Dungeon23 – Fey Hollow – March Week 4

Rooms 1-5.

Rooms 6-12.

Rooms 13-19.

20. Hot Springs Bath

Large white towels and robes hang from rods in the stone walls and the wet tile floor is slippery (difficult terrain). Steam rises from a large pool to the east, creating light obscurement. An ogre masseuse arranges various oils and perfumes on a shelf while a half-orc priest on the island blesses the waters. They are hostile towards intruders.

Door. This unlocked wooden door is slightly warped and dotted with beads of warm water.

Hot Springs. Once per day, a creature that bathes here for 10 minutes or more regains 2d6+3 hit points and is cleansed of poison.

Loot. The shelves are stocked with 2d4 vials of perfume, 2d6 flasks of oil and 2d10 bars of soap. There is also a jar containing a trapped sprite named Princess Tulip. If returned to her kingdom in room 5 she will reward the party with an emerald elemental gem.

21. Chef Gormsey’s Kitchen

A firepit under a large cast-iron pot illuminates the room. Pots, pans and utensils hang along the walls, and the shelves are well-stocked with a variety of spices. Chef Gormsey, a green hag disguised as a dwarf, barks orders at fairy assistants flitting about. An invisible duergar sits in the chair keeping watch.

Chef Gormsey. Gormsey demands intruders try his newest recipe: ale-braised sausage stew. A non-giant, non-fey creature that eats the stew must succeed on a DC 13 Constitution save or be poisoned. The save can be repeated at the end of the creature’s turn. Then Gormsey, in hag form, and the duergar attack, focusing aggression on creatures that did not eat the stew, if any.

East Door. The unlocked wooden door leads to a larder, with a shelf containing 1d4 potions of healing and a barrel containing a black pudding.

Loot. A barrel of dwarven ale (84 gp). A barrel of oil (34 gp). Spices (57 gp).

South Door. This metal door has no handle and swings both ways freely.

22. Illusionary Battle Room

Every surface of this large room is covered by reflective tiles. Four pillars surrounding a dais dominate the center of the room.

Battle. When a creature stands on the dais, the west door becomes locked, and a battle begins. Four giant eagles spawn in the air flying. They are illusions created by fey magic. They disappear if reduced to 0 hit points or magically dispelled. Any characters reduced to 0 hit points automatically stabilize. If the entire party is unconscious, or the illusions are defeated, the west door unlocks.

West Door. This metal door is normally unlocked, but when it becomes locked only a successful DC 24 Strength (Athletics) check can force it open.

23. Recovery Room

This cozy room contains four beds and a fountain which bubbles with cold spring water.

Rest. Characters who spend hit dice to recover hit points while resting in this room recover 1 extra hit point per die spent.

North Door. This metal door is locked. A successful DC 24 Strength (Athletics) check can force it open. Activating the dais in room 22 will unlock it. It remains unlocked for 12 hours at which point it locks itself again and resets the dais in room 22.

24. The Menagerie

The walls of this room are intricately carved stone and the 50-foot ceiling of this room is covered in spiraling ivy. Three semi-circles are enclosed by a faintly glowing arcane barrier and filled with various plants. In the center of the room is a slightly raised dais with a three levers.

Northern Barrier. A sign near the edge of the barrier reads, “Away for cleaning.”

Southern Barrier. This cage has a small pool of water, tropical plants, and two giant frogs. The frogs are well-fed and aren’t aggressive if released.

Eastern Barrier. This cage has a mountainous theme with a number of animal bones are strewn about. A character notices a small golden skeleton key randomly jumping along the top of boulders with a successful DC 12 Wisdom (Perception) check. A wyvern is hiding just out of view behind some large jutting boulders but is detected with a successful DC 16 Wisdom (Perception) check. It is aggressive towards anyone besides Pefi and Queen Fidhor.

Levers. Each of the three levers opens a barrier, corresponding to the lever closest to the barrier.

Eastern Door. This heavy stone door is unlocked.

Secret Door. This well hidden secret door is in the southeast corner of the room and has been designed to seamlessly blend in with the wall. This door is unlocked and can be discovered with a successful DC 14 Wisdom (Perception) check.

25. Zookeeper’s Residence

The stone hallways and connecting rooms smell like damp hay and animal feed. Most of the rooms are used to store goods for the care of animals, including hay, dried food pellets, and oversized brushes. The western room has a bed made of hay and blankets.

Chest. This wooden chest is unlocked and contains well-worn clothing, a small sliver of soap, 1d4 random trinkets, and a small sack of coins worth 3 gp.

Zookeeper. Pefi, the goblin druid is asleep on the bed in a deep slumber. Loud noise or physically shaking Pefi will wake her. She cares for the animals in the menagerie and avoids fighting.

Secret Door. This unlocked secret door is clearly visible from this side and connects to the menagerie.

26. A Kaleidoscope of Butterflies

The walls of this cavern are covered in a mosaic of iridescent stained glass, which refract the light in the room. Flower patches dot the tall grass spread across the floor. A haggard gnome in tattered noble clothing is trying to catch butterflies in a net.

Butterfly Queen. A lamia disguised as a gnome that lives in the hole. She has Fizzwicket charmed and won’t appreciate anybody ruining her fun. Fizzwicket might protect her if attacked. Inside the hole is 60 gp, 3 diamonds (50 gp), and a bag of beans.

Door. The heavy door is beautifully carved with ivy and branches. The door is unlocked but requires a successful DC 12 Strength (Athletics) check to push open due to their weight.

Duke Fizzwicket. A gnome that needs help capturing butterflies to win the Butterfly Queen’s favor. Each PC can make three attempts to catch butterflies, making DC 12 Dexterity (Acrobatics), Intelligence (Nature), Strength (Athletics), or Wisdom (Animal Handling) checks. Each success captures 2d4 butterflies. He confers the title Champion of Butterflies upon whoever catches the most and Knight of Butterflies upon whoever catches at least one.

West Secret Door. Fizzwicket will reveal the door if the PCs help him.

Downloads

D23 March – Week 4 – Fey Hollow [54×60]

Previous Levels

The Sunken City (January)

The Mausoleum (February)

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