After the adventurers deal with the cultists, or when they stumble upon a more benign sacred area, it’s time to explore the area. You can roll randomly for a result below, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
d12. Curiosity
- The edges of the altar contain holes that hold a variety of fine metal tools. You’re not entirely sure what the purpose of these tools would be—or maybe you are and don’t really wish to admit it.
- That sacrifice, which looked a lot like a helpless human when you came into the room, is actually a bundle of baby monkeys with jingly bell collars on them. They look like they’re about to start exploring the room.
- It’s possible that these cultists didn’t believe in sleep because every stimulant known to you is arranged in a circle at the base of the altar.
- Flowers. A heaping pile of flowers. With bees. Lots and lots of bees. Strangely, the buzzing that emanates from the bees sounds musical. If only your brain could capture the tune…maybe it’s the vocal key you need to that room you can’t get into?
- You find scattered all over the altar many somewhat blank books. Inside each book, someone — the same someone, judging by the handwriting — started writing some very bad poetry or prose and then abruptly stopped each time. Words in gold on the altar under the books say, “STOP THAT. YOU ARE A TERRIBLE WRITER.”
- A strange, round device with dimly glowing buttons sits on the altar on top of three metallic blue legs. Streams of sweet smoke drift upward from it.
- Something rattles inside the altar. It sounds mechanical, yet snakelike.
- The stone of the altar glows from within in a variety of hues. Shards of mirrors on the walls and ceiling pick up the glow and spread it. Each shard seems to be pointing to a spot off center in the room’s ceiling. That spot is dark and hard to look at — you want to look away each time you try to look at it.
- Statues of distorted humanoids on each corner of the altar watch you as you move.
- Each time you touch the altar, music rings out in a blast, nearly deafening you.
- Cards from a rare fortunetelling deck are strewn on the altar. The only one that is facing upward is that with a representation of the god of death. (Someone with knowledge of the more traditional fortunetelling decks in that world will discover that the card representing the god of law is missing. Or play around with this to make it work for your campaign better!)
- The deathly chill air around the altar seems to suck the heat out of you. Each time you exhale, the visible mist that forms from your breath flows swiftly to the top of the altar, and you catch a glimpse of a female winged humanoid form, wearing flowing robes. Each breath you let go seems to give the form a bit more solidity, and you have a sense that the form is staring at you, waiting. Who is it? Or what is it?
12….Hn, what KIND of wings? Feathers or skin? Or only bone? (Sarah Kerrigan, is that you? Oh, wait Sarah doesn’t wear robes.)
1. Maybe it’s not an altar, but instead a repair bench?