Level 1B.1

## **The Dungeon**

A sublevel under the castle of Eire, with multiple levels of increasing size and danger.

## The Dungeon

One of the many halls in the endless dungeons

## Section Header

### **Description**

A sublevel consisting of hundreds of levels of increasing size and danger. You always land on the entrance, and creatures are refreshed every time. At the end of each level you get a key, that gets replaced at the end of each level and allows you to skip previously completed levels by going through the entrance's spiral stairway all the way down to the level you have last completed. The dungeon is infested with beings of demonic origin. Every 10 levels a Demonic Ruler appears, with the levels before being ruled by them.

Dungeons up to floor 10 are to levels 1-4, up to floor 50 to levels 5-8, up to floor 100 to levels 9-12, up to floor 200 levels 13-16, and the deepest ever reached floor is floor 768, but it is theorized that there are more.

**Floors 1-100**

**Floor 1:**

The first floor of the dungeons, a fairly easy challenge for anyone that accidentaly stumbles inside. The halls are completely dark, but the rooms are lit up by an unnatural light that comes from the ceiling. The ceiling is low at seven feet in height, and the walls are rough stone brick. All doors are made out of wood and have 12 HP and AC of 10.

* Room 1: The entrance of the level. It contains a gated stairway that can't be opened by any means aside from the key at the end of the level. The room is bare with no decoration and only a small light that comes from the ceiling with no observable means of creation. On the north wall there is a secret wall that can be seen with a Perception DC 16 check and has to be busted through of how old and stiff it is, with a Strength DC 11 check. This room may also have a wooden door that leads out of the level back to Level 1B, but it only happens 10% of the time.
* Room 2: This room has a weird seven sided shape to it, but it's empty. Along the floors water flows in thin streams and some bones can be found. They look humanoid. Aside from the door that connects to the first room, on the south wall, there are two closed unlocked doors, one to the north and one to the east, the latter leading to a corridor, and an archway to the west.
* Room 3: In this small room lies a key on an altar, with a Worshipper of Mennel in front. The room has no furniture aside from the altar. The Worshipper attacks the party as soon as they try to reach for the key. The key opens the stairway down to the floor below. The only exit is the door the party comes through when entering.
* Room 4: A small chest in the corner of the room. The room only has one entrance. With a Perception 14 check spikes can be seen glimmering on the ceiling, which come down if weight is removed from the chest. If the spikes come down they crush any medium or smaller creature, and deal 5d8 piercing damage to any large or bigger creature. Inside the chest is a Banana Gun.
* Room 5: In this room two little Imps can be found conversing with each other in Infernal. If the party is too loud on room 6, they close the portcullis and disappear through a portal they open. They go to inform Mennel of the newcomers. Information can be extracted from them about this level and about Mennel. The only entrance is the portcullis.
* Room 6: This room is empty, with a few chairs and tables around. There is an archway to the east, a locked door to the west with a Sleight of Hand DC 13 to open if the party has thieves' tools, or a Strength DC 15 to open otherwise, an open portcullis to the north with the lever on the other side, and a closed unlocked door to the south. From the portcullis you can hear whispers. The closed door leads to a long corridor that leads to room 9, two dead ends, and a set of stairs that requires a key to open. In these corridors different wandering creatures can be found. Roll on the Wandering Events every time a new corridor is entered.
* Room 7: In this small room are two Smiling Cats, in the shape of beautiful women. One is laying a large couch (2x3 tiles), and the other is smoking a pipe in a beautiful ornate chair (1 tile). Under one of the pillow on the couch is a Book of Revelations. There is a closed unlocked door to the south and a trapped door to the north. The trapped door blows up in the face of anyone that unlocks it with a Sleight of Hand DC 14 check, dealing 1d6 fire damage and 1d4 thunder damage, leaving the creature deaf for ten minutes. The door can be checked with a Perception DC 11 check to see the fuse connected to the lock, and the trap can be diffused with a Sleight of Hand DC 11 check with Thieves Tools.
* Room 8: An empty room where flock of five Demon Chickens reside. They jump on any creature that opens the door. There is only one entrance to this room, that comes from a small corridor.
* Room 9: In this room is a small table with a pendant sitting on top of it. The pendant is a Wild Heart's Necklace. There is only one entrance, that comes from a small corridor.
* Room 10: In this room an angry Imp named Flynn stands guard. Attached to him is a bomb that can explode the whole room and incinerate anyone inside. Flynn tries to get you to leave because there is nothing in the room, but a Perception DC 12 reveals the secret door to the south. If the party finds the door, Flynn starts crying and telling himself how useless he is and opens a portal and disappears. If they start provoking Flynn he'll detonate the bomb and kill anyone inside the room. There is a closed unlocked door to the north, which leads to a corridor.

Wandering events can only happen once each.

Wandering Events
 3
 4

**Floor 2:**

The second floor of the dungeons, comprised of several large rooms. All doors are made of wood and have 12 HP and AC of 10. The rooms are all dark with some exceptions, but the corridors are lit up with a strange magical light without a discernible source, coming from the ceiling. The ceilings are higher in this level, around 15 feet tall.

* Entrance: a small corridor with the staircase from the first floor. To the right, the spiral staircase that was seen in the first room. This can be unlocked with the same key used to open the staircase that lead here. There is a portcullis in that leads to room 3, with the lever being in the corridor to the right of the portcullis
* Exit: a staircase in the middle of the floor, which can be acessed through a corridor between room 1 and 5, and requires a key to open.
* Room 1: A small room, an archway and a portcullis to the north, a closed unlocked door to the west and a trapped door to the east, that when someone goes to open it an acid comes down and deals 3d4 acid damage. The trap can be seen with a Perception DC 13 check and diffused with a Sleight of Hand DC 14 check with thieves' tools . Next to the trapped door is a massive throne (2x2 tiles), behind which is the lever of the portcullis. Sitting on the throne is a massive demon, a grimmer named Athrax, tasked with guarding the trapped door. The creature is highly aggressive and will attack until all players are dead. On the top of the throne a small ring can be seen glimmering. The ring is a Ring of Firebolt.
* Room 2: This room is a bare empty room, with an unlit torch by each entrance. There is a closed unlocked door to the north and an archway and a locked door to the east. The locked door requires a Sleight of Hand DC 12 with thieves' tools to open.
* Room 3: This room is lighten up by four chandeliers (20+20 ft light range) on the ceiling, held up by chains tied at point on the walls. These can be broken to drop the chandeliers, requiring a Dexterity DC 14 save to escape, dealing 3d6 bludgeoning damage on a failure or half as much on a success. This blows out the candles on said chandelier. There is a large table (4x1 tiles) with six chairs (1 tile around it). In each chair an Imp is sitting and feasting on human flesh. They only attack if they see the party. There is a portcullis to the north, the lever being on the opposite side, a closed unlocked door to the east and to the south, and an archway to the west. The archway leads to a dark room lit by candles.
* Room 4: A cluttered room with a bunch of small balls, a keelboat (3x2 tiles), and a thin table (2x1 tiles). The whole room is covered in small seeds and nuts and glass shards. Three imps seem to be playing with a small tube shooting at empty glass bottles. They attack the party as soon as they see them. They will stay in the room if the party closes the door on them, but only for the first three times. The tube is a Seed Shooter, which they can acquire. It has only one entrance.
* Room 5: A room with a key altar like the previous floor, and an Imp named Marghullis sitting on the altar. They can try and convince the little demons, but they'll most likely have to fight him for the key. If they grab the key, which opens the staircase to floor 3, the key they previously had from floor one disappears. This key can be used on this and previous floors. There is a closed unlocked door to the east and south, the first one leading to a corridor, an archway to the south and a portcullis to the west, the lever of which is on the wall right next to it. This room has torches lining the walls, and a ritual circle in blood on the floor.
* Room 6: In this room stands a Feaster, which lurks in the shadows and ambushes the party. The room has walls jutting out of the main building, made of stone with 20 HP every five feet. The walls are lined with candles, which give out five feet of dim light. The party can try and spot if there are any creatures, doing a contest Perception roll agains the Feaster's Stealth. The Feaster always attack the player furthest behind. There is an archway to the west and a closed unlocked door to the east, that creaks when opened.
* Room 7: Monster with Treasure (Pocket Eye), 1 small and 1 medium feature. Another cluttered room, this time with tables stacked on top of eachother. Small creatures walk through it as difficult terrain, medium creatures have to walk through as very difficult terrain (3 tiles per tile). The battle map should be 3D, with a 3x3x3 cube of 5 feet cubes. Large of bigger creatures can't enter. There are two Imps with a Pocket Eye. The party can acquire the eye.
* Room 8: This room is completely empty.

Wandering events can only happen once each, and the corridors with the stairs that lead to the first floor don't have events.

Wandering Events
 3
 4

**Floor 3:**

The third floor of the sublevel. All doors are made of wood and have 12 HP and AC of 10, and the rooms have a 15ft ceiling. The whole floor is well lit by the strange light without source.

* Entrance: a small corridor with stairs coming from the floor above. It has the spiral stairway cramped on a corner, and a closed portucullis with the level sitting on the wall by the side of it.
* Exit: a long winding corridor that comes from room 5, with a staircase to floor 4 at the end, which needs a key to be open.
* Room 1: Monster, 1 medium and 1 small. A long room with two Darkballs inside. Inside the room is a large block of stone that comes from the ceiling and crushes anything beside it, in a 2x2 tile space underneath it. The block of stone ignores the movement of the balls, but anything that walks under it must make a Dexterity DC 15 check or take 5d6 bludgeoning damage, half as much on a success. The block stays down for 30 seconds, crushing the creature beneath, and then comes up to strike again. There is also a movable barricade (1 tile), that can be used for cover. The darkballs attack anyone they see. There is a closed unlocked door to the east, west and north, the first and latter leading to corridors.
* Room 2: A small altar with a key, guarded by a Mennel's Chosen. The key replaces the key from floor 2 and is used to open the staircase to floor 4 and the spiral stairway. The room is bare aside from the altar, but it's considerably bigger than the rest of the rooms, with a height of 30 feet. It only has an entrance from the east.
* Room 3: Monster, 3 small. A small room with three banners (2x1 tiles) hanging from the ceiling. These banners are representations of Mennel. Through the shadows of the banners a beautiful naked lady can be seen singing and bathing herself. The lady is actually Smillion, a smiling cat. He strikes a conversation with the party, and attacks the weakest looking one when they feel safe and don't expect it. Sometimes he isn't in this room and is walking through the corridors. There is a closed unlocked door to the west and north, and an archway to the west, that leads to a dead end.
* Room 4: In this room stands a Worshipper of Mennel atop a Grimmer. They are around a campfire eating human flesh, and only mount up when they see the party. There is a locked door to the east that requires a Sleight of Hand DC 13 to open with thieves tools, and a part of the west wall crumbles easily with a Strength DC 14 check. The crumbly part of the wall can be seen with a Perception DC 13 check. If a creature is pushed against the wall it also crumbles.
* Room 5: This room is empty. There is a closed unlocked door to the east, which leads to a corridor, and a portcullis to the north with the lever in the center of the room. The portcullis also leads to a corridor and to the exit.
* Room 6: Monster, 1 medium 1 small. The room has a sand floor soaked in blood, with a table and a few chairs. In the chairs sit three Imps watching three Demon Chickens fight. On the table a few silver pieces can be found. There is a closed unlocked door to the south and a locked door to the east, requiring a Sleight of Hand DC 11 check with thieves' tools to open, leading to a corridor.
* Room 7: This room is empty, with a portculis to the north, the lever on the other side, and a secret door to the west. There is no actual door, just an illusion that resembles the wall, requiring a Perception DC 16 to spot.
* Room 8: This room is empty, with an open portcullis to the south, the lever inside of this room, and a locked door to the west, that requires a Sleight of hand DC 14 check with thieves' tools to open.
* Room 9: A secret room, with a pit of molten metal running through the middle (3x1 tiles). From the side opposite to the only entrance stands a Crazed Worshipper with a Bracelet of Vampiric Fist. The party can retrieve the bracelet if they search the body after killing it.

Wandering events only happen once each, and can't happen on the corridor with the entrance stairs.

Wandering Events

**Floor 4:**

The fourth floor of the dungeon appears to be overgrown with plants. A lush green environment filled with traps and monsters. All doors are made of wood and have 12 HP and AC of 10, and the rooms have a 10ft ceiling. The whole floor is well lit by the strange light without source.

Every room and corridor has a trap. The creatures here are worshippers of Sarya, the demon of nature that rules levels 31 to 40.

* Room 1: Monster, 1 Medium. A room with a closed unlocked door to the north and south, and a secret passage to the north and east. In this room stands Mother Nature, a worshipper of a deeper demon that infested a floor incumbed to Mennel.
* Room 2: Monster, Empty.
* Room 3: Monster with Treasure, 1 Medium and Small.
* Room 4: Nothing.
* Room 5: Monster, 2 Small.
* Room 6: Monster, 1 Medium.
* Room 7: Nothing.
* Room 8: Monster with Treasure, 1 Medium.
* Room 9: Monster, 1 Medium and Small.
* Room 10: Unguarded Treasure.
* Room 11: Monster with Treasure, 1 Medium.

### **Entities**

The level is completely infested by demonic entities of unknown origins. One of the theories states that this level is their breeding ground even, and from here they spread to other levels in the Black Tower.

### **Entrances and Exits**

#### **Exits**

Evert five floors a wooden door appears after the boss of the floor is killed, which leads to Level 1B.

Submerging yourself in a puddle of any liquid lands you on Level 3B.

If you find a checkered hallways and walk the whole way across it you end up on Level 5B.

Going through a black iron door on floor 76 takes you to Level 8B.