Arc 7 Underwater Dungeon

The Underwater Dungeon is the dungeon for Arc 7. The entry to it, a glowing teleportation circle, is located in the Azure Sea, just a bit away from the coast of Summerview.

## Description

### Teleportation Circle

The teleportation circle that leads into the dungeon is a golden circle on the ground of the Azure Sea, just off the coast of Summerview, where it sits about 80 feet deep on the ground. It has an approximate diameter of 10 feet, glows golden, and has runes written around it. A Detect Magic spell or similar recognises it as Conjuration magic. Upon touch, the circle teleports a creature to its partner circle in room 1. The dungeon itself is located somewhere else entirely, and definitely more than 1 mile away from Summerview.

### Room 1: Entry

The partner circle to the golden circle in the sea is located on the ceiling of room 1, so the first thing any character entering the dungeon has to make is a Dexterity saving throw as they fall from the ceiling (the height was given as 15 feet in A7E3 and as 10 feet in A7E6). If the Dex save is succeeded, no fall damage is taken. The room is not filled with water, there is breathable air inside it. It has a 15 by 15 foot area, and is rather empty aside from the teleportation circle on the ceiling, which is not golden but looks burnt instead, and long, thin, blue mushrooms growing along the sides of the floor. Upon touch, the mushrooms open, clamp the attacker's hand, and bite them, with the attacker taking poison damage: the mushrooms are venomous. They are not magical, though, just plants.

Additionally, there is a single wooden door on one of the walls. The door is locked. Right behind the locked door, with only a few inches of distance between them, is another wooden door, which is closed, but not locked, and leads to room 2.

### Room 2: Mirror Room

This room also has an area of about 15 by 15 foot. On the wall directly across from the door leading back to room 1, there is a large mirror. When characters first enter through that door, they are not reflected in it, however, the mirror does show the rest of the room. The characters are only reflected when they step closer.

In the centre of the room, there is a 5 by 5 foot pool of water. If a character looks into it, they can see their own reflection and have to make a Wisdom saving throw or be captivated by it. If they are, they cannot stop looking at themselves. Things like attacking the character, pushing them away, or disrupting the reflecting water surface allows the character to repeat the Wisdom saving throw.

On the two remaining walls, there is a door each. Looking from the door connecting to room 1, the left door leads to room 3, and the right door leads to room 4.

### Room 3: Button Room

This room has a 10 by 10 foot area, and the walls are, floor to ceiling, hanged with wooden cabinets, chests, and drawers. There are no other doors. In the centre of the room, there is a little poridum, about 4 feet tall, and resting atop it is a large red button. When the button is pushed, the cabinets slam open, there is the sound of metal sliding over the door connecting the room to room 2, locking it, and all of the cabinets light on fire. In one of the burning cabinets, there is a ring with two large keys, one of them bigger than the other. The bigger key fits into the padlock on the door to open it again.

When leaving room 3 back into room 2 again, the characters can see themselves in the mirror, but in the reflection, they are holding a wooden mermaid figurehead.

### Room 4: Cube Room

This 10 foot by 10 foot room looks empty at first, with the only thing visible being a door exactly on the other side, leading to room 5. On a closer look, the room is filled entirely with a clear gelatinous cube that has to be defeated first before characters can reach that door.

### Room 5: Mermaid Room

Room 5 has just a thin landing of wood to stand on right behind the door, after that, the room stretches on for another 30 feet, but is filled with water. All the way on the other side of it, suspended from the ceiling and still about 20 feet above the water surface, there is a large wooden mermaid figurehead. It is just a wooden statue and can be taken down from there without any additional trouble. There are no other doors in the room than the one back into room 4.

When characters take the mermaid with them back into room 2, the mirror reveals an opening to room 6.

### Room 6: Behind The Mirror

It is a dark little space, with only two trap doors with ladders going about 100 feet down each, one left, leading to room 7, and one right, leading to room 8.

### Room 7: Down The Left Ladder

The ladder descends through a tight and dark tunnel, until it reaches a larger space at the bottom. This space is filled with desks and writing tables, scrolls, neatly lined up shelves, papers, writings, and scribbles. Tucked away into the corner is a 4 foot square glass cube, in the middle of which, floating, is one of the abducted children in an unresponsive but healthy state. On the top of the cube is a gilded keyhole set in the centre, the lock can be opened with the smaller of the two keys found in room 3. The case has Enchantment and Abjuration magic on it, but the child is no longer under any spell, there is just a lingering effect on it.

The writings in the room are histories and anatomical drawings of dragons at all stages of development as well as diagram models and schematics of SK warforged, specifically a schematic of SK-42 that seems to be an original. All the writings have the style of scientific textbooks. Some of them have notes in Draconic, and they look to be of different ages. One of the anatomical drawings of a young dragon has an Elvish note saying "The mind needs time". But some pieces seem to be missing, especially the connections between the different writings.

There is a door on the opposite wall of the ladder, and one on the left wall. Both doorframes emit a Conjuration magic aura. When looking through either of the doors without stepping through it, there seems to be an empty room behind it, but when stepping through one, the character immediately comes back into the room through the other; they are connected to each other by a portal. As soon as the character steps into one of the rooms, the door closes behind them and they are teleported, meaning they cannot stick a hand through one door and have it come out of the other, the door has to close. When the door is prevented from closing somehow, the character stepping through it finds themselves in a dim, empty room that was never meant to be stood in. It is eery and quiet, and the room they left behind seems to be far away already. They just wish somebody would have come with them, and that is also the answer to the riddle: when characters go through the doors together as friends, they land in room 9.

### Room 8: Down The Right Ladder

The ladder descends into a similar room as room 7. There are desks, writing tables, and things posted to the wall, as well as a 4 foot square glass cube tucked in the corner with the other abducted child floating inside it. Again, on the top of the cube there is a golden keyhole, where the same key fits in as into the cube in room 7.

On the desks, spell components and spellbooks are scattered. There are no intact spell scrolls, but it is obvious that someone intensely studied Transfiguration and Enchantment spells, and one of the spells looks similar to Charm Person. There is a large map showing most of Hyranor, with the oceans on either side, Malum across the Western Ocean, and somewhere in the ocean there is a crown drawn with a handwritten note saying "Blue Haven". Again, though, there are huge chunks of information missing.

There is a single door, infront of which are tiles in 3 columns and 6 rows. The tiles are pressure plates. As long as only one of the plates is stepped on at once, nothing happens. If a character steps on two tiles at once, or two characters try to cross the tiles at the same time, they have to succeed on a Dexterity saving throw or be hit by two little darts falling from the ceiling. When they make it across the tiles and go through the door, they also land in room 9, but on the opposite side of it as characters entering through room 7.

### Room 9: Meeting Point

Both the doors from room 7 and room 8 lead into a pretty plain but dimly lit hallway each, that each go around a bend and then meet in a somewhat open space. This space is decorated with large paintings in old and ornate frames. The paintings all have a nautical theme, showing the ocean at sunrise, or beaches, or ships, but don't seem to be painted by the same painter. The paintings themselves are in impressingly good condition considering the age of the frames. Apart from the paintings, there is a rug on the ground that hides a sort of platform (see room 10), and the room is furnitured with a dining table that has traces of Abjuration magic, and some chairs around it. There are no other doors visible, but hidden behind one of the paintings there is a secret tunnel, room 10.

### Room 10: Secret Tunnel

The tunnel leads towards a pitch black spiral staircase going down. At the bottom of it, there is a very large empty room. About 20 to 30 feet away from the staircase, there is a spike standing in the room, atop which a skull is resting with a dented crown balancing on top of it. When a character steps towards the spike driven through the skull, a voice echoes through the room, and descending from the ceiling comes the platform carrying Vastya and another 4 foot square class cube, with Arthur floating inside it.

## Trivia

* Some parts of the dungeon, most noteably the cube room, were meant to mirror the Arc 1 dungeon, the Mausoleum.
* Rooms 7 and 8 also mirror each other: through one, you can only advance with your friends, and through the other, you have to go alone.