Level 1

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# Notes 
## Entrances & Egresses 
- **[Area 6](#6):**  stairs up to the surface.
- **[Area 16](#16):**  stairs down to [[plots/depths-of-erdea/level-2|Level 2]], Area 24
- **[Area 23](#23):**  stairs down to [[plots/depths-of-erdea/level-2|Level 2]], Area 42
 
## Wandering Monsters 
Roll every turn, 1 in 6 chance. Roll 1d3 on the wandering monster chart at right. 
 
![[~attachments/dndline.png]]
 
# Level 1 Key 
## 6. Entrance 
The entrance area is a mess after centuries open to the elements. There is a lot of debris, both naturally occurring and from the ruins of the manor, scattered about the floor of this high-ceilinged chamber. Barely visible faded murals on the west wall depict a team of knights bearing the Erde family crest on their chargers looking down over a battlefield between human and elven troops. 
 
The door to [Area 8](#8) is built into the hill the chargers are standing on, made to look like the entrance into a cavern. The secret door into [Area 7](#7) is disguised into an illustration of a pile of elven bodies. It is opened by pushing in the rolled-back eyes of one of the dead elves, hooking the fingers into the recesses, and pulling the door outward into this room.
 
## 7. The Trophies 
This secret chamber is where the trophies from the war between the races of man and the ancient elven race of the Kale were kept by the Erde family. Four suits of fine elven plate mail hammered from the stuff of other worlds are here - each appearing to be made of heavy steel with a purple burnish to it. 
 
One of the four suits is a suit of+1 plate mail that bears a dark curse - every month the wearer of the armour must slay a defenseless sentient humanoid or suffer a cummulative - 2 penalty to his Wisdom as the armour slowly drives him insane. 
 
Replicas of several elven weapons are here also, but none are of actual battlefield quality.
 
## 8. Antechamber 
This is the central gathering point for  **Vera's**  clan of ogres within the complex. There is only  ==one ogre here now== , but the ogres in other rooms in this level often come by here for food or to rest. The bodies of a half-dozen goats are hung on wooden pegs on the east and north walls. 
 
There is always a small fire here, and typically a large pot of tea-like substance on the fire. The two passages exiting from this room have massive and ornate archways over them with the Erdea coat of arms at the peak and both bases of the arch.
 
The  ==secret door==  to [Area 7](#7) is opened by removing one of the wooden pegs from the wall and reaching in to press a switch along the bottom of the peg hole. 
 
## 9. Wolf Pen 
 **Vera's**  pet wolves are being kept in this room.  ==7 wolves==  (the eighth is with  **Vera** ), are chained to the wall, but the stakes holding the chains are purposefully weakly mounted so the wolves can break free if very excited or in combat. 
 
The corridor to the south slopes downward at a 20 degree angle.
 
## 10. Storage 
This room was used for storage ages ago. A few shattered barrels are all that remain of the stores kept here for sieges and disasters.
 
## 11. Emergency Well 
This well was used in times of crisis as an emergency water supply for the manor residents. The ogres tried using it, but realized that the shine of water isn't actually water, but a  ==massive Gray Ooze== , that lives in the well. They threw it a few dwarves and it generally stays in the hole because it isn't hungry.
 
## 12. Ogre Storage 
Once a small barracks and storage room, this has been converted into the main storage area for the ogres.  ==3 ogres, are here==  along with the clan loot of 10,000cp, 1,000gp, and 4 x 250gp gems. There are also - a barrel of dwarf-parts,
- a few barrels of fresh water,
- a keg of beer,
- two dozen sheep skins and
- a pile of lumber.
 
## 13. There Is No Area13 
Really. This time there isn't one.
 
## 14. Trapped Entry 
The obvious descent from the entry area, this room was trapped by some previous tenants and the ogres have avoided it.  ==A pressure plate==  covers a ten-foot length of the room extending from one alcove to the other. 
 
Anyone weighing over 30 pounds stepping on this 40 x 10 Area will likely trigger the trap (1-4 on 1d6). When triggered, a cold sleeping mist blasts into the room from both walls, accompanied by a loud whistling sound.  Living beings within the room must save versus poison or be knocked unconscious for 1d4+1 turns. The whistling sound will also attract the attention of anyone alive in areas 8, 17, and 19. 
 
## 15. Secure Entry 
In an effort to control the flow of ogres into the dangerous lower areas of the manor,  **Vera**  and  **Jubal**  have tried securing this room, at least making it very noisy for anyone to proceed. 
 
A collection of furniture has been piled up against the western door which opens into this room. Anyone pushing through from the west side will need to push the pile of furniture out of the way using the door, while those wanting to open it from inside the room will have to move the furniture first. 
 
In the middle of the room there is a small pile of burned debris from a fairly recent camp fire. The small room to the south was being used by the dwarves to store supplies and has been thoroughly ransacked, with wrecked barrels and crates littering the floor and only a couple of pickaxes left.
 
## 16. Descent 
A small alcove is at the top of a set of very well made stone steps twisting down into the depths.  == **Jubal's**  second quasit (known as  **CueTwo** ), is stationed here (invisible)== , waiting for  **Vera**  to return whereupon he will alert  **Jubal**  and assist in killing her. 
 
However, seeing adventurers descending these stairs, he will follow them instead of maintaining his vigil. He will follow them until they encounter  **Vera**  and will then attempt to assist them in fighting her. He will then return to his invisible state and wait for opportunities to make the adventurer's lives miserable - setting off traps, interrupting sleep (and spellcasting), and attracting the attention of monsters.
 
The stairs descend to []Level 2, Area 24](https://www.worldanvil.com/w/antheros-phre3d/a/doe3A-level-2-plot#24).
 
## 17. Jubal's Explorations 
These rooms served as a shrine in the original manor and are currently  ==home to  **Jubal** == , a particularly nasty piece of work for an ogre. A year ago he split his dark and twisted soul into three pieces - one that he keeps himself, and two that have split off into smaller little “essences of  **Jubal** ” that he calles Cue- One and  **CueTwo**  (and that are, for all intents and purposes, Quasits). 
 
The room is divided into three segments - an eastern antechamber lined with benches built into the walls, an empty main room (with stairs up to the smaller private shrine and faded murals of human holy days) and the western “alcove” which contains a carved stone pulpit that currently has an open book on it and a massive and ornate iron lantern. 
 
 == **CueOne**  is in this room== , standing (invisibly) on the pulpit trying to make sense of the book. If the characters are stealthy enough he will flip the page and give away his presence (or at least make it look like the book is reading itself). He'll scream to alert  **Jubal**  before trying to mess with the adventurers. Unlike  **CueTwo** ,  **CueOne**  is very Ogrish in his tactics, attacking directly and going for the throat. 
 
The book is the  *Tome of Cruel Lies* , which details many curses and also empowers any spellcaster that has studied it for a month, making their Bestow Curse spell more potent. Resisting the curses bestowed by someone who has mastered this material is more difficult (-2 on saves) and if using the random curse tables, the caster rolls twice and picks the best result.
 
## 18. Private Shrine 
 **Jubal**  has converted this private shrine of the Erdea family into his headquarters. The room is lit by a dozen candles and is decorated with the intestines of several slain dwarves. 
 
 **Jubal** , is a dark and twisted ogre with some spellcasting ability (although no ogre-mage by any stretch of the imagination). - He can cast  *Bane*  (the opposite of Bless),  *Protection from Good* , and  *Fear* , each once per day as a level 4 cleric.
- His massive staff with dangling skulls and feathers makes the targets of his fear spell save at a -2 penalty.
- The magical charms on the staff can be transferred to a smaller staff or similar weapon, allowing the magical benefit to be passed on to smaller spellcasters.
- **Jubal**  also has a trunk under his makeshift bed containing 1,000gp and a wand of magic detection with 14 charges.
 
## 19. Ogre Quarters 
Orthur,  **Jubal**  and  **Vera's**  lieutenant, is based out of these rooms along with whatever ogres he has in his company at the time. Currently the main room has one ogre, in it attaching new spiky things to his club, while Orthur is in the back room wishing that  **Jubal**  and  **Vera**  would get along. Both will react to any loud noise coming from Areas 14, 15 or 20.
 
## 20. The Dying Bull 
This area was once used as emergency living quarters for the Erdea family, but was more recently converted into a small tavern by the prior dwarven inhabitants. Now the place is a disaster, destroyed by ogres looking for free beer. 
 
A prolonged search of the area, digging through the ruined furnishings and casks will find the warhammer of the dwarven clan leader - a  **+1 warhammer**  that deals an additional +1 damage when wielded by a dwarf with a nice beard and 13+ Charisma.
 
## 21. Ghoulish Cunning 
This secret chamber is home to  ==6 cunning Ghouls== . The secret trap door to the surface is made of wood and remained undetected by the dwarves while they were in the area (and the ghouls would only attack lone dwarves out at night). The ghouls have decided to not bother the much more powerful ogres. 
 
The floor of the room is littered with gnawed dwarven bones and those of some local wildlife. In the mix of bones and detritus there are 500sp and suit of black magical chainmail +1 that automatically cancels any light or continual light spells cast at a target or by a spellcaster , within 30 feet of the mail. 
 
The secret door to [Area 22](#22) is quite visible from this side, requiring no special efforts to detect nor open.
 
## 22. Burial Chamber 
This chamber has three raised alcoves, each containing a stone sarcophagus, all radiating from an octagonal chamber with a massive wrought iron candelabra decorating the centre of the room. Around the base of the candelabra are the skeletal remains of a half dozen human and demihuman bodies. 
 
The sarcophagi each contain an elder of the Erde family, now haunting these ruins as powerful  ==Wights== . They will not rise unless a sarcophagus is disturbed, at which point all three will rise to attack. The wight in the central sarcophagus wields a  **longsword +1, +3 vs elves** .
 
## 23. Falling Ceiling 
This room is empty of inhabitants and the floor is cluttered with bits of rock and dust fallen from the ceiling. The dwarven ability to detect dangerous stonework, or a thief detecting traps, will show that while the ceiling is indeed on the way towards caving in, the actual collapse won't happen for many, many years.
 
The stairs descend to [Level 2, Area 42](https://www.worldanvil.com/w/antheros-phre3d/a/doe3A-level-2-plot#42).
 
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![[plots/depths-of-erdea/table-of-contents]]
 
![[~attachments/dndline.png]]
 
**<center>Wandering Monster Table*</center>** 
 
| 1d3 | Result  |
|:---:|---|
| 1. | 1d2 Ogres, on patrol  |
| 2. | 1d4 Wolves, trained semi-pets of the Ogres  |
| 3. | 1d2 Ogres on patrol, each accompanied by a Wolf  |
 
* There are no wandering monsters in areas 21, 22 and 23.
 
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Previous: [[plots/depths-of-erdea/surface|Surface]]
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===
Next: [[plots/depths-of-erdea/level-2|Level 2]]
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