The Oasis Heart
- Rooms
- 10
- Foes
- 18, CR 1/2 to 9
- Traps
- 8
- Treasure
- 16,000 gp
At a glance
The threat
The dungeon's deepest chamber contains Vael Turog's damaged miniature mythallar, now inhabited by the mage's fractured consciousness and linked to Nhalass, the buried oasis intelligence.
Wandering monsters (1d4)
- 1
1 swarm× Oasis Scarab SwarmCR 2
When: After loud combat or when a cooling pipe is brokenA pair of animated bronze scavengers with waterlogged wings and broken Netherese seals. - 2
Archive RevenantCR 3
When: When memory crystals are removed from rooms 3 or 4A translucent prisoner spirit carrying a chain of glowing names, desperate to find its lost body. - 3
Spell-Sand HorrorCR 4
When: When characters cross a corridor feature without stopping to investigateA crawling mass of black sand, crystal teeth, and leaking spell-gas. - 4
Runoff ElementalCR 2
When: When the oasis conduit is disturbed or the dungeon begins collapsingA broken water elemental that repeats fragments of Vael's final command.
Rooms
10The Buried Threshold
What they see
Read aloud
A cracked stairwell descends from the abandoned mage tower into a circular receiving hall. Wind carries sand through the broken entrance, but warm water flows upward along the walls toward the oasis above.
Features
- Collapsed tower masonry forms partial cover.
- A dry fountain bears Vael Turog's sigil.
- A sealed iron door leads deeper into the dungeon.
What the GM knows
Monsters
2× Netherese Scarab CustodianCR 1/2
Animated bronze custodians shaped like kneeling scarabs, their bodies etched with faded maintenance runes.Tactics. They attempt to separate intruders, shove them toward the fountain, and sound a silent alarm if reduced below half hit points.Treasure
Cooling Warden Token150 gpmagical
A bronze maintenance token stamped with Vael's seal. It grants advantage on checks to operate old Netherese machinery.Notes
The custodians ignore anyone carrying a Netherese arcane focus, but they demand a maintenance phrase in ancient Netherese. Failure causes the iron door to lock for 10 minutes.
3 doors: E (normal), N (archway), S (archway)
The place
What it is
Beneath an abandoned Netherese mage tower lies a sealed system of prisons, archives, and arcane cooling chambers.
Atmosphere
The dungeon is hot, damp, and unnaturally alive.
The threat
The dungeon's deepest chamber contains Vael Turog's damaged miniature mythallar, now inhabited by the mage's fractured consciousness and linked to Nhalass, the buried oasis intelligence.
History
The tower was raised by Vael Turog, a Netherese hydromancer who sought to create a permanent oasis in Anauroch.
Rumors
1d5- 1The oasis keeper says the water has begun flowing uphill at night, carrying voices from beneath the sand.
- 2Caravaners claim the abandoned tower shines blue whenever someone dies in the desert.
- 3A relic hunter insists the mage tower hides a star that can make water from empty air.
- 4Old guides warn that the tower's basement has no bottom, only doors that remember where you have been.
- 5A blind storyteller says the oasis is sleeping, and every spell cast near it makes the dream worse.
Plot hooks
4Corridors
4Between rooms 1 and 3
Thin streams of warm water run through carved channels, occasionally reversing uphill for several seconds before settling again.
Near rooms 3 and 4
Faded Netherese warning glyphs appear beneath layers of mineral scale. When touched, they whisper fragments of a forgotten evacuation order.
Between rooms 5 and 7
Glassy patches in the floor show brief visions of sandstorms, drowning chambers, and a black star falling through blue fire.
Near rooms 8 and 9
The stone walls sweat luminous droplets that evaporate into poisonous spell-gas when disturbed.
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