Hommlet Moathouse in Faeberron | World Anvil
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Hommlet Moathouse

On the way... A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the ruins, and even the track is mostly overgrown and cluttered with fallen branches and trees. Here and there it is washed out, in other places a mire. Evidently some game still follow the pathway, however, after a mile or so faint pathways can be seen.   Even considering this, the going is slow, and it takes over an hour to reach the place on horseback, two if on foot, and the first time there is a lot of hacking and clearing that needs done so double the time on the first pass. After two miles of distance, the land begins to sink and become boggy, as cattails and marsh plants grow thick. On the right can be seen the jagged silhouette of the moathouse. The track continues past the ruins for many miles. A side path, banked high to cross over the wetlands to either side, juts north to the entrance of the ruins. The track here is only about 15' wide, with crumbling embankments make travel near the edge dangerous. The bogs here stink, and the vegetation appears dense, but somehow sickly and unhealthy, creepers and vines throwing their strangling loops over the skeletons of dead samplings and living bushes alike. The rushes and cattails rustle and bend over when only a slight wind blows over the marsh, and weird bird calls, croakings, and other unwholesome sounds come faintly across the glade.     Ground Level Encounter Key(1d12/1d6):
  1. 1d6+1 Diseased Giant Rats
  2. Scraping Noise Above
  3. Giant Tick overhead
  4. Squeaking and Rustling below (rats?)
  5. 1d4+1 Thugs
  6. Footsteps (Echos of the party)
    Key to the Moathouse(Ground Level):   1. 6 Giant Frogs: Roll stealth check with advantage for the frogs against party's passive perception. If the Frogs success the party is surprised. Out of the tall weeds surrounding the trail 6 Giant Frogs leap out, lunging on the attack. Loot: 2x 50gp Diamonds inside largest frog.

Giant Frog

Medium beast, unaligned
Armor Class 11
Hit Points 18 4d8
Speed 30ft Swim: 30ft

STR
12 +1
DEX
13 +1
CON
11 0
INT
2 -4
WIS
10 0
CHA
3 -4

Skills Perception +2 , Stealth +3
Senses darkvision 30 ft., passive Perception 12
Challenge 1/4 (50 XP)


Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks, and other effects outside the frog, and it takes 5 2d4 acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


 
    2. Rotting Drawbridge: A rotting drawbridge spans the gap over the rotting and stinking muck of a moat. The chains look look like they were broken long ago, and what's left of the wood planks are damp and rotten. A medium or smaller creature will not affect the drawbridge if crossed one at a time. Anything more and there is a chance it will break. 20-50% depending on total size. A break will cause a creature's leg to fall through taking 1d4 damage.     3. Broken Gates: The gates are in disarray. One door is hanging open on one hinge, the other is splintered and holed, but in position. It is wedged and shored in position from the other side. A careful examination of the ground here will reveal that there are footprints in the ground heading to and from the building steps at location 5. DC15 survival check will reveal Human, Kobold and Orc tracks. If the party spent longer than a day in Hommlet, there is also a rut in the mud as if made by a single wheel.     4. Tower with Collapsed portion: To the left is what's left of the keep's tower. The top of the tower has collapsed in on itself and the door to the lower portion if slightly ajar. Inside is completely dark. Darkvision requires DC17 perception check, no darkvision DC30. On a success the phase spider is found and leaps into attack. On a fail, if the party enters the phase spider attacks and the party is surprised.

Phase Spider

Large monstrosity, unaligned
Armor Class 13
Hit Points 32 5d10+5
Speed 30ft Climb: 30ft

STR
15 +2
DEX
15 +2
CON
12 +1
INT
6 -2
WIS
10 0
CHA
6 -2

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Challenge 3 (700 XP)


Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 4d8 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 this way.


 

A Phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

    5. Littered Steps to the House Portion: Wide steps that lead to a broken set of double doors, one laying flat the other hanging by one hinge. The steps are littered with mudding prints of various types. DC15 survival check will reveal Human, Kobold and Orc tracks.     6. Great Hall: You enter the former great hall. It is filled with destroyed furniture, tattered banners and tapestries on the walls, and heaps of rotting cloth thrown into the corners. It seems to have once been a great audience chamber, richly appointed, which has been thoughly searched and sacked. Leaves and dirt cover the floor, and cobwebs hang from walls and what's left of the ceiling above. Looking up, the beams and stone are totally destroyed, leaving nothing of the upper floors. There are hallways to the left and right, and a door in the rear of the room.   7. Black Chamber: Inside the room beyond the door are 8 Thugs, waiting to ambush the party. They are loyal to Lareth, and dress in a similar fashion to Thugs encountered at the Inn. Party can stealth check vs +0 Perception. If not stealth, thugs will try Stealth +0.

Thug

Medium humanoid (any race), any non-good
Armor Class 11 (leather armor)
Hit Points 32 ( 5d8+10 )
Speed 30ft

STR
15 +2
DEX
11 0
CON
14 +2
INT
10 0
WIS
10 0
CHA
11 0

Skills Intimidation +2
Languages any one language (usually Common)
Challenge 1/2 (100 XP)


Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 ( 1d6+2 ) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 ( 1d10 ) piercing damage.


 

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

The chamber is floored in black flagstones, had ebony-colored wall hangings(burnt and tattered), and a jumble of wreckage. The thugs had bedrolls pitched in odd corners, and there are the remains of fire in the north fireplace. In one corner is the rubble of a collapsed wall. There is a secret door along the back wall, press and slide (DC20). A chest can be found in the rubble of a collapsed wall(DC20). Loot: Inlaid wooden chest with ivory handles (30gp) [200sp, crystal flagon (50gp), Diamond (50gp), +1 Magic Arrow, bolt of fine cloth (30gp)], Seven Thugs will have 1d12+2 sp, plus the largest one will have 1d4+1 pp, 100gp Onyx & 200gp gold chain.   8. Stairway Up: After a few steps the risers are covered with dust, crushed stone, broken wood, and burt heaps of cloth. At the landing halfway up, they are completely choked with rubble. It is impossible to clear the loose stone and huge wall section so as to allow passage. The entire upper floor is collapsed and ruined.     9. Littered Room: This room is nearly empty, and its dirt and wreckage show no signs of any recent occupant, although a small rat or two will be seen scurrying away.This seems to have been a conference chamber, once upon a time, with the remains of a large wooden table and a splintered wall case. A closer inspection (DC15) of the wall case will reveal LOOT: Great Sword.     10. Empty Bed Chamber: By evidence of a wrecked bed and other furniture, this used to be a bedchamber.     11. Salon: The few scraps of broken furniture show this was once an opulent room. This was likely a salon or receiving room for visitors. It is now a dark, moldy mess. If the party seeks to investigate the room, 2 Swarm of Bats will attack.

Swarm of Bats

Medium swarm of tiny beasts, unaligned
Armor Class 12
Hit Points 22 5d8
Speed Fly: 30ft

STR
5 -3
DEX
15 +2
CON
10 0
INT
2 -4
WIS
12 +1
CHA
4 -3

Damage Resistances 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. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 2d4 piercing damage, or 2 1d4 piercing damage if the swarm has half of its hit points or fewer.


 
    12. End of Corridor: The large room at the end of the corridor seems mostly empty with the same dark and damp smell. The wall in the corner has collapsed, revealing an opening to the moat outside. In the opposite corner there seems to be nesting material for some unknown creature. 2 Giant Poisonous Snakes. Party can stealth vs Snakes' Perception +2, or Snakes can Stealth +4 vs Party's Perception. It will attack as soon as they are within range or launch attack on it. LOOT: In nesting material, Jeweled Dagger (400gp)

Giant Poisonous Snake

Medium beast, unaligned
Armor Class 14
Hit Points 11 2d8+2
Speed 30ft Swim: 30ft

STR
10 0
DEX
18 +4
CON
13 +1
INT
2 -4
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 1d4+4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.


 
    13. Storeroom and Stairway: As you approach the doorway you hear rustling and squeaking. A horde of hungry giant rats pours out into the great hall. 13 Diseased Giant Rats! Loot: Near stairway, Jug of Oil (10 flasks) & Gold Ring (20gp)[DC17 to find]

Diseased Giant Rat

Small beast, unaligned
Armor Class 12
Hit Points 7 2d6
Speed 30ft

STR
7 -2
DEX
15 +2
CON
11 0
INT
2 -4
WIS
10 0
CHA
4 -3

Senses darkvision 60 ft., passive Perception 10
Challenge 1/8 (25 XP)


Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 1d6 every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.


 
    14. Empty Trophy Room: The old remains of mangy pelts, stuffed heads, and shattered antlers indicated this was a trophy room for the former occupant. No loot here at all. Search all they like, nothing to find.     15. Empty Room: Ruined bed and other furniture show this was living quarters of a former occupant. A tattered taperstry hands on one wall and one torch stub hangs on the wall. Inspection of the torch stub will reveal a silver baton (15gp).     16. Deserted Kitchen: You see the evidence of a standard kitchen with the remains of molding foodstuffs filling the air with the sent of decay. There is an intact wooden cask near the fireplace on the north wall. If anyone approaches the cask, 2 Giant Ticks attack from the chimney. The cask is good wine. If the party can transport it, Aged Wine Cask (500gp)

Giant Tick

Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 4d10+4
Speed 20ft Climb: 20ft

STR
14 +2
DEX
16 +3
CON
12 +1
INT
2 -4
WIS
10 0
CHA
4 -3

Skills Stealth +7
Damage Resistances Bludgeoning
Senses Blindsight (10ft), Darkvision (60ft), PP 10
Challenge 1 (200xp)


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


Actions

Blood Drain Bite: Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: 1d8+3 piercing damage and the tick attaches to the target.  While attached, the tick doesn't attack. Instead, at the start of each of its turns, he target loses 1d8+3 hit points due to blood loss. The tick can detach itself by spending 5ft of its movement. It does so after it drains 10 or more hit points from the target, or the target dies. A creature, including the target, can use its action to detach the tick.


 
    17. Partially Collapsed Chamber: The remains of cots and plain wooden chests indicate this this was once a barrack room of some of the castle guards. There is a partially collapsed wall in the corner. If anyone tries to search the rubble, 50% chance of falling rubble. DEX save DC15 or take 1d6 bludgeoning damage. In the opposite corner is a chest, protected by a Giant Lizard. LOOT: Chest (Scale Mail, Light Crossbow, 20sp, 20 bolts)

Giant Lizard

Large beast, unaligned
Armor Class 12
Hit Points 19 3d10+3
Speed 30ft Climb: 30ft

STR
15 +2
DEX
12 +1
CON
13 +1
INT
2 -4
WIS
10 0
CHA
5 -3

Senses darkvision 30 ft., passive Perception 10
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 piercing damage.


 

A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.

      Dungeon Level Encounter Key(1d12/1d8):
  1. 1d4+1 Kobolds
  2. 1d10+2 Giant Rats
  3. Thumping above
  4. 1d6+1 Zombies
  5. 2 Troglodyte Cultists
  6. Moaning (wind)
  7. Distant Rattling
  8. 1d4+1 Orcs
    Key to the Moathouse(Dungeon Level):   1. Stairway: As you descend the stairs you see an archway at the bottom with a landing beyond. The smell of mold and rot is even stronger. There seems to only be dim light below. Anyone stepping through the arch without looking up has a 75% chance of causing a Ochre Jelly to drop, landing on the first character, knocking it prone(STR Save DC15).

Ochre Jelly

Large ooze, unaligned
Armor Class 8
Hit Points 45 ( 6d10+12 )
Speed 10ft Climb: 10ft

STR
15 +2
DEX
4 -3
CON
14 +2
INT
2 -4
WIS
6 -2
CHA
1 -5

Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages -
Challenge 2


Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.

Reactions

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.


 
The room around the starway is littered with torn sacks, broken barrels and shattered weapon racks that show this area was once a storage area and armory for the fortress above. There are great heaps of worthless rubble and broken containers. A perception check will reveal: DC10: Some newer looking containers and sacks, undisturbed. DC15: Two doors (2 & 3)     2. Locked Door: There is a study looking locked door with a new and well-oiled lock. The door has AC10, HP50 to be smashed or DC17 with Thieves Tools to be picked. Failed attempted will seize the lock. Smashing the door will bring Two Orcs running. Behind the door are 30 metal shields, 12 suites of leather armor, and barrels of salted meat (behind which are two 5 gallon kegs of brandy worth 80gp each).       3. Locked Door: There is a study looking locked door with a new and well-oiled lock. The door has AC10, HP50 to be smashed or DC17 with Thieves Tools to be picked. Failed attempted will seize the lock. Smashing the door will bring Two Orcs running. Behind the door are 50 spears, 10 glaives, 3 battleaxes, 70 black capes with a red dragon hand sewn on them, more containers of provisions and two creates holding 120 arrows and 200 bolts.     4. Corridor Lined with Cells: A long corridor with cells along the right side. The cells doors are all open and there is an opening to another room on the left. Each cell holds 2 Zombies that will emerge as the players reach the first cell. Each round the next cell's Zombies will shuffle out. There is a Ruby (250gp) hidden behind a loose stone in the last cell (DC17).

Decaying Zoblin

Small undead, neutral evil
Armor Class 8
Hit Points 10 3d6
Speed 25ft

STR
10 0
DEX
5 -3
CON
10 0
INT
5 -3
WIS
7 -2
CHA
4 -3

Damage Immunities Poison
Condition Immunities Poisoned
Senses darkvision 60ft., passive Perception 8
Languages understands the languages it knew in life, but can't speak
Challenge 1/8 (25 XP)


Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 10+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Putrid: A creature that touches the zoblin or hits it with a melee attack while within 5 feet of it takes 1 necrotic damage.


Actions

Claw: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.


 
    5. Torture Chamber: You see what seems to be a torture chamber in disrepair, a thin coat of dust a grime on everything. Cages, wall shackles, and a rack fill the space, along with shelves of painful looking instruments. DC12= Some of the skeletons chained to the wall seem to be fresh, having been picked clean by various creatures. Some of the instruments also show signs of use. DC20= Minute drops of blood form a patter on the floor. They stop at the column at the south end.   DC15 (on pillar)=Slide and reveal a shaft of 30' with iron rungs set into the stonework for a descent. They have been used recently.     6. Littered Storeroom: The door makes no noise as it opens revealing a room filled with a mess of filth and broken junk. DC15= Door on the opposite wall.     7. Ogre Room: The smell of rotting flesh and filth hits you hard as you enter this room. There piles of old carpeting and rags scattered around the room, with one very large pile where an Orge(Lubash) is getting to his feet. LOOT: Wooden Chest[334sp, 10gp, 2 daggers], In the pile of clothes [Inconspicuous Cloak]

Inconspicuous Cloak

Wondrous Item Legendary (this item requires attunement) [Rogue]

The cloak is made of a grey material that defies description. It seems to fluctuate in shade and take on slight colors to mimic those around it. While attuned and wearing:

  • As a bonus action you can put the hood up or down
  • When the hood is up, people who meet you tend to forget you
  • When the hood is up, Gather Intel and INT (Investigation) checks have disadvantage against you
  • When the hood is up, you have advantage on CHA (Deception) checks

Weight: 1lbs


 

Lubash (Ogre)

Large giant, chaotic evil
Armor Class 12 (hide armour)
Hit Points 59 ( 7d10+21 )
Speed 40ft

STR
19 +4
DEX
8 -1
CON
16 +3
INT
5 -3
WIS
7 -2
CHA
7 -2

Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 3 (700xp)


Actions

Multiattack: Lubash makes two attacks with his Greatclub   Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) bludgeoning damage.


 

Lubash is the guardian of the dungeon below the Hommlet Moathouse. Lareth the Beautiful promised him all the man-flesh he could eat. He is a hulking Ogre with a red hand print over his face. He will stand down if entrants make the sign of crossing their arms in front of their face. He devours anything he kills and tosses wounded prisoners into the next room (8). 

    8. Heavy Barred Oak Door: This room is littered with rotting bones and more filth, but also two wounded humans and a gnome. They are loosely chained together and to the wall. There seems to be no other door out of the room. The humans and the gnome will plead for their release. The humans claim to be merchants and promise to donate to Hommlet upon their caravan's return. (There will be 200sp reward waiting in Hommlet with Reeve Elmo for the party when they return). The gnome is also a trader, far from home in Massal. He can only offer a simple iron ring for his release and will give it to the first person to act. The iron ring will represent that the wearer is an ally of gnomes and receive discounts and help in the future. This is a good place for a rest if the party needs it.     9. Trap and Trap Release Area: Stairs lead down a narrow tunnel and into a maze of twists and turns. The party will not notice that a huge iron gate falls from above at this point, for the underside is even with the ceiling and painted to match the stone. The secret door(DC17) leads to a winch which hauls the gate back up. The trap is triggered by either location of 11.     10. Lens Room: (If party carries a light the Troglodytes come to them) This room has an arcane air about it. Strange runes mark the walls and several large obelisks made of onyx form a circle around an impression in the dirt floor. There is evidence of a recent excavation with piles of dirt spaced around the edge of the room. There is a single track in the grime leading away from the 4ft wide perfect circle in the ground. As you enter you draw the attention of 6 Troglodyte Cultists. The Troglodytes have no treasure, but do know their new master is somewhere to the south of this room.

Troglodyte Cultist

Medium humanoid, chaotic evil
Armor Class 13 (Natural Armor)
Hit Points 15 3d8+1
Speed 30ft

STR
14 +2
DEX
10 0
CON
14 +2
INT
8 -1
WIS
10 0
CHA
6 -2

Skills Stealth +3
Senses Darkvision 60ft Passive Perception 10
Languages Troglodyte
Challenge 1/2 (100xp)


Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.   Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.   Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage.   Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 slashing damage.


 

Troglodytes were cave-dwelling reptilian humanoids, with a barbaric culture centered around food and scent. The stench of an angry or frightened troglodyte was so foul that it sickened all living creatures nearby, even after the troglodyte had died.   Troglodytes were shorter than humans on average, standing 5–6 feet (1.5–1.82 meters) tall with spindly but muscular arms, squat legs and long, slender tails. Their bodies were coated with rough leathery scales, and normally possessed a grayish-brown skin tone, although they also had the chameleon-like ability to change their coloration. They had lizard-like heads, which on males were crowned with frills that extended from their foreheads to their necks. Their black beady eyes struggled to see in the light, and their claws and fangs were obvious to those who saw them.

Underdark

    11. False Door: When this door is pulled open, a bare stone wall is revealed behind. At the same time a distant clangor will sound - the gate falling.     12. Orc Patrol: This open area is just like the rest you have been through, dark and damp. 9 Orcs patrol this area. They are of the White Tusk clan and were hired by Lareth to cause problems in the area and serve as extra backup. They are unhappy with the amount of loot they have been able to secure so far. They can be reasoned with and will take 8gp each to desert their post. For double the amount they will lead the party to 15 and give them the layout of what is to follow [7 Red Blade Orcs and their Dead-Eye Orc leader, followed by a horde of Kobolds, then Lareth's chambers]. They will leave via the 15 exit after that. Otherwise, they will fight to the death. LOOT: 1d12+3sp each

Orc

Medium humanoid, chaotic evil
Armor Class 13
Hit Points 15 2d8+6
Speed 30ft

STR
16 +3
DEX
12 +1
CON
16 +3
INT
7 -2
WIS
11 0
CHA
10 0

Skills Intimidation +2 1d20+2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100xp)


Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage.     Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 piercing damage


 
    13. Natural Pool: You descend a short staircase and come upon a natural underground pool. There are bones of various beasts and humanoids littered about. As soon as you enter a Giant Crayfish erupts from the water. LOOT: On the back ledge of the pool is 19gp, 30sp, and platinum pendant set with a ruby (500gp). The pendant is under a skull and is noticed with DC18 along with a bone tube. The tube is waterproof and contains a scroll of Dispel Magic.

Giant Crayfish

Large beast, any
Armor Class 15 (Natural armor)
Hit Points 45 7d10+7
Speed 30ft Swim: 30ft

STR
15 +2
DEX
13 +1
CON
13 +1
INT
1 -5
WIS
9 -1
CHA
3 -4

Skills Stealth +3
Senses Blindsight (30)
Challenge 2 (450xp)


Amphibious. The giant crayfish can breathe air and water.


Actions

Multiattack. The giant crayfish makes two claw attacks.     Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10+2 bludgeoning damage, and the target is grappled & restrained (escape DC 12). The crayfish has two claws, each of which can grapple only one target. Once the crayfish has a grappled target it can attack it once per turn with its claw as it squeezes the target. 


 

Large crayfish with two claws

    14. Burial Crypts: Rows of niches and sarcophagi line the walls in this T-shaped room. Most of the niches are empty, although a few contain wrappings and gnawed bones. Most of the sarcophagi are broken and empty. There are scattered bones all around, most overgrown with moss and vines. A DC12 check will reveal an intact sarcophagus with the Vigilant Shield symbol carved into the lid. If a party member get within 30ft of the sarcophagus a Skeletal Knight and 6 Skeletons will arise and attack. If needed, bring in 2 Ghouls from the caves to assist.

Skeletal Knight

Medium undead, neutral evil
Armor Class 16 (shield)
Hit Points 66
Speed 20ft Burrow: 5ft Swim: 10ft Climb: 15ft

STR
16 +3
DEX
11 0
CON
13 +1
INT
1 -5
WIS
10 0
CHA
1 -5

Saving Throws WIS +2, CON +3
Skills Nature +5   Indistinguishable: if located among other corpses, skeletons or rich vegetation, it’s indistinguishable from them.   Slow attacker: This unit will always attack last.
Damage Vulnerabilities Acid
Damage Immunities Poison, Psychic
Condition Immunities Frightened, Charmed, Deafened, Poisoned, Unconscious, Exhaustion
Senses Darkvision 50ft
Languages None
Challenge 2 (450xp)


Actions

Sword Lunge: Melee weapon attack: +5 to hit reach 10 ft, one target. Hit: 1d6+3 slashing damage. Any creature between you and target are moved 5ft to unoccupied space and you move to within 5ft of the target (no opportunity attacks prevoked). Moved creature makes a DEX saving throw (DC 10). If failed, they are knocked prone.

Multiattack: The Skeletal Knight can make two Longsword melee attacks.   Longsword: Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 1d8+3 slashing damage.

Reactions

Undead Bellow: Once per round, when a Skeleton within 30ft is reduced to 0 HP, the Skeletal Knight can bellow, calling forth another spirit to reanimate the fallen skeleton with 6 HP.


 

An armored skeleton. Its body is covered in moss, flowers and tall grass. It allows this beast to melt in with its surroundings.

Forests, overgrown ruins. Tranquil places with rich vegetation.

Skeleton

Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 2d8+4
Speed 30ft

STR
10 0
DEX
14 +2
CON
15 +2
INT
6 -2
WIS
8 -1
CHA
5 -3

Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life, but can't speak
Challenge 1/4 (50 XP)


Actions

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 1d6+2 piercing damage.


 

Ghoul

Medium undead, chaotic evil
Armor Class 12
Hit Points 22 5d8
Speed 30ft

STR
13 +1
DEX
15 +2
CON
10 0
INT
7 -2
WIS
10 0
CHA
6 -2

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)


Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 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.


 
Engraved into the lid of the sarcophagus is the name 'Janus Clypeus' along with the phrase 'I run around our city, but I move not". Answer: Wall... upon answer the spirit of Janus Clypeus materializes. "The Vigilant Shield was more than a name, it was who we were to all of our realm. We formed a wall around all the innocents, keeping out the evils of the land. We respected and gave honor to our King, but our oath bound our devotion to the people above all. His lineage were wise and just rulers that would never use our power for their own gratification or advancement. Take my shield and become the wall that this new world deserves." The sarcophagus lid cracks and breaks in half as the spirit vanishes, revealing a white shield emblazoned with the gauntlet symbol.
A. A section in the back of the crypt is broken down, revealing an earth tunnel only about 5ft high. The tunnel is the foulest smell you've experienced in this dungeon. There are half eaten body parts strewn about and the makeshift nest of some unknown creature. Searching the nest will find LOOT: 800sp, 5 vials of holy water, a Potion of Healing, and a White Arrow. There is a trail of gold pieces that lead into rough tunnels in B.  
B. Smaller tunnels about 3ft around continue into the earth. You can see a few gold pieces leading into the darkness. The party can claim 1gp per 5ft of tunnel. If they go 30' into the tunnels the coins stop. If they continue past that point they get lost and must complete a 4 success skills challenge to find their way back.
  15. Sloping Exit: The passage begins to slope up ahead of you. THe air smells fresher down this tunnel and a faint light can be seen far down the darkness. The tunnel goes on for about 400ft and exits into the wilderness between Hommlet and the Moathouse.     16. Guardroom: Immediately behind the door is an Orc Guard. You can see several more Orcs down the hall. There are 6 Orcs and their Dead-Eye Leader. They wield red bladed axes and have red hand prints over their faces. The leader will chastise the team. If he gets a look at a ranger, he will focus on them. Once half of the Orcs are killed, the kobolds from 17 will advance. LOOT: Each Orc Guard has 1d4pp, 1d4+1gp, 1d8+1sp. The Dead-Eye Leader has a gold chain (25gp), double the guard's coin, and the Talon Bow.

Orc

Medium humanoid, chaotic evil
Armor Class 13
Hit Points 15 2d8+6
Speed 30ft

STR
16 +3
DEX
12 +1
CON
16 +3
INT
7 -2
WIS
11 0
CHA
10 0

Skills Intimidation +2 1d20+2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100xp)


Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage.     Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 piercing damage


 

Orc Deadeye

Medium humanoid, lawful evil
Armor Class 15 (Leather)
Hit Points 45 6d10+15
Speed 35ft Swim: 30ft Climb: 30ft

STR
11 0
DEX
17 +3
CON
13 +1
INT
13 +1
WIS
13 +1
CHA
10 0

Saving Throws Str +2, Con +2, Wis +2, Dex +2
Skills Athletics +1, Intimidation +3, Stealth +7, Perception +2
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft., Passive Perception 13
Languages Orc, Common
Challenge 2 (450xp)


Tactical Retreat (Dash + Disengage): As an action, the Orc can move thrice it's normal movement speed without triggering any opportunity attacks for a turn, after which they become exhausted (1 level).   Uncanny Dodge: Passively, whenever the Orc would take damage from an AOE attack, they take half on a failed save and none on a successful one.


Actions

Multiattack: The orc marksman can make two attacks with its talon bow.   Talon Bow: Ranged Weapon Attack: +6 to hit, range 150/600, one target. Hit: 1d8+4 piercing damage. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 1d6+2 slashing damage.


 
    17. Guard's Barracks: Cots and bedrolls line the floors along with leftover foodstuffs. It's a bit cleaner here than the rest of the dungeon, but the general smell of Kobold fills the air. There are 12 kobolds guarding their master in the next chamber. They will come to aid the orcs in 16.

Kobold

Small humanoid, lawful evil
Armor Class 12
Hit Points 5
Speed 30ft

STR
7 -2
DEX
15 +2
CON
9 -1
INT
8 -1
WIS
7 -2
CHA
8 -1

Senses Darkvision (60), PP 8
Languages Common, Draconic
Challenge 1/8 (25xp)


Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.     Pack Tactics: The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5ft of the creature and the ally isn't incapacitated.


Actions

Dagger: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1d4+2 piercing damage.   Sling: Ranged Weapon Attack: +4 to hit, range 30/120, one target. Hit: 1d4+2 bludgeoning damage.


 

Small lizard people with tails.

    18. Lareth's Lair: Lareth's room is lavishly furnished with thick rugs, wall hangings, soft chairs and couch, cushions, wines and liquors. A brazier continually burns to warm the place and send a fragrant incense into the air. Lareth herself is in her full Cleric armor with red and black robes, dark red scale mail, and a red/black mace in her right hand. If the party takes very long after defeating the Kobolds, Lareth will knock down the door to her room and attack the party. She will offer for them to join her and Kalarel in their worship of Orcus, Demon Lord of the Undead. Kalarel is gaining great favor from Orcus and his power is ever growing. They cannot be stopped, better to join them. She will make innuendo to the players that she is much more fun as an ally than an enemy. LOOT: Lareth [9pp, Onyx(250gp), Death Mace, Red Dragon Scale Mail], Room [Silver serving set with goblets(400gp), Alabaster box full of gems (500gp), Necklace of Fire Opals (1000gp)].

Lareth the Beautiful

Medium kalashtar death cleric, chaotic evil
Armor Class 16 (dragon scale mail)
Hit Points 70 10d10+20
Speed 30ft

STR
16 +3
DEX
14 +2
CON
15 +2
INT
14 +2
WIS
10 0
CHA
17 +3

Saving Throws WIS +2 (Adv) , CHA +5
Skills Persuasion +7, Perception +4, Deception +5
Damage Resistances Necrotic, Psychic
Languages Common, Abyssal, Qori
Challenge 4 (1100xp)

CHA, DC 14, +6 attack

At will: Toll the Dead, Chill Touch

1/day: Bane, False Life(2nd)

2/day: Inflict wounds


Death Acolyte: As a bonus action cast a Necromancy Cantrip     Command: As a bonus action Lareth can issue a command to one creature that has been Charmed by Lareth’s Seduce Action. It must follow one of the following commands on its next turn: Approach: The target moves closer to you by the most direct route, ending its turn if it gets within 5ft of you. Drop: The target drops anything in its hands and ends its turn. Grovel: The target fall prone and then ends its turn.     Lady of Seduction: Any creature previously Charmed by Lareth has disadvantage on WIS saving throws against her abilities and spells.


Actions

Death Mace: Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 1d6+3 bludgeoning and 1d6+1 necrotic damage, magical. This necrotic damage heals Lareth.


 

Legendary Actions

2 Legendary Actions per turn
Seduce: 1 action- All chosen creatures within 10ft must make a WIS saving throw against DC 14. On a failed save the creatures are Charmed and while Charmed will follow the Command Action of Lareth. At the end of their turn they can repeat the saving throw, ending the Charmed condition on a successful save. Once a creature has saved against Lareth's Seduce action they cannot be seduced again.
  Death Kiss: 2 actions- One creature within 5ft must make a WIS saving throw against DC 14. On a failed save they are powerless to resist a kiss from Lareth, taking 2d6 necrotic damage. That damage heals Lareth's Hit Points.   Love Thy Queen: 1 action- Any allies can move up to 20ft towards Lareth, proving their love for her.   Arise!: 2 actions- Raise two Orc Zombies to life. If there are Orc Zombies in battler, add them to that initiative. Otherwise, they get initiative at the bottom of the order.


Slender, tall, and exceptionally beautiful. Lareth has long dark hair, piercing blue eyes, long sleek legs, and a full bosom. In town she wears tight fitting leather armor, but at the moathouse dons her black and red death cleric scale mail.

Orc Zombie

Medium undead humanoid, chaotic evil
Armor Class 12
Hit Points 20 3d8+5
Speed 25ft

STR
16 +3
DEX
12 +1
CON
16 +3
INT
7 -2
WIS
11 0
CHA
10 0

Skills 1d20+2
Damage Resistances Poison
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100xp)


Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage.    


 
  Upon her death, Kalarel will arrive with his Kobolds to remove the dead bodies. If no one has any red gold, he will drop several coins on the ground. If no one picked it up, he will also pickup the Death Mace. Upon exiting the moathouse the party will be greeted by Devic, the traveling wizard. He will ask if Kalarel has been there and about the events the party just witnessed. He will make mention of Turrim. If it is revealed that Turrim is missing, Devic will cast Teleportation Circle, taking him to Turrim's Tower. Go to article, Return to Turrim's Tower.   After Lareth is defeated there will be a slight increase in Kobold activity in the area on Hommlet. If any of Lareth's possessions are sold, a Dark Assassin will show up to track down the party. Once cleared of all enemies the players may return as needed. Upon repeat visits some creatures may have taken up residence.

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