Orvek's Warning Cave
- Rooms
- 39
- Foes
- 67, CR 9 to 25
- Traps
- 3
- Treasure
- 377,605 gp
At a glance
The threat
The thing called the Cave-Speaker is an ancient psychic parasite fused to a living geode in room 32.
Wandering monsters (1d3)
- 1
2× Warden cave-stalkersCR 14
When: The party makes loud noise or rests in an exposed passage.A pair of plated cave predators follow the party by scent and retreat to report if one is badly hurt. - 2
Name-eater swarmCR 15
When: A character speaks a prisoner's name near rooms 7 through 12.A hovering cluster of mineral shards and stolen bones that whispers names as it drifts. - 3
Stone burrowerCR 16
When: The party crosses a passage without masking its footsteps.A pale burrowing brute that can sense movement through stone and erupts beneath marching characters.
Rooms
39Warning Stone
What they see
Read aloud
A low natural mouth opens into a squared vestibule, with mineral water pooling around a toppled warning stone. Three doors lead inward; the southern lock is newer than the rest.
Features
- Blue fungus outlines the ceiling
- Warning stone bears an old miner's handprint
What the GM knows
Monsters
2× Cave-stalkersCR 10
Pale cave hunters wearing scraps of warden mail.Tactics. One blocks the entrance while the other circles through the western door.Treasure
Warden's Map Case75 gp
A leather map case containing a partial map of rooms 1 through 9.Notes
The north and west doors lead toward the guard post and barracks; the locked south door hides the first route toward the shrines.
4 doors: W (normal), E (normal), N (normal), S (locked)
The place
What it is
The cave was carved into a natural limestone maze and later widened into a prison, archive, and shrine.
Atmosphere
Cold, damp air tastes of iron and mineral water.
The threat
The thing called the Cave-Speaker is an ancient psychic parasite fused to a living geode in room 32.
History
The first passages were opened by miners seeking a spring that flowed through the mountain.
Rumors
1d4- 1Miners swear the water runs uphill beneath the cave, and that drinking it makes you dream of a crystal heart.
- 2The old prison doors have begun opening by themselves, though every key was lost generations ago.
- 3A royal delving party found a treasure vault but returned with all their names scratched from their own memories.
- 4The mountain sometimes knocks three times from below; locals say the fourth knock means something has found the surface.
Plot hooks
3Corridors
3Between rooms 1 and 4
A chain of old bronze bells is wired across a narrow passage; its clapper has been removed, but the wire still carries vibrations to nearby guards.
Between rooms 12 and 22
A waist-high stream runs through a crack in the floor. It flows uphill toward the deeper chambers and carries flecks of black glass.
Between rooms 20 and 32
Human-sized scrape marks score the walls, all pointing toward the boss chamber. Some are fresh and wet.
Media
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