D&D General #Dungeon23

Bill Zebub

“It’s probably Matt Mercer’s fault.”
This was supposed to be a quick one because I started it late at night, but...


1.24 The Fungal Forest
  • First Glance:
    • 20' mushrooms, and lots of smaller ones
    • Shower of water falling from ceiling forms a pool, which runs out through an exit.
    • The water glows faintly.
  • Closer Inspection:
    • The water is strangely colored, blue/green
  • Secrets
    • The water is tainted with magic. Don't drink it!
    • One of the smaller mushrooms is a myconid. Goals: protect its flock.

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Day 25

As you carefully make your way through the dark and twisted cave, a sense of unease begins to build within you. The air is thick with the stench of decay and death, and you can hear the faint scratching and squirming of unseen creatures in the shadows.

As you round a bend, you come face to face with a sight that chills you to the bone. Before you lies a nest, made from twisted and gnarled veins, tangled bloody vines and clumps of matted fur and skin. And is that a head sticking out? The nest writhes and squirms with a life of its own, as if it is a living entity.

As you approach the nest, you can see that it is home to a horror, a twisted and corrupted creature of darkness and evil. The monster's eyes glint with a malevolent intelligence, and its razor-sharp claws glint in the dim light. You can feel the weight of its gaze upon you, and you know that if you don't leave this place quickly, you may never leave at all.

The nest is a breeding ground for evil, a place where horrors are born and raised to spread their terror and destruction. You must escape this nest of horrors before it's too late.


Room 67 - Tum-Tum's Guest Room

This very inviting and regularly cleaned 15'x15' room has an unlocked door in the east wall (that can be barred from the inside, STR 18 roll to open). The furniture is all of the highest quality - including the full length mirror of glass over silver, pair of desks and chairs (the north with writing supplies, the south with eating utensils, napkin, and placement), bed with rose colored full canopy, armoire (empty but spacious), and small cabinet to hide the chamber pot and with a porcelain wash basin and pitcher on top. The canopy and matching rose colored rug are nice, but not as nice quality as the wooden furniture. Each of the desks and the small cabinet has a small wooden cup with a handle and removable cover that holds a crystal with continual flame on it.

Anyone carefully examining the canopy will find that there is a 3'x3' empty wooden square made of sticks (like a picture frame with no back) lying on the middle of the top of it. It is decidedly not finely crafted. The Boggle Tum Tum (see 65) has positioned a similar wooden square in each of 65 and 66 that are close enough to use each other, the square on the canopy, the mirror in here, or the picture at the end of the hallway (63) for it's dimensional rift. For pranks, the canopy on the bed can be easily caused to fall or could have liquids dropped through it, and Tum Tum would certainly enjoy waking up anyone sleeping half-way through the night.

The secret door behind the mirror is used by the Redcap Picus Rubro in 67 and is a true masterpiece of construction (unspottable without either going behind the mirror or moving; DC 22 to spot visually, DC 18 if searching by hand). Tum Tum knows better than to let anyone know where the Redcap is, and is very careful what pranks he plays on him - because Redcaps are stabby. He also tries to clean up his own messes in this room - which is decidedly not much fun but helps avoid being stabbed or pounded.

View attachment 273634

Room 66 - Mulching Room

The door to this 15'x15' room has a finely printed sign that says "Please Keep Door Closed" (matching the print quality on the door of 68 and label in 70). Either opening the door or inspecting the edges while shut reveals that there is cloth around the sides of the door to give a tight seal. The reason for wanting that is immediately obvious from the exceedingly strong acrid/decay/wood odor that starts to come out of the room, and a voice says from above the door says "<expletive of choice>, in or out, hurry up!". Anyone actually entering the room capable of smelling must make a DC 8 Con save or be subject to the Poisoned effect until such a save is made (the DC goes up by 2 after each of the first three failures; it goes to DC 6 if they leave the room).

The smell apparently comes from the huge pile of sawdust, poor quality boards and logs, chamber pot leavings, and plate scrapings slowly decaying in the middle of the room. This is where Picus Rubro in 69 gets rid of the leftovers from his woodworking and also any bodies or other annoying things. There is currently a decaying, headless, Bugbear body (see room 70), a nearly stripped clean halfling skeleton, and parts of several other humanois under the sawdust. It appears anything unmulchable is removed from the bodies before they are put in. The cleaning of the parts is being done by a Swarm of Rot Grubs.

The request to hurry up comes from the Gale Mephit (see below; whose name is "West Wind's April Storm Herald" in Auran and sounds something like "Oh-Shwish-ooo-ooo") that has been bound to guarding the smell. It will use its Gust Breath to keep the smell in if the party dilly dallies. If attacked it will retreat to near the ceiling to defend itself and yell for help in Auran and loudly repeat the <expletive of choice> as needed. (The phrase above is the only thing it knows in common).

Oh-Shwish-ooo-ooo doesn't have much hope that help will come. But there is a 3'x3' poorly made frame of sticks leaning against the north-west corner that Tum Tum (see 65) can look through and use if the mood strikes him. It is also possible that Grandma (in 64) might have one of her children look down the hall if it continues long enough.



The description of the Gale Mephit below is an adaptation of material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at Systems Reference Document | Dungeons & Dragons. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at Creative Commons — Attribution 4.0 International — CC BY 4.0 .

Gale Mephit
Small Elemental, Neutral Evil

Armor Class: 12
Hit Points: 17 (5d6)
Speed: 30 ft. fly 30 ft.

Str 6 (-3), Dex 14 (+2), Con 10 (+0), Int 9 (-1), Wis 10 (+0), Cha 12 (+1)

Skills: Perception +2, Stealth +4
Damage Resistance: Thunder
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft, Passive Perception 12
Languages: Auran

Death Burst - When the mephit dies, it leaves with a 5' radius blast of wind. Unsecured objects within the area of effect are automatically pushed 5 feet away and torches and candles are extinguished. Creatures must make a strength save and on a failed roll are also pushed 5 feet away. Those failing the save who are forced into a wall must make a DC 10 Dexterity save or take 2 (1d4) blugeoning damage.

Innate spellcasting 1/day. The mephit can innately cast Cyclonic Wave, requiring no components. (As Thunderwave but 1d8 Blugeoning Damage instead of any Thunder damage, and the effect is only audible to 100 feet as a huge blast of wind and not thunder). Its innate spellcasting ability is Charisma.


Claws: Melee Weapon Attack: +2 to hit, reach 5ft. one creature. Hit: 4 (1d4+2) slashing damage.

Gust Breath (Recharge 6): The mephit exhales a 15-foot cone of wind. Each creature in that area must make a Strength saving throw or be pushed up to 5 feet away from you. Objects being neither held nor carried are pushed up to 10 feet away.

Challenge: 1/4 (50xp) Proficiency Bonus: +2


The next room created (#65) is in post #414 D&D General - #Dungeon23.
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01.25: Master Stair, upper

Access: Stairs lead up from the master stair (01.10). There is a door on the west wall and one on the eastern part of the north wall leading to different hallways. The door on the western section of the north wall is locked and magically warded, leading to the Master’s Study (01.26)

Description: this area is relatively clean with just a hint of the water and pest damage that affects most of the rest of Parenix Manor. It is sparsely decorated, with only a giant bust made of marble of what appears to be an eye containing multiple pupils. The bust is disconcerting to look at directly but even more so when seen from the peripheral: the pupils seem to float in the eye, shifting position. When one looks directly at the eye again, they cannot be certain whether the pupils are where originally seen.

Museum Hands: If anyone attempts to damage the eye bust, it lashes out with a mind rending counterblast, doing psychic damage equal to the damage caused to it by the individual, regardless of type or source (arrows, spells, a hammer). If a character is incapacitated by the counterblast, upon resuscitation they must roll for incurred madness.


Day 26

As you make your way through the cave, a faint sound of skittering echoes off the walls. Approaching the source, you come across a nest of giant spiders, their webs spanning the entire chamber. The spiders are massive, their bodies covered in thick, black hair. The air is thick with their musty scent, and you can feel their eyes upon you as they watch your every move.

But the real shock comes when you spot the broken portal to hell, its edges singed and cracked as if it had been shattered by a great force. The portal seems to be inactive, but the mere fact that it exists in this cave is unsettling. It's clear that this is not a place for the faint of heart, and you must proceed with caution.


From tomorrow on I will be on holidays, so I will probably not post here or my wife will kill me :D but I will continue and give you a whole week of dugeon when I'm back.

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