Abandoned Camp
When the characters return the the camp, it is mostly empty.
Key Features
- Hunters are gone during the day hunting, some scouts are standing around cutting meat.
- There isn't anything of worth to the party left behind, but possibly the people of Greenest.
- Two of the scouts are fighting over leftover alcohol
- A lone Guard Drake is furiously digging somewhere in the rear of the camp.
- A single cultist is has a large wooden signboard with the phrase "Free Couch" and an arrow.
- A group of three cultists stands on the north side of camp arguing about which way to go.
The Cave
The only area of interest left to the party.
Notable NPCs
- Langdedrosa Cyanwrath - Cult Leader, Blue Half-Dragon // Killed by party in the cultist cave.
- Frulam Mondath - Cult Leader, Human // Killed by party in the cultist cave.
- Dor - A blue kobold with white spots adopted by the party.
Key Features
Room 13 passed out cultists
Room 3
There is a halfling named Tom Haverford who is naked and hanging upside down from the ceiling. He's lazy and obsessed with looking dapper. Rescuing Tom puts you in range of the fungus. He is half-conscious. On a successful attack or if the characters fall into the fungus patch, DC10 Constitution save. On a failure, the character begins to hallucinate, roll for random effect:
- Everyone the character sees turns melty and then is replaced by a reptilian doppelganger.
- Bugs start swarming out of the walls and floor and are covering the character's hands and arms.
- The walls and room catch fire and you are unbearably hot willing to do anything to cool off.
- A monkey ran up and stole your stuff, and then hid it in random team-mates backpack. If anyone tries reassure you, they must be in on it.
- You feel sick and the walls are closing in and you know you are going to die any minute.
- Everything is just, really, really, funny. Laugh out loud funny. Ringing echoing laughs.
Empty. A big, creepy, empty room that echos and casts shadows everywhere. It's hollow and it echos and it's a bit creepy, and every time the players enter it, you roll a random encounter check because it's the center of the complex.
Room 5
Troglodytes - Torturing the unlucky cultist Irarum, who is eager to be rescued. Troglodytes not hostile to party, too preoccupied with trying to find more of the tasty drugs they ate off the cultist.
Room 7
A large bowl of blood in the center of the room, magical runes etched into the bowl. DC20 Arcana reveals it to be a blood that transforms one into a baby drake. Overwhelming scent of Ozone fills the room, and anytime anyone speaks while in the room with the blue drakes, everyone hears what they say rumble from the blue drakes' mouths instead.
Room 8
Doesn't look much better than the trash pile, large quantities of random trinkets, rotting meat and feces. Anyone performing melee in the room has to make a DC10 Dexterity check each round to avoid slipping and giving them disadvantage on their attack. Everything in this room is surprisingly flammable!
Room 9
Shrine of Tiamet: Necropsy - Any wound inflicted cause echo damage (next lower die) DC 15 Con save. 4 Beserkers.
Room 10
The walls in this room ooze acid. Every minute spent in the room by a non-draconic creature requires a DC 15 Constitution save or you take 1d8 acid damage from the burning to your lungs. The guard drakes in here are black guard drakes.Eggs 1: Black, Egg 2: White, Egg 3: Red
Festering wounds: Black drake attacks do 1d6 points of damage the round after the successfully strike a foe as the wound festers and burns.
Disco Confusion: Walls have glass/brightly reflective, almost scale like pieces pasted into the stone walls that have softened from the acid in the air. When in bright light, mirrored reflections of the people around it dance in a confusing holographic array, making ranged attacks take place at disadvantage.
Room 11
Frulam Mondath's Room - Fanatical and Cautious, she's a physical fitness buff and has a narrow bering. She views herself as having the spirit of a dragon and is tired of the constant shit she has to take from everyone.
Room 13
Treasure room - 300 copper pieces, 100 silver, 3 gold pieces
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