A group of Derro got spirited away to this plane together with the terrain.
Though insane they're trying to survive.
The Creeper Corridor
Creepers line this long and wide winding corridor forming a vine made tunnel about 10ft high.
The walls grey stone walls surrounding it are 40ft high. You can still see weathered reliefs on them depicting scenes of worship.
Blue tiny flowers spread a sweet heavy smell.
2 (3) ChitterGlax move between the plants and over the roof.
They attack using hit and run tactics.
Derro Encampment
The floor of this room is covered in carcked pieces of stone and dead grass.
On the far side sits a small camp of tents hidden between rubble and old stonework, an old fireplace gives of some fain smoke.
On derro, Visine, is hiding in a tent, keeping watch for the hunting party currently at the hunting grounds.
They don't know how they got here. Much of their surroundings are the same, but the sky is new and they seem to be boxed in (the tunnels end in dead ends.).
They've been here for 3 months. They were hunting wild Rothé outside their village.
They're afraid of the sky, fearing to loose grip of the floor and falling into oblivion. They try to stay close to the walls if possible.
Just like in the previous section of this labyrinth the walls are covered with parts of old frescos and bas-reliefs.
In the south west corner there's a depiction of a woman holding a rack of scrolls. One of the scrolls can be pulled out of the wall and contains the remains of a leather bag and 400 EP.
The Boring Grass
A large part of this room is covered with page green curling grass (Boring Grass), bones can been seen hidden in the grass.
One corpse of a derro missing most of it's flesh spreads a nauseating stench.
The boring grass has "corkscrew blades that aggressively dig into any material that comes into contact with it" and is supremely lethal.
It does 5d4 points of damage - enough to kill most animals in one hit - and has a poison functioning like Slow, for an entire 1d4 days. And it can be damaged only by digging it out or using fire.
The boring grass is carnivorous, so the over-the-top aggressiveness is not just a defence mechanism.
Hunting Grounds
A surreal sight.
A small group of Derro, silently fighting a Quaggoth, also fighting silently.
Sadek the Poker is leading the hunt. He has two red gems hanging from a string around his neck.
They have lesions on their skin and look sickly.
They're fighting the Quaggoth because he snuk into their camp to steal stuff. They also could use a slave to tend the mushroom field.
Sadekhas nothing of value except a pair of red gems.
The adventurers are promised these if they kill Derrim the Mad who they suspect is the cause of their disease or find prove of the contrary and bring a cure.
A statue of a woman holding her hands together in her lap hidden behind vines on a wall.
There's a slamm box in het hands with a stone button flush with the bottom of the box.
Pushing it opens up a secret staircase to a hidden room under the floor.
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Hidden Room
A wall contains a secret door leading to a staircase that descends to an underground room.
This small hidden room filled with roots hanging from the ceiling contains an alcove in the back wall with a chest sitting on it.
This chest contains the Sharkrazor Mantle and 4 Fish Eggs.
It's also a dead magic zone.
The Giant Shroom
A 20 foot high grey-green mushroom, it's stem hard as wood, surrounded by smaller (5-10f) mushrooms of the same type.
Home to 3 Quaggoths (currently only 2 as one is fighting). Nets made from vines are hanging from the gills to use as sleeping places.
They attack anyone trying to climb the shroom, throwing pieces of mushroom "wood".
The Outcast Hut
A hidden string ihas been spanned across the entrance. If it's tripped a small bell rings near the right upper corner warning Derrim.
Home of Derrim the Mad. He'll threaten and question the adventurers hidden is his camouflaged hut.
He's missing his ears, tongue, an arm and part of a leg (he had a peg leg) and his body is heavily scarred.
In the shadow under the hut there's a patch of white edible mushrooms with brown spots and a patch of blue/green mushrooms with short stalks (poisonous).
His tongue was cut out and he was thrown into the boring grass when he was kicked out by the other derro because he wouldn't stop screaming and shouting (with the Neh-Thalggu around).
He found a hidden tunnel to the mushroom farm and has been poisoning it.
Has a bag of baby blue poisonous powder in his hut. Claims it's against the rats.
On the left wall an entrance to the tunnel is hidden behind rubble (DC17)
The Drinking Well
Contains the end of the secret passage hidden in the shadows (DC20 if looking down from the top of the well).
There's a bucket with a rope knotted to it sitting next to the well.
Bas-refiefs on the walls depicting people holding up their babies to the sun.
The Mushroom Cavern
Part of a wall has collapsed and forms a ramshackle roof for this small chamber.
Dark blue mushrooms are sitting in the shadow on black paches of dirt.
A variety of different mushrooms fill a small patch in a corner.
Special shrooms:
White capped mushrooms with black dots: give heat vision for 4 hours once eaten.
Black wet bulbous mushrooms that add +2 strength and +2 to constitution for half an hour, but give a level of exhaustion afterwards.
Pale green capped mushrooms sitting in a separate basin, that give you a headache for 10 minutes (-1d4 to all saves, attack rolls and ability checks) if you eat them,
however if you make a paste out of them and smear on someone it heals small wounds (2d4 +2 HP),
for every next usage on a person there's a cumulative chance (25%) it triggers the headache.