FoD: Second Level

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# Outline
==Elevation ranges from 200 feet to 300 feet above ground level== 
 
## 15. Snare Trap 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > The ascending, spiraling passageway ends at an archway that opens into the outside air. A small wooden door is in plain sight along the inner wall of the corridor right at the end of the ascent, and seems to lead back into the tree. There is light here in the outside area – just enough illumination to make out general features, such as the door.
 
- ==Pulling open the false door will trigger a trap.==  A rope of entanglement will lash out from inside the false doorway, wrapping itself around the legs of the character in front of the door and continuing to push outward until it “shoves” the victim off the branch. This activity all takes place virtually instantaneously – the victim being held  ==cannot react quickly enough to grab a handhold== , and no one else in the vicinity is able to keep the entwined character from falling off the branch.
- The rope is 50 feet long, with its other end anchored to a post inside the false doorway. A victim who is pulled off the branch by the rope will  ==dangle in the air against the side of the tree== , roughly 40 feet below the branch and more than 150 feet above the ground.
- The rope of entanglement will remain stretched out to its full length and will  ==not attempt to entwine other characters unless they try to grab it or sever it== . This rope can entangle up to four man-sized creatures before its length is “used up,” at which point the first character grabbed by it will have been pulled back up to a point just below the branch.
- ==If the rope is severed or untied==  from its mooring within the false doorway, any characters being held by it who aren't also anchored to the branch will plummet to the ground.
 
## 16. Rat Cage 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > The door to this room is different from all the others in the fortress. It is made of metal mesh reinforced by wood strips, with a sliding panel in the bottom of the door. The entire door is also hinged and latched.  By looking through the mesh, characters can see a large number of giant rats inside the chamber 
 
The  ==door can be opened wide==  if anyone cares to enter the room. IIf they do, there are  ==15 rats== , which are used as food for the giant owl nesting in  **area 17**  .
 
 ==The sliding panel at the bottom of the door==  opens to reveal a chamber large enough to hold one rat at a time. This panel works in conjunction with another panel at the rear of the chamber – when the door panel is closed, the rear panel is open, and vice versa.
 
The way to get a rat out of the room without actually entering the chamber is to:
 
- Open the panel on the door, place a small amount of suitable food in the chamber, and slide the panel shut again. This action opens the rear door to the small chamber, allowing one rat to move into the feeding area. Characters will be able to see through the mesh covering the panel and know that this has occurred (always within one round of the time food is placed in the chamber).
- Then slide the panel open again, kill the rat before it can escape, and throw the carcass to the owl to allow the party unimpeded access to the rope bridge.
- Once they figure out what the rats are for, characters may also figure out that it's a good idea to kill two rats and save one to give to the owl on their return trip.
 
## 17. Owl Nest 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > The passage leading past the rat cage opens onto a large branch. Thirty feet from the opening is an assortment of twigs and small branches and a large nest. Sleeping in the nest is a giant owl.  To the right, twenty feet from the opening and ten feet away from the owl's nest, an long rope bridge is anchored into the branch, extending across to another branch.
 
 
- ==If characters approach the rope bridge without first tossing a dead rat==  in the direction of the owl, the bird will screech a warning and move toward the party, attempting to cut off their access to the bridge.
- It is possible for  ==one character, or two at most, to run to the bridge==  and begin to move along its length before the owl gets within attacking range – but in such a case, the  ==character(s) on the bridge will be the owl's preferred target== , and they will be hard pressed to keep their footing on the bridge while the owl is hovering over them and swiping at them with its claws and beak.
- The bird will try, first and foremost, to  ==force characters to retreat back == along the bridge to the branch containing the nest.  ==If the characters do not retreat== , the owl will make a direct attack, attempting to either disable the invaders or knock them off the bridge (a fall from this height would almost certainly be fatal).
- ==If no one tries to move immediately onto the bridge== , the owl will take up a defensive position at the entrance to the bridge and try to keep the party from moving any further into the fortress.
- Characters who are still on the branch will  ==not be able to offer any direct assistance==  to those on the bridge, except possibly through magical means or by attacking the bird with missile weapons.
- If characters on the bridge demonstrate an intention to retreat back to the branch containing the nest, the owl will break off any direct attack it may have made and allow the retreat to take place.
- ==If characters move toward the nest== , the owl will abandon any characters on the bridge and move to defend (to the death) the two eggs in its nest.
- All of these possible  ==problems can be avoided if the bird is fed one of the rats== . It will snatch up the carcass and retire to its nest, taking  ==five rounds to devour its meal== . During this time, the party can move onto and across the bridge without resistance.
 
 ==The rope bridge is somewhat rickety== , but strong enough to support a fully armored human (or any smaller creature). 
 
- Characters who  ==attempt to negotiate it at their full normal movement rate==  have a 5% chance per point of dexterity to make it all the way across without losing their balance and possibly falling.
- If a character loses his balance while on the bridge, he or she must make a <u>DC 10 dexterity check to avoid falling</u> off.
- The  ==danger of slipping and falling can be negated==  if characters move across the bridge cautiously, going at half their normal movement rate – which should still give them plenty of time to get across the bridge and through the passage into  **area 18**  before the owl gets hungry again.
 
## 18. Corridor of Captives 
 ==The door leading to this area==  is locked on the inside but can be opened easily from the outside. It will swing shut and lock behind any character or group who enters the corridor if it is not propped open. The corridor has no light sources of its own; as soon as the door is opened, much wailing and whimpering can be heard coming from the darkness ahead.
 
This long, curved corridor has  ==no features except for many pairs of wrist and ankle shackles==  set into the walls –  ==and the unfortunate creatures connected to those shackles== . It is a “holding hall” for prisoners of the drow, humanoids who have been captured out in the forest as well as inside the fortress and who, for one reason or another, are unsuitable for slave work.
 
 ==After ascending the ramp up to the main part of the corridor==  characters will be able to see (if they have a light source) the first of the prisoners. He has been here longer than any other prisoner, and he looks it:  ==emaciated, near death, and delirious – of no use to the party== , either for assistance or information. His wrists and ankles are shackled and bound to the wall by foot-long chains imbedded into the wood, holding him in something of a spread-eagle position.
 
- ==The chains and shackles are ordinary iron== . The shackles cannot be broken open without causing fatal injury to the prisoner being held by them.
- ==They can be opened by==  using the key possessed by the guard in  **area 19**  or a successful attempt to pick the lock (DC 10).
- The chains can be  ==snapped by repeated blows==  with an edged weapon at least as long and as heavy as a long sword. Each  ==chain takes 24 points of damage==  before breaking.
- A chain  ==cannot be damaged at all unless it is struck while draped across a surface harder than the surrounding wood==  – the stone or metal head of a hammer, for instance, would suffice. If a chain is struck while it is simply lying against the wood wall or floor, the force of the blow will dent or splinter the wood beneath the chain, and the iron will not take any damage.
- The ends of the chains are imbedded so deeply into the wood that any attempt to loosen them by chopping away at the wall or floor will be futile.
 
Sets of chains and shackles are  ==spaced about 20 feet apart==  along both the outer and inner walls (at the places marked on the map), staggered so that  ==no two prisoners are closer than about 10 feet==  from each other. There are a total of  ==17 sets of shackles, and 10 of them are currently in use== .
 
 ==Seven of the other nine prisoners==  that characters will encounter on their way through this corridor are almost as bad off as the first victim –  ==able to do nothing but scream and wail, begging for their release== . They are unarmored, in very poor health, and would not be of any measurable benefit to the party if they were released. Some of them may actually beg the adventurers to end their suffering, instead of screaming to be freed.
 
 ==The two healthy prisoners==  – captured most recently of all – are shackled in the last two spots in the corridor, at the foot of the ramp that leads to area 19. 
 
- The  ==first is a female dwarven fighter==   who is armored but weaponless. If freed, she  ==will follow the adventurers and will be willing to assist==  them in any way she can that does not involve a direct threat to her life.
- The second is  ==a 3rd level female human wizard==   whose only remaining spell at this time is magic missile. If freed,  ==she will also follow and assist== .
 
## 19.	Guard Room 
This sparsely furnished, irregular chamber, located behind an  ==unlocked door== , is occupied by  ==a 2nd level male drow fighter==  who is “guarding” the prisoners. 
 
- The captives in the corridor don't need to be looked after closely; basically, the guard in this area is only responsible for making  ==sporadic checks of the corridor to see if any prisoners have died.==  When he finds a body, he unlocks the shackles holding it and arranges for the remains to be transported to the fertilizer pit. A key, which fits any of the shackles in the corridor, is on a cord around his neck.
- The  ==guard is accustomed to hearing the delirious moans and groans of the prisoners== , and will not be alerted to the presence of intruders by any sounds or statements the captives might make. He will be  ==automatically surprised if the party approaches the door with caution==  and pulls it open quickly.
- The guard  ==will be able to hear if any attempt is made to release a prisoner from any of the five sets of chains closest==  to the door of this room. If this occurs, he will burst from the room, attacking only if a lone character is the adversary.  ==If outnumbered== , he will try to flee in a counter-clockwise direction, heading back out of the corridor and toward the first level to sound an alarm. He will  ==only engage in combat if an opponent stands in his way== , and under no circumstances will he lead the party clockwise through the corridor and deeper into the fortress.
 
## 20.	Shadow in the Shadows 
This roughly square chamber lies behind  ==a heavy wooden door==  that can be locked from the outside but is  ==not locked at the present time== . 
 
- The  ==room is pitch dark== , and even if the chamber is illuminated by light sources carried by characters, the  ==northeast corner will remain shrouded in shadow== . This is because a  ==four-foot-high partition of wood==  (indicated on the map by dotted lines) has been built up, closing off access to the corner except through a narrow passageway along the north wall.
- ==Characters who advance close enough==  to the partition to see over the top of it will spot a gem in the corner of the chamber, glowing with a faint red color and seemingly suspended in the shadows a few inches off the ground.
 
The shadows cast by the  ==partitions are designed to conceal the presence of a shadow demon==  whose inert body lies in the corner (at the spot marked “x”). 
 
- The demon has cast a  *magic jar* , causing its life force to be contained within the gem that is hung around its neck.
- The demon will try to  ==take over the mind of the first character who approaches==  to the outer edge of the partition, or who comes through the narrow passageway and moves toward the gem.
- ==If no one heads for the northeast corner==  and characters decide instead to move to the opening to  **area 21** , the demon will attempt to magic jar into the mind of  ==the first character who moves through the narrow opening== .
- If the  ==victim of the * magic jar  *makes a DC 13 Charisma save==  after being possessed, the demon's life force will be cast out of the character's mind and back into the gem, and the demon will not be able to posess that victim for 24 hours.
 
If a player is successfully posessed, give them the shadow demon's stat sheet and the following instructions to play the demon as described.
 
>[!Note] Instructions for the Player whose Character was Posessed
> 
>You have been posessed by a  *shadow demon*  via a  spell.  The demon, whose body was behind the partition, cast their life force into the glowing gem (behind the partion) and from there, waited for a victim - you.  Your character's life force is now inside the gem and can see/sense what is happening nearby but cannot interact with the world outside the gem.
>
>You are now playing as the demon inside your head.
>
>Without revealing the demonic presence inside your character's mind, do your best  to foil the party's attempts to proceed further inside the fortress.  Start gently but slowly, follow along with the party but the further the party goes the more insistent/aggressive you should get.
>
>Notwithstanding the previous point, the gem that was (is still?) behind the partition is to be protected at all costs.  It is your "magic jar" and you do not want to get very far from it or risk death (being more than 100' from the gem prevents returning to it and thus to your body).
>
> - If the party takes the gem, it must be carried by  **you and only you** .
> - If necessary to protect the gem - from your party or someone else - you will fight to the death.
>
>You have access to your character's physical weapons and attacks. You do  **not**  have access to your character's skills or magic except for what comes from an item you carry.  You have however, gained the  innate capabilities of the demon: 
>
> - **Light Sensitivity.**  While in bright light, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
> - **Shadow Stealth.**  While in dim light or darkness, you can take the Hide action as a bonus action.
> - **Subtle Nightmares.**  Cast the following spells (as an action) without any outward indication:  *fear* ,  *darkness* .
>
>In addition, some of your ability scores have changed to that of the demon: INT: 14, WIS: 13, CHA: 14.
 
 ==If the party is somehow able to neutralize or immobilize the possessed==  character, the demon will attempt to abandon the possessed character.   
 
 - If the gem is within 100', the demon's life force will travel instantaneously back into the gem, and the once-possessed character will regain control of their mind.
 - If the gem is not within 100' the demon will bide it's time.
 - If the demon successfully returns to the gem and its body is < 100' away, it will jump to its own body and re-animate. Otherwise it remains in the gem until the distance is < 100' at which time it jumps back to it's own body.
 - If the host body dies, the demon must make a DC 14 Charisma saving throw. On a success, it returns to the container if it is within 100'. Otherwise, the demon dies too.
 - If for some reason the posessed character remains in the gem but the demon is dead, the character may return to its own body once the gem is withing 100'.
 
Upon a successful return to its own body, the demon will lie in wait for the party to return.
 
## 21. Farther from the Jar 
> [!read-aloud] **Read Aloud** 
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 >  
 > This chamber is empty and has no distinguishing features.
 
## 22. Perilous Pool 
> [!read-aloud] **Read Aloud** 
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 >  
 > The only noteworthy feature of this oblong chamber is a shallow pool containing what appears to be a shimmering liquid.
 
 
 - Any and all characters who move to within 5 feet of the edge of the pool while facing toward the pool will  ==see their reflection in the surface, and will soon discover that the pool is actually a type of mirror of opposition== .
 - Duplicates of characters who look into the pool  ==will come into being one round later== , so that the mirror's true nature will not be immediately evident to the party, and more than one character might approach the pool before its delayed-action magic goes into effect.
 - Any  ==duplicate will attack only the character who was duplicated== , ignoring the presence of any other party members who may be in the room,  ==unless or until another party member joins==  in the attack against someone else's magical adversary.
 
## 23.	Cleric's Chamber 
This room, located behind an unlocked door, is the study and living quarters of  ==a female drow cleric of 4th level== . She will be  ==oblivious to the presence of characters in the area outside her chambers== , because she is deep in meditation, praying for replenishment of her spells. Her meditation will end at precisely the moment a character pulls open the door to her quarters (but she is susceptible to being surprised).
 
 - ==In addition to the innate magic abilities==  possessed by all female drow, this cleric has the following spells: 
  - cure light wounds,
  - protection from good,
  - sanctuary,
  - silence 15' radius,
  - and spiritual hammer.
 - If outnumbered, she will attempt to escape into  **area 22**  and from there into and through  **area 24** , using her superior movement rate to outdistance the intruders and warn the occupants of the uppermost level.
 
The room contains ordinary furnishings of no particular value, plus a  ==wooden chest that is locked and protected with a poison-needle trap== . 
 
 - Anyone who opens the chest without finding and removing  ==the trap will take 2-8 points of damage==  from the needle and must save vs. poison or fall unconscious for 2-5 turns.
 - The chest contains 
  - ordinary clothing and personal items,
  - a suit of +1 chainmail sized to fit a female elf,
  - 20 gold pieces in a leather pouch,
  - and three gems worth 10, 25, and 125 gp.
 
## 24. Catwalk Challenge 
> [!read-aloud] **Read Aloud** 
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 >  
 > After going up the ramp leading from  **area 22** , characters will find themselves on a narrow catwalk elevated slightly off the floor of the chamber and set off from the surrounding area by a wooden ledge three feet high and six inches thick. The catwalk is too narrow to allow anything other than single-file passage through this chamber. The terrain on either side of the catwalk appears to be overgrown with mushrooms and other sorts of fungus. The catwalk twists around, following the path indicated by the dotted line on the map.
 
 
 - The area  ==around and beneath the catwalk has been magically altered == by a  *hallucinatory terrain*  spell. The surface of this chamber is  ==actually covered by a series of jagged wooden spikes==  that have been chiseled out of the floor. The spikes are all between 2 and 3 feet tall and are very closely packed together.
 - If a  ==character vaults over the ledge framing the catwalk== , the hallucinatory terrain will be dispelled as soon as that character drops down on the outside of the ledge and falls onto the spikes below. A character will always take damage from the spikes, but has a chance to make a saving throw for half damage. To avoid taking full damage 4d4, the character must make  ==a DC 15 Dexterity save.==
 - Any  ==character who lowers himself carefully==  into the area of the spikes, once they have been "discovered,” will not take damage from the descent.
 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > Twenty feet from the foot of the ramp leading up to the third level, the catwalk opens out into a clearing.
 
 
Right at the edge of this clearing (at the location marked “x” on the catwalk), the party's  ==progress will be impeded by a powerful (32 hit points) giant spider==  that has been trained to attack any non-drow character or creature who advances this far into the chamber. 
 
 - The spider will  ==begin by dropping a bundle of webbing==  on the first character in line, and on the same round will then drop itself down from the darkness above and attack either the character ensnared in the webbing or the next character in line (50% chance of each).
 - A character holding a light source above his or her head and actively scanning the ceiling of the chamber has a 20% chance of detecting the presence of the spider just before the creature drops its webbing, thus negating the spider's chance to surprise the invaders.
 
Any character in the area of the spikes must move slowly (at a 3" rate). In addition, characters in the spikes must save vs. dexterity on d20 every round to avoid stumbling and taking 1-6 points of damage.
 
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