
Room 75 - All that is lost...
A 15' x 15' room with doors in the center of each wall. Only the west door is locked.
The locked west door leads to east door in 74.
The north door leads to east door in 76.
The east door leads to east door in 73.
The south door leads to east door in 71.
The Derro Blinmot, Dakur, and Diinal aren't really here anymore and so are spared worrying about what the savant Inka Krigran might want or about backing up their comrades in 73 if needed. They're now the six-spike armed thing with the faint traces of two extra heads in its chest that stands perched on the chair in the corner. It loves listening to the Fallshine in room 74 next door. It has listened to it a lot. Duzlinn, the remaining Derro wouldn't listen and has been nailed to the top of the table, using the legs of some stools that used to be in the room. The table is cracked and leaning slightly and the chamber pot underneath collects whatever it needs to. Duzlinn hasn't talked much lately, but the four in room 73 to the east are heard once in a while, and sometimes the thing in 76 will jibber. The Tri-Derro thing tries not to be distracted from the music in it's head. It won't be happy if anything distracts it when it isn't ready. Duzlinn understands that now. The Tri might even follow through a door if whatever disturbs it runs away and it can get a claw in to keep it open. It would probably be exploring already, spreading the Fallshine's song, if its claws had any fingers left.
The Tri-Derro has stats similar to a Lost Sorrowsowrn but is clearly three Derro melted together (their equipment is mostly piled around the chair). If the room is gotten to fairly early in the trek through the vault then the Tri hasn't fully evolved yet and it's embrace damage is only 18 (3d10+2), the psychic damage is also 18 (4d8), tightening embrace is 13 (3d8). If the room is gotten to later in the trek through the vault then the damage is full.
An early trek means Duzlinn might be saveable and able to explain that Inka Krigram was leading them to capture the rumoured cleric? druid? Edyllin Fallshine who has the power to make food and water, and bring her back to their base. He doesn't remember many details of the base. He's so tired. He'll still try to kill you if he can eventually (but that's just him being Duzlinn).
A late trek means Duzlinn's brain is no longer functioning and he would help make a quad Derro if only the Tri would unstake him. Or, if the Tri is dead to find the Fallshine. Or, to embrace whoever is there if the others are all gone.
Parts of names swiped from u/hyperionfin's reddit post on Derro names.
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Well, this definitely solves a number of problems involving waste in dungeons.Waste Away: The Alastairn family experimented with many strange magics over the century and a half of their master of Parenix hall and explorations beneath Mornrax Hill. The kinder privy was the strange culmination of some of that research. The privy appears as any other, except that in the bowl is what can only be described as a sea of otherworldly stars. Anything dropped into the privy is torn from this universe and dropped in another, irrevocably irretrievable. Over the decades, the arcane engineering containing the magic of the privy has weakened, however, and if anything or anyone touches the “sea of stars” it or they must resist the pull or be themselves forcibly drawn into the privy and forever lost. If the privy itself is broken, the weird portal within flows out like water, devouring everything. In the end, anything and anyone within a 10 foot sphere of the privy is obliterated before the energy folds in on itself and closes the portal forever.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.