Skip to main content

FIVE GOLDEN RINGS encounter.




The Red Pear Tree.


The encounter below is written as the eighth floor of a dungeon within a towering, direfly infested tree bearing vile, red fruit the size of boulders. This is written as a Waning Princes scenario. This is written as a hard to dangerous encounter for level 10-11 player characters.


Encounter


A central staircase spirals down to the floor below. The room’s wall is covered in thick blood-honey amber riddled with vibrant, pulsing veins. A circle of hand statuettes crafted from blood-amber surround the staircase at a distance of 10 feet. Lengths of adamantine chain coils from the base of each statuette’s pedestal to one of 10 corpses suspended in the hardened amber. On the north side of the room is an adamantine door. The door doesn’t appear to be locked or trapped. However, when the handle is tried it doesn’t open and the room’s puzzle activates.


At the start of each turn, a wash of necromantic energy washes through the room dealing 2d8 necrotic damage for each ring-bound corpse (one-to-five) active at the start of that turn. To deactivate a ring-bound corpse the golden ring matching to that corpse must be slipped onto the statuette linked to that corpse by a chain. (See below.) Once there are no ring-bound corpses active at the start of a turn a teleportation circle activates at the south side of the room, allowing movement to the next level.


There are five ring-bound corpses trapped in amber and five red herring corpses. Each corpse of either type is missing its right hand. Arrange the corpses below as desired.


The Ring-Bound Corpses.


Hell-Envoy Corpse. Requires the golden ring etched with nine skulls to deactivate. A skeleton with a few scraps of flesh remaining but no lower jaw. It wears a crimson shawl.


Heaven-Sent Corpse. Requires the golden ring etched with seven skulls to deactivate. A skeleton with not flesh remaining. It wears tattered blue pants.


Elemental-Bound Corpse. Requires the golden ring etched with four skulls to deactivate. A skeleton with mummified skin covering its chest and left arm. It wears a leather chest harness.


Arcane-Fool Corpse. Requires the golden ring etched with eight skulls to deactivate. A skeleton with visible, mummified organs. It wears an open purple robe.


Death-Tyrant Corpse. Requires the golden ring etched with three skulls to deactivate. A bandage-wrapped mummy. It wears a black cloak.


The Red Herring Corpses.


Faux Hell-Envoy corpse. A skeleton with a few scraps of flesh remaining as well as a single eye. It wears a crimson cowl.


Faux Heaven-Sent Corpse. A skeleton with not flesh remaining, its left hand holds a dagger. It wears a frayed blue kilt.


Faux Elemental-Bound Corpse. A skeleton with mummified skin covering its chest and right arm. It wears a leather sword belt and scabbard.


Faux Arcane-Fool Corpse. A skeleton with visible, mummified organs. It wears an open purple doublet.


Faux Death-Tyrant Corpse. A bandage-wrapped mummy. It wears black boots.


Treasure:


The five golen rings gathered in previous levels of the Red Pear Tree are lost, as removing even one of them deactivates the teleportation circle out of the room and the ring-bound corpses start doing damage again. However, the party lives and can move on in the dungeon. That's a win, right?

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...