The Astral Prison of the Nether Vulture (pt. 6)

a large dungeon map on blue grid paper arranged as a central square with additional squares on each corner.

The Rolls

Room 36: Empty

Room 37: Empty

Room 38: 2 Warriors

Room 39: Empty 

Room 40: Empty

Room 41: 3 Elves, 2 with bows & swords, 1 with magic

Room 42: 5 Skeletons, 3 100 GP gems in chests guarded by contact poison and disguised as something else.

Room 43: Empty

Room 44: Empty

Room 45: Empty

My Take

Room 36: Empty, the sound of water gently bubbling from the west.

Room 37: Empty, the sound of water bubbling from the west. The western door is trapped; anyone passing through finds their lungs filling with water.

Room 38: Two warriors, cornered.

Room 39: Empty, constructed from marble rather than the grey stone of the rest of the prison. The southern door is magical – it teleports anyone passing through to the southern door of 15 unless they carry the proper wards.

Room 40: The western door has a poison needle trap – otherwise empty. 

Room 41: 3 elves. 2 have bows, all have swords. One carries a scroll of protection from undead and a +1 sword (lawful, Int 3). Hunters from a distant woodland.

Room 42: Five skeletons, each with a large overturned cup. Three of the cups hide 100 GP gemstones. They constantly fight one another for the gems, each one believing they shouldn’t have to go without. They always reassemble. They may be satisfied if each given a gem of equal value. They forget the gems are what killed them – each is coated in a powerful poison.

Room 43: Empty

Room 44: Empty (saving this one to connect it to 51, which has some funky secret door nonsense happening)

Room 45: Empty, cold. The southern door is protected by a falling gate trap.