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Sunless Citadel Location Descriptions Macro

1523144566

Edited 1523921791
Hey All, I'm running the Sunless Citadel module and I got tired of slowing things down so that I could write out the descriptions from the book for my players.  I put together this macro to speed play up.  This is only finished for the fortress level so far, but I'll update to add the others as I put them together.  Anyways, hope you can use it :) Enjoy! ?{Which Area are the Players Entering?| 1. Ledge,/desc A sandy ledge overlooks a subterranean gulf of darkness to the west. The Ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the  ledge, descending into darkness.| 2. Switchback Stairs,/desc The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard. | 4. Tower Shell,/desc This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area. A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges. | 5. Secret Pocket,/desc This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall. | 6. Old Approach,/desc The masonry walls of this twenty-foot-wide hall are in poorrepair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon’s open mouth. | 7. Gallery of Forlorn Notes,/desc As the door opens, a hissing noise and a puff of dust around the door indicate that the chamber beyond has been sealed for ages. Dust, long undisturbed, covers every surface in this large gallery. The air here is stale. Three alcoves are on the north wall, and one is on the south wall. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it. | 8. Pressure Plate,/desc The air is stale in this twenty-foot-long corridor, which leads to another closed stone door. | 9. Dragon Riddle,/desc Dust fills this hall like a layer of gray snow. In the rounded northern end of the chamber stands a ten-foot-tall sculpture of a coiled dragon carved from red-veined white marble. | 10. Honor Guard,/desc Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure carved of red-veined white marble. The figures resemble tall elves in plate armor. A stone archway at the west end of the hall opens into a wide room from which greenish light glows. A dark pit is situated before the archway. | 11. Secret Room,/desc Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall. | 12. Tomb of a Failed Dragonpriest,/desc Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each corner. One holds a torch that burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the room’s center. The coffin is carved with dragon imagery, and the head of the sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid. | 13. Empty Room,/desc This ruined chamber stands empty of all but a litter of rocky debris. | 14. Enchanted Water Cache,/desc The stone relief-carved door sealing this chamber portrays a dragon-like fish swimming. | 14. Enchanted Water Cache (Open Door),/desc This ten-foot-square chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Rusted pipes lead from the keg into the floor. | 15. Dragon Cell,/desc Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and irregularly shaped crumbling chamber. A large pit in the center shows evidence of a recent fire. A metallic cage in the middle of the southern wall contains a gaping hole and stands empty. A small wooden bench draped with green cloth is next to the cage, and several small objects rest on it. A bedroll lies near the wooden bench, and the sound of whimpering comes from inside it. | 16. Kobold Guardroom,/desc A small pit of embers, built of broken masonry and portions of shattered stone sculptures, smolders in the center of this chamber. Arrayed around the pit are several small rugs woven of matted hair and dead fungi. | 17. Dragon Chow,/desc Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from easily escaping when the door is open. | 18. Prison,/desc Four small humanoids are shackled by thick, rusted chains attached to a large iron spike set in the floor. Several broken weapons and sundered shields lie in one corner. | 20. Kobold Colony,/desc Several small but smoky fires light this wide and high chamber. Spits, tanning racks, and other implements of a primitive culture are visible through the haze. Several small figures busily work and play within the chamber. | 21. Dragon Throne,/desc A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a variety of small items. The portion of the altar that serves as the throne’s back features a carving of a rearing dragon. A metallic key is held firmly in the dragon’s open jaws. | 22. Larder,/desc The odor of rotting meat permeates this chamber. Most of the rusty iron hooks in the ceiling are empty, but a few hold the skinned carcasses of large vermin, huge fungoid stalks, and several massive insect carapaces. On a small, battered bench along the south wall are pieces of nearly useless cutlery and rusting skinning knives. | 23. Underdark Access,/desc The floor is partially collapsed on the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the wall, and several pallets lie nearby. | 24. Trapped Access,/desc At the other end of a twenty-foot-long corridor is another closed door. | 25. Empty Chamber,/desc This empty chamber is home only to rat droppings, crumbled flagstone, and stains. | 26. Dry Fountain,/desc Dust and odd bits of stony debris and rubble lie scattered on the floor. An ornate fountain is built into the eastern wall. Though crackedand stained, the fountain’s overarching carving of a diving dragonretains its beauty. A relief-carved stone door stands on the western wall. | 27. Sanctuary,/desc Five dusty sarcophagi, three to the north and two to the south, stand on end in this silent chamber. Each of the carved stone coffins resembles a noble, elf-like humanoid in ceremonial robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a small whistle and a crystal flask. | 28.Infested Cells,/desc This section of hallway contains six doors, allslightly ajar. The area smells musky. | 29. Disabled Traps,/desc The cobblestone floor contains two trapdoors blocked open by iron spikes. The north wall holds a dry fountain carved with an overarching diving dragon. A faint rotten stench pervades the room. | 30. Mama Rat,/desc An oppressive smell suffuses the air, rising from chewed carcasses of cave rats, smaller vermin, and a few humanoid-looking creatures. The bodies lie upon a floor of filth, old bones, hair, and fur that combine to make a particularly large and vile nest. | 31. Caltrop Hall,/desc The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations. | 32. Goblin Gate,/desc The filth on the floor, stains on the walls, shabby hides, and firepit attest to the years of use this room has seen at the hands of creatures unconcerned with hygiene. On the eastern side of the southern wall is a crudely mortared half-wall, complete with crenellations. | 33. Practice Range,/desc Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots. | 34. Goblin Stockade,/desc Squalor reigns in this low-ceilinged room. A large iron spike is driven into the floor near the door, and a small iron cage is set farther back. Several sets of corroded manacles are connected to the walls, and some still bind a few crumbling skeletons. | 36. Goblin Bandits,/desc The stench, garbage, and carrion here are evidence of years of use by unsanitary tenants. Tattered hides stretched on frames form six unstable hammocks around a much-used firepit. Battered cooking equipment is mixed indiscriminately with broken or worn arms and armor. | 37. Trophy Room,/desc Mounted and stuffed animal heads adorn the walls. The mounting job is sloppy, and the assortment of heads includes cattle, rats, and other not particularly impressive specimens. A few grisly trophies share the wall with the animals, including a couple of kobold heads. Smashed and broken cabinets and small tables litter the periphery of the room, mute victims of some sort of rampage. A rusted iron spike stands in the center of the room, trailing a broken chain. Thin patches of frost coat sections of the walls, floor, and debris.  | 38. Goblin Pantry,/desc The north and south walls of this chamber are stacked halfway to the ceiling with ill-made barrels, boxes, and crates. A clear path allows easy access between the west and east doors. | 39. Dragon Haze,/desc Several torches mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining dragons runs the length of the hall.  | 40. Goblinville,/desc What might once have been a cathedral is now a goblin lair, thick with the filth of years of goblin life. Scores of wall- and floor-mounted sconces filled with violet-glowing fungi provide illumination. Dozens of goblins go about their daily business, which involves a lot of rudeness and violence. Along the southern wall is a heaping pile of assorted items, including wagon wheels, broken armor and rusted arms, chests, small statues, antique furniture, and artwork. | 41. Hall of the Goblin Chief,/desc A circular shaft pierces the floor of this forty-foot-diameter domed chamber. Dim violet light shines out of the shaft, revealing sickly white and gray vines that coat the walls of the shaft. The light is supplemented by four lit wall torches set equidistant around the periphery of the chamber. A crudely fashioned stone throne sits against the curve of the northwestern wall. A large iron chest serves as the throne’s footstool. A sapling grows in a wide stone pot next to the throne. | 42. Central Garden,/desc Luminescent fungus, shedding violet light, clings to the walls and ceiling of this wide cavern. The air is damp, chilly, and redolent with the odors of loam and decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings. |43. The Great Hunter’s Abode,/desc The floor of this rough cavern is stained and smells of blood and animal musk. Light from glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole. To the edge of the niche are two large nests made of hair, dry fungus, and refuse. |44. Rift,/desc A rift opens here, its debris-strewn floor two feet below that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air. | 45. Rift Node,/desc The rift widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole. | 46. Old Shrine,/desc Faded mosaic tiles still decorate parts of the wall, but most have fallen to the dust-covered floor and shattered. Situated at the center of the chamber stands a slim pedestal of rusted iron shaped like an upright dragon. In the dragon’s mouth rests an empty tray.| 47. Belak’s Laboratory,/desc Two rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly open. | 48. Garden Galleries,/desc Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren’t covered with the fungus. The carvings depict dragons in various stages of raining fire down upon terrified people. Soil and compost cover half the chamber’s floor, which allows a variety of feeble plants to grow. A bench containing simple gardening implements stands along the west wall. | 49. Arboretums,/desc Luminescent mist blurs the edges of this octagonal chamber. Nodules of glowing fungus dot the stone walls and ceiling, as well as the caps of toadstools and mushrooms, small polyps, puffballs, and lichen. The humid air reeks with rot. | 50. Ashardalon’s Shrine,/desc Dragon-carved granite blocks line this chamber’s walls and ceiling, though many are crumbled and broken, leaving stony debris on the floor. A huge marble statue of a rearing red dragon stands in the curve of the western wall. The eye sockets of the dragon are empty, but a red glow lingers there, providing reddish light throughout the chamber. The radiance casts an inky shadow behind the statue’s wide wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge. | 51. Dragon Library,/desc Leaning and fallen stone bookshelves fill this chamber, though a clear path connects wooden doors on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners. | 52. Underpass,/desc Damp and crumbled steps descend sharply. | 53. Belak’s Study,/desc A layer of soil covers the floor. Rough wooden shelves, filled with a scattering of tomes and scrolls, line the north and east walls, and a rough-hewn desk stands in the center of the chamber. Fungus on the ceiling provides light, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil. | 54. Grove Gate,/desc Twigs and roots are piled on the floor of this sagging chamber. The collapsed southern wall opens into a vast cavern. Luminescent fungus on the rough walls and the high roof loom over a twilight grove of sickly briars, bushes, saplings, and other woody plants. Ruined walls and hollow towers protrude from the briars. | 55. Twilight Grove,/desc Pale, spindly briars press close, casting twisted shadows on the earth floor in the violet light. | 56. The Gulthias Tree,/desc A walled clearing is here among the briars. The walls are about twenty feet high, which is less than half the height of the cavern’s ceiling. Several varieties of plants grow around the perimeter of the clearing, including a few suspicious-looking saplings, but their importance pales before that which stands at the courtyard’s center. Beneath the fungal light grows an evil tree. Its blackened, twisted limbs reach upward, like a skeletal hand clawing its way out of the earth. Before it stand a few twig blights; a heavily armored, young human male with a shield and sword; a blonde, young human woman in a robe fit for a noble; and a middle-aged, bearded human male wearing a hooded brown robe and armed with a staff and sickle. The younger humans have black eyes and gray skin with the texture of bark.}
1523921923

Edited 1523922145
So I updated it with the rest of the descriptions, but I cant figure out how to post this so that the commas work.  I used Replace in MS Word to find all commas other than the ,/desc ones and replaced them with the html code for the comma & # 4 4 ; without the spaces in there.  I cant make it post right.
1523956906
Ziechael
Forum Champion
Sheet Author
API Scripter
Html entities can be tricky with the forums, you need to nest them an extra level (or two if copy/pasting from somewhere else): | becomes | which in turn needs to be | Fun eh? I've been through and created an updated version of your macro for you, and others, to use because I'm procrastinating real work... I did notice that areas 3, 19 and 35 appear to be missing but I'm not familiar with the adventure so that might be as written. I've moved /desc to the front to save it having to be repeated each time, it's good practice to keep elements that are consistent for all outcomes separate from the queries themselves, I've learned that the hard way many times! You could also replace '/desc' with '/w gm' to have this whisper the descriptions to the gm for them to read out in their most ominous voice. I also removed all line breaks to ensure smooth use in the VTT which makes posting this tricky since code blocks don't line wrap in the forums... so I'll just post it as a quote and have done ;) /desc ?{Which Area are the Players Entering?|1. Ledge,A sandy ledge overlooks a subterranean gulf of darkness to the west. The Ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into darkness.|2. Switchback Stairs,The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard.|4. Tower Shell,This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area. A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.|5. Secret Pocket,This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall.|6. Old Approach,The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon’s open mouth. |7. Gallery of Forlorn Notes,As the door opens, a hissing noise and a puff of dust around the door indicate that the chamber beyond has been sealed for ages. Dust, long undisturbed, covers every surface in this large gallery. The air here is stale. Three alcoves are on the north wall, and one is on the south wall. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it. |8. Pressure Plate,The air is stale in this twenty-foot-long corridor, which leads to another closed stone door. |9. Dragon Riddle,Dust fills this hall like a layer of gray snow. In the rounded northern end of the chamber stands a ten-foot-tall sculpture of a coiled dragon carved from red-veined white marble.|10. Honor Guard,Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure carved of red-veined white marble. The figures resemble tall elves in plate armor. A stone archway at the west end of the hall opens into a wide room from which greenish light glows. A dark pit is situated before the archway.|11. Secret Room,Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall.|12. Tomb of a Failed Dragonpriest,Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each corner. One holds a torch that burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the room’s center. The coffin is carved with dragon imagery, and the head of the sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.|13. Empty Room,This ruined chamber stands empty of all but a litter of rocky debris.|14. Enchanted Water Cache,The stone relief-carved door sealing this chamber portrays a dragon-like fish swimming.|14. Enchanted Water Cache (Open Door),This ten-foot-square chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Rusted pipes lead from the keg into the floor.|15. Dragon Cell,Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and irregularly shaped crumbling chamber. A large pit in the center shows evidence of a recent fire. A metallic cage in the middle of the southern wall contains a gaping hole and stands empty. A small wooden bench draped with green cloth is next to the cage, and several small objects rest on it. A bedroll lies near the wooden bench, and the sound of whimpering comes from inside it.|16. Kobold Guardroom,A small pit of embers, built of broken masonry and portions of shattered stone sculptures, smolders in the center of this chamber. Arrayed around the pit are several small rugs woven of matted hair and dead fungi.|17. Dragon Chow,Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from easily escaping when the door is open.|18. Prison,Four small humanoids are shackled by thick, rusted chains attached to a large iron spike set in the floor. Several broken weapons and sundered shields lie in one corner.|20. Kobold Colony,Several small but smoky fires light this wide and high chamber. Spits, tanning racks, and other implements of a primitive culture are visible through the haze. Several small figures busily work and play within the chamber.|21. Dragon Throne,A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a variety of small items. The portion of the altar that serves as the throne’s back features a carving of a rearing dragon. A metallic key is held firmly in the dragon’s open jaws.|22. Larder,The odor of rotting meat permeates this chamber. Most of the rusty iron hooks in the ceiling are empty, but a few hold the skinned carcasses of large vermin, huge fungoid stalks, and several massive insect carapaces. On a small, battered bench along the south wall are pieces of nearly useless cutlery and rusting skinning knives.|23. Underdark Access,The floor is partially collapsed on the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the wall, and several pallets lie nearby.|24. Trapped Access,At the other end of a twenty-foot-long corridor is another closed door.|25. Empty Chamber,This empty chamber is home only to rat droppings, crumbled flagstone, and stains.|26. Dry Fountain,Dust and odd bits of stony debris and rubble lie scattered on the floor. An ornate fountain is built into the eastern wall. Though cracked and stained, the fountain’s overarching carving of a diving dragon retains its beauty. A relief-carved stone door stands on the western wall.|27. Sanctuary,Five dusty sarcophagi, three to the north and two to the south, stand on end in this silent chamber. Each of the carved stone coffins resembles a noble, elf-like humanoid in ceremonial robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a small whistle and a crystal flask.|28. Infested Cells,This section of hallway contains six doors, all lightly ajar. The area smells musky.|29. Disabled Traps,The cobblestone floor contains two trapdoors blocked open by iron spikes. The north wall holds a dry fountain carved with an overarching diving dragon. A faint rotten stench pervades the room.|30. Mama Rat,An oppressive smell suffuses the air, rising from chewed carcasses of cave rats, smaller vermin, and a few humanoid-looking creatures. The bodies lie upon a floor of filth, old bones, hair, and fur that combine to make a particularly large and vile nest.|31. Caltrop Hall,The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations.|32. Goblin Gate,The filth on the floor, stains on the walls, shabby hides, and fire pit attest to the years of use this room has seen at the hands of creatures unconcerned with hygiene. On the eastern side of the southern wall is a crudely mortared half-wall, complete with crenellations.|33. Practice Range,Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots.|34. Goblin Stockade,Squalor reigns in this low-ceilinged room. A large iron spike is driven into the floor near the door, and a small iron cage is set farther back. Several sets of corroded manacles are connected to the walls, and some still bind a few crumbling skeletons.|36. Goblin Bandits,The stench, garbage, and carrion here are evidence of years of use by unsanitary tenants. Tattered hides stretched on frames form six unstable hammocks around a much-used fire pit. Battered cooking equipment is mixed indiscriminately with broken or worn arms and armor.|37. Trophy Room,Mounted and stuffed animal heads adorn the walls. The mounting job is sloppy, and the assortment of heads includes cattle, rats, and other not particularly impressive specimens. A few grisly trophies share the wall with the animals, including a couple of kobold heads. Smashed and broken cabinets and small tables litter the periphery of the room, mute victims of some sort of rampage. A rusted iron spike stands in the center of the room, trailing a broken chain. Thin patches of frost coat sections of the walls, floor, and debris.|38. Goblin Pantry,The north and south walls of this chamber are stacked halfway to the ceiling with ill-made barrels, boxes, and crates. A clear path allows easy access between the west and east doors.|39. Dragon Haze,Several torches mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining dragons runs the length of the hall.|40. Goblinville,What might once have been a cathedral is now a goblin lair, thick with the filth of years of goblin life. Scores of wall- and floor-mounted sconces filled with violet-glowing fungi provide illumination. Dozens of goblins go about their daily business, which involves a lot of rudeness and violence. Along the southern wall is a heaping pile of assorted items, including wagon wheels, broken armor and rusted arms, chests, small statues, antique furniture, and artwork.|41. Hall of the Goblin Chief,A circular shaft pierces the floor of this forty-foot-diameter domed chamber. Dim violet light shines out of the shaft, revealing sickly white and gray vines that coat the walls of the shaft. The light is supplemented by four lit wall torches set equidistant around the periphery of the chamber. A crudely fashioned stone throne sits against the curve of the northwestern wall. A large iron chest serves as the throne’s footstool. A sapling grows in a wide stone pot next to the throne.|42. Central Garden,Luminescent fungus, shedding violet light, clings to the walls and ceiling of this wide cavern. The air is damp, chilly, and redolent with the odors of loam and decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings. |43. The Great Hunter’s Abode,The floor of this rough cavern is stained and smells of blood and animal musk. Light from glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole. To the edge of the niche are two large nests made of hair, dry fungus, and refuse.|44.Rift,A rift opens here, its debris-strewn floor two feet below that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air.|45. Rift Node,The rift widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.|46. Old Shrine,Faded mosaic tiles still decorate parts of the wall, but most have fallen to the dust-covered floor and shattered. Situated at the center of the chamber stands a slim pedestal of rusted iron shaped like an upright dragon. In the dragon’s mouth rests an empty tray.|47. Belak’s Laboratory,Two rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly open.|48. Garden Galleries,Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren’t covered with the fungus. The carvings depict dragons in various stages of raining fire down upon terrified people. Soil and compost cover half the chamber’s floor, which allows a variety of feeble plants to grow. A bench containing simple gardening implements stands along the west wall.|49. Arboretums,Luminescent mist blurs the edges of this octagonal chamber. Nodules of glowing fungus dot the stone walls and ceiling, as well as the caps of toadstools and mushrooms, small polyps, puffballs, and lichen. The humid air reeks with rot.|50. Ashardalon’s Shrine,Dragon-carved granite blocks line this chamber’s walls and ceiling, though many are crumbled and broken, leaving stony debris on the floor. A huge marble statue of a rearing red dragon stands in the curve of the western wall. The eye sockets of the dragon are empty, but a red glow lingers there, providing reddish light throughout the chamber. The radiance casts an inky shadow behind the statue’s wide wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge.|51. Dragon Library,Leaning and fallen stone bookshelves fill this chamber, though a clear path connects wooden doors on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.|52. Underpass,Damp and crumbled steps descend sharply.|53. Belak’s Study,A layer of soil covers the floor. Rough wooden shelves, filled with a scattering of tomes and scrolls, line the north and east walls, and a rough-hewn desk stands in the center of the chamber. Fungus on the ceiling provides light, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil.|54. Grove Gate,Twigs and roots are piled on the floor of this sagging chamber. The collapsed southern wall opens into a vast cavern. Luminescent fungus on the rough walls and the high roof loom over a twilight grove of sickly briars, bushes, saplings, and other woody plants. Ruined walls and hollow towers protrude from the briars.|55. Twilight Grove,Pale, spindly briars press close, casting twisted shadows on the earth floor in the violet light.|56. The Gulthias Tree,A walled clearing is here among the briars. The walls are about twenty feet high, which is less than half the height of the cavern’s ceiling. Several varieties of plants grow around the perimeter of the clearing, including a few suspicious-looking saplings, but their importance pales before that which stands at the courtyard’s center. Beneath the fungal light grows an evil tree. Its blackened, twisted limbs reach upward, like a skeletal hand clawing its way out of the earth. Before it stand a few twig blights; a heavily armored, young human male with a shield and sword; a blonde, young human woman in a robe fit for a noble; and a middle-aged, bearded human male wearing a hooded brown robe and armed with a staff and sickle. The younger humans have black eyes and gray skin with the texture of bark.}
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Awesome, thanks!  I figured there was a way to make it work for the forums and now that you say it it makes sense.  I didn't even think about moving the /desc to the front, good catch.  I had noticed when playing that #3 was missing but they hadn't gotten to #19 and there is no description for #35.  Thanks for the help, hopefully it works posting this time... /desc ?{Which Area are the Players Entering?|1. Ledge,A sandy ledge overlooks a subterranean gulf of darkness to the west. The Ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into darkness.|2. Switchback Stairs,A fortress emerges from the darkness. The subterranean citadel, through impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot. | 3. Crumbled Courtyard,The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard.|4. Tower Shell,This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area. A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.|5. Secret Pocket,This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall.|6. Old Approach,The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon’s open mouth. |7. Gallery of Forlorn Notes,As the door opens, a hissing noise and a puff of dust around the door indicate that the chamber beyond has been sealed for ages. Dust, long undisturbed, covers every surface in this large gallery. The air here is stale. Three alcoves are on the north wall, and one is on the south wall. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it. |8. Pressure Plate,The air is stale in this twenty-foot-long corridor, which leads to another closed stone door. |9. Dragon Riddle,Dust fills this hall like a layer of gray snow. In the rounded northern end of the chamber stands a ten-foot-tall sculpture of a coiled dragon carved from red-veined white marble.|10. Honor Guard,Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure carved of red-veined white marble. The figures resemble tall elves in plate armor. A stone archway at the west end of the hall opens into a wide room from which greenish light glows. A dark pit is situated before the archway.|11. Secret Room,Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall.|12. Tomb of a Failed Dragonpriest,Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each corner. One holds a torch that burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the room’s center. The coffin is carved with dragon imagery, and the head of the sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.|13. Empty Room,This ruined chamber stands empty of all but a litter of rocky debris.|14. Enchanted Water Cache,The stone relief-carved door sealing this chamber portrays a dragon-like fish swimming.|14. Enchanted Water Cache (Open Door),This ten-foot-square chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Rusted pipes lead from the keg into the floor.|15. Dragon Cell,Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and irregularly shaped crumbling chamber. A large pit in the center shows evidence of a recent fire. A metallic cage in the middle of the southern wall contains a gaping hole and stands empty. A small wooden bench draped with green cloth is next to the cage, and several small objects rest on it. A bedroll lies near the wooden bench, and the sound of whimpering comes from inside it.|16. Kobold Guardroom,A small pit of embers, built of broken masonry and portions of shattered stone sculptures, smolders in the center of this chamber. Arrayed around the pit are several small rugs woven of matted hair and dead fungi.|17. Dragon Chow,Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from easily escaping when the door is open.|18. Prison,Four small humanoids are shackled by thick, rusted chains attached to a large iron spike set in the floor. Several broken weapons and sundered shields lie in one corner.|19. Hall of Dragons,A double row of relief-carved marble columns march the length of this long, large hall. The worn carvings depict entwining dragons. |20. Kobold Colony,Several small but smoky fires light this wide and high chamber. Spits, tanning racks, and other implements of a primitive culture are visible through the haze. Several small figures busily work and play within the chamber.|21. Dragon Throne,A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a variety of small items. The portion of the altar that serves as the throne’s back features a carving of a rearing dragon. A metallic key is held firmly in the dragon’s open jaws.|22. Larder,The odor of rotting meat permeates this chamber. Most of the rusty iron hooks in the ceiling are empty, but a few hold the skinned carcasses of large vermin, huge fungoid stalks, and several massive insect carapaces. On a small, battered bench along the south wall are pieces of nearly useless cutlery and rusting skinning knives.|23. Underdark Access,The floor is partially collapsed on the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the wall, and several pallets lie nearby.|24. Trapped Access,At the other end of a twenty-foot-long corridor is another closed door.|25. Empty Chamber,This empty chamber is home only to rat droppings, crumbled flagstone, and stains.|26. Dry Fountain,Dust and odd bits of stony debris and rubble lie scattered on the floor. An ornate fountain is built into the eastern wall. Though cracked and stained, the fountain’s overarching carving of a diving dragon retains its beauty. A relief-carved stone door stands on the western wall.|27. Sanctuary,Five dusty sarcophagi, three to the north and two to the south, stand on end in this silent chamber. Each of the carved stone coffins resembles a noble, elf-like humanoid in ceremonial robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a small whistle and a crystal flask.|28. Infested Cells,This section of hallway contains six doors, all lightly ajar. The area smells musky.|29. Disabled Traps,The cobblestone floor contains two trapdoors blocked open by iron spikes. The north wall holds a dry fountain carved with an overarching diving dragon. A faint rotten stench pervades the room.|30. Mama Rat,An oppressive smell suffuses the air, rising from chewed carcasses of cave rats, smaller vermin, and a few humanoid-looking creatures. The bodies lie upon a floor of filth, old bones, hair, and fur that combine to make a particularly large and vile nest.|31. Caltrop Hall,The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations.|32. Goblin Gate,The filth on the floor, stains on the walls, shabby hides, and fire pit attest to the years of use this room has seen at the hands of creatures unconcerned with hygiene. On the eastern side of the southern wall is a crudely mortared half-wall, complete with crenellations.|33. Practice Range,Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots.|34. Goblin Stockade,Squalor reigns in this low-ceilinged room. A large iron spike is driven into the floor near the door, and a small iron cage is set farther back. Several sets of corroded manacles are connected to the walls, and some still bind a few crumbling skeletons.|36. Goblin Bandits,The stench, garbage, and carrion here are evidence of years of use by unsanitary tenants. Tattered hides stretched on frames form six unstable hammocks around a much-used fire pit. Battered cooking equipment is mixed indiscriminately with broken or worn arms and armor.|37. Trophy Room,Mounted and stuffed animal heads adorn the walls. The mounting job is sloppy, and the assortment of heads includes cattle, rats, and other not particularly impressive specimens. A few grisly trophies share the wall with the animals, including a couple of kobold heads. Smashed and broken cabinets and small tables litter the periphery of the room, mute victims of some sort of rampage. A rusted iron spike stands in the center of the room, trailing a broken chain. Thin patches of frost coat sections of the walls, floor, and debris.|38. Goblin Pantry,The north and south walls of this chamber are stacked halfway to the ceiling with ill-made barrels, boxes, and crates. A clear path allows easy access between the west and east doors.|39. Dragon Haze,Several torches mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining dragons runs the length of the hall.|40. Goblinville,What might once have been a cathedral is now a goblin lair, thick with the filth of years of goblin life. Scores of wall- and floor-mounted sconces filled with violet-glowing fungi provide illumination. Dozens of goblins go about their daily business, which involves a lot of rudeness and violence. Along the southern wall is a heaping pile of assorted items, including wagon wheels, broken armor and rusted arms, chests, small statues, antique furniture, and artwork.|41. Hall of the Goblin Chief,A circular shaft pierces the floor of this forty-foot-diameter domed chamber. Dim violet light shines out of the shaft, revealing sickly white and gray vines that coat the walls of the shaft. The light is supplemented by four lit wall torches set equidistant around the periphery of the chamber. A crudely fashioned stone throne sits against the curve of the northwestern wall. A large iron chest serves as the throne’s footstool. A sapling grows in a wide stone pot next to the throne.|42. Central Garden,Luminescent fungus, shedding violet light, clings to the walls and ceiling of this wide cavern. The air is damp, chilly, and redolent with the odors of loam and decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings. |43. The Great Hunter’s Abode,The floor of this rough cavern is stained and smells of blood and animal musk. Light from glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole. To the edge of the niche are two large nests made of hair, dry fungus, and refuse.|44.Rift,A rift opens here, its debris-strewn floor two feet below that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air.|45. Rift Node,The rift widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.|46. Old Shrine,Faded mosaic tiles still decorate parts of the wall, but most have fallen to the dust-covered floor and shattered. Situated at the center of the chamber stands a slim pedestal of rusted iron shaped like an upright dragon. In the dragon’s mouth rests an empty tray.|47. Belak’s Laboratory,Two rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly open.|48. Garden Galleries,Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren’t covered with the fungus. The carvings depict dragons in various stages of raining fire down upon terrified people. Soil and compost cover half the chamber’s floor, which allows a variety of feeble plants to grow. A bench containing simple gardening implements stands along the west wall.|49. Arboretums,Luminescent mist blurs the edges of this octagonal chamber. Nodules of glowing fungus dot the stone walls and ceiling, as well as the caps of toadstools and mushrooms, small polyps, puffballs, and lichen. The humid air reeks with rot.|50. Ashardalon’s Shrine,Dragon-carved granite blocks line this chamber’s walls and ceiling, though many are crumbled and broken, leaving stony debris on the floor. A huge marble statue of a rearing red dragon stands in the curve of the western wall. The eye sockets of the dragon are empty, but a red glow lingers there, providing reddish light throughout the chamber. The radiance casts an inky shadow behind the statue’s wide wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge.|51. Dragon Library,Leaning and fallen stone bookshelves fill this chamber, though a clear path connects wooden doors on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.|52. Underpass,Damp and crumbled steps descend sharply.|53. Belak’s Study,A layer of soil covers the floor. Rough wooden shelves, filled with a scattering of tomes and scrolls, line the north and east walls, and a rough-hewn desk stands in the center of the chamber. Fungus on the ceiling provides light, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil.|54. Grove Gate,Twigs and roots are piled on the floor of this sagging chamber. The collapsed southern wall opens into a vast cavern. Luminescent fungus on the rough walls and the high roof loom over a twilight grove of sickly briars, bushes, saplings, and other woody plants. Ruined walls and hollow towers protrude from the briars.|55. Twilight Grove,Pale, spindly briars press close, casting twisted shadows on the earth floor in the violet light.|56. The Gulthias Tree,A walled clearing is here among the briars. The walls are about twenty feet high, which is less than half the height of the cavern’s ceiling. Several varieties of plants grow around the perimeter of the clearing, including a few suspicious-looking saplings, but their importance pales before that which stands at the courtyard’s center. Beneath the fungal light grows an evil tree. Its blackened, twisted limbs reach upward, like a skeletal hand clawing its way out of the earth. Before it stand a few twig blights; a heavily armored, young human male with a shield and sword; a blonde, young human woman in a robe fit for a noble; and a middle-aged, bearded human male wearing a hooded brown robe and armed with a staff and sickle. The younger humans have black eyes and gray skin with the texture of bark.}