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Session 8: The Caves Beneath the Keep Report

General Summary

1) Ladder up to the keep 2) Corpse of a mage, long dead. Obviously killed by fire. Carrying a pickaxe, 10 torches, large sack, waterskin. 3) Rune trap. DC 20 Perception to spot rune, Dispel Magic to disable. When triggered, Wall of Fire is created, bisecting the room. 4) Cage trap. DC 15 to spot tripwire, (20 if using Darkvision) Thieves Tools 15 to disable. When triggered, large 10ft radius iron cage comes down upon center of tripwire. 5) Rune trap. DC 20 to spot, Dispel Magic to disable. When triggered, loud alarm sounds. 6) Large stalactite and stalagmite formation. DC 15 Acrobatics to squeeze through. Difficult terrain 7) As above; DC 20 to squeeze through. 8) 2x Bulette. 9) Pool of water, 30ft deep. Water deals 1d8 acid damage when touched. Something is glowing at the bottom of the pool (it's a Stone of Good Luck) 10) Mage's retreat. Filled with tables, scales, balances, pickaxes, mortar and pestle. 3 pink crystals are on a table 11) Large chamber, filled with pink crystals on all sides. Some crystals have been broken. 12) Broken bridge across a large pit. 40 ft gap. Side passage has water coming out of it, DC 13 Perception to notice passage 13) Large pool of water. Side of pool contains 1d4 Emeralds (worth 500gp each) and a Wand of Firebolt 14) Poisonous mushrooms. Upon entering the room, make a DC 15 CON save. On a fail, poisoned until a long rest. 15) Narrow passageway. Large creatures can't fit, Medium creatures can squeeze through on DC 20 Acrobatics, Small Creatures can come through on DC 15 Acrobatics. 16) Statue of a deity. DC 15 Religion to identify as Amphora. When touched, creature gains the flaw: "I will do anything for more gold" for 24 hours. 17) Passageway to lower level of caverns. Also 2 Flameskulls guarding passageway. 18) Large pit, can't see bottom. 60ft across. 19) Unstable pile of rocks, probably a cave-in. Stealth check DC 15 or else the boulders fall loose and roll down passageway. Boulder moves at 60ft movement speed and acts on initiative count 10. 20) Secret passage to alcove above Amphora's shrine. Only accessible after the boulders have fallen loose. Contains 75gp strewn about the passageway   Second Level 1) Passageway to upper level 2) Rune trap. DC 20 to notice, Dispel Magic to disable. When triggered, Wall of Fire springs up. It's circular, so you must pass through it twice. 3) Large body of water. Can't see the other side. DC 15 Perception to see a barely visible a piece of land in the water. Of note is that water flows our of the pool as directed by arrows 4) Island. Contains ruined temple to Amphora. Occupied by 1 Cloaker (uses hit-and-run tactics) 5) Small side cavern, with dry ground. Contains a small stockpile of weapons and 3 Potions of Greater Healing 6) Cascade of water. DC 18 STR Saving Throw, or be moved 20ft downriver and take 2d8 bludgeoning damage. Save can be repeated on the end of each turn. 7) Bubbling pool of water. Deals 1d8 fire damage when in contact with it. Room is noticeably warmer than the rest of the cave 8) Water dissapears under a passageway. DC 16 STR saving throw to avoid being caught in the deluge. If caught, takes 1d8 bludgeoning damage until it passes. Too small for creatures to fit through. 9) 1x Stone Golem. Does not react unless provoked. 10) Small eagle statue at the end of a narrow 5ft wide passageway. When provoked, casts Lightning Bolt down passageway. 11) Passageway down to 3rd level 12) 10 ft deep pool of water. One solitary blue glowing crystal rests on the bottom of the pool. If crystal is retrieved from pool, each person who touches it may ask one question, which it answers truthfully to the best of its abilities.   Third level 1) Passageway up to 2nd level 2) Silt. Difficult terrain. Half-buried in the silt is a broken rowboat; it has both oars but gaping holes in it. 3) Ginormous pool of water. Contains an abolith. 4) Ruined building. DC 20 Investigation to reveal it was once an apothecary. Contains broken glass, Potion of Superior Healing, Potion of Fireball 5) Ruined building. 6) Ruined building 7) Ruined tower 8) Shallow water. Difficult terrain, but walkable

Rewards Granted

4500xp, 600gp apiece 3 Potions of Greater Healing, Potion of Gaseous Form, Potion of flying Decanter of Endless Water Chest of Holding Mushroom Grenades Floating Purple Purpur Pillar Brick Chorus Fruit
Campaign
Ormurgard
Protagonists
Torryn
Level 6 Goliath LN Barbarian
/ 75 HP
Report Date
27 Oct 2019
Primary Location

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