Dungeon23, March Day 5

 The PCs enter one of the main worship chambers of the evil cult!


Area 14

The doors into the oddly-shaped chamber are closed but not locked.

The room is brightly illuminated by a pair of everburning torches ensconced to the northern wall and a large fire pit set into the floor the the south of the room.

The room is decorate with mosaic tiles along the floor. The painted ceiling shows scenes of battles between flying angels and devils. The three pillars south of the fire pit are carved to resembles bodies of mortals and devils twisted in various erotic poses and embraces. If a living creature approaches the pillars, several hands unravel from the stonework and attempt to grapple the creature and hold them like a pair of manacles (+5 to hit, escape DC 20, 15 hit points, immune to poison or psychic damage). The target can be released by a command word from the cult leader.

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).

This room serves as one of the minor worship chambers for the evil cult. After a potential applicant undergoes the ritual of truth in area 10, they are brought here to be initiated into the cult. Doing so involves giving all of the valuable possessions of the individual to the cult leader here. Then they disrobe until nude and burn their clothing in the fire pit. The supplicant is then manacled between two of the pillars, standing exposed to the fire pit. Being this close to the fire pit for an extended period of time subjects the target to extreme heat. The target is subjected to the heat of the fire pit for 5 hours. After this time, the supplicant must recite their oath to the cult as recited by the cult leader. If they do this, the supplicant is now a member of the cult, and they acquire the “Death Burst” trait possessed by the other cultist members. After being allowed to rest and recover from any levels of exhaustion they acquired, the new initiate is presented with a set of robes, a fiendish mask, and a silver amulet (worth 25 gp).


[sidebar]

Extreme Heat

When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour.

[end sidebar]


Creatures: There is usually one cult leader here to oversee any initiations. They are attended by a pair of cultists. A trio of kirks guard this chamber; each one is stationed next to the doors of this room. The cultists attempt to take advantage of the terrain in this chamber, such as pushing PCs towards the pillars to be grappled or shove them into the fire pit.


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.


Cult Leader

Medium humanoid (human); 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

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: suggestion, teleport

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) 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 (3)

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.


Treasure: Fire opal gemstones are set into the eyes of the fiendish carvings on the pillars. Each of the three pillars has a total of 20 fire opals and each fire opal is worth 25 gp in value. Prying a fire opal from the eyes of the fiendish carvings is difficult, as the pillars will attempt to grapple anyone close to the pillars the entire time. Each fire opal requires 10 hit points of damage to be dealt with a piercing weapon or tool.



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