A room with a large tapestry of Shemeth worship covering most of the far wall. There is a drawer with a sag of money in it.
For a deeper campaign story I'd develop a story of the tapestry to reveal something about the cultist beliefs. This could be about a location, information, or item that would give the players a lead to explore if they wanted.
The room being empty (I would hope) would be strange to the players to the point them them investigating it more. Of course the tapestry but not just what's on it but that it's hiding a door behind it.
In the last room it's a small cell. In it is a kidnapped knight who knows a lot about the cultists and other issues. The reason for him being put in here is to separate him from the other prisoner but more importantly over cultists. Only select members would know about him and interact with him. He knows things that low level cultists don't know about the higher up leaders in the cult.
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