Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Sunday 16 June 2019

Dungeon Delve: The Netherspike (areas 1-6)


The Netherspike looks, if you could call the experience looking, a shattered spire that ends some hundred feet in the air. Unfortunatrly there is something about it... an Aura that prevents your eyes from focusing on it.
PCs looking at the spike from a distance for the first time should Save vs magic or become nauseated and dizzy.

1- Ascending the Netherspike
Anyone climbing ths spiral stairs outside the spike who failed to save finds themselves unable to climb the stairs and will fall from the stairs after the first ten feet of climbing taking 1d6 damage. Such individuals will need to be led up the spiral by those who pass a saving throw (The wretched effect does not subside even with a dispel magic).

Ascending the Netherspike leads the PCs to the shattered summit where they can climb inside. Here the plane of gravity is at ninety degrees and the hollow of the spire is a tunnel twenty feet wide.

While climbing the stsirs (Area 1) the PCs encounter 1d4 Giant Centipede emerging to attack from what few shadows exist on the exterior of the spire once a turn.

2- Entrance to the Netherspike
Your dizziness fails to subside even having reached the inner part of the netherspike. Whatever is causing it extends within.
Those not affected can see the interior and see the columns supporting balconies deeper in.

3- The Lower Balcony
A skeleton with a Crossbow stands guard here firing on anyone in range. Those affected by the dizziness take a penalty of -2 to Armour class. The skeleton has 10 Bolts and a Heavy Crossbow.

4- The Upper Balcony
There is here a nest of Six centipedes. They descend to ambush anyone reaching the interior (Area 2).

5- The Iron Doors
Iron Doors illuminated by lanterns deny further access to the Dungeon. A strength of fifty is required to push them open and enter Area 6.

6- Beyond the Iron Doors
The sickness falls away as you pass through the iron doors entering deeper into the dungeon. The darkness here has a
Metallic taste, as though there were a fish-hook embedded in your tongue. Anyone who made the earlier saving throw now takes 1d4hp damage and vomits up blood. The damage can be healed by magic. Light fails to illuminate this chamber and not even magic light sources work. A dexterity check is required to check sense of balance or the PCs become lost in the Darkness...

No comments:

Post a Comment