Dungeon23: January Day 6

Day 6 of the #Dungeon23 challenge using the map assets of Justin Andrew Mason.



Area 6

The mausoleum is the tomb of the nobles and gentry who fell in battle against a horde of evil humanoids. The commoners who fell in the same battle were originally buried in the graves outside.

As the PCs enter the mausoleum, read the following text aloud:


The entry chamber to the mausoleum is flanked by a pair of large braziers filled with flame. Despite the heavy fire, neither brazier gives off any heat or warmth, keeping your damp clothing cold from the rain outside. The cobblestone floor is polished smooth and shows no signs of dirt or wear. Murals painted on the walls depict a massive battle between an army of dwarves, elves, halflings, and humans fighting off a horde of gnolls, goblins, and orcs.


Any PC who succeeds a DC 12 Intelligence (History) check to recall the events of a battle happening around 40 years ago. The faces of the knights and warriors on the mural are similar to several of the carved statues from outside. Astute PCs should surmise that this mausoleum is the tomb of those who fell in the battle.

Any PC proficient with Intelligence (Arcana) who succeeds on a DC 13 check can recognize a minor spell effect placed on the interior of the mausoleum. This functions like a permanent prestidigitation spell used to clean the interior. The same skill check will also recognize that the braziers are lit using a permanent continual flame spell effect.

This spell effect also has the detriment of having cleaned the trail of the bandits who kidnapped the prince. A PC proficient with Wisdom (Survival) can only find the tracks of the bandits and prince if they succeed on a DC 21 check, made with disadvantage. Success indicates that the bandits' tracks continue deeper into the mausoleum, heading easterly.

Creatures: Since the evil cult cleared out the bodies of the nobles from this mausoleum, the bandits have decided to use it as their local base of operations. They keep the entry free of any sign of their inhabitation, but loud or strange noises in the entryway will attract their attention. The PCs must succeed on a DC 10 group Dexterity (Stealth) check or they will attract the attention of the bandits who make their homes in the enclosed crypts (areas 19-26).


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