Dungeon23, March Day 11
It's been a few days since my last post, but here is a remarkable update to the project:
Area 18
This chamber is carved into the shape of a fiendish head, in honor of the being buried here. A single stone-carved sarcophagus sits in the middle of the room, illuminated by an everburning torch ensconced in the northern wall. Inside the sarcophagus is the body of the evil cult's original founder: the hellspawn Mormentos Darkhorn.
The sarcophagus is magically warded against intrusion. A DC 16 Intelligence (Arcana) check will find and identify the initial ward, however a DC 21 check is required to identify the secondary effect of the ward. First, it is sealed with an arcane lock spell; so attempting to open or break into the sarcophagus requires a DC 20 Strength check to lift or shove the lid. If the arcane lock is removed with a knock or dispel magic spell, another magical ward is activated, summoning four hell hounds into the room to attack and slay the intruders. The hell hounds remain summoned for 1 hour or until they are destroyed. They are magically bound to guard the temple and its keepers, so they will attack intruders, but not anyone wearing the robes of the evil cult, unless the robed ones attack the hell hounds first.
Hell Hounds (4)
Medium fiend, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8+14)
Speed 50 ft.
Str 17 (+3) Dex 12 (+1) Con 14 (+2)
Int 6 (-2) Wis 13 (+1) Cha 6 (-2)
Skills Perception +5
Damage Immunity fire
Senses Darkvision 60 ft.; passive Perception 15
Languages Understands Infernal but can't speak
Challenge 3 (700 xp); Proficiency Bonus +2
Keen Hearing and Smell. The hell hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hell hound has advantage on as attack roll against a creature if at least one of the hell hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee weapon attack: +5 to hit, 5-ft. reach, one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6). The hell hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throws, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Treasure: The sarcophagus holds the body of the evil cult's founder. This corpse was interred and dressed in his finest funerary garb; sealed with a permanent gentle repose spell. Mormentos' funerary garb is the equivalent of a royal outfit, being red silk and velvet with gold thread designs and patterns (200 gp value). He wears a golden mask that is styled to look like his face in his youth (500 gp value). His crossed arms hold a golden scepter topped with a ruby (1500 gp value) and a wavy-bladed ebony dagger (50 gp value). Around his neck is a golden amulet carved in the symbol of the Lord of the Nine Hells (75 gp value). As most of these buried relics contain religious iconography tied to devil worship, it will be difficult for the PCs to easy find buyers for these items; except for specialties collectors or unscrupulous individuals.
Area 19
This massive chamber serves as the main worship hall for the temple of the evil cult.
The room is brightly lit with four everburning torches ensconced to the north and south walls of the chamber, as well as a massive fire pit set into a raised dais at the center of the chamber. To the south of the room, steps lead upwards to another raised dais upon which sits a large stone altar carved with scenes from the Nine Hells and covered in an embroidered tablecloth.
Upon the altar sits a black leather-bound book. The title inside calls this the Revelations of Mormentos. It was written by the founder of this evil cult, based on visions sent to him by the Lord of the Nine Hells detailing the events of the rise of the Nine Hells to bring about the end times to the mortal world. The first stage of these “end times” regards a child of royalty being possessed by the offspring of Hell's Overlord and setting the course for events to come. To enact this first stage, the cult has kidnapped the young prince of the land and intends to use his body as the vessel for the fiend.
It is this ritual that the PCs happen upon when they enter this chamber. The evil cult is currently in the middle of a ritual to summon the fiendish offspring of Asmodeus and channel their essence into the prince.
This description assumes the PCs took at least 5 or more days since the kidnapping of the prince to reach this area of the megadungeon. As indicated in Area 16, unbeknownst to the PCs, the prince is actually a willing participant in this ritual! He is secretly a devil worshiper who hopes to use his newfound powers to overcome his older siblings and replace them as the heir to the kingdom.
The central dais is carved with a permanent magic circle, to facilitate in summoning fiends or other extra-dimensional beings. The fire pit is 10 feet deep. A creature that enters or ends their turn in the fire pit takes 22 (4d10) fire damage and catches on fire. The sides of the fire pit are smooth, making climbing out difficult (Strength [Athletics] DC 20).
Creatures: When the PCs enter this chamber, the ritual is in full swing. The prince is strapped down to the altar on the raised southern dais. The cult leader Inrissa (a female hellspawn and daughter of the cult's founder) stands beside the dais reading from the Revelations of Mormentos to summon a fiend from the Nine Hells. A pair of cultist kirks guard the bottom of the southern dais stairs, preventing anyone from ascending the steps. Meanwhile, nine cultists are spaced evenly around the central dais, helping perform the chants and lighting of candles necessary for the ritual's completion.
Cultists (9)
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.
Cult Leader (Inrissa)
Medium humanoid (tiefling); lawful evil
Armor Class 14 (breastplate)
Hit Points 117 (18d8+36)
Speed 30 ft.
Str 10 (+0) Dex 10 (+0) Con 15 (+2)
Int 15 (+2) Wis 20 (+5) Cha 15 (+2)
Saving Throws Int +5, Wis +8, Cha +5
Skills Arcana +5, Deception +5, History +5, Religion +5
Damage Resistances cold, fire, lightning
Senses darkvision 60 ft.; passive Perception 15
Languages Celestial, Common, Infernal
Challenge 8 (3,900 xp); Prof. Bonus +3
Special Equipment. Inrissa carries the brass scepter of Bensozia.
Death Burst. When the cult leader has been reduced to 0 hit points, their body explodes in a burst of flame. All creatures within 5 feet of the cult leader must succeed on a DC 13 Dexterity saving throw or take 32 (9d6) 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).
Devil's Sight. Magical darkness doesn't impede the cult leader's darkvision.
ACTIONS
Multiattack. The cult leader makes one melee attack and casts a cantrip.
Innate Spellcasting. The cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can cast the following spells, requiring no material components:
2/day each: detect thoughts, dimension door, haste, slow
1/day each: darkness, hellish rebuke, suggestion, teleport
Brass Scepter of Bensozia. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. If the target is a fiend, they take an additional 10 (3d6) bludgeoning damage).
Spellcasting. The cult leader is a 10th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, identify, guiding bolt
2nd level (3 slots): lesser restoration, silence, spiritual weapon
3rd level (3 slots): counterspell, mass healing word, spirit guardians
4th level (3 slots): banishment, death ward, guardian of faith
5th level (2 slots): flame strike
REACTION
Hellfire Vengeance. As a reaction, when stuck by a melee attack, the cult leader can expend a spell slot to deal 10 (3d6) fire damage to the attacker. If the cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Kirks (2)
Medium humanoid (any), lawful evil
Armor Class 18 (plate)
Hit Points 52 (8d8+16)
Speed 30 ft.
Str 16 (+0) Dex 11 (+0) Con 14 (+2)
Int 11 (+0) Wis 11 (+0) Cha 15 (+2)
Saves Con +4, Wis +2
Senses passive Perception 10
Languages Common, Infernal
Challenge 3 (700 xp); Prof. Bonus +2
Brave. The kirk has advantage on saving throws against being frightened.
ACTIONS
Multiattack: The kirk makes two melee attacks.
Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest): For 1 minute, the kirk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the kirk. A creature can benefit from only one Leadership die at a time. This effect ends if the kirk is incapacitated.
REACTIONS
Parry: The kirk adds 2 to its AC against one melee attack that would hit it. To do so, the kirk must see the attacker and be wielding a melee weapon.
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.
The Ritual
The adventurers have entered the chamber where Inrissa works to complete the ritual that will possess the young prince with the spirit of the fiendish offspring of the Lord of Nine Hells. The cult leader has studied the ritual extensively for several years leading up to this moment. As she fights the adventurers, she continues to speak the words and lead the chants to complete the ritual.
An enterprising adventurer may want to stop the ritual before its completion, defeating the cultists using alternate methods. If the PCs can gain access to the Revelations of Mormentos, they can use the book to make a DC 15 Intelligence (Arcana) or (Religion) check to quickly study the ritual as an Action. Then, they can use the book to counter the ritual, making competing Intelligence (Arcana) or (Religion) checks against Inrissa each round. Inrissa has advantage on her checks, as she is being aided by the cultists around her.
The faction that fails each competition check suffers 2d10 necrotic damage as dark magical energy wracks their body.
The first faction to reach three successes over the other wins in the ritual competition; ending the ritual in success or failure.
If the PCs Succeed: The ritual comes to and end. The flow of Infernal energy emerging from the fire pit and entering the young prince ends.
If the Cultists Succeed: The ritual comes to an end. The flow of infernal energy stops and the young prince undergoes a transformation into an Incubus! With this, the prince is magically released from the altar and the incubus begins aiding the remaining cultists in their battle against the PC adventurers.
If the PCs manage to overcome the incubus and reduce him to less than 20 hit points, he realizes he must use deception to survive. The incubus begins to thrash upon the floor, spitting fire from his mouth and eyes, before assuming the normal human form of the young prince once again. He thanks the adventurers for freeing him from the possession of the fiend and vows to reward them once they return him to his home. This is, of course, as lie. The PCs can attempt to see through the ruse with a successful Wisdom (Insight) check vs. the incubus' Charisma (Deception) check. If the PCs are not fooled by the incubus' deception, it will attempt to flee by escaping deeper into the next Temple Area (using Etherealness and passing through the doors towards Area 22).
Incubus
Medium fiend (shapechanger), neutral evil
Armor Class 15 (natural armor)
Hit Points 66 (12d8+12)
Speed 30 ft., fly 60 ft.
Str 8 (-1) Dex 17 (+3) Con 13 (+1)
Int 15 (+2) Wis 12 (+1) Cha 20 (+5)
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft.; passive Perception 15
Languages Abyssal, Common, Infernal; telepathy 60 ft.
Challenge 4 (1,100 xp); Proficiency Bonus +2
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use an action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its fly speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
ACTIONS
Claw (Fiend Form Only). Melee weapon attack: +5 to hit, 5-ft. reach, one target. Hit: 6 (1d6+3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Treasure: Inrissa consults the Revelations of Mormentos, a magical book, while conducting the ritual from the southern dais. She also carries the Brass Scepter of Bensozia.
Each of the nine cultists wears a silver amulet depicting the symbol of the Lord of the Nine Hells (25 gp value).
Brass Scepter of Bensozia
Weapon (mace), unique (requires attunement by an evil-aligned creature)
This brass scepter is intricately carved with runes and sigils in the Infernal script.
You have a +3 bonus to attack and damage rolls made with this weapon, which functions as a mace. If the creature you strike with the scepter is a fiend, it takes an additional 3d6 bludgeoning damage.
If a good or neutral-aligned creature attempts to pick up this scepter, they take 4d6 necrotic damage and have their hit point maximum reduced by an equal amount to the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit points maximum to 0.
Revelations of Mormentos
Wondrous item, unique
This black leather-bound tome is scrawled with the writings of a hellspawn cult leader. It details a series of dreams, portents and visions given to him by the Lord of the Nine Hells detailing the events of an apocalyptic event resulting in the Nine Hells claiming the mortal world and how to bring about these events. The book also gives details on the Nine Hells and the creatures found therein.
Fiendish Snare: While consulting this book, when you cast a magic circle spell to summon a fiend or a planar binding spell to target a fiend, the spell is considered to be cast at 9th level in power, regardless of the spell slot you used to cast the spell. In addition, the fiend has disadvantage on the saving throw against the spell.
Infernal Reference: You have advantage on Intelligence (Arcana) and (Religion) checks when consulting the book about lore of the Nine Hells or devils.
Infernal Spells: The book has 9 charges, it regains 1d8 expended charges daily at dawn. While consulting the book, you may take an action, expending 1 more charges to cast the following spells: conjure fiend (7 charges, this spell functions like conjure celestial, but summons a challenge rating 5 or lower fiend instead), hellish rebuke (1 charge), magic circle (3 charges), planar ally (6 charges), planar binding (5 charges), plane shift (7 charges, limited to travel to the Nine Hells), protection from good and evil (1 charge). A wizard can use this book to study and learn these spells, adding them to their spell book using the standard rules.
Area 20
The doors to either end this hallway is closed and locked. The cult leader in Area 19 has the key to the doors. Picking the lock on the doors requires a successful DC 18 Thieves' Tools check.
The hall is brightly illuminated by a single everburning torch.
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