The Caves of Ton'Sharr

Ton'Shar's Temple
 

Hall of Cages

A curved, natural cave tunnel stretches out ahead into pitch darkenss. The air is damp and fetid. The scent is a mixture of decay and stagnation, as if the dampness has trapped the remnants of long-forgotten organic matter. Lining the walls of the tunnel are cages, dripping with condensation, which has left them rusted, ruined and with gaping holes. The cages are suspended from the ceiling and set into the walls. Glowing sigils and rune symbols are etched onto the walls and floor, hinting at the arcane nature of the experiments taking place. The very architecture of the hall seems to resonate with a sense of unease, as if the walls themselves remember the unnatural endeavors that have occurred within their confines.   Many of the cages contain the skeletal remains of the unfortunate souls imprisoned for Ton'Sharr's experiments. Their flesh is gone, but the damp air has clothed them in putrid molds and fungal growths.   The rusted chains that suspend the cages are connected to a central mechanism on the northern wall. On a successful INT (Invesigation) check DC12 it will be found that the mechanism deactivates a pressure plate traps. Tiny pressure plates are strategically placed both inside and outside the cages. Attempting to open the cage door or touch its bars presses down on these plates, activating hidden mechanisms. If unseccessful, or not investigated, cages swing violently around. Everyone must pass a DC 13 DEX (Acrobatics) check or take 2d8 budgeoning damage. If the players attempting to investigate the mechanism roll a 1-5 it unleashes an automoton which was programmed solely to capture people and place them in the cage. The person trying to use mechanism must succeed a DC 14 DEX (acrobatics) roll or become trapped in the nearby cage. Escaping the cage requires either a DC18 STR roll or a DC 11 lockpick tools check.  

Growing Grotto

Decayed planter boxes set in a hexagonal shape mark out one of the major caverns. The boxes were once used for growing the fould food needed for Ton'Sharr's experiments. Now they are decrepid and covered in think mould. In the midst of them is a huge outcrop of luminous mushrooms. The glow from these mushrooms casts beautiful patterns on the cave's surfaces, adding an almost magical ambiance to the underground landscape. The mushrooms glow with enough intensity that people don't need torches in the area, casting an ominous, sickly light on overgrown growing boxes. Their spores can be toxic on high concentration, and facilitated magic and transformations in th'e time Ton'Sharr's work was ongoing   The mushrooms have natural electrical energy. The shock any who touch them, delivering 2d6 lightning damage, or half on a successful DC12 CON save. If the flesh from the mushrooms is consumed in temporarily reduces Strength by 1d6 and raises Intelligence by the same amount. This transformation lasts 1 hour.  

Spider Room

Inside this naturally formed cavern is a vast network of webs stretch from the floor to the ceiling, creating an interactive maze of threads. There is heavy scent of musk and decay, hinting at a presence of its inhabitants. Countless spiders of various sizes and species inhabit this room, weaving their webs with remarkable precision. A glow of purple Luminescence from a strange ooze in the cracks of the cave walls creates an eeries scene.   Despite their delicate appearance, the spiderwebs are surprisingly strong and resilient. The threads are almost invisible to the naked eye, making them a hidden danger for those who venture too close. The slightest touch can send vibrations rippling through the webs, alerting the arachnids to the presence of intruders. If the webs are stubbled into (WIS (perception) DC 13 to avoid) the creature is entangled and restrained. The webs can be escaped from with a successful DC12 Strength roll, which can be made at the end of the restrained creature's turn.   There are numerous clusters of spider eggs stuck to the side of the cavern walls. They glow with a faint purple light.   In the midst of the room is a yawning pit, at the bottom of which is a pile of ancient bones from the failed experiments that happened here centuries ago. The pit's surface is covered in an intricate network of spiderwebs, indicating the spiders' presence even in this ominous void. The webs hang like fragile veils over the darkness   Living in this cave is a vicious Orken Spider, 1d6 giant spiders (Monster Manual) and 1d4 Swarms of Insects (Monster Manual)  

Orken Spider CR: 3

Large monstrosity,
Armor Class: 16 (natural armour)
Hit Points: 67
Speed: 30 ft , climb: 30 ft

STR

18 +4

DEX

14 +2

CON

16 +3

INT

8 -1

WIS

10 +0

CHA

8 -1

Skills: Perception: +3
Damage Vulnerabilities: Radiant
Damage Resistances: Poison
Senses: Darkvision
Challenge Rating: 3

Web Walking: The Orken Spider can walk across webbing as if it is normal terrain.   Cursed Resilience: Advantage on saving throws against being charmed, frightened, or paralyzed.

Actions

The Orken Spider can attack 2 times when it takes the attack action.   Short bow: +5 to hit. 1d6+2 piercing damage. Range (80/320)   Greatclub: +7 to hit. 1d8+4 bludgeoning damage   Web binding: Range 5ft. The Orken Spider can bind a creature large size or smaller in webbing if that creature fails a DC13 Dexterity save. The webbing can be broken by a successful DC 13 Strength check at the end of each of the bound creature's turns.   Web Spin: (Recharge 5-6) As a bonus action, the Orc Spider can release a web at a point within 30 feet of it. The web fills a 15-foot cube centered on that point. The web is difficult terrain, and each creature that starts its turn in the web or enters it for the first time on a turn must succeed on a DC 13 Dexterity saving throw or become restrained until it breaks free. The webbing has AC 10, 5 hit points, and vulnerability to fire damage.

Suggested Environments

The North Forest.

 

Spawning Pools

At the northern end of the tunnel complex is a cavern containing a series of steaming, thermal pools. Each pool is ringed by a red and ochre calcification. The pools emit a strong sulfurous odour that permeated the cavern system. The northern wall is illuminated with glowing mushrooms. Lurking in the eastern part of the cavern is a Black Pudding that will attack any creature that comes within 50ft of it.
SRD

Black Pudding

Large ooze, unaligned
Armor Class 7
Hit Points 85 ( 10d10+30 )
Speed 20ft Climb: 20ft

STR
16 +3
DEX
5 -3
CON
16 +3
INT
1 -5
WIS
6 -2
CHA
1 -5

Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages -
Challenge 4


Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ( 1d8 ) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) bludgeoning damage plus 18 ( 4d8 ) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Reactions

Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.


 
  On a successful INT (Investigation) check, DC 12, it will be discovered that in the steaming water of one of the pools lay three golden statues worth 250gp each. They are spider themed, reflecting the designs of Tila. Also in the pool is the skeletal remains of an Orken Spiden as well as a large, beastial bone vial containing Oil of Slipperiness. It will also be discovered that amidst webbing near the stone column in the middle of the cavern, are a small cache of magical items: a potion of spiderclimb, a potion of hill giant strength, and a rope of climbing. The cache is clutched in the dessicated arms of a long dead body. Despite being undisturbed for many years the body is still encased in spider silk, having been preserved through the spider draining them of bodily fluids leaving a dried husk on which the face of pure terror can still be seeen on the body today.
Ton'Shar's Temple

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