Thursday, December 24, 2015

Southland Adventure: Stone Grave-Jeweled Garden/Private Crypt

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)



Jeweled Garden
15) A Zen rock garden, but with gems.  There’s sparkling gems scattered amongst the larger rocks.  There’s 500 gems of 10 gp each value.  Looking closer at the gravel, there’s another 1000 gp scattered on the ground.  There’s also a bench in the chamber, where one can sit and mediate, presumably on how rich you’ve just become.

It’ll take at least an hour for four people to gather everything (you can adjust the time based on that and the number of people involved).  In that period of time, you can bet the 7 Wights from the opera house will be making their way back to their crypts (if they haven’t already been dealt with).  The Characters will have no trouble hearing them coming as they will still be singing.  Unless they are being very quiet, the Wights will come to investigate.  Otherwise, the Characters will have an opportunity of seeing the Wights open the Secret Door to the Crypt.


The Long Walk
1 XP for finding the Secret Door. 

16) This passage was reserved for the king.  It perhaps gave him time to think about things on his way to and from his throne room where he would hold court.  Of more importance to the Characters is the secret passage to the treasure crypt.  Unlike the rest of the level, this corridor is well and recently travelled.  The layer of dust covering the floor is clearly showing footprints.  (No Tracking skill required to notice this.  A Ranger would identify the prints as human-ish and as several individuals, but with a strange loping gait to their step.) 

The prints stop half-way down the corridor, which should be a clue.  The Secret Door only requires a DC 12 Search to find if being actively searched for.  The inner door is more of a problem.  It cannot be physically forced.  Only the king’s key will unlock it.  Magically, it would require a DC 18 Dispel Magic and then a Knock spell to open. 


The Private Crypt
3 XP for defeating all foes (including those summoned)

17) This was a crypt built for a few honored ancestors.  Wow, talk about vanity.  A survival bunker with a room for people who were already dead.  Of course the Catastrophe and the magic shield have reanimated them into the undead (you shouldn’t be surprised by this anymore).  Being ancient and well-preserved corpses buried in sarcophagi, they became Wights and a Mummy.  They were let out by the king after everyone else in the level was dead (or undead).  Each of the chambers contains jewels and crowns and such up to 1000 gp in value. 

The current occupants in this chamber varies.  Nothing happens until the characters remove one of the heavy stone lids off a tomb, which will begin the fight.  The Mummy, whose sarcophagus (x) is much more ornate than the others, will always be present.  (The old high priest Claver was always a bit anti-social.)  If the characters haven’t been to the opera house and if the Mummy is defeated, he will call out and summon the 7 Wights from there, who will arrive in 3 rds.  Otherwise, he’ll summon every corporeal undead creature left on the level and the King’s Ghost.  If the characters have already killed everything on the level, then they’ve already earned their victory and the Mummy whimpers as he dies (technically, dies again).  

Lesser Mummy (FC)
HD 8 (d12), Hp 55, AC 18* (Natural, Magic or Fire to hit)
Fort +4, Ref +2, Will +8
Melee: Slam +11 to hit 1d6+4 + Mummy Rot DC 12 Fort Sv or victim loses another 1d6+4 hp and will be unable to heal normally.  Magical healing will be necessary to stop the rotting effect.
Despair: At the mere sight of a Mummy, the viewer must succeed on a DC 18 Will Sv or be paralyzed with fear for 1d4 rounds.  (Certain classes, such as Paladins, are immune.) 
Vulnerable: Fire causes x 2 damage 

Mummy (5e)
HD 9d8 + 18, Hp 58, AC 11* (Natural, Magic to hit)
Str +3, Dex −1, Con +2, Int −2, Wis +0, Cha +1
Saving Throws: Wis +2
Damage Vulnerabilities: fire
Passive Perception 10

Multiattack: The Mummy can use its Dreadful Glare and make one attack with its rotting fist.

Melee: Rotting Fist. +5 to hit 10 (2d6 + 3) bludgeoning plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) 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.

Ranged: Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn.

 

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