We expand our February Dungeon23 level, the Mausoleum, with an ooze filled cave and a mushroom collector. You can find a download to the map at the end of this post along with a link to the previous level.
6. Vivisectionist’s Laboratory
This dimly lit room is cluttered with a variety of laboratory equipment. A squirming sahuagin leashed to the table screams in pain as a ghast in a surgeon’s apron operates on it while a skeleton assists.
Barrels. The barrels are filled with water; one of them has an unconscious merfolk trapped inside.
Door. The wood door is unlocked. If it is not opened very slowly, the top edge will strike a bell.
Dr. Koz. “Please, come back later. I really am quite busy as you can see.” If left alone for an hour, the sahuagin dies but the ghast will offer healing services: 10 gp to heal 1d8 hit points or 40 gp to cure a disease or poison. If threatened, he offers warning the patient will die without his attention. The sahuagin dies in three rounds without aid. The skeleton will defend its master.
Tub. It’s filled with a variety of discarded body parts. Hidden within is a vial of ink (10 gp) and an electrum ingot (5 gp). A hand truck with an empty barrel sits in the corner.
7. Ooze Pools
The dark cavern’s rough limestone walls are wet to the touch. A wretched odor accompanies small olive-colored pools scattered throughout.
Door. The stone door’s edges are flush with the frame and it’s barred from the hallway.
Glowing Club. In the north-most cave lies a small humanoid skeleton clutching an ornate black club that emits a dull pink glow. The club is magical and creates dim light in a 10-foot-radius sphere whenever there is an ooze within a 30 feet of it. It’s inside a gelatinous cube.
Ochre Jelly. An ochre jelly patiently hides on the ceiling, waiting for its meat delivery, or anybody venturing too far.
Pools. The pools are two feet deep and littered with scraps of metal and bone. Anybody that touches the liquid, stinks for up to two hours (-1d4 to Charisma checks). The pools contain 4d4 x 10 gp value of scrap metal for crafting.
8. Bone Cleaning Room
This room is tiled with rough stone and features three drainage holes in its center. A pile of yellowed bones, cleaned by insect activity, lies at the southern end. A few centipedes crawl around the musty smelling room.
Bones. Among the bones are 1d6 usable arrows, 4d6 silver pieces, 1d6 gold pieces, and a square emerald worth 100 gp. Disturbing the bones causes the insects from the drainage holes to emerge.
Drainage Holes. Hiding in the drainage pipes are two swarms of insects (beetles), and two giant centipedes.
West Door. The door is unlocked but can be barred from the outside.
9. Mushroom Collector
This warmly lit room contains an opening in the stone wall guarded by iron bars, behind which stands the ghoul named Gnash. A slot in the bars facilitates the exchange of money and items.
Shop Keeper. Gnash purchases common mushrooms at 5gp/lb and exotic/pungent mushrooms at 25gp/lb to make poultices. He has antitoxin (1d4), an herbalism kit, and 1 healing potion for sale. He holds the keys to all room locks.
Backroom. A small bedroom/workshop with a locked chest containing 2d4x100sp, 6d10gp, and 2d6pp, an alchemist’s set and 8 vials of gray paste.
West Door. It is unlocked.
East Door. Locked and trapped with a thunder rune. Triggers 2d6 thunder damage upon lock picking (DC 12 Dexterity/Thieves’ Tools) or forced entry (DC 12 Intelligence/Arcana to disarm). Gnash will be alerted by the trap.
10. Pig Pen
The floor of this cave is covered with refuse and filth. A strong stench fills the air and the sound of dripping water echoes throughout the cave.
Door. This heavy metal door is barred from the outside.
Boar. A miniature giant boar (Medium size) resides here. It’s protective of the northern portion of the cave where its litter of babies are resting.
Refuse. Most of the refuse is partially eaten food, mostly mushrooms, and excrement. Searching the boar’s litter (DC 12 Intelligence/ Investigation) reveals a filth covered golden ring worth 50 gp.
11. Teleporter
A simple long hallway made of rough stone leads to a raised metal dais with glowing arcane runes surrounding the edge of the platform.
Door. The western end of the hallway ends in a secret door (DC 14 Wisdom/Perception).
Arcane Runes. Spending 10 minutes studying the runes (DC 14 Intelligence/Arcana) reveals them to be teleportation runes.
Dais. Standing on the dais slowly increases the glow of the runes. After 1 minute, any creatures along with their equipment are teleported to room…
12. Refuse Pit
This cave is unusually warm and its walls are slightly damp. A deep dark pit at the center of the cave carries the scent of death and decay.
Door. This simple wooden door is unlocked.
Pit. The pit is 60 feet deep with slick walls. The bottom of the pit is filled with body parts, bones, and trash. A character that descends into the pit must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. Searching the bottom of the pit (DC 13 Intelligence/Investigation) reveals a satchel with a potion of hill giant strength.