Saturday, January 21, 2023

Happy third week of Dungeon 23! this week we stretch up to the third and fourth floors of the Fortress of Ytrigall. Here we find the Fortress's true purpose, to guard the entrance the Crucible itself. Besides the Wargate that guards the bridge into the dungeon proper we also get the residence level, throne room, and many other fun odds and ends. With next week's map already complete I'm looking forward to the end of the month, and the start of the Crucible proper. Read on and enjoy!



Week 3: The Third and Fourth Floor




1/15: The Altar of Heroes and the Wargate

The third floor of the keep is mainly accessible via the large staircase on the second floor. The staircase extends upwards to the living quarters. The large room that makes up the main body of the keep is anchored by large stone pillars that have been carved in bas relief to show a great army of warriors and war wizards triumphing over demonic forces. The capitals of the pillars have been carved to resemble the stacked helmets of fallen warriors. The walls here are lined by arrow loops, and a massive stone altar takes up the northern wall. The altar has been carved to show a scene of the gods coming down from their sacred mountain to do battle alongside mortal warriors. The mortal warriors are carved in gray and blue stone, while the gods are carved of white marble and have blue gemstones for eyes. The Sun God wields a golden sun disk as a shield.

-There are eight small sapphires (100 gp each) and the Sun God’s golden disk (500gp) still attached to the altar. The statues of the gods are all trapped. The noses of each statue are pressure triggers which will release a cloud of Fear Gas (save vs. paralysis or run away in fear for 1d4 rounds in a random direction) if touched while prying the gems from their eyes. The golden disk of the Sun God is attached to his hand, which is separated from the arm at the wrist. A pull rod inside the arm attached to the stone hand holding the disk will trigger the same gas to release if the disk is pulled on. A conspicuous circular-shaped depression on the back of the altar can be fitted with the copper disk from room 1/16 and twisted to disarm the trap entirely.

A massive double-sided fireplace on the southern wall, used to heat up the entire floor. The Wargate can be seen through the fireplace on the other side.  A small door in the southeastern corner and a large double door on the southwest side are the only ways out of this room. The small north door to the eastern room is stuck. The room’s walls and floor are covered in a dark green moss-like plant with fuchsia flowers that clings to every surface of the room, hindering movement. Through an open arch, a tiled throne sits in silence, its magnificent tiles displaying alternating patterns of jaunty black dogs and green and black lozenges. Beside the throne, there is a lever to lock and unlock the gate on the southwestern side of the room. In the southeastern corner edge of the room, a door leads to the wall walk beyond. This room contains 1d12 giant cockroaches in their nest.

-If these flowers are collected and crushed and mixed with water, they can then be boiled down into a thick syrup. This syrup, when drank, will give the imbiber extremally restful and relaxing sleep. The drinker heals one additional hit point after 8 hours of rest. 

The Wargate occupies the majority of the southern half of the keep on this floor. It extends out over the walls, a long stone bridge connecting it to a carved gaping Medusa’s face on the mountainside that serves as the entrance to the Crucible proper. The fortress’s main reason to exist is to guard the cliffside entrance to the yawning dungeon. To this end, a large metal cage, its gate long since removed, surrounds the entrance to the bridge proper. Besides the massive fireplace, the main feature in this room is a rather haphazard still, its once-coppery surface now weathered to a bright green hue. A rickety 10’ ladder allows access to the large tub that the still drains into. The tub is half full of a clear, potent-smelling liquid. A table and two chairs have been placed in the southern corner, and a chest can be found near the southwestern door to the wall walk. There is a small pillar next to the fireplace, its thin diameter displaying the fading colors of spring flowers. A locked gate allows entrance to the southeastern room of the keep. 2d6 kobolds are building a large fire underneath the still.

-The distilled liquid in the tub is an exceptionally high-proof alcohol that the kobolds are distilling in order to make firebombs with. The chest contains 500 dirty copper pieces in it.

1/16: The Gatehouse

Besides the wall walk, entrance to this floor of the gatehouse can be accomplished through the spiral staircase in the northern room. Other than the staircase, a large brass brazier and some empty wine bottles are the only things of note in this room. Three doors on the southern wall lead to three separate rooms. The western room has been ransacked, its crates and barrels ripped apart for firewood. A severed humanoid leg rots under all the dried wood, though no blood stains the stones here. The middle room is empty, save for a curious collection of candles and candle wax on the ceiling as though the gravity in this room is reversed (it is not). The eastern room of the gatehouse contains the remnants of a large poster bed, a small end table, a moldy rotting chair with side table, and a chest. A nice, glazed window survives in this room too.

-Inside the chest, an engraved copper disk with ragged grooves carved into it can be found. The disk can be used to disarm the altar trap in room 1/15.

1/17: The Belltower

A small trap door allows entrance into this room from below. The interior of the tower is lined with slatted shutters to allow the bell to be heard from without. The bell itself has been scribed with holy runes of protection. As long as the bell sounds, no one in earshot can cast arcane magic. There is also an ornately carved chest in the corner with an elaborate lock.

-The chest is trapped. There are two false rivets on either side of the lock. If they are depressed when the chest is opened, they will prevent the trap from firing. If tripped, the trap will shoot a small stream of acid at the opener. (Save vs. Breath Weapons or take 1d8 damage from the acid.) Inside the chest is Mace +1 of Disruption.

1/18:  The Southeastern Tower

The southeastern tower has 25’ tall ceilings with a high-gabled roof. The room is entered through either the western doorway (the door now laying on the floor here), or the northern door. Alternatively, the room below this one can also be used to enter through a spiral stairway. Atop the table in the northeastern corner of the room, an empty pipe rack and a mound of various bird feathers can be found. A large loom in the northwestern corner holds a half-finished tapestry depicting some sort of magic runes. It’s not clear what enchantment was being woven, however. Through a small door on the eastern side of the room is to a small cell, its glazed windows letting in the only natural light in the room. There is an old cot frame, a slim table covered in wax, a muddy brown rug, and a small chest in this room. The sound inside seems noticeably muted compared to everywhere else in the fortress.

-Detect Magic reveals the rug to be enchanted with a lesser form of Silence, allowing it to greatly reduce sound within 10’ of it.

1/19: The Walls and Tower Tops

The fortifications end here at the third story. The three smaller towers and the outer wall’s edge are all crenulated to allow defenders better cover against besiegers. Most of the doors to the tower tops are still there, though the northwestern towers have been broken or pulled down. There are rain barrels on each tower top, though they are either empty or too dark and brackish to think about drinking from. Because the inner-wall edge is not crenulated, a few small ledges have been built on the inside edge to allow defenders to fire on attackers who happen breach the fortress. Similar-looking cantilevered covered rooms hang over the back wall and southwestern tower respectively. These are garderobes-- toilet pits that hang over the fortress walls to allow waste to be easily disposed of. The western garderobe has a 100' of old rope tied inside, snaking down through the hole to the outside of the fortress. 


 


1/20: The Residence

A stone staircase leads up from the floor below, entering on a resplendent throne room. Two small plinths near the northern wall are topped with statues of warriors in antiquated armor wielding barbed swords. Beyond this, atop a small dais, a stout table and two large, tiled thrones can be seen. A resplendent tapestry hangs behind the throne, depicting a large gathering of nobles. The family’s crest is on another tapestry that is hanging behind the two statues. The crest shows a rampant black griffin with five yellow lightning bolts clutched between its claws on a blood-red field. A large set of double doors on the southern wall separates this space from the living quarters proper. Four heavy steel spikes have been driven through the lintel and into the doors to wedge them closed. Next to the stairs on the western side of the room, there is a locked door to the buttery.

-Each statue is worth 250 gp and weighs roughly 250 lbs. The tapestries will hold their luster and signs of quality for a day, appearing to be worth 400 and 200 gp respectively. After a few days have passed, they reveal themselves to be enchanted by magic to appear in better shape than they are. The tapestries are, in truth, little more than rags. The buttery door can be opened with any standard skeleton key. Inside are trunks of bottles and barrels of many fine vintages, including: four bottles of Kelkistio Elginberry Wine (50 gp a piece), two bottles of I’Vulanni Mead (100 gp a piece), four small casks of Thermoi Spiced Ale (60 gp a piece), a bottle of the high proof elven liquor known as K’voi (300 gp), and a half-barrel of Glinthammar Clan Dwarven Stout (200 gp).

Once opened, the large double doors reveal a beautiful solarium. The massive fireplace that runs the whole way through the keep reaches its zenith in this room. On the western wall, a door allows access to the master bedroom. As well as the grand fireplace, a moldering couch and two well-appointed chairs with side tables complete this scene of domestic bliss. The eastern wall bares two large windows, though the southern one is broken. Besides it on the southern wall, a beautiful tapestry displays an opulent king sitting on a tiled throne. He holds in one hand a scepter of rule, and in the other, a holy symbol of the Sun God. The surprising domesticity of this scene is utterly ruined, however, by the 1d4 Skeletons in rags and the 2d4 Zombies wearing adventuring gear of various kinds.

-One of the Zombies wields a shield +1. The tapestry on the wall in this room is real and worth 300 gp.

The bedroom smells musty and rotten, the bedding of the great poster bed now reduced to lichen, mold, and muck. There is a table and chair in the northwestern corner and atop a table in the southwest of the room a large and beautifully made silver table mirror. A window on the western wall lets some light in.

-Under the muck of the bed a whale bone hair comb (35gp) can be discovered. This is no ordinary table mirror, but a magic mirror enchanted with a formless spirit. 

1/21: The Top of the Gatehouse

Accessed through the spiral stone staircase on the floor below, the top of the gatehouse is cold and windswept. A small three-walled hut has been built atop the gatehouse here to allow guardspersons to avoid bad weather. Inside, another verdigris-encrusted brazier can be found, accompanied by the fading smells of cooking. On the ground next to the brazier, a magically elongated corpse of an elf sprawls. The only other objects in the southeastern corner are reed pipes and an old broom. The view from the top of the gatehouse is spectacular. Not only can one see down into the courtyard below, but a view of the almost sheer mountainside behind the fortress is also on display. If one turns from the south to the north, one is confronted by the deep forested valleys and dusty foothills that stretch for leagues before they terminate on the distant edge of the Green Desert beyond.

-The elf’s body seems to have been elongated by magic. The corpse is easily over seven feet long. They are dressed in a now-huge coat of chainmail and wield a single-edged short sword forged in the elven fashion and kept inside an ornate scabbard chased with golden ivy leaves and studded with green pearls (150gp). Inside the satchel they carried is a spell book containing thin pages of willow bark sewn together with copper wire and written in a spidery elven script. The spell book contains Detect Magic, Read Languages, Read Magic, and Invisibility.






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