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64

Warren of the Gnawing Dark

RoomGauntletMediumKeres & Plague (W20)3 exits
Illustration: Room 64 — Warren of the Gnawing Dark

The corridor stops being a corridor. The walls go soft — matted, fibrous, layered a foot thick with chewed cloth and hair and bone-meal — and the ceiling drops to shoulder height and then to less. The whole surface is moving slightly, the way a field moves.

There is no squeaking. That is the wrong thing about it. Thousands of somethings are working in the dark on every side of you and the only sound is a dry, continuous, patient gnawing.

DM summary. A rat-warren with a disease-spirit in the middle of it, in tunnels too low to fight properly. Fire clears the room and fire is also the party's air supply, and the honest solution is to burn the nest-mat and get out fast.

Terrain & Features

Battle-map thumbnail: The Wormways

Battle map: The Wormways — pages 17 & 18, 110 × 75 ft

The wormways ARE the warren: 100 × 60 ft of branching tunnel, printed. Mark the three squeeze tunnels at 4 ft high, shade the nest-mat chamber, and chalk the draught arrow along the north tunnel.

Encounter

Medium · Keres & Plague (W20) · Budget at APL 9: 6,600 XP

Four swarms in the walls and a disease-spirit in the mat, in tunnels where a shield wall is impossible.

Count Creature XP each
4Gnawing Swarm450
1Plague-Thing1,800

Base 3,600 XP; ×2 for five bodies = 7,200 adjusted, a shade over the APL 9 Medium budget of 6,600. The overage is deliberate and it is not the bodies — it is the squeeze. A party that fights this in the tunnels is fighting at half speed with disadvantage, and a party that pulls back into the chamber to fight properly is fighting on the mat, which is where the Plague-Thing wants them.

The re-forming rule. A Gnawing Swarm reduced to 0 hit points disperses into the mat rather than dying, and re-forms at the start of the third round after, anywhere on the mat, at half its maximum hit points. Burning the mat stops this. Until the mat burns, the party is not killing anything, and you should let them work that out for themselves after the second re-form — then say it plainly.

Round 1. Nothing charges. The walls move, one swarm boils out of the mat behind the party's rear rank to cut the line in the tunnel, and the Plague-Thing does not appear at all — it spends round 1 inside a swarm, which is where it fights from. It is only visible to a character who succeeds on a Perception DC 14 or who sees the swarm it is riding take radiant, holy, or fire damage.

Tactics. The swarms exist to keep the party in the low tunnels and to strip concentration. The Plague-Thing never closes alone and never appears in the open: it rides a swarm, spreads conditions rather than damage, and if reduced below half it withdraws into the mat and waits three rounds. Nothing here pursues past the warren's mouth — the mat is the thing they are defending, and they do not understand anywhere else.

Traps / Puzzles / Checks

Burning the nest-mat (the actual win condition).

Element Value
Recognising the mat mattersInvestigation DC 13, or automatic after one swarm re-forms
Igniting itAny fire damage, a flask of oil, or a torch held to it for one round. It catches on a 1-round delay and then burns for four rounds
While it burnsThe chamber and 10 ft of each tunnel are 1d10 fire damage to anyone who starts a turn in them. Every swarm on the mat takes the same, automatically, and dispersed swarms cannot re-form
The smokeTwo rounds after ignition, see Air above. The party has two rounds of clean burning to be somewhere else
Solved stateThe mat is ash, the re-forming stops, the surviving swarms scatter down the west tunnel, and the Plague-Thing has nowhere to hide. It will still fight, and now it is one body alone in a room
Without fireThe mat can be cut and hauled clear of the chamber: twelve minutes and a Strength (Athletics) DC 14 check per person involved, in the dark, with rats. Legal, slow, and you should make it feel like a choice they made

Exits

AObviousThe way they came, and the north tunnel beyond it — the one with the draught, standing open at the far end. No check.
BConditionalThe west tunnel's far end is blocked by mat 3 ft thick. Opens once the mat has burned or been cut.Rider: you leave through a burnt hole, smoke-cured head to foot — advantage on saves against the next disease effect you meet inside the hour, and every animal in the next room smells you coming.
CHiddenA collapsed shaft in the chamber's ceiling, above the eastern bone-drift, packed with mat and invisible until something looks up. Investigation DC 14, then Athletics DC 13 to climb.Rider: you come up into the next room from the floor, which nothing expects — the party takes no surprise round against them on arrival.
Loot

None. Rats have had two hundred years with everything in here. What coin there is has been chewed into the mat with tallow and hair, and a player who wants to reach into that with a bare hand may — one Constitution save DC 12 against the warren's filth-fever per attempt, and you keep the coin either way, because it is four drachmae and a bad memory, not a loot roll.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three Gnawing Swarms, no Plague-Thing; a swarm that disperses re-forms once and then not again. All DCs −2
9As written
12Six Gnawing Swarms, and add a Grave-Honey Flow engorged in the chamber that will not leave the mat but will fight anyone standing on it. Fire damage on the burning mat becomes 4d10 for the first round. DCs +1
15Eight Gnawing Swarms, two Plague-Things, a Grave-Honey Flow, and the mat re-grows: unburnt sections spread 5 ft per round back into the chamber. DCs +3
DM Notes

Creature Cards

Both belong to Keres & Plague (W20) and recur across the deck, so the numbers live in the bestiary. The re-forming rule and the mat are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Gnawing Swarm, Plague-Thing. Every mention above opens the numbers here on this page.

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