Posts Tagged ‘ogres’

It’s time for part five of my prison for dragons series! Thanks to this month’s RPG Blog Carnival theme of “Unusual Dungeons” chosen by Nils Jeppe over at Enderra I’ve been inspired to create an Exploration Age dungeon post by post. This dungeon is meant for a group of four level 12 PCs. So far I’ve written a general overview of dragon prisons built by aberrations, the background and character hooks for a specific dragon prison called Shuzal, the area and random encounters around Shuzal’s entrance citadel, and the surface level of Shuzal’s entrance citadel. Now it’s time to take a look at the lower level of the entrance citadel.

Shuzal Entrance Citadel Lower Level

Shuzal 4

Map created with Pyromancers’ Dungeon Painter.

The lower level of Shuzal’s entrance citadel lies in ruin, but is not as badly damaged as its surface level, since it is better guarded from the elements. The Ox Tribe are on high alert in the lower levels, even if they have not received warning adventurers are invading. Members of the tribe have mysteriously been going missing in recent months and the whole place is on edge. By order of Chief Crtulak the Jaw all members of the tribe must travel through the tunnels in groups of four or more for protection.

Features of the Area

Illumination. Since the ogres and onis of the Ox Tribe have darkvision there are no light sources in the lower level of the citadel except where otherwise noted in an area’s description.

Ceiling. All ceilings in the area are 20 feet high except where noted in an area’s description.

Doors. The doors on this level of the citadel are made of adamantine (AC 23, HP 100). Unless otherwise noted, all doors are unlocked.

B1 – Entrance Studio

Rubble lies strewn on the ground of this chamber, the remnants of an old stair case.

The hole in area A3 is directly over the center of this chamber. If the Ox Tribe has warning the PCs are coming the door in this room is barred from the hall side and requires a DC 20 Strength check to open.

Rubble. The rubble lies in a low pile before the door and is difficult terrain for Medium or smaller creatures.

B2 – Warden’s Office 1

The Ox Tribe have taken the time to scratch the Giant word for danger onto the door to this room. The door here is jammed and requires a DC 20 Strength check to open.

The rubble-strewn room features a large desk at its center. There might have been more furniture in this place at one time, but now only stone rubble remains. Unlike the other areas in this ruin, the stones seem almost polished and dirt free.

Beneath this floor is a nest of four black puddings. The oozes are able to travel through the complex, sometimes picking off unwitting, lone ogres. They are starving since the ogres are traveling in groups too powerful to attack, which has made them desperate for a meal. If the ground in this area is disturbed by someone walking above the slink through the cracks and attack.

Desk. The desk holds the Shuzal warden’s old files on the prisoners and is trapped. Any creature who touches the desk releases a destructive wave of psychic energy. Creatures within 20 feet of the desk must make a DC 15 Wisdom saving throw. Creatures who fail take 33 (6d10) psychic damage and are pushed back 10 feet. Creatures who succeed take half damage and are not pushed.

The trap’s magic is controlled by a small pearl (worth 100 gp) on the underside of the desk. A DC 20 Wisdom (Perception) check allows a character to spot the pearl. A DC 15 Intelligence (Investigation) check reveals the source of the trap’s magic is on the underside of the desk, provided the person making the check has seen the trap activated. A DC 15 Dexterity check made with thieves’ tools can remove the pearl and disarm the trap. A failure made on the check to remove the pearl activates the trap.

The desk has only one drawer intact which is locked shut. It can be forced open with a DC 20 Strength check or its lock can be picked with a DC 15 Dexterity check made with thieves’ tools.

Files. The old files within the desk are mostly useless and lost to time, but two files explain the aberrations reasons for holding and questioning the silver dragon siblings Maxathaltros and Kerrinalastraya.

Rubble. The rubble lies is difficult terrain for Medium or smaller creatures.

B3 – Warden’s Office 2

The Ox Tribe have taken the time to scratch the Giant word for danger onto the door to this room. The door here is jammed and requires a DC 20 Strength check to open.

The rubble-strewn room features a large desk at its center. There might have been more furniture in this place at one time, but now only stone rubble remains, covered in dust and undisturbed for years.

Desk. The stone desk here is not what it seems. When a creature enters the room, the desk shifts in half and stands, revealing it is really two stone golems. The golems are meant to guard this room and an old stone chest, which was smashed in the rubble long ago in a battle with some now dead ogres.

Rubble. The rubble lies is difficult terrain for Medium or smaller creatures.

Treasure. A creature who searches the rubble with a successful DC 20 Wisdom (Perception) check finds a bag of holding which contains a Shuzal portal key and two bombs of silence.

B4 – Crate Storage

Crates stacked up to the ceiling fill this chamber branded with various sigils of merchant guilds. This must be where the Ox Tribe keeps the goods they raid from passersby.

If PCs take the time to clear out the chamber there are 2000 gp worth of trade goods and mundane weapons and armor within the crates (what specifically is inside is up to you). The goods are heavy and weigh about 5000 pounds total.

B5 – Barrel Storage

Twenty-seven barrels the size of an adult dwarf branded with a camel sigil take up most of this room.

The Ox Tribe recently raided a caravan of Bragonian liquor vendors know carrying Camel’s Hump Whiskey. This alcohol is extremely potent and flammable. The Ox Tribe has taken to drinking the potent beverage with each meal.

Whiskey Barrels. Dealing 10 or more fire damage to a barrel with one attack or spell causes the liquor inside to explode. Creatures adjacent to the barrel must make a DC 15 Dexterity saving throw. Creatures who fail take 22 (4d10) fire damage. Creatures who succeed take half damage. If a barrel is next to another when it explodes, both barrels explode.

The Camel’s Hump Whiskey is a rare and worth 200 gp a barrel. A single barrel weighs 275 pounds.

If a creature drinks the whiskey, it must succeed on a DC 10 Constitution saving throw or be poisoned for 1 hour. For each drink the creature has in an hour, the DC for the saving throw increases by 2.

B6 – Ogre Den

The rank smell in this room must be coming from the numerous sleeping mats spread all over the floor. A large group of ogres is gathered here, talking, resting, and playing games of dice.

If the ogres know the PCs are coming they have cleared out of this room. Use the following text instead.

 The rank smell in this room must be coming from the numerous sleeping mats spread all over the floor. The mats look disturbed, like a large group of creatures left this place in a hurry.

When the PCs arrive sixteen ogres are in this room (which used to be where the aberrations slept and took their meals). If the ogres get word the PCs are coming or hear them in the hall trying to open one of the jammed doors, eight of the ogres wait until the PCs come at least part of the way into the hall and then burst out and attack, some running down other halls to surround the PCs. Four other ogres join their friends in area B7 and the remaining four ogres go to area B8.

Treasure. Taking the time to search under all of the sleeping mats reveals 701 gp and 32 pp.

B7 – Dining Hall

Bright light, a warm heat, and a sickly sweet smell hit your senses as you take in this room. Four huge fires, each with its own anvil and water basin, are being used to roast four human corpses. Bones of various humanoids lie all over the floor. Two onis grin wickedly as you enter the room.

If there are also ogres from area B6 in this room add.

Four ogres whoop in delight, raising their weapons. “More food for the fires!” they cry.

Two onis (and possibly four ogres from area B6) prepare dinner here for the rest of the tribe. What was the aberrations’ smithy has now become a kitchen. The Ox Tribe also keeps a few extra barrels of Camel’s Hump Whiskey in here.

Everburning Fires. Thanks to the aberrant magic of the citadel, the fires always burn hot in this room. A creature who starts its turn in or passes through the fire takes 11 (2d10) fire damage.

Everfull Wells. Thanks to the aberrant magic of the citadel, the water in the basins here is always full of clean water, which is how the Ox Tribe stays hydeated.

Illumination. This room is bathed in bright light from the fires.

Whiskey Barrels. Dealing 10 or more fire damage to a barrel with one attack or spell causes the liquor inside to explode. Creatures adjacent to the barrel must make a DC 15 Dexterity saving throw. Creatures who fail take 22 (4d10) fire damage. Creatures who succeed take half damage. If a barrel is next to another when it explodes, both barrels explode.

The Camel’s Hump Whiskey is a rare and worth 200 gp a barrel. A single barrel weighs 275 pounds.

If a creature drinks the whiskey, it must succeed on a DC 10 Constitution saving throw or be poisoned for 1 hour. For each drink the creature has in an hour, the DC for the saving throw increases by 2.

B8 – Throne Room

A bright light fills this room. Two onis stand guard on either side of a red seal on the ground before a dias. Atop the dias sits a throne made of stone and bone and atop the throne sits the largest ogre you have ever seen. In surprisingly well-spoken Common the huge beast speaks through a smile and an enormous mouth. “Welcome weary travelers. Let’s avoid bloodshed if we can. I’d hate to have to scrape you off my floor.”

If the four ogres from area B6 are there, add:

Four ogres stand on the dias, flanking the one sitting on the throne.

Chief Crtulak the Jaw has made this throne room his own. He has two onis who serve as his personal bodyguards (who are possibly joined by four ogres from area B6). Once a place for the warden to question prisoners and suspected traitors, the magic of the red seal is still active in the room and the attuned chief knows exactly how to control it. He knows the adventurers must be powerful to have made it this far and he hopes to use them to help him solve a problem.

Chief Crtulak’s Deal. The chief offers to pay the adventurers to help him with an issue. He tells them that his people are being attacked by something sinister in the complex. For the last few months members of the Ox Tribe have gone down to the crypts to pay respects to the dead and have been going mysteriously missing. At first Crtulak thought maybe his people were getting picked off by the traps, oozes, and constructs in the tunnels, but it began happening so often he suspected it might be something else. He then ordered his people to travel in groups, but that has only led to more Ox Tribe members disappearing in the tunnels.

The chief offers the adventurers a deal, he’ll give them each an emerald worth 1000 gp now if they agree to find the problem in the crypts and destroy it for him and then another emerald worth 1000 gp each when they return. A successful DC 15 Charisma (Persuasion) check also gets Crtulak to agree the Ox Tribe will no longer attack any passing caravans or tribes and feast only on animals (though he does so begrudgingly).

Chief Crtulak is calm and intelligent in his negotiations. He cares about the lives of his own people more than anything else and knows the adventurers might be too strong for him to handle, but that means they also might have the strength to wipe out his hidden foe. He is willing to make sacrifices to ensure the survival of his tribe. He will also use the properties of the red seal (see below), but only if he feels he is being lied to or about to be attacked. If the PCs agree to take on Crtulak’s job, he offers them an ogre guide through the tunnels in area B9. The ogre knows the tunnels well, but will only guide the PCs to the area of entrance B10 before getting scared and leaving them to fend for themselves.

Illumination. This room is bathed in bright light from the fires.

Red Seal. The red seal on the floor has magic properties which are controlled by whoever is attuned to it. To attune oneself to the red seal, a creature must spend one hour sitting on the throne with no interruptions or distractions as it mediates on the seal. A creature attuned to the seal can cast detect thoughtshold monster, or zone of truth (centered on the seal) on any creatures touching the seal as an action (spell save DC 17).

Treasure. Chief Crtulak keeps his treasures in a locked stone chest behind his throne. Any character who looks behind the throne can easily see the chest. It is locked but a successful DC 15 Dexterity check with thieves’ tools or the key Crtulak holds can be used to open the chest. Inside the chest are twelve emeralds worth 1000 gp each, 354 gp, 12 pp, and a staff of walls (which Crtulak is waiting to award to one of his oni bodyguards).

B9 – The Catacombs

The maze-like tunnels which lead to the Ox Tribe’s burial grounds were put in place by the aberrations in case a dragon ever escaped Shuzal. The prisoner would have to find its way out of a maze of cramped tunnels, guarded with sinister traps and construct guardians. Since then black puddings have found their ways into the maze of tunnels. The ogres have navigated the tunnels enough times they can quickly get to their makeshift crypt and pay respects to their dead usually without any trouble.

Each time the PCs find themselves at the dead-end of a tunnel, roll for a random encounter on the table below to see if they are attacked or encounter a trap.

d10 Encounter
1 – 5 No encounter
6 1d4 + 1 black puddings
7 Spectral tendrils trap
8 1d4 + 1 helmed horrors
9 Withering tapestry trap
10 1 stone golem

Spectral Tendril Trap. This 10-foot-square area has been cursed with a ritual that forms tendrils of pure necrotic energy which hunger to feed on the living. The ritual is powered by an unholy symbol painted or carved into the ground at the center of the area. The tendrils live below the surface of the floor and wait for a living creature to walk into the area before attacking.

A character notices the trapped area and its immediate surroundings are slightly colder with a DC 10 Wisdom (Perception) check. A character trained in Arcana can determine the meaning of the symbol with a DC 15 Intelligence (Arcana) check.

When a creature steps into the area, the tendrils rise from the ground and make an attack roll against that creature with a +8 bonus. On a hit the tendrils deal 22 (4d10) necrotic damage and the target is grappled (escape DC 15). Another creature can attack the tendrils grappling a creature (AC 15). If they deal more than 15 damage in one attack the tendrils let go. The tendrils disappear if they are dealt radiant damage.

Withering Tapestry Trap. This 10-foot-square tapestry depicts a regal aberration king and queen sitting upon a throne with crowns of gold. Any creature who can see the tapestry must make a DC 15 Charisma saving throw. A creature who fails is overcome with admiration for the tapestry and cannot willingly move out of sight of the tapestry for 24 hours. During that time the creature cares only about the tapestry and will defend the work of art with its life. It acts hostile toward any creature who tries to touch the tapestry or tries to move the effected creature away from the tapestry. The creature will try to find its way back to the tapestry if it is forcibly removed from it. The creature will not sleep while it is under this effect. After 24 hours the affected creature suffers a level of exhaustion. It must repeat the saving throw if the tapestry is still within line of sight.

A DC 15 Intelligence (Arcana) check reveals the nature of the trap. A DC 20 Intelligence (Arcana) check reveals the tapestry is immune to all damage except for fire. The tapestry has AC 10 and 30 hit points.

B10 – Crypt

This room has been cleared of any rubble and heavy stone coffins slide into spaces all along the wall, up into the raised ceiling.

The ceiling in this room is 50 feet high. The Ox Tribe use this room to store the bones of their dead. When they first took the citadel, the Ox Tribe released a horribly contagious disease and so it was worth traversing the catacombs to put their dead far away from the living. The disease has since faded from all but memory, yet the Ox Tribe still entomb their dead here, carving coffins from the stones of the ruin. Characters who search the coffins find they are empty.

Secret Door. A successful DC 20 Intelligence (Investigation) check reveals the small scrapes in the ground before secret door which leads to area B11. A successful DC 25 Wisdom (Perception) check reveals the outline of the door. Because Akros Sepora and her minions use this door, all traps and locks have been disabled. If the PCs do not notice the secret door after one hour of time spent in the room, the door is revealed when eight ogre zombies come through the door and attack. One of the zombies carries a Shuzal portal key.

B11 – Portal Room

This small room contains a cauldron holding placid blue water. Braziers burn all around the room, flickering with madly.

The pool in this room can become a portal which leads to the demiplane where Shuzal is housed.

Braziers. The braziers in this room are powered by the aberrant magic of the ruin and never go out. A creature who moves into or starts its turn in the same space as the brazier takes 5 (1d10) fire damage.

Illumination. This room is bathed in bright light from the fires.

Portal. The water pool begins to glow red when someone brings a Shuzal portal key within 10 feet of the pool and the portal becomes active. Any creature who enters the pool while it is red is immediately transported to the demiplane outside of Shuzal. Even if the key holder goes through the portal it remains active for 1 minute.

If a creature enters the pool when the portal is not active it must make a DC 17 Constitution saving throw. Creatures who fail take 22 (4d10) radiant damage and are blinded for 1 hour. Creatures who succeed take half damage and are not blinded. The creature must repeat this saving throw at the start of its turn every round it remains in the pool.

If the PCs do not have a portal key, fear not! One hour after they arrive in the portal room a group of eight zombie ogres comes through the portal. One of these ogres carries a Shuzal portal key.

Next Time…

…we’ll go through the portal!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

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This month’s RPG Blog Carnival theme of “Unusual Dungeons” chosen by Nils Jeppe of Enderra has inspired a series of blog posts about some abandoned prisons built to hold dragons by aberrations. So far I’ve written about dragon prisons in general, the specific history of the prison of Shuzal, and the area surrounding Shuzal. Now I’m going to flesh out Shuzal post by post and hopefully have a nice dungeon to show for it in the end. My plan is to put it all into a PDF and throw it up on the Free Game Resources section of this site.

The Ruined Entrance Citadel

Shuzal Entrance Citadel Map

Built in Pyromancers online Dungeon Painter.

Shuzal’s entrance citadel lies in overgrown forest ruins, picked over by the ogres of the Ox Tribe. Having been exposed to the elements for thousands of years, the citadel’s roof has collapsed, walls have crumbled, and trees have grown right through the floor. While the Ox Tribe has some guards posted on this first level of the citadel, most of its members are out raiding or living life in the underground section of the complex.

As you trek through the forest, through the trees you can see curved stone structures rising from the ground. These walls seem to have grown as naturally as the trees growing amongst them. Though crumbling and forgotten there is no mistaking the strange curvature of the walls, identifying this structure as something built by aberrations.

Features of the Area

Illumination. Because there is no ceiling on the ruined citadel, it has the same illumination as the forest directly outside.

Crumbling Walls. The citadel’s 20-foot-high surface level walls are on their last legs. A Small or larger creature adjacent to a wall can use its action to make a DC 15 Strength check to know over a 5-foot section of the wall. Creatures on the opposite side of the wall must make a DC 15 Dexterity saving throw. Creatures who fail take 21 (6d6) bludgeoning damage. Creatures who succeed take half damage. Creatures who are adjacent to a wall can be knocked through the wall by another creature using the shove attack or a spell which causes forced movement. The creature being moved must be adjacent to the wall before the shove happens or spell is cast, otherwise the wall stops them in their tracks as normal. A creature pushed through a wall takes 21 (6d6) bludgeoning damage. Trying to climb one of the walls requires a DC 15 Strength (Athletics) check. Creatures who fail this check break the section of wall they are trying to climb, taking 21 (6d6) bludgeoning damage in addition to fall damage as normal. The ogres in this complex do not hesitate to knock over the walls to make more room for their bulk.

Open Spaces. The destroyed ceiling and crumbling walls of Shuzal mean that anything happening within the citadel can be heard in all other areas on this level of the complex, except in area A7, which has maintained its roof and door. If battle breaks out or a wall is destroyed, any Ox Tribe members in the complex converge on the source of the noise. Consider breaking enemies into waves based on the rooms they start in. If a fight breaks out, bring in a new wave at the end of the round whenever the PCs outnumber the enemies they are currently fighting. Keep the pressure on in this dungeon brawl.

Rubble. The Ox Tribe ogres have pushed the rubble into large piles which hampers less-than-ogre-sized creatures. Rubble is considered difficult terrain for Medium and smaller creatures.

Trees. The trees growing in this area are 20 feet tall and require a DC 10 Strength (Athletics) check to climb. Medium or smaller creatures who climb 10 feet or more into a tree have the benefit of half cover thanks to the branches.

A1 & A2 – Guard-Houses

As you enter the ruined citadel, gaping holes in the wall can be seen on both sides of the hall. A foul stench, laughter, and gross eating noises come from the West side of the hall. Low grumbling and the clatter of small stones on large stones can be heard from the East.

Eight ogres are on guard duty, four in each guard-house. In A1 the ogres sit eating the bodies of four dead human merchants and telling each other bawdy jokes. In A2 the ogres play a game with dice.

Treasure. The hungry ogres in A1 shoved the tattered clothing of the merchants into the corner of the room behind a pile of rubble and can be spotted with a DC 15 Wisdom (Perception) check. A character searching through the clothing discovers a blood-stained belt pouch containing 302 gp.

A3 – Tunnel Room

The most prominent feature of this room is the large, gaping hole in the floor, which drops 15 feet onto a ruined stone floor.

If the ogres are in this room, add:

Two large ogres turn to face you as you enter the room. One rushes toward you, the other heads for the hole.

This room used to be the aberrations well-guarded stairwell to the lower portions of the citadel. Now the stair well lies in ruin and two ogres stand guard. If trouble breaks out, one of the ogres heads down below to warn the rest of the tribe.

Tunnel. The tunnel here is really a hole in the ground which drops 15 feet. The height is high enough for large creatures (like ogres) to safely lower themselves down, but smaller creatures need to use rope, magic, or some other method to safely touch down on the lower level of the citadel.

A4 – Training Room

This long room has walls painted with faded frescos of dragons falling in battle before aberrations. On the side of the East wall, a large column painted with various targets lies in ruin.

If the ogres and oni are in this room, add:

An oni feverishly lectures two ogres who hang their heads in shame and fear.

This is the place where aberration guards would practice their combat tactics. Any who wished to access the lower levels of the citadel and the portal to Shuzal would have to pass aberration soldiers ready for combat. Now two ogres and an oni are here. The ogres came to blows over a shiny stone one of them found. The oni has taken the stone for herself and is currently lecturing the ogres about fighting each other while on guard duty.

Treasure. The oni carries a topaz worth 500 gp on a pouch in its belt.

A5 – Processing Room

This forgotten room has a smashed, divot-filled column which was once inlaid with some sort of stones. The smashed pile of rubble in the corner of the room was clearly an old piece of furniture.

This forgotten room is where polymorphed dragon prisoners were brought for processing. The column, once full of magically charged gemstones, forced a permanent zone of truth spell in room. The pile of rubble in this room is a smashed stone desk which held the files of the aberrations, since plundered or lost to the ravages of time.

Treasure. A DC 15 Wisdom (Perception) check reveals there is still a large spinel worth 250 gp on the underside of the column. A character can reach under and try to pry out the spinel with a DC 15 Strength check.

A6 – Golem Workshop

A smashed bench and some rusty old tools lie on the round in this room. Faded frescos on the wall depict various aberrations assembling guardians of stone, flesh, and metal.

If the clay golem is here, add:

In the middle of the room stands a silent statue made of clay, resembling a human with tentacles for arms.

One of the onis of the Ox Tribe found this old golem workshop and managed to magically reprogram the clay golem here to work for her. The clay golem guards this level of the complex and runs toward any sounds of battle and attacks any non-Ox Tribe creatures it comes across.

A7 – The Key Room

As the adamantine door opens, a heavy purple mist floats out of the door around your ankles. Inside the room, a great adamantine chest sits behind a huge creature made of iron. Its three heads look your way as it raises its sword. Its feet crush the skeletons of ogres as it moves toward you.

This room was setup long ago by the aberrations to guard one of Shuzal’s portal keys. The ogres have left the room untouched after many attempts to get to the chest failed thanks to the iron golem guardian and the mists within the room. This room is entirely enclosed, has a 20-foot high ceiling, and is shrouded in darkness, though opening the door and leaving it open allows for light from the outside to penetrate the room. The iron golem here does not join battle unless it can see intruders (and it considers the Ox Tribe intruders as well). Its main function is to guard the chest.

Jammed Door. The adamantine door (AC 23, HP 100) to this room has been jammed by the ogres. It can be forced open with a DC 20 Strength check.

Mists of Madness. This mist covers the entirety of the floor in area A7. When a living creature shows any sign of above animal intelligence (such as speaking, casting a spell, using tools or a weapon, etc.) while standing within the mists, the mists rise up and try to enter the creature’s lungs. When the mists try to enter a creature’s body, that creature must first succeed on a DC 15 Constitution saving throw. If the creature fails that saving throw, it must then succeed on a DC 15 Wisdom saving throw or gain one form of long-term madness. Creatures who are aware they are standing in mists of madness have advantage on the Constitution saving throw. A DC 15 Intelligence (Arcana) check reveals the nature of the trap. A strong wind forces the mists to dissipate in 1d10 rounds.

Treasure. The adamantine chest (AC 23, HP 100) is locked. The key to this chest is long forgotten, but a DC 20 Dexterity check made with thieves tools picks the lock or a DC 20 Strength check forces the lock open. If the lock is forced open with a Strength check or if a creature attempts to pick the lock and fails, the poison mister trap (see below) triggers. The chest contains a Shuzal portal key, a rod of planar entrapment, and fifteen pearls carved to look like eyes (worth 100 gp each).

Poison Mister Trap. A nozzle connected to a vial of poison gas is hidden in the chest’s lock. When the trap is triggered the nozzle creates a 15-foot cone of gas originating from the lock. Creatures within the cone must make a DC 15 Constitution saving throw. Creatures who fail take 22 (4d10) poison damage and are poisoned for 1 hour. Creatures who succeed take half damage and are not poisoned. A DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the nozzle and vial. A DC 15 Dexterity check using thieves’ tools disarms the trap, removing the nozzle and gas vial from the lock.

A8 – Offices

A huge pile of rubble indicates that all of the stone furniture in this room was smashed and pushed into a pile.

If the ogres are here, add:

Eight ogres sit around the body of a fallen comrade, solemnly praying.

Once the prisoners of Shuzal were processed, their information was brought here and poured over by various aberration intelligence officers. Now eight ogres hold an impromptu funeral for a friend who died on a recent raid before bringing him below to be buried.

A9 – Forgotten Room

This room is so badly damaged it’s almost impossible to tell what its former purpose was. It does not seem to have much of one now.

This room’s outer wall is easier to break. A DC 10 Strength check is all that is required to knock it over. A DC 15 Intelligence (Investigation) check reveals the wall is weaker than the others.

A10 – Armor Storage

A huge pile of rubble sits in this room next to a tree which seems to have grown taller than the others nearby. Rusted pieces of metal sit here and there on the ground, perhaps once pieces of something greater.

Long ago the aberrations stored armor here. Now the highest tree in this section of the forest grows from the floor. The tree is 40 feet high and climbing to the top allows a person to see over the rest of the complex, since all areas have no ceiling except A7.

A11 – Weapon Storage

Rusted blades, spears, and hammers lie about this room.

If the oni is here, add:

At the center of the room, an oni meditates beneath a tree.

The oni in this room is trying to get in touch with the aberrant magic of the ruin. The aberrations once kept their weapons here.

Treasure. The roots of the tree are covering an old deerskin bag, which can be spotted with a DC 15 Wisdom (Perception) check. Removing the bag from under the roots requires a DC 15 Dexterity (Acrobatics) check. If the check fails by 5 or more the bomb of horrors in the bag goes off.

Next Time…

…we’ll get to the lower level of this dungeon!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!