d12 Hazards Approaching the Ruins of Tolgorith Tower

d12 Hazards Approaching the Tolgorith Tower Ruins

  1. Pool of toxic mineral sludge that bubbles languidly
  2. Rubble that is difficult, even treacherous, to cross
  3. An unstable slope of treacherous terrain
  4. A mysterious crystal shard gently pulsing with energy
  5. Countless bones and dust that shift underfoot
  6. Strewn-about items that twitch when approached
  7. Deadly breaches in the planar fabric
  8. Petrified webs holding power
  9. A small section of a damaged ancient mosaic depicting palm-sized spiders
  10. Remnants of a modular dungeon
  11. An ancient battlefield suffused with the wrath of a deity
  12. Symbol spells tainted by Tolgorith Tower’s fall

Hazard Details

1. Boiling Sludge

Moderate constant hazard (level 1–4)

The tops of 100 5-ft.-by-5-ft. columns form the ground for a 50-foot square area. They rest on a lava river 60 feet below them. The central 30-foot square area of the columns holds a pool of toxic sludge, heated by lava below it, conducted via the columns. The sludge gently bubbles and releases a misty cloud of vapor.

The misty cloud expands to cover the 50-foot square area to a height of 30 feet.

Trigger. The hazard is constantly in effect.

Initiative. The hazard’s lava pulse acts on the round when the drow encounter it and then potentially every 2 minutes.

Active Element. Geothermic activity causes periodic pulses of lava that provide additional heat to the pool.

Lava Pulse (Initiative 20). The lava pulse happens when the drow encounter it. Every 1d3+1 minutes thereafter, there is a 50% chance of the Lava Pulse heating up the sludge further. In this case all external damage is automatically doubled for 1d3+1 rounds.

Constant Elements. The uneven ground and toxic cloud affect anyone entering the area or ending their turn in it.

Uneven Ground. The combination of the pillar-like structure and vapors make the entire area difficult terrain.

Toxic Cloud. The cloud causes severe itching to all exposed skin as well as to the inside of the nose, the throat, and lungs if inhaled. It deals 1 (1d3) poison damage per round on skin contact, and an additional 1 (1d3) per minute internally if inhaled.

Dynamic Element—Lava-Empowered Evaporation. When a Lava Pulse happens, the damage caused by the Toxic Cloud increases for 1d3+1 rounds to 3 (2d3) poison damage per round and 3 (2d3) poison damage per minute if inhaled.

Dynamic Element—Lingering Irritant. If a creature exposed to the cloud has not cleaned themselves thoroughly, they take an additional 3 (1d6) poison damage 5 minutes after first exposure to the Toxic Cloud.

Countermeasures. The danger of both cloud and geothermic activity can be noticed and counteracted. The lingering irritant can also be noticed and taken care of before dealing further damage.

Lava Pulse. The chaotic nature of the pulses prevents most abilities to reliably predict them.

Instant Comprehension. A House Maljuvante drow can use Instant Comprehension to study the pulses. Afterwards, they know when the next pulse happens, and, once it happens, how long the increased damage of Lava-empowered Evaporation applies.

Toxic Cloud. The cloud can be identified and noticed.

Intelligence (Nature), DC 13. This check reveals the cloud’s presence and that is an irritant to the skin and becomes more deadly if inhaled. This also reveals that the cloud is a skin irritant that should be removed after exposure.

Wisdom (Perception), DC 16. This check reveals the presence and dimensions of the cloud, and whether or not the effects of the increased damage of Lava-empowered Evaporation currently applies.

Wisdom (Survival), DC 16. This check notes that holding one’s breath reduces the cloud’s lethality and also reveals that the cloud is a skin irritant that should be removed after exposure.

Wind Application. The cloud is permanent, but can be dissipated by any strong wind, whether created by magical means, such as using gust of wind, or other strategies. Once dispersed, the cloud returns in 1d4+2 minutes.

Lingering Irritant. The remnants of the gas can be washed off.

Wisdom (Perception), DC 16. This check reveals that the gas left a residue that should be cleaned off.

Water (and/or Soap). One gallon of water, or one ounce of water combined with soap, cleans any Lingering irritant and prevents further damage.

Treasure. With a successful DC 16 Intelligence check made with either alchemist’s supplies or a poisoner’s kit, the gas can be bottled directly from the sludge. It is invisible in its inert state and only starts detecting as a poison once exposed to air, as it reacts with oxygen. As such, it does not trigger myco-gates. A phial of the gas can be used as a ranged weapon that produces a spherical cloud with a 10-foot radius that obscures sight beyond 5 feet, provides concealment, and deals damage as per when it was sourced. Thus, a bottle sourced during a Lava-empowered Evaporation is more potent than regular bottles. The gas can be smuggled into Hopeholme with a plausible excuse, as it does not detect as a poison.


2. Path of Jagged Rocks

Minor constant hazard (level 1–4)

This area has suffered a significant upheaval, almost certainly as a result of the ground bucking and heaving when Tolgorith Tower imploded and venom started seeping in.

The path quickly breaks up until it is rubble that is difficult to cross.

Trigger. The hazard is constantly in effect.

Constant Element. The path of jagged rocks is a persistent threat and its entirety is difficult terrain.

Difficult Terrain. The path is difficult terrain over 20d10+100 feet.

Dynamic Element—Jagged Rocks. At the end of a character’s movement through the area, there is a 20% chance they stepped on a jagged rock. They must succeed on a DC 12 Dexterity saving throw or take 3 (2d3) slashing damage and reduce their land speed by half until they are healed.

Dynamic Element—Treacherous Footing. Every 60 feet there is a 50% chance that the terrain is treacherous. The creature must succeed on a DC 15 Dexterity saving throw, or take 5 (2d4) bludgeoning damage on a failed save as they sprain an ankle and reduce their land speed by half until they are healed.

Dynamic Element—Lethal Instability. Every 100 feet there is a 25% chance that the ground is truly unstable. The creature must succeed on a DC 17 Dexterity saving throw or a large rock shifts violently beneath them, crushing their feet. They take 7 (3d4) bludgeoning damage and are restrained until the damage has been healed.

Countermeasures. The jagged rocks are permanent and too numerous to take care of, but can be navigated.

Path of Jagged Rocks. The danger posed by the path can be noticed and navigated.

Intelligence (Nature), DC 10. This check notes that the terrain becomes difficult to traverse, but not the severity of the path.

Wisdom (Perception), DC 10. This check notices that there might be instances where the footing isn’t as smooth and that there are a couple of jagged rocks.

Wisdom (Survival), DC 10. This check reveals that the area is potentially prone to micro-collapses.

Intelligence (Nature), DC 16. The character notes from subtle rock composition and patterns that this path is potentially deadly and unstable. The character notices the signs of Lethal Instability and can mitigate it for anyone listening to them..

Wisdom (Perception), DC 16. The character notices the presence of the Jagged Rocks; all characters aware of them have advantage on the saving throw to avoid them.

Wisdom (Survival), DC 16. The character notes that parts of the path look unstable. The character notices the signs of Treacherous Footing and can mitigate it for anyone listening to them.

Instant Comprehension. A House Maljuvante drow can use Instant Comprehension to study the path. Upon completion, they receive a perfect tally of the rocks and dangers as though they succeeded on all three DC 16 checks. They can move through the path without risking damage. In addition, they can use their action to instruct someone to move safely through the path. If the creature follows the instructions to the letter, they do not risk any of the hazard’s effects.

Stand Tall, Stand Proud. A House Zavare drow can use Stand Tall, Stand Proud to provide a (relatively) safe way through the path. While the Zavare drow is affected as usual, a drow following in their footsteps mitigates the Jagged Rocks and Lethal Instability, and halves the chance to trigger Treacherous Footing.

Treasure. A character proficient with slings can make a DC 13 Wisdom (Perception) check to find 13 (4d4+3) sharp, preternaturally aerodynamic rocks that can be used as sling bullets. These stones deal 3 (1d6) piercing damage.

Alternatively, a character without proficiency with slings can find 2d3+1 fist-sized rocks, similarly aerodynamics, that each weigh 1 lb. and can be thrown as improvised weapons that deal 2 (1d4) bludgeoning and 4 (1d8) slashing damage. Being just rocks, these can be brought into Hopeholme.


3. Unstable Slope

Minor constant hazard (level 1–4)

This stretch of rocky but fragile narrow pathway has steeply sloping ground both dropping down onto it and falling away below it. Taking an action that requires more movement than walking at half speed runs the risk of either starting a rockfall onto it or sending the relevant character down the sharp scree slope, away from the path and the party.

Trigger. The hazard is constantly in effect.

Constant Element. The unstable slope is a persistent threat and its entirety can be navigated, if not defused.

Risk of Slide and Rockfall. A character walking at more than half speed must succeed on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. On a failed check, they trigger a Rockfall (25%) or slide down the Sharp Scree Slide (75%). Taking the Dash or Withdraw action increases the DC by 2. If more than one creature is moving at a rate that can potentially trigger each, the DC increases by a further +1 per character.

Dynamic Element—Rockfall. The character is hit by one rock per point by which they failed the check. The character makes a Dexterity saving throw against the DC that triggered the Rockfall, taking 2 (1d4) bludgeoning damage per rock on a failed save, or half as much on a successful one.

Dynamic Element—Sharp Scree Slide. The character slides 5 feet down the sharp scree per point by which they failed the check. The character makes a Dexterity (Acrobatics) check against the DC that triggered the slide. On a successful check, they take no damage. On a failed check, they take 1 (1d2) slashing damage per 5 feet the character slid.

Countermeasures. The unstable slope is permanent but can be navigated.

Unstable Slope. The danger posed by the slope can be noticed and navigated.

Intelligence (Nature), DC 10. This check notes that the terrain becomes difficult to traverse and that there is a risk of rockfall.

Wisdom (Survival), DC 10. This check notes that the terrain becomes difficult to traverse and that there is a risk of rockfall.

Dexterity (Acrobatics), DC varies. This check allows a character to climb back up. The DC is equal to the one that triggered the slide. If an ally helps the character the check is made with advantage.

Strength (Athletics), DC varies. This check allows a character to climb back up. The DC is equal to the one that triggered the slide. If an ally helps the character the check is made with advantage.

Force Damage. Any area targeted by an effect that deals force damage automatically subjects any creature in it to a Sharp Scree Slide, using the DC of the triggering effect instead of the check to determine the severity of the slide. If the triggering effect did not have a DC, an affected character is treated as having failed the check by 5 instead.

Thunder Damage. Any area targeted by an effect that deals thunder damage automatically subjects any creature in it to a Rockfall, using the DC of the triggering effect instead of the check to determine the severity of the slide. If the triggering effect did not have a DC, an affected character is treated as having failed the check by 5 instead.

Stand Tall, Stand Proud. A House Zavare drow can use Stand Tall, Stand Proud to provide a (relatively) safe way up the slope. While the Zavare drow is affected as usual, a drow following in their footsteps has advantage on the check to traverse the slope. This does not apply to the consequences of force or thunder damage triggering the slope’s effects.

Treasure. Standard items subject to the GM’s discretion may be at the bottom of the fall, to be either found or broken when landed on. Fragile items have a 75% chance of being broken, while more sturdy objects have a 25% chance of being broken.


4. Crystal Stiletto

The character discovers a mysterious, small, sharp crystal in the shape of a stiletto dagger, a fragment of the original Vidrefacte. It pulses with a sickly series of colors that resemble the progress of a bruise as it comes and goes.

Vidrefacte Shard. The shard is magical for the purposes of resistances and immunities. It leeches some part of the wielder’s vitality, reducing the benefits of expended Hit Dice during short or long rests by 2 while in the possession of a living creature. This is not apparent to the wielder.

The first time the wielder rolls a 20 on their attack roll with the stiletto, the target takes an extra 14 (4d6) radiant damage. The crystal then shatters into countless slivers which melt into the air around the wielder. The wielder gains Colloid Sight until they finish a long rest.

Colloid Sight. The wielder can see tiny motes of light that represent parts of the Colloid and feels the presence of those connected to it. Any creature related to the Colloid automatically fails any Stealth checks to avoid being noticed by the character with Colloid Sight. The character can also see tiny motes of light all throughout anyone currently under the effects of M.a.N.a.

Instant Comprehension. A Maljuvante drow using Instant Comprehension on the shard realizes its life siphoning properties and that a very good strike with it can be very deadly. A Maljuvante drow with Colloid Sight, or that has the effect described to them, can use Instant Comprehension to make a DC 20 Intelligence (Arcana) or Intelligence (Nature) check to understand that the motes represent the Colloid’s influence, and deduce that the Coalition is dosing the drow, potentially explaining the colliatur-like response to violence that drow have been experiencing.

The shard, as an item with direct ties to the Colloid, does not trigger the myco-gates. However, it being a weapon will still have it confiscated upon entering Hopeholme. If the guards are lax and have no reason to suspect fool play, a DC 20 Dexterity (Sleight of Hand) check allows a drow to conceal it from the sloppy control of the regular guards.


5. Bone Quicksand

Minor constant hazard (level 1–4)

2d2+1 sections of pathway each are 15-foot-square and 15 feet deep pits full of seemingly countless bones and accompanying bone dust. Together, they act like clawing quicksand. Most of the still-solid bones point downward as a result of creatures crossing the pits with extreme care, and indeed, to an incautious character, the surface looks like it is a stretch of especially dusty rock.

Trigger. The hazard is constantly in effect.

Constant Element. The pits are a persistent threat and its entirety.

Pits of Bone Quicksand. Any creature moving more than one-quarter speed sinks 1 foot into the dust for every 2 feet it moves forward. A creature that either walks at its full walking speed or runs at any rate sinks 1 foot into the dust for every 1 foot it proceeds. The creature then becomes restrained by the bones within the dust.

Once a creature has sunk at least 1 foot into the dust, it sinks a further 2 feet at the start of each of its turns. A creature completely beneath the surface of the dust finds breathing almost impossible without inhaling a significant amount of bone. It can inhale a number of breaths equal to 1 + its Constitution modifier (minimum 1) before its lungs are filled with dust. It is then subject to the suffocation guidelines as per the Survivalist’s Guide to Spelunking.

Countermeasures. The pits can be noticed beforehand, and creatures can be extricated from them.

Noticing the Pits. The safest way to deal with the pits is to notice them beforehand.

Wisdom (Perception), DC 16. This check notices that there might be something amiss in the outlined area, but not necessarily what.

Wisdom (Survival), DC 16. Once pointed out, this check can discern the danger posed by the pits.

Extricating a Character. There are a few ways to extricate a character.

Strength (Athletics), DC varies. A creature not completely covered by the dust can attempt to extricate itself by using its action and making a successful Strength check. The DC is 12 and increases by the number of feet the character has sunk. On a success, the creature is no longer restrained by the pit.

Rope or Similar Help. Throwing a character a rope provides advantage on checks to extricate the character. Additionally, a creature holding the rope may make the Strength check to free the character.

Drag out the Submerged. A submerged character can no longer free themselves of their own strength; another creature must venture into the pit and drag them out.

Treasure. The bone dust absorbs fluids and can be used to make liquids easier to carry and conceal. Alternatively, a bag of dust can be gathered and thrown as a distracting or choking cloud—it creates a 10-foot-radius sphere centered on its impact. The dust spreads around corners, and its area is heavily obscured. It lasts for 3 rounds or until dispersed by a moderate or greater wind. A creature breathing with lungs that enters or ends its turn in the area without holding its breath must succeed on a DC 15 Constitution saving throw or become poisoned due to hacking coughs. The creature can repeat the saving throw at the end of each of its turns to end it.

The bone dust does not trigger myco-gates and can be brought into Hopeholme.


6. Vibration Siphon

Moderate constant hazard (level 1–4)

An open space has many small items strewn about it, all of which are damaged or cracked in some way, whether they are natural or manufactured. The area has an unusually disturbing air about it, one beyond the quiet and stillness frequently encountered in the Underworld. When a creature starts to move through the area, they soon sense that sound seems to be extinguished, and they do not hear, for example, footsteps, the creak of equipment or rustle of material, or the voices of allies above the very faintest of whispers no matter how loudly they speak. An energy-warping process instigated by the implosion of Tolgorith Tower has infused items with vibrations that act in a sympathetic resonance when faced with sound.

Trigger. Any sound louder than a low talking, including taking the Dash action, combat, spellcasting, shouting, etc.

Initiative. The hazard acts on initiative 15.

Active Elements. On the hazard’s turn, it activates its Natural Vibration.

Semi-Natural Vibration. The hazard makes 1d3 +1 attacks with a +3 bonus against any creature in the area that has fulfilled the trigger conditions during the last round, dealing 2 (1d4) damage on a hit. To determine damage type, roll 1d4:

1d4Damage Type
1Bludgeoning
2Piercing
3Slashing
4Force

Dynamic Element—Loud Noise. Any attempt to make a Charisma (Intimidation) check, exorcise the area with Intelligence (Religion) or a Channel Divinity use doubles the number of attacks against that character on the hazard’s next turn.

Countermeasures. The presence can be noticed beforehand and its danger mitigated.

Noticing the Phenomenon. The phenomenon can be noticed and analyzed.

Wisdom (Perception), DC 18. This check notices that sound is distorted weirdly, being siphoned off into the twitching items on the ground.

Wisdom (Survival), DC 16. This check notices that the sound-absorbing items are slightly drawn towards the sources of the sound. Just the right sounds may also negate the danger posed.

Instant Comprehension. A Maljuvante drow can understand the phenomenon with a use of Instant Comprehension. This does not end it, though.

Navigating the Triggered Area. This area can be navigated

Dexterity (Stealth), DC 18. This check allows a character to move through the area without making noise and triggering the hazard.

Intelligence (Arcana), DC 20. Once the hazard has been triggered, this check realizes that the phenomenon stems from the implosion of Tolgorith Tower, and grasps that the right sounds can counter the effect.

Charisma (Deception), DC 14. Once the characters have noticed that the right sounds can counter the effect, this check can prevent the effects of the hazard for 1 round.

Charisma (Persuasion), DC 14. Once the characters have noticed that the right sounds can counter the effect, this check can prevent the effects of the hazard for 1 round.

One Thousand Whispers. An Illudere drow’s sphere of static can provide reliable protection from the hazard’s attacks: The items fall harmlessly to the ground outside the sphere, their vibration negated.

Treasure. An item placated with a successful Charisma check allows a character to pick it up. If wrapped in cloth or stored soundproof, it can be carried along. The item’s vibration is released when a creature reduces the owner to 0 hp, making the target both blinded and deafened on a failed DC 14 Constitution saving throw. The creature can repeat the saving throw on subsequent rounds, ending the effect on a successful save.

The vibration inherent in the items triggers myco-gates.


7. Venomous Breaches

Deadly constant hazard (level 1–4)

Dotted along a 60-foot length of passage are one or more tiny patches of ground (up to 1 per player character), each one never more than fist-sized in circumference and about an inch deep, that still acts as teleports to—and occasionally from—the Demiplane of Venom.

The patches are dish-shaped depressions, making a clear and clean indentation, as material is teleported away from the area. As a character approaches it, they may see something like a pebble or grit roll into the “dish” and disappear.

Trigger. Something touches a patch.

Constant Elements. The hazard has two constant elements, the Spiteful Teleportation Patches and the concealed Heightened Venom Saturation. Both cannot be negated, just navigated.

Spiteful Teleportation Patches. Each patch is big enough, for example, to remove the heel or half the sole of a boot, the end of a walking staff, or any similar sized item. If a character inserts a finger or hand in a dish, it severs the digit(s) or wrist cleanly (no save) and deals 21 (6d6) venom damage, cauterizing the wound. If the venom damage is mitigated by M.a.N.a., the target starts to bleed out, taking 7 (2d6) necrotic damage per round until treated, the blood flying to the dish. A severed hand can no longer grasp items or hold shields. A severed foot halves the land movement speed without aid.

Heightened Venom Saturation. High venom saturation is usually pretty evident, but here, the constant teleportation to and fro conceals well just how much venom is in the air. This area is treated as having a High Venom Saturation (p.XX), so spending an excess of 1 hour here is incredibly deadly.

Countermeasures. The patches and venom saturation can be noticed before they take effect.

Spiteful Teleportation Patches. The dishes can be analyzed and interacted with.

Intelligence (Arcana), DC 18. This check realizes that the dish-like depressions are inverse planar breaches to the Demiplane of Venom, and the danger they pose.

Intelligence (Religion), DC 16. This check reveals that Naraneus’s spite infuses these patches, and that something interesting might happen if only the characters wait long enough.

Wisdom (Medicine), DC 20. This check can treat a teleportation-induced wound not cauterized by venom.

Heightened Venom Saturation. The increased venom concentration in the air can be noticed.

Wisdom (Perception), DC 16. This check notices that the area is suffused with venom, and dangerous to linger in.

Wisdom (Survival), DC 10. This check reveals that the area is suffused with extreme amounts of venom; staying for 1 hour or longer is deadly.

Treasure. Of course, Naraneus has forsaken the drow of Holoth, and in fact currently reviles them as incompetent weaklings. Once per 24 hours she permits one or more small items to cross back from the Demiplane into the Underworld, coming to lie right in one of the dishes. Roll 1d6:

1d6Item(s)
1Dagger
2Club
311 crossbow bolts
411 arrows
533 slingstones
6Spear

The weapons are formed from the bones of creatures that lost digits to the amputating effect of the patches, molded and reshaped into their forms. They are magical and suffused with venom, dealing an additional 2 (1d4) venom damage on a successful hit. Ammunition used is automatically destroyed. On an attack with the weapon and a roll of 20, they deal an additional 7 (2d6) venom damage to drow or drider, on a natural 1, the weapon breaks.

If the party looks like they are bypassing the patches, one of these weapons is ejected. Otherwise, a weapon is ejected after the drow have waited 1 hour, subjecting them to the Venom Saturation in the area.

Securing a weapon without losing a hand is difficult and requires a DC 20 Dexterity (Sleight of Hand) check. A Sceawere drow, as a member of the sole house Naraneus has not entirely abandoned, can use Shadow Projection to metaphorically conceal the removal of the weapon and the unworthiness of drow: While the shadow falls on the weapon, it can be safely removed.

The weapon triggers myco-gates.


8. Petrified Web Portcullis

The party comes across a strange web, one as hard as stone, although it is still anchored to the cave walls, ceiling and floor. It is no longer sticky but does form a barrier across a path or entrance that means it may need to be broken. If anything, it is like a portcullis without the ability to raise it via a winch. The gap between any two strands is never more than 18 inches, and usually less, while strands are no more than 30 inches long. A DC 13 Intelligence (Nature) check reveals that this is fossilized drider web.

The web is now effectively petrified thanks to the passing of time and the occasional wash of energy derived from Naraneus’s ire. However, it is still possible to break it, whether to pass through it or, if a character chooses to, take a chunk as a club-like weapon. Any given length of web is AC 17 and, being resilient, has 18 (4d8) hit points. Strands have resistance to all damage types except force and thunder.

At first, strands are very hard, requiring a successful DC 25 Strength check to break them. However, for every point of damage sustained by a strand, the DC to break it decreases by 1. This, alas, also reduces the length of a web strand that can be salvaged by 1 inch. Attacking the web is pretty loud and attracts the deadly creatures of the venomous wastelands.

Treasure. If a character succeeds in removing a strand between 24 and 30 inches in length, using Instant Comprehension or casting detect magic and making a successful DC 16 Intelligence (Arcana) check reveals that the length of stone web is magical, acting like a rod with 3 charges. It can be used to cast darkness (2 charges) or faerie fire (1 charge, DC 13) before crumbling to dust.

The strands trigger myco-gates, but the effects being relatively harmless, an Asset, bribe or DC 20 Charisma (Persuasion) check allows them to be brought into Hopeholme.


9. Spider Mosaic

The party comes across a mostly damaged mosaic. It is difficult to tell if it was originally on a floor or a wall, as it now rests at a wild angle that suggests it could have been either. The pattern once depicted spiders of many sizes and types, but almost all of them have been damaged, all the way down to individual tiles that are roughly 1-inch-squares.

Treasure. A successful DC 15 Intelligence (Investigation) or DC 18 Wisdom (Perception) check locates 1d3 intact images of palm-sized spiders, about 3 inches by 4 inches in size. If a character beats the DC by 5 or more, they find 2d4 intact images instead. The spider mosaic’s tiles sport subtle intended breaking lines that render handling them fraught with peril. It takes a DC 15 Dexterity check with artisan’s tools or DC 18 (Sleight of Hand) check to remove a tile without breaking it. Subsequent checks after the first successful retrieval are made with advantage. On a failed check, the mosaic shatters into razor-sharp fragments, inflicting 5 (2d4) piercing and 5 (2d4) slashing damage. A character who takes damage from a tile has disadvantage on all checks dealing with manual dexterity until the damage has been healed.

With a successful DC 15 Intelligence (History) check, House Maljuvante’s Instant Comprehension ability or by sheer experimentation, the drow can conclude that such a tile can either be re-laid as an impromptu trap, or thrown like a shuriken (like a dart).

If used as a trap, the DC to notice it is equal to the trapper’s choice of either a Dexterity (Stealth) or Wisdom (Survival) check’s result. In either case, the tile shatters on activation/impact and the pieces 5 (2d4) piercing and 5 (2d4) slashing damage, plus the tiles produce a mass of sticky webbing that fills a 5-foot cube either at the point where the trap triggers or around a target hit by the tile. The webbing can be avoided with a DC 15 Dexterity saving throw. On a failed save, the target is restrained. The webs burn away in 1 round if exposed to fire, but any creature restrained by them takes 7 (2d6) fire damage from the extremely flammable webs.

The tiles do not trigger myco-gates, automatically pass inspection, and in fact, a Darzijon drow may be rewarded for securing such an aesthetically pleasing and harmless piece of drow art.


10. Fallen Modular Building

Minor constant hazard (level 1–4)

What looks like a path, winds through fallen buildings, partially collapsed into the ever-present pools of venom, their now-chaotically aligned walls presenting a seemingly straightforward, if unexpected, obstacle. However, these structures, once the below-ground levels of a senior family house, were set on a series of tracks that meant walls and chambers could be repositioned to make spaces of different sizes. At present, there are about a dozen such spaces that are all precariously balanced.

Trigger. A creature moves quicker than half speed through the area.

Effect. A wall slides behind the triggering creature and potentially isolates it. Once a wall starts to move, it takes a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to jump backwards and not be separated from allies. Once one wall shifts, its weight means subsequent sections may be triggered (75%), including ones that did not initially move, so that characters find themselves temporarily separated but unable to easily find their way back together.

Countermeasures. A successful DC 16 Wisdom (Perception) or Wisdom (Survival) check notices that the walls are unusual; a successful DC 10 Intelligence (Investigation) check automatically also yields this result after 1 minute of closer scrutiny. A successful DC 20 check also notes a trackway on the path; a character spending 5 minutes and succeeding on a DC 15 Intelligence (Investigation) check also yields this information.


11. The War’s Aftermath

Deadly triggered hazard (level 1–4)

Old, corroded weapons pincushion the ground—bolts or arrows mostly, but also the occasional punch dagger and spike from a shield—and make crossing the area hazardous. Worse yet, psychic residue from losing so resoundingly to Coalition forces has seeped into the very fabric of reality.

Trigger (Field of Weaponry). A creature moves 20 feet or more per round, fights in the area, or takes the Dash or Withdraw actions.

Trigger (Spite of the Defeated). The party has less than 4 Favor Dice upon entering the area.

Effects. The terrain is difficult terrain throughout.

Field of Weaponry. At the end of a creature’s movement that equals or exceeds 20 feet per round through the area, they must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) piercing damage and reduce their land speed by half until they are healed. Any damage incurred also reduces the creature’s land speed by half until they are healed.

Spite of the Defeated. Naraneus’s spite remains here. The drow were defeated, and the deity doesn’t take kindly to losers and enemies of her ideology. If the party has attained less than 4 Favor Dice upon entering this area, they are in for a horrible display of divine wrath. The characters have one round of automatically feeling a sense of horrible foreboding, as a cloud-like gas gathers above. Afterwards, the entire area is suddenly showered in a deadly downpour of pure venom. The downpour deals 27 (6d8) venom damage per round, with a DC 20 Dexterity saving throw for half damage.

Countermeasures. Getting through the Field of Weaponry is a matter of foresight; weathering Naraneus’s wrath is a potentially deadly consequence of actions taken so far and can’t be directly countered: Only a drow of House Sceawere, and only one who has conducted themselves in a manner pleasing to the Queen of Venom, can attempt to save others with their gifts. A DC 12 Intelligence (Investigation) check, or a DC 16 Wisdom (Perception) or Wisdom (Survival) check notices that there might be instances where the footing isn’t as smooth and avoids the Field of Weaponry. A Zavare drow can use Stand Tall, Stand Proud to clear a path through the field of weaponry. A Sceawere drow that has conducted themselves somewhat favorable to Naraneus can use Shadow Projection to save those affected by Spite of the Defeated: Characters in the shadow are not affected by the venomous downpour.

Treasure. If Spite of the Defeated is triggered (and survived), a creature can attempt to preserve 1d3 doses of the liquid that falls down—Naraneus’s Woe.

Naraneus’s Woe. A representation of the deity’s passionate fury, this poison is a contact poison. A non-drow/non-drider creature subjected to it must succeed on a DC 19 Constitution saving throw or take 42 (12d6) venom damage and be poisoned. On a successful saving throw, the target takes half damage and is not poisoned. If the target fails the initial save, they repeat it at the start of their next turn taking 21 (6d6) venom damage on a failed save.

Naraneus’s Woe is a magical poison, and as such, a dose of it is detected by myco-gates.


12. Implosion Symbols

Deadly constant hazard (level 1–4)

The fall of Tolgorith Tower has been an unprecedented burst of an implosion-related magic. The surrounding area has since been wrecked by plentiful cataclysms, but the magic pulse has overridden some of the ancient symbol spells of yore, creating a strange field of curious piles of debris: Atop each symbol rests a small pyramid of clearly visible debris, bones, and chitinous remains of various critters.

Trigger. A creature approaches within 5 feet of a symbol. If a specific symbol spell chosen has a more stringent triggering condition, use that instead.

Effect. A creature that steps within 5 feet of an individual symbol must succeed on a DC 18 saving throw, as determined by the respective symbol. If no specific symbol spell has been chosen (see below), the implosion effect is resisted by a DC 18 Strength saving throw. On a failed save, the target takes half damage and does not move to the symbol’s square.

If no specific symbol spell is chosen, the target takes 21 (6d6) force damage on a failed save and is dragged to the symbol’s square, or half as much on a successful save and is not moved to the symbol’s square.

Countermeasures. As per the spell’s default rules, a successful DC 18 Intelligence (Investigation) check notices the symbol beneath the debris pyramids. A DC 18 Intelligence (Arcana) check realizes that an explosion counters the implosion—any explosion on the symbol’s square eliminates it.

Treasure. This area has no treasure, but at the GM’s discretion, this is a great chance to introduce uncommon symbol spells and allow the player characters to learn them…provided they do not trigger them. The player characters can just circumnavigate the symbols to be on the safe side, so show no mercy if they become greedy.

Additional Combat Options

Certain encounters will gain a level of tension and peril by introducing a combat element once the party and players have gained at least a basic understanding of the individual environment and accompanying hazard. As GM, it is worth deciding whether a hazard is being dealt with too straightforwardly and that the level of excitement and entertainment will be raised by including an environment-appropriate adversary.

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