Sunday 23 June 2024

1st floor of Castle Druidun megadungeon: locations 7 - 24

Castle

Note: Part one, with the map, can be seen here.  

 7. OLD STABLE

A large wolf spider is living in the rafters here, which is why the bandits avoid it. There are several large cocoon like concentrations of webbing in the rafters. You can vaguely make out the shape of pigs, chickens and a few pixies wrapped webbing.

BODIES: They all have spider eggs laid inside. One of the pixies has a pouch with dust in it; the dust sparkles and twinkles. It is: Rust dust.


RUST DUST: besides having an extremely fun name to say, is also good for attacking the metallic items of your enemies. It’s basically concentrated rust monster powder–you hurl it onto an enemy and any non-precious metallic materials within the area of effect become useless scrap after one round. Magic items are resistant to this effect, but not immune.


MONSTER: Giant Wolf Spider

Medium beast, unaligned


Armor Class 13

Hit Points 11 (2d8+2)

Speed 40 ft., climb 40 ft.

STR12 (+1) DEX16 (+3) CON13 (+1) INT3 (-4) WIS12 (+1) CHA4 (-3)

Skills Perception +3, Stealth +7

Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13

Challenge 1/4 (50 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d6 + 1) piercing damage plus (2d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.



8. GUSHING WELL HEAD

The water comes out of here in regular, rhythmic gushes, covering an area over 80 feet across in a large puddle up to a foot deep. 



B. THE DRAINAGE CHANNEL

A drainage channel, with metal bars at either end, goes under the wall into a brackish pond outside the castle walls. The water is cold and up to 3 feet deep. Three poisonous water snakes are living in the water. The bars have strength 20, but Shanghai Knights fans know tricks to bend them. Anyone going through the water and not drying off within the next hour must make a constitution check of DC 5 or get a cold and suffer -1 penalty to rolls for 1d6 days.


Poisonous water snakes (3):

Tiny Beast, Unaligned

Armor Class 13

Hit Points 2 (1d4)

Speed 30 ft., swim 30 ft.

STR2 (-4)DEX16 (+3)CON11 (+0)INT1 (-5)WIS10 (+0)CHA3 (-4)

Senses Blindsight 10 ft., Passive Perception 10

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.



9. GRAIN SILO

The silo is barren, other than dust and bits wheat. The upper sections of the silo are covered in thick white webbing. Inside the webs is the curled up shell of a dead giant spider. You can see a stout, humanoid-like form cocooned in white woven webbing mass at the very top. 


DWARF CORPSE: The body wears +1 CHAINMAIL (dwarf sized), and has a pouch with 5 copper pieces and a helm engraved with the sign of the Ironbeards clan. He has a pouch filled with DUST OF DRYNESS. Inside his corpse are 6 SPIDER HATCHLINGS who will attack anything that disturbs the corpse.


Dust of Dryness

This small pouch contains magical dust. It can absorb up to 100 gallons of water.

When the dust comes into contact with a liquid, it instantly absorbs it and transforms into a marble-sized pellet. If swallowed, the pellet can restore 1 hit point and provides nourishment for one day. 10. AIR CATCHER

A ten foot in diameter shaft, lined with stone work, descends into the earth. Two wooden boards at right angles extend up ten feet above it, capped by a round lead sheet. You can hear the howl of wind as it’s sucked into the depths. 


6 SPIDER HATCHLINGS

AC 15, HP 6, reach 5 ft, move 30, ATT+2, 1d4 damage, DC CON save 12 or POISONED for additional 1d6 damage. 


NOTE: If the webbing is set on fire, the dwarven armour will protect the hatchlings from harm until the webbing burns away and the corpse falls to the ground. The hatchlings will then burst out of the neck and back gap in the chainmail to attack with surprise.



11. THE GASH

A gash almost 100 feet long and 8 feet wide at the middle runs from near the castle entrance to a large shed against the south wall. The top is loose earth, and rough, wet rocks under that. If a stone is dropped, you do not hear it hit bottom. You can only hear wind and a faint cacophony of squeaks. If you look for more than a moment, you see faint lights moving about, far far below. They are strangely hypnotic, and they beckon to you… (These are will-o-wisps). Fail on your save and you try and jump into the fissure in the earth, and are lost. DC 5 WISDOM or jump into the fissure. DC 15 Dexterity to grab on to a rock outcrop, otherwise plunge to their death.



12. THE TOOL SHED

The roof here has rotted and fallen in, scattering debris. There are empty mine carts, pick axes, piles of rope, nails and rotted stacks of planks. 


A search reveals, amidst the planks: a four inch wide obsidian disc, with one side a maze like pattern engraved upon it, and the other, an image of Cern, the God of Nature. (This opens the Druid vault when placed in the cup held by Cern)



13. THE SECOND SHAFT

Weeds and bushes have sprouted up around the machinery and windlass, including the wheel. The metal parts are rusted. A low lying fog curls around and flows into the shaft, obscuring the ground over much of the south west yard. The east edge of the fog, which smells of swamp and rotten eggs, spills into the gash. There are a dozen wet black mounds of dirt that jut out of the fog, along with twisted black plants covered in barbs. Two cows are tied to posts nearby. 


BLACK MOUNDS: Closer examination reveals these are mounds of stinking fecal matter, containing bits of semi-dissolved bones, scraps of chain mail, and 10 cp. 


UNDER THE MIST: PER 10 to notice through the mist: large footprints of a large clawed creature, at least 3 feet across, and an odd undulating gouge between them that criss crossed the area. The area smells foul, like a swamp.



14. SOUTH WEST TOWER

There are half a dozen tables piled up on the second floor, as well as two barrels. One is filled with rain water. There are scraps of clothing on the floor, along with bones of small rodents.


A trouble-making fey spirit has taken up residence in the tower, and often plays tricks on the bandits. Anyone who enters it will torment, but will not engage in direct conflict. It may, if the players are really mean, swap the contents of their potions out for poison. It has created a nice den for itself in the rafters of the top floor of the tower. If characters fight the bandits and seem kind hearted, it may help them. The sprite hates and fears the dragon that recently moved in. 


FEY ARGYLA

Sprite:

Size: Tiny

Alignment: Neutral Good

Armor Class: 15 (leather armor)

Hit Points: 4 (1d4)

Speed: 10 ft., fly 40 ft.

Abilities:

Strength: 3 (-4)

Dexterity: 18 (+4)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 13 (+1)

Charisma: 11 (+0)

Saving Throws:

Dexterity +6, Wisdom +3

Skills:

Perception +3, Stealth +8

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses: Darkvision 60 ft., passive Perception 13

Languages: Common, Elvish, Sylvan

Challenge Rating: 1/4 (50 XP)

Innate Spellcasting: The sprite's innate spell casting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: Druidcraft

DRUIDCRAFT: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.You instantly light or snuff out a candle, a torch, or a small campfire.


3/day each: Dancing Lights, Entangle

DANCING LIGHTS: 120 feet, lasts up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.


ENTANGLE: Up to 1 minute, 90 feet 

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.


HEART SITE: The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Actions:

Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Longbow: Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.



15. NORTH WEST TOWER

The interior is dark and rank; flooring in the centre has collapsed, and through the gaps falls a regular stream of guano, adding to an enormous pile at the centre of the chamber.


Infested with swarms of bats, and there is a hole in the roof planks from which they escape. The tower stinks and players must make a DC 15 save vs. CON to not throw up if they spend more than two turns inside. There is a gem in the guano worth 50 gp. 


BAT SWARM: Medium swarm of tiny beasts, unaligned

Armor Class 12

Hit Points 22 (5d8)

Speed 0 ft., fly 30 ft.

STR5 (-3) DEX15 (+2) CON10 (+0) INT2 (-4) WIS12 (+1) CHA4 (-3)

Damage Resistance Bludgeoning, Piercing, Slashing

Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Blindsight 60 Ft., passive Perception 11

Challenge 1/4 (50 XP)


Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: (2d4) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: (1d4) piercing damage.



16. STORE RUINS

The building is collapsing in upon itself; there is nothing here of value. Dust and cobwebs are broken up by puddles of water, mould and mildew. Water drops from holes in the thatched roof. The 2nd floor has collapsed and lies in a heap atop broken furniture on the first floor. A fireplace rests against the north wall, and there are pots and iron pans clustered at the foot of it. 



16b. ABANDONED HOUSE

The structure is dilapidated, and the floor is barren. In the dim interior light, however, you can make out a body lying in the far corner. It clutches a pouch to its chest. Most of the flesh has been stripped away by rats and insects; there are six stab wounds in the abdomen of the leather garments, and blood stains from the neck area. 


POUCH: Within the pouch is a letter from the Baron of Walcastra. He was waylaid and killed by the bandits, who want conflict between Rogard and Sigulf, so they can raid under cover of the chaos, and/or hire themselves out as mercenaries.



17. NORTH EAST TOWER

The ground floor is covered with dust, save for a patch near the centre, with small footprints running all over the chamber. An iron spike has been nailed into the floor about ten feet in from the front door. There are threads of hemp rope around it. The room smells of damp earth and must.


EXAMINE DUST BARE PATCH: There are some strips of wood slightly sticking up around the bare patch. WIS/PER 10 to notice a seam. On one side, there is a notch in the wood that you can get a hold of.


DOOR TRAP: Anyone entering the ground floor will have a spike swing down on a pole to impale anyone coming into the chamber. DEX DC 11 to avoid, otherwise 1d6 damage. The trap is obvious from the inside.


STAIR TRAP: There is a pressure board/plate trap across the second to bottom step that will unleash poison darts from the walls. DEX DC 12 to dodge, 1d4, +2 to hit, 1d4 damage +1d4 poisonous fungus. 


TRAP DOOR TRAP: Anyone opening the trap door without pulling up the slat (which will disable the crossbow) beside it will have a crossbow bolt shot at them as they lift it up (if in front). +4 attack if in front, 1d6+1 damage.



18. KEEP COURTYARD

As you approach, you feel almost like an invisible hand is pressing against you. Around the wall entrance are magical glyphs. There is a faint smell of ozone in the air.


Ten feet inside the entrance is a staff, spiked in the earth, topped by a symbol of the All-Faith. Hanging from it is a wooden board scrawled with the words, “Abandon hope all ye who enter here.” 


There are three entrances, one per side, as well as a platform on the south side leading to the barbican.


The doors leading to the great hall have been blown off their hinges and down onto the steps, as if by great force, and are blackened with soot, as are the stones leading into the great hall. Lying on the ground just beyond them are shattered chunks of what was once a large iron statue, now half melted into slag. The ground around it has been turned to glass.


There is a pile of burnt wood, debris and bodies in the Northwest corner of the courtyard. Closer examination reveals at least a dozen burned bodies here, ten adult males, two females. Some have unusually long incisors. There is little left. A half-melted ring in the mound is worth 15 gp. 


The well in the Northeast corner has a half dozen buckets by it, and a 100 foot long rope with bucket attached hanging from a windlass. 


GLYPHS: The glyphs bar the passage of demons. At least, lesser ones…



19. EAST KEEP BASTION

The chamber floor is littered with broken wooden support beams, stone tiles, small animal bones, scattered feathers of various sizes, and the occasional scat pellet. There is a light downdraft.


There is a winch by the west wall, with a chain going up into the ceiling. 


The ceilings of the tower have collapsed, allowing you to see the sky. There is a massive nest of twigs, branches, and soft moss perched atop a stone ledge far above.


A GIANT OWL has taken up residence here. 

Size: Large

Type: Beast

Alignment: Neutral

Armor Class: 12

Hit Points: 19 (3d10 + 3)

Speed: 5 ft., fly 60 ft.

STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 13 (+1) CHA: 10 (+0)

Skills: Perception +3, Stealth +4

Senses: Darkvision 120 ft., passive Perception 13

Challenge: 1/4 (50 XP)

Flyby: The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions:

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


Giant Owls are majestic, avian creatures with an impressive wingspan. They are known for their keen senses, exceptional hearing, and sight. Giant Owls have the ability to fly silently and swiftly, allowing them to surprise their prey or quickly move across long distances. In combat, they use their sharp talons to strike their opponents.



20. ENTRY CHAMBER & GUARD HOUSE

ENTRANCE: The entrances to this room are covered in crosses of the All Faith, pewter and wood, nailed to the door. 

CHAMBER DESCRIPTION: This L shaped chamber has two tables to the south, with some broken stools and empty bottles. 


Spread around the chamber are a dozen corpses of men at arms, some torn limb from limb, one with a skull crushed like a grapefruit, lie about the floor where they perished. Six more corpses have been piled in a heap against the south wall, stripped of most of their armour, now clad only in scraps of cloth armour padding and undergraments. Broken weapons litter the floor, along with tankards and shattered warding crosses.


By the south east wall embrasure is hangs a corpse, staked through the heart. It is a wearing torn garments that were once regal. The head has been cut off; a dozen small black snakes hang out of the ragged stump. The wall behind it is stained with black blood; a curse written with it (Burn in hell) is scrawled beside the corpse, while dark dull red smears and splatters cover much of the rest of the room.


There are a dozen nails on the south west wall in a grid pattern, and hooks for clothes. 


A prayer against evil has been scrawled on the wall in black tar.


Two figures in blood stained chainmail stand in the centre of the room, hunched over, shaking, their hands now twisted, blackened claws. They slowly turn and gape at you; their eyes burn with a fierce light and their mouths open and drool black ichor. They attack with shocking speed and ferocity. They are weakened thralls, now mindless without their master.


WEAKENED THRALLS:

HP: 16, 12 speed 30, STR 16 (+3), DEX 16 (+3), CON 16, INT 9, WIS 10, CHA 8

Per +3, Stealth +5

Resistant to bludgeoning, piercing from non-magical attacks.

Attack: +3 to hit, 2 claws 1d4+1, bite +1 to hit, 1d6 damage

Spider climb



21. GUARD BARRACKS

Wooden bunk beds are packed up against the walls and there is a large table against the north wall. The room is filled with dust and has a musty smell. Belts and swords in scabbards hang from hooks on the walls. A fireplace against the south wall by an embrasure has several half burnt books in it. 


A book hangs in mid air at the chamber centre, bound in slick black shiny material that looks slightly wet. It is held shut with a lock of Paladite, one of the hardest metals in existence, which must be forged with the help of sorcery. 


On the floor around the book are several shattered weapons, broken swords, staves and other debris. Against the wall are scorch marks.  



THE BOOK: If you touch it, dozens of small eyes open up on the surface of the book and stare at you. Save vs Wisdom or become hypnotized and obey the book. Those hypnotized will be compelled to start drawing magical glyphs and portals around the room, which will let into this dimensions demons, starting with lemures. It takes an hour to draw out each portal. First portal lets in 1d4 lemures. Second portal lets in 1d2 larger demons and 1d6+1 lemures. Third portal, 1d4 larger demons plus 1d12+2 lemures, and so on. The demons will obey the spirit of the book, and not attack its servants. Everyone else is fair game. The book is a lure designed to intrigue foolish magic users and then open up portals so demons can invade this reality. 


The book cannot be moved, shifted, damaged, or altered in any way. It is a fixed (relative to the planet/dimension it sits upon/within) point in space. 


HALF BURNT BOOKS: These are defective magical books on demons, booby trapped to cause havoc. Reading from them will cause a rift to open to a demonic realm and a crystal cluster will begin to grow around the characters. DEX 12 save to avoid the reader and anyone within 10 feet being gripped in an outgrowth out of the floor. Encases 1d10 points per round, needing 20 points to completely encase full human, 10 points for gnomes, 15 for dwarves and elves. Any encasement immobilizes. 70% prevents use of arms. The crystal can be chipped away carefully, 1d10 points per round per person chipping. Causes PARALYSIS and 1d4 damage per round if it covers the mouth (90% or more).



22. OFFICER BARRACKS

This large and well appointed chamber has expensive furnishings, a large bed and ornate dressers. The drawers have been rifled and thrown on the floor. There is an iron tub by the east wall containing a corpse. A wooden plank is laid across the tub before his chest, and there is a letter upon it, along with a shrivelled quill. Pink-blue crystals spread from the walls around the door into the chamber, ending in small clumps containing demonic creatures with bat wings and monkey faces.


LETTER:


To the Most Noble and Illustrious King Eomel,


It is with utmost regret that I tender my resignation as Captain of the Royal Guard, a position once held with honor. Alas, the tides of fate have led me to a precipice, where I can no longer serve a monarch whose soul has turned black with wickedness, tyranny, and the blood of the innocent.


I beseech thee, O King, to reflect upon thy actions, to seek redemption from the All-Being, and to listen to the cries of a people burdened by the weight of thy tyranny.


May the winds of change carry these words to thee, O King, and may they kindle a spark within thy heart, prompting thee to reassess the path thou hast chosen. I pray for a future where justice reigns, where the people find solace and the realm finds healing.


Captain Aldwin



23. KITCHEN

This is a large chamber with high ceilings, with 4 fireplaces. There are four slate tables along the walls, with iron racks hanging from the ceiling above them, and pots and pans hanging from hooks on the racks, mixed with scraps of desiccated corpses. 


Wisps of iridescent colour flit through the room, remnants of lost potions and incantations, Beakers and flasks litter the slate counter tops, most of them smashed. The counters are stained with blood and shimmering blotches. 


A green mist covers the floor, emanating from a large brass cauldron shoved askew into a large black kitchen oven. The base is buried in grey ash and burnt bits of wood. 

Cobwebs are everywhere, and even thicker webs obscure the upper corners of the ceiling. 


You can hear a hideous chittering sound coming from within the oven chimneys.


There are cupboards on the west wall and northwest wall.


CUPBOARDS: In one of the cupboards is a decapitated human head, shrivelled and shrunken.


COUNTERS: Amidst the smashed flasks and bottles is one still intact, containing an invigorating mixture that acts as a healing potion for 1d10 HP. 


CAULDRON + ACID MIST: Filled with magical acid concoction. Will eat through everything but brass and glass. It’s mist covers the floor: anything exposed / unprotected on the floor takes 1d2 damage per round from the acidic magical mist emanating from the cauldron. The spiders are immune. 


At the bottom of the cauldron is a collection of 3 gem stones (20 gp each). There is also a crystal ball that houses the spirit of a basilisk. It can be seen raging inside the crystal ball. Breaking the crystal ball releases the basilisk in a very, very bad mood.


TRAPPED BASILISK

Medium monstrosity, unaligned

Armor Class 15 (Natural Armor)

Hit Points 52 (8d8+16)

Speed 20 ft.

STR16 (+3)  DEX8 (-1)  CON15 (+2)  INT2 (-4)  WIS8 (-1)  CHA7 (-2)

Senses Darkvision 60 Ft., passive Perception 9

Challenge 3 (700 XP)

Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage plus (2d6)poison damage.


CHIMNEYS: Home to large mutant spider creatures. Anyone who comes within 10 feet will be attacked. The spiders are lightning fast. They are covered in thick black fur and green pus filled polyps, and have twisted human faces that scream, "Kill me! in the name of god, kill me! Kill, kill, kill!"  They will be accompanied by a swarm of 6 smaller spiders. 


Their blood is acidic and if splashed with it, causes 1d2 damage (hitting one at close range with short swords, rapiers, etc; does not apply to great swords, spears or halberd damage).


3 LARGE HUMAN / SPIDER HYBRIDS:

Medium beast, Chaotic evil

Armor Class 13

Hit Points 11 (2d8+2)

Speed 40 ft., climb 40 ft.

STR12 (+1)  DEX16 (+3)  CON13 (+1)  INT8 (-1)  WIS12 (+1)  CHA4 (-3)

Skills Perception +3, Stealth +7

Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13

Challenge 1/4 (50 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d6 + 1) piercing damage plus (2d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Acid spit: range 10 feet, +3 to hit, 1d4+1 acid damage, can hit multiple targets if adjacent


6 SMALL HYBRID HUMAN / SPIDERS:

HP 4, speed 40, climb 30, bite +1, reach 5 ft, 1d4 damage + DC 8 CON save or take 1d6 poison damage. 



24. PANTRY 

The door to the room is locked and a barrel placed behind it. It will take STR 12 check to move it aside.


Sturdy wooden shelves line the walls, filled with dust-covered jars. There are large hooks hanging from the ceiling, and in the west corner are sacks of flour and grains. In the centre of the room are punctured barrels, shattered pottery, and broken wine bottles strewn about. 


At the far end of the room are three gnome corpses, huddled together. 


CORPSES: Their clothing is tattered, but was once fine, and there are manacles attached to shattered chains around their ankles. Some scraps of bread and a few half eaten dead rats lie around them. They grasp clubs in their hands, one has black blood on it. One gnome has a gash on his chest and arm and wears a pristine red pointed hat. The others appear uninjured.


ENEMY: Hiding within the corpses is a POISONOUS SPIDER: 

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4-1)

Speed 20 ft., climb 20 ft.

STR2 (-4)  DEX14 (+2)  CON8 (-1)  INT1(-5)  WIS10 (+0)  CHA2 (-4)

Skills Stealth +4

Senses Darkvision 30 Ft., passive Perception 12

Challenge 0 (10 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d1) piercing damage plus (1d4)poison damage. The target must succeed on a DC 9 Constitution saving throw or take the poison damage.


RED HAT: HAT OF THE FOREST GNOME

While wearing this magical hat, you are resistant to psychic damage, and have advantage on saving throws vs. Being charmed. It has 11 charges that allows the wearer to cast ANIMAL FRIENDSHIP. It does not recharge. 

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