8. Mining Supply Room
Racks of mining equipment sit in the eastern portion of this darkened room. The western area of this room contains empty barrels and a crate of heavy boots. Everything in the room has been rummaged through and the items are in disarray. The exits of this room are a corridor to the east and a door to the south.
Southern Door. This wooden door is unlocked.
Secret Door. At the end of the eastern corridor is a wall with a hidden door. A character that makes a successful DC 12 Wisdom (Perception) check can find the small lever that opens the door.
Rack. This rack contains rusty pickaxes, shovels, chisels, and other assorted mining tools. The tools are still functional and can be used to dig or as improvised weapons, but any roll of a natural 1 and the item will break.
Hidden. A character that searches the eastern part of the room and makes a successful DC 13 Wisdom (Investigation) check will find a small space under a loose tile. The space contains a small leather pouch with 26 sp and a carved stone idol of a cat worth 10 gp.
9. Grand Ballroom
This grandiose chamber was once the site of lavish parties and grand balls, but now lies in ruin. The marble floor is cracked and broken, and the intricate frescoes on the walls and ceiling are faded and peeling. The massive crystal chandelier above is caked in dust, with dim glints of reflected light. A grand piano sits against the wall to the south, its keys exposed and yellowed.
Chandelier. The chandelier is 30 feet above. If the characters are able to reach it, they will be able to retrieve 2d4 crystals worth 5 gp each.
Grand Piano. If anybody touches the piano, ghostly apparitions adorned in fine clothing will appear throughout the ballroom, staring expectantly. Playing the piano with a successful DC 12 Charisma (Performance) check will send the ghostly figures into a gleeful dance, granting the party the effects of a bless spell in their next combat encounter. On a failure, the ghosts’ faces twist grotesquely, their bodies rapidly rot as they fade into darkness, and the party is inflicted with the effects of a bane spell for the first round of their next combat encounter.
Northern Door. This door is inlaid with a carving of a willow tree. If it hasn’t been opened yet it is stuck, requiring a successful DC 10 Strength (Athletics) check to open.
Southern Door. This metal door is framed with bronze leaves. It is unlocked.
10. Observatory
Although most of the room is covered in a thin layer of dust, the glass dome above is clear, providing a window into the dark ocean above. Four glass pillars encasing vibrantly colored coral columns extend from the floor to the ceiling, providing a closer look at sea life contained within. A rack against the northern wall holds several copper tubes.
Copper Tubes. The copper tubes have lenses on each side that, when held to the eye, can be used to peer further through the dark waters beyond the dome, providing 120 feet of blindsight while in this room. Anybody observing the ocean’s wonders above through the tube can recover one expended hit die. One of the tubes contains an eye-mite. Anybody looking through the tube containing the eye-mite must succeed on a DC 12 Dexterity saving throw, or be blinded in one eye, causing disadvantage on ranged attacks until receiving healing.
Eastern Door. This heavy bronze door is cold to the touch and is barred on this side. A school of fish is depicted on its surface.
Glass PIllars. Anybody making a successful DC 12 Wisdom (Perception), Intelligence (Investigation), or Wisdom (Survival) check will notice that two of the pillars contain pearls (worth 25 gp each) hidden among the coral. Breaking the glass will cause the room to start flooding.
Western Door. This wooden door is unlocked. It is decorated with old seashells.
11. Silver Mine
Flecks of silver and other shiny minerals in the walls reflect light in this area. Roughhewn tunnels branch out from the main area. The first tunnel contains discarded bones. A corridor running north to south ends with a door at each end. The floor of the northeast chamber is split with a deep chasm and the tunnel just to the south of that area is filled with rubble.
Bats. Three giant bats rest in the northeast chamber. Any loud noises or light spilling into the chamber will alert them. They will hiss at the party for 30 seconds but will not attack unless they are attacked first, or the party won’t leave the area. A successful DC 14 Wisdom (Animal Handling) check can calm them to the point they will tolerate the party’s presence for 10 minutes.
Remains. The bones of eels and other deep sea fish litter one of the mine tunnels. Among the fish bones is a set of kobold bones. A successful DC 12 Intelligence (Investigation) check will reveal a platinum piece jammed into a crack under the bones.
Tunnel. The rubble in this tunnel can be cleared by somebody with a shovel in 30 minutes with a successful DC 12 Strength (Athletics) check. On a failed check they take 2d4 bludgeoning damage and the tunnel is only cleared enough for a small creature to squeeze through. A successful DC 10 Intelligence (Nature) check will find 1d4 silver ore nuggets worth 5 gp each among the rubble.
Chasm. The chasm descends 20 feet before it is filled with briny seawater. Fish and eels swim around in the water. After 60 feet the chasm shrinks to the point only small fish and eels can pass through.
North Door. This metal door is unlocked.
South Door. This metal door is locked. A successful DC 14 Dexterity (Thieves’ Tools) check can pick the lock.
12. Smelting Room
Individual stalls containing wooden tables and scattered tools line the northern wall. There are three furnaces in the southern wall.
Stalls. There is a table in each stall although two of them are damaged. Collecting the individual tools from each stall will yield one complete set of jeweler’s tools. Also, 2d4 nuggets of silver ore each worth 5 gp can be collected.
Furnaces. A heavy iron hatch covers each furnace. They are unlocked except the middle hatch which is warm to the touch and has a steel lock keeping it closed. A successful DC 13 Dexterity (Thieves’ Tools) check can unlock it. If opened, two magma mephits burst from the furnace to unoccupied spaces within 20 feet and attack the party.
North Door. This metal door is locked. A successful DC 14 Dexterity (Thieves’ Tools) check can pick the lock.
South Door. This metal door is unlocked.
13. Sleeping Quarters
A long hallway is flanked on the north and south by a series of living quarters.
Northern and Southern Doors. These wooden doors are unlocked and in poor condition.
Living Quarters. The beds are covered in mold with tattered sheets. The tables and chairs look as if they would fall apart with the slightest weight. A character that spends 30 minutes searching the rooms and succeeds on a DC 12 Intelligence (Investigation) check finds 1d4 random trinkets and a small bag of chipped gems worth 20 gp.
Chest. The northwestern room contains a locked chest. A successful DC 10 Dexterity (Thieves’ Tools) check can pick the lock. Inside are two flying swords that spill out into the nearest unoccupied space and attack.
Secret Door. The northeastern room has a secret door hidden behind the bed that can be found with a successful DC 12 Wisdom (Perception) check.
West Door. This metal door is locked. A successful DC 12 Dexterity (Thieves’ Tools) check can pick the lock.
East Door. This hatch is unlocked and covered with scratch marks.
14. Flooded Secret Room
This room has roughly hewn walls and is flooded.
Flood. If the door to this room is opened, water spills out of the room. Each creature within the room is moved to a random unoccupied space within the attached room. Each creature in the southern room must succeed on a DC 13 Strength saving throw or be knocked prone.
Cephaloid. Five cephaloid reside in this room, feeding on algae and moss.
Chest. This wooden chest has severe water damage and is unlocked. Inside is a chain shirt made of carefully crafted stone rings, weighing 25 lbs.
Secret Door. A secret door to the south is clearly visible from this side.
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