Dungeon23, March Day 1

 Delving deeper into the temple of the evil cult!


Area 10

The door to this oddly shaped room is closed. It is normally not locked, unless the prismatic pillar trap has been activated in area 4; in which case this door is sealed with an arcane lock spell.

The room is brightly illuminated, thanks to a pair of everburning torches ensconced at the northern entry. Light also emanates from the red sphere located at the east of the room.

The red sphere serves as a focus for a zone of truth spell effect. A creature standing within 15 feet of the red sphere must succeed on a DC 16 Charisma saving throw or be forced to only speak the truth while in the radius of the sphere. The cult uses this item to conduct interrogations of prisoners and to help induct potential newcomers into the cult to see if their oaths of devotion are true.

The sphere appears to float in place, but it cannot be moved from its position. If attacked, the sphere is easily shattered (AC 13, 10 hit points, immune to poison and psychic damage, vulnerable to bludgeoning damage). Any creature that damages or destroys the red sphere must make a DC 16 Wisdom saving throw or be affected by a bestow curse spell effect; afflicting the creature's highest ability score and related skills and saving throws with disadvantage. The effect may only be removed with a remove curse spell or similar magic.

Creatures: A pair of guards adorned in cultist robes protect this room and the sphere from intruders. If intruders present themselves, one of the guards runs to warn the cultists found in area 14, while the other guard attempts to harry any PCs from following the first guard down the hall.


Guards (2)

Medium humanoid (varies), lawful evil

Armor Class 16 (chain shield, shield)

Hit Points 11 (2d8+2)

Speed 30 ft.

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

Int 10 (+0) Wis 11 (+0) Cha 10 (+0)

Skills Perception +2

Senses passive Perception 12

Languages Common

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

ACTIONS

Spear. Melee weapon attack: +3 to hit, 5-ft. reach or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.


Treasure: The guards carry a total of 12 copper pennies, 17 silver shillings, and 12 gold coins in their coin purses.



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