Dungeon23: January Day 2

We continue the #Dungeon23 project.

Map assets by Justin Andrew Mason

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Area 2

The southern region of the clearing is full of graves and headstones. These graves are those of the commoner warriors who fell in battle against a horde of evil humanoids decades ago. As the Dark Forest grew and encroached around the mausoleum, local authorities have allowed nature to take its course and vegetation grows over and around the graves. Unfortunately, this tall grass hides a number of threats, including grave rats and ravenous ghouls.

If anyone attempts to dig up the graves (a process that will take many hours or even days), they will find that almost every grave is empty. Small tunnels lead from one grave to another, connected in a claustrophobic labyrinth. These tunnels were created by ghouls who serve the evil cult. Since the cult established themselves within the crypts under the mausoleum, they have used the ghouls to excavate the bodies for reanimation as undead minions. Only a handful of graves remain untouched by the ghouls. One such gravesite is marked as “2” on the map.

If the PCs investigate this gravesite, please read the following text:


As you move through the scattered headstones and yellowing underbrush, you come upon what appears to be a macabre feast. One of the graves has been excavated, its coffin opened and the body within serving as a feast to a pair of gaunt humanoids with long limbs, dirt-covered claws, and long teeth. These beasts pause their ghoulish meal and sniff the air as you come near, alerted to your presence.


Creatures: In the region marked “2” on the map, a pair of ghouls has recently unearthed one of the untouched graves and have started feasting upon the decayed body within. Their activity can be seen from afar by any PC who makes a DC 13 Wisdom (Perception) check.

If the PCs attempt to approach the ghouls using Stealth, they must succeed at a DC 10 Dexterity (Stealth) check. If the ghouls sense the PCs approaching, they hiss at the party, attempting to warn them away from their meal:


Away! Away, mortals! This body is ours! Long dead... barely any meat on it! Leave us our bones and scraps!”


The ghouls are uninterested in combat, but they also don't want to lose their meal. They attempt to make a Charisma (Intimidation) check to warn away any onlookers. If the PCs are not deterred, the ghouls attempt to flee. If the PCs make an Intimidation check of their own (DC 13 is a success against the ghouls) or make any threatening gestures, like drawing weapons, the ghouls attempt to flee into the tunnel inside the open grave.

If the ghouls cannot flee, they will fight for their meal. However, as soon as either of them takes more than one-half their starting hit points, they attempt to flee.



Ghouls (2)

Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

Speed 30 ft.

Str 13 (+1) Dex 15 (+2) Con 10 (+0)

Int 7 (-2) Wis 10 (+0) Cha 6 (-2)

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 1 (100 xp); Prof. Bonus +2

Acute Smell. Ghouls have advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Feature: The open grave can be used as an environmental hazard during any combat with the ghouls. If combat breaks out, the ghouls may attempt to push one of the PCs into the open grave (especially if the PC is paralyzed), dealing 1d6 points of bludgeoning damage from the fall.

Climbing out of the open grave requires a DC 15 Strength (Athletics) check.

For each round that a creature remains within the open grave, its presence attracts the attention of a grave rat from the ghouls' tunnel. The grave rat immediately attacks any living creature in the open grave. The longer a creature remains in the open grave, the more grave rats appear to attack.



Grave Rat (1 or more)

Small beast, unaligned

Armor Class 12

Hit Points 7 (2d6)

Speed 30 ft.

Str 7 (-2) Dex 15 (+2) Con 11 (+0)

Int 2 (-4) Wis 10 (+0) Cha 4 (-3)

Senses darkvision 60 ft., passive Perception 10

Languages

Challenge 1/8 (25 xp); Prof. Bonus +2

Keen Smell. The grave rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The grave rat has advantage on an attack roll against a creature is at least one of the grave rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.


Treasure: The coffin of the deceased warrior contains their withered corpse wearing a suit of rusty chain mail. Two gold pieces are also in the coffin, having been covering the corpse's eyes (payment for the ferryman of the dead).

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