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The Overgrown Athenaeum

The Overgrown Athenaeum

The Overgrown Athenaeum

Overview

Once a pristine library belonging to an ancient Elven enclave, this grand repository of knowledge has been completely swallowed by "The Rot," a magical, hive-mind fungus that corrupts organic matter. The books, scrolls, and wooden shelves have been assimilated. The dungeon is a delicate balance of preservation and destruction; the party must find a specific ancient text while battling the library itself, taking care not to burn or destroy the very information they came to retrieve.

Environmental Hazards & Gimmicks

  • The Paper Swarms: The books themselves are animated by the Rot. If a player fails a Stealth check or disturbs a bookshelf, thousands of pages burst forth like a flock of razor-sharp birds. They form Swarms of Rot-Paper (use Swarm of Bats stats, but deal slashing damage).
  • Toxic Spores: The air is thick with yellow pollen. Any spell cast that uses verbal components forces the caster to make a DC 13 Constitution save. On a failure, they begin coughing violently, taking 1d6 poison damage and breaking concentration on any active spells.
  • Flammable Environment: The Rot has dried out much of the wood and paper. Fire spells deal maximum damage to the environment, but using them in certain rooms risks incinerating valuable loot or quest objectives. If a fire starts, it spreads 5 feet in all directions at the start of each round.

Key Locations/Rooms

1. The Choked Foyer

  • Description: The grand entrance is blocked by a massive wall of thorny, pulsing vines. The statues of Elven scholars are wrapped in thick moss.
  • Sensory: The smell of old paper mixed with sweet, rotting vegetation.
  • Mechanic: To pass the vines without taking 4d6 piercing damage, players must solve a riddle inscribed on the plaque below a statue. Speaking the answer aloud causes the vines to retract momentarily.
  • Encounter: 2 Vine Blights are camouflaged among the overgrowth and will ambush anyone attempting to hack through the door.

2. The Cartography Wing

  • Description: A massive room filled with globes and maps. The Rot has altered the maps, making them shift and change to depict horrifying, alien landscapes.
  • Mechanic/Trap: The room acts as a navigational trap. Players must make a DC 15 Survival or Investigation check to find the correct exit. A failure leads them into a "Spore Trap," dropping a massive puffball from the ceiling that blinds the party for 1d4 rounds and summons a Shambling Mound.

3. The Restricted Section

  • Description: An iron-wrought spiral staircase leading to a suspended cage of bookshelves. The vines here are black and weep a tar-like substance.
  • Sensory: A low, rhythmic thrumming sound, like a slow heartbeat.
  • Mechanic: The party must locate the specific tome they need by cross-referencing a decaying index.
  • Trap: The books in this section are cursed. Pulling the wrong book triggers a Phantasmal Killer trap. The player must make a DC 15 Wisdom save or be paralyzed by fear, taking 4d10 psychic damage over 2 rounds.

4. The Reading Room

  • Description: A wide, circular room with massive oaken tables. Several skeletal figures sit at the desks, still holding quills, completely overgrown with fungus.
  • Monsters: The scholars are Fungal Zombies (Use Zombie stats, but upon death, they explode in a 10-foot radius cloud of spores dealing 2d6 poison damage). They only animate if someone touches the books on their desks.

5. The Root-Mind Core (Boss Encounter)

  • Description: The central archive. The floor has collapsed, revealing a massive, pulsating fungal brain that has rooted itself around the library's master crystal. The crystal hums faintly, trying to fight off the corruption.
  • The Boss: The Rot-Mind (Use a Treant stat block, modified to be stationary, with legendary actions).
  • Boss Mechanics:
    • Grasping Roots: The Rot-Mind can animate the floorboards in a 30-foot radius. Anyone starting their turn there must make a DC 15 Dexterity save or be restrained.
    • Animate Knowledge: As a lair action, the boss can summon an Animated Spellbook (Use Flying Sword stats, but it can cast Magic Missile once per round).
    • The Dilemma: The tome the players need is entangled in the central mass. If they deal fire damage to the boss, they risk burning the book. They must use targeted, non-incendiary damage, or have one player use their actions to physically pry the book from the roots (Requires three successful DC 16 Strength/Athletics checks) while the rest of the party defends them.
  • Loot: The Tome of Sylvan Secrets and a Staff of the Woodlands clutched in the roots of the boss.