Dungeon23 – The Mausoleum – February Week 3

D23 February Week 3 - Mausoleum [48x30]

Our first outdoor section of the Mausoleum is added with its own mausoleum and take a rest at Geimer’s Diner. You can find a download to the map at the end of this post along with a link to the previous level.

Rooms 1 – 5

Rooms 6 – 12

13. Geimer’s Diner

This dimly lit dingy diner has a few worn down booths. The menu only has three options: meat [rare or medium rare] (5 sp), mead (1 sp) and mushrooms [uncooked or sautee’d] (5 sp).

Diners. Six cultists are minding their own business. They become aggressive if Geimer is attacked.

Western Door. This wooden door is locked. A red “occupied” sign hangs from the handle. A duergar is within; he has a key attached to a large femur that unlocks this door.

Geimer. The proprietor is a ghast who is happy to serve anybody as long as they don’t cause trouble. He might divulge some information about the dungeon and its inhabitants if given a decent tip. Geimer wears a silver ring inset with a 100 gp square gem. There’s also 75 gp in the till.

Northern Foyer. A small room with cramped seating and yellowing pamphlets that a young ghoul is tearing to shreds.

14. Abattoir

Blood drips onto the tiled floor from carcasses hanging from hooks embedded in the ceiling.

Cells. Along the southern well are a number of cell doors barred from the outside. Three of the cells contain prisoners: a halfling mycophile [Sandra Surefoot], a dwarven graverobber [Thimthur Greystone] and an orc mason [Urg].

Fleshers. Four yapping gnolls are busy butchering corpses on a metal table with large cleavers. They are aggressive towards intruders.

Western Door. This iron door is barred from the inside.

15. Deep Well

A large well occupies the north part of this chamber. The room is humid, and the floor is slick with moisture.

Deep Well. The well is 10 feet in diameter, 60 feet deep, and full of water. A chuul rests in the well using its detect magic ability. It will attack any characters that approach the well, targeting the character with the most magic items. At the bottom of the well is an air pocket with a cluster of pungent mushrooms. A successful DC 12 Intelligence (Nature) check yields 1d4+1 lbs. of them, and a failure yields just 1 lb.

Southern Door. The door is metal and unlocked.

16. Armory

The floor is littered with bones and bits of armor and weapons. A minotaur skeleton and two skeletons mill around the western part of the room and attack as soon as the door is opened.

Bone Pile. Searching the piles yields 4d6 sp, 2d6 gp, as well as metal scraps worth 10 gp, and a dagger.

Door. The door is locked. A successful DC 12 (Thieves’ Tools) check will pick the lock.

17. Western Cemetery

This appears to have once been a cemetery with dozens of graves. A dense layer of trees with a dark black miasma surrounds it. A number of the graves have been dug up and body parts are strewn about along with four piles of fermenting charnel. To the south sits a mausoleum.

Door. This metal door is engraved with a cross and is unlocked.

Zombivore. A zombivore is clawing at the mausoleum door. It’s aggressive towards intruders.

Backpack. Within one of the dug up graves is a worn adventurer’s pack that contains a coin pouch with 6d6 sp and 4d6 gp.

Black Miasma. Entering the miasma causes a character to begin to choke and suffocate. The area is complete darkness that no light can penetrate. A character that walks for 5 minutes within the miasma eventually exits it, randomly appearing in an unoccupied space along any tree line on this level.

18. An Old Mausoleum

Damaged reliefs of thorns and roses decorate the outside of this mausoleum. Inside, a lone sarcophagus sits with its lid propped up against the wall.

Door. A heavy stone door is barricaded from the inside. The door can be forced open (DC 16 Strength/Athletics).

Sarcophagus. A set of skeletal remains are scattered within the sarcophagus. A creature can spend 10 minutes studying the remains (DC 12 Wisdom/Medicine) to determine they are from a female high elf.

Ghasts. Three wounded ghasts (27 hit points remaining) are barricaded inside. They were trying to loot some of the graves outside when they were attacked by a zombivore. If they no longer hear the zombivore outside they’ll remove the barricade and open the door. They aren’t interested in fighting and all they have to offer is the backpack in the cemetery grave.

19. The Ante Chamber

One lone torch provides bright light in this simple stone room. The southern doors in this room are delicately carved with depictions of animals and nature.

Doors. Each door in this room is locked (DC 12 Dexterity/Thieves’ Tools).

Torch. This magical torch doesn’t burn out and produces a harmless flame.

Downloads

Previous Level

The Sunken City (January)

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