Dungeon23, February Day 10

 It's been a busy few days for me, so I fell behind. Here are the rooms to make up for the last 3 days.


Area 13

The door to this room is locked. It requires a successful DC 15 Thieves' Tools check to unlock the door. It can also be smashed down (AC 15, 18 hit points, immune to poison and psychic damage). If Cultists are encounters, thanks to a Wandering Monster encounter in the Crypt area, there is a 50% chance that one of the cultists in that encounter possesses a key to this door.


Opening the door to this room, you see a small chamber filled primarily with a long table and two stools placed beside it. To one side of the chamber are a pair of cupboard shelves filled with glass jars.


The interior of the room is filled with dim light, due to a candle sitting on the table with a continual flame effect.

The shelves used to contain various ingredients for alchemy and spell components. Most of the important and wealthy components have either been used or taken to the storage room in the Temple Area.

Treasure: If the PCs spend 10 minutes looking through the shelves, they can find the following items: a small pouch filled with bone dust, a jar half-full of iron fillings, a jar filled with 25gp of gold dust, a jar of 50 gp worth of ruby dust, and a large jar containing a single black onyx carved in the likeness of s skull (150 gp value).


Area 14

The door into this room is closed but not locked.

This room is another crypt created by the evil cult to store their undead minions. Along the western wall are crypts dug into the side of the wall for corpse storage.

Creatures: In each of the six crypts is a zombie. They are tasked to attack and kill anyone who enters this room.


Zombies (4)

Medium undead, neutral evil

Armor Class 8

Hit Points 22 (3d8+9)

Speed 20 ft.

Str 13 (+1) Dex 6 (-2) Con 16 (+3)

Int 3 (-4) Wis 6 (-2) Cha 5 (-3)

Saving Throw Wis +0

Condition Immunity exhaustion, poisoned

Damage Immunity poison

Senses darkvision 60 ft.; passive Perception 8

Languages understands Common and Infernal, but cannot speak

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

Undead Fortitude. If damage reduces the zombie 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 zombie drops to 1 hit point instead.

ACTIONS

Slam. Melee weapon attack: +3 to hit, 5-ft. reach, one target. Hit: 4 (1d6+1) bludgeoning damage.


Area 15

This central hallway connects the southern area of the crypt to the northern section. Any PCs that linger here too long or make loud noises are sure to draw the attention of monsters from the ghoul tunnels. Have the PCs make a DC 10 Group Stealth check. If more than half of the PCs succeed on the check, they do not attract the attention of any creatures. If more than half the PCs fail the check, they attract the attention of a Crypt Ghoul encounter, as indicated in the Crypts Wandering Monster table.


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