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Underwater Building

Outside:
The building is around 300 feet down, so it takes around 2 minutes to swim to the building. The outside of the building seems to be made of a shiny metallic substance. The entrance is a circle that splits in two horizontally when opening. The door automatically opens when the party approaches if they have completed the Tower of The Moon. If not, there is no way to get in.   Entrance:
Once the whole party goes inside, the door automatically closes behind them. In front of them is an identical door. Beneath them is a floor grate. The water starts to drain once the door is closed. Once the door is closed, the other door opens.   First Hallway:
Circular door in front, circular door to the right. Door to the right has a horizontal wave design across the middle. Doesn't open. Door in front automatically opens when approached.   1:
Blank Room. Encounter 1. Door automatically opens when Merfolk are defeated.   2:
REDACTED   3:
Blank tiled room. Hidden pitfall that can be found on a DC 10 Perception check. If a PC steps on the pitfall, it opens into a pit of cold water. 1d4 damage, DC 15 Strength check to pull self out, DC 10 Strength check if helped. 1d4 additional damage for each fail.   4:
Encounter 4.   5:
On farthermost wall is a huge sculpture of a goblins face with mouth open and two rows of five teeth. The teeth can be pushed down and locked into place. If pushed again they go back up as if springed. Above the head is the phrase "Impus Ivortis Vum Xer" in an unknown language that's actually created by the Creator. If players somehow translate it it reads "Droop the Goblin Lives". When players push down only the 1st, 4th, 5th, and 10th teeth, water starts pouring rapidly out of its mouth. Players are swept all the way back to the First Hallway, and the unopenable door finally opens when the water level reaches the wave design.   6:
Drainage room like entrance.   7:
Encounter 7   8:
In center of room golden fountain. Water seems to be going backward, from the pool back into the spout.   Intersection:
Door automatically opens then closes, other door opens and water quickly rushes in, now underwater.   9:
Encounter 9. Water magically condenses into a small sphere in the center of room to become Orb of Water once Sahuagin is defeated. Once they grab the orb the Creator appears.   ""Congratulations on collecting the Orb of Water! I was half-expecting you would drown from your own stupidity." He raises his arm and snaps. Suddenly you're back in Princium Tower in the center of the heptagram design. You're suprised to notice you're completely dry, including your clothes. On the throne, you notice of the spherical indentations is glowing a faint blue."   Suffocating (ICE) :
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).   When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.   For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.   Underwater Combat:
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.   A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).   Creatures and objects that are fully immersed in water have resistance to fire damage.
UnderwaterBuilding
Type
Dungeon

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