The Upper Sigil room is a small complex used as an interim lair and laboratory for a necromancer who once did research here during the final days of the war.

The sigil room proper is the main laboratory floor, converted from a monument to call home the spirits of those whose bodies were lost in a flash flooding disaster a century ago. An elevated gallery serves as an observation platform. Off the gallery are the living quarters of the necromancer and his three apprentices, in converted tomb chambers.

In the sigil room itself, some chalkboards and cabinets remain from its use as a laboratory. Most of the cabinets are empty; anything easily carried was taken away when the Necromancer left this place. A few forgotten reagent bottles remain, along with scraps of scrawled notes; many of the chalkboards also have diagrams or incantations written on them (an arcanist can recognize them as pertaining to the summoning and binding of ghosts). Three binding circles were once painted on the floor, on the centers of particularly large flagstones; only one remains intact. Approaching it will cause a conglomerate entity of spirits to take form within and rage against its bindings; if unleashed, it attacks anyone nearby, but it does not have the awareness to react to its surroundings in any more than the most basic of ways; though it can speak, it will at best respond tangentially. Any disturbance to the circle will allow it to escape. An appropriate unbinding spell might change the entity from an angry mob of bound spirits to individuals who can be bargained with individually.

Bones lie strewn about the room. Some of them have clearly been disturbed more recently than the cabinets, and some even bear suspiciously human-looking tooth marks (left by the Ghoul who lairs in the Bone Labyrinth).

A ladder connects the main floor to the gallery. Additionally, a portion has collapsed and is easily climbable even if the ladder is taken off or scrapped for firewood. The gallery has more chalkboards and empty bookcases.

A group of former psychopomps has taken up residence in the living quarters. The lack of any ability to guide the dead has left them bored, and so they try to amuse themselves. They find death and suffering entertaining, and will gleefully guide adventurers into traps or even stab them in the back themselves if it would divert them from a moment of purposelessness; use goblin statistics for them. The furnishings remain, for the most part; to a porter, it would be obvious that the necromancer had a team with him to move in, but dismissed them and left with a much smaller group. Additionally, in the kitchen, there remains a rough-bored chimney leading to the surface, barred by a locked metal grate. On the surface, the chimney appears as a small covered well, concealed in bushes well off the beaten path; one would be unlikely to find it if they did not know to look.

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