22. Spawning Tanks
The tiles that cover the walls and floor of this chamber are moist and covered in mildew. There are two 30 feet deep tanks (one covered, one uncovered) in the floor half-filled with seawater.
Mildew. Any creature that walks on the floor on climbs on the wall and moves faster than half-speed must make a successful DC 12 Dexterity saving throw or fall prone.
Tanks. Stepping on to the cover or falling prone next to an open tank will cause a creature to fall into the tank taking 1d6 bludgeoning damage. Any character that looks into the northern tank with a light source can see fish swimming in the water and a gold ring worth 25 gp gleaming at the bottom of the tank.
Flying Snakes. 4 flying snakes are nesting around the southern corner of the chamber. Any light or noise will alert them. They will attack any creatures that are within 5 feet of or inside the tanks. Among the debris in their nest is a shroud of the fallen and 4d6 sp, 2d6 gp and 1d6 pp.
23. Cold Storage
The temperature in this room is extremely cold and the floor is covered in a thin layer of ice (difficult terrain).
Eastern Door. This heavy metal door can be barred from the outside. The door closes automatically every five minutes.
Frozen Food. 40 frozen food rations are stored along the walls in large sacks that must be defrosted in some matter to be consumed.
Ice Mephit. If the food is tampered with an ice mephit will crawl out of one of the sacks and attack.
24. Workshop
This old workshop lies abandoned, its tools covered in dust.
Dismantled Kelp Cutter. A kelp cutter lies in pieces on one of the tables. One of its blades can be crafted into a weapon.
Spare Parts. There are 50 gp worth of salvageable materials that can be used to craft metal items.
Tools. While in this room, the tools can be used in place of any artisan’s tools, granting a +1 bonus to ability checks with those tools.
25. Arcane Storage Room
This disused room was used to store various materials and implements for spellcasting. A bookshelf filled with ancient tomes and grimoires sits against one wall, cobwebs and dust covering the volumes indicating that the room hasn’t been used in a long time.
Bookshelf. Most of the books are damaged and unreadable. Any character that spends 10 minutes looking through them and makes a successful DC 12 Intelligence (Arcana) check will find two rare books worth 25 gp each.
Table. On the table is a rod that can be used as an arcane focus and a triangular tile made of iron with a strange glyph etched upon it.
South Door. The door is locked. A successful DC 12 Dexterity (Thieves’ Tools) check can pick the lock.
26. Holding Cells
Five cells line the north wall of this abandoned prison room. An old desk sits in the corner, and each cell contains a bed, all showing signs of wear and neglect. The musty smell and feeling of abandonment indicate that the room hasn’t been used for a long time.
Cells. Each cell door is closed and locked. A successful DC 13 Dexterity (Thieves’ Tools) check can pick the locks. There are two skeletons in the middle cell. They will attack the players if alerted by light or a loud noise. The eastern most cell has a silver necklace worth 10 gp hidden under the mattress.
Desk. The keys to the cells and a pouch containing 40 sp is in one of the drawers.
South Door. The door is unlocked but stuck. A successful DC 14 Strength (Athletics) check can force it open.
27. Urchin Pools
This room consists of four urchin pools overgrown with tide grass.
Urchin Pool. The pools are interconnected by an underwater chamber roughly the size of the room. The 10-foot deep pools are filled with spined urchin. Squares surrounding the pools have a layer of slick moss growing on them. A character that searches the pools and succeeds on a DC 15 Intelligence (Investigation) check discovers a +1 dagger in the underwater chamber.
Sahuagin. Three sahuagin are gathering spined urchin into sacks. They are protective of the pools and try to intimidate intruders. The sahuagin are unaffected by the the spined urchin and slick moss.
North Door. The reinforced metal door is unlocked.
South Door. The metal door is locked. A successful DC 13 Dexterity (Thieves’ Tools) check can pick the lock.
28. Reverse Pool
The floor of this room is covered in concentric circles of arcane runes surrounding a swirling cylinder of water in the center of the room. The 15-foot ceiling of this room is an upside-down pool of water. A passage to the west is collapsed.
Water Tube. A character can freely enter and exit the cylinder of water. Swimming upwards towards the ceiling leads to the waters surrounding the dungeon.
East Door. The door is locked. A successful DC 12 Dexterity (Thieves’ Tools) check can pick the lock.
North Door. The door is unlocked but stuck. A successful DC 14 Strength (Athletics) check can force it open.
South Door. The reinforced metal door is unlocked.
29. Interrogation Room
A dense, heavy tarp partitions the northern section, forming a corridor behind the door. The room houses only two lifeless bodies on a chair and a rack, both secured by leather straps.
Bodies. These inactive zombies will only stir if somebody gets within 5 feet of them. They break the rotten straps and attack. Under the rack is a crown of the wild.
West Door. The door is locked. A successful DC 12 Dexterity (Thieves’ Tools) check can pick the lock, or it can be opened with the keys found in room 26.
30. Expansion Quarry
This old abandoned quarry has a number of broken humanoid bones scattered among loose rocks.
Ankheg. An ankheg is hidden just underground waiting for somebody to eat. A perceptive character might notice the insects trails meandering through the bodies above.
Rusty Tools. Searching the room will yield a set of mason’s tools, a shovel, a pick and a crowbar.
31. Portal Room
A void black portal with tiny iridescent sparks periodically flashing within sits atop a raised platform behind a heavy portcullis.
Lost Ghast. A ghast is pulling at the portcullis in frustration. She says she was abandoned by her cohorts and offers 100 gp to anybody willing to help her get home. She is lying about the gold and will try to run into the portal if the portcullis is opened.
Portal. Any creature entering the portal is teleported to the next dungeon level.
Triangular Tiles. Two tiles are inset in the wall near the portcullis, each with a different glyph. Above the two tiles is a triangular shaped indentation. If the tile from Room 25 is set into place the portcullis rises.
7 thoughts on “Dungeon23 – January Week 4”