Underground Intermediary Base

Underground Intermediary Base

The plot

The Mages Side

Room #1: Storage

Room #2: Entrance to the mages quarters

Room #3: Empty hallway

Room #4: Prison chamber

Room #5: Chokers closet

Room #6: Library

Room #7: Mages bedroom

The Soldiers Side

Room #8: Kitchen

Room #9: Vestibule

Rooms #10, #11, #12, 13: Bedrooms

Room #14: The commander bedroom

Random events

The plot

This is a small intermediary base in larger tunnel system. It is divided into two section, the west side is owned by bunch of magic casters who are studying in their rooms. And the right side is owned by a hostile military group. Both groups serve the same overlord, but have different line commanders, so they don’t take orders from each other. They get along decent, but generally stay out of eachothers way.

The soldiers are not aware how to cross to the wizards side, but they are aware of the acid in the pool.

The soldiers side may or may not be completely manned. And it contains large collection of weapons for soldiers coming from other locations for quicker mobilization. 

The Mages Side

Room #1: Storage

Door to the west, locked (Break DC 25, pick 15). 

Contains various food items such as potatoes, flour, apples, salt, beer, etc. 

It also contains a Shield guardian. It is inactive, and unless disturbed, it does not attack players on it’s own. If it is attacked, it will wake up the commander on the room #14.

Room #2: Entrance to the mages quarters

Door to the west: Unlocked.

Pool of liquid appears in the middle of the room, and stairs go down into it. There are large statues of what looks to be a panther or something similar made out of obsidian appearing on either side of the room. Before the pool, are also two humanoid statues appearing on either side of the room. They are holding empty plates.,

Pool appears as water, but on closer inspection (DC15) it turns out to be strong acid

If anyone approaches the pool from the west, the two animal statues turn their heads and look towards the creature invading.

If someone tries to bypass the liquid (jump/fly), the animal status will lunge towards the creature. Creature must make DC20 DEX save or be pushed into the liquid and held down, by the animal statues.

If someone tries to step into the liquid the animal statues will force them into the liquid and keep them submerged.

While submerged, on every round (or 6 seconds in free time), the creature takes 4d10 acid damage, and can make a DC15 STR or DEX saving throw, to free themselves. Creature can not breathe while submerged.

TO BYPASS: 

  1. If approaching the pool from west, the pool ices over, and the statues remain motionless allowing safe passage.

  2. If approaching from east, you must place a silver piece on both of the plates. The pool ices over and the statues remain motionless granting a safe passage.

Once you have crossed the pool, the pool returns to it’s normal state. The silver pieces placed will magically return to your inventory.

Room #3: Empty hallway

You see library like rooms to the north. Stairs go down to the south, with a locked door in the end. On the west next to the locked door you see a closed closet, it doesn’t appear there is any way to open it from this side.

Trap: If somebody steps on the pressure plate up the stairs while the south door is unlocked, the closet opens and 4 chokers drop out of the closet.

Room #4: Prison chamber

Dark and damp, some straw on the ground and a dirty pillow. Nothing interesting here, but you may plant your own NPC here. If the door is unlocked, the pressure plate up the stairs becomes active.

Room #5: Chokers closet

Somehow somebody has crammed four chokers in this closet. It opens while you leave the prison door open and step on the pressure plate up the stairs. This is the third time I have written it, maybe because I am very proud of this clever trap.

Room #6: Library

As you enter the torch lit room, you notice large amounts of bookshelves filling most of the room, desks full of papers, drawings, writing equipment and some alchemy equipment. Looks like a bunch of wizards have spent quite a while in this room studying their craft. Somewhat out of the place, you notice a stool in the middle of the room with manacles lying next to it, attached to the floor, both the manacles and the floor around the stool is stained with old dried blood and scorch marks.

There is exit on the north west corner of the room, leading to small hallway.

Room #7: Mages bedroom

The tight hallway leads to a large room, lit with multiple lights, as soon as you enter you see a person with mages’ robes sitting on the bed and reading. There are three total beds in the room, and surprisingly four bedside tables. Some bookshelves cover the walls and there is one book placed prominently in front of the north wall on a stand.

The room contains three casters of different schools.


The Soldiers Side

Room #8: Kitchen

The kitchen is a hot room, dimly lit solely with the light coming from the stove in the corner. On the north wall there is a large shelf, with various food items, cooking utensils loosely scattered on it. Among them, you notice a small chest of rare spices (100GP) on the bottom shelf. On the stove there is and a pot of soup, slowly simmering on the stove. It gives out a delicious scent.

Room #9: Vestibule

Door is locked from inside (Break DC 20

As you enter the vestibule you are overwhelmed by the piles of various weapons. Cheaper swords and shields are piled up, better ones are lined up on tables on both north and south walls. Among the weapons is a well hidden magical weapon of DM choosing.

Rooms #10, #11, #12, 13: Bedrooms

Various rooms with very basic beds and chests for items. They may contain various soldier type monsters or NPC’s. 

Room #14: The commander bedroom

As you enter the dimly lit room, you notice two beds in the room. One bed is unoccupied (or filled with NPC of your choice). Other one contains the commander of the soldiers, snoring. If you engage with the commander, they will use Master’s Amulet, to call for the shield guardian who breaks out of the Room #1, (even if the door is still locked) and runs to aid the commander.

Random events

  1. The soldiers come to check on the soup in the kitchen.

  2. Wizards visit the library

  3. Wizards visit the prisoner (if there is any)

  4. If the food is ready, soldiers notify wizards by yelling into their chambers over the pool, but they do not enter.

  5. Wizards may come to get some food, but they will wait a little after being called to avoid having to talk with the soldiers.

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