Dungeon23, January Day 27

Today's post is rather large, as we transition from the Mausoleum to the Crypts beneath...

Map assets from Justin Andrew Mason.

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Area 26

Read aloud the following text:


The stone door to this crypt is carved with a fresco depicting an elderly human man with long, straight hair and a rounded build. His oval face is handsome and happy. Around his neck is the holy symbol of the Goddess of Magic. He carries a sword in his right hand.


The runes above the door state the name of the interred hero as Hal Crewe. The wards on the door are broken and his body is no longer within.

Inside the crypt, the chamber is illuminated with candles stored in bundles at each corner.

Creatures: Two bandits make their home in this chamber. They are joined by their guard dog (mastiff).


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

Spear. Melee Weapon Attack: +2 to hit, 5-ft. reach, one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage with used two-handed.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./120 ft., one target. Hit: 5 (1d8+1) piercing damage.


Mastiff

Medium beast, unaligned

Armor Class 12

Hit Points 5 (1d8+1)

Speed 40 ft.

Str 13 (+1) Dex 14 (+2) Con 12 (+1)

Int 3 (-4) Wis 12 (+1) Cha 7 (-2)

Skills Perception +3

Senses passive Perception 13

Languages --

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

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTONS

Bite. Melee Weapons Attack: +3 to hit, 5-ft. reach, one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Treasure: Each bandit carries 5d6 copper pennies in their coin purses.




THE CRYPTS

Having found the secret stair in area M18 of the Mausoleum, the PCs continue to seek the kidnapped prince from the evil cult by following their trail through a series of underground crypts. These crypts were not a part of the original structure for the mausoleum. They were added in later by the evil cult to serve as a buffer between their underground temple and curious interlopers. Some of the crypt tunnels were create by the evil cult's magic, while other tunnels (areas marked “T') were dug by ghouls who arrived afterwards; attracted to the evil presence of the cult and the bounty of carrion flesh.


Illumination

Unless stated otherwise in their respective descriptions, the crypt area is dark. The PCs will have to provide their own light sources if they want to see in this underground area.


Wandering Monsters

While the evil cult has placed undead guards at specific locations in the crypt, there is still a chance for wandering monsters to occur, thanks to the tunnels of the invasive ghouls. Roll 3d6 each hour and consult the following table:


Crypts Wandering Monster Table

3d6 Result

3-6 No encounter

7-9 Crypt ghouls

10-11 Crypt rats

12-15 Crypt spiders

16-18 Cultists



Crypt Ghouls

A pack of 1d4 ghouls scurries through the area. There is a 25% chance that they are accompanied by a ghast, acting as their pack leader.

The ghouls will only attack if they outnumber the PCs or if they are commanded by a ghast. Otherwise, they will attempt to leave the area... only to return 10 minutes later, having acquired another 1d4 ghouls to join their hunt for the PCs.


Ghast

Medium undead, chaotic evil

Armor Class 13

Hit Points 36 (8d8)

Speed 30 ft.

Str 16 (+3) Dex 17 (+3) Con 10 (+0)

Int 11 (+0) Wis 10 (+0) Cha 8 (-1)

Damage resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 2 (450 xp); Prof. Bonus +2

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

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) 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.


Ghouls (1d4)

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.



Crypt Rats

A swarm of rats composed of pale-furred rodents scampers through this area seeking food. There is a 50% chance that the swarm of rats is accompanied by 1d4 giant rats. They attack any PC carrying foodstuffs of any sort.


Giant Rats (1d4)

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.


Swarm of Rats

Medium swarm of Tiny beasts, unaligned

Armor Class 10

Hit Points 24 (7d8-7)

Speed 30 ft.

Str 9 (-1) Dex 11 (+0) Con 9 (-1)

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

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 30 ft., passive Perception 10

Languages

Challenge 1/4 (50 xp); Prof. Bonus +2

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.


Crypt Spiders

Ghouls and rats are not the only things that make their homes in the tunnels. Crypt spiders (giant trapdoor spider) create burrows used to ambush their prey. One such burrow is here, requiring a successful DC 16 Wisdom (Perception) check to notice it. If a creature moves within 10 feet of the spider's burrow, it will launch itself out of the hole and attack with surprise.

The bottom of the spider's burrow contains the bones and remains of its previous prey. There is a 50% chance that some of the remains contain treasure of some sort (usually 1d6 gp in assorted coins).


Giant Trapdoor Spider

Large beast, unaligned

Armor Class 15 (natural armor)

Hit Points 45 (6d10+12)

Speed 30 ft., burrow 30 ft.

Str 16 (+3) Dex 14 (+2) Con 15 (+2)

Int 3 (-4) Wis 14 (+2) Cha 3 (-4)

Skills Perception +4, Stealth +6

Senses tremorsense 30 ft., passive Perception 14

Languages

Challenge 3 (700 xp); Prof. Bonus +2

Ambusher. In the first round of combat, the spider has advantage on attack rolls against any creature it surprises.

Sand Camouflage. The spider makes Dexterity (Stealth) checks to hide in sandy terrain with advantage.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


(Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood )


Cultists

A pair of cultists have come to the crypt to check on the undead guards, doors, and to otherwise make sure everything is where it is supposed to be. If they discover intruders, one of the cultists will go to the Temple to warn of an impending attack while the other remains to spy on the doings of the PCs.

If the Temple is warned of an attack, the cultist will return in 10 minutes with a force of 4 evil kirks (knights), 2d6 additional cultists, 1d4+1 human zombies, and 1 flesh golem. The golem and zombies will be sent in to batter down the PCs while the cultists and kirks attempt more strategic strikes.

Each cultist wears heavy robes, a fiendish mask, and a silver necklace and medallion displaying the symbol of the Lord of the Nine Hells (25 gp value).


Cultists (2)

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.


Area 1

As the PCs come to the bottom of the stairs, read aloud the following text:

At the bottom of this flight of stairs is a large 10-foot set of heavy wood-carved double doors.


A successful DC 15 Intelligence (Investigate) check reveals the doors are barred from the other side. The skeletons in area 1 are able to unbar and open the doors if they are commanded to do so using the Infernal language. It is possible the PCs might have one of the two evil cult members as prisoner to help them with this. Otherwise, they will have to find other means of getting through the doors.

Breaking down the doors requires a successful DC 20 Strength check. Smashing down the doors can also be accomplished: each door has AC 15 and 18 hit points (immune to poison and psychic damage).

Once inside, the PCs can see the following:


Past the doors is a rectangular room with stone pillars supporting the ceiling at each corner. The floor is made of cobblestone and the walls appear to be plastered. The ceiling is 10 feet up from the floor. Another door stands closed to the east of the room. Four skeletal figures wearing mail and weapons stagger out of the darkness to attack.


It is possible to shove one or more of the pillars onto an enemy. Doing so requires a successful DC 18 Strength (Athletics) check, but runs the risk of causing the roof to collapse. There is a cumulative 25% chance for each pillar knocked over to cause the roof to collapse, dealing 2d10 bludgeoning damage (DC 15 Dexterity saving throw avoids) to all creatures within 10 feet of the shoved pillar. This collapsed area also becomes difficult terrain. A creature struck by a collapsed pillar is dealt 2d10 bludgeoning damage (plus the Strength modifier of the pushing creature).

The door to the east is unlocked.

Creatures: This chamber is guarded by four skeletons, each wearing a chain shirt and carrying a shortsword and shield. The skeletons guard against intruders, attacking anyone who attempts entry without commanding them to access the door using the Infernal language.



Skeletons (4)

Medium undead, lawful evil

Armor Class 17 (chain shirt, shield)

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 poison

Damage Vulnerability bludgeoning

Senses darkvision 60 ft.; passive Perception 9

Languages understands Common and Infernal, but cannot speak

Challenge 1/4 (50 xp), Prof. Bonus +2

ACTIONS

Shortsword. Melee weapon attack: +4 to hit, 5-ft. reach, one target. Hit: 4 (1d6+1) slashing damage.


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