The Alexandrian

Posts tagged ‘night of dissolution’

Mrathrach Machine - Night of Dissolution (Monte Cook)

Go to Part 1

The Mrathrach Machine can be reached from Aggah-Shan’s catacombs (see Part 2) or from the Temple of Deep Chaos (Night of Dissolution, p. 47).

This light remix adapts “The Mrathrach Machine” adventure by Monte Cook from Night of Dissolution (p. 75). You will need the original adventure in order to use this material, which features:

  • A few quality of life enhancements to make it easier for the GM to manage the adventure.
  • An enhanced key featuring bonus content.
  • The resources necessary for creating a full ten-level model of the Machine for use with miniature figures.

The model of the Mrathrach Machine uses resources shared by users of the old Okay You’re Turn forums on Monte Cook’s website, but they have also been remixed and modified.

LEVELS

The levels have the Mrathrach Machine have been enhanced to have special features in the remix, and I’ve shuffled the sequencing of the Machine levels to enhance the flow of the scenario with these special features in mind. Use the following guide to determine where the dungeon levels intersecting the Machine chamber are located (Night of Dissolution, p. 81).

LEVEL 1Face of MrathrachTop Entrance (Area 13)
LEVEL 2Wicker Rhodintor
LEVEL 3Energy PortalsMutated Thralls (Areas 1-3)
LEVEL 4Entrance from the Long Passage
LEVEL 5Ebon Machines
LEVEL 6Ebon Machines
LEVEL 7Ebon MachinesStorage Level (Areas 4-7)
LEVEL 8Chaostechnicians (Areas 8-10)
LEVEL 9Energy Portals
LEVEL 10Skull FociRhodintor Nests (Areas 11-12)

TOP LEVEL: Area 13 and the connection to Aggah-Shan’s Catacombs, which were previously located on the Bottom Level, have been moved to the top level.

ENTRANCE FROM THE LONG PASSAGE: The Long Passage from the Temple of Deep Chaos ends in a door leading to Level 4 of the Machine. See Night of Dissolution, p. 73 for a description of the passage.

BOTTOM LEVEL: Area 13 on the map here can be rekeyed as an additional instance of Area 11 (a rhodintor nest).

ADVERSARY ROSTER

This adversary roster for the Mrathrach Machine supersedes any creatures listed in the Night of Dissolution location key.

  • Active creatures are normal adversaries who are actively working on the Machine. They are initially occupied in the location indicated.
  • Patrols are moving through and around the Machine and are actively alert for intruders. For those located in the Machine Shaft, you can randomize which level they’re currently on by rolling 1d10.
  • Resting creatures are sleeping or otherwise not on alert. They make Perception checks with disadvantage and are less likely to respond actively to threats unless a general alarm is raised or they are specifically fetched by other NPCs for aid.
  • Stationary are creatures who will not move from the listed location. They are included here to fully disambiguate the location key.
ACTIVE
Hao Adus*Level 8 (Area 9)
Legire Endaw*Level 8 (Area 10)
Caldor*Level 10 (Area 12)
Rhodintor, Kravren (x3)Level 8 (Area 10)
Rhodintor, Kravren* (x5)Machine Shaft (split between two random levels)
PATROLS
Venom-Shaped Thralls* (x2)Machine Shaft
Mrathrach Protectors (x3)Machine Shaft
Caldor's Cat*50% Level 10 (Area 12) / 50% with Caldor
RESTING
Venom-Shaped Thralls* (x12)Level 3 (Caves)
Rhodintor, SarycalLevel 7 (Area 7, meditating)
STATIONARY
CloakerLevel 1 (Area 13)
Wraiths (1d3, confused)Interior
ZaugInterior

* Carry teleport stabilizers to negate negative effects of energy portals. (Venom-shaped thralls have them surgically fused to their carapace. Caldor’s cat has it built into its clockwork mechanisms.)

LESSER MRATHRACH PROTECTORS: In addition to the foes listed above, when the Machine begins to destabilize (see below), lesser Mrathrach protectors sprout from the machine:

  • Outside the Machine: 1d6 per round
  • Inside the Machine: 2d6 per round
  • Maximum: 12 in either case.

MRATHRACH PROTECTORS

You can think of the Mrathrach protectors as an extrusion of the machine — protective drones, a technomantic immune response, or just the raw reflex of a mad demigod. Whatever analogy resonates best with you. They are vaguely arachnic in character, although they only have four legs ending in sharp spikes. They go scuttling across the surface of the Machine, and multiply when it is threatened or in need of repair.

MRATHRACH PROTECTOR, LESSER

Small construct, neutral evil


Armor Class 14 (natural)

Hit Points 35 (10d6)

Speed 50 ft.


STR 14 (+2), DEX 14 (+2), CON 11 (+0), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)


Saving Throws Con +2

Skills Athletics +4, Perception +3

Senses darkvision 60 ft.

Damage Immunities: poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Challenge 2 (450 XP)

Proficiency Bonus +2


Self Repair. The protector regains 3 hit points at the start of its turn. The protector does not regain these hit points if it is reduced to 0 hp.

ACTIONS

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.


MRATHRACH PROTECTOR, GREATER

Medium construct, neutral evil


Armor Class 17 (natural)

Hit Points 110 (20d8+20)

Speed 60 ft.


STR 18 (+4), DEX 14 (+2), CON 13 (+1), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)


Saving Throws Con +4

Skills: Athletics +7, Perception +4

Senses darkvision 60 ft.

Damage Immunities: lightning, poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Challenge 7 (2,900 XP)

Proficiency Bonus +3


Self Repair. The protector regains 5 hit points at the start of its turn. The protector does not regain these hit points if it is reduced to 0 hp.

Pounce. If the protector moves at least 20 ft. straight towards a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the protector can make one claw attack against it as a bonus action.

ACTIONS

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 40 (4d8+2) piercing damage.

MRATHRACH MACHINE – OVERVIEW

TAINT: This entire Machine Shaft is a tainted location. Tainted effects include:

  • Prismatic spray from the destruction of the Face of Mrathrach (Level 1).
  • Chaotic teleport on Level 3 or Level 9.
  • An exploding ebon machine (Levels 5-7)

Design Note: 3E rules for taint can be found here. I may attempt to adapt these to 5E as part of this Remix in the future. As an alternative, you might use the 5E rules for Madness (DMG, p. 258) or simply eschew this aspect of the Machine entirely.

TAKING DAMAGE: If a character on the scaffolding suffers damage, they must succeed on a Dexterity saving throw (DC 8 + 1 per 10 damage taken). On a failure, they are knocked off the scaffolding, but may attempt an additional DC 18 Dexterity saving throw to catch themselves on the edge (rather than plummeting down the shaft).

Playtest Tip: Don’t forget to have NPCs try to push the PCs off the scaffolding.

INNER RING – MOVING PARTS: PCs on the inner ring must make a DC 12 Dexterity saving throw each round. On a failure, they are knocked off the scaffolding by some part of the Machine which has unexpectedly jutted or spun out, but they may attempt an additional DC 18 Dexterity saving throw to catch themselves on the edge.

  • NPCs are immune to this effect due to their familiarity with the machinery, unless unable to move.

STEAM VENTING: There is a 1 in 6 chance per level of steam being vented out of the machine.

  • Target: A random character on that level (and any other characters in a line with them).
  • Inner Ring: 4d6 fire damage, DC 14 Dexterity saving throw for half damage.
  • Outer Ring: 2d6 dire damage, DC 14 Dexterity saving throw for half damage.
  • NPCs are immune to this effective due to their familiarity with the machinery, unless unable to move or in line with the randomly determined target.

FALLING:

  • Second Chance: Characters falling more than 50 ft. through this chamber can attempt a second Dexterity saving throw (DC 15) to catch themselves on a lower level. The character still suffers falling damage for the distance they fell.
  • House Rule – Catching a Falling Character: If it seems as if a character on a lower level would be in a position to catch a falling character, they can use a bonus action to do so by making a successful Dexterity saving throw (DC 10 + 1 per 10 feet fallen). The falling character still suffers damage for the distance they fell.

CHAOS EFFECTS

The Machine Shaft is permeated with chaotic energy. Each time a character takes an action requiring an ability check in the chamber or casts a spell, there is a 1 in 20 chance the action is afflicted by the energy. Roll on the Chaos Effect table.

Playtest Tip: This element works best if you lean heavily into describing the strange, probability-defying distortions wrought by the chaos energy of the Machine. Use the mechanical effects listed here as inspiration, but customize the exact effect to the current circumstance and the action being attempted.

TABLE: CHAOS EFFECTS

d10Action EffectSpell Effect
1Forced rerollC 10 + spell level Intelligence (Arcana) check to control the spell. On failure, roll Major Chaos Effect.
2Automatic critical successSpell’s effect is maximized.
3-4 modifier to the checkSpell acts as if cast 1d4 levels lower; targets have advantage on saving throws.
4-2 modifie to the checkSpell acts as if cast 1 level lower; targets have advantage on saving throws.
5+2 modifier to the checkSpell acts as if cast 1 level higher; targets have disadvantage on saving throws.
6+4 modifier to the checkSpell acts as if cast 1d4 levels higher; targets have disadvantage on saving throws.
7GlitchCosmetic effect of spell is bizarre.
8CatastropheSpell reverses target or effects random target.
9-10Roll Major Chaos EffectRoll Major Chaos Effect.

TABLE: MAJOR CHAOS EFFECTS

d20Chaos Effect
1Character and target swap places.
21d4 of character’s limbs turn invisible.
31d4 of character’s limbs turn to stone.
4A glowing halo appears around the character’s head.
5A nimbus of shadow appears around the character’s head.
6A statue of the character appears where they were 5 seconds before.
7Characters becomes 2-dimensional for 1d4 rounds.
8Character’s clothes turn to lead for 1d4 minutes.
9Character sees everything around them rapidly age, then revert to pristine, then back again.
10A worm grows out of the character’s ear.
11Character is hurled 10 ft. in a random direction.
12It begins to rain (locally around the character or throughout the entire chamber).
13Characters throughout the chamber have a 50% chance of entering a shared time stop.
14Character’s decision bifurcates and a duplicate appears to resolve both actions before quantum-collapsing back into a single probability.
15A burst of blinding light, requiring a DC 12 Constitution saving throw to avoid becoming blinded for 1d4 rounds.
16Character floats 2 feet off the ground.
17Character disappears for 1d4 rounds, then reappears in same location mid-action.
18Character’s consciousness is swapped with that of another random character.
19Character teleports to a different level of the machine.
20Character teleports to the interior of the machine.

DESTROYING THE MRATHRACH MACHINE

In order to destroy the Mrathrach Machine, the PCs must first destabilize the Machine, after which it will explode.

DESTABILIZING: There are three ways to destabilize the Machine.

  • Disable 7 out of 10 levels.
  • Disable the internal resonance.
  • Kill the zaug inside the Machine.

EXPLOSION: Occurs 10 rounds after destabilization.

  • Inside the Machine: 20d6 fire damage, DC 25 Dexterity saving throw for half damage.
  • In the Shaft: 10d6 fire damage, DC 25 Dexterity saving throw for half damage.
  • Collapse: As the machine collapses, anyone on the Machine falls, suffering falling damage from their current level to the bottom of the shaft. They must also attempt a Dexterity saving throw (DC 10 + 2 per level fallen) to avoid objects. On a failure, they suffer 2d6 bludgeoning damage per level fallen.

REWARD: Destroying the Machine earns the PCs a reward of 15,900 XP. (XP equal to a CR 10 encounter + the XP for defeating the CR 13 zaug.)

DISABLING LEVELS

Here’s a quick reference for how each level of the Machine can be disabled. Each is described in more detail in the level description.

LEVELHOW TO DISABLE
1Destroy the Face of Mrathrach.
2Destroy all three wicker rhodintors.
3Overload 4 energy portals.
4Skill check.
5-7Destroy ebon machine.
8Skill check.
9Overload 4 energy portals.
10Remove or destroy all skull foci.

Go to Part 3B: Mrathrach Key

Aggah-Shan - Andrey Kiselev (Modified)

Go to Part 1

Aggah-Shan’s guards regularly patrol this level. There are 10 guards in total.

  • A patrol of 1d2+1 guards cycle through Areas 18, 17, 20, 21, 22, and 19. (They move to a new area every 2d6 rounds.)
  • The remaining guards are generally resting Area 21.

AGGAH-SHAN’S GUARD

Medium undead, lawful evil


Armor Class 16 (natural)

Hit Points 112 (15d8+45)

Speed 30 ft.


STR 18 (+4), DEX 15 (+2), CON 16 (+3), INT 10 (+0), WIS 15 (+2), CHA 12 (+1)


Saving Throws Str +7, Dex +5, Con +6

Skills Athletics +10, Intimidation +5

Damage Immunities poison

Condition Immunities poisoned, exhaustion

Senses darkvision 60 ft., passive Perception 12

Languages Giant

Challenge 5 (1,800 XP)


Slavish. The guard has advantage on saving throws against being frightened, charmed, or turned.

ACTIONS

Multiattack. The guard makes three attacks with its necromantic mace.

Necromantic Mace. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 8 (1d6+4) bludgeoning damage and 7 (2d6) necrotic damage


Aggah-Shan’s guard are undead warriors, wrapped in brown funerary linens and wearing crimson-red Anubian helms. Through the jackal’s mouth their skull can be seen, with red flames in their eyesockets. Each wields a top-heavy mace which crackles with purplish necrotic energy. They carry large, copper shields in the shape of a beetle’s wings.


AREA 16 – THE OTHER THRONE OF IRON

A throne of black iron and gray stone sits in the middle of a blue-tiled room. The ceiling is painted with roiling flames.

TELEPORTATION THRONES: Characters using the throne in Area 12 to teleport arrive on the identical throne in this area, and vice versa.

SECRET DOOR: DC 30 Intelligence (Investigation) check to detect. The door is not trapped, but opening it releases the permanent wail of the banshee in Area 23 so that it can also be heard by characters in Area 16.

  • Listening at the Door: DC 15 Wisdom (Perception) check can faintly detect the wail. Hearing the wail in this way, however, inflicts 3d6 necrotic damage (DC 15 Constitution saving throw for half damage).
  • Wail of the Banshee: The wail has no effect on constructs or undead. All other creatures who hear the wail are afflicted by a powerful death magic and must succeed on a DC 25 Constitution saving throw. On a failure, a creature with less than 100 hit points instantly drops to 0 hit points. Creatures not reduced to 0 hit points instead stuffer 9d8+50 necrotic damage (or half damage on a successful save).
  • Dispel magic will suppress the wail for 1d4 x 10 minutes.

AREA 17 – THE HALL OF SCENTED SMOKES

A dozen magical braziers line the length of this hall. Lighting any one of them causes all of them to alight, filling the room with colorful smokes carrying pleasant scents.

AREA 18 – LEY-LACED STATUE

A classical statue of a bare-chested archer bending his bow back, his foot placed upon the breast of a maiden who lies nude at his feet. Thick, blue-black veins run through the marble.

INTELLIGENCE (ARCANA) – DC 16: The statue is carved from ley-laced marble. This statue acts as a pearl of power that can be used up to four times per day. It is currently keyed to an adamantine arrow which fits into the archer’s bow (and is currently either in Area 15 or carried by Aggah-Shan).

LEY-LACED MARBLE

Ley-laced marble is a naturally occurring stone. During the metamorphic processes which form the marble, ley-energy permeates the impurities lacing the sedimentary rocks. The resulting marble (which is usually found on or near ley lines) is possessed of properties similar to a pearl of power. (In fact, it’s hypothesized that pearls of power were created by reverse-engineering ley-laced marble.)

Unlike pearls of power, however, ley-laced marble is not particularly efficient in its retention of magical energy. In addition to being difficult to excavate from the ground, ley-laced marble must be maintained in such large chunks in order to maintain its properties that it is rarely if ever portable in any true sense of the word.

However, rites have been perfected which allow a piece of ley-laced marble to be keyed to a specific object. Anyone carrying the keyed object can access the powers of the ley-laced marble at a distance of 1 mile per character level.

AREA 19 – HALL OF GILDED SKULLS

Gothic Golden Skull - Fernando Cortés

Six skulls gilded in gold sit on cushions placed atop marble pillars. Two pillars stand empty.

SKULLS: Each skull has a named burned into its dome — Verana, Elmchaea, Enel, Siust, Atath, and Mosdyna.

DM Background: These skulls belonged to Aggah-Shan’s enemies.

AREA 20 – AGGAH-SHAN’S LIBRARY

Most of the volumes in this library reveal a mind consumed with a strange, compulsive disorder: Gambling odds calculated, recalculated, and then calculated again. Written out at great length in varied tabular arrangements — vast expanses of endless tabulated data.

AGGAH-SHAN’S SPELLBOOK: But this library is also home to Aggah-Shan’s Spellbook. The book is designed to be opened by placing Aggah-Shan’s bony finger into the skull-faced keyhole on the cover. If any other finger is placed in that keyhole or if someone attempts to force the book open, it triggers a prismatic spray trap (DC 14 Intelligence (Investigation) to detect; DC 14 Dexterity (Thieves’ Tools) to disable; DC 20 Dexterity saving throw if triggered).

BOOK OF MRATHRACH: The library also contains the Book of Mrathrach (a chaos lorebook).

BOOK OF MRATHRACH

In those days when the Masters of Chaos still stirred and the echoes of their spirits were manifest within the Temples of the Screaming Dead tended by the midnight priests of the Earthbound Demons, there walked upon this earth the Man who would have made demons of all men; who would have immanentized the mortal flesh in eschatonic blood.

This book tells the bloody tale of Mrathrach. It purports to be a reconstruction of an ancient verse epic, although the passages of verse preserved within its pages are broken and irregular (although somehow beating with a primal pulse when read aloud).

Mrathrach was a warlord in the demon armies which “fought black-backed against that oily light of piety’s tyrannicies.” His faith to his master, “the Duke Gellasatrac,” is lauded and entire passages are given over to describing the great deeds of martial honor and the bloody human sacrifices he offered to Gellasatrac’s glory.

But when the war turns against the demon armies, the poem becomes an elegiacal transformation of the strife of conflicted duty. In the end, it describes how Mrathrach agreed to betray Gellasatrac to “the greater glory of the Masters and the presecient schismed schemes of the Shallamoth.”

And he drank of the Black Blood, the Holy Gift of Gellasatrac. So Mrathrach became the First of the Vested — vested in the trust of his masters; vested in their power; vested in their fate. The first quenching by which the bands of power would be forged.

AGGAH-SHAN’S SPELLBOOK

Spells marked with * are from the Ptolus sourcebook.

CANTRIPS: chill touch, shocking grasp

1st LEVEL: burning hands, charm person, color spray, detect chaositech*, detect evil and good, dissonant whispers, endure elements, expeditious retreat, feather fall, fog cloud, grease, jump, mage armor, magic missile, shield, silent image, sleep, Tenser’s floating disk, unseen servant

2nd LEVEL: aid from the future*, alter self, arcane lock, blindness/deafness, blur, darkvision, enlarge/reduce, flaming sphere, invisibility, levitate, mirror image, ray of enfeeblement, rope trick, see invisibility, spider climb, suggestion

3rd LEVEL: blink, conjure animals, fly, gaseous form, haste, hold person, hypnotic pattern, Leomund’s tiny hut, lightning bolt, magic circle, slow, tongues

4th LEVEL: banishment, confusion, conjure minor elementals, polymorph, stoneshape, stoneskin, wall of fire

5th LEVEL: animate necrosis*, animate objects, cloudkill, contact other plane, divinatory expungement*, enervation, mislead, wall of stone

6th LEVEL: chain lightning, create undead, disintegrate, eyebite, flesh to stone, move earth, teleport trace

7th LEVEL: month of Vallis*, prismatic spray, teleport

AREA 21 – AGGAH-SHAN’S GUARD

1d8+2 of Aggah-Shan’s necromantic guards can be found here. (There are 10 total. The others are patrolling this level, as described above.)

AREA 22 – THE FALSE PHYLACTERY

BATH: The southern end of this chamber is a bath made of black marble with two silver dragon heads looking out over the room.

PRISMATIC CUBE: Levitating in the center of the room is a set of double-layered prismatic wall spells forming a cube.

FALSE PHYLACTERY: Within the prismatic cube is a hollow mithril statue in the shape of a man lying on a cushion of blue velvet. A heart-shaped trapdoor on the statue’s chest can be opened, revealing adamantine wires which have been welded to various points within the statue and then bound together into a very specific and cleverly-woven knot. The statue has an arcanist’s magic aura placed upon it to make it appear to be a lich’s phylactery (but it is not).

AREA 23 – TRAPPED HALL

Beyond the secret door in Area 16, a short hallway leads to Area 24.

WAIL OF THE BANSHEE: This area is filled with a permanent wail of the banshee. The wail has no effect on constructs or undead. All other creatures who hear the wail are afflicted by a powerful death magic and must succeed on a DC 25 Constitution saving throw. On a failure, a creature with less than 100 hit points instantly drops to 0 hit points. Creatures not reduced to 0 hit points instead stuffer 9d8+50 necrotic damage (or half damage on a successful save).

  • Dispel magic will suppress the wail for 1d4 x 10 minutes.

TRAP – CRUSHING WALL: In addition to the wail, this area also has a pressure plate in front of the door to Area 24) that triggers a crushing wall trap (affecting everyone in the hall).

  • Mechanical trap
  • DC 17 Intelligence (Investigation) to detect the trap.
  • DC 22 Dexterity (Thieves’ Tools) to disable the trap.

DOOR TO AREA 24: The door is also trapped. Anyone touching the door triggers an incendiary cloud (that lasts for 1 minute, moving into Area 16).

  • Magical trap
  • DC 17 Intelligence (Investigation) to detect the trap.
  • DC 15 Intelligence (Arcana) to identify the spell effect.
  • DC 20 Dexterity saving throw for half damage.

AREA 24 – TRUE PHYLACTERY

PRISMATIC CUBE: Levitating in the center of this room is a set of double-layered prismatic wall spells forming a prismatic cube. Inside the cube if a forcecage.

TRUE PHYLACTERY: Within the forcecage is a sphere of adamantine (4-in. thick). Within the sphere are three humanoid figures of taurum (the true gold which makes common gold naught but a bauble), each inscribed with a single rune upon its chest.

Destroying the figurines destroys Aggah-Shan’s phylactery.

Go to Part 3: The Mrathrach Machine

The Iron Throne - AnnaPa

Go to Part 1

AREA 10 – LOWER ANTECHAMBER

A chamber of white, blue-veined marble. The walls, floor, and ceiling are lightly rimed with frost.

There are 6 wights (MM, p. 300), 2 ghasts (MM, p.), and 2 frostbanes.

DOOR TRAP: Any living creature touching the door leading to the hallway triggers a cloudkill that fills the room for 10 minutes.

  • Magical trap
  • DC 16 Intelligence (Investigation) to detect.
  • DC 16 Dexterity (Thieves’ Tools) to disable.

AREA 11 – GORGON GUARDS

The walls and ceiling of this chamber are painted sky blue with blood-red clouds.

Standing guard upon a pair of double doors crafted from glistening ebony are 2 gorgons (MM, p. 171).

AREA 12 – THE IRON THRONE

A long red carpet leads up to a small dais on which sits a throne of stone and iron.

THRONE: The throne is designed to teleport its user to Area 16 (in Aggah-Shan’s Sanctum). To operate the throne, the user must strap themselves into it. During the teleport, carefully positioned spikes sprout from the chair, inflicting 20d6 points of damage (no save). (The spikes pass harmlessly through a skeletal figure.)

  • Mechanical trap
  • DC 11 Intelligence (Investigation) to identify the trap.
  • DC 14 Intelligence (Arcana) identifies the teleport properties of the throne.
  • DC 20 Dexterity (Thieves’ Tools) to disable the spikes (but this also disables the teleport effect).

TELEPORT TRACE: Aggah-Shan has blocked divinations leading to his sanctuary, but if he has recently used the chair (25% chance) a teleport trace or similar effect will reveal the chair’s destination.

AREA 13 – ADAMANTINE SKELETONS

The vault (Area 14) is guarded by 4 adamantine ettin skeletons.

VAULT DOOR (10-in. iron): AC 19, 300 hp, DC 24 Dexterity (Thieves’ Tools)

ADAMANTINE ETTIN SKELETON

Large undead, lawful evil


Armor Class 14 (natural)

Hit Points 85 (10d10+30)

Speed 40 ft.


STR 21 (+5), DEX 10 (+0), CON 17 (+3), INT 2 (-4), WIS 10 (+0), CHA 4 (-3)


Skills Perception +4

Senses darkvision 60 ft., passive Perception 14

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine; critical hits become normal hits

Condition Immunities poisoned, exhaustion; can’t be poisoned

Languages Giant, Orc (can’t speak, but can understand)

Challenge 5 (1,100 XP)

Proficiency Bonus: +2


Two Heads. The ettin skeleton has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

ACTIONS

Multiattack. The ettin skeleton makes two adamantine claw attacks.

Adamantine Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. This counts as an attack with an adamantine weapon, automatically dealing a critical hit to objects.

AREA 14 – FALSE VAULT

This outer vault contains:

  • 3,113 gp
  • amber gold earring (525 gp)
  • ceremonial electrum dagger with star ruby pommel (930 gp)
  • death mask of beaten gold (85 gp)
  • gold medallion with black opal gemstone (1,500 gp)
  • golden sphere (75 gp)
  • heavy wrought gold bracelet (650 gp)
  • beaded headdress (100 gp)
  • ornamental silver skullcap, inclaid with runes and a moonstone set above the brow (315 gp)
  • small gold statuette of a maiden on a unicorn (175 gp)
  • potion of restoration
  • heavy crossbow +2
  • dagger +1

Playtest Tip: There are two reasons for the specificity in Aggah-Shan’s vaults. First, it makes looting the place cooler than just “you find 4,355 gp in jewelry.” Second, because Aggah-Shan isn’t on site, the likely outcome of any heist here is that he — and his organization — will be looking for the PCs. Each item can be targeted by divinations. Each item the PCs fence can be traced. Each item gives a vector for continuing the scenario by other means.

SECRET DOOR: DC 25 Intelligence (Investigation). Panel slides away to reveal a second vault door. Moving the panel without applying pressure to the correct sections triggers a trap. A gemstone inset on the vault door shoots out 1d4+1 beams of purple-black energy, targeting any characters in line of sight (starting with those closest).

  • Magical trap
  • Melee Spell Attack: +12 to hit, one creature. Hit: Life drain, dealing 10d10 necrotic damage. The target must succed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

VAULT DOOR (10-in. iron): AC 19, 300 hp, DC 24 Dexterity (Thieves’ Tools).

AREA 15 – TRUE VAULT

The inner vault contains:

  • 1,000 pp, 4,300 gp, 8,765 sp
  • Gems: violet apatite (50 gp), graveyard plume agate with white flames (60 gp), block of green jade (125 gp), rusteen (210 gp), 25 peach sunstones (10 gp each), 25 red sunstones (10 gp each)
  • Potions: giant strength, healing, endure elements (x2), enlarge, magic weapon, spider climb
  • Scrolls: alter self, levitate, blur, jump, mage armor, minor illusion, shield, mirror image, charm person, conjure animals, summon fey
  • horn of goodness/evil (wrought from a bicorn’s fluted horn of white and black)
  • horn of Valhalla (this specific horn is tied to the ancestors of the Grey Mountain barbarians who are marching on Ptolus, see Night of Dissolution, p. 5)
  • horn of silence (advantage on saving throws against sonic effects when held; 1/day create silence spell that can be dismissed with a second blow; 1/day create the effect of a shatter spell)
  • (75% chance) adamantine arrow keyed to the ley-laced marble statue in Area 18. (If it’s not here, then Aggah-Shan has it.)
  • Book of Lesser Chaos and Book of Greater Chaos

HORN OF GOODNESS/EVIL

This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on its owner’s alignment. If the owner is neither good nor evil, the horn has no power whatsoever. When the horn is blown, it produces the effects of a magic circle spell. If the owner is good, they can choose for the circle to be effective against fiends or the undead. If the owner is evil, they can choose for the circle to be effective against celestials. The horn can be blown once per day.

Go to Part 2D: Aggah-Shan’s Sanctum

Antique Room - MiaStendal

Go to Part 1

AREA 1 – ILLUSORY WALL

The stairs from the White House bottom out into a small room with an iron chest.

ILLUSORY WALL: The wall immediately to the north of the stairs is illusory, created with a major image spell (cast using a 6th level spell slot to make it permanent). A DC 21 Intelligence (Investigation) is required to discern the illusion for what it is.

WIGHTS (12): There are 12 wights (MM, p. 300) behind the illusory wall. They attack when the trap on the iron chest is activated (they can see through the wall without any problems) or if anyone passes through the wall.

IRON CHEST: Empty. It is locked (DC 13) and trapped. (DC 18 to detect). Anyone touching the chest must succeed at a DC 14 Constitution saving throw or become paralyzed. In addition, they exude a carrion stench for 2d6+2 rounds that causes all creatures within a 10-foot-radius to become poisoned for 1d6 rounds unless they succeed at a DC 14 Constitution saving throw. (Characters must repeat the saving throw for each round that they remain within 10 feet of the stench-exuding victim.)

AREA 2 – THE DOOR CHOICE TRAP

The north door in this room is gilded with silver. The south door is gilded with gold. Each door has a magic mouth.

ENTRANCE SCRIPT: Entering the room from Area 1 triggers the following script from the magic mouth. Leaving the room and re-entering will trigger the script again.

  • Both Doors: Each of us will ask a riddle. To pass us you must answer true.
  • Door of Gold: One shall always tell the truth.
  • Door of Silver: One shall tell a lie.
  • Both Doors: One question you may ask; then answer must be given.

FALSE SOLUTION: It’s a trick. If asked, “Will the other door tell me yours is the right path?” (or some similar circumlocution), then the Door of Silver will say “Yes” and the Door of Gold will say “No” (logically indicating that Silver is the correct door). But opening either door will trigger a fireball trap (14d6 fire, DC 20 Dexterity saving throw for half damage; Detect DC 14).

TRUE SOLUTION: Ask a door, “What is your riddle?” Then answer the riddle accurately and the door will open safely.

GOLD’S TRUE RIDDLE:

Do not begrudge this,
For it is the fate of every man.
Yet it is feared,
And shunned in many lands.
Causes problems, and sometimes gaps,
Can hobble the strongest, and make memory lapse.
What is this danger we all face?
For being part — of the human race.

ANSWER: Old age.

SILVER’S TRUE RIDDLE:

With this you can do wondrous things.
Look at things close or far away.
You can see things big,
Or you can see things small.
Or maybe you don’t see them at all.
I come in many colors and hues,
Sometimes green and sometimes blue.
And when I’m read — it’s not from shame.
But from something with a different name.

ANSWER: Eyes.

AREA 3 – WIGHTS, GHASTS, AND A FALSE DOOR

There are 6 wights (MM, p. 300) and 6 ghasts (MM, p. 148) in this room.

FALSE DOOR: Fashioned of copper. Touching the door triggers a chain lightning trap (10d8 damage, DC 20 Dexterity saving throw for half damage, leaps to 6 additional targets; Detect DC 16).

AREA 4 – ANTECHAMBER

A cream-colored carpet runs across a beautiful floor of crimson-patterned tile. A picture of a young man hangs on the north wall; a picture of a ghastly, skeletal figure hangs on the south wall.

NORTH PICTURE: Depicting a youth with chocolate brown hair, darkly tanned features, and dressed in robes of blue silk. Purple lightning dances between the fingers of an out-stretched hand. (This depicts Aggah-Shan as he was in life.)

SOUTH PICTURE: Desiccated features, but wearing the same robes of blue silk. The figure is wreathed in flame, with the sun limned in eclipse behind him. (This depicts Aggah-Shan as a lich.)

AREA 5 – BLADE BARRIER TRAP

TRAP: Any living creature entering the 10’ x 10’ area between Area 4 and Area 6 triggers a blade barrier which blocks all four directions out of the 10’ x 10’ area. This simultaneously triggers the trap in Area 6.

  • Magical trap
  • 6d10 slashing damage (DC 20 Dexterity saving throw for half)
  • DC 14 Intelligence (Investigation) check to detect the trap.
  • DC 20 Intelligence (Arcana) to identify the nature of the trap.
  • A dispel magic spell permanently disables the trap.

AREA 6 – ULULATING FOUNTAIN

A statue of a wraith-like maiden with her mouth gaped wide serves as a fountain, pouring a black-tinted water into the stone pool below.

UNHOLY WATER: The water in the pool is unholy water (30 vials worth).

TRAP: Any living creature touching the water or the statue triggers a trap.

  • Magical trap
  • DC 16 Intelligence (Investigation) to detect the trap.
  • DC 14 Intelligence (Arcana) to identify that the trap will transform the water; DC 18 check reveals the full properties of the trap.

Poison Cloud: The water emerging from the siren’s mouth is converted into a poison cloud. (DC 16 Constitution saving throw or suffer 4d6 poison damage and become poisoned; the saving throw must be repeated each round.) The cloud expands 10 feet per round to a maximum radius of 60 feet (filling this entire level out to Area 2).

Siren’s Song: The statue begins ululating a siren’s song. Living creatures within hearing must make a DC 16 Wisdom saving throw each round or become captivated, moving towards the fountain and then drowning themselves in it. (Those moving through danger — such as the blade barrier in Area 5 or the poison cloud — have advantage on the saving throw.)

Alerting the Complex: The siren’s song will bring any wights and ghasts from Area 3 or Area 10 that are still alive. Everyone else in the complex will maintain guard positions, but will be alerted.

AREA 7 – VASES OF LITHUIN

A collection of nineteen vases placed on pedestals around the room Some are fluted ceramics, while others are more finely crafted and crystalline in nature.

INTELLIGENCE (HISTORY):

  • DC 18: These are Lithuin vases. Incredibly rare. Individual vases are worth 1,000 gp each.
  • DC 26: This collection specifically demonstrates the evolution of Lithuin vase-craft. It’s unusually complete, and its collected value would be doubled (to 38,000 gp).

INTELLIGENCE (HISTORY) or (INVESTIGATION) – DC 20: The vases are covered in Lithuin runes (now undecipherable), but two of the vases also have a different symbol carved on their bottom:

Ptolus - The Shuul

DM Background: The symbol is that of the Shuul (Ptolus, p. 126). These vases were purchased from the Shuul (who make regular archaeological expeditions to Lithuin).

LITHUIN

Lithuin is a semi-legendary city that was inhabited by Titan Spawn who “sailed from beyond the sea.” They were specialists in the arts of kaostech. The location of the city was long-lost and many scholars believed it never actually existed. Various chaos cultists, however, have recently rediscovered it, and the Shuul have also come into possession of its secret location.

AREA 8 – COPPER FOUNTAINS

Several shallow copper basins are on the floor of this area. Other basins are suspended from the ceiling or built out from the walls. Copper tubing runs in tangled mazes throughout the chamber, gushing forth with multi-hued liquids here and there, creating kaleidoscopic pools of effervescent hues.

SECRET DOOR (Detect DC 15): Twisting one of the spigots causes a large basin to drain and then spin out of the way, revealing the passageway to Area 9 behind it.

Playtest Tip: Although this may initially appear to be the only route to the lower levels of Aggah-Shan’s Catacombs — in which case having a mandatory skill check to get down there would be a questionable choice — in practice these catacombs can also be approached from the OTHER direction (exploring up out of the Mrathrach Machine). In addition, triggering an alarm will cause the wights and ghasts in Area 10 come up; they will leave the secret door open, revealing its location.

AREA 9 – WHIRLING POISON BLADES

The stairway is filled with poisoned blades that come whirling out of razor-thin slits in the walls. Putting any weight on five of the stair treads will trigger the trap (which remains in motion for 5 minutes).

  • Mechanical trap
  • DC 12 Wisdom (Perception) check to notice the razor-thin slits in the wall.
  • DC 14 Intelligence (Investigation) to identify the trap; DC 16 identifies 1d4+1 trigger treads; DC 18 identifies all five trigger treads.
  • DC 16 Dexterity (Thieves’ Tools) to disable.
  • +8 attack bonus, 3d10 slashing damage, DC 14 Constitution saving throw or 2d6 poisoned damage. Targets all characters on the stairs when triggered.

Go to Part 2C: The Lower Catacombs

Go to Part 1

Beneath the White House are Aggah-Shan’s catacombs. This ancient lair actually predates the construction of the gambling house above by at least several decades, possibly more. It can also be reached from the Mrathrach Machine below.

Aggah-Shan's Catacombs

(Download: LargeBattlemap)

Aggah-Shan's Sanctuary

(Download: LargeBattlemap)

Design Note: There is a map of the Lower Level of the White House on p. 311 of the Ptolus sourcebook. The maps here are designed to supersede that map.

Go to Part 2B: The Upper Catacombs

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.