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.
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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.
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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.
Actions
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
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The next room created (#65) is in post #414
D&D General - #Dungeon23.