The Tunnel of Gloomy Ages is an elemental and fey of the earth dungeon commanded by a Korred. Its halls host all manner traps and creatures protecting the treasures within. This dungeon was generated on https://donjon.bin.sh/ .
This dungeon is underground and contains the following features. Assume these features unless something particular is specified otherwise.
The ceilings are rather tall for the average person, about 15 feet in each room and hallways.
The rooms are dark, no lights appear to be set out.
The walls and floors are carved from the natural dirt and stone of the area.
Littered about the room are burnt out braziers, tapestries of strange and alien symbology, and an altar covered in what appears to be a small hill of dirt. The room smells of dusty stale air, but is still.
The players, if actively searching, may make a DC 10 Perception check to notice the dirt mound is infact a earth elemental. Otherwise they will notice if moving within 15 feet of the creature.
Rolling a DC 15 Investigate check. players investigating the area will find behind the tapestries is a fake wall that crumbles with ease leading further into the dungeon
As you enter the room you notice that the tile are carved to mimic exposed roots without rhyme or reason. The walls depict the thick scatter of trees, wild and over grown. The faint scent of the forest wafts upon your senses. Further in you can make out an alcove in the wall.
If the character cross in front of the statue's line of sight, once per day it will cast scorching ray at up to three targets. If the characters survive they can inspect the statue to find a Circlet of Blasting.
Players can make a DC 10 Survival check, or DC 15 Investigate or Perception check, to find knot hole in one of the trees in the wall that leads to a secret tunnel that leads to the side of the statue.
The smell of decay and oil fills this room as you open the door to enter a giant of a zombie stands from his throne pointing his longsword at you. "You dare enter the throne room of Virberos, the Undying. I shall show you the wrath of firbolg clan that once hallowed these halls."
The room contains Virberos the Undying, two boggles, and two skeletons. Virberos is wielding two magic items, Sciath Dun and Clay'Leigaer.
Door at the southeast of the room is trapped coming in. A poison dart trap can be triggered by walking through the doorway.
The locked doors require a DC 10 Dexterity check with thieves tools or a DC 15 Strength check to open.
A massive snail hangs from the ceiling, its shell a wash of metallic hues. Dust hangs heavy in the air.
This room contains flail snail and two dust mephits.
There is secret door which will throw the creatures in the room off guard. Finding the door is a DC 15 Investigation check or a DC 20 Perception check.
The locked doors require a DC 10 Dexterity check with thieves tools or a DC 15 Strength check to open.
The snail once killed will reveal several rare gemstones stuck in its slimy foot. 3 Zircons, 3 Citrines, 2 Sardonyx, 1 Moonstone, 1 Chalcedony
Aged rotten food covers two dusty large tables.
Two doors at the far end of the room moving through the left door from the banquet hall clears the table if no one else is in the room. Moving through the right door from the banquet hall creates a meal for twenty people.
Coming into this room from room seven without placing a gold coin on the statue triggers a poison needle trap.
You enter a tiled room, as you make your first steps into the tile beneath your feat glows with a numeral. It reads 2.
This room contains a simple minesweeper puzzle, stepping on a tile with trap causes 4 (1d8) piercing damage.
Because characters will need to commit to the step, there is no Dexterity saving throw for half damage.
During the initial run of this puzzle 2d8 was used instead of 1d8, this damage was determined to be too much for the characters.
In the center of the small room stands a statue of a beautiful sylvan woman. She holds a small offering plate and it it sits 23 gold pieces.
Taking coins out of the plate does not seem to do anything, but adding a gold coin causes the statue to sing and opens a secret door to the north as well as disables the poison needle trap in the southern door.
Moving from this room to room five without placing a gold coin on the statue triggers a poison needle trap.
A pool of crystal clear water centers this room, at the bottom of it lie a multitude of copper coins.
Taking coins from the fountain casts bane on the offender; the effect lasts 10 minutes.
Tossing a coin into the fountain casts bless on the gifter; the effect lasts 10 minutes.
Doing both negates either effect
The door to the north contains poison needle trap.
The pool contains 147 copper coins.
This room contains four chests with 253 cp, 3249 sp, 944 gp, 140 pp.
South of the treasure room contains the Hallway Ripper trap.
A Hallway Ripper consists of spinning blades that emerge from the wall, floor, or ceiling and sweep down a hallway, cutting anyone in their path. The trap is activated by stepping on a pressure plate or crossing a trip wire. A more manual version, activated by lever, is favored by smaller creatures, such as Kobolds, who use it to cut larger foes down to size.
A pressure plate.
If caught in the hallway, each medium or larger creature takes [[4d6]] slashing damage. A successful DC 13 Dexterity saving throw results in half damage.
A pressure plate trigger is concealed (DC 15 Perception check to notice). A successful Dexterity check using thieves' tools disables jams the pressure plate without activation.
"As you step forward, you notice the stone below your foot slides a couple of inches lower, and you hear the grinding sounds from behind the walls. With blinding speed, large saw blades emerge from narrow slits between the stones. The blades spin as they head directly towards you. There is nowhere to go, and you can't get out of the way in time to evade the Hallway Ripper!"
You enter a vast room with contraption next to the door that holds an hourglass. A door to the southeast appears to be the only exit out.
If a character attempts to open the door to the south, it locks and the archway closes shut. a minute timer begins. The Ceiling begins to lower, flipping the Hourglass will cause the ceiling to reset but continue to lower. If the players do nothing after a minute the ceiling only reaches halfway then returns back to normal and everything unlocks once more.
In the north an investigation of DC 10 reveals a hidden door.
The chest in the southern area contains 3501 silver pieces, 633 gp, and boots of striding and springing.
The portcullises are counter weighted to one another while one is open the other is closed.
this room contains 5 boggles, each holding 50 sp.
the room to the east is a broom closet.
As you trudge further and further down stairs your make your way to a large chamber with an earthen throne in the center of the room. Upon it sits a small fey creature different from those you saw above. A sense of power washes over you as the rocky tunnels shake.
The korred is a bit of a coward, but if backed into a corner he will fight, summoning a galeb duhr to fight with him.
Given the chance he will make deals or strange promises of power he may not be able to keep.