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Entity list

Maankin 2 years ago
Maankin 2 years ago
Maankin 3 years ago
Maankin 3 years ago
Maankin 3 years ago
Maankin 3 years ago
Maankin 3 years ago
Maankin 3 years ago
Maankin 3 years ago

D100

 

Roll

Result

01

Wall of force appears in front of caster

02

Caster smells like a skunk for spell duration

03

Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.

04

Caster's clothes itch (+2 to initiative)

05

Caster glows as per a light spell

06

Spell effect has 60' radius centered on caster

07

Next phrase spoken by caster becomes true, lasting for 1 turn

08

Caster's hair grows one foot in length

09

Caster pivots 180 degrees

10

Caster's face is blackened by small explosion

11

Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.

12

Caster's head enlarges for 1d3 turns

13

Caster reduces (reversed enlarge) for 1d3 turns

14

Caster falls madly in love with target until a remove curse is cast

15

Spell cannot be canceled at will by caster

16

Caster polymorphs randomly

17

Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.

18

Reversed tongues affects all within 60 feet of caster

19

Wall of fire encircles caster

20

Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns

21

Caster suffers same spell effect as target

22

Caster levitates 20' for 1d4 turns

23

Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.

24

Caster speaks in a squeaky voice for 1d6 days

25

Caster gains X-ray vision for 1d6 rounds

26

Caster ages 10 years

27

Silence, 15' radius centers on caster

28

10'x10' pit appears immediately in front of caster, 5' deep per level of the caster

29

Reverse gravity beneath caster's feet for 1 round

30

Colored streamers pour from caster's fingertips

31

Spell effect rebounds on caster

32

Caster becomes invisible

33

Color spray from caster's fingertips

34

Stream of butterflies pours from caster's mouth

35

Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast

36

3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp.

37

Music fills the air

38

Create food and water

39

All normal fires within 60' of caster are extinguished

40

One magical item within 30' of caster (randomly chosen) is permanently drained

41

One normal item within 30' of caster (randomly chosen) becomes permanently magical

42

All magical weapons within 30' of caster are increased by +2 for 1 turn

43

Smoke trickles from the ears of all creatures within 60' of caster for 1 turn

44

Dancing lights

45

All creatures within 30' of caster begin to hiccup (+1 to casting times, -1 to THAC0)

46

All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open

47

Caster and target exchange places

48

Spell affects random target within 60' of the caster

49

Spell fails but is not wiped from caster's mind

50

Monster summoning II

51

Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns

52

Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be stunned for 1d3 rounds

53

Caster and target exchange voices until a remove curse is cast

54

Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.

55

Spell functions but shrieks like a shrieker

56

Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%

57

Spell reversed, if reverse is possible

58

Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (THAC0 equal to caster's).

59

All weapons within 60' of caster glow for 1d4 rounds

60

Spell functions; any applicable saving throw is not allowed

61

Spell appears to fail when cast, but occurs 1-4 rounds later

62

All magical items within 60' of caster glow for 2d8 days

63

Caster and target switch personalities for 2d10 rounds

64

Slow spell centered on target

65

Target deluded

66

Lightning bolt shoots toward target

67

Target enlarged

68

Darkness centered on target

69

Plant growth centered on target

70

1,000 lbs. of non-living matter within 10' of target vanishes

71

Fireball centers on target

72

Target turns to stone

73

Spell is cast; material components and memory of spell are retained

74

Everyone within 10' of caster receives the benefits of a heal

75

Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds

76

Wall of fire encircles target

77

Target levitates 20' for 1d3 turns

78

Target suffers blindness

79

Target is charmed as per charm monster

80

Target forgets

81

Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns

82

Rust monster appears in front of target

83

Target polymorphs randomly

84

Target falls madly in love with caster until a dispel magic is cast.

85

Target changes sex

86

Small, black raincloud forms over target

87

Stinking cloud centers on target

88

Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage

89

Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).

90

Spell effect has 60' radius centered on target (all within radius suffer the effect)

91

Target's clothes itch (+2 to initiative for 1d10 rounds)

92

Target's race randomly changes until canceled by dispel magic

93

Target turns ethereal for 2d4 rounds

94

Target hastened

95

All cloth on target crumbles to dust

96

Target sprouts leaves (no damage caused, can be pruned without harm)

97

Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast

98

Target changes color (canceled by dispel magic)

99

Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)

100

Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%

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Neverwinter is a friendly city of craftsmen, who trade extensively via the great merchants of Waterdeep; their water-clocks and multi-hued lamps can be found throughout the Realms. Neverwinter gained its name from the skill of its gardeners, who contrived to keep flowers blooming throughout the months of snow -- a practice they continue with pride. ”
— Elminster Aumar

 

Neverwinter is usually described as being "laid out roughly in the shape of an eye," with the Neverwinter River marking a long axis roughly east and west of its waters. One end of the city is the harbor, and the other end is the Upland Rise, and beyond that the Neverwinter Wood. Four gates are located in its walls, two in the northwestern and the northeastern corners, and two in the southwestern and southeastern corners.

Among its most prominent vistas are its three spectacular, intricately carved bridges: the Dolphin, the Winged Wyvern and the Sleeping Dragon, considered the city's emblems by its inhabitants. Under these, the waters of the Neverwinter River cascades over small, gentle waterfalls as they course into the city's bustling harbor. Its lamps of multi-colored glass, its precision water clocks and exquisite jewelry, and its magnificent gardens (the phrase "The City of Skilled Hands" refers to Neverwinter's accomplished gardeners) ensures the warm winters are colourful and the summers are rich with fresh fruit.

The city is full of beautiful and ingeniously designed buildings, many of which are famous in their own right, such as the House of Knowledge, Neverwinter's tall and many-windowed temple of Oghma; the Hall of Justice, the temple of Tyr and the public office for the rulers of the city; and Castle Never, the castle of the ruler of Neverwinter. In addition, the reputations of such unique taverns as the Moonstone Mask, the Shining Serpent Inn, and the Fallen Tower reach far beyond the city's walls and further add to the city's distinction.

Defenses

As of 1479 DR, the army of the city, known as the Neverwinter Guard,was composed mostly by the Mintarn mercenaries hired by Lord Neverember, and a few independent militia forces assembled by the citizens also helped to protect the city in times of need. Lord Neverember also hired adventuring bands to deal with threats to the city that the Mintarn mercenaries could not handle.

With the city rebuilding in the late years of the 1480s DR, many of the Sons of Alagondar volunteered themselves to serve in the Neverwinter Guard, making Lord Neverember to depend less on the services of the mercenaries. Lord Neverember still hired adventurers and mercenaries to help to protect Neverwinter and train the local troops rather than to accept the help of the armies of the Masked Lords of Waterdeep, who he felt had betrayed him.

Society

As of 1370 DR, Neverwinter was a cosmopolitan and cultured city, and even merchants from Amn and Calimshan, who had a poor opinion about the cities of the North, considered Neverwinter to be a civilized place. The Neverwintans avoided conflict and controversy, and were considered to be a quiet, mannered, literate, efficient, and hard-working folk, who had great respect for deadlines, as well as for the property and happiness of others. Amid all the weird-following tolerance and variety in the city, there was a great respect for peacefulness, law, and order.

After the foundation of the Alagondar royal family in the late years of the 14th century DR, the Neverwintans became a very patriotic people, proud of their leaders and their city.

After the destruction of the city in 1451 DR, the Neverwintans showed a new facet: stubbornness and determination. Many survivors remained in the city, and ever since have demonstrated the resolution to rebuild Neverwinter to its former glory and to defend her from many dangers, both mortal and extraplanar alike

Religion

The main faiths in Neverwinter in the 14th century were those of Helm, Oghma and Tyr. The temples of the Hall of Justice and House of Knowledge served to cater the faithful of Tyr and Oghma, while the faithful of Helm congregated in nearby Helm's Hold.

With the deaths of Helm and Tyr in the years before the Spellplague, their faiths were replaced by those of Torm and his subordinate deity Bahamut, as well as the faith of Selûne, as her followers wanted to bring hope to the peoples of Neverwinter. By 1479 DR, the faith of Asmodeus had become popular as well, and the ashmadai had great influence in the city's politics. Kelemvor's faithful had also a strong presence in the city since before 1479 DR, and members of this faith were focused on cleansing Neverdeath of undead and other evil forces.

The Neverwintans never stopped to revere Tyr even after his death, and when the god returned to life after the Second Sundering, his faith was quickly accepted again in Neverwinter, and became as popular as it was before.

In the late years of the 15th century, as Neverwinter slowly restore itself into a cosmopolitan city, temples of many faiths began to become pretty common in all districts of the city.

Trade and Business

Neverwinter's true assets are its importance as a center of craftwork, learning, and magical innovation.Merchants and crafters usually practice their works in buildings dedicated for such tasks. Street vendors are rarely seen in Neverwinter.

Neverwinter is a city full of opportunities.

As word spread that Neverwinter was being restored, merchants from both the North and the southern lands became interested in trading with the city once again. Likewise, Lord Neverember began to work to forge a trading alliance with the restored Gauntlgrym, in the hopes of increasing the prosperity of both cities, while ensuring his advantage over the nobles and merchants from Waterdeep and Baldur's Gate.

Without guilds to restrict trade or construction, those who want to start a business in Neverwinter can simply do so, and those traders who deal with basic products, such as foodstuff, can become wealthy just by selling their goods in the city. Likewise, there is demand for many jobs, and those who want to offer their services either as workers or as apprentices have plenty of options despite the high competition.

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Professor Morovar (Star Spawn).

The professor lives in her house and almost never leaves it.

Her housekeepers are her primary point of contact with the outside world.

Most people think she's very ill.

She mainly communicates through letters.

 

Her goal is to open a corridor between the Far Realm and Neverwinter, passing though the Demiplane of Nightmares.

This would allow her Master to extend its influence and possibly over time move part of the Swordcoast into the Far Realms.

 

She spent a long time building her image as an esteemed professor specialized in the recovery and restoration of ancient magical artifacts.

She made contact with professor Demoyen 7 years ago and has developed a strong relation with him.

When she asked him to help her with a new artifact she recovered, he invited her to stay as a guest professor at the House of Knowledge.

This was 10 months ago.

The dreambuilder was transported from Mirabar over the river.

It took 9 months to assemble study it, and recreate the missing parts to get it working again.

 

Click to toggle

The Big Laboratory

A professor guarding the room gives the adventurers a quick tour, leaves the lab and locks the entrance again.

Contains a few notes to the researchers.

Contains a 2 bottles of acid.

The only room with windows (which cannot be opened). Time seems to flow more slowly outside.

The room has a Victorian glass roof and big glass windows that let in big shafts of light, dust particles slowly floating in the air. The room is filled with evenly spaced wooden workbenches each one filled with it's own clutter of glass wares, notes, books, vials with chemicals, metal equipment  and other harder to identify objects.

Research on The Dreambuilder (unknown origin, but building it took over a century; new modifications).

The deep vibrating sound of a running machine.

The Office

An small cupboard mounted on the wall containing a small infirmary.

3 minor healing potions and 1 medium and a medical kit.

The desks contains a number of notes.

The Room for Experimental Portal Research

Locked (2 lock picking tests) DC 20 thieves tools and 25 thieves tools or 20 arcana

The walls padded with lead pyramids (similar to Acoustic Foam) and the floor and ceiling clad with lead sheets.

White chalk circles everywhere.

Research Notes on the creation of tiny portals to unknown realms and how to close them. (Lowers the DC to close the portals in the Demiplane.)

The Dissection Room / Library

1 dead Star Spawn Grue spread out like a butterfly on a laboratory table.

The rest of the room seems to be used for storage.

The Gue has no recognizable head and seems to be missing most of it's organs.

Pieces of glass like material are sticking from the upper half of it's body.

A pile of notes meticulously describe the dissection.

An eye on a surface (wall, table top) that migrates over onto an adventurer and settles on a arm to become a new permanent functional eye.

The room contains a few scrolls (Gentle Repose, Floating Disk, Death Ward, Identify)

The Dreambuilder

"It is both machine and ritual. It is a state of mind and a construct of steam and blood. It grants dreams to those who enter its confines."

Locked (puzzle lock) disk hexagon and disk diamond on failure 2d6 electrical damage

The room is filled from floor to ceiling with brass machines, glass tubing, green and blue pulsing arcane fields, dark etched runes, and splatters of red paint.

It smells of like a rainstorm.

A single door frame stands in the middle of the room, the door slightly ajar.

A black feather lying on a dish.

The Manual of The Dream Machine lying on a panel.

They need a Dream Vial to power it (a vial containing scrapings of skin and blood of the people that want to continue on).

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The Nothing:

A mist filled area, flat and without a horizon.

The sky is a dark red with big darker amorphous shapes slowely moving around in it.

Flashes of light when you blink.

Traces of footsteps (survival check) in the dust on the ground leading to a black hole in the ground.

Takes a steep curve down. (need some way to descend)

A rope, a broken crate and blood on the floor at the bottom of the drop.

Two Star Spawn Grue attack.

The Loop

A long round corridor the color of dark red wine that turns back on itself to form a loop. (4 corners to the right)

The ground is solid but has a bounce to it.

After 1 circle an exit becomes visible at the same spot they entered.

About 2/5 along the way the andventurers find a body of a dead researcher, most of her bones broken.

A swarm of dark red flies covers what remains of the body and starts angrily buzzing as the adventurers approach and attack if disturbed (5 flies/adventurer) (Use Stirge + roll 5 hits at a time and use default damage (5))

Eating a fly with a full blood belly heals 1d4 damage, they last a day.

At about the halfway point the tunnel starts to contract, like an esophagus, squeezing the adventurers.

A skill test to get out in time without taking damage.

The Bead Line

A corridor of 4 small round chambers connected by 1 foot wide somewhat elestic tubes.

The whole area is pale pink with black veins, very blight dots of light scattered all around.

2nd rooms contains the Grell(s) bathing.

"When you look through the small tube connecting this space and the next you see it's filled with a milky white liquid up to a foot under the tube. In this liquid you see a handful oversized brains floating around."

A group of Grell bathing in a basin filled with white milky liquid.
When engaged the liquid rises together with the Grell and turns into an acid mist dealing dmg/round.

The 3rd room contains Finger-Bone with Mempa's Biting Ring together with a mummified foot and a pile of scattered teeth.

In the 4th room the adventurers encounter Edwin, the researcher. He's uncounscious, passed out asleep, and has some burn marks.

He knows more about his collegues and can tell them the housekeepr of professor Morovar, Amanda Checkov joined them at the last moment. When the gate closed she was the one to usher them on with the wards they may as well complete their mission and then try to open the gate again. He was lingering behind a bit. He turned back as he saw his collegues enter the room with the silver floor and vanish.

The White Room

A glowing room with dim white light, green fungi growing on the walls in helix patterns, no exits.

Once inside the fungi sprout tiny eyes and the floor "relaxes" (dex save to stay up) a hole opens up in the middle ejecting the adventurers

It then closes up again. A uvula like sack hangs from the ceiling.

The Dripping Corridor

Long tunnel with a pale white somewhat elastic floor. Shorts black stubs irregularly distributed along the way. She ground seems to shiver periodically.

A faint burnt smell in the air.

Initiative

Purple, green and yellow blobs of acid dripping from the ceiling (reflex save) at 2 random initiative counts onto a floor made of skin causing small black burn marks.

Purple: sticks to the body and continues to do damage

Green: save vs disease/poison

Yellow: acid damage (more then purple)

The skin contracts once every round -> reflex save or fall prone. 

The Mirror Room

A clean grey room with a rippling mirror as a wall. One entrance and exit plus a small corridor leading from each opening, hiding the mirror.

The reflections look somewhat holllow and flat but otherwise perfectly normal.

If the adventurers touch the mirror they feel the slight give of touching a person.

When everyone is in the room they see the mirror drain away and appear to the opposite wall where their reflections seem to have become a bit more lively.

If they try to leave the room (and line of sight from the mirror) they see their limbs disappear (they fall unconscious if their head starts disappearing).

-> Adventurers have to find a way to get the mirror to move again or to move through the mirror.

Fallback solution: a knife lying on the ground, only in the mirror image.

The Eye Room

A room with walls and ceiling covered in eyes that follow the adventurers.

A white tapestry of flexible hand high tubes, like upside down test tubes, covers the ground, slowly swaying.

A pair (or more) of Death Kisses are hiding between them, only their central eye visible and attack when the adventurers have passed.

Tentacles slowly drifting down from the ceiling and lifting up an adventurer?

The carpet grapples a prone adventurer.

The Eye of Dendalion falls on the ground.

The Bloodfly Nest

A constant drone and a sickly sweet smell.

Flies crawling over each other in big patches on the wall where a viscous liquid is slowly seeping out of the wall and dripping down.

Larvae wriggling around in pockets.

A descent surrounded by buzzing fly covered walls.

A plank has been positioned over this verical tunnel. A rope dangles from its center leading down.

The Bleak Laboratory

Amanda Checkov is watching the events unfold in the room with the Rift.

She's making sure the generator keeps running as it has been rewired to keep the rift open.

A loud warbling sound coming from the portal ahead.

She will try to convince the adventurers that everything is fine and going along within the boundaries of the plan. That they're experimenting with the portal to reach the Dreamheart.

If confronted she will warn the adventurers and tell the to return to the university, that they won't survive a fight. She'll offer Prof Elvine's head to be used as evidence for completing the mission.

If a fight seems likely she'll back off towards The Rift.

A small research station before the Tear

A big goat eye on the wall carefully watches as the adventurers progress.

Evidence of Prof H Morovar.

Notes on opening a portal deeper into the plane of dreams. (a high arcana roll on his research notes shows this was a setup)

Contains protective gear or supplies for safe travel.

A few spell scrolls (Rary's Telepathic Bond, Telekinesis, Bones of the Earth)

A generator of some kind helping to keep the connection between the real and dream world stable.

The Rift

Something clearly has gone wrong.

Gravity towards all surfaces away from the portals.

A dozen of tiny black tears/portals to the Far Realm all on a single 2D hexagonal plane, slowly rotating (Star Spawn Grue slowly working their way through).

Professor Elvine Herjansen lying dead, torn in pieces on the ground

Fight agains the Kaorti, Amanda and Star Spawn Grue.

Professor Elvine Herjansen has a Crimson Sphere Earring and a wand of Spheres

 

It they disable the generator (+5 bonus if using the notes from the laboratory) the portals close and they're shunted back to the lab (a few minutes after the fight.)

Click to toggle

A normal looking house with a small kitchen with white walls and a dark wooden counter that opens up into a small walled garden.

A small hall opens up into a parlor with vibrant green wallpaper, green armchairs, and a saloon table hidden under piles of notes, books and a bottle of djinn and tonic.

On the first floor there's a pair of matching bedrooms (one shared by the servants, one used by the professor)and a small bathroom.

In the hallway stands a wardrobe which contains a gateway passage to a pocket plane created for the professor by his patron.

 

A house servant opens the door, wearing a black dress with a white apron tied in front of it.

"The professor's upstairs, she's not feeling well and won't be entertaining guests today."

 

If the adventurers go upstairs the profession gives a short speech, throws a finger of death spell at the first person she sees and jumps through the wardrobe portal, shutting the wardrobe door behind her.

The wardrobe is locked and trapped with a poisoned dart (Bottled Abyss).

Items found in one of the bedrooms: Bottled Abyss

Click to toggle

This section of the Labyrinth still has a ceiling protecting the adventurers from the Neh-Thalggu.

It mostly consists of old ruined rooms that once were part of a temple to Amaunator, one of multiple temples in a complex.

These rooms are mostly home to Wraiths and Shadows.

The passage the adventurers enter from is further along the way blocked by a shadowy force field.

 

The adventurers hear a slow low rythmic sound, like huge steady hammerblows, that shakes the floor just a little with each impact.

 

Locations:

Room of the Morning Ritual

A long dark room pillars lining the walls , parts of the right wall have collapsed. The aur smells stale and dusty.

Nothing stirs when you enter. A statue of a praying woman leans against the left. Trapped, contains the Morning Ritual Scroll.

Against the back wall a small box lies on a pedestal.

As soon as the adventurers open the Gibberbox a combination of a Wraith commander and a few wraiths and shades attack. (medium-hard)

 

Underground secret room entrance:

a dead magic zone with skeletal remains scattered around the room.

 

The Remains

This rooms looks mostly in tact. It's also lined with pillars and small heaps of rubbel lie scattered on the floor.

Against the left wall, in a broken box lies the remains a young person. The bones gnawed upon and garments torn.

Testing Room: The Ritual

From the left wall in this small room a large stone face portrudes from the wall, filling it from ground to ceiling.

When they examine it, it speaks.

The adventurers have to describe the daily rituals.

On a failure they take 2d6 fire and 2d6 radiant damage from a pillar of flames.

Amaunator Face:

Child of the Sun, shall you take the test of the Holy Ritual? You must prove your conviction before the Sun Lord shall offer up his Symbol.
It is well. Prove your faith and be blessed.
It is Dawn, O Seeker of Light. What is thy first duty?
What shall you do second in the ritual?
How shall the ritual end?

Morning Ritual

  1. Say a prayer to the Light
  2. Hold high the Holy Book that the Sun might bless it
  3. Reflect on the glory of the Light as it conquers the Dark

Noontide Ritual

  1. Sing a hymn of praise to Amaunator
  2. Raise your hands to the Light
  3. Rejoice at the dominance of Light

Evening Ritual

  1. Recite the Tenets of the Faith
  2. Hold high your children that they might see the Sun
  3. Mourn as you watch the Sun give way to the onslaught of night

If they succed they receive the Sun Ray Symbol

The Sun Gem Chamber

This small round xhamber is lit up by a bright gem sitting on a pedestal in the middle of the room.

You see shades trying to topple it, only to be burned away by its light.

The sun gem is required to destroy the shadow barrier.

 

Secret Entrance:

A pair of hinges can barely be seen between the cracks of a broken tile. On top of it lies a piece of rubble matching a hole in the ceiling. 

The tile rests on a metal plate which covers an entrance to an underground room.

The room (40 x 40 feet) is fille up to hip hight with human bones.The remains of hundreds of people.

Fragments of old paint still visible on the walls, reveiling this was once a temple of Bane.

This is a dead magic zone.

 

Chamber of the Noon Ritual

A small chamber. The shadows almost hide the statue of a woman cradling a child.

Trapped, contains the Noon Ritual Scroll and 80 gold.

Amauna's Burial Chamber

When you look inside this room you see it must have been once beautiful.

The broken floor shows parts of a mosaic and remains of gold leaf still can been seen on the walls.

The floor is completele coverd in a layer of bones fragments .

Against the back wall a tomb has been chisseled out or solid stone. The image of a young woman has been carved out of the lid.

In the center of the romm you see a heavily armored man finishing of a wraiths using his large double handed sword.

When he turns around to you, you see two red glowing specks burning through his visier.

 

Story of Elric Gorramon (Death Knight)

"Once, long ago, this was a place of darkness and vile creatures that spilled into this world from the blackness.

Amaunator invaded this place, brought his light to it and drove away the shadows!

The Yellow God set up temples here... and wards to keep the darkness forever at bay.

Once, there were priests who shouted his names to the heavens and kept the wards strong!

But our Amaunator lost much of his power over the ages.

The Keeper of the Sun was no longer worshipped as he once was... and the wards began to weaken.

Amuana was born to our people a child prophetess... the Child of Light who would fight against the darkness that was once more beginning to spill into these lands.

But it was too late... too late.

Amuana was overwhelmed by the Shades. We could not protect her as they took her body."

 

He doesn't know where the body is.

He's bound to chis chamber, cursed to forever guard the tomb for failing to keep his charge safe.

 

If they defeat the knight or put Amauna's bones to rest the adventurers receive the Dawn's Light Symbol.

Chamber of the Dusk Ritual

A small triangular room with the statue of a woman mourning hidden in the shadows.

Trapped, contains the Dusk Ritual Scroll

Testing Room: The Riddle

This small vaulted room is empty apart from a brazier in the middle of the room.

When you get closer you see a text etched around its rim.

Solving it opens the door.

"Gold, in time, may lose it's luster, Courage falters through a muster. One thing only lasts for ages, boon of craftsmen and of sages; Report to me what I desire, Place your gift into my fire."

Answer: Knowledge

If they burn something relevant the door to the next room opens

The Cell

In a mostly rusted away iron chest they find the Lightstone Symbol and a Bag of Sundrops and 200 gold.

Exit To The Central Room

This broad corridor has a big stone double door at it's halfway point.

In the center of the left door you see a round indentation surrounded by a circle of blue gems. Like something should fit in there.

 

Trap: DC 20

The floor of this room swings open along the center dropping the party in a 20 feet deep pit.

Like the previous underground room, its a dead magic zone.

The wals are covered in old sooth covered grease.

The floor closes up again, but one half (not the door side) gets stuck about halfway through.

 

Once the three symbols are together they form the Symbol of Amaunator.

This symbol is required to open the door to the Corridor of Purple.

Once entered two large blue gems drop on the floor.

The Corridor of Purple

The wals and floor of this long winding corridor are covered with a creeper.
Purple vines cling to the walls and big purple flowers give of a sickly sweet smell and a dim light.

The Central Room

This room is the central room to the complete Maze.

In the center stands the statue of a big broad man with a heavy beard facing towards the entrance.

Two empty sockets it where it's eyes should be.

Once these are entered the statue turns to the left.

The original entrance closes of and a new one appears to the left.

See the prismatic owl puzzle

Click to toggle

A group of Derro got spirited away to this plane together with the terrain.

Though insane they're trying to survive.

 

The Creeper Corridor

Creepers line this long and wide winding corridor forming a vine made tunnel about 10ft high.

The walls grey stone walls surrounding it are 40ft high.  You can still see weathered reliefs on them depicting scenes of worship.

Blue tiny flowers spread a sweet heavy smell.

2 (3) ChitterGlax move between the plants and over the roof.

They attack using hit and run tactics.

 

Derro Encampment

The floor of this room is covered in carcked pieces of stone and dead grass.

On the far side sits a small camp of tents hidden between rubble and old stonework, an old fireplace gives of some fain smoke.

On derro, Visine,  is hiding in a tent, keeping watch for the hunting party currently at the hunting grounds.

They don't know how they got here. Much of their surroundings are the same, but the sky is new and they seem to be boxed in (the tunnels end in dead ends.).

They've been here for 3 months. They were hunting wild Rothé outside their village.

They're afraid of the sky, fearing to loose grip of the floor and falling into oblivion. They try to stay close to the walls if possible.

 

Just like in the previous section of this labyrinth the walls are covered with parts of old frescos and bas-reliefs.

In the south west corner there's a depiction of a woman holding a rack of scrolls. One of the scrolls can be pulled out of the wall and contains the remains of a leather bag and 400 EP.

 

The Boring Grass

A large part of this room is covered with page green curling grass (Boring Grass), bones can been seen hidden in the grass.

One corpse of a derro missing most of it's flesh spreads a nauseating stench.

The boring grass has "corkscrew blades that aggressively dig into any material that comes into contact with it" and is supremely lethal.

It does 5d4 points of damage - enough to kill most animals in one hit - and has a poison functioning like Slow, for an entire 1d4 days. And it can be damaged only by digging it out or using fire.

The boring grass is carnivorous, so the over-the-top aggressiveness is not just a defence mechanism.

 

Hunting Grounds

A surreal sight.

A small group of Derro, silently fighting a Quaggoth, also fighting silently.

Sadek the Poker is leading the hunt. He has two red gems hanging from a string around his neck.

They have lesions on their skin and look sickly.

They're fighting the Quaggoth because he snuk into their camp to steal stuff. They also could use a slave to tend the mushroom field.

Sadekhas nothing of value except a pair of red gems.

The adventurers are promised these if they kill Derrim the Mad who they suspect is the cause of their disease or find prove of the contrary and bring a cure.

 

A statue of a woman holding her hands together in her lap hidden behind vines on a wall.

There's a slamm box in het hands with a stone button flush with the bottom of the box.

Pushing it opens up a secret staircase to a hidden room under the floor.

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Hidden Room

A wall contains a secret door leading to a staircase that descends to an underground room.

This small hidden room filled with roots hanging from the ceiling contains an alcove in the back wall with a chest sitting on it.

This chest contains the Sharkrazor Mantle and 4 Fish Eggs.

It's also a dead magic zone.

 

The Giant Shroom

A 20 foot high grey-green mushroom, it's stem hard as wood, surrounded by smaller (5-10f) mushrooms of the same type.

Home to 3 Quaggoths (currently only 2 as one is fighting). Nets made from vines are hanging from the gills to use as sleeping places.

They attack anyone trying to climb the shroom, throwing pieces of mushroom "wood".

 

The Outcast Hut

A hidden string ihas been spanned across the entrance. If it's tripped a small bell rings near the right upper corner warning Derrim.

Home of Derrim the Mad. He'll threaten and question the adventurers hidden is his camouflaged hut.

He's missing his ears, tongue, an arm and part of a leg (he had a peg leg) and his body is heavily scarred.

In the shadow under the hut there's a patch of white edible mushrooms with brown spots and a patch of blue/green mushrooms with short stalks (poisonous).

His tongue was cut out and he was thrown into the boring grass when he was kicked out by the other derro because he wouldn't stop screaming and shouting (with the Neh-Thalggu around).

He found a hidden tunnel to the mushroom farm and has been poisoning it.

Has a bag of baby blue poisonous powder in his hut. Claims it's against the rats.

On the left wall an entrance to the tunnel is hidden behind rubble (DC17)

 

The Drinking Well

Contains the end of the secret passage hidden in the shadows (DC20 if looking down from the top of the well).

There's a bucket with a rope knotted to it sitting next to the well.

Bas-refiefs on the walls depicting people holding up their babies to the sun.

 

The Mushroom Cavern

Part of a wall has collapsed and forms a ramshackle roof for this small chamber.

Dark blue mushrooms are sitting in the shadow on black paches of dirt.

A variety of different mushrooms fill a small patch in a corner.

Special shrooms:

White capped mushrooms with black dots: give heat vision for 4 hours once eaten.

Black wet bulbous mushrooms that add +2 strength and +2 to constitution for half an hour, but give a level of exhaustion afterwards.

Pale green capped mushrooms  sitting in a separate basin, that give you a headache for 10 minutes (-1d4 to all saves, attack rolls and ability checks) if you eat them,

however if you make a paste out of them and smear on someone it heals small wounds (2d4 +2 HP),

for every next usage on a person there's a cumulative chance (25%) it triggers the headache.

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You follow a long stone corridor, the floor and walls cracked in many places, yellow tough grass poking up through the gaps. 

You can still make out some traces of religious scenery.

The corridor suddenly ends at a large pool of clear water reflecting the dark red sky on its surface. The shores disappear in a thick grey mist.

Carved on a wall near you the word "Danger" is spelled out in Undercommon.

It looks like a god of ancient times picked up this maze and snapped off part of it letting a piece dangle down at a steep angle.

Water slowely filling up the void over time.

Large blueish green islands break through the surface of the lake, barnacle like warts covering their surface.

Under the surface you see a forest of grey-green capped fungi.

Small patches of luminescent stalks light up the way downwards.

 

This area of the Labyrinth has partially broken off and tilts down at a steep angle for 100 feet after which it rightens itself.

Most of it lies submerged. Big underwater fungi fill up most of the open spaces, some poking their caps through the surface.

A Kuo-Toa Leviathan swims around, keeping away from the adventurers.

A round town square surrounded by ruins of round buildings. No sign of life is to be found.

Bones can be found lying under the mushrooms.

 

Kuo-Toa house

These houses consist of a single round room with a door made of woven seaweed in the ceiling.

Inside these homes there's some remains of seaweed floor mats, tables and chairs made of mushroom wood and a single big kidney shaped bed.

 

The Temple

This larger building is a temple to a goddess, Blibdoolpoolp.

The remains of a wooden door lie in pieces on the ground.

Skeletal remains of multiple small humanoids lie scattered on the floor, mostly concentrated near the back of the building.

They're still wearing faded fraying robes.

A large statue of a half woman half lobster creature decorates the back of the temple.

It's made of wood, shell of a giant crayfish creature, dried mud, small stones and other random things.

Yellow gleaming eyes stare over her dead followers. A spark of light reflects as you step inside.

 

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The adventurers will be attacked if they leave the building by a group of Kuo-Toa Ghosts (1.5 times the number of adventurers).

If they possess an adventurer they climb the mushrooms to catch the attention of the Kuo-Toa Leviathan.

 

The Tribe Elder's House

This is the largest house near the square.

The layout is similar to the other houses, but it has a second room, separated from the main room by a curtain.

This room contains remains of special robes and strange religious utensils.

It also contains a Eldrich Whip hidden under the corner of a mat.

 

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Most of the walls of the labyrinth have been smashed leaving this area almost empty of places to find shelter.

Parts of broken walls and shallow pits dot the area.


A broken ruin of a tower can be seen a few 100 feet away. 

The door to the the ground floor is missing, the floor itself is filled with rubble: broken wood, stone debris and cracked tiles. A staircase leads to the remains of half a first floor.

On this floor the key hangs against the wall from a rope. Taking it will result in the floor collapsing, drawing the full attention of the Elder Neh-Thalggu.

-> race back to the tunnels or die, finding shelter behind the sparse broken stone walls.

 



This section breaks too much with the flavor of the setting and feels rushed.


A few 100 feet away, stands an large black column, almost as high as the Creature you hear wandering about.

Cracks cover it's surface and you can only guess what lies at its top.

A few smooth black steps are visible at the bottom of the tower.

 

There's a pair of footsteps leading from the corridor along the wall to the left going in both directions.
after a few minutes of hugging the wall the adventurers find an empty cache in the wall, once hidden in a bas-relief of a woman holding a flame in her hands.
Dc20 perception to find an amulet (Dark Shard Amulet) lying behind some rocks that must have fallen to the ground when this cache was opened.

 

The adventurers will need to sneak closer.

As they ascend 3 foot in front of a climbing person new steps appear, 3 foot behind the adventurers they disappear, and they do not reappear.

At the top of the tower there's a staircase leading down inside it.

 

Multiple circular rooms below each other, 20ft diameter.

Filled with unusually smart undead.

 

The Top Floor

This room is filled with rubble and parts of the ceiling have caved in.

There's a small group of undead, a Boneclaw, a Ogre Zomby and a Ghoul playing a chess game in the back, the ghoul is watching the others play.
They look up thas the adventurers descend. The Boneclaw is winning by a lot.

The Boneclaw's name is Valygar. He tells the adventurers this used to be his personal tower but he was been kicked out long time ago  by his subordinates to this landing.

Ony a few loyal companions followed him into exile.

Different ideas on the master servant relation and whtat things still matter after death.

He asks them to mediate for them with the group downstairs to let him back in.

It's mind numbingly boring up here.

In return he offers to share some arcane knowledge that has long been forgotten.

Three scrolls he can offer, ancient and brittle, but any mage should be able to transcribe them.

A scroll of Exterminate, a scroll of choke, a scroll of Living Link and a scroll of Throbbing Bones.

 

The Second Floor

This floor looks more comfortable.

Sheets of cloth cover the walls, there's a big round leather carpet lying on the floor.

2 Ogre Zombies keep guard, watching the adventurers with interest.

A small pedestal can be seen in the middle of the room, partially broken and ancient looking in contrast with the rest of the room. A large bottle sitting on top of it chipped in many places and filled with a deadly poison.

White Death (Ingested): A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become Poisoned for 4d6 hours. If the creature failed its saving throw and drinks a full 75cl it immediately dies only to wake up again; undead, but with it's full original mental capabilities and memories. While drinking there are clear signs to onlookers that the person is in heavy pain.

A faint oriental melody can be heard from downstairs.

The stairs down to the next floor are closed off by a dented and blackened hatch.

A face has been carved on the hatch its mouth wide open around a hole.

Anyone who touches the bottle is compelled to drink from it DC 18 Wisdom to save.

Pouring poison in the open mouth opens the hatch.

 

The Third Floor

The room is filled with benches and tables, placed in a circle; in a corner a zombie is playing a lute.

Two dozen zombies and skeletons have taken seat.

A skeleton is propped up against the wall missing both legs, an arm and half it's rib-cage.

The adventurers hear a indecipherable whispered conversation, like paper rubbing over paper.

A handful other skeletons, zombies and a wight are having a discussion on what to do with the three ghouls in the group.

They ambushed a skeleton and ate almost half their bones.

Riddling Skeleton is watching.

Up and down they go and travel, but never do they move an inch.

Answer: Stairs

When one does not know what it is, then it is something. When one knows what it is, then it is nothing.

Answer: A riddle.
 
After one of the adventurers has the Stories-Bones-Tell skill:

The undead tell the adventurers they have have kicked Valygar out because they want to live in this tower as equals and not as subordinates of a despot.

They have formed a commune, the dead collective, and discuss things before deciding on actions.

The adventurers are welcome to stay.

 

The Fourth Floor

You hear a loud undecipherable conversation going on.

The room is almost empty, dusty outlines visible where once stood tables and benches.

Stale Mary backed up by an Ogre Zomby and a Blaspheme is trying to calm the ghouls down.

She's understandable and can teach a character the Stories-Bones-Tell skill that allows them to speak with the other undead.

When the Ghouls see the adventurers they tense up. Mary tries to calm them.

She'll ask the adventurers if they can think up a solution for this problem.

The ghouls yearn for bones and marrow because it's their nature. But they're also part of the dead collective.

 

The Fifth Floor

Puzzled Skeleton sitting against the wall is frustrated that he can't solve a riddle given to him by the Riddling Skeleton .

"Think of words which end in '-GRY'. Angry and hungry are two of them.

There are but three words in the Common Tongue... what is the third word?

The word is something that one uses everyday. If thou hast listened carefully, I have already told thee what it is."

Answer: Tongue

A big metal fence blocks the exit from this room. It's rusted shut.

 

The Sixth Floor

A long row equally-spaced hooks lines the walls. From eight of them dangles a faded hooded dark grey robe, a wolf like mask resting on top (Lupine Mask) of it.

All covered in a thick layer of sticky dust.

In the middle of the room stands a basalt stone altar. Deep rust colored grooves line it's surface.

An orange key partially embedded in it's surface.

 

The Seventh Floor

A statue of a man in mage's clothes sitting on a throne made of bones, his right arm outstretched, hand in a fist and index finger pointing down.

The other hand holds a tablet with runes translating to: 'Be humble ... your destination is beneath you, follow my lead.'

In the middle of the room sits a shallow water well lined with grey stones.

About two feet under water level a gauntlet floats in the water fingers outstretched towards the statue.

The door mechanism is activated by placing a hand in the gauntlet.

Once a hand is placed into the gauntlet, and any motion is made with the hand or fingers, it rotates freely in 360 degrees, but clasps the wrist of the wearer, unable to remove their hand.

The floor of the well starts dropping and filling with water, pulling the gauntlet and the wearer with it.

The wearer must solve the door puzzle before drowning.

Solution:
The wearer must mimic the hand gesture of the statue, pointing down.

The hand gesture activates the door, which stops the flow of water, reverses bottom of the well, releases the hand of the wearer, and then starts to drop the floor of the entire room, well included, into a corridor below.

The entire room acts as the point of entry. The corridor leads to a hidden exit.

 



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The Corridor

Lush green and purple moss clings to the stone floors and walls. Large stalks grow upwards supporting fist sized spore capsules.

The first part of the corridor leading from the central chamber is filled with rubbish and sewage.

A pit trap is positioned about halfway along this corridor, partially covered by grime and rubbish.

Trap

Pit trap that is weighted to only move when someone over 50 pounds steps on it. Small characters will not set it off.

Upon stepping on the plate, the plate will drop out. PC will take 2d6 fall damage 10 feet into a stake pit that does 2d6 piercing damage (half on dex save).

A mass of sticky liquid rises from the floor and pools around the adventurers. A black pudding deals 1d8 acid damage to the adventurers and then gets a free surprise attack.

 

At the end of the corridor debris has been moved around to create a short cramped tunnel which ends at a gate.

A Derro guard (the Overseer) stands behind it with a bell on a pole to his right.

 

The corridor transitions into a labyrinth of low tunnels.

A tribe of Derro has found shelter here.

This area is 6 ft high, except for the Slime Pits, the Lake and the Catacombs.

 

The Derro Village

 

A handfull of grey ramshackle buildings are crammed under a low ceiling.

Washing lines running like a web fom rooftop to rooftop.

Children running around playing with sticks and hoops and a ball. Someone drew a goal on a cavern wall.

The sound of chatting women and men drifts though the closed gate.

Total population sowhere around 60.

 

A large manned crossbow behind a wooden gate greets the adventurers as they leave the corridor and enter the tunnels.

 

The Overseer, Diirkana, tells the adventurers that they are welcome to enter the village but that they have to to leave their weapons behind on the ground and pass through the gates one at a time.

There are children in the village so they can't take any risks.

 

These Derro are not too unhappy about their situation. They're reasonably safe, have proper homes. have access to food and water.

They have one big problem: a number of Aboleth have appeared (or have woken up) in their lake, preventing them from accessing their water souce without exposing themselves to danger.

They also have been unable to lead the Rothé to the meadows surrounding the lake.

 

Three exits lead from the village: the left one to the slime pits and the lake, the right one to the food storage and the mushroom farm.

The middle one has been barred off with both old dusty planks and a couple of newer additions patching up a spot that seems to have been cracked open in the not so distant past.

There's an other guard (one of the people who usually work at the mushroom cave) posted at the exit to the lake.

 

A scouting party of 5 Derro never returned from a trip behind the middle corridor, so it was boarded up again.

 

The Chief's Tent (Adjzan the Cruel)

Adjan is a Derro just past his prime. He's tall (for a Derro), strong and has a decent mind.

He has bright blond hair and is missing his left ear. He holds himself with the air of a patrician.

 

His tent is the largest in the village. The rough cavern floor is covered by a large carpet made of long roughly woven blades of grass.

A large table stands in the center and is surrounded by dozens of small round cushions.

A woodon side table holds a collections of bottles and cups. Half a dozen weapons, the typical hooked shortspear, hang from the walls.

 

The chief wants the party to get rid of a threat (the Aboleths) that took up root in and around in the lake in exchange for money (350 gp worth of raw electrum ore) or if asked for in exchange for the green key (this is a lie as he does not have the key).

3 derro have been claimed by the Aboleth so far.

 

The Rothé Pen and Stable

This pen hold 6 rothe (they look malnurished). They're currently lying down in a group near the stable.

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The Herder's Hut (Dinnmiirn)

Only speaks undercommon.

An elderly Derro, with a wrinkeled face and only a few wisps of hair on his head.

He's mainly concerned with his  livestock who haven't been fed well lately.

Complains that food and water is a problem as the meadows near the lake are no longer accessible.

 

The Overseer Hut (Diirkara)

Diirkana is the leader of the militia guard.

Karafanka and Devro (a commoner) are the other members.

He's an average size derro with light grey hair and a pair of very large black eyes.

He's worried about the group of hunters that never returned.

He's also worried about the state of his militia as he's lost a lot of people to the Lake and the Catacombs.

Most of his time he stands guard near one of the exits.

 

The Storage Hut (Karafaka)

Contains clothing, utensils, blankets, weapons, bolts, etc.

Karafaka only speaks uncercommon

Karafanka is a woodworker, he spends most of his time creating tools and keeping tabs on the stock of supplies.

He's a jovial Derro, he thinks he's pretty good at his trade and likes to talk.

 

The Sorcerer's Hut (Uriininka, Master of Madness)

Uriininka is missing a leg and an eye. She's a thin, young Derro with whispy white hair.

She always has a long cane within reach and uses it to walk around.

He's the religious head of the settlement.

People come to her for cures for their ailments, to help aith births and with deaths.

Follower of Diirinka (god of magic, knowledge and cruelty)

She aquired her powers in a trade: her eye and leg for her power.

Nothing comes for free.

 

Tools Cavern

Contains the farming tools for the mushroom farm

 

Food Storage Cavern

Contains the food stores of the settlement.

These consist mostly of ground up dried mushrooms (in sacks), but there's also a few jugs filled with oil or something fermented and alcolohic.

 

Mushroom Growing Grounds

This large long cavern contains multiple circular, multi-tiered beds of mushrooms.

These mushrooms vary in size from knuckle size to larger then an average Derro and in color from bright yellow with orange dots to the deepest brown.

There's a big pile of compost piled up agains the back wall.

 

The Slime Pits

This room is divided in two by a very sleep slope, the left half nearly 15 feet below the right half.

This left half is filled with black and yellow puddles of glistening slime that cover the remains of whatever garbage the Derro tossed down there.

Hidden under the dirt and slime the adventurers can find (DC 22 perception) a Doodle Ring

 

Ferrin, the Disposer

Ferrin takes the garbage of the village and feeds it to the slimes.

He also takes the composted remains back to the Mushroom Cavern where he piles it onto a large mound.

He spends most of his time in the Slime Pits sleeping, throwing rocks or trying to train one of the yellow slimes to followhim around.

 

The Lake

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The lake lies at the bottom of a very large oval cavern. The ceiling of the cavern is covered in a garden of luminecent mushrooms bading the cavern in a soft blue light.

The lake itself is crystal clear and its banks are covered in long pale grass.

 

Two (or three) Aboleths live in the lake. Theye're aided in their daily routines by a handfull Derro Thralls.

The wands of the lake are covered in a layer of mucus.

They only woke up a few months ago from their slumbe, reliving their ancestral memories. It took multiple weeks to regain their full consciousness.

They're ancient and wise, but completely alien beings with memories going back to the early days of the world.

They see everyone else as lesser beings and potential thralls.

The Aboleth would rather not fight but will if provoked.

The Aboleths will propose a counter proposal.

They tell the adventurers the Derro have been using the lake for the disposal of their refuge (a lie).

They ask the adventurers to return and convince the Derro that the problem's been taken care of and that the Aboleth are dead.

The Aboleth don't care for the key or material wealth.

The other side of the plane can be reached through the lake (skewed egg timer shape)

 

The Catacombs

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Iron Golemn Trap

An inactive Iron golemn in the center of the room.

Skeletal remains of three Derro

8 Pressure plates (DC15 to see them). Activating them all opens the doors.

4 metal spouts near the floor.

2 Closed doors with no locks, but an Elvish phrase written on them 'Let me through'

Saying the phrase closes off the passage behind them,  activates the golemn and fills the room with acid (10 minutes to ceiling).

Iron Trap Golem or Iron Golemn (#>5)

 

The real Catacombs

This place feels notably colder then the other parts of the Catacombs.

Coffins have been unorderly stacked against the walls, some cracked open revealing skeletal remains.

The few stone tombs that line the walls are also in a miserable state.

Some treasure can be found inside the stone tombs (79 gold in a leather bag, Rod of Ropes)

A handful of skeletons awaken and attack if this area is plundered.

A secret entrance to the Temple of Amaunator (inverstigation DC 18, or perception DC 23)

Old tunnel that has collapsed upon itself.

An eye of a bas-relief can be pressed unlocking a door that can pivot around a central metal rod.

 

The Temple to Amaunator

Three human skeletons in robes are sitting against the wall.

A diary written on the a wall talking about a small group of acolytes, on how they managed to steal a body back but were discovered and had to run and find shelter in this small temple. Of hearing creatures outside stacking up stones against the exit door and not being able to leave.

There's 2 candles, a bag of incense and 3 quill pens that can be found on the bodies.

 

Amauna's bones can be found wrapped up in a blanket in the side chamber.

 

The Cloaker Hatchery

This room contains a large central boulder and lots of rubble.

Glued to the large rock are dozens of eggs covered in a sticky foam.

2 cloakers and a broodmother cloaker guard the eggs. They're hugging the ceiling hidden from view and attack if someone comes too close to the eggs.

 

The Fire Trap

A metal plate covered with grit and dust has been hiddon on the ground in a corner of the tunnels.

DC 18 to see the plate of DC 15 to see scorch marks on the walls if the adventurers are carrying light source.

Stepping on the plate triggers the trap and sends a fireball along the corridor, exploding against the wall next to the pressure plate.

 

The Dirt Cavern and Abandoned Lab

The left 2/3s of this cavern forms an open space with a rough dirt floor and rough stone walls.

The third on the right has a tiled floor. Large black tiles cover the floor and the walls have been plastered and have a smooth grey finish.

A large table has been placed agains the right wall.

There's no light apart from a flickering candle on the table (continual flame).

 

In the left open space 2 Derro and 10 humanoids creatures shuffle aground (if investigated they look bloated and decomposing).

1 Mordant Snares and 4 Cloakers hiding.

 

A large circle of arcane symbols has been drawn on the floor that produces a cilindrical room with walls made of force energy.

The single table of the lab has the green key lying on top of it, hidden under a pile of scrolls and books.

The keyword used to open the cilindrical room has been carved on the table.

3 scrolls (Identify, Enhance Abilities, Protection from Elements) can be found and lots of notes on the creation of a new spell.

A Ritual with the name (in Elvish) Earthwrench was being researched here, and has mostly been completed.

Click to toggle

The grandfather clock entrance is a backdoor, as Amanda and Mss Maude never joined Dr Morovar in her private realm they had to take the scenic route during this emergency.

 

After clearing the 5 partitions a spiral staircase is discovered behind the locked door in the central room descending into the floor.

While underground no magic can be used or sustained.

The staircase goes down a cilindrical shaft. Turn after turn after turn the adventurers go down. After about 4 minutes gravity flips untill they emerge on the other side.

The winding staircase continues up into the sky.

Each single tread gets larger and larger up to a point where a tread is 40 by 80 ft.

At this point the treads start shrinking again into a long spire.

Both sides of the large treads have gravity .

Around the staircase dark pink liquid cascades from gaint floating grey pockmarked orbs.

A dark line divides the "sky" in two parts, like a big gap. Giant "dandelion fluff seeds" slowly drifting by.

If you stare at the sky you see the line shift suddenly as you recognize it as a gigantic eye peering down upon you. (make a wis dc12 roll vs madness)

 

Ascending the stairs gets more and more difficult as they get further and further apart.

  • First the adventurers can reach the next step by pulling themselves up (athletics check DC 12)
  • Once the steps are far enough apart that this is impossible, they'll have to figure something out.
  • The steps have gravity on both sides

 

Madness effects and 'solutions'. These can be cured by casting greater restoration.

  • It's almost impossible to concentrating on anything. you have disadvantage on wis saves. You're sure you can regain focus, a period of clarity if you let pain clear your mind. Take 2d6 damage to suppress this effect for a couple of hours.
  • You feel hyper stressed. You have disadvantage on wisdom saving throws. Alcohol or some other substance should mellow your anxiety. Get  intoxicated to suppress the effect for a couple of hours.
  •  ...

 

On this side of the pocket plane, all spells have: roll 1d20, on a 1 or 2 roll on the wild magic table and apply the effect after resolving the spell, unless the effect impacts the spell itself.

The longer the players spend on this side, the greater the chance they get a mutation. (check at after each long rest on this side of the plane)

 

  • The adventurer with the extra eye on his or her body will see it divide after which the eye will start migrating along their body. One extra eye per long rest up to a total of 3. (advantage on perception checks, 360 view and 20ft darkvision) -> Eynar
  • Fingers and toes start to elongate and webs form between them. Small black spots appear on the arms and legs and your nails harden. (develops over 3 days) (swimming speed = moving speed and bare fist attack = 1d4 slashing damage) -> Berrymoss
  • Their skin (or scales) becomes semi-translucent, dark spots slowely start to appear. First they change pattern and color with the emotion. But with training this can be controlled. (develops over 3 days) (advanage on stealth checks) -> Rasprax
  • Soft scales form on the arms and legs, starting at the joints and spreading out (not for Draconic)(develops over 3 days) (+1 ac when wearing no or light armor) -> Merryblossom
  • Face starts to itch like hell. Whiskers mutliply and elongate moving to cover the face and neck below the eyes like a collar. (takes 2 days) (gains 30f ft tremor sense) -> Fyfe
  • Your tendons start to thicken. Small glassy ridges cover them. (takes 3 days)(1/lr as a bonus action  you can gain the effects of the haste spell for 2 rounds. On the round it wears off you get disadvantage on all rolls). -> Narenya
  • You wake up with rumbling stomach aches and cramps and feel nauseous for most of the day for 4 days. You always have an excess of saliva and can digest most organic material. (takes 4 days) (gain acid spit:1 action, rage 20ft, 1 target: You form a yellow glob of acidic mucus in your mouth and spit it at your target. If this ranged attack hits they take 1d6 + 1 acid damage. This increases to 2d6 + 2 at 5th level, 3d6 + 3 at 11the level and 4d6 + 4 at 17 the level. -> Snow

 

Attack while they ascend stairs by 3 or 4 floating Star Spawn Screamers.

 

On the other side of the Labyrinth the adventurers encounter professor Morovar.

There's a desk, a heap of randomly stacked wooden crates and travel chests, a teleportation cirlce (a carved  circle with an eye, no runes), 2 bedrolls
The teleportation cycle is globe, lines shimmering in the air ankered by 6 glass cones in a wide circle on the ground.

Loot: dr Morovar: Mask of the Faceless.

Maude and Amanda each have a greater healing potion which they will use if needed, but no other magical items.

Inside the crates and chests:

  • a vial of Elder Brain Blood
  • a Stone Harp
  • a Golden Torso
  • the deed to a playhouse
  • a golden pin in the form of a harp (Harper pin)
  • a Mithrill Medallion
  • Littleman, the Stuffed Bear

The desk is empty apart from a bottle of ink and a quill and a stack of fine linnen letter paper

Conversation, basic topics:

  • This pocket plane
  • The dream builder machine
  • The goal of this operation:
    • Open the gate to the Far Realm in the Demi Plane of Nightmares
    • Corrupt the research team by sending them through the gate, turning the survivors into Kaorti
    • Keep the gate open to attract groups of Star Spawn
    • Return to the Lab and start the process of turning more and more of Neverwinter's population into Kaotri
    • Keep the path between the Far Realm and the University open.
  • The Kaorti invasion has been slowed down, but is in progress.
  • The Old One, Shathak, our mistress.

 

Dr Morovar is a Star Spawn Larva Mage.

She can float up to 20 ft above the ground while maintaining her movement speed.

 

She has the innate ability (1/day): plane shift

Extra legendary actions:

  • Psychic orb (2 actions): +11 to hit, range 120ft, one creature, Hit 27 (5d10) psychic damage.
  • Move (1 action)

Fight: Dr Morovar, Mss Maude, Amanda, 3 Star Spawn Hulks

 

Lair actions at initialive count 20 (after everything else at that initiative) -> alien environment

  • wis DC 14 save. On a fail dazed (= poisoned effect) for 1 round as the sense of unease becomes oppressive.
  • A "dandelion fluff seed" is pulled towards the party and explodes into a shower of translucent fibers that stick to everything. (dex save DC16) Movement halved untill an action is used to remove the stuff. (rare)
  • The eye blinks (inner eyelid closes from the corner). All light dissapears for a round. Dark vision works only up to 10 feet. (rare)
  • Fracture lines start to appear in the air and 2 or 3 Star Spaw Manglers crawl through at initiative 10. (1 time)
  • wis DC14 save (vs illusion). You look down and see your feet sink up to the ankle into the floor. Movement 0 for 1 round. (rare)
  • Fracture lines start to appear in the air and 4 Star Spawn Grues wiggle through at initiative 5.  (1 time)
  • The air currents stop. The seeds suddenly hang motionless in the air in expectation of something. (wild magic on a 1-5) (rare)
  • The stops moving and focusses of you (1 adventurer at random). DC16 wis save or paralyzed for the round.

 

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