Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Wednesday, April 1, 2026

The Dragon Urn

A couple of years ago I came across an illustration by J.R.R. Tolkien that has been used as an interior illustration for some editions of The Hobbit. “Conversation with Smaug” (1937) depicts an invisible Bilbo Baggins parlaying with the great dragon of Erebor, who lies atop a mound of golden treasure.

I find Tolkien’s drawings extremely charming, but my eyes were really drawn to the great terra cotta jars or cups filled with treasure that seemed to line the dragon’s lair. These are extremely tall, given the ladders needed to reach the top, filled with treasure, and marked with mysterious runes. Just one of these would hold a tremendous hoard. Who built these massive vessels, and to what purpose? Were they perhaps made to carry tribute to Smaug?

The eminent Tolkien scholar and RPG designer John Rateliff has noted that the words on the jar are English using Tolkien’s Tengwar script, which Rateliff translates as “... gold [of] Thror [and] Thrain ... accursed be the thief.” So these great jars seem to have held dwarven allotments of treasure, and carried a traditional curse.

In any case, I knew then I wanted to write an adventure for the Great Dungeon of the North around these containers, which eventually became “The Dragon Urn,” which I ran for some friends this last February. As previously noted, I used a map from Dyson's Delve for a new unexplored area of the Great Dungeon. The setup was simple enough: “Reports of a lost treasure hoard on the Fourth Level create a stir in Delvetown.”

I had several 5e pregens for the boys and they picked six 3rd-level PCs: Malcolm (human cleric), Robb (elf ranger), Jimmie the Nimble (human fighter), Volevert of the Firs (human barbarian), Greybough Longleaf (elf wizard), and Dravynn (dragonborn sorcerer).

Beginning at the Staff of the Magi inn, the adventurers learnt that three years ago the wizard Metriochus the Mysterious had returned to Delvetown claiming to have discovered a new area on the Fourth Level that contained a giant urn guarded by a dragon. While the dragon killed the rest of his party, Metriochus found a way to lower a portcullis, trapping the dragon and its treasure. Most listeners assumed the wizard was a liar, and only weeks later Hrodgoth the Barbarian killed Metriochus and soon his story was largely forgotten.

However, a week earlier some thieves claimed to have rediscovered the lost area on the Fourth Level, and Greybough and his companions believed they recognized where this fabled urn might be found.

My simple key for the dungeon follows:

The Dragon Urn
Room Contents Encounter CR
1 Monster 2 Giant Toads Easy
2 Empty    
3 Monster Veteran and Bandit Medium
4 Trap Gas Vent  
5 Monster Chuul Medium
6 Special Room of Geases  
7 Trap Sickening Gas  
8 Monster 1 Wererat and 2 Giant Rats Medium
9 Empty    
10 Empty    
11 Special False Fireplace  
12 Monster Black Pudding Medium
13 Trap Posion Gas Trap  
14 Trap Nausea Gas  
15 Monster 2 Black Dragon Wyrmlings Hard
16 Monster Ghost Medium
17 Empty    
18 Special Ardeth Inkscale (Young Black Dragon) Deadly

As the party explored the new area the players began improvising their characters’ backstories. It came to pass that Greybough had once been a fairly powerful wizard and patron to the rest of the group, but the long years had ravaged his once brilliant mind and he had steadily regressed in ability until he was no longer any more powerful than his much younger clients. Confined to a home for aged wizards, his loyal clients had sprung “Pops” to take him on one last adventure: to kill a dragon. Greybough was cranky and forgetful, but still remembered enough magic to effectively contribute to the expedition.

The party eventually found their quarry: Ardeth Inkscale, Daughter of Delith, Granddaughter of Old Brokehorn, the terror of Black Lake. Ardeth was a young black dragon trapped behind a magic portcullis and guarding a great urn of treasure. The party raised the portcullis, but Ardeth turned on them and in the ensuing fight killed two of the party before being killed herself.

“Pops” finally got to kill his dragon and the urn held some choice loot: 900 cp, 12,000 sp, 2,200 gp, 100 pp, 11 50-gp gems (carnelian, moonstone, sardonyx, citrine, quartz, moonstone, chalcedony, bloodstone, moonstone, star rose quartz, sardonyx), and a longsword +1.

The game was a blast to run, and I hope to bring this crew back for future adventures.

Tuesday, March 10, 2026

Winter Hooch XXXII

A couple of weekends ago we held the 32nd installment of our annual winter gaming retreat. We have about a dozen guys—most of us friends for thirty years or more—who come together every winter for a few days to play games, eat and drink, and laugh. The event is always a highlight of my winter and this installment did not disappoint.

I ran a couple of games, including “Song of Myself,” the latest installment of my Into the Interface Traveller campaign. This time the crew of the IMV Starjammer were dispatched into Solomani territory, charged by their Duchess with the destruction of a new A.I. designing the latest dreadnought for the Confederation Navy: a ship so advanced it threatens the balance of power in Magyar sector. The game was heavily influenced by several ideas from Mongoose's awesome Singularity campaign. I′ll post the write-up soonish.

The second game was “The Dragon Urn,” a romp on the Fourth Level of the Great Dungeon of the North. I used an awesome map from Dyson's Delve, translated into a Dwarven Forge setup (shown above). It had been a while since I had a chance to break out the terrain, and I was glad for the opportunity. The climax was a showdown with Ardeth, the black dragon daughter of Delith, spawn of Old Brokehorn himself. I′ll also post the dungeon key for this delve at some point.

I got a chance to play some D&D, which is always a hoot. We did a session of my friend Rob′s Erlach campaign, investigating the mysteries of Gray′s Cove. Another friend, Eli, ran a rip-roaring session of Keys from the Golden Vault that involved a heist from the devil-themed (and staffed!) casino called The Underworld.

There was a booster draft of Magic the Gathering, some sessions of Power Grid, our annual Amoeba Wars tournament, poker, and more. We even did a belated Friendsgiving, which gave us an opportunity to reflect on how lucky we are to be part of such a band of brothers.

Tuesday, November 28, 2023

Charnel Ghouls

The Eaters of the Dead, a band of ghouls and ghasts, are among the more formidable factions within the Great Dungeon of the North. Their leaders are intelligent, highly civilized ghouls from the Distant West and patterned on the true ghouls of Wolfgang Baur’s classic 2e adventure Kingdom of the Ghouls, which was in turn influenced by the works of Clark Ashton Smith and H.P. Lovecraft.

A tribute to Baur’s take on ghouls was incorporated into the Golarion setting of the Pathfinder game. The Darklands, the Underdark of Golarion, contains a dread Ghoul Court which recalls Baur’s White Kingdom. Wizkids produced a couple of pre-painted ghoul miniatures as part of the Pathfinder Battles Rusty Dragon Inn set: A ghoul cultist and a ghoul champion. These sculpts were reissued in a single blister pack of unpainted Ghouls as part of the Pathfinder Deep Cuts Wave 7 release. I snapped these up thinking they would work pretty well for leaders of the Eaters of the Dead.

I tackled these figures by starting with a zenithal undercoat, then used Reaper Ghoul Flesh and Imperial Purple for the base coats. My Army Painter Regiment and Insane Detail brushes got some pretty good workouts as I finished these miniatures off.

Conceptually, civilized ghouls overlap somewhat with vampires. To distinguish the two, I think of vampires as cursed, wretched creatures clinging to the remnants of their lost humanity, hating their damned condition and fearing to die the true death. Even cultists of Orcus are terrified of death, perhaps because they know all-too-well what torments await them in the Abyss.

Ghouls, in contrast, are eerie post-humanist creatures who actually embrace their undead state: they consider themselves to be transcendent, blessed to have surpassed their mortal flesh. They view humanity with alien detachment and callousness. Ghouls neither fear nor fetishize death: as worshippers of the mysterious Charnel God, true death represents just one more transformation for them into blissful oblivion.

These two miniatures are useful for representing leaders of the Eaters of the Dead faction. Charnel Captains are military commanders of ghoul forces. Charnel Priests are clerics of Mordiggian, philosopher-advisors to ghoul communities. Both captains and priests are usually accompanied by lesser ghouls or ghasts. The sacrificial altar they are posed with was from the “Mythos Expansion” of the Reaper Bones 3 Kickerstarter. This model is another Kevin Williams sculpture.

In the Great Dungeon, areas controlled by the ghouls are filled with the faint scent of musty cinnamon and the muffled ringing of chimes. This curious detail is a shout-out to the Ssú of the Empire of the Petal Throne setting. “The Enemies of Man” are creatures so feared within Tékumel that new PCs quickly learn to flee at first whiff of cinnamon or the sound of bells.

The following text is Open Game Content.

3.5e

These stat blocks use an abbreviated format that omits extraneous or redundant elements. Listen and Spot skills, for example, are detailed on the Senses line and not repeated on the Skills line; Feats that are “always on” like Improved Initiative or Toughness are incorporated into the stat block and not listed on the Feat line.

The Charnel Captain was created by applying the elite ability score array to a standard ghoul and adding 4 levels of fighter.

Charnel Captain CR 5

CE Medium undead

Init +4; Senses darkvision 60 ft.; Listen +3, Spot +8

Language Common

Defense

AC 21, touch 14, flat-footed 16

hp 40 (6 HD)

Fort +5, Ref +6, Will +8

Immune undead traits; Resist turn resistance +2

Offense

Spd 30 ft.; Balance +8, Climb +8, Jump +8

Melee bite +9 (1d6+4 plus paralysis), 2 claws +8 (1d3+4 plus paralysis)

Ranged mwk composite shortbow +9 (1d6+4/x3)

Special Attacks ghoul fever (DC 13)

Statistics

Str 18, Dex 18, Con –, Int 12, Wis 16, Cha 15

Base Atk +5; Grp +9

Feats Dodge, Mobility, Spring Attack

Skills Hide +8, Intimidate +9, Move Silently +8

Combat Gear oil of greater magic fang (+3), potion of displacement; Other Gear +1 chain shirt, cloak of resistance +1, masterwork composite shortbow (18 Str) with 40 arrows

Special Abilities

Ghoul Fever (Su) Disease—bite, Fortitude DC 13, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

Paralysis (Ex) DC 13 Fortitude, paralysis 1d4+1 rounds. Elves have immunity to this paralysis.

The Charnel Priest was created by applying the elite ability score array to a standard ghoul and adding 5 levels of cleric. Clerics of the Charnel God (favored weapon: dagger) have access to the Death, Evil, and Knowledge domains.

Charnel Priest CR 5

CE Medium undead

Init +2; Senses darkvision 60 ft.; Listen +5, Spot +10

Language Common

Defense

AC 20, touch 12, flat-footed 18

hp 41 (7 HD)

Fort +4, Ref +3, Will +12

Immune undead traits; Resist turn resistance +2

Offense

Spd 20 ft.; Balance +4, Climb +4, Jump -2

Melee bite +6 (1d6+2 plus paralysis), 2 claws +4 (1d3+1 plus paralysis)

Special Attacks death touch 1/day (+6 melee touch), ghoul fever (DC 14), rebuke undead 6/day (+3, 2d6+8, 5th)

Spells Prepared (CL 5th, 6th for evil spells)

3rd—animate deadD, bestow curse (+6 melee touch, DC 18), deeper darkness

2nd—death knellD (DC 17), hold person (DC 17), shatter (DC 17), silence

1st—bane (DC 16), cause fearD (DC 16), death watch, divine favor, doom (DC 16), shield of faith

0—detect magic, guidance, read magic, resistance, virtue

D Domain spell; Domains death, evil

Statistics

Str 15, Dex 14, Con –, Int 14, Wis 20, Cha 16

Base Atk +4; Grp +6

Skills Concentration +10 (+14 casting defensively), Hide +6, Knowledge (arcana) +7, Knowledge (religion) +7, Move Silently +6, Spellcraft +9

SQ spontaneous casting (inflict spells)

Combat Gear oil of darkness, scroll of divine power, scroll of mass inflict moderate wounds; Other Gear +1 breastplate, holy symbol (dagger), funeral-purple robes, silver skull-like mask

Special Abilities

Death Touch (Su) Once per day the ghoul priest may use a death touch against a living creature (+6 melee touch). If successful, roll 5d6; if this is greater than the creature’s current hit points, it dies (no save).

Ghoul Fever (Su) Disease—bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

Paralysis (Ex) DC 14 Fortitude, paralysis 1d4+1 rounds. Elves have immunity to this paralysis.

5e

Ghoul Captain
Medium undead, chaotic evil
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
StrDexConIntWisCha
16 (+3)16 (+3)15 (+2)12 (+1)13 (+1)11 (+0)
Senses darkvision 60 ft.; passive Perception 13
Languages Common
Challenge 4 (1,100 XP)
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Actions
Multiattack. The charnel captain makes either three melee attacks—one with its bite and two with its claws—or three ranged attacks with its longbow.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Charnel Priest
Medium undead, chaotic evil
Armor Class 16 (breastplate)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
StrDexConIntWisCha
15 (+2)14 (+2)16 (+3)14 (+2)16 (+3)12 (+1)
Damage Immunities. necrotic, poison.
Condition Immunities. charmed, exhaustion, poisoned.
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 4 (1,100 XP)
Spellcasting: The ghoul priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will)—guidance, sacred flame, thaumaturgy
1st level (4 slots)—bane, inflict wounds, shield of faith
2nd level (3 slots)—hold person, silence
3rd level (2 slots)—animate dead, bestow curse

Actions
Multiattack. The charnel priest makes three melee attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Channel Negative Energy The charnel priest magically unleashes negative energy. Living creatures within 60 feet of the charnel priest, including ones behind barriers and around corners, can’t regain hit points until the end of the charnel priest’s next turn.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Wednesday, October 11, 2023

Bugbears of the Great Dungeon

As I was writing my previous post about Warhammer, I dug out a couple of old Citadel bugbear miniatures, which had been cast as part of Citadel’s brief but much loved AD&D line. These figures had been stuck in a display case for almost 40 years, and pulling them out I was struck by how well they held up. The sculptor, Jes Goodwin, was able to capture many fine little details, including the minute stitching around the pointed leather cap on one bugbear.

I was also reminded that these bugbears were probably the last miniatures I had worked on during my initial burst of painting—and that they were never quite finished. I vaguely remember that at the time my paints had started to run out or go dry, and my brushes were all trashed, making working on all the small bugbeary details extremely frustrating. I’m pretty sure I got them to a “close enough” stage and then set my painting aside for what ended up being a very long hiatus.

As I looked more closely at these old miniatures, I began to think they could finished off without too much trouble. I also began to wonder what some modern paints and tone washes would be able to do for them. Rather than strip these miniatures down to the metal, I just started painting on top of my old work. Like Rip Van Winkle, these great little miniatures slowly began to come back to life. I can’t explain why it feels so satisfying to complete these long-neglected figures, but it does.

Bugbears of the Great Dungeon

BUGBEARS are giant shaggy goblins hailing from the ancient Boundary Mountains. Unlike their goblin and hobgoblin kin, the bugbears were never subjugated by the elves of old Norumbega. Today they live in small, fiercely independent bands scattered across the North. In the Great Dungeon, one particularly ornery clan forms a notable faction on the middle levels.

I use a standard stat block to describe different factions in the Great Dungeon, like so:

Bugbears of the Boundary Mountains CE

A clan of treacherous bugbears ready to exploit allies and ambush enemies.

Allies Dungmarket goblins

Enemies Orcs of the Shattered Bone, The Reapers

Locations Grumlug’s Lair (6th), The Back Landing (4th, outpost), The Whispering Halls (5th, lair), The Bleak Rotunda (5th, outpost)

Names

Names Barggut, Bedrut, Bruztig, Garyag, Hruguyed, Khotgub, Meraog, Rudgul, Rudlub, Rudorb, Sudurb, Sudya

Roster

Leader Chief Grumlug (CE male bugbear rogue 5/fighter 2)

Population 37 bugbears plus 15 noncombatant adults and 18 young

Roster List

9th (7,200 xp)—Chief Grumlug (U)

7th (3,600 xp)—bugbear leader

5th (1,800 xp)—bugbear scout, bugbear shaman

3rd (900 xp)—bugbear sergeant

2nd (600 xp)—bugbear

Below are 3.5e and 5e stat blocks for members of the Bugbears of the Boundary Mountains faction. The following text is Open Game Content.

3.5e

The following table can be used to generate random bugbear encounters:

Bugbear Encounters
d% Encounter Average EL
01–33 1d3+1 bugbears 5
34–41 1d2 bugbear leaders 8
42–58 1d3 bugbear scouts 7
59–83 1d3+1 bugbear sergeants 6
84–00 1d2 bugbear shamans 6

Individual statblocks follow. These use an abbreviated format: feats that are already incorporated into the statblock such as Toughness are not enumerated in the Feats line. Likewise skills that appear elsewhere, such as Listen and Spot, are not repeated in the Skill line.

Bugbear CR 2

CE Medium humanoid (goblinoid)

Init +1; Senses darkvision 60 ft., scent; Listen +4, Spot +4

Languages Goblin, Common

Defense

AC 17, touch 11, flat-footed 16

hp 16 (3 HD)

Fort +2, Ref +4, Will +1

Offense

Spd 30 ft.; Climb +3

Melee morningstar +5 (1d8+2)

Ranged javelin +3 (1d6+2)

Statistics

Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9

Base Atk +2; Grp +4

Skills Hide +4, Move Silently +6

Gear leather armor, light wooden shield, morningstar, 2 javelins

Bugbear Chief CR 9

Male bugbear fighter 2/rogue 5

CE Medium humanoid (goblinoid)

Init +4; Senses darkvision 60 ft., scent; Listen +8, Spot +8

Languages Goblin, Common

Defense

AC 24, touch 14, flat-footed 20

hp 85 (10 HD)

Fort +10, Ref +12, Will +4

Defensive Abilities evasion, uncanny dodge, trap sense +1

Offense

Spd 30 ft.; Balance +11, Climb +10, Jump +6, Tumble +9

Melee +1 longsword +13/+8 (1d8+5/19–20)

Ranged +1 throwing axe +12 (1d6+5)

Special Attacks sneak attack +3d6

Statistics

Str 18, Dex 19, Con 18, Int 10, Wis 12, Cha 8

Base Atk +7; Grp +11

Feats Combat Reflexes, Deadly Precision*, Dodge, Mobility

Skills Hide +14, Move Silently +23, Search +8, Survival +1 (+3 following tracks)

SQ trapfinding

Combat Gear potion of haste; Gear +1 studded leather armor, +1 light wooden shield, +1 longsword, +1 throwing axe, amulet of natural armor +1, boots of elvenkind, cloak of resistance +1

Abilities

Deadly Precision: With this feat the bugbear chief can reroll any result of 1 on his sneak attack’s extra damage dice. The chief must keep the result of the reroll, even if it is another 1.

Bugbear Leader CR 7

CE Medium humanoid (goblinoid)

Init +4; Senses darkvision 60 ft., scent; Listen +4, Spot +4

Languages Goblin, Common

Defense

AC 17, touch 10, flat-footed 17

hp 76 (8 HD)

Fort +9, Ref +4, Will +4

Offense

Spd 30 ft.; Climb +10

Melee +1 morningstar +13/+8 (1d8+7)

Ranged mwk javelin +8 (1d6+4)

Statistics

Str 18, Dex 10, Con 18, Int 10, Wis 14, Cha 10

Base Atk +7; Grp +11

Feats Blind-Fight, Improved Shield Bash

Skills Hide +6, Intimidate +6, Move Silently +8

Combat Gear potions of cure moderate wounds and heroism; Gear leather armor, +1 light wooden shield, +1 morningstar, 2 masterwork javelins

Bugbear Scout CR 5

CE Medium humanoid (goblinoid)

Init +7; Senses darkvision 60 ft., scent; Listen +8, Spot +8

Languages Goblin, Common

Defense

AC 21, touch 13, flat-footed 17

hp 45 (6 HD)

Fort +5, Ref +9, Will +3

Defensive Abilities evasion

Offense

Spd 30 ft.; Balance +7, Climb +8, Tumble +7

Melee morningstar +9 (1d8+4)

Ranged javelin +7 (1d6+4)

Special Attacks sneak attack +2d6

Statistics

Str 18, Dex 17, Con 16, Int 10, Wis 12, Cha 6

Base Atk +4; Grp +8

Skills Hide +9, Move Silently +11

SQ trapfinding, trap sense +1

Combat Gear javelin of lightning, potion of heroism; Gear +1 leather armor, light shield, morningstar, 2 javelins

Bugbear Sergeant CR 3

CE Medium humanoid (goblinoid)

Init +2; Senses darkvision 60 ft., scent; Listen +3, Spot +3

Languages Goblin, Common

Defense

AC 18, touch 12, flat-footed 16

hp 32 (5 HD)

Fort +6, Ref +5, Will +0

Offense

Spd 30 ft.; Climb +3

Melee longsword +8 (1d8+3/19–20)

Ranged throwing axe +6 (1d6+3)

Statistics

Str 17, Dex 14, Con 14, Int 10, Wis 9, Cha 6

Base Atk +4; Grp +7

Skills Hide +5, Intimidate +2, Move Silently +7

Gear leather armor, light wooden shield, longsword, 2 throwing axes

Bugbear Shaman CR 5

CE Medium humanoid (goblinoid)

Init +3; Senses darkvision 60 ft., scent; Listen +7, Spot +7

Languages Goblin, Common

Defense

AC 21, touch 13, flat-footed 18

hp 58 (8 HD)

Fort +5, Ref +7, Will +8

Offense

Spd 30 ft.; Climb +2

Melee mwk shortspear +6 (1d6+1)

Ranged dart +5 (1d4+1)

Typical Adept Spells Prepared (CL 5th, Concentration +8)

2nd—darkness, web (DC 15)

1st—cause fear (DC 14), cure light wounds, protection from good

0—detect magic, ghost sound (DC 13), touch of fatigue (+5 melee touch, DC 13)

Statistics

Str 12, Dex 16, Con 16, Int 10, Wis 16, Cha 10

Base Atk +4; Grp +5

Skills Hide +8, Move Silently +10, Spellcraft +7, Survival +7

SQ summon familiar

Combat Gear javelin of lightning, wand of burning hands; Gear +1 studded leather armor, light wooden shield, masterwork shortspear, 2 darts

Noncombatant Bugbear CR 2

CE Medium humanoid (goblinoid)

Init +1; Senses darkvision 60 ft., scent; Listen +5, Spot +5

Languages Goblin, Common

Defense

AC 14, touch 11, flat-footed 13

hp 19 (3 HD)

Fort +3, Ref +4, Will +2

Offense

Spd 30 ft.; Climb +3,

Melee dagger +3 (1d4+1/19–20)

Statistics

Str 12, Dex 12, Con 15, Int 11, Wis 12, Cha 7

Base Atk +2; Grp +3

Skills Hide +7, Move Silently +9

Gear dagger

5e

The roster of the bugbear faction:

  • Challenge 7 (2,900 XP)—bugbear chief (Unique)
  • Challenge 5 (1,800 XP)—bugbear leader
  • Challenge 4 (1,100 XP)—bugbear scout, bugbear shaman
  • Challenge 2 (450 XP)—bugbear sergeant
  • Challenge 1 (200 XP)—bugbear

Bugbear encounters can be generated using the following table:

Bugbear Encounters
d%EncounterAverage
Challenge
01–331d3+1 bugbears4
34–411d2 bugbear leaders8
42–581d3 bugbear scouts7
59–831d3+1 bugbear sergeants6
84–001d2 bugbear shamans6

Statblocks for individuals follow.

Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
StrDexConIntWisCha
15 (+2)14 (+2)13 (+1)8 (-1)11 (+0)9 (-1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Javelin (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Bugbear Chief
Medium humanoid (goblinoid), chaotic evil
Armor Class 18 (+1 studded leather armor)
Hit Points 127 (15d8 + 60)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)20 (+5)18 (+4)8 (-1)12 (+1)8 (-1)
Saving Throws Dex +8, Will +4
Skills Acrobatics +8, Perception +4, Stealth +11, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Common
Challenge 7 (2,900 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear chief hits with it (included in the attack).
Evasion. If the bugbear chief is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the chief instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Sneak Attack (1/Turn). The bugbear chief deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the chief that isn’t incapacitated and the chief doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The bugbear chief makes two melee attacks. Alternatively, he can make two ranged attacks with his handaxes.
Handaxe (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Handaxe (Ranged). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 4) slashing damage .
+1 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Bugbear Leader
Medium humanoid (goblinoid), chaotic evil
Armor Class 17 (breastplate, shield)
Hit Points 90 (12d8 + 48)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)12 (+1)18 (+4)8 (-1)14 (+2)10 (+0)
Skills Stealth +7, Survival +5
Senses darkvision 60 ft., passive Perception 12
Languages Goblin, Common
Challenge 5 (1,800 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear leader hits with it (included in the attack).
Surprise Attack. If the bugbear leader surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Javelin (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Bugbear Scout
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (studded leather armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)19 (+4)16 (+3)8 (-1)12 (+1)6 (-2)
Skills Stealth +8, Survival +3
Saving Throws Dex +6, Int +1
Senses darkvision 60 ft., passive Perception 11
Languages Goblin, Common
Challenge 4 (1,100 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear scout hits with it (included in the attack).
Sneak Attack (1/Turn). The bugbear scout deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the scout that isn’t incapacitated and the scout doesn’t have disadvantage on the attack roll.
Actions
Javelin (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Bugbear Sergeant
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (leather armor, shield)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
StrDexConIntWisCha
17 (+3)16 (+3)14 (+2)8 (-1)9 (-1)6 (-2)
Skills Stealth +7, Survival +1
Senses darkvision 60 ft., passive Perception 9
Languages Goblin, Common
Challenge 2 (450 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear sergeant hits with it (included in the attack).
Surprise Attack. If the bugbear sergeant surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Handaxe (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Handaxe (Ranged). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Bugbear Shaman
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
StrDexConIntWisCha
12 (+1)18 (+4)16 (+3)10 (+0)16 (+3)10 (+0)
Saving Throws Con +5, Wis +5
Skills Stealth +8, Survival +5
Senses darkvision 60 ft., passive Perception 13
Languages Goblin, Common
Challenge 4 (1,100 XP)
Brute. A melee weapon deals one extra die of its damage when the shaman hits with it (included in the attack).
Surprise Attack. If the shaman surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Spellcasting. The bugbear shaman is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +5 to hit with spell attacks). The shaman has the following cleric spells prepared:
Cantrips (at will)—guidance, sacred flame, thaumaturgy
1st level (4 slots)—bane, healing word, shield of faith
2nd level (3 slots)—hold person, silence
3rd level (2 slots)—bestow curse, mass healing word
Actions
Javelin (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Javelin (Ranged). Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Noncombatant Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 12
Hit Points 26 (4d8 + 8)
Speed 30 ft.
StrDexConIntWisCha
12 (+1)12 (+2)15 (+2)9 (-1)12 (+1)12 (+1)
Skills Stealth +6, Survival +3
Senses darkvision 60 ft., passive Perception 10
Languages Goblin, Common
Challenge 1/2 (100 XP)
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Tuesday, September 19, 2023

So Close, So Far: Warhammer

I was an avid reader of White Dwarf magazine in the early and mid 1980s, and I was painting miniatures when the license to produce AD&D figures moved from Grenadier to TSR to Citadel to Ral Partha over a few short years. So I had a ringside seat as Games Workshop began to transition away from providing third party support to games published by other companies such as Chaosium, Game Designers’ Workshop, and TSR. Instead, White Dwarf increasingly focused on new products from GW and Citadel under the name Warhammer.

Initially billed as the “Mass Combat Fantasy Roleplaying Game,” I really wasn’t sure what to make of Warhammer. I was certainly interested in incorporating gigantic, army-scale battles into my D&D games but I couldn’t figure out if Warhammer fit the bill. Could I use this boxed set as a D&D supplement? The early reviews were mostly positive but Warhammer sounded like a separate thing altogether. The notion of having enough money to purchase an entire army’s worth of figures, as well as having the time to paint them all seemed bonkers. 

At about the same time the art direction of White Dwarf and Citadel miniatures began to embrace a more gonzo, punky style that I wasn’t really sure I liked. Now, I was a huge fan of the artwork from the 1e Fiend Folio, which was quite a bit wilder than the art in other AD&D books. This is partly because the Fiend Folio was produced by TSR UK and as such featured UK artists such as the late, great Russ Nicholson. There was a lot of overlap between TSR UK and Games Workshop staff.

But the new Games Workshop/Citadel style was like Nicholson turned up to 11: more dynamic, bold, and cartoony, often infused with a tongue-in-cheek sense of humor and a grittier, post-apocalyptic look. Instead of staid, Tolkien-esque dwarven warriors we suddenly got snarling, tattooed dwarves with mohawks wearing Mad Max-style armor and wielding enormous cleavers.

Despite my reservations about the new art style, I bought a lot of the Citadel D&D miniatures in part because they included so many monsters from my beloved Fiend Folio. In general, these figures were better sculpted and better cast than anything that had come before. And the new art direction, with exaggerated elements, really helped make those tiny miniatures pop. The only thing I really disliked about these figures were the plastic “slotta” bases.

My miniature painting phase was relatively short-lived. And in 1984 TSR released an abstract mass combat system in the D&D Companion Set that adequately addressed my interest in army-scale battles. So I really wasn’t paying much attention to what was happening with Warhammer. By the time I got back into gaming in the 1990s, Warhammer was a phenomenon. I was vaguely aware of this development—local game shops suddenly had sand tables and displays of brightly painted figures—but no one in my immediate group ever took the plunge and I really knew very little about the game.

It seems strange, considering how much D&D I played over the ensuing decades, that I remained so ignorant of a hobby that had so much in common with D&D. I was always flabbergasted at Warhammer’s success: how could a game that was clearly so expensive and time-consuming have such a large following?

Flash-forward to a couple of years ago, when one of my friends bought a copy of the Harbinger Starter Set for Warhammer Age of Sigmar. He had painted up the two factions and we played out a scenario. It was a fun, fast-paced skirmish game. I was impressed by the streamlined rules and am a sucker for d6 mechanics—I also liked adding a random component to movement rates.

I’ve been watching many miniature painting videos over the last few years to try and improve my own painting skills and I’ve been frankly blown away by the work done by the Warhammer community. It’s clear that many of the next-level skills I’d like to master—color theory, wet blending, glazes—are old hat for Warhammer painters.

So given all this I picked up a boxed set of Warcry: Flesh-Eater Courts, not quite understanding the difference between Warcry and other Age of Sigmar sets. The Flesh-Eater Courts is a faction of ghouls, and many of the models would work well for the Eaters of the Dead band of ghouls in my Great Dungeon. I’d long been on the hunt for Large-sized ghouls for my Hulking Ghouls, and this Warcry set had three that fit the bill perfectly.

Opening the box, I was surprised that the models were still on the sprues and needed to be assembled. I also didn’t realize that the figures could be so customizable by swapping in a wide variety of different limbs, heads, or weapons that in some cases would produce completely different models. While I knew kitbashing was common in the Warhammer community, I didn’t know that the models were really designed to support this practice.

The models are made out of a very lightweight, fairly rigid plastic material that holds details extremely well and is roughly comparable to Bones Black. Once snipped from the sprues the parts had very little in the way of flashing or mold lines. Another surprise was that the appendages do not connect with pegs and sockets, but instead use a very clever ball and socket system. You have to get these parts aligned just right, but when they are seated properly they form surprisingly tight attachments with relatively little gaps.

I primed these models with Army Painter spray-on primer and used Reaper ghoul flesh acrylics for the base coats. The sculpts have lots of grotesque details—exposed flesh and sinew, eruptions of pus-filled boils and spikes, limbs held together with impaled bones, and so on. I didn’t try to go all-in on the gore, but did try a few different techniques to render diseased and bruised skin.

I was pretty happy with the overall experience of painting these Warhammer models. I’m not nearly ready to begin assembling an army any time soon, but I have been slowly backfilling my understanding of the game and its lore. I certainly expect to pick up a few more sets to round out my Great Dungeon of the North rosters.

Tuesday, August 8, 2023

The Dome of the Phoenix

I ran the following adventure for two different groups during our recent gaming weekend. While both groups fared fairly well, only one was able to find the treasure at the heart of the Dome of the Phoenix.

The Dome of the Phoenix is a short 5e dungeon crawl for 4–5 3rd-level characters, designed to emulate a classic megadungeon delve. The Dome could easily be run as a standalone adventure, or inserted as a sublevel into an established megadungeon.

Background

A fresco of a Phoenix from the Great Dungeon.

The Dome of the Phoenix is a legendary area on the third level of the Great Dungeon of the North, consisting of the Dome itself and several surrounding rooms and chambers. First discovered some 35 years ago, the Dome soon became famed for the hauls of rubies that were brought out of it. The Dome was said to contain a fabulous treasure vault that could not be accessed by adventurers.

As sometimes happens in the Great Dungeon, the Dome would mysteriously disappear and reappear from time to time. Nearly seven years have passed since adventurers were last able to access the Dome.

Two weeks ago, a party of dungeoneers led by the human fighter Hodge Thorntown rediscovered the entrance to the Dome. Hodge’s party, the Hodgepodge, consisted of the adventurers Brother Waylen, Idril Silvertree, and Piers Redmane. For an expedition to the Dome they hired several henchmen to round out their numbers: Liam, Brother Rory, Sothye the Amazon, and Alyna.

The party ran into a hobgoblin ambush: Liam was killed immediately and Sothe the Amazon fell while acting as rear guard. The party regrouped and drove the hobgoblins back, but Brother Waylen was killed in the ensuing fight. Hodge insisted the expedition press on.

Hodge, while taking point, was murdered by a doppelganger and secretly replaced. The group then encountered a troll that tore through the remaining members of the Hodgepodge. Piers Redmane was killed and his magic elvish longbow lost. The decimated group was forced to withdraw from the Dungeon.

Upon returning to Delvetown Ildril Silvertree shunned Hodge, blaming him for the death of her beloved Piers. Along with Rory and Alyna she returned to the Dungeon, vowing revenge. The doppelganger masquerading as Hodge has been hanging around Delvetown, looking to return. If approached it will gladly guide a fresh party of adventurers into the depths of the Dungeon.

Rumors

Characters spending time in Delvetown can easily pick up most details of the Hodgepodge’s doomed expedition, except for Hodge’s replacement by a doppelganger. Additional effort can turn up several rumors about the Dome:

  1. The Dome of the Phoenix is populated by fire monsters.
  2. Ghouls and other undead have overrun the Dome.
  3. A magic sword lies at the heart of the Dome.
  4. The Dome is riddled with secret and hidden passages.
  5. Adventurers of yore brought a cache of rubies worth a king’s ransom out of the Dome.
  6. A young red dragon lurks at the heart of the Dome.
  7. Hobgoblins of the Long Death tribe are systematically ransacking the Dome.
  8. A shrine to an archdevil is hidden somewhere in the Dome.

Dungeon Key

This map was created using the incredibly awesome Dungeon Scrawl tool.

Each square is equal to ten feet. Unless otherwise noted, all corridors in the Dome complex are 10 feet wide with arched ceilings peaking at 15 feet high. Room ceilings are 16 feet high and chamber ceilings are nearly 20 feet high. Doors are made of stout oak bound in corroded iron. All areas are dark unless otherwise noted

Wandering Monsters

Check every 1d4 turns, wandering monsters occur on a 1 on 1d6.

  1. 1d2+3 Hobgoblins
  2. 1d2+1 Ghouls
  3. 1 Doppelganger
  4. 1 Gelatinous Cube
  5. 1d2 Gricks
  6. 1d2 Cyclopes

Entrance

E. The Phoenix Room

This octagonal entrance room has doors on the east and west walls. On the north wall is a statue of a phoenix in its nest, its head pointing east. A DC 15 Wisdom (Perception) check will indicate the presence of a secret door behind the statue. A DC 15 Intelligence (Investigate) check will discover the opening mechanism: Turning the head to the west causes the statue to slide aside, revealing a passage to the north.

The Eastern Section

A1. Chamber

A DC 10 Wisdom (Survival) check indicates recent activity in this area. A DC 15 Wisdom (Perception) check will find markings carved into the lintels of the two exits. A DC 10 Intelligence check reveals these are hobgoblin signs, while a DC 15 or better will indicate the northern exit is a warning and the southern exit is marked as clear.

A2. Stairs

A great quantity of dried blood and three broken spears are at the top of the stairs. A DC 15 Wisdom (Survival) check indicates the blood is less than a week old. At the bottom of the stairs are two broken polearms and more blood. The weapons have wickedly curved and hooked blades, and a DC 15 Intelligence check indicates they are of hobgoblin manufacture. An elf makes this check with advantage.

A3. Owlbear Room

The door to this room is nailed shut from the outside. A DC 20 Wisdom (Perception) check will reveal growling on the other side. Inside are the mangled corpses of three hobgoblins and one very angry and hungry owlbear.

A4. Chamber

The eastern wall of this large, irregular chamber is painted in what was once a vibrant mural of a phoenix emerging from a fire, though the features are grimed and hard to make out. Rude goblin words have recently been scrawled on the mural. The phoenix’s beak points toward a secret door in the eastern wall, which can be located with a successful DC 15 check.

A5. Alcove

The corpses of Liam and Sothye the Amazon lie here, with the words “ELF FRIENDS” scrawled on the far wall. Ildril Silvertree will pay 100 gp for the recovery of both bodies. If characters spend any time investigating this area, three hobgoblins from A6 will charge down the hall, roaring in fury while the fourth alerts the other hobgoblins in A8.

It will take 3 rounds for the reinforcement hobgoblins from A8 to take up positions in A6, from which they will fire arrows down the corridor.

A6. Chamber

Four hobgoblins of the Long Death tribe are on guard in this vaulted chamber. One watches the corridor to the west, while one stands in front of the door to A8. A sergeant has a small locked coffer with 12 cp in it. He carries the key on his belt.

A7. Offal Room

The floor of this room is sunken three feet below the corridor, but filled with offal. Moving through this room is difficult terrain. An otyugh lives here. It has reached an accord with the hobgoblins, who happiy bring their refuse here as tribute.

A8. Guard Room

Five off-duty hobgoblins are in here along with bedrolls and provisions. They have scrawled rude words on the walls and crude pictures of elf torture and degradation. The hobgoblins collectively have 11 gp.

A9. Pool Room

The center of the room is dominated by a 10-foot wide pool of blue, gently-swirling water roughly 3-feet deep. The pool radiates conjuration magic. The water is drinkable, and any creature standing in the pool must make a DC 13 Wisdom save or be teleported back to Delvetown.

A10. Troll Room

This room is occupied by a hateful troll. The floor is littered with bones picked clean and the corpse of Piers Redmane with his elvish blade, a +1 longbow. Ildril Silvertree will pay 500 gp for the recovery of his body. Scattered among the bones are 30 ep, 1,900 cp, and one red spinel worth 100 gp.

A secret door in the north wall can be found with a DC 20 check.

The Western Section

B1. Chamber of Frogs

This vaulted chamber is damp and the floors are slippery. Half a dozen small, pale frogs croak and hop around here. They will approach any characters without fear, but will recede quickly if harmed or harassed in any way. If allowed they will follow the characters through the dungeon. Dexterity (Stealth) checks made with a frog retinue are with disadvantage, while Widsom (Perception) checks are made with advantage.

B2. Guard Room

The southern approach to this room is littered with the corpses of several squashed frogs. Inside are the servants of the night hag Pericha in B6: the ogre Ned and his half-ogre son Jago. Ned has 12 gp in a pouch on his belt.

B3. Refuge

This room is poorly lit by several torches. Four thugs have holed up in this room after running into Ned and Jago at B2. A dead fifth thug is on the floor, his wounds crudely tended. The thugs, named Jor, Grab, Wal, and Dag, will pretend to be adventurers and will offer to join with the characters. They are actually chaotic evil brigands, members of the Reaper faction, and will betray the party at the first opportunity. Jor has 6 gp, while Grab has 3 gp and Wal has 1 gp.

B4. Room

This room is empty. A small leather pouch with 10 sp is hidden under a flagstone in the northwest corner, and is discoverable with a DC 20 Wisdom (Perception) check.

B5. Fountain Chamber

At the center of this room is a circular fountain, 15 feet wide with the statue of a jovial, 8-foot tall black frog, its front arms raised toward the ceiling as if in celebration. Water gushes out of its mouth and cascades into the pool at its feet. The entire fountain radiates transmutation magic. Any living creature touching the water must make a DC 12 Constitution save or be polymorphed into one of the small, pale frogs. Creatures drinking the water make this save at disadvantage.

B6. Home of the Hag

The door to this room is hung with a cheery cross-stitch sampler with the following message in neat Common: “Enter, weary, and find your rest.”

The room within is furnished like a cozy hut with table, place settings, a bed, and several chairs. Inside is the night hag Pericha, polymorphed into the form of a kindly old woman. She will invite the characters in but is so vile and impatient she will not be able to maintain the ruse for very long before attacking the characters.

Pericha has six small rubies worth 500 gp each in a green glass decorative bowl shaped like a large scallop shell.

The Secret Chambers

C1. Bone Room

This dusty, cobwebbed room is littered with broken and gnawed bones, bits of broken weapon and armor, all very old. 13 cp can be found amongst the bones.

C2. Corpse Room

Several desiccated corpses, covered in dust and cobwebs, lie in this room. A DC 10 Intelligence (History) check indicates that their clothes and gear are several decades old.

C3. Guard Room

Seven zombies sit on the floor of this room, covered in dust and mold. When the door opens tiny pinpoints of light glimmer in their eyesockets and they rise to attack. 22 cp are found on their moldy bodies.

C4. Pit Trap

From C3 a corridor runs north twenty feet before turning east and ending in a door. A hidden pit lies at the turn, its cover the same stone material as the corridor floor. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. The door around the corner is actually a false door at the end of a dead end.

When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the 15-foot pit below. A creature falling into the pit takes 5 (1d10) bludgeoning damage plus 11 (2d10) piercing damage from the spikes. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see.

A corpse impaled on the spikes has 11 gp. From the bottom of the pit passages run west to C6 and north to C7.

C5. Charnel Room

This dusty room reeks faintly of death and decay.

C6. Landing Room

Three ravenous ghouls lurk at the bottom of the stairs, waiting for any living creature to either come from C5 or the pit trap at C4. There is 22 cp scattered on the floor around them.

The Hulking Ghoul waits for living creatures to approach.

C7. Secret Door

A dingy mural of a phoenix is painted on the north wall of this intersection. The mural is covered with cobwebs and is spotted with a DC 10 Wisdom (Perception) check. The wall on which the mural lies is a secret door, discoverable with a DC 15 check.

C8. Chamber of the Hulking Ghoul

A hulking ghoul waits here for living creatures to enter. The chamber is filled with smashed and broken bones.

Hulking Ghoul
Large undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)14 (+2)14 (+2)9 (-1)12 (+1)8 (-1)
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Keen Smell. The hulking ghoul has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The hulking ghoul regains 10 hit points at the start of its turn if it has at least 1 hit point. The trait doesn’t function if the hulking ghoul takes fire or radiant damage.
Stench. Any living creature that starts its turn within 5 feet of the hulking ghoul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
Turn Defiance. The hulking ghoul and any ghouls or ghasts within 30 feet of it have advantage on saving throws against effects that turn undead.
Undead Nature. A hulking ghoul doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The hulking ghoul makes two melee attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

C9. Bodak Lair

This chamber and the corridor approaching it is freezing cold, filling living creatures with a noticeable sense of dread. One bodak (Volo’s Guide to Monsters) is found here.

Around the room are piles of treasure: 110 pp, 1,300 gp, 5,000 sp, and 700 cp; six 100 gp red garnet gemstones, and a Potion of Greater Healing.

The Inner Sanctum

The Thing in the Well guards the Dome.

D1. Chamber of the Shaft

This chamber is dominated by a 15-foot wide opening in the center of the room, which plunges down 15 feet. At the bottom of the shaft is a black pudding. A passage runs north from the bottom of the shaft to D2.

D2. The Well

This chamber has only 15-foot wide stone well filled with dark, foul water. Just under the water’s surface lurks the Thing in the Well, a horrible mass of writhing, spiked tentacles. The Thing will attack anyone trying to cross the room.

The Thing in the Well
Huge aberration, unaligned
Armor Class 15 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 20 ft., climb 20 ft., swim 30 ft.
StrDexConIntWisCha
18 (+4)13 (+1)19 (+4)1 (-5)11 (+0)9 (-1)
Saving Throws Con +7
Senses blindsight 30 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)
Amphibious. The Thing can breathe air and water.
Actions
Multiattack. The Thing makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Large or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The Thing has five tentacle, each of which can grapple one target.

The well is 20 feet deep, and at the bottom lies a corpse with a small rotten sack containing 3 red spinels worth 100 gp each.

D3. The Dome of the Phoenix

This square chamber contains an ever-burning brazier in the center. Two locked bronze doors are in the west wall. They are immune to physical harm and cannot be picked or opened by any magic less than a wish or miracle. The ceiling is a painted dome depicting a phoenix emerging from a fire, soaring over landscapes, and then consuming itself in a pyre. Within the painting is a concealed message written in Common, discovered on a DC 10 Wisdom (Perception) check:

A stone of red
Into fires fed
Opens the way

Placing a ruby or other red gemstone worth at least 10 gp in the fire opens both doors to D4. Placing anything else summons a fire elemental that attacks the characters.

D4. The Sword of the Phoenix

Inside this small room is a small altar on which sits two small rubies worth 500 gp each and the Sword of the Phoenix, a flame tongue longsword. Command word: chol.

Attributions

The image of the Phoenix Fresco was generated using DALL-E2. The dungeon map was created using Dungeon Scrawl. The Hulking Ghoul miniature is a Games Workshop Crypt Horror. The Thing in the Well miniature is from the Reaper Bones 5: Escape from Pizza Dungeon Kickstarter.