Saturday, 29 June 2024

1st floor of Castle Druidun megadungeon: locations 25 - 36

Magic mouth and dwarves
There's a magic mouth in the castle, because OF COURSE there is. 

25. GREAT HALL ANTECHAMBER

There is a sagging wooden shelf against the north wall bearing several bottles of wine (one still corked and full, but long turned to vinegar), and another on the south wall with dozens of smaller bottles and flasks. They contain dried remnants of chemicals, an assortment of glowing, iridescent colours. Some have a very small amount of dried powder.


A table in the middle of the room has been sundered by a large cluster of blue-pink crystals that juts out of the floor, glittering in the light. Within it you can see a misshapen creature, humanoid, covered in sharp barbs, with large claws and sabre like fangs. It's face is curled in an expression of rage. It holds a human hand with a large ruby ring on the index finger. There are tiny magical glyphs on the ring, but through the crystal you cannot discern what they are. 


Smaller crystal clusters appear on the floor and along the walls, each encasing what was once a living being, forever preserved. The smaller crystal clusters contain two foot long centipedes with human faces, rats with insect legs, and a blotch of black ichor. 


There is a large book on an alabaster slab table shoved against the south east wall, surrounded by six blobs of red wax. It's pages are burnt black, as is the table surface surrounding it and the ceiling above. Blood stains the floor and leads away towards the north. There are scratch marks in dried blood that intersect with them. Burnt scraps of paper are scattered around the door at the north side. 


DRIED SPELL INGREDIENTS: Some are healing, some poison (sniffing them save vs constitution or collapse for 1d6 rounds incapacitated; once sniffed there is not enough left for another does), some levitation, some used in demonic summoning rituals, some in planar travel. 


THE CRYSTAL: It contains a BARBED DEMON; it is long dead, its tissues shattered by thousands of tiny crystals. Its flesh may be sold to apothecaries for 30 gp. 



26. STORAGE ROOM

There are wood shelves, crates, barrels here. Several have been smashed open. Some have bits of grain still in them. The rest are empty. 



27. ANTECHAMBER OF THE CASTELAN

The broad hall is lined with lush tapestries depicting scenes of diplomacy, parades and castle feasts. The floor is of polished granite, but is now chipped and worn. There are heavy chairs of stained walnut spaced along the north and south walls, and a suit of armour gripping a halberd on a plinth before the door at the west end.


ANIMATED ARMOUR: If anyone approaches within striking distance of it’s halberd, it will strike. It has standard stats. AC 16, HP 33, Speed 25 ft, STR+2, DEX+0, CON+1, INT-5, WIS-4, CHA-5 immune to poison, psychic, Blindsight 60ft, challenge 200xp. 

ATT+4 to hit, 2 attacks 1d10 damage; ALSO SLAM +4 to hit, 1d6+2, bludgeoning damage.


The interior of the statue is filled with toxic black ichor and mould. 



28. CASTELLAN’S CHAMBER

The room is spacious and sunlight streams through the narrow arrow slits, shrouded by tattered drapes.Rich tapestries, now faded and moth-eaten, adorn the stone walls, depicting scenes of valour. The threadbare remains of luxurious rugs cover the floor.


A grand canopy bed stands against the west wall. A large wooden desk commands attention in the centre of the chamber. Its surface is marred with ink stains and age. Parchments and faded scrolls are scattered across the desk. 


Against the north wall, a stone fireplace stands, its hearth now filled with debris. Above the mantelpiece is the portrait of a stern looking noble with a black beard, richly attired with a gold gorget around his neck. There is a manticore in the landscape behind him. 


Along the east wall is a large oak wardrobe. 


The shadows in the chamber play tricks on your eyes. When you look at the walls, you’d swear there is one more shadow cast than there are party members…


Shadow: AC 12, HP 16 (3d8 + 3), Speed 40 ft., Str 6 (-2), Dex 14 (+2), Con 13 (+1), Int 6 (-2), Wis 10 (+0), Cha 8 (-1), Vulnerablities: Radiant Damage Resistances: Acid, Cold, Fire, Lightning, Thunder, non magical weapons; Damage Immunities: Necrotic, Poison; Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious; Senses Darkvision 60 ft., Passive Perception 10, Languages: None, Challenge Rating: 1/2 (100 XP).

Traits:

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Light vulnerability: attacks, saving throws, ability checks at disadvantage in sunlight.

Actions:

Strength Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from its attack, they arise 1d4 hours later as a new shadow.


The shadow will avoid the window area, unless someone moves to open the drapes, in which case it will attack them. It will otherwise lurk and wait for an opportunity attack. It will follow the players to attack while one stands guard, silently kill him, then the others.


THE BED: The ornately carved headboard, now chipped and worn, bears the insignia of a noble house, an eagle grasping a serpent, that has long since faded into obscurity. 


THE WARDROBE: Inside are moth-eaten clothing and faded silk garments. A rusted ring with a single key catches your eye. It opens the door to 34 in the dungeon (temple). 


DOCUMENTS: There is a royal decree with half a dozen copies, and arrest warrants for half a dozen traitors (Sir Guthrie, Lord Andel, Lord Jalyn, Lady Gwyneth of Hawthorne, Lady Margaret, Lord Hawthorne):


Royal Decree


By the divine grace bestowed upon me, King Eomel, I doth proclaim this solemn decree unto all the valiant subjects of my kingdom. 


This rebellion shall not be countenanced, nor shall its adherents be suffered to roam freely.


To all loyal subjects, stand not idly by, but with unwavering loyalty and unwavering hearts, rally to the standard of the Crown. 


To the rebellious horde and to all who, in their folly, lend support to their despicable cause, I doth pronounce this sentence: death by hanging. 


Know ye that the arm of justice shall be swift and unyielding.


To those who, in their loyalty and devotion, serve as beacons of righteousness amidst the tempestuous sea of rebellion, I promise rewards. Let titles, lands, and honors be bestowed upon those who stand resolute, for their steadfastness in the face of adversity shall be the cornerstone upon which our kingdom's future shall be built.


Let this royal decree resound throughout the land, a clarion call to all who value order, loyalty, and the sacred bond between king and subject. 


Signed and sealed,

King Eomel



29.  THE GREAT HALL

A magnificent Great hall with white marble floors and soaring granite columns, it has seen better days. Benches near the east side have been blown against the wall, and are partially burned. There is a stained mahogany throne against the west side of the chamber, atop a set of stairs and set before a fresco of a king and queen surrounded by knights, clerics, standing before a familiar castle, while griffins soar in the clouds above them. 


In the centre of the chamber floor is a massive pentagram within a circle of magical symbols. Beside it is a twenty foot wide hole, with a scorched black rim sagging into the earth. Cracks in the marble floor radiate outward from the hole, which goes down at least forty feet through solid rock, now melted into glassy iridescent slag. The tunnel is irregular but the shining surface is smooth as glass. 


From the north and south walls hang tattered banners of long dead Merovian Kings. Long tables have been scattered against the south walls, along with overturned benches. There are three outlines in soot of vaguely human figures on the middle of the south wall.


The room is cold and drafty, and smells of ozone with an acrid tang that stings your nostrils. 


BELOW THE OUTLINES:

A half burned leather cover of a magical tome with the title “Demonology of Greater Chaos by Alardus Gr—”, a holy symbol of the All-Being (cracked), and 4 half melted GP.


SE CORNER:

In the southeast corner behind the benches is a desiccated homunculus corpse, curled up and clutching a broken wand. 


AROUND THE HOLE: There are several spots of thick black ichor on the floor, they seem to have partially dissolved the marble. Much of it has been scraped away and there is a discarded flask stopper nearby. Touching the ichor does 1 hp of necrotic damage and gives the person a flashing vision of a pitted flame engulfed hellscape. It is demon blood and can be used in dark necromantic rituals. It was mostly harvested by the necromancer.



30. GUEST CHAMBERS; GRAND WIZARD’S ROOM

The tower chamber is almost 40 feet wide, with a large fireplace on the north side. The walls are adorned with tapestries depicting scenes of lush landscapes and regal hunting parties. Remnants of velvet drapes hang in front of the embrasures and dust motes dance in the sunlight that filters through the narrow arrow slits.


A large, four-poster bed dominates the room. The silk canopy above it now hangs in disarray, but the mattress and bedding are in good condition.A worn writing desk near the bed is cluttered with papers, crumpled parchment, ink pots and quills. A set of antique wooden chairs are arranged around a small table near the east wall. A crystal decanter and a set of delicate glassware rest upon the table, covered in dust. 


Against the west wall are large, imposing bookshelves and a step stool. 


BOOKS: Mostly arcane tomes in forgotten languages, but the symbols on and in them are recognizably demonic. Viewers who try to read the text must make a Wisdom save of 15 or go insane. 


DESK: DC WISDOM 10 to spot the secret compartment on the desk. It holds a small leather bound tome with a golden clasp, a lock of hair and a silver key with something similar to an ‘x’ engraved on the handle.


CRUMPLED LETTER ON DESK:


Grand Magus Seraphina,


I pen this response to address the distressing claims brought forth by Adept Wolthric, whose words weave a tapestry of delusion and paranoia.


Know that the Eldritch Veil stands firm in its commitment to the principles of knowledge and arcane mastery. We embrace the mysteries of the cosmos and delve into the depths of forbidden magics not out of blind ambition, but rather in pursuit of enlightenment. 


The accusations levelled against our order are the ravings of a troubled mind, clouded by his own deranged experiments and fragile sanity.


The Eldritch Veil shall remain a beacon of knowledge, unwavering in our pursuit of arcane mastery.


With conviction,

Archmage Pimrith

Grand Master of the Eldritch Veil



LETTER ON DESK:


Archmage Pimrith,


I pen this urgent missive to address the grave concerns that have arisen in the wake of Adept Wolthric's claims and the unsettling reports that continue to flood the halls of the Twin Spires. 


While I understand your steadfast conviction in the pursuit of arcane knowledge and the illumination it promises, I implore you to consider the ramifications of your actions. The boundaries of our mortal understanding are fragile, and the unseen forces you meddle with hold power far beyond your grasp. The ethereal tremors that now reverberate across the realms are not to be taken lightly.


I beseech you, Archmage, to cease all further magical experiments that delve into the forbidden depths of the occult. The Eldritch Veil, once a beacon of wisdom and enlightenment, must not become a vessel for our mutual downfall.


In the interest of rectifying this dire situation, I have dispatched two esteemed wizards from the Grand Council to investigate. They shall arrive within the fortnight.


May the arcane winds guide your decisions, and may the light of reason guide your path.


Grand Magus Seraphina


LETTER HANDOUTS FOR PLAYERS: 




THE TRIAD TOME

There are the spirits of three dead sorcerers embedded inside the tome, condemned by a rival wizard long ago. The sorcerers can write messages to players, which will appear on the pages, then fade forever. Characters can write messages on the blank pages which will then also fade, but will (may) be answered by the trapped sorcerers. 


If the book is thrown into the Nexus, it will release the wizards if the proper incantation is made, otherwise the book will explode in a burst of magical energy for 3d6 damage in a twenty foot radius. The sorcerers will lie and say their incantation will seal the rift. It won’t, but it will allow them to escape the book as disembodied spirits (ghosts) who can then attempt to possess living characters. The sorcerers are bent on revenge against the Circle of the Magi (Circulus Magorum). 


CAELEN, level 5 wizard

SIOBHAN, level 7 warlock

LACHLAN, level 9 wizard


BOOKS: The volumes cover a range of subjects—history, poetry, religion (the All-Faith) and philosophy. Religious texts covering all aspects of faith, proper days to eat fish, prayers, and so on exist here in abundance, along with records of goings on in the castle, recorded by the Druidun sages. They are mostly boring and tedious.



31. FOYER

This large foyer is dank and smells of dung, mould and mildew. The intricate mosaics of polished marble on the floor, now chipped and faded, are mostly covered by a large mound of dung, plant debris, refuse and hay. Out of this obscene stench grow dozens of huge pasty white mushrooms and toadstools. Patches of black mould cover the walls, as well as the tattered remnants of banners bearing the crests of forgotten noble houses.


The refuse pile seethes with life, including swarms of insects, rot grubs and a nest of giant rats.


4 GIANT RATS
Small beast, unaligned

Armor Class: 12
Hit Points: 7 (2d6)
Speed: 30 ft.

STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3)

Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft., passive Perception 13
Challenge: 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on attack rolls against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.



32. GUEST CHAMBER

There is a fireplace along the northwest wall, and a bed against the southeast. In the centre of the room, dominating it, are two large tables surrounded by chairs, many of them knocked over. A dozen armoured bodies lie scattered about where they fell, one pinned to the table by a sword impaled through his chest. A vial of blue liquid has rolled out of his desiccated hand. An open scroll pinned with a knife is beside him. The corpses wear tattered livery in faded red and gold. Cobwebs coat everything, and the air is filled with motes of dust caught in the light. Mould extends into the room from the entrance way. 


Ornate, faded tapestries line the walls, but all the figures of the king have been defaced. There are goblets overturned on the floor, along with dropped and shattered weapons. Against the far wall is a book bound in leather and decorated with gold, on a stone pedestal. 


You hear faint cries and the clang of weapons clashing as if in the distance, that grows louder and louder. The room begins to shimmer…


…faint apparitions appear, like wisps of fleeting smoke, soldiers resembling the fallen in the room. More apparitions pour in from the doorway, and the two groups engage in battle. 


The ECHOES: AC 15, hp 12, +2 to hit, 1d4 necrotic damage, whatever the weapon. These are echoes of past trauma, and will repeat the battle that lead to their deaths. They will engage characters if they get in the way or attack. There are two factions: 6 rebels and 8 kingsmen. The echoes cannot pass through solid objects in the room, but can pass through characters as they enter (causing a chill) and can take ‘damage’, once the characters disturb the drama. When 0 hp reached it dissipates temporarily. They cannot leave the chamber. It takes five minutes for the drama to play out, after which they will have all slain each other and the room will be empty for 1 hour as the trauma energy dissipates. Turn undead will banish them for an hour. They will keep returning unless a Lift Curse is performed.


THE BOOK: The history of Druidun. See handout. 


VIAL: Potion of healing 2d6. 


Anyone attempting to retrieve the book, document/scroll or the vial will be attacked.


SCROLL: 


Royal Decree


By the divine grace bestowed upon me, King Eomel, I doth proclaim this solemn decree unto all the valiant subjects of my kingdom. 


This rebellion shall not be countenanced, nor shall its adherents be suffered to roam freely.


To all loyal subjects, stand not idly by, but with unwavering loyalty and unwavering hearts, rally to the standard of the Crown. 


To the rebellious horde and to all who, in their folly, lend support to their despicable cause, I doth pronounce this sentence: death by hanging. 


Know ye that the arm of justice shall be swift and unyielding.


To those who, in their loyalty and devotion, serve as beacons of righteousness amidst the tempestuous sea of rebellion, I promise rewards. Let titles, lands, and honors be bestowed upon those who stand resolute, for their steadfastness in the face of adversity shall be the cornerstone upon which our kingdom's future shall be built.


Let this royal decree resound throughout the land, a clarion call to all who value order, loyalty, and the sacred bond between king and subject. 


Signed and sealed,

King Eomel



33. FORMER ARMOURY; KOBOLD GUARD ROOM

Six adult kobold males are here, armed with daggers and slings. Their dagger tips are poisoned. There is a large covered barrel against the north wall. There is hay, a bowl of water and a poisonous snake inside. They use it for poison. There are several small piles of copper coins and a cluster of dice in the centre of the room. 24 cp in total.


Small Humanoid (Kobold), Lawful Evil

Armor Class 12

Hit Points 5 (2d6 - 2)

Speed 30 ft.

STR7 (-2)DEX

15 (+2)CON9 (-1)INT8 (-1)WIS7 (-2)CHA8 (-1)

Senses Darkvision 60 ft., Passive Perception 8

Languages Common, Draconic

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. POISON: DC 11 CON or take 2d6 poison damage or 1d6 if successful.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.



34. BARRACKS

Oak bunks, with hemp mesh, stand against the walls, and there are 3 long wood tables in the centre. Racks hold a few rusted weapons and fragments of armour. There’s a broken arrow on the floor, along with a rusted helmet. The floor is covered by swathes of gravel and a spilled barrel of quicklime. Kobold footprints track through it.


TRAP DOOR: Just inside double doors of west wall, is a pit trap. It is pressure activated, requires more weight than a single kobold, and tumbles the victim 20 feet down into the hall of the great dungeon prison below, for 2d6 damage. DC 15 to grab an edge and avoid falling. 

Spotting: DC 15 perception/wisdom to spot something odd, DC 15 to confirm it’s a trap. 



35. CAPTAIN OF THE GUARD CHAMBER

The interior of this chamber is scorched black, and there are only burnt remnants of furniture and three charred bodies. They are wearing half-melted chainmail. 


PERCEPTION DC12 CHECK: You notice a faint ripple passing through the soot and debris on the floor, like a fish passing just beneath the surface of a pond.


BODIES: One of the bodies wears a mithral bracelet worth 10 gp. 


3 ASH MEPHITS AC11, HP 22, Speed 30, fly 30, STR-2, DEX+1, CON +1, INT+0, WIS +0, CHA-3 PER+2 Stealth+3, vulnerable: radiant, immune: fire, necrotic, poison; dark vision 60ft, per12, challenge 100xp

Death burst: within 5 feet coarse ash, DC CON11 or blinded +1d6 damage. SAVE end of each turn if success; false appearance: looks like ashes; false life (1/day) cast false life on itself, gaining 6HP for an hour. ATTACK +3, 5ft, Hit:1d4+1+1d4necrotic damage. Ash breath: 15 foot cone of ash. DC11 or blinded till end of next turn.


The mephits love this room full of ash, and revel in marinating in the debris. They intensely dislike intruders interrupting their fun and will attack until intruders until they leave, or the mephits have taken serious damage, at which point they will flee temporarily. They will attempt to return later. If characters are willing to burn things and create ash piles, they may be negotiated with.



36. TEMPLE

A long narrow chamber with tall narrow stained glass windows along the west wall, and 7 rows of pews before an ornate marble altar to the All-Being at the far end, before a large mosaic. The altar has been defaced, stained with blood, and the saints heads replaced with kobold skulls adorned with feathers, beads and a silver necklace. Cleavers lie beside a pile of meat on the altar top. An open barrel covered with dark stains sits before it. The room smells foul and corrupt. Dried strips of flesh hang from the chandeliers. 


SILVER NECKLACE: worth 5gp.


BARREL: The barrel is filled with offal, loose guts and discarded organs; within it lives a large poisonous CENTIPEDE. It will only attack if someone approaches within 5 feet. 


FLOOR: There are some loose, tiny metal rings on the floor, likely from chainmail, and dark brown irregular stains. 


MOSAIC: A large wall mosaic depicts a King and his priest advisors with foreign dignitaries kneeling before them, but their faces have been violently slashed and defaced. 


CENTIPEDE: AC13, HP4, STR-3, Speed 30, DEX+2, CON+1, INT-5, WIS-2, CHA-4

Blindsight 30ft, 50xp BITE+4 to hit, 1d4+2 piercing DC11 CON save or poison damage 3d6; poison reduces to 0 = paralyzed for 1 hour, even after regaining HP.