The Plinth
The Plinth is a side-trek adventure that is suitable for a party of 3rd to 5th level. A party that contains a dwarf or a thief will be able to gain some additional insights, but neither is required. A character capable of detecting magic can be helpful.
Introduction
The Plinth is suitable for being a Sidetrek in any cold forested area. You could place the side-trek in a warmer area, but the warmth features should be replaced by another suitable feature, perhaps the stones are always refreshingly cool. The area could be used as a break during a long trek or as an overnight campground when the party is lost. The area needs to be in a remote or difficult to reach area otherwise the benefits would be known and used by many as way point. An outdoor or nature-based character could notice stray pavers forming a destroyed path to plinth itself or if all else fails, just a perception check to randomly notice an out of place stone or two should lead the party to the plinth.
Setting the Scene
The next two sections introduce the party to the initial scene as well as provide some details and bits of information to make the plinth itself more interesting.
Read to the Players
A small clearing contains a plinth of a smooth white stone in a circle of small interlocking triangular stone pavers. The base is about 6 feet on a side with a slight taper over the 5 foot height. Atop the plinth, a pair of cast bronze feet shattered at the calf are attached to the plinth. The statue appears to have been of a woman wearing a strapped sandal that would be far too light weight for the surrounding environment. No other bronze pieces can be seen in the surroundings. At cardinal directions the pavers are different and appear to be of a black granite with threads of dull reddish metal.
Gamemaster Notes
Examination with masonry or stoneworking skills determines the stone itself is unlike anything natural in the region while the pavers are from a form of palely colored granite. If detected, minor magic aura radiates from the white stone, but not the statue's feet. No inscription or other marks are visible on the stones. Native plants and animals don't seem to grow or live near the stones. Tapping on the stone produces an odd ringing echo. The plinth is several degrees warmer than the surroundings, which enables the pavers and plinth to stay snow free even in the depth of winter. The radius of warmth decreases as you get further from the stones and is barely detectable about 10 feet past the circle of paver stones. Anyone with survival or mapping skills may check to see if they notice that the cardinal directions are actually off by several degrees and do not align properly with the actual directions. Careful examination reveals an oddness in the paver pattern at the western face of the plinth. If the party pushes the east face with a combined 30 Strength, the plinth will slowly move to the west. A series of handholds and steps are carved into the stone facing and descend into the darkness below.
Points of Interest
The following entries detail the areas under the plinth itself.
1. Ladder
Read to the Players
Carved into the descending stonework are a series of hand and toeholds that appear to be in good repair. The air from the opening is dry and dusty with an oddly woodsy smell. The opening is about 4 feet on each side. Light does not reach the bottom of the shaft and no additional sounds can be heard from below.
Gamemaster Notes
Descending the ladder is a somewhat arduous task, requiring a Climb (DC5) or Dexterity check (DC10) to successfully nagivate the descend. Failure should trigger a Strength check to hold on (DC10 unless the character is particularly heavy or burdened). Failing to hold on results in a fall of 10 feet (1d6 points of damage). Successfully holding on allows for another Dexterity check to resume descent. Characters examining the holes find a few cob webs and a layer of fine dust. The holes are cut into the stone and slightly cupped. The entire ladder is about 20 feet.
2. Landing
Read to the Players
As you reach the bottom of the ladder you can see that the landing is another smooth stone floor with almost no debris or clutter at the base. You can only see one wall as the other directions disappear into the shadows. The air is slightly dusty and stale. The only sounds you can hear are from the ladder's opening to the forest. The landing appears to be a slightly raised half-circle about about 30 feet wide (15 foot radius). There are two steps down from the landing to the rest of the floor.
Gamemaster Notes
A dwarf or stone mason can examine the construction (DC15) and determine that fine tool marks are evident on in the ladder and the steps but there are no visible joins between slabs of rock (which means it's carved out of a single piece of stone or different pieces are somehow seemlessly joined together).
3. Southern End
Read to the Players
As you orient yourself towards the north, your light fails to find another wall. The few steps from the ladder's base have you descend onto a dust stone floor. No tracks are visible and the air is still. As you proceed north the only sounds are the ones coming from your party. After approximately 100 feet your light finds the limit of the room. Stacked against the northern wall are what appear to be several dozen collapsed shelves and some number of travel chests.
Gamemaster Notes
This is an opportunity to introduce needed supplies or perhaps a bit of treasure. If the party is low on supplies, perhaps there are some salvagable rations and not quite vinegar wineskins in the mixture. Low on arrows or bolts? In a collapsed shelf there might be a few.
4. Center
Read to the Players
From where you stand, all the walls of this chamber are shrouded in shadow and only the ladder to the surface is still visible. It is unclear what was intended for such a large chamber. The floor is unmarked and the dust undisturbed.
Gamemaster Notes
Again, a dwarf or stone mason can examine the floor (DC15) and determine that there are no visible joins in the rock floor.
5. Northern End
Read to the Players
As you move south from the center of the room, it appears that this section was intended to be a rest or recovery area as a dozen or so collapsed cots occupy half the space. Three tables and a mismatched collection of chairs fill the other rest of the space. Time and insects have had their way with the cots and bedding. The tables and chair look rickety but are at least still standing.
Gamemaster Notes
The standard stonework for the chamber continues here and, again, this is a good place to introduce a needed item or lost trinket.
6. (Optional) Delving Deeper
Gamemaster Notes
Is there a secret door? A collapsed tunnel to the Underdark? Perhaps a series of underground passageways connecting other distant plinths?
References
None
Categories: low-level