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<blockquote data-quote="Cadence" data-source="post: 8923479" data-attributes="member: 6701124"><p>Room 58 - The Tunnel</p><p></p><p>This 15'x15' room is entered through an unlocked wooden door. It opens into a stone wall with an oddly shaped 5' to 10' diameter stone tunnel heading forward a few feet until it hits a 10' diameter open cylinder that seems to go infinitely up and down. The sides of the cylinder have patches of bioluminescent fungus that give the entire area dim light. The sides are also full of numerous small holes and caves from a few inches to a few feet in diameter and places with rocks embedded in them and possibly a skeleton of some sort, and what appears to be a large number of in-progress columns and figure carvings (trees? Fae? a dragon?). Finally, there is something directly in the middle of the shaft that is hard to make out - a quivering rope? a continuous pulse of some sort?</p><p></p><p>The cylinder is actually only 10' high, but anyone going out the top or bottom of it (or the caves in the surrounds) comes in the other way. The small ledges above and below the opening are such that someone just cautiously looking from the tunnel would need to pass at DC 15 passive perception to notice something wasn’t right; someone leaning out a bit or carefully looking would notice with no roll. With a bit of looking, the blur in the middle is a small rock traveling at its terminal velocity (around 70 miles per hour, call it d6 damage for stopping it by blocking it with one’s body). Hjuldohr the Dwarf (in room 55) is excessively proud of having been the first to have achieved this and the fey in the room can't bring themselves to try and stop it and the other two Dwarves haven't managed to.</p><p></p><p>The carvings on the sides are the work of the half dozen Galtzagorriak that escaped from (room to be named later). They work on the room under the charge of the Pech Fionn Clachair who has a plan for the whole room in the works that should keep the tiny ones busy for decades (and thus out of trouble). He just needs to not spend as much time brewing various alcoholic drinks with Ruadhan Srondearg the Leprechaun. Luckily Ruadhan will often leave the room to pull pranks on others. The Wolpertinger (that the other residents have named Conor) will let the Galtzagorriak pet it, but has no patience for the larger two fae. All except Conor hide and cower if Berghildr (room 57) comes in to exercise. If the Dwarves (from 55) get too annoying, the various fey residents might start throwing things at them or playfully taunting.</p><p></p><p>Fionn’s cave, with his plans and still, is in the north-west corner of the room and anyone small, but over three feet tall, would need to be prone to enter. Ruadhan’s cave is in the north-east corner of the room and is similarly sized. Both of them have “infinite up and down tunnels” and a secondary bolt hole that is a squeeze for someone their size to get out. Ruadhan’s cauldron has 136 gp and is protected by two traps (a DC 14 to notice, DC 16 to deactivate, and DC 18 to avoid, slide trap heaving a victim into the pit; and a DC 18 to notice and DC 12 to deactivate needle trap that gives the poisoned condition until a DC 16 con save is made). The Galtzagorriak live in the very small tunnels in the South-east corner, and Conor lives in an 18” high cave in the south wall that the back entrance of the Galtzagorriak tunnels connects to.</p><p></p><p>Terminal velocity for a spread-eagle person is around 120 mph, diving is around 180 mph. Presumably no one is trying to do that and I’m not sure any listed maximum damage is adequate for scraping along the sides to stop falling after hitting full speed. Should someone be pushed or tripped into the hole, they should make a DC 16 Dex save. On a save they catch themselves after falling through the floor back to their original level (possibly somewhere else around the cylinder) for d4 damage. On a failure, roll d6 to determine how many tens of feet they fall before safely stopping, taking d4 damage for each. A d12 could be used to determine which clock facing they managed to latch onto.</p><p></p><p><img src="https://lh6.googleusercontent.com/Bufa6lfr2XvJngPiWakc_4HW0kUAxva2Vp-bw5NK5faLY2Tuuv3HN4ylMX2E4bAKxPSXvHHRiSvFl97rLErSRbx-k9QCq0Cz63QSjFj5cgH2-WuzEwQnpbcXX4TUU98hrOO_57yOE1RPh4nB9b4bod8" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>The Galtzagorriak (CR ¼, Tiny Fey), Leprechaun (CR 1, Small Fey), Pech (CR 1/2 , Small Fey), and Wolpertinger (CR ¼, Small Monstrosity) are all from Izegrim Creations's "Twilight Fables". See <a href="https://www.enworld.org/threads/twilight-fables-now-publicly-available.691823/" target="_blank">D&D 5E - Twilight Fables Now Publicly Available!</a> or contact [USER=15700]@Sacrosanct[/USER] to get a copy.</p><p></p><p>Dwarf name courtesy of <a href="https://www.fantasynamegenerators.com/dwarf-names.php" target="_blank">https://www.fantasynamegenerators.com/dwarf-names.php</a> .</p><p></p><p>The next room created (#57) is in post #465 <a href="https://www.enworld.org/threads/dungeon23.693859/post-8924366" target="_blank">D&D General - #Dungeon23</a> .</p></blockquote><p></p>
[QUOTE="Cadence, post: 8923479, member: 6701124"] Room 58 - The Tunnel This 15'x15' room is entered through an unlocked wooden door. It opens into a stone wall with an oddly shaped 5' to 10' diameter stone tunnel heading forward a few feet until it hits a 10' diameter open cylinder that seems to go infinitely up and down. The sides of the cylinder have patches of bioluminescent fungus that give the entire area dim light. The sides are also full of numerous small holes and caves from a few inches to a few feet in diameter and places with rocks embedded in them and possibly a skeleton of some sort, and what appears to be a large number of in-progress columns and figure carvings (trees? Fae? a dragon?). Finally, there is something directly in the middle of the shaft that is hard to make out - a quivering rope? a continuous pulse of some sort? The cylinder is actually only 10' high, but anyone going out the top or bottom of it (or the caves in the surrounds) comes in the other way. The small ledges above and below the opening are such that someone just cautiously looking from the tunnel would need to pass at DC 15 passive perception to notice something wasn’t right; someone leaning out a bit or carefully looking would notice with no roll. With a bit of looking, the blur in the middle is a small rock traveling at its terminal velocity (around 70 miles per hour, call it d6 damage for stopping it by blocking it with one’s body). Hjuldohr the Dwarf (in room 55) is excessively proud of having been the first to have achieved this and the fey in the room can't bring themselves to try and stop it and the other two Dwarves haven't managed to. The carvings on the sides are the work of the half dozen Galtzagorriak that escaped from (room to be named later). They work on the room under the charge of the Pech Fionn Clachair who has a plan for the whole room in the works that should keep the tiny ones busy for decades (and thus out of trouble). He just needs to not spend as much time brewing various alcoholic drinks with Ruadhan Srondearg the Leprechaun. Luckily Ruadhan will often leave the room to pull pranks on others. The Wolpertinger (that the other residents have named Conor) will let the Galtzagorriak pet it, but has no patience for the larger two fae. All except Conor hide and cower if Berghildr (room 57) comes in to exercise. If the Dwarves (from 55) get too annoying, the various fey residents might start throwing things at them or playfully taunting. Fionn’s cave, with his plans and still, is in the north-west corner of the room and anyone small, but over three feet tall, would need to be prone to enter. Ruadhan’s cave is in the north-east corner of the room and is similarly sized. Both of them have “infinite up and down tunnels” and a secondary bolt hole that is a squeeze for someone their size to get out. Ruadhan’s cauldron has 136 gp and is protected by two traps (a DC 14 to notice, DC 16 to deactivate, and DC 18 to avoid, slide trap heaving a victim into the pit; and a DC 18 to notice and DC 12 to deactivate needle trap that gives the poisoned condition until a DC 16 con save is made). The Galtzagorriak live in the very small tunnels in the South-east corner, and Conor lives in an 18” high cave in the south wall that the back entrance of the Galtzagorriak tunnels connects to. Terminal velocity for a spread-eagle person is around 120 mph, diving is around 180 mph. Presumably no one is trying to do that and I’m not sure any listed maximum damage is adequate for scraping along the sides to stop falling after hitting full speed. Should someone be pushed or tripped into the hole, they should make a DC 16 Dex save. On a save they catch themselves after falling through the floor back to their original level (possibly somewhere else around the cylinder) for d4 damage. On a failure, roll d6 to determine how many tens of feet they fall before safely stopping, taking d4 damage for each. A d12 could be used to determine which clock facing they managed to latch onto. [IMG]https://lh6.googleusercontent.com/Bufa6lfr2XvJngPiWakc_4HW0kUAxva2Vp-bw5NK5faLY2Tuuv3HN4ylMX2E4bAKxPSXvHHRiSvFl97rLErSRbx-k9QCq0Cz63QSjFj5cgH2-WuzEwQnpbcXX4TUU98hrOO_57yOE1RPh4nB9b4bod8[/IMG] The Galtzagorriak (CR ¼, Tiny Fey), Leprechaun (CR 1, Small Fey), Pech (CR 1/2 , Small Fey), and Wolpertinger (CR ¼, Small Monstrosity) are all from Izegrim Creations's "Twilight Fables". See [URL='https://www.enworld.org/threads/twilight-fables-now-publicly-available.691823/']D&D 5E - Twilight Fables Now Publicly Available![/URL] or contact [USER=15700]@Sacrosanct[/USER] to get a copy. Dwarf name courtesy of [URL]https://www.fantasynamegenerators.com/dwarf-names.php[/URL] . The next room created (#57) is in post #465 [URL="https://www.enworld.org/threads/dungeon23.693859/post-8924366"]D&D General - #Dungeon23[/URL] . [/QUOTE]
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