Monday, 19 February 2024

Dungeon 23 project, a mega dungeon one room every day for a year incomplete maps not included

 

Temple of the lost city

Five gods: Lystula goddess of magic; mages

Iatus Goddess of war; warriors

Wegnaturn god of the Deal; thieves

asCsaiN God of Death; Evil

LASTARADA Goddess of Agriculture; good

The temple is 300’ tall but the topmost part is 50 feet above the top platform.  The stairs are very steep, each step is 6” wide and 12” tall and is covered by a slick slimy mix of moss and fallen leaves.  The parts that are not stairs are a mix of finished stone (and therefore slick) and large broken steps 2.5’ wide an 5’ tall. 

Inside the ceilings are 15’ tall and the separation between floor and ceiling is another 10 feet.  The top level is 80’x80’ but the main room is only 40’x40’ and each subsequent level is larger by 10’ in each direction, or 50’x50’, 60’x60’ etcetera until the ground level floor is 130’x130’.

Level

Elevation

Footprint

Level

Elevation

Footprint

1st

300’

40’x40’

8th

50’

400’x400’

2nd

275’

40’x40’

9th

0’

500’x500’

3rd

250’

60’x60’

10th

-50’

400’x400’

4th

225’

80’x80

11th

-100’

300’x300’

5th

200’

110’x110’

12th

-150’

200’x200’

6th

150’

200’x200’

13th

-200’

100’x100’

7th

100’

300’x300’

14th

-250’

80’x80’

 

 

1.       Temple There are four alcoves at the top of the temple dedicated to Lystula, Iatus, Lastarada, and Wegnaturn.  Each alcove has murals that show scenes of worship to each god.  If the appropriate offering is made to the god portrayed the door to the inside opens.  Only one needs to be opened for access to be granted.  If an inappropriate gift be left on the altar a spear will be fired from the top of the temple at the person who made the offering for d10 damage.  If it hits, the door will open, because blood is always an appropriate offering. 

2.       Inner Sanctum Inside the inner room there are four pillars of force the lead down and up the temple.  Each of the four outer force pillars has a gold representative of the four gods to this temple, they are projections from below and when activated the images are projected in larger-than-life size above the temple.  There is a ring metal on the floor base that identifies the pillar as the god whose door is next to the pillar.  The central pillar does not have a metal band around it as it is an illusion disguising the stairs that descend to the second level.  Trying to push, enter, attack or do anything with the pillars except the central one will result in a massive shock (d12).  Defacing the metal ring will have no effect and is worth 1000sp per ring.

 

Every 10’ of wall, and every corner of all rooms have sconces with torches in them.  The torches all have continual flame cast on them.  If a torch is moved the light goes out and reignites if it is replaced.

 

3.       Welcoming Committee The door to the first level is a one-way secret door.  Once it is opened from the inside one needs an amulet from one of the factions to open it from the inside.  This area is well lit with continual flame torches (which go out once removed).  The floor is covered with brown stains and many bones that show signs of many battles.  The murals have been defaced and ruined but were once pictures that represented the four main deities that were worshiped here, Lystula, Iatus, Lastarada and Wegnaturn.  The graffiti is mostly about the supremacy of Ascsian and many threats from them.  The Brown is blood that has dried over the years.  In the far corner, (SE) there is a pile of bones and weapons.  if this pile is cleaned, they will discover an amulet made of gold worth about 1000sp, if it is pressed up to the door to the South-West it will open easily into this room.  The door to the Northeast opens easily.

4.       Temple Landing  The door opens easily into a 15’x15 room.  The floor is littered with mummified corpses, many of them are large insects but some of them are human and goblins.  There are in total six humans and four goblins.  the humans are dressed in feathered masks and costumes representing animals, a frog, a wolf, a lizard, and three birds.  Each of the humans has 10sp and the goblins 100sp.  There are 4 striges in the room that made the corpses.

5.       Entry way  The walls are covered with mosaics showing scenes of fields of grain and fruit trees.  There is a scattering if brown drops all over the floor.

6.       Room of Repose for Lastarada  The floor is covered with dried out corpses.   There are four couches and a large area rug in the centre.  There are two small tables between the couches in two of the corners of the room with coffee sets in gold and silver.  The silver is tarnished and the stained with dried coffee.  The corpses are all bandaged up over mortal wounds.  After the characters have been in the room for a few minutes ghosts rise from the dead and plead with the characters.  They were good in life and death so will only hover and plead.  They vanish if anyone performs a last rite on them.  Each of the corpse has a holy symbol to Lastarada worth 100sp each there are five bodies.   If care is taken with the couches, they can be sold for 1000sp collectively.  The coffee sets is worth 4000sp together. 

7.       The Lastarada Manikin   Dominating the one side of the small chamber and a wooden manikin of the Goddess Lastarada.  There are three levers to one side and an hourglass toggle.  The two torch sconces are empty.  There is a body on the ground before the manikin.  The body is wearing animated armour and it will attack anyone that approaches the manikin.  The levers and toggle control the manikin, each lever has five positions that correspond with 125 different poses, the toggle determines how long each position lasts and has an execution function.  There is a book in the next room that has the explanation.  The two torches missing in the room are in the belt of the dead priest, once replaced they ignite, and the secret door opens up.  The priest has a holy symbol worth 250sp. 

8.       Lastarada treasure room  The 15x15 room is filled with crates filled with long despoiled food and drink.  Disturbing any of these boxes sends up clouds of spores Con12 or be blinded for 10 minutes.  There are two animated priest costumes, same stats of animated armour except AC of 14.  In the back of the wreckage of the room one of the kegs is made of stone and when the spigot is turned it unlocks the front and inside are 14 spare holy symbols for Lastarada 100sp each.  Three sacks with 23gp, 259sp, and a mix of 456cp and 1069cb that were the alms given to the temple before the attack.  There is a book that explains the manikin effects and operations in the other room.

Second level

9.       Giant Insect room This ‘L’ shaped room is in total disarray.  Upended furniture fills the one end of the room.   After the battle with the forces of the bottom of the temple the priests of Lastarada attempted to block all movement at the door to the South.  The door to the North was inconsequential as the priests there were already dead.  After the door was covered the warriors sealed the other side with more furniture.  Two Striges inhabit the room to the east and will attack immeadiately.  When the furniture is moved aside  three giant centipedes will be dislodged and will advance.  After the furniture is moved a door will be uncovered.  It is damaged from multiple axes, but it has been barred from the other side and there is more furniture piled there.  As soon as the door is torn apart three giant cockroaches flutter into the room.

10.   Lystula entryway  The torches illuminate the hallway without providing much light, the walls appear to be cloaked in darkness occasionally the walls glimmer or sparkle.  The torches are giving off a light that is obscuring the walls.  Normal torch light or a different light source will reveal the walls as a mosaic that includes scenes of the mythology around Lystula goddess of Magic.  The door at the far end opens easily when the mosaic door is pushed on, otherwise the rest of the apartments are hidden.

11.   Lystula repose room This 15’x15’ room is filled with numerous skeletons dressed in rotting priestly robes common to adherents of Lystula.  They have been dead for a long time and the smell of death is not on these corpses.  A small flying tray approaches you from the ceiling.  The tray is a common magic item and can be ordered to follow.  It can hold up to 10 pounds before it drops to the floor and bellows, “Hey I am not your Servant!”  On the tray are two cups that if commanded will fill with water, beer or wine, three times a day.

12.   Lystula priest room This 25’x10’ room is in shambles, there are desecrated corpses on the ground.  The bodies have been dismembered and the heads removed.  Three ghosts appear in the room just before anyone attempts to leave the room, they are headless and they plead to have their heads replaced, or at least this is what they seem to want.  There are two holy symbols underneath two bodies, worth 100sp each.  The high priest’s holy symbol is located on the next level.  The secret door can only be opened by pressing the High Priest’s holy symbol on the door.

13.   Lystula manikin room  Dominating the one end of the 25’x10’l chamber and a wooden manikin of the Goddess Lystula.  There are three levers to one side and an hourglass toggle.  The manikin has been scorched and burned.  The wall has been covered with dried blood.  Operating the manikin with any of the commands from a different manikin room will result in a shock from a glyph of warding for 22 points of damage and a curse where all gold will pass though their bodies.

14.   Lystula Treasure room  This 20’x15’ chamber is only accessible by pressing the holy symbol of the high priest of Lystula to the door.  When the door opens you see a large ornate chamber with a large canopy bed with mosquito netting in the center of the west side.  There is a large chest 3’x2’x1’ of fine rosewood and brass binding.  On the east side rests a large wardrobe with two ornate priest costumes. The figure in the bed rises to greet you. The figure is a Mummy.  The chest itself is worth 500sp the contents include three books on the priesthood of Lystula worth 50sp each and a spell book with three 1st level, three 2nd level and two 3rd level wizard spells.  The chest has a false bottom that contains 100gp and a poison gas trap that can be easily detected and disabled DC12 for both.  The gas easily fills the entire room and DC15 to resist, on a failed save strength is reduced by 5 for an hour.  The garments are of excellent craftsmanship and include fine gemstones sewn with silver thread, 500sp apiece.

15.   Garbage room The 15’x10’ room is filled with refuse from the people that live on this level.  Some of it is fresh and includes food waste as well as excrement.  There are three centipedes living in the trash which will escape quickly when the room is entered from the room with the stairs as there is a Carrion Crawler trapped in this room that serves as the trash compactor.

16.   Secret door lost to time  The wall here is slightly different now that you have investigated it more closely.  The Mosaic is the only one you have seen so far that portrays all four gods holding hands together.  This secret door has been lost from the collective knowledge of the residents of the city and it has not been opened by anyone in a century.  The last time it has been opened was when all four high priests worked together as it requires all four holy symbols to be pressed against the wall together to open it.  Knock will also work to unseal the door and any other magical method.  Inside the chamber are four urns that contain rare and potent Spices, Dyes and other trade goods worth 5000sp each and each urn weighs 500pounds  the urns magically preserve the trade goods so need to be moved inside.  

17.   Goblins and Cynidicean  This hallway is filled with people, four strange people dressed in colourful costumes with many bright feathers and masks.  One mask is of a dog, one a lizard, one a cat and the other a fox, each has a side arm of a long sword.  There are also five goblins.  The humans are dancing in and around the goblins and the latter seems to be ignoring them as much as possible.  The goblins are all armed with short swords and the long swords of the humans are made of wood.  They will great obvious warrior types and ask if they wish to join with Iatus, they will accept anyone but will prefer Iatus.  If they say yes, they will escort them to the Temple of Iatus for initiation.  The goblins are suspicious of the characters and will ask where they came from they have an incite of 10 and anyone that lies to them deception of 10 or more to succeed unless they are untrained then it is DC15.  Combat from area 18 will draw them there similarly combat noises here will draw them.

18.   Goblin outpost hobgoblin captain   this 10’x15’ chamber is covered with a checkerboard pattern.  The center area there is a large red square and in the corners there are four statues also sitting on smaller red tiles, the rest of the floor is covered with black and white tiles.  There are 4 goblins and one hobgoblin playing a complicated game here.  they will attack if they are disturbed or if they hear fighting in the neighbouring room.  The secret door will activate if all four statues are moved to the center tiles.  The statues resemble the four gods worshipped here.

19.   Secret door activated with statue from room opens door with a replica of the old city 1:100 scale there is nothing of value here.  (possibly one of the buildings might be moved or have a button that when pressed will activate a secret door in the temple.  If the top is removed from the temple the floor plan is revealed for each level of the temple for the top 5? Levels. All secret doors are also revealed except for the ones that were installed after this time.  The temple building should only be open with a successful strength check DC15 as it is close fitting and stuck.  Failing by more than 7 damages the temple.

20.   Room with missing door  This 10’x15’ room has two couches of to each side and there are two sleeping/unconscious people on them.  They are dressed in costumes like the people in the other room with Owl and jackal masks.  If they are revived they will not know what happened to them, but there are sizable bumps on their heads.  They are members of Wegnaturn and offer to initiate and rogue, warlock, or monk or anyone else and then precede to lead them to their temple.

21.   Corridor of statues  This corridor is lined with small statues about 5’x’1’x1’.  Each seems to be carved to resemble some priest back when the temple was a going concern.  They all stare directly ahead except for the first one, who appears to be looking down the corridor.  They are spaced one to every five space, but only on the left hand side of the way.  If someone should turn the first ones head to the front, the secret door opposite will open up.  no one has done this in a long time, so this secret room is unknown to the inhabitants.  The door will remain open for a second or two before it will start to shut, so someone will need to keep the head straight or people will get stuck inside.

22.   Secret door activated by turning statue to face door  This small dogleg room has two interesting features.  The first is a viewing window that looks down into the stair next door and the other is a set of magical plate, cup, and salt cellar.  The plate produces two meals of hot corn hash and rice per day and the cup is always filled with cool fresh water.  The meal is boring and tasteless but also very nutritious.  The spice cellar pours a mixture of salt and hot peppers that livens up what ever it is put into.  The local cuisine had a lot more flavour than most cultures are used to, but the cup will produce a gallon of water twice a day.  The set can be sold for 300sp.

23.   Room with stairs There is a 5’x5’ landing at the top of a flight of stairs.  The stairs stop and turn at a second landing before continuing down.  Anyone with a passive perception of 15 or higher will notice a part of the tiles along the edge of the wall over the stairs looks fake.  If they have not found the secret chamber next to the stairs this will tip them off.  None of the residents have seen it because they have been coming here and using this staircase for years, they do not know there is anything amiss.

Third level

24.   Black Obsidian corridors The stairs change in colour as you step into view of the corridor beyond.  They are black as night, made of rough basalt, the sides of this hallway are made of smooth tiles of black obsidian.  The glossy surface does not reflect the light; it devours it.  The narrow road that you have traveled finally opens up into a wider hall.  From here you can see four doors, two on this side of the hall and two on the other.  One ten feet ahead of you and another 20’ beyond that one in a narrow hallway.  On the other side of the 50’ hall are two doors, one a grand door and the other half as big.  The rooms are well lit and as black as night.  Again anyone with a passive Perception of 15 notices something is a miss with the wall to the left of the stair, but only a roll of 25 will see the tight fitting seam in the wall where the secret door is.  A 20 will allow the party to find the peep hole actively being used now.  The door does not open from this side.

25.   First door on the right The door opens up into a training room with five men practicing with wooden weapons.  they are wearing yellow loose pants and are otherwise bare to the waist.  Three of them have bird masks and two have rodent masks.  When the door opens, they stop and bow down to you and say “Greetings Strangers!”  most of the wall is covered with a large bamboo wall façade to cancel the noise of practise, except a small section of the North wall.  The warriors are genuine and they will ask the males if they have heard of the Warriors of Iatus and ask them if they want to join.  They are armed with practise swords, but at their sides they have metal weapons.  They are oblivious of the door concealed in the south wall behind the façade and the inch of mud that keeps the wood stuck.  The secret door to the north where another 5 warriors wait if there is any trouble.  There is a concealed listening post where the people in the room can be heard.  Each member has a torc on their belt that is worth 100sp.

26.   Door in the narrow 20’ corridor This 15’x25’ chamber has 5 bunk beds and ten young men lounging around four tables.  One will stand when the door opens and will say “Greetings strangers!” there are two other doors in this room, one on the south side of the room and one on the west side.  If the players attack a round later the door to the south will open and 4 more warriors will join the battle and a round afterwards six will come out the room they past outside.  If they are leading initiates  to Iatus, they will bid uninvited to stay here.  Each member has a torc on their belt that is worth 100sp.

27.   Door on the right In this chamber you can see there are some knocked over chairs and some well used practicing dummies.  If the players come here it will be because they fought and defeated the inhabitants when they came to aid of their fellows in either room.  They fought well and died.  Otherwise the players will never come here.  there is a secret door in the south with pretty clear operating procedures.  The initiates of Iatus in this room are wearing chainmail and a torc worth 100sp.

28.   Door on the left  In this room there are three Priests of Iatus,  They stand and begin chanting as soon as the door opens in preparation for new Initiates.  This is what you see if you are going to be initiated.  If however the characters fought and defeated the inhabitants of the other room these ones would have joined them.  They wore Chain and shield and have prepared Guidance, Sacred Flame, Thaumaturgy 1st Bless, Healing Word each priest also has a gold torc worth 500sp on their belts.

29.   Offices of the High Priest This 15’x15’ chambers is decorated in an austere fashion with the only decoration being a floor to ceiling mosaic in the far righthand corner.  Before this corner is a large desk with an imposing figure sitting behind.  There are two sets of body guards beside each of the doors in this room the one on the south wall and the one that you have just opened.  The bodyguards are at least 3rd level fighters, battle masters and their leader is a 3rd / 1st level cleric/fighter.  The secret door is opened in the wall when the bottom drawer is removed and a button is depressed.  The desk is stone made to look like wood. 

30.   Manakin of Iatus This 20’x25’ room is filled with training materials for warriors.  On one side there are archery butts and on the other there are manikins used to practice sword play on.  All the equipment looks like it has been well used.  In the center in the middle of the South wall is a manikin of Iatus.  It is dressed in a fine golden suit of chain mail with an ornate holy symbol dangling from its neck.  To either side are large racks of weapons, three of every type of sword and one of every martial weapon; all appear to be in mint shape.  If the gold chainmail is taken off, all the weapons on the racks beside it animate and attack the transgressor.  The chainmail weighs 60 pounds and is worth 30000sp just by weight and 40000sp for the workmanship.  If the weapons are defeated, they will fall to the ground, but any who retrieve them may be possessed to find the whereabouts of the armour and return it to the nearest temple.  Wisdom save DC12, new saves monthly.  The holy symbol is merely worth 5000sp and will not provoke the weapons.  the secret to the correct use of the Manikin is lost to the priests.

31.   Treasure room of Iatrus The position of the secret door was pretty clear as the high priest uses this room as a private chamber.  It is small only 10’x10’ in size.  There is a soft four post bed with canopy and a large iron bound chest at the foot.  There is a small wardrobe in a corner and a small table with a small dinner set: plate, goblet, fork and knife.  The chest is trapped (perception DC15), it can’t be disarmed, but if the lock is picked it will trigger unless the opener gets uses picks DC 17.  The lock opens for a DC12.  If the trap is triggered a gas is released into this room and the one beside it.  The gas is corrosive and will cause 3d6 damage to all in the rooms, half on a DC 12 Con save.  The chest holds three sacks, one with 1200sp, 1500cp and 750cb, one contains 500sp of ground chilli peppers, that last holds ten blocks of incense—one of which is Incense of Meditation.  The wardrobe has five suits of clothing worth 50sp each and one worth 500sp and a false back with a +1 longsword secured within.  The table has a small five small gems worth 50sp each in the back.  The set of dishes fills with a small feast once per day and a strong beverage and empties so that it is completely clean.  The phrases are, “Iatus bless me with a meal,” and, “Iatrus thank-you for this meal.”  Under the bed there is a lose stone with the holy symbol of Lystula’s High Priest’s.  if the bed is not moved it will only be discovered with an Investigation DC17, if the bed is moved DC12.  If all the furniture is moved completely out of the room and long careful checking is done, there is a small chance that they will detect the secret door in this room.  There are 156 blocks on the north wall from top to bottom.  If they were separated into groups of 26 and the 9th, 1st, 20th,18th, 21st, and 19th of each set in order were pressed, the door will open.  The wall can be opened otherwise with brute force or powerful spells. 

32.   Super Secret room of Iatrus This 15’x20’ chamber has been hidden away since ancient times.  On the South wall is a 10’ tall gold statue to Iatrus, the wall is covered with gold and the skin is made of semi precious stone, with more rarified gems filling in the rest. Iatrus holds four swords, one in each hand and the metal of the blade glows internally.  There is an altar before it and four gold candle sticks, one for each arm.  In the other end of the room five chests and three bales can be seen.  If the idol is pulled apart a total of 1000 10sp gems, 100 100sp gems. 10 1000sp gems and 5 5000sp gems will be recovered.  The gold amounts to 500sp worth of gold leaf.  Two of the swords are +2 magic weapons and two plates of Mithril, which can be remade into 1 longsword +4, by the appropriate smith, they are worth 5000sp each as much novelty.  The five chests contain trade materials, four of which have spoiled beyond recognition, the fifth has carefully packaged spices from around the world, worth 10000sp in a good market; the chest weighs 150kg.  The bales are two of flax linen and one of silk, 5000sp and 10000sp respectfully.  Each bale weighs 200kg.  trade goods are worth only as much as you can get for them.

33.   15’x15’ room beside stairs This room is filled with odd foodstuffs and supplies.  No one knows who resupplies them or how often, it is just done.  There are boxes of simple items located here that are in expensive.  Any item from the Adventuring gear table of less than 1gp can be found here.  10% chance to find something 5gp or less and 1% chance of finding things 10gp or less.

34.   Atrium of Wegnaturn  (In these next rooms each occupant has a card in their possession that they keep in their purse.  It can be used to identify themselves in public and can be seen poking out one pocket or another) This is the first large door you have found in this temple.  Behind it is a 15’x20’ chamber with a single door on the South side.  There are five people wearing gold or silver feathered masks.  They rise when you enter, leaving their game on the table and the six small piles of coin where they lay, one for each player and one in the center.  Welcome to the Atrium of Wegnaturn they say!  They will invite anyone who is obviously a rogue or warlock if they would like to join.  Anyone that is predisposed to a Deal.  They also ask people who have partial extraordinary heritage, dragons, fey, celestials, infernals and primordials.  If anyone wants to play with them in the game, they will happily deal them in.  They are playing Dragon Ante and they are cheating, all of them are.  There are five rounds each round the players make a deception vs insight check to outwit the person they are playing.  Each of the current players has two cards up a sleeve, each time they deal they can refresh their stash and every time they have a hand they can switch cards as the chose.  When they play they bet on when one of them cheated the most, but when they play others, they work together to fleece the noobs.  The cards are marked.  Normal play the one with a highest wits dragon ante roll wins.  They are all proficient and a successful deception vs insight roll will give them a +2 to that roll.  Five antes for a game.  These players are proficient in the game, Insight and Deception and get a total of +4 to a roll.  If one of the players is caught cheating, they will call it out, if one of the players is not caught cheating but cheats, they will give them a toast.  The coins are all copper bits, but if the PCs join in they will put those away and bring out 100sp each, which is the buy-in for the game.  There is a bag of another 500sp that they can use to pawn other treasure to play.  (total 1000sp and 2500cb)

35.   Sitting room of Wegnaturn This 25’x15’ room is well appointed with comfortable decorations.  There are three tables of five people sitting in this room all playing cards.  Before each of them there is a small pile of coins.  Each of the 15 people had 500cb and 100sp, the goal of the games are to improve their cheating skills.  If fighting broke out in the adjoining room these people have been alerted and their money has been stowed and the tables over turned in each corner.  They people are armed with crossbows and have strewn ball bearings and caltrops in the first 15’ of the room, chairs over turned.  Anyone moving full speed in the room must make a DC10 dex save or fall prone and a DC15 dex save and take 1hp damage and lose 10’ movement per 5’ square, or move half speed. 

36.   Initiation room of Wegnaturn This 15’x15’ room has three doors.  On the South wall there is a picture of Wegnaturn.  In this depiction the god has six arms, two have daggers with a drops of poison and one of blood, one hand holds an open hand of five aces of pentacles, one holds a pile of gold coins, two of them are hidden behind their back.  if the any PCs are joining this society they will be asked to pick a card at random, roll d6, and a d12.  1 or 2 =wands, 3=cups, 4=daggers, 5=pentacles, 6=dragons.  The d12+1 determines the number of the suit number, add 3 for rogues, and 5 for warlocks and add 2 for the race preferences.  There are two face cards Knights and Sovereigns and anything 13+ is an ace.  E.g. a dragon born warlock would get +7 and a Tiefling rogue would get +5.  Priests of Wegnaturn always draw aces of Pentacles.

37.   Sleeping Chamber of Wegnaturn This 20’x10’ room is filled with triple stacked bunkbeds.  A total of twenty-one could sleep here, right now there are only 12.  Each has a small purse with 500cb and 100sp.  If the temple is attacked these people will be awake and will attack when it makes sense most.

38.   Waiting room of Wegnaturn This 15’x15’ room has a nice couch and a table with a set of playing cards.  There are two people here playing cards.  They sit up when you enter.   These are two under priests, they have been playing a smaller version of Dragon Ante.  The cards are all marked and the shuffler has done their best to stack the deck.  In this version one pick from the top of the deck.  One door leads to the temple and the other to the Under Priest’s chambers.  They play only in silver and have 500sp between the two of them.

39.   Manakin room of Wegnaturn This room is 20’x25’ and contains a now familiar manakin shaped like Wegnaturn.  If there was a battle in the Atrium and in the sitting room the five people that were here have fled deeper into the larger temple, but only if they have come down the stairs from level three recently.  They were alerted from the peep hole at the stairs.  If the PCs attacked after coming from Level 5, they are not as alert and will be found here.  The under priests are equal to the priests in the Waiting room.  The other priest is the temple priest and during the day he will be found here.  At night this room will be empty.

40.   Under Priest room of Wegnaturn This room is the sleeping room of the six under priests.  If it is night, four of them will be here, if it is day, it will be empty.  The room is 15’x15’ and there are two triple stack beds here and six small chests.  Each chest is locked and each shows signs of being picked hundreds of times.  DC12 to pick.  Each contains 500sp and a potion of healing and one of poison.  The last is good for the coating of three weapons or a dozen arrows.  The secret door is activated by moving headboard of the top most of the closest set of bunkbeds.  Each of the under priests know this and they will barter their life with it, but only if they will be spared the priests get +6 Insight and Deception.  

41.   Spy-room The entry to this room is done through a movement of the Manakin.  Inside this 5’x5’ room there is no light.  When the door is closed and darkness restored, one can see a small section of the opposite wall that reflects light, but in darkness is transparent.  The stairs entering the level from above can be seen.  There is a toggle that will open the secret door when the other door is secured there is one for each door.  The secret door to the stairs only works on this side. 

42.   High Priest Chamber The entrance to this room is locked while the other secret door is open.  If the high priest is woken in the night by someone trying to open the door he will bolt through to the treasure room and prepare for any attack.  He will only break through the door from area 45 to room 25 if there is no choice, because if the fighters of Iatrus, do not know about the hidden door.  This small 10’x10’ room is filled with luxuries that none  of the others can enjoy.  There is a large four post bed with canopy, a couch with a table and a hookah of fine crystal.  There is a chest under the bed with a lock that looks like it has never been picked.  There is a trap of a poisoned needle inside the lock DC15 dex check.  If the chest is opened from the side or the edge small sharp needles poke out and stab the person con save DC17 for 6d8 poison damage half on a save.  If they open it from the front and do not press in the second studs on either side of the lock, a poison needle shoots out DC15 dex save, for 1hp damage and a DC con save or 6d8 damage.  Mage Hand works great however.  The chest is not locked and is magical so that it is light, but bulky.  Inside there is a pile of silver and copper amounting to 2000sp, 4000cp and 10000cb.  If someone uses the two handles to lift the chest the chest rises and then the bottom drops out spilling the coins and breaking the bottom and the potions inside.  If the treasure is cleared out, the only then is it safe to open the bottom with the handles.  The potions include five potions of extra healing (20) a potion of the 6d8 poison (4 doses), a potion of fire giant strength, and pair of daggers of venom. 

43.   Relic chamber behind secret door This door will not open if the other door is open.  This room is little more than a closet to the rom beside.  It is 5’x10’ and there is a door on one wall.  there is a weapon chest here and it is open.  If the High Priest has gone through here he is armed himself with the contents.  A Mace of Disruption, Chainmail +2 a Shield +2 and a staff of the Snake.  If the characters follow him into the next room he will cast the staff to the ground summoning a huge snake, poisonous and really quite yellow. 

44.   10’x25’ chamber, treasure room and ambush  This room is long and narrow and there are six chests lining the wall.  they are 4’ wide and 2’ deep, and 2’ tall.  If all five chests are open simultaneously the secret door in the north will unlock.  Without the keys they can easily picked but they have a tendency to close suddenly.  DC 15 dex save or take 2d6 damage, all or none.  They work randomly between 1 and 6 actions.  If the key is used or the lock picker exceeds a DC15 check, they will stay open until the secret door is opened.  Inside each chest is a pile of coin and gems, 50gp, 1000sp, 2000cp and 4000cb plus 20 10sp gems that glitter nicely.  The last chest on the South wall is a mimic.  Each chest is part of the floor. 

45.   Ambush chamber on Iatrus  This room’s entrance was an annoying secret door.  When it closes, all evidence of it disappears from this side.  The 15’x10’ room has one other exit.  The door opens into the room.  If the PCs are chasing the High Priest and they have not fought and killed the Fighters, the fighters will wait for the PCs to kill the huge snake in here and then charge through.  If they have fought the fighters this room is empty and the High priest has fled past here to a lower level.  If they found this room from the fighter area it is completely empty and clean which is more odd from this direction. 

February 14th

Fourth level

The third level had the initiation rooms for the two priesthoods that were complicit with the rise of Zargon.  The Fourth has the initiation rooms for the “cleansed” priesthoods of Lastrada and Lystula.  It also contains the top offices of the priesthood of Zargon.

46.   The Wide corridor  The wide corridor of this level is made from dark polished marble with generous flecks of grey that reflect some of the light from the ever-burning torches placed every 10’.  The region not patrolled but there are four gods placed beside the two entrances to the Zargon rooms.  Any form of combat will alert these guards and they will notify the people within, but they will not interfere.  If any combat occurs before either set of rooms is entered, they, will be alerted and ready.

47.   20’x15’ entry to Lastarda the scenes on this door are bucolic, if an underground version of that: there are pictures of large mushrooms and people fishing beside pools.  Once you have gained entrance you see before you five people who are laying on pillows beside a table with the cutup remains of a dried mushroom.  The people have been experiencing the delights of the religion and are exploring the religion more fully.  There are ten pieces of mushroom left on the plate.  If any are consumed, they may join these people in a religious quest.  Any PC who is resistant to poison needs to take two to have any effect.  If any PC is immune they will have no effect no matter how much mushroom is eaten.  Others will need to make a DC10 Con save.  Those that fail will be whisked away for two hours and when they revive they will be inspired and have the effects of a short rest.  Those that succeed will only will only lose an hour of their time and have the effects of a short rest.  More than a single dose will raise the save by 5 for each dose.  There is a chance that if someone fails they will meet with the Goddess Lastarda and she will speak to them.  It could be a quest to restore the order or save the people from the Zargon or anything. There is a small chance, if they roll a natural die roll corresponding to the number of doses they take, that they will be contacted by the God Ascsain and he will tell the PC that Lastarda priesthood is actually devil worshipers and every time they roll a ‘natural 1’ they receive another push, until Greater Restoration is cast on them. 

48.   20’x25’ Chapel to Lastarda Three large tables lay before a tall podium in an open U shape.  The tables are covered with food.  Braided breads, roasts, poultry and one suckling pig.  Fruits and cooked vegetables, casseroles and bowls of black puddings.  Many of the dishes have been cut into and there are crumbs abound.  On the sides of the room there are scores of flat pillows and a dozen colourful figures nestled in and listening to the sermon from the pulpit, where a priest is droning on.  Each of the figures (13 plus the priest) is actually alert and they have eaten a full meal of the spread of food and are blessed with 5 temporary hit points.  If the players are hostile, or they try to enter any of the other rooms, they will rise and attack, otherwise they will be content to lay back and listen.  The speaker is talking about the blessings of compost and the fertility of soil.  If they catch the focus of the priest, he will look toward any of the good player characters and suggest that they may wish to join with Larstarda.  Druids would also find Larstarda favourably. The platters are silver and the utensils are gold plated brass.  Each is worth 200sp and 50sp respectively.

49.   15’x10’ Guard sleeping chamber Larstarda This room smells of the stench of morning breath.  There are three tightly packed four story bunk beds here.  There is little room for anything else.  There are ladders on the ends facing the door.  This room is fully occupied with 12 sleeping forms.  If there was any combat in the room next-door, this room will now be empty and these people would have charged through the door three per turn on the 6th, 7th, 8th and ninth turn after combat started.

50.   10’x10’ entry chamber for the priests This room is barren except for a table to one side and a two benches.  There is a crystal ewer with six matching goblets.  There are six guards here.  They have eaten of the feast in the room before and have the extra hp too.  They are better armed and armoured, with chainmail, and two short swords.  At the first sound of combat they will charge out, three per turn starting on the 3rd and 4th turn.  The crystal ware are fragile but valuable worth 1000sp and 250sp respectfully, totaling 2500sp.  If they are not packed carefully they will shatter and will be worth nothing.

51.   15’x15’ private chapel of Larstarda This chapel is where actual services are performed.  It is also where initiates are sworn in.  The images portrayed on the walls are bucolic, but the subject mater is all wrong.  Fruit trees are all shorter than the farmers and the cattle are little bigger than chickens.  The plows appear to glide over the ground.  It is like they have all objects used in farming but no knowledge how they were used.  The altar on the side of the room is largely gold with many semi precious gems pressed into the sides, forming images of maize, wheat, and fruit.  There are a lot of mushrooms too.  The room is unoccupied.  The gold is only leaf and it can be scrapped off with an hours work.  There are 1200 10sp gems forming the mosaic.  Altogether it is worth 12,500sp but it looks at first impression to be worth more.  If any were to loot this chapel, they would be cursed by Larstarda so that all food would rot in their possession in one day except the hardest biscuits.  There is also a 50% chance that a priest would walk in on them, if any are a live.

52.   L shaped room priest chambers of Larstarda This room was used not made for priests quarters, but the priests have made it useful for their needs.  There are six beds and a large table with six seats.  There is a crock pot on the table that is filled with a very pleasant stew, and there is a carafe of wine beside it.  Beside each bed is a large chest.  There are four 3rd level priests here and one 7th level.  The beds are made with good linen (50sp) and the furthest one with silk (500).  The pot and carafe are magical and will only fill of the command words ‘Larstarda is Good’ is vocalized.  The stew is tasty and the flavour changes every day.  The liquid that it will produce is good quality but never strong alcohol.  The wine in this case is actually prune juice.

53.   10’x15’ entry of Lystula The door to this room is covered with glowing marks, swirling colours that seem to move in a whirlpool of colour.  The colours do not move, but they alternate one colour then another and that gives them the impression they move.  Inside there are six guards dressed in long dark robes with colourful face masks.  They are armed with long curving scimitars.  Initiates to Lystula are arcane magic users preferably, but many of them are magic initiates only.  These guards will fight with their scimitars and cast magic missiles and firebolts with perfect ease.  Under the robes they wear chainmail.

54.   Room of Initiates of Lystula This L-shaped room is filled with painted bullseyes and scorched walls, the initiates here have been peppering the walls with fire bolts in a magical version of darts or as a means to practise.  There are 12 initiates here making bets on who will score the most bullseyes, between waiting to be on guard duty or other activities.

55.   15’x20’ room of Lystula This room is filled with nine triple bunk beds with a ladder in one edge.  Beside the ladder, on each bed is a small chest attached to it, only large enough for a few personal effects.  Any battle would have roused the nine in this bunk room and they would have been out three per turn as soon as the can, they don’t want to be left out of a chance to use their magic in battle.  Each bed is claimed by a specific initiate and the chests include personal nick-nacks as well as a few coins. 

February 24th

56.   20’x35’ chapel of Lystula This large room is filled with incense smoke with multiple colours.  There are priests praying in the background at a large altar made of gold and gems.  All the paraphernalia glows with an inner light.  Any hostility here will be affected by the lights in the smoke as if a Hypnotic Pattern had been cast.  There are ten priests here awake and praying, if a battle begins at the start of round 5, five more priests will emerge from behind the altar, from a Lemond’s hut.  Each set of five includes 2 1st level, 2 3rd level and 1 5th level priest.  The pillows that fill the room, 100 of them are cleaned with magic and are worth 10sp each.  The altar and the five candlesticks are worth a total of 10000sp.  The candlesticks must be moved to the five points of a pentagram that is in the same location as the hut, to open the secret door.

57.   Mystery of Lystula This room is filled with darkness that no light source will penetrate.  If there is an initiate of Lystula here they see, the chamber is well lit from blazing Fiery torches.  The walls are covered with gold and there is a large bed, wardrobe, and small altar; there is a man before it praying.  The man is dressed in a glittering golden robe with tassels that will fire a third level magic missile every round for free and act as a robe of displacement, but only for a priest of Lystula.  His name is Gywen der Fyn and he has been to the Lystula temple floors above.  He knows something horrible happened to his order, but he does not know what, he will pay for information and he will pay for the holy symbol of the high priest that is missing.

58.   20’x10’ Initiates of Zargon. This large double door is non descript but slightly ajar.  There are the sounds of revelry coming from the hole.  Inside there are five guards drinking and playing games of chance.  There are two doors on the north and south walls.  The guards are monks and the drinks are actually cold tea.  They are guarding to make sure that the women folk use the south door and man folk use the north door.  They will object like stoned people at first but they revel in un armed combat.  They are monks. 

59.   10’x15’ Ready room for Male Initiates of Zargon This room is filled with hooks filled with clothes, belts and footwear.  There is an occasional sword or weapon included there are four men sitting at a table in the corner playing cards.  When you enter, one says, “hang your clothes on a hook and precede to the next chamber,” and then gets back to the game.  The four are all monks and they are more watchful than they first appear and are itching for a fight.

60.   10’x15’ Ready room for Female Initiates of Zargon This room is filled with hooks filled with clothes, belts and footwear.  There is an occasional sword or weapon included there are four women sitting at a table in the corner playing cards.  When you enter, one says, “hang your clothes on a hook and precede to the next chamber,” and then gets back to the game.  The four are all monks and they are more watchful than they first appear and are itching for a fight.

61.   15’x25’ lounge of Male Initiates There is a long table against the far wall and it is covered with food and drink.  There are large cushions scattered throughout the rest of the room with hookahs and other pleasures.  There is a couple fornicating in the corner.  There are eleven men here all wearing masks and none of them is up to a fight.

62.   15’x25’ Lounge of Female Initiates There is a long table against the far wall, and it is covered with food and drink.  There are large cushions scattered throughout the rest of the room with hookahs and other pleasures.  There is a couple kissing in the corner.  There are thirteen women here all wearing masks and none of them is up to a fight.

63.   30’x10’ Pleasure of Zargon room This long room is filled with naked men and a women cavorting in a large orgy.  Each of the 5’ spaces of the walls is covered with a scene of debauchery done up with a colourful mosaic.  If any clothed individuals should come through any of the doors the groups will ignore them but after several minutes they will all gradually become more violent and they will begin to strike each other.  After a few strikes the pummeling will be directed towards clothed PCs.  They are all normal people but are affected by drugs from the control room.  The ones that remain conscious after the fighting begins will be recruited. There are fifteen people in this room.

64.   10’x15’ Control room of Zargon Behind this secret door, is a room with six naked men and women armed with short swords, two in each hand, they advance towards you.  The secret door is only openable with the Knock spell or by unlocking them from the inside.  There is a projection cast on the three other walls of the two lounges and the pleasure room by some magical means.  There is a control lever that releases gases into the pleasure room that interact with people who have eaten or drunk the food in the lounges.  The six people here are monks.

65.   10’x10’ Entry of the Priests of Zargon There are four guards dressed in silver chainmail with a black tabard, armed with a short spear, a short sword and a shield.  Two stand opposite the large double doors and two stand beside them.  The guards try to prevent anyone from entering the doors who is not wearing the right clothing.  Inside the doors are two more guards and two smaller doors behind them. The guards will fight to prevent entry into each of the doors behind them if the PCs are not dressed appropriately for the door they are entering.  The Guards are helpful though and they will say, no priests allowed in these rooms, or no monks allowed in these rooms.  They are paranoid because they are tested frequently.  There is a small lever beside each guard that must be pulled before they leave their post, other wise a bell alerts the people behind them.  The lever does not affect the door, just the pressure plate before the door that the guard stands on. 

66.   Cloister of Zargon (monks) Behind this door is a table with two clerks going through books and ledgers and writing in columns.  It looks like tedious and thankless work.  The two are monks and the work is tedious.  If the bell should sound that the guard has left its post, they ready for combat.  They are monks so this means assembling in the hall and in the hall at the end of the hall.  There will be six monks there the ones in the back will fire crossbows at the intruder while the ones from the first room block entry further in. 

67.   Cloister of Zargon (monks) Behind this door is a table with two clerks going through books and ledgers and writing in columns.  It looks like tedious and thankless work.  The two are monks and the work is tedious.  If the bell should sound that the guard has left its post, they ready for combat.  They are monks so this means assembling in the hall and in the hall at the end of the hall.  There will be six monks there the ones in the back will fire crossbows at the intruder while the ones from the first room block entry further in. 

68.   Cloister of Zargon (monks) Behind this door is a table with two clerks going through books and ledgers and writing in columns.  It looks like tedious and thankless work.  The two monks bar the door from the inside and then move furniture before the door.  The two desks are large enough to fill the room from edge to edge.  The doors will have to be broken through the top portion to gain access to the room.  The door has 200hp before it will be broken, and it is immune to non magical piercing damage.  After 100hp the monks will be able to make crossbow attacks through the door to the attackers.  The secret door is easily opened if the tables are in the correct position.   

69.   Cloister of Zargon (monks) Behind this door is a table with two clerks going through books and ledgers and writing in columns.  It looks like tedious and thankless work.  The two are monks and the work is tedious.  If the bell should sound that the guard has left its post, they ready for combat.  They are monks so this means assembling in the hall and in the hall at the end of the hall.  There will be six monks there the ones in the back will fire crossbows at the intruder while the ones from the first room block entry further in. 

70.   Room of hidden mysteries This secret room is a library that holds the accounts of the priesthood of Zargon.  The shelves are all loaded with books that list the accounts.  There is a chest on top of one of the shelves in that back under a coating of dust.  The books are good for very dry reading.  The chest at the back of the chamber is locked but the key has been misplaced.  It is actually in one of the books in this room slipped into the binding.  The lock can be picked DC 20.  The chest is almost impervious the normal or deliberate damage.  Inside there are coins, rolled into paper sleeves of twenty-five, bundles of ten rolls in paper boxes, two deep, three high, and ten wide in the box.  15000 coins,  1000gp, 4000sp, 10000cp.  Under the first shelf there is a hole with a sack of 5000gp.  To find the sack the books and the bookshelf has to be moved to find the hole.

71.   Cloister of Zargon (clerics)  Behind this door there is a small feather bed, a wardrobe , an altar and a table and chairs.  If the alarm has not gone off there is a priest who has been caught off guard by the intrusion.  If the alarm has gone off the priests has moved with all speed to the more defensive temple room.

72.   Cloister of Zargon (clerics) Behind this door there is a small feather bed, a wardrobe , an altar and a table and chairs.  If the alarm has not gone off there is a priest who has been caught off guard by the intrusion.  If the alarm has gone off the priests has moved with all speed to the more defensive temple room.

73.   10’x15 Cloister of Zargon (clerics) Behind this door there is a large feather bed, a wardrobe , an altar and a table and chairs.  If the alarm has not gone off there is a priest who has been caught off guard by the intrusion.  If the alarm has gone off the priests has moved with all speed to the more defensive temple room.  Inside the wardrobe is a chest that contains a valuable ceremonial robe and several sticks of incense.   

74.   15’x15’ Cloister of Zargon (clerics)  Behind this door there is a large feather bed, a wardrobe , an altar and a table and chairs.  If the alarm has not gone off this room is empty.  If the alarm has gone off the priests has returned with three guards and is equipping his gear in all speed and then to travel to the temple.  The wardrobe contains very nice robes and a suit of magical plate mail with a magical shield.  There is a mace of disruption and a cloak of protection.  The priest always is wearing a ring of spell storing that holds two spells of his highest level and second highest.

75.   20’x25 chapel of Zargon This room is a well lit chapel.  There are benches arrayed along the sides and it looks like it can hold fifty people at a time, but right now there are much less.  If the alarm has not been raised, there will be twelve guards and three acolytes plus the high priest saying rites over the acolytes.  If the alarm has been raised, there will be nine guards, the acolytes, and three under priests, the high priest and three guards are getting equipment.  The benches will be laid out in a defensive pattern and the will have crossbows aimed at the door.  The room is filled with guilted reliquary worth 15000sp.

76.   Next level These stairs lead down to the next level.  There is more trash in these levels for some reason, this last upper level is quite clean.  The stairs descend 50’ instead of 25’ as earlier. The scale changes to 10’ per square now.

March 17, 2023 fifth level inside the temple.  First set of rooms outside the stairs, the next is the corridor with a door and the last is to the stairs leading down.

77.   30’x30’ room Goblin Harem this large room contains many luxuries that a goblin king might desire.  There are a pair roasts on spits over a low fire several poorly repaired couches with many soiled pillows and about fifteen female goblins relaxing about the room.  The couches can be mended into good condition and the pillows if cleaned are silk, worth about 10sp apiece and they number 115.  The roast is a rare treat for this group fresh human.  Sewn into the cushions of one of the couches is 20gp and 550sp.  In one of the pillows is 20 50sp gems.  The goblin fight like regular goblins and they have been spoiling for a fight stuck in this room.  The goblin king has a separate harem and uses this to reward his favourites.

78.   20’x20’ room Guardroom.  There are five goblins in this room playing cards they drop the game as soon as the door opens and attack.  The goblins here are watching the stairs, if any of them catch someone without a pass, they will be added to the store for Zargon.  If there are not enough humans for sacrifice to Zargon, one of them will be chosen, so it is in their best interest to keep the storeroom full.  There is a 1 in 6 chance they will notice any one passing by and attack.  If anyone notices anything it is because they were going to sneak over to the harem next door. If they hear combat outside there is a 2 in 6 chance they will join.  If they hear anyone attacking the Harem that jumps to 4 in 6.

79.   20’x20’ room Guardroom.  There are five goblins in this room playing cards they drop the game as soon as the door opens and attack.  The goblins here are watching the stairs, if any of them catch someone without a pass, they will be added to the store for Zargon.  If there are not enough humans for sacrifice to Zargon, one of them will be chosen, so it is in their best interest to keep the storeroom full.  There is a 1 in 6 chance they will notice any one passing by and attack.  If anyone notices anything it is because they were going to sneak over to the harem next door. If they hear combat outside there is a 2 in 6 chance they will join.  If they hear anyone attacking the Harem that jumps to 4 in 6.

80.   20’x20’ room Guardroom.  There are five goblins in this room playing cards they drop the game as soon as the door opens and attack.  The goblins here are watching the stairs, if any of them catch someone without a pass, they will be added to the store for Zargon.  If there are not enough humans for sacrifice to Zargon, one of them will be chosen, so it is in their best interest to keep the storeroom full.  There is a 1 in 6 chance they will notice any one passing by and attack.  If anyone notices anything it is because they were going to sneak over to the harem next door. If they hear combat outside there is a 2 in 6 chance they will join.  If they hear anyone attacking the Harem that jumps to 4 in 6.

81.   30’x30’ room Common Room This room contains a cook fire with a pot bubbling over with some sort of stew.  The smoke rises to fill the ceiling area but seems to defuse away somewhere.  The room is dimly lit as the torches have been covered over.  The goblins living here rise to attack!   There are 40 fighting goblins in this room and there are 20 children  if anyone thinks to bribe them with food or treasure, there is a good chance they succeed. 

82.   20’x40’ room this room contains a cook fire with a pot bubbling over and a chunk of meat on a spit.  The goblins living here rise to attack when you enter.  The Goblins here are treated better in this room and there are less of them, 20 with 15 children.  If anyone attempts to bribe them it will fail unless it is valued at 500sp or higher. 

83.   30’x30’ Throne room.  This room is a lot cleaner that the other rooms in this area.  There is a large rug on the far side of the room with a tall chair where presumably some king resides.  There are two 10’x10’ areas curtained off to either side of the throne.  There are ten guards in the room five to either side of the door who attack when you open the door.  One of the curtained off areas is the kings bed, where he is right now with three young goblins of his choice.  The other is a privy.  The furnishings of the room are of little value, but grand in appearance.  Oddly the largest treasure in the room is a beaten up pot that is used in the privy.  Once per day at dawn it cleans itself of all its contents.  If someone were to properly fix the vessel, it would be quite beautiful and worth 1000sp.

84.   20’x40’ room The Pantry.  This room is filled with many humans trussed up and hanging by their bonds from hooks in the ceiling.  There is a large pot of cold gruel in the floor near the door and a large canvas sack hanging from a hook nearby.  There is a small copper bowl with a foul concoction and a rag in a stick inside.   The humans have been conditioned to keeping quiet or suffer beatings from the goblins.  twice a day a goblin comes in and feeds them with a cup of gruel and then after that is done they will use the other concoction to render them senseless.  If anyone smells the concoction they will have to make a con save DC 12 or fall unconscious.  If they get a full snootful with the rag the save is DC 15 and at disadvantage.  Late at night there is apparition that enters the room unbeknownst to the goblins and it feeds on the humans.  Occasionally one of the humans dies from the feeding.  The Goblins have not figured out the problem or the source. 

85.   20’x20’ secret room Wraith Room.  By twisting on the torch beside the back wall the secret door is revealed.  The door grinds open, and a small treasure rolls out in the form of a gold cup.  Further inside you see more treasure and a swirl of chaotic energy that coalesces before you as 5 small spectres and a tall hungry wraith!   The combat will spill out into the next room and where the wraith and spectres will indiscriminately kill the humans therein. If they are still there.  The Wraith has been careful about keeping them alive until then, the spectres representing its mistakes.  If the battle is going bad for the Wraith it will go on a recruiting binge as it knows the floor plan of the entire floor from when it was alive.  The full treasure is a full set of dinnerware for ten, ten goblets, dinner plates, bread plates, and bowls—all worth 100sp, and five sets of utensils for each setting 50sp each.  They are not solid gold, but silver coated with gold.  A total of 6500sp for the set if sold individually but sold as a set they are worth 7000sp.  

86.   20’x20’ room Hobgoblin barracks.   This room contains three sets of bunkbeds with lockers at the foot.  There is a table and six chairs as well as a small set of training equipment and a matching set of Hobgoblins.  Who oblige and show you their training. There are five hob goblins and their sergeant.  They are an equal mix of male and female.  If there is a battle in the hallway within 50 feet of their room, this lot will charge out in three rounds.  In a reverse wedge formation with the leader at the bottom, or a phalanx made of polearms.   

87.   20’x20’ Hobgoblin barracks.   This room contains three sets of bunkbeds with lockers at the foot.  There is a table and six chairs as well as a small set of training equipment and a matching set of Hobgoblins.  Who oblige and show you their training. There are five hob goblins and their sergeant.  They are an equal mix of male and female.  If there is a battle in the hallway within 50 feet of their room, this lot will charge out in three rounds.  In a reverse wedge formation with the leader at the bottom, or a phalanx made of polearms.   

88.   20’x20’ Hobgoblin barracks.   This room contains three sets of bunkbeds with lockers at the foot.  There is a table and six chairs as well as a small set of training equipment and a matching set of Hobgoblins.  Who oblige and show you their training. There are five hob goblins and their sergeant.  They are an equal mix of male and female.  If there is a battle in the hallway within 50 feet of their room, this lot will charge out in three rounds.  In a reverse wedge formation with the leader at the bottom, or a phalanx made of polearms.   

89.   40’x20’ room Bugbear Nursery.  This room is a mess.  There are piles of food refuse all around the floor.  In each pile there is a large humanoid that is throwing refuse from their pile at other humanoids in their piles.  It is a very large garbage fight!  When a gob of garbage hits a person, it explodes in a messy shower.  It would be more comical if the garbage pile creatures had not noticed you and se you as a choicier target.  These are juvenile Bugbears (as strong as a hobgoblin).  There are 8 juvenile bugbears and three female Bugbears. 

90.   30’x20’ Bugbear room.  In this room there are four piles of rugs and mattresses.  On each pile there sits a bugbear who on seeing you throws a very big axe at you and then roars to attack.  The bugbears spend most of their time fighting within their rooms, visiting the Nursery and the females therein and getting into brawls with other bugbears when they see them.  Seeing the PCs is a welcome change not to be missed.  No one will come to their aid, as they are often fighting.  Nor will they in turn come to aid any other group unless the hob goblins order it.

91.   30’x30’ Hobgoblin Nursery.  This room is set up like a military barracks.  There are two groups of bunk beds.  One set are three large bunk beds, and another are three triple beds that are smaller.  There are six normal fighting unit of hobgoblins, five grunts and one leader.  There are also ten cadets’ (goblin sized hobgoblins).  The adult hobgoblins turn to fight you, they order the cadets into a support role and they fight.  The cadets are as strong as goblins but are trained like hobgoblins, they will throw axes until they charge in alongside the adults.

92.   20’x20’ Hobgoblin barracks.   This room contains three sets of bunkbeds with lockers at the foot.  There is a table and six chairs as well as a small set of training equipment and a matching set of Hobgoblins.  Who oblige and show you, their training. There are five hob goblins and their sergeant.  They are an equal mix of male and female.  If there is a battle in the hallway within 50 feet of their room, this lot will charge out in three rounds.  In a reverse wedge formation with the leader at the bottom, or a phalanx made of polearms.   

93.   30’x20’ Bugbear room.  In this room there are four piles of rugs and mattresses.  On each pile there sits a bugbear who on seeing you throws a very big axe at you and then roars to attack.  The bugbears spend most of their time fighting within their rooms, visiting the Nursery and the females therein and getting into brawls with other bugbears when they see them.  Seeing the PCs is a welcome change not to be missed.  No one will come to their aid, as they are often fighting.  Nor will they in turn come to aid any other group unless the hob goblins order it.

94.   30’x30’ Hobgoblin Nursery.  This room is set up like a military barracks.  There are two groups of bunk beds.  One set are three large bunk beds, and another are three triple beds that are smaller.  There are six normal fighting unit of hobgoblins, five grunts and one leader.  There are also ten cadets’ (goblin sized hobgoblins).  The adult hobgoblins turn to fight you, they order the cadets into a support role, and they fight.  The cadets are as strong as goblins but are trained like hobgoblins, they will throw axes until they charge in alongside the adults.

95.   30’x20’ Bugbear room.  In this room there are four piles of rugs and mattresses.  On each pile there sits a bugbear who on seeing you throws a very big axe at you and then roars to attack.  The bugbears spend most of their time fighting within their rooms, visiting the Nursery and the females therein and getting into brawls with other bugbears when they see them.  Seeing the PCs is a welcome change not to be missed.  No one will come to their aid, as they are often fighting.  Nor will they in turn come to aid any other group unless the hob goblins order it.

96.   20’x20’ Hobgoblin barracks.   This room contains three sets of bunkbeds with lockers at the foot.  There is a table and six chairs as well as a small set of training equipment and a matching set of Hobgoblins.  Who oblige and show you their training. There are five hob goblins and their sergeant.  They are an equal mix of male and female.  If there is a battle in the hallway within 50 feet of their room, this lot will charge out in three rounds.  In a reverse wedge formation with the leader at the bottom, or a phalanx made of polearms.  This group is better trained and has +2 hp/hit die.

97.   30’x20’ Bugbear room.  In this room there are four piles of rugs and mattresses.  On each pile there sits a bugbear who on seeing you throws a very big axe at you and then roars to attack.  These bugbears are the elite and one is the leader the three have +2 hp/hit dice.  They will charge into fight with the hobgoblins in the next room.  The secret door is opened by moving the third stone from the corner in three times.

98.   30’x60’ secret Throne Room.  This room is set up as a tactician’s planning room.  There is a large table set up with a large temple in the middle.  There are scenarios being played around the temple with mocked up battles and units.  There are six elite hobgoblins and an additional three leader types, two female and one male.  The room serves many roles.  The cadets will come here when they are ready for tactical training, and it is a meeting hall and a celebration room.  It is a throne room, and it is the general’s planning room.  The secret door is opened, by saying, “All praise Zargon”, in draconic wile before the door.

99.   30’x20’ secret bedroom.  This is the bedroom of the General of the Hobgoblins and their queen.  The queen is served by her two consorts and aides from the other room.  Right now, the bedroom is empty.  The treasure of the hobgoblins is here.  There is a rack of magical axes and polearms here.  if the Pcs made a lot of noise, they would have been handed out already.  There are also a rack of potions that will give the hobgoblins magical strength and haste.  The hobgoblins will have used them if the PCs made a lot of noise coming here. 

April 9th.

100.                     10’x10’ closet  This room is clearly used to store cleaning supplies.  From the state of this floor this the inhabitants have likely forgotten its existence.  On the West wall there are brooms, shovels and a bag filled with shredded linens.  On the East wall there are pails and a large barrel with a foul smelling liquid that is blues and almost solidified from lack of use.  On the south wall there are half a dozen shelves with cans of paint and other pigments that have been left open; the paints have dripped down the sides and the jars are now glues to the shelves.  The paint jars have been glued to the shelves.  The shelves fold upwards when the secret door is activated.  The lever is in the cleaning solution, the barrel is mostly filled with sand and is immobile.  The liquid only goes down a few inches the lever is easy to locate.  Inside there is a single glove that have been dyed blue  there is nothing of value in this room.  The secret door remains open for a minute and trying to stop the door from closing will result in amputation.  There is no way to open the door from this side.

101.                     Secret corridor This corridor appears to be completely barren.  There are only two doors, and it ends at a dead end.  The dead end is a misnomer.  If the last torch is pulled down three times an audible click will sound then it may be twisted and the secret door will rise over the course of a minute and will stay up for a minute and then it will drop.  The sound of the door dropping will create a very loud noise that will alert anyone in the adjoining rooms.

102.                     40’x20’ room  This room is filled with several wooden wardrobes and several chests lining the walls.  They appear to be ancient and well taken care of.  There is a large rug that fills the floor in the center of the room.  At the back there are four curtained alcoves.  All the furnishings look quite valuable.  All of the furnishings are quite valuable but they also look too difficult to move.  There are six wardrobes lining the north wall and six chests along the south wall.  They are all seem to be locked.  Roll a d6 for each set of chests and wardrobe, that determines which is a real chest or wardrobe, they are locked and require a DC15 to open.  The others require a DC 5 because these are not real, they are mimics and when one is picked, they all wait in anticipation to attack.  The door will open, revealing either valuable treasure or valuable embroidered robes, any attempt to count the treasure or grab a robe, the character fids themselves and their hands glued to it DC15 Strength check to get free.  While stuck the character will be hit automatically by that mimic and may be sucked inside to be digested.  If only the wardrobes are investigated, then only they attack.  The garments will not stick to magical spells like mage hand and the treasure in the chests appear to by ingots that weigh 25 pounds or more.  Unfortunately for the PCs, the rug is a huge rug of smothering and will activate at the same time.  The curtains of the change rooms will animate after the main attacks, but this is just a magical effect and not a true attack.  If the curtains are attacked, they will be damaged.  Intact, the eight curtains are worth 500sp each.  The last wardrobe does contain four black ceremonial robes worth 1000sp each.  There is one empty hanger.  The chest contains four golden amulets set with jet and four ornate black head pieces, each is worth 500sp.  There is room for on more.  The key for the chest and the wardrobe are with the priest in the next room.  The keys are magnetic and so are attracted to the correct lock.  The mimics have no real metal in them.  They re arrange themselves  all the time hoping to get fed more regularly by inattentive priests. 

103.                     40’x40’ room  This is a temple to some god.  Unlike normal temples which are filled with illustrations of the divine nature of the god or acts that celebrate their divineness, these walls are of the deepest black.  The altar is the only thing that is not black here and it is white, about the size of a person, with person like depressions, all filled with dried blood.  There is an obsidian knife resting on the edge of the altar.  There is one priest in this room, but what they are doing depends on which room they entered first.  If this was the first room they entered then the priest is unprepared.  If the cloak room was the first room they entered then the priest is prepared.  They have cast Spiritual Weapon, Spirit Guardians, Darkness in a corner that hides the other two spells, and there is an invisible Glyph of Warding on the door.  This is a hidden temple to Zargon.  Sacrifices are placed upon the altar once every week.  The victim is ritually cut so that they are weakened and can’t move as quickly then they are teleported to the room with the living god.  Anyone that stands on the altar will be teleported to the feeding room after one minute.  The obsidian knife will automatically poison the first person it cuts in any day DC 15 con save, it is worth 750sp.  There are other temples throughout the complex that will send sacrifices to Zargon other days of the week.

104.                     Stairs going down  This hallway leads to a set of stairs heading down 50’.  The torches in this section have been vandalized or are missing.  The deep black of the walls, the ceiling and the stairs make it difficult to judge the distance of the descent.  Some of the stairs are not the regular 20cm wide.  Some are 30” and some are only 10” once or twice they are missing altogether.  Anyone descending this flight of stairs must make a Dexterity save DC 15.  If the PCs make attempts to circumvent this trap, have the players roll with advantage.  Anyone dress in heavy armour makes their check at disadvantage.  Levitating, Misty Step will pass all or some of the checks, using a rope secured to the top of the stairs some how will negate the check.  Otherwise the PCs will need to make three checks, at the top, the middle and near the bottom.  Failure amounts to 3d6 damage, 2d6 damage and lastly no damage, but all will arrive at the bottom prone.  Anyone they hit on the way down needs to make another roll or continue down the stairs like the person who hit them.

April 14th

400x400 dungeon  Crypt layer, followed by Royal Crypt layer 500x500  6th level

105.                     90’ corridor This hallway is gilt on the walls and ceiling with polished silver.  The torchlight seems to be reflected many times making this stretch very bright.  The black floor is highly polished; it has a mirror finish that seems to soak up the light.  Ahead of you is a priest of Lystula casting cleaning spells on the tiles.  The priest sighs audibly when they see you coming.  The spell is a cantrip, but the priest must cast it almost continuously for an hour three times a day and once after each set of visitors to the crypts in both directions.  It would be worse if blood were to be spilled though, as each 10’ section would have to be sanctified, that would take about eight hours. 

106.                     20’x20’ room.  In this room there are eight soldiers sitting at tables playing games.  When you come down the stairs two rise and approach you.  Behind them the room opens up into another room and you can see activity there.  The two bored guards ask for the tokens to be returned.  If the players do not have any tokens or claim ignorance, the guards show them one and tell them that if they lost their tokens they will have to pay a recovery fee of 10sp each.  The players will remember that each of the people they killed in the upper levels had one.  For every token the PCs have they can exchange it for 5cp, which is half the price that they purchased it going up the temple levels.  Priests of the various religions are exempt from this tax of course.

107.                     20’x20’ room.  In this room there are eight soldiers sitting at tables playing games.  When you come down the stairs four rise and approach you.  Behind them the room opens up into another room and you can see activity there.  The four guards are usually wary of anyone coming up the stairs from below as most claim that they have never heard of the tax for admittance to the upper levels.  The tokens cost 10cp and half will be returned to them when they return.  Priests are exempt as are any of the serving crews that bring food up to this level for the caretakers like themselves.  If they encounter trouble from anyone there are eight more guards in the next room and one angry multi-classed wizard/cleric currently cleaning the hall.

108.                     30’x80’ dining hall  In this room there is a general bustle several servers are setting out dishes and several are unloading containers of foods for a large table that takes up the most of the length of this room.  There is one supervising the whole project and they carry a large bell.  The people here will not hear combat in the next rooms, but they will hear explosions or thunder.  If they are made aware of combat they will drop and cower and the supervisor will ring the bell for a minute or until threatened.  A turn of bell ringing will bring hungry mouths, but three or more will bring armed priests and soldiers.

April 17th

109.                     A—20’x20’ living quarters for the caretakers of the Tomb of the Chief Engineer. Three rooms.  The door just like the other doors around here, except the handle is shaped like an Owl’s head.  A bell rings when you enter the room.  This room is in immaculate shape.  The beds are made you could bounce a 1sp off of them.  In one corner there two sets of two level bunk beds and opposite them is a single bed.  Between them is a small shrine dedicated to Lystula.  On table opposite the beds is a table with a complicated structure made of wooden blocks.  There is a second table with a set of cards arranged in suits before four seats; the decoration in the room has a decidedly Owl motif.   The bell is rigged with a lever that will hit the bell when the door opens.  If the players look at the bell carefully, they might have a chance to discover a way to disarm it before entering There are three rooms, one is empty, as the occupants are in the foyer of the Tomb to the engineer.  The second room has five awake people dressed in Owl uniforms.  One is a priest to Lystula and the others are engineers of various classes, all are third level.  In the last room the torches have been covered with a black bag and the room is in darkness.  The occupants are fast asleep, unless they have not disabled the doorbell.  Generally, the room has five chests located under each bed, they are paid quite well by the Guild of Engineers and each contains 4d8gp, 6d8sp and 12d8cp.  The playing cards are worth 100sp as they are in fine shape and lacquered, they are being used in a complicated trick taking game close to the rules of Bridge.  The other table is an engineering game similar to Jenga where the goal is to remove a block and place a block to create a stable structure.  The final structure is judged on the complexity as well as the difficulty and the beauty.  The card game is played for money, but the structure game is played for bragging rights and is cooperative.

B—20’x20’ living quarters for the caretakers for the tomb of the High priest of Lystula,  Three rooms.  The door looks like any other door except the handle looks like a Cat’s head.  The door opens into room with five beds that float in the air.  There is a large altar off to one side that is dedicated to Lystula.  There are two tables in the room one is covered with food and drink and the other with a setting for cards for five people.  the decorations around the room appear to have a cat motif.  The rooms all are arcane locked with a password set by people in the room.  These people when encountered they are wearing cat masks.  One is a 3/2 Cleric/Wizard of Lystula and the others are cleric/wizard 2/2.  They are not well placed in the political hierarchy but maintaining the tomb of the high priest is a good way to get advancements.  They are also well paid; each bed has an extradimensional space in one of the legs of the beds.  Each contains 4d6gp, 6d6sp and 12d6 cp.  The pool in the center of the card table has 5d4sp and 10d4cp.  One room is empty od people as they are at the tomb, one has wakeful people, the beds are at the ceiling, and the last the beds are on the floor, and they are filled with sleeping forms and the torches are covered with blue sacks.

C—20’x20’ living quarters for the caretakers for the tomb of the Master of Coin.  The door looks like any other except the handle is in the shape of a rodent’s head, that and the outside appears to have tile puzzle that must be solved before the door can be opened.  Inside the room the layout is very orderly, five murphy beds which during the double as tables and bookcases.  Each bookcase also contains a small chest with a small ledger included.  The large table in the room has a complicated trick taking game with five chairs at the table.  The rooms all have a motif of mice about them.  If the puzzle on the outside of the room is ignored or completed imperfectly, they deliver a shock when the door opens.  One room will have sleeping people, one empty and the other people engaged in other activities.  The chest all contain 4d6gp, 6d8sp and 12d10cp.  The ledgers also show profits that are flowing from other businesses they have in the city below.  The people here include one wizard/rogue, 2/3 and the rest are either straight rogues or wizards or mixes totaling three levels.

D--20’x20’ living quarters for the caretakers of the tomb of the High Priest of Iatus Goddess of War.  Three rooms.   The door looks like any other except the handle resembles the head of a dog.  The door is incredibly heavy and appears to be made of iron and not wood.  And once moving it is difficult to stop and it clangs open against the wall inside the chamber.  There are two bunk beds, each stacked three high.  There is an altar against one side of the wall.  there are five training dummies with an assortment of training weapons against the wall.  in another corner there is a set of dice and a circle engraved into the floor.  One room there are five people with dog heads on practising with wooden swords, the real ones sheathed by their sides, another they are sleeping and a third there is no one here at all.  The group includes one Cleric level 5, and four 3rd level fighters.  No one sleeps in the one odd bunk.  Each has a loaded crossbow attached to the bed and if roused they are trained to grab and fire in one action. 

E—20’x20’ living Quarters for the caretakers of the tomb of Master of Trade.  Three rooms  The door looks like any other except the handle is in the shape of a fox.  The room has a fox motif, there are pictures of foxes on the walls, carvings all over the room.  The bunk beds are a little larger than typical and include curtains there is a single large bed with posts and curtains near the others.  There is a chest for every bed at the end and each has two locks.  A large table fills one corner with a game set up on the top: it has many intricate carved pieces and dice  and the board is painted colourfully.  In between all this is a very large dog who seems to be intent on tearing you to pieces!  The dog will attack anyone that it is not familiar with and continue to attack until the command word is spoken.  The chests are in fact triple locked and trapped.  The two locks on the front are real, but mostly for show DC10 to unlock.  The third lock is DC15 and if the PCs attempt to open the chest before the third lock is opened a trap is activated with an audible ‘Click’.  The trap is harmless, only a hand crossbow with a foul yellow substance on it that burns a bit and makes all food taste like raw meat for 24 hours.  The trap by the single bed is a gas trap that fills the room and anyone who breathes will sweat like a troglodyte for 24 hours, negating surprise, stealth and -4 on charisma checks except intimidation then +4.  The chests have 3d12gp, 4d12sp and 8d12cp, the leader has twice the number.  The people here are four level 3 rogues and one rogue/wizard 3/2. 

F—20’x20’ living Quarters for the caretakers of the tomb of the High Judge (really the High Priest of Wegnaturn God of the Deal).  Three rooms.  The door appear like any other except the handle appears to be a laughing jackal.  The jaws of the jackal must be pressed together otherwise the handle on both sides of the door falls off.  If the door is handled correctly, the Jackal heads on both sides laugh for six seconds.  The room has two three level bunk beds in one corner and a large table set up with the card game from level 4.  The room is decorated in a farcical manner with pictures of natural scenes turned on their end, sheep hunting wolves and the such.  The inhabitants of the room are a mix of level three warlocks and assassins, the leader is a level 2 warlock and an assassin.  The chests are unlocked but the treasure has been dusted with contact poison that burns after a minute as the warmth from the body activates it.  water makes it spread and alcohol wipes it clean.  2d8 burning damage, 4d8 with water.  Each chest includes 3d20gp, 4d20sp and 8d20cp and a glass beaker of water labelled ‘Cleaning fluid’ as a joke.  Washing the treasure causes it to explode as does shaking the chest for d8 damage 10’ radius

G—20’x20’ living Quarters of the Caretakers of the tomb of the Slave Master.  Three Rooms.  There is no doorhandle, instead there is a pull chain with a coffle at the end, pulling on the chain opens the door.  Inside there is a motif of domesticated animal, cats and dogs etc.  there are five murphy beds along the edges of the room and a variety of straight jackets, covered with many locks, lining the free space.   There is a table with a variety of musical instruments and a fine set of playing cards.  If there are people in the room one of them will be locked up in the straitjacket attempting to get out. The rest of their cohorts will be practising magic tricks or playing music.  The group are bards four 3rd and one 5th.  Their chests are only visible when the beds are down.  When the beds are up they are locked in place.  The chest has 4d8 of gold, silver and copper each.

H—20’x20’ living quarters of the caretakers of the tomb of the high priest of Lastrada Goddess of Agriculture.  Three rooms.  The doors have oxheads and when turned the door opens easily.  The room contains two double bunk beds and a single bed.  There are chests at the foot of each.  There is large altar to Lastrada and a table with many simple musical instruments.  The chests are not trapped, but any who would steal from the priesthood will suffer a curse, all food will taste rancid, as such few steals from them.  The curse can be lifted by doing penance.  Or a remove curse spell.   The chest contains only 2d8 of each coin type, gold, silver and copper.  There are five priest here they do not wear masks, as they are druids 4 3rd level and one 5th level, they change form after casting a concentration spell and attack with practiced coordination.

I—20’x20’ living quarters of the cleaning staff  The well cleaned door before you gleams with a near mirror finish.  Inside you see three bunk beds with curtains, and two lounging teenagers studying and attempting to cast cantrips and spells.  There are four sets of cleaning supplies in the corner.  These people are the cleaning staff.  They are apprentice wizards and other casters capable of casting Prestidigitation.  When they can finally cast a first level spell they will be relieved of this duty and allowed to rejoin society, or they will quit.  Typically apprentices rarely last longer than a couple of months one way or the other.

110.                     30’X50’ room with three doors.  This room is filled with minor entertainments from a pile of dice in one corner, a dart board in another and a few tables with decks of worn cards.  There are 6 soldiers dressed in chain sitting around one table with a mound of coins, they get up when you enter.  The coins amount to 460cb and 12sp.  The soldiers will try to make noise to alert the two next rooms. 

111.                     30’x40’ room  This room is filled with weapons, throwing weapons and holding weapons.  There are Twelve men training here.  Ten are practising with throwing axes at the buts, but most are watching the two leaders dueling with wooden swords in a large practise circle.  If there is battle that lasts longer than two rounds the group will become alerted and charge out.  They are all dressed in their armour and have shields nearby. 

112.                     50’x20’ room.  This room is filled with eight bunkbeds and sleeping forms in each bed.  There are manikins dressed in armour and shields with weapon belts.  One of the 50’ walls is filled with a large shelf with forty-eight chests.  Each is locked.  Each locked chest holds 2d8sp and 5d8cp.  The locks are poorly maintained and if common picks are used to open them there is a cumulative chance they will bend and break.  Every 10 roll a d6 on a 6 the pick does not break. 

113.                     30’x50’ room.  This door is locked.  In this room there are six large post beads with curtains.  There is a large bath in one corner.  There are also some comfortable couches and a small library of a dozen worn books.  There is a bronze brazier that warms up the room and fills it with a nice scent.   There are two captains sleeping in their beds.  There are six well oiled lock chests under each bed with their wages inside.  DC15 to open.  No trap.  5d8gp, 7d8sp and 108cp.  There is a false bottom and a compartment on the back that will release two potions.  Total 12, 6 healing, 1 stone giant strength, 2 haste, 1 spider climb, 1 invisibility, and 1 potion of fire breath.

114.                     20’ wide corridor.  This corridor is about 500’ long and is cleaned daily, you can hear the cleaning crew move somewhere along they way ahead of you.  There is an arch every 20’ and at the apex there is a crystal that glows brightly.  The mirror polish everywhere reflects this light; there are no shadows anywhere.  There are large tomb entrances, large slab like doors without handle the push inwards.  They are brass and are gleaming.  Any ray like spells or spells like lightning bolt or magic missiles will bounce off the walls in this corridor allowing for shooting around corners.  If the party does battle in the corridor the cleaners will hear of it and will launch themselves at the characters and beat their feeble fists on them in frustration.

Crypt of the Engineer 11 rooms

115.                     Entry to the Tomb 20’x20’  The entryway into this tomb is made of polished brass.  There is a scene embossed into the face that shows four workmen pulling on ropes lifting a great load in tandem building a great Pyramid.  At the top there is writing in a strange ancient language.  The words once translated say, “with the hands of many, great works are accomplished.” The doors require four people to push on the door five feet apart when they do so, the door splits into four sections and they pivot.  Any less than four and the door will not budge  As you push on the center of the great 20’ brass door, they split and reveal four smaller doors that lead to one 20’x20’ room.  In the opposite wall is another great door like the one you have just passed through, except this time made of bronze polished brightly.  On it shows a scene of five men contemplating a completed Pyramid.  The central figure has a staff held before him with a stylized astrolabe in the top.  There are words engraved in the hem of his robe.  There are five people here dressed in owl regalia and masks.  You are not who they expected, they attack.  The masked people are low level engineers one is a wizard, one a rogue, one a priest and two fighters.  The words above can be translated as, “But with a great Mind great things can be built with one!”  the lines on the doors all lead to the astrolabe.  If the astrolabe is turned like a dial to the left the doors split into triangles one sinks into the ground, one the ceiling and the others in the left and right walls.  If it is turned to the right, there is a loud chunking sound like a mechanism is opening which disguises the poison gas filling the room DC14 4d8 damage save for half.

116.                     The Hall of Mastery 80’x20’  The floor here in this long hallway are covered in dust, just a thin veneer.  There are three sets of doors on the left and right of the hallway.  The first two, on the left and the right appear to be made of lead or pewter.  The next appear to be made of tin.  The last set are made of cold wrought iron and these doors have a coating of rust.  The last set of doors, the one opposite the doors you just came in, appear to be made of steel. Each set of doors appears to have their own set of carvings on their faces. 

117.                     Tomb of the 7th degree Engineers 30’x20’(left) These heavy doors have pictures of people building common buildings are surprisingly light when you push upon them.  The room beyond has standing stone sarcophagi one every 2’ with one level on top of the bottom level.  There appears to be well over 100 in this room.  About fifty of them appear to have names ascribed into them.  There are 120 coffins and there are 51 of them with occupants.  Inside the box is a dry husk of a skeleton with dry stretched skin and long tufts of hair attached to the head.  There is a silver medallion around the neck and pouch still attached to a belt around its waist, keeping its robe closed.  As soon as anyone removes the pendant a baleful light appears in the skeleton’s eyes and it attacks.  All of the 51 try to attack, but most are too weak to open the coffins.  17 of the skeletons will burst through the coffins in addition to the one the pendant was taken from.  After the last few skeletons are dealt with the next 17 will free themselves and attack.  If the PCs are still in the room when the last skeletons are defeated the last 16 break out and attack.  Each skeleton has a pendant worth 50sp and a purse with 50sp worth of coins.  Removing the pendant causes the undead to return to death.

118.                     Tomb of the 6th degree Engineers 30’x20’(right)  These heavy doors have pictures of people constructing large public buildings.  They push inwards and are as heavy as they looked.  The room beyond is filled with small sarcophagi standing along the edge of the walls, one every two feet.  There are about sixty in this room, many of them are blank but about thirty of them have  names chiselled into there bases.  Opening the coffins does nothing except reveal the contents.  Each of the named coffins contains a preserved corpse with dried flesh.  They all have a pendant worth about 100sp and a pouch with at least 50sp at their sides. Disturbing any causes, the zombies to awaken and attack.  About one third attack at a time the rest need time to break out. Removing the pendant causes the undead to return to death.

119.                     Tomb of the 5th degree Engineers 30’x20’(left)  These doors are carved with images of roads stretching across the countryside, through mountains and too the sea.  The roads are straight and sure.  The doors are heavy but well balanced and a single person can open these door as they are balanced.  The walls are filled with sarcophagi, one every 2’; there are 60 in this room and half of them have names chiseled in the sides  Opening any of the occupied coffins activates the occupant and all the others, ten opening their tombs every few turns until all thirty are free.  These are quick zombies, they have a +3 to their AC, Initiatives and attacks with their short swords.  Each zombie wears a pendant worth 100sp and each sword bears a gem stone worth 100sp.

120.                     Tomb of the 4th degree Engineers 30’x20’(right) The front wall of this chamber are made of a dark material, there are lighter coloured brown stone around the doors.  To each side there are empty wall sconces  that would hold a torch.  If a torch is moved into the sconce.  After moving the torches there is an audible click and the doors light up with veins of silver; the doors open to reveal thirty larger coffins standing around the outside of the room.  There are names on five of the lids.  By now the players will be expecting five undead, one from each of the named coffins.  They are correct, however the zombie like undead that will emerge are actually Wights and they command the occupants of the remaining coffins to come forth.  There are two zombies in each of the unnamed coffins.  Each Wight has a pendant worth 150sp and a small purse with 250sp.

121.                     Tomb of the 3rd degree Engineers 30’x20’(left) The wall around the door show scenes of wall building, tall stone walls, and palisades.  Any attempt to open the door will set off a large jolt of electricity that will send them flying through the air into the far wall 20’ away to take 4d6 force damage and 8d6 electricity.  Any that think to look the fifth stone on the fifth row can be depressed and the secret door will depress and open.  Inside there are fifteen coffins spread against the walls standing on their ends.  At their feet rest four large urns.  Three of the coffins are inscribed with names.  The three named coffins contain a single Wraith and three of the Urns contain spectres that it can command.  The skeleton inside each occupied coffin wears a necklace worth 500sp and each of the four urns contains a 1500cp around the bones of the spectres.

122.                     Tomb of the 2nd degree Engineers 30’x20’(right) The wall is covered with the appearance of a castles in the midst of a siege.  The top of the walls are filled with figures looking down upon you and men boiling oil.  There is a scarlet pendant, fluttering in the wind, letting people know in the distance that they are under siege.  Each attempt to open the door results in acid being poured before the gate Dex save DC15 5’radius.  If someone climbs the wall DC15 athletics check and moves the pendant down the door opens easily.  Inside there are ten sarcophagi lying prone on the floor.  Three of them have name plates.  Each of the sarcophagi is made of gold with gems encrusted on the surface.  If any of the gems on any on the sarcophagi are disturbed the three mummies in this room rise and attack.  Each Mummy has a pendant worth 1000sp.  Each sarcophagi has about 100sp worth of gold and 400sp worth of colourful but inexpensive gems.

123.                     Tomb of the 1st degree Engineers entry 20’x20’ The doors to this chamber are covered in Gold Leaf and have the appearance of a great presence.  The relief in the stone shows the greatest of achievements of this nation, the great Pyramid that you are currently within.  Touching the wall will deliver a d10 jolt of necromantic energy.  Opening the doors requires pushing for five rounds delivering 5d10 damage.  Only undead are immune to this damage and there is no way to avoid it.  The doors open up into a waiting room with two openings to the left and the right.  There are two couches and two tables here and they look immensely valuable.  They are worth a lot but they are permanent fixtures in this room.  They are magically enhanced furniture.  They are worth only 10,000sp apiece while the Lich that made them still exists, afterwards they collapse into disease ridden maggots.  They cannot be moved intact, but can be hacked apart and moved in pieces that can be sold for a tenth of their value. 

124.                     Tomb of the 1st degree Vault 30’x40’  The script above the three very large Sarcophagi states for all to read, “Here lies the two architects that designed and built the tombs which you stand and the Engineer that built the Royal Tombs, everyone is beneath them in the end.”  The sarcophagi on the left and the right contain lesser Vampires and the one between, the controlling Vampire who also retains the levels she had in life, 9th level Warlock.  the Vampire in this room were in stasis until the moment the PCs entered the room.  The treasure in this room totals up to 25,000sp.

125.                     Tomb of the Master Engineer 30’x40’ This room appears incomplete. The builders were preparing this room to be great but ran out of time.  Stepping towards the room chunks of the roof top appear to fall and smash into the ground.  Any that enter the room fully (10’) will see that this is an illusion.  If only one PC comes in 10’ only that one will see beyond, get that player alone and the lich will try it’s best to kill or incapacitate the PC as the Pc will be in an area of silence and the illusion will cover up anything the lich does but not the PC.  After all the PCs are past 10’ the illusion disappears.  The room is well lit and filled with opulence.  There are treasures of gold and many gems scattered around the room.  The writing on the wall has been defaced, “Here lies (stands) the (greatest) engineer who designed and built the Great (Greatest) Pyramid.” There are half a dozen half finished projects all on the go from a half complete Iron Golem, a Magical sword, a Magic staff, the plans for a magic submarine and improvements to various parts of the Pyramid.---May 5th

126.                     Entry into the tomb Crypt of the High Priest of Lystula Goddess of Magic 20’ x 20’  The outside of this large set of bronze doors are written with the dogma of the priesthood in the local language written with Draconic runes.  Lystula allows the mortal races to channel the power of creation with the mystical words, arcane gestures and the focus of will, all Praise Lystula!  The inside of the chamber is well lit with continual flame torches.  There are five priests with cat like garb and feline masks.  They rise when you enter.  One is a 3/2 Cleric/Wizard of Lystula and the others are cleric/wizard 2/2.  They will wait for the characters to make the first move unless they have clearly been in battle recently.  Then they assume a defensive posture.  The large double doors on the opposite side appear to be inscribed with every third level spell that you have ever heard of and a number that you haven’t heard of.  The doors remain sealed until the riddle is solved.  It is a simple riddle, as soon as one of the third level spells is cast the doors open.  If there was combat and a third level spell is cast, that spell will fail and the doors will open.

127.                     Grand Processional Corridor 20’ wide corridor 

The wide corridor is brightly lit with flickering candles filling nooks, sconces, candelabras and chandeliers they are all in various levels of use, some are burned down to nubs and others are fresh as if just lit.  There are four large 10’ wide sets of doors and two sets of 20’ double doors, all of them open into the corridor, each is ornately carved and covered with their own many sets of candles.  It is the floor that draws most eyes.  Each 10’ section of the way is written every known spell in existence.  Many are not known to you, but many are.  The first 10’ section is devoted to Cantrips, the second First level spells and so on until the last section where Ninth level spells are all spelled out in Draconic runes.

128.                     First Room of Preparation 30’ x 30’ The door of this room has a simple latch.  It is simple but if the PCs expect something make them roll and announce they have found nothing.  Inside the large room you see six large barrels, two on each side other than the door side and a large platform with a body sized indentation.  The barrels are marked with pictures, two have a picture of a leg, two have a picture of an arm, one smaller one has a picture of a head and the largest one a picture of a torso.  As you enter the room you also see five floating saw blade, perfect for cutting flesh and sawing bone, and five tongs, that float in the air waiting for something.  The platform rotates slowly towards you.  The ten animated utensils will attack if they are attacked themselves, but they will first try to helpfully dismember any corpse that is brought in here first.  Failing that they will attempt to dismember the body that is covered with the least amount of metal armour, preferring leather over flesh.  The barrels are filled with a flesh-eating enzyme that will clean off the bones in a minute and dissolve the flesh over an hour before becoming inert.  There are a few boxes in trap doors under the platform that when mixed together will refill the barrels.  There is enough left to refill each of the barrels once here.  the enzyme is quite specific and only dissolves hair, fat and muscle, teeth, fingernails and bones are not touched neither is metal.  The bones will be removed after a minute and be arranged inside of appropriately sized ceramic container, after they are washed of the remaining enzyme.  The enzyme works exactly like Acid against flesh and water against everything else.

129.                     Second Room of Preparation 30’ x 30’ The door of this room has a simple latch.  It is simple but if the PCs expect something make them roll and announce they have found nothing.  Inside the large room you see six ceramic ovens, two on each side other than the door side and a large platform shaped like an Iron maiden complete with spikes.  The barrels are marked with pictures, two have a picture of a lung, one has a picture of a heart, one has a picture of a brain, one kidneys, the last a liver.  As you enter the room you also see five floating saw blade, perfect for cutting flesh and sawing bone, and five tongs, that float in the air waiting for something.  The platform rotates slowly towards you.  The ten animated utensils will attack if they are attacked themselves, but they will first try to helpfully dismember any corpse that is brought in here first.  Failing that they will attempt to dismember the body that is covered with the least amount of metal armour, preferring leather over flesh.  Any body that is still alive when it lands in the Iron Maiden will cease to be alive when it closes.  Lucky for them they will have ample chances to leave as utensils will attempt to remove the brain, heart, lungs, kidneys and liver before closing.  Once closed the contraption will remove all the fluids and replace them with preservation fluids, baked and desiccated organs will be wrapped and reinserted into the bodies and then the body will be wrapped with fine linen or silk coverings.  The process will take an hour.

130.                     First Room of Repose 20’ x 40’ this room is filled with luxury.  There are neat rows of soft seats and tables that are arrayed through the room.  Many of the tables have silver serving platters on them.  When the room is entered, the tables legs begin to move forward and the platters appear to be filled with small open faced sandwiches, bits of cheese and sausage speared with a small spear made of wood with a piece of fruit, or small cups filled with sweet teas.  After an hour and five minutes the chairs attempt to dump the occupants on the floor and the food and drink disappear.  If anyone remains within the chamber after this invitation to leave, the furniture attacks.  They also attack if they attempt to re-enter the room within the next hour.  This is room will allow for a great Short rest, but nothing longer and they will get +4 hp per hit die they spend.

131.                     Second Room of Repose 20’ x 40’ this room is filled with luxury.  There are neat rows of soft seats and tables that are arrayed through the room.  Many of the tables have silver serving platters on them.  When the room is entered, the tables legs begin to move forward and the platters appear to be filled with small open faced sandwiches, bits of cheese and sausage speared with a small spear made of wood with a piece of fruit, or small cups filled with sweet teas.  If the PCs spend more than an hour in this room, the sofas will unfold and become beds.  The beds are so comfortable that if they sleep there for a full eight hours they will be completely refreshed and up to 2 levels of exhaustion will end.  At the end of the eight hours of sleep the beds will fold up into couches and chairs again and after an hour attack them  during that last hour food will again appear for thirty minutes before ending.  If they come back every night they will get the same treatment.

132.                     The Crypt of the Commons 40’ x 50’ the door to this room is plain and unadorned.  This room is filled with Urns all about 2’ in height and 18” in diameter.  There is a is a soft silvery metal pushed into the gap between the lid and the body of the urn.  The urns appear to be stacked on shelves and the shelves are stacked tight right next to each other.  Large floppy cloths flutter through the air landing on the shelves and the urns removing the dust from them.  Three large stick spiders walk on the floor toward you and stop five feet from you waving their arms at you.  The animated spiders are waiting for an urn to be placed on the ground they will wait for a minute and then they will leave the area.  If anyone attempts to disturb the Urns the floppy dusters will fly at them and attempt to cover them with dust.  The dust is horrible DC 14 Con save or start to cough for 1d4 damage per round for a minute.  If they are attacked the spiders come running in a round and in two more rounds another set of dusters, in two more rounds more spiders.  There are six dusters in each room and three stick spiders.  Each duster only has one dose of dust and are vulnerable to fire.  The sticks attack four times against on target for 1d6+3 per hit and if all attack hit they crush for 2d6+3 damage the first round and 15 points every other round and run them to the entrance before booting them off.  The silver paste is silver and is soft but worth 2x its weight.  So each urn has 10sp of soft silver.  There are 120 urns. 

133.                     The Crypt of Acolytes 40’ x 40’  There is gold paste on these urns and so the paste is worth 100sps each urn.  There are 75 urns.   May 13th

134.                     The Crypt of the High 30’ x 40’ The door to this room appears to be made of solid gold.  if magic is detected it glows brightly.  The doors contain no gold and are made of heavy stone.  Additionally there is invisible writing on them.  The writing changes to the native language of the person who reads it.  the writing says: “Come in and speak the name of the resident you wish to speak to”  The ceiling here vaults up to 30’ in the center, but around the outside there is a narrow balcony on which there are a number of automated musical instruments that begin playing as soon as you enter.  The instruments begin playing sombre background music.  There are three open doorways on each of the empty walls, two 10’ across and one 20’ across.  There are three sets of couches and chairs arranged about the room. There are five harps, three sets of drums, 4 string instruments and eight wind instruments.  They would be very valuable if they could be removed to civilization, but they will resist to the point of destruction.  If the PCs wander outside the entryway the Bouncers from the other rooms activate.  If the PCs loiter in the entryway for more than five minutes, the music will stop and will play in a semblance of a voice asking them to call for an audience or leave the chambers.  If they persist the Bouncers are called from the other rooms.  If the PCs successfully call an audience, the calling stone is brought forth and the spirit of the dead is called to answer three questions as a speak with dead spell.

135.                     The Crypt of the Hight Priest 40’ x 20’ this chamber is through the 20’ entrance.  There are seven large well ornamented sarcophagi standing along the wall closed and sealed and there are five more open elsewhere.  Two large statues stand to either side of the entrance arms raised as if holding the ceiling in place.  The insides of the sarcophagi are fine silk covering fine woods.  The outsides are made of stone with gold leaf covering the outside with gemstones on the outside.  There is a mechanical spider with a small crystal ball in two of its outstretched arms.  The sarcophagi are each worth 1500sp for the interior and exterior.  The crystal ball is worth about 500sp, but any attempt to steal or pilfer the room will result in the guardians waking up and attacking.  The mechanical spider is the same as the ones from the other rooms, but the statues are two iron golems.  Fire spells heal them for ¼ damage caused and haste them, cold spells slow them but are otherwise immune.  After two rounds they will begin to heat up as a heat metal spell which will heal them, hasten them, and cause more damage.  They will stop pursuit if they leave the tombs.

136.                     The Crypt of the Priesthood 30’ x 50’ This room is through the left most entryway.  This room’s walls are lined with twenty-seven sarcophagi, eighteen closed and nine open.  There are three cloth golems from the common chambers dusting the room and there is one stick like spider golem with a small crystal ball in the two fore arms.  The three corners of the room feature 10’ tall dwarf statues made of stone armed with a great sword and a tower shield and are dressed in stone armour.  The sarcophagi have 1000sp of adornments inside and out and the crystal ball is worth 500sp.  If anyone attempts to loot the place all the automatons will defend the place.  The three statues are stone golems.  Hitting them with lightning will slow them for 2 rounds but radiant damage heals them.  After two rounds the sword will ignite with sacred fire (like the cantrip) and will heal the golem and cause more damage.

137.                     The Crypt of the Honoured Practitioners 30’ x 50’ The first thing that you notice is the large number of statues in this room.  There are twenty-two realistically carved statues, half male and half female, each unique and anatomically correct and realistically rendered, if very well endowed.  Two are on either side of the entrance and are seven feet tall, but the rest are six feet tall and seem to be supporting, one to each side, ten sarcophagi.  The sarcophagi are richly decorated.  They are covered with gold leaf and decorated with many small tasteful gems in a pleasant design.  The less tasteful large gem is placed at the head of the interned person within.  There are three cloth golems and one spider golem with a crystal ball in its arms.  The coffins covered with about 2000sp worth of gold and gems, the big gem is worth 2000sp also.  No surprise, the statues all animate if the room is looted.  They are all armed with two scimitars and are healed with magical fire.  After two rounds the golems will burst into flames and heal d4hp/round but cause an additional 2d4 damage

138.                     Crypt of the Master of Coin, Entry 20’ x 20’   there are five people here that look up when you open the door to this tomb.  At first glance they look like giant rats, but they are just dressed to resemble them with mouse masks and large ears.  One wizard/rogue, 2/3 and the rest are either straight rogues or wizards or mixes totaling three levels.  The wall to either side of the doors is made to look like two large abaci.  Each abacus has seven rows of nine beads on each rod.  the abacus on the Left side must be laid out with the price of admittance to the guild, one of each coin type, copper bit, copper, silver, gold and platinum.  The one on the right must arranged to the price of Master level, 10,000sp or one bead on the top level moved over.  If the players bribe the members on guard, they will tell the players for money and their lives, they are apprentices and they do want to be masters and the only way to do that is to get more money.  The third failed pull they must make a DC14 Con save or be paralyzed, ninth DC 13 save or turn to stone.

139.                     Hall 20’ x 40’  This hall is pristine and made with the finest materials.  There are four large 10’ doors.  One is made of Copper and has been polished regularly so there is no green.  The next is polished silver, cleaned regularly of all the tarnish.  The third is polished gold.  the fourth is made of polished Steel.  Each of these doors is decorated with gem stones.  The copper one is covered with 100sp gems, the Silver with 500sp gems, and the gold with 1000sp gems.  There is a slot before the entrance.  The doors will not open unless gems of the appropriate amount and number are put in.  all the gems on the outside are clever reproductions and fake.  The metal covering is an inexpensive illusion. 

140.                     Common 20’ x 20’  For the cost of 100sp gem for each person entering, admittance is granted. Those that try to push past without paying must make a DC 18 Charisma save or be unable to cross.  Inside there are all the members of the guild that were able to pay the fee to be entered here, they include many of the poorer members of the guild and more than a few of the more miserly members.  No-one here could afford to take their wealth with them.  The cost of burial here is not very cheap.  Four people to bring you here leave your body in this room, two to speak for your soul and 50sp each for the bother to do it and the 100sp gem in your casket that you will need to get the doors to open should you return to life, all told 1000sp minimum.  There are ninety-seven urns stacked neatly against the wall or in shelves.  The first urn opened will reveal ashes a few bones and a 100sp gem.  This will no doubt begin a search through the rest, however, this will not be the first time someone thought to rob the dead and only nine gems will be found. 

141.                     Journeyman 30’ x 20’ For the cost of 500sp gem for each person entering, admittance is granted. Those that try to push past without paying must make a DC 19 Charisma save or be unable to cross.  Inside there are all the members of the guild that were able to pay the fee to be entered here, they include many of the middle-class members of the guild and more than a few of the more frugal wealthy members.  No-one here could afford to take their wealth with them.  The cost of burial here is not very cheap.  Four people to bring you here leave your body in this room, two to speak for your soul and 250sp each for the bother to do it and the 500sp gem in your casket that you will need to get the doors to open should you return to life, all told 5000sp minimum.  There are other magical protections on this tomb.  Anyone who attempts to steal the wealth in this tomb must make a DC 14 Con save or turn to stone.  The last few would be thieves were petrified and when the next priest came this way, their stone bodies were crushed into rubble.  On the shelves of this room there are nineteen medium urns.  The floor is different from any other room you have seen.  It is covered with rubble, bits of gravel and sand and one or two stone fingers.  If the contents of the urns are searched they will find each one has a 500sp gem.  If someone takes interest in the gravel they will find fragments that ad up to at least three bodies.  The room does not see the actions of one and different from them all.  One steals all save.

142.                     Master 30’ x 20’ For the cost of 1000sp gem for each person entering, admittance is granted. Those that try to push past without paying must make a DC 20 Charisma save or be unable to cross.  Inside there are all the members of the guild that were able to pay the fee to be entered here, they include many of the upper-class members of the guild and more than a few of the more frugal wealthy members.  No-one here could afford to take their wealth with them.  The cost of burial here is not very cheap.  Four people to bring you here leave your body in this room, two to speak for your soul and 500sp each for the bother to do it and the 1000sp gem in your casket that you will need to get the doors to open should you return to life, all told 10000sp minimum.  There are other magical protections on this tomb.  Anyone who attempts to steal the wealth in this tomb must make a DC 14 Con save or turn to stone.  The last few would be thieves were petrified and when the next priest came this way, their stone bodies were crushed into rubble.  Lastly, when the gem crosses the threshold of the tomb an Invisible stalker is summoned to track and attack the barer of the gem unless a dispel magic is cast to disrupt a 6th level spell.  On the shelves of this room there are nine medium urns.  The floor is different from any other room you have seen.  It is covered with rubble, bits of gravel and sand and one or one stone head.  If the contents of the urns are searched they will find each one has a 1000sp gem.  If someone takes interest in the gravel they will find fragments that add up to a single body.  The room does not see the actions of one and different from them all.  One steals all save.

143.                     Prep room 20’ x 20’  This room is dominated by a giant oven with a large ceramic bowl appropriately sized for a adult human.  There are dozens of empty urns filling one wall and brooms and dustpans of different sizes.  There is a door on the far side of the room.  It is made of shiny platinum and is encrusted with large diamonds, rubies, emeralds and other gems worth about 5000sp.  Beside the door there is an inscription detailing that due to the rarity of diamonds, rubies and emeralds of the right size, other sizes of gems totaling 5000sp will activate the door.   The gems on the door are good fakes and are worth at least 100sp each, for a total of 5000sp.  The platinum door is a good illusion.  When both doors are closed on the oven, the contents of the ceramic dish are disintegrated  into dust.  The dust will fill one urn and they can be placed with an appropriate gemstone for internment. 

144.                     Room of the great 20’ x 30’  This room is lavishly appointed.  There are four small altar in the room, two have a small urn and two are empty.  There is a large 10’ open door into the next room.  The cost of burial here is just as pricey if not more as they are encouraged to invite more mourners.  The total price of 100,000sp in gems.  Only two bought into this send off, or had relatives that were willing to pay this much.  Inside the urns are just dust, the contents were taken by the being in the next room.

145.                     Room of the Grand Master 20’ x 30’  in this large room there only two things of note: A large throne made of solid gold and a desiccated man siting upon it.  there is a large bowl at its feet filled with all the gems that you have paid for entry to the various rooms.  The creature is vary happy to see you.  This is a greater Mummy.  Its phylactery is located in the last room behind the secret door.  Once per day it can teleport itself or one creature anywhere in the tomb complex.  The monster will not use the teleport to hide in its treasury but will teleport one member of the party behind the last door, the one they will have to pay 5000gp to get through.  If they defeat this monster, they will get the gems in his bowl.  The secret door is unlocked by lifting the throne off the ground on one side, any side.  Athletics check DC30, two people can attempt to get a +5 on the attempt, and if they take 20 each member will get an exhaustion point.  If only one tries and no-one else has athletics to help, they can do it for 2 exhaustion points.  Setting the throne down unlocks the secret door and opens it an inch.

146.                     Treasury 30’ x 30’  Every door opened, and the prices was paid the gem came here in the end.  There is a second throne and a million silver pieces of gems here.  there would have been a 1Msp worth of gems had the Grand master not found a way to funnel the wealth out to give him more un-life.  There is a lot of treasure here but only 100,000sp.

147.                     Crypt of the High Priest of Iatus Goddess of War entry 20’ x 20’  The doors that lead to the entry of the tomb are made of bronze black with age.  The doors are filled with scenes of battles, forces with the banners of the priests of Iatus arrayed before the heathen.  The figures in the bas relief are polished and clean, contrasting with the back ground.  The Each side are tall figures made of Brass, their eyes fixed on the distance.  When you approach the doors they snap to attention and present arms, long polearms that smack down on the ground a staccato that announces you presence.  Inside there is a priest, girded for battle flanked on each side by two warriors ready for battle.  The group includes one Cleric level 5, and four 3rd level fighters.  They will fight to the death against interlopers.  The internal doors mirror the ones on the outside, battles fought for Iatus against Orcs, Elves and Goblins.  The doors do not appear to have handles.  Words must be spoken, “Iatus is Great” will open the doors.  They crack and open outwards allowing access to the next room.

148.                     Room of Doors 40’ x 40’  Upon entering the chamber the doors behind slowly close (any attempt fails up to and including lying in their path,  anything left in their path will be snapped in twain when the snap close.)  The doors behind and the other three doors are identical with scenes of battle between the forces of Iatus and those that are not them.  A bout of dizziness briefly overcomes you all and a feeling that all the doors have moved position (DC 14 Con save or fall prone) you are not sure which door is which an which door leads to which next room.  If they are with a priest of Iatus they are not affected by this vertigo.  The doors have not moved, but the players direction sense has been altered.  Only one door can be opened at a time, and every time a door is closed the effect returns, resetting the direction the directions in their minds.  Each person present has a different perception.  As soon as the characters enter a different room the correct orientation returns except for the chamber of the Common Priest.

149.                     Chamber of the Common Priests 40’ x 40’  there are a lot of sarcophagi in this room; there are 30 standing on the ground around the edge of the chamber, there is a “U” shape od 16 in the middle and cluster of 4 in the center, all stacked three high.  There are 150 sarcophagi here.  The ground is covered with a misting of fog, no more than two feet deep but in places three.  When the door finally clanks closed sound becomes muted, speech is muffled.  As long as there is a priest of Iatus here, nothing happens but a round after the door closes any character with a passive perception score of 15 will hear sounds and see the fog eddy in odd ways.  75 occupied coffins here, 30 contain skeletons, 30 zombies and 15 something else.  Every round 2 of the more mundane will drop down to harry the PCs.  The other undead here are different.  They are quick zombies, (AC14, hp 26 resistant to non magical attacks, all types of slashing weapons will do half damage with the lost half damage creating limbs that attack on their own.  If it takes 16 slashing damage the zombie takes 8 damage and a 8hp arm will attack independently)  each of the occupied coffins has a 50sp holy symbol and 2 platinum coins pressed into their eye sockets.  50% will be found in their coffin, 25% still in their eye/skull and 25% on the ground in the mist.

150.                     Halls of Choices 20’ x 250’  this Hallway has many doorways on one side.  There hall is brightly lit with the same artificial torches every where.  The floor Is covered with fog at the height of two feet.  Any character who has been in the Chamber of the common Priest, must make a wisdom save.  Those who succeed DC 14 will feel phantom touches at their feet.  (the curling of the mist and regular Pareidolia makes them extra ‘jumpy’, there is nothing actually there. 

The rooms off this hallway contain the 14 high priests of the past and their close aids, who were put to death by them in their undead nature.  They are either a ghast and ghouls, a wight and zombies or a wraith and specters.  There are two secret doors in the group one contains a greater Mummy and the other a group of lesser mummies.  Any time a new high priest wants to be buried, the High priests must go alone and clear out a room to take over, the greater the room the greater the afterlife.  The Greater mummy has never been replaced.

151.                     1st Room 20’ x 20’  As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

152.                     2nd Room 20’ x 20’  As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  Inside this chamber the coffins are covered with a rime of ice.  The lead sarcophagi contains a Wight and the others four zombies.  As soon as the PCs begin attacking the others will come forth and attack.  The wight has a holy symbol with 250sp and 750sp in jewelry.  The zombies have 150sp of coin at their feet.

153.                     3rd Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

154.                     4th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

155.                     5th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

156.                     6th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.   Inside this chamber the coffins are covered with a rime of ice.  The lead sarcophagi contains a Wight and the others four zombies.  As soon as the PCs begin attacking the others will come forth and attack.  The wight has a holy symbol with 250sp and 750sp in jewelry.  The zombies have 150sp of coin at their feet.  If the head sarcophagi is examined (investigation DC15) a secret compartment is found on the outside at the head.  The section pushes in and clicks back in  place.  At this point a small 1’diameter column of stone rises out of the ground in the center of the room closing the door and locking it and the mist quickly drains out the of the room near the door.  If the column is push down into the floor, there is a click and a secret door opens.

157.                     1st Room of Hidden Choices 20’ x 20’  This room hidden from the others is covered with grit.  There are three large sarcophagi in one side and a altar to Iatus in the other.  The candles on the altar glitter in the light like gold and the chalice is studded with small gems, rubies and emeralds.  The grit is dust of dryness, there are five packet spread out on the ground.  The altar has three candle sticks with three large red candles in them, they are indeed gold and are worth 5000sp each, the chalice is silver and the gems are small but worth 1000sp apiece, together they are worth 15000sp but as pieces only 11,000sp,  there is a ceremonial dagger worth another 6000sp as it is covered with tiny diamonds, 100 50gp diamonds.  If any of the pieces is moved without lighting the candles first a teleport portal one way opens behind the altar and the master Mummy will arrive through it in a round.  If the candles are lit, the portal becomes two-way.  At present all three candles can burn for 10 minutes before guttering out.  They must be all lit.  there are 3 lesser Mummies in this room each has a special held attack where it exhales into a creature’s face and a small dose of dust of dryness enters their lungs and eyes.  Dex save DC 15 or take 6d4 damage or half.  The mummy must grapple to deliver this free attack.  They will wait for the PCs to accidentally summon their master before attacking but will attack as soon as they are attacked.  As a tactic on will try to remove the dagger off the altar and attack with it summoning the Master.  The Phylactery for the mummies is located in the other room.  The Mummies will not tell anyone how to operate the teleport circle.  Investigation DC14 will reveal dust covered everything on the alter except the underneath of the candle sticks and the candles have been burned recently, the melted wax has no dust on it. 

158.                     7th  Room 20’ x 20’ As the door is opened mist pours through, as there is no mist in this room after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  Before the mist piles into the room you catch sight of five skeletons dressed in Chainmail with shield left sprawled about the room.  There is a glint of gold about them as the mist fills in and covers the bodies.  Where is your character positioned?  The door slams shut as soon as the mists are level with the outside.  The mist swirls as if something is disturbing it.  As soon as the door slams shut; it will be locked for five rounds.   Be sure to ask the players where their character is before the doors slam shut.  Any outside will be out of combat for five rounds.  The specters rise to attack first, four through the sarcophagi and four from four of the skeletons.  The next round the Wraith joins combat from its home.   The five skeletons are the corpses of lone high priests looking for a tomb to occupy.  The skeletons are dressed in Chainmail with a shield, mace and dagger.  Two of those items is +1.  Each has a holy symbol worth 250sp.  The lesser coffins hold decayed bodies with Chainmail armour, shield and long sword, one of these sets is +1.  It also contains a rotted silk sack of 500sp in coins  the main coffin has a rotted corpse with Magic Helm, +2 chainmail and a staff of striking  as well as a 250sp holy symbol and 1000sp of jewelry.

159.                     8th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  Unlike the other chambers this room has only one working torch.  The light hits the sarcophagi and throws up deep shadows everywhere.  As you watch the light flickers and goes out for a second before one of the other torches powers up and glows brightly.  Every round there is a 50% chance that the lit torch will go out, filling the room in darkness.  One of the four torches on the room will flicker to life after a round of darkness.  There are eight shadows in this room.  Scattered on the floor there is an additional 3 skeletons of lone high priests looking for a tomb to occupy.  The skeletons are dressed in Chainmail with a shield, mace and dagger.  Two of those items is +1.  Each has a holy symbol worth 250sp.

160.                     9th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

161.                     2nd Room of Hidden Choices 20’ x 20’  you step on to the teleport circle and emerge in a different room with a fine bed and silk coverings.  There is no sarcophagi as the greater mummy “sleeps” on the bed.  The Phylactery of the mummies is hidden under the behind the in a loose brick on the wall, Investigation DC20, unless they state that they move the bed and look behind it.  then DC12.  The altar on this side is loaded with similar treasures only they are worth twice as much.  The candles when lit will billow out smoke as the censure of coughing and choking.  The mummy will light the candles with a cantrip if it has time.  The mattress of the bed is filled with coins, 10,000cp and 10,000sp, 1000gp and 250pp.  They have had time to settle, and it will take a minute to gather up 1000 coins with out mattress or 4000 coins with mattress stuffing a minute.  Remember the players only have 10 minutes before the portal will close. It will take 5 minutes to get all the coins and 22 minutes without the fluff.  It will take a minute to pack each candle stick, chalice and knife, if they wish to preserve the value (five total or one minute total if they grab them, reduce value accordingly, mend will not work)  four characters will have 40 man minutes to do looting.

162.                     10th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

163.                     11th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  Inside this chamber the coffins are covered with a rime of ice.  The lead sarcophagi contains a Wight and the others four zombies.  As soon as the PCs begin attacking the others will come forth and attack.  The wight has a holy symbol with 250sp and 750sp in jewelry.  The zombies have 150sp of coin at their feet.

164.                     12th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too. The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

165.                     13th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

166.                     14th Room 20’ x 20’ As the door is opened mist pours through, as the level in the room was at least four feet high, after a minute it levels out.  This room contains five sarcophagi, one larger and more ornate than the others, but the four smaller are also well made too.  The larger sarcophagi holds a Ghast and the lesser hold four Ghouls, as soon as one lid is moved the other four move the other lids and attack the next round.  The ghast has a 250sp holy symbol and jewelry in his home worth 500sp, the ghouls all have treasure worth 150sp.

167.                     Crypt of the Master of trades Entry 20’ x 20’  This entry way is filled with murals depicting hardworking industrial types, potters, carpenters, cobblers, armourers, weapon smiths, black smiths, wheelwrights, cartwrights etc.  inside the room there are five figures dressed in costumes depicting foxes.  As soon as they see you, they surrender.  The door beyond is dressed the more designs of master workers working.  The guardians here are very pragmatic and they strongly believe that their lives are not worth stopping adventurers from plundering the tombs before them.  They will call for help, but they won’t stop them.  The Doors in this tomb area are locked but not trapped. 

168.                     Hall 20’ x 40’  This room is a hall with four large doors leading off it.  there is a door made of wood.  There is a door made to resemble thick cured leather, one that is made of metal, silver, iron, gold, bronze, tin and many others.  The last door is made of stone.

169.                     Door of Wood 20’ x 20’ the wooden door is certainly locked, how is difficult to see.  The entire surface of the door and the walls beside is covered with finely carved wood that moves along well-fitting groves.  The pieces slide an shift in their places.  The room beyond is a locked puzzle box.  Wood carvers and those skilled in Arcana can add their Proficiency bonus to an Intelligence check to open this door, DC13.  The door can be bashed open if the players apply enough damage with bludgeoning and slashing weapons, (double damage with axes).  The room beyond is filled with rows of shelving with urns stacked on the shelves.  The middle rows are filled and a few of the lower rows, but most of the lowest rows and all the higher rows are empty.  The urns have no real value.  They are ceramic and functional.  Everyone of these was a master of their craft.  The urns are sealed with wax and a name pressed into the wax.

170.                     Door of Leather 30’ x 20’  The door is locked and there does not appear to be any lock. There are two sections of the wall that lift out like large bellows.  Pumping the bellows fills some hidden container with air and after a few pumps on each a low whine comes from the wall as flaps on the door flutter from air passing underneath them.  If the bellows are pumped for a minute the air blowing forth will make a cacophony of sound.  Anyone trained with musical wind instruments may add their proficiency bonus to an Intelligence check DC 14.  Once a C-note is achieved the door opens.  Bashing the door with Bludgeoning weapons also works.  The room beyond is filled with rows of shelving with urns stacked on the shelves.  The middle rows are filled and a few of the lower rows, but most of the lowest rows and all the higher rows are empty.  The urns have no real value.  They are ceramic and functional.  Everyone of these was a master of their craft.  The urns are sealed with wax and a name pressed into the wax.

171.                     Doors of Metal 30’ x 20’  there are three great metal wheels attached to the wall beside the doors.  There is a lock in the wall beside the wheels.  The wheels are locked in place and will not spin.  The locks are complex.  DC 15 to pick, but they may be tried multiple times each.  A knock spell will unlock two of these locks and spin the wheel too.  the wheels control bars that pass through the doors.  No amount of bashing slashing or piercing will get through these doors, unless they have adamantium weapons.  The room beyond is filled with rows of shelving with urns stacked on the shelves.  The middle rows are filled and a few of the lower rows, but most of the lowest rows and all the higher rows are empty.  The urns have no real value.  They are ceramic and functional.  Everyone of these was a master of their craft.  The urns are sealed with wax and a name pressed into the wax.

172.                     Prep room 20’ x 20’  This room is dominated by a giant oven with a large ceramic bowl appropriately sized for a adult human.  There are dozens of empty urns filling one wall and brooms and dustpans of different sizes.  There is a door on the far side of the room.  It is made of simple stone.  When both doors are closed on the oven, the contents of the ceramic dish are disintegrated  into dust.  The dust will fill one urn and they can be sealed with wax.

173.                     Room of the Great 20’ x 30’  The urns in this room have more space than the ones in other rooms.  Each urn is on a shelf with a smaller shelf underneath and a book placed there beneath the urn.  One urn is for the woodcarver Master Cren, who built complex puzzle boxes for children some of which were so complex that they have never been solved.  He was the designer and builder of the Door of Wood in the tomb before.  The rest of his accomplishments are listed in the book beneath his ashes.  There are many other urns with books on shelves around the room.  There is an opening into another adjoining room.  There are ashes from six great people in this room.  Cheriq the Armourer, who specialized in medium steel armour,  Darre the Silent, the greatest Bard there ever was who could not speak a single word, he made instruments with the voices of angels.  He also designed the Leather Door.  Bara the potter, who made all the urns used in this tomb, each and everyone identical.  Also perfected the unbreakable plate a secret that no one could duplicate, not even her students.  Sigmud the cobbler who made slipper so soft and durable.  Jewels the herbalist whose infusions were in demand in distant lands.  Geoph Wainwright whose carts were so smooth well made that they never broke down.

174.                     Room of the Grand Master 20’ x 30’  Five members of the crafts were elected to the body for life to administrate the trades of the nation and adjudicate disputes and set prices.  Much time was needed to do these things and the only compensation, other than a lot of money from bribes was to be interned here.  There are five shelves in this room and urns that are stacked on each that start with the first and end with the last on each.  There are names and trades on them plus the dates that they served.  Some served over 20 years, others only a few days.   There is a secret door in this room.  It is plain to see, it is even marked and there is a sign over the door with the Words the Halls of Greatness.  There are five empty urns on the shelves, one for each shelf.  When that urn is moved, there is an audible click as one of the five locks is triggered.  Two of the urns are obvious and they sit by themselves on the shelves, but three are sitting beside other urns on the shelves.  DC 13 investigation check, or a DC 15 History check only the History check can be untrained—the dates on the urns are out of synch with the years beside.

175.                     Treasury 30’ x 30’  Inside this room there are ten torches over ten shelves.  Three of the shelves are empty, but seven are not.  There are six names under the torches, Geoph, Jewels, Sigmud, Bara, Darre, Cren and Cheriq.  Geoph has a folded wagon, it is not magical, but it is lighter than it should be.  It can be unfolded into a foot cart to hold a large barrel 200kg, unfolded into a one horse cart that can hold 500kg, or a full wagon that can carry 1500kg.  Sigmud has slippers that are durable and make no sound, +3 stealth.  Stiff boots for a gnome or dwarf that add a spring to their step and +5 to their movement.  A set of tools for making footwear that give a +3 to the skill.  Cren has three puzzle boxes that have never been opened, each require 9 successful Arcana checks in a row to open, errors leave the box as good as reset.  DC 13, DC 15 and DC 18 boxes.  Once they are conquered, they only need on Check to be opened, so they are great placed to store things.  The last one Cren placed a portable hole folded up in the center.  Bara has a set of dinner ware that are unbreakable, but also have a glaze that food cannot stick to, four settings.  (unbreakable to a point using them as a weapon or to stop a weapon will not work.)  Jewels has three boxes of herb mixtures, one will cure any disease (3 doses), one will give refreshing sleep long rest that cures exhaustion (5 doses) and an infusion that when added to hot water will invigorate people during a short rest +2 hp per hit dice spent and 5 temporary hp (2 doses).  Darre has three wind instruments here, a flute whose notes are low and calming, they refresh people during a long rest adding temporary hp equal to the proficiency bonus of the skill musician plus their charisma bonus.  Bagpipes that play in sounds humans cannot hear that will give commands to beasts, allows the player to substitute their skill with bagpipes and charisma with an animal handling check.  Lastly an accordion that plays really well and adds a +3 to Bard checks and can be used to cast Otto’s Irresistible dance.  Using it more than once a day will give the player a level of exhaustion each time.  Cheriq has set of Half Plate, Breastplate and scale mail that give the wearer Medium Armour Mastery  --June 24th

176.                     Crypt of the High Judge  Entry 20’ x 20’ the door before is covered with a scene that is straight forward.  There is a jackal headed deity armed with a sceptre and a set of balances sitting in a throne before a individual shackled before it.  the implications are clear; the jackal headed person is sitting in judgement.  The doors are not locked and open easily behind them is a single jackal masked in dividual cleaning the entryway, he looks up when the doors open.  This is one of the Warlocks who is part of the crew who watches the entryway.  The rest are further in.  The guardian will cooperate with the party as he already notified his cohorts when the door began to open.  If asked where his fellows are he will say that they are further in.  if asked where to get the biggest treasure, he will say that the greatest rewards will be found after opening the doors to the greatest judges.  He will turn on the players as soon as they get trapped on or when they meet his fellows.  The door out is simple an opens easily. 

177.                     Hall of Judgement  40’ x 20’ this short hall has two small doors and one set of grand doors on the far wall.  The far doors are ornate and appear to be carved of the finest woods and incrusted with gems.  There are words inscribed on the floor 20’ from the doors.  Only those worthy may pass into the halls of judgment, the rest will be punished.  The doors are one large intricate trap.  The doors are a façade and cannot open.  There is a complex logical riddle on the outside of the doors which has an open conclusion.  Both interpretations of the riddle are possible so players might repeat the steps to complete the riddle a second time.  The effect both times is for the floor to drop out beneath the party and a large block to drop from above a second later.  The activation of the trap or riddle requires four or the number of PCs which ever is smaller.  Any number of PCs in excess of four may dodge the trap successfully.  But have everyone roll a dex save to “dodge” the pit trap by grabbing the door.  The block dropping from the ceiling will hit them anyway, but it gives them the feeling that they had agency.  There are chains attached to the block of stone that reset the trap after a minute.  The pit fills the 20’ x 20’ space before the doors.  1d6 for the fall and 4d6 for the stone.  5d6 total.  All the gems are cut glass worth a copper piece and have explosive runes inscribed on them.  6d6 force damage, which shatters the “gem” in the process.  There are limitless numbers of gems all above 7 feet in height.

178.                     Place of Lesser judges  20’ x 20’  the door before you shows member of the watch standing before a set of gallows looking at low class tavern on a busy dockyard.  The implication is this is a room for the lowly security officer or low-level crime judge.  The door is unlocked.  Inside there are shelves filling the walls and other shelves standing alone filled with urns, some of the older shelves have collapsed under the weight of the urns and have crashed to the ground spilling ash and tiny pieces of bone everywhere.  Everything of value in this room has been stripped long ago. 

179.                     Place of Wise Judges 20’ x 20’ the door here shows a scene of traveling judges dispensing justice in rural locations.  Inside you see shelves along the wall and a set of doors leading to another tomb chamber.  The shelves are filled with urns with little adornment.  One in the corner is tipped over.  There are over 150 urns here.  the tipped over urn is unsealed and had 30 100gp gems inside.  It is a secret stash by one of the past members of the priesthood of Wegnaturn.  They have been dead for some 50 years but the stash remains unfound.

180.                     Way of the Great Judges  20’ x 100’  The door here is covered with a scene of a great magistrate for a city making decisions for the populous and pronouncements on lesser folk.  A perception check DC 13 reveals that this door has been opened more regularly than it should, there is great wear on it.  The other side of the door reveals an unexpected sight.  First there is a privy close by and there are a number of empty urns nearby and there is a fair amount of spilt ash near the privy.  Secondly the walls are covered with a large number of Demon and Devil Princes and supernatural powers the procession of evil and powers continues along the stretch of the hallway to a set of large bronze doors that are polished to a mirror finish and not etched in any way.  Any warlocks in the party can clearly see the power that they have made their pact with reflected behind their head.  In the presence of any warlock or rogue the doors open without needed to be touched.  Otherwise, they can be opened but deliver a shock that does not hurt.

181.                     Entry way of Wegnaturn 20’ x 20’  There are four people dressed in Jackal masks.  If their fellow from the front is with them they either attack or greet the group. Not present they attack strongest spells first.  The door out of this room is decorated with images of the great deeds of this cult’s members.  The door has a large lock inset into the doors.  There is no key, there never has been one.  The doors must be picked to open them.  The DC is 20, but it can be retried indefinitely.  Every failure delivers a shock equal to the number they missed the roll by.

182.                     Hall of last judgement 20’ x 30’ the Hall before you is small compared to the ones you have seen before, only 30 long.  There are three doors, two only common doors and the one on the far edge ornately carved with two great gemstones, the entire depictation reminds you more or a malicious grin than a scene like the others, but you can see that there are scenes spread over the double doors.  The doors are false and are actually a huge demonic Mimic, which is just like a regular mimic except has the immunities of a demon.  Also, it is huge so uses d12 hit dice and has +4 to physical stats.

183.                     Prayer Chamber of Wegnaturn 20’ x 20’  This chamber is filled with low benches and a small idol dedicated to Wegnaturn.  There is a simple door to the next room in the wall.  the room is a prayer room.  The religious paraphernalia amount to 1000sp total. 

184.                     Cremation Chamber of Wegnaturn 20’ x 20’  This room is dominated by a giant oven with a large ceramic bowl appropriately sized for a adult human.  There are dozens of empty urns filling one wall and brooms and dustpans of different sizes.  There is a lever on the side that will disintegrate any body in the oven in a second. 

185.                     Tomb of the Lesser Promise 20’ x 20’ There is writing written on the lintel above the Door.  It says in the local language “Never steal from the Guild”.  Beyond the door there is a small room with two doors and a number of shelves.  The shelves are filled with urns that have been placed carefully in well ordered ranks.  The contents of the urns contain no valuables, but have been sealed carefully.  As soon as the contents have been exposed to the air they spill 5’ cube of poisonous gas.  If they are thrown as a missile, they explode as a 10’ cube of gas.  In both cases the toxin is DC14 con save, 2d4 or half, and on a failed save they are poisoned for a minute.  There are 75 urns filled with ashes.

186.                     Tomb of the Greater Promise 20’ x 20’ There is writing written on the lintel above the Door.  It says in the local language “Never kill a member of the Guild”.  Beyond the door there is a small room with a number of shelves.  The shelves are filled with urns that have been placed carefully in well ordered ranks.  When exposed to air the contents liquify and splatter acid over the violator.  If they are thrown the ash will fill a 10’ cube that will rain with acid.  2d8 damage Dex save DC14.  There are 30 urns here.

187.                     Tomb of the Lesser Oath 20’ x 20’ There is writing written on the lintel above the Door.  It says in the local language “Never speak a lie to the Master”.  Beyond the door there is a small room with a small door and a number of shelves.  The shelves are filled with urns that have been placed carefully in well ordered ranks.  If the urns contents are opened the sparks will blind to opener and all within 5’ dex save DC13, if the urn is thrown as a missile it will explode in a 10’radius for 2d4 damage and blind any hit DC13 dex save for half. 50 urns total.

188.                     Tomb of the Greater Oath 20’ x 20’ There is writing written on the lintel above the Door.  It says in the local language “Always obey the Master”.  Beyond the door there is a small room with a single ornate double door 10’ wide.  There are a number of shelves filled with urns that have been placed carefully in well ordered ranks.  There are twenty-five urns here.  if they are exposed to air the contents explode filling the room with fire that sticks to everything.  Each person inside the room takes 4d6 damage, Dex save Dc 15 to take half damage and are covered with burning fire, 4 or 2 burning patches that do 1d6 damage a round until put out.  The room and its contents are immune to this effect.  After the urns are placed on the shelf they are coated with oil of slipperiness. 

189.                     Hall of Great Masters 20’ x 40’ There is writing written on the lintel above the Door.  It says in the local language “Never steal or kill from the Guild, lie or disobey the Master, unless you become the Master”.  The room beyond is a room filled with the guild masters in the past that have distinguished themselves in some way, the greatest assassins, warlocks of great power.  There are half a dozen small shrines set up to these people and candles that can be lit in respect and honour.  Samalster the first to unite the guilds of the country together.  Regaltar the warlock whose power allowed his master Orcus to return and direct the nation.  Falstaf ‘the hidden killer,’ who lived as a pious priest in the village of Makimak, but on his death was revealed to be the assassin of Samalster and Regaltar, whose death weakened Orcus for a generation.  Misturna, the second and last to unite the guilds.  General Muldan, whose connection to the Eternal Fire burned the enemies of the empire for twenty years.  Zeldam the Cutpurse hid in plain sight as a common thief, but was the Midnight Terror who stole the wealth of two generations.

190.                     Tomb of the Lesser Priests of Wegnaturn 30’ x 30’  The door to this room is not ornate and has no phrases above.  The inside is a large chamber filled with urns resting on the ground and in nooks on the wall each has a candle before them that burns a light that does not consume the candle.  Each candle is worth 50sp but the flame goes out if moved.  When relit it burns normally  they are prayer candles of exceptional quality and each will last a week if continuously lit.  There are 67 candles.

191.                     Tomb of the Greater Priests of Wegnaturn 30’ x 30’  the inscription  above the door says, “They served faithfully in life”, beyond are six sarcophagi.  There looks to be room for more.  Inside each sarcophagus is a rotted and desiccated corpse, dressed in rotted finery.  Is is covered with fine jewelry and a prominent holy symbol worth a total of 4500sp.  Once the sarcophagus is opened the fun begins, the high priest is now a wraith and each one has either three Spectres under its control or three Shadows.  The last sarcophagus opened has something else.  It is a vampire.

192.                     Hall of the High Priests of Wegnaturn  The door here is chained shut, and there is silver pressed into the cracks between door and wall.  There are arcane symbols etched into the door and any who approaches must succeed at a DC15 charisma saving throw.  If anyone braves the door they will be rewarded.  Inside the room there are several shrines with the requisite materials needed to summon any of the two dozen demon princes and devil lords, there is also a Planetar standing guard on this room.  Anyone that attempts to take or use any of the gear in here will have to battle the Planetar.

193.                     Crypt of the Master of Slaves, Entry 20’ x 20’  Not a lot of detail work has been done to the outside of this large door the relief is level and plain, but it has been painted with the some of the most garish colours you could imagine in designs that are in sharp contrast with each other.  Just underneath, you can detect a different painting of a more contemporary representative design. Underneath that you think you see more paint.  The sounds of music can be heard muffled under the door.  There is no lock.  Inside are five bards practicing music and perfecting their magic tricks.  Four are 3rd level and one is fifth level.  They are dressed in motley and have the masks of domesticated pet animals.  They will fight or talk depending on how the party approaches them, but they prefer to chat they want an audience.  They know that there is nothing of value beyond, but they also know the large room is haunted.  The door to the crypt proper beyond is painted with various styles, apparently one of the other crews is an aspiring painter. 

194.                     Hall of Coffles 30’ x 20’  This hall has three doors, two smaller doors half way along the longer walls on each side and one large double door.  Someone has taken the time to do a master painting on three of the walls of this hall. The wall with the door you have just come through is painted in a scene of some fantastic under ground city with great vaulting ceilings with bioluminescent fungi on the roof.  The scene is very surreal with buildings painted on the ground beside a vast lake.  The opposite side from this scene is a barren unpainted wall.  the double doors do not appear locked, but there does not appear to be any traffic this way either.  On the left, there is a realistic scene of a troupe of minstrels playing on a stage of what appears to be a large drinking hall.  The roof shows the rafters of this hall and you can make out a couple of children wedged up in the rafters watching the scene.  The opposite wall is filled with the patrons of the hall drinking and cheering, dancing and cavorting, or serving the patrons and working at the bar.  There entire scene covers 1000s of square feet and is done with such skill and exactness; each person is done perfectly and with perspective that makes them almost appear magical.  There is not enough money in the emperor’s own treasury to afford this mural if it could be transported.

195.                     Crypt of Performance 30’ x 20’  the door to this chamber is worked into the group of minstrels on the stage.  The door accentuates the painting.  When opened reveals a large stage with shelves located around the edge and music stands through the stage top.  Littered over this scene and on the shelves are small urns containing the ashes of bards that died over the centuries.  The urns are sealed with soft gold or silver.  If the room is stripped of value they will have 25,000sp worth of loot.

196.                     Crypt of the Celebrated 30’ x 20’  Like the room on the other side, the door in this painting has been worked into the scene.  The door is the grand staircase leading to the upper level.  Once open the room is like the picture on the other side: a large bar with the elixirs and wines replaced with urns, the mugs and glasses all urns.  The tables, seats and surfaces are filled with urns.  A brief survey of the symbols on the urns show that they people here were once jugglers, magicians, actors and such.  Again there is no treasure here, except the soft gold and silver pressed in to the urns to seal them.  20,000sp worth of treasure can be found

197.                     Crypt of No Choice 30’ x 60’  The Blank doors opened outwards.  There are mounds of soft sand all over the ground in this chamber.  Near the entrance it is only a few grains under foot but as one looks towards the far sides of the chamber the sand rises up to be six or more feet deep.  There are shelves on the two far walls with urns resting on them.  The urns appear to be made of a large hollowed out opal.  From this distance it looks like it might be worth thousands of silver pieces.   Cleaver divination magic would be the only way to discover that the urns are cleaver fakes.  As soon as any grave robber/adventurer enters the room the doors begin to close.  If the PCs are watching, the entity will close the door quickly with effort and noise.  If the adventurers enter with caution they discover the doors closed when they look up. DC25 athletics check to arrest the doors if they are moving quickly, and DC25 perception check to notice the quietly closing doors.  At some point someone will notice that the sand is not sand but fine ash.  DC20 perception check from the doors, inside the doors they will notice little bits of bone and teeth fragments DC15 and after the doors have closed they will see broken urns and more bone fragments.  If the doors are open the Ash will animate and one Air Elemental made of ash will rise up for every 2 PC or fraction thereof.  If the door is closed, the ash will blow up into the air making the PCs make a DC17 con save, those that fail cough for a minute and have disadvantage for the next minute.  After the minute they must make another DC17 Con check or get one level of exhaustion.  PC that make the first save do not cough and and will be able to fight the ash zombies that rise and attack.  One zombie/PC/round for five rounds. After a minute another wave of zombies rises 2 zombies for each PC followed by one zombie/PC per round for five rounds.  When the last zombie falls this round everything settles for five rounds, then three zombies rise and attack with one more  per PC joining every round for five more rounds.  After this last round, things are quiet for an hour allowing the PCs to short rest or to try to get out.  Any attempt to appease the dead or the ghost should have mixed results depending on what they do.  Speak with dead will reveal the ash is the cremated dead of all the slaves that died making this temple.  The dead want respect and they want to punish those that disrespect the dead in general.  If the PCs have been looting crypts, they will demand the treasures they have taken be left here.  PCs might get creative and suggest they are desecrating the tombs of their oppressors, then the Entity might only take half.  If they fail to do any of this after an hour it begins again with the DC17 Con save with the dust, this time the zombies are Ghouls.  Then Shadows, then Wights.  After the PCs have dealt a total of 500 radiant damage the entity dies and the doors open.  Casting any placating spell like sanctuary or remove curse, or atonement, will stun the entity for a minute and the doors will open.  The PCs have only that minute to free themselves.  Anything even Ceremony works.  A prayer will work if sincere.

198.                     Crypt of Lastarda Goddess of Agriculture Entryway 20’ x 70’  The great doors are made of stately bronze with reliefs farm fields at harvest time; sheaves of wheat, orchards loaded with bounty and fields with great root crops.  Upon opening the doors you do not see a small a 20’ x 20’ chamber with guards, but a much larger space.  There are large doors on the far side of the grand hall and four smaller side doors, two on this end and two towards the other.  About half way down the hall five figures congregate.  The five are druids and they are accessing the situation.  If there have been any interactions with the PCs in the temple they may have heard about them by now and will react accordingly.  They are druids, four 3rd level and one 5th level.

199.                     Hall of Air 10’ x 50’  The door here is painted with light blue with white clouds on it. the door is locked but will open when someone blows upon it, a single long breath.  The puff of air cracks the door and it opens.  Beyond there is a long corridor that heads toward another door.  The sides of the hall start out blue but end in white.  As you head up the hallway, the hall rises 10’ over the distance, the air turns cold and icy—the white is frost covering the walls, floor and ceiling.  Spending time in the last quarter of the hall and the chamber beyond require a progressive Con Save, starts at 10 rises by 2 every minute.  Warm winter clothing or magical warmth remove the need for a save.  Every failed save inflicts d10 damage and an exhaustion level.  After getting warmer the PC’s will regain one exhaustion level per hour of comfort.

200.                     Chamber of Air 30’ x 30’  This cold chamber is quite large but the rime of ice is at least a foot thick everywhere.  There are boxes pile close to the door and large white bags stacked in the far side of the room.  The boxes contain sliced fruit and semi processed vegetables.  One contains a sack of shelled green peas, another sliced apple.  The bags on the far side are Ice Zombies, the stats are just like normal zombies except their AC is 15 and they are immune to Cold and Fire.  Anny critical will shatter the zombie and the parts will attack separately until dead.  There are twenty-five zombies  Keep track of the time Searching through the boxes will take about a minute.

201.                     Hall of Soil 10’ x 50’  The wall here is brown in colour overall.  There are levels to that brown.  Bands of yellow brown, nutshell brown, dark brown and others.  The doors open when they are smeared with dirt, soil, or manure.  The corridor beyond slowly descends and drops 10’ over the 50’ distance.  There are two doors in the passageway, one at the end and one halfway through.  The floor of the hall are covered in earth and by the end the passage narrows into an eight-foot tall and wide hole in the earth. 

202.                     Chamber of Soil 30’ x 30’  The door at the end of the hall opens with a concerted push, the door is pushing against the accumulating soil in this room.  There is a large pile of dirt in the middle of the room and a magical portal above it raining nightsoil on the hill.  There are ten stooped figures constantly shoveling at the pile aerating the pile.  There are baskets stacked to the side.  The baskets are for carrying the fertilizer when it has composted into other chambers in the area.  When the PCs enter the zombies will turn on them and attack.  Any wound that the PCs take will be infected and will require a cumulative Con Save increasing from 10 to 12 and up.  hidden in the pile is an Oytogh that will attack the round after the zombies attack.  The disease has two stages and red rash that poisons the creature first for a minute but the place that was hit will turn green the next day and then spread.  After a week the character will die.  Cure disease will cure the disease.

203.                     Crypt of the Acolyte 40’ x 40’  This very large chamber is covered with a bucolic scene.  The roof is well lit and bright like as if it were outside.  There are furrows through the room and there are plants growing in the mounds, water flows in between.  Twenty farmers are hoeing the ground free of weeds.  As the farmer take notice of you they stop hoeing the fields and raise them high and converge on your position.  They do not look friendly.  As the combat ensues, every round for five rounds partially decayed three zombies claw themselves out from the ground.  Many of them still have the root vegetables attached to them is they rise, beats, potatoes, radishes and onions.  The all the undead have holy symbols worth 50sp hanging from their necks.  If the PCs spend an hour oh hard work looking through the earth, they will find twenty more holy symbols and hundreds of kilograms of potatoes, beats, radishes, onions and carrots  there is a large compost pile in a far corner, only if it is disturbed will it reveal itself as a shambling mound.   

204.                     Hall of Light 10’ x 50’  The door to this chamber is dominated by a depiction of a sun high in the sky with little near it and nothing obscuring it.  Casting light, or any light causing spell will unlock this door as will causing radiant damage to it. This hall is filled with light, the door at the end of this chamber is lit as brightly as a bonfire and is difficult to look at directly.  The floor slopes upwards into the light, halfway to the light there is a door on the side, easily over looked compared to the brightly lit one at the end of the hall.  As you approach you notice the light gives off heat too.  The door is magical and will open by itself if the command word is given.  The command word is ‘Sunlight’ in the local language. 

205.                     Chamber of Light 30’ x 30’  The large chamber is uncomfortably warm and bright.  The room is dominated by large drying racks filling the center of the room.  The drying racks are covered with fruits and vegetables that have been sliced and laid out on them.  There are bags lying on the ground near the door filled to the point of heaviness.  On the other side of the drying racks are 15 zombies  that have the appearance of dried leather on bones.  They have all the advantages of skeletons and zombies and only the common disadvantages.  They will attack anyone not wearing the appropriate holy symbol and then lay them out on the drying racks for jerky.  Any time some one spends a full minute in the chamber they most make a DC14 Con save or take a level of exhaustion.  The bags are filled to brimming with dried fruit, mushrooms and vegetables.  One has fried Fish from the water room. They are big bags and very full.

206.                     Crypt of the Priest 40’ x 40’  The chamber before you is very big, and the room is tall too.  it is big enough to grow a small orchard of fruit trees here.  There are apple, pear, peach, plum, nectarine, oranges, lemons, and banana trees, and vines loaded with other fruit like kiwi, tomato, figs, and grapes.  Each of these plants has been mutated somehow to produce flowers and fruit at the same time.  There are wild flowers on the ground everywhere and a small bee hive set up in the center of the orchard.  In the trees there are lithe green plant people moving through the boughs collecting fruit in bags.  There is a large walnut tree in the center of all this.  The light appears to come from every surface besides the ground and a stream flows from one side of the room to the other.  The bucolic scene ill be ripped apart if the party stays here longer than a minute.  First the fruit pickers will notice the PCs and migrate to the walnut tree and pick off the large round fruit that holds the nut and begin throwing it at the interlopers.  There are twenty of these ‘beasts’.  If the Vinemen are attacked the trees will wake up and start attacking.  They attack in two ways the corpses of the priests buried here as fertilizer will animate and attack, and the trees wave their arms at the party, showering them with ripe and unripe fruit.  Lastly they will swing their branches to attack the PCs.  The vines will animate and attempt to strangle and grapple PCs too.  The bees will swarm too and sting and poison people.  There are holy symbols buried with the priests and there is a total of twenty holy symbols worth 500sp each.

207.                     Hall of Water 10’ x 50’  This door is covered with wavy bas-relief lines, none of the lines crosses the other and none of them parallels the one next to it.  Spilling water on this door or even spitting on it will unlock it.  cleaning this door is notoriously difficult as it tends to open unexpectantly when it is washed. The hallway slopes down and the walls sweat with perspiration as you walk along the passage.  The perspiration becomes water drops and small streams as you approach the end.  At the far end of the passage the bottom meter is filled with water and the door at the end, which is made of wood, appears swollen shut.  The door must be opened out into the hallway and the water on the inside is below the door’s level.  The requires an athletics DC20 to open. 

208.                     Chamber of Water 30’ x 30’  The chamber is lit with a soft blue light as the light is reflected off the water that fills this chamber, all except the ledge around the outside.  The ledge is very narrow and requires everyone to shuffle down to get them in.  the water is deep, at least 30’ deep.  The depths are very murky and there are a lot of fish in the depths.  Deep down you spy the fish nibbling on skeletons.  At the far side there is a waterfall large enough that you are surprised the room does not fill up and out—there must be some exit below the surface.  As soon as the players enter the room the skeletons begin to ‘swim’ up and attack the PCs.  Every attack involves a DC12 dex save or they fall into the pool.  Armour wearing individuals must make it at disadvantage.  Athletics to swim DC10, disadvantage in medium or heavy armour.  The skeletons will attempt to grapple people in the water and drag them down.  There is one saving grace for heavy armoured characters, there is a small pipe at the bottom that teleports water to one of the Crypts where water is present.  To the characters watching it looks like the character just disappeared into the murk in the bottom of the pool.

209.                     Chamber of Flowers 20’ x 40’  The large double doors are covered in bas-relief depictions of flowers.  The flowers are big and bold like those in stories of distant places.  The doors very difficult for most to open; they require something that was once a pollinated flower to open.  Most fruit or berries work as does honey.  The doors open into filled with light and humid air.  The walls drip with condensation where there are no vines and the floor is covered with plants most of them flowering.  There is another double set of door on the other side of the room, you can just see it through the foliage.  The room is filled with carnivorous plants of all shapes and sizes.  Giant sundews, giant Venus’s flytraps etc., there are also shambling mounds an other types of plant monsters.  Occasionally people who defy the church are dropped in this room alive or dead to provide fertilizer for the plants.  There is a vine that animates the skeletons of the ones that have not been completely devoured.  12 skeletons in all.  The skeletons drop it the vine is severed, but only for a minute before the severed vine acts on its own. 

210.                     Chamber of the Garden 40’ x 50’  The door to this next chamber is covered with scenes of farms once the riot of vegetations has been cleared from its surface.  As before the door is locked.  The door can only be unlocked if one applies fire to the door.  Fire tames the wild woods and clears them for farming.  Inside the room is furrowed earth and two exits out, halfway through the room on either side.  The earth here is rich and seems to be waiting someone to sow them with seeds.  Down the way there appears to be a skeletal hand, unmoving  in the soil.  Below your feet you detect worms in the soil.   To the left and the right of the doors hangs four body suits of chainmail made for a human.  Against the far wall rests five shovels and a plow with harness made for humans.  The skeletal hand is unattached to the rest of the bones, but they are there in place.  If they are sought out and exhumed over seventy complete skeletons can be found.  The skeletons will not animate and there is no undead here, but the worms are not ordinary earth worms, they are rot grub like worms that will burrow through anything that is not metal and cause 1 hp damage every round for 10 rounds until they have burrowed themselves through their victim’s heart.  1d4damage from a glowing hot poker, 1d6 from a torch, fire spell damage, or if they think about it heated needles will do 1hp damage too.  dressing in the chainmail bodysuits will provide enough protection as will full plate mail.  Organic armour will be destroyed by the worms and less than plate armour will only protect a bit.

211.                     Chamber of the Fields 50’ x 50’  Down the left most passage an even larger field greets you and it is filled with grain crops.  The stalks are three to four feet tall and are golden brown.  Beside the entrance can be found two wheelbarrows and a fine mesh screen.  Beyond them there is a small mill covered with white powder.  The priests move soil from one chamber to the other and they sift it to be sure there are no worms and no large bones.  The bones get ground down to dust to fertilize the crops and the worms are cast into the other room.  The grains are processed somewhere else.  There is nothing of danger or value in this room.  Any farmer would tell you that the crop here is bigger and denser than any field they have ever seen.

212.                     Chamber of the Dead 50’ x 50’  Down the right most passage leads to a room that is paved in stone and there is not a single bit of fertile soil.  There are Forty-four doors in this chamber, nineteen in the walls and 25 in the floor.  The doors are made of stone and are not meant to come out easily.  The chamber represents the time before the attacks on the priesthood by Wegnaturn, Iatus, and the priests of Ascsain after the purge.  The blocks in the wall move out when pulled on a successful Athletics check DC25 by one person, or DC15 by two working together or DC12 with three working together.  Four or more with ropes can move the stones.  Of the standing tombs, six are empty and have no markings on them.  They are not merely empty as one of them DC25 perception check has a small defection in the seal an 1/8” wide and the primary sarcophagi has another hole in the back side drilled through the wall, there are a few inches of soil in the bottom of this chamber.  Another empty chamber contains an empty chamber with a sarcophagi whose lid is impossible to remove, (any attempt to remove the lid with a DC25 athletics check instead releases poison gas, DC14 Con save 6d10 damage), there is a secret compartment DC20 investigation check with a mummies Phylactery inside.  Six contain a Wight and seven zombies, six contain a Wraith and nine spectres.  The twenty-five on the floor, eight are empty (with three of them have small holes that lead to tertiary coffins for the vampire), seven contain a Wight with seven zombies, seven contain Wraiths with five spectres, one holds a vampire who was in stasis, one a greater mummy.  The last contains a portal that sucks the air into a chamber that holds a Sphere of Annihilation fixed to the inside of the sarcophagi.

 

The Seventh Level  Next level. 78 rooms to 84 rooms

The next level bears some explanation.  The center of the floor is one large puzzle that requires dedication to complete puzzle.  The Royalty that is buried here were paranoid and they required a complicated set of instructions to be followed before entrance to the Royal crypts could be gained.  As such anyone who gets to the end should be well rewarded.  Anyone that can figure out where they are in the map should be rewarded for that knowledge, but any mundane means is thwarted by the moving room at the center.  There are two spells that thwart the PC’s senses a stasis that affects the PCs when the bridge spins and secondly is a confusion spell that affects the PCs when the bridge spins.  They can counter this by using chalk or other genius level ideas, however once the PCs leave the chamber, mundane efforts are erased.  Magical efforts are dispelled once per day and the keys are returned to the locations, they started in.  Challenges will reset only when the PCs leave the level.

Circles between two room corners.  These are rotating walls, anyone in the section that rotates when activated will believe the people in that area have disintegrated or teleported as the PCs are in stasis for the move.  The doors lock for the change which takes 5 rounds, 30 seconds.  Any combat will occur the instant the stasis lifts.  The people moved will might think they were teleported because the room is a different size.  If the doors are open, the move will not happen.  If no one is keeping the door open the door will slam and lock for 30 seconds.

The red dots mean that the revolving doors are unlocked when the first puzzle is being completed.  The green revolving doors work when the green puzzle is being completed.  The purple dots are activated after fake tomb is uncovered.  When the Red puzzle is solved the center room will allow access to the green rooms, when the Green puzzle is solved, it will allow access to the fake Tomb.  After the purple puzzle is solved will access to the real tomb be granted.

There are teleport traps in the maze.  Two of the teleport traps dump the PCs into the city below.  It is a long fall and any fall arresting techniques by needing to be near walls fail, and the PCs will be dumped into a cavern.  One drops the PCs into a lake and the other into a cesspool with fungus growing over the top.  Both will suffer 10d6 damage, dexterity save DC 12 for half damage.  The third drops the PCs into an infinite drop with access to the rest of the levels for 5d6 to 20d6 depending on the height of fall Intelligence save DC 14 to recognise the opportunity.  If they let themselves fall to the end there is a large rope net where the PC will take 3d6 damage and can climb to last level 50’ up.  if they fall through they appear at the top of the fall and get another opportunity to try for the next level.  The rope net can be disassembled to create a long rope with knots to allow easy level changes.  Award exp for that.

213.                     Entry Chamber 30’ x 30’  After the bright silvery light reflecting the light around this chamber is even brighter.  The walls, floor and ceiling are covered with gold leaf, the floor appears to have a layer of very clear glass as well.  There are brightly lit crystal sconces in the corners of the room that send light out 60’ in all directions.  The reflection of this light is blinding.  There are four exits from this room, two sets of stairs, one up to the other tomb level, and one down.  The other two lead down two 10’ x 30’ corridors into equally golden chambers.  This is the Royal Tomb level.  Removal of the crystals will end the light.  Fighting in these chambers imposes disadvantage on all attack rolls, unless you have been training in these halls for months, even so the people in these encounters have a -2 to attack rolls.  The leaders wear helmets that impose disadvantage on perception checks, but no penalty to attacks.

214.                     Hall of Contemplation 110’ x 30’ This room also has gilt surfaces, but with one addition.  There are four large 10’ x 10’ cultivated areas with dense plants growing here.  The plants are well cared for and are manicured into beautiful designs.  People come here to look at the plants.  They are a rarity in this giant tomb complex.  At any time, there will be 10-40 civilians dressed in costumes milling around the greenery.  Half of all civilians will be children.  If battle occurs here or in any of the adjacent rooms these civilians will raise a raucous that will rouse the rest of the combatants in five rounds. 

215.                     Hall of Tranquility 70’ x 30’  This room was once an area of rest before or after seeing the services to the immortal souls of the Greatest Kings and queens of the Empire.  Now they are one of the training positions for the Royal Guard, which is used here and, in the city, below.  At any time, there will be 20 soldiers training here and they will respond to any disruption in the adjoining room.  They are all 5th level fighters trained Polearm masters who wield 10’ spears, are dressed in chain mail with longswords and clubs at their sides and shields on their backs.  They have been trained to fight in formation, with some of their numbers fighting sword and board with the rest fighting behind them with reach weapons.  Any Martial type that observes the soldiers training will understand their strategy with Wisdom + Investigation roll DC 12, any battle master will understand intuitively. On a success of 17+ they will also see there is a mage and cleric meant as support of the units.  Any battle here will rouse the sleeping men in the barracks and in ten rounds there will be reinforcements.  There are two leaders wearing plate armour with a 15’ pike, a sword and shield.  There are two clerics and two obvious mages too.  One leader and one cleric and one mage stand behind second ranks in any fight.  The mage counters any area effect spell, and the cleric supports the other combatants.

216.                     Barracks SW 30’ x 30’  Curtains obscure the gold walls and the single light source.  There are five bunkbeds in this room with five sets of four lockers on the walls.  There is a spear rack in beside the door with 10 spears.  Beside there is stack of 10 shields.  Beside the pillows on the beds is a hook to put a sword belt.  The soldiers here have been trained for weeks to quickly don their armour and arm themselves.  It will only take them a minute to equip themselves.  Each locker has a place to hang chainmail and a small chest.  The chest contain an average 150sp, as they often play games of chance there will be a lot of variability between the lockers.  Additionally, each of these soldiers has received a badge for display to let others know of their elite designation, the badge is worth 100sp but to the wrong people it can be sold for much more.  If attacked here, they have been trained to shout “Attack”, close their eyes as the closest one to the light source pulls the curtains down and the light is revealed potentially blinding attackers.  Otherwise the room is filled with dim light.

217.                     Barracks SE 30’ x 30’ There are five bunkbeds in this room with five sets of four lockers on the walls.  There is a spear rack in beside the door with 10 spears.  Beside there is stack of 10 shields.  Beside the pillows on the beds is a hook to put a sword belt.  The soldiers here have been trained for weeks to quickly don their armour and arm themselves.  It will only take them a minute to equip themselves.  Each locker has a place to hang chainmail and a small chest.  The chest contain an average 150sp, as they often play games of chance there will be a lot of variability between the lockers.  Additionally, each of these soldiers has received a badge for display to let others know of their elite designation, the badge is worth 100sp but to the wrong people it can be sold for much more. Curtains obscure the gold walls and the single light source.  There are five bunkbeds in this room with five sets of four lockers on the walls.  There is a spear rack in beside the door with 10 spears.  Beside there is stack of 10 shields.  Beside the pillows on the beds is a hook to put a sword belt.  The soldiers here have been trained for weeks to quickly don their armour and arm themselves.  It will only take them a minute to equip themselves.  Each locker has a place to hang chainmail and a small chest.  The chest contain an average 150sp, as they often play games of chance there will be a lot of variability between the lockers.  Additionally, each of these soldiers has received a badge for display to let others know of their elite designation, the badge is worth 100sp but to the wrong people it can be sold for much more.  If attacked here, they have been trained to shout “Attack”, close their eyes as the closest one to the light source pulls the curtains down and the light is revealed potentially blinding attackers.  Otherwise the room is filled with dim light.

218.                     Room of the Southern Lieutenant 20’ x 20’  This room holds four beds, for chests and one table with two chairs. The gold walls are covered with blackout curtains.   Any disturbance from the people outside their door will alert them.  There is a 25% chance that these soldiers will be ready at the time of the alert otherwise they will be ready in 2 minutes.  They are 7th level battle master fighters with plate and shield they have +1 swords.  They each wear a badge of station that acts as a ring of protection, but only to them.  It is worth 150sp, but 1500sp on the black market. The chests contain coins worth 500sp and a potion of greater healing.  

219.                     Room of the Southern Mage 20’ x 20’ This room holds four beds, for chests and one table with two chairs. The gold walls are covered with blackout curtains.   Any disturbance from the people outside their door will alert them.  There is very little these mages need to do to get ready to fight.  They have been trained to counter the effects of magic on the battlefield.  They are 6th level mages.  If there is a real threat outside their doors they will cast a knock spell on a door nearby, thereby alerting anyone within 300’, and then they will use a few potent spells and then close, lock and bar the door.  The chests contain 1000sp each.

220.                     Room of the Southern Priest 20’ x 20’  This room holds four beds, for chests and one table with two chairs. The gold walls are covered with blackout curtains.   Any disturbance from the people outside their door will alert them.  Although they are trained with getting ready quickly, it will take them 15 rounds to get ready.  At anytime there will be two 5th level Clerics of Iatus here.  They will leave when they have dressed in plate and shield.  The locked chests contain 250sp and two healing potions.

221.                     Kitchen of the South 30’ x 30’  This room is open to any.  There is a table near the door that is filled with tasty snacks.  Many of the tourists come here and pick up snacks here.  There is a donation jar with a couple hundred copper bits inside.  There are tables where shift start and shift end meals are served.  About thirty people can sit comfortably.  The rear of the room is filled with counters and ovens.  There are five people working here at all times.  There are three shifts that work here, and the donations are able to pay for the food for the soldiers.  There is 250cb in the jar.

222.                     Kitchen of the North 30’ x 30’ This room is open to any.  There is a table near the door that is filled with tasty snacks.  Many of the tourists come here and pick up snacks here.  There is a donation jar with a couple hundred copper bits inside.  There are tables where shift start and shift end meals are served.  About thirty people can sit comfortably.  The rear of the room is filled with counters and ovens.  There are five people working here at all times.  There are three shifts that work here, and the donations are able to pay for the food for the soldiers.  There is 250cb in the jar.

223.                     Room of the Northern Priest 20’ x 20’ This room holds four beds, for chests and one table with two chairs. The gold walls are covered with blackout curtains.   Any disturbance from the people outside their door will alert them.  Although they are trained with getting ready quickly, it will take them 15 rounds to get ready.  At anytime there will be two 5th level Clerics of Iatus here.  They will leave when they have dressed in plate and shield.  The locked chests contain 250sp and two healing potions.

224.                     Room of the Northern Mage 20’ x 20’ This room holds four beds, for chests and one table with two chairs. The gold walls are covered with blackout curtains. .   Any disturbance from the people outside their door will alert them.  There is very little these mages need to do to get ready to fight.  They have been trained to counter the effects of magic on the battlefield.  They are 6th level mages.  If there is a real threat outside their doors they will cast a knock spell on a door nearby, thereby alerting anyone within 300’, and then they will use a few potent spells and then close, lock and bar the door.  The chests contain 1000sp each.

225.                     Room of the Northen Lieutenant 20’ x 20’ This room holds four beds, for chests and one table with two chairs. The gold walls are covered with blackout curtains.   Any disturbance from the people outside their door will alert them.  There is a 25% chance that these soldiers will be ready at the time of the alert otherwise they will be ready in 2 minutes.  They are 7th level battle master fighters with plate and shield they have +1 swords.  They each wear a badge of station that acts as a ring of protection, but only to them.  It is worth 150sp, but 1500sp on the black market. The chests contain coins worth 500sp and a potion of greater healing.  

226.                     Barracks of the NW 30’ x 30’ Curtains obscure the gold walls and the single light source.  There are five bunkbeds in this room with five sets of four lockers on the walls.  There is a spear rack in beside the door with 10 spears.  Beside there is stack of 10 shields.  Beside the pillows on the beds is a hook to put a sword belt.  The soldiers here have been trained for weeks to quickly don their armour and arm themselves.  It will only take them a minute to equip themselves.  Each locker has a place to hang chainmail and a small chest.  The chest contain an average 150sp, as they often play games of chance there will be a lot of variability between the lockers.  Additionally, each of these soldiers has received a badge for display to let others know of their elite designation, the badge is worth 100sp but to the wrong people it can be sold for much more.  If attacked here, they have been trained to shout “Attack”, close their eyes as the closest one to the light source pulls the curtains down and the light is revealed potentially blinding attackers.  Otherwise the room is filled with dim light.

227.                     Barracks of the NE 30’ x 30’ Curtains obscure the gold walls and the single light source.  There are five bunkbeds in this room with five sets of four lockers on the walls.  There is a spear rack in beside the door with 10 spears.  Beside there is stack of 10 shields.  Beside the pillows on the beds is a hook to put a sword belt.  The soldiers here have been trained for weeks to quickly don their armour and arm themselves.  It will only take them a minute to equip themselves.  Each locker has a place to hang chainmail and a small chest.  The chest contain an average 150sp, as they often play games of chance there will be a lot of variability between the lockers.  Additionally, each of these soldiers has received a badge for display to let others know of their elite designation, the badge is worth 100sp but to the wrong people it can be sold for much more.  If attacked here, they have been trained to shout “Attack”, close their eyes as the closest one to the light source pulls the curtains down and the light is revealed potentially blinding attackers.  Otherwise the room is filled with dim light.

228.                     Hall of Serenity 70’ x 30’ This room was once an area of rest before or after seeing the services to the immortal souls of the Greatest Kings and queens of the Empire.  Now they are one of the training positions for the Royal Guard, which is used here and, in the city, below.  At any time, there will be 20 soldiers training here and they will respond to any disruption in the adjoining room.  They are all 5th level fighters trained Polearm masters who wield 10’ spears, are dressed in chain mail with longswords and clubs at their sides and shields on their backs.  They have been trained to fight in formation, with some of their numbers fighting sword and board with the rest fighting behind them with reach weapons.  Any Martial type that observes the soldiers training will understand their strategy with Wisdom + Investigation roll DC 12, any battle master will understand intuitively. On a success of 17+ they will also see there is a mage and cleric meant as support of the units.  Any battle here will rouse the sleeping men in the barracks and in ten rounds there will be reinforcements.  There are two leaders wearing plate armour with a 15’ pike, a sword and shield.  There are two clerics and two obvious mages too.  One leader and one cleric and one mage stand behind second ranks in any fight.  The mage counters any area effect spell, and the cleric supports the other combatants.

August 16th

229.                     Room of the Champion 30’ x 30’  This door is across from the only other door in this short hallway.  Both doors are difficult to see as the mirror finish on the doors matches the floor, walls and ceiling of everything on this floor.  The door is locked and barred from the inside.  The person inside will use the time it will take the PCs break down the door to Ring the alarm bell inside his suite and drink the potion of speed. The inside is in great contrast to the outside.  The room is large for one person.  There is a very simple bed, one suitable for a lowly soldier, there is a desk filled with scrolls, one opened on the desk.  There are two manikins towards one wall, one is dressed with a fancy dress uniform—it is clear from the ribbons and the animal metals covering cape attached.  The other manikin must be for the armour this person is wearing.  The armour is very nice.  Plate mail with a matching shield, the slight glow seems to indicate that both are magical.  As is the very sharp sword that he is pointing at you.  6th level Battle Master/4th level Assassin with +2 Plate, and +2 shield of warning and a +1 long sword.  He also has the spell Aid cast on him by the High Priest across the way.  He is a life long warrior of Iatus, but is secretly an agent of Ascsain.  He has been so long under cover seeking the secret to the location of the royal tomb.  He knows that the first one is a fake.  He feels that he is close to getting the high priest to give him the secret.  On the underside of the desk is a small hidden compartment containing a key.  His footlocker is on the floor under the desk.  It is locked and trapped, but the trap will only go off if the key under the desk is used to open the lock.  The lock may be picked, as this is the way the it is normally opened.  DC20 perception check to see the scratches.  The footlocker weighs 150pounds and is difficult to move.  It contains correspondence from home, (which are actually ciphered communication from the priesthood of Ascsain), spare clothing, and a sack of 400sp, wrapped in the cloting are three bottles of expensive wine (it is being used to loosen the lips of the highpriest).  There is a false bottom in the footlocker Investigation DC15 to find without breaking!  In the bottom are 2 50 pound ingots of silver worth 2500sp each.  Under the footlocker there is a loose stone (DC25 investigation check to hear the difference in the stone) under the stone is a holy symbol of Ascsain and a small cipher book.  Beside the desk is a brazier with many burnt pages of note.  Should the notes be reconstituted they will need to be decoded and they say that he has discovered the trick to opening the Royal tombs.  The scroll open on the desk details an account by one of the principle architects talking about the six rotating secret doors that are key to opening the way to the Royal tombs.

230.                     Room of the High Priest 30’ x 30’ 30’  This door is across from the only other door in this short hallway.  Both doors are difficult to see as the mirror finish on the doors matches the floor, walls and ceiling of everything on this floor.  The door is locked and barred from the inside and if anyone tries to break the door down to get in the High Priest they will regret it.  first she has an alarm that will call the other soldiers to her, second there is a peep hole that she can see through and is not above casting spells like Spirit Guardians that will damage people on the other side of the door.  This room is filled with luxury and comfort.  There is a large four poster bed in one corner and a large altar in another.  The statuary and reliquary appear to be gold.  there is a desk and a couch with a small table, the table contains the remains of a meal for two.  There is a wardrobe on one wall made of fine woods.  The High Priest for this level is 10th level and she typically wears her armour all day except at night.  She wears a girdle of hill giant strength under her Plate mail +1 and shield +1 of displacement it has one charge a day that lasts one minute.  She will activate her shield after casting Spirit Guardians and has Aid cast earlier.  The sheets on the bed are silk and are worth 1000sp.  The furniture is of fine quality but would need to be removed to get the true value.  The reliquary are actually solid silver with gold leaf overlay and are worth 500sp for each piece.  There are two candlesticks, a bowl, a ceremonial knife and two statues.  The candles in them are ever burning candles and are worth 300sp each.   In the wardrobe there are five ceremonial robes worth 50sp each.  At the bottom of the wardrobe is a balled-up garment worth 500sp.

231.                     The Hall of Honour 110’ x 30’  This grand hall is brilliantly bright.  The gold walls, floor and ceiling reflect all light everywhere.  Along the walls there are white painted chairs.  About two hundred, one every 2’ of wall.  at the far end of the hall beside the only exit there is a white desk with a bureaucrat with a ledger and a stack of books that need copying.   There is a roll of tickets in a dispenser on the corner.  Any attempt at interaction with the man at the desk will result in the man ignoring them until he finishes writing the sentence that he was on.  Followed by, “Take a number and sit down.”  Any attempt to threaten the man will result in him repeating more frenetically, “Take a number and wait until you are called.”  Violence will result in the clerk hugging himself under the desk, while two invisible bone golems detach themselves from the wall and attack.  If the PCs take a number and sit down after a minute that seems like an hour the Clerk calls a number, not their number, but the number one before.  After another minute he will call their number and ask what they need.  If they say they need to go behind the door he will stamp a button In the floor  that unlocks the door and opens it.

232.                     The First Processional Hall 10’ x 50’   After the last series of rooms this corridor seems darker by comparison.  The walls, the ceiling and the floors are solid white.   The hall is fifty feet long and the doors are white too.  There is nothing of interest in this room.

233.                     The Second Processional Hall 10’ x 140’ Again the corridor is completely white.  The torches ruin the appearance of effect but only just as they appear to be hanging in nothing.  The first and all the doors are impossible to see until you are right beside them.  Each of the doors is locked.  There is nothing of interest in this room.

234.                     The Ceremonial Guard 30’ x 30’  This room is filled with triple bunks and few tables that can easily be overturned to create barriers there are twelve people here sitting playing strategy war games.  Six to a table with one of the six adjudicating the game.  They are all dressed in white heron outfits.  The group are all level five battle masters using bow or short spear and shield.  60hp and AC of 16 or 18.  If the PCs are friendly the Ceremonial Guard will tell them the next viewing begins in two hours and they should wait in the Hall of Honour.  If the PCs persist one of the groups will escort them there.  If the PCs are hostile, they will overturn the tables before the entryway, three tables 10’ long and 5’ wide, six of the soldiers will stand behind the tables and six will draw bows.  The bowmen will attempt to trip the combatants and allow the ones standing to get advantage.  The ones standing will Repost any time they are missed, or they will push or trip.  Any front-line soldier to die will be replaced with a bowman. 

235.                     The room of Aged Censors 20’ x 20’ This room is has two bunkbeds and two couches with for figures dressed as white storks lounging and reading.  The four are all 5th level priests of Iatus with 48hp and AC18.  They are dressed in Plate and Shield each with a longsword.  If the PCs a re friendly the priests will tell them to go and wait for the next reviewing begins in 2 hours in the Hall of Honour.  If the PCs are persistent, the priests will escort them to the Hall.  If the PCs are hostile, the Priests will all cast Spirit guardians, they will cast Spiritual weapon the next round. 

236.                     The room of Aged Aspergillums 20’ x 20’  This room is has two bunkbeds and two couches with for figures dressed as white storks lounging and reading.  The four are all 5th level priests of Iatus with 48hp and AC18.  They are dressed in Plate and Shield each with a longsword.  If the PCs a re friendly the priests will tell them to go and wait for the next reviewing begins in 2 hours in the Hall of Honour.  If the PCs are persistent, the priests will escort them to the Hall.  If the PCs are hostile, the Priests will all cast Spirit guardians, they will cast Spiritual weapon the next round. 

237.                     The Ceremonial Guard 30’ x 30’ This room is filled with triple bunks and few tables that can easily be overturned to create barriers there are twelve people here sitting playing strategy war games.  Six to a table with one of the six adjudicating the game.  They are all dressed in white heron outfits.  The group are all level five battle masters using bow or short spear and shield.  60hp and AC of 16 or 18.  If the PCs are friendly the Ceremonial Guard will tell them the next viewing begins in two hours and they should wait in the Hall of Honour.  If the PCs persist one of the groups will escort them there.  If the PCs are hostile, they will overturn the tables before the entryway, three tables 10’ long and 5’ wide, six of the soldiers will stand behind the tables and six will draw bows.  The bowmen will attempt to trip the combatants and allow the ones standing to get advantage.  The ones standing will Repost any time they are missed, or they will push or trip.  Any front-line soldier to die will be replaced with a bowman. 

238.                     The Honoured Room of Repose 40’ x 40’ This room mostly empty.  Against the far wall there rests two sarcophagi with large (12” in diameter and 3 feet tall) white candles burning at the four corners of the table.  There is a velvet rope draped about 5 feet from the sarcophagi meant to keep onlookers from approaching without being menacing.  There is plenty of standing room. There are two bright torches in the corners that illuminate this room.  One of them has been removed from the corner on the left as you come in.  If the PCs are here as part of an official viewing add this:  The Ceremonial Guard takes up position in the two corners flanking the entrance and the Priests line the wall between the display and the closest corner.  They prevent any from going near the corners.  The priests also prevent any from approaching the display.  If there is battle in the room civilians will panic and flee. The stats of the combatants is in the adjoining rooms there will be a full 32 here less any defeated previously.  If they have all been defeated there will be no tour today.  If the removed torch is replaced all the torches brighten momentarily blinding everyone in the room, unless they know to close their eyes, as the lights fractionally dim just before brightening.  DC14 Con save or be blinded for a turn.  Any in the area where the secret door is located must make a DC14 strength check to remain standing, as they are pivoted into the next room.  The secret door is reengaged on the other side by removing the light from the scone.  But on the other side the torch is kicked out of the cone and fall to the ground and a smell of smoke accompanies the switch.  Blinded PCs might assume that the others are disintegrated.  The coffins have the desiccated remains of a minor noble in them and nothing of value except fake jewelry with the apparent value of 10,000sp each.  The fakes are good and can be sold for 500sp each set.

August 26th

The trick to the puzzle is three-fold.  To open the false tomb the PCs must gather 5 torches, one from each set of rooms accessible from the bridge room in the first three positions.  There are 5 empty sconces along one side of the central chamber of the bridge room.  As they are filled up one of the 10’ x 10’ squares in the central room changes to red in a giant ‘X’ pattern.  Once the ‘X’ is complete access to the Fake royal Tomb is granted.  There is a secret lever in the passage under the stairs that once activated reveals four more sconces, one between the other sconces in the Bridge room.  If the lever is pulled the purple puzzle rooms activate and one torch may be found in there.  By solving the three purple puzzles, the bridge will change position one last time and will reveal the last puzzle room that will allow the PCs to open the true royal tomb and there is a lot of loot and threatening creatures. 

239.                     30’ x 30’ room  There is a blinding flash (DC18 strength save or fall prone).  Spots before your eyes you see you are in a smaller chamber, you see scripts from several languages all over the world scrawled on to the side walls.  The ones you can read say, “You are dead now, welcome to the Afterlife.”  The room around you does not look like the afterlife.  It is dirtier than you would expect.  And there is a door that exits the room, and those stupid torches that light all the rooms you have seen are here too.  There is a door.  And the stool you stood on to put the torch in the sconce, it is here too.  Obviously the PCs did not die.  That has been a joke that has acted as a hazing ritual for years in these parts.  New recruits are told that if they fail to show proper reverence to the king and queen in the chamber, they will kill them—then they will be told to go clean the Final Rest chamber, then Voom they are “dead”.  The PCs may think they have been teleported, but the corner to the room has just rotated, the save to see if the motion causes them to fall over.  Removing the torch will cause the door to rotate again and reset. 

240.                     ‘Y’ shaped corridor Leaving the room you enter a small corridor that leads to an intersection of two more short corridors like the one you are in.  Turning around it would be difficult to determine which corridor you were just in, as they are identical.  The one to your Left appears locked leaving only the one on you right.  Encourage the PCs to start marking the walls or leaving a trail.  Normally this would be a good way to avoid getting lost, however the complex is slightly intelligent and magical, so it will decorate all the Y inter section corridors that way.  The more elaborate their attempts are the replicated the design will be.  Asking the players to roll for direction sense will help with this. 

241.                     30’ x 30’ room  This room appears to be the scene of a minor battle, there are eight skeletons lying on the floor.  Some are dressed in rusted mail, some in one in wizard robes and the rest in leather armour.  There is the metal fittings or a musical instrument, and the clothing and mail from sword thrusts.  The clothing is not stained at all with blood.  There is a chest on the far side of this battle, closed an locked, there is a torch with a bronze haft lying on top.  Close inspection of the corpses reveal a swarm of beetles in each corpse.  They will divide up evenly to swarm each PC.  The torch is the only treasure in the room, the .  chest is a mimic.  The torch will unlock the door to the bridge and activate one of the squares in the center room.  A perception check of 15 or better detects a secret door and an Investigation roll of 15 discovers the mechanism to open the secret door, but the door is locked and will not open.  Under the corpses there is a simple wooden torch that when combined with the silver metal chunk in the next room will complete a torch key.

242.                     Bridge Room 30’ x 30’  The door opens up to a narrow 10’ wide corridor over an abyss.  The edges are black and swirls of wind move dust across the pathway.  The feel of the room is that one misstep and you will fall forever.  There is a room not too far ahead, about 30’.  When entering the bridge room for the first time, they will se that there are four walls, a ceiling, and paving stones on the bottom are large 10’x10’ slabs.  On one of the walls are five torch sconces one is glowing gently.  if the bronze torch is placed in it there will be a low rumble followed by a clunk as the door on the other side of the bridge is unlocked. If the PCs try the other side of the bridge they fin it locked and when they put the torch in the right spot the clunk will come from that door.  The walkway is quite safe and only someone doing something stupid or intentional will result in someone falling off, see below.  After the 2nd, 4th, the switch, and 8th torches will the bridge move and lastly when the pcs are trying to get back.  When the bridge moves, a minor stasis effect will result, and the players may not be aware that they moved so any mundane means of direction sense fail here in this part of the dungeon.  If anyone are so bright as to head out on the bridge to witness the move will see the stasis fall on the other players and then see the bridge spin out from under them and then fall 50/50 into the underground lake or into the cesspool sewage pond at city level. 

243.                     Y’ shaped corridor  This is a ‘Y’ shaped corridor.  When you get to the center an eerie feeling creeps into your soul that if you were pick at random you might get a better result.  This room and the rooms like it are normal, but there is a subtle intelligence working here and anything that is spilled will be repeated in the others.  Blood, vomit and bodies will be repeated as well as any marks made to make a pattern or to show where they went before.

244.                     30’ x 30’ room  This room is filled with benches filled with laboratory equipment and resources, some of the beakers have reagents, some might be valuable and others, who knows.  Anyone with a passive perception of 15 or higher will see the outlines of a secret door, but no matter how well investigating they do, they will not find the trigger because it is a one-way secret door.  Any items taken from this room will disappear and return here in perfect repair.

245.                     30’ x 30’ room The room appears to be completely out of place.  The ceiling vaults up into the air and everything is dark, except for the torch that illuminates the 30’ x 30’ floor.  There are stalagmites and stalactites all over the floor and roof.  A family of illusionary Piercers rest above, and they will attack as soon as possible.  There are twice as many as PCs and until the PCs light the roof up, they attack with advantage.  Because of the illusion, the PCs must actively look, Perception 12 to spot the secret door, DC 14 investigation to find the mechanism to open the door.  If they disbelieve the illusion, they will not get damaged.

246.                     40’ x 40’ room  When the secret door is activated the corner of the room starts shifting and spinning, first the section is closed off into the wall and there is a brief fear that the door will stop and trap you, but it continues to move, and light fills the space.  When it stops you are in an open grotto, the rounded ledge from the other room is the top step of a dais that leads into the water.  It looks clear and refreshing.  A large willow grows across the pool and its long branches hang into the pool.  There is a naked nymph splashing in the water obscured by the willow branches.  There is a break in the grotto one side, an open canyon leading elsewhere.  ***Note*** there are two illusions on these room one on top of another.  When a PC makes a Disbelieve Illusion attempt there are two different DCs.  If they exceed 12 the first one breaks and if they exceed 18 both illusions break.  The first illusion is pleasant and the second harsh and horrible and therefore more believable.  The pool is 40’ in all dimensions and the entire room is an illusion, but a very pleasant illusion.  if an attempt is made to disbelieve the illusion, they will succeed and the pleasant illusion will be replaced with another illusion, the willow branches replaced with strangling vines, the nymph with a Hag and the water becomes putrid and diseased swamp, the torch in the wall has no real light.  This illusion is harder to disbelieve but if they succeed it reveals a dais down six feet and stair up six feet through a corridor.  In each case the illusion will play out as they believe it to be. 

247.                     30’ x 30’ room  There is a break in the Canyon, and you see a meadow spread out before you with Satyrs playing musical instruments beside classical columns on stone benches, they wave to you and entice you come and listen to their concert.  OR

There is an opening in the wall of the putrid hole you are crawling through, there is more space in there.  There are three slavering half men, half wolves, werewolves, it will be easier to fight them in their room than out here.  The room Satyrs will attempt to charm the PCs and keep them here forever.  The werewolves will just try to tear the PCs apart.  It might be that there may be different perspectives affecting them.  If they broke through the illusions twice in the other room, they will have to break through the illusion of the were wolves in this one.  PCs who see the Satyrs will see the PCs that see the Werewolves but see the fight for their life as dancing.  And vice versa, the PCs that see the were wolves will see the other PCs as slain. Those ‘slain’ by werewolves will rise after an hour and charmed PCs will get another save if the others try to revive them.  PCs not charmed will be compelled to gift the satyr’s money for their performance.  If both illusions are disbelieved then these PCs will see a scattering of coins, 50gp, 400sp, 205cp, and 2045cb.

248.                     20’ x 20’ room  This room opens up into a small cavern.  There are big yellow pods with sharp venomous spikes attached  the tentacles that end in large googly eyes—they are Flumphs and they float down to you with joy and warn you that not everything in this area is what it appears.  They tell you if you are not careful you can get hurt or die.  This is an illusion if anyone attempts to disbelieve they will see:  the friendly Flumphs are replaced by little brains with four legs—Intellect Devourers, and they attack.  The room is empty, and PCs can attempt to convince the others which reality is right.  Someone is having a good time and someone is having a bad time.  Which ever illusion the PCs see here they see for the rest, until they do better on a disbelieve attempt

249.                     20’ x 20’ room  In this room you see four diminutive figures tapping the corners of the room.  Each one is extracting a gemstone from wall.  (in one they are deep gnomes and will trade silver for gems and in the other they are Duergar and they will just kill the PCs.) if the PCs see no illusion they will see four gemstones worth 500sp each.

250.                     30’ x 30’ room  This is a forested glen with four large oak trees in the corners, dryads and hamadryads emerge from the trees and you enter the glen, one for each PC and attempt to entice them with suggestive kisses.  OR  the dark forested glen lightning flashes int the sky and the trees move to attack!  OR  This large room is empty except for dust that covered the ground, there is nothing of interest in this room.  The Dryads will give the PCs a present when they leave a torch with a bronze haft.  They will kiss the person with the most charisma and tell them they are welcome to come again.  If no-one believed the Dryads, when the last evil Treant dies, he has one last attack that critically hits and imbeds the torch in them, possibly knocking them unconscious.  Or the PCs must search through the dust, sift through it until they find the torch. 

251.                     40’ x 40’ room  This room appears to be a storeroom.  It is filled with many useful items and potions.  There is a sign that asks to only take what is needed for immediate use only.  OR  This room appears to be a storeroom filled with many foul-smelling concoctions.  They are labelled but they look like poison.  They smell worse.  OR   this is an empty room there is a very clearly marked secret door in one corner, but it appears to be locked.  The potions and other items will only work in here and only on people that believe they have been injured or seriously affected.  These potions will raise people from the dead if killed by illusions.  One illusion makes the potions taste great and look great.  The other foul and disgusting.  Con save DC10 to keep the stuff down.  The potions only work if you believe they work.  People who see nothing will not get the cure; people who see a storeroom cannot see the secret door either.  Of course, the secret door is locked until the switch in false tomb is thrown.  Characters that can see the true empty nature of the room do see one thing of interest there is a torch sconce with a sliver torch holder.  It looks valuable but if it is taken but not added to the naked torch on the other side of the secret door, it vanishes back to where it was found a minute later.

September 8th

Bridge change position interlude one direction either direction is viable.

252.                     Y’ shaped corridor  This chamber looks like the last one you left in everyway, or does it?  When you reach the intersection, each direction looks as viable as the other including going back.  There is a wave of emotion emanating from somewhere.  There is no game effect yet with this corridor.  If the Players have not been marking up the passageway it might start doing so.

253.                     30’ x 30’ room  This room is loaded with crates.  They are stacked in one corner of the room right to the roof and fills a quarter of the room.  The boxes are marked with labels like Clothing and Dried Food and Pet collars, Boots, Shoes and many other things.  Each box can be opened easily and looked through, but each is filled with mundane items like they are marked, however all of them are useless or spoiled for some reason like holes or rot.  If a box is unpacked completely, they will find something of value, like a gold buckle worth 10sp.  Also, if they try to repack the goods, no mater what it is they will not all fit back into the crate.  There are 125 crates 3’x3’x’3’.  If the crates are all moved, they will see a pristine secret door with two torch sconces, one lit and the other not lit.   the unlit torch would fit perfectly into the holder in room 251, on the other side of the secret door.  If the torch is moved from the room, it teleports back here after a minute as soon as it is unattended.

254.                     30’ x 30’ room with second secret door mechanism  In this room is a giant loom, suitable for weaving a rug.  The wood frame looks like it is made of rare woods and is finely crafted.  The entire structure makes you think it is either magical or very valuable, most likely both.  Upon examining the loom, it becomes clear it is magical.  If the shuttle is loaded with yarn and someone reloads it every hour it will weave a very expensive carpet over a day.  Room 253 has a crate filled with yarn, in good condition.  If they load it with the fine silk thread worth 10sp first, it will weave a Carpet of flying over 24 hours.  The Shuttle has the command word “weave” writing on it.  If anyone thinks to tall the loom to move over, it will move to the opposite corner.  Any other attempt to move the loom will cause it to collapse.  Behind the loom is a secret door that becomes obvious once the loom is moved. 

255.                     40’ x 40’ room  This room is set up as a potter’s studio.  There is a potter’s wheel, a drying rack, vats of glazes, clay slips, and a large kiln.  If and only if someone attempts to detect magic will they reveal that everything here is magical.  If the PCs think about it, the other room had a box of clay in it.  There was a bag of clay named porcelain, that was more valuable.  If they drop the clay on the wheel and say the magic word ‘Throw’ it will start to spin and make a tall vase and then a spout and a handle (the word is on the wheel covered in dried clay.)  If the pot is then dipped in a slip and put on the drying rack and the magic word is spoken (on the rack covered in dried clay) the pot will dry in an hour.  Next of the dried pot is put into the kiln and the word ‘Bisque’ is said the pot will be fired in an hour.  Next the pot needs to be glazed and refired with the magic word (glaze).  After an hour the PCs will have a decanter of endless fluid.  The Slip is blue or white, the glazes are red, or clear.  Blue and clear produces water, blue and red produces wine, white and clear produces salt water, white and red produces vinegar and all of the combinations produce Mayonnaise.  Any alchemist, potter or Artificer knows what steps are needed but not what will result, anyone trained as an artisan may roll with advantage to figure it out and others may make a standard intelligence check.  Investigation DC15 finds all the secret words on the tools, this may tip off someone that they are magical.

256.                     30’ x 30’ room alchemist  This room is filled with glassware and glass tools, pipettes and titration tools.  There are beakers and tubes many with chemical reagents bubbling over candles.  There is very large book that is open on the table beside before a bunch of reagents.  There are quite a lot of materials here to an alchemist they would be worth 1000sp as they are ingredients that require time and money to make, but none of them are completed products of any use.  Three of them in beakers in front of the book when combined and boiled down will make four applications of sovereign glue, but there are not instructions with this recipe near by except perhaps in the book.  There is a carving beside the book that says, “I will murder the bastard who glued this book here and the pages together!”  The open pages of this book detail how to turn other metals to gold.  all the ingredients are here on the tables, they just need to be added together in the right combinations, quantities, and processes.  There is one missing ingredient, powdered Frog Skin.  There was crate filled with powdered skin samples in the other room . . ..  The entire process can be put together in about 36 hours.  A copy of this ritual will make a substance that could coat a 1000cp and turn them to 1000gp, but costs 1100sp and  two weeks to make.  But it only actually changes the surface of the metal.  So it cost 1100sp to make 1000sp of gold.  it does do an excellent job of gilding objects though and it does an excellent job at that, enough to make a good living doing that.

257.                     20’ x 20’ room wood turner bowyer this room smells of wood shavings.  There is a table with a pot of glue and brush.  There is a turning machine and a set of chisels, awls, a large plane and a large press machine.  All the items are of excellent quality and might be magical.  They are all magical and if one looks they will see there are instructions and command words on each device.  Everything in this room seems to be set up to make a composite longbow +1, but the only thing missing is wood from different types of trees.  There was a crate filled with types of wood in that other room.  The instructions include which wood where and the way to shave the wood and the way to glue it, press it, and then to put it on the turner to lathe the bow into shape.  Treat it with the right oils, there was a crate with wood oils in it.  The magic in the room can complete the process in twenty-four hours instead of weeks.  If the tools should leave the room they will return to this room within an hour.  There is a garbage bin in the corner for wood scraps.  The torch for the bridge room is in this pile.

258.                     20’ x 20’ room jewelry smith  This small room is filled with work sturdy benches.  There are a number of fine detail tools, a small anvil, and little hammers.  There is a finely made tool for turning metal into wire and a tiny forge that is heated with magic.  There are etching tools.  Everything that a master Jeweler might need to make fine jewelry or magic items.  The tools are all magical and there are a few components here that are clearly magical too.  there are instructions carved into the benches on how to make two magical items.  A ring of fire resistance, or a ring of protection.  The ring of fire resistance can be completed in 18 hours, but the ring of protection will take 5 days.  The ring of fire resistance needs a red gem, like the ones from the other room with the gnomes or the duergar.  The ring of protection will need a diamond worth 1000sp.  The contents of the room are worth 100sp, the magical tools return here after an hour. 

259.                     30’ x 30’ room Black smithy  This room is a smithy.  There is a large forge, with bellows and a large heavy anvil.  The wall is filled with a variety of tongs and hammers of all sizes, some of them are bigger and heavier than the biggest sledgehammer you have seen.  The work bench has a list of materials you need to melt together and forge a metal to make a magical set of horseshoes.  As might be expected there are a crate filled with scape metals, and another with samples of hair and fur from various creatures.  If the party spends the time and works the magical bellows, they can craft these horseshoes.  Any armour repairs can be done on these tools as well and in a tenth the time. 

260.                     40’ x 40’ room Weapon and armoury  The room here has some of the tools that the room beside it had, plus a greater variety of sizes and types of tools.  As well as grinders and whetstones.  There are schematics on the wall that show each of the thousands of pieces that a necessary to construct a set of full plate mail and the sizes of each component for a “average” sized human.  There is a manikin with a few of the pieces already attached.  There is a second set of chainmail partially formed on a manikin beside a tool used to attach metal rings together.  There are forms prepared for half a dozen styles of longswords and a dozen others for other swords.  There is a form on the worktable laid out beside a stack of papers.  The materials of great quality and the tools are all magical.  The form on the table of a shield with a horn emblem on the outside.  The notes show the process of taking black metal out of the ore box in the corner and melt it in the smithy forge and then add six cat whiskers, bat breath, and owlbear eyes to the molten metal, (there are crates with these items), then pour the molten metal into the form and quench in first blood, then sea water and finally water, all three are in the Weapon smithy.  The cold metal shield must be polished and painted with enamel—the horn must be gold enamel with a dram of Shrieker ichor mixed in.  The shield must be set in the oven and then removed and straps made from leather of a hound dog.  (that too is in a crate)  in the end after 18 hours of work there will be a +1 shield of warning.  There is a chunk of silver metal in the ore scraps used with a torch in the adjacent room to create Torch for the second set for the Bridge room, if it is removed from this room and not attached to the torch, it will teleport back here.  The sets of armour are 12 months and 3 months away from completion by a master armourer.

261.                     Y’ shaped corridor  This chamber looks like the last one you left in everyway, or does it?  When you reach the intersection, each direction looks as viable as the other including going back.  There is a wave of emotion emanating from somewhere, and is that a smiley face?  Wisdom save DC the number of times the PCs have entered a ‘Y’ shaped corridor.  Failure indicates that will believe that direction you want to go is different.  If the progress was efficient then the save targets will be 9, 10 and 11, but if the PCs went back and forth between the crate room, that number will be 2 higher per trip.  Eventually they will always fail all the time.  The effect will be that they are disorientated and nothing bad will occur.  It is just annoying. 

262.                     30’ x 30’ room  This room is a very large storage room.  There are mops and brooms and very large garbage pails on wheels and clipped to the sides are mechanical grabbers that can be extended.  There is a cabinet with portable writing tables with ink, brushes, pens, and sand.  Stored beside them are pots of glue and small fine paper scissors.  There is another with cabinet with cleaning supplies.  There are two different cleaners.  One says that it is good for blood and other bodily fluids the other says that it will remove all stains for all surfaces except blood.  There are no secret doors in this room, although the players may spend a lot of time searching for one.  Have then roll an Investigation DC 18.  If this succeeds, they discover a false back to the back of one cabinet that says, “the meat in the kitchen is very nourishing.”

The next set of six rooms is a mix up of several different things.  There is a ghost and a house with six murdered people in six rooms and six murder weapons.  Each room has a second room on the ceiling.  The Second room will have its own clues and either a murder victim or a murder weapon.   Some areas need cleaning some written notes passed up or down to others.  There is a room with a dial that will allow the dial turner to change sides and all who touch them.  There are six rooms, six people and six murders.  Ms Scarlett the Sorceror, Reverend Green the Cleric, Colonel Mustard the fighter, Professor Plum the Wizard, Miss Peacock the Bard and  Dr. Orchid the druid.  Weapons: bonze torch, dagger, lead pipe, sword, whip, horn. twelve rooms: Kitchen, Library, Dining room, Conservatory, Sitting room, ballroom, Hall, Lounge, Bedroom, Music Room, Shooting room, wine cellar.   Each room will have a one-way secret door that will send one person to one other room.  Splitting the party is not a death sentence as any combat will allow some characters to be obligatory range and others melee.  The trick is to discover that there is a seventh person who killed the assassin who killed everyone else. 

263.                     30’ x 30’ room The Door before you changes as you approach.  It becomes the front door of an elaborate manor house.  You enter into the front room there is skeleton on the ground before you and all identifying features have been long since rotted off.  There is a ghost standing before you.  “Please help me! Me and my adventuring companions came here to retire.  Something happened, but I do not remember.  Find out what happened so I can rest and as a reward I will give you this—An image of the Torch needed for the Bridge Room.”  The ghost is not helpful and will not help them at all.  Every time a character comes through, he will plead with them to help, or ask if they know what happened.  There is a book here with the start of the story and a bunch of blank pages.  As the fate of the party gets revealed the pages of this book fill up and when it is full the story will be completed.

264.                     40’ x 40’ room Shooting room/Ballroom  The secret door disguised as a door shifts, you see yourself in a vaulting room far larger than you expected.  The room itself is about 40’ on an side, but the roof also appears 40’ above.  The room before you appears to be a practise room for archery.  There are archery butts and throwing knife targets and large targets where axes were thrown at and dart boards too.  But above, the ceiling looks like a floor, wide and open with small table set up with fancy tablecloths and candles burning on them there is an orchestra pit on one side and 20’ up suspended between each floor is a large chandelier lit with a hundred candles.  On the floor high above lies a man in a pool of blood.  The rooms are split and there is no direct way to get to this room above except by turning the dial in the room above, the ball room.  Doing this and one of the walls will become the correct orientation for a minute allowing people to cross between, before it resets.  The PCs are welcome to look everywhere in the room.  The cleaning solution from the cleaning closet in 262 has a cleaner that works of everything except blood and one that only works on blood.  The shooting room there is a large cabinet on one side that contains equipment for this room.  The floor has lines set before the various buts at distances.  There are two archery butts against the far wall.  There is a wider wooden target hanging on the wall to the side and beside it is a smaller dart board.  There is a manikin set against the wall opposite the Archey butts.  Beside it is a wide stone target with scorch marks covering the target.  There is a first aid kit in one corner mounted on the wall, there is a pool of blood beneath it. 

The cabinet when opened reveals a variety of thrown and projectile weapons.  None of the weapons are magical.  They are all well maintained and oiled to prevent rusting.  There is a hole on one side of the cabinet and underneath there are dozens of broken and split arrow shafts, their feathers are all yellow.  One of the daggers is missing from its Sheath.

There are two archery butts, one is in good shape, the target is old and has many holes in it, but in overall good shape.  The other is newer in construction and target is made of a fresh sheet but the centre od the target is utterly destroyed.  The butt has been hit so many times that it is broken in places where arrows have demolished the structure.  Inside the bulls eye there are many broken and split shafts—on the back someone has carved the word’s “Mustard’s But”.

The throwing axe target on the wall has received regular use.  The target is not fixed to the wall.  if it is moved the first person to do so disappears and is teleported to the Sitting room.  The back of the target has twelve rooms in a round circle with the Shooting room being between the Sitting room and the Dining room.  The map is a map of the destinations of the teleporting.

The dart board is pretty innocent, but there is a score board next to the target.  It shows Peacock has won the most matches and Mustard none.  Green is second, Scarlett third, followed by Grayman, Plum and Orchid.  The sticks that count Peacock start out clean and end sloppy gouges. 

The manikin is covered with cuts and stab marks.  Medicine check determines that manikin was attacked where its vital would be.

The stone target stone is covered with soot and scorches.  There is a larger mat underneath the target made with a fire-resistant weave.  If the ash and the soot is washed off there is writing underneath in blood saying, “Mustard is craven, fled the 2nd battle of Twindle Wood”.  Under the carpet there is a brown sticky substance.  The substance is blood and underneath is a summoning circle arcane check DC12, DC15 and they know it summons demons, DC 18 Graz’zt.

Under the first aid station if someone cleans the blood a sequence is triggered, and Reverend Green appears bleeding from his hand.  Miss Peacock wraps his hand and appears loving.  Colonel Mustard comes forward and Peacock spins anger an hate in her eyes and leaves.

The ammunition are all +1

       The ballroom is stately and well lit with the shiny chandelier on the ceiling and the bright candles on the walls.  The acoustics in this area are wonderful and conversations can be overheard across the room.  There is an orchestral pit to the other end with two small tables on both sides of the room.  Each of the tables is covered with a long white tablecloth, has a centerpiece with a brightly lit candle in it.  the center of the dance floor is marred with the body of a frail middle-aged man in purple robes, his head beaten an cut.  If the body is examined a Medicine check DC12 determines blunt trauma to the head, DC 15 that the weapon had an edge and DC18 not something mean to be a weapon.  If the PCs enter through the doors, loud music plays and figures are moving about in a dance.  A pretty half-elf woman in a deep blue dress twirls between the dancing group.  Another woman dressed in deep red twirls around and a man dressed in green.  A man dressed in yellow also is there.  The figure in blue moves through the room interaction with everyone but (Insight DC12)avoids the man in yellow.  The woman in Pink stands apart in a corner and avoid people but brightens as Blue approaches.  The man in the purple robe dances once with blue but sits down (DC18 has only eyes for Orchid).  The man in charcoal watches everything (DC15) and appears to watch all the interactions and slips into the orchestra pit.

                Left side table towards door one yellow coat over one chair, pushed away from the table, a half eaten chicken dinner.

                Left side table towards the band, blue stole over one chair, pink coat on the other meal of very rare beef before one.  Investigation DC12 discovers the invitation for Miss Peacock under the empty plate in her setting.  “Please come to ‘The Cottage’, a chance to relive good memories when times were simple”.  DC18 investigation the back of the invitation is covered with a script written in lemon juice, applying a little heat “the King’s knife likes a little roast beef after the job is done.”  Written in the margins of the invitation are reminiscences of four of the party.  Green, Scarlet, Orchid, and Plum.

                Plum—can’t stop barking up the wrong tree.

                Scarlett—the adder is better at recognizing danger than the cow.

                Green—the only thing some want more than money is a night like the glory days.

                Orchid—never forget damaged people are dangerous people.

                Open space—"Pivotal Battles of The North”.

                Right side table towards the door, a green coat on the back of a chair toppled to the ground.  The remaining chair holds a red stole.  Investigation check DC 12 inside pocket a locket with a picture of Scarlett on one side and Very handsome man (DC25 Arcana check {subtle} demon expert DC15) a picture of Grz’zt in human form.  Scraping out the photo reveals locator ward for demons.  DC15 the bottom of the chair has carved words in infernal “My love.”  DC 18 reveals that the Stole, which is knitted with the softest and finest wool has mistakes in the knit, it is riddled with the errors so many errors that it must be a code.  The green coat in the left pocket has a note.  S—Let’s meet and relive old times—G.  it smells of perfume.

                Right side table towards the band has two chairs and two plates.  One plate is empty of all but the smears of food, the other has a steak so well cooked it is completely dry, the vegetables have been boiled to mush.  Insight check DC12 the food has been barely touched the person is preoccupied.  DC15 the other plate used to contain lightly steam vegetables the chair looks almost undisturbed, the person who sat here is neat and likes to leave a room as if he never where there.  DC18 the chair is positioned to face Peacock’s seat, but the meal has been picked at, like a tasty delicacy, but the person sitting here could look slily at Orchid’s seat.

                The Orchestra pit, meant to be hidden has seat for seven and seven instruments that could play for the ball.  There is an eight instrument on the floor slightly dented, a horn like a Bugle.  There is a box on the side closest to the dance floor, it is a magical music box and the first person who approaches it teleports to the Music room.

There is magic in this room—The amulet is a amulet proof against detection cursed Demon Attractor, The music box will play a selection of 1000 instrumental songs, and the Bugle is a horn of Valhalla.

265.                     30’ x 30’ room Kitchen/Music room  Entering this room you see a kitchen filled with bubbling pots on wood stoves and ovens for baking bread and at the same time the impossibly high ceiling is the floor to a music room filled with all sorts of large and small instruments piccolo to grand piano.

The kitchen is well stocked with food and was to cook the food.  There is an ice filled cabinet keeping things cooled including milk, a pen with cages for keeping animals fresh (there are three rabbits, five chickens, and two goats)—not too far from there is a hanging hook with a pool of blood; there is a scaffolding where garlic and cured meats and bags of cheese hang from, there is a huge fireplace with a whole Aurochs, there seems to be a few slices taken from its side.  Investigation check here.  DC12 there are two workstations here.  One seems to focus on breads and soups and stews, while the other focuses on the preparation of meats.  Between the two workstations are there is a table with two books on stands with page holders.  There are six colour coded tabs in each book.  DC15 one notices there are two bread ovens and one is cold, inside is a loose brick, first person inside teleports to Wine Cellar.  Behind the loose stone a note on gold leaf “Monastery White Three”.  DC18 the slice off the Aurochs is very fresh, there is a knife and fork and plate in the drying rack, and they are wet still.  The cleaning basin pools water on the ground, someone has removed the lead pipe from the under the basin.

If the blood is cleaned the words appear “Blues Diary Keyed Words Fives.”  Separate investigation check DC12 cyphered, every five words, DC18 Dairy is an anagram of Diary. The book is in a block of cheese.  The Meat station Book has six tabs, Red—prefers goat cooked in any variety of ways fresher the better, Pink—prefers wild game raw is best but the entire animal present in the meal, likes offal, Yellow—boring cuts, little variety, Green—A man after my own taste, prefers richly done meat with a variety of cuts and preparation, Purple—prefers blue cheese, older meat and offal discovered once if the meat is off it is best—always well done and leathery, and Gray—vegetarian, prefers mild cheeses and egg dishes.  The Bread and Soup Station book has six tabs, Gray—prefers bland meals, and broth and sourdough, Purple—prefers boiled food and stale bread , Blue—prefers it spicy with a variety of wild greens, dislikes farm grown, Yellow—likes simple soups and warm breads, Pink—prefers wild fair and mushrooms, even the deadly ones, and Red—likes it spicy and exotic fare like myself, but avoids the rich foods, dislikes bread, loves cakes.

The Diary of Blue has the Biography of herself and a bit on the others: Orchid was raised in the city by her domineering father who was a drunk, but a sergeant in the city guard.  After a day of patrolling and beating up drunks he would drink at home before beating his daughter before sleeping it off and going to work.  Green was an acolyte of the church of Lastarada.  He grew up in the church and spent many long days working in the fields as a youth and cleaning the temples in his teens.  He and his fellows slept two or three to a bed and often did not have enough to eat.  Such was life.  Plum was the eldest of the town’s money lender.  There was always money around, but none of it was for the family.  His father and mother lived as paupers behind closed doors, but in the public, they lived like kings.  Saying that their livelihood is dependant on perceptions.  Money was for reinvestment and never for personal uses.  People made assumptions that he was stingy and never generous with the fortune, but he never had any.  Scarlett was bastard daughter of one of her mother’s many clients.  She grew up in the brothel she was born in.  The powerful men and women that visited the shop could do anything they wanted for the right price.  Eventually someone paid her mother that right price for her.  She knew this would happen, because she knew she had no power, but she promised that she would one day have that power.   Mustard the son of a war hero, but a boy who cringed at stories and as the son of the hero, was forced into doing those things he was not suited to.  He is the son of expectation.  Expectation that he would lead the charge into battle and be the last to drop his sword.  Grayman the youngest son of a Lord of the Realm, his life was set.  He was not expected to join the military, was not expected to join the priesthood.  His brothers were older than him.  There was no expectation.  He was constantly underfoot until he got good enough to avoid all. 

The Music Room is filled with a variety of Instruments and there is musical bars spread in little snippets over the walls of the room.  There is a grand Piano, a Harp, and Harsechord, there is a closet filled with small instruments and a wall with hooks and painted pictures of instruments with instruments hanging.  One is missing a Bugle, hooks and silhouette empty.  There is dais with the piano where the acoustics are perfect.  There is a large grouping of drums and percussion instruments in another corner.  DC12 Investigation check, determines the sheet music on the podium are all Bard spells with notation for Choral, Wind, String and Percussion instruments.  The one open is for Hypnotic pattern, but within the room other sheep music can be found for other spells.  DC15 one of the larger drums is off.  inside is a large Owl Pellet composed of Human Bones which animate into a powerful Skeleton when disturbed.  DC18 there appears to be letters behind the silhouette of the Bugle, but the pain has filled in the letters, must be cleaned out to read: “I hate that he animates my trophies and the way he looks at me—I want to kill him for both”.  The Piano has a simple tune carved into the wood above the keys, the first person to play it is sent to the Conservatory.  There are little decorative bars of music under six of the instruments.  Perception DC15 see six copies of the bars on the walls around the room.  DC 12 insight, play the music on the instruments before the bars.  Autoharp: image of a Gray man in a golden throne holding a dripping dagger.  Xylophone: a pile of bones getting up and dancing.  Didgeridoo: Wild animals eating men.   Cowbells: man running from battle.  Two-armed Sitar: Fire spells cast from a female form with demon horns and tails growing from them.  Harmonica: shows a man stealing from the poor.

266.                     20’ x 20’ room Library/Wine cellar  Before you is a warm room, small and cozy.  There is stove inset into the fireplace and tall thin windows to let in natural light.  There are four sconces for holding continual light torches, one is missing, but they keep the room well lit.  There are two comfy armchairs resting under two portrait in this room.  The remaining space on the four walls is filled with books on book shelves with a few empty spaces where people have removed a book or two.  The ceiling is dark and damp looking wine cellar.  The door leads to stairs that descend into the area and there are shelves filled with wine. 

The Library is warm and well lit.  The two portraits are of a thin young man with white hair and purple robes, the great Professor Plum, the other portrait is of an empty chair—some sort of joke to say that he was too busy to sit for a portrait or more likely one who did not want it done at all.  There is a table beside the armchairs before the portraits with a wine glass.  The wine in the glasses is either too young to be wine or past its peak by a decade.  There are well over thousand books on the shelves.

There is a book on the table beside the armchair in front of the portrait of Grayman.  It is a book of botany and is bookmarked on a picture of a blue daisy Estrela Caelphyllys, called the Moon Daisy in common, it can only grow in lands sacred to the Elves. DC12 investigation check, the missing torch fits into the empty sconce and operates a secret door in the wall, the carpet is worn from the opening and closing of this door.  The torch is both the mechanism for opening it and a lock keeping the door closed.  DC15, examining the bookshelves , you have determined which books have been accessed most recently—they do not have any dust on the top of the pages.  The King’s Knife, fiction (Dex) details the adventures of a legendary member of a secret order that protects the King—cover has a silver coin with crown on the front (the back has the reverse side of the coin with a dagger on it).  Bare Bones—The Art (Int), The Adventures of The Colour Guard,  The Powers of The Blood War (Cha).  There is a section on Graz’zt that features depiction of Graz’zt’s concubines and rituals—the pages here are very worn.  Man’s Most Fearsome Beastly Predators (Con)  Sneaky Bookkeeping (Wis).  Pivotal Battles of The North (Str) removed from Library.  DC18  the Portrait of the chair cannot be removed from the wall, but it can be twisted and after seven full left turns the portrait comes off; it has a big screw on the back of it.  inside the screw hole there is a safe DC15 on a picklocks check.  Inside the safe are papers that show the “cottage” is owned by Grayman.  A box with 500 neatly stacked gold pieces.  An empty ring box with a crown in gold on the top and a letter, whose broken seal was the seal of the king. “My Loyal servant, Feel free to deputize as many of your Party members whom you can trust, but deal with the threat of the Red Witch to the Kingdom.  If the players recover the Torch and place it in the sconce correctly the bookshelf swings out.  To reveal a small hidden room, 10’x10’.  The room contains a shrine to Dr. Orchid where the following information can be found DC 0, Plum really like Orchid.  DC12 there is a map on the wall of the countryside with pins and strings radiating out from a couple score locations and details of people that were murdered there, by orchid.  DC15 there is a incomplete amalgam of bones being constructed and fused together with magic.  Each bone has markings indicating that each murder in the map is represented here.  The skull apparently was harvested by Plum last week from Orchid’s father.  DC18 Plum has determined incorrectly that the only person standing in his way is Colonel Mustard,  also the desk can come apart and be put together in a different order forming a scaffolding with the directions on how to make Bone golem servants.  You can see from this that the golem is almost complete.  All that is left to do is to anoint the golem with the heart’s blood of a man killed with their own hand. 

The door opens and stairs lead to the bottom of the room.  The room is filled with shelves of wine.  There are shelves lining the walls and there are shelves that create corridors in this small room.  Many of these wine bottles are covered with dust and cobwebs, but all the corks are clean and can be read.  There is a distasteful smell in the air like that of rotten or vinegary wine.  The wine cellar is colour coded so each member of the party has their own supply.  DC12 investigation, in one of the dead-end arms of the wine cellar is the crumpled body of Colonel Mustard.  DC12 medicine check reveals that he was hit in the head.  DC15 reveals he was hit in the back of the head with a heavy round object, smaller than a wine bottle about seven times.  DC15 Investigation check finds the secret stash of Reverend Green.  If they uncovered the information in the Kitchen, they do not need the check to find it.  one of the Monastery White bottles has a false bottom and filled with 500pp embezzled from the church.  The rest of the wines are much more exotic.  The other bottles of Monastery White are filled with third press white olive oil.  DC18, one of the wine bottles in his section is loose and is falling off,  on the reverse is a note where someone wrote why is it that I am jealous of none of Blue’s lovers except for Pink—Could she love pink more than me?  DC12 in Scarlett’s section against the wall at the back, there are 6 bottles of wine that have less dust on them.  Her wines are set out in alphabetical order and there are close to 500 bottles in her section.  In order the wines are: Alect’s Choice Red Blends, Grand Vermillion Sweet, Red of the South, there is one with no label and completely empty, Tobias’ Select First Press Whites, Zealot’s fine Blend.  DC21 will reveal that lifting G, R, A, Z, Empty, Z, T, in that order will open a secret door in the wall, the rack moves back, and swings into the wall.  Inside there is a shrine to Graz’zt (surprized) and a message written on the wall in in spidery fiery script in Infernal, Bring me forth my disciple.  There is a note on the table that is written in Peacock’s flowing script but in cipher Investigation DC15, Do not turn your back to Grayman.  There are many attempts at deciphering the text that fail.  There are vials of blood on the back wall and a series of notes.  The notes detail the races of the party members except Miss Peacock.  The underlines words are that she is not Half-Elven, but full elf, the blood does not lie.  Why lie about this?  Also written in by blue there is a recommendation that Scarlett picks up The King’s Knife, apparently a great book.  There is book on the small shelf, it has no name, but details the best way to summon demons.  The forward is written in Elf Script, but the language is Infernal.  It says: “For a friend.  I know the pain of being separated from the one you love most.  I hear the Kingdom is a great place to honeymoon.”  As the players leave this room a Perception check of DC12 notices there is a lead pipe that has fallen under the stairs.  It weighs seven pounds and one end is covered with blood; it fell through a crack in the stairs at the top of the flight.

267.                     20’ x 20’ room Sittingroom/Hall  The room before you is small and quaint all spoiled by a ceiling of disproportionate height.   There is a sitting room with comfortable chairs and a roaring fire in the hearth.  On the opposite wall is a grand picture of a man in plate astride a horse geared for war, with long blond hair on his shoulders.  But above, there is a simple greeting room attached to the front entrance.  Large heavy Double doors with a heavy bar across them.  I figure in Pink slumped on the floor above you.

The sitting room is small but filled with seats enough for eight to sit comfortably drinks in hand.  One of the seats has been torn apart by a wild animal.  This room was used recently for that purpose as there are four half filled drinks around the room.  Two drinks have spilled and have dried on the tables, one is empty and the other full.  There is a sword on the mantle and a poker underneath for the fire.  Investigation Check DC 12 finds an invitation on the mantel behind the sword.  The sword is improperly cleaned and has been dirtied with fresh blood.  DC15 discovers that the portrait on the wall flips over and there is a portrait of the same man, but in regular clothes and bound wrists with freshly peed pants signed in blue—this is how I remember you best!  DC18 the fire is hot but illusionary; there are the pieces of two torn invitations in the fire.  There is a space behind it, first one through teleports to the Lounge.  Inside this space there is leather jerkin, a long bow and a magical quiver of arrows that will never run low.    The Pivotal Battles of the North is here, taken from the library.  There is a bookmark at The first battle of Forest Town, where the elves won through superior knowledge, the second Battle the elves lost as, Lord Basil led the charge, he looks like the spitting image of Colonel Mustard, the Third battle of Forest town was draw, 25 years after the second.  The rest is covered with blood, it is actually wine.  (cleaned of wine the passage reads here is where the Hated son of Lord Basil turned deserter, written in Blue).  He also has a bound stack of letters of correspondence with Orchid.  The letters make it clear that the two of them are just friends and orchid has confided her past with him and he knows of her past.  He knows she is interested in women only and how Plum constantly pushes her buttons and there is an unsent letter to Orchid, saying he will talk to Plum and get him to understand that she is not interested.

In the cushions of the seats beside the spilled drinks can be found three torn up invitations, one appears to have been destroyed by an animal.  The three invitations can be pieced together with a DC 15 perception role or a Mending spell.  The Invitations are addressed to Plum, Green and to Orchid.  There is secret writing exposed by heat on the other side.  These three invitations are dated a day earlier than the others.  Orchid’s secret writing exposes her as the wild animal serial killer.  Green is exposed as an embezzler of temple funds.  Plum is exposed as a necromancer.  All were revealed separately and confidentially.  Under the spilled mead are the words Grayman Blackmails us.

The invitation on the mantle is for Colonel Mustard.  His invitation is for arrival on Thursday, it has no secret messages.  The Leather jerkin works as leather armour and a cloak of elvenkind, the sword is magical: The Unused Sword—the longer it is unused, the more powerful it gets at base it is a +1 sword.  Every week it goes unused it gains a + to the max of +3.  Every month it goes unused the sword gets a power, every other month an extra d8 and every other month Fire, Frost, Sharpness, Wounding, Holy and Vorpal after a year it will be +3 Vorpal Weapon that inflicts +6d8 extra on one hit, damage.  After a decade, it will grant a wish. The sword was used to kill Peacock

The Entry hall of the mansion is before you.  There is a broad reinforced double doorway made with stout oak planks rubbed lovingly with oils to bring out the colour of the grain of the wood.  The doors are shut, locked and barred with a massive plank.  The stone wall are covered here with finely finished light coloured wood.  There is a closed coat closet beside the entryway and a small umbrella stand right beside the door.  Opposite the closet there is a large painting of a group of adventurers posing under a tree with a large dragon at their feet before them.  You can pick out the people in the picture.  there is a very large bear standing on its hind legs in the center.  To either side  there is a tall archer leaning on a strung longbow, dressed in bright yellow, and a priest dressed in scale armour enamelled green with a green surcoat.  Before the bear and the man in green is a beautiful half elven maid dressed in blue coloured leathers, stooped strumming a lute. Before the bear and yellow man there is a short beautiful woman dressed in a scarlet dress and tall hat that makes here look more imposing, sparkling lights flare around her too long red fingernails.  Standing beside the Green priest and the Blue Bard is a man in luxurious purple ruffles and leotards, hands covered purple white power.  In the tree above the Bear and the Yellow man, there is a figure lounging on a branch dressed in gray, there is a crossbow in his hands and a dagger in his sleeves.  This is the adventuring group known as The Colour Guard.  On the rug, before the painting, lies a woman dressed leathers with a pink stole over her shoulders.  She appears to be sleeping until you turn her over—her head has been bludgeoned until it caved in.  There is an awful lot of blood too.  Medicine check DC 12, Orchid was bludgeoned to death.  DC15 someone with large hands had strangled her briefly before she died, the marks are faint because she had lost a lot of blood.  DC18, she was poisoned with a nontoxic belladonna tincture applied to her skin, massaged into her bare back.  the mixture prevented her from shape changing.  Investigation check DC12 the missing bronze torch from the Library in in the bottom of the umbrella stand with five umbrellas.  It has some of Orchid’s hair stuck to it with blood.  Curiously the bottom of the torch is shaped like a key.  DC15 they notice the switch in the umbrella stand that unlocks the Coat closet.  DC18 discover the yellow Umbrella has a secret chamber in it.   The chamber has two things in it a silver coin and a ruby broach.  Legend lore will tell you what you need to know, but so will the library.  The coin is tarnished gray and has a crown on one side and a dagger on the other.  Some investigation in the library will uncover that the coin is a legendary badge of the king’s special police.  The broach is rubies on a naked woman made of a strange black metal.  Careful examination will reveal the woman has horns.  Arcana check DC 18 reveals the metal as abyssal Steel and the figure a concubine of Graz’zt.  There is a library book that this information can be found.  Once the closet is opened, the first to go in finds that the hangers are attached the rungs and they go in two deep.  The first set are overcoats and the second row are women’s dresses and there is another door.  They have been teleported to the Bedroom closet.  Other people who enter the closet will only find over coats.  They also find a dozen skeletons, who attack.  Twelve skeletons pile out of the closet lunging at you with their bare claws.  Half of them appear to have been repaired many times and are more twine and glue than full skeletons.  After the combat DC15 investigation or perception check finds all of the skeletons have hollow bones.  Each of the skeletons has a hollow tibia and a scroll inside.  It tells a story of a man who beat his wife, or a child, or a rapist, or a bully.  They met a broken woman who was an easy target and chased her into the woods where a wild animal attacked them and feed on their corpse.  Some of the bones are gnawed on.  Insight DC 12, the stories are written with admiration, DC15 love.  A few of the skeletons look like they have been repaired more than once.  In these ones an investigation of 15 discovers faint scratches at the edges of brakes.  After looking at a few of these you feel confident the word could be Mustard.  One of the hollow bones also contains a ritual 2nd level spell, summon Grave Worms—the spell summons the creepy crawly critters that feed on bodies.  The critters will clean the bones off a corpse in just an hour and then they will disappear.  The Torch ,if placed in the empty sconce in the library will open a secret room therein.  The torch will fill the area with light if a light spell is cast on it, but the light will not come from it.  Light, Continual Flame, Daylight work with it.  the spell does not need a material component.

268.                     30’ x 30’ room Bedroom/Lounge  Before you are two big rooms.  There is a cluttered knickknack filled bedroom with a four-poster bed and canopy and on the inverse a large lounge with a few large couches, a roaring fire, and a large floor to ceiling bay window the stretches from lounge to bedroom.  Outside you can see trees swaying in a storm, branches tapping the window, lightning illuminating the dark.

The room is dominated the large blue bed with its canopy and the drapes currently lowered, it is all in blue.  The posters and the hardwood used in the bed’s construction are nicely oiled to bring out the orange colour of the wood.  The dresser and the makeup table are covered with mementos and trophies from a long life.  There is a large painting of a beautiful half elven woman dressed in a very flattering blue dress with an odd blue daisy at her breast, but the canvas has been slashed many times, marring it completely, strips hang loosely in the frame.  There are clean spaces on the surfaces where someone has swept the knickknacks off on to the floor.  DC 12 Investigation check reveals that the painting has a false back.  inside the back is a letter written in a flowing hand.  DC 15 history check reveals it is Elven Calligraphy that when out of style 500 years ago. the letter goes on and on, the words fill up five leaves of paper, front and back.  Investigation DC15 there is a cyphered message.  The cypher talks about the eve of battle and how they are to fight the forces of Lord Basil, the butcher.  The letter charges the reader with finding the enemy and killing them and their descendants to three generations if they lose.  DC15 taped to the bottom drawer of the dresser is Blue’s Pillow Book.  The book is thick, and it causes the drawer to get stuck, DC 15 athletics check to pull out.  The pillow book details the nighttime ramblings of her lovers.  The first third of the book contains over a hundred interesting tidbits that identify Blue as a master spy.  The middle of the book details her time with the Colour Guard and includes information on Gray—dangerous foreign operative, Scarlett—rambles in Infernal in her sleep, Plum—once cried out Orchid’s name, Orchid—hates men, fears men, Green—fears being poor, glutinous appetites.  DC 18, the closet has a hidden door to a room with a spy hole that gives a good view of the bed and excellent acoustics too.  there is a red-light bullseye lantern.  A book filled with blackmail information.  Knows Scarlett worships Graz’zt, but is using the information to get sex, Plum is a necromancer, Mustard is jumpy about his past, but Blue finds him beneath her—he is blackmailing Mustard by threatening to tell people about his past, but he knows nothing.  He thinks he will try to blackmail Orchid too the same way.  Insight DC15 the writing is written in a way that he is jealous.  He does not want to share Blue.  The Bed.  Investigation DC 12, the bedcovers are a tangled mess and smell of an odd smell.  There is a bottle of tincture of Belladonna under the pillow.  Prevents a skin changer from changing shape.  DC 15, there is a whip thrown under the bed.  It is dark under there and even with a light it is difficult to see.  The first person who crawls under there notices a book under the bed and then they teleport to the dining room.  the book is a ledger.  It lists numbers.  DC 18 Insight check will discover that Green is embezzling from the church.  The whip does +1 to damage and will grapple and hold securely anything it hits DC15 athletics check to break.  The mirror in the vanity is a Mirror of Scrying, command word is the elvish name of the Moon Mist Daisy: Estrela Caelphyllys

This is a larger room lit with a dozen candles that flicker in the light from the storm.  The roaring fire heats the room and gives off a wavering light.  There are stronger light sources, but they have been dimmed.  There are eight couches here and they all look luxurious and comfortable.  There are a few books lying on the ground taken from the library.  Four of the couches rest on their side, apparently kicked over in a fight.  Two of them have been stabbed and slashed numerously, their stuffing come loose.  The body on the ground did not die without a fight it seams.  There are scorch marks where some magic hit the walls, but the body of the half elf Miss Peacock lies here stabbed and slashed to death.  On the wall there is a picture of Reverand Green, imperiously watching over the scene. Four small marble statues rest on pedestals in the corners of the room.   DC12 Investigation finds Miss Peacock’s foil under a divan across the room.  DC 18 Investigation check, the wrap on the hilt comes offand there are marks on the reverse, if they are warped on the hilt again the marks reveal a message “Red’s Plans will destroy my people’s Enemy.”  If someone cleans the blood from the pool on the ground, will reveal a message “Grayman is my adversary, but not my equal.”  Also with a DC 12 Investigation, two if the Statues from the corners lie broken on the floor.  They have blood on their claws and teeth.  There are marks on the body of Miss Peacock that suggest they attacked her.  DC 12 Arcana check reveals they are tiny stone golems.  The two remain my be examined DC15 investigation check reveals a compartment with a paper in its hollow eye that reads Green, the other reads Grayman.  Examination of the second statue teleports the character to the kitchen.  DC 15 investigation check, behind the painting of green there is a message written in blood under layer of charcoal and dust, “Miss Peacock never sleeps.”  DC 12 nature check if they don’t come to the same conclusion, Miss Peacock is a full Elf.  DC 18 investigation check.  There is a simple code in the frame if the wood.  “Grayman was manipulated to start the Colour Guard.”  The foil does an extra d6 piercing damage and is +1

269.                     40’ x 40’ room Conservatory/Dining room  The room you enter is very large.  There is a large table filling the room with a large white tablecloth and place settings arranged for seven.  Large candelabras filled with twenty candles and a chandelier, hanging above the gap in the center of  the table, with a hundred candles.  There is a feast laid out on gold plates with crystal glasses.  But above the other room is mostly glass.  A window is open and water pools on that inverted floor, the only lighting comes from the flashes of lightning from outside.  There in a pool of water lies a woman in red pinned to the ground with a dagger.  At the table a man drowns in his soup.

As you enter this room for the first time, you see seven people sit down to dinner.  Three on one side an one each on the top of the “C” and the bottom and two more facing back of the “C”.  Mustard and Plum face each other across at the top and bottom of the “C” and Orchid, Grayman and Blue sit on the back and Scarlet faces blue and Green faces Orchid.  There is silent animated conversation happening.  Orchid gets up from a conversation with Plum and manifests bear claws and swipes at Plum and runs away, green and Peacock arrive and heal Plum. The apparitions disappear. The table is a giant closed “C” shape with an opening for servants and it is set for dinner.  Dinner has arrived fresh from the kitchen.  Seven place settings but only one seat filled and that with a very dead Priest.  Off to the side are many more delights, each to the taste of the party members made lovingly by the ones that know them best.  There is a door in the wall about three feet off the ground and about four-square feet in area.  None of the food is poisoned.  Each of the meals is better made than any king could serve.  Miss Peacock and Reverend Green could have made a fortune with their skills.  Green was not poisoned from the food.  Medicine DC 12 not poisoned; his skin is very pale.  DC 15 stripping him naked he is covered with dozens of lashes from a whip, and barbs from a cat-o-nine tails, these were poisoned with a numbing agent.  DC18 he was strangled around the neck, but he was bled at the same time removing most of his blood.  His back has been whipped like this before a few times.  He did not lose his blood through these wounds.  There is a slit on both legs at the femoral artery that does.  DC 12 investigation check discovers there is a large bowl and a funnel in the dumbwaiter that are coated with blood.  DC15 investigation check you notice that there is a mismatched carpet in the center of the gap in the table.  Rolling the carpet aside there is a massive smear of blood with the shadow of a design in chalk under the blood.  Carefully cleaning the blood allows you to see a arcane design on the floor in chalk.  DC15 Arcana check reveals it is a purifying ritual so the blood can be used to summon a powerful demon.  The same Arcana check reveals that the spell must be cast within a week.  The dinners set at the table match the dinner of the apparitions except Blue and Orchid have switched position.  The dinners set to the places are good and quite tasty.  If they are eaten the characters will get advantage on all Constitution saves for 24hours.  Grey has a cream vegetable soup with a salad including egg and cheese and a vinegarette.  Orchid is set with a steak tartar and a cut of fresh venison seared only briefly.  Peacock, has a rich spicy soup with chunks of wild game, with a Boar ribs marinated in curdled cream mixed with spices, Plum has a skewer of dried meats coated with a spicey marinade and a very well done steak.  Green is face down in his soup, but it was a cream soup with a variety of spices and a cured ham as the main course.  Mustard has a variation on meat and potatoes with a chicken pie.  Scarlett has a spicey fare with a strong garlic bread.  There is some treasure here.  The place settings are made od silver, two forks of different sizes, two knives and two spoons and there is a silver napkin ring each piece is worth 50sp each.  One of the napkin rings is actually a holder for a torch in the adjoining secret room, it is easily found but locked until the switch is pulled in the false tomb area. 

As you enter the Conservatory for the first time, you see two figures chatting amiably.  Dr Orchid is here grafting and pruning various plants and placing the finished products in the green house windows light streams through the glass.  Colonel Mustard is firing his bow out an open window at some target that he can see.  The figures vanish and the summer day light vanishes, replaced by a violent thunderstorm.  The window has blown open and rain is lashing the glass, water pooling on the ground.  The lightning illuminates the darkened room.  In these brief flashes you can see plants filling the room with walking space between the rows, but only a little walking space.  Through the glass you can see a distant archery butt, pierced with dozens of arrows.  Nature Check DC 12 many of these plants are from exotic locations and should not grow here.  DC15 many of these plants are reminiscent of Poisonous varieties of plants from this area.  DC18, some of these plants are reputed to be able to move or attack.  Any Nature check reveals some of these plants are rare and very valuable.  The most valuable one’s attack.  Anyone who attacks with strength based or two-handed weapons attacks with disadvantage due to the closeness of the rows.  The first fire spell used in this area causes half damage because everything is wet, but the second does full damage.  At the end of one corridor there are two palms in containers.  The first person to pass through these palms is teleported to the Library.  Druid spells cast in this room act as if they are outdoors and in a storm.  Electricity damage affects double the area of effect.  DC12 Investigation reveals the location of the diary of Dr Orchid, it also reveals the location of the body of Scarlett.  The method of her death is pretty easy to determine and the dagger is still inside her body—it was precisely placed between her ribs and through her heart.  Add that the dagger is a Dagger of Venom, her fate was sealed.  DC15 uncovers Scarlett’s invitation to the event.  On the back there is an agenda marked on the back of the card.  The script is written with Draconic icons but the language is Infernal.  The words are nonsensical in position but can be teased out with a separate DC15 investigation roll.  She has an critical appointment to make during a specific Celestial convergence.  On her person with the invitation is canteen filled with Purified Blood.  DC 18 Investigation check finds bodies buried in large Urns planted up with carnivorous plants.  They are all male and all were attacked by beasts.  Beside the open window there is a package made of oiled cloth.  Inside is a magic bow +1 when it fires magic arrows, those arrows entangle the creature hit 10’ radius/plus and 10 +1 arrows.  There is a note, it reads: Brother, may your aim always be true.  Beside it there is a small package with a note: to the Sister I never had.  Inside there is a very large wolf tooth on a silver necklace , where the silver touches the tooth, the tooth is charred.  This grants any shape changed animal +1 to hit and damage.

Bridge change second interlude drop and spin one direction locked 30’ x 30’ room

270.                     30’ x 30’ room  The door from the bridge opens like the others, your mind hears the whispers from the dungeon in your ears.  Does it love you?  The walkway ends in a room 30’ to a side with three doors, one on each side.  If the Party chooses to detect magic they will detedct it from the left and the right door, as well as the whole room.  the whole room disorientates the party to make them believe the doors have moved around.  Roll a d4 individually.  1 is the left, 2 is the center, 3 is the right and 4 is the way to the bridge.  Only by opening the door to 2 will they be able to see the truth.  Each time they select the wrong door they take 10hp of damage save for half Dex DC 12. 

271.                     30’ x 30’ room  The room before you has three torches glowing brightly, one in the middle of each wall.  in the center of the room sits a single un-lit torch resting in a small hole.  There is no trick.  But the players do not know this.  Please encourage them to think otherwise by rolling dice.  As soon as the fifth torch is in its place in the Bridge Room there is a click at the far end and the door opens.

272.                     Grand Procession way stairs going up 30’ x 160’ The sides of this room, this grand processional, are covered in shiny gold leaf polished to a mirror finish.  The floor is made of white marble and the striations have been magically turned to gold.  the steps rise ponderously one step every 10’.  The Doors at the end are locked, the High Priest would have the keys.  The door can be picked with a crowbar, the keyhole is large.  The first check is for the picker to make a Strength Athletics check DC 12 and then a pick check DC12  don’t tell them the DC.  Dungeon Creators want this tomb to be easier to get into than the real tomb, but they want them to sweat.

273.                     Second Grand Procession way 20’ x 440’ Before you is a large pyramid that seems to climb into the sky from here, but you instinctively know that it can’t.  There are two large bronze doors set into the pyramid right across from the doors you just unlocked.  A booming voice intones as you approach—Beware thieves will be punished with my Curse!  The doors are fake, but should someone try to open them lightning will shoot down and for 6d6 damage and then arc to the next character, losing d6 every hit and every 10’ of jump it needs to make to get to the next character.  Around one side are the real doors, they open outwards.

274.                     Tomb inside stairs down 30’ x 70’  Walking down the stairs on the inside of the tomb, torches explode a light as you walk past them every 10’ you walk.  The main floor you see toppled Guardians and wrapped corpses, now bones scattered on the ground.  The leaf and the gems has been pried from the wall.  Everything has been looted!  There is a secret door inside the massively large sarcophagi, the secret door is 5’x5’ and may require stooping.  

275.                     Secret way to ‘real’ tomb 10’ x 260’ (under stairs there is a secret switch) The tunnel is long and filled with spiderwebs, but the spiders are long dead.  Under the stairs, the passage gets taller but drops again after that.  There is no light source through this way.  Under the stairs there is a switch that must be found and moved open the way the real tomb.

276.                     The ‘Real’ tomb 50’ x 50’  When you can finally stand you see another Pyramid with a set of doors into it.  there are two tall 12’ warriors on either side of the doors as you approach the guards animate and attack!  The guards fight will be tough, and they might bring down any character they fight.  They will golems of some sort.  The doors beyond are protected by Explosive runes, if the PCs are not prepared they will be shocked.  Inside there are two sarcophagi and urns filled with dries oils and dried spices and wealth ruined.  Inside the coffins are two mummies that are actually zombies covered in wraps.  The are more mundane treasures like 10 bricks of gold worth 50gp each and 100 bricks of silver worth 5gp each and a 1000 bricks of copper worth 5sp each . . ..  altogether there are 15,000gp.  Except the Gold is actually magical lead that will appear to be gold only to the players and lead to anyone else until a remove curse is cast by a 12th level priest.

October 3rd. Actually October 9,

Bridge change third Interlude rise, and spin one direction locked, (this case all the doors are one way if the players have unlocked the access to the real tomb by turning the switch under the stairs in the false tomb, otherwise the three locked secret doors are still locked.  Give opportunity for PCs to leave the area.  Or find that the locked secret doors are unlocked.  The disorientating effects of the rooms and the bridge will prevent determining they are missing something important.  On the other hand, if they have unlocked the secret doors, four more torch sconces will have opened on the wall, and that might intrigue them to look harder.

Bridge change fourth interlude, drop and spin one direction locked.  The direction that leads to the royal tomb is not quite ready to unlock. 

277.                     30’ x 30’ room The bridge has stopped and the bridge leads to another door.  Once opened the there is another passage beyond and what looks like another room 30’ by 30’.  The floor is the purest white in colour, same as the walls and ceiling.  The only imperfection are the words written on the ground.  The words say, “Those with blind faith will get their reward.”  Secretly roll Perception for the group 15 or higher allows them to see that everyone’s feet are sunk down a cm, the surface is an illusion.  The door opens to the next room.

278.                     30’ x 30’ room  The door opens into a 50’ corridor.  The light attenuates the further you see down the walkway.  By the end of the 50’ the light drops off to nothing and magical lights dim to nothing, and natural fire gives of light that does not illuminate.  In the center of the 30’ by 30’ room floating in the center of the room, up 8’ in the air is a silver torch glowing bright.  Nothing the player do will illuminate the room.  Anyone who looks the other characters will see that they all go black as they approach the torch light and become as if invisible.  The floor of the chamber is mostly non-existent.  The first 10’ past the corridor and then the floor vanishes.  Any who step out boldly fall and are teleported in the second chute and down to the city below.  Those that creep discover the trap and those extra cautious will find the 2’ edge around the side of the room shuffling carefully at a 10’per round, 20’ if they double move.  On the other side anyone will bump into the torch on the wall opposite the entrance and they can move with it out.   

279.                     30’ x 30’ room  As the last torch is put in place click is heard from outside the bridge area on the far side where you were before.  The locked door must be locked no more.  There is a 30’ by 30’ room with two basins one at chest height and one resting on the floor.  Each one is 10’ by 30’ along the wall towards the exit, leaving only a 10’ path up the center.  The wall has written in many languages an entreaty to, “Wash the dust from your feet and your hands before entering the tomb”. 

280.                     30’ x 30’ room The 50’ corridor ends in a room made od the whitest marble.  The walls are smooth and reflect light off their surface.  There are glowing globes at each of the corners of the room.  on the far side from where you entered there is a single palm print on the wall.  Pressing the palm causes the 1’square to move in an inch and a curtain of electricity to move through the chamber.  Those that washed their feet and their hands are not affected.  Anyone that did only one take 3d6 electricity damage, and those that did none, take 6d6 damage. Con save for half.  The door opens, and people may enter the tomb. 

281.                     Way of the Kings leads to doors This room is very large.  30’ wide and 50’ long but it has the feel of an entryway and less of a room.  There are to side passages only 10 feet wide to the left and to the right, but before you there are a large double door each one 15’ wide and 20’ tall, there are large rings for opening them outwards.  A large regal mosaic fills the walls, the floor and the ceiling.  The small fingernail chits that make the are semi-precious stone.  The entire mosaic must have 2000sp of stone covering the walls.   The stones are indeed valuable and there is enough here to loot 100sp pers person per hour, until 24 hours worth of work is done.  If the work could be transported as is it would be worth 10 or 20 times as much, but it is not transportable.

282.                     50’ x 130’ room fake tomb  This room is dominated by two low pyramids.  Each is positioned to the left and the right sides of this room.  The sides of the pyramid are made of a stair, each stair is 1’ tall and 1’ wide and after 20 steps they form a 10’ wide and deep platform.  At the top is a large sarcophagus and two braziers for burning offerings.  There are 15, 12’ tall, wolf headed guards holding very large halberds, one per 20’ section of wall; they are holding a silent vigil.  As soon as a sarcophagus is disturbed, the other sarcophagus will open as well and five of the Guardians will animate to attack.  The occupants of the coffins are lesser vampires the guardians are golems.  There is no treasure here, except in the four braziers there are two 1000sp rubies in each one (8000sp).

283.                     Left arm 20’ x 40’ room  This room has two large stone coffins at the far end and sixteen smaller coffins along the two long walls.  The mosaic on the walls shows two senior attendants seeing to the needs of a queen on the far wall.  There are eight lesser attendants assisting the senior attendants. The lesser attendants’ coffins are empty except for grave dust and a bit of bone.  The larger coffins are filled with better preserved corpses and rotted cloth sacks with gold, silver and copper coins.  As soon as the coffins are opened, the location where the eyes would be glow and 2 wraiths attack along with 16 spectres.  The treasure is 500gp, 2000sp and 5000cp per large coffin.

284.                     40’ x 100’ room  this room is filled with the Queen’s Guard, or rather the former Queen’s former guard.  There are fifty stone coffins filling this room.  Nothing happens at first.  There is a pressure plate at the end of the room that will activate when one of the quick zombies walks on it.  as soon as the first coffin is investigated the closest 10 coffins open and the zombies attack, at the same time the furthest zombies activate and set off the portcullis, which drops over the door.  A hidden winch pops out at this time as well.  The zombies have the stats of skeletons and twice the hp as zombies.  If they take half of their damage in a single hit they split up into four limbs which attack independently with a 6th of the original hp each.  Altogether there are 50 undead here.  each coffin has 200sp in a small purse.

285.                     Left arm 20’ x 40’ room  This room has two large stone coffins at the far end and sixteen smaller coffins along the two long walls.  The mosaic on the walls shows two senior attendants seeing to the needs of a queen on the far wall.  There are eight lesser attendants assisting the senior attendants. The lesser attendants’ coffins are empty except for grave dust and a bit of bone.  The larger coffins are filled with better preserved corpses and rotted cloth sacks with gold, silver and copper coins.  As soon as the coffins are opened, the location where the eyes would be glow and 2 wraiths attack along with 16 spectres.  The treasure is 500gp, 2000sp and 5000cp per large coffin.

286.                     40’ x 100’ room  this room is filled with the Queen’s Guard, or rather the former Queen’s former guard.  There are fifty stone coffins filling this room.  Nothing happens at first.  There is a pressure plate at the end of the room that will activate when one of the quick zombies walks on it.  as soon as the first coffin is investigated the closest 10 coffins open and the zombies attack, at the same time the furthest zombies activate and set off the portcullis, which drops over the door.  A hidden winch pops out at this time as well.  The zombies have the stats of skeletons and twice the hp as zombies.  If they take half of their damage in a single hit they split up into four limbs which attack independently with a 6th of the original hp each.  Altogether there are 50 undead here.  each coffin has 200sp in a small purse.

287.                     50’ x 30’ room  This room appears to be a waiting room originally.  There are now five coffins positions in the corners and the center of the room.  There are 2’ pits evenly spaced through the room, 35 holes.  As soon as you fully enter the room, the double door on the far side of the room opens up as the door you passed through closes.  The coffin lids fall from the tops and shatter on the ground.  Each of the coffins contains a Wight, and the holes around it contain more of those strange Zombies.  Two wights and 14 zombies close in to delay the party, the other three and 21 zombies more into the next room.  The Wights have maximum hp, but otherwise unchanged from regular Wights. 

288.                     20’ x 80’ procession  The procession hall glows with unnatural light, the walls are free of design but are well lit, you fee there is something odd about this chamber.  Any magic cast into this chamber fails.  Any spell cast inside this chamber is subject to an automatic counter spell.  All spells.  The Wights and the special zombies must be destroyed through combat.

289.                     60’ x 60’ royal chamber  The large double doors open into the procession room.  when they are opened there is yet another pyramid.  This one is 40’ to a side and rises on the same 1’ by 1’ steps.  It rises 30 up and stops there are two sarcophagi at the top resting on a 10’ by 10’ platform.  There are guards 6 guards with wolf heads around the room.   As the characters come in a voice from above calls to them.  “Defeat my husband and the curse upon me will be lifted.”  With that a full vampire drops to do battle with the party.  If they defeat the vampire, the woman calls from above.  “You did it, you saved me!”  The woman will come down and show the party how to open the secret door to the treasure room.  The treasure room is filled with 100,000sp of treasure.  When they are loading up with treasure she activates the Guardians and they attack as the party comes out the treasure room in the base of the pyramid.  She is a vampire too with 10 levels of Wizard.  Insight DC18 to see through her ruse.

October 16th here

The Ninth level.  Up until now all the levels have been within the pyramid.  The Ninth Level is the first level that is below the native surface of the level ground and the native surface is a swamp.  So this level has water seepage and drainage issues.  The builders of the level took great care and built the level with subtle slopes and with drainage and cisterns that take the water funnel it into the collection areas.  Many of the walls with native stone are wet to touch and the water rarely pools as it runs down the slopes and drains away.  The area around the pyramid also channels the water away from the pyramid so that the under areas do not flood.  The pyramid rests on a table of rock that is higher than the surrounding.

The Ninth level has three areas that are independent of the other areas that can only be reached with their own set of stairs from the tenth level.  There is also a shaft that first started at the Eighth level.  It is towards the center of the pyramid, so there are many levels that can be accessed with the falling teleport tube. 

Pilgrims from the lower city come to the Eighth level tombs from below along the Ceremonial way from below.

 

290.                     Guard Station 20’ x 20’  The walls in this portion of the level are carved directly from the native limestone.  The sides of the wall are damp with moisture that seems to bleed from the walls.  The floor is level and one side there is a grove that collects the moisture and draws it away.  The door to this room is open and from the corridor you can see two tables with four guards playing cards and three others near the doorway chatting idly to pass the time.  All the guards are dressed the same way, worn chainmail with a spear lined up nearby and a sword at their sides.  Each is wearing a hat or helmet shaped like a dog.  There are 10 soldiers here, eight regulars 3rd level fighters, 2 sergeants and one Captain.  They are all weary from being on constant guard duty.  They will question any group of characters that comes through here who stands out.  The sergeants are 5th level and the captain is 10th.  If they can form up one set will attack with sword and shield, one set with spear with reach and the captain will use a bow from behind the leader will attempt to trip enemies.  The guards are champions and the leadership battle masters.  Each guard has 5-10sp 10-20cp and 20-30cb.  The Sergeants have 50% more, and the captain x2, most of it will be in the two tables. 

291.                     Guard Barracks 20’ x 20’  The door to this room is shut tight.  There does not appear to be a lock in the door, but with the native stone constantly wet, the door may have swollen and be wedged in place.  Additionally, this door is also barred.  The group in here are sleeping and any attempt to break into the room will require and Athletics check DC18 to break through the bar.  Inside are the same number of guards above, but they will not be wearing the chainmail, but will be wearing a shield and sword.  If the PCs take more than 2 rounds to get in, they will be organized in a circle around the door like the guard room, in ranks with sword and spear in the back.  if the PCs fail to gain entrance the Guards will don their armour and investigate two ranks sword and shields, with spears behind.  There are 10 small locked lockers with 2twice as much treasure in each as the guards above have.

292.                     Guard Barracks 20’ x 20’ The door to this room is shut tight.  There does not appear to be a lock in the door, but with the native stone constantly wet, the door may have swollen and be wedged in place.  The guards are out of the room and the door is stuck, so it requires a DC12 athletics check to open. The lockers above hold half the treasure as the ones above, the rest are in the purses of the guards.  These guards are currently located in either the training room, the mess hall, or on duty

293.                     Guard Barracks 20’ x 20’ The door to this room is shut tight.  There does not appear to be a lock in the door, but with the native stone constantly wet, the door may have swollen and be wedged in place.  The guards are out of the room and the door is stuck, so it requires a DC12 athletics check to open. The lockers above hold half the treasure as the ones above, the rest are in the purses of the guards.  These guards are currently located in either the training room or the mess hall.

294.                     Guard Barracks 20’ x 20’ The door to this room is shut tight.  There does not appear to be a lock in .  the door, but with the native stone constantly wet, the door may have swollen and be wedged in place.  The guards are out of the room and the door is stuck, so it requires a DC12 athletics check to open. The lockers above hold half the treasure as the ones above, the rest are in the purses of the guards.  These guards are currently located in either the training room or the mess hall.

295.                     Guard Mess hall 30’ x 30’  The door to this large area is open.  The space is dominated by a large ring of tables and benches.  The far edges of the room are filled with preparation tables, a pump and a large oven.  There are a squad of soldiers preparing a meal on one side of the room and another squad playing an engrossing game of cards.  The soldiers preparing the meal will notice the PCs first and warn the others.  They are from different groups but will work together.  The Cooks have taken off their armour and the others will there are no Sergeants or Captains present.

296.                     Guard Practise Room 30’ x 30’  The door to this large area is open.  The space is dominated by two squads of soldiers training in formation against the other.  There are four sergeants and two captains here.  The two groups are training against each other to improve their coordination.  The balance of the soldiers are here.  Monday October 23rd

297.                     Abandoned room 20’ x 20’ The door to this room is missing and looking in you can barely see inside; the torches scattered through the places have been removed and this area is the first piece of darkness that you have encountered.  The stone facing that is on the wall in the rest of the dungeon has been removed here, and the native limestone has been quarried here and removed.  Any character with Masonry, or any building skills can tell you with a simple DC 5 that the room was originally 10’ deep and 20’ wide.  DC15 and they can say that the quality of the material was not good for large blocks as the and therefore not good for construction.  There is nothing of value in this room.

298.                     Garbage Room 20’ x 20’ The door for this room has also been removed as with the torches as well.  This room has the floor ripped out in a deep gouge.  Rather it might be a deep gouge if you could see the bottom if it were not for the water and the garbage.  The garbage sits in the hole and fills it almost to the top.  There is a hole in the ceiling, too small for anyone to crawl through, from which as you are standing there, water, refuse and who knows what else spills from the top.  Perception DC 15 sees that there is a hole in the northern wall of the room that connects the pit to the next room.  There is a 1 in 6 chance as the characters are investigating the room that the pile shifts and sinks into the mess releasing gas that ignites if there are any open flame for 1d6 points of damage.  Anyone investigation the pile will catch a disease and will alert the creature lurking in the next room.  Once alerted it will attack from the pile and only stop once it is reduced to half hit points.  It will flee to the next room.

299.                     Sealed Room 20’ x 20’ The door of this room is gone, but in its place carefully masoned stone and concrete has been placed here.  The stonework makes it clear that there was a door here, but they did not want someone breaking through here.  This wall can be opened up.  it will require ten minutes and a crowbar to remove the first stone without alerting the entire dungeon, and the entire wall in an hour.  Or the wall can be brought down in ten minutes with a pair of strong hands wielding a sledgehammer, or a marshal hammer.  In either case the occupant of the room will attack as soon as a third of the wall is down.  The very large trash monster living here will attempt to grapple and pull one of the people opening the door through into its lair.  Anyone who wants to enter the room at this point must make an acrobatics check to enter DC the creature’s attack roll to enter the room, or athletics DC the creature’s grapple check, as they get one automatic hit when coming in and need to break the grapple.  The inside of the room is similar to the room to the south.  There is a deep hole dug from the center and it is filled with water and a monster.  There is a single still working torch on the far wall.  In the far corners of the room are piles of treasure.  One has coins of various types and the other piles of metal junk.  The treasure was lost or forgotten when it was thrown away.  The Monster sorted the metal from the edible and placed them in piles.  The coins are mostly copper bits with full coppers there are 6000cb and 2000cp and 205sp and 15gp.  The metal junk is just that, door hinges and nails, bands of metal and metal gloves.  An Investigation DC 15 uncovers a +1 chainmail.  DC20 reveals a locket covered in grime, but once clean reveals it is Platinum, and it is worth 500sp.

300.                     Storeroom 20’ x 20’ The door in this room is stuck shut (DC 13 athletics check to open)  Once the door has been opened the first thing that you notice is that there are no working torches in this room, the second thing you notice, and only by a hair’s breadth, are the hundreds of tiny red eyes that are swarming towards you!  There are many swarms of rats in this room.  A couple of months ago this room was very well stocked with food and preserves and several rats.  The doors got closed and now there are a dozen swarms of rats—all starving and half strength.  When the battle is done, roll secretly for each character damaged by the rats.  Hit point damage by rats x 5% for the chance they catch a blood borne disease.

301.                     Storeroom 20’ x 20’ This storeroom is very dry, as such the door opens with little difficulty.  There are a hundred burlap sacks piled neatly in one corner.  There are troughs and shovels and small portable kilns in this room.  There is also a dozen burlap sacs with gravel in them and sand.  There is another pile of two sacks that contain powder.  This is a masonry storeroom where the concrete supplies were kept.  The powder in the sacs is quick lime DC 10 Masonry or alchemy check or DC 20 knowledge check.  It is caustic but requires more than just exposure to do any real damage.  The pile of sacs in the corner got wet when they were used and have hardened into almost stone.  A DC 20 investigation check will discover a purse imbedded in this stack, requires 20 damage from a blunt weapon to retrieve it.  There is 1gp and 20sp in it.

302.                     Workroom 20’ x 20’ This room opens fairly easily—there is hardened concrete on the from and the door that grates as it opens.  The room is well lit and there are hundreds of overlapping shoe prints and wheelbarrow tracks through this room.  Bored workers have written crude remarks and graffiti on surfaces with wet concrete.  In one corner of the room some of the workers were a little more creative and layered wet concrete over days and week to create a man sized concrete statue.  Off to the side is a barrel filled with water and a large trough empty and clean.  There are two shovels and a single hoe coated with concrete off to the side.  To no ones surprise, if the statue is interacted with in any way, it will attack.  Theone exception is if the characters bring in a sack of powder and two or three of the gravel, the golem will animate and make a batch of concrete for the characters.  Applying concrete to the golem will heal it like a healing potion, one batch of concrete will heal it of 100 hp.  The golem is immune to nonmagical piercing and slashing attacks, immune to mental and fire attacks.  It is vulnerable to water and cold attacks.  Nonmagical bludgeoning works normally and magical bludgeoning it is vulnerable to.  It can be befriended if each character applies 1/10 of a load of concrete to it.

At this point in the hall the next 10’ are filled with blocks of stone and concrete mixed with rebar made from lead and other nonrusting metals.  Only a Passwall spell will by-pass this wall.  the wall was built a few dozen years ago be a secret society in the city.

Beyond the wall is a secret society of Ascsain, God of Death and Evil deeds.  These are the last true worshippers, the rest of the masses were suborned to the worship of Zargon, the Zargon.  Most of the itinerants of the true Ascsain are living in the city below, but those that have proved themselves and advanced sufficiently come here for their reward, a chance to rest and procreate, sire the next generation of assassins.  The children are raised here and sent off into the world from here and some of them come back here.  The Prophet is in the city looking for the chosen ones to overthrow the Zargon.  The clerics and the monks stay here preparing themselves for the time they will fight.

303.                     Family domicile 20’ x 20’  The door is locked (DC12 lock picks) Once the door is opened you are greeted by ten men and women dressed in masks that resemble cobra snakes.  Each of them has a drawn shortsword wet with some foul poison.  The ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of those attacks will deal an extra d6 sneak attack damage.  The poison causes the wounds to burn distractedly imposing a -1 to attack for one minute.  The effects are cumulative.  Ransacking the rooms uncovers coins and treasure.  DC10 100sp, DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20.  10 would uncover 100sp, 15, 200sp, 20, 350sp, 25, 550sp.

304.                     Family domicile 20’ x 20’  The door is locked (DC12 lock picks) Once the door is opened you are greeted by ten men and women dressed in masks that resemble cobra snakes.  Each of them has a drawn shortsword wet with some foul poison.  The ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of those attacks will deal an extra d6 sneak attack damage.  The poison causes the wounds to burn distractedly imposing a -1 to attack for one minute.  The effects are cumulative.  Ransacking the rooms uncovers coins and treasure.  DC10 100sp, DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20.  10 would uncover 100sp, 15, 200sp, 20, 350sp, 25, 550sp.

305.                     Family domicile 20’ x 20’  The door is locked (DC12 lock picks) Once the door is opened you are greeted by ten men and women dressed in masks that resemble cobra snakes.  Each of them has a drawn shortsword wet with some foul poison.  The ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of those attacks will deal an extra d6 sneak attack damage.  The poison causes the wounds to burn distractedly imposing a -1 to attack for one minute.  The effects are cumulative.  Ransacking the rooms uncovers coins and treasure.  DC10 100sp, DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20.  10 would uncover 100sp, 15, 200sp, 20, 350sp, 25, 550sp.

306.                     Family domicile 20’ x 20’  The door is locked (DC12 lock picks) Once the door is opened you are greeted by ten men and women dressed in masks that resemble cobra snakes.  Each of them has a drawn shortsword wet with some foul poison.  The ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of those attacks will deal an extra d6 sneak attack damage.  The poison causes the wounds to burn distractedly imposing a -1 to attack for one minute.  The effects are cumulative.  Ransacking the rooms uncovers coins and treasure.  DC10 100sp, DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20.  10 would uncover 100sp, 15, 200sp, 20, 350sp, 25, 550sp.

307.                     Family domicile 20’ x 20’  The door is locked (DC12 lock picks) Once the door is opened you are greeted by ten men and women dressed in masks that resemble cobra snakes.  Each of them has a drawn shortsword wet with some foul poison.  The ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of those attacks will deal an extra d6 sneak attack damage.  The poison causes the wounds to burn distractedly imposing a -1 to attack for one minute.  The effects are cumulative.  Ransacking the rooms uncovers coins and treasure.  DC10 100sp, DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20.  10 would uncover 100sp, 15, 200sp, 20, 350sp, 25, 550sp.

308.                     Temple 30’ x 40’  The door is locked (DC15 lock picks, if force is applied to this door make a DC14 dex save or take 5d6 force damage and DC 14 Strength save or pushed 10 and prone) Once the door is opened, the room is filled with lavish murals depicting gruesome acts, murder and mayhem.  There is a large alter before an idol of a woman naked to the waist with eight arms holding various weapons and implements of torture, including a small wavy bladed dagger, a short sword, a bone saw, a corkscrew, metal claws, spiked knuckles, a spiked net and a garret.  There are eight hooded men kneeling, four to a side, along the wall beside the altar, each has one of those weapons on his lap.  There are two priests beside the altar.  The hooded men are monks and in their hands, they cause d8 damage.  Each monk attacks three times and throws a poisoned dart at a character far from them and the first hit does and extra d6 if they have advantage or there is more than one ally attacking their target.  The priests cast spiritual weapon other advantageous spells before attacking.

309.                     Temple 30’ x 40’  The door is locked (DC16 lock picks if force is applied to this door make a DC14 dex save or take 5d6 force damage and DC 14 Strength save or pushed 10 and prone) Once the door is opened you can see there is one priest praying before a man sitting on a pillow meditating. To either side of the meditating man there is a cloaked and cowled figure who holds two magical shortswords that drip with poison.  The High priest will use spells of up to 8th level as he is a 16th level cleric.  The monks will attack 4 times a round and their swords do d8 damage and suck an additional d6 damage on a hit and give half back to the monk.  The poison imposes a -1 to the attack of their opponent and lasts an hour.  Anyone killed by the short sword cannot be revivified and is dead, no death saves.  Resurrection still works as does raise dead.  To attune to these swords one must murder a helpless baby, otherwise they will suck life from their wielder every round.  The meditating figure is a very good illusion that is only broken with touching the image.

310.                     High Priest Chambers 20’ x 20’  The door is locked (DC17 lock picks if force is applied to this door make a DC16 dex save or take 7d6 force damage and DC 14 Strength save or pushed 10 and prone) Once the door is opened one can se a luxurious apartment with a four-poster bed and four scantily clothed teenagers with chains attached to their necks.  They fall on their knees before you and plead with you silently to be freed.  Should the captives be freed they will be faithful servants to the party till the day they die, or until their betrayal.  They will betray the characters at a bad time.  They will give characters healing potions in the middle of combat and such.  Act with the utmost self-sacrificing way.  But as soon as a tough battle is concluded, with one or more characters down using death saving throws, they will murder the character.  Each are naked 7th level assassins.  The investigation rules for the other rooms apply here x 5.

311.                     The Prophet’s Chambers 20’ x 20’  The door is locked (DC25 lock picks, if force is applied to this door make a DC15 Con Save save or take 10d6 force damage if they have fifty or more hp, if less, they are disintegrated.) Once the door is opened one sees a room that is devoid of anything.  There is a simple cot with no luxury anywhere.  The walls are covered with the ramblings of a madman.  Reading the testament on the wall carries a danger.  Tell the character there is at least ten minutes of writings on the wall.  and ask them to make a DC10 wisdom save.  If they save with anything less than a 20, they will be cursed.  Anytime they do damage to a member of Ascsain, they will make a DC the number that they rolled wisdom save to resist the curse and cause damage to them, failure resulting in 3d6 psychic damage.  If they made 20 or more on their initial save they are free of the curse.  Those that failed the DC 10 check can attack the Ascsains because they have not read enough of the ravings. 

312.                     Family domicile 20’ x 20’  The door is locked (DC12 lock picks) Once the door is opened you are greeted by ten men and women dressed in masks that resemble cobra snakes.  Each of them has a drawn shortsword wet with some foul poison.  The ten fight well together (Fighter 5, Rogue 2)  each has 2 attacks and one of those attacks will deal an extra d6 sneak attack damage.  The poison causes the wounds to burn distractedly imposing a -1 to attack for one minute.  The effects are cumulative.  Ransacking the rooms uncovers coins and treasure.  DC10 100sp, DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20.  10 would uncover 100sp, 15, 200sp, 20, 350sp, 25, 550sp.  November 10th on October 28, 2023

313.                     Guard Room 20’ x 30’  The door to this room is ajar and contents can be seen as you approach.  There is one bench, where you see five individuals resting, the sweat of a recent exertion visible on their brow.  A pair of individuals passes before the door and you see them engage in attacks and parries of mock combat.  The entire scene progresses with out a word and with minimal sound.  There are ten people here.  Four Assassins, four Monks and two clerics.  They are here on standby to support the guards at the entrance to the sanctuary. 

314.                     Monk rooms 30’ x 30’  The Door is locked.  (DC10 lockpicks)  The lock is well worn from opening and closing and has seen less maintenance and it opens easily.  The door is well oiled smooth to touch.  Inside, a group of men and women look up from what they were doing.  Some were attending a shrine on one side, some were on a practise mat wrestling, naked except for lion cloths, and some were sleeping in the beds to one side.  They are all lightly clothed with shaved heads and various numbers of tattoos and a spectrum of ages, from late teens to fifties.  The wrestlers see you and roll to their weapon and ready position in a second’s time.  An unspoken signal the ones by the shrine leap forward to the wall flipping and changing direction to face you, and the ones in bed, land after a vaulting somersault ready with unsheathed short swords, naked but ready. There are twelve monks in this room.  2 3rd, 2 5th, 2 6th, 2 7th, 2 8th, 1 9th, and 1 11th level.  All that they need has been provided for, they have no treasure, but the shrine can be dissembled and sold for 1000sp.  The weapons have been coated with poison which they are immune to causes -1 penalty to hit for a minute cumulative.

315.                     Teleport silo This room is an empty well that is over 100’ deep.  There are corridors that open up at different levels up and down.  Further down there are lights, but at this level there are none.  At this level there are three assassins waiting in the shadows.  Any that try to enter this level without the password, two of the assassins will attack as the person attempts to climb in, with advantage and before initiative can be rolled for.  The figures will also get advantage on initiative if the figures are climbing from below.  Those that fall from above surprise the assassins, so standard initiative.  The third assassin retreats and warns the closest group, then the next and the next.  The Silo has a teleport field at the bottom of the drop that returns the figures to the top 50’ above.  The sides have been climbed for decades and there are worn foot holds in the side.  Close to the bottom, enterprising individuals constructed a large net that will catch falling people.  at this level if the pass phrase is not given the assassins attack.

316.                     Family domicile 20’ x 20’  The door is locked (DC12 lock picks) Once the door is opened you are greeted by ten men and women dressed in masks that resemble cobra snakes.  Each of them has a drawn shortsword wet with some foul poison.  The ten fight well together (Fighter 5, Rogue 2) each has 2 attacks and one of those attacks will deal an extra d6 sneak attack damage.  The poison causes the wounds to burn distractedly imposing a -1 to attack for one minute.  The effects are cumulative.  Ransacking the rooms uncovers coins and treasure.  DC10 100sp, DC 11-15 20sp/point, DC16-20 30sp/point and 40sp per point over 20.  10 would uncover 100sp, 15, 200sp, 20, 350sp, 25, 550sp.

317.                     Monk rooms 30’ x 30’  The Door is locked.  (DC10 lockpicks)  The lock is well worn from opening and closing and has seen less maintenance and it opens easily.  The door is well oiled smooth to touch.  Inside, a group of men and women look up from what they were doing.  Some were attending a shrine on one side, some were on a practise mat wrestling, naked except for lion cloths, and some were sleeping in the beds to one side.  They are all lightly clothed with shaved heads and various numbers of tattoos and a spectrum of ages, from late teens to fifties.  The wrestlers see you and roll to their weapon and ready position in a second’s time.  An unspoken signal the ones by the shrine leap forward to the wall flipping and changing direction to face you, and the ones in bed, land after a vaulting somersault ready with unsheathed short swords, naked but ready. There are twelve monks in this room.  2 3rd, 2 5th, 2 6th, 2 7th, 2 8th, 1 9th, and 1 11th level.  All that they need has been provided for, they have no treasure, but the shrine can be dissembled and sold for 1000sp.  The weapons have been coated with poison which they are immune to causes -1 penalty to hit for a minute cumulative.

318.                     Assassin’s rooms 30’ x 30’ The door to this room is locked.  Perception check DC 13 notices the wall opposite this door and the door to the other room looks damaged from various impacts Investigation DC 15 will reveal traces of Purple Worm venom DC 10 alchemy check otherwise a DC 17 nature check.  Armed with this information anyone with a tactical mindset  make a DC12 Wisdom  to suggest standing to the side as the door is opened. (and trapped, DC 15 to detect, DC17 to disarm, DC 1 to unlock, the only way to dodge this trap is through use of evasion as it is triggered when a set of lock picks is put in the lock.  The poison is lethal unless a con save DC14, then it causes 9d6 damage)  when the door opens all eyes in this room are on the door and those armed with crossbows will be firing.  The expressions on the people seems to suggest that anyone standing at the door is asking to die.  The dozen individual in this room pause to see which one of their number was killed.  When you appear in the frame their curious smirks are replaced with joy and anticipation.  Roll initiative. There are twelve Assassins in this room, each has a potion of invisibility and knowledge of the nocks and crannies in this room.  this is a 30’ x 30’ room but the rear portion of the room is a maze of 2’ wide and 5’ tall with two levels.  There are hole in the walls every where.  The maze will not defeat area affect spells but it is meant to slow melee and restricts the use of medium and larger weapons, and bows entirely.  A single shatter spell will destroy area effect of the maze as will many other spells.  If the maze wall is brought down surviving rogues will retreat to the next room.  there are 2 gloomstalker/assassins in this room, the rest are fifth level. 

319.                     Training room 40’ x 40’  The door to this room is neither locked nor trapped.  When the door opens you see a wall that is ten feet tall and five feet from you.  The corridor continues and turns and twists.  There is a single burning torch before you in a sconce.  The ceiling to the room rises anther ten feel above the walls.  The walls are rough and look easy to climb.  There are arrow slits in some of the walls and not far away you see a pressure plate in the ground.  It looks like this room contains a series of death traps and ambush points.  It might be easier to step back and avoid this room.  Unlike the other room these walls will not tumble down easily.  There are four gloom-stalker assassins waiting at various points above the maze they will follow the light source but will also notice attempts to scale the wall at other points.  Because they are shooting out of combat, they start out as invisible, their first attacks will inflict critical damage.  The traps are easy to avoid with a DC ability 15 check.  Those that fail will he bit with a scatter of poison darts, a small drop into a pit with a swarm poisonous adders, a swarm of hungry rats, or water filled with piranhas, or a pit with a 10’ block falling on top of them.  Scythe blade, pendulum blade, they are all visible and the dangers known.  Reward characters that use a variety of means to avoid damage.  Pairing arrow slits with traps on occasion.  There will be three rotating wall traps meant to separate the party. There are eight assassins in the room, plus any of the assassins that escaped the other room most are 5th level.

320.                     Assassin’s rooms 30’ x 30’  The room here is well lit and there are twelve men and women relaxing here.  There are beds for thirty-six and there are thirty-six chests beside the beds.  You suspect that each is trapped and locked in a variety of lethal and devious ways.  The beds are not lined in a particularly defensive way to provide advantage to the rogues attacking you.  Roll initiative.  This straight combat, the rogues here are just rogues level 6 and assassins all.  The chests will all be locked and trapped DC 12+1d4 to detect.  One of the chests is not trapped at all and 5 of the chests are trapped very well DC20 to find.  All the traps destroy the contents with acids and such if not disarmed.  An investigation check can be rolled to find hidden treasure in the room. 

321.                     Grandfather Assassin’s room 20’ x 40’ This door is locked and very well made, strong thick timbers bound with metal bands of iron, bronze and brass. The lock is in the center of the door. (DC18 lock picks, there are three traps, the first causes the iron bands to spring around the person at the lock as Iron Bands of Bilarro, the second is a contact poison on the inside of the door handle, DC 15 con save the effects numb the hands for a minute on a save and blistering of the hands for a day, in either case the hands are unusable for any use until cured.  The third trap is an explosive rune that erupts 15’ radius for 3d8 fire and 3d8 force damage.)  The room is filled with lavish colourful pillows and a large low table with a large glass Hookah in the center the back portions of the room are blocked off by a large wooden partition decorated with a seaside scene.  There are four impressive bronze statues of naked women each with six arms and grasping six swords.  If the doors have been broken into to get into this room, (requires 200hp damage, or an Athletics roll DC20 to break and setting off all three traps), the four Golems will be activate and attempting to kill people.  Otherwise the Golems will activate a minute after the door is opened normally.  Inspecting the golems (DC10 Investigation, DC15 perception or untrained investigation) that the belly buttons of the golems have been repeatedly scarred by daggers and stabbing the belly button AC 19 in combat, reflexive outside of combat will deactivate them for an hour.  The Leader of the Assassins is currently in the city below, but when they sleep they sleep behind the partition, where the golems will not follow.   The room is filled with treasure.  The Hookah is worth 1000sp, the eight moveable partitions are worth 1000sp each, but as a set are worth twice as much, but can only be caried out one at a time/character; if taken apart for their valuables they are worth only 1000sp.  Ransacking the rooms uncovers coins and treasure.  DC10 1000sp, DC 11-15 200sp/point, DC16-20 300sp/point and 400sp per point over 20.  10 would uncover 1000sp, 15, 2000sp, 20, 3500sp, 25, 5500sp.

322.                     Monk rooms 30’ x 30’  The Door is locked.  (DC10 lockpicks)  The lock is well worn from opening and closing and has seen less maintenance and it opens easily.  The door is well oiled smooth to touch.  Inside, a group of men and women look up from what they were doing.  Some were attending a shrine on one side, some were on a practise mat wrestling, naked except for lion cloths, and some were sleeping in the beds to one side.  They are all lightly clothed with shaved heads and various numbers of tattoos and a spectrum of ages, from late teens to fifties.  The wrestlers see you and roll to their weapon and ready position in a second’s time.  An unspoken signal the ones by the shrine leap forward to the wall flipping and changing direction to face you, and the ones in bed, land after a vaulting somersault ready with unsheathed short swords, naked but ready. There are twelve monks in this room.  2 3rd, 2 5th, 2 6th, 2 7th, 2 8th, 1 9th, and 1 11th level.  All that they need has been provided for, they have no treasure, but the shrine can be dissembled and sold for 1000sp.  The weapons have been coated with poison which they are immune to causes -1 penalty to hit for a minute cumulative.

323.                     Monk rooms 30’ x 30’  The Door is locked.  (DC10 lockpicks)  The lock is well worn from opening and closing and has seen less maintenance and it opens easily.  The door is well oiled smooth to touch.  Inside, a group of men and women look up from what they were doing.  Some were attending a shrine on one side, some were on a practise mat wrestling, naked except for lion cloths, and some were sleeping in the beds to one side.  They are all lightly clothed with shaved heads and various numbers of tattoos and a spectrum of ages, from late teens to fifties.  The wrestlers see you and roll to their weapon and ready position in a second’s time.  An unspoken signal the ones by the shrine leap forward to the wall flipping and changing direction to face you, and the ones in bed, land after a vaulting somersault ready with unsheathed short swords, naked but ready. There are twelve monks in this room.  2 3rd, 2 5th, 2 6th, 2 7th, 2 8th, 1 9th, and 1 11th level.  All that they need has been provided for, they have no treasure, but the shrine can be dissembled and sold for 1000sp.  The weapons have been coated with poison which they are immune to causes -1 penalty to hit for a minute cumulative.   November 18th on October 29, 2023.

324.                     Secret Nursery room 40’ x 40’  *** Trigger warning—these next rooms contain child soldiers and combative pregnant warriors, if this is not something you want to deal with the PCs will fail to discover the Secret door***  The entrance to this room is a secret door.  It is cunningly hidden but the hallway gives it away—it is over 100’ long and there is only one door.  Perception DC 20 finds the door but DC 15 Investigation finds the way to open it.  At the end of the hallway there is a grate over a drain for the water that has been pooling long the walls, the passage leads to a cistern and is 2’ wide and 5’ tall. The room has a powerful magic spell cast upon it.  you are not sure how big the room actually is, but the door opens to a dense forest and just beyond the door the forest opens up into a small clearing in the forest about 40’ from side to side.  In the center is a large cook fire with five log benches, there is a cooking pot over the fire.  There are a dozen different games and sets of equipment scattered through the clearing.  There is a chance there will be people using the camp site when the PCs enter on a D10, 1-2 no-one, 3-7 one grade with Proctors, 8-9 two grades with Proctors, and 0, all three grades with Proctors.

325.                     Children’s rooms Grade One 20’ x 20’  There is a 50% chance that the proctors will be teaching the students when The PCs come.  If the proctors are here the students will be practising their skills, otherwise they will be asleep.  This room is packed with children about 5 to 10 years of age, there are five quadruple stacked bunk beds for 20 children.  The children know all adults should be accompanied by adults they know and therefore unaccompanied adults should be killed, but still, they will wait for a round before they act.  With the proctors here they will just attack.  There are twenty children, half are trained as fighters, 7 are rogues and three are Monks.  They are level 1. 

326.                     Proctor’s rooms 20’ x 15’  The room is very austere with three beds, and three trunks and no other furnishings.  This room will only be occupied if their students are in their room alone.  There are three people, all level 10.  An assassin, a fighter/assassin (level 7 and level 3) and a Monk. 

327.                     Children’s rooms Grade Two 20’ x 20’ There is a 50% chance that the proctors will be teaching the students when The PCs come.  If the proctors are here the students will be practising their skills, otherwise they will be asleep.  This room is packed with children about 7 to 15 years of age, there are five triple stacked bunk beds for 15 children.  The children know all adults should be accompanied by adults they know and therefore unaccompanied adults should be killed.  With the proctors here they will just attack.  There are fifteen children, half are trained as fighters, Five are rogues and Two are Monks.  They are level 2. 

328.                     Proctor’s rooms 20’ x 15’  The room is very austere with three beds, and three trunks and no other furnishings.  This room will only be occupied if their students are in their room alone.  There are three people, all level 10.  An assassin, a fighter/assassin (level 7 and level 3) and a Monk.

329.                     Children’s rooms Grade Three 20’ x 20’  There is a 50% chance that the proctors will be teaching the students when The PCs come.  If the proctors are here the students will be practising their skills, otherwise they will be asleep.  This room is packed with children about 13 to 17 years of age, there are five bunk beds for 10 children.  The children will attack with or without the proctors.  There are ten children, half are trained as fighters, four are assassins and one is a Monks.  They are level 3.

330.                     Proctor’s rooms 20’ x 15’  The room is very austere with three beds, and three trunks and no other furnishings.  This room will only be occupied if their students are in their room alone.  There are three people, all level 10.  An assassin, a fighter/assassin (level 7 and level 3) and a Monk.

331.                     Birthing Room 25’ x 25’  There are five women here lying on couches, there are two things that unite these women.  The first is the hard muscular nature that bespeaks a life of hard and disciplined living.  The second is that each of these women appear to be ready to give birth. In the next two weeks.  Each of the women are 7th level, 3 are fighter rogues, 1 is an assassin, and one is a monk. They will fight to the death but can be knocked unconscious. 

332.                     Nursery 20’ x 15’  This room is filled with children 0-4 who sleep on cribs and bunk beds.  There are twenty in all.  There are three adults who turn towards you.  The three are just like the Proctors and are level 10 too.  They fight to the death. 

29 rooms top floor of one  No one knows when or how that dragon arrived in these rooms but it has entrenched itself here and has been defending these halls from all commers for decades.  It is strong and will be a challenge for the party it is CR (party level +2).  When it came here it befriended three monstrous allies and it birthed six Kobolds 10 years ago.  after 10 years they have increased to 230 and there are another 60 eggs in the nursery.  The Monstrous allies are an Umberhulk, A troll and a Medusa.  The Umberhulk has burrowed out an escape route to the surface and it has also burrowed out a route to the city level, but on the other side of the lake there.  It has gained friendship, or at least the respect of the humanoid that live there and if it is attacked out side the Dragon’s lair area d6 allies will arrive every round for 10 rounds, they will be goblins, hobgoblins, gnolls or bugbears.  The dragon makes use of the tunnels out of the temple occasionally, but its hoard is here, so it does not stray far, for long.  The Kobolds have burrowed 1-2’ wide and high passages through the regions where there are no rooms and both up and down.  They have made connections to the cisterns but have made no connections to the other areas.  They have also dressed the stone of the Umberhulk passages to make them clean and smooth.  The humanoids consider the Kobolds as a good luck charm and will not attack them, not just because they have heard rumours of a dragon.  Each of the 20’ x 20’ rooms are a unit of similar aged kobolds and 15 in number.  Thin wall separations have one or two 1’ holes that allow movement between rooms.  Solid walls will have 1’ holes where kobolds can hide and snipe or move away from superior forces. 

The dragon and its kobolds sorcery is based around stone, water, and erosion.  A little of the underground theme too.  darkness, water attack, stone attack, slow, acid, mud etc. its breath weapon does half damage but will instantaneously turn the ground to mud and back to stone again.  Save determines if the target is trapped or slowed for a round covered in thin stone as well as half damage.  6 Kobolds six professions  Sorcerers—dragon speakers, Fighters—tunnel rats, Rogues—thieves—scouts, Rangers—gloom stalkers and Artificers.  Each living room includes at least one of each profession; one Sorcerer, one artificer, one Gloom-stalker, two Scouts, two thieves, three tunnel-rats.  There will be another five for each living room that lives in the tunnels.  The rooms will all have 1’ holes that allow quick retreat and escape.  The water seepage into these rooms has been cleverly directed with grooves and channels into a basin in the floor where the kobold get fresh water.  They have done this for the dragon and the allies of the dragon too.  just one of the many ways that they work together.  One of the ways that life is better is there are a lot of magical items here the artificers have made magical items that support the monsters and the other kobolds.  The rooms all have warning magic that allows the locals to get advantage on initiative rolls.  And all the kobolds have magical weapons and armour

333.                     Stairs up  The stairs up are long and although 10’ wide they feel narrow.  The entire length is in darkness as the sconces are missing their torches.  There is dim light up ahead at the top of the stairs, it spills down to meet you.  All perception checks are made at disadvantage if they can be made at all in darkness.  Those with darkvision are the only ones that have a chance to notice the blood stains on the stairs.  This flight of stirs has been fought over many times in the last decade.  if they bring a light source, they will have normal chances to see the blood, but they will probably not care.  The gloom-stalker rangers at the top of the stairs have been aiming at the PCs since just before they set their feet on the bottom step, unless they beat a DC20 stealth roll.  the rangers will cast Spike growth and Entangle on the stairs and due to the confined nature of stairs, the saves will be at disadvantage.  As soon as the casters loose concentration and one of their number’s are killed they will break and flee.   There are six room within 40’ of the top of the stairs, holding a third of the community’s individuals and most of the higher-level individuals.  November 29th on November 4, 2023

334.                     Rooms to the left  The door to this room is difficult to open and if stones have been shoved under the door, when the door is finally shoved aside, you peer into the room you find a small smoldering cookfire set up in the center of the 20’x20’ room.  in the dim light you see five kobolds, three before the fire, dressed in mail with bright swords held before them and small shields and two behind the fire, one dressed in leathers with a slender bow and the other a small dagger sheathed on a belt.  The walls are honeycombed with small 1’ holes, from within you see the fire light reflecting off small eyes.  The door takes effort to open, but it is easily done.  The kobolds use the time to organize.  The first person through must either make placating gestures or else be subjected to the first attack.  The artificer will have set a trap that causes 2d4 points of damage/level of the artificer.  It may include a net, a rockfall, Greek fire or anything else.  There will be at least two other traps in the room that are equally damaging and could involve anything at all.  The Kobolds in this room are 7th level.  Their collective treasure is 50gp, 2500sp and 5000cp, it is in a lock box under the fire. 

335.                     Rooms to the left  The door to this room is difficult to open and if stones have been shoved under the door, when the door is finally shoved aside, you peer into the room you find a small smoldering cookfire set up in the center of the 20’x20’ room.  in the dim light you see five kobolds, three before the fire, dressed in mail with bright swords held before them and small shields and two behind the fire, one dressed in leathers with a slender bow and the other a small dagger sheathed on a belt.  The walls are honeycombed with small 1’ holes, from within you see the fire light reflecting off small eyes.  The door takes effort to open, but it is easily done.  The kobolds use the time to organize.  The first person through must either make placating gestures or else be subjected to the first attack.  The artificer will have set a trap that causes 2d4 points of damage/level of the artificer.  It may include a net, a rockfall, Greek fire or anything else.  There will be at least two other traps in the room that are equally damaging and could involve anything at all.  The Kobolds in this room are 6th level.  Their collective treasure is 50gp, 2000sp and 5000cp, it is in a lock box under the fire. 

336.                     Rooms to the left corner The door to this room is difficult to open and if stones have been shoved under the door, when the door is finally shoved aside, you peer into the room you find a small smoldering cookfire set up in the center of the 20’x20’ room.  in the dim light you see five kobolds, three before the fire, dressed in mail with bright swords held before them and small shields and two behind the fire, one dressed in leathers with a slender bow and the other a small dagger sheathed on a belt.  The walls are honeycombed with small 1’ holes, from within you see the fire light reflecting off small eyes.  The door takes effort to open, but it is easily done.  The kobolds use the time to organize.  The first person through must either make placating gestures or else be subjected to the first attack.  The artificer will have set a trap that causes 2d4 points of damage/level of the artificer.  It may include a net, a rockfall, Greek fire or anything else.  There will be at least two other traps in the room that are equally damaging and could involve anything at all.  The Kobolds in this room are 5th level.  Their collective treasure is 50gp, 1500sp and 5000cp, it is in a lock box under the fire. 

337.                     Rooms to the left before the T  The door to this room is hard to open, as you push it opens a crack then stops stuck in place.  (roll advantage +4, as two kobold fighters are pushing the door closed against the PCs.  That is the DC to open the door with an athletics check)  The door finally eases open.  You see a group of kobolds attempting to flee through holes in one wall; there is a low campfire in the reflected off the tunnel from the other room.  There is a campfire in the center of the room that has guttered out, a pot emptied out over the coals.  Beyond the fire there are three kobolds one with a sword and shield, one with a bow, and behind them one making gestures as if readying a spell.  The walls are honeycombed with 1’ holes from at least two of them you see wavering crossbows pointed in your direction.  There is an artificer in one of the holes with a crossbow, the tip is a glass vial with acid or some combustible fluid.  There are at least three traps in the room that do d6 per level of the artificer.  The kobolds in this room are 1st level.  The collective treasure is in a secret hold under the cook fire 5gp, 400sp and 500cp

338.                     Rooms to the left 30’ x 30’ Medusa  The door to this room is locked.  (DC 12 to open, but there is a bar on the door as well DC15 (or 17) Athletics to open)  The room once you get in is well decorated, if in a rustic manner.  There are two couches covered with deer fur.  There is a nicely made throne positioned between the couches.  In the center of the three there is a  large iron brazier filled with dying coals that give off a pleasing warmth.  In one corner there is a copper tub half filled with water, a kettle to the side over a low burning fire whistles with steam.  There is a pump with a pail resting there.  There is a statue of goblin nearby, its face and body language give the impression of abject horror.  Once you see it you see a second and a third, a gnome with a discarded shawl over its features.  When the door began to break, the residents of this room downed potions of invisibility and strung their bows.  The two medusa will attack first as soon as the PCs become aware of the situation and then they roll initiative.  The medusa have 7500sp in coins in addition to everything else.

339.                     Rooms to the left 40’ x 50’ dragon room  The first look at this large dimly lit room you become aware of the wall lamps here spill out dull light.  There is a large bed of furs set in a pile, like a large four poster bed, with the posts made of finely carved wood.  On the pile rests a huge beast of a serpent coiled on the bed.  Large scaly wings betray the serpent nature of the creature.  Before you and between you and the beast a line of guards dressed in mail and shield advances towards you, they beet there shields with their weapons in an attempt to bring your attention off the dragon on the bed.  There are single archers peppered through the room with bows held at the ready.  The tension in the room strains to the point of breaking and the Dragon clears its throat.  As soon as the PCs enter the Dragon’s room a series of lights will flash through the region and magic mouth spells will call the residents to the dragon’s chambers.  The first that will arrive are the original 6 Kobolds each are ninth level.  Then the Medusa will arrive, they will hang back waiting, assuming they are still alive.  If there are any trolls, they will arrive after a minute if they are still alive.  From the holes in the walls, kobolds will continue to come, 6 arriving every action until all of them are here.  The dragon will ask about what is happening out in the word these days.  It knows a lot, but it is truly interested and it is curious if they are from the city below or a city above.  When everyone has arrived he will begin negotiations.  If there are Trolls and Medusa he will ask that the PCs provide him a service and tribute before he lets them go free.  If only one of the groups of allies come he will complement them on their resources, but tell them they cannot win and offer them a choice or all their loot or a service to perform in exchange for their lives.  If a majority of his Kobolds but no other allies are here he will suggest that the party can leave with their lives, if there are only kobolds but much fewer, the dragon will offer some of its treasure as a prize and for the PCs to leave.  This is as far as he will negotiate.  If it turns into a fight the dragon will let the fighters fight upfront and rogues to snipe off targets while it uses spells with its sorcerers and entering melee as a last resort, will use its breath weapon after the fighters have fallen.  If the PCs were insulting during the fight, it will take prisoners and execute them  if they were pleasant it will negotiate with prisoners and only execute them as a last resort. 

340.                     Rooms to the left 30’ x 20’ treasure room   This room has and additional door.  There are large bins against the wall.  the first bin is small and contains an assortment of gold and platinum coins.  The next has a large amount of silver.  The third is filled with copper pieces and copper bits.  There is another bin that is filled with carefully placed art and fine goods. Another basket contains gems and jewelry.  If there are magical goods they will be in these bins and baskets.  There are 432pp, 6578gp, 33,456sp, 40,596cp and 560,587cb.  There are 55,000sp of gems and jewelry  there are 10 rare and 5 very rare and one legendary magical item.  The dragon will be using anything useful and his lieutenants anything else. 

341.                     Rooms to the left 20’ x 20’ Honour Guards        The Kobolds in this room are 7th level.  Their collective treasure is 50gp, 2500sp and 5000cp, it is in a lock box under the fire. 

342.                     Rooms to the left 6 10’ x 10’ rooms of the elders Each of these rooms has good furnishings and a brazier that glows and provides heat and dim light.  in a lock box there are 500gp worth of treasure.  Any magical items will be on the individual Kobolds.

343.                     Rooms to the left 20’ x 10’ closet with secret door  The door opens up on a 20’ unfinished corridor.  The kobolds have done their best to disguise this secret door.  Since it has not been used since they have completed the warren tunnels, it will take an investigation roll of 20 to discover the trip for the door and a 21 perception to detect the door.

344.                     Rooms to the left 40’ x 40’ young  This chamber is fairly well lit, there are mounds of soft sand and about five large magical braziers making heat and light in the room.  There are ten Kobolds that have become aware of you and are moving you intercept you.  There are about 60 baby kobolds being ushered to the ubiquitous holes bored into the rock along the walls.  There is a door on the left wall.  The ten Kobolds are 8th level.  They are here to protect and raise the young.  After the youths are evacuated, the remaining kobolds retreat to the Hatchery and bar the door and begin evacuating the eggs.  The fighters in the group will use their lives to give the rest time to rescue the eggs.

345.                     Rooms to the left 50’ x 30’ old hatchery  This large room is filled with warm sand and several Braziers heating the room and sand.  There are 60 eggs here incubating.  If the PCs had attacked the hatchery and butchered the eggs and the children, the Dragon and the kobolds would fight recklessly and methodically to exterminate the PCs.  If they hold them hostage the Dragon will give them its hoard, but it would track them to where they sleep and destroy the area for the threat it would feel for its kin and people. 

346.                     Rooms to the right The door to this room is difficult to open and if stones have been shoved under the door, when the door is finally shoved aside, you peer into the room you find a small smoldering cookfire set up in the center of the 20’x20’ room.  in the dim light you see five kobolds, three before the fire, dressed in mail with bright swords held before them and small shields and two behind the fire, one dressed in leathers with a slender bow and the other a small dagger sheathed on a belt.  The walls are honeycombed with small 1’ holes, from within you see the fire light reflecting off small eyes.  The door takes effort to open, but it is easily done.  The kobolds use the time to organize.  The first person through must either make placating gestures or else be subjected to the first attack.  The artificer will have set a trap that causes 2d4 points of damage/level of the artificer.  It may include a net, a rockfall, Greek fire or anything else.  There will be at least two other traps in the room that are equally damaging and could involve anything at all.  The Kobolds in this room are 6th level.  Their collective treasure is 50gp, 2000sp and 5000cp, it is in a lock box under the fire. 

347.                     Rooms to the right The door to this room is hard to open, as you push it opens a crack then stops stuck in place.  (roll advantage +4, as two kobold fighters are pushing the door closed against the PCs.  That is the DC to open the door with an athletics check)  The door finally eases open.  You see a group of kobolds attempting to flee through holes in one wall; there is a low campfire in the reflected off the tunnel from the other room.  There is a campfire in the center of the room that has guttered out, a pot emptied out over the coals.  Beyond the fire there are three kobolds one with a sword and shield, one with a bow, and behind them one making gestures as if readying a spell.  The walls are honeycombed with 1’ holes from at least two of them you see wavering crossbows pointed in your direction.  There is an artificer in one of the holes with a crossbow, the tip is a glass vial with acid or some combustible fluid.  There are at least three traps in the room that do d6 per level of the artificer.  The kobolds in this room are 3rd level.  The collective treasure is in a secret hold under the cook fire 15gp, 1200sp and 1500cp.

348.                     Rooms to the right The door to this room is difficult to open and if stones have been shoved under the door, when the door is finally shoved aside, you peer into the room you find a small smoldering cookfire set up in the center of the 20’x20’ room.  in the dim light you see five kobolds, three before the fire, dressed in mail with bright swords held before them and small shields and two behind the fire, one dressed in leathers with a slender bow and the other a small dagger sheathed on a belt.  The walls are honeycombed with small 1’ holes, from within you see the fire light reflecting off small eyes.  The door takes effort to open, but it is easily done.  The kobolds use the time to organize.  The first person through must either make placating gestures or else be subjected to the first attack.  The artificer will have set a trap that causes 2d4 points of damage/level of the artificer.  It may include a net, a rockfall, Greek fire or anything else.  There will be at least two other traps in the room that are equally damaging and could involve anything at all.  The Kobolds in this room are 5th level.  Their collective treasure is 50gp, 1500sp and 5000cp, it is in a lock box under the fire. 

349.                     Rooms to the right The door to this room is difficult to open and if stones have been shoved under the door, when the door is finally shoved aside, you peer into the room you find a small smoldering cookfire set up in the center of the 20’x20’ room.  in the dim light you see five kobolds, three before the fire, dressed in mail with bright swords held before them and small shields and two behind the fire, one dressed in leathers with a slender bow and the other a small dagger sheathed on a belt.  The walls are honeycombed with small 1’ holes, from within you see the fire light reflecting off small eyes.  The door takes effort to open, but it is easily done.  The kobolds use the time to organize.  The first person through must either make placating gestures or else be subjected to the first attack.  The artificer will have set a trap that causes 2d4 points of damage/level of the artificer.  It may include a net, a rockfall, Greek fire or anything else.  There will be at least two other traps in the room that are equally damaging and could involve anything at all.  The Kobolds in this room are 4th level.  Their collective treasure is 50gp, 1500sp and 2500cp, it is in a lock box under the fire. 

350.                     Rooms to the right The door to this room is hard to open, as you push it opens a crack then stops stuck in place.  (roll advantage +4, as two kobold fighters are pushing the door closed against the PCs.  That is the DC to open the door with an athletics check)  The door finally eases open.  You see a group of kobolds attempting to flee through holes in one wall; there is a low campfire in the reflected off the tunnel from the other room.  There is a campfire in the center of the room that has guttered out, a pot emptied out over the coals.  Beyond the fire there are three kobolds one with a sword and shield, one with a bow, and behind them one making gestures as if readying a spell.  The walls are honeycombed with 1’ holes from at least two of them you see wavering crossbows pointed in your direction.  There is an artificer in one of the holes with a crossbow, the tip is a glass vial with acid or some combustible fluid.  There are at least three traps in the room that do d6 per level of the artificer. The kobolds in this room are 2nd  level.  The collective treasure is in a secret hold under the cook fire 10gp, 800sp and 1000cp.

351.                     Rooms to the right at the T The door to this room is hard to open, as you push it opens a crack then stops stuck in place.  (roll advantage +4, as two kobold fighters are pushing the door closed against the PCs.  That is the DC to open the door with an athletics check)  The door finally eases open.  You see a group of kobolds attempting to flee through holes in one wall; there is a low campfire in the reflected off the tunnel from the other room.  There is a campfire in the center of the room that has guttered out, a pot emptied out over the coals.  Beyond the fire there are three kobolds one with a sword and shield, one with a bow, and behind them one making gestures as if readying a spell.  The walls are honeycombed with 1’ holes from at least two of them you see wavering crossbows pointed in your direction.  There is an artificer in one of the holes with a crossbow, the tip is a glass vial with acid or some combustible fluid.  There are at least three traps in the room that do d6 per level of the artificer.  The kobolds in this room are 2nd level.  The collective treasure is in a secret hold under the cook fire 10gp, 800sp and 1000cp

352.                     Rooms to the right down the T The door to this room is hard to open, as you push it opens a crack then stops stuck in place.  (roll advantage +4, as two kobold fighters are pushing the door closed against the PCs.  That is the DC to open the door with an athletics check)  The door finally eases open.  You see a group of kobolds attempting to flee through holes in one wall; there is a low campfire in the reflected off the tunnel from the other room.  There is a campfire in the center of the room that has guttered out, a pot emptied out over the coals.  Beyond the fire there are three kobolds one with a sword and shield, one with a bow, and behind them one making gestures as if readying a spell.  The walls are honeycombed with 1’ holes from at least two of them you see wavering crossbows pointed in your direction.  There is an artificer in one of the holes with a crossbow, the tip is a glass vial with acid or some combustible fluid.  There are at least three traps in the room that do d6 per level of the artificer.  The kobolds in this room are 1st level.  The collective treasure is in a secret hold under the cook fire 5gp, 400sp and 500cp

353.                     Rooms to the right down the T The door to this room is difficult to open and if stones have been shoved under the door, when the door is finally shoved aside, you peer into the room you find a small smoldering cookfire set up in the center of the 20’x20’ room.  in the dim light you see five kobolds, three before the fire, dressed in mail with bright swords held before them and small shields and two behind the fire, one dressed in leathers with a slender bow and the other a small dagger sheathed on a belt.  The walls are honeycombed with small 1’ holes, from within you see the fire light reflecting off small eyes.  The door takes effort to open, but it is easily done.  The kobolds use the time to organize.  The first person through must either make placating gestures or else be subjected to the first attack.  The artificer will have set a trap that causes 2d4 points of damage/level of the artificer.  It may include a net, a rockfall, Greek fire or anything else.  There will be at least two other traps in the room that are equally damaging and could involve anything at all.  The Kobolds in this room are 4th level.  Their collective treasure is 50gp, 1500sp and 2500cp, it is in a lock box under the fire. 

354.                     Rooms to the right down the T The door to this room is hard to open, as you push it opens a crack then stops stuck in place.  (roll advantage +4, as two kobold fighters are pushing the door closed against the PCs.  That is the DC to open the door with an athletics check)  The door finally eases open.  You see a group of kobolds attempting to flee through holes in one wall; there is a low campfire in the reflected off the tunnel from the other room.  There is a campfire in the center of the room that has guttered out, a pot emptied out over the coals.  Beyond the fire there are three kobolds one with a sword and shield, one with a bow, and behind them one making gestures as if readying a spell.  The walls are honeycombed with 1’ holes from at least two of them you see wavering crossbows pointed in your direction.  There is an artificer in one of the holes with a crossbow, the tip is a glass vial with acid or some combustible fluid.  There are at least three traps in the room that do d6 per level of the artificer.  The kobolds in this room are 1st level.  The collective treasure is in a secret hold under the cook fire 5gp, 400sp and 500cp

355.                     Rooms to the right 40’ x 40’ Troll Room  The door to this room has mostly fallen off its hinges and looks like it has been reinforced several times.  It is very heavy and difficult to move because it is unbalanced.  Inside there are four piles of furs and a great and horrible stench.  If the kobolds have given them warning there are 20 kobolds in this room too, 10 3rd level and 10 2nd level.  They will fight with the trolls and have trained to do so.  The trolls have 7500sp worth of treasure here.  If half the trolls fall they will call their leader in the next room.

356.                     Rooms to the right The door to this room is hard to open, as you push it opens a crack then stops stuck in place.  (roll advantage +4, as two kobold fighters are pushing the door closed against the PCs.  That is the DC to open the door with an athletics check)  The door finally eases open.  You see a group of kobolds attempting to flee through holes in one wall; there is a low campfire in the reflected off the tunnel from the other room.  There is a campfire in the center of the room that has guttered out, a pot emptied out over the coals.  Beyond the fire there are three kobolds one with a sword and shield, one with a bow, and behind them one making gestures as if readying a spell.  The walls are honeycombed with 1’ holes from at least two of them you see wavering crossbows pointed in your direction.  There is an artificer in one of the holes with a crossbow, the tip is a glass vial with acid or some combustible fluid.  There are at least three traps in the room that do d6 per level of the artificer.  The kobolds in this room are 3rd level.  The collective treasure is in a secret hold under the cook fire 15gp, 1200sp and 1500cp

357.                     Troll antechamber 20’ x 20’  This room hold the troll leader.  The room smells as badly as the other room, more because the smell is concentrated.  The furs on the ground are soiled completely but under them is a sac with 1000gp inside.  The troll has 5 levels of Fighter.

358.                     Umber Hulk room 30’ x 30’  The room is filled with chalky white powder and manure.  The smell is pretty bad, but tolerable.  In the piles of manure are the gleam of coins and gems.  There is a pile of coins and gems in the corner of the room near the door to the complex.  There is an additional exit a great hole burrowed by the creature that lairs here.  the sides of the burrow have been smoothed out by the clever hands of kobolds.  The pile of manure are the remains of people that tried to steal from the umber hulk that lives here.  all told there are 5000sp worth of coins and gems, 10% of it is mixed in the manure.  The Umber-Hulk has maximum hp and a 2 better AC due to magic from the kobolds.  There is a 1 in 4 chance it is here now, otherwise it will be in the tunnels it created.  If anyone steals its treasure it will sneak up on the thief sometime in the future, then come back here to poop.  It will burrow under their sleeping place and burrow up to attack.   It has a ring that creates silence within 15’ of it.  it has tremor sense of 60’.  The tunnel heads down for 400’ dropping 50’ before it head back up rising 10’ every 100’.  The entrance is over a mile a way from the temple in dense forest.  The lower tunnel drops 100’s of feet in a maze of tunnels and it eventually lead to the far side of the lake beside the underground city.  December 24th, on November 5, 2023

Iatus as a religion in the temple, Goddess of War and Warriors, they were co-opted to destroy the some of the other religions.  Lastarada was the top religion, but the cult of Zargon took over the Ascsain religion and it needed a powerful group to destroy the rest, because the Ascsain religion was more like the bogeyman and given lip service and its members, assassins and killers worked in the background, there was no infrastructure to speak of.  After the revolt Lastarada was crippled and the cult of Zargon gained great control.  Iatus gained power, but lost depth and reason, Lystula stayed the same in power, Wegnaturn gained little strength but greater power.  The lower levels of the greater Temple, beneath the tombs,  contained the bureaucratic offices of the religions, the four religions.  This level was mostly held by Lastarada.  The dragon took over part, the New resurgence of Ascsain took over part of the abandoned levels, and the way to the tombs is maintained by the government this next section was taken over by Iatus, part of the spoils the fight.

There is war in the caverns below.  The war is being fought for a variety of reasons like the roots of the overthrow of Lastarada, and grievances from centuries before, but in truth it is a lie—the Great Zargon has made it fashionable to offer the Gods sacrifices.  Criminals and Ascsain followers were the original choice centuries ago, but now with Zargon, people are scrounging for victims and that has lead to war.  But the sacrifices are all going to The Zargon. And only the priesthood of Zargon knows this.  The various priesthoods are capturing people and sacrificing them to gain favour, but they are actually only feeding a beast called Zargon.

This level is filled with kill gangs, a unit split into four rooms each room has 6 people in it, five to a unit with one leader each set of 4 rooms have the same headdress, all predators, Tiger, Lion, Jaguar, Cheetah, Wolf, Bear, Wolverine, and Weasel

359.                     20’ x 20’ room of Tiger  This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Tiger carrying a deer back to its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 5th level champions and one 7th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

360.                     20’ x 20’ room of Tiger This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Tiger carrying a deer back to its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 5th level champions and one 7th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

361.                     20’ x 20’ room of Tiger This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Tiger carrying a deer back to its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 5th level champions and one 7th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

362.                     20’ x 20’ room of Tiger This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Tiger carrying a deer back to its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 5th level champions and one 7th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

363.                     20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Lion carrying a Hyena back to its pride.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level champions and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

364.                     20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Lion carrying a Hyena back to its pride.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level champions and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

365.                     20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Lion carrying a Hyena back to its pride.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level champions and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

366.                     20’ x 20’ room of Lion This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Lion carrying a Hyena back to its pride.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level champions and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

367.                     20’ x 20’ room of Jaguar This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Lion carrying a Hyena back to its pride.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 8th level champions and one 10th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

368.                     20’ x 20’ room of Jaguar This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a dense jungle with a little study there are ten herbivore to find in the scene with more time a single large cat can be seen too.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 10th level champions and one 12th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

369.                     20’ x 20’ room of Jaguar This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a dense jungle with a little study there are ten herbivores to find in the scene with more time a single large cat can be seen too.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 9th level champions and one 11th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

370.                     20’ x 20’ room of entry  this door is relatively plain.  There is a scene with a faceless god overlooking a scene of battle praising both sides.  The door is unlocked and opens freely.  Inside are a unit of fighters with Wolf masks and a unit with Cheetah masks. They seem to be posturing until you enter the room.  there is another door in this room opposite the first.  There are two units guarding the council chambers non Iatus masks will be attacked on sight.  Mixed masks will be attacked likewise. 

371.                     20’ x 20’ room of Jaguar secret Death Squad This room has been reached by way of a secret door from another room.  The door has a bas-relief picture of a dense jungle with a little study there are twenty herbivores to find in the scene with more time a several large cats can be seen too.  (the lock is bypassed when three of the Jaguar heads are tapped, but can be forced open with a DC17 athletics check or 100hp of damage)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 10th level individuals a Ranger, a monk, a Bard and a barbarian with one 12th level Battle Master leader. This group is a special unit they all have two attacks and non-standard abilities.  These fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

372.                     40’ x 40’ Council Chambers of Iatus  this room is setup primarily as a kitchen there is a single unit wearing Bear masks cooking at the ovens and cooking area.  There is a selection of foods on the central table.  There are 41 chairs positioned around the table and it looks this room serves another purpose when the cooking is done.  There is a doorway on the south side of the room.  The bas-relief on this door shows predators like the tigers, lions bears, wolves and the rest cowering before a single Wyrm that dwarfs the others.  The room serves as a council chamber when it is not the kitchen.  Like the guard room next door all the units in the area rotate into these positions, except the Dragon Warriors

373.                     20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Dragon harassing a flock of cattle.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 8th level champions and one 10th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

374.                     20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Dragon harassing a flock of cattle.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. There is no-one in this room.  the ones in this room were wiped out when it was suggested that they should go and find the rumoured Dragon subdue it.  they are now dead.  Treasure can be found in hidden corners.

375.                     20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Dragon harassing a flock of cattle.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. There is no-one in this room.  the ones in this room were wiped out when it was suggested that they should go and find the rumoured Dragon subdue it.  they are now dead.  Treasure can be found in hidden corners.

376.                     20’ x 20’ room of Dragon Fighters This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Dragon harassing a flock of cattle.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 8th level champions and one 10th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

377.                     45’ x 30’ Iatus Armoury  This room is locked with two large locks.  The door is bound with iron bands and is plated with Brass.  The outside is etched with a design of eight animals prowling in a circle, weasel, wolverine, bear, wolf, cheetah, lion, tiger, Jaguar and a dragon.  The locks are not simple and require a DC 18 and 19 for the first and second lock.  The breaking the door down is a DC20 athletics check at disadvantage.  Inside the room you find dozens of racks of weapons.  Each rack has a group one kind of weapon, each made differently than the rest, different styles and different ages.  There are racks filled with armour too.  the designs of these weapons and armour tend to have affectations of the animal types.  If magic is detected the entire room radiates magic lightly as the room will preserve armour here, preserving it and mending it over  years of time.  One piece in each rack is magical.  On a 1-3 on a d6 it has a magical effect, 4-5 it is +1, and on a 6 it is +2.  The Weapons are all bladed, swords, axes, or polearms, the armour Leather, studded leather, breast plate, Scale, Full plate or Chainmail.

378.                     20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a cheetah running down a prey animal.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level fighters and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

379.                     20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a cheetah running down a prey animal.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level fighters and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

380.                     20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a cheetah running down a prey animal.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level fighters and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

381.                     20’ x 20’ room of Cheetah This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a cheetah running down a prey animal.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 4th level fighters and one 6th level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

382.                     20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a wolf harassing howling at the moon.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are five 1st level fighters and one 3rd level Battle Master in this room food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

383.                     20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a wolf harassing howling at the moon.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 1st level fighters and one 3rd level Battle Master in this room, but they are on guard duty at this time.  Treasure can be found in here.

384.                     20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a wolf harassing howling at the moon.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 1st level fighters and one 3rd level Battle Master in this room, but they did not come back from the city and no one has been recruited yet.  Treasure can be found in here.

385.                     20’ x 20’ room of Wolf This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a wolf harassing howling at the moon.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 1st level fighters and one 3rd level Battle Master in this room, but they did not come back from the city, and no one has been recruited yet.  Treasure can be found in here.

386.                     20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Bear prowling out side its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 2nd level fighters and one 4th level Battle Master in this room, but they did not come back from the city, and no one has been recruited yet.  Treasure can be found in here.

387.                     20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Bear prowling out side its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 2nd level fighters and one 4th level Battle Master in this room, but they are still out and about in the city.  Treasure can be found in here.

388.                     20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Bear prowling out side its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 2nd level fighters and one 4th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

389.                     20’ x 20’ room of Bear This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Bear prowling out side its den.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 2nd level fighters and one 4th level Battle Master in this room, but they are in the Council chambers on KP duty.

390.                     20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Weasel murdering small farm animals.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 4th level fighters and one 6th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

391.                     20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Weasel murdering small farm animals.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 4th level fighters and one 6th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

392.                     20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Weasel murdering small farm animals.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 4th level fighters and one 6th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

393.                     20’ x 20’ room of Weasel This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Weasel murdering small farm animals.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 4th level fighters and one 6th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

394.                     20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Wolverine attacking other animals three times their size including bears and tigers.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 6th level fighters and one 8th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

395.                     20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Wolverine attacking other animals three times their size including bears and tigers.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 6th level fighters and one 8th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

396.                     20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Wolverine attacking other animals three times their size including bears and tigers.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 6th level fighters and one 8th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

397.                     20’ x 20’ room of Wolverine This room has a simple lock meant only to cause a slight delay.  The door has a bas-relief picture of a Wolverine attacking other animals three times their size including bears and tigers.  (the lock is simple DC12 with lockpicks but can be forced open with a DC15 athletics check)  Inside is a large room with three bunkbeds to one side and a large wrestling mat on the floor.  There are racks filled with weapons and manikins covered with armour.  There are multiple attack dummies dismembered on the corners of the room and the entire room is spotted with old, dried blood. there are normally five 6th level fighters and one 8th level Battle Master in this room, food comes from the Council Chambers and waste is poured into the closest drainage hole.  The fighters will fight to the death, it will target any other religion first, and then a prey animal.  Those without masks they will attack last, other than predators.

398.                     30' x 40’ Temple of Iatus  This room is unlocked.  The door has a bas relief of a group of three men and women waling through a field of predators administrating to their wounds.  They are walk through them naked without fear and are unmolested.  The room has two altars on either side of a second door.  The North and the South sides of the room have curtains cutting off those directions.  There are 2 groups of priests praying before the two altars.  The two groups are 4 clerics of Iatus 3rd level, with one 6thlevel priest and 4 Clerics of Iatus, 5th Level and one 8th level.  In the north bunkbeds and lockers for half the priests and five more who are asleep, 4 2ndlevel priests with a 5th level leader.  The south is decorated the same but the sleeping Priests are 4th level with a 7th level leader. 

399.                     20’ x 20’ Wolverine Priest Chamber The door to this room is locked with a complicated lock set into the door.  The Bas relief shows a small group of two naked people a man and a woman butchering prey animals with magic and divine smites.  The lock requires a DC17 lock pick or DC 19 athletics to open the door.  When the door opens you see three people standing before and altar dressed in swords and shields and plate armour.  There is a magical nimbus surrounding them that suggests that they have already cast spells and are looking to murder you.  There is one priest of 9th level, one of 10th level and one 11th level. 

 

Level 10.  this level is going to have connections to the level above and to the level below but is mostly going to be empty. 300’ x 300’

400.                     Guard and rest station After 50’ of stairs some people might need a rest.  This room has benches for sitting and resting and a large keg in one of the corners is filled with clean refreshing water.  One of the other corners has a lavatory as well.  There are six members from the charitable Order of Citiizens here at all times.  They eye you suspiciously, but they offer you succour, rest and refreshment.  These Wegnaturn members are of the Snake squad, five 3rd level assassins and one 6th level Warlock.  They know about the Secret door and are actually here guarding it.  They will only drop their disguises to attack if the secret door is opened.  If the door is searched for, they will distract the Characters with conversation and pleasantries.  Any checks must be made at disadvantage.  There is a rumour of a dragon nearby and the priests know of this and they will allow groups through the door to find and kill the dragon, but if one such does kill the dragon, they will be killed before they can discover the secrets of Wegnaturn.

401.                     Secret door to corridor  Only magic would keep this secret door running smoothly as it is used many times a day.  The Priests activate it by offering a prayer to Wegnaturn, but DC15 Investigation check will discover the correct loose stone to push as well.  The short passage ends in a door and this door is unlocked.

402.                     30’ x 40’ room with doors This room is filled with furniture for relaxation and recreation.  There are five groups of four seats surrounding a small table and there is a game set and a couple decks of playing cards on each table.  There are a couple of couches in the far corner with a Hookah in a low stand near by.  There is a side table before you with plates with the remains of past meals here too.  there is one set of the table and chairs occupied right now and two on the couch smoking.  Besides the door that you just came through, there are three other doors.  These Wegnaturn members are of the Snake squad, five 3rd level assassins and one 6th level Warlock.  Sounds of combat will bring the last squad of Snake members out of the rooms beside this one to their aid in 4 rounds.

403.                     20’ x 20’ room  This room has been decorated in a well thought out manner.  There are pictures of landscapes on each of the walls and weapons of various types on hooks on the walls.  All the weapons are very large and would be difficult or impossible to wield by people.  most of the room is devoted to three large beds, each with a wardrobe and a chest.  The last object is an altar with two alternate idols beside the shrine—it looks like the idol can be swapped out for one of the others.  All three idols look other worldly in nature.  If battle did not take place in the other room there is a fretful sleeper in one of the beds.  Looking at the idols, they can be identified as Demon Princes that are the patrons of the three Warlocks that live in this room.  Treasure can be found in each chest, all three are trapped differently.  The first lock has a DC17 lock and must be turned counterclockwise otherwise it will open and release a cloud of poison.  The second chest has a DC16 lock, but the chest has an array of traps, about thirty small needle darts spring from the lid and side of the chest in all angles, all poisoned.  If the characters make a DC 17 investigation check they discover the crowbar in the bed and the marks under the chest where the chest is lifted on one side, deactivating the trap.  The third chest is locked with a better lock DC18 to open, and no trap, but the treasure within has been dusted with a contact poison.  DC 15 Con save for d4 damage every hour for 12 hours as the poison necrotizes the point where the victim touched the poison.

404.                     20’ x 30’ room  This room is filled with 5 triple level bunk beds and there are fifteen small chests nearby.  If there was no sounds combat in the room before, there will be 5 drowsy assassins in this room. 

405.                     170’ trapped corridor  This long hall way is covered with intricate mosaics.  The walls depict many small swirling patterns of waves or clouds, you are not sure which one.  The floor is covered with random patterns or five coloured diamonds.  Red, green, blue, white and black.  Each diamond side measures 1’ long.  The entire length of the hallway is trapped.  Stepping on the red diamonds fires darts from the wall with +10 to hit for d6 plus DC12 poison that causes 2d4 damage each.  At the 90 degree turn the white diamonds activate spiked balls on chains that drop from the ceiling in that location +5 to hit but d10+3 damage.  Those with a passive perception of 15 will notice a lip at the edge of the wall at this point, first it is 2 inches off the ground, but it has an upward slope the closer to the end of the passage.  After 50’, about the inside wall of the next room, one of the other diamond colours becomes active and a portcullis slams down at the bend behind the party, and roller trap at the end of the corridor activates with a “clunk”.  The roller is six feet in height and fills the entire width of the hallway.  It is covered with a 15’ radius darkness spell that covers the lights in the hallway.  Dex save DC 15 or take 10d10 damage as the roller rolls over the character, those that save have leapt over the roller.  But now three of the diamonds are dangerous with blades that cut out from the side of the walls on both sides for +8 to hit, 2d8 damage.  At the point where the cross in the passage the fourth of the five colours starts stabbing up with a spike +10 to hit for 2d4 damage and a wits save DC 13, failure means the character’s movement is reduced by ½ until the damage is healed.  The first time down this corridor this is how the corridor works.  The second time down this corridor someone will have come down and painstakingly painted new colours on the floor at random.  The Roller is an Iron Golem that after a minute will begin to roll back and reset itself.  It will travel 10’ per turn and it has 100hp and an AC of 20, fire heals it and hastes it, water slows it.

406.                     30’ x 30’ room off corridor  This door has no handle.  But the writing says on the outside that “Pushing on the door with all your might to open the door in you time of need.”  The words are lie.  A gentle push will open the door nicely.  If an athletics + Strength is used to open the door all before the door will take half the die roll in damage rounded up and must make a con save DC the amount of damage taken from the door.  If they fail, they will be stunned, and the roller trap will run them over.  The door opens either way.  This room is filled with volatile chemicals and oils.  Many of the vials appears to leaking or rotting.  As you stand there debating to move in or leave, one of the drips accumulating at a corroded steel vial get too big and drops hitting the wood bench beneath it—the bench sizzles and seethes emitting acrid smoke into the air and the contents of the shelf jostle one step closer to catastrophe.  Any character with a knowledge skill or a craft that uses chemicals will recognize one or two and at the same time notice another chemical that should never be stored next to it, stored next to it.  the floor is made of wood and anyone who walks into the mess of goods will see the floor flex as they move and shelves teeter and lean over.  This is all an illusion DC 15 wisdom save, but only if it occurs to them.  If anyone fails a Dex save DC 12 walking between the shelves causes a chain reaction explosion DC 15 Con save or they believe they are dead.  If they succeed they survive but are crippled and have lost a limb or two.  Those that disbelieved take no damage and can wake the dead with a touch.  The air is filled with a powerful psychedelic that will make the illusion hard to ignore after the explosion.  It wears off after an hour.  The room is used to store equipment and there is a large cache of coin in one of the chests.  The illusion and the possible belief that the occupants have lost an arm or leg makes searching for the treasure more difficult  DC17 investigation ad disadvantage.  DC12 for those no encumbered with such thoughts.

407.                     30’ x 30’ room    If the party has not set off any traps, they have a simple encounter here.  This room is without decoration but there are three tables with cards and remains of meals on plates.  There are six people, playing a complicated betting game here.  The guards are six Jackals, five level 5 assassins and one level 8 warlock.  If the Party has set off the traps, has set off the roller trap the tables will have been cleared and the tables up ended to provide cover and there will be 15 assassins ready to attack with support from 3 Warlocks.  There will be five level 3 Jackals, five level 4, and five level 5.  A well-placed Fireball would wreck this formation, but they are hoping to kill anyone that stumbles into this room.

408.                     20’ x 30’ room The cul-de-sac has three doors one gold, one silver and one Bronze.  There is a pump for water just outside the door.  This is the bronze door there is no lock on the door and it opens easily.  Inside are two triple bunk beds with three lockers under the bottom bed. There is a shrine to one side a large table with two different game sets with a stack of dishes on one side.  There is a pile of money on the table in a central pot.  One of the games that the group is playing involves around dealing securing an overwhelming advantage over the other players to grab the full pot.  Regular cheating is not enough to get total dominance.  The lockers are all locked but can be broken into easily, one however is trapped with an explosive rune that deals thunder damage to everyone and alerts anyone not dead in the mini area.  Each of the lockers contains 75sp except for the trapped one that has 150sp and 25gp.  There are 5 level three assassins and a level 6 warlock 

409.                     30’ x 30’ room The cul-de-sac has three doors one gold, one silver and one Bronze.  There is a pump for water just outside the door.  This is the bronze door there is no lock on the door and it opens easily.  Inside are two triple bunk beds with three lockers under the bottom bed. There is a shrine to one side a large table with two different game sets with a stack of dishes on one side.  There is a pile of money on the table in a central pot.  One of the games that the group is playing involves around dealing securing an overwhelming advantage over the other players to grab the full pot.  Regular cheating is not enough to get total dominance.  The lockers are all locked but can be broken into easily, one however is trapped with an explosive rune that deals thunder damage to everyone and alerts anyone not dead in the mini area.  Each of the lockers contains 125sp except for the trapped one that has 200sp and 25gp. 

410.                     20’ x 30' room The cul-de-sac has three doors one gold, one silver and one Bronze.  There is a pump for water just outside the door.  This is the bronze door there is no lock on the door and it opens easily.  Inside are two triple bunk beds with three lockers under the bottom bed. There is a shrine to one side a large table with two different game sets with a stack of dishes on one side.  There is a pile of money on the table in a central pot.  One of the games that the group is playing involves around dealing securing an overwhelming advantage over the other players to grab the full pot.  Regular cheating is not enough to get total dominance.  The lockers are all locked but can be broken into easily, one however is trapped with an explosive rune that deals thunder damage to everyone and alerts anyone not dead in the mini area.  Each of the lockers contains 100sp except for the trapped one that has 175sp and 25gp.  There are 5 level 4 assassins in this room and a level 7 warlock.

411.                     40’ x 30' room open deserted Kobold/dragon doorstep  This large room is empty of anything dangerous looking, but there are a number of signs of great danger for those that pay attention to such things.  There is a large pile of bleached bones lying in organized piles in this room.  There is a pile of ribs, a pile of leg an arm bones, a pile vertebrae, finger and foot bones, and there is a pile of skulls.  All the flesh has been stripped from these bones and all these bones look fresh.  There is a few words scratched on the floor with dried blood in Draconic.  There are half a dozen foot diameter holes in the walls of this room.  The Holes were dug by the Kobolds from the floor above this one and are present in all the rooms on this level.  These holes unlike the ones in the other rooms have been blocked off.  occasionally they will be unblocked and used to bring giant centipedes into this room.  each pile has two of the creatures inside.  Each of the holes also contains one of these chilling creatures.

412.                     160’ trapped corridor  This corridor is dark, the torches that fill the rest of the dungeon have been removed.  There are small holes or cracks in the rock work of the walls and within these holes lurks something unknown.  The passageway is mostly just ominous, unless the party is making a lot of noise or rooting around in the holes or casting spells into them.  With exception of the part of the corridor beyond the bend.  In this section there are caltrops scattered in half of the length of the corridor.  Should the PCs head back this way after encountering the Kobolds they will be harassed every 10’ distance they move. 

413.                     50’ x 40’ open room  This room is filled with a scent of a recent battle.  There are spent arrows littering the ground and a pile of bodies dressed in armour and thoroughly looted.  There are piles of bones beside these corpses.  It looks like there have been many attempts to assault the stairs that lead up from this room.  there is one other exit from here.  the bodies have all been trapped in a variety of ways.  The area within 20’ of the stairs have been scattered with caltrops.  The bodies are attached to alchemical grenades that will explode for 2d4 worth of damage. There are a mix of fire, acid, lightning and cold damage, lastly the corpses were seeded with rot grubs.  The kobolds above have a bet going when the rot grubs will have eaten enough of the corpses to activate the traps.  Activating the traps will throw the rot-grubs about 10’ away.

414.                     30’ x 30’ open room  This room is very different from the rooms before, the floor is well swept and there are no holes in the sides of the walls.  There is a door on one side and there are two open ways out opposite each other.  Opposite the closed door there is a large, detailed oil painting covered in protective glass.  The painting is a landscape, and it appears to be a masterpiece.  The Door to the north is stuck and requires a very strong pull to open—the wood is swollen with water vapour.  Anyone who makes an investigation check DC17 guesses the ceiling is shorter than typical by 15 to 20cm.  The painting is magical, and it changes after a minute of examining it.  When it changes the people in the room will be personified inversely to their alignment. Good characters will appear evil and evil angelic.  If anyone attempts to touch the glass it will stick to flesh, swords or gloves it will be hard and impervious, claws and skin it sticks to and will not let go.  The roof will detach from the ceiling and float down, first from the north side near the door and from the sides near the open sides and block off escape and then the giant Mimic will swallow the whole and sweep the floor clean.

415.                     30’ x 30' barred room  The door to this room is locked solidly.  The door is locked and barred from the inside.  Three bars have been put in place and a row od stones have been placed along the bottom.  The room has been used as a hatchery for additional Kobolds.  As soon as anyone begins to open the door an alarm is sent out.  As soon as someone starts taking the door apart the kobolds begin to remove the eggs and young.  They can do this in 15 rounds and it takes 20 rounds for one person to tear the door apart.  Magic will speed that up as will cooperation.  The room is riddled with kobold holes.

416.                     40’ x 20' open room This room is empty of all furnishings except for a small pile of rusted metal in the center of the room.  The door out of this chamber is closed.  There are three of the most terrifying monsters ever seen in this room.  Rust monsters.  One of the monsters ate something magical in the past and is now immune to all magic.  It must be killed with wooden weapons or else metal weapons that will then rust.

417.                     30’ trapped corridor The full length of the corridor is an open pit 20’ deep filled with 5 foot metal spikes one for each square foot.  There are hand hold one might climb the distance and get to the other side.  There are patterns on the wall floor to ceiling.  The patterns are simple they are zig zag patterns to the hand holds.  The white hand holds are cool to touch but are otherwise safe.  The red ones will heat up halfway across the trap.  The blues ones will electrify.  The green ones are brittle and will break 50% chance/section per person.  The black ones requires a dex save DC 17 or take 2d10 damage and fall when blades come out and cut the character’s fingers off.

418.                     30’ x 30’ room This room is filled with the pieces of a hundred sets of armour set into different piles, plates of metal on one pile, lengths of chain in another.  Leather straps over here, cloths in another pile.  Wood hafts in one pile and blades in another. 

419.                     30’ x 30’ room with stairs leads to water filled rooms

420.                     30’ x 30’ open room with water

421.                     20’ x 30’ open room with water

422.                     30’ x 30' open room with water

423.                     Star shaped room with water and two secret doors

424.                     30’ x 30’ secret treasure room dry water pressure keeping closed.

425.                     30’ x 30’ secret Library room dry water pressure keeping closed

426.                     Long double switch back corridors that end with three doors

427.                     Secret 20’ x 20’ room

428.                     Secret 20’ x 40’ room

429.                     30’ x 30’ room

430.                     Secret 20’ x 20' room

431.                     secret 20' x 20' room

432.                     30’ x 30' room

433.                     Secret 80’ corridor

434.                     80’ x 60’ room filled with water

435.                     20’ x 20’ room

436.                     20’ x 20’ room

437.                     30’ x 30’ room

438.                     20’ x 30' room

439.                     20' x 20' room

440.                     40' x 40' room

441.                     20’ x 20' room

442.                     20’ x 20' room

443.                     20’ x 20’ open room

444.                     20’ x 20’ room of Iatus

445.                     30’ x 70’ room of Iatus

Level 11 200’ x 200’

446.                      

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