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L2-15. Crossroads of Witness — Measure Before Might

A short basalt hall opens into a four-way crossroads. The floor is a six-tiled compass in red and black; ruby chips glint along the seams in a steady six-beat. Slender pilasters mark each way with thin Old Suloise.

North breathes a sanctum chill toward great gods’ doors; west smells of incense and parchment; east carries a dull grinding purr; south falls back toward the grand processional.

Inscriptions

(thin Old Suloise)

Cut into the basalt pilasters and easy to gloss with any Old Suloise hint the party has:

  • Center lintel (shared): “Measure before might; Law before flame.”
  • North: “House of the Gods.”
  • West: “Anteroom of Ruby Law.”
  • East: “Proof of Measure.”
  • South: “Return to the Six.”

Features

  • Six-Compass Floor: A 10-ft motif of six interlocked diamonds (the Suel “compass”). Each arm points to a corridor; ruby pips pulse softly with the six-count.
  • Witness Post (waist-high stand at center): Bronze cap with a small ruby stamp and a shallow dish for ash. Script: “Witness, then proceed.”
  • Wayfinding Chimes: Light fingertip chimes (no roll) sound one, two… up to six when touched—purely a timing metronome players can use before the Proving Run.
  • Lamp-niche (west wall): Continual-flame style ruby lamp (divine) burns here; can be snuffed only by dispel magic (ties the node to Wee Jas).

The Witness Rite

(player-skill; no checks)

If the party wants to “do it right” before choosing a branch:

  1. One creature places a palm on the Witness Post.
  2. Another rings the chime in a soft six-count.
  3. On six, speak any respectful funerary line (Common is fine if measured).

Result — Ruby Poise (boon): Up to two creatures gain advantage on the first timing-based save or check they make in the next 10 minutes (examples: DEX saves in L2-17 Proving Run, coordination presses, or any six-count interaction like Quiet Draft vents). In addition, reduce current Attention by 1 (min 0) as the room “records” your proper entry.

Fumble (too loud, off-count): The post gives a thin buzz; no boon, Attention +1.

This is intentionally small—just enough to reward respectful play and prime them for the east test.


Readable cues (without rolls)

  • North: Colder air, faint echo like a large volume; distant, solemn hush.
  • West: Incense trace and dry parchment (toward L2-10).
  • East: Low mechanical purr/whirr that syncs with the six-beat (the rollers).
  • South: Warmer, open stone smell of the Great Crypt Hall.

Hazards & pressure
  • None unless the party makes noise or defaces Suel symbols.
  • Attention triggers: Loud shouting, banging metal on stone, or scratching at glyphs: +1 Attention each.
  • Patrol response: At Attention ≥ 3, a Ruby Custodian with 2 Ruby Zombies approaches from the west (L2-10) in 1d4 rounds to “restore order.” They do not cross north into the temple unless attacked.

Small treasure & tools (optional)
  • Ruby chalk (1 use) tucked beneath the Witness Post (Perception 12 or any careful look).
  • Count-cord (six knotted): once per day after a spoken six-count, grant +1 to an ally’s next ability/tool check within 30 ft.

Boxed outcomes

  • Witness observed (boon): One… two… three… four… five… six—the ruby warms under your palm; the chime’s last tone hangs like held breath. The crossroads feels steadier.
  • Rude noise (pressure): The seams flare a sharp ruby line; the tone you strike comes back thin and disapproving, and the air seems to tighten.

Crossroads of Witness — “Measure Before Might” by 3orcs

At-a-glance (DM quick)
  • Role: Calm hub node just beyond the Great Hall, orienting parties to the Temple (N), Antechapel (W), Proving Run (E), and return to the Six Hall (S).
  • Tone: Spare Suel geometry; a place to compose and choose.
  • Table benefit: A short, player-facing witness rite here grants a light boon for timing puzzles and can bleed off Attention.
  • Threat: None by default; noise or desecration here accelerates patrols from L2-10.
Exits
  • North (20 ft): Gods’ Door to the great Suel Crypt Temple (monumental, sealed; keyed elsewhere).
  • West (short): L2-10. Antechapel of the Ruby Mortarch.
  • East (long): L2-17. Proving Run — “Roll of the Measure.”
  • South: Return to L2-16. Great Crypt Hall of the Six.

Type
Room, Corridor, Junction
Owning Organization
DM notes
  • Use this node to re-orient the group and remind them of the six-count motif.
  • The boon is intentionally light—a small edge before the east corridor’s timing test.
  • When in doubt, let players practice cadence with the chimes before committing to a route; it builds confidence for the Proving Run.



Cover image: Suel Temple Skull Banner by 3orcs

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