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The Caves of Kluurok

Geography

Traps

  Collapsing Roof (Trap)
  • Trigger. This trap uses a series of trip wires to collapse the supports keeping an unstable section of a ceiling in place. The trip wires are 3 inches off the ground and stretch between a series of support beams.
  • Effect. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 2D10 bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the tunnel is completely blocked with rubble. A successful DC 20 Strength (Athletics) check allows a character to clear the path over the course of 1 hour, however character involved with this check must also succeed on a DC 10 constitution saving throw, or suffer 1 level of exhaustion. This save is not needed is the original Strength (Athletics) check is failed, as it becomes clear the characters are completely unable to move the debris.
  • Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trip wire. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an Action, a character can knock over a beam, causing the trap to trigger. The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse. Characters can avoid the trap completely with a successful DC 10 Dexterity (Acrobatics) check. On a failed check, the trap triggers.
Crystal Blast Trap (Trap)
  • Trigger. A section of sapphire crystal flooring. Putting at least 5 pounds of pressure on its surfaces causes it to shatter. Kluurok doesn't trigger this trap.
  • Effect. The area the floor covers as well as 10 feet of it in each direction is filled with fast-moving fragments of sharp gemstone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 2D10 slashing damage on a failed save, or half as much damage on a successful one.
  • Countermeasures. A successful DC 15 Wisdom (Perception) check reveals a thrumming sound coming from within this crystal surface, which is absent from non-trapped surfaces. A successful DC 15 Dexterity (Acrobatics) check enables a creature to climb the stone walls around the floor, avoiding the crystal entirely; failing this check causes the trap to activate. A successful dispel magic cast on the crystal destroys the trap.
Locking/Water-Filling Pit (Trap)
  • Trigger. This pit has a cover constructed from material identical to the floor around it. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below.
  • Effect. The triggering creature must succeed a DC 15 Dexterity saving throw or fall through the trap door. The pit is 20 feet deep and the creature takes 2D6 bludgeoning damage from the fall. In addition, the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its Victim inside. Once the cover shuts, water starts pouring into the pit, requiring all creatures to roll initiative. The pit acts on initiative count 20 (losing ties). On its turn, the pit fills 1/3 of its total volume with water. The water stops when the put is full, however creatures inside the put will then begin to drown and the cover will become harder to open (see below).
  • Countermeasures. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. Once the Pit Trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the Arcane Lock spell or similar magic. A successful DC 20 (25 if the pit is filled with water.) Strength check is necessary to pry the cover open. The character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools (plus a DC 15 Strength (Athletics) check is the pit is filled with water), provided that the mechanism can be reached and the character can see. The cover can be destroyed, has AC 17 and 18 HP.
Rolling Sphere (Trap)
  • Trigger. When 20 or more pounds of pressure are placed on this trap’s 10x10 foot pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling Sphere of solid stone 90 feet from the pressure plate.
  • Effect. Activation of the Sphere requires all Creatures present to roll Initiative. The Sphere rolls Initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The Sphere can move through creatures’ spaces, and Creatures can move through its space, treating it as Difficult Terrain. Whenever the Sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 2D10 bludgeoning damage and be knocked prone. The Sphere stops when it hits a wall or similar barrier. As an Action, a creature within 5 feet of the Sphere can attempt to slow it down with a DC 15 Strength (Athletics) check. On a successful check, the sphere’s speed is reduced by 30 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat.
  • Countermeasures. With a successful DC 12 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A Search of the floor accompanied by a successful DC 12 Intelligence (Investigation) check reveals variations in the stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stone that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
Thunder-Breath Statue (Trap)
  • Trigger. This trap is activated when an intruder steps within 15 feet of the statue.
  • Effect. A burst of thunderous energy is released from the mouth of the statue. Each creature within a 15-foot cone of the statue but make a DC 13 constitution saving throw, taking 2D10 thunder damage on a failed save, or half as much on a successful one.
  • Countermeasures. A successful DC 15 Wisdom (Perception) check discerns the head of the statue is following the character's movements. A spell or other Effect that can sense the presence of magic, such as Detect Magic, reveals an aura of Evocation magic around the statue. A successful Dispel Magic cast on the statue destroys the trap.

Hazards

  Falling into Water (Hazard). A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.   Webs (Hazard). Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult terrain. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage.  

Regional Effects

  Deceptive Reflections. At first glance, naturally forming, reflective surfaces within 6 miles of the lair shows a reflection of Kluurok; the image disappears upon further examination.   Planar Portals. Fissures, archways and tunnels within 1 mile of Kluurok's lair form magical portals to the elemental plane of earth.   Telepathic Enhancement. The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell.

Ecosystem

Combat Encounters

  1x Giant Spider (300). Appears when a large spider's web is disturbed, it will attack anyone nears its web, but will flee at 1/2 HP.
1x Gibbering Mouther (675). The mouth lays flat on the ground ready to attack any who comeclose to it. The spongey effect it gives the floor can be felt first, pushing through it will cause the mouther to attack. If the floor is disturbed but then abandoned, the mouther will follow the party through the caves and attempt to ambush them at a different location.
1x Swarm of Hoard Scarabs (675). The swarm appears as a pile of coin, approximately 1,000GP strong. It was originally part of Kluurok's hoard, before it was taken. The swarm attacks anything which disturbs it.
3x Dusk Mantles (750). The dusk mantles wait on the ceiling waiting for their prey. as soon as they detect a creature's approach, they will activate their darkness ability and then wait for someone to enter it.
1x Spectator (1,050). The spectator was summoned here by Maldrox, the beholder ally of Qazalek the mind flayer. Its purpose is to guard the entrance to Kluurok's secret treasure chamber containing the sapphire buckler, an item neither Qazalek nor Maldrox want in the hands of any who could oppose them. The spectator will only ever enter the chamber, to feed giant spiders to the ropers it is aware live inside, as such keeping the item better protected.  

Non-Combat Encounters

  The Xorn. connecting   The Roper Room (a.k.a. The Secret Treasure Chamber). When the party enter this room, they will enter via a ledge on the wall, which is 60 feet from its base with a clear view into the 100-foot-wide shaft, including the 5-foot-wide whole in the center of the roof. At the bottom of the shaft is a colony of over two dozen ropers and at the center of all of them a small altar holding the sapphire buckler. After 1 minute of pondering their next move, Ignatius Blaze will activate the Amethyst Lodestone from the chamber above, causing the buckler to 'fall' up through the roof's opening. This will also cause the party to make the appropriate saving throw to avoid 'falling' 20 feet to the roof. The ropers will be unaffected, but will start to move towards the walls of the chamber and begin to climb. The party will have easily access to the hole the buckler went through from this point and will be any to use it to escape the chamber.

History

This system of caves once belongs to the adult sapphire dragon known as Kluurok, the Unseen Sentinel. From here, he waged war against denizens of the far realm which came to his attention, and eventually became known among aberrations living in the Underdark as a figure to be feared.   Knowing this Maldrox the beholder tracked down his lair and looked to remove the dragon as an obstacle for his and Qazalek's plans. When Maldrox confronted Kluurok, the pair engaged in a ferocious battle, which nearly claimed both their lives. During the battle, Kluurok successfully sealed away the portion of the caves which contain the majority of his hoard, knowing it would be inaccessible should he have to flee. This did not happen however as Maldrox hit the dragon with a successful petrification ray, turning him into stone at the heart of his lair.   Shortly after Kluurok's defeat, Qazalek and Maldrox discovered the existance of a sapphire buckler in a secret treasure chamber within the lair, which was heavily protected by a colony of ropers. Eventually, they decided the item (which would be dangerous to them in the wrong hands) would be safer here, provided they recuited additional protection. Maldrox summoned a spectator, commanding it to guard the entrance to the secret treasure chamber as well as keeping the ropers well fed with the giant spiders which lived in and around the lair, before he and Qazalek left to further their plans knowing one of their greatest adversaries had been removed.
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