next floor.

Second Floor

Area 2A - Staircase

The heat from the increasing density of veins requires the PCs to make a DC 8 Con save or take 1d4 fire damage before entering this room.

Area 2B - Defiled Shrine

Rotting apartment furniture is scattered around the north end of the room. The south end of the room is taken over by a shrine to Vihano, with candles scattered in front of a large, painted wooden sculpture of the god. The paint is flaking and looks almost to have been bubbled by high heat. A vein pushes through the door from the staircase and through the floor, but capillaries from it branch off to pierce every single candle. The face of the sculpture has been burned almost completely beyond recognition, though there is nothing here that would have obviously caused that damage.

Area 2C - Brown Mold

All entrances to this room are freezing cold to the touch (PP 8) and the objects within the room are unidentifiable, covered as they are in a fine layer of brown-grey powder. Entering the room, a PC must make a DC 13 Constitution saving throw or take 2d10 cold damage.

The veins that enter this room clearly wither and die as they do so.

Area 2D - Burned-out Room

This room is blackened with soot and the objects within are unidentifiable, with the exception of the charred remains of three University of Wetal students, identifiable by the pins on their badly burned cloaks.

Area 2E - Bridge

A thin metal walkway skirts the edge of the space around the large, stone bridge that crosses the chasm. On the center of the bridge is a raised dias with an inscribed magic circle and a sculpture of a woman beside it, identical to the ones in area 1E with the sole exception of the jewel in the sculpture's hands.

The walkway is collapsed and impassible in front of the door to area 2B.

Area 2F - Tear

Several pieces of apartment furniture are present here, but placed at odd angles on top of each other along the walls as if they had been blasted away by some explosive force. In the center of the room is a tall, ragged-looking portal that glows bright white in the center, fading to a dull red at its edges. Dozens of veins push into the portal. A PC who attempts to enter will find themselves in the midst of a vast, red-tinged, scorching hot desert. For every 10 seconds they spend there they must make a DC 12 Constitution saving throw or take 1d10 fire damage from the heat. They can pass back through the portal at any time.

Area 2G - Collapsed Wall

The collapsed section of the building continues here, exposing most of this space to the exterior. A massive orange vein pushes through the west wall and buries itself in some rubble here. Observant PCs (PP 13) will notice that this vein is NOT pulsing, and digging into the rubble will reveal that the vein is actually cut here, and the PCs can climb through it into area 3C.

Area 2H - Unstable Room

This room is covered in a fine layer of ash. Moving too close to the outer wall will cause the floor to cave in and the PCs will need to make DC 15 Dex saves or take 1d10 damage falling to the floor below.

Third Floor

Area 3A - Staircase

The heat from the tangled tags of veins in this space is so intense that PCs must make a DC 14 Con save to enter this room, and will take 1d6 fire damage on a failed save.

Area 3B - Ruined Penthouse

This apartment was clearly nicer than the others, and a detailed search will turn up 50gp worth of ash-coated rubies hidden amongst the collapsed furniture and gold-painted trim.

Area 3C - Converted Laboratory

This space is filled with University of Wetal-stamped arcane lab equipment, which a DC 14 Arcana check will indicate is used for conjuration magic. Most of it has been ruined and overturned, but a detailed search will reveal 50gp worth of fine inks, gold powder, and rare herbs. There is also a singed notebook lying on one of the tables, detailing the origins and untimely demise of the Fire Eater project.

Area 3D - Bridge

A rusting metal walkway surrounds the space, and an ornately carved dark stone bridge extends across it. In the center is a raised dias with a small teleportation circle, and beside it is a statue of a woman holding an iridescent jewel.

At the center of the bridge, above the teleportation dias, hangs a gigantic red-orange flaming heart, beating slowly. Four of the flame priests sit in a circle around it, chanting softly with their eyes closed. The head priest stands in the center of the circle, wreathed in blue flames.

The priests have the statistics of a steam mephit (though they do not use the death burst). The head priest, so long as the heart is alive, uses the statistics of a cult fanatic. He dies if the heart dies.

The heart has an AC of 10 and 20 HP. Its intense heat forces anyone ending their turn within 5 feet of it to take 1d6 fire damage.

tags: maro-conspiracy maro

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