Room 15 – Spatula Sneezing Hunted
This large chamber dips down 10-feet into a work area. There, at the center, is a manticore with a big problem—it can’t stop sneezing! Although evil, Ghaz hasn’t been able to find a solution to stop his sneezing yet. Between sneezes—and super watery eyes—he begs the characters to find a solution. If they help him, he promises to tell them a secret of the Neverending Dungeon.
The character can attempt to fight Ghaz. The sneezing fits give Ghaz disadvantage on all of his ability checks and saving throws.
Ghaz’s sneezing fits end after he completes a long rest or if a lesser restoration spell or other magic is cast upon him.
These are the special features of this room.
Alarm Bell. If the Door E is opened from the other side (in Area 5), it sounds the alarm. Normally, Ghaz would respond to the alarm and come to the aid of the minotaur in the next room, but his sneezing fits have incapacitated him.
Indestructible Flies. In the chamber between Doors C and D are three swarms of insects (flies). The flies have immunity to bludgeoning, piercing, and slashing damage against nonmagical items. If released, they immediately rush to the nearest creature they can find in order to bite it repeatedly. Assholes.
Magic Items. The table behind Ghaz holds three special items. From left to right, the items are a jar of dust of sneezing and coughing (it has nothing to do with Ghaz’s condition, honest), a +1 spatula, and a scroll of hunter’s mark. The +1 spatula can be used as an improvised weapon.
These are the ways into an out of the room.
Door A. Basic wooden door, unlocked. This door is trapped with a magic glyph. It requires a DC 15 Intelligence (Arcana) check to notice the glyph, and another to disarm it. If a creature opens the door without disarming the glyph, the glyph conjures magic powder which blasts the creature in the face. The creature must succeed on a DC 15 Constitution saving throw, or it develops sneezing fits. While the creature has sneezing fits, it has disadvantage on all ability checks and attack rolls. In addition, it makes sleeping difficult. Before the creature can complete a long rest, it must make a DC 15 Constitution saving throw; on a successful saving throw, it is able to complete a long rest. Otherwise, the sneezing keeps it awake. The sneezing fits last until the creature finishes a long rest or until a lesser restoration spell or other magic is cast on the creature. This is what happened to Ghaz.
Door B. Stone door, unlocked. Noticing this secret door requires a DC 15 Wisdom (Perception) check.
Door C. Glass door, unlocked. This door is made of solid glass and hung on steel hinges. Anyone standing on the other side of the glass immediately notices the flies buzzing in the chamber. If the door is open, the flies escape immediately (see above).
Door D. Glass door, unlocked. This door is made of solid glass and hung on steel hinges. Anyone standing on the other side of the glass immediately notices the flies buzzing in the chamber. If the door is open, the flies escape immediately (see above).
Door E. Steel-reinforced door, special. From the other side, if a creature tampers with the door or attempts to break it, a loud alarm sounds for 10 minutes. As long as Ghaz isn’t suffering from a sneezing fit, it draws his attention. The door is easily opened from this side thanks to a latch. However, once closed, it locks back in place.
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