Dungeon23 – January Week 1

January week 1 of Dungeon23.
Map made in Dungeon Scrawl (70 pixels a square, 43×33)

1. Sunken City Lift

The adventurers are lowered into a square room by a mechanical lift. The walls of the room are made of cold and damp stone and are adorned with murals depicting water elementals constructing a city beneath the waves. There are four hallways leading away from the room, each ending in a metal hatch. Sconces in the corners of the room illuminate the chamber.

Northern Door. This metal hatch is unlocked, but the wheel is stuck and requires a DC 12 Strength (Athletics) check to turn. If a natural 1 is rolled on the check, the wheel will break off the door.

Eastern Door. This door is unlocked, but it has been damaged by acid and there is an acrid smell in the air.

Southern Door. This hatch is locked, but it can be picked with thieves’ tools and a DC 10 Dexterity (Thieves’ Tools) check.

Western Door. This hatch is unlocked and covered in strange purple runes written in dwarvish. These runes do not convey a coherent message.

Hidden. A pouch containing two turquoise gems worth 10 gp each can be found by searching the corner sconces and making a DC 12 Wisdom (Perception) check.

2. The Brine Pool

The stone cavern is dimly lit by phosphorescent algae that coats the walls and ceiling. The floor is littered with animal bones. A pool of brackish water occupies the southern corner, edged with thin, reedy plants . A set of stairs leads to a raised platform to the north lined with boulders. There are two metal doors, one to the northeast and one to the south.

Animal Bones. Most of the bones are very old and frail, but the adventurer’s might notice there are less-old humanoid remains mixed in. If they do notice the humanoid remains, the party will not be surprised by the kobolds.

Kobold Ambush. There are five aggressive kobolds hidden in this room, waiting to ambush any prey that wanders in. Three kobolds are hidden on the upper platform and two are hidden in the pool.

Boulder Trap. If an adventurer wanders too near the boulders while below the platform, the kobolds hidden above will push the boulders onto them. Otherwise the kobolds use them as cover while slinging stones.

Pool. The water is very murky and difficult to see through, but swimming through it will lead to room 3.

3. The Hidden Grotto

The entrance is concealed by the brackish pool. The wet walls are rough and uneven. A faint glow emanates from a group of mushrooms in the corner near a pile of dirty bedding loosely covering several large eggs. The grotto is clustered with various trinkets and treasures.

Kobolds. There are six non-aggressive kobolds attending the eggs here. They will defend themselves if they are attacked, and will become aggressive if their eggs are harmed.

Treasure. A chest in the northwest corner contains 22 gp, 8 sp, a hand crossbow, 15 bolts, and a set of scale mail, as well as several non-valuable trinkets.

Pool. The water is very murky but swimming through it will lead to room 2.

4. Welcome Chamber

Four vine-covered pillars dominate the center of this darkened chamber. They are flanked by pungent smelling plants. Although grimy and covered in mildew, a mural of a triumphantly posed elf holding a trident is still visible on the eastern wall. There is a wooden door to the south and massive metal clad double doors to the west.

Plants. These plants are somehow thriving in the dark. A character proficient with herbalism kits can make a DC 12 Wisdom check to harvest materials to make two antitoxin potions.

Southern Door. This wooden door is unlocked but stuck. A DC10 Strength (Athletics) check can be made to force the door open.

Western Doors. This set of double doors are clad in a decorative layer of bronze. They are engraved with whales, fish, and other aquatic creatures.

5. Fallen Statue

The ceiling is 20-foot high and arched in this room. Pieces of a broken statue are strewn about the floor. There are two metal doors on the western wall. Entering the room immediately alerts the two zombies and the skeleton which loiter here.

Rubble. The areas in the middle of the room containing rubble are considered difficult terrain. The larger pieces are impassable and require a DC 12 Strength (Athletics) check to climb.

Undead. Two zombies stand at the southeastern corner of the room and a skeleton is hidden from view behind the largest piece of stone in the middle of the room. They attack any living creatures that enter the room.

Western Doors. Both of these wooden doors are unlocked.

6. The Triton’s Chamber

The room is filled with waist-deep water and the walls and floor are made of slick, algae-covered stone. There are several pillars scattered throughout the room, each one adorned with intricate carvings of sea creatures and merfolk. The air is heavy with the sound of dripping water and the faint glow of phosphorescent algae.

Statue. A large stone statue of a triton stands in the center of the room, holding a trident aloft. The trident is made of silver and looks to be in excellent condition.

Eastern Door. This door is locked. A character with thieves’ tools can unlock it with a successful DC 10 Dexterity (Thieves’ Tools) check.

Western Door. This unlocked heavy bronze door has a green patina along the edges.

7. The Kobold Den

The room is small and cramped with low ceilings and the air is thick with the smell of smoke. Crude beds have been fashioned out of straw and old blankets, and they are scattered haphazardly throughout the room. There is a fire pit in the center of the room, surrounded by a ring of stones,

Secret Door. A secret door is hidden along the northern wall. A character can find the door and the lever to open it with a successful DC 12 Wisdom (Perception) check.

Kobolds. Three kobolds are in this room preparing food. If they hear fighting in room 2, they set the acid trap and lay in wait with their slings.

Acid Trap. An acid vial carefully rests above the doorway. When set, it falls on anyone who opens the door, creating a 5-foot radius pool of acid on the ground for 1 minute. A character that opens the door or walks within the acid pool must make a DC 11 Constitution saving throw, taking 2d6 acid damage on a failed save, or half as much on a successful one. The trap is difficult to see from the southern side of the door but can be discovered with a DC 14 Wisdom (Perception) check.

Sling Bullet. One of the kobolds had a small sack with sling bullets. One of the bullets is a +1 sling bullet.

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