You stumble forth from the catacombs into a blistering sandstorm. A towering palace of sun-bleached stone, cloaked by the desert’s rasping winds, reveals itself to you as you crest a dune. You can hear it churning, the great gears turning, postulating, theorizing, reminiscing.The gate is open, just a crack. You slip into the mechanism. The bonfire flares to life.
***
This is a rewrite of Belliserum's Mind Palace for Lich's Through The Veil GLOGhack.
***
What is known:
This is the palace of Belliserum: the Mentor, the archetype of genius, the unclouded one. She is long dead, the second casualty of the war with Archenemy. Her grave is elsewhere, unmarked, in a formless field at the feet of the Monarch.
The palace contains the complete contents of Belliserum’s mind, transcribed in impossible detail on each brick and tile and tapestry.
There is a Standing Stone within the palace—an anchor between the Veil’d world and the Real. If destroyed, the mortal realm will be one step closer to freedom from the unreal.
What is within:
The old: Memories of the world, unmarred. Frozen, as in amber, the truth of all known things.
The new: Miraculous inventions, the triumph of dreams over reality. Music unheard of, stories untold.
The outsiders: Antessa, far from home, drawn to dreams; Brumi, back from the dead yet again; the gnashing Plaque
The indigenous: Belliserum’s paper angels; her stone-wrought golems; her fabric-men; her Fears.
And the Other: A great Fear, buried in the subconscious.
Factions:
Curators
Belliserum was obsessed with the preservation of the self. In all their myriad forms, the curators of her palace bear her visage, stoic and pristine.
Wants: To preserve Belliserum, as she remembers herself. To preserve knowledge.
By: Denying or destroying outsiders. Seeking out or confiscating texts, artifacts, trivia.
But: Their memory of Belliserum is itself eroding. The palace is slowly self-destructing.
Rooms:
A: The Bonfire. Brumi is here, again.
- A monolithic stone gate bars the way forward (leads to H); it is sealed shut with red wax, as if it were an envelope, and emblazoned with a heron.
- A tapestry depicting a red-gold mandelbrot, so detailed it makes your head swim. Brumi is leaning against it.
- A chiseled tunnel behind the tapestry (leads to room B).
- A charcoal note: “Illusory wall ahead.” If you strike the wall, Brumi laughs at you.
Brumi - The Cockroach
Don’t look at me, the door’s closed. I’m not fool enough to try it anyway; they don’t exactly roll out the welcome mat in there.
Knows: Nothing. He wants his money back though. You remember. Don’t be a dick, cough it up.
- If asked about why he’s here: I’m not joining your little suicide mission, if that’s what you’re asking. I die enough on my own time.
Wants: His money back. Like, for real.
Has: A Dead Man’s Coin. If you would die, call and flip the coin. If you win, you don’t die.
B: The Scriptorium. A handful of fabric-men are milling about, unperturbed by your presence. They read the wall carvings with their fingertips, then adjust them with tiny chisels.
- Piles of overstuffed tomes, umbrella stands full of imaginary maps, bouquets of schematics line the walls.
- An enormous stone golem with a newborn’s face patrols the halls, softly sobbing.
- A chiseled tunnel in the far wall (leads to room A).
- A stairwell in the opposite corner, behind the baby. It goes up (to room D) and down (to room C).
The Waif
Excised from the palace proper, a painful memory given shape and purpose. She knows little but crying and smashing.
2 (20 HP)/2 Stamina/1 Humanity
Attack: (2 Stam) Smashes indiscriminately. Hits all enemies standing close together. Physically and/or emotionally isolated characters have -2 to Dodge.
Armor: 3 (Stone)
C: The Stacks. A hall as deep as it is long, replete with lengthy memoirs and biographies. All is written in an alien language.
- Unraveled fabric-men are torn to shreds on the floor.
- An enormous, statuesque painting of a woman. The features seem warped, as if half-remembered.
- A stone tiger with a woman’s face prowls the stacks, killing for amusement. Unseen, she calls to the party: Help!
- A balcony ~80 feet off the ground. Possibly reachable by scaling the bookcases, and the network of platforms between them. (Leads to E)
- A monolithic stone gate bars the way backward (leads to H); it is sealed shut with red wax, as if it were an envelope, and emblazoned with a heron.
- Stairwell to B + D.
The Man-Eater
A solitary hunter of great cruelty. It speaks in taunts and pleas, but these are tricks; she possesses more instinct than intelligence.
4 (30 HP)/4 Stamina/1 Humanity
Attack: (2 Stam) Pounces from the shadows. If the players have not yet figured out how to track her, they have -4 to Dodge her ambushes.
Defense: Sunder weapon on fangs.
Armor: 3 (Stone)
D: The Cogs. A monumental stonework machine, cantankerous yet calm like running water.
- A great loom, from which fabric-men are born. One stumbles out every ten minutes or so. At the same time, other fabric-men enter and unravel themselves. Two golems turn the mechanism, unperturbed by the player presence.
- A woman in blue, sitting in a corner, reading from a tome to an enraptured crowd of fabric-men. They seem to show affection for her; they see Belliserum in the lines of her face and the gray of her hair.
- Two stairwells (lead to B, C, and E).
Antessa - The Ashfoot
What hey, travelers. Care for a tale? I’ve told this story four times so far, and these ones still haven’t tired of it.
Knows: About the Fear. She can feel it; the Palace is crumbling under the weight of itself.
- If asked about Belliserum, or whatever’s going on: I can feel it… her fear. It is etched into these walls clear as day. It is fear that built this Palace, and on fear it persists. Perhaps, she is still afraid.
- If asked about the monsters: I will say, I have seen myself in more than one facet of this place. I could swear I looked just like one of them when I was a little girl.
Does: Antessa has both the talent and the will to train sorcerers, an exceedingly rare combination in this age.
Needs: To meet Belliserum, or whatever aspect of her remains.
Has: A Burning Soul. Consume to begin your journey down the path of the pyromancer.
(If you kill the Fear, Antessa gives up her quest, believing Belliserum is dead, and joins the hub. If you pacify the Fear and lead Antessa to it, see THE DAUGHTER RETURNS below)
E: The Plunge. A stairwell into creeping, whispering darkness.
- In many places, the stairwell has been destroyed, burnt to a crisp.
- Black tar creeps up the walls toward the upper levels.
- Two wax-and-paper angels stand guard, one with a child’s face, one with a young maiden’s. Their heron staves (TREASURE!) exhale fire intermittently at the encroaching dark, forcing it back.
- At the bottom, a thick layer of Plaque. Unless burned away, it eats through the soles and devours one whole. It pours forth from a crack in an eroded stone doorway. (Leads to F)
Paper Maiden
Her delicate, flickering heart threatened to burn her to cinders. One day, she locked it away, and filled her chest with flame instead.
3 (20 HP)/2 Stamina/5 Focus/1 Humanity
Spells: Nurses a fireball in her chest, then hurls it.
Attack: (1 Stam) Strikes with Heron-stave. Foes struck ignite.
Defense: Parry
F: The Root. The palace foundation, a subconscious space filled with carved stone columns. The chamber is abyssally dark and flooded with knee-high, flowing Plaque. Something enormous is thrashing in the Plaque.
- The Standing Stone, the anchor, humming with energy, supports the weight of a weary mind.
- A monolithic stone gate bars the way forward (leads to H); it is sealed shut with red wax, as if it were an envelope, and emblazoned with a heron.
- But you don’t have time to think about that
- It is among you
- It is here
The Fear
the grotesque, weeping, sponge-like head; the maw, writhing, wriggling, frothing; the arms, too long and reaching, the hands, too fingersome and fidgeting; the crone within, whispering, begging for release
8 (50hp)/5 stam/3 focus/3 humanity
Attacks:
Enemies Close: Swipe. Sends all enemies flying into columns.
Enemies at a Distance/Grouped: Gorilla charge at largest group of enemies. (+2 to Dodge to avoid)
End of Round: Glances at closest enemy. Save or become piss-your-pants terrified of anything that reminds you of it, forever.
When at half hp: The Plaque crawls over the Fear. It grows heavy, hunched, and horrific, and begins weeping fire. All attacks cause a burst of fire.
At 0 HP: The Plaque consumes it, then surges forth. The Palace begins to crumble.
G: The Column. A stairwell sick with Plaque.
- Sealed exits lead to A, C, and F.
- Leads down to H.
H: The Heart. In this hidden place flooded with Plaque, a bloated heart forces its way out of a display case. It has grown thick and black, like a knot of serpents, weeping venom from its chambers. Those who approach feel eerily at peace.
- If destroyed, the Plaque falls silent. Whatever it is destroyed with becomes a Congealed Weapon. (2x damage vs everything, so long as no flame is nearby). If the Plaque is silent, the Fear is pacified.
THE DAUGHTER RETURNS. If Antessa meets the pacified Fear, the latter will regard her for a moment, then leap into her. The Vessel is claimed. The true battle begins.
THE UNCLOUDED ONE
She’s a perfect fit.
5 (30hp)/4 stam/∞ focus/4 humanity
Defense: Dodge (flies via explosion thanks to innate pyrokinesis)
Spells: Firebomb, slumber, mass teleport, wish, etc. etc.
End of Round: Set closest enemy on fire, no save.
When at half hp: Gripped by fear, THE UNCLOUDED ONE attempts to teleport away. If curators are still on the map, she teleports you with her to them. Otherwise, she teleports you with her 1000 ft above the palace.
At 0 HP: She pupates for a few minutes, then explodes like a ton of TNT. The Palace is destroyed
***
Hell yeah, did it in one day. Now someone else write the other 5 Standing Stone dungeons.