Man, I am so behind. Gotta get back into this groove.
I wasn't sure where you were going with this at first, but your posts are starting to resemble a really interesting gazetteer for an island-hopping adventure. Looking forward to seeing the finished product!Day 40
I have received a tip-off about a shipwreck near Freeport, the hull of which may contain magical items that could aid our expedition. It's said to be the Star of the North, a small, fast ship from the kingdom of Holderian, one of the elven nations of Bentu, which is said to have carried the mage She'To'Kirilian, one of the greatest scholars of the Lost City of Kyrthar Tahlketh. No one knows why the ship ran aground or what happened to the crew. All that is known is that the last salvage mission failed to return.View attachment 275088
Room 84 - The Pit
The giant-hag would dispose of her refuse, unwanted food, and sometimes living enemies/playthings by heaving them down the pit in the SW corner of her cave (room #83). The hole is currently covered by a stone slab and a few hundred pounds of loose stone. Uncovering it will reveal the 3' diameter tunnel reaching at least 30' into the ground. Scattered small bones line the side of the pit and the smell from the bottom is ghastly.
Parts of the dozens of creatures at the bottom were animated into a Bone Collective by the malevolence she chanted into it. At the time she was growing it she would send it out on missions of exploration, collection, and terror - alone for decades now it has started to fade. Ideally it would like to get enough of itself out quietly that it could move the rocks later if the pit was recovered. One way to do that would be to move some of the treasure at the bottom of the pile to the top when it heard the pit being uncovered. That way any light shining down might make it be sparkly and attractive. Assuming someone tried to climb down the skeletons it would animate would provide a distraction for the bone parts on the sides (and maybe more) to make a run for it. Once at least 30 hp of it escaped, it may or may not decide to attack the party (getting a single victim isn't worth risking partial destruction... getting several on the other hand).
The treasure at the bottom includes 150gp worth of different coins, 250 gp of various gems, a pearl of power, a ring of evasion, and a (Cursed) Frost Brand Dagger in a Sheath. The Dagger functions as a Frost Brand until a natural attack roll of 1 occurs when an ally is within range. In that case the dagger attacks the ally with advantage (+5 to hit). If this occurs while it is being used as a melee weapon, the wielder may make an STR check to control it. 20+ indicates the attack fails, 15+ indicates the attack is with disadvantage, and 10+ indicates it is a normal attack (not with advantage).
The base Bone Collective can be found in the Kobold Press Tome of Beasts (5e) and also at 5esrd.com. This collective was never raised to full power and has backslid a little. HP 90, +6 to hit, d10 damage dice +4 (26/20/48 damage instead of 31/25/57), the poison DC save is 13 with the Charisma damage being d4 Charisma points, and it is CR 6 (2,300 xp). Its languages are Common and Giant.
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And that's only the first two levels .I wasn't sure where you were going with this at first, but your posts are starting to resemble a really interesting gazetteer for an island-hopping adventure. Looking forward to seeing the finished product!
Room 62 - The Laundry
This somewhat hidden 10'x10' room is where the house fey couple Nite Sock and Tuáille Te do their work. They wash clothes and sheets if they are left by the door with a proper reward (sometimes with extra starch or other surprise if not) and provide towels for those bathing in the fountain (room #54). If they are intruded on they will immediately turn invisible and stay out of trouble if possible -- and get revenge later.
If they are not here, they will probably be in their living quarters across the hall (#61) and may be accompanied by their loyal corgi Toirneach (who they are teaching to turn invisible as well).
This room has a large copper tub in the south-west corner with a small bench beside it (it is more than big enough to bathe in for most people -- but that would upset the staff greatly). A large iron cylinder is in the north-west corner surrounded by buckets. The cylinder lid can open to dump cold water carried from the fountain into, and there is a spigot coming from lower down on the cylinder to get the warm water back out. The water is kept hot by the small fire elemental Ceann Te who views it as a personal challenge to do so and to keep the air warm enough to dry the clothes (and if Nite Sock and Tuáille Te are in actual danger, it may help them). There are shelves on the east end of the north wall to hold the clean towels, and the south-east part of the room has a large number of pieces of rope strung between a wooden stand and the wall to dry things on. There is a drain in the floor near the south wall.
The door to the room is unlocked and not particularly tight fitting. Anyone vaguely competent at all who inspects it will notice the warm most air leaving near the top and other air being pulled in near the bottom.
The stats for the Battle Corgi (CR 1, Small Beast) and the household spirit kind of Hobgoblin (CR 1/4, Tiny Fey) can be found in Izegrim Creations's "Twilight Fables". See D&D 5E - Twilight Fables Now Publicly Available! or contact @Sacrosanct to get a copy. The corgi Ceann Te can turn invisible 1 time per day (as per the Hobgoblin).
One version of a small fire elemental (CR 1/2) can be found in Nerzugal's Extended Bestiary at Small Fire Elemental .
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