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L2-25. Ringwall Grot

The passage breaks upon a round cavern, roughly 40 by 40 feet, its middle occupied by a bulging stone core—a natural wall about 20 by 10 feet that nearly reaches the roof, making the place like a stone doughnut. Stalactites bristle overhead; stalagmites and narrow crevices split the ring path. A soft throbbing hum pulses through the stone, more felt than heard, and the floor is peppered with pale shells, fish bones, and a few dropped javelin heads. Your lantern paints slick shadows that seem to breathe on their own.

Why this room?

Troglodytes use the main south way but avoid this pocket, calling it the Bat-Stone. The hum you’ve tracked south is stronger here—caused by a cluster of darkmantles clinging among the stalactites and vibrating the chamber like a drum. Trogs sometimes bait the nest (throwing fish) to discourage pursuit—or drive the creatures at rivals.


Denizens (choose state or roll 1d4)
  1. Darkmantle Cluster (6) perched on the roof (MM).
  2. Darkmantle Cluster (8) and Violet Fungus (1) rooted in the inner wall’s shadow.
  3. Darkmantle Cluster (6); a Troglodyte corpse (picked clean) lies half in a crevice, a steel javelin beneath it.
  4. Quiet Nest (no creatures visible): they’re out hunting—return on the next noisy event or in 10–20 minutes (1d2 clusters of 3 each).

Darkmantle Notes (quick-use)

  • Ambush: They drop as an action; on hit they grapple and blind the target (Crush).
  • Darkness Aura (recharge 5–6): 15-ft radius magical darkness centered on each—multiple auras overlap into a near-solid night.
  • Tactics: Drop in twos, flee up on fire or loud percussion, re-form to drop again from a new angle.

Troglodyte Relationship

  • Wary coexistence. Trogs skirt the threshold and sometimes toss fish to keep the nest sated.
  • If trogs are pursued here: They’ll throw oil or grease near the entrance, then shove foes into the ring while the darkmantles drop.
  • Parley clue: A surviving trog mutters “Bat-Stone hate fire—make sky-ink run away,” hinting that fire or bright pulses scatter the creatures.

Hooks & Hazards

  • Falling into Darkness: If three or more darkmantles deploy darkness, require DEX save DC 12 when moving faster than half speed; on a fail, the mover bumps/ slips 5 ft (toward a stalagmite or down to prone).
  • Fungus Graze (if present): A creature ending its turn within 5 ft of Violet Fungus must save as normal (MM the growth clings to the inner wall where lantern light is poorest.

Treasure & Finds

(search 10 minutes, Investigation DC 13)

  • Steel Javelin (fine): trog prize lodged under a corpse; worth 5 gp to surface folk, more to trogs.
  • Purse under a slab: 21 sp, 9 gp, a topaz chip (10 gp), and a waxed grease vial (one use as grease on the floor).
  • Bone Tube: Map scratch of east tunnels with a skull mark at “Roll of the Measure.” location L2-17. Proving Run — Roll of the Measure
  • Amber Beetle in Pitch: A tiny charm that grants Advantage once to a save vs. darkness-blinded this dungeon level (then cracks).

Encounter Balance Tips

  • For low-level parties (2–3): use 3–4 darkmantles max; let the hum give a warning.
  • For mid (3–4): 6 plus fungus makes a nasty set piece.
  • Reward fire, pulsed sound, or clever counter-ambush with a morale break: remaining darkmantles retreat upward until quiet returns.

Ringwall Grot by 3orcs

Type: Natural cul-de-sac cavern (monster den)
Access: West of L2-24 Humming River Bend, the tunnel swings south with the sound of rocky rapids. At the bend, an opening on the west wall leads into this chamber.

Terrain & Layout
  • Ring Walk: A 5–10 ft path circles the central stone core; footing is damp. Areas within 5 ft of stalagmite clusters are difficult terrain.
  • Ceiling: 12–16 ft, dense with stalactites (perfect perches).
  • Crevices: Two crawl-width slits (Squeeze) open into dead-end pockets—good for hiding, bad for retreat during a darkness fall.
  • Acoustics: The hum imposes −1 to Perception (hearing) checks inside the room.
Checks
  • Nature or Survival DC 11: Scattered bat-like droppings that smell like squid—darkmantles.
  • Perception DC 13 (lantern/bright): One “stalactite” shifts a fraction—something living up there.

Type
Room, Natural, Cavern
Bone Tube Map by 3orcs



Cover image: Suel Temple Skull Banner by 3orcs

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