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32

Sanctum of Quiet Hours

RoomSanctuary3 exits
Illustration: Room 32 — Sanctum of Quiet Hours

The corridor gives onto a round room with eight alcoves, and the noise stops. Not muffled — stopped, the way it stops when you go under water. A single lamp burns in the eighth alcove and has clearly been burning a long time.

Four of the alcoves hold small figures with their faces chiselled off. Three are empty. The eighth has the lamp, a stone basin of clear water, and a folded cloth that somebody laundered.

DM summary. Consecrated ground, still working, kept alight by nobody. A short rest is safe here and any ritual takes half its usual time — for exactly as long as the lamp burns, which is one hour, and the party has to decide what to spend that hour on.

Terrain & Features

Battle-map thumbnail: The Silo Warren

Battle map: The Silo Warren — page 28, 55 × 75 ft (one half of The Grey Warrens)

The round silo chamber is the sanctum: notch its wall with the eight alcoves at 45-degree intervals (mark the basin in the eighth), and wipe or wall off the printed corridors except the two doorways.

Traps / Puzzles / Checks

The consecration, and how to keep it. The room's peace is tied to the flame. While the lamp burns:

When the lamp goes out, all three of those stop immediately. The room is then merely a safe-looking round room, which is not the same thing.

Element Value
Recognise whose sanctum this isReligion DC 12 — it is nobody's now; the defacing was thorough and the intent was to un-name it, not to desecrate it
Notice the lamp's hourPerception DC 10, or free to anyone who looks at the oil level. Tell them the number: one hour
Refill the lampOne flask of oil buys two more hours, no check. This is the price and it should be paid out of the sheet, visibly
Re-consecrate the sanctumReligion DC 13 over ten minutes, by any character of any faith, using water from the basin. On a success the room stays consecrated for the rest of the session regardless of the lamp. On a failure the attempt may be repeated once, at DC 15, and a second failure ends it — the room keeps its current hour and no more
The spindle votiveInvestigation DC 12 finds a red fibre wound in the marble spindle's groove, wound recently

The rest cap still applies. This is not a long-rest room — the deck has exactly two of those and this is not one of them. One short rest here, and the session's usual cap of two short rests is unchanged.

Exits

AObviousThe corridor you came in by. No check, and the party can watch it from inside the room the entire time they are here.
BObviousA second passage opposite, behind the third empty alcove, open and unremarkable. No check.Rider: you leave rested and unhurried — if the party took a short rest here, they may treat the first round of the next room as though they had won initiative on a tie.
CHiddenA priest's cell behind the eighth alcove, its door a slab that swings on the lamp bracket's own pivot. Investigation DC 14, or automatic for anyone who refills the lamp. Beyond it, a stair.Rider: the cell holds a bed frame, a chest with two flasks of lamp oil in it, and a way out — take the oil; the sanctum's whole economy is that somebody left more oil than they needed.
Loot

None on the table. What is here is not treasure, it is supply, and it should be handed over without a roll: clean water without limit, two flasks of lamp oil in the priest's cell, a laundered cloth, and one hour of guaranteed peace.

Anyone who prises a votive out of an alcove to sell it can do so — they are marble and they are portable and they are worth a few drachma. They also take the consecration with them when they go, and the lamp goes out at the same moment. Say that only after the chisel comes out.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The lamp holds two hours. Re-consecration DC 11, and the basin ends one level of exhaustion as well as poison
9As written
12The lamp holds half an hour and the seep in the basin has slowed to a drip — enough to drink, not enough to fill. Re-consecration DC 14
15The lamp is already out when the party arrives and the sanctum is dormant: relighting it needs oil and a successful re-consecration at DC 16, and the room offers nothing at all until both are done. Every DC in the room +3
DM Notes
← Room 31 Deck tables Room 33 → Room 32 of 100