General |
Dungeon History |
This is not a dungeon as such as it
is formed from the Vast Roots of the Parentree.
|
Dungeon Walls |
Hollowed out gigantic roots. They
are off white in color like the rest of the dead
tree. (DC 15 to climb) |
Dungeon Floor |
Sawdust, wood clippings, pine
needles and other organics to level out what used to
be a circular passage. This makes the passages
arched to a varying hight. To determine the height
it is either 10' or 4+3d6 feet high if you want to
mix it up.
|
Temperature |
Average |
Illumination |
A yellow spot on the map indicates a
glow rock that illuminates 60'. It is dark other
than that.
|
|
Corridors |
a |
A group of demonic faces (grafette)
have been carved into the walls |
c |
An carved wood chandelier hangs from
the ceiling here with 6 light rocks in it
|
e |
Elf skeleton very old and very
delicate
|
i |
a clear spot where the wood of the
floor is visible and the passage is truly circular
|
m |
Someone has scrawled "Save yourself,
kill the others" in blood here |
n |
A wooden parquet covers the floor |
r |
Part of the ceiling has collapsed
into the corridor |
s |
Chain Flail: DC 10 to find, DC 10 to
disable; initiative +4, 1 attack per round, +7 to
hit against all targets within 5 ft., 2d10
bludgeoning damage |
u |
Someone has scrawled "The end is
neigh" here |
v |
8 Skeletons clinging to each other
are in the center of the passage.
|
w |
The walls here have been engraved
with geometric patterns |
x |
Falling Ceiling: Will collapse from
the surface: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC
17 save or take 4d10 damage |
z |
An iron chandelier hangs from the
ceiling here |
|
Wandering
Monsters |
|
- ld20 treants or ld6 dryads
- 1d4 evil pixies
- ld4 giant (poisonous) snakes
- ld6 lycanthropes (werebears)
- 1dlO large spiders or Id6 skunks
- 2d12 giant centipedes or stag beetles
- 4d4 wild dogs
- 2d10 large spiders or wolves
- 4d4 stirges' or ld4 + 1 owlbears
- ld6 wild boars or Id12 firestars:
- 2d4 trolls or ld8 living webs
- 4d4 stirges'
- ld4 +l owlbears or giant ants
- 1 bear (ld3 black or Id6 brown)
- DM Choice
- 1d 10 large spiders
- 4d4 stirges- or ld8 giant weasels
- 4d4 gnolls or Zd4 shadows
- Id12 giant toads or Id8 living webs
- Id2 wild weasels or ld6
|
|
Room #1 |
West Entry |
Unlocked Simple Wooden Door (10 hp) |
East Entry #1 |
Stuck Good Wooden Door (DC 15 to
break; 15 hp) |
East Entry #2 |
Stuck Iron Door (DC 25 to break; 60
hp) |
|
Room Features |
Goblin Skeletons litter the floor
and several broken arrows are scattered throughout
the room |
Monster |
Wild Dog lair (5 sfult, 4 pups)
|
|
Room #2 |
North Entry |
Unlocked Simple Wooden Door (10 hp) |
South Entry |
Archway |
|
Room Features |
Someone has scrawled a arcane symbol
on the south wall, and a sundered shield lies in the
west side of the room |
Monster |
Ghast (cr 2, mm 148) and 2 x Ghoul
(cr 1, mm 148); 850 xp |
|
Room #3 |
North Entry |
Unlocked Simple Wooden Door (10 hp) |
East Entry |
Unlocked Simple Wooden Door (10 hp) |
South Entry #1 |
Stuck Good Wooden Door (DC 15 to
break; 15 hp) |
South Entry #2 |
Stuck Strong Wooden Door (DC 15 to
break; 20 hp) |
South Entry #3 |
Archway |
|
Room Features |
A tile mosaic of geometric patterns
covers the floor, and someone has scrawled "The gold
is cursed" in ork runes on the north wall |
|
Room #4 |
East Entry #1 |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
East Entry #2 |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
South Entry |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
|
Empty |
This room contains the
teleport circle that goes to Corellon Grove outside
the city.
Surrounding it are the remains of Elvin Fire liquid
to be used if something undesired came through the
portal.
Every wall is covered in elf writing written in
blood. It is the story of the life of the skeleton.
His name was Ebringor.
He was an Elf Priest of Corellon, NG. Str 5, Dex 7,
Con 8, Int 11, Wis 9, Cha 14. Ebringor had red hair
and amber eyes, and wears glasses with bronze rims.
He wears fine clothing and an ring of sustenance. He
volunteered to stay behind to close the doors with
the stones, watch for Tport intruders and stay on
guard as long as possible. It was done very much
reacting to the surprise of the attack on the city
and he brought nothing with him before he was
trapped. He stood guard for 465 years (as far as he
knows) then chose to end the boredom by nicking his
jugular veins with a quill he brought with him.
The doors are completely closed by huge blocks of
stone leaning against them. It will take a combined
strength roll of 30 to pull one away from the door.
There is a skeleton lying composedly in the SW
corner of the room Its legs are straight, the arms
crossed on the chest and the head is lying on a pile
of ancient fabric. A rust colored pool of blood
covers the floor around his head. Carefully drawn
near the feet there is elfin writing in blood the
words "I regret NOTHING!"
|
|
Room #5 |
North Entry |
Stuck Stone Door (DC 20 to break; 60
hp) |
West Entry |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
East Entry |
Unlocked Simple Wooden Door (10 hp) |
|
Room Features |
A mouldy odor fills the room, and a
charred blanket lies in the north side of the room |
Monster |
1 x Banshee (cr 4, mm 23); 1100 xp |
|
Room #6 |
North Entry #1 |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
North Entry #2 |
Archway |
West Entry #1 |
Archway |
West Entry #2 |
Stuck Good Wooden Door (DC 15 to
break; 15 hp) |
|
Room Features |
Lit candles are scattered across the
floor, and a pile of corroded iron spikes lies in
the center of the room |
Monster |
Non Hostile elf ghost scares them
and tries to speak but can't
|
|
Room #7 |
West Entry |
Stuck Stone Door (DC 20 to break; 60
hp) |
|
Monster |
Vampiric Mist (cr 3, mtf 246) and 1
x Ghoul (cr 1, mm 148); 900 xp |
|
Room #8 |
West Entry |
Stuck Strong Wooden Door (DC 15 to
break; 20 hp) |
East Entry |
Unlocked Iron Door (60 hp) |
|
Room Features |
Spirals of black stones cover the
floor, and someone has scrawled "Merard was here" on
the east wall |
|
Room #9 |
North Entry |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
West Entry |
Stuck Strong Wooden Door (DC 15 to
break; 20 hp) |
|
Room Features |
A sloped pit lined with iron spikes
lies in the south-west corner of the room, and
someone has scrawled an arrow pointing up on the
south wall |
|
Room #10 |
North Entry |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
East Entry |
Stuck Simple Wooden Door (DC 10 to
break; 10 hp) |
South Entry |
Unlocked Simple Wooden Door (10 hp) |
|
Empty |
|
|