The Nether Prison of the Astral Vulture (pt. 15)

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

As a quick note, I have not been meeting my goal of publishing something every week day this year. I managed to hit every week day in January, but February has been a lot rockier. I started a new job, so I gave myself a week of structureless relaxation and now I’m adjusting to the new schedule. But I’m hoping to settle into a new rythmn and keep at this project.

Room 96: 2 Ghouls, 900 CP in huge chests. Hungry predators from another place gathering plunder for their dread city. 

  1. Divine secrets pilfered from the whispered parleys of gods (random lvl 1-3 cleric spell)
  2. Devour a body to take on its countenance. Convincing for a time.
  3. Knowledge of an underworld gate and how to operate it.
  4. Paralytic claws; useless against their oldest enemies, the elves.
  5. Animalistic shapeshifting; a bat’s wings, a jackal’s speed, a serpent’s venom
  6. A nauseating stench, enough to incapacitate.

Room 97: 3 Giant Rats, No Treasure

Room 98: Empty

Room 99: The spiritual energy is thin here. When the vulture is not present in the prison, any prisoners entering this room must save or die. If the vulture is present in the prison, it instead functions as an anti-magic field. (Reused from another room. I’d like to go back and scatter a few of these around to give the players a chance to interact with them and possibly use them to their advantage).

Room 100: Empty