Dungeon23, January Day 22
Area 21
Read aloud the following text:
The stone door to this crypt is covered in a fresco carved in the likeness of a middle-aged male human with long braided hair and a round build. The holy symbol of the Lord of Storms is worn around his neck. He is otherwise carved in the nude.
The carvings on the door of this crypt state the name of the hero buried here as Aloth McKinnon. The wards to the crypt are broken and the body once interred within has been taken by the evil cult.
Creatures: Two bandits make their home within this crypt.
Bandits (2)
Medium humanoid, neutral evil
Armor Class 12 (leather armor)
Hit Points 11 (2d8+2)
Speed 30 ft.
Str 11 (+0) Dex 12 (+1) Con 12 (+1)
Int 10 (+0) Wis 10 (+0) Cha 10 (+0)
Senses passive Perception 10
Languages Common
Challenge 1/8 (25 xp); Prof. Bonus +2
ACTONS
Battleaxe. Melee Weapon Attack: +2 to hit, 5-ft. reach, one target. Hit: 4 (1d8) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./120 ft., one target. Hit: 5 (1d8+1) piercing damage.
Treasure: Each of the bandits carries 5d6 copper pennies in their coin purses. One of the bandits wears a large silver ring set with a bloodstone (worth 50 gp).
Area 22
Read aloud text:
The door to this crypt has a fresco carved into the stone door in the likeness of a young male halfling with long curled hair and a beefy build. He has a round face with a goat patch beard and 2 piercings in his lip. The holy symbol of the Moon Goddess is worn around his neck. He carries a butcher's cleaver in his right hand. He is otherwise carve to be nude.
The carvings on the door of this crypt state the name of the hero buried here as Phames Duststone. The wards to the crypt are broken and the body once interred within has been taken by the evil cult.
Creatures: One bandit currently lives within this crypt chamber. He is currently entertaining a visiting cultist of the evil cult.
Bandit
Medium humanoid, neutral evil
Armor Class 12 (leather armor)
Hit Points 11 (2d8+2)
Speed 30 ft.
Str 11 (+0) Dex 12 (+1) Con 12 (+1)
Int 10 (+0) Wis 10 (+0) Cha 10 (+0)
Senses passive Perception 10
Languages Common
Challenge 1/8 (25 xp); Prof. Bonus +2
ACTONS
Battleaxe. Melee Weapon Attack: +2 to hit, 5-ft. reach, one target. Hit: 4 (1d8) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./120 ft., one target. Hit: 5 (1d8+1) piercing damage.
Cultist
Medium humanoid, lawful evil
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
Str 11 (+0) Dex 12 (+1) Con 10 (+0)
Int 10 (+0) Wis 11 (+0) Cha 10 (+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages Common
Challenge 1/8 (25 xp); Prof. Bonus +2
Dark Devotion. The cultist has advantage against being charmed or frightened.
Death Burst. When the cultist has been reduced to 0 hit points, their body explodes in a burst of flame. All creatures within 5 feet of the cultist must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) fire damage. A successful save results in taking only one-half damage. After the cultist's body explodes, their form is replaced with a relentless burning skeleton (see below).
ACTONS
Scimitar. Melee Weapon Attack: +3 to hit, 5-ft. reach, one target. Hit: 4 (1d6+1) slashing damage.
Relentless Burning Skeleton
Medium undead, lawful evil
Armor Class 12
Hit Points 13 (2d8+4)
Speed 30 ft.
Str 10 (+0) Dex 14 (+2) Con 15 (+2)
Int 6 (-2) Wis 8 (-1) Cha 5 (-3)
Condition Immunity exhaustion, poisoned
Damage Immunity fire, poison
Damage Vulnerability bludgeoning
Senses darkvision 60 ft.; passive Perception 9
Languages understands Common but can't speak
Challenge 1/2 (100 xp), Prof. Bonus +2
Death Burst. The skeleton explodes when it drops to 0 hit points. Each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire damage. They take half damage on a successful saving throw.
Heated Body. A creature that touches the skeleton or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Heated Weapons. Any metal melee weapon the skeleton wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Undead Fortitude. If damage reduces the skeleton to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead.
ACTIONS
Scimitar. Melee weapon attack: +4 to hit, 5-ft. reach, one target. Hit: 5 (1d6+2) slashing damage, plus 3 (1d6) fire damage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d10) fire damage.
Treasure: The bandit and cultist are sharing a bottle of fine wine (normally 10 gp value, but half the bottle has been consumed) acquired from the royal procession they recently raided.
The bandit has a coin purse filled with 5d6 copper pennies. The rest of his wealth is stored within the sarcophagus.
Lifting the lid of the sarcophagus requires a DC 11 Strength (Athletics) check. Inside is a small metal lockbox (the bandit has the key; otherwise it requires a successful DC 16 Thieves' Tools check to unlock). The lockbox contains 17 copper pennies, 13 silver shillings, 7 gold pieces, and 4 platinum coins. Two more bottles of fine wine (10 gp each) stand next to the lockbox.
The cultist's only treasure is her silver medallion in the likeness of the symbol of the Lord of the Nine Hells (25 gp value).
Comments
Post a Comment