multiple rooms and some clarifications in prior rooms

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Brian S. Stephan 2023-01-23 16:10:17 -06:00
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commit 93d3f49eb3
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GPG Key ID: 3DE06D3180895FCB
1 changed files with 91 additions and 3 deletions

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@ -103,7 +103,8 @@ Traversing the islands brings the PCs [Beyond the Lake](#05-beyond-the-lake).
turn they are underwater.
**LAKE TREASURE:** At the bottom of the lake rests the remnants of devoured adventurers. Among the bones is 120 gp, two
cyphers, some ruined tomes of unknown importance, and a ruby that is always warm to the touch.
cyphers, some ruined tomes of unknown importance, and a ruby that is always warm to the touch. [This is *not* one of the
four elemental totems. It's just interesting.]
## 05. Beyond the Lake:
@ -137,8 +138,9 @@ Colony](#07-hell-touched-colony).
> Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the
> size and depth of the chamber. The rock gives off a slight warmth.
Portions of this section of the dungeon have been touched by a demonic influence. The
corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
Portions of this section of the dungeon have been touched by a demonic influence. The corruption tears through floors of
the dungeon, though the depths are not reachable from this area of the first floor. It continues on to an [Empty
Room](#08-empty-room).
**SHADOWS:** Sixteen or so shadows lurk the chambers, waiting for intelligent prey hopefully carrying light sources. As
*Godforsaken*.
@ -149,5 +151,91 @@ corruption tears through floors of the dungeon, though the depths are not reacha
skeletal remains of a long-since passed adventurer. Resting on the bones is a cypher and a nonmagical ring bearing a
family crest. [This should be some kind of nod or hook for something later in the dungeon.]
## 08. Empty Room
> This room shows signs of a prior combat, years in the past, but nothing remains except bone shards and dungeon rubble.
The north wall has a stone door, behind which is a passage going further north, eventually branching to the [Flooded
Room](#10-flooded-room) and the [Alcoves](#09-alcoves).
**GM INTRUSION:** Six or so wraiths strike out at the PCs. As *Godforsaken*.
## 09. Alcoves
If approaching or exiting this room from/to the west (e.g. the [Empty Room](#08-empty-room) after the shadows' lair),
the corridor is trapped with a collapsing ceiling, which, if triggered, blocks the corridor.
* **COLLAPSING CEILING TRAP:** level 4, stealth as level 5; in addition to dealing damage (4), the corridor fills with
sand, blocking passage.
> Small alcoves are cut into the walls of this room, many of them seem to have been disturbed, yet it appears some may
> still hold treasures. It appears that his room was once used for interment.
This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (???).
**TREASURE:** Successfully searching (difficulty 2) the alcoves yields a small sack of gems worth 35 gp, and two
cyphers.
## 10. Flooded Room
When a PC first opens the heavy stone door to this room, a rush of water blasts out of the room, risking knocking the
party off their feet (though this only matters if they're somehow in the middle of combat or otherwise under time
pressure, in which case, make this a difficulty 3 Speed task to stay upright). All the PCs hear a sound of muffled stone
scraping stone as the water rushes out --- this is the stone door sliding closed, after the pressure plate at the bottom
of the pool depresses.
> As the rush of water subsides and begins pooling around you, you see that the room ahead of you is little more than a
> pit 30' deep, still filled with water. There is room to walk single-file along all of the square room's walls. The
> sound of stone scraping against stone subsides, though you do not know where it came from.
The puzzle in this room guards a key to part of the dungeon's deeper floors. [I'm thinking there's a door somewhere
deeper that requires totems for the four classical elements, this is one of them.] At the bottom of the room, behind the
stone door that is now shut, is the totem of water.
A door to the north yields a short corridor that leads to an [Empty Room](#11-empty-room).
**PRESSURE PLATE:** At the bottom of the pit is a pressure plate, pressing it, which requires significant force, opens the stone door. The water, when the room was previously filled to nearly the top with water, was placing enough pressure on
the plate to allow free access to the totem, but with the room now partially drained, the door is closed. The party may
devise any means to press the plate again, including convincing the homunculi in the [Trap-Worker
Room](#15-trap-worker-room) to refill it.
**WATER TOTEM:** The totem, a large wave breaking against the shore carved in wood, sits on a pedestal beyond the stone
door. It always feels slightly wet.
## 11. Empty Room
> The smell of a fresh forest wafts through the air of this room. It is slightly mossy yet warm, as if it is inviting
> you to rest here.
Resting in this room adds +2 to a recovery roll, and grants one subtle cypher. The corridor continues north to the
[Gathering Grounds](#12-gathering-grounds) and east to the ???.
## 12. Gathering Grounds
> Harrowed warrior kobolds turn their weapons in your direction as you open the door to the chamber. Beyond them rests a
> surprising bounty --- the far wall has crumbled away, yielding a natural stream providing fresh water, with moss
> growing among the rocks. The smell of earth here is stronger than in other rooms.
The kobolds in this room are what remains of a party sent to gather more food for the kobolds holed up in the front of
the dungeon. They have been assumed lost by the main settlement, but have survived here on the water and moss.
**KOBOLDS:** (level 2, Speed defense as level 3). Wary as they are, they can be negotiated with and even convinced to
leave where they have taken shelter. If communicated with, they explain that facing dangers from monsters within, they
held here, assuming other kobolds would come to rescue them. If the kobolds are reunited with the main group, the party
will surely be rewarded, either in form of gathered treasure, or perhaps gaining some followers for part of the dungeon.
## 15. Trap-Worker Room
> The scuttle of homunculi can be heard in this room filled with arcane levers, gears, and switches. The room is small
> and overwhelmingly chaotic, as the homunculi scuttle across the implements, whatever purpose they serve.
While some parts of the dungeon's traps are magical, many are mundane and nature, and remotely armed or rearmed via this
room. The homunculi are creations of the dungeon itself, meant to tend to the traps and undertake similar upkeep through
some of the dungeon floors. They do not actively target any traps, but rather just keep the dungeon running.
**HOMUNCULI:** (level 2). The small stone homunculi ignore the PCs by default. It's entirely possible the PCs pass
through this room, disturbing and affecting nothing. If the party messes with any of the trap controls, the homunculi
try to push the PCs away and scurry around, resetting or undoing whatever the PCs did. They are not hostile, and attack
only when being attacked. They can be reasoned with, or convinced to take certain actions (such as refilling the
[Flooded Room](#10-flooded-room)), but they do not speak common, so special action will have to be taken to communicate
with them. If destroyed, the dungeon spawns new homunculi in 1d10 hours.