Level 1

level%201

Overview

Walls are hewn from the natural sedimentary rock, generally damp with an earthy smell. Ceilings are stable, and around 15 high, some minor debris but no major collapses in general. Doors are sturdy, hardwood and ironbound, but the bottom 1-4 inches are often rotten through and can be removed to view beyond the door. All rooms are unlit unless otherwise specified.

Locations

  1. Descending the stairs, you arrive in a dimly lit, musty smelling open space. Carved, apparently, from the natural rock the walls and floor are damp and thick with pungent fungi. https://twitter.com/EightBitTony/status/1609585993111289863
    • Encounter: Carrion crawlers
    • Treasure: None
    • Smell: damp, pungent, earthy, musty.
    • Light: Dim light from bioluminescent fungi.
  2. The decaying, mushy remains of furniture fill the room with an earthy, just-on-the-edge of unpleasant smell. It's impossible to tell what much of the furniture was before the damp and rot got to it, although tiny glimpses of carved legs and flat tops remain. The door in the south wall is swollen shut, requiring a significant effort of strength to pull open. Disturbing one of the larger piles of rotten wood releases a swarm of rot grubs (and reveals a humanoid skeleton). https://twitter.com/EightBitTony/status/1609825736143011840
    • Encounter: Swarm of rot grubs
    • Treasure: Roll on the DMG table for CR 0-4, coins are found in a rotten money pouch on the skeletal remains.
    • Smell: Strong smell of rot.
    • Light: None.
  3. Once the door to this room is open, a sickening smell of rot invades your senses. Much worse than the simple smell of decay, this is an active and unpleasant odour. An unpleasant slime covers the floor and much of the walls, a few patches even hang precariously from the ceiling. https://twitter.com/EightBitTony/status/1610233926718525440
    • Encounter: The entire room is coated in Green Slime, including a few patches on the ceiling. Any attempt to traverse the room without removing the slime results in contact, and if the ceiling patches are not dealt with in advance they drop as described in the DMG (Dungeon Hazards).
    • Treasure: Green slime destroys metal according to the DMG, however, I prefer to imagine that gold and platinum can survive, and so clearing the whole room of slime reveals 1d20 gold pieces and 1d4 platinum pieces.
  4. A thin sludge covers the floor of this room. It looks organic, perhaps muddy water or algae. The walls appear to have been decorated at some point in the past, and hints of red and blue dye or paint remain. A large stone table or altar is the only surviving furniture, and also appears to have been highly decorated at some point; eroded carvings cover the soft sedimentary rock that forms the table. The table stands on a plinth, which appears to be made from a different stone which has faired better, and retains sharp edges and corners.
    • Encounter: The sludge is decayed and rotten wood and results in the footing being quite treacherous. The room counts as difficult terrain, and any attempt to move at a normal pace requires a Dexterity check (DC14) to succeed. Failing by 5 or more results in the character slipping and falling to the ground prone.
    • Smell: The sludge smells very acrid, but otherwise the room smells much like the rest of the location, musty, moist, damp.
    • Sound: Infrequently, the sludge will pop as gasses rise to the surface from ongoing decomposition. The gas is flammable at the point it reaches the surface, but there is sufficient ventilation in the room to prevent a dangerous build-up.
    • Treasure: The top section of the table (which weighs 1000lbs) can be removed, revealing a shallow depression in the granite base, in which is stored a small jade carving of a fat man sitting cross legged.
    • Secrets: A section of wall on the east side of the room is a hidden door. It is easy to discover with a simple search (no DC) and will be noticed by anyone who's passive perception is 12 or higher.