Undercity Dungeon

3ft high bore holes Grub tunnel opens up the wall of the room Jammed door Opened by grub shaft Grub hole opens into Exposed doorway with broken slimy door Doorway and verdant hallways Enchanted hallway TYL every hour to get out Mapping also stops from changing Rusted gate One way portal Door jammed with greenery Table blocking 3ft high bore hole (10 minutes crawling) Barred makeshift door

Grub Shaft

  • Drops down into darkness
  • A single plank long enough to bridge the gap is there (TYL if more than one crosses)
  • Landing down about 20 feet
  • 6 foot long glow worms hang from the ceiling (TYL or poisoned, must be cut free)

Jelly Mines

  • System of tunnels braced by wood
  • Pockets of jelly in the back of the tunnels
    • Glow in bright purples and greens
    • Eating a handful gives 1d6 stamina
    • Eating second handful in 24 hours (TYL or fall asleep for 1d6+3 hours)
  • Makeshift Trap (Gas Barrel)
    • Open barrel to trigger
    • Gas erupts and floods 10 ft area (TYL or die)
    • 1 inch of green gas along the floor with a dead rat in it

Overgrown Smith

  • Grassy floor with glowing flowers
  • A forge covered in vines that seem to be arm wrestling
  • Creature

Cracked Workshop

  • Aside from tracks along the floor everything is scorched
  • A massive crack runs through the walls, floor, and ceiling
  • Workstations are cracked

Burning Library

  • A dozens or so bookshelves are on fire
    • no smoke
    • Books don't seem to burn

Leaking Storage

  • Shelves stacking 15 feet high with crates, barrels and bins
    • Oozing metallic colors
  • Pools of metalic liquids pool on the floor and run into a drain
    • Silver - As provision
    • Copper - TYL or vomit violently and lose 2 stamina
    • Gold - TYL or speak in another language for 1d6 hours

Floating Quarters

  • Well appointed but furniture floats about 6 feet in the air
  • Bed freshly made with red and gold quilt
  • High-backed leather chair and dark wood table with a lit pipe
  • Chest floating by the bed

Gate

  • Bus sized opening into a cave
  • Wooden gate that is ajar blocks the way

Grub Tunnel

  • Bus sized tunnel through the dungeon
  • Walls are warm
    • Slick with something
  • Hot air breathes through
    • Smells like hot cheese
  • 5 Cat sized cave crickets purring along the walls (3/7/2/0)

Overgrown Armory

  • Grassy carpets cover floors and walls
  • Stands of armor act as large flower pots
  • Flowers and mushrooms emit sparkling pollen and spores when disturbed
  • Makeshift Trap (Pedestal)
    • Pedestal with gleaming armor triggers trap
    • Suits of armor crash down from net above, TYL or 2d6 st
    • Net of armor visible and not concealed and divets in the ground around pedestal

Greedy Goblins

  • Large room split into a maze of smaller rooms by partitions made of random materials
  • Camp fires with embers
  • Evidence of creatures (Goblins) living here
  • Many piles of random trash
  • Makeshift trap
    • Tripwire trigger
    • Collapse of walls on players (TYL or 2d6 stamina)
    • 2 crushed goblins
Undercity Dungeon Notes

Grub Hive

  • Stone walls full of cat sized holes
  • Holes are wet, warm, and there deep crunching sound
  • Overturned tables and chairs
    • Deeply gouged
  • Connects to tunnel by multiple 3 ft high tunnels

Desolate Room

  • Wooden walls that leak and drip
  • Circle of sand about 30 ft in diameter