22) Dungeon Level Access: You descend down the spiral stone staircase into a short hallway, maybe 20 feet in length. It opens up into a hallway that stretches north and south. From the moment you steps off the stairs below, you can hear an eerie, incessant chant echoing throughout. It’s impossible to gauge where the sound is coming from, from where you currently stand. [until they reach area 26 or 29] The chanting seems to be reverberating off the walls in all directions. You also can’t currently discern its words [until they reach area 35].
23) Crypts: [Several crypts have been forcibly opened, either by a pick or some other similar tool. Each crypt is sealed with a stone slab unless noted otherwise. Removing a slab from its fitting requires a successful DC 15 Strength (Athletics) check; using a crowbar or the like grants advantage on the check.]
23A) Empty Crypt: The blank stone slab meant to seal this crypt leans against a nearby wall. The crypt is empty.
23B) Wallace's Crypt: The stone slab meant to seal this crypt leans against a nearby wall. Etched into it is the name Wallace Dunn. The crypt is empty.
23C) Garak's Crypt: The stone slab is etched with the name Garak Dunn. The chamber beyond contains an empty coffin atop a stone shelf.
23D) Liza's Crypt: The stone slab is etched with the name Liza Dunn. The crypt contains a stone shelf above this crypt with an empty coffin atop it. [A swarm of insects (centipedes) boils out of the back wall and attacks if the coffin is disturbed.]
23E) Rose's Crypt: The stone slab is etched with the name Rosalita Dunn.
23F) Thomas's Crypt: The stone slab is etched with the name Thomas Dunn. The chamber beyond contains an empty coffin on a stone bier (shelf).
[In the crypt above Thomas's crypt is an Undead Skeleton that will attack if disturbed.]
AC [14], HD 2 (10hp), Att 1 × weapon
(1d8 Rusty Longsword), THAC0 19 [0],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 50, NA 3d4
(3d10), TT None
▶ Surprises on 2-in-6 chance
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).
▶ Treasure: 50stl Ring
24) Cult Initiates Quarters: A wooden table and four chairs stand in the center of this room. Cobwebs line the corners of this room, giving it an unused feel.
24) Cult Initiates Quarters (Annex): To the south of the table room, are four alcoves containing moldy straw pallets. It appears they have been slept in, in the past but it seems it has been a bit since these were used. 25) Well & Cultist Quarters: A 4-foot-diameter well shaft with a 3-foot-high stone lip [descends 30 feet] to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well.
Five side rooms [once served as quarters for senior cultists]. Each contains a wood-framed bed with a moldy straw mattress and a wooden chest to hold personal belongings. Each bed has a layer of dust on them and are covered in cobwebs. Each chest is secured with a rusty iron padlock [that can be picked with thieves’ tools and a successful DC 15 Dexterity check].
▶ Treasure: In addition to some worthless personal effects, each
chest contains one or more valuable items.
25A. This room’s chest contains 11 stl and 60 sp in a
pouch made of human skin.
25B. This room’s chest contains three moss agates
(worth 10 stl each) in a folded piece of black cloth.
25C. This room’s chest contains a black leather eyepatch
with a carnelian (worth 50 stl) sewn into it.
25D. This room’s chest contains an ivory hairbrush with
silver bristles (worth 25 stl).
25E. This room’s chest contains a silvered shortsword
(worth 110 stl).
26) Hidden Spiked Pit: The ghostly chanting heard throughout the dungeon gets discernibly louder where you currently are now along this tunnel. [A successful DC 15 Wisdom (Perception) check reveals an absence of footprints. Characters searching the floor for traps find a 5-foot-long, 10-foot-deep pit hidden under several rotted wooden planks, all hidden under a thin layer of dirt. The pit has sharpened wooden spikes at the bottom. The first character to step on the cover falls through, landing prone and taking (1d10) piercing damage from the fall/spikes].
27) Dining Hall:
This room contains a plain wooden table flanked by long
benches. Moldy humanoid bones lie strewn on the dirt
floor
[the remains of the cult’s vile banquets].
In the two southern corners of the room is piled debree and trash. Anyone digging around these will provoke 4 Giant Rats that will attack.
Giant Rat: (4)
AC 7 [12], HD ½ (2hp), Att 1 × bite (1d3
+ disease), THAC0 19 [0], MV 120’ (40’)
/ 60’ (20’) swimming, SV D12 W13 P14
B15 S16 (1), ML 8, AL Neutral, XP 5, NA
3d6 (3d10), TT C
▶ Disease; Afraid of fire; Attacking in
water: See main entry.
▶ Treasure: N/A
28) Larder: This alchove has all kinds of discusting refuse, rotted food . . . basically just piled with whatever nasty stuff you can think of.
[This alcove contains a grick that slithers out to attack the first character it sees within 5 feet of it. Any character with a passive Wisdom (Perception) score under 12 is surprised by it].
Large Snake:
(5’ long)
AC 6 [13], HD 2* (9hp), Att 1 × bite (1d4
+ poison), THAC0 18 [+1], MV 90’ (30’),
SV D12 W13 P14 B15 S16 (1), ML 7, AL
Neutral, XP 25, NA 1d8 (1d8), TT None
▶ Infravision: 60’. (Pits in the head allow
heat sense.)
▶ Poison: Causes an additional 1d4 (save vs poison).
▶ Treasure: If they are brave enough to really dig into this trash Gem (500stl value)
29) Skeleton Encounter: The ghostly chanting heard throughout the dungeon is noticeably louder here but still you can't figure out the direction it comes from since it bounces off the walls. Humanoid bones are scattered across the floor down the east and south tunnels.
Skeletons (6)
AC 7 [12], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 10, NA 3d4
(3d10), TT None
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).
▶ Treasure: N/A
30) Stairs Down: It’s obvious to you, standing at the top of this
20-foot-long staircase that the ghostly chants originate
from somewhere below.
[Characters who descend the
stairs and follow the hall beyond arrive in area 35].
31) Stairs Down Room: This room is decordated with moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the east wall contains a painted wooden statue carved in the likeness of a woman, wearing black robes, with five dragon heads behind her. In her right hand, he holds a smoky-gray crystal orb. [DC 12 Check to know this is Takhisis]
The room has an exit in the north wall with a staircase that leads down. The chanting
can be heard coming from the staircase.
▶ Treasure: The orb from the statue is worth 25stl. (Maybe is magical, decide later)
32) ??:
33) Hidden Trapdoor: A chandelier is suspended above a broken down table in the middle of the room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it. Iron candlesticks stand in two corners, their candles long since melted away.
In the southwest corner of the room is an old linen closet. The front doors to it have long since fallen apart. The closet is empty.
34) Bedroom: This room contains a large wood-framed bed with a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is a wooden footlocker.
Two ghasts are hidden in cavities behind the earthen walls, marked X on the map; they burst forth and attack if someone removes one or more items from the footlocker. The ghasts wear tattered black robes.
Zombie (2)
AC [12], HD 4 (18hp), Att 1 × weapon
(1d8 or by weapon), THAC0 18 [+1],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 20, NA 2d4
(4d6), TT None
▶ Guardians: Always attack on sight.
▶ Initiative: Always lose (no roll).
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).
▶ Treasure: Characters searching the footlocker find a folded [Cloak
of Protection], a small wooden coffer (unlocked) containing
four potions of healing, a chain shirt, a mess
kit, a flask of alchemist’s fire, a bullseye lantern, a set
of thieves’ tools.
(If a Wizard is in the party) Spellbook with a yellow leather
cover containing the following wizard spells:
1st level: disguise self, identify, mage armor, magic missile,
protection from evil and good
2nd level: darkvision, hold person, invisibility,
magic weapon


