Saturday, February 24, 2024

The Dolmen Tomb – Area 20: Chieftain's Crypt

More than a dozen ancient skeletons grasping bronze khopeshes and outfitted in lamellar armor and wicker shields are laid out on straw mats lining the dusty floor. Against the north wall sits a carved stone throne, upon which slumps the mummified body of an obviously-important warrior wearing a bejeweled iron crown. In his gnarled right hand, he clutches an exquisite battleaxe which glows softly in the darkness of the crypt. 

Baskets and bowls of desiccated offerings surround his chair, along with three bronze coffers and six clay jars, all overflowing with treasure. An elaborately-carved stone sarcophagus rests before the angled south walls, its heavy lid slid aside. The lid is carved with ancient glyphs that name the interred as Mesharsu—Twenty-first Grandson of Pabawantu; Chieftain of the Coyote Clan.

  • Skeletons. These dead warriors do not animate unless commanded to by Mesharsu.
  • Warrior. When someone enters the crypt, the mummified body does not stir, but the ghostly voice continues to speak in an ancient language which is nevertheless understood by the party: “Who is this who now stands before Chief Mesharsu? Have you come to pay respect… or are you here to challenge my axe?

    • If someone pays him proper respect, the voice then asks: “Who do you count among your enemies?

      If the party mentions the Cult of Khoss or orcs, then any subsequent CHA checks they make with Mesharsu have advantage.

    • If someone offers a challenge, the voice says, “You believe you have earned the right to challenge me?” (See below.)

–Campaign Note: The following material is specific to my Badlands campaign. The chieftain was not intended to be overcome at this point, although there was nothing stopping a challenger from trying. It is unlikely they could beat him at their current level, but he will also not kill the character outright, preferring to simply best them and hopefully convince them to help end the clan's curse.

Like Ninu in area 14, the chief's main purpose is to provide the players with background info on the history of the Badlands and give them some direction in terms of traveling to two of the setting's major adventure areas: The Caves of Chaos and the Hidden Temple of Thera. Attaining his axe was to be a reward for successfully accomplishing the quests he offers (and in doing so, releasing the spirits of the undead interred in the tomb from their curse).

If satisfied, Mesharsu asks the party why they have come before him. He seems unbothered by the treasure the party has looted thus far, but he does note any magic relics they may have retrieved from the crypt undead with the following tale:

Know this… these relics you have claimed from my champions are powerful weapons against evil. But they also bear our curse: The curse of loss… of failure… of defeat. Hear now the tale of the Coyote clan and learn the legacy of these weapons you now possess.”

Long ago, my people dwelled in these hills, and we prospered here in peace. We were strong in those days because the earth-goddess, Thera, watched over us from her mountain temple—which was already ancient when the world was young. But we became overconfident… complacent.

We were unprepared when the invaders came: red orcs from the southern desert, the hairy-men of the western hills (bugbears), the dragon’s minions out of the east (kobolds), and goblins from their underground caverns. These evil folk hate each other, but now they marched under a common banner.”

(The party members all receive a vision of the sign of chaos—the sigil of Khoss—which appears as a burning red symbol against a smoky darkness.)

The invaders’ army was led by the priests of chaos, and they built a fortress deep in the hills to the south. From there, they waged a campaign of terror upon our clan, destroying our farms and killing my people. And not just our clan, but other peoples who lived here.”

Even worse, a priestess of Thera betrayed the goddess and revealed the temple’s location to the invaders. Without mercy, their army overran the temple and sacrificed the first-priestess upon the altar, thereby desecrating Thera’s holy sanctum.”

The first-priestess’ body was spirited out of the temple by faithful attendants. What became of the second-priestess is unknown to me, but the desecration of Thera's temple signaled the end for us.”

We fought the invaders, but they seemed endless in number. Without Thera’s protection, we were no longer strong enough to defeat them, and we fell before their evil blades. The few survivors brought our bodies here—to the clan’s ancestral burial grounds—before departing our homeland and vanishing into history.”

“...and so here we endure in shame and despair, bound to our fates and driven by our rage and desire for vengeance. I ask you now: Will you avenge the Coyote clan?

    • If the party answers YES, the voice commands: “Then go into the hills… destroy the Caves of Khoss… defeat the evil that corrupts Thera’s temple… and free our spirits from this damnation.” 
    • If they answer NO, the voice says: “Then begone, and live with the curséd treasures you take from this tomb.”

The voice goes silent (unless someone tries to take the chieftain's axe). If someone touches the axe, the mummified body animates and resists. The ghostly voice says: “To claim the axe of Chief Mesharsu, you must prove yourself worthy of wielding it by defeating me in single combat. I ask you now, before we begin, if you wish to reconsider…”

    • If a character accepts the challenge or tries to snatch the axe, then the chieftain’s mummy rises from his throne as a revenant to meet the challenge. He will fight the challenger one-on-one, but does subdual damage to them each round. If his axe scores a critical hit, however, its special trait takes full effect. When he defeats the challenger, he sits back upon the throne and becomes inanimate.
    • If the party tries to attack Mesharsu, or if anyone else attempts to interfere with the duel, the chieftain will raise 1d3 crypt skeletons as skeletal warriors* each round (18 total) to engage the party. He will also stop doing subdual damage and will turn his vengeance upon the remaining party members after defeating his challenger.

      *When a risen skeletal warrior is destroyed, Mesharsu can thereafter raise a brittle skeleton from its remains.

    • Should a challenger manage to defeat the chieftain, they have earned the right to keep the axe. Should the combined party defeat him, then Mesharsu will pursue them relentlessly as a revenant to recover his weapon and kill the treacherous characters.
    • Treasure. Mesharsu's crown is worth 3,000 gp in jewels. Beneath his wraps and not visible unless his body is searched, the chieftain wears a silver ring <300> and a bloodstone gem on a gold chain <750>.

  • Battleaxe. The chieftain's axe is of sophisticated manufacture, and the strange metal of its curved blade shimmers in the party's torchlight. A DC 15 History check recognizes the weapon to be of elfish manufacture and made of adamantine (an elf who sees it recognizes this fact immediately).

Axe of the Ancients (+2 Adamantine Battleaxe). (Req. Attunement) On a critical hit, the axe does an extra 2d10 slashing (on top of the crit damage). The target must make a CON save vs. DC [8+STR mod+PROF] or suffer a grievous wound (1d6):

    1 = decapitated (instant death)
    2-3 = arm/forelimb severed (target loses 25% of max HP)
    4 = body gored/tail severed (target loses 50%/10% of max HP)
    5-6 = leg/rear limb severed (target loses 25% of max HP).

If the target of a severed limb is not killed outright, they continue to lose 1d6 HP each round from blood loss until at least 10% of their max HP score in healing is applied.

    • The axe does full damage to objects. It also emits bright light in a 10-ft. radius and dim light in another 10-ft. radius.
    • The axe is attuned to the chief as long as his soul remains on the path of revenge, and he can summon it to his hand as a reaction when it is within 60 ft. of him.

Mesharsu will not interfere if the party removes his mortal treasures below from the crypt, but neither will he offer it to them.
  • Bronze Coffers. These wooden boxes plated with bronze contain:

    • Coffer #1 = 941 cp, 428 sp, 210 gp, 6x gems (blue quartz <10>, zircon <50>, spinel <100>, tourmaline <100>, peridot <500>, blue sapphire <1,000>), a gold medallion embossed with Thera’s sigil <400>, a drinking horn studded with gold <150>, a silver salt cellar containing 12 oz. of purified salt <50>, a Potion of Invulnerability, a Potion of Clairvoyance, and a Potion of Speed.
    • Coffer #2 = 1,810 cp, 1,005 sp, 53 gp, a gold ring with a huge aquamarine <750>, a silver comb studded with sapphires <800>, a platinum statuette of a coyote <500>, and a leather-bound book written in elvish containing (3) Scrolls of Protection from: Beasts, Elementals, and Undead (one each).

    • Coffer #3 = 1,541 cp, 70 gp, a silver brooch shaped like a crescent moon <200>, a Potion of Hill Giant Strength, a +1 Shield, and a "prosthetic" golden fist (actually the head of a +1 Mace if fitted with a new haft).
  • Clay Jars. These wide-bodied, open-mouthed vessels are richly-painted and contain:
    • Jar #1 = 632 cp, 145 sp, 54 gp, 4x gems (carnelian <50>, moonstone <50>, topaz <500>, opal <1,000>), a silver medallion inlaid with a gold coyote <450>, a silver pin capped with a citrine <100>, a magnificent gold and bejeweled scepter <2,500>,  a +1 Dagger/+2 vs. Spiders, and a Blessed Ring (Req. Attunement; the wearer can cast the Bless spell upon themselves 1/Long Rest).

    • Jar #2 = 411 cp, 317 sp, 36 gp, 4x gems (hematite <10>, lapis lazuli <10>, moss agate <10>, amethyst <100>), and a silver bust of Thera with a chrysoberyl crown <1,000>.

    • Jar #3 = 401 sp, 1,236 gp

    • Jar #4 = 429 cp, 29 sp, 35 gp, 6x gold ingots <200> ea.

    • Jar #5 = 1,000 cp, 337 sp, 106 gp, 3x gems (rhodochrosite <10>, bloodstone <50>, topaz <500>)

    • Jar #6 = 597 cp, 452 sp, 45 gp, 6x Potions of Healing (in a single gourd bound with gold wire and capped with a porcelain stopper), and a Rod of Alertness.
  • Sarcophagus. The stone vault is empty save for rotting burial wrappings.

__________

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 Warrior
Medium undead, neutral                                                    
AC 17 (lamellar armor and wicker shield)
HP 26 (4d8+8)
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 2 (450 XP)
Proficiency. +2

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 khopesh attacks or throws two javelins on its turn.

Khopesh. Melee Weapon Attack: +4, Reach 5 ft., one target, Hit: 5 (1d6+2) slashing or 6 (1d8+2) if wielded with two hands.

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

Reaction

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

__________

Chief Mesharsu
Medium undead, neutral                                      

AC 12 (Unarmored)
HP 136 (16d8+64)
Speed 30                                                       

STR        DEX         CON       INT        WIS       CHA
18 (+4)   14 (+2)     18 (+4)   13 (+1)    16 (+3)   18 (+4)

Saving Throws. STR +7, CON +7, WIS +6, CHA +7
Skills. Athletics +7, Perception +6, Stealth +5
Damage Resistances. Necrotic, Psychic
Damage Immunities. Poison
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses. Darkvision 60 ft., Passive Perception 13
CR 5 (1,800 XP)
Proficiency. +3

Magic Items. Mesharsu wields the Axe of the Ancients (see above).

–Regeneration. Mesharsu regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Mesharsu's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

–Rejuvenation. When Mesharsu's body is destroyed, his soul lingers. After 24 hours, his soul inhabits and animates another humanoid corpse on the same plane of existence and regains all his hit points. While his soul is bodiless, a Wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity. Mesharsu is immune to effects that turn undead.

–Vengeful Tracker. Mesharsu knows the distance to and direction of any creature against which he seeks revenge, even if the creature is on a different plane of existence. If the creature being tracked by Mesharsu dies, the revenant knows.

Actions

Multiattack. Mesharsu makes two melee weapon attacks.

Axe of the Ancients (+2 Adamantine Battleaxe). Melee Weapon Attack: +9, Reach 5 ft., one target, Hit: 10 or 11 (1d8+6 or 1d10+6) slashing. On a critical hit, the axe does an extra 11 (2d10) slashing (on top of the crit damage), and the target must make a DC 15 CON save or suffer a grievous wound (see above).

Fist. Melee Weapon Attack: +7, Reach 5 ft., one target, Hit: 5 (1d6+2) bludgeoning. If the target is a creature against which Mesharsu has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Mesharsu can grapple the target (escape DC 14) provided the target is Large or smaller.

–Vengeful Glare. Mesharsu targets one creature he can see within 30 feet and against which he has sworn vengeance. The target must make a DC 15 WIS save or be paralyzed until Mesharsu deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of Mesharsu for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Mesharsu, ending the frightened condition on itself on a success.

Bonus Actions

Raise Minions (Recharge 5–6). Mesharsu can use his bonus action to cause 2d3 skeletal warriors to arise from nearby bones until the supply of bones is exhausted. When each skeletal warrior is destroyed, Mesharsu can thereafter raise a brittle skeleton from its remains.

Legendary Action
Chief Mesharsu can take (1) legendary action at the end of another creature's turn, choosing from the options below. Mesharsu regains his spent legendary action at the start of his turn.

–Misty Step. Mesharsu can cast the Misty Step spell.

–Vengeful Glare (Recharge 5–6). Mesharsu can use his Vengeful Glare action.

Sunday, February 18, 2024

The Dolmen Tomb – Area 19: Antechamber

 


A pair of 8-ft. high statues of coyote-headed men stand in alcoves on the east wall. Emplaced at chest-height on the west wall are four, 2-ft. sq. metal panels: one each of bronze, iron, silver, and gold (from north-to-south). Ancient bronze and copper excavation tools (picks, spades, augers, etc.) are stacked against the angled south walls, which show signs of long-halted digging work.
  • Statues. Each statue depicts a bare-chested man with a coyote’s head wearing a simple waist skirt. Around its neck hangs a bronze chain and pendant set with a jewel (one ruby, one yellow topaz). The statues are tomb guardians that will animate and attack anyone touching the pendants, or attempting to damage the guardians and/or the panels.
    • The pendants give the tomb guardians a magical attack: ruby = fire; topaz = thunder (see below). The pendant chains have a simple clasp on the back which may be undone or cut with an attack vs. AC 18 at disadvantage. A pendant becomes inert jewelry (<250> ea.) if removed from a guardian, but the statue loses its special attack and extra damage.

    • When the guardians activate to repel intruders, 3d3 brittle skeletons rise in area 18; each round thereafter, 1d3 more skeletons rise and join the battle until that room is empty (37 total).
  • Metal Panels. Close inspection reveals the panels to be finely-etched—so fine that the design they inscribe can’t be discerned with the naked eye. If someone makes a charcoal rubbing of a panel, intricate patterns of elvish script are revealed—arcane runes of warding and protection.

    • When one of the metal wands recovered in the crypts throughout the tomb is inserted into its corresponding panel and turned right, a series of clicks is heard and the wand pops back out. The metal panel then lowers to reveal a 3x3x3-ft. niche. Each niche is an extra-dimensional space that cannot be accessed except through its panel. Any attempt to “dig” out the wall to access the niche vault fails (and activates the tomb guardians).
    • Propped up within each niche is a fragment of a stone tablet etched with strange markings that defy translation. 

    •  

       

    • With all four fragments fitted together, the indecipherable markings can now be viewed as a crude map with pictographic landmarks showing a path to an ancient temple of Thera hidden deep within the Badlands.

  •  Secret Door. Once all four niche panels are opened using the wands, the guardian statues animate in unison, stepping 5 ft. out of their alcoves and then 5 ft. to the south (so as to flank the southern alcove). They do not become aggressive, nor do the skeletons in area 18 animate, unless someone tries to remove one of the guardians' pendants.

    The back wall of the southern alcove is a secret panel which cannot be found until the tomb guardian has moved out of the alcove as the space is too cramped (DC 15 WIS (Perception) check to notice the seams with a casual search; it is found automatically if someone steps into the alcove and searches the back wall).

    The secret door pushes open into area 20, but as the stone panel begins to shift, a ghostly male voice from behind it speaks in an ancient language. As his words echo off the walls, however, they form in the party’s ears in a way they can understand: “Why have you disturbed my rest? Is the time of reckoning nigh?

    • If someone answers, “Yes,” then the voice says: “Enter…”
    • If someone answers, “No,” the voice says: “Then begone and disturb me no more…”

<< Area 18: Slaves' Crypt

>> Area 20: Chieftain'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.

__________

Tomb Guardian
Medium construct, neutral                                      

AC 18 (Natural Armor)
HP 51 (6d8+24)
Speed 20                                                       

STR        DEX      CON      INT      WIS       CHA
20 (+5)   12 (+1)  18 (+4)   3 (–4)   10 (+0)   10 (+0)

Skills. Athletics +7, Perception +2
Damage Resistances. piercing, slashing
Damage Immunities. poison, psychic
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses. Blindsight 60 ft. (blind beyond this point), Passive Perception 12
CR 4 (1,100 XP)
Proficiency. +2

–Immutable Form. The guardian is immune to any spell or effect that would alter its form.

Magic Resistance. The guardian has advantage on saves against spells and other magical effects.

–Magic Weapons. The guardian's weapon attacks are magical.

Actions

Multiattack. The guardian makes two Slam attacks, the first of which is a special form while the guardian wears its pendant.

Slam. Melee Weapon Attack: +7, Reach 5 ft., one target, Hit: 10 (1d10+5) bludgeoning and the target must make a DC 15 STR save or be knocked 5 ft. away from the guardian.

–Fiery Slam. (Ruby Guardian) Melee Weapon Attack: +7, Reach 5 ft., one target, Hit: 10 (1d10+5) bludgeoning plus 7 (2d6) fire damage and the target must make a DC 15 STR save or be knocked 5 ft. away from the guardian.

–Thunder Slam. (Topaz Guardian) Melee Weapon Attack: +7, Reach 5 ft., one target, Hit: 10 (1d10+5) bludgeoning plus 7 (2d6) thunder damage and the target must make a DC 15 STR save or be knocked 5 ft. away from the guardian.

Bonus Actions

–Scorching Ray (Recharge 5–6). The ruby guardian fires a single ray from its pendant. Ranged Weapon Attack: +3, Range 120, one target, Hit: 11 (2d10) fire damage.

–Thunderwave (Recharge 5–6). Each creature in a 15-ft. radius of the topaz guardian takes 2d8 thunder and is pushed 10 feet away from it. If the target creature makes a DC 15 CON save, it takes half damage and isn't pushed away. Unsecured objects within the area of effect are automatically pushed 10 feet away.


Friday, February 16, 2024

The Dolmen Tomb – Area 18: Slaves' Crypt

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

  • Skeletons. These bodies (37 total) do not animate IN ANY WAY unless the tomb guardians in area 19 activate to repel intruders. Even if previously smashed, the bones will reform into brittle skeletons when that occurs.

<< Area 17: Slaves' Crypt

>> Area 18: Antechamber

Thursday, February 15, 2024

The Dolmen Tomb – Area 17: Slaves' Crypt

The chamber is empty save for dozens of straw mats lining the dusty floor.

  • The (30) brittle skeletons once interred here were released and destroyed by the tomb robbers (see area 1).

<< Area 16: False Secret Door

>> Area 18: Slaves' Crypt

Wednesday, February 14, 2024

The Dolmen Tomb – Area 16: False Secret Door

 

At the end of this seemingly dead-end passage is a deliberately-obvious “secret door” (anyone searching the west wall “discovers” a suspicious-looking panel automatically).

  • Trick. The panel slides aside easily to reveal a stone seal which is “locked” with an intricate series of rope knots bound with melted lead. Some ropes lead into holes bored into the stone. Seemingly, the right rope must be cut to “unlock” the seal and avoid a potential trap?
A DC 16 INT (Investigation) check determines that this rope lock is a ruse and the seal is a false door. Cutting any rope triggers a trap.
  • TRAP! A casual search of this area may reveal two hidden clues: 
  1. A DC 16 WIS (Perception) check notices telltale seams and hollow-sounding footfalls indicating a series of trap doors in the floor that form a 15x15 ‘T’ at the intersection; and 
  2. A DC 14 WIS (Perception) check notices (5) 1-in. diam., evenly-spaced holes in the ceiling just before the false seal (the holes are found automatically if someone specifically searches the ceiling here).

When any seal rope is cut, the trap doors swing open, dumping anyone on them into a 20-ft. spiked pit (2d6 bludgeoning + 3d6 piercing). At the same time, (5) spears fire from the ceiling holes; a target standing in the square in front of the seal suffers 1d4+1 attacks (+4/1d6+1 piercing).

<< Area 15: Champion's Crypt

>> Area 17: Slaves' Crypt

Monday, February 12, 2024

The Dolmen Tomb – Area 15: Champion's Crypt

 

Dozens of ancient skeletons are laid out on straw mats lining the floor of this crypt. A carved stone sarcophagus rests near the angled south walls. The stone lid is carved with ancient glyphs that tell the tale of Tiyamuzi—Champion of the Coyote Clan. Bloodoath-Keeper.

  • Skeletons. A trap is triggered when the secret door opens (see area 13).
  • Sarcophagus. When half the brittle skeletons are killed, the sarcophagus lid slides open and a wight emerges (a male wearing a loincloth and wielding a greataxe, with an iron wand tucked into his belt).

    • +1 Greataxe/+2 Orc-slayer. (req. Attunement) The axe’s damage negates an orc’s Relentless Endurance trait. In addition, whenever directly engaged in combat with orcs, the wielder regenerates 1 HP per Proficiency bonus at the start of their turn so long as they are not at 0 HP.
    • Iron Wand. Other than being made of iron, this wand is identical to the items found in areas 5, 6, and 14). See area 19 for details on using this wand.

    • Found inside the sarcophagus are 2,617 cp, 1,081 sp, 335 gp, 15 gems (<100> ea.), a medicine bag containing a dozen humanoid (bugbear) teeth, and a beautifully-painted jar containing the ashes of his wife.

<< Area 14: Wise-woman's Crypt

>> Area 16: False Secret Door

__________

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.

__________

Tiyamuzi
Medium undead, neutral                                       
AC 16 (Unarmored)
HP 60 (8d8+24)
Speed 40                                                       

STR        DEX         CON       INT        WIS       CHA
18 (+4)   14 (+2)     18 (+4)   10 (+0)    13 (+1)   15 (+2)

Saving Throws. STR +6, DEX +4
Skills. Athletics +6, Perception +3, Stealth +4
Damage Resistances.

Non-magical weapons that aren't silvered; bludgeoning, piercing, and slashing damage (while raging)
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 13
CR 5 (1,800 XP)
Proficiency. +2

–Danger Sense. Tiyamuzi has advantage on DEX saves against effects that he can see, such as traps and spells, as long as he is not blinded, deafened, or incapacitated.

–Fast Movement. Tiyamuzi's Speed increases by 10 while not wearing heavy armor.

Magic Items. Tiyamuzi uses a +1 Greataxe / +2 Orc-slayer.

–Reckless Attack. When Tiyamuzi makes his first attack on his turn, he can attack recklessly, giving him advantage on melee weapon attack rolls using STR during this turn, but attack rolls against him have advantage until the start of his next turn.

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

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

–Unarmored Defense. Tiyamuzi adds both DEX and CON mods to AC if he is wearing no armor.

Actions

Multiattack. Tiyamuzi makes two Greataxe attacks, or one Greataxe attack and one Life Drain.

+1 Greataxe / +2 Orc-slayer. Melee Weapon Attack: +7, Reach 5 ft., one target, Hit: 11 (1d12+5) slashing plus 2 (1d4) slashing damage while raging. When fighting orcs or half-orcs, Tiyamuzi gains an additional +1 to-hit and damage, his attacks negate an orc’s Relentless Endurance trait, and he regenerates 2 HP at the start of his turn so long as he is not at 0 HP.

Life Drain. Melee Weapon Attack: +6, Reach 5 ft., one target, Hit: 5 (1d6+2) 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 Tiyamuzi's control, unless the humanoid is restored to life or its body is destroyed. Tiyamuzi can have no more than twelve zombies under his control at one time.

Bonus Actions

–Rage (3/Day). Tiyamuzi can enter a rage as a bonus action on his turn, gaining the following benefits if he isn't wearing heavy armor:

  • Advantage on STR checks and saves.
  • +2 damage w/ STR-melee weapons.
  • Resistance to bludgeoning, piercing, and slashing damage

The rage lasts for 1 minute but ends early if Tiyamuzi's turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then.

–Frenzy Attack. While Tiyamuzi is raging, he can use his bonus action to make a single melee weapon attack on each of his turns.

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

Sunday, February 11, 2024

The Dolmen Tomb – Area 14: Wise-woman's Crypt

 

Dozens of ancient skeletons are laid out on straw mats lining the floor of this dusty crypt. A profusion of jars rest on the floor against the east and west walls. A carved stone sarcophagus stands near the angled south walls. The lid is carved with ancient glyphs that name the interred as Ninu the Ageless—Wise-woman of the Coyote Clan. Outsider.

  • Skeletons. A trap is triggered when the secret door opens (see area 13).
  • Jugs and Jars. These clay vessels—60 in all—come in a wide variety of shapes and sizes (40 “small,” 20 “large”). Some are colorfully painted; others are plain. All are closed with a lid or stopper of some sort. Most are found to contain various dried animal, vegetable, or mineral specimens. These items are components for magical elixirs (see below). If the jars are searched thoroughly:

    • Five of the small jars are clearly marked with elfish designs. Each contain a perfectly-preserved humanoid body part: an eye of brilliant green, a slender tongue, or an elf’s ear. Each eye and ear can be found twice, but the tongue is only found once.
    • One of the large jars contains a flint knife; this item will only be found once.

  • Sarcophagus. Despite the skeletons in the room animating, the unsealed sarcophagus lid remains closed. Inside is the mummified body of an old woman, her long silken hair tied up into a tight bun. Her eyes and lips have been sewn shut, and her ears are missing. She wears a simple tunic and a hempen belt with a silver wand tucked into it. Her body is surrounded by valueless offerings: carved totems, bundles of dried herbs, animal skulls, painted stones, piles of colored sand, etc.

    When the lid is opened, the body stirs and sits up, sniffing the air (she doesn’t appear aggressive, just repulsive). If left undisturbed, she crawls out onto the floor, moving about on her hands and knees. She sniffs the party, but ignores them and begins searching the various large jars for something (picking each one up and shaking it).

    • Each round, there is a 1:20 chance that she finds the jar with the knife (the target # increases by ‘1’ after each failure). When she finds it, she severs the stitches closing her eyes and lips, revealing that her eyes and tongue are missing (she is blind, mute, and deaf).
    • She then undertakes a search of the small jars for her missing body parts (1:8 chance to find one each round, with the target # increasing by 1 each round, then starting over once she finds one). As she finds each part, she attaches it and regains one of her senses. When she finds and attaches her tongue, she can speak but it only sounds like ghostly whispering. She may be understood by casting Speak with Dead.

           If attacked at any point, she cowers away, moaning and whimpering…

    • Cowering counts as a Dodge and provides resistance to all damage. If she doesn’t have any of her eyes yet, then she is blind, so attacks against her are made at normal chances. She resumes her search if the party ceases attacking her.
    • Trying to snatch the wand from her belt counts as an attack.

    • If attacked a second time, she continues cowering, but a banshee appears above her and Wails, then vanishes: Every person within 30 ft. who hears her takes 3d6 psychic damage and must make a DC 13 CON save or be reduced to 0 HP.
    • If attacked a third time, she rises as a full-strength crypt hag (identical to a night hag, except she is not evil, and is a fey creature rather than a fiend). She may also still be blind, deaf, and/or mute. Rather than attack the party, she becomes ethereal on her turn and will now haunt the dreams of any characters who struck her, admonishing them nightly until they make amends somehow (this will potentially put the silver wand out of the party’s reach for now).

  • Ninu the Wise-woman. If the party allows her to restore her senses, she bows respectfully and offers them the silver wand. She then lays out a rattan mat and gathers various implements from the offering items within her sarcophagus: a tin pan, a copper pot, a mortar and pestle, several wooden spoons, and a ceramic jug with a spout shaped like a vulture’s head (see area 2). Sitting cross-legged before the mat, she points to an area of jars, indicating for someone to bring her one of them.
    • Roll a component randomly from the alchemy chart below—she needs one specimen each of animal, vegetable, and mineral types. Once she has a component of one type, she rejects any other similar types and demands a new one instead.

    • Once she has three such components, she thumps the empty jug on the floor, then sits back and waits for someone to fetch a jugful of water from the basin in area 2. When she has everything, she will brew a magic elixir—a minor potion—for the party (see below).
    • She will make up to (3) elixirs in a single day if someone brings her the required ingredients for each one. Each elixir takes 1d3 hours to brew.

  • Silver Wand. Other than being made of silver, this wand is identical to the items found in areas 5 and 6. See area 19 for details on using this wand.

–Campaign Note: If they figure out a way to communicate with her, Ninu's backstory gives the party clues about a hidden temple that lies deep within the Badlands, and provides hints to any elf characters in the group that the remnants of an ancient tribe of "wild elves" still live among the canyons. Long ago, this tribe of elves were druids led by their queen, Athera, who founded the temple to care for the land and guide the primitive humans who lived there. 

Over time, Athera began to be worshiped by the human clans—who called her Thera—and she ultimately became a demi-goddess.* She eventually returned to the faerie-realm, leaving her successors to manage the temple's affairs.

Ninu is the sister of Asura, the First-Priestess of the temple of Thera, whose bones are located in the ossuary in area 12. Ninu was a lesser priestess in the temple when it was discovered and attacked by the cult of Khoss after a betrayal by the Second-Priestess. Ninu fled the temple and took up with the Coyote Clan, helping them resist the depredations of the cult and their red orc allies. 

During an attempt to recover the First-Priestess' body from the temple, which succeeded, Ninu was killed and mutilated by red orcs. Her remains were eventually gathered from the battlefield and returned to the clan, and she was interred here in the tomb.

*The inference to the players was that the pagan humans of this area worshiped Thera as a goddess and that, later, when humanity became civilized, her faith was folded up into the Solis pantheon.

<< Area 13: Trapped Hall

>> Area 14: Champion's Crypt

__________

Crypt Hag's Elixirs
To make one of her elixirs, Ninu requires (1) specimen each of an animal, plant, and mineral component (see STEP 1 below). Once she has a component of one particular type, she rejects any other similar types and demands a new one instead. Finally, she needs a jugful of water from the basin in area 2.

  • When Ninu has everything she needs, she will brew an elixir for the party. She will only make (3) elixirs in a single day before returning to her sarcophagus to rest.
  • She has enough “usable” applications of each component type among the many jars to make up to (60) elixirs before her stocks are depleted. She will only continue making elixirs for the party so long as they remain dedicated to helping the Coyote Clan remove the curse upon it and/or liberating the temple of Thera from the evil forces that occupy it (see area 20).

  • All the components are made of local flora/fauna/minerals. Attentive players may note the recipes to specific elixirs and can forage the Badlands to find more of the same components to replenish her stocks. Party members will be unable to brew the elixirs themselves, however, which requires Ninu's special knowledge.

STEP 1: Determine Base Components.
Most of these specimens are dried and/or powdered, or fragments which Ninu pulverizes in her mortar.

D6

 1) ANIMAL

 2) ANIMAL

 3) PLANT

 4) PLANT

 5) MINERAL

 6) MINERAL

1

 bones

 horn

 seeds/seed oil

 wood/leaves

charcoal

 ashes

2

 blood

 venom gland

herb

 flowers

 stone

 gems

3

 hair/fur

 feathers/scales

 sap/resin

 berries/fruit

 pitch

 petroleum

4

 organ

 egg/foetus

 nuts

 vegetables

 river clay

 fossil

5

 eye

 claw/nail

 roots

 fungi

 fine sand

 grave dirt

6

 tooth/fang

 carapace

 thorns/needles

 special

 mercury

 metal

  • Once the base component is determined, roll to determine the specific type of each one on the following tables, ignoring or re-rolling any results that don’t make sense.

STEP 2: Determine Animal Type.
Roll on the following table or pick an appropriate animal based on the specimen rolled in STEP 1.

D6

 1) FISH/REPTILE

 2) BIRD

3) MAMMAL

4) INSECT

 5) HUMANOID

6) MONSTER

1

 trout

 crow

goat

 scorpion

 goblin

 manticore

2

 crawdad

 vulture

 mule

 centipede

 bugbear

 ogre

3

 lizard

 hawk

 bat

 ant

 red orc

 harpy

4

 toad

 axebeak

 camel

 ankheg

 gnoll

 stirge

5

 raptor

 roadrunner

 bear

 spider

 lizardman

 minotaur

6

 viper

roc

 ram

 beetle

 kobold

 ghoul


STEP 3: Determine Plant Type.
Roll one the following or pick an appropriate plant based on the specimen rolled in STEP 1.

  • Seeds/Seed Oil: (1d6) 1 = barley; 2 = palm; 3 = sesame; 4 = shea; 5 = safflower; 6 = sunflower
  • Herb: roll on the following table:

D6

 1–3 = COMMON

 4–5 = UNCOMMON

6 = RARE

1

 mustard

 lavender

 wormwood

2

 rosemary

 fennel

 saffron

3

 golden sage

 yarrow

 feverfew

4

 thyme

 cilantro

 coriander

5

 oregano

 geranium

 anise

6

 mint

 dill

 marsh-mallow

  • Sap/Resin: (1d6) 1 = pine; 2 = shea; 3 = mesquite; 4 = aloe; 5 = tarweed; 6 = creosote
  • Nuts: (1d6) 1 = pine; 2 = almond; 3 = jojoba (goat nut); 4 = pistachio; 5 = pecan; 6 = yuba

  • Roots: (1d6) 1 = wild onion; 2 = red potato; 3 = golden carrot; 4 = radish; 5 = sweet potato; 6 = garlic
  • Thorns/Needles: (1d6) 1 = rose; 2 = cactus; 3 = prickly poppy; 4 = whitethorn acacia; 5 = blackberry; 6 = firethorn

  • Wood/Leaves: (1d6) 1 = pine; 2 = mesquite; 3 = apple; 4 = pecan; 5 = ironwood; 6 = palm
  • Flowers: (1d6) 1 = peyote; 2 = poppy; 3 = marigold; 4 = sunflower; 5 = rose; 6 = desert lily

  • Berries/Fruit: (1d6) 1 = apple; 2 = fig; 3 = date; 4 = olive; 5 = blackberry; 6 = strawberry
  • Vegetables: (1d6) 1 = squash; 2 = melon; 3 = pepper (1d10 heat scale); 4 = tomato; 5 = cucumber; 6 = eggplant

  • Fungi: (1d6) 1 = truffle; 2 = shaggy mane; 3 = fly agaric; 4 = earthstar; 5 = chaga; 6 = death cap
  • Special: (1d6) 1 = shambling mound; 2 = needler (cactus monster); 3 = tumbler (tumbleweed monster); 4 = assassin vine; 5 = twig/vine blight; 6 = pine treant

STEP 4: Determine Mineral Type.
Roll on the following list to determine the exact mineral sample rolled in STEP 1.

  • Charcoal (powdered; commonly found or made)
  • Stone: (1d6) 1 = sandstone; 2 = quartz; 3 = chalk; 4 = sulfur; 5 = river stone; 6 = lime

  • Pitch (hardened chunks)
  • River Clay: (may be retrieved from ancient, dried-up riverbeds; clay is flecked with 1d6) 1-3 = iron; 4–5 = quartz; 6 = gol

  • Fine Sand: (may be found in various regions of the Badlands; 1d6) 1 = red; 2 = blue; 3 = yellow; 4 = umber; 5 = gray; 6 = black
  • Mercury (may be found in deposits of cinnabar, or mercuric sulfide)

  • Ashes (50/50 animal/plant; determine source as above)
  • Gem (roll type and rarity from DMG)

  • Petroleum (may be found as tar sands containing unrefined bitumen)
  • Fossil (50/50 animal/plant; determine source as above)

  • Grave Dirt (must be from consecrated burial grounds, not simply dirt from where someone died)
  • Metal: (1d6) = 1–5 (1d6: 1–2: copper, 3–4 = tin, 5–6 iron/rust); 6 = precious (1d6: 1–4 silver, 5 = gold; 6 = roll another 1d6: 1–5 = gold; 6 = roll another 1d6: 1–4 = platinum; 5 = mithril; 6 = adamantine)

STEP 5: Determine Resulting Elixir.
Roll on the following table to determine the elixir Ninu concocts with the gathered components. Once a "recipe" is known, the party can collect the same components and the elixir can be replicated up to 2d3 more times before she runs out of the necessary components. A different combination of components can also result in an identical elixir if a previously-rolled concoction is re-rolled using a different recipe.

D6
 1) ABILITY
 2) ATTRIBUTE
3) BATTLE
 4) SPELL
 5) UTILITY
 6) SPECIAL

1

Strength

Alertness

Defense

 Power

Poison

Levitation

2

 Dexterity

 Hardiness

 Precision

 Potency

 Poultice

Luck

3

 Constitution

 Quickness

Deadliness

 Intensity

 Restoration

 Revivify

4

 Intelligence

 Acuity

 Healing

 Far-casting

 Climbing

 Clairvoyance

5

 Wisdom

Aptitude

 Ironhide

 Effectiveness

 Omen

 Heroism

6

 Charisma

 Indomitability

 Recovery

 Replenishment

 Darkvision

 Polymorph

Each of the following elixirs only lasts for (1) month before becoming inert liquids. The effects may not be stacked; if a second elixir is consumed while another one is active, the first one cancels out as the second one takes effect.

Elixir Descriptions

–Ability Elixirs: These increase the drinker's relevant ability score modifier by +1 for 10 minutes.

–Attribute Elixirs: These modify one of the drinker's primary features for 10 minutes.

  • Alertness = Drinker cannot be Surprised and gains advantage on Initiative rolls.
  • Hardiness = Drinker gains +2 temporary HP per level.
  • Quickness = Drinker gains +10 Speed.
  • Acuity = Drinker gains advantage on all WIS (Perception) and INT (Investigation) checks.
  • Aptitude = Drinker gains advantage on all ability and tool checks.
  • Indomitability = Drinker gains advantage on all saves.

–Combat Elixirs: These modify one of the drinker's combat attributes for 10 minutes.

  • Defense = Drinker's AC increases by 2.
  • Precision = Drinker gains +1 to weapon attack rolls.
  • Deadliness = Drinker doubles their ability score modifier to weapon attack damage.
  • Healing = Drinker regains 1d4+1 HP instantaneously (no duration). NOTE: 1–2:6 of these acts as a full Healing Potion.
  • Ironhide = Drinker gains resistance to non-magic weapon damage.
  • Recovery = Drinker regenerates 1d3 HP at the start of each of their turns so long as they have at least 1 HP.

–Spell Elixirs: These modify one of the drinker's spellcasting attributes for 10 minutes.

  • Power = Drinker gains +1 to spell attack rolls. 
  • Potency = Drinker’s spell save DC increases by 1.
  • Intensity = Drinker’s spell damage increases by +1 per die rolled, and they may re-roll any result of '1' on any damage die, taking the result of the second roll (even if another 1).
  • Far-casting = Drinker’s spell ranges increase by 50%; spells with a range of Touch can now be cast up to 10 ft. away.
  • Effectiveness = The area-of-effect of any 3rd level or lower spell cast by the drinker increases by 50%. For spells targeting an individual creature, the caster may target (2) creatures instead.
  • Replenishment = Whenever the drinker casts a spell of 3rd level or lower, they may roll a CON save vs. DC 10+1 per spell level cast. If successful, the caster does not expend a spell slot for the casting. This can occur successfully up to one time per the caster’s Proficiency bonus, after which the effect ends.

–Utility Elixirs: These have varying effects and durations.

  • Poison = Drinker suffers the Poisoned condition for 1d3 hours (no save).
  • Poultice = During a Short Rest, the elixir is applied to any wounds, adding +1d3 per HD expended to the user's HP recovery.
  • Restoration = Drinker ends either one disease effect or one of the following conditions: Blinded, Deafened, Paralyzed, or Poisoned (instantaneous).
  • Climbing = Drinker gains a climbing speed equal to their walking speed and has advantage on any STR (Athletics) checks to climb for 10 minutes.
  • Omen = During the next 10 minutes, the drinker can use their Action to determine whether the results of a single decision they intend to make will be good, bad, both, or neutral (as the Augury spell). Once they receive such a “gut instinct,” the effect ends.
  • Darkvision = Drinker either gains Darkvision to 60-ft. range, or doubles their current Darkvision range for 1 hour.

–Special Elixirs: These mimic the effects of a spell or similar potion.

  • Levitation = Drinker can Levitate (as spell) for (1) minute (no Concentration req.)
  • Luck = During the next 10 minutes, the drinker can re-roll any single ability check, attack roll, or saving throw, taking the results of the second roll. Once a re-roll is made, the effect ends.
  • Revivify = Returns a “dead” subject to life if administered within (1) minute of dying.
  • Clairvoyance = As spell, but the duration is only (1) minute (no Concentration req.)
  • Heroism = As Potion of Heroism, but the duration is only (10) minutes (no Concentration req.)
  • Polymorph = Drinker shape-changes into a normal beast of the same type as the Animal component used to make the elixir for (10) minutes (no Concentration req.) To end the effect early, the drinker must use their Action and make a DC 15 WIS save to revert back to their normal form. Once reverted, the elixir's effect ends.


The Sinister Secret of Zenopus' Tower – Part 2: The Dungeon Level

In Part 1 , I rearranged the old manor house from U1 The Sinister Secret of Saltmarsh to serve as the anchor point for the rest of the othe...