Room 53 - The Fountain
This roughly 40'x 50' room's solid stone and brick walls are covered in a high quality white stucco. Its light colored flag stone floor shows scattered chippings that might be from horse hooves (a DC 18 check - DC 12 after seeing the painting in the South Fey Hall- would reveal it is only three hooves). The ceiling seems out of place, about 19' up from the ground floor - or 11' up from the balcony - there is rough unfinished solid stone, that the up stairs on the balcony run into. One could imagine the room having a huge chandelier somewhere higher up at some point if it continued. For now it is lit by lanterns with continual flame that leave the very middle of the room and much of the ceiling somewhat dim.
The room is dominated by a 15' diameter marble fountain with the statue of a Kelpie on pedestal in the middle (someone making the unfortunate decision to use a greater restoration on it will restore it to flesh). The ring of the fountain is a bench, and clean towels are kept on the east edge, with a small basket on the ground next to them (see room 62).
The north and south walls are apparently missing doors that opened into halls (#54 and 63). The west wall looks similar... except a few feet down the hall it turns into a 10' diameter tunnel through stone (the same stone as the ceiling). To the east there are two sets of stairs going up to a railed balcony, with a set of stairs in the middle going down. The balcony is about 8 feet above the fountain level. The door to the east of the balcony opens to a 10' diameter tunnel matching the one to the west.
Going down there are three dark oak doors, the center of which opens into stone matching the ceiling and tunnels to the east and west.
There are four small garden areas with a variety of flowers, small flowering shrubs, and colorful mushrooms. Each is edged with a marble bench similar to the pool. Each of the garden areas is maintained by an Ellyll that will generally hide from anyone except another of their kind.
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The Ellyll (CR 1, Tiny Fey) and Kelpie (CR 5, Large Monstrosity) are from Izegrim Creations's "Twilight Fables". See D&D 5E - Twilight Fables Now Publicly Available! or contact @Sacrosanct to get a copy.
|3-4||1 dwarf ghoul|
|6||1 dwarf ghoul, 1 ghoul|
Room 52 - East Worm Way
This 100 foot long hallway matches 78 to the west of the Fey Suite (and the missing Dwarvish Hall in ____ below). The hallway originated as the 10' diameter passage of a great purple worm or one of its kin. The floor was then widened by the Dwarves who lived where the Fey Suite to the east now is.
The west end of the hall has parts of a crumbled brick wall where there was once a gate that has long since been missing (A on the map) and then connects with the balcony doorway to the Fountain Room (53) of the Fey Suite.
The east end has an easily opened and easily secured portcullis and guard, and two heavy and easily barred steel doors with arrow holes sealable (all opening, barring, securing, and guarding from the other side; see #13). With Berghildr's presence providing much security from things further west, the doors are generally open of late and passage through the portcullis is easily granted to those who can be identified.
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come up with a rumor table for the wizard. Then roll to see which one is true!Yay, progress.
Spent a couple hours tonight drawing out a map of the continent I put the dungeon on and finishing an overview of the place's entire history.
Decided I didn't need a map of Wickerman's Stables and Horse Farm, but wrote up a description anyway and populated it with the owner, his wife, their two adult sons and the sons' wives and children, as well as half a dozen unspecified employees and a non-specific number of horses ("around 30")...
No, I didn't name all the horses, lol.
(I didn't even name any of the eight kids - damn I'm such a rebel, ain't I?)
There used to be a wizard's tower where the town is now although it was basically in ruins before the town started, and although it's essentially unrelated to the dungeon itself there are a couple people in town in the current day who still have a somewhat sinister plot connection to the tower...
Yet I still have no freakin' idea who the hell the wizard was...
I'm debating just leaving that question unanswered.
On the other hand, I may decide to put a sage in the town, an alchemist researching some of the local fauna, and there's a chance that he might be the tower wizard returned (except nobody knows it, not even the two people who have a previous connection to him)...
Room 18 - The Baths
The door to this 20'x20' room has two double sided signs on a single hook that can be used to rotate between "Closed", "Knock", "Occupied", and "Open". It can be barred from inside to avoid accidental intrusions, but is only DC 16 Str to open. The room serves as the residence for Warnikke and Ragvis as well as community storage space, and bath house (for the majority who aren't brave enough to regularly use the Fey Fountain in room #53 and/or Laundry in #62).
Warnikke is the middle aged human father of Estik (#23) and Aloysius (#17). Formerly a guard, he lost his left leg shortly after his wife Talcke passed away a bit over five years ago. For the past three years he has lived with the comparatively young half-Shadar-Kai Ragvis who fled her family below. She has no interest in returning to them, but could provide some information on what was between here and there four years ago, even if she wouldn't be the one to broach the subject.
Aloysius is emphatically opposed to this relationship, or the thought of anyone replacing his mother. Estik on the other hand is happy for his dad even if he is a bit befuddled why someone closer to his own age would go for someone like his dad.
Ragvis was impressed by Warnikke's patient helping, understated humor, and complete obliviousness to her charms. The brightness of the archon (#11) grates on her, she doesn't know what to make of Berghildr (#57), has lately become interested in the Valley (beyond #51), and has refined her pestering of the priest __ (#_) with questions. Much to the chagrin of several others, she quickly picked up on Warnikke's instruction in playing cards, and it is now impossible for them to both get in a game at the same time.
In addition to maintaining the baths and keeping an eye on the stored items, they also sometimes repair armor, sharpen weapons, and fletch for the guards.
Their private furnishings include the bed, dresser that doubles as a desk, rug, chest that doubles as a table, and two stools. The three tubs (two smaller - one with wheels and a handle - and one larger) are separated by a folding screen from the private area. A single heating stone can be moved from under one tub to the other to keep the water at least tepid for either bathing or clothes washing. The south side of the room is filled with boxes, barrels, and crates containing a wide variety of gear, weapons, and not-too-valuables for the residents and community as a whole (there is a fairly good chance most common and uncommon items) as well as some currently unneeded furniture.
Warnikke's stats could be based off of a guard, but with HP 24 (4d8+4), INT 13 (+1) , WIS 12 (+1), CHA 14 (+2), Survival +2, and Short Sword +4 to hit for 4 (1d6 +1). His movement rate is 20' and he uses a crutch. He doesn't usually wear the armor unless away from the main cooridor.
Ragvis's stats could be based off of a bandit, but with INT 13 (+1), WIS 14 (+2), and CHA 14 (+2), Religion +2, Darkvision, and Fey Ancestry, and a short sword instead of Scimitar. She doesn't usually wear armor unless away from the main cooridor.
Shadar-Kai name courtesy of https://www.fantasynamegenerators.com/ .
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Room 25 - Hideaway
The arcane locked piece of floor edging in the hall tilts noiselessly up, revealing the stone wall behind with a small, stone-plugged 1" hole that a rat could just barely slip through (albeit with its crossbow disassembled). And they do. The hole opens into a 6" diameter tunnel. After 5' the tunnel leads to a small, roughly 3'x3' room with a pair of foot long beds and a small table with stools. The tunnel on the other side continues to room 37 and then to ____.
The two current guards on patrol are the rats Sseerach and Chowse. They each have rat sized Cloaks of Elvenkind. A small spool of razor-wire thread is available in addition to a supply of food, their weapons, a small deck of cards, and dice. They are quite cautious in their explorations as the residents of the entry hall are still useful and would be a shame to do in (if nothing else, because whatever moved in to replace them would probably be more difficult).
The rats are as Rat of Lankhmar Below (Rat-Sized) in "Monsters & Magic of Lankhmar" from Goodman Games.
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