Level 2

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# Outline
# Notes 
This level contains three distinct sub-levels. The main areas (24-37) are linked to level 1 above and level 2 below. Areas 38-40 are a series of secret chambers and passages that link to the main areas as well as having their own stairs access to level 3. This secret area was once the home of the family assassin, but is now overrun with giant weasels who have learned how to trigger the level's secret doors. All secret doors on this level are opened by applying pressure to a “loose” stone one foot above floor level (or in the case of the one in the floor, one foot from the outer edge of the door). Finally, the family crypt in areas 41-43 also have their own links to the levels above and below.
 
## Entrances & Egresses 
- **Area 24:**  stairs up to level 1, area 16.
- **Area 24:**  stairs down to level 3, area 44.
- **Area 39:**  stairs down to level 3, area 53.
- **Area 41** : stairs down to level 3, area 74.
- **Area 42:**  stairs up to level 1, area 23.
 
## Wandering Monsters 
Roll every turn, 1 in 6 chance. Roll 2d3 on the wandering monster chart below.
 
![[~attachments/dndline.png]]
 
# Level 2 Key 
## 24. Great Hall 
Containing access to both level 3 and level 1, the great hall is currently home to a very angry Troll, who is waiting for the return of Vera who defeated him earlier and who he assumes must return via this route. The hall exiting on the northwest end of the hall has a noticeably foul scent emanating from it.
 
## 25. Guard Room 
Now abandoned, this room contains the wreckage indicating that it once housed at least a half dozen people with beds, a table, and other furniture.
 
## 26. Mossy Chamber 
This chamber (and the one beyond it) is quite damp from water leakage from the nearby well shaft. The walls and floor of this chamber are covered in “leafy” fungal growths. None are harmful, and they show signs of being harvested by other creatures living in the area.
 
## 27. Screaming Fungi 
This chamber once contained stored food supplies in piled wooden crates. Now these crates are nearly completely overwhelmed with fungi. Amongst the fungi is a colony of 6 Shriekers.
 
## 28. Smashed Room 
The door to this room has been quite recently smashed open and blood spatters commence in the room proper and trail off towards area 24. The room reeks of offal and rotten meat - the remnants of meals eaten by the troll who waits for Vera's return in area 24. An open chest indicates that there was once treasure here too.
 
## 29. Troglodyte Turf 
This section of the level has been taken over by a clan of troglodytes who moved here from the underground river below. The burned stump of a troll's arm is nailed to the door as a warning. The room itself is empty and stripped of all furnishings.
 
## 30. Alcoves 
The hall here has several shallow alcoves along it. A single Troglodyte is on guard at each of the three alcoves as well as in front of the doorway to area 31. Their foul stench should give them away, but it is so overwhelming in this hall that their natural camouflage still gives them the advantage of surprise on a 1-4 on a d6. When starting combat, they will call out to their kin.
 
## 31. Den of Stink 
A dozen Troglodytes, live in this room, along with their food, a store of drinking water, and immeasurable stench. The leader of this clan wears a pair of platinum bracers worth 1,200gp each, and <u>two of his warriors are wearing a necklace and a ring respectively worth 800 and 600gp</u>. The troglodytes are unaware of the secret door between this room and area 36. However, Vera has discovered it and will rush through it as soon as a fight with the troglodytes is over, attempting to catch the survivors weakened and confused (unless she has already been taken care of in area 36).
 
## 32. Family Quarters 
These three rooms were once the apartment of a part of the Erde family unwilling to live in the manor above due to rampant paranoia and a propensity towards dark magics. This room was used to house servants of those living in areas 33 and 34. The furniture is long destroyed, but a 1 foot diameter crystaline hemisphere juts out of the northeast corner of the room at waist height. <u>Rubbing the hemisphere creates an unseen servant that follows the orders of the person rubbing the hemisphere for 1 hour.</u> It doesn't, however, indicate this to the person rubbing the object, so most never notice that they have a magical butler to help them. The hemisphere cannot be removed from the wall without destroying the enchantment. The door to area 34 is locked.
 
## 33. Dark Chamber 
The walls of this room are covered in a masonry completely unlike that throughout the rest of the excavations. The walls are a rough dark blue stone held together with nearly black jointing. 4 Shadows, still lurk here, but will not pursue out of the room. The door to area 34 is locked.
 
## 34. Stone Cold Mad 
This sealed chamber contains a massive bed, a table, a desk, a variety of chairs and bookshelves. “Sleeping” on the bed are a pair of Crystal Living Statues, as well as one sitting at the desk and a third leaning against a bookshelf seemingly reading a book. When the door is opened, the one at the bookshelf puts down the book and walks towards the party with it's hands held wide, while the other three look on. It attacks when within reach, and is joined the next round by its kin.
 
## 35. Carrion 
The door to this room has been smashed from the frame, and the remains of a pair of very recently slain carcass scavengers are slowly oozing their ichor across the floor.  **Any loud noise in this room will alert Vera in area 36.** 
 
## 36. Vera 
Vera the ogress has just finished looting this room, having found and looted a secret storage box hidden in the north wall. Vera, also has the abilities of a level 5 thief. If she is alerted to activity in areas 35 or 31, she will attempt to move silently to attack her foes from behind, trying for a backstab on her first attack. Her favourite wolf, “Fang”,, is also with her. Vera wears a ring of protection +1 and a carries a sack containing 1,000gp and 4,000sp.
 
## 37. Red Alcove 
The masonry in this alcove is of a reddish rock, although of immediate importance to anyone entering the room is the Rust Monster, trying to remain unnoticed by the crazed ogress who just killed his neighbours.
 
## 38. Store Room 
This locked room was used for storage by the resident assassin. Undisturbed these long years, it still contains crates of rotted food, a barrel of old ale, and a collection of daggers, short swords and arrows. A wooden shelf on the far wall from the entrance holds a set of bottles. Two are potions of poison, one is a potion of Poseidon's Wine (grants the imbiber the benefits of water breathing for 1d6+6 turns), and the last is a potion of battle (the imbiber gains a +1 bonus on to hit rolls, damage rolls from melee and ranged weapon attacks, and a +1 bonus to armour class for 1d6+6 turns).
 
## 39. Alchemical Storage 
Once filled with beakers and bottles and mixing equipment, everything here is ruined and the place has been turned into a nest for 3 Giant Weasels. Amongst the debris that they have converted into their nests is a chewed on clerical scroll with the following spells still usable: Know Alignment, Continual Light, Locate Object.
 
## 40. The Assassin's Den 
These two rooms were once nicely furnished - now they are a mess of ruined bedding, old straw and ruined mulched paper. 4 Giant Weasels, nest in this mess. A thourough search of the bedding will find 97gp scattered between both rooms. Closer investigation reveals that an old brazier buried in the mess also contains a locked secret compartment. Within the compartment is a sealed metal vial (a potion of poison), a 700gp ring and a set of five small 100gp rubies.
 
## 41. Crypt Stairs 
Overlooking the stairwell cut into this room are four zombified bugbears wearing the standards of the Erde family and wielding polearms.
 
## 42. Shrine 
The northern portion of this space has an arched ceiling and magical stone shelves where candles were burned down to pools of wax across the surface. Any non-lawful character who lights a candle and places it on the shelf gains the benefits of a Bless spell for 1d6+1 turns.
 
## 43. Embalming Chamber 
The door to this room is locked. There is a massive stone table in the centre of the room, and jars of embalming fluid surrounding it.
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![[plots/depths-of-erdea/table-of-contents]]
 
![[~attachments/dndline.png]]
 
**<center>Wandering Monster Table</center>**
 
| <center>2d3</center> | Result  |
|---|---|
| <center>2.</center> | Roll on the  [[plots/depths-of-erdea/level-1\|Level 1]] wandering monster table.  |
| <center>3.</center> | 1d4 Giant Weasels. If this encounter is in an area adjacent to a secret door, there is a 50% chance that the weasels are coming through said door.  |
| <center>4.</center> | 1d3 Carcass Scavengers  |
| <center>5.</center> | 1 Troll  |
| <center>6.</center> | Roll on the [[plots/depths-of-erdea/doe_-level-1\|Level 1]] wandering monster table.  |
 
 * There are no wandering monsters in areas 41, 42 and 43.
 
![[~attachments/dndline.png]]
 
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Previous: [[plots/depths-of-erdea/level-1|Level 1]]
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===
Next: [[plots/depths-of-erdea/level-3|Level 3]]
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