This is a dungeon created using one of Dyson Logos’ commercial use maps as a side quest so my players can find the arcane knowledge necessary to break the curse on a Sword of Vengeance purchased from the apothecary in Kalaman.
I let them know that their organization heard rumors of such knowledge possibly being secreted in the tombs of Solamnic knights in the hills to the south of the city.
Cartography by Dyson Logos
This dungeon is designed for four characters of fifth level. It can be modified by adding or removing monsters from the encounters.
The upper left of the image shows a side view of the dungeon set into the side of a hill. The first room or guardian room is seen in the center, lower portion, entered from behind four standing stones on the hillside.
The Guardian Room: The guardian room contains four metal statues of knights. Weathered and aged green from rust and damp, these are actually four Clockwork Soldiers (see below). The door at the end of the chamber is locked and contains ancient ruins telling the story of the knights entombed here. If any attempt is made to break or open the door the Clockwork Soldiers lurch to life, fighting the intruders. The door can be opened via the Knock spell or a DC 18 Check with Thieves Tools.
The Hidden Entrance: A hidden entrance lies in the side of the hill to the left of the large rocks framing the main entrance. This entrance can be found with a half hour of determine search near the hill or a successful DC 15 Investigation check. This is not a constructed entrance and instead was caused by the erosion of the hillside eventually opening a natural passage down into the lower chamber. The passage is steep and if it has rained recently is likely slick from runoff. Character descending should make a DC 12 Athletics or Acrobatics (their choice) check to avoid slipping and falling to the bottom. These checks can be made with advantage and the consequences adjusted if the characters attempt to mitigate the difficulties, for instance, roping all of them together prevents bludgeoning damage from a fall. Any characters advancing in front must make a DC 12 Dexterity save to avoid being struck by their falling comrade or will be struck and fall to. Falling adventurers take 1d8 bludgeoning damage and are prone.
The Curving Stairs: The curving stairs lead down from the Guardian Room, or up from the lower chamber connected to the hidden entrance. Halfway along the stairs in the outer wall of the semicircle is a hidden door to the true tomb chambers of the knights. If characters are activity searching for a secret door they notice it if they spend at least a half hour in the area. Otherwise a DC 12 Investigation check finds the door.
The Well: A dark well dominates this room. Nothing can be seen in the darkness below. Characters will need a rope or equipment like pitons to descend. Any character free climbing down must make a DC 15 check to succeed. They will soon discover that the well opens into a wider room. The floor is 15 feet below the opening.
The Lower Chamber: This room is accessed via the hidden entrance or the curving stairs and connects to the well room. This room is choked with dust but appears to be some sort of chapel and preparatory chamber, perhaps for readying the bodies of the Solamnic knights for burial. It has the decaying remnants of tables with jars and various tools. A DC 12 Investigation or Religion Check reveals that this chamber appears to have been used for mummification. Faded and decaying tapestries depict armored knights and a patron war deity.
The Large Crypt: The largest room on the lower most level is a large crypt, musty and unopened for long centuries. A hole in the ceiling in the top right corner of the room leads up the well, and a hidden door (DC 8 Investigation Check) is in the wall nearby leading down to the pool chamber. Many bones are stacked in the alcoves, along with wrapped corpses in others. None are mummified, and all have long decayed to bones. If any characters disturb the area or attempt to search the alcoves 2d8 skeletons animate from the various niches, moving to attack. If the characters flee or attempt to return any items taken from the crypt the skeletons return to their rest. Treasure: 350 gp, 152 sp, 200 cp, plate armor, Scroll of Invisibility, Scroll of Magic Mouth.
Pool Chamber: This room is accessed down the stairs in the corridor outside the large crypt, and can also be found via a secret door from the large crypt. The secret door in the pool room can be found with a DC 8 Investigation Check. A water elemental lurks in the stagnant pool and driven to rage from long confinement it attacks any creatures that come within 5 feet.
Hidden Antechamber: This room is accessed via the secret door on the curving stairs. A secret door in the center top side of the room leads to the knight’s tomb it is noticed via a DC 10 Investigation Check or by any character with a Passive Perception greater than 12. Three stone coffins sit against the walls of this room. They can be opened with a DC 12 Strength Check. Within lie three wights, each of which immediately attack if their coffin is opened. The wights in unopened coffins take one round before opening their own and joining the fight. Treasure: Inside each coffin is one of the following treasures: a silk robe with gold embroidery (100 gp), a box of turquoise animal figurines (120 gp), and a large gold bracelet (25 gp).
Knight’s Tomb: This hidden room is accessed via the secret door in the hidden antechamber. The room is dominated by a statue of a solemn-faced knight on the northern wall, and a large stone sarcophagus in front of it. The sarcophagus is open, and the occupant is a Chosen Champion mummy (see below). The mummified knight rises and speaks to the characters upon their entry.
Secrets
- The mummy is a knight named Sir Galifan.
- He lies without rest due to the betrayal of the lord of the dark keep to the east who failed to stop the cataclysm.
- He is enraged at the characters for disturbing him in his tomb
Monsters
Clockwork Soldier
Armor Class 12 (natural armor)Hit Points 45 (6d8 + 18)
Speed 30 ft.
Medium construct, unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 16 (+3) | 5 (-3) | 10 (+0) | 1 (-5) |
Skills Athletics +5, Intimidation -3
Damage Immunities poison, psychic
Senses darkvision 60 ft., passive Perception 10
Special Traits
Immutable Form. The soldier is immune to any spell or effect that would alter its form.
Intimidating Legions. A single clockwork soldier’s rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.
Magic Resistance. The soldier has advantage on saving throws against spells and other magical effects.
ActionsHalberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Overdrive Flurry (Recharge 6). The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.
Chosen Champion
Armor Class 16 (half-plate, shield)
Hit Points 136 (16d8 + 64)
Speed 20 ft.
Medium undead, lawful evil
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 9 (-1) | 18 (+4) | 8 (-1) | 10 (+0) | 13 (+1) |
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 10 (5,900 XP)
Special Traits
Harrying Shield. While the champion has a shield equipped, the area within 5 feet of it is considered difficult terrain.
Indomitable (2/Day). The champion can reroll a failed save. It must use the new roll.
Actions
Multiattack. The champion can use its Dreadful Glare and makes two attacks with its Cursed Khopesh.
Cursed Khopesh. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw, or be cursed with mummy rot (p.86).
Dreadful Glare. The champion targets one creature it can see within 60 feet of it. If the target can see the champion, it must succeed on a DC 13 Wisdom saving throw against this magic, or become frightened until the end of the champion’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 of all mummies with a challenge rating of 10 or less for the next 24 hours.
Legendary Actions
The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn.
Dreadful Glare. The champion uses its Dreadful Glare.
Shield Formation. The champion moves up to its speed. It must end this movement within 5 feet of either its master or closest ally, or it can’t use this action.
Attack (Costs 2 Actions). The champion makes one attack with its Cursed Khopesh.
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