The Rat King's Lair
Where it all begins
The caverns are dank, musty, and dirty. Typical sounds include the dripping of water from stalactites, the echoing chitter of rats, and the soft murmur of a stream.
Ceilings and Walls: The natural caverns vary between 10 to 30 feet high. The jagged an uneven walls have many hand and footholds, but they are slick with moisture; climbing the walls in these locations requires a DC 15 Strength or Dexterity check, and failure by 5 or more results in a fall (1d6 bludgeoning damage per 10 feet fallen).
Tunnels: The natural tunnels are vary between 10 to 15 feet high.
Stalagmites and stalactites of various sizes jut out from the rough natural tunnels, potentially offering cover and hiding spots but not impeding general travel.
Purpose / Function
Origin: This cavern network was originally the settlement of a clan of Kua-Toa before the Age of Men. Fleeing their slave masters that settled dangerous close to the surface before eventually dying out.
Age of Men: Uncovered during the sundering of the The Quarry Wastes during the early and fiercest parts of The Immortal War parts of these caverns were exposed and used as hideouts and supply caches. The ancestral warhammer Storm Herald was lost here during a Human raid.
Present: Now used as the Rat King's Lair after finding it under the influence of his nightmare guidance.
Design
The caverns are dank, musty, and dirty. Typical sounds include the dripping of water from stalactites, the echoing chitter of rats, and the soft murmur of a stream.
Ceilings and Walls: The natural caverns vary between 10 to 30 feet high. The jagged an uneven walls have many hand and footholds, but they are slick with moisture; climbing the walls in these locations requires a DC 15 Strength or Dexterity check, and failure by 5 or more results in a fall (1d6 bludgeoning damage per 10 feet fallen).
RUINED STRUCTURE
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Alternative Names
Shrine to the Immaculate Conception of Blipdoolpoolp
Type
Dungeon
Owner
Comments