15: The Mermaid Fountain: At the center of this chamber is a large 10’ diameter fountain, with the statue of a mermaid at it’s center, with water burbling forth from a large vessel which she holds with both arms. There is some old graffiti on the south wall, scrawled very sloppily in Kobold, it reads “These waters heal wounds”, and written beneath in another hand it reads, “So drink deeply, but only from the falling water.” This is in fact a fountain of healing waters, but…the waters function as a topical healing liquid, to be applied externally. If anyone drinks the water from the fountain, they will need to save vs. poison or die. When applied to a wound or upon the flesh (including drinking, which still necessitates a save), the water will heal 2d4 damage. The fountain may only be used once per day per individual, and the water will only retain it’s power for one day if removed from the fountain. There are two secret doors in this room. The north secret door is opened by depressing a button located within the vessel held by the mermaid, and the south secret door is opened by depressing a loose stone in the wall nearby.
This next room allowed me to have some fun. Heckler was inspired by a character in the movie The Last Unicorn, and allowed me to role play in an effort to rile the PC's by questioning their abilities. The group ended up dragging a slain Giant Spider back here to feed the mold. They figured out the twist here, but never traversed the room.
17: Moldy Mess: This room is rank, musty and damp. The walls, floor and ceiling are covered in a layer of putrid brown and black mold, 1’ thick. A clear track is ‘cut’ through the room, running from the south entrance to the east hall, a full 3’ wide. It clearly reveals the locations of both secret doors, and from this direction the doors are plainly visible due to opening and closing. In the north west corner of the room, clean of all mold, is a stone pedestal, 7’ high, atop of which is a skeleton, named Heckler. Heckler will taunt and laugh at those who enter this room. Heckler will tell the PC’s that they are doomed, that they are going to become so much insect food soon, that they are fools for walking on the clearly trapped path, and that the mold is safer. Heckler is attached to the pedestal, and may not be dislodged. Heckler may be conversed with once he tires of his teasing and taunting. Heckler explains that if the PC’s desire any of his knowledge, they must return to him with a sack of freshly killed flesh, of any sort, that they can feed to his pet. Heckler’s ‘pet’ is the mold in this room, which does indeed eat flesh at a rate of 1 hit point per round. The mold is immune to all elements except Cold, which causes it to recede and dissipate slowly. Flaming oil is doused, as are torches inserted into the mold. If the PC’s do return with meat for the mold, Heckler will tell them to strew it about into the mold and then he will answer their questions. During the feeding, Heckler will seemingly be in a state of bliss. Heckler’s ‘talking’ is actually the manifestation of the sentient mold within this room, and it knows nothing of the dungeon. Heckler will laugh at the PC’s and tell them “I am still hungry, fools!”…”Oooops I mean my pet is still hungry
Heckler will likely make another appearance deeper in Dim X, but next time in a Dunking Tank of sorts.
~Sham, Quixotic Referee