Dungeon: Jagged Cliffs Building / Landmark in New World - Dragonsmoke Archipelago | World Anvil

Dungeon: Jagged Cliffs

Waytravel to the Jagged Cliffs


L
ieutenant Drallengrey and his trusty companion, Triskaphobia hunted down a few dragons heading into these cliffs. While chasing them and dispatching as many as they could, it was clear that far more lived within the crevasses than he initially thought. After spending a few days clearing out waves of dragons, Drallengrey took off to report his findings. Having returned more with a full party to set up the waypoint, Drallengrey realizes that these are drake hatching grounds and this land must be maintained, its creatures culled, for the safety of the realm.  
NOTE: This dungeon is NOT meant to be completed in one sitting. It is composed of around 15 encounters. Please visit (this link WIP) to learn how to stop your session at a particular point, effectively creating a "Save Game/Checkpoint" that you can return to in a later session.
   

Dungeon Encounter Summary

This dungeon is composed of 4 Easy Encounters, 5 Medium Encounters, 4 Hard Encounters, 1 Deadly Encounters and 1 Boss Encounter.   Jagged Cliffs is a medium dungeon. The average encounter difficulty (of 15 encounters) is medium.  

Dungeon Pre-requisites

You must complete one of the following steps before gaining access to this dungeon; each character participating must complete at least one:
  • A character may complete two slow moderate skill challenges, involving at least one Strength (Athletics) check, and one Dexterity save in each.
  • A character may spend approximately three days venturing through the Ogre's Teeth Mountains. The character must traverse 60 miles using the !travel alias and the !terrain mountains alias, prompting other events and encounters as indicated by the alias. Between each long rest, the character must roll 4d100 and consult !table wilderness for each result of 25 or less. The character may decide at what point each day they perform the rolls, and may roll them all at once, or independently.
  • A character with a Flight speed may bypass these prerequisites. A character capable of casting the Fly spell may do so as well, at the cost of a 3rd level spell slot.
  Jagged Cliffs is located in the Ogre's Teeth Mountains. Locating it is no simple task, even for those who know what they are looking for.  

Dungeon Rewards

  This dungeon is under the Spire's jurisdiction. When you complete it, you may choose between gaining reputation with the Spire or receiving four random minor potions or scrolls.   At the completion of the dungeon (all encounters complete), a DM will roll two Treasure Hoards for you and your name will be added to the Completionist List. This will count as two of your eighteen Tier II treasure hoards. You will not be able to benefit from this dungeon on this character again (you may attempt to tackle the special encounters, however).   There is a hidden chest in this dungeon. You must beat the listed DC with either a perception or investigation check. Failure the first time means you do not find it. If you wish to continue to seek for it, you must complete any combination of four hard skill challenges or combat encounters to try again.  

Dungeon Icons & Map Link

  The dungeon has three general types of terrain. Blue terrain is open air, which cannot be traversed without flight. A character without the ability to fly falls 500 feet if forced into this space, but they may climb down from this space with a successful Strength (Athletics) check (DC 12) if they move into the space on their own. A character without the ability to fly which moves into a space which is partially blue must succeed on a Dexterity Saving Throw or fall as before. Dark brown terrain is solid rock and is impassable. Light brown terrain are caves through which the character may freely travel. The ground is solid stone like the walls and ceiling, and the height of the ceiling is typically equivalent to the width of the chamber or passage.   You must first add a token to initiative before you can assign the map to it.
!i add 0 dm -p 100
  Map Command:  
!map -bg https://i.imgur.com/RSNHUNP.png -mapsize 64x64 -options c50 -view reset -fow reset
  You can see the entire map view by running !view reset and focus in on an area by running !view x#:y#.   You can expand your fog of war by running !map -fow x#:y#. For both of these, x is the top left corner of the area you want to view/reveal and y is the bottom right corner.   Your characters begin in Room 16 - the Entryway.  

Long Resting

  In order to long rest, characters must reach the Entryway and defeat any Encounters which spawn there. Once you have exited the Jagged Cliffs, you must follow the requirements listed on the Laurelglow Region's page. While a character may complete a short rest within the dungeon, multiple consecutive short rests and long rests are impossible until you have exited the dungeon.  

Wandering Monsters

When you enter a room, these monsters may also be there. If the room is empty, there's a 50% chance the wandering monsters are present. If the room already contains a monster, there's a 10% chance the monsters are present.   As this dungeon is built for anyone between level 5 and level 10, you must use the !1Encounter command to determine what you face. You will choose monsters based off the solo encounter list.   These encounters show up in the following order; once they are defeated, they cannot bother you again.  
  1. Wandering Hard Encounter 1
  2. Wandering Medium Encounter 2
  3. Wandering Hard Encounter 3
  4. Wandering Medium Encounter 4
  5. Wandering Deadly Encounter 5
  6. Wandering Medium Encounter 6
 
!embed -title "Wandering Encounter 1" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Hard"
!embed -title "Wandering Encounter 2" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
!embed -title "Wandering Encounter 3" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Hard"
!embed -title "Wandering Encounter 4" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
!embed -title "Wandering Encounter 5" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Deadly"
!embed -title "Wandering Encounter 6" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
 

Room 1 - Western Spur

Features: A crumbling natural stairwell leads from the east to this narrow spit of rock looking out into the extraordinary plunge below. Carved into the cliff face are a series of runes in the giant language which roughly state that someone named Grot had been there. A character which succeeds on a Wisdom (Perception) check (DC 15) locates a Basalt Lever set into the cliff face, covered in mud. The lever comes away easily if the character chooses to remove it.
Head east to Room 2.

!tembed -title "Jagged Cliffs - Room 1 - Eastern Spur" -f "Features|A crumbling natural stairwell leads from the east to this narrow spit of rock looking out into the extraordinary plunge below. Carved into the cliff face are a series of runes in the giant language which roughly state that someone named Grot had been there. A character which succeeds on a Wisdom (Perception) check (DC 15) locates a Basalt Lever set into the cliff face, covered in mud. The lever comes away easily if the character chooses to remove it." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room2) to Room 2." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view a7:c16 -fow a7:c16
 

Room 2 - Howling Cavern

Features: A cone shaped cave leads deeper into the cliffs to the north and a tremendous wind blows from within, threatening to force you over the ledge. A short rough natural stairwell leads west and the ledge continues around to the west along the face of the cliffs.
Monster: Easy Encounter

Head north to Room 3.
Head east to Room 5.
Head west to Room 1.

!tembed -title "Jagged Cliffs - Room 2 - Title" -f "Features|A cone shaped cave leads deeper into the cliffs to the north and a tremendous wind blows from within, threatening to force you over the ledge. A short rough natural stairwell leads west and the ledge continues around to the west along the face of the cliffs." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room3) to Room 3." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room5) to Room 5." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room1) to Room 1." -f "Monsters | Easy Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view c6:n19 -fow c6:n19
 

Room 3 - Scorched Nest

Features: The tunnel widens to form a chamber before continuing on to the east and west. The smell of smoke hangs heavy in the air in the air and there are piles of ash covered stone scattered through the chamber. As your foot disturbs one of the piles, an object tumbles away, revealing a humanoid skull.
Monster: Hard Encounter

Head east to Room 6.
Head west to Room 2.

!tembed -title "Jagged Cliffs - Room 3 - Title" -f "Features|The tunnel widens to form a chamber before continuing on to the east and west. The smell of smoke hangs heavy in the air in the air and there are piles of ash covered stone scattered through the chamber. As your foot disturbs one of the piles, an object tumbles away, revealing a humanoid skull." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room6) to Room 6." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room2) to Room 2." -f "Monsters | Hard Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view o2:ai11 -fow o2:ai11
 

Room 4 - Obsidian Nest

Features: A peculiarity of volcanic activity has plated the interior of this almost spherical chamber in scales of black glass. Everywhere you look, dozens of dark doppelgangers stare back at you from the reflections.
Monster: Boss Encounter

Boss Encounter: Mother Moghedan. Mother Moghedan is "one" creature that you fight in one deadly encounter. Mother Moghedan is a conglomerate of all the creatures that compose a deadly encounter for your character (if !rEncounter deadly yields more than one monster). So if a deadly encounter for you was 2 CR 1/2 creatures, Mother Moghedan would be composed of two ambush drakes. As you kill these "parts" of Mother Moghedan, the contribution of that monster will no longer apply to the encounter, thus weakening Mother Moghedan as her parts "die."

Head east to Room 7.
Head west to Room 6.

!tembed -title "Jagged Cliffs - Room 4 - Title" -f "Features|A peculiarity of volcanic activity has plated the interior of this almost spherical chamber in scales of black glass. Everywhere you look, dozens of dark doppelgangers stare back at you from the reflections." -f "Monsters | Boss Encounter" -f "Boss Encounter Details | Mother Moghedan. Mother Moghedan is 'one' creature that you fight in one deadly encounter. Mother Moghedan is a conglomerate of all the creatures that compose a deadly encounter for your character (if !rEncounter deadly yields more than one monster). So if a deadly encounter for me was 2 CR 1/2 creatures, Mother Moghedan would be composed of two ambush drakes. As you kill these 'parts' of Mother Moghedan, the contribution of that monster will no longer apply to the encounter, thus weakening Mother Moghedan as her parts 'die.'" -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room7) to Room 7." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room6) to Room 6." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<6 else 'All clear!'}}"
Map View
-view at2:bi15 -fow at2:bi15
 

Room 5 - Clifftop Garden

Features: A carpet of colorful lichen covers the walls and floor of this chamber near to the open expanse beyond the cliffs. Hardy clusters of life in reds, browns, and oranges cling to the walls giving a sense of vitality to the otherwise bare rock. A passage to the south and another to the west allow in dim light from the cliffs beyond.
Head south to Room 8.
Head west to Room 2.

!tembed -title "Jagged Cliffs - Room 5 - Clifftop Garden" -f "Features|A carpet of colorful lichen covers the walls and floor of this chamber near to the open expanse beyond the cliffs. Hardy clusters of life in reds, browns, and oranges cling to the walls giving a sense of vitality to the otherwise bare rock. A passage to the south and another to the west allow in dim light from the cliffs beyond." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room8) to Room 8." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room2) to Room 2." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view m12:v21 -fow m12:v21
 

Room 6 - Charged Nest

Features: Darting arcs of static electricity repeatedly discharge across the walls of this massive chamber and the scent of ozone hangs in the air. Passages lead off to the northwest and southwest and a short tunnel to the east quickly branches towards the north and south.
Head northeast to Room 4.
Head southeast to Room 7.
Head southwest to Room 9.
Head northwest to Room 3.

!tembed -title "Jagged Cliffs - Room 6 - Charged Nest" -f "Features|Darting arcs of static electricity repeatedly discharge across the walls of this massive chamber and the scent of ozone hangs in the air. Passages lead off to the northwest and southwest and a short tunnel to the east quickly branches towards the north and south." -f "Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room4) to Room 4." -f "Head [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room7) to Room 7." -f "Head [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room9) to Room 9." -f "Head [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room3) to Room 3." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view ai9:as20 -fow ai9:as20
 

Room 7 - Acidic Nest

Features: An acrid stench hangs in the air of this bleached white cavern. Bubbling pools of clear fluid form terraces along each of the walls. A narrow tunnel leads to the south, and a short passage to the northwest quickly branches leading to the north and west.
Monster: Hard Encounter

Head north to Room 4.
Head south to Room 12.
Head west to Room 6.

!tembed -title "Jagged Cliffs - Room 7 - Acidic Nest" -f "Features|An acrid stench hangs in the air of this bleached white cavern. Bubbling pools of clear fluid form terraces along each of the walls. A narrow tunnel leads to the south, and a short passage to the northwest quickly branches leading to the north and west. " -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room4) to Room 4." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room12) to Room 12." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room6) to Room 6." -f "Monsters|Hard Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view at14:bg30 -fow at14:bg30
 

Room 8 - Slanted Chamber

Features: A wide rock pillar separates this slanted chamber along the cliff face from another chamber to the north. A perilous ledge leads around the southern edge to more cliffside caverns beyond. The angle of the floor makes the treacherous drop seem closer than normal, even with your back to the wall.
Head north to Room 5.
Head south to Room 10.

!tembed -title "Jagged Cliffs - Room 8 - Slanted Chamber" -f "Features|A wide rock pillar separates this slanted chamber along the cliff face from another chamber to the north. A perilous ledge leads around the southern edge to more cliffside caverns beyond. The angle of the floor makes the treacherous drop seem closer than normal, even with your back to the wall." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room5) to Room 5." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room10) to Room 10." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view j21:t29 -fow j21:t29
 

Room 9 - Natural Chimney

Features: A small circle of rain water pours incessantly from a narrow break in the ceiling, forming a small creek which pours out through a passage to the south. A narrow tunnel continues deeper into the mountain to the north, and the open cliffs can be seen through an archway leading to the west.
Monster: Medium Encounter

Head north to Room 6.
Head south to Room 11.
Head west to Room 10.

!tembed -title "Jagged Cliffs - Room 9 - Natural Chimney" -f "Features|A small circle of rain water pours incessantly from a narrow break in the ceiling, forming a small creek which pours out through a passage to the south. A narrow tunnel continues deeper into the mountain to the north, and the open cliffs can be seen through an archway leading to the west." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room6) to Room 6." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room11) to Room 11." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room10) to Room 10." -f "Monsters|Medium Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view y20:aj33 -fow y20:aj33
 

Room 10 - Landing Platform

Features: Deep gouges score the full length of the ledge where great monsters have fought the howling winds beyond to gain purchase amidst the rock. A treacherous path wraps around the outside edge of the cliff to the northwest and the edge of the cliffs curves outward revealing a similar chamber to the southeast. A wide tunnel proceeds deeper into the mountain to the northeast, and a towering plateau of stone can be seen about seventy feet out from the cliffs across a gap of open air to the south.
Monster: Easy Encounter

Head northeast to Room 9.
Head southeast to Room 11.
Head northwest to Room 8.
Head south to Room 15. Requires some form of flight.

!tembed -title "Jagged Cliffs - Room 10 - Landing Platform" -f "Features|Description." -f "Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room9) to Room 9." -f "Head [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room11) to Room 11." -f "Head [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room8) to Room 8." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room15) to Room 15. Requires some form of flight." -f "Monsters|Easy Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view h28:x38 -fow h28:x38
 

Room 11 - Waterfall

Features: A narrow stream pours through this chamber from a tunnel to the north, before plunging over the edge of the cliff, forming a misty waterfall. Narrow ledges continue along the cliff to the south and to the west, and a towering plateau of stone can be seen about seventy feet out from the cliffs across a gap of open air to the southwest.
Head north to Room 9.
Head south to Room 13.
Head west to Room 10.
Head southwest to Room 15. Requires some form of flight.

!tembed -title "Jagged Cliffs - Room 11 - Waterfall" -f "Features|A narrow stream pours through this chamber from a tunnel to the north, before plunging over the edge of the cliff, forming a misty waterfall. Narrow ledges continue along the cliff to the south and to the west, and a towering plateau of stone can be seen about seventy feet out from the cliffs across a gap of open air to the southwest." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room9) to Room 9." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room13) to Room 13." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room10) to Room 10." -f "Head [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room15) to Room 15." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view y33:ai46 -fow y33:ai41,y42:ad46
 

Room 12 - Crude Encampment

Features: Primitive drawings cover the walls of this cavern and piles of animal skins are arranged around the floor, in what appear to be crude bedrolls. Tools formed from stone and bone lay at the edge of extinguished fire pits. The collective odor is powerful. A narrow passage continues deeper into the rock to the north, and a wide passage splits around a natural pillar before combining at a chamber to the southwest.
Monster: Medium Encounter

Head north to Room 7.
Head southwest to Room 13.

!tembed -title "Jagged Cliffs - Room 12 - Crude Encampment" -f "Features|Primitive drawings cover the walls of this cavern and piles of animal skins are arranged around the floor, in what appear to be crude bedrolls. Tools formed from stone and bone lay at the edge of extinguished fire pits. The collective odor is powerful. A narrow passage continues deeper into the rock to the north, and a wide passage splits around a natural pillar before combining at a chamber to the southwest." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room7) to Room 7." -f "Head [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room13) to Room 13." -f "Monsters | Medium Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view aj30:bc43 -fow aj30:bc43
 

Room 13 - Charnel Pit

Features: Swarms of flies and carrion birds fill this area, where a lip of stone along the cliffs edge has formed a natural bowl. Rotting meat, offal, and worse have collected in the depression. A pair of tunnels lead into the cliff face to the north, and a treacherously narrow ledge follows the cliff around to the east and the northwest. A towering plateau of stone can be seen about seventy feet out from the cliffs across a gap of open air to the west.
Monster: Easy Encounter

Head north to Room 12.
Head east to Room 16.
Head northwest to Room 11.
Head west to Room 15.

!tembed -title "Jagged Cliffs - Room 13 - Charnel Pit" -f "Features|Swarms of flies and carrion birds fill this area, where a lip of stone along the cliffs edge has formed a natural bowl. Rotting meat, offal, and worse have collected in the depression. A pair of tunnels lead into the cliff face to the north, and a treacherously narrow ledge follows the cliff around to the east and the northwest. A towering plateau of stone can be seen about seventy feet out from the cliffs across a gap of open air to the west." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room12) to Room 12." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room16) to Room 16." -f "Head [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room11) to Room 11." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room15) to Room 15." -f "Monsters | Easy Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view y40:ap55 -fow y47:ac52,ad43:am55,af40:am42,an40:ap52
 

Room 14 - Collapsed Cavern

Features: A clenched skeletal claw extends out from a pile of boulders along the northern edge of this room, where a cave in occurred, long ago. A persistent howl of wind flows through the chamber from a passage to the south towards a passage to the west.
Head south to Room 17.
Head west to Room 16.

!tembed -title "Jagged Cliffs - Room 14 - Collapsed Cavern" -f "Features|A clenched skeletal claw extends out from a pile of boulders along the northern edge of this room, where a cave in occurred, long ago. A persistent howl of wind flows through the chamber from a passage to the south towards a passage to the west." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room17) to Room 17." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room16) to Room 16." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view ax43:bf54 -fow ax43:bf54
 

Room 15 - Plateau

Features: A narrow plateau forms something of a sandbar away from the main stretch of rock face. The wind is not quite as forceful here, and the location provides an uninterrupted view of the landscape beyond the Jagged Cliffs.
Wait. How did you get here?

Hidden Chest
There is a chest hidden in this room. A character must arrive on the Plateau with both of the Basalt Levers discovered elsewhere in the dungeon. If they do so, and succeed on a Wisdom check (DC 15) they are able to use the levers to reveal its hiding place. Once revealed, the chest can be pried open with a Strength (Athletics) check (DC 30) or unlocked with a Dexterity (Thieves' Tools) check (DC 15). Failing the Thieves' Tools checks breaks your tools. The chest is built into the rock and cannot be removed. Truly desperate treasure seekers can attempt to break the chest with weapons, but it has an AC of 20, 60 hit points, and a damage threshold of 10 (ignoring any amount of damage from a single attack under 10 damage).
  • Coins:
    • 110 pp
    • 1,900 gp
    • 2,000 sp
    • 600 cp
  • Art Objects: Winged Helm carved from Quartz (125 gp)
  • Items:


!tembed -title "Jagged Cliffs - Room 15 - Plateau" -f "Features|A narrow plateau forms something of a sandbar away from the main stretch of rock face. The wind is not quite as forceful here, and the location provides an uninterrupted view of the landscape beyond the Jagged Cliffs." -f "Wait. How did you get here?" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"


!tembed -title "Jagged Cliffs - Hidden Chest" -f "Hidden Chest|There is a chest hidden in this room. A character must arrive on the Plateau with both of the Basalt Levers discovered elsewhere in the dungeon. If they do so, and succeed on a **Wisdom** check **(DC 15)** they are able to use the levers to reveal its hiding place. Once revealed, the chest can be pried open with a **Strength (Athletics)** check **(DC 30)** or unlocked with a **Dexterity (Thieves' Tools)** check **(DC 15)**. Failing the Thieves' Tools check breaks your tools. The chest is built into the rock and cannot be removed. Truly desperate treasure seekers can attempt to break the chest with weapons, but it has an AC of 20, 60 hit points, and a damage threshold of 10 (ignoring any amount of damage from a single attack under 10 damage)." -f "Coins|110pp, 1,900gp, 2,000sp, 600cp" -f "Art Objects|Winged Helm carved from Quartz (125 gp)" -f "Magic Items|[Rod of Retribution](https://www.dndbeyond.com/magic-items/rod-of-retribution)"
Map View
!map -view e49:x63 -fow e49:x63
 

Room 16 - Cliffside Fissure

Features: A broad crack splits this chamber in two, with the northwestern half raised a couple inches above the southeastern half. The fissure appears to have formed over the course of centuries and doesn't seem in any danger of breaking away suddenly, but it fills you with a sense of unease nonetheless. A narrow ledge proceeds along the cliff face towards the west, with a wider ledge leading to a chamber to the southeast. A small tunnel in the northwestern wall leads deeper into the cliff.
Head northeast to Room 14.
Head southeast to Room 17.
Head west to Room 13.

!tembed -title "Jagged Cliffs - Room 16 - Cliffside Fissure" -f "Features|A broad crack splits this chamber in two, with the northwestern half raised a couple inches above the southeastern half. The fissure appears to have formed over the course of centuries and doesn't seem in any danger of breaking away suddenly, but it fills you with a sense of unease nonetheless. A narrow ledge proceeds along the cliff face towards the west, with a wider ledge leading to a chamber to the southeast. A small tunnel in the northwestern wall leads deeper into the cliff." -f "Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room14) to Room 14." -f "Head [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room17) to Room 17." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room13) to Room 13." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view al50:ax59 -fow al53:aw59,ap50:ax56
 

Room 17 - Peculiar Cairn

Features: In the middle of this chamber stands a pile of intentionally stacked stones. The narrow slate remains resolutely defiant of the wind, but you are unable to determine a specific purpose to the primitive construction. A wide ledge leads away from the site to the west, while a more treacherous narrow ledge leads southeast along the cliff face. A tunnel to the north leads deeper into the cliff face.
Monster: Easy Encounter

Head north to Room 14.
Head southeast to Room 18.
Head west to Room 16.

!tembed -title "Jagged Cliffs - Room 17 - Peculiar Cairn" -f "Features|In the middle of this chamber stands a pile of intentionally stacked stones. The narrow slate remains resolutely defiant of the wind, but you are unable to determine a specific purpose to the primitive construction. A wide ledge leads away from the site to the west, while a more treacherous narrow ledge leads southeast along the cliff face. A tunnel to the north leads deeper into the cliff face." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room14) to Room 14." -f "Head [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room18) to Room 18." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room16) to Room 16." -f "Monsters|Easy Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
Map View
!map -view av55:bg63 -fow ay55:bg61,av57:bb63
 

Room 18 - Eastern Spur

Features: A narrow set of natural stairs leads down to this precarious stretch of ledge along the cliff face from the west. The wind here is particularly strong, seemingly unabated by any other obstacle. A character which succeeds on a Wisdom (Perception) check (DC 15) locates a Basalt Lever set into the cliff face, covered in mud. The lever comes away easily if the character chooses to remove it.
Head west to Room 17.

!tembed -title "Jagged Cliffs - Room 18 - Eastern Spur" -f "Features|A narrow set of natural stairs leads down to this precarious stretch of ledge along the cliff face from the west. The wind here is particularly strong, seemingly unabated by any other obstacle." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-jagged-cliffs-landmark#room17) to Room 17." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
Map View
!map -view bb59:bl64 -fow bb59:bl64

Jagged Cliffs Solo Encounters

CR 0: Kobold Commoner
CR ⅛: Kobold
CR ¼: Dragonborn Apprentice Wizard
CR ½: Ambush Drake
CR 1: Brass Dragon Wyrmling
CR 2: Red Guard Drake
CR 3: Gold Dragon Wyrmling
CR 4: Red Dragon Wyrmling
CR 5: Half-Red Dragon Veteran
CR 6: Young-Brass-Dragon  

Jagged Cliffs Special Encounters

  The following encounters appear only once. When they have been slain and their rewards taken, they do not return. Notify a DM, so that they can list the slayer.  

Verdigris of the Toxic Pool


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 8: Young Green Dragon Treasure Hoard Yes N/A
Bounty: Verdigris of the Toxic Pool   This Young Green Dragon has additional details.
 
Prerequisites
  • Clear the Jagged Cliffs Dungeon, and return to the Waterfall (Room 11)
  • Complete a Moderate Skill Challenge to block the flow of the stream using a cave in.
 
Encounter Notes
Verdigris of the Toxic Pool inhabits a special lair. These are the defining qualities.   As with the other special encounters in the Jagged Cliffs, Verdigris approaches from the air and prefers to attack while in flight unless the party's tactics force him to approach deeper into the cliffs. In addition to the typical features of a Young Green Dragon, Verdigris has the following abilities:

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

  Aerial Recovery. As a reaction, which the dragon takes when it is knocked prone while in midair, the dragon can end the prone condition and move up to half its speed.

 
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
  • Detect The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 14 Dexterity saving throw or take 9 (2d4 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


 
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:  
  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.


 
Loot
  • Coins:
    • 150 pp
    • 1,600 gp
    • 5,000 sp
    • 500 cp
  • Gems:
    • 1x Amethyst (100 gp)
    • 3x Chrysoberyl (100 gp)
    • 3x Coral (100 gp)
    • 2x Garnet (100 gp)
    • 1x Jade (100 gp)
    • 3x Pearl (100 gp)
    • 2x Spinel (100 gp)
    • 1x Tourmaline (100 gp)
   

Mezzerabthien, the Gathering Storm


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 9: Young Blue Dragon Treasure Hoard Yes N/A
Bounty: Mezzerabthien, the Gathering Storm   This Young Blue Dragon has additional details.
 
Prerequisites
  • Clear the Jagged Cliffs Dungeon, and return to the Howling Cavern (Room 2)
  • Defeat a hard encounter.
  • Complete a roleplay session with five lines of dialogue, describing an abrupt change in weather conditions.
 
Encounter Notes
Mezzerabthien, the Gathering Storm inhabits a special lair. These are the defining qualities.   As with the other special encounters in the Jagged Cliffs, Mezzerabthien approaches from the air and prefers to attack while in flight unless the party's tactics force him to approach deeper into the cliffs. In addition to the typical features of a Young Blue Dragon, Mezzerabthien has the following abilities:

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

  Aerial Recovery. As a reaction, which the dragon takes when it is knocked prone while in midair, the dragon can end the prone condition and move up to half its speed.

 
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
  • Detect The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 10 (2d4 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
 
  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.


 
Loot
     

Fochpamant, Blistered Wing


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 10: Young Red Dragon Treasure Hoard Yes N/A
Bounty: Fochpamant, Blistered Wing   This Young Red Dragon has additional details.
 
Prerequisites
  • Clear the Jagged Cliffs Dungeon, and return to the Charnel Pit (Room 13)
  • Defeat a medium encounter. Fochpamant arrives immediately at the end of the encounter.
 
Encounter Notes
Fochpamant, Blistered Wing inhabits a special lair. These are the defining qualities.   As with the other special encounters in the Jagged Cliffs, Fochpamant approaches from the air and prefers to attack while in flight unless the party's tactics force him to approach deeper into the cliffs. In addition to the typical features of a Young Red Dragon, Fochpamant has the following abilities:

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

  Aerial Recovery. As a reaction, which the dragon takes when it is knocked prone while in midair, the dragon can end the prone condition and move up to half its speed.

 
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
  • Detect The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 11 (2d4 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


 
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
 
  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.


 
Loot
     

Tekton, the Dark Shard


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 11: Chardalyn Dragon Treasure Hoard Yes N/A
Bounty: Tekton, the Dark Shard   This Chardalyn Dragon has additional details.
 
Prerequisites
  • Clear the Jagged Cliffs Dungeon, and return to the Landing Platform (Room 10)
  • Complete a Fast Hard Skill Challenge to identify and clear the Summoning Pillars along the cliff walls.
  • Complete a Roleplay Session with five lines of dialogue explaining why your character desires to summon.
 
Encounter Notes
Tekton, the Dark Shard inhabits a special lair. These are the defining qualities.   As with the other special encounters in the Jagged Cliffs, Tekton approaches from the air and prefers to attack while in flight unless the party's tactics force him to approach deeper into the cliffs. In addition to the typical features of a Chardalyn Dragon, Tekton has the following abilities:

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Aerial Recovery. As a reaction, which the dragon takes when it is knocked Prone while in midair, the dragon can end the Prone condition and move up to half its speed.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
  • Detect The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 12 (2d4 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:  
  • A cloud of silica glass swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 16 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.


 
Loot
     

Completionist List

Date Character Quest Link
DD-MON-YEAR Adventurer's Name

Table of Contents

 
Type
Dungeon
Parent Location
Discovered By
Lieutenant Drallengrey and Triskaphobia
Date Discovered
11-July-2021


Cover image: Brilliant by Jeff Brown