L2-15. Crossroads of Witness — Measure Before Might
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:
- One creature places a palm on the Witness Post.
- Another rings the chime in a soft six-count.
- 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.

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.
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.

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