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Lord's Chambers The blights fight to the death, and act to protect the tree. If a
PC deals at least 10 damage to the tree in a single turn all of
The former lord's chambers are overgrown with vines which the blights in the room suffer disadvantage on attack rolls and
drape down from the ceiling. At the foot of the rotting bed saving throws until the end of the active players' next turn.
frame in the center of the room is an iron-bound chest. The Otherwise, the tree is too robust to be fully destroyed unless
chest contains a potion of greater healing, potion of hill the party has impunity and time (there is no need to track its
giant strength, robe of useful things and 40 GP. The vines HP). Once all of the blights in the room are destroyed the tree
are predatory and will attempt to strangle anything larger than can be felled without issue, resulting in the deaths of any
an insect entering the room. A perception check may reveal remaining blights in the manor. Kerihm's sarcophagus
the following about the room: contains mithral armor, a drift globe, and 240 GP.
DC 13: Visible through the decaying slats of the chest is 2 needle blights
the glint of gold 4 twig blights
DC 15: Small animal bones litter the floor, seemingly 1 vine blight
crushed
DC 17: The vines sway gently as though moved by an
unseen draft
If a player enters the room the vines animate and attempt to
strangle them. If the player fails a dexterity saving throw (DC:
15) they are restrained and choking. See the rules for
suffocation and the restrained condition on page 183 and 292
of the Player's Handbook. The vines have 30 collective HP
and resistance to bludgeoning and piercing damage.
Main Hall
The main hall is overgrown with diseased and rotting plants.
It is 60 ft long and 20 ft wide. The thick foliage conceals a gas
spore (Monster Manual: p. 138) located at the far end of the
room that begins to float towards the party as they enter.
Visible at the far end of the main hall is the entrance to the
crypt. The air is thick with harmful spores that pose a risk to
eyes, throat and lungs. At the end of each round that a player
remains in the room they must make a constitution saving
throw to resist the effects of the spores (DC: 12). On a failed
save they suffer a level of exhaustion. The spores are heavier
than air and have settled into a 10 ft deep cloud that covers
the floor of the room. There are pillars in the room that
support a second story balcony that encircles the room. If
players can get above the cloud, they can avoid its effects. The
effects of the spores can also be avoided by covering the
mouth and nose and closing one's eyes.
Crypt
In the center of the crypt lies a stone sarcophagus which rests
next to a gnarled and visibly diseased tree. The roots of the
tree have grown into the sarcophagus and are tightly
comingled with the remains of Kerihm inside. This tree is the
Gulthias sapling hinted at earlier. Around the room its roots
have also ensnared the remains of soldiers laid to rest in a
series of niches along the walls. Upon entering the room, a
vine blight, speaking as Kerihm declares that the PCs are
trespassing on his personal quarters and orders his minions
to carry out their immediate execution if they refuse to leave.
4
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