The Corridor
Lush green and purple moss clings to the stone floors and walls. Large stalks grow upwards supporting fist sized spore capsules.
The first part of the corridor leading from the central chamber is filled with rubbish and sewage.
A pit trap is positioned about halfway along this corridor, partially covered by grime and rubbish.
Trap
Pit trap that is weighted to only move when someone over 50 pounds steps on it. Small characters will not set it off.
Upon stepping on the plate, the plate will drop out. PC will take 2d6 fall damage 10 feet into a stake pit that does 2d6 piercing damage (half on dex save).
A mass of sticky liquid rises from the floor and pools around the adventurers. A black pudding deals 1d8 acid damage to the adventurers and then gets a free surprise attack.
At the end of the corridor debris has been moved around to create a short cramped tunnel which ends at a gate.
A Derro guard (the Overseer) stands behind it with a bell on a pole to his right.
The corridor transitions into a labyrinth of low tunnels.
A tribe of Derro has found shelter here.
This area is 6 ft high, except for the Slime Pits, the Lake and the Catacombs.
The Derro Village
A handfull of grey ramshackle buildings are crammed under a low ceiling.
Washing lines running like a web fom rooftop to rooftop.
Children running around playing with sticks and hoops and a ball. Someone drew a goal on a cavern wall.
The sound of chatting women and men drifts though the closed gate.
Total population sowhere around 60.
A large manned crossbow behind a wooden gate greets the adventurers as they leave the corridor and enter the tunnels.
The Overseer, Diirkana, tells the adventurers that they are welcome to enter the village but that they have to to leave their weapons behind on the ground and pass through the gates one at a time.
There are children in the village so they can't take any risks.
These Derro are not too unhappy about their situation. They're reasonably safe, have proper homes. have access to food and water.
They have one big problem: a number of Aboleth have appeared (or have woken up) in their lake, preventing them from accessing their water souce without exposing themselves to danger.
They also have been unable to lead the Rothé to the meadows surrounding the lake.
Three exits lead from the village: the left one to the slime pits and the lake, the right one to the food storage and the mushroom farm.
The middle one has been barred off with both old dusty planks and a couple of newer additions patching up a spot that seems to have been cracked open in the not so distant past.
There's an other guard (one of the people who usually work at the mushroom cave) posted at the exit to the lake.
A scouting party of 5 Derro never returned from a trip behind the middle corridor, so it was boarded up again.
The Chief's Tent (Adjzan the Cruel)
Adjan is a Derro just past his prime. He's tall (for a Derro), strong and has a decent mind.
He has bright blond hair and is missing his left ear. He holds himself with the air of a patrician.
His tent is the largest in the village. The rough cavern floor is covered by a large carpet made of long roughly woven blades of grass.
A large table stands in the center and is surrounded by dozens of small round cushions.
A woodon side table holds a collections of bottles and cups. Half a dozen weapons, the typical hooked shortspear, hang from the walls.
The chief wants the party to get rid of a threat (the Aboleths) that took up root in and around in the lake in exchange for money (350 gp worth of raw electrum ore) or if asked for in exchange for the green key (this is a lie as he does not have the key).
3 derro have been claimed by the Aboleth so far.
The Rothé Pen and Stable
This pen hold 6 rothe (they look malnurished). They're currently lying down in a group near the stable.
The Herder's Hut (Dinnmiirn)
Only speaks undercommon.
An elderly Derro, with a wrinkeled face and only a few wisps of hair on his head.
He's mainly concerned with his livestock who haven't been fed well lately.
Complains that food and water is a problem as the meadows near the lake are no longer accessible.
The Overseer Hut (Diirkara)
Diirkana is the leader of the militia guard.
Karafanka and Devro (a commoner) are the other members.
He's an average size derro with light grey hair and a pair of very large black eyes.
He's worried about the group of hunters that never returned.
He's also worried about the state of his militia as he's lost a lot of people to the Lake and the Catacombs.
Most of his time he stands guard near one of the exits.
The Storage Hut (Karafaka)
Contains clothing, utensils, blankets, weapons, bolts, etc.
Karafaka only speaks uncercommon
Karafanka is a woodworker, he spends most of his time creating tools and keeping tabs on the stock of supplies.
He's a jovial Derro, he thinks he's pretty good at his trade and likes to talk.
The Sorcerer's Hut (Uriininka, Master of Madness)
Uriininka is missing a leg and an eye. She's a thin, young Derro with whispy white hair.
She always has a long cane within reach and uses it to walk around.
He's the religious head of the settlement.
People come to her for cures for their ailments, to help aith births and with deaths.
Follower of Diirinka (god of magic, knowledge and cruelty)
She aquired her powers in a trade: her eye and leg for her power.
Nothing comes for free.
Tools Cavern
Contains the farming tools for the mushroom farm
Food Storage Cavern
Contains the food stores of the settlement.
These consist mostly of ground up dried mushrooms (in sacks), but there's also a few jugs filled with oil or something fermented and alcolohic.
Mushroom Growing Grounds
This large long cavern contains multiple circular, multi-tiered beds of mushrooms.
These mushrooms vary in size from knuckle size to larger then an average Derro and in color from bright yellow with orange dots to the deepest brown.
There's a big pile of compost piled up agains the back wall.
The Slime Pits
This room is divided in two by a very sleep slope, the left half nearly 15 feet below the right half.
This left half is filled with black and yellow puddles of glistening slime that cover the remains of whatever garbage the Derro tossed down there.
Hidden under the dirt and slime the adventurers can find (DC 22 perception) a Doodle Ring
Ferrin, the Disposer
Ferrin takes the garbage of the village and feeds it to the slimes.
He also takes the composted remains back to the Mushroom Cavern where he piles it onto a large mound.
He spends most of his time in the Slime Pits sleeping, throwing rocks or trying to train one of the yellow slimes to followhim around.
The Lake
The lake lies at the bottom of a very large oval cavern. The ceiling of the cavern is covered in a garden of luminecent mushrooms bading the cavern in a soft blue light.
The lake itself is crystal clear and its banks are covered in long pale grass.
Two (or three) Aboleths live in the lake. Theye're aided in their daily routines by a handfull Derro Thralls.
The wands of the lake are covered in a layer of mucus.
They only woke up a few months ago from their slumbe, reliving their ancestral memories. It took multiple weeks to regain their full consciousness.
They're ancient and wise, but completely alien beings with memories going back to the early days of the world.
They see everyone else as lesser beings and potential thralls.
The Aboleth would rather not fight but will if provoked.
The Aboleths will propose a counter proposal.
They tell the adventurers the Derro have been using the lake for the disposal of their refuge (a lie).
They ask the adventurers to return and convince the Derro that the problem's been taken care of and that the Aboleth are dead.
The Aboleth don't care for the key or material wealth.
The other side of the plane can be reached through the lake (skewed egg timer shape)
The Catacombs
Iron Golemn Trap
An inactive Iron golemn in the center of the room.
Skeletal remains of three Derro
8 Pressure plates (DC15 to see them). Activating them all opens the doors.
4 metal spouts near the floor.
2 Closed doors with no locks, but an Elvish phrase written on them 'Let me through'
Saying the phrase closes off the passage behind them, activates the golemn and fills the room with acid (10 minutes to ceiling).
Iron Trap Golem or Iron Golemn (#>5)
The real Catacombs
This place feels notably colder then the other parts of the Catacombs.
Coffins have been unorderly stacked against the walls, some cracked open revealing skeletal remains.
The few stone tombs that line the walls are also in a miserable state.
Some treasure can be found inside the stone tombs (79 gold in a leather bag, Rod of Ropes)
A handful of skeletons awaken and attack if this area is plundered.
A secret entrance to the Temple of Amaunator (inverstigation DC 18, or perception DC 23)
Old tunnel that has collapsed upon itself.
An eye of a bas-relief can be pressed unlocking a door that can pivot around a central metal rod.
The Temple to Amaunator
Three human skeletons in robes are sitting against the wall.
A diary written on the a wall talking about a small group of acolytes, on how they managed to steal a body back but were discovered and had to run and find shelter in this small temple. Of hearing creatures outside stacking up stones against the exit door and not being able to leave.
There's 2 candles, a bag of incense and 3 quill pens that can be found on the bodies.
Amauna's bones can be found wrapped up in a blanket in the side chamber.
The Cloaker Hatchery
This room contains a large central boulder and lots of rubble.
Glued to the large rock are dozens of eggs covered in a sticky foam.
2 cloakers and a broodmother cloaker guard the eggs. They're hugging the ceiling hidden from view and attack if someone comes too close to the eggs.
The Fire Trap
A metal plate covered with grit and dust has been hiddon on the ground in a corner of the tunnels.
DC 18 to see the plate of DC 15 to see scorch marks on the walls if the adventurers are carrying light source.
Stepping on the plate triggers the trap and sends a fireball along the corridor, exploding against the wall next to the pressure plate.
The Dirt Cavern and Abandoned Lab
The left 2/3s of this cavern forms an open space with a rough dirt floor and rough stone walls.
The third on the right has a tiled floor. Large black tiles cover the floor and the walls have been plastered and have a smooth grey finish.
A large table has been placed agains the right wall.
There's no light apart from a flickering candle on the table (continual flame).
In the left open space 2 Derro and 10 humanoids creatures shuffle aground (if investigated they look bloated and decomposing).
1 Mordant Snares and 4 Cloakers hiding.
A large circle of arcane symbols has been drawn on the floor that produces a cilindrical room with walls made of force energy.
The single table of the lab has the green key lying on top of it, hidden under a pile of scrolls and books.
The keyword used to open the cilindrical room has been carved on the table.
3 scrolls (Identify, Enhance Abilities, Protection from Elements) can be found and lots of notes on the creation of a new spell.
A Ritual with the name (in Elvish) Earthwrench was being researched here, and has mostly been completed.