Pit of Five Sorrows - Total Party Thrill · 24). Animated statues of giants (use statblock for...

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© 2015 Total Party Thrill, www.totalpartythrillcast.com 1 Pit of Five Sorrows THE DARK BREATH of empty space calms a fundamental tempest. —Prophetic Observatory, Prophecy of the Omnimental The Pit of Five Sorrows is a prison for Tiamat, the five- headed queen of evil dragons, but it can easily be reflavored as any kind of maze-like dungeon suitable for a heist or a more typical dungeon crawl. The Pit of Five Sorrows is easy to reflavor, because we reflavored it in the first place. For copyright reasons, we can't reproduce the exact map handed out to the players of the Mourning Glory campaign, but you can make simple changes on your own, or use the Simplified Map (See Fig. 1) included in this document. A Note on Power Level The features, wards, and guardians of the Pit of Five Sorrows are geared toward a high6level 5E party. Lower level games may need to trim them back, use the standard version of spells, or reduce damage and Hit Points of guardians. This was intended to be difficult for Level 15 characters to complete with a variety of magic items and potions at their disposal. Optional: Prepare the Map Start with the GM map of the Vault of the Dracolich, the D&D 5E preview adventure. Map Features You will need to remove excess rooms, change the scale to 20 feet per square, and relabel it. Removed Areas Remove areas 12-25 from the Vault of the Dracolich map. Use an image editor, such as Photoshop or GIMP, to close off the remaining areas and make the Pit self-contained. Area Numbering The numbering scheme within this document, the Vault of the Dracolich, and the Simplified Map (See Fig. 1) are identical. We have intentionally omitted numbers 12-25. Renamed Areas Rename the following areas from the Vault of the Dracolich. You can use the Simplified Map (See Fig. 1) as a guide. 1: Entrance Hall 2: Dedication Room 3: Guardroom 4: Labyrinth 5: Armory 6: Library 7: Sepulchre 8: Trap Room 9: Watchtower 10: Arcane Storage 11: Quarantine Cells 26: Laboratory 27: Trap Room 28: Shrine to Ourelonastrix 29: Hall of Folly 30: Meditation Room 31: Prophetic Observatory 32: Vault 33: Prison of Tiamat Features The entire complex is warded, primarily to prevent fiends and evil dragons from compromising its security. Change the focus of the wards to suit the major forces of evil in your campaign. General The following features and effects are present in all areas of the Pit of Five Sorrows, except where specifically noted in a given area. Greater Forbiddance No planar travel or summoning is possible into or out of the Pit. Teleportation does not function at all inside the Pit. Communication and divination that relies on sources outside the Pit do not work. Undead also do not function inside the Pit, as the negative energy required to power them cannot be obtained from Mabar, the Plane of Negative Energy. The damage effect is keyed to fiends, and there is no password to shut it off. Daylight Every room is brightly lit, as if by a daylight spell. Alarm A permanent alarm is triggered by the presence of any creature other than a true dragon of good alignment or the construct guardians of the Pit. Doors All internal doors in the Pit are arcane locked. The password is taknatkori, the Draconic word for "purity." The doors are so large that it is difficult for medium sized creatures to push them open. When the doors close, they relock themselves.

Transcript of Pit of Five Sorrows - Total Party Thrill · 24). Animated statues of giants (use statblock for...

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Pit of Five Sorrows

THE DARK BREATH of empty space calms a fundamental tempest.

—Prophetic Observatory, Prophecy of the Omnimental

The Pit of Five Sorrows is a prison for Tiamat, the five-headed queen of evil dragons, but it can easily be reflavored as any kind of maze-like dungeon suitable for a heist or a more typical dungeon crawl. The Pit of Five Sorrows is easy to reflavor, because we reflavored it in the first place. For copyright reasons, we can't reproduce the exact map handed out to the players of the Mourning Glory campaign, but you can make simple changes on your own, or use the Simplified Map (See Fig. 1) included in this document.

A"Note"on"Power"Level"The$features,$wards,$and$guardians$of$the$Pit$of$Five$Sorrows$are$geared$toward$a$high6level$5E$party.$Lower$level$games$may$need$to$trim$them$back,$use$the$standard$version$of$spells,$or$reduce$damage$and$Hit$Points$of$guardians.$

This$was$intended$to$be$difficult$for$Level$15$characters$to$complete$with$a$variety$of$magic$items$and$potions$at$their$disposal.$

Optional: Prepare the MapStart with the GM map of the Vault of the Dracolich, the D&D 5E preview adventure.

Map FeaturesYou will need to remove excess rooms, change the scale to 20 feet per square, and relabel it.

Removed Areas Remove areas 12-25 from the Vault of the Dracolich map. Use an image editor, such as Photoshop or GIMP, to close off the remaining areas and make the Pit self-contained.

Area Numbering The numbering scheme within this document, the Vault of the Dracolich, and the Simplified Map (See Fig. 1) are identical. We have intentionally omitted numbers 12-25.

Renamed Areas Rename the following areas from the Vault of the Dracolich. You can use the Simplified Map (See Fig. 1) as a guide.

1: Entrance Hall 2: Dedication Room 3: Guardroom 4: Labyrinth 5: Armory 6: Library 7: Sepulchre 8: Trap Room 9: Watchtower 10: Arcane Storage 11: Quarantine Cells 26: Laboratory 27: Trap Room 28: Shrine to Ourelonastrix 29: Hall of Folly 30: Meditation Room 31: Prophetic Observatory 32: Vault 33: Prison of Tiamat

FeaturesThe entire complex is warded, primarily to prevent fiends and evil dragons from compromising its security. Change the focus of the wards to suit the major forces of evil in your campaign.

GeneralThe following features and effects are present in all areas of the Pit of Five Sorrows, except where specifically noted in a given area.

Greater Forbiddance No planar travel or summoning is possible into or out of the Pit. Teleportation does not function at all inside the Pit. Communication and divination that relies on sources outside the Pit do not work. Undead also do not function inside the Pit, as the negative energy required to power them cannot be obtained from Mabar, the Plane of Negative Energy. The damage effect is keyed to fiends, and there is no password to shut it off.

Daylight Every room is brightly lit, as if by a daylight spell.

Alarm A permanent alarm is triggered by the presence of any creature other than a true dragon of good alignment or the construct guardians of the Pit.

Doors All internal doors in the Pit are arcane locked. The password is taknatkori, the Draconic word for "purity." The doors are so large that it is difficult for medium sized creatures to push them open. When the doors close, they relock themselves.

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Walls The walls of the Pit are extremely durable and warded against all effects that change their structure, such as meld into stone or passwall.

Guardians Dragons rarely enter the Pit itself, for fear of corruption. Security is handled by constructs: an adamantine dragonforged and an omnimental formed from living breath weapons. Both guardians are in constant telepathic contact with each other (see Guardians).

Rooms In addition to the general defenses of the Pit, many rooms also have their own defenses.

1. Entrance Hall The entire room is blanketed in a permanent antimagic field.

2. Dedication Room Here, dragons pledge their lives to guarantee the security of the Pit. To prevent any coercion, a 9th-level dispel magic targets any creature that enters this room.

4. Labyrinth This seemingly empty hallway is deceptively disorienting, akin to a maze spell.

7. Sepulchre The mightiest lords of the draconic Conclave are entombed here. Any creature that enters the room is subjected to a powerful frightful presence effect (DC 24).

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8. Trap Rooms Sympathy enchantments on massive orbs in these rooms attract evil dragons and fiends. A guardian can adjust the type of creature (to humanoids, for example) drawn to the orbs as a free action, but it must be able to see an orb to do so.

9. Watchtower Unless already alerted to intruders, the adamantine dragonforged watches over Tiamat from this room at all times.

11. Quarantine Cells Creatures may enter this room, but walls of force prevent any creature other than the Guardians from leaving unless the release lever is activated from the Guardroom.

29. Hall of Folly The entire room is covered by a greater zone of truth (DC 24). Animated statues of giants (use statblock for Stone Golems) attack any creature that doesn't honestly say, "The secrets of dragons must remain their own."

30. Meditation Room A symbol of stunning (DC 24) affects any creature that enters this room. While stunned, the creature experiences visions of the world as it was before the Age of Demons, when dragons ruled the skies.

33. Prison of Tiamat Prismatic walls (DC 25) block the entrances to the room that holds the bound form of the Overlord Tiamat.

Figure 1: Pit of Five Sorrows, Simplified Map

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Guardians The guardians of the Pit of Five Sorrows are in constant telepathic communication with one another, and are capable of intelligent response to threats and incursions. They are aware of all of the defenses, features, wards, capabilities, and limitations inherent to the Pit of Five Sorrows. If a guardian is destroyed, it magically reforms at the Shrine to Ourelonastrix (area 28) in 3d6 minutes.

Omnimental Gargantuan(elemental,(true(neutral(Armor"Class"19$Hit"Points"432$Speed"fly$120$ft.$$" STR" DEX" CON" INT" WIS" CHA"" 25$(+7)$ 10"(+0)$ 24$(+7)" 10$(+0)$ 20"(+5)$ 10$(+0)$Saving"Throws"Str$+14,$Int$+7,$Wis$+12$Skills"Perception$+12$Damage"Resistances"acid,$thunder;$bludgeoning,$piercing,$slashing$from$non6magical$weapons$

Damage"Immunities"fire,$lightning,$poison$Condition"Immunities"charmed,$exhaustion,$frightened,$petrified,$poisoned,$prone,$unconscious$

Senses"blindsight$60$ft.,$passive$Perception$22$Languages$Aquan,$Auran,$Ignan,$Terran$Fiery&Body.&A$creature$that$touches$the$omnimental$or$hits$it$with$a$melee$attack$takes$2d10$fire$damage.$The$first$time$the$omnimental$enters$a$creature's$space$on$a$turn,$that$creature$takes$4d10$fire$damage$and$catches$fire;$until$someone$takes$an$action$to$douse$the$fire,$the$creature$takes$4d10$fire$damage$at$the$start$of$each$of$its$turns.$

Magic&Attacks.$The$omnimental’s$attacks$are$magical.$

Magic&Resistance.&The$omnimental$has$advantage$on$saving$throws$against$spells$and$other$magical$effects.$

Mutable&Form.&The$omnimental$can$enter$a$hostile$creature's$space$and$stop$there.$It$can$move$through$a$space$as$narrow$as$1$foot$wide$without$squeezing.$

Actions$Multiattack.$The$omnimental$makes$two$melee$or$ranged$attacks,$in$any$combination.$

Slam.&Melee(Weapon(Attack:$+15$to$hit,$reach$20$ft.,$one$target.$Hit:$3d10+10$bludgeoning$damage$plus$3d10$damage$of$one$of$the$following$types$(omnimental’s$choice):$fire,$cold,$or$lightning.$

Magma&Ball.&Ranged(Weapon(Attack:$+15$to$hit,$range$120/480$ft.,$one$target.$Hit:$3d10+10$bludgeoning$damage$plus$2d10$fire$damage$and$the$target$is$slowed$until$the$end$of$the$omnimental’s$next$turn.$Flying$creatures$hit$by$this$attack$fall.$Using$this$ability$reduces$the$omnimental’s$current$hit$points$by$10.$

Elemental&Storm.&Each$creature$in$the$omnimental's$space$must$make$a$DC$22$Strength$saving$throw.$On$a$failure,$a$target$takes$2d8+10$bludgeoning$damage$plus$2d8$fire$damage$plus$2d8$cold$

damage$plus$2d8$lightning$damage.$It$is$also$grappled$(escape$DC$20).$Until$this$grapple$ends,$the$target$is$restrained.$$At$the$start$of$each$of$the$omnimental's$turns,$each$target$grappled$by$it$takes$2d8$fire$damage$plus$2d8$cold$damage$plus$2d8$lightning$damage.$A$creature$within$5$feet$of$the$omnimental$can$pull$a$creature$or$object$out$of$it$by$taking$an$action$to$make$a$DC$20$Strength$(Athletics)$check$and$succeeding.$

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Adamantine Dragonforged Gargantuan(construct,(true(neutral(Armor"Class"22$Hit"Points"550$Speed"60$ft.,$fly$120$ft.$$" STR" DEX" CON" INT" WIS" CHA"" 28$(+9)$ 12"(+1)$ 30$(+10)" 16$(+3)$ 28"(+9)$ 17$(+3)$Saving"Throws"Dex$+8,$Con$+17,$Wis$+16,$Cha$+10$Skills"Athletics$+16,$Perception$+16$Damage"Resistances"acid,$fire,$lightning$Damage"Immunities"poison,$psychic;$bludgeoning,$piercing,$and$slashing$from$nonmagical$weapons$that$aren't$adamantine$

Condition"Immunities"charmed,$exhaustion,$frightened,$paralyzed,$petrified,$poisoned,$unconscious$

Senses"blindsight$120$ft.,$passive$Perception$26$Languages$Common,$Draconic$Cursed&Attacks.&A$creature$damaged$by$the$adamantine$dragonforged’s$melee$attacks$must$succeed$on$a$DC$24$Constitution$saving$throw$or$have$its$hit$point$maximum$reduced$by$an$amount$equal$to$the$damage$taken.$The$target$dies$if$this$attack$reduces$its$hit$point$maximum$to$0.$The$reduction$lasts$until$removed$by$the$greater$restoration$spell$or$other$magic.$

Immutable&Form.&The$adamantine$dragonforged$is$immune$to$any$spell$or$effect$that$would$alter$its$form.$

Legendary&Resistance&(3/Day).&If$the$adamantine$dragonforged$fails$a$saving$throw,$it$can$choose$to$succeed$instead.$

Magic&Attacks.$The$adamantine$dragonforged’s$attacks$are$magical.$

Magic&Resistance.&The$adamantine$dragonforged$has$advantage$on$saving$throws$against$spells$and$other$magical$effects.$

Actions$Multiattack.$The$adamantine$dragonforged$can$use$its$Slow,$if$available.$It$then$makes$three$attacks:$one$with$its$bite,$one$with$its$claw,$and$one$with$its$tail.$

Bite.&Melee(Weapon(Attack:$+16$to$hit,$reach$15$ft.,$one$target.$Hit:$3d10+10$piercing$damage.$

Claw.&Melee(Weapon(Attack:$+16$to$hit,$reach$10ft.,$one$target.$Hit:$3d6+10$slashing$damage.$

Tail.&Melee(Weapon(Attack:$+16$to$hit,$reach$20ft.,$one$target.$Hit:$3d8+10$bludgeoning$damage.$

Slow&(Recharge&5G6).&The$adamantine$dragonforged$targets$one$or$more$creatures$within$120$feet.$Each$target$must$succeed$on$a$DC$24$Wisdom$saving$throw.$On$a$failed$save,$the$creature$can't$use$reactions,$its$speed$is$halved,$and$it$can't$make$more$than$one$attack$on$its$turn.$In$addition,$the$creature$can$use$either$an$action$or$a$bonus$action$on$its$turn,$but$not$both.$These$effects$last$for$1$minute.$The$creature$can$repeat$the$saving$throw$at$the$end$of$each$of$its$turns,$ending$the$effect$on$itself$with$a$successful$save.$

Radiant&Breath&(Recharge&5G6).&The$dragon$exhales$sunlight$in$a$906foot$cone.$Each$creature$in$that$area$must$make$a$DC$24$

Dexterity$saving$throw,$taking$13d10$radiant$damage$on$a$failed$save,$or$half$as$much$damage$on$a$successful$one.$Each$darkness$effect$in$the$area$is$dispelled.$