Üntersfnee

Üntersfnee is an Arthosian tiered city which was built mostly underground beneath modern day Sfneed. An archaeological dig rediscovered the entrance, but a magical barrier at the gatehouse blocks entry.

Levels:

### Sfneed

* City
* Spinny House (Hugubert) (he got punished for suggesting that they use the spinny axis for powering the village. The Sfneed Whallop team practices by throwing food into his window.)
* Archaological dig
* Whallop Pitch

### B1 (Gatehouse)

1. Entrance to Üntersfnee. There is a tunnel with some mosaics depicting parts of Arthosian history along the walls, which leads into a stone room with two sets of split arches. Between the first set of arches, there is a blueish, glowing energy field that does not let any strongly magical items pass through it. Between the second set of arches there is a small glassy orb with a grain of sand in it that asks for proof of Arthosian citizenship before it is willing to unlock the blue stone door behind it on the north wall. On the eastern and western walls there are unlocked doors.
2. An old barrack, with not too much left inside. It mainly served as a staging area and weapon storage for the platoon of entrance guards and the gatehouse guard lieutenant. There are some chests against the western wall which contain miscellaneous old pieces of armor, arrows, and shields. The floor is half-rotted wood, and there is a door to the east, as well as open doorways to the north and south.
3. A bedroom for the soldiers with multi-stacked bunk beds and a washroom connected to the western wall.
4. A stone pillar with a small door on the north wall is in the center of the room. There is also a bell mounted on the wall of the room by the door. Inside the door on the pillar it can be seen that this is a well, which is used to covertly send messages, warnings, and powerful magical items into and out of Üntersfnee.
5. Offices for diplomats. Most smell kinda yucky due to all the rotting and worm-eaten paper, wood, etc.
6. A library, the clerk of which is another glassy orb with a grain of sand in the middle. It contained all the knowledge of Sfneed's dealings with other nations as well as central Arthosian leadership. It also contains translation guides between Arthosian and every other language known to them.
7. A meeting hall for diplomats. Chairs line the outer walls, and there is a square, slightly-raised platform in the center of the room. The door to the south is solidly, as well as magically, barred shut, with a sign that says "No Entry While A Meeting Is Taking Place".
8. A hallway with eight red and gold tapestries adorning the walls, which tell the story of Sfneed's founding and defense against invaders. The floor and walls are of a glossy blue cobblestone, and magical torches give off a dim light. The blue stone door at the end of the hallway is unlocked, as is the smaller, hidden door behind the last tapestry on the right.
9. A room with a greased floor and no apparent doors other than the entrance. Those looking closely might see a crack on the floor between the hallway and the main area of the room. Once enough weight is put on the floor, the north end of the room falls about 20 feet, and the whole floor tilts, dropping anyone in the room into the lower northern hallway.
10. A large, high ceilinged arena, with broken Sfneeg'n lining the outside. There is a doorway to the east, as well as a doorway to the north, which is guarded by two lifeless heavy Sfneeg'n.
11. A long homie hallway in which there is only one entrance and one exit at the far end. Once someone steps a foot in the room, the walls slowly start closing in towards the center. There is no visible or accessible way to open the walls back up.
12. Another greased room, this one with a door to the south. It tilts to the east, dumping the people in the room into room 13.
13. A dank, dark room with a gelatinous cube in an alcove cut into the center of the back wall.
14. A small room with a thick curtain of gel in the center. There is no way around the gel, and in order to go through the southern doorway, one must go through the gel. The gel is impossible to wash off with any non-magical means, and only sticks to skin, sliding off of clothing or other inanimate objects. It numbs the pain sense completely, and hides wounds, making a person covered in it unable to tell how wounded or close to death they are.
15. A large room with six smaller curtains of gel in a hexagon shape near the center. Each gel reacts with the blue gel in room 14 in a different way.
	* Gold gel: Ignites the pain numbing gel.
	* Red gel: Turns the pain numbing gel into poisonous vapor
	* Black gel: makes the pain numbing gel absorb into the skin, making it impossible to remove without strong magic.
	* Green gel: Turns the pain numbing gel into super sticky super glue that sticks to anything
	* Blue gel: Turns the pain numbing gel into solid steel.
	* White gel: washes off the pain numbing gel.
16. Another blue stone chamber with the Axis Whi'i in the center. It is connected by a gearbox mechanism to a lift that descends down a level.

### B2 (Gardens)

1. Entrance lift
2. Hot spring that heals you
3. Greenhouses that are very overgrown. There is a shambling mound in here.
4. Tree with all sorts of funny fruit on it
5. Gazebo
6. Ramp that leads down a level to the market
7. Gate of the Spring
8. Gate of Quartz
9. Gate of Flowers
10. Gate of the Tree
11. Gate of Vines
12. Gate of Fungus

### B5 (Storage)

* last vestiges of the rock monkey population
* clockwork mimic

### B6 (Axis Whii)

* Half-buried massive Sfneegn (Bazorozar-Abzuru)

### B7 (Lab)

* Factory for making new Sfneeg'n
* Potion making station
	+ Signs for mushroom (M), orange fruit (O), fish (F), and blood (B).
		- M+O Hummingbird potion (turns you really small, 5 inches tall and STR 1 for a day)
		- M+F Condor potion (makes you 15 feet tall and STR +10 for one day, but you get permanent stretch marks all over your body)
		- M+B Falcon potion (+30 speed and DEX +2 for 1 day)
		- O+F Songbird potion (advantage on any charisma check, can sing any song you've ever heard before, CHA +5 for one day)
		- O+B Parrot potion (understand anything quasi-linguistic, INT +2 for one day)
		- -M Albatross potion (fly speed 30 for 10 minutes)
		- -F Kingfisher potion (advantage on all fishing throws for a week, guarantees bites)
		- -O Raven potion (advantage on sneaking and stealth for one day)
		- -B Mother bird potion (throw up a slug every 5 minutes for a day, CON -2)
		- ALL Angry bird potion (rage, resistance to all damage types, extremely aggressive, STR +2 for an hour)

### B8 (Palace)

* Throne room
* Barracks for lord's guard
* Statue gallery
* Library
* Royal coffers
* Escape tunnel
* Lord's quarters
* Servants's wing
* Courtyard