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.

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