Wednesday, January 31, 2024

The Dolmen Tomb – Area 9: Slaves' Crypt

Dozens of ancient skeletons are laid out on straw mats lining the dusty floor.

  • Skeletons. When the secret door opens (whether by pushing it open or by triggering the eastern pressure plate in area 1), 3d3 brittle skeletons rise immediately and attack, entering area 1 if necessary. Each round thereafter, 1d3 more skeletons rise and join them until all have animated (30 total).
     

>> Area 10: Altar Room

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 New Monsters

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

Sunday, January 28, 2024

The Dolmen Tomb – Area 8: Shaman's Crypt

 

The corridor from area 7 dead-ends in a crudely-rendered wall carving of a male figure with a coyote’s head addressing six coyotes. The figure wears a tight tunic and holds a staff capped with an orb of fire; with his other hand he points to the orb with his index finger hooked down.

  • Dead-end. A cursory search of the east wall reveals the obvious seams of a thick stone door, with no visible hinges or fittings. No way to open it by force can be found, and the stone is so tightly-fitted as to prevent any crowbar or spike from being wedged into the seams.
  • Orb of Fire. The carving of the orb contains a 3/4-in. diam. hole drilled into the stone. The hole is 9-in. deep. Inserting a narrow object longer than 9 in. (such as one of the metal wands found in certain crypts) straight into the hole pushes a button at the back that activates both Traps 1 and 2 (see further below).

    If someone deciphers the carving's clue and inserts a finger instead, and then hooks it downward, they press a concealed button and a needle injects them with an hallucinogenic drug (no save, although poison resistance negates it). 

    The drugged subject is incapacitated with dream-like visions for the next minute, during which they must reenact a "sacred ceremony" (see below). Meanwhile, ONLY Trap 1 activates. 

    After one minute elapses, the drugged subject comes out of their stupor and—whether they pass or fail the dream-ceremony—the secret door to the inner crypt slides open.

  • Visions. The drug’s effect lasts for one minute (10 rounds), during which the drugged subject experiences hallucinations that provide clues to the ancient history of the Badlands.*

    These visions are broken up into "rounds" to provide structure to the encounter. The drugged subject, however, experiences a timeless dream that seems to take many years. The dream-ceremony begins in the fourth round of the hallucination and requires the dreamer to succeed a series of skill checks as they reenact a sacred ritual. Regardless of how many rolls are required to succeed or fail the dream-ceremony, the visions end after one minute elapses in the waking world. 

    *DESIGN NOTE: Obviously, the details of these visions are relevant to my world and this campaign setting, and provided my players with some guidance to later stages of the campaign as they explored the enigma of the proto-Thera goddess found elsewhere in this tomb. Feel free to adapt the details to your own setting, or simply lift the ceremonial mechanics without alluding to any historical specifics.

    • ROUND 1: In the dream-like visions, the drugged subject imagines themselves as a member of an ancient clan of nomads surviving in a long-ago version of the Badlands. The dreamer is carried along by the visions, unable to change their actions or interact in any way (for now). They notice that the landscape, though still rugged and imposing, is much more fertile and verdant than it is currently.
    • ROUND 2: The clan is led by a mighty chieftain (see area 20) and his fierce warrior-bride (see area 6). The chieftain wields a mighty axe of unusual design. The hill-folk roam the region, hunting and fishing, farming small plots of land among the canyons, fighting red orcs, telling stories around the campfire, and other such activities.

    • ROUND 3: The vision changes to the nomads’ camp as night falls. The dreamer approaches a yurt surrounded by six coyotes with red eyes. They snarl and bare their teeth, but part to allow the dreamer to enter. Inside the smoke-filled tent is a shaman wearing a coyote headdress, resembling the figure in the wall carving. He motions for the dreamer to sit, and then blows yellow powder in their face.
    • ROUND 4: The shaman begins chanting and making sacred symbols with their fingers, encouraging the dreamer to repeat his motions and sounds. As the vision progresses, the dreamer must make a DC 14 skill check (using the character’s choice of Arcana, Religion, or Performance) to duplicate the ceremony. Three non-consecutive successes or failures will determine the outcome.

      • A failure increases the base DC by 1 and does not advance the visions.
      • A success decreases the base DC by 1 and advances the vision to the next step (see below).
      • Rolling a natural-20 is a success and erases all failures; a natural-1 counts as two failures. 
      • (3) failures = The vision ends on Round 10 and Trap 2 activates (as above).
    • ROUNDS 5-10 (Success 1): The vision reveals that, among their other activities, the clan gathers in cave shrines hidden among the ridgelines to worship an earth goddess named Thera, and they bury their dead in rock cairns in a familiar-looking pine forest. The vision also reveals the sigil of Thera to the dreamer, who now knows to look for this sign as an indicator that one of the goddess’ hidden cave-shrines is nearby. (The party must still discover its location by exploring, however.)

    • ROUNDS 5-10 (Success 2): Many years pass in the vision. A darkness begins to spread across the land, and the canyons become dangerous as evil creatures skulk about. An army of invaders sweeps in from the south and slaughters many hill-folk; there is a terrible war. The vision also reveals the sigil of Khoss and identifies the cult as the “invaders,” providing a glimpse of the ancient shrine complex that is now the ruined Caves of Chaos, and hinting at a malevolent presence (a black storm) farther to the south (the Temple of Khoss).
    • ROUNDS 5-10 (Success 3): Ultimately, the leaders of the hill-folk are killed fighting the invaders and their remains are buried in this tomb, while the survivors are driven out of the Badlands.

      The dreamer’s perspective then soars away like an eagle into the southeast, where the vision dives into a winding canyon below a sheer cliff. The vision looks up and ascends to the top of the cliff, where a hidden temple straddles the ridgeline. From a wide balcony, a crowned gynosphinx stares off into the southwest (toward the Caves of Chaos) before turning and disappearing into the temple’s interior.

      The vision then swoops over the temple’s top and swings around to the rear, where a river flows between two high ridges. The river is flanked by lush gardens blanketing the mountainous slopes. Fires rage throughout the gardens. Stone steps rise from the gardens to a wide plaza leading into the temple, where the invaders’ army batters away at the temple doors.

      The dreamer’s vision returns abruptly to the shaman’s tent, where the shaman offers them one of his relics of their choice (see Treasure 1 below). When the successful dreamer emerges from their stupor, however, they do not possess the item given to them in the dream. It may only be retrieved by them from the shaman’s sarcophagus.

  • Trap 1! Roll Initiative when either button in the secret door to area 8 is depressed. On Initiative 20, a massive stone block lowers over the entrance passage between area 1 and area 7 (taking one round to close completely).
    • On their rolled initiative, 3d3 brittle skeletons rise in area 7 and attack any intruders in area 7 and the corridor to area 8. Each round thereafter, 2d3 more skeletons rise and attack until all have animated (18 total). Even if smashed previously or removed from the chamber, the bones will still reform into brittle skeletons and converge here to attack any intruders they find when the trap triggers.

If the button with the hallucinogenic drug was depressed, the rest of the party must fend off the skeletons' attacks for the duration of the visions, but the brittle skeletons do not attack the drugged subject.
    • If the drugged subject succeeds in reenacting the dream-ceremony, the skeletons cease attacking and return to their eternal rest. The stone blocking the exit in area 7 raises, allowing the party to enter or leave the crypt safely.

    • If the drugged subject fails, the skeletons from area 7 continue attacking as Trap 2 activates.
  • Trap 2! On Initiative 20 of the tenth round after Trap 1 activates, the secret door to the inner crypt slides aside, where 4d3 brittle skeletons have already risen. They attack on their rolled Initiative, and each round thereafter, 2d3 more skeletons rise and attack until all have animated (26 total).

1d3 rounds after the secret door opens, the lids of the three sarcophagi in the inner crypt slide open, releasing Sumannu—a wight dressed in shamanic clothing with a coyote headdress, a staff, and a wicker shield—and (6) skeletal coyotes (three each from the other two sarcophagi).

    • If Sumannu is defeated in this form, all three of his relics (headdress, staff, and shield) crumble to dust.

–The Inner Crypt
Beyond the secret door is a dusty chamber in which dozens of ancient skeletons are laid out on straw mats lining the floor. Three carved stone sarcophagi rest against the east wall. The stone lid of the middle sarcophagus is carved with ancient glyphs that tell the tale of Sumannu—Shaman of the Coyote Clan; Far-traveler.

  • Skeletons. If the drugged subject successfully completes the vision-ceremony, then the bones on the floor do not stir and the unsealed lids of the sarcophagi may be opened without incident.

  • Sarcophagi. The middle sarcophagus holds the mummified figure of a man dressed in shamanic garments and surrounded by funeral goods (see Treasure 2). He also wears the three relics seen in the dream-ceremony, but these crumble to dust if handled except for the item gifted to the character who passed the dream-ceremony, which may be retrieved. The other two sarcophagi each contain the skeletons of (3) coyotes—6 total (see Treasure 3).

  • Treasure 1. A character who succeeds at the dream-ceremony may take possession of one of the shaman’s relics (of their choice):
    • Staff of Sumannu. (Req. Attunement) This +1 Quarterstaff also provides a +1 bonus to the wielder's spell save DC and spell attack rolls. The staff has (7) charges maximum, and regains 1d3 expended charges daily at dawn. The wielder can use an action to expend one or more of the staff's charges to cast one of the following spells from it, using the wielder’s spell save DC:

      • Produce Flame (at will)
      • Longstrider (1 ch.)
      • Animal Friendship (2 ch.)
      • Entangle (3 ch.)
      • Pass w/out Trace (4 ch.)
If the last charge is ever expended, roll 1d20: on ‘1’, the staff loses its spell properties and becomes a simple +1 Quarterstaff
    • +1 Wicker Buckler. (Req. Attunement) This small shield straps to the wielder’s forearm, leaving both of their hands free. The buckler only provides a +1 bonus to base AC, but has a total bonus of +2 for being magic. Once per Long Rest, the wielder can cast the Barkskin spell as a bonus action (casting it does NOT require Concentration). The buckler is not a metal shield, so druids may use it.
    • Headdress of the Coyote. (Req. Attunement) A magic covering made of the taxidermied head and pelt of a coyote. The wearer gains the following abilities:

      • Sure-footed. The wearer suffers no movement penalties for terrain in the Badlands (or any similar terrain) and has advantage on any Athletics checks made while traveling in the ridgelines.
      • Adapted to the Heat. The wearer has advantage on heat exhaustion rolls.

      • Keen Hearing and Smell. (At will) The wearer can use an action to give themselves advantage on any WIS (Perception) check based on hearing or smell.
      • Pack Tactics. Once per Long Rest, the wearer can use a bonus action to gain the Pack Tactics trait for one minute.

  • Treasure 2. The central sarcophagus contains: 2,441 cp, 1,475 sp, 335 gp; (7) gems (4x <100>, 2x <250>, 1x <500>); (3) jewelry (1x <500>, 1x <750>, 1x <1,000>); (4) Potions: Healing, Comprehension, Jumping (as spell), 2x Polymorph; 4x clay runic tablets (as Spell Scrolls): Mending (cantrip), Speak with Animals (1st), Goodberry (1st), and Locate Animals or Plants (2nd); a silver and sapphire Talisman of Sleet Storm (3 charges, non-rechargeable, <150> when expended); and a +1 Flint Handaxe.

  • Treasure 3. If someone takes a coyote skull, they may use it to summon a pack of coyote spirits. Only one skull functions in this way, even if more than one is removed from the crypt.
    • Coyote Spirit Skull. (Req. Attunement) Once per Long Rest, the bearer can use an action to hold the skull aloft and summon a pack of (6) coyote spirits (as coyote, except undead). They last for 10 minutes or until killed. The item recharges at midnight, when the skull emits a loud, mournful howl that creates an additional encounter check if the bearer is outside in the wilderness.

>> Area 9: Slaves' Crypt

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 New Monsters

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

__________

Skeletal Coyote
Small undead, neutral        
AC 12 (natural armor)
HP 5 (1d6+2)
Speed 30

STR        DEX       CON       INT        WIS        CHA
8 (–1)    14 (+2)    14 (+2)     6 (-2)     12 (+1)      6 (-2)

Vulnerabilities. Bludgeoning
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 11
CR 1/8 (25 XP)
Proficiency. +2

–Keen Senses. The skeletal coyote has advantage on WIS (Perception) checks.

–Pack Tactics. The skeletal coyote has advantage on an attack roll against a creature if at least one of the coyote's allies is within 5 feet of the creature and isn't incapacitated.

–Perpetual Undeath. While Sumannu lives, the skeletal coyotes cannot be killed except by radiant damage. When a skeletal coyote is reduced to 0 HP, it collapses into a pile of bones, only to rise again with 1 HP on the start of its next turn (standing costs half its movement for the round). If radiant damage causes it to drop to 0 HP, the bones will not reanimate.

Actions 

Bite. Melee Weapon Attack: +4, Reach 5 ft., one target, Hit: 4 (1d4+2) piercing.

Howl of Creeping Doom (Recharge 6). The skeletal coyote lets out a mournful howl that fills everyone hearing it with feelings of hopelessness and despair. Every enemy creature within 100 ft. must make a DC 11 WIS save or suffer the effects of the Bane spell (–1d4 to attack rolls and saves) until the end of their next turn

__________

Sumannu
Medium undead, neutral                    
AC 14 / 20 (+1 Buckler + Barkskin)
HP 60 (8d8+24)
Speed 30 

STR        DEX         CON        INT       WIS       CHA
14 (+2)   14 (+2)     16 (+3)   10 (+0)    18 (+4)   16 (+3)

Saving Throws. CON +5, WIS +6
Skills. Athletics +4, Perception +6, Stealth +4
Damage Resistances. Non-magical weapons that aren't silvered
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 12
CR 5 (1,800 XP)
Proficiency. +3

Magic Items. Sumannu attacks with a +1 Quarterstaff or uses one of its spell powers, wields a +1 Buckler (+2 AC), and gains Pack Tactics with his Coyote Headdress (see Treasure 1 above for full details).

–Spellcasting. Sumannu is an 8th level caster who uses WIS as his spellcasting ability (spell DC 16 / +8 to spell attacks). He has the following spells prepared from the druid spell list:

  • Cantrips: Druidcraft, Resistance, Thorn Whip
  • 1st Level: Animal Friendship, Faerie Fire, Fog Cloud, Thunderwave
  • 2nd Level: Heat Metal, Hold Person, Moonbeam
  • 3rd Level:  Aura of Vitality, Dispel Magic, Wind Wall
  • 4th Level: Confusion, Freedom of Movement

–Sunlight Sensitivity. While in sunlight, Sumannu has disadvantage on attack rolls, as well as on WIS (Perception) checks that rely on sight.

Turn Resistance. Because he is an undead animated by vengeance and is within his consecrated burial ground, Sumannu has advantage on saves to avoid being turned.

Actions

Multiattack. Sumannu makes one +1 Quarterstaff attack and one Life Drain

+1 Quarterstaff (2-handed). Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d8+3) bludgeoning. 

Life Drain. Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d6+3) necrotic. The target must succeed on a DC 13 CON save or its 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. A humanoid slain by this attack rises 24 hours later as a zombie under Sumannu's control, unless the humanoid is restored to life or its body is destroyed. Sumannu can have no more than twelve zombies under his control at one time.

Bonus Actions

–Barkskin. Sumannu uses his buckler to cast Barkskin (as Spell but requiring no Concentration).

–Pack Tactics. Sumannu uses his coyote headdress to gain the Pack Tactics trait, giving him advantage on any attack against a creature if at least one of his allies is within 5 feet of the target and isn't incapacitated.

Raise Minions (Recharge 5–6). Sumannu can use his bonus action to reanimate 1d3 "dead" brittle skeletons within 30 ft. of him.

Friday, January 26, 2024

The Dolmen Tomb – Area 7: Antechamber

More than a dozen ancient skeletons are laid out on straw mats lining the dusty floor. A 2-ft. sq. niche is set at chest height in the north corner of the west wall.

  • Trap! A massive stone block (T) is set to lower from the ceiling and seal off the entrance when the secret door to area 8 activates (a DC 16 WIS (Perception) check notices the thin seams of the block if the ceiling is searched). If the block is spiked to prevent it from lowering, roll an item save for the spike(s) when the trap triggers (DC = 20 for one spike; -1 to DC for each additional spike). See area 8 for trap details.
  • Skeletons. These skeletons (18 total) DO NOT animate in any way until the secret door to area 8 is activated. Even if smashed previously or removed from the chamber, the bones will still reform into brittle skeletons and converge here when the trap triggers.

  • Niche. On the back wall of this 2-ft. deep recess is a tarnished copper handle pointed to the right. If turned to the left, nothing seems to happen; in area 2, however, water begins to trickle from the fountainhead spout and fill the sacred basin.

<< Area 6: Huntress' Crypt

>> Area 8: Shaman's Crypt

__________

New Monsters

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

Thursday, January 25, 2024

The Dolmen Tomb – Area 6: Huntress' Crypt

 

Dozens of ancient skeletons are laid out on straw mats lining the dusty floor. A crudely-carved stone sarcophagus rests before the angled north walls. The lid of the sarcophagus is sealed with lead and carved with ancient glyphs that tell the tale of Saba—Wife of Chief Mesharsu of the Coyote Clan; Huntress of the Great Plain.

  • Skeletons. When the secret door swings open, 4d3 brittle skeletons rise immediately and attack. Each round thereafter, 2d3 more skeletons rise until all have animated (24 total).
  • Sarcophagus. When the brittle skeletons become active, the lead seal vaporizes with a flash and slides open in 1d3 rounds, releasing Saba—a wight armed with a +1 Shortbow. Tucked into her belt is a gold wand.

    • Saba will stand atop her sarcophagus and shoot arrows at intruders attempting to get past her skeletal minions (she ignores her minions as ranks covering the target). If an enemy engages her, she will move Hunter's Mark onto them and attack with her spear and Life Drain. She will attempt to Disengage and move away at the best opportunity, then resume her shortbow attacks.
    • Gold Wand. Other than being made of gold, this wand is identical to the item found in area 5. See area 19 for details on using this wand.

  • Treasure. Concealed behind the sarcophagus is a bronze coffer containing: 1,210 cp, 706 sp, 124 gp; an ornate bronze box <15> containing a bony finger wearing a ring of red iron decorated with a scarlet ruby; and (3) clay runic tablets (as Spell Scrolls of: Animal Friendship, Hail of Thorns, Locate Animals or Plants).

    • Blood-red Ring. (Req. Attunement) This iron ring reduces bleeding and makes wounds close faster. Once per Long Rest, when the wearer is reduced to 0 HP, they are reduced to 1 HP instead. Whenever the wearer must roll Death Saves, they may fail four times before dying, and only require two successes to stabilize. In addition, their recovery time from falling unconscious is halved.

<< Area 5: General's Crypt

>> Area 7: Antechamber
__________

 New Monsters

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

__________

Saba
Medium undead, neutral
AC 13 (no armor)
HP 45 (6d8+18)
Speed 30 

STR        DEX         CON        INT       WIS       CHA
14 (+2)   16 (+3)     16 (+3)   10 (+0)    13 (+1)   15 (+2)

Saving Throws. DEX +5
Skills. Athletics +4, Perception +3, Stealth +5
Damage Resistances. Non-magical weapons that aren't silvered
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 12
CR 4 (1,100 XP)
Proficiency. +2

Horde Breaker. Once on each of her turns when she makes a weapon attack, Saba can make another attack with the same weapon (including Life Drain) against a different creature that is within 5 ft. of the original target and within range of her weapon.

Magic Items. Saba attacks with a +1 Shortbow.

–Sharpshooter. A master bow-woman, Saba ignores half cover and three-quarters cover, and does not have disadvantage for bow attacks at long range. In addition, she can choose to take a –5 penalty to her attack roll in exchange for a +10 bonus to the damage if the attack hits.

–Sunlight Sensitivity. While in sunlight, Saba has disadvantage on attack rolls, as well as on WIS (Perception) checks that rely on sight.

Turn Resistance. Because she is an undead animated by vengeance and is within her consecrated burial ground, Saba has advantage on saves to avoid being turned.

Actions

Multiattack. Saba makes two +1 Shortbow attacks or one Spear attack and one Life Drain

+1 Shortbow. Ranged Spell Attack: +6, Range 80/320, one target, Hit: 9 (1d6+2) piercing plus 3 (1d6) piercing on a target with Hunter's Mark.

Bronze Spear (2-handed). Melee Weapon Attack: +4, Reach 5 ft., one target, Hit: 6 (1d8+2) piercing plus 3 (1d6) piercing on a target with Hunter's Mark.

–Dagger. Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d4+3) piercing plus 3 (1d6) piercing on a target with Hunter's Mark.

Life Drain. Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d6+3) necrotic plus 3 (1d6) necrotic on a target with Hunter's Mark. The target must succeed on a DC 13 CON save or its 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. A humanoid slain by this attack rises 24 hours later as a zombie under Saba's control, unless the humanoid is restored to life or its body is destroyed. Saba can have no more than twelve zombies under her control at one time.

Bonus Actions

–Hunter's Mark (3/Day). Saba can cast Hunter's Mark (as Spell) on a target within 90 ft. This ability requires her Concentration which can be broken. She deals 1d6 additional damage when she hits with any of her attacks (including Life Drain).

Raise Minions (Recharge 5–6). Saba can use her bonus action to reanimate 1d3 "dead" brittle skeletons within 30 ft. of her.

Wednesday, January 24, 2024

The Dolmen Tomb – Area 5: General's Crypt

 

Dozens of ancient skeletons are laid out on straw mats lining the dusty floor. A carved stone sarcophagus rests before the angled north walls. The lid of the sarcophagus is sealed with lead and carved with ancient glyphs that tell the tale of Ikakit—General of the Coyote Clan; Hero of the People.

  • Skeletons. The skeletons remain inert unless someone touches the sarcophagus, which causes 4d3 brittle skeletons to rise and attack on the first round. Each round thereafter, 2d3 more skeletons rise until all have animated (24 total). The nature of brittle skeletons is such that, even if smashed apart prior to touching the sarcophagus, the bones still reform.
  • Sarcophagus. When the brittle skeletons become active, the leaden seal on the lid vaporizes with a flash and slides open in 1d3 rounds, releasing General Ikakit—a skeletal champion in lamellar armor and a +1 Wicker Shield, and wielding a bronze khopesh. He also wears a magic leather glove and has a curious bronze “wand” tucked into his belt.

    • Gauntlet of Crushing Blows. (Req. Attunement) Once per turn, the wearer’s first STR-based melee attack that hits does an extra 1d4 weapon damage and the target must make a STR save or be knocked back 5 ft. On a critical hit, the target must make a CON save instead or take the extra damage and be stunned until the end of their next turn (instead of being knocked back). The save DC to resist these effects = 8 + the attacker’s (STR mod + PROF).
    • Bronze Wand. This exquisitely-crafted, 12-in. length of metal is ½-in. diam. at one end, tapering slightly to ⅜-in. diam. at the other. A series of grooves of differing depths are scored into the last three inches of the narrow end (no single groove scores the entire circumference, however). A DC 15 History check recognizes the wand to be of elfish manufacture (an elf who examines it recognizes this fact immediately). See area 19 for details on using this wand.

  • Treasure. Concealed behind the sarcophagus are (3) clay jars sealed with wax.
    • Jar 1 contains 2,534 cp, 956 sp, 91 gp, (6) gems (3x <50>, 2x <100>, 1x <250>), and a Potion of Invulnerability.

    • Jar 2 contains 1,822 cp, 807 sp, 86 gp, (10x) gems (4x <25>, 3x <50>, 2x <100>), and a Potion of Healing.
    • Jar 3 contains 2,273 cp, 1,044 sp, 80 gp, a marble rod inlaid with ornate electrum scrollwork <25>, a rosewood cup engraved with elvish script <25>, an ivory medallion inlaid with coral <25>, and (3) wax lozenges that act as Potions of Healing which can be consumed as a bonus action.

      • Elf Cup. Once per day, the cup doubles the effects of any Healing Potion drunk from it. Each time it is used, roll 1d20: on ‘1’, the cup loses its enchantment. If filled with fine wine or magically-created water, and the inscription read aloud, the cup can be placed to a fallen victim’s lips in order to cast the Revivify spell once (as a Spell Scroll). The liquid is consumed and the cup loses all magic abilities thereafter.
         

<< Area 4: Attendant's Crypt

>> Area 5: Huntress' Crypt 
__________

 New Monsters

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

__________

General Ikakit
Medium undead, neutral                                                                

AC 18 (lamellar armor and +1 Wicker Shield)
HP 58 (9d8+18)
Speed 30 

STR        DEX         CON        INT       WIS       CHA
16 (+3)   14 (+2)     14 (+2)   10 (+0)    12 (+1)   14 (+2)

Saving Throws. STR +5, DEX +4
Skills. Athletics +5, Perception +3
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 12
CR 5 (1,800 XP)
Proficiency. +2

Magic Items. General Ikakit uses a +1 Shield and wears a Gauntlet of Crushing Blows (see above; save DC = 13).

–Regeneration. While within 30 ft. of his sarcophagus, General Ikakit regains 9 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. General Ikakit dies only if he starts his turn with 0 HP and doesn't regenerate.

Turn Resistance. Because he is an undead animated by vengeance and is within his consecrated burial ground, General Ikakit has advantage on saves to avoid being turned.

Actions

Multiattack. General Ikakit makes two Khopesh attacks.

Khopesh. Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d6+3) slashing plus 2 (1d4) slashing damage. If hit, the target must make a DC 13 STR save or be knocked back 5 ft. On a critical hit, the target must make a DC 13 CON save instead, or be stunned until the end of their next turn (instead of being knocked back). The additional damage/save effects apply only to the FIRST melee attack that hits on General Ikakit's turn.

Grave Bolt. Ranged Spell Attack: +4, Range 60, one target, Hit: 9 (2d6+2) necrotic.

Bonus Actions

Raise Minions (Recharge 5–6). General Ikakit can use his bonus action to reanimate 1d3 "dead" brittle skeletons within 30 ft. of him.

Reaction

Shield Block. General Ikakit can use his reaction to increase his AC by 3 against a single attack.

Monday, January 22, 2024

The Dolmen Tomb – Area 4: Attendant's Crypt

The chamber is lit by torches as (4) tomb robbers work to pry open the lid of a stone sarcophagus. A sealed clay jar and a bronze coffer stand against the north wall. The tomb robbers crack the seal open just as the party arrives, releasing stale vapors when the lid shunts slightly to the side.

  • Tomb Robbers. These desert raiders are all bandaged and bear wounds from their fights with the skeletons.
  • Sarcophagus. The stone lid is carved with ancient glyphs that read: "Kilatu – Favored Slave." The lid was sealed with lead but the tomb robbers removed it. Two rounds after the seal is breached, the sarcophagus lid slides open and a lesser mummy emerges (a male in rotting, once-fine garments). It attacks the nearest living being.

  • Treasure. The jar is sealed with wax and contains 640 cp, 627 sp, 130 gp. The coffer holds (12) lbs. of silver ingots (<5 > per lb.) Inside the sarcophagus are 541 cp, 255 sp, 103 gp, (3) gems (2x <100>, 1x <250>), (5) jars of fine pigment powders (ochre, blue, black, rose, and purple <15> ea.), and a 4-in. long hooked claw encased in amber <50>.
    • Hooked Claw. If the amber is shattered, the claw begins regenerating 1-2 hp per hour until it reaches 10 HP, at which point it becomes a rubbery, clawed hand capable of scuttling movement and attack (AC 15; Speed 15; +3/1d6+2 slashing). The regeneration accelerates thereafter, forming a full-sized troll in 10 rounds.

NOTE: When the sarcophagus seal is cracked open, the undead occupants of the northwestern cairn outside emerge from their grave and begin patrolling the mound.

<< Area 3: Antechamber

>> Area 5: General's Crypt

__________

New Monsters

Tomb Robber
Medium human, chaotic evil                                          
AC
10 (no armor)
HP 6 (1d8+2)
Speed 30

STR        DEX        CON        INT      WIS        CHA
12 (+1)   10 (+0)    14 (+2)    10 (+0)  10 (+0)    9 (–1)

Senses. Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +2

Actions 

Club. Melee Weapon Attack: +3, Reach 5 ft., one target, Hit: 4 (1d6+1) bludgeoning.

Mummy, Lesser                    

Medium undead, neutral evil
AC 11 (natural armor)
HP 26 (4d8+8)
Speed 20

STR        DEX      CON        INT      WIS      CHA
14 (+2)   8 (–1)    14 (+2)    10 (+0)  10 (+0)    9 (–1)

Saving Throws WIS +2
Vulnerabilities.
Fire
Damage Resistances. Damage from non-magical attacks
Damage Immunities. Necrotic, Poison
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1 (200 XP)
Proficiency. +2

Actions 

–Multiattack. The mummy can use its Dreadful Glare and make one attack with its Rotting Fist.

Rotting Fist. Melee Weapon Attack: +4, Reach 5 ft., one target, Hit: 9 (2d6+2) bludgeoning. If the target is a creature, it must succeed on a DC 12 CON save or be cursed with Mummy Rot. The cursed target can't regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 WIS save or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for the next 24 hours.

Sunday, January 21, 2024

The Dolmen Tomb – Area 3: Antechamber

 

Many boot prints on the dusty floor lead into and out of this chamber from both the east and north exits (areas 1 and 4). Shattered bones litter the area around the east entrance. A dozen straw mats cover the floor, and a man’s corpse is laid out on one mat in the southwest corner, next to a pile of equipment. The muffled sounds of hammering and faint voices can be heard in the direction of area 4, and dim light flickers on the walls of the north passage.

  • Corpse. The body is a tomb robber who died fighting the skeletons. He wears tattered clothes and a dagger. A pouch was obviously cut from his belt.
  • Treasure. The pile of equipment includes (2) backpacks, 50 ft. of hempen rope, a crowbar, (3) shovels, (6) sacks, (4) empty waterskins, (4) full waterskins, (6) days rations, and a sack of loot (212 cp, 144 sp, 50 gp, 5 gems <50> ea., a 1 lb. chunk of meteoric iron <5>, and an ivory figurine of a coyote <5>).

<< Area 2: Sacred Basin

>> Area 4: Attendant's Crypt

Friday, January 19, 2024

The Dolmen Tomb – Area 2: Sacred Basin

Many boot prints on the dusty floor lead in and out of both entrances to this chamber, which is empty save for a stone basin carved into the east wall. The basin and the stone wall surrounding it are carved with crudely-rendered versions of local flora and fauna. The muffled sounds of hammering and faint voices can be heard in the direction of area 3.

  • Stone Basin. The bowl-shaped reservoir is empty and dry, with three tiny drain holes in the bottom. A fountainhead shaped like a vulture’s head is carved above the basin. Within its open beak is a one-inch diam. spout. If the valve in area 7 is opened, clear, fresh water trickles from the spout and fills the basin in one hour. The full basin holds one gallon (16 cups) of water at a time.
    • Splashing one cup’s worth of basin water into a 5-ft. sq. area will cause any brittle skeletons in that area to collapse into bones which cannot be reanimated later.

    • Any other undead creature in the tomb (except for Ninu and Chief Mesharsu) that is splashed with a cup of basin water must make a DC 12 WIS save or become confused (as the Confusion spell) until the end of its next turn or until attacked.

Wednesday, January 17, 2024

The Dolmen Tomb – Area 1: Entrance Chamber

NOTE: In my campaign, the tomb robbers recently discovered the dolmen and began plundering the tomb beneath. Their desecration of this site has caused the dead within to stir. If the dungeon is being run as “undisturbed,” then a few of the initial descriptions can be adjusted accordingly.

__________

Background
The undead in this tomb are the restless spirits of an ancient nomadic people from the Horse Plains to the west of the Badlands. They are not evil (although they can be turned like normal undead), but are instead animated by a burning desire for vengeance on the evil cultists who betrayed them long ago and caused their deaths (similar to the animus that drives a revenant).

Each of the major undead creatures in the crypts guards a sacred clan relic, with the intent of passing each item along to proven heroes who can then use them as instruments of their vengeance. This will not be immediately apparent to the party until they encounter either Ninu (area 14) or Chief Mesharsu (area 20), but killing the undead and releasing their spirits, and then taking possession of these relics is the entire point of this dungeon.

Death Curse
Any person who dies within the cairn circle outside or inside the tomb itself, and is not removed from the entire area beyond the thicket's border, will rise a day later as an undead creature [1d6]: 1-5 = zombie; 6 = ghoul (only if 3rd level or higher).

Tomb Details
The walls are stacked stone, the floors are flagstone. The ceilings are formed of massive stone slabs, angled to lean against each other for support, peaking down the center of the room or passage’s longest dimension.

  • Except where noted, the floor and tomb contents are coated with a thick layer of dust. The air is stale, musty, and cold. The tomb is completely dark.
  • Passage walls are 8 ft. high, with ceilings peaking at 12 ft.; chamber walls are 12 ft. high, with ceilings peaking at 15 ft.

  • Plaster once coated the walls, but has fallen off in many places. Where patches of plaster remain, the walls are painted with faded frescoes—crude designs depicting tribal life of hill people interacting with nature and beasts. 
  • The stonework throughout the tomb is decorated with small carvings of a nature theme: leaves and flowers, animals, vignettes of tribal life, etc.

  • All treasure values are listed in brackets (GP value except where noted otherwise).
  • Monster stat blocks are included at the end of each section.

Tomb Key 


1) Entrance Chamber
Rough steps descend from the surface to a wide, three-way corridor. The three wings end in tapered walls, with narrow passages exiting off each wing. The floor at the base of the steps was recently swept clean of dust, revealing a message carved in the flagstones. Visible boot prints in the dusty floor lead up and down the north and west passages, and in and out of the passages to areas 2 and 3. The dust in the west passage is heavily-disturbed and the floor is littered with smashed bones and relatively fresh bloodstains. The muffled sounds of hammering and faint voices can be heard in the direction of area 3.

  • Secret Doors. The tapered walls of each wing conceal stone panels (six total; DC 18 (WIS) Perception check to notice faint seams, automatically found once the party knows what to look for). Each 5x8-ft. panel is 1 ft. thick and hinged at the point where the angled walls meet. A DC 12 (STR) Athletics check is required to push a heavy panel inward. Once it swings open, the panel locks in place, but swings shut again automatically after 5 minutes.
  • Ancient Message. Words in an ancient, unknown language are carved into the floor. A Comprehend Languages spell translates the words as: “Be curséd, who intrude here.”

  • Trap! Concealed pressure plates ('T') on the floor in the east and west wings (DC 18 (WIS) Perception check to spot; the east one is at disadvantage due to the heavy dust). When stepped upon, each pressure plate causes a secret door to swing open: The east plate opens the door to area 9; the west plate opens area 17.
    • The tomb robbers have tripped the trap in the western wing and released the skeletons inside area 17 (the shattered bones). If the west pressure plate is triggered again, the door swings open but nothing else occurs.

    • If the east pressure plate is triggered, the door to area 9 swings open and releases a horde of skeletons swarming into the hall: 3d3 brittle skeletons on the first round, plus 1d3 additional brittle skeletons each round until the room is empty (30 total).

<< Dolmen Tomb Exterior

>> Area 2: Sacred Basin
 
__________

New Monsters

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

Tuesday, January 16, 2024

The Dead Pines – The Dolmen Tomb

After plundering several more cairns and a warrior's barrow mound, the party makes their way toward the center of The Dead Pines, where they discover a thicket of scrub and pine trees—a dense ring of foliage approximately 300 ft. in diam. and 75 ft. thick.

  • Rangers, druids, and elves can make a DC 12 Perception check to sense an ancient magical influence (druidic/nature) that permeates the thicket.
  • Except for rangers and druids, the dense thicket reduces movement by half again, on top of the normal difficult terrain penalty (one-quarter Speed).

  • The foliage provides half-cover (+2 AC) to any target of a ranged attack greater than 10 ft. away, and three-quarters-cover (+5 AC) to any target greater than 20 ft. away. The foliage totally obscures line-of-sight at more than 30 ft. away.
  • Within the thicket, melee attack rolls by slashing or bludgeoning weapons have disadvantage due to blocking (rangers and druids can make a DC 12 WIS save at the start of their turn to overcome this effect until the start of their next turn).

Investigating further, the party breaks through the ring and enters an inner clearing roughly 150-ft. in diameter. The ground is covered with stiff, knee-high grass and patches of hard dirt, with a few boulders littering the edges of the clearing.

Each hex = 5 ft.

At the center of the clearing stands a 30-ft. high barrow mound capped by a stone dolmen that has been unearthed by centuries of exposure to the elements. A dirt path ascends the steeply-sloped hillock and enters the dolmen's covered enclosure. A massive stone slab, rectangular in its original shape, lies broken in several pieces before the opening. The dolmen mound is surrounded by eight rock cairns.

  • The mound blocks direct line-of-sight to the opposite side.

  • Buried within each cairn is a skeletal warrior, (2) skeletons, and (4) brittle skeletons. If a cairn is disturbed, the undead will emerge and attack the violator(s). There is no treasure in any of these cairns.
–Skeletal warrior (AC 16; 26 HP; AT 2 khopesh (+4/1d6+2 slashing); SD imm. necrotic, poison; adv. vs. being turned; can raise 1d3 "dead" brittle skeletons w/in 30 ft. (bonus action); Parry (reaction): +2 AC vs. a single attack).

–Skeleton (AC 13; 13 HP (2d8+4); AT 1 scimitar (1d6+2); SD vuln. bludgeoning; imm. poison)

–Brittle skeleton (AC 12; 1 HP; AT 1 claw (+2/1d4+2 slashing); SD vuln. bludgeoning; resist piercing; imm. necrotic, poison; SD Loosely-assembled (can occupy and fight in the same space as another brittle skeleton w/o becoming prone); Push-through (can use action to break apart and move through enemy's space, then reform on other side)).
  • Each cairn is also tied to a crypt inside the tomb beneath the barrow, corresponding roughly to its orientation around the dolmen. The southernmost cairn is tied to the tomb seal in the dolmen enclosure (see below).

  • As each corresponding crypt in the dungeon below (or the stone seal) is opened, the undead in the associated cairn rise and begin patrolling the inner circle formed by the cairns, moving methodically around the base of the barrow mound in a counter-clockwise direction. These undead will act to prevent any looters from escaping the tomb when they exit. They will pursue intruders into the ring of dense foliage (and are unaffected by it), but will not pass beyond the thicket's outermost border.
  • Unbeknownst to the party, a band of tomb robbers has already discovered the dolmen tomb, removed the stone seal, and begun exploring the tomb. Doing so has caused the undead occupants of the southernmost cairn to emerge from beneath the pile and patrol the base of the mound, waiting for the tomb robbers to exit, or any other interlopers to appear.

As the party moves into the clearing to look around, they note that one of the cairns has been disturbed, with the rock pile scattered about an open depression. Suddenly, a patrol of skeletal figures appears from the far side of the mound, marching in formation through the tall grass. Spotting the party, a skeleton in lamellar armor with a wicker shield points his bronze khopesh and speaks a wordless command. The skeletal patrol charges the group with weapons brandished.

After defeating the skeletons, the party climbs to the top of the mound where they investigate the dolmen. Inside the enclosure, they can see that a heavy stone slab (8-ft. long x 6-ft. wide) was once set into the dirt floor, but it has been broken apart and removed (the large stone pieces outside the dolmen's entrance). 

Beneath it, a rough stone staircase drops into a dark tomb. Girding themselves for the dangers ahead, the party descends into the chilly darkness...

>> Area 1: Entrance Chamber

__________

In upcoming posts, I will detail the dolmen tomb's interior, in which the former chieftain of the Coyote clan is interred along with his faithful retinue and the clan’s treasures. Because it's a fair amount of text describing 20 chambers, I've decided to post each area of the dungeon key in piece-meal fashion so they're easier to post and digest. Once everything's posted, I'll post a full PDF write-up for anyone who wants to adapt the tomb for their own campaigns.

Saturday, January 13, 2024

The Dead Pines – Sample Barrow Mound

On their second foray into The Dead Pines, the party discovered an old barrow mound. I rolled up several of these graves in advance, using the tables I adapted from Greg Gillespie's Barrowmaze adventure. Of those, I picked this one first simply because it was the coolest, most elaborate one I rolled up with lots of stuff in it. It also turned out to be the only barrow the party ended up exploring before they found the central Dolmen Tomb dungeon. I present it here as a good example of how the tables worked out.

First, I rolled to determine Type, Size, and Condition, with the following results:

  • Type (rolled 1d6: '5') = Sealed Mound
  • Size (rolled "exploding" 1d3*: '6', then rolled a second 1d3*: '2') = (4) chambers
  • Condition (rolled 1d6: '4') = Dry

*Exploding d3s are indicated by #d3*: Roll 1d6 / 2 (round up); e.g., a result of '5' = 3. On a '6', roll another 1d6 / 2 (on a '1', the count remains 3; on a '6', roll again and repeat).

Then, I rolled 1d3* for each chamber to determine the number of content rolls, and 1d6 for each content to determine its type, with the following results:

Chamber 1: Rolled '5' = (3) contents

  1. Rolled '1' = Trap (rolled '1' = Poison Gas)
  2. Rolled '6' = Treasure (rolled '3' = Moderate Treasure)
  3. Rolled '2' = Monster (rolled '1' = 2d3* (5) Brittle Skeletons)

Chamber 2: Rolled '5' = (3) contents

  1. Rolled '4' = Furnishings (rolled '5' = Burial Alcoves > rolled '3' = Bones)
  2. Rolled '2' = Monster (rolled '4' = 2d3* (7) Giant Rats)
  3. Rolled '6' = Treasure (rolled '5' = Major Treasure)

 –Chamber 3: Rolled '6' > '1' = (3) contents

  1. Rolled '1' = Trap (rolled '3' = Pit > rolled '4' = 10-ft. deep)
  2. Rolled '2' = Monster (rolled '6' > rolled '2' = 1d3* (2) Desiccated Zombies)
  3. Rolled '6' = Treasure (rolled '4' = Moderate Treasure x2)

Chamber 4: Rolled '6' > '5' = (6) contents (I decided this chamber was where the obligatory sarcophagus would be placed as it seemed most like a funerary chamber, so this chamber holds (7) contents).

  1. Rolled '1' = Trap (rolled '3' = Pit > rolled '3' = 10-ft. deep + spikes)
  2. Rolled '1' = Trap (rolled '1' = Poison Gas)
  3. Rolled '2' = Monster (rolled '1' = 2d3* (4) Brittle Skeletons)
  4. Rolled '4' = Furnishings (rolled '3' = (3) Sealed Clay Jars > rolled '2' = Empty; rolled '6' = Moderate Treasure; rolled '4' = Empty)
  5. Rolled '4' = Furnishings (rolled '1' = (1) Bronze Coffer > rolled '6' = Moderate Treasure)
  6. Rolled '6' = Treasure (rolled '5' = Major Treasure)
  7. Sarcophagus: Rolled '2' = Monster (rolled '5' = 1d3* (2) Skeletal Warriors) + Treasure (rolled '6' = Major Treasure x2)

Finally, I adapted these results into an actual layout and keyed encounter area, modifying them slightly to help the whole make better sense and create a more dynamic tomb setting.

The following is what I ended up running for the players. It was designed for (5) characters of 2nd–3rd level (mostly 3rd), using 5e rules. The GP values for treasure are indicated in <brackets>. Map scale = 5x5-ft. squares.

–Warrior’s Barrow–


1) Entry Chamber
Beyond the tomb's seal, a 10-ft. cracked stone staircase leads down into a dry passage lined with wide alcoves. Four 6-ft. tall stone statues of maidens—attendants by their dress and pose—stand in the east/west alcoves. They have pieces of lapis lazuli for eyes. In the northern alcove stands an 8-ft. high statue of a matronly queen (an archaic version of the Solis goddess: Thera) with pieces of onyx for eyes. Her arms are held out with palms up, as if beckoning the viewer to embrace her.

–Secret Doors. Multiple 3x6-ft. wall panels may be discovered (DC 18 (WIS) Perception check to notice thin seams, slight discoloration of stone), but no method of opening them can be found. The heavy stone panels are 1-ft. thick and cannot be opened without major excavation.

–Treasure. It takes one minute and a DC 10 (DEX) Sleight-of-Hand check to pry one of the lapis lazuli eyes (8x <10> ea.) loose without damaging it (fail = gp value is halved).

–Statue. Each arm of the Thera statue is articulated to pivot downward (thin seams at the shoulders). If one or both arms are pulled down (req. a DC 10 Athletics check for one arm or DC 15 for both at the same time), then the secret doors to area 2 (right arm) and/or area 3 (left arm) behind the attendant statues in the east/west alcoves slide open.

  • A door only stays open so long as someone applies 30+ lbs. of downward force to the arm. When an arm is released, the door slides shut and the arm returns to its original position.
  • If the statuettes from area 3 are placed in the statue’s upturned hands, both arms lower and the secret door to area 4 slides open behind her.

–Trap! (DC 15 (WIS) Perception check to detect) If an onyx eye (2x <100> ea.) is removed from the statue of Thera, her mouth drops open and releases a cloud of poison gas (15-ft. radius; DC 11 CON save: fail = HP reduced to 0; success =  take 2d6 poison).

2) Crypt
An open chamber with three burial alcoves on the south wall, each stuffed with bones. A huge pile of debris heaped in the center of the room reeks of sour urine.

–Burial Alcoves. These niches are filled with hundreds of bones and the rotten fragments of linen burial wrappings. Searching an alcove takes 10 minutes. A complete search of all three alcoves turns up the following treasure: 1,035 cp, 512 sp, 108 gp, a large amethyst <150>, a gold ring <100>, a gold and garnet medallion <200>, a clay runic tablet (as Spell Scroll of Web), and a sealed clay jar (Potion of Healing).

–Debris Pile. The heap of dead leaves, rotten burial wrappings, and other refuse is the filthy, urine-soaked nest for (7) giant rats that burrowed into this chamber (the exit hole is beneath the trash pile). One rat with black fur is much bigger than the rest (11 HP, +1 damage).

  • Giant rat (AC 12; 7 HP; AT 1 bite (+4/1d4+2 piercing); SA Pack Tactics; SD Keen Smell).

3) Altar Chamber
An open hall with a barrel-vaulted ceiling, 15-ft. high at its peak. The north and south walls are angled. A black altar stone (3x4x3-ft.) stands at each end, and upon each altar rests a gold statuette of a coyote-headed humanoid.

–Secret Doors. Four 3x6-ft. wall panels—two each on the east and west walls—may be discovered (DC 15 (WIS) Perception check to notice thin seams, slight discoloration of stone), but no method of opening them can be found. The heavy stone panels are 1-ft. thick and cannot be opened without major excavation.

–Trap! Two sets of concealed pit doors in the floor may be discovered (DC 15 (WIS) Perception to notice thin seams, hollow sounds beneath feet). Walking across these sections of floor does not automatically trigger the trap.

When the statuette on the north altar is removed, however, the following occurs:

  • The pit trap doors open and dump anyone on them into a 10-ft. deep pit (1d6 bludgeoning).
  • Simultaneously, the secret panels on the east and west walls—along with the four secret panels in the central part of area 1—all slide open, revealing hidden alcoves. A total of (8) brittle skeletons emerge from the alcoves in area 1/the west wall, while the alcoves on the east wall release (2) desiccated zombies.

    –Brittle skeleton (AC 12; 1 HP; AT 1 claw (+2/1d4+2 slashing); SD vuln. bludgeoning; resist piercing; imm. poison; Loosely-Assembled; Push-through) – see New Monsters.

    –Desiccated zombie (AC 9; SPD 20; 16 HP (3d8+3); AT 2 grasping claws (+3/1d6+1 slashing); SA If both claws hit, target is grappled (escape DC 11); Breath of the Crypt (bonus action) vs. grappled target; Zombie Plague; SD vuln. fire; imm. poison; adv. to resist turning) – see New Monsters.

–Treasure. Each statuette is solid gold <150> and weighs 35 lbs.

–Design Note. I rolled up about 300 gp total value in treasure for this chamber, but opted to convert the loose items into the two statuettes instead to facilitate the trap.

4) Main Crypt
Four skeletons lay on straw mats near the east and west walls, forming a central aisle to a stone sarcophagus against the north wall. Each skeleton has a colorfully-painted, sealed clay jar at its head. The sarcophagus is surrounded by funeral offerings

–Skeletons. Each skeleton is laid out with their skulls pointing either east or west in an alternating pattern. If the bones or the sarcophagus lid are disturbed, the skeletons rise as brittle skeletons.

  • Brittle skeleton (AC 12; 1 HP; AT 1 claw (+2/1d4+2 slashing); SD vuln. bludgeoning; resist piercing; imm. poison; Loosely-Assembled; Push-through) – see New Monsters.
  • The skeletons' initial attack is to pick up an available jar and hurl it (as standard attack) at the nearest target. If the throw misses, the jar lands in a random adjacent square (d8). A jar shatters when it lands, exploding in a 5-ft. cloud of toxic powder (DC 14 CON save; fail = the target takes 3d6 poison and is blinded for 1 minute; success = half damage and no blindness). The cloud disperses immediately and poses no further hazard. A blinded target can make a DC 14 CON save at the end of each of their turns to end the effect. Using an action to douse the target’s eyes with a full waterskin also ends the effect.

–Trap! A false floor (DC 15 (WIS) Perception check to notice slight sag) dumps anyone crossing the central aisle into a 10-ft. deep spiked pit (1d6b + 3d4p). In addition, unless the skeletons have already thrown them, the two clay jars along the pit’s edge (from the skeletons facing the aisle) fall in and break, releasing the toxic powder and affecting every creature in the confined space.

–Sarcophagus. The heavy stone lid requires two characters with a combined STR of 18 to lift off. The round after the brittle skeletons make their first attacks, however, the sarcophagus lid slides aside effortlessly and a skeletal warrior emerges wearing armor made of lacquered wood strips, leather, and bone, and hefting a wicker shield. It also wields a magic khopesh, has (6) javelins, and wears a magic bracelet. When the ancient warrior is defeated, its armor and shield crumble to ruin, but the khopesh and bracelet remain.

  • Skeletal warrior (AC 17; 34 HP (4d8+8 plus temp HP); AT 1 khopesh (+5/1d6+3 slashing) or 1 javelin (30/60, +4/1d6+2 piercing); SA can use bonus action to raise 1d3 "dead" brittle skeletons within 30 ft.; SD adv. to resist turning; imm. poison; Second Wind (as fighter); use reaction to Parry: +2 AC vs. a single attack) – see New Monsters.

  • Bronze Khopesh. This +1 weapon does 1d6 slashing damage and has the Versatile property (1d8 damage used two-handed). In addition to the attack and damage bonus, the wielder gains +1 to Initiative.
  • Iron Bracelet. (Req. Attunement) The wearer's maximum HP score increases by +1 per level/HD, and they gain 1 temporary HP per level/HD after completing a Short Rest.

–Funeral Offerings. Straw baskets filled with rotting offerings of food and grains. Among the worthless offerings are three sealed clay jars, and a bronze coffer.

  • Clay Jars. Two of the wax-sealed jars are filled with the dried remains of beer; the third contains: 320 cp, 68 sp, 81 gp, 2x banded agates <10> ea. and a citrine <50>.
  • Bronze Coffer. The lidded box contains: 8,733 cp, 721 sp, 240 gp, 3x moonstones <50> ea., a black pearl <150>, a large amethyst <150>, 2x huge garnets <200> ea., a pair of copper earrings <10>, a silver braided necklace <100>, a silver bracelet embossed with running coyotes <200>, a pair of gold coyote-head epaulettes <400> ea., a belt made of linked gold oval plates, each with a central garnet <600>, a Potion of Hill Giant Strength, 2x Potions of Greater Healing, a Cockleshell of Comprehending Languages (as helm, but requires an Action to put to ear and listen), a Bone Cloak Clasp (in the shape of a leaping gazelle; the wearer can cast Longstrider once per Short Rest), and an electrum coin <10> which bears Thera’s image on one side and a gynosphinx flying over a mountain temple on the other. This item would be of great interest to either the Visiting Priest or the Curate back at Irongate Keep.

–Design Notes. I converted the poison gas trap to the toxic powder jars. I also removed one of the skeletal warriors in the sarcophagus, and added (3) brittle skeletons to the total in area 1 to make a nice even (8) in order to fill out the alcove spaces. I rolled two magic items in the treasure for this room and gave both to the skeletal warrior to use. Finally, I combined the sarcophagus and room treasures with the coffer treasure and added two more "minor" magic items to the hoard as the party had zero magic items to this point and were rapidly approaching 4th level. The electrum coin was a clue to one of the campaign story threads that pointed to another adventure location deep within the Badlands.

New Monsters

The following modified creatures are encountered within this barrow.

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

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Desiccated Zombie
Medium undead, neutral                                           
AC 9 (no armor)
HP 16 (3d8+3)
Speed 20

STR        DEX     CON        INT      WIS     CHA
12 (+1)    8 (-1)    12 (+1)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Fire
Damage Immunities. Poison
Condition Immunities. Poisoned
Senses. Darkvision 60 ft., Passive Perception 8
CR 1/4 (50 XP)
Proficiency. +2

Undead Fortitude. If damage reduces the desiccated zombie to 0 hit points, it must make a CON save 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.

Turn Resistance. Because it is an undead animated by vengeance and is within its consecrated burial ground, the desiccated zombie has advantage on saves to avoid being turned.

Zombie Plague. Any creature who takes necrotic damage from the desiccated zombie's Breath of the Crypt is potentially infected by a deadly disease: 1d6 hours after failing the initial save, the victim must make another DC 11 CON save or lose 1 point of CON, and additional saves at the end of each hour thereafter to avoid losing more CON. If the victim's CON is reduced to 0 by this effect, the victim dies and is reanimated as a (regular) zombie within 1d6 x 10 minutes of death. A Lesser Restoration spell OR rolling a nat-20 on one of the CON saves to resist the plague will end the effect. A recovering victim will gain 1 point of CON each day unless they fail a DC 11 CON save (in which case, they gain no CON points back for that day).

Actions 

Multiattack. The desiccated zombie makes two Grasping Claw attacks on its turn.

Grasping Claw. Melee Weapon Attack: +3, Reach 5 ft., one target, Hit: 3 (1d4+1) slashing. If both Grasping Claw attacks hit on the same turn, the target is grappled until they break free by using an action to make a (STR) Athletics check (escape DC 11). On the same turn it grapples a target, the zombie can use Breath of the Crypt with a bonus action.

Bonus Actions 

Breath of the Crypt. The desiccated zombie retches forth a cloud of miasma on a grappled target. The target must make a DC 11 CON save or suffer the poisoned condition for one minute. While poisoned, the target takes 1d6 necrotic damage at the start of each of their turns. At the end of each of their turns, the target can make a DC 11 CON save to end the effect.

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Skeletal Warrior
Medium undead, neutral                                                    
AC 17 (lacquered armor and wicker shield)
HP 34 (4d8+8) plus temporary HP (magic bracelet)
Speed 30 

STR        DEX         CON        INT      WIS       CHA
14 (+2)    14 (+2)     15 (+2)     6 (-2)     8 (-1)      5 (-3)

Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 8
CR 3 (700 XP)
Proficiency. +2

Magic Items. The skeletal warrior uses a magic khopesh that gives it +1 to attack and damage rolls, as well as to Initiative rolls. It also wears a magic iron bracelet that increases its max HP by 4 and gives it 4 temporary HP with a Short Rest.

Turn Resistance. Because it is an undead animated by vengeance and is within its consecrated burial ground, the skeletal warrior has advantage on saves to avoid being turned.

Actions

Multiattack. The skeletal warrior makes two +1 Khopesh attacks or throws two javelins on its turn.

+1 Khopesh. Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d6+3) slashing or 7 (1d8+3) if wielded with two hands.

Javelin. Ranged Weapon Attack: +4, range 30/60,one target, Hit: 5 (1d6+2) piercing.

Bonus Actions

Raise Minions (Recharge 5–6). The skeletal warrior can use its bonus action to reanimate 1d3 "dead" brittle skeletons within 30 ft. of it.

Second Wind. The skeletal warrior can use its bonus action to recover 1d8+4 HP.

Reaction

Parry. The skeletal warrior can use its reaction to increase its AC by 2 against a single attack.

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–Design Notes. The art style for these images was appropriated from an artist named Derek Weller, who cribbed it from Rich Burlew's Order of the Stick webcomic. Derek used to run a website called iheartprintandplay (which no longer exists), and had another website with his designs for a home campaign (which is still up here).

I subscribed to Derek's Patreon for many months, but he finally shut everything down because life. His PDF templates made perfect Roll20 tokens, so I took his original designs and ran with the art style to create hundreds of my own designs, three of which are above. I just want to give credit to the original sources because I think they're really fun, my players loved them, and I still use them in my own campaigns (both online and tabletop).

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If anyone wants to use this in their own game, here is a downloadable version of the tomb with my design notes and campaign-specific details edited out.

The Temple of Oblivion – Part 3: The Temple Ruins

<< Part 1 << Part 2 The campaign began in 2016 as an ad hoc test of Roll20 and an introduction to 5th edition D&D for one o...