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.

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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.

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