Tuesday, January 31, 2023

D23 2-6 Temple of the Leaping Oracle; Cultegsu's Ascent

 Cultegsu has squirreled away several personal indulgences on this level.


Cultegsu's Ascent     Moderate 2 

A Receiving area where Cultegsu entered into Beg'Carxi, and also met with other junior leaders of the Green-Eyed Prophecy.

Design

this 45' by 45' chamber has a table and three chair set at the foot of a staircase. Cultegsu has conjured a molding pile along the northern wall of this room as a means of communing with the wild core of nature.

Entries

East Entry    Locked

Locked Stone Door (DC 20 to open, Hardness 15 60 hp) to the Transverse Chamber

South Entry

A wooden portculis (DC 20 Athletics to lift Hardness 10 40 hp) opens into the Maggot Pit.

Southwest Stair    Locked

A Stairway up to the Herald's Chamber

Northwest Entry     (Secret)

A stone relief of a Merianan General  (DC 20 to locate, Hardness 15; 60 hp) pressing the general's Sword opens the panel. 

Denizens

Cultegsu grew a Myceloid (DC 20 to open, Hardness 20; 80 hp) from purple spores he spread on the mound on the northern wall; the Myceloid will attack any intruders into the room.

Treasure

A Vial of Life Salts have bee left on the table





Monday, January 30, 2023

D23 2-5 Temple of the Leaping Oracle; Entry Gallery

I don't like presenting humanoid creatures as threats to be attacked on sight. In this room I want to structure a reward for players that survey the situation before charging into a fight. on the previous level players may have learned about an underlying conflict among the denizens of Beg'carxi. This room presents the players with their first chance to assume a side.

Entry Gallery     Moderate 2 

A large section opens a corridor that runs the length of the level.

Design

this 80' by 60' chamber is the first section of the Beg'carxi corridor and connects to the Defender's Acsent to the Hall of Welcoming. Ten feet from the wall, the floor sinks about 8 inches lower; a fire pit sits cold in the middle of this sunken area. 

Entries

North Entry

20 Foot Coral Archway

East Entry    Locked

Locked Stone Door (DC 20 to open, Hardness 15 60 hp) to the Crier's Dorm

South Entry

A locked iron door (DC 20 to open, Hardness 20; 80 hp).to Cultegsu's Vault Attempting to pick the lock or to break the door down will trigger a Gripilli Poison Puff Trap (DC 20 to spot, 14 to Disable, DC 19 Fortitude save against Liars Leave Pollen) 

Southwest Entry    Locked

10-Foot Coral Archway to Defender's Ascent

Northwest Entry

An Unlocked Stone Door to the Transverse Chamber

Denizens

Two boggard warriors (Bestiary pg. 44) are roughing up a gripilli scout near a stack of crates central to the room. If the party attacks the warriors Hrrauti, the scout slinks behind the crates. once the Boggards are defeated, the party can use three influence rounds to try to win Hrrauti over.

Treasure

The Boggards have a Lesser Elixir of Life on them


Sunday, January 29, 2023

D23 2-4 Temple of the Leaping Oracle; Transverse Chamber

Every time a gamemaster says, "You walk into a pitch-black room." you can be sure at least one player will blurt out, "I have Darkvision." Darkvision is an extremely useful sense for characters. Darkvision allows characters to see in complete darkness without making a show of themselves by carrying around a light source. The only real drawback for Darkvision is that it fails to distinguish colors. At my table, Darkvision can see carvings but not writing. I make a special point when my players identify their senses that one key difference between low-light vision and darkvision is the ability to distinguish color. The trap in this room was designed to exploit the shortcomings of darkvision.

Transverse Chamber 

A room separating the settlement from the garrison. The trap in this room is designed to block access to the lower levels of this complex.

Design

Tiles on the floor are faintly colored blue and green. Heavey stones are piled on top of the skeleton of a medium humanoid creature in the southeast corner of the room.

Entries

East Entry

An Unlocked Stone Door to the Entry Gallery

South Entry    Secret, Trapped

Locked Good Wooden Door (DC 20 to open, Hardness 10 40 hp) to Defender's Ascent

West Entry

An Unlocked Stone Door

Hazard

The green tiles in this room are connected to collapsible sections of the ceiling that fall when the green tiles have weight placed on them

Saturday, January 28, 2023

Putting D23 on the March: The Gripilli Spear Trap

 My goal with the Putting on the March series is to take elements from adventures and tease out components that can move around your campaign; that is, to turn loose the gems of a published adventure so they can chase down your players beyond the scope of your adventure.

For my first Putting on the March entry, I am mining a trap I used for my D23 Project. My D23 dungeon is an Aquatic temple hidden over 100 miles ashore in a massive swamp. the original inhabitants of this temple have long since gone, and the structure is now occupied by a wild nature cult of Gripilli and Boggard worshipers. These cultists have adapted the hunting tools of the Upach, the Gripilli ethnicity they are descended from, to secure their settlement. Easily the most common trap in the Temple of the Leaping Oracle is the Gripilli Spear Trap, an insidious piercing hazard designed to deliver an injury poison to an unwary victim.



GRIPILLI SPEAR TRAP    HAZARD 1

 
UNCOMMON
 

Complexity Simple

Stealth DC 20 (expert)

Description A Poisoned spear rigged to jab into a doorway when triggered.

Disable DC 14 Theivery (Trained) on the door frame

AC 19, Fort +11, Ref +3

Hardness 6 HP 24 (BT 12) Immunities critical hits, object immunities, precision damage


Poison Spear  Trigger The door is opened; Effect The trap makes a +13 Melee strike on the creature that opened the door; on a hit the spear inflicts 1d6+3 piercing damage with a DC 17 Spear Frog Poison effect

Spear Frog Poison (Alchemical, Injury, Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds;

Stage 1 1d4 poison damage (1 round)

Stage 2 1d6 poison damage and enfeebled 1 (1 round)


Some traps can be converted into snares, player-usable hazards accessed through the Snare Crafting Feat. Below is an adaption of the Gripilli Spear trap into an Uncommon snare. The same tool can be used to scale the spear trap up as a higher-level hazard

GRIPILLI SPEAR SNARE    ITEM 1

 
UNCOMMON

Access Upach Gripilli
Price 4 gp

This snare consists of a hidden spear held under tension above the frame of a door; moving the door releases the tension causing the snare to strike against the creature at the door. The trap makes a strike using the crafter's crafting modifier as its attack modifier; on a hit, it deals 1d4 piercing damage. The trap can have a dose of injury poison applied to it to improve its damage effect.

D23 2-3 Temple of the Leaping Oracle; Cultegsu's Vault, East

Dungeon monsters can be tricky, especially if you seek to present them as part of a consistent game world. creatures who spend longer than a week in the darkness need to eat, sleep, and drink in the dungeon unless they possess unusual or unnatural physiology.


Cultegsu's Vault, East    Severe 2 

While the flow of materials from the surface is a critical component of Ber'carxi's economy, the principal benefit of conducting defensive tours on the surface level is access to these materials. Easily most of this material is circulated among craftsmen and vendors in the Ber'carxi Corridor. Cultegsu has been able to leverage his disproportionate access to the surface to generate a higher degree of wealth than most of the Green-Eyed cultists. This room is where he typically stored some of the rarer goods to have come within reach of the Temple of the Leaping Oracle.

Design

A rounded corner of tall stones stands in the southeast corner of the room, several broken arrows are scattered throughout the room, and a moldy skeleton wrapped in black robes lies against the central stone. A geometric pattern of Triangles and Hexagons are engraved into the coral structure of the floor, Walls, and ceiling.

Entries

North Entry    (Locked, Trapped)

A locked iron door  (DC 20 to open, Hardness 20; 80 hp). Attempting to pick the lock or to break the door down will trigger a Gripilli Poison Puff Trap (DC 20 to spot, 14 to Disable, DC 19 Fortitude save against Liars Leave Pollen)

West Entry

A fountain of water sits in an alcove here; a DC 10 Perception check reveals the space opens into a room beyond


Denizens

A Wizard Sponge (Perception +10; Stealth +13; Bestiary 3 pg. 294) is attached to the Ceiling in this room. When it positions itself above a PC it drops to engulf them.

Treasure

Manacles of Persuasion (Gods & Magic pg. 122)


Friday, January 27, 2023

D23 2-2 Temple of the Leaping Oracle; Cultegsu's Vault, West

 Through the secret passage from the defender's ascent the party finds this hidden stash of materials protected by particularly cruel magic



Cultegsu's Vault, West 

While the flow of materials from the surface is a critical component of Ber'carxi's economy, the principal benefit for conducting defensive tours on the surface level is access to these materials. Easily most of this material is circulated among craftsmen and vendors in the Ber'carxi Corridor. Cultegsu has been able to leverage his disproportionate access to the surface to generate a higher degree of wealth than most of the Green-Eyed cultists. This room is where he typically stored some of the rarer goods to have come within the reach of the Temple of the Leaping Oracle.

Design

This mostly empty room has huge runes carved on the Southern Wall and a geometric pattern of Triangles and Hexagons engraved into the coral structure.

Entries

North Entry    (Secret)

A stone relief of a lighthouse  (DC 15 to locate, Hardness 15; 60 hp) pressing the central window of the lighthouse opens the panel. Opening the panel will trigger a Gripilli Spear Trap  (DC 20 to spot, 14 to Disable, +13 Melee Strike, 1d6+3 Piercing with Spear Frog Poison)

East Entry

A fountain of water sits in an alcove here; a DC 10 Perception check reveals the space opens into a room beyond


Hazard 2

The southern wall is covered in large Aquan Runes, "bīrshang - Unwelcome," These foreboding runes have water flowing inside them. Psychic whispers emanate from the runes, driving those that hear them mad.

Treasure

Searching the crates along the Northern wall yields 13 GP in Silver Chunks, the crates on the western side hold 10 GP in cold iron chunks

Thursday, January 26, 2023

D23, 2-1 Temple of the Leaping Oracle; The Defender's Ascent

 The first couple of rooms I built for this level have had a very loose relationship and have been built in a very illogical order. I will be forced to renumber the last four rooms to make sense of this floor's Layout. This room would be the most likely entry point for a party delving into this floor.


Defender's Ascent  

This room marks the ascension of defenders to their charge or gatherers to their harvest in the Pits

Design

This room is shaped from coral like the rest of the temple six medium-sized statues of Marianan soldiers each holding a shield with Aquan Runes carved on them.
"pōsha É¥ir" - "We Stand Watch"

Entries

North Entry    

Locked Good Wooden Door (DC 20 to open, Hardness 10 40 hp )

East Entry

Coral Archway

South Entry    Secret, Trapped

A stone relief of a lighthouse  (DC 15 to locate, Hardness 15; 60 hp) pressing the central window of the lighthouse opens the panel. Opening the panel will trigger a Gripilli Spear Trap  (DC 20 to spot, 14 to Disable, +13 Melee Strike, 1d6+3 Piercing with Spear Frog Poison)

Southern Stairwell

Locked Brass Slab (DC 25 to open; Hardness 18 72 hp) at the top od a stair Slides open to the Temple Procession on the first floor

West Entry

A wooden portculis (DC 20 Athletics to lift Hardness 10 40 hp) that leads to the Maggot Pit

Treasure

The cabinet along the Northern wall holds three quivers with four Chitin Javelins, and the cabinet on the west wall has two chitin spears.

Wednesday, January 25, 2023

D23- 2-4 Temple of the Leaping Oracle; The Toad Corridor

 This level of the dungeon is a bisected settlement; this level has a handful of large corridors that act as a stand-in for streets in traditional settlements. This side of the settle meant is controlled by Bugsh Yeng's Garrison. The soldiers on this side will attack the party on-site whereas even the residents of the other side are not permitted here.


Toad Corridor    Severe 2  

A long corridor connecting several rooms used by the garrison. 

Design

this 235' by 15' corridor connects essential garrison facilities. Five feet from the wall, the floor sinks about 8 inches lower. The recessed area has about an inch of standing water in it. 

Entries

For Clarity, entries are numbered West to East

North Entry  1  

Stone Door ( Hardness 15; 60 hp)

North Entry  2  

Locked Stone Door ( DC 20 to open Hardness 15; 60 hp)

North Entry  3  Secret

Secret Coral panel Door ( DC 10 to find Hardness 15; 60 hp) a Statue of aa armored marianan soldier is mounted to the panel the panel piviots open when the statue is pushed

East Entry    

Locked Wooden Door (DC 20 to open, Hardness 10 40 hp ) 

South Entry 1

Good Wooden Door ( Hardness 10 40 hp ) 

South Entry 2

Stone Door ( Hardness 15; 60 hp)

South Entry 3    

Locked Stone Door ( DC 20 to open Hardness 15; 60 hp)

South Entry 4    

Locked Wooden Door (DC 15 to open, Hardness 10 40 hp )

South Entry 5    

Good Wooden Door ( Hardness 10 40 hp ) 

Denizens    

Three Boggard Warriors (Bestiary pg. 44) Patrol this coridor. They attack on sight. 

Treasure

One of the Boggards has a lesser Salamander's Elixir in a belt pouch. Another has an Archaic Wayfinder in their kit

Tuesday, January 24, 2023

D23 Room 2-3; The Temple of the Leaping Oracle, The Craftsman's Gallery

A settlement inside the dungeon !? Ber'carxi is the name of this Gripilli settlement established by the Green-Eyed Prophesy. While the Boggard warriors will remain hostile to parties of outsiders; there are challenges in other rooms on this level where players will get opportunities to improve their reputation with the Gripilli residents of the Temple of the Leaping Oracle.


Craftsman Gallery    Marketplace 4  

A large section of the corridor is occupied by several Gripilli craftspersons plying wears for food, materials, and tools. 

Purpose

The trade encouraged in this chamber helped to consolidate trade goods and has better enabled Cultegsu to negotiate trade beyond the temple. 

Structure Bonus +1 bonus to Establish Trade Agreement

The craftspeople of Beg'carxi are willing to trade with individuals with a Liked reputation with the Green-Eyed Prophecy from kiosks in this chamber. various tables offer mundane gear, light armor, arrows, and pottery (up to level 4 items are available here); a vendor at the central fire pit even sells fire-roasted grubs for sustenance.

The Upach of Beg'carxi have no use for coin and will not accept coin for trade. Trade goods, foodstuff, and monster parts trade at their market value. Recovered gear, armor, and weapons trade for 10 percent less at Beg'carxi. 

Design

this 110' by 60' chamber is in the middle of the Beg'carxi corridor and connects to the Steward's corridor. Ten feet from the wall, the floor sinks about 8 inches lower; a fire pit burns in the middle of this sunken area, spits of roasting insect meat surrounding the pit. 

Entries

North Entry    

20 Foot Coral Archway

Northeast Entry

Good Wooden Door ( Hardness 10 40 hp ) 

East Entry    

Stone Door ( Hardness 15; 60 hp)

Southeast Entry

Good Wooden Door (DC 20 to open, Hardness 10 40 hp ) 

South Entry

20 Foot Coral Archway

Southwest Entry    

20 Foot Coral Archway

Northwest Entry

Stone Door ( Hardness 15; 60 hp)

Denizens    Extreme 2

Four Gripilli Apprentices (Gamemastery Guide pg. 244) are operating the kiosks in this chamber. The Gripilli only understand Upach and tend to keep their distance from outsiders. These Apprentices will only attack if provoked; if one of them is killed, the others run out of the Northeastern door after 1d4 rounds 1 of 2 waves of 5 Gripilli scouts charge back to attack the party. Killing an apprentice is considered a major disservice to the Green-Eyed Prophecy. 
Four Boggard Warriors (Bestiary pg. 44) guard the southwestern entry leading to the Steward's Corridor. They attack any non-Gripilli on sight. This sudden outburst of violence causes the Apprentices to barricade themselves behind the nearest door.

Treasure

One of the Boggards is wearing a belt with a Rune of snagging as it's the buckle.
Otherwise, the boxes and crates near the kiosks are stuffed with worthless junk; when players buy items from these vendors, they grumble and dig through that boxes and miraculously discover the item being traded for. the GM effectively treats the boxes as empty unless the merchants are searching for merchandise at the point of sale.


Monday, January 23, 2023

2-2 Temple of the Leaping Oracle; The Brute's Sanctuary

 Dungeons have a history and a chain of inhabitants that all leave their mark on their sprawling structures.


Brute's Sanctuary  

The room has been repurposed for the Green Prophesy's worship of Shunöchu Föch

Design

The north wall is mud plastered over with a mural of a great green beast painted on it and someone has scrawled "bekt sa üacitu kö grobing - Only the dead stop growing" on the south wall

Entries

South Entry    

Locked Good Wooden Door (DC 20 to open, Hardness 10 40 hp )

West Entry Secret, Locked

A stone panel covered in a glass mosaic of a wave crashing over a jungle (DC 25 to find) tracing the wave with your finger reveals a keyhole  and Locked Stone Door (DC 25 to open, Hardness 15; 60 hp)

Sunday, January 22, 2023

D23: Room 2-1 The Temple of the Leaping Oracle; Sactum Decent

The second level of the Temple of the Leaping Oracle is divided into the Settlement of Beg'Carxi and a Labyrinth of rooms that connect to the sanctum below.


Sanctum's Decent  

the Decent is the primary passage to the sanctum below. Even the Green-Eyed Prophecy restricts access to the floor below to the most trusted of their order.

Design

A well-lit room west of Beg'Carxi is arrayed with vestment cabinets that once held the regalia of the order sworn to protect the secret hidden under the temple. The Stairwell down is flanked by statues of Marianan warriors.

Entries

North Entry    

Stuck Strong Wooden Door (Hardness 10 40 hp)

Central Stairwell

a winding stair in the Southwest corner of the room leads to a crenelated roof the Upach Cultists have been using as a lookout.

East Entry

Unlocked Strong Wooden Door (Hardness 10 40 hp)

Southeast Entry

Wooden Portcullis (Hardness 10 40 hp) DC 20 to Lift

South Entry Secret, Locked

A stone panel covered in a glass mosaic of a wave crashing over a jungle (DC 25 to find) tracing the wave with your finger reveals a keyhole  and Locked Stone Door (DC 25 to open, Hardness 15; 60 hp)

Dungeon23; 1st Level; Temple of the Leaping Oracle- The Halls of Greeting

The First Floor is complete, I will identify common structural components on this level. and take a look at this level as a whole.


Halls of Greeting    Temple 1

The surface level of the Temple of the Leaping Oracle

Design

The temple is constructed out of structural coral the porus slabs are formed into section that expert clambers may be able to find hand and toe holds in (DC 25 athletics to climb). Coral corridors do not resonate sound like stone. the porus material absorbs sount making it difficult to hear anything separated by more than one room.
Typically the temple is balmy and humid, with the light from the Ziggekh marsh seeps in from hole in the ceiling making most of the rooms on this level, low-lit.

Entries

North Entry  

The Temple Entryway is an Unlocked Coral Door (80 hp); this door opens to the morass of Nakaya outside the walls of the Temple

Southeast Stairwell

Locked Brass Slab (DC 25 to open; Hardness 18 72 hp) Slides open to a stail leading down to the Upach settlement of Beg'Carxi

Southwest Stairwell

Locked Brass Door (DC 25 to open; Hardness 18 72 hp) opens to a stair leading down to the Green-Eyed prophecy's living area.

Southwest Privy Chutes

The temple Privy hasn't been used for it's intended purpose for nearly a century. The privy cutes are effectively sanitary by now. The chutes in the privy are big enough for a small creature to slide down or for a medium creature to squeeze (DC 10) down into a 10ft moat beside the Temple. a DC 20 athletics check allows them to climb into the room.

West Entry

A Collapsed wall on the west side of the temple opens into the western rogue's chute.

Denizens

Roving Patrol     Extreme 1

A Gripilli Skirmisher (Pathfinder #170: Spoken on the Song Wind pg. 82) is the watch Sergent on this floor; they rove the hall of welcoming with a Boggard Scout (Bestiary pg. 44) that acts as their attendant. These guards respond to alarm bells and particularly rowdy skirmishes on this floor.

Treasure

The sergeant carries a wrought Iron key that can lock and unlock the wooden doors on this level

History

This temple in the swamp was created by an ancient order of Marianan wizards. Built above a sealed vault the residents of the temple were forbidden from unsealing. As part of the vault architect's design, the order was left at the temple to be forgotten. the Coral structure was left abandoned after the last of the order died. 
Eight years ago, tempted by promises of great power, the Green-Eyed Prophecy occupied this site. They have isolated themselves to the second level and developed a settlement there. The top level of the structure is the gateway to the settlement; only appropriately indoctrinated members of the cult are allowed on the first level. 

Rooms

  • 1-1 The Northeast Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-2 The Northwest Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-3 The Acolyte's Study This room was once a study for a long-forgotten religious order.
  • 1-4 The Temple Kitchen This room is where Cultists on defense rotations prepare their meals.
  • 1-5 Temple Entryway The main entry into the Temple of the Leaper Oracle. Decked to receive visitors of the religious order that originally lived here. The oddly reclusive Green-Eyed Prophesy cult only rarely receives guests.
  • 1-6 Watch Officer's Mess In this room, separated from the Muster hall, the watch sergeant on duty can enjoy a little privacy and quiet.
  • 1-7 Temple Musterhall Once a dining hall for the residents of this structure, the defense force of the Green Prophecy has exclusive use of this space where they conduct the changing of the guard.
  • 1-8 Temple Watch Den This is where Gripilli visitors to the cult are brought and interviewed by the herald of the Green-Eyed prophecy. If they wish to join the prophecy, they are led south, where they can join the community on the floor below. Otherwise, they are assured of the well-being of community members below by the Herald and escorted back out the front door.
  • 1-9 Temple Watch Pantry Several piles of provisions fill this cool, dry room. Wild game from the swamp is collected with ration crates salvaged from raided caravans.
  • 1-10 Temple Procession This room is the principal barrier between the cult settlement below and the outside world. Only the cult herald and the indoctrinated defense force are permitted on this level.
  • 1-11 The Herald's Chamber South of the kitchen behind a locked stone door is the atypically comfortable personal quarters of Culttegsu, Herald of the Green-Eyed Prophesy
  • 1-12 The Meditation Chamber The defenders on this level frequently acquire gold, silver. and copper coins as part of their duties; this foreign currency is not allowed on the next level; Culttegsu collects their spoils in the vessel central to this room.
  • 1-13 The Privy This room was built as a space for the residents of the temple to relieve themselves; the Gripilli do not use the privy; instead, they use earthen pots they empty into Maggot Pits as food for their livestock.
  • 1-14The Southeast Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-15 The Southwest Parapet The four parapets of this level form the defensive focus of the Green-Eyed Prophecy. The bulk of their guard force is positioned in the fortified structures
  • 1-16 The Break Room The defender's tour-of duty spans several days; they rotate at irregular intervals and need rest periods during their tour. collectively maintained by on-duty Green-Eyed defenders.
  • 1-17 Northern Rogue's Chute Ancient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-18 Eastern Rogue's ChuteAncient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-19 Southern Rogue's ChuteAncient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-20 Western Rogue's ChuteAncient Marianans incorporated essential halls into the architecture of state buildings as a means of allowing attendants to move about the building without interfering with the lord or their guests.
  • 1-21 Maggot Pit Adventurers killed by the defense force, Upach Gripilli, who happen to die in the second-level settlement, are laid to rest in the same charnel pit the Green-eyed Prophesy disposes of spoiled food and their chamber pots. This feeds into a micro food cycle where the rotting food waste and decomposing bodies breed maggots, flies, and other decomposers that the green-eyed cultists harvest to feed themselves

D23: Room 1-21 The Temple of the Leaping Oracle; Maggot Pit

As I finish the last room on this level of the dungeon, I am going to address dungeon maintenance. Why isn't the dungeon filled with dead bodies? for the first Three levels of this dungeon, its because all of them are being dumped here, where the cult is raising their livestock

Maggot Pit    Extreme 2

The last room of the top level is actually a pit deep enough to open into the second level. Adventurers killed by the defense force, Upach Gripilli, who happen to die in the second-level settlement, are laid to rest in the same charnel pit the Green-eyed Prophesy disposes of spoiled food and their chamber pots. This feeds into a micro food cycle where the rotting food waste and decomposing bodies breed maggots, flies, and other decomposers that the green-eyed cultists harvest to feed themselves

Design

This 20ft Deep compost pit is teeming with an oversized larvae that feed on the bodies piled into it. Each of the three doors leading into the second floor ar about 10ft above the bottom of the pit. the southern edge of the pit is a steep incline requiring a DC 20 athletics check to climb.

Entries

Northwest Entry

 A ledge 10 ft up (DC15 Athletics Climb) leading to an Unlocked Strong Wooden Door (Hardness 10 40 hp) that opens into the Upach settlement of Beg'Carxi

North Entry    (Trapped)

 A ledge 10 ft up (DC15 Athletics Climb) leading to a A wooden portculis (DC 20 Athletics to lift Hardness 10 40 hp) that opens into the Upach settlement of Beg'Carxi.

Northeast Entry

A steep incline leads 10 ft up (DC10 Athletics Climb) to a A wooden portculis (DC 20 Athletics to lift Hardness 10 40 hp) that opens into the Upach settlement of Beg'Carxi.

Denizens

A Carrion Queen has established itself in the Green-Eyed Prophecy's charnel pit. The queen feeds herself on the largest of her offspring and the choicest meat in the pit.

Magic Flavored Masterminds; Cerdon G1

  Adapted from Dominaria - MTG Wiki Cerdon’s rich history tells a story of a diverse and thriving world that nearly collapsed from the weig...