Under the Tower Plot in The True Dark Ages | World Anvil

Under the Tower

The players are to finish exploring the cavern they are in and find more information concerning some of the threats they will be facing down the line. They have the main cavern to explore and structures as well that are present.

Plot points/Scenes

The players have a chance of coming across troglodytes and zombies.  

Troglodyte CR: 1/4

Medium humanoid (troglodyte), chaotic evil
Armor Class: 11 (natural armour)
Hit Points: 13 2d8+4
Speed: 30 ft

STR

14 +2

DEX

10 +0

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Skills: Stealth +2
Senses: Darkvision 60ft, passive Perception 10
Languages: Troglodyte
Challenge Rating: 1/4

Chameleon Skin: The troglodyte has advantage on Dexterity (Stealth) checks made to hide.   Stench: Any creature other than a troglodyte that starts it's turn within 5ft of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creatures' next turn. On a successful saving throw, the creature is immune to the stench of the 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 it's bite and two with it's 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 are a mix of human and reptile adapted to living underground.

Suggested Environments

The Underdark.

 

Monster Manual p316

Zombie CR: 1/4 (50 XP)

Medium undead, neutral evil
Armor Class: 8
Hit Points: 22 ( 3d8+9 )
Speed: 20 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

3 -4

WIS

6 -2

CHA

5 -3

Saving Throws: Wis +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft., Passive Perception 8
Languages: Understands all languages it spoke in life but can't speak.
Challenge Rating: 1/4 (50 XP)

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

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 ( 1d6+1 ) bludgeoning damage.

    There may be an Assassin hiding in the militia, sent by burgomaster de Rais.  

Assassin

Medium Humanoid (any race, Any

Armor Class 15 (Studded Armor)
Hit Points 78 12d8+24
Speed: 30 ft Swim: 10 ft Climb: 15 ft

STR

11
( +0 )

DEX

16
( +3 )

CON

14
( +2 )

INT

13
( +1 )

WIS

11
( +0 )

CHA

10
( +0 )

Saving Throws Dex d20+6 , Int d20+4
Skills Acrobatics d20+6 , Deception d20+3 , Perception d20+3 , Stealth d20+9
Damage Resistances Poison
Senses Passive perception 13
Languages Thieves' Cant + Any two
Challenge Rating 8

Description

Trained in the use of poison, assassins are remorseless killers who work for nobles, guild masters, sovereigns, and anyone else who can afford them.


Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.   Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.   Sneak Attack. Once per turn, the assassin deals an extra 14 4d6 damage when it hits a target with a weapon attacking has advantage on the attack roll, or when the target is within 5 ft of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.      

Actions

Multiattack. The assassin makes two shortsword attacks.   Shortsword. Melee Weapon Attack: +6 to hit d20+6 , reach 5 ft., one target. Hit: 6 1d6+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much on a successful one.    Light Crossbow. Ranged Weapon Attack:+6 to hit d20+6 , reach 80/320 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much on a successful one.

Relations

Adversaries

Vitus Nhung

Medium Human Necromancer , Neutral Evil

Armor Class 12 (15 with mage armour)
Hit Points 79
Speed 30ft

STR
9 -1
DEX
14 +2
CON
12 +1
INT
19 +4
WIS
15 +2
CHA
10 0

Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7
Damage Resistances Necrotic
Senses passive Perception 11
Languages Common (Latin), Infernal, Abyssal, Demonic
Challenge 9


Description

Vitus Nhung is a necromancer over 400 years old. He was part of the Roman Legion force that originally settled in the Valley of the Crucified. Before his turn to necromancy he was a the Catholic priest for the legionnaires before finding the cavern system that lay in the mountain (originally a volcano). There he found a hidden set of caverns that held a temple to dark gods that converted to him to their cause. He is tallish, thin and bald with almost skeletal features. His skin is pallid and he has a smell of decay. The tips of his fingers are reddish, as if he has continually dipped them in blood.

Ideals

The living world will serve me in death

Bonds

The dark gods will lift me up to immortality

Flaws

I prefer to be with the dead than the living

Suggested Environments

The Valley and Tower of the Crucified.


Spellcasting: Vitus Nhung is a 16th level spellcaster. His spellcasting ability Intelligence (spell save DC 15, +7 to hit with spell attacks).

At will: Cantrips: Chill Touch, Dancing Lights, Mage Hand, Mending.

1/day: 6th Level: Circle of Death

2/day: 5th Level: Blight's Hand, Cloudkill

3/day: 4th Level: Blight, Dimension Door, Stoneskin. 3rd Level: Animate Dead, Bestow Curse, Vampiric Touch. 2nd Level: Blindness/Deafness, Ray of Enfeeblement, Web.


Spellcasting 4 Times a Day: 1st Level - False Life, Mage Armour, Ray of Sickness.   Grim Harvest (1/turn): when he kills a a creature that is neither a construct nor undead, with a spell of 1st level or higher, he regains lost hit points equal to twice the spell's level or three times if it is a necromantic spell.


Actions

Withering Touch: Melee Spell Attack +7 to hit, reach 5 ft, one creature, Hit 5 2d4 necrotic damage.


 

Backdrops

Locations

Valley of the Crucified   Tower of the Crucified   Caverns of the Crucified
Plot type
The underbelly of the tower & caves
Parent Plot

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