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chapters/Wizard War - Depths
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Wizard War - Depths

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Chapter Number16
TitleDepths
Primary Locationhallows-ruins
Dm Notes- Ruins: desolate wasteland, bones from a forgotten age, half-buried stairway - Floor 1: titan centipede; pit trap (5d6 Reflex DC 20 half); 406 gp, Tracker's Goggles (Greater), Nettleweed Residue, Poison Concentrator - Floor 2: 20-turn escape clock begins at antechamber seal; corrosive acid if fail - Room 1: Chest trap (Stealth DC 33/Master, Thievery DC 30/Master, Force Scythe +21 2d10+13); 294 gp, Urn of Ashes, Poison Fizz, Antiplague - Room 2 (secret): 392 gp, Manacles (Good), Animal Repellent, Poison Concentrator - Room 3: Large Fey Level 10 (140 HP, Claws +19 2d12+13, Ferocity); 420 gp, Triton's Conch, Shrinking Potion, Antiplague - Room 4: Large Fey Level 10 (280 HP fast heal 20, Superior Ferocity β€” fights at 0 HP speed 10) - Room 5: Huge Plant Level 10 (240 HP, Tentacle +19 2d10+11, Grab) - Room 6: 420 gp - Room 7 (secret): 420 gp, Wand of Manifold Missiles (3rd), Firefoot Popcorn, Potion of Resistance - Room 8: Wall trap (Stealth DC 33/Master, Thievery DC 30/Master, Rotating Axe +21 2d10+13) - Room 9: Crypt Guardian Level 10 (190 HP, Slam +21 2d12+20, Push); secret chamber: 322 gp, Sleeves of Storage (Greater), Bomb Snare, Snagging Hook Snare - Room 10: 364 gp, Unmemorable Mantle (Greater), Curare, Mistform Elixir (Greater), Helm of the Poet King (TBD stats) - Room 11: 672 gp, Urn of Ashes, Darkvision Elixir (Greater), Potion of Resistance
Detailed NarrativeThe ruins sit on desolate, twisted ground where chaos tore through the land long ago. A dark stairway leads into the earth. The party descends and fights through two floors. Floor 1 features a titan centipede that inhabits the main hall, with defenders trying to push intruders into a pit (5d6 Reflex DC 20 half). Treasure scattered among the corpses below includes 406 gold, Tracker's Goggles (Greater), Nettleweed Residue, and a Poison Concentrator. Floor 2 is a timed maze: a 20-turn escape clock begins when the party crosses the antechamber seal, and the ceiling collapses with corrosive acid if they don't escape in time. Rooms contain chest traps, a large fey creature, another enhanced fey with Superior Ferocity, a huge carnivorous plant, a crypt guardian, and various treasure caches throughout. At the deepest point (Room 10) they find the Helm of the Poet King β€” polished to gleaming perfection despite the ruin and rot of the armor it rests on, its surface catching light as if freshly forged. The helm appears to watch them as they approach. They escape before the acid flood and return to Starfall with the helm and approximately 1,500+ gp in gold across all rooms, plus numerous magic items including Sleeves of Storage, Wand of Manifold Missiles, Triton's Conch, and more.
SummaryUsing the map from Gatester, the party descends into ancient ruins in the Hallows, fighting through two dungeon floors full of fey creatures, giant carnivorous plants, traps, and a crypt guardian. They recover the Helm of the Poet King β€” an artifact immune to time and decay β€” along with substantial gold and magic items. The ruins are navigated under a 20-turn escape timer on the second floor before corrosive acid floods everything.
Campaignwizard-war
Locationshallows-ruins
Player Charactersfeymaclloydgriva