13. Frozen Ground
A layer of frost and ice covers the ground (difficult terrain). Something glows at the east end.
Glowing Crystal. A blue crystal (AC 15, 18 hp) juts out of the ice emitting dim blue light in a 5-foot-radius. Once close to the crystal a glowing pearl of power can be seen within. Destroying the crystal causes the ice to shatter into a 20 foot deep pond
North Door. This metal door is unlocked.
Pond Monsters. Two merrow lie in wait beneath the ice. They can shatter the crystal from below if they get impatient.
West Door. This metal door is locked. It can be opened with the silver key or a successful DC 14 Dexterity (Thieves’ Tools) check.
14. Gibbering Apiary
The air is filled with the sweet scent of honey and the buzzing of bees. A mystical bee hive high in the branches of the huge tree in the middle of the room radiates a soft, golden light. Two aggressive gibbering mouthers wander the room. They are both deaf, thus immune to each other’s gibbering.
Bees. The bees are confused by the gibbering mouthers. They reduce visibility to 10 feet, anything beyond that is heavily obscured, although the tree and hive can still be seen above.
Doors. Each unlocked door is made of hardened wax in a honeycomb pattern. They taste of honey.
Flowers. Creatures that step on a space with flowers enrage the bees there. Succeed on a DC 13 Dexterity save or take 1d6 poison damage.
Hive. The hive is 15 feet up in the tree. It can be climbed with a successful DC 13 Strength (Athletics) check. The wax from the hive can be used to plug a creature’s ears, granting immunity to gibbering. Licking honey from the hive doubles a creature’s speed for the next 3 rounds.
15. Misty Chamber
There is a cold mist that obscures the north part of the room. Mechanical sounds can be heard echoing around the room.
Mist. The mist heavily obscures the area. Metal spikes emerge from the floor, ceiling, and walls. Any creature that enters the mist or ends their turn there must make a Dexterity saving throw (with disadvantage if the mist is present) or take 1d8 piercing damage. A dispel magic will cause the mist to disappear. A successful DC 14 Dexterity (Thieves’ Tools) check can disarm the trap. The northwest corner contains a collection of bones and 4d6 sp.
Door. The door is made of hardened wax in a honeycomb pattern.
16. Tailor’s Room
A fey spirit sits at a table sewing a fancy cape illuminated by a lantern. There is a selection of thread and sewing materials on the table. There is a small door to the north.
Spirit. As long as they are undisturbed, they will continue to add tiny, detailed stitching to the cape. If disturbed, they become aggressive and become a poltergeist. They will repair any damaged clothing that is placed on the table. The cape is worth 10 gp. There is a spool of gold thread worth 25 gp.
Bed. Behind the door to the north is a small room with a bed. Under the bed is a silver locket worth 10 gp. Touching it angers the spirit.
Doors. All doors are wood and unlocked.
17. Portal Room
A large purple and blue portal dominates the center of this room, sitting on a raised platform. Stairs lead up to the platform. Dead leaves, dirt, and mud litter the area around the portal.
Footsteps. A character that studies the debris around the portal and succeeds on a DC 12 Wisdom (Survival) check discovers large shoeprints in the dirt as well as large boar footprints leading into and away from the portal until eventually fading.
Southern Door. This heavy stone door is locked and has three metallic keyholes: bronze, silver, and gold, corresponding to the bronze crawling key, the silver flying key, and the golden jumping key. A character can spend 30 minutes to pick a lock with a successful DC 22 Dexterity (Thieves’ Tools) check. Inserting the correct key into its corresponding lock reduces the DC to pick the remaining locks by 2.
Western, Northern, and Eastern Doors. Each of these heavy doors is beautifully carved with ivy and branches. The doors are unlocked but require a successful DC 12 Strength (Athletics) check to push open due to their weight.
18. Spider Cave
The depths of this cave are blanketed in purple and black clouds of magical darkness. The walls and 15-foot high ceiling are covered in thick webs. Four natural stone platforms attached to the walls are suspended above the darkness.
Depths. The magical darkness hides a 60-foot drop into jagged rocks and debris. A character that searches the area and succeeding on a DC 13 Intelligence (Investigation) check finds a skeleton wearing a breastplate and a rusted longsword and broken shield nearby. The check is made at disadvantage if the character can’t see through the darkness.
Spiders. Three giant spiders reside within this cave and hide within the darkness, waiting for prey. They can see through magical darkness and they can crawl beneath the platforms.
Chest. An unlocked wooden chest sits on the eastern stone platform. The bronze crawling key, a skeleton key with spider legs, is noisily moving around inside. The chest also contains 500 sp, a spell scroll of cure wounds, and a spell scroll of identify.
Door. This unlocked wooden door is covered in spider webs.
19. Fairy Statues
Dry tree roots cover the walls of this room, stretching up to the 20 foot ceiling. Statues stand in the alcoves to the east and west. Iron keys marked with numbers are strewn across the cobblestone floor among scattered bones.
Chest. The wooden chest is unlocked and empty. One of the cobbles beneath the chest is a stone of good luck.
North Door. This iron-reinforced wooden door is unlocked.
South Door. This door is comprised of iron bars with two locks, it’s also a mimic. The chest to the south is visible through the bars.
Statues. One statue is of a sprite holding a four-leaf clover, it’s also a gargoyle. The other is of a satyr playing a pan-flute with twelve pipes.
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D23 March – Week 3 – Fey Hollow [51×57]