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The Recluse Rift

The document describes a setting called the Riftlands, which contains a recently exposed complex of an ancient gnoll civilization. Two gnoll leaders, Ikeno and Kira, have claimed the site as their ancestral homeland but have unwittingly uncovered a horror. The regional dragon Sefu is also disturbed by the activity in the Rift. The document provides details on various locations in the Riftlands and possible encounters for adventurers.

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0% found this document useful (0 votes)
77 views11 pages

The Recluse Rift

The document describes a setting called the Riftlands, which contains a recently exposed complex of an ancient gnoll civilization. Two gnoll leaders, Ikeno and Kira, have claimed the site as their ancestral homeland but have unwittingly uncovered a horror. The regional dragon Sefu is also disturbed by the activity in the Rift. The document provides details on various locations in the Riftlands and possible encounters for adventurers.

Uploaded by

knight.errant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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The Recluse and the Rift

An adventuring zone made with Knave, Second Edition, by Baron de Ropp

The Riftlands [77]


1. Stepped basins regularly flood, rivers cut through the rocky features. Pockets of population cling to the
smattering of cliffs and eat the beautiful fish that live in the lakes and streams below. Waterfalls and rapids are
commonplace.

2. Long ago, an advanced civilization of gnolls made these rivers and canyons their home, but mysteriously
vanished, leaving their cliff dwelling complexes, and immense treasures behind.

3. A recent flood has unearthed one of these previously unknown gnoll complexes. Promises of untouched treasure
spread through the circle of thieves and treasure hunters alike.

4. Ikeno, a gnoll warlord, and his shamaness, Kira, have caught wind of the newly exposed rift, and have claimed it
as their ancestral birthright. But in their delving, they do not know what horror they are about to uncover.

5. The regional River Dragon, Sefu, isn’t pleased with any of this, and has come out of hiding. He’s not been seen
in decades.

Roll Riftland Random Encounters

1 Traveling merchants selling exotic fruits and spices.

2 Wild dogs hunting their quarry

3 A solitary druid, meditating by rapids or a waterfall, surrounded by animals.

4 A group of gnolls, perhaps arguing over stolen treasure.

5 A group of pilgrims of the Brilliant Skull offering to share their fire.

6 By a river: Crocodiles, Else: River Drakes.

7 A River Drake nest. 1-in-6 chance of magic items present.

8 Rock owlbears, 3-in-6 chance they are engrossed in their meal.

9 A Dead body. Roll 1d6. 1: Brilliant Skull priest, 2: Gnoll, 3: Fisherman, 4: Merchant, 5:
Treasure hunter. 6: Unknown.

10 A band of treasure hunters, lost, and looking for the Rift.

11 A cave revealing a small ancient gnoll ruin or dungeon. 1d4+1 rooms, 4-in-6 chance of
guardian, 3-in-6 chance of gold, 2-in-6 chance of trap, 1-in-6 chance of magic item.

12 Sefu the Dragon, observing the landscape. If the Recluse has escaped, there is a 1-in-6 chance
it is fighting Sefu.
The Riftlands Map
Hex Key
1. Coven Wood. A coven of three hag sisters live in the conifer forest, and remain elusive from the villagers of
Yaleen. They live in a dilapidated watermill on the river. They will trade healing mushroom tinctures for foreign
trinkets, but the tinctures allow them to scry on those who consume it. Forest, Watermill [96], Bewitching [3],
Mutation [51]
2. Ruined Aqueduct. Called the “aqueduct” by the Yaleen villagers, but only because it nominally looks like a
ruined one. Chains and manacles are mortared to the stone arches, parched bones are scattered about the sand
beneath them. Mesa, Aqueduct [4], Phantasmal [56], Slavery [73]
3. Overgrown Prison. A few scattered gnoll ruins dot the otherwise expansive northern end of this dry mesa. One
particular ruined building is covered in cactus, juniper, and ivy. If the collapsed stone doors are broken down
and entered, 1d6+1 ghouls aggressively attack the intruders. Inside the ruined cellar are a number of potions on
shelves. An equal number of bottles to the players remain untouched on the shelves, smashed, emptied, and
otherwise discarded bottles are strewn about the floor. Mesa, Tavern [84], Overgrown [59], Imprisonment [37]
a. Potion of Ghastly Respite: Drinking this potion restores all hit points, but the drinker will return as a
feral ghoul 1d6 hours after their eventual demise.
4. Gnoll Hero. A ruined monument to a long forgotten gnoll hero doesn’t deter the modern tribe of gnolls from
sacrificing victims at the feet of this statue. 1-in-6 chance the players come upon the gnolls preparing for
sacrifice, but resting nearby will guarantee the party see bonfire light from the ceremony. Mesa, Monument [60],
Forsaken [36], Blood[3]
5. Sefu’s Roost. A small group of villagers pray here to Sefu as if he were a deity. A crumbling statue to him, built
by gnolls, rests here. The worshipers are friendly, but don’t like supporters of the Brilliant Skull. Mesa, Altar[2],
Holy [45], Dragons [23]
6. Gnoll Camp. Gnolls make their home here in hide huts. In the largest hut, Badru, the gnoll chieftain, commands
his people to exhume treasure from the rift, and sacrifice those who stand in his way to their hero-god. (in hex
4). Gnoll camp, Stone Bridge [81], Scorching [65], Zealotry [00]
a. Badru’s Breastplate: When the wielder attacks and hits, All enemies who see become overwhelmed in
fear and flee unless they pass a charisma save. Bewildering [11], Strike [86]
7. Overgrown Amphitheater. Many years ago, gnolls used this pit as both a stage to conduct both plays and trials.
Now, conifers grow up over its ruined remains. Resting here makes it impossible to be snuck up on due to the
perfect acoustics. Conifer forest, Amphitheater[3], Vast[91], Judgement [41]
8. Abandoned Shrine. Partially buried in the sand and gravel on top of this mesa is a crumbling shrine to a
forgotten god. A bleach white bone skeleton, with its hands by its head, rests on the sand. Reading the gnoll
inscription aloud, while asking a question allows the asker 1d6+1 questions, which disembodied voices will
boomingly answer cryptically, yet accurately. Failing a Charisma save, however, will cause players to lose 2d6
charisma permanently. Mesa, Shrine [77], Eldritch [27], Whispers [94]
9. Wizard Tower. A ruined wizard’s tower rests at an odd location at the south end of the butte, overlooking the
river. 2d4 treasure hunters are camping inside, 2d6 gnolls are outside preparing to ambush them. The treasure
hunters have discovered a magic wand and 3d10 x 100 gold in the basement. The tower rests on an arcane energy
vortex: spells cast here have a 1-in-6 chance of being recastable in the same day. Butte, Wizard Tower [99],
Blighted [7], Combat [10]
10. The Rift. The dungeon complex was recently exposed by flooding. The Recluse, Talonsting, is imprisoned
here.
11. Gallows Rock. A number of ropes criss-cross a collection of rocks, with imposing corpses hanging from above.
They were placed by the gnolls in the camp to the north as a warning to Yaleen villagers to the east to stay away.
Among them, a shaman of the Brilliant Skull dangles from above. Gnolls never removed a protection spell from
his pocket. Mesa, Gallows [34], Blessed [6], Creation [14]
12. Yaleen Village. A small village run by an aggressive chieftain. The Brilliant Skull Shamans have other plans.
13. Outpost. Yeleen’s watch stands by this outpost and keeps a signal fire lit so merchants can find their way north if
traveling in the dark. They will offer a safe place to rest in the evening, and love swapping rumors about the area
with travelers. Mesa, Outpost [65], Mysterious [54], Smoke [73]
14. Lost Cart. A traveling merchant listened to jokesters by the outpost to his own demise. A cart wandered deep
into the forest where he became hopelessly lost. Skeletal remains speak of his fate, but the cart is filled with food
provisions, and a lockbox with 2d6 x 10 gold rests under blankets. Conifer forest, Cart Trac [15], Mysterious [54],
Smoke [73]
15. Gnoll camp. Five Gnoll treasure hunters have made camp on the mesa, and ravenously protect the magic item
they have found. One of the gnolls is so suspicious of the others, he will attack his compatriots even at the hint
of their jealousy. Mesa, Bandit Camp [7], Writhing [99], Corruption [13]
a. Otilix’ Detestable Hourglass of Charm: Flipping this hourglass causes all who see it to become
mesmerized and friendly to the user. The flipper becomes distrusting of their allies who witnessed the
event.. Otilix[61], Detestable [96], Charming [16], Marmalade [47], Hourglass [48]
16. Sefu’s Library. A series of standing stones inscribed with gnoll text detail the epic story of the rivalry between
the River Dragon, Sefu, and the Recluse, Talonsting. The blue hue of the stones gives off an otherworldly glow
at night, and the inscriptions offer clues to the location of Sefu's lair. But beware, for the spirits of the gnoll
scribes who carved the inscriptions may imprison those who trespass within the circle of stones.Mesa, Library
[50], Cerulean [13], Imprisonment [37]
17. Crocodile’s Respite. A dam on the lake, built by the ancient gnolls a long time ago, has begun to crumble,
causing the waters to become restless and dangerous. A level 4 giant catfish lurks beneath the surface, waiting
for its next victim. 6d12 x 1000 gold is at the bottom of the dam, 20 feet down. Lake, Dam [23], Restless [23],
Drowning [24]
18. Mutombo. Mutambo village is a small settlement that has been here for generations, and has a sour relationship
with the people of Yaleen. The hamlet is often smoking fish, and for the ongoing smoked fish festival, the
smoke never stops. Children paint their faces with ash paint. Fishing hut [30], Ashen [2], Blindness [2]
19. Sefu’s Lair. A large cave on the edge of the mesa overlooks the entire region. Sefu, the river dragon, has slept
for the past tw0-hundred years, but recent disturbances in The Rift have awoken his ire.
20. Aba Fishingstead. Aba the fisherman, as well as his extended family, are terribly sick. They need an orange
mushroom from The Rift, or some other serious cure. The entire family will likely pass within a week if they are
not healed. Conifer forest, Hamlet [40], Ravaged [61], Disease [21]
21. Sefu’s Pride. An ancient battlefield is littered with old armor, weapons, shields, and bones. Sefu lords over the
token over his victory when gnolls rose against him and paid with their lives. Resting here aggravates the pained
spirits of the fallen gnoll conscripts. Mesa, Battlefield [09], Yellow [00], Souls [75]
22. Ancient Signal Fire. Piles of sunbleached wood circle an earth depression. The sand on top of the mesa here is
quite ashy, but where the wood came from in such a number is quite a mystery. Whatever burned this signal fire
has long vacated. However, a stone box is buried in the sand, with 2d6 gems each worth 3d6 x 100 gold. Mesa,
Bonfire [11], Watching [94], Locks [44]
23. Secret Mine. Nestled into the rocks on the south shore of Sefu’s lake, is a small vein of strange crystal grows
where water seeps out of the sandstone. The vein is boarded up and covered with chains and locks, but nobody is
nearby. Holding a grapefruit sized crystal shard while casting a spell offers a 3-in-6 chance the spell is recastable
that day. Lakeshore, Mine [57], Wondrous [98], Locks [44]

Yaleen Village
Built into the side of a small butte covered in vines growing flowers and yams, overlooking a large lake filled with
beautiful fish and fed from many nearby streams, is the community of Yaleen. Occasionally traders come here from
downriver coastal communities seeking rare alchemical herbs or flowers the local sorcerer-cult [59] grows here with
minimal oversight from imperial overreach of the coastal communities, or treasure hunters looking to risk their lives in
the ancient gnoll ruins that dot the region. Those who seek refuge can do so at the Shimmering Sword Inn [70][86].

● Basic supplies can be found at Guindo’s Market.. Simple smithed equipment and tools can be purchased from
Malick the Ironsmith. He will make simple knives and daggers, but doesn’t make swords, armor, etc.
● The village’s shaman-chief [28] , Arouna, frequently directs the young, unwed men of the village to take up
spear and wicker shields and press small fishing and farming homesteads into paying tribute [14]. The Blue
Amber Ax of Commanding [18] Smoke [75] is a magic item maintained by Arouna, an heirloom which confirms
the birthright of his position.
○ The Blue Amber Axe of Commanding Smoke: An ax hefted from strange petrified sap with an
iridescent blue hue, swinging this ax to strike an enemy causes them to make a WIS save or become
afraid, leaving a trail of obscuring smoke in its path that dissipates in one turn. Once per day, holding
this ax overhead while shouting heroically causes the weilder’s allies to add 1d4 to their attacks for 10
minutes.
● A religious sect [25], The Brilliant Skull (light [42], skull [76]) has been very outspoken about the Arouna’s
violent harassment of nearby towns. This local religion worships the transition between light and dark, and life
and death. While their recent use of addictive alchemical herbs has made the sect unpopular [32] with most of
the villagers as a religion, their Solarmancer, Fatima, has well respected healing and soothsaying. She will offer
healing, but refuses to raise the dead.
● The Brilliant Skull’s shamans and priests secretly meet weekly in the evening in their large temple built into the
side of the mesa. Strange smells of burning herbs and dimly glowing mysterious light can be seen from within.
They do not let any outside of this circle into their rituals. This makes Arouna and some villagers nervous. They
practice soothsaying and protection rituals that allow them to say three days into the future. They know of the
awakening of Sefu the dragon, and are trying to figure out a way to, at best, subjugate him, or at worst, work
with him, to eliminate Chief Arouna. To do this, they use a magic item: Penderbal’s [63] Cup[26] of the
Wretched [32] Strangling [91] Spores [81].
○ Penderbal’s Cup of the Wretched Strangling Spores: Penderbal, the shaman who started the Brilliant
Skull cult, used to collect various herbs and fungus growing on the shadowy sides of buttes around the
region. Warming them inside this brass basin over hot coals while performing a ritual known only to the
Solarmancer and her priests, causes a sacrificial subject to strangle on the fumes, and cough up their
entire life’s knowledge into the air, thus able to be inhaled and learned by those conducting the ritual.
● The Shimmering Sword is a great place for smoked rainbow fish, hibiscus wine, and the latest gossip before
flopping into a bunk room. There is a 1-in-6 chance each day a treasure hunter will be here, looking to be hired
by the party for a share of their loot.
Roll Yeleen Rumors Truthiness

1 I heard that the recent flood unearthed an entire gnoll complex filled with treasures. true

2 Some treasure hunters have disappeared while searching for the gnoll ruins. They must have true
found something deadly down there.

3 The Brilliant Skull is up to something. They're secretly meeting in their temple and true
performing strange rituals.

4 There's a crocodile lurking in the lake. It's already claimed a few victims. true

5 Arouna, the village shaman-chief, has been pressuring neighboring towns into paying tribute. true

6 The hag sisters in the watermill trade their healing tinctures for trinkets! true

7 Sefu, the River Dragon, has come out of hiding. I fear for the safety of the village. true

8 The gnoll chieftain, Badru, is leading his tribe in excavating treasure from the gnoll complex. true
They're sacrificing those who stand in their way.

9 The Blue Amber Ax of Commanding Smoke is actually cursed, and anyone who wields it will false
be haunted by the ghosts of their enemies.

10 There's a secret underground tunnel that leads from Yaleen to the ancient gnoll ruins, but false
only the bravest and most foolish have ever dared to explore it.

11 The gnoll warlord, Ikeno, is actually a shapeshifter who can take the form of a dragon and is false
in league with Sefu.

12 I heard that Sefu's Roost is cursed, and anyone who visits the altar will be haunted by the false
spirits of gnolls past."
The Rift
A wide chasm rips through a mesa. Between the rock formations, water trickles in from nearby streams. Below, a number
of dilapidated rooms of some ancient gnoll creation rests below. Ropes, ladders, and ramshackle scaffolding, recently
constructed by treasure hunters and gnoll warriors, descend into exposed entry points to the dungeon complex below.
Themes: Monastery, Vault, Aviary [22, 34, 3], Dungeon Status: Flooded, [61]

The Recluse: “Talonsting" is a grotesque monster with a rooster-like head and wings, many legs, and a scorpion tail. Its
thick, scaly skin reeks of an impenetrable musk, making it a formidable foe. Its chittering sound echoes through the
darkness, a harbinger of death for those who cross its path. The gnolls locked it deep inside this religious aviary where it
sat, undisturbed, till recently. Treasure hunters and gnoll creatures may let it out. Sefu the River dragon is old enough to
remember this terrible creature. Rooster [78], Musk [58], Chanting [11], Scorpion Tail [72], Many Legs [39],
Anti-magic [3], Manipulate [19], Deformity [8]

Dungeon Random Encounters


Roll Encounter Doing Problem

1 2d6 treasure hunters repairing [77] hauling some loot

2 1d6+2 gnolls awarding [3] lost essential gear

3 2d6 gnolls with shaman blessing [09] lost spiritual item

4 2d6-1 rock drakes tending [93] separated from group

5 Talonsting resting [79] feels territory is violated

6 flooding room swimming [91] under undue pressure

The Recluse: Talonsting


Armor Class: 2 [17] | Level or HD: 6 | Move: 60 ft., fly 90 ft. | Attacks: 1 talon, 1 scorpion tail | Damage: 2d6, 1d6 + poison
| Morale: 12 | Treasure Type: Nil | Alignment: Chaotic
Special Abilities:
● Poisonous Scorpion Tail: On a successful hit with its scorpion tail, the victim must make a saving throw or suffer
1d6 points of damage and be paralyzed for 1d4 rounds.
● Anti-Magic Aura: Talonsting's presence creates an anti-magic field in a 30 ft. radius, nullifying all magic spells
and effects.
Rift Dungeon Map
The Precipice
Evidence of makeshift camps, trash, and garbage are strewn about in the shadows of the rockdome by the rift. Water
flows slowly into various parts of the rift’s chasm opening, just as wooden stakes and rocks support grimey ropes that
descend downward, like swallowed fishing line into a catfish’s maw. A few rooms can be seen with collapsed ceilings at
the bottom of the rift when standing on its edge, looking downward.

Level 1
1. Ruined Opening. Nasty wet ropes descend through the collapsed ceiling into this rubble filled chamber. The
corpse of a treasure hunter rests at the bottom of one rope, most of their gear shattered. Sun peaks into the
room through the chasm above. (Chamber [18], Dripping Water [12])
2. Aviary Statuary. In the center of this room, filled with puddles, stands three wooden statues, horridly lifelike. In
the center of the room, six sculptures, all depicting various birds, sit proud on pedestals. Approaching the
statues while making any noise activates a trap, turning the noise maker into petrified wood, a perfect perch for
these birds. (Museum [64], Narrow Passage [68], trap: turned to wood [94], triggered by noise [15])
3. Collapsed Vault. The door to this vault is locked but only opens to a short ledge before plummeting into the
abyss below. Water trickles in from above, where ropes from prior treasure hunters drop in from the expanse,
and through to the darkness. On a ledge just below torchlight beyond the precipice, is a lockbox filled with
2d6 x 101d6 gold. (Cell [17], Narrow Ledge [67])
4. Collapsed Dormitory. A few statues flank the doors before the room drops some 40 feet below. The chamber is
clearly collapsed, beds and tattered pillows and blankets are strewn below. [31], Statues [91], clear
5. Mosaic. 2d6 gnolls argue while standing in a puddle on an otherwise immaculate mosaic of a large bird-like
creature. They are debating where to go next. (Guardroom [43], Mosaics [20])
6. Dining Hall. A once ornate dining hall is now filled with rubble and gently flowing water toward room 7. Pewter
dishes can be seen strewn about the ruins, and the sound of water trickling and burbling from above gently
shakes the loose rocks above. There is a 1-in-6 chance each turn that a portion of the ceiling will adjust,
releasing debris and water, cascading them through to room 7, and down the waterfall there. (Mess Hall [60],
Grotto [42], Rising Water hazard [42])
7. Salon, Waterfall. The floor has collapsed in the corner, and water pouring in from room six washes over into
the depths below. Once beautiful furniture is now molded and tattered. Ruined clothing is strewn about the
flotsam. (Salon [73], Torn Clothes [31])
8. Kennel. Water falls through the ceiling from the expanse of the rift above. Dancing in the trickling waterfall are
a few grimey ropes from prior treasure hunters. Bronze cages are bolted to the floor, horribly corroded, and
contain the skeletal remains of some strange birdlike animal with many legs. The water that pours in from above
washes through a doorway into room 6. (Garrison [39], Kennel [47])
9. Den. Behind the stuck door, the room is filled with a foul, sulphuric odor. Stone furniture seems all too smooth
and rounded to the touch. A Level 4 statue on the far end of the room springs to life when touched, violently
chasing any non-gnolls out of the dungeon. Each turn there is a 1-in-6 chance a vein of sulphuric acid will drip
from a sulfur vein in the rockwork above for 1d4 damage. ([28], Acid Drip [51])
Level 2
1. Crypt. Bas reliefs decorate a chamber with a columbarium in the center of the room. Shadows of the interred
wish their rest not be disturbed. The west end of the room has collapsed into the room below. The open
chimney into the depths reeks of sulfur. (Crypt [27], Bas-relief [1], enemy)
2. Antechamber. The collapsed ceiling from above obscures much of the room, but a large brass door on the west
wall depicts funeral processions of gnolls deep into a canyon. Smatters of blood are all over the door, and a few
adventuring items are strewn about. 1d6 rock drakes scrape at the remains of a gnoll in the corner. (Antechamber
[1], Claw Marks [16])
3. Collapsed Dormitory. Rubble and refuse of sleeping furniture and the room above blocks a door to room 4. It
will likely take 1d6 turns to clear, and make much noise in the process. (Dormitory [31], Precipice [71], blocked)
4. Embalming Room. Worktables and tools for embalming are strewn about this damp room. A fiery orange
mushroom grows all over the wooden workstations. When processed by someone skilled, a tincture of it has
healing properties. Rubble in the southeast corner totally obscures entry into room 7. (Embalming Room[32],
Poison Plants [70])
5. Gallery. This series of display shelves and pedestals has been well picked over. It looks like it once held a grand
artwork collection. The only thing left is a statuette-ocarina of a strange wooden bird with many legs. Of
course, this is a magic item. (Vault [91], Unusual Smell [33])
a. Reclusive Ocarina of the Crystal Arc: Once per day, this ocarina can be played to create a short bridge
made of crystal or glass, from a point they are standing across a divide no larger than 100 ft. across.
(Crystal [18], Arc [1])
6. Gate. The waterfall from the room above pours past a high bronze gate set deep into the wall, leading toward
room 5. Only a small number of people can squeeze onto the ledge immediately before the gate. The floor is
entirely collapsed. The gate, also, is locked with a highly complicated mechanism buried in the wall. Torn
clothes and rags are stuffed into gaps between the bars, ropes are tied around the bars as well, dropping into the
darkness below. .(Gate [40], Torn Clothes [31],)
7. Attunement Chamber. Inscriptions and the skeletal remains of various hen sized birds are scattered about the
partially flooded floor. Playing the bird ocarina found in room 5, while slaughtering a chicken or other similar
sized bird, causes the inscriptions to faintly glow. A thud can be heard from deeper in the dungeon. (This
awakens the Recluse) ([82], Strong Winds [82])
8. Statuary of the Recluse. A large statue of Talonsting rests on a dais in the center of the room. At it’s feet, a a
heavy large stone box. Inside are 2d6 gemstones worth 1d6x 101d4 gold each, 3d6 x 1000 gold pieces, and a magic
Crossbow [9] of Leodelf ’s Primal [00] Blossoming [14] Acid [1] (Statute [79], Torches [38])
a. Leodolf ’s Primal Crossbow of Blossoming Poison: a +1 crossbow. Once per day, it shoots a hail of bolts
which erupt into thorny flowering bushes. Those caught in the bushes are restrained, and take 1d4
constitution damage each round until freed.
9. The Mausoleum of the Recluse. A room built inside another room, benches in sunken sections of floor flank a
slightly elevated walkway that runs to the Mausoleum entry. The brass door to the mausoleum is decorated with
terrifying symbols resembling scorpions and hens, and is locked with a very complicated mechanism. Inside,
stairs descend into darkness below. A foul stench emanates from the opening. (Mausoleum [57], Rotten Floor
[76])
Level 3
1. Mural. A mural is flooded in crystal clear water. Speaking or coughing loudly in the room irritates a Level 3
water elemental from deep within cracks in the wall. It would rather be left alone. The wall collapses when it
bursts forth, possibly crushing those standing nearby. (Mural [63], Still Water [40], hazard, summon monster
trap [86], triggered by phrase [17])
2. Collapsed Chimney. The crypt above is partially collapsed into this totally ruined room. Noxious sulphuric
fumes cause all to cough profusely if they fail a constitution save, the coughing subsides in 1d4 turns after
leaving the room. Cavern [16], Toxic Fumes [86]
3. West Baths. A surprisingly complete bath, fed by hot spring wells. Resting here for a 1d4 turns can regain an
equal number of hit points, but resting longer attracts the water elemental in room 1. (Baths [11], Deafening
Noise [57])
4. Changing Quarters. Once this room was used for robing and disrobing. The robes are all gone, but privacy stalls
still stand. Orange mushroom fungus grows out of partially collapsed sections of the walls, which have healing
properties if made into a tincture. (Privy [71], Fungus [17])
5. East Baths. Water falls from darkness above and splashes into the middle of a bath. Mildew fills the air, and
grows all over the damp walls. Debris from above floats and bobs on the surface of the bath. Under the water,
1d6 gemstones worth 1d10 x 100 gold, as well as a loose scattering of 1d10 x 100 gold can be dredged from the
floor. ( Bath [11], Spores [80])
6. Collapsed Observatory. Water drains from the entrance into room one into a massive hole on the floor.
Supported by brass gantry extending from the walls, an armillary sphere decorated with various bird-like
creatures rests above the never-ending pit. A skilled craftsman or artificer might be able to get the armillary
working again, but it is wholly uncalibrated in its current state. At least a massive diamond, ruby, emerald, and
sapphire tip the points of each wheel’s arm, and each is worth 5000 gold each. Each is the size of a cantaloupe,
and are terribly precarious to stow . Crossing the pit the rest of the way to a partially collapsed walking path to
room 8 is as complicated as getting from edge of room 1 to the armillary’s gantry. (Observatory [65], Fallen
Floor [60])
7. The Brass Archway. A locked brass door blocks the way from room 6 into room 8. Someone was recently here,
attempting to get inside, but was eviscerated in the process. Blood is strewn all over the door and across the
floor. A drill and a lockpick set are laying on the floor in relatively new condition. (Archway [2], Blood Trail
[02])
8. Prison of the Recluse. Here the Recluse, Talonsting, rests on a high pedestal in a stone sarcophagus. Stairs lead
up to its plinth. Once it is awakened by someone opening the brass archway doors in room 8, it will stop at
nothing to destroy, firstly, Sefu the River Dragon, and next the village of Yaleen. ( Catacombs [14])

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