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The Quarantined Ward

The Quarantined Ward

The Quarantined Ward

Overview

A forgotten, sealed-off medical and research sector beneath the city of Kigum. Once a beacon of arcane healing, a catastrophic experiment combining necrotic energy and Aether caused a localized outbreak of "The Weeping Rot." The sector was heavily warded, bolted shut, and wiped from official records. Now, it serves as a survival-horror labyrinth where the silence is absolute, and the dormant infected—known as "Walkers"—line the halls, waiting for the slightest sound to awaken them. The party has entered hunting for a hidden cultist shrine, or perhaps the cure to a magical plague above ground.

Environmental Hazards & Gimmicks

  • The Sound Wards: The entire ward is rigged with highly sensitive, humming Aether-crystals that glow deep purple. If the party makes a noise above a whisper (casting a spell with verbal components, dropping a weapon, combat, or wearing heavy armor without magical silencing), the crystals flash red, awakening 1d4+1 Walkers in the immediate vicinity.
  • Aether-Spores: Pockets of heavy, glowing green gas linger in low-lying areas. Passing through without holding one's breath forces a DC 14 Constitution saving throw or the creature takes 2d6 necrotic damage and gains the poisoned condition for 1 hour.
  • Total Darkness: The magical lighting failed decades ago. There is no natural light, and the creatures here are highly sensitive to sudden flashes of magical light or torches.

Key Locations/Rooms

1. The Decontamination Airlock

  • Description: A massive, circular chamber with heavily reinforced steel doors on both sides. Skeletons in hazmat-style leather suits are piled by the exit, their fingers worn to the bone from scratching at the sealed doors. Dried, black ichor stains the grated floor.
  • Sensory: The air is stagnant, smelling of old copper and medicinal alcohol. A faint, rhythmic hum emanates from the walls.
  • Mechanic: The inner door is electronically locked. Players must manually align three rotating Aether-cylinders in the wall panel. A failed Thieves' Tools or Arcana check (DC 15) causes a loud mechanical grinding noise, instantly triggering the Sound Wards and animating 3 of the Hazmat Skeletons.
  • Loot: A Wand of Minor Mending clutched in a skeletal hand, and a functional canister of breathable air (grants advantage against the Aether-Spores).

2. The Silent Atrium

  • Description: Formerly a waiting area, now a macabre statue garden. Dozens of Walkers stand perfectly still, locked in whatever pose they died in. Spores drift like snow from fungal growths on the ceiling.
  • Sensory: The silence here is physically oppressive. The sound of a player's heartbeat might feel deafening.
  • Mechanic: The party must navigate a maze of dormant Walkers. This requires a group Stealth check (DC 16). For every failure, a Walker twitches to life. If a player touches a Walker, it instantly awakens.
  • Monsters: 20+ Dormant Walkers (use Zombie stat blocks with a 30ft movement speed and a reaction to grapple on hit).

3. The Apothecary's Ruin

  • Description: Glass cabinets are shattered across the floor. Strange, glowing liquids have melted through the floorboards. In the center, a massive, mutated plant has grown around a central operating table.
  • Sensory: A sickly-sweet smell of rotting fruit and ozone. The plant visibly pulses, like a heart.
  • Mechanic/Trap: The floor is covered in broken glass (difficult terrain). Moving at full speed forces an Acrobatics check (DC 14); failure means taking 1d4 piercing damage and making a loud crunching sound.
  • Monsters: The mutated plant is a Corpse Flower, which has absorbed several corpses. It will attack if it senses body heat within 10 feet.
  • Loot: Intact vials containing 2 Potions of Greater Healing and 1 Potion of Vitality.

4. Patient Wing 4-B

  • Description: A long hallway lined with solitary confinement cells. The cell doors are thick glass, smeared from the inside with dark fluids. Several cells are broken open.
  • Sensory: The faint sound of scratching comes from one of the unbroken cells.
  • Mechanic: A tripwire trap (DC 15 Investigation to spot) spans the hallway. Tripping it doesn't cause damage, but triggers an automated, blaring PA announcement: "Code Black. Containment Breach." This summons 2d6 Walkers from adjacent rooms.
  • Encounter: A Flesh Golem composed of stitched-together patients wanders this hall. It is blind but has blindsight 60ft based on hearing.

5. The Chief Medical Officer's Office (Boss Encounter)

  • Description: A spacious, surprisingly pristine office at the end of the wing. The large oak desk is covered in frantic, blood-stained notes. Behind the desk sits the Chief Medical Officer, now twisted into a horrific amalgamation of man, machine, and necrotic fungus.
  • The Boss: Dr. Aris Thorne (Use a heavily modified Vampire Spawn or Bodak stat block, replacing sunlight sensitivity with vulnerability to Thunder damage, as loud noises shatter his crystalline fungal growths).
  • Boss Mechanics:
    • Silence Aura: Thorne projects a 30-foot aura of magical silence. Spells with verbal components cannot be cast.
    • Screeching Wards: As a lair action, Thorne can shatter a specific glass vial in the room, creating an agonizing, high-frequency noise that forces a DC 15 Constitution save on all players, dealing 3d8 thunder damage and deafening them on a failure.
    • Walker Summons: At half health, Thorne tears open his own chest, releasing a cloud of spores that animates the 4 corpses strapped to the walls of his office.
  • Loot: Thorne wears the Amulet of the Silent Void (Requires Attunement: Grants the wearer the ability to cast Silence once per long rest and grants advantage on Stealth checks). The cultist shrine is hidden behind a false bookshelf, containing the forbidden texts the party seeks.