FLAVOR:
### Conclave of Exquisite Pain
Hidden in an otherwise unassuming area of a city, or sometimes just outside of one, is a place that few are willing to speak of. The Conclave of Exquisite Pain worships pain in all its forms, believing that suffering is the purest of all sensations. In some places, these proclivities are self-contained and, for a subset of the population, quite enjoyable. When the Conclave turns evangelical, however,
their grisly efforts to impose the purity of suffering on others land many to brand the Conclave a cult of the darkest order.
To encourage the suffering of its members, many of the more extreme Conclaves trap their entrance and employ creatures or constructs to torment visitors. Such creatures are usually trained to leave visitors alive, so that they may experience further suffering rather than ending it too early.
#### Might be inhabited by:
Mithral Guardian
---
# Hallucinogenic Gas
*2nd tier (constructed)*
**DC:** Challenge 8 (3,900 XP) **DC:** 17/15
**Area:** Immediate (less than 1 hour)
Small vents located along the baseboard of this otherwise unassuming room release a faintly scented gas that presents those who inhale it with visions of their worst fears.
#### Poison Immunity
Creatures who are resistant to poison damage have advantage on saves made to resist the effects, and creatures immune to poison damage are likewise immune to the effects.
#### Worst Fears
The Narrator is encouraged to customize the visions to the specific fears of different adventurers, or roll on the table below.
| d6 | Fear |
| --- | ---------- |
| 1 | spiders |
| 2 | undead |
| 3 | centipedes |
| 4 | fire |
| 5 | heights |
| 6 | sickness |
#### Paralytic
A creature affected by the hallucinogenic gas is paralyzed until they are cured or removed from the gas.
## Possible Solutions
Creatures must make a Constitution saving throw to avoid the effects of the gas. An [[03-Mechanics/6-Ability Scores/Engineering|Engineering]] check can block the gas vents if they are spotted early enough with a successful [[03-Mechanics/6-Ability Scores/Perception|Perception]] check. Effects that remove the poisoned condition end the effects.
**Critical Failure.** The party is entirely incapacitated, gaining two levels of strife. Worse, they are vulnerable to whatever – or whoever – released the gas.
**Failure.** Any creature that fails takes a level of strife. If they remain in the gas for a minute or longer, they instead take two.
**Success.** The party makes it out of the gas safely.
**Critical Success.** The party learns how to create the gas. At the Narrator's discretion, it may require rare ingredients to do so.
___
**Source:** Stranger Sites