Appearing in Decahedron #4 the Hidden Shrine of Torakai map has rooms with numbers and a brief background. I thought it might be a fun community project to define what's inside each room, plot hooks, what leads up to the PC's finding the shrine, etc.
A recent landslide revealed an ancient hall set into a nearby mountainside, where legends say an ancient knighthood of lizardmen once lived. The shrine to which they pledged their blades still holds sway over them today, and any who dare enter the Hidden Shrine of Torakai learn quickly that death doesn’t release a reptilian knight from its vows.
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What did the knighthood of lizardmen pledge their blades to?
What source caused the knighthood of lizardmen to keep their vow's, even in death?
Dungeon Construction
Most of the cave is naturally occurring with some signs of manual expansion. The air current seems unnaturally still but breathable. A slight smell of ozone can be detected. Characters will hear faint ringing from time to time however the direction of the sound is undecipherable.
1 square = 2 spaces.
List of Rooms
(This post will be update with your entries.)
01.)
02.)
03.)
04.) The door to this room is decorated with a large iron lock, however time has taken it's toll and the lock is easily forced.
A statue of a large, malformed humanoid figure dominates this square room. The head of the statue is missing, but closer inspection reveals scales and hints of tentacles.
The walls are engraved with strange runes, a Scholar-20 roll will enable any character to have a sense of familiarity about the runes and recognise they are related to a culture that existed before the gods of Keranak were banished. Any Scholar studying the runes will feel a sense of foreboding as if the end of days approaches. A WIL-10 roll is required to avoid running out of the room trembling and being Dazed for 1D minutes.
As characters move closer to the statue they will seem the same sense of foreboding. Any character who dares to touch the statue will be overwhelmed by a chaotic vision of terrifying scenes: beings ancient and terrible destroying cities, placated with sacrifices and death. After a few seconds the character will have to pull away, a failed WIL-20 roll forcing them to leave the room trembling and retching. They will be Dazed for 1D hours. On a successful roll the character will feel the need to leave the room.
If any character looks behind the statue they will see a small chest which can be unlocked with a Thief-10 roll. Inside is a collection of jewels and ancient coins, clearly offerings from an earlier age. They have a current value of 200GP.
GM TIP: Is this a statue of a being the lizardmen worshiped and protected, or was it put in this room to contain it's foul influence?
05.)
06.)
07.)
08.)
09.)
10.) The Wailing Cave
This room is lit from within by a strange greenish-blue moss. In the center of the room is a large stagnant pool, its stench filling the cavern. The pool is dominated by a massive lizardman corpse, far larger than any seen in the previous caverns. The body is pierced through by an ornate spear that gleams even in the dim moss-light.
Surrounding the pool are a number of hanging cages, each with a human body within it. As soon as a living creature enters the cave they animate within their cages. Their moaning and shrieking causes the moss-light to flare up to illuminate the room brightly.
GM TIP: Possible flash-bang effect which causes blindness for 2D turns.
When the light is at its peak the massive lizardman stands, its fleshy bits dropping off leaving nothing more than its enchanted skeleton. The skeleton withdraws the spear from its ribs and advances.
11.)
12.)
14.) A large cavernous room with high 25' ceilings. A fast moving stream that is 8' deep flows from north to south. Any character entering the stream will be shifted 2 squares south. If characters enter the last square on the map, there is a 25% chance they will be sucked below the surface and drown.
In the middle of the stream is a large stalagmite, the top is flat and holds a orb.
GM TIP: When a character comes within 1 square the orb, it begins to glow which may draw the attention of a obscene eye.
Obscene Eye

A large lidless eye surrounded by long tentacles.
STR 80 - BP 120
LOG 80 - INIT 2
DEX 80 - DR 0
WIL 80 - MOV 12 water, 2 land
Paralyzing Gaze - once per turn, (line 4) duration continuous, resist WIL-20, effect paralyzed
Grapple - 100% effect 1D and immobilized, duration continuous, resist STR, effect for each: tentacle the target suffers -20 to all actions
Drown - if target is resisting gaze or is grappled by at least two tentacles the Eye will drag them underwater.
15.)
16.)
17.)
18.)
19.)
20.)
Six crude columns made of crystal line the side walls. Half way between the floor and ceiling is encased a perfectly preserved lizardman warrior decked out in ceremonial apparel.
Room 4:
The door to this room is decorated with a large iron lock, however time has taken it's toll and the lock is easily forced.
A statue of a large, malformed humanoid figure dominates this square room. The head of the statue is missing, but closer inspection reveals scales and hints of tentacles.
The walls are engraved with strange runes, a Scholar-20 roll will enable any character to have a sense of familiarity about the runes and recognise they are related to a culture that existed before the gods were banished. Any Scholar studying the runes will feel a sense of foreboding as if the end of days approaches - a WIL-10 roll is required to avoid running out of the room trembling and being dazed for 1D minutes.
As characters move closer to the statue they will seem the same sense of foreboding. Any character who dares to touch the statue will be overwhelmed by a chaotic vision of terrifying scenes: beings ancient and terrible destroying cities, placated with sacrifices and death. After a few seconds the character will have to pull away, a failed WIL-20 roll forcing them to leave the room trembling and retching. They will be dazed for 1D hours. On a successful roll the character will feel the need to leave the room.
If any character looks behind the statue they will see a small chest which can be unlocked with a Thief-10 roll. Inside is a collection of jewels and ancient coins, clearly offerings from an earlier age. They have a current value of 200GP.
Is this a statue of a being the Lizardmen worshipped and protected, or was it put in this room to contain it's foul influence?
Added and might I say, some excellent work!
Room 10: The Wailing Cave
This room is lit from within by a strange greenish-blue moss. In the center of the room is a large stagnant pool, its stench filling the cavern. The pool is dominated by a massive lizardman corpse, far larger than any seen in the previous caverns. The body is pierced through by an ornate spear that gleams even in the dim moss-light.
Surrounding the pool are a number of hanging cages, each with a human body within it. As soon as a living creature enters the cave they animate within their cages. Their moaning and shrieking causes the moss-light to flare up to illuminate the room brightly.
When the light is at its peak the massive lizardman stands, its fleshy bits dropping off leaving nothing more than its enchanted skeleton. The skeleton withdraws the spear from its ribs and advances.
Sweet and scary!