King Arthur's TombHere's a very early preview of the first scenario I mentioned above. Bruce is at Glastonbury Abbey to complete his father's quest to find King Arthur's tomb. A monk at the Abbey has just died. He requested to be buried under a pair of entwined apple trees at the edge of the forest that surrounds the Abbey. Bruce is digging the grave.
Entwined apple trees: Avalon is the isle of apples. Here stands two entwined apple trees. From a certain angle, the trunks of the tree look like a male and female figure in an embrace.
Stone slab: Buried 7' below the entwined apple trees is a large stone slab. On the flip side of the stone is an iron cross with a (Welsh) inscription: "Here lies buried the famous King Arthur with Guinevere his second wife in the isle of Avalon."
King Arthur's tomb: Buried 11' down are sarcophagi with the skeletal remains of Arthur and Guinivere. There are no treasures here. There is a debris covered pit. Searching the crypt finds the pit on a roll of 1-2. Anyone not searching risks falling into it on a roll of 1-2. Someone who climbs (or falls) through the pit lands in area 1 of the catacombs under Arthur's tomb.
Catacombs under King Arthur's tombThe catacombs consist of two closed loops, linked together exactly once. In mathematical knot theory, this is known as a
Hopf link. It is also the crest of the
Shingon-shu Buzan-ha, a sect of Buddhism. It nearly looks like a
lemniscate or
infinity symbol ∞ except the loops are linked but not connected. It is also similar to
Solomon's link, in which two closed loops are linked twice.
Red/Gevurah (Judgment) Loop:1. Entrance:
You climb (or fall) from King Arthur's tomb down into this 20'W x 30'L x 10'H room. Looking up at the ceiling, there's no sign of the pit you climbed (fell) through. There is a dim red light filling the room, but no apparent light source. There is an 10'W x 10'H archway leading out into a long 10'W x 10'H corridor. An inscription above the archway reads:
There is a sword in the room. An inscription on the sword blade reads:
DM's info:
The sword is
Clarent--King Arthur's sword of peace--the sword Mordred stole and later used to kill King Arthur. The sword will only injure another being if the wielder is of Chaotic (or Evil) alignment, otherwise any damage scored is done to the wielder himself.
Language (Optional): The inscriptions are all in Greek. If a member of the party is fluent in Greek, then there's no problem reading it. Otherwise, do an ability check versus INT. Success means the PC remembers the verse from his religious studies. On failure, consider giving a false translation of the verse. A first level MU Read Languages spell will also allow the PCs to read the inscription.
Verse: The significance of the verse is that no matter which direction the PCs choose to circumambulate the catacombs, they'll always progress through the rooms in numerical order 1,2,3,... in the direction of the arrow on the DM's map. For all intents and purposes, the dungeon is linear--a straight line--despite its appearance, and not only that but a directed graph edge. The catacombs form one of the 22 paths in the Ari's Kabbalistic Tree of Life, specifically Zayin (ז), which connects Gevurah to Chokhmah.
Red Light: This entire loop of the catacombs is filled with a dim red light with no apparent light source. The catacombs are actually a 3D component of a 4D object--a Klein Bottle specifically. (See the Appendix on Klein Bottles and Klein Links.) The light source is outside the 3D sliver of space containing the catacombs.
Archway inscriptions: These inscriptions are cut right through the stone, clear to the other side. The odd thing is, they read correctly (left to right) no matter which side of the archway the PCs are on!
2. Divine Trial:
An inscription over the archway reads:
From outside the room you can see hot vapors rising from the floor to the ceiling, blurring something shiny in the back of the room.
DM's info:
The vapors are the seeds of the Sitra Akhra, the demonic forces of evil found in Gevurah. Once the PCs are in the middle of the room, the demons take shape. They are horrific, hissing things.
PCs reaction: This is a test to see if the PCs are paying attention to the inscriptions so far. If the PCs attack, the demons will attack. If the PCs remain peaceful, the demons will also remain peaceful, and allow the PCs to get the treasure in the back of the room.
Demon stats: TODO.
Treasure: Rhongomiant, Arthur's spear. Optionally other treasures that may aid the PCs, like a healing potion.
3. Modred the Mohrg:
There is an inscription above the doorway that reads:
There is a shadow moving in the back of this room, but you can't see anything casting the shadow.
DM's info:
The shadowy figure is Modred, Arthur's nephew and murderer. Modred is an undead creature known as a Mohrg, a creature punished for his treachery with undeath. This room is his prison cell--an eternal punishment.
He posesses
Carnwennan, King Arthur's dagger, which has the magical power to shroud its user in shadow. Carnwennan means "white hilt." The PCs will be at a disadvantage fighting Modred, while he's in the shadows, but this is not as great an advantage as were he invisible or the PCs blind. They take a -2 penalty to hit, unless Modred drops his weapon or is disarmed. A Detect Invisibility spell will reveal Modred and eliminate the penalty.
Stats for Modred: TODO.
3-4. Meridian:
Between rooms 3 and 4 is the meridian of the Klein Bottle in which the catacombs are contained. Crossing the meridian line twists the PCs around and interchanges their left- and right-hand sides!
If they were right-handed before, they are now left-handed. In keeping with 13th century stereotypes, any priests or monks in the party will find this development "sinister." If the PC had a patch over the left eye, it's now on the right. Anything carried on the left side is now on the right, and vice versa. Etc.
4. Gabriel:
An inscription above the archway reads:
Gabriel is the left-hand of God, an angel of divine judgement, and one of 6 angels of death (malak ha-mavet). He is fiery red and he holds an enormous flaming sword. He will not allow PCs to pass until he questions them and judges their wisdom:
4a. Do an ability check versus wisdom.
Or 4b. Use Monika Ardelt's Wisdom Scorecard--
www.nytimes.com/ref/magazine/20070430_WISDOM.htmlwww.clas.ufl.edu/users/ardelt/empirical%20assessment%20of%20the%203d-ws.pdfOr 4c. Come up with your own list of questions you think might be fun/interesting to discuss.
Gabriel will assess all the PCs first, and then sort them into two groups: those that pass and those that fail. Those that pass are free to proceed. Those that fail, he will fight to the death!
Stats for Gabriel: TODO. Gabriel can't really be killed, merely temporarily banished from this area. He will regenerate and return with full HPs in 1 turn.
5. The Abyss:
The inscription above the doorway reads:
You can't see anything inside. It's not dark. There's no light. It's pure void. It defies all attempts to rationalize. Anyone entering the Abyss must make an ability check versus Wisdom--
Failure: You fall out of the entwined apple trees above King Arthur's crypt. Make a saving throw or take 1d6 falling damage.
Success. You find yourself on an island of pure Void called Da'at.
0. Da'at (not shown on map, because it is nowhere):
You stand on a grassy island in the middle of pure Void. There are two entwined Apple trees that look just the ones above King Arthur's crypt, except they somehow look more "real" (if that makes any sense). Each tree has a name carved in its trunk:
a. Cheit Eitz HaDa'at (Tree of Knowledge)
b. Etz haChayim (The Tree of Life)
There is a stone slab on the ground near the trees with an inscription:
Each tree produces shiny red apples. You can eat none, apples from both, or apples from only one tree. What do you do?
DM's info:
In Kabballah, Da'at is referred to as the key that includes six. The "key" of Da'at opens all six chambers (attributes) of the heart and fills them with lifeforce. Each of these six chambers, when filled with Da'at, is referred to as a particular dei'ah ("attitude," from the root of Da'at) of the soul.
In game terms, the fruit of these trees impact the PCs six abilities as follows--
No fruit: No effect whatsoever.
Fruit of the Tree of Life Only: STR +1, DEX +1, CON +1. Additionally, the PC will not age naturally for the next 40 years! In the Summa Theologica, Thomas Aquinas argued that the tree didn't grant immortality, it was merely a biological defense against physical aging.
Fruit of the Tree of Knowledge Only: INT +1, WIS +1. Additionally, the PC ages 40 years! If the PC is 75+YO after aging, save vs death. Also take CHA -1, because the PC's hair will turn gray. Aging effects do not take place until after the PC exits the void. When the PC exits, a Bat Kol (heavenly voice) will announce:
Fruit of both trees: +1 to all six attributes. No aging effects (they cancel).
Attributes may be raised to 18, but no higher. Going through the catacombs again to consume the same fruit won't have an effect unless the PC waits at least 40 years. Going through again and consuming a different fruit from the first time will take effect without any waiting period; it will also reverse the aging effects of the first time.
Blue/Chokhmah (Wisdom) Loop:Stepping off the island of Da'at into the Void drops the player into the corridor outside room 5 in the Blue/Chokhmah Loop of the catacombs. There's no way back into the Abyss from here. No matter which direction the PCs go, they'll encounter the rooms in the direction of the arrows shown on the map: 6,7,8, ...
A dim blue light illuminates this loop, with no apparent light source.
DM's info: Chokhmah is the right hemisphere of the brain. Chokhmah's color is blue.
6. Second Divine Trial:
An inscription above the archway reads
The room has two open treasure chests. The first has 5,000 gp. The second has 5,000 sp. This is a test-- If the PC takes
no gold, he gets +1 WIS. If the PC takes
no silver, he gets +1 INT. The bonus can't raise ability scores above 18. Nothing bad happens if he takes the money, he just doesn't get the ability bump. Once a PC takes any of the treasure, he can't get the ability bonus unless he returns all of the stolen treasure. If the PC didn't take the treasure the first time, coming back a second time and not taking it does not result in the bonus again; it only applies once. But coming back a second time and taking treasure results in the loss of the bonus--You can't have your cake and it it too.
7. RazielThe inscription above the archway reads:
A large blue angel sits at a desk with a scroll spread out before him. There are shelves of scrolls behind him.
Raziel (Hebrew: רזיאל "Secret of God") is an archangel within Kabbalah who is the "Keeper of Secrets" and the "Angel of Mysteries". He is associated with the Sephira Chokmah.
There are 94 scrolls altogether--24 for the public (i.e. the Hebrew Bible) and another 70 secret scrolls reserved for the wise alone. These are the books revealed to Ezra. Raziel speaks the Enochian language. The 70 secret books are written in a combination of Hebrew, Aramaic and
Enochian (magical sigils or סגולות, seguloth).
One of the books is the
Sefer Raziel HaMalakh. He may give the PCs a copy, which he will write out quickly (like the Flash) from memory. It's a practical Kabbalah grimoire. It contains information about Astrology, the Kabbalah as well as magic spells. The book contain's the 5th level Cleric's "Commune" spell. Other spells than that are up to the DM. Here's a page from the book:
PCs can ask Raziel any question. Raziel knows the answer. He also knows whether or not to answer the PCs...
8. King Arthur's Phylactery:The inscription above the archway reads:
There is a cloud in the back of the room. It's a rain cloud. It's raining, but the room doesn't flood. In the mists of the cloud is an amulet with a light glowing out of it.
In many legends, King Arthur will return as a Messianic figure. The amulet is a phylactery containing the living soul of King Arthur. Casting the "Commune" spell from the
Sefer Raziel HaMalakh (room 7) allows the PC to talk to Arthur. A 5th Level Cleric's "Raise Dead" spell can be used to put Arthur back in his body, but his body in the crypt above the catacombs is a skeleton. A 6th level MU "Reincarnation" spell can put Arthur in another body. It's possible to have two souls in the same body, but original soul will experience the second as "voices in the head." The second soul needs to make an ability check versus CON to take any action with the body.
Disembodied Arthur is an NPC that may dispense advice, humor or cynicism. Reincarnated (or resurrected) Arthur may be played as a PC.
Stats for Arthur: TODO.
8-9. Meridian (coda):
Crossing over this twist in 4D space here reverses left- and right-sides of the body, undoing what was done in 3-4.
9. Exit:
The inscription above the archway reads:
The ceiling of this room has a hole that leads back up to Arthur's crypt above. Once a PC starts to climb out, climbing back deposits him back in room 1.
Appendix on Klein Bottles and Links.The catacombs under King Arthur's tomb exhibit an odd topolgy. The catacombs consist of two loops. The loops are disconnected but linked (a Hopf link). This link is embedded on a Klein Bottle, forming whats called a (3,2)-Klein link. Here are some illustrations to help visualize these concepts...
The following image shows the rectangular representation of a Klein Bottle. To get a 3D representation, first fold the right hand side back along the dotted (longitude) line, matching the blue arrows. Second push the bottom through the hole, and match the red arrows:
Corresponding sides (shown with like-colored arrows) are identified. Moving off the left side of the map at the blue arrow, you would re-emerge on the right hand side at the blue arrow. Moving off the bottom of the map at the red arrow, you will emerge at the top of the map at the red arrow, with your left and right sides exchanged.
Klein Bottles have an Euler characteristic (Faces - Edges + Vertices) = 0. Therefore, they form a (flat) Euclidean surface. However, they are non-orientable. They are a one-sided surface. They twist through a higher spatial dimension. Passing through this twist exchanges left- and right-hand sides.
The following image shows a Hopf link:
The final image shows a Hopf link inscribed on a Klein Bottle, forming what's called a (3,2)-Klein link:
The 3D representation on the right is "what it feels like" to crawl through this dungeon. It's not simply "around and around," but also "up and down."