Level 4 of Dragon's Delve was created by the infamous Red Saint to house prisoners after his host defeated Lord Saral and his forces. You can read more about
that in the History document, or in The Song of Azassarah. The prison is guarded by
various constructs and magical wards, although in the intervening years,
intruders have intruded, and now the level has other inhabitants as well,
various time-lost wanderers and squatters. These newcomers have also altered
things in ways that the Red Priest could not have predicted.
The prison is built within/around a tesseract, or a four-dimensional cube. That is to say, it is a
"cube" with eight faces. Read more about this idea here.
Each of the eight tesseract faces has a name. These names
are: Chron, Pha, Re, Kul, Tor, Es, Que, and La. The eight discrete sections match up
with one another on the map in the locations of the letters labeled outside the
map. So while area 100 connects with area 103 (which is obvious from the map),
area 105 connects directly to area 106 via the connections marked "E." Area 96
is split over two different faces, connected at the points marked "I."
Each of the eight sections is basically a cube itself, 120
feet to a side. The rooms and passages are built at the "bottom" of each of
these cubes.
One way to think about it is that if you printed out the map
of Level 4, you could cut it apart and assemble a three-dimensional cube using
all of the faces other than Chron or La.
You can imagine PCs walking down a passage on one face and moving onto another
face. Now think of each face of that cube as itself a cube. Once you've done
that, think of Chron as being the space "inside" that cube and La as being the
space outside the cube.
A few other things to keep in mind:
When PCs move from one of the eight faces to another,
there is a feeling of transition. They feel a bit queasy and disoriented, but
just for a moment. (What's happening is that relative "up" and "down" are
changing for them, but that won't be readily apparent.)
There are no directions--no north or south. Up and down
exist but only relative to the room in which the PCs currently stand.
The Prison of the Red Saint is just that--a prison. Once
the PCs arrive in area 90, they won't be able to leave this level until they
figure out how to use the magical names associated with each of the tesseract
faces and how to get to area 110.
Mastering the Prison
The names of the tesseract faces, when placed in the proper
order, are Chron-Pha-Re-Kul-Tor-Es-Que-La. This then, becomes the Celestial
word for "imprisonment," Chronpharekul-toresquela. Pronounced
"kron-fah-ray-cool tor-es-kway-lah." Put in reverse order, La-Que-Es-Tor-
Kul-Re-Pha-Chron, or Laqueestorkul-rephachron, becomes Celestial for "freedom."
Pronounced Lah-qwee-stork-ool rayf-ah-kron. Obviously, knowledge of Celestial
gives this information, but a DM might also allow a Knowledge (religion) check
(DC 20) to figure that out as well.
But this knowledge alone is not enough. Within each of the
eight faces, at least one PC must find the magical circle that will inscribe
the name on their flesh. When all of the names are present, that PC can conjure
the staircase that leads out of the prison in area 90 back up to Level 2. If
they also have one of the saint's scepters, they can conjure the staircase that
provides exit in area 110, granting access to Level 5.
Other Details
Time does not pass normally in the confines of the
tesseract. Characters that exit Level 4 will find that only mere moments have
passed in the outside world since they left. Characters in the Prison of the
Red Saint do not need to sleep or eat. Resting on Level 4 works normally, and
it is possible to eat or sleep--it's simply not required. Flames do not consume
fuel here although other expendable resources (prepared spells, wand charges,
etc.) are all used normally.
Unless the text states otherwise, the level's
floors, walls, and ceilings are made of masonry stone. Getting past the stone
of the walls or floors reveals a stone-like material that is solid and "fills" each 120 foot cube.
Ceilings are 15 feet high. All doors, unless otherwise described, are
simple wooden doors, unlocked, 1 inch thick, with a hardness of 5, 10 hp.