Friday, May 31, 2024

Dungeon of the Fire Opal - Dungeon Magazine 84 (part 2: areas 7 through 13)

Continuing the restocking of the dungeon, we cover areas 7 through 13.

Unless otherwise stated, all areas are unlit.
Unless otherwise stated ceiling height is 10 feet.
All secret doors require a DC14 or better perception to spot.
All areas other than 0, 1, and 3 are grey stone.
If you choose to include random encounters here are some suggested creatures for areas 1 through 13: All of these are from the 5e Monster Manual beginning with page 323;  Giant Centipede, Giant Fire Beetle, Phase Spider, Swarm of Insects, Bandits. Roll a d8 for encounters and on results 7 & 8 use these two events: 7 - a soft hum can be heard with no discernable direction, 8 - a mild vibration can be sensed through the soles of the feet. 

Note: When characters reach the hallway outside rooms 7 or 10, the creature in Area 22 begins to move through other areas each time characters proceed beyond those locations. See Area 22 for details.

Area 7: Bunk beds line the walls. Two footlockers have been broken open and the contents dumped into a pile in the middle of the floor. The pile of old threadbare clothes hold nothing of value. Tucked under one of the lower bunks is a black metal key. Characters find the key if they spend one minute searching.

Area 8: An old desk sits near the southeast corner of the room. All drawers have been ransacked. The seat and back of a chair lay on the floor, the legs are missing and there are signs that they were broken off. Empty shelves line the remaining walls. 

Encounter: A pair of Dretch immediately attack anyone entering this room. 5e Monster Manual page 57. They fight until destroyed and will pursue retreating characters throughout the dungeon, only stopping at the exit.

Area 9: The walls are covered with defaced and rotted tapestries depicting Ghul and his armies slaying elves and dwarves. A small stone altar is centered on the floor and shows signs of abuse. Chips of stone surround the altar.

Area 10: This long corridor leading to area 11 has 6 doors. These rooms were once cells holding prisoners.

A - Piles of bones from prisoners litter the floor and reaching halfway up the walls.

B - Two of these cells are empty. Opening the third triggers this event: Shrieking Soul - The ghostly visage of a horribly tortured elf sits chained against the wall. It begins to scream requiring all creatures within a 60 foot range to make a DC15 Wisdom saving throw each round, taking 2d6 damage (half on a success) for one minute (10 rounds). Closing the door does not stop it. A successful turn undead pacifies the Shrieking Soul for 24 hours. Make a random encounter check if this event occurs with the encounter happening after the shrieking ends.

Area 11: Collapsing shelves line the walls in the northeast and southwest of the room. In the southeast 10 feet the floor is stained and cracked. There is a ring of corrosion amid the stains, where a large circular object once sat. When a character approaches the southeast corner an apparition appears of two gnarled looking orcs using wooden prods to force a struggling elf down into an iron tub of liquid. The elf has the twisted appearance of a Harrow Elf.

Areas 12 & 13. Both areas are empty with the exception of random bits of debris. A careful examination of area 13 lasting 1 minute leads to finding a small flawed pearl worth 25 gold pieces.



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