Haronin’s Folly
His mind shattered by rituals contacting strange intelligences of other planes, the wizard Haronin became reclusive and bizarre – not suddenly, but in a gradual unraveling that became more and more apparent as the years went by.
Their once-imposing stature reduced to a shadow of itself, much of it concealed behind long unkempt hair, Haronin retreated to one of their many small follies and bolt holes in the badlands. In this particular instance, their madness manifested as a strange paranoia about poisons in the air they were breathing.
Thus, a massive magical air exchange system was added to the structure, with thick 6 foot wide ceramic pipes carrying the air to the various parts of the underground folly. Haronin disappeared soon thereafter, and the folly abandoned. Someone has already reclaimed the internal workings of the air exchange system, but the series of pipes remains and is now the primary point of access to get into the folly as Haronin’s wizard lock on the front doors still holds remarkably strongly.
Someone has already reclaimed the internal workings of the air exchange system, but the series of pipes remains and is now the primary point of access to get into the folly as Haronin’s wizard lock on the front doors still holds remarkably well.
Currently a group of goblins are within the folly – leaving a lookout at the entrance grate for the air system while the rest hunt for lootables. Their main focus is the southern of the two western chambers – a “wall” of red metal bars prevents access to the four bookshelves beyond. The shelves remain well-stocked (if poorly organized) and the illiterate goblins still understand the value of a wizard’s library…
The walls inside are scrawled with strange sigils and cryptic magical symbols drawn with paint, charcoal, and almost certainly various bodily fluids. The current goblin looters have done nothing to improve this. Three glowing busts of Haronin sit on pedestals in the entrance chamber, unmolested by the goblins and those who looted the air system – anyone touching one of the busts will be shocked for 4d6 damage (save vs wands to avoid). The pool in the central room swirls of its own accord – with red and orange fluids that don’t seem to ever mix.
The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 5,100 x 6,600 pixels in size (17 x 22 squares). To use this with a VTT you would need to resize the squares to either 70 pixels (for 5′ squares) or 140 pixels (for the recommended 10′ squares that works with the furnishings as presented) – so resizing it to either 1,190 x 1,540 or 2,380 x 3,080 pixels, respectively.
https://dysonlogos.blog/2024/11/20/haronins-folly/
