Ancient Forest Crypt in Friday DnD Game | World Anvil
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Ancient Forest Crypt

3 Floors  

The Crypt to the Forgotten, Small King:

A forgotten Crypt to a nameless King who originally led his men through the land long ago. Now, his grave site is overgrown, and the haunting silence the area produces keeps most from even daring to get close to it. The deeper depths of the crypt are guarded heavily, by traps, and spirits who will kill anyone that trespasses, as well as with monsters overtaking the higher floors, who fight for control over it. The King was originally a Goblin, but his followers did not want graverobbers attempting to desecrate his tomb due to his race, as such, they came up with an alter ego; a mighty Goliath.    

The Graveyard:

The Graveyard is the initial resting place of the lowest ranking guards of this King, as well as holding the entrance to his crypt.   Special Effects:   -Anyone making a perception check using hearing has advantage.   -Anyone making Perception/Investigation checks requiring sight in tall grass are at disadvantage.    

The Gate:

  "As you approach: the soft winds, the shifting of bushes, the chirping of bugs all ceases. A still silence overtakes the air, almost like a warning to turn back now. A gate made up of rusted iron encircles the entire area, having vegetation and moss growing over most of it. A 30ft wide get has a set of doors that are closed, with rope tied around it, as well as a note placed on it in several languages. 'No Treasure is worth the price of madness and death.'"  

G1: The Path:

"Weeds and grass overhang the dirt road that leads to a large structure in the center of this huge field. To the South, there appear to be chunks of stone sticking ever so slightly over the knee-high vegetation, as well as some to the West, but less so."   A DC 18 perception check will have a character notice a few red colored petals wafting through the air, as well as a sweet aroma from the flower fields.  

G2: The Entrance to the Crypt:

"A mausoleum, to be sure; standing 35 ft in height, the architecture is made up of an octagonal shape, with-now mostly deteriorated-pillars that hold a well worn dome shaped roof, which overhangs from the walls. The building looks to be made of stone that has gone from potentially white, to a gray; riddled with cracks, moss, and vines. A 10ft wide doorway atop the stairs leading in appear to have already been opened; debris from what was originally the doors can be seen scattered around the entrance."   A DC 18 Investigation Check on the stone will reveal very worn etchings, which shows a series of simple shaped dragons breathing fire towards each other.   A DC 14 Investigation Check on the debris shows that the doors had been blown open by some sort of explosive, or spell. It has singed pieces, as well as scorching on them.  

G3: The Pond:

"Water trickles down from a small spout embedded into the walls of the building, and into a 30ft circular pond lays still to the side of it. The water is clear enough to see that it is extremely deep, and has several fish of varying sizes swimming within it."   The pond is 120ft deep, with the bottom having sediment and large rocks at the bottom; roughly the size of a human torso.   A DC 16 will reveal that the walls of the pond are natural, as if dug out. A player can see half of the height of the pond, and bottom will be impossible to see unless someone dives into it and sinks half way.   A DC 18 Perception check at the bottom will show that there is a small gap between some sediment, and one of the rocks at the bottom. A DC 25 Athletics check will allow a player to pick up the rock, and move it, revealing a 5ft, man made circular tunnel from stone which leads down another 15ft, and to the East.  

G4: The Gravestones:

"A numerous amount of headstones can be seen decorating the area through the tall grass; at least 100, if not more. Each one appears to be slightly different in design, but all have very fine grass growing at the base of them. Many of the images or text on the headstones look withered to the elements; however, occasionally you can make out some foreign names like 'Beralomet', or 'Hepdul'."   To look at every headstone closely will cost 1d6 hours to do. The time is reduced by 30 minutes for each player helping (minimum 1 hour), but will require a group Investigation check. A DC 24 Investigation Check will reveal that one headstone has some upturned dirt that was covered by tall grass behind it; indicating that it can be pushed.   A DC 22 Athletics check will force the stone backwards, revealing a 5ft wide smooth stone hole with four rusted iron chains hanging out of slits in the wall going all the way down. Each slit is 2 1/2 ft tall and 1 1/2ft wide. The tunnel is a 250ft drop of pure black. Climbing down the chains requires 5 DC 18 Athletics checks (1 for ever 50ft).  

G5: The Mausoleum:

"Slit windows make up the only light source in this room; the floor itself is a near pearly white, as are the walls. Decorative hooks built into the walls hold rounded saucers on chains of rusted brass. Against the Eastern wall, 6 15ft, and 1 25ft, statue made from the same substance can be seen. The domed ceiling has several dragon statues crouched over the rim. To the South, a staircase descends downwards.   The statues are on raised platforms, and are the greatest warriors that guard the King below. Known as the 6 Knights, they are nameless, but each appear holding different weapons. A Scythe, Trident, Book, Daggers, Dual Maces, and one with its hands open. The one in the center is a powerful looking Goliath standing stoically wearing a crown made up of large fangs. He is holding a longsword into the ground.   A DC 13 Investigation Check will show that the armor of the statues is made up of scales.   A DC 22 Nature Check will reveal that the crown is made up of Dragonfangs.   If the players turn away from the statues, then the heads will change to look at them, with the expression of the Goliath changing to one of a scowl. This is just an illusion to scare trespassers.   A DC 8 Investigation Check will show that this is a brazier which holds old ash in it, and is scorched from use. Anything higher than a DC 14 will also damage to the chains as someone tried to cut it in order to steal it.  

G6: The Flower Field:

"The sweet scent of honey and cinnamon waft from this over 100ft circular field of flowers. Reds, violets, and oranges flutter gently, despite there being no wind. Every once in a while, a petal will be uplifted, and carried softly aloft."   The flower garden has no secrets, but any creature that stands in it will smell sweet for 1d12+3 hours.   A DC 15 Nature check will reveal that these are variants of the "Red Sugar Drop Flower". Anyone with proficiency or a background with alchemy or cooking will know they are commonly used in alchemy to make perfumes, or in cooking for desserts as an aromatic.  

The 1st Floor:

This area is used to confuse and disorient potential graverobbers; as well as having traps set up. Not only this, but recently, a Graverobbing Group known as ''Carrion" has been trying to break through their defenses, but has been meeting resistance from the defenses of the dungeon. They currently control The South Western Side of the Floor.   The Carrion are lead by a Warforged made up of several monster pieces that make a humanoid shape named "Mal (short for Amalgamation)". They are experienced grave robbers, and work with the "Tribute of Doomed"; an Assassin/Thief Guild in the Country. Their plan went south after they were separated by a teleportation trap, and chased into a corner. The Carrion don't normally kill, but since the plan went wrong, they'll be on edge, and untrusting of anyone that approaches.   Y'lderback; the tomb keeper keeps the tombs of the 6 Legendary Knights in order. He has a bell constantly on him that, when rung, will awaken the 6 as vengeful spirits to aid him. The Small King is the only other person with this bell. If Y'lderback dies, or the bell gets outside of 10ft of him; it cracks, and reforms a century later.   Special Effects:  
  • It is completely dark, unless the party has a light source.
  • Corridors Echo loud noises, causing a second wandering monster roll on anything that would cause a loud noise.
  • Veralighoul's Territory: anyone within the Veralighoul's territory that makes a noise has a chance of waking it as a random encounter on a roll of 6. If a creature is within the Veralighoul's territory for at least an hour, they will begin to see hallucinations.
  •   Architecture:   Walls: The walls are made from rough light gray stone bricks that are adhered tightly together.   Ceiling: Unless stated otherwise, the hallways are 13ft in height, and the rooms are 15ft.   Doors: The doors are made from a rough brownish red stone, and slide open to the side.   Floors: The floor is made from a smoothed down dark gray stone, and is carved into 3ft square blocks.  

    Random Encounters:

    D12+D8 Encounters
    2 Mal, looking for his Carrion Brothers. Will ask the party if they've seen them, and if not, he'll be on his way. If they do know, he'll accompany them.
    3 Y'lderback: Spawns in a random room, and if he finds the party, he will attempt to force them to leave-activating his bell if he feels threatened, which will then cause another random encounter.
    4 A rat scurries out of the shadows. This is Sir's pet, who finds trinkets and brings it back to him. Roll a D6; on a 6, it has an item in its mouth that it is trying to take back
    5 Attack from 1d4 animated armor
    6 1d4 Ghosts
    7 A bountiful item on the corpse of an old adventurer. Roll a D6: A Pint of Oil, 100ft of Hemp Rope, A Potion of Minor Healing, A Potion of Greater Healing, A note describing the puzzle in H1
    8 1d4 Shadows who roll stealth checks and hide in the nearest shadow. Once the party moves within range, they attack.
    9 1d4 Wraiths
    10 1d4 Ghosts of Adventurers. (Cannot speak, and attack on sight. They will simply bellow out the last things they said before they died)
    11 1d6 Gravekeeper Assassins (Those who patrol the crypts specifically looking to kill intruders. They lie further below)
    12 1d6 Wights
    13 A Trinket that you accidentally stepped on. D6: An old black metal necklace of a Raven (3GP), a golden brooch depicting the symbol of Arials (5GP), a coin made from brass with the symbol of Arials and Xillicha on it (25gp, black market only), a mold covered teddy bear with a note to someone's mom inside and stares at you, a music box that hums a different song every time, a small dragon skull that works as a bulls eye lantern and cannot go out, it produces a red light.
    14 A corpse that died of shock only a few days ago, though he is picked clean
    15 Animated Cleaning Supplies (1d6)
    16 Hawkz
    17 1d6 Minor Spectral Knights
    18 1d6 Major Spectral Knights
    19 1 of the 6 Holy Knights
    20 The Spirit of the Small King

    Old Forest Crypt Animated Armor CR: 6

    Medium construct, unaligned
    Armor Class: 18
    Hit Points: 40
    Speed: 25 ft

    STR

    16 +3

    DEX

    12 +1

    CON

    14 +2

    INT

    1 -5

    WIS

    3 -4

    CHA

    1 -5

    Saving Throws: Con +6
    Damage Resistances: Slashing, Piercing
    Damage Immunities: Poison, Psychic
    Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
    Senses: Blindsight 60ft (blind beyond this radius), passive perception 6
    Challenge Rating: 6

    Antimagic Susceptibility: The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.   False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.

    Actions

    Multiattack: The armor takes makes two melee attacks   Slash: +6, reach 5ft, (3d6 +3) slashing damage

    Reactions

    Sentinel:  -When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.   -Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.   -When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

    Adorned in mute green colorations, this armor is a full set, and looks extremely hefty.
     

    Ancient Forest Crypt Ghost CR: 6

    Medium undead, any
    Armor Class: 13
    Hit Points: 45
    Speed: , fly: 40 ft

    STR

    7 -2

    DEX

    15 +2

    CON

    10 +0

    INT

    10 +0

    WIS

    14 +2

    CHA

    18 +4

    Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
    Damage Immunities: Cold, Necrotic, Poison
    Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
    Senses: Darkvision 60ft, Passive Perception 17
    Languages: Any languages it knew in life
    Challenge Rating: 6

    Ethereal Sight: The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.   Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Actions

    Withering Touch: +5 to hit, reach 5 ft., Hit: (4d6 + 3) necrotic damage.   Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.   Horrifying Visage: Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.   Possession (Recharge 6): One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics including class features, and proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

    Men and Women speaking in restless screams of anger. Wails of voices pointing and shouting at you from humanoid figures that look vaguely like ones you recognize, yet completely ethereal.
     

    Insane Adventurer Ghosts

    Medium undead, chaotic evil
    Armor Class: 17
    Hit Points: 50
    Speed: , fly: 40 ft

    STR

    7 -2

    DEX

    16 +3

    CON

    10 +0

    INT

    6 -2

    WIS

    14 +2

    CHA

    18 +4

    Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
    Damage Immunities: Cold, Necrotic, Poison
    Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
    Senses: Darkvision 60ft, Passive Perception 15
    Languages: All it knew in life

    Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Actions

    Whithering Touch: +7, reach 5ft, (4d6+4) necrotic   Ghoshtly Slash: +7, reach 5ft (2d12 +4) necrotic. On a hit, (DC 15 charisma save), else the target is banished to the ethereal plane for 1 round, and is blinded. The target cannot move, and reappears during the end of their turn in an unoccupied space within 5ft of a random conscious creature.   Ghostly Cowardice (Recharge 6): Each non-undead creature within 6ft of the Insane Adventurer Ghosts must make a DC 13 Wisdom save. On a failed save, the creature has disadvantage on all attack rolls made on an undead creature. It may repeat the saving throw at the end of its turn; ending the effect on a success. If a creature fails the save by 5 or more, they cannot repeat the saving throw. If a target succeeds the saving throw, they are immune to the effect for 24 hours.

    The glow of these humanoid men and women allow you to see the armor and weapons they painfully died utilizing. Lacerated, shredded, and stabbed; these ghosts appear to still be armed and looking for battle. The insane rage in their eyes tells you that they will go after anyone before them.
     

    Ancient Forest Grave-Keeper Assassins CR: 7

    Medium humanoid, any
    Armor Class: 15
    Hit Points: 65
    Speed: 30 ft

    STR

    11 +0

    DEX

    18 +4

    CON

    14 +2

    INT

    14 +2

    WIS

    11 +0

    CHA

    10 +0

    Saving Throws: Dex +7, Int +5
    Damage Resistances: Poison, Necrotic
    Challenge Rating: 7

    Assassinate: Crits on a creature that hasn't taken a turn on the first turn. Any hit scored on a surprised creature is a critical hit.   Evasion: If a dexterity save would take half damage is succeeded, take no damage instead.   Sneak attack: If a target is within 5ft on ally, and the Gravekeeper Assassin does not have disadvantage, or if the Gravekeeper Assassin has advantage, the weapon deals an extra 4d6 damage.

    Actions

    Multiattack: The Gravekeeper makes two attacks with its melee weapon.   Shortsword: +7, reach 5ft (1d6+4) piercing damage.   Mace: +7, reach 5ft (1d6+4) bludgeoning damage.   When hit, target must make a DC 15 constitution saving throw. On a failed save, target takes 7d6 poison damage, or half as much on a successful one.   Throwing Dagger: 30/60 ft. (1d4 +4) piercing damage. Target must make a DC 14 constitution throw, or take (7d6) poison on a failed save, or half as much on a successful one.

     

    Animated Cleaning Supplies CR: 3

    Medium construct, any
    Armor Class:
    Hit Points: 15
    Speed:

    STR

    12 +1

    DEX

    8 -1

    CON

    8 -1

    INT

    1 -5

    WIS

    1 -5

    CHA

    1 -5

    Damage Resistances: Cold
    Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
    Senses: Blindsight 30ft, is otherwise blind.
    Challenge Rating: 3

    Swarm: Can occupy the same space as a creature.   Magical Enchantment: Unless it is in an anti-magic field, or uses a dispel magic on it, the Animated Cleaning Supplies can choose to succeed any spell save; as well as taking no damage on a success, when it would normally talk half.

    Actions

    Multiattack: The animated cleaning supplies makes two attacks.   Broom Sweep: +4, (1d4+1) bludgeoning damage. Target must make a DC 10 dexterity saving throw, or fall prone.   Soapy Water Bucket Splash: +4, (1) bludgeoning damage. Target must make a DC 10 constitution save, or be blinded by soapy water. Target can use its action to wipe their eyes, removing the blindness.   Soap Mouth Wash: +4, (1) bludgeoning damage. (DC 10 Con Check), else target's mouth is full of soapy water and is mute for 1d4 minutes, or until they spit the water out with a DC 12 strength save.   Dirty Rag Whip: +4, (1d4+1) slashing. (DC 10 con Check), else target takes 2 poison damage, or half as much on a success.

    A broom, a bucket, a mop, and other miscellaneous pieces of cleaning supplies.
     

    Minor Spectral Knight CR: 6

    Medium undead, lawful neutral
    Armor Class: 16
    Hit Points: 30
    Speed: , fly: 40 ft

    STR

    10 +0

    DEX

    12 +1

    CON

    12 +1

    INT

    12 +1

    WIS

    10 +0

    CHA

    18 +4

    Saving Throws: Str+4, Cha +7
    Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
    Damage Immunities: Cold, Necrotic, Poison
    Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
    Senses: Passive Perception 14, Darkvision 60ft
    Languages: Draconic, Ancient Language
    Challenge Rating: 6

    Pack Tactics: If it can see an ally within 5ft of it's target, it gains advantage.   Pack With The King: Any damage that would be necrotic, the Minor Knight can choose to be radiant, instead.

    Actions

    Ghost Weapon: +7, reach 5ft, (3d6 +4) necrotic damage.   Frost Ray: +7, 60ft, 2d10 cold damage, and target's movement speed is halved, as well as can't take reactions until the start of your next turn.

    Reactions

    Summon Undead Companion: The Ancient Minor Knight summons a pseudo dragon that it raised in the past.  

    Skeletal Pseudo Dragon

    Small dragon, any
    Armor Class: 13
    Hit Points: 25
    Speed: 30 ft

    STR

    14 +2

    DEX

    12 +1

    CON

    12 +1

    INT

    10 +0

    WIS

    12 +1

    CHA

    14 +2

    Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
    Damage Immunities: Cold, Necrotic, Poison
    Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
    Languages: Draconic, Ancient Language

    Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects.   Pack Tactics: Has advantage on a target, so long as it has an ally within 5ft of the target it is attacking.

    Actions

    Multiattack: Makes two attacks; one bite, one claw.   Frost Bite: +6, reach 5ft, (2d4+2) piercing. On hit (DC 14), else target takes 2d4 cold damage and speed is halved, or half as much on a success.   Claw: +6, reach 5ft (2d4+2) slashing.

    A small creature made from bone and held together by magic. It serves its partners, even in death.

    A spectral creature with its body made up of a deep green energy. The spirit is wearing an old leather garb with symbols of dragons placed on it, as well as having steel bands reinforcing it. Its head is covered by a hood, which only shows a pit of black within.
     

    H1: Main Entryway:

    12ft Pillars in this room can be seen in each corner, carved into the wall, with 4 dragons sitting atop each of them. To the North and South are 10ft doorways leading T split hallways. The doorways are decorated as a dragon skull with the door being the inside of its open jaw.   If the party has or attempts to light anything that casts bright light, the eyes will light in a deep red, and track them. If they walk under the jaws an illusion will activate, and the player must succeed a DC 18 Dexterity saving throw. On a failed save, the jaws close on them, saying 'TURN BACK' but nothing happens, as it is an illusion. This will immediately cause a roll for a wandering creature.   There is a secret passage only activates if the eyes of each Dragon on the pillars are lit at the same time. A DC 16 investigation check will have a player smell a faint scent of oil within the hollowing of the Dragon's eyes. The Dragon can hold half a pint of oi. If lit, the Dragon's eyes will only stay lit for 1 minute before burning out, burning all the oil, no matter how much is put in. If all 4 are lit at the same time, it will open up loudly, revealing a secret passage that leads to H15.   A DC 23 Perception Check will reveal there is a 2 centimeter gap between a section of the Eastern wall and the ceiling.  

    H2: The Hall of The Crushed:

    Old blood and bone plasters the entirety of the Northern wall, in this long corridor. To the far East, at the end is a long path that curves around the corner, while to the North are 2 paths, as well as 2 more paths going south.   Whenever 250 lbs is on the 10x10 platforms, a powerful push spell activates from the Southern wall, and the platform is pushed up by a piston tied to a chain. At the end, a prestidigitation spell activates, and cleans the blood on the platform, but time has weakened the ability to clean the walls properly.   The creatures on this platform must succeed a DC 17 Strength save in order to withstand the push from the spell enough to get off without flying into the wall. On a failed save, the creature takes 10D10 bludgeoning damage, or half as much on a successful one. The chain will then retract the platform back into the piston, which sets itself back into place. If the party looks down while the platform is still moved, it will be a 15ft drop into a pit where they can see the chain being pulled in and out of a 2 1/2 by 1 1/2 slit.   A DC 16 Investigation check reveals that the platform sounds hollow when knocked on, and the activation requirements. A creature can attempt a DC 14 Dexterity check with Thieves' tools in order to disable to the mechanism by disengaging the pressure sensor system. The push spell is also linked to this trap, and will not activate so long as the platform does not.  

    H3: The Battle-Scarred Hallway:

    Pieces of old, bronze armor can be seen lying throughout this short hall, as well as the corpses of 2 dead humanoids. 1 Kobold, and 1 Aasimar, both wearing unfamiliar attire. Gray cloaks, leather gloves wrapped around the wrist by rope, and a symbol of a rat on top of a skull in red. Sconces on the wall also show signs of recent usage; with soot and saturated smoke stains around them. On the far end is a closed door.   These men are part of Carrion, and fought to defend their allies. The bodies are both wearing breastplate, as well as fine dress clothes (worth 45 GP each). They also have thieves' tools on them, and 45 SP. They were both using silvered longswords (worth 125 GP each).   The door is closed and wedged shut with a piece of wood, with 5 members of Carrion, including Mal on the other side. One member will always be on watch. The door requires a DC 22 Strength Check to swing open, to which the Carrion will immediately draw their weapons and attack. If someone tries to talk through the door, they will trigger a chance with a wandering monster.   If befriended, the Carrion will inform them that the teleportation trap is located down a long, narrow hall up North. They believe it's some sort of magical field that displaces a certain amount of people that walk around the corner. They will also not go with the party, but give them a potion of superior healing. If the party finds their lost 3 members, then Mal will hand them a ring with a bird skull on it, as a sign of their alliance.   Once reunited, the Carrion will scout the floors; finding unexplored rooms, and disabling traps. After 1d6+2 hours, they will have the floor completely mapped out. As well, on a Random Encounter roll, on a 6, they will run into the Carrion, who will give them information.  

    H4: The Hallway of Teleportation:

    This area thins into 5ft wide and 8ft tall hallway. It seems to go down forever into the dark, as well as the audible noise of water dripping. The walls appear damp, and with puddles on the floor.   As the party steps into the hallway, they'll hear the sound of whispering coming from around the corner. Once they step beyond 60ft of the entrance, turning back will reveal a stone wall with no way out. These are all illusions; as when a character peers around the corner, they'll see a room lit up by several torches 80ft away. It will be like this until the latter half of the party attempts to turn the corner. Instead, they won't see any of the other characters that were in front.   Each half of the party will end up in a random, predefined room. They cannot appear within the same room. H20, G4 Tunnel Entrance, H1, H5, H18, H7, H10, or H23
    H1 01-50
    H5 51-65
    H18 66-75
    H7 76-85
    H10 86-90
    H20 91-95
    H23 92-97
    G4 TE 98-100

    H5: The Shrinking Room:

    The air inside here feels mustier than the rest. Dust moves through the air as you find yourself inside some sort of alter. A painting of the Goliath man can be seen on the Eastern wall hanging over a large stone table, with which sits a small pile of gold. To the East and West are 3 Knights kneeling towards the painting, identical to the ones you saw earlier.   The dust in the room leaves anyone inside of it unconscious after 5 minutes.   This room is magical, and once the party spends at least 5 minutes inside the room, it will begin to shrink around them. Roll initiative, with the room on initiative count 20 and 10. After 2 rounds, the party must make Wisdom saving throw or take 6d8 psychic damage, or half as much on a successful one. Anyone attempting to use strength will always fail. A DC 18 knowledge arcana check will reveal that it is an illusion of some kind. A DC 15 Wisdom save will wake the person up. This is an action. After waking up, the character cannot be put to sleep by the dust again for 1 year.   The gold in the room is real, and is 250 old GP (worth 500). Taking it will cause the Knights to attack. If a character dies within the room, the painting absorbs their soul; meaning nothing short of a wish spell can bring them back.  

    H6: The Old Storage Area:

    Coffins made of stone are stacked along the walls to the North, as well as several crates that are greened from time to the West. A small bit of light cascades down through a crack in the ceiling, allowing the area to be cast in a dim light.   This area was simply used to store old foods for grave tenders, as well as for coffins to be placed, nothing else.  

    H7: The Armor Room:

    This room is filled with bones and old chunks of dented armor, as well as swords, hammers, and other weapons spread along the ground. Along with this, chairs, tables, and barrels have been destroyed long ago, and are now in rotting splinters. Muted Green and White tapestries along the walls show a symbol of a simple, crudely drawn tree.   As the party enters, any source of light that isn't magical will go out. If it lights up again, the shadows in the room will be inverted; moving towards light rather than against it.   Once the party gets in half way, they will be attacked by 2d6 shadows, and 2d4 wraiths.  

    H8: Mural to the Fallen (Locked Door):

    The crunch of grass can be felt under your feet in this room, with the smell of fruit wafting into your nostrils. This room is lined with 6 15ft tall trees with bright green leaves, which hang Great Pears from their branches, and have Oldisop Melons growing along the ground. There are no walls, but instead, a massive clearing with beautiful rolling hills, as well as a bright blue sky, with a sun warming your face.   Three men lay on the ground, adorned in gray cloaks, with gloved hands, tied by rope, and a red symbol of a rat on top of a skull on the back.   This area is a respite area, and also where the other Carrion Members were teleported to. They ended up falling asleep after inhaling dust in H5 just before they went to H4.   A DC 14 survival check will reveal that these fruits are very real, and appear harmless. There are 1d6 melons and 1d8 pears per tree.   If someone wanders too far off, or if a they do a DC 24 Investigation check, they'll find that these walls are indeed illusionary, but the trees are not.  

    H9: Old Study:

    This area appears to be a study of some kind. To the Eastern wall is a rotten, wooden desk that has rolls and rolls of scrolls stacked onto it. To the North wall is a bookshelf, lined with several collections. To the South is a Wooden Wardrobe that appears to be untouched to time.   This area is where the old Grave Keepers would study the histories to keep this sanctuary at maximum upkeep.   All the scrolls are filled with old texts that have protective spells cast on them to hurt anyone that can't read them. If opened, the character must make a DC 18 Wisdom save, or take 6d6 psychic damage, or half as much on a successful one. All the scrolls look the same, but a DC 19 Knowledge Arcana check will reveal that one is without a protective spell by the way it was sealed. That scroll will be a scroll of Knock.   A DC 13 Investigation on the wardrobe will show that it has luxurious carvings on it depicting a tall man riding on the back of a dragon towards another dragon. If the wardrobe is opened, there will be several sets of commoner's clothes.   The bookshelf will contain several books that-if translated, are simple cleaning and housing instructions. A DC 24 Investigation check, however, will reveal that some of the pages are marked. If the party works together to combine the mark pages, they must succeed a DC 21 Intelligence group check. For each time they fail, it will take another hour, but they may try again. Once completed, the pages will magically combine; the letters transforming to form a map of the floor, including the hidden area.  

    H10: False Bedroom of the Gravekeepers

    This room has several old wooden beds that have collapsed in on themselves surrounding the room. A flaking, leather-bound chest to the North of the room lies between two beds, as well as a barely standing nightstand to the West, and a rusted iron key to the East. Straw and hay coat the floor.   This room is a fake bedroom made to kill those who are greedy. If nothing is touched, nothing happens.   A DC 19 Investigation check will reveal chest itself will appear to be embedded into the ground, which seems suspicious. The Chest is locked with a keyhole lock, requiring a DC 19 dexterity check with thieves' tools to open. Once opened, the chest shoots a magical dust, as well as making a loud noise. Anyone within 5ft of the chest must make a DC 18 constitution saving throw. On a failure, the target is blinded for 1d4 hours magically. This can be removed with a remove curse spell, healing word, or anything of that sort. Inside the chest will be a 3ft hole leading down into the darkness.   The nightstand holds 25 ancient copper coins inside (worth 3 copper each)   The iron keys unlock H8  

    H11: The Statue to "Tormagal" Room:

    This room has a raised ceiling, looming up 25 ft. A 15ft tall stone statue of a dragon, with a necklace housing a bright green-blue gemstone. It has its wings spread, mid roar sits to the South of the doorway; taking up half the room and making it difficult to see the other side. Along the walls are 3 tapestries on each side with muted white and green colors, as well as a crudely drawn tree on them.   This Dragon Guards the room and is an homage to Tormagal, the Dragon who helped the Goblin King fight in the Dragon Wars, several thousand years ago. This statue is also a mimic.   A DC 19 perception check will reveal a small gap between the tapestries, and the walls, indicating a hole. The holes are 4ft in width, and 3 1/2ft in height. The holes go 3ft back, but have a spell put on them so when they step on a platform they must succeed a DC 15 dexterity save, or be launched into the mimic, and be surprised.   The other side of the room has a lever embedded into the wall. If the party pulls it, they will hear several clicks, and deactivate the traps in H2, as well as the Magic room in H4, and the Push spell in that room.   Treasure: A necklace of protection that is used to bait graverobbers. +2 AC and Saving throws, must be attuned to.  

    H12: The Hall of Veralighoul:

    This hallway has claw markings along the walls and floor; biting into the stonework itself. Broken bone fragments are also strewn about randomly. There are 3 paths-one to the North, one to the West, and one to the East.   Hallucination: Faces begin to morph out of the walls; screaming and crying for help, and attempting to reach out to you.   This is where the Veralighoul has been-a creature that commonly makes its home where there are many corpses. It has a nest in H23.   If a character is hallucinating, and touches the faces, then they will need to beat a DC 14 Wisdom saving throw. On a failed save, the Target goes unconscious, and the Veralighoul is alerted to their location.  

    H13: The Wall of Battle:

    This hallway dead ends to a stone monument carved into the wall. It depicts a small scale battle of an large group rushing into a forest. Dragons soar overhead, and look to be fighting each other, as well as a man standing atop one of them in the very center. In the lower portion of the door, where the carved out tree line would be, there appears to be a slot.   If Insane, the characters will see the wall being an ever shifting series of shapes and visages; eventually turning into an eyeball that looks at them.   This monument shows a decisive battle in the Great Dragon War thousands of years ago. A DC 8 Investigation check will show that this monument has a slot for a key.   The monument can be lifted, but requires a DC 30 Athletics Check for each player trying to move under it. It will also immediately cause a roll on a wandering monster table.   If failed while lifting, the wall will deal 50d10 bludgeoning damage to the person holding it, and anyone scooting under it. The one moving under may attempt to succeed a DC 27 dexterity saving throw, where they take half the damage if they succeed.  

    H14: The Room of Dedication to the 6 Knights:

    The room opens into an expanse, lit by hanging chandeliers hoisted by chains 50ft up. The room is cast in a white light, against polished marble stonework. An 30ft tall, and 40ft wide chunk of marble is placed near the entrance; decorated with several paintings showing various encounters of The same Knights above fighting Dragons, and Brigands.   Around the corner, a sprawling room has six coffins lined against the wall; each one having a statue placed above it, as well as a portrait. Epitaphs at the base of the coffins are in an unknown language; but radiate respect. To the East, a 5ft wide passageway forms, going further into darkness.   This is the resting place of the 6 Knights of the Small King. The tombs are made out of Marble, and require a DC 27 Strength Check to move. If attempted to move, the sound of ominous bells chiming will begin to play, and a fog will coat the ground. This will alert Y'lderback; the tomb keeper, who will approach the party, shouting gibberish at them, and attempting to push them back out the way they came. If the party is hostile, he will ring his bell to awaken the 6 Knights as vengeful spirits.   A DC 21 Investigation check on the paintings will reveal a silhouette in the background of one image. The image itself is the Book Knight using a powerful Magic Missile on a Red Dragon, as a Glowing White Dragon soars in the background. Upon careful inspection, the silhouette in the background shows someone small riding the dragon.   If the party defeats the 6 Knights, then their tombs will slide open; giving respective treasures for each one.   TREASURE: 200 Ancient Platinum Pieces (worth 4,000 GP)
    Knight Treasure
    Scythe of Life Stealing +2 Scythe Reach 5ft, two handed, (1d12+2 slashing), On a 20, deals 3d6 Necrotic Damage, which you gain as temporary hit points, so long as the creature is not undead.   Plate +1
    Trident Reach, +2, 2d6 +2, (2d6+2 piercing), You may cast any 1st level spell up to your proficiency bonus. As well, you learn 2 cantrips of your choosing from any spellcasting class. These charges reset everyday at dawn.   Plate +1
    Book Book of Good Health, and Proverbs (Strength and Wisdom) (This book automatically converts to any language appropriate to whomever is reading it): you may study the book for 6 days, then, your strength score increases by 2, as does your maximum. You may do this with your wisdom score as well, requiring another 6 days. Once complete, the book falls into dust, and reforms on that same plane of existence after 200 years).   Cloak of Dragons: (Cloak of Stars)
    Daggers Missing Weapon   Half Plate imbued with a silence spell.
    Dual Maces Plate of Spell Luck: Advantage on saving throws targeting you.
    Gloves Gloves of Spell Storing

    H15: The Small King's Tunnel:

      A 5ft tall, 4ft wide tunnel, with green carpeting that looks brand new; following the turn reveals a T split, which then has its own set of tunnels, that transitions into 4ft tall, and 3ft wide space.   This is the crawl space was a storage area for part of the King's wealth, as well as an emergency exit for the Gravekeepers.    

    H16: The King's Small Storage:

    A warm glow bathes this room in orange light - a glowing orange crystal inside of a lantern, hanging from the 20ft raised ceiling; causing the light to bounce off of the small pile of shimmering Gold to the Western Corner of the room. Paintings on the wall show a battle scarred Goblin standing stoically in fine green robes. Lastly, there is a man next to the gold-his skin blackened with filth, and the stench of rotted teeth and the breath of death just now permeating your nose. He appears to have numerous items behind him.   This is where some of the Gravekeeper's put a fraction of the Small King's Wealth, in case Graverobbers took the rest. The pile holds 300 Old Gold Coins (worth 600 GP), as well as a chunk of pure Emerald (Worth 400 GP), and a Pure Stone (Worth 600 GP). If the party takes the Gold, the eyes of the portraits will follow the group, and sir will say "Oh, he didn't like that now did he?" As well, when the party leaves the area into another one, it will automatically trigger a roll for a wandering monster.   The man's face is bloated; a cataract in one eye, with most of his hair having fallen off his leathery skin. His leather armor looks grafted to his skin due to time. Still, his one blue eye looks to you all, as he smiles through yellowed, cavity filled teeth.   This man has forgotten his age due to time, and has gone mad. He was once an adventurer who wandered too deep into this area, then found himself trapped when he couldn't fit back out. Nobody knows how he survived, not even him.   If the party attempts to take the Gold, he will shout that it is cursed, and to leave everything here; else you'll become so bloated, that you'll be trapped. Sir will not leave, no matter how much the party begs. Though, he will happily sell him trinkets that he has.   A Stone Key (Worth 10 GP)   A Potion of Healing x8 (Worth 75 GP)   Potion of Greater Healing x2 (Worth 300 GP)   Map with accurate traps, but only the Western Half (200 GP)   Torches x10 (5 SP)   Potion of Fire Giant's Strength (3,500 GP)   Potion of Mind Protection (Resistance against Psychic damage, advantage on wisdom saving throws vs spells, and cannot hallucinate) (4,000 GP)   If the party attacks him, he will take the Potion of Fire Giant's Strength and attack the party, boasting about how they've gone mad.   Sir will also have dialogue based on a D6 Roll:
    Roll: Dialogue
    1 "You know, this place really likes to mess with your head. I swear, I heard the screech of a harpy!" (Lie: It was the settling of the Dungeon)
    2 "This place doesn't like you taking from it. Saw one of my mates fall unconscious in front of a pile of Gold! Before I could do anything, he died! I'm telling ya; everything is cursed here." (Half Truth)
    3 "Best be careful when traveling Westward. One of them Corridors killed my mates. Lifted the whole floor out from under him, and smooshed him against the wall, it did! You'll recognize it by the blood on the wall, but not the floor." (Truth)
    4 "I got this stone key, and I know damn well what it goes to. Only thing is, I'm afraid of what's behind it...but if you'd like to buy it off me, I'd be happy to tell you!"
    5 "I heard some Military men screaming not too long ago. Guess people get too curious. Poor bastards are probably long gone by now." (Lie, it was the Carrions, and they are still alive)
    6 "You best not toddle too long on the Eastern side of this place. It'll drive ya insane. I think it's the work of some beast that roams that area. I do have something that I think might help, for a price!"

    H17: The Halls of Armor:

    The Corridor reflects the light off suits of mute green colored plate armor, standing at the ready against the stone wall. They all hold various weapons within their hands as they stand with 6 on one side, and 6 on the other; barely giving enough room for one person to pass.   This armor will look completely normal, and not do anything unless touched. If touched, the armor will activate, and be considered magical, but will only attack the one that touched it, or if provoked. Their activation will also prompt another wandering monster roll.  

    H18: The Cleaning Closet:

    Crates upon crates are stacked in the corners within this cramped room. The smell of soap and vinegar hits your nostrils. To the North wall lies a refurbished bookshelf, holding numerous blocks of soaps stacked on top of one another. To the Western wall; mops, brooms, dust pans, hang neatly from hooks.   Inside the crates are jars of vinegar and water, mixed for a cleaning solution. They'll look well preserved, as well of showing signs of some of the jars being new. Behind the crates to the South West Corner, there will be a hook that looks like it fell off the wall.   The soaps smell like Honey and Cinnamon, which use the Red Sugar Drop Flower inside of them. There are also mint scented, and seafoam scented soaps. Each bar fits comfortably in the hand, and is worth 2 SP each.   The cleaning items will still be damp, as well as one of the hooks on the wall appears to have fallen off; but isn't on the ground anywhere visible. If the party finds the secret hook behind the crates in the South West Corner, and puts it back, they'll notice some resistance. If they pull it down, then the bookshelf will reel back and scoot to the side, revealing the 5ft wide pathway to H20.  

    H19: The Goliath Man Statue:

    Another statue sits in the Dark corner at the end of this hall. It is a 7 1/2ft tall statue of a Goliath man. He is wearing a pointed crown of fangs, and is looking stoically into the distance, with his blade at rest in front of him.   This is a statue that blocks the way to get to H21. It cannot be activated from this side.   A DC 14 Investigation check will reveal that this statue is spotless; despite the dust build up in other places. A DC 22 Investigation Check will also show very subtle scratches on the floor next to it, indicating that it is supposed to slide to the side.   A DC 30 Athletics Check can have the character forcibly move it. Once it gets pulled half way, a clicking happens, and the statue automatically moves the rest of the way, revealing H21.  

    H20: The Water's Edge:

    A glowing blue stone placed inside of a sconce reflects off the water, refracting it all around. The water's edge is made up of a black sediment before transitioning into polished stone. A crate is tucked against the Southern Wall, with a fishing rod, and bait box sitting next to it.   This is where Y'lderback goes fishing for fun and food, as well, it originally was an entrance that Waterbreathing Knights could take to get in and out quickly, in case of a raid on the crypt. Inside the crate is a pile of salted fish. Green Snappers, Violet Fins, Fruital Fish, specifically.  

    H21: The Secret Corridor:

    Bones, dented armor, and shattered weapons are scattered around the length of the Hallway. A piece of drapery hangs to the South Western Corner, coated in blood. A door is to the North East Corner, and lastly, a bend further down.   If the players are coming from anywhere besides H22, they'll hear clattering of the legs of the Veralighoul chewing on bones of a past victim.   A Medicine check will indicate that these people took blunt force trauma, as well as stabbings, which some died from, but others look as if their wounds wouldn't have been fatal.  

    H22: The Varalighoul's Den:

    This massive room has pillars, with statues of perched dragons near the top, that are holding up a raised, 40ft ceiling. Tapestries of long banners hang from hooks attached near the top, and are placed every 5ft or so. To the South, a series of steps lead up to an old, worn throne made from a mix of Gold, and Scale. A few pews can be seen left standing, but most appear to have been completely destroyed. Lastly, in the center, bones, blades, and armor can be seen put into a neat pile standing 10ft tall.   This was a room dedicated to the Small King's Throne room. People would come to hear the legendary tales of the Small King.   The throne is solid gold, and has black dragon hide for the padding (Worth 20,000 GP). If a character sits, or attempts to take the throne, roll a D6. On a 1; an Alarm spell goes off from one of the statues, causing a roll for a wandering monster, and alerting the Varalighoul.   The pillars themselves have etchings of a Dragon on top of a mountain.   A DC 25 Investigation check on the pile will reveal 1 Clear Gem (Worth 300 GP), 250 Ancient Coins (Worth 500 GP), a superior healing potion, and a small replica Dragon Skull made from brass.  

    H23: The Entombing Room/Room of The Varalighoul's Shed Skin:

    The corner cuts into a room that looked as if it had been broken into. The doorway is in pieces, leaving the area very open. Stone coffins line the walls of this 35ft tall room, with what looked to be a table in the center has now been crushed.   The shed skin of the Varalighoul is stuck to the ceiling. If the players roll a DC 14 Perception check, they'll see it.   The coffins are made of stone, and are stacked up to 25ft against the walls. They all have corpses inside of them, which were going to be buried, but never happened. Each coffin is empty.   If the players make noise, the inside of the shed skin will glow, and spawn 1d6 Ghosts  

    H24: The Tomb Creation Room:

    Pickaxes, chisels, and other stoneworking instruments line neatly along a 10ft long stone table, built into the ground. 10ft tall chunks of gray stone are placed against the walls.   This is where they carved the coffins. There is nothing of note here.  

    H25: Y'lderback's and the Gravekeeper's Bedchambers:

    The room itself is spotless; not a single spec of dirt, nor a book, nor paper out of place. The sheets of the 6 beds are well maintained, with stone bedframes, and cotton mattresses that are overlaid with silk. A bookshelf sits at the Northern wall, between two beds; each of which have a nightstand next to them, as well as foot locker.   If Y'dlerback sees the party, he will be very angry, and scream at them; attempting to shoe them back the way they came. He wishes to simply be left alone, but cannot speak common. He may even offer them food, or a potion of healing if they look tired. If provoked, he'll ring his bell, waking the 6 Knights in H14.   The room has nothing of value. The books are filled with names, and notes about tomb-keeping, cleaning, and upkeep. The footlockers hold salted fish, and water in some jars. The Knightstand have some crude drawings; even one of the Varalighoul, which Y'dlerback might show them if the party persists. If the party decides to move on, he will ring the bell, waking the knights.  

    H26: The Stair Room:

    As you open the door; the sight of a skeletal dragon head greets you; mounted on the far East wall. The eyes and maw are pitch black; and are neighbored by paintings and pictures showing the Stoic Goblin. The green carpet looks nearly untouched; and to the west, you see a stone staircase leading downwards.   There is a hidden panel under the carpet. If more than 100 lbs steps on it, the Dragon's Head will activate; shooting a 5th level fireball, centered on whoever stepped on it. There is a level behind one of the paintings, which will then shut off the spell.  

    The 2nd Floor:

      Special Effects:  
  • Humidity: The moisture within the 2nd Floor caused by the open water in J11 has caused the area to become extremely humid and warm. Creatures wearing medium or heavier armor must make succeed a DC 10 + hours spent without a short rest constitution save or take 1 level of exhaustion.
  • Mold Floor: The floor and half the wall is coated in a dense coat of several algae, giving disadvantage on stealth checks to all creatures who do not hover or fly.
  • Mold coverage: Checking floors for traps is at disadvantage, due to the thick amount of algae.
  •   Architecture:
  • The Architecture is the same as the first floor unless stated otherwise.
  • Random Encounters:

    Roll Encounter
    1 1D8 Swarm of Mold Bats
    2 An old husk of a dungeon Delver that is coated in Moss. Picked Clean.
    3 2d6 Bergoth (Small Crab Like Creatures that Feed on Mold)
    4 1D4 Medium Stone Wyverns
    5 An old pouch buried under the Mold (Roll a D6) (1) A potion of Greater Healing, (2) 183 GP, (3) A diamond worth 600 GP, (4) A potion of water breathing, (5) 2 Potions of Greater Healing, (6) 2 Diamonds worth 600 GP each.
    6 Hawkz
    7 1d8 Gravekeeper Assassins
    8 Sir's Pet Rat: Roll a D6, on a 6, he has an item in his mouth.
    9 2D6 Moss Bears
    10 1D6 Major Spectral Knights
    11 1 Spectral Holy Knight
    12 The Forgotten, Submerged Knight

    J1: The Stair Room:

    The stone stairs lead down 50ft into a warm room. The area itself opens into a floor coated in vibrant colors that reflect the light back at you with its damp exterior. Mold of all kinds ensnare the floor, as well as partially up the walls. The humid air feels akin to holding yourself above a bubbling hot spring. To the East wall is a Skeletal Dragon head.   The Dragon head here is trapped, but the floor under the carpet is covered with so much mold that it cannot be activated unknowingly.  

    J2: The Igmarius Statue Room:

    The room is alit with a soft red light emanating from a long, serpentine like statue that is built carved out of the South wall. A moss covered door can be seen to the east, as well as some barrels which produce a foul stench to the South Eastern corner.   A look at the statue's head will show that there are 2 glowing red gems inside of it's head-each worth 400 GP each. The creature itself is quadrupedal, with a body that is lithe for a creature of it's size. It appears to be 30ft in length from snout to tail, with a width of roughly 16ft. Scales adorn its body, as well as massive sharp teeth, and large, organic spines that sprout from its back. It looks as if a dragon and an alligator combined.   The Gems require a DC 18 Strength Check to be pulled out, and continue to spread bright red light in a 40ft radius, and dim light for 20ft. If removed, the wall will begin to rotate; causing each creature within the room that is not in the North West, or North East Corner to make a DC 16 Dexterity saving throw or else be moved to J16, and trigger a random encounter roll.   The barrels are filled with old fish that went bad that the Gravekeepers used to feed feed to the Igmarius, and require a DC 15 constitution saving throw for whoever is within 5ft when opened, else a character will cough, triggering a random encounter roll.   Treasure: 2 Gems that produce bright red light in a 40ft radius, and dim light in a 20ft. Each one is worth 400 GP.  

    J3: Igmarius Feeding Chamber (Locked):

    A large body of water lays quietly to the North, as well as two statues of a Dragon to the Southwest and Northwest Corners respectively. In between lies a stone table, against the Western wall, where there is a dead Merfolk woman lying on top; a pool of water dripping out from under her. To the Eastern wall are two barrels filled with freshly caught fish.   This is the area where the Gravekeepers would feed Igmarius by placing fish into the water, which would move slowly into J11 to feed him.   A DC 14 Medicine check will show that the Merfolk was boiled alive, essentially, as well as having scratches, and an arm that appears to have been bitten off. A DC 18 investigation check will reveal that she pulled herself onto shore before succumbing to blood loss.   A DC 14 Nature check will reveal the Fish themselves are Green Snappers, Violet Fins, Fruital Fish, specifically. A DC 18 Investigation will have them appear to just have been caught earlier today.   Checking the water will reveal a 6ft wide by 6ft tall tunnel that has a slight decline, and a gentle current. This leads to J11.  

    J4: The Gravekeeper's Sleeping Quarters:

    10 Beds lay to the Eastern wall, with 2 to the South. Robes of muted green and black hang from hooks next to each bed. On the Ceiling; a painting can be seen of a 8ft tall armored man holding a Greatsword in his hands above a crowd of people dressed in the same Robes as the ones along the walls.   Investigating the painting, the party will see that he does not look familiar. He is wearing Black Platemail armor that has vibrant green writing etched into his armor. He is also wearing a mute green cloak that appears tattered and stained. His Greatsword appears to be made from Dragonscale grafted to Bone, with an reptillian-esc eye at the base of the blade.   The eye of the painting will target one player at random and watch them. If anyone but the player it targets attempts to open the door, they must succeed a DC 15 Constitution save. If the creature fails by 5 or more, it is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. It must then attempt the saving throw again where it will become petrified on a failure, or break out of it on a success. Petrification lasts until a creature is freed by a greater restoration spell, or other magic.   If the characters attempt to attack the painting, then it will start initiative, with the painting going on initiative 15 and 10. The painting will not target the one it is looking at, and will randomly choose who it attempts to petrify. The panting has an AC of 14 and 20 HP.   When killed, the eye will drop from the painting as a 3 dimensional object as small as a marble. This is an eye of petrification.   Treasure: Eye of Petrification  

    J5: The Bridge Over The Body of Water

    The stairs lead up towards a room with the Southern wall completely bare; giving you an open view of a large body of water below, reflecting against the light. It is impossible to tell how large this opening spans out for. A thin veil of steam coats the air, making it a bit more difficult to see. To the Eastern wall, there appears to be a stone lever flipped upright. To the West is an old bronze brazier hangs from chains that are hooked into the ceiling. Lastly, 4 4ft wide and 2ft tall hole in the wall can be seen to the Northwest corner, Western wall, Eastern Wall, and Northeastern Corner.   This room has some steam in it, giving a -3 to perception checks.   There is some old wood left in the brazier, allowing it to be lit. If one of the characters lights the brazier, then a distant glow will be seen roughly 60ft away in the steam. This is the brazier for J7 lighting up.   The hole itself will be pitch black, magically so, and will absorb any light that goes into it. A DC 17 perception check will reveal the sound of shifting water.   If the lever is pulled down, then water will shoot out from the hole in a 5ft spot around the hole; summoning a creature from the table.
    Roll Creature
    1 1D6 Waterlogged Skeletons
    2 1D4 Water Ghouls
    3 Chewed up body parts
    4 1D6 Zombies
    The creatures will keep coming out of the hole until the bridge is fully created. The bridge brings up platforms from the water which are 20ft in length and width. The bridge will fully form after 3 rounds, and require the lever to be constantly held, or else it will reset. If the lever moves back, the creatures stop spawning, and the platforms disappear. If a creature hits the one holding the lever, then it must make a DC 14 Constitution save to hold onto it.
    Rounds Strength DC
    1 12
    2 16
    3 18
    The platforms being brought up has a 25% chance of trapping the Igmarius to the west side of J11. Otherwise, it is on the Eastern side.  

    J6: The Statue Storage Room:

    7 lumps between 3-6ft in height can be seen placed around the room. There is a 5ft wide pathway to the South, leading into darkness, as well as a Door to the North. To the East, the sound of water can be heard softly echoing from down the corridor.   This area is where the Gravekeepers keep the statues of dungeon delvers that have been caught by the Painting's Eye in J4.   Wiping the mold off of the statues will reveal faces of different races in a mix of scared, crying, or surprised expressions. A DC 12 Investigation check will show that these statues have bags, weapons, and other miscellaneous parts.   If the party takes the Southern or Eastern corridors, then the statues will follow behind the last one; attacking them.  

    J7: The Other Bridge Over the body of water:

    Stairs lead up to a 30ft tall room where the northern wall is not there; instead opening up to a cascade of darkness after the floor ends on a ledge. A bronze brazier hangs from some chains hooked into the wally 5ft up to the western wall. To the Eastern wall, an 8ft bone statue can be seen of a man adorned in decorative plate armor, with engravings placed into it while holding a greatsword high into the air. Lastly, there are 3 lanterns against the Eastern Wall spaced 10ft apart from each other.   The statue is a man has a sword made from some sort of scale that is attached to bone, with a large reptilians eye at the base of his blade. A DC 22 investigation will show that this statue does not have mold near the base, and the floor under the mold has some scratches that indicates it rotates.   The lanterns themselves are made from bronze and are identical. If pulled, they all go down with different resistances. In order to activate the door, the first lantern requires 10lbs of items and has a medium resistance. The 2nd requires 4lbs and has a light resistance, and the last requires 30lbs which has the most resistance. If they are all pulled down fully, it does nothing, and instead must be pulled part way to trigger the statue.   If the party looks into the water, a DC 18 perception check will notice blue scales surfacing for a moment before diving back under the water.   If the brazier is lit, it will light up the area in J5.    

    J8: The Submerged Knight's Old Room:


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