Level 3

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# Outline
# Notes 
Deep beneath the ruins of Erdea Manor lie the depths - old caves with links to the family crypts and to deeper secrets where the dead have been buried for ages untold. There are many routes in and out of the depths, but only one way to the catacombs below. 
 
This level remains under the control of the ancient Erde family, or at least the cursed remnants thereof. The Erde clan fought against the Kale and like many of the humans who lead the revolts, they were aided by powers from beyond this world. And like many of these tales, the result was more and less than they had hoped for. Now the surviving members of the clan reside in these depths, in turn hiding from the vengeful dead that sleep beneath them.
 
The clan is broken into two remaining bloodlines who occupy the western side of the dungeon map. They have been warped in strange ways into massive beastly creatures like minotaurs and rubbery semi-aquatic creatures reminiscent of throghrin.
 
## Entrances & Egresses 
- Cave tunnel in [Area 59](#59) leads up to the surface
- Stairs in [Area 44](#44) lead up to [Area 24]( https://www.worldanvil.com/w/antheros-phre3d/a/doe3A-level-2-plot#24)
- Stairs between [Area 46](#46) and [Area 53](#53) lead up to [Level 2,  Area 39]( https://www.worldanvil.com/w/antheros-phre3d/a/doe3A-level-2-plot#39)
- Stairs near [Area 74](#74) lead up to [Level 2,  Area 42]( https://www.worldanvil.com/w/antheros-phre3d/a/doe3A-level-2-plot#42)
- Stairs in [Area 61](#61) lead down to [Level 4, Area 78]( https://www.worldanvil.com/w/antheros-phre3d/a/doe3A-level-4-plot#78)
 
## Wandering Monsters 
Roll every turn, 1 in 6 chance. Roll 1d2 on the wandering monster chart at right.
 
# Level 3 Key 
## 44. Below the Great Hall 
The stairs from above lead down into the middle of this room which is something of a neutral territory between the homes of the two remaining branches of the Erde clan. 
 
The floor bears the marks of ancient fights, and a blood trail (at least a few days old) leads out through the archway to the east and proceeds all the way to [Area 46](#46).
 
## 45. Lord Derrin Erde's Glory  
This old meeting room (complete with rotting table, chairs and bookshelves) was dedicated to the memory of a great warrior of the clan. 
 
The east wall of the room contains a massive portrait of Lord Derrin with his name on a brass plate below, now faded to mostly brown and black. Anyone raising a toast to Lord Derrin in this room gains +1 on all reaction rolls with others within the room for the duration. 
 
Behind the portrait is a  ==secret door==  into the lower level of the assassin's run which is opened by swinging the hinged portrait away from the wall and then pressing on the name plate embedded in the wall below it.
 
## 46. Toad Hall  
 ==Four giant toads==  have moved in here, seeking refuge from the Erde clan. On the floor is the chewed remains of a minotaur, their most recent meal. They are hungry and happy to see more reasonably-sized food arriving.
 
## 47. Rubbish 
This side room has been filled with furniture that someone was rescuing from the flooded portion of the depths. Years have passed and less even-minded members of the family have looted through this until it is just a random jumble of wood, rotted cloth, and the occasional recognizable dresser drawer. 
 
Of course, digging through it all to prove it is all valueless will take several turns.
 
## 48. Guarded Curtains 
This room is separated from the corridor via a set of heavy magical curtains. While the  ==minotaur==  with a polearm, behind the curtain seems to be the guard here,  ==the curtain itself the true threat==  to a stealthy party. 
 
The curtain will spot a non-invisible target who is hiding in shadows or otherwise stealthy on a 1-4 on a d6 and will then whisper the alert to the minotaur in the room. 
 
If the minotaur is slain, the curtain will begin to scream for backup. The magic curtain can be shut up with a good reaction check, or by killing it. It bleeds copiously when wounded or killed.
 
## 49. Living Space 
This room has been used by the minotaur branch of the Erde family as a communal living space. There are signs that several minotaurs have been using it, although it is uninhabited at this time.
 
## 50. Warrior's Hall 
This oddly shaped hall and raised corridor is home to  ==a pair of knights==  of the Erde clan. These two minotaurs each carry an iron shield and wield a longsword with four javelins as backup against ranged foes. 
 
They prowl around the northern portion of the room and will attempt to engage foes with hit and run tactics. 
 
The smaller minotaur is wearing a copper  **static ring**  which provides +1 on all saves against lightning and electrical attack forms, as well as increasing the damage of all electrical spells cast by the wearer by +1 per 2 dice of damage (minimum of +1 damage).
 
## 51. The Elder of the Horns 
The elder of this branch of the Erde clan lives in this room, guarded by his two nephews in [Area 50](#50).  ==Lord Gursin Erde is a massive and ancient minotaur== , weakened by age and rapidly turning to senility. 
 
He wears magical  **+1 chainmail**  (the Coat of Horns) that resizes to fit any humanoid wearer between 3 and 12 feet in height. 
 
In a chest under his bed is the hoard of the clan, 10,000cp and 4,000sp.
 
## 52. Impromptu Crypt 
A pair of dead throghrin have been pinned to the wall here with massive iron spikes after they were slain by the minotaurs. The heavy warhammer that was used to drive the spikes home still lies on the floor near the doorway. 
 
The insides of the bodies have been consumed by a  ==furry brown fungus==  and anyone who disturbs them will release a cloud of fungal spores that fill the room. 
 
Anyone in this cloud takes <u>1d6 damage</u> and must make a <u>CON save, DC10</u> to avoid a further 1d6 damage and an illness that makes them nauseous (-2 on all attack rolls, reduce movement rate by 30' to a minimum of 30') for 1d4 days or until they are subject to a  *Cure Disease*  spell.
 
## 53. Dark Ruins 
The centre of these secret chambers has been long ignored. Damaged furnishings of dark-stained stone litter the chamber and the door to [Area 54](#54), also made of stone, swings loosely in its frame. The smell of putrefaction is cloying an nearly overwhelming here. <u>Anyone lingering in this chamber or making noise</u> will attract the attention of the creature in [Area 54](#54).
 
## 54. Consumption Made Flesh 
This chamber is home to a mass of putrescent flesh that seems to be made of many human bodies all combined into a mass of eyes, mouths and pseudopods. The central mass is surrounded by massive tentacle-like extensions made of human arms and torsos that <u>reach out to grab any living thing</u> that wanders within reach. 
 
This undead beast, has animal intelligence and cunning, but little of that even. It lashes out with its tentacles to draw prey in to its many mouths to be consumed. 
- Once a tentacle hits in combat, it will constrict and automatically do its damage each round until severed. The victim is at -1 on all attack rolls for every tentacle that is constricting him.
- Tentacles can be attacked with spells or edged weapons and will be severed once receiving 8 or more damage - although only half the damage done to the tentacle is actually dealt to the undead beast itself.
 
The ruins around the undead beast contains:- several suits of destroyed armour,
- a shield +2,
- a spear +1 that deals double damage to water elementals and their kin, and
- a ruined and pitted crown whose jewels can be salvaged for 500gp.
 
## 55. Secret Entry 
The door between this room and [Area 56](#56) is jammed tight by moisture and rot, although a hole has been chewed through part of it that will easily fit a halfling, or a human sized adventurer without armour. The undead beast in [Area 54](#54) and the giant weasels from level 2 entered this area through said hole. The door was obviously <u>once a secret door</u>. The trigger to open it (a loose stone on the west wall) is <u>still trapped with a poison needle</u>, although it won't open the door anymore.
 
## 56. Sunken Entry 
Jammed into a small compartment in the west wall of this cave is an old rusted crowbar that was used to try to trigger the secret door once upon a time. Directly above the door, nearly 30 feet overhead, is a  ==green slime== .
 
## 57. The Climb 
This natural cave has a 30' tall ceiling. Access to [Area 56](#56) requires climbing 25 feet of vertical wall before accessing the natural stairs back down. 
 
Noting that there is an opening up at ceiling level requires careful attention and specifically looking up for it. 
 
Access to [Area 59](#59) is either via the stairs in [Area 58](#58), or a 15' dead drop.
 
## 58. Displaced Residents 
 ==Four gnolls== , are guarding the stairs to [Area 59](#59) - they have recently been displaced from their lair by a hungry cave bear.
 
## 59. Spoils of War 
A  ==massive scarred cave bear== , has just taken over this cave from the prior gnoll residents and is loudly tearing a gnoll apart as his well-deserved dinner. 
 
A natural cave to the northeast leads up to the surface nearly a half-mile from the manor itself.
 
## 60. Dripping Lake 
This part of the underground lake is filled with water from a subsurface spring as well as a constant dripping of water from above. The water here is crystal clear and slightly magical. 
 
Once per day a drink from this water heals one hit point. It probably also has long-term effects fro those who spend too much time in contact with it, as shown by the mutations of the Erde clan living in areas 65 through 69. 
 
The waters flow through a flooded passage from here to [Area 61](#61). 
- Swimming through this passage is considered difficult terrain (i.e. 1/2 movement rate) unless you have a swim speed.
- It is also pitch black so you swim blind unless you have a magical source of light.
- The underwater distance is 100' including swimming down the the passage and back up at the other end.
 
 
## 61. The Beach 
This massive cave is eerily quiet and abandoned. A wooden bridge of fairly recent construction spans the river near a set of stairs leading further into the catacombs beneath these depths. The posts holding the bridge in place are of ancient stone and have obviously been here for ages.
 
## 62. Guardians at the Stairs.  
 ==Four owl bear skeletons== , stand guard in this cave.
 
## 63. Deep Lake 
This part of the lake goes down to a depth of 80 feet in the centre, and is quite dark. Anyone trying to look into the depths will see an illusion of a massive giant catfish swimming along the bottom and watching for intruders.
 
## 64. Preacher's Ledge 
Fifteen feet above the lake, this small alcove was once a place for religious contemplation. Stony debris has been arranged for some amount of comfort sitting and watching over the lake. Among the stones is an <u>ivory and silver scroll tube</u> (worth 80gp) containing a clerical scroll of  *Commune* .
 
## 65. Welcoming Party 
This chamber is flooded with the murky waters of the lake to a <u>depth of 2 feet</u>. 
 
The flooding marks the dividing line between the portion of the Erde clan devoted to the god of war, and the remaining members of the clan who have hidden here and devolved into strange rubbery throghrins in the flooded lower areas. 
 
 ==Three throghrin== , defend this chamber and watch for encroaching members of the northern part of the clan. <u>Two wield polearms</u>, and the <u>third attacks with his bare hands</u>. They also watch for those who would sneak in through [Area 66](#66). 
 
In dire emergencies, they will try to escape to [Area 68](#68) and ring the gong.
 
## 66. Breached Chamber 
Once a storage chamber, erosion from the lake breached into the depths of Erdea manor here. 
 
<u>Beyond the breach in the wall, the water depth is some 8 feet</u> initially and drops rapidly to the depths of the Deep Lake ([Area 63](#63)). <u>Within the chamber the water is at a depth of 2 feet.</u> 
 
The walls of this chamber are covered in shelves which are in turn enveloped in a particularly noxious  ==slime mold== . 
 
Anyone trying to scoop or dig through the mold must make a <u>CON save (DC 10)</u>, at  -3  if doing so with their hands instead of tools. Failure means becoming <u>violently ill and be unable to continue</u> for 1d6 minutes, as well as engaging in any <u>combat during this time with a -2 penalty</u> to attack rolls and saves. 
 
Within the slime mold is: - mostly rotten foodstuffs, but
- there is a small locked coffer containing 1,000sp, as well as
- a small secret compartment in the wall behind the coffer that contains a pair of 500gp rubies.
 
## 67. The Magister 
This flooded side-room is the apartment of the magister, a rubbery old member of the Erde clan. He is currently out of his chamber, however, consulting with the leader of the clan in [Area 69](#69). His  ==apprentice, however, is here== . 
 
He will try to get to [Area 68](#68) to ring the gong if threatened or frightened.
 
## 68. Meeting Hall 
This small chamber has ancient moldy tapestries decorating all four walls, and a 3-foot brass gong is suspended by chains from the ceiling in the southwest corner. <u>The ringing of the gong can be heard clearly throughout this section, and can be heard faintly even at the deep lake.</u> Ringing the gong has a 75% chance to result in a roll on the wandering monster table, as well as alerting the remaining throghrin in the area.
 
## 69. The Chapel 
The old chapel of the Erde clan is now home to the leader of the throghrin portion of the clan,  ==Gaurius Erde== , who is wearing his clan chain hauberk +1 that grants the wearer +1 Charisma. Gaurius is bedecked in pitted and corroded jewelry, totalling at 3,000gp value (mostly in gem value, as the metal is corroded and fragile).
 
He is currently in discussion with the  ==Magister of Erde== , about the present disposition of the minotaur faction of the clan (they believe there are more remaining members of the northern faction than there are now). The magister has a wand of magic detection with 8 charges. 
 
 ==Two bodyguards==  stand watch at the entrance to the chapel, one is wielding a polearm and the other attacks barehanded. 
 
## 70. Guardians of Erde 
The stone door between this room and [Area 62](#62) is locked, but can easily be opened from this side (there is no key). A pair of  ==iron living statues== , stand eternal vigil at the doors, and the remains of a third stands where it was slain ages past.
 
## 71. Preparatory Chamber 
This chamber was for preparing the deceased for entombment. There are jars of ointments and strange embalming tools on the old tables and shelves.
 
## 72. Antechamber 
This room was a place to put aside weapons and to cleanse oneself before visiting the tomb of the lost brothers. In the centre of the room is a shallow depression magically filled with water. 
 
Anyone putting the water directly from the pool to a wound (or someone wounded who enters the water) suffers <u>1d8 damage</u> as the water erupts into flames around the wound. Carrying the water out of the pool prevents this effect.
 
## 73. Tomb of the lost brothers 
 
| <center><small>1d4</small></center> | <small>Curse</small>  |
|---|---|
| <center><small>1</small></center> | <small>Re-roll character's prime requisite on 3d6</small>  |
| <center><small>2</small></center> | <small>Healing is only half as effective as normal (natural and magical)</small>  |
| <center><small>3</small></center> | <small>Lose spellcasting ability</small>  |
| <center><small>4</small></center> | <small>Polymorphed into a spider</small>  |
 
The north, south and west walls of this chamber each have a stone sarcophagus built into them. Each sarcophagus is carved with the likeness of an adult human in plate mail bearing shields with the Erde family crest. 
 
The west sarcophagus is cracked and shows signs that it has been opened at some point through the use of heavy tools. It is visibly empty.
 
Anyone breaking into either of the other two unopened ones must succeed on a DC 10 WIS save or suffer a curse rolled on the table at right.  *Remove curse*  will successfully end the curse.
 
## 74. Gelatinous Cube 
This curved corridor and the two side corridors to the east and west are swept perfectly clean by a  ==gelatinous cube== .
 
## 75. Tomb of Helvos Erde III 
The iron door to this tomb is <u>sealed with an  *Arcane Lock*  spell</u>, and thus will most likely require the use of a  *Knock*  spell to get past. 
 
Within is a small chamber lit by two  *Continual Flame*  spells on iron globes suspended on chains from the ceiling. Between the globes is a stone plinth supporting a black iron casket with three steel locks. 
 
Once the first lock is picked, Helvos will make his appearance to prevent the desecration of his tomb - he is now a wraith, Fly:240 (80), and rests within the stone plinth under his casket. Within the casket is the  ==embalmed corpse of Helvos Erde III== , along with his golden chain of office as a magister of the empire (1,400gp value) and a silver dagger decorated with gems on the pommel (800gp value). 
 
There is a locked coffer at the feet of the corpse, <u>protected by a poison needle</u>. Within the coffer are:
- a  *Potion of Control Animal* ,
- a  *Potion of Levitation* ,
- a  *Scroll of Protection from Lycanthropes* , and
- a  *Scroll of Fireball* .
 
## 76. “Trapped” Skeletons 
This chamber is enclosed with a portcullis of heavy and pitted iron bars. Behind the bars are a the <u>skeletons of what appear to be a dozen or more men at arms</u> in the remnants of their armour and weapons. Two are still clutching at the bars as if they died trying to lift the portcullis to escape. 
In total there are  ==16 skeletons==  in this chamber which will only spring to animation if someone joins them in their prison.
 
## 77. Tomb of Huhren Erde the Wise 
This tomb has been plundered, the sarcophagus split assunder and bones scattered across the floor. Smashed urns are in the two back corners of the room.
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![[plots/depths-of-erdea/table-of-contents]]
 
![[~attachments/dndline.png]]
 
**<center>Wandering Monster Table*</center>**
 
| <center>1d2</center> | Result  |
|---|---|
| <center>3.</center> | 1d3 Minotaurs  |
| <center>5.</center> | 1d4 Throghrin  |
 
* There are no wandering monsters in areas 70 through 77
 
![[~attachments/dndline.png]]
 
```

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Previous: [[plots/depths-of-erdea/level-2|Level 2]]
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Next: [[plots/depths-of-erdea/level-4|Level 4]]
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