Sunday, December 2, 2018

5 Room Dungeon: A Tomb For Beans

For more info on 5 Room Dungeons check the Link
The main deal is that I love making these as a creative exercise and as a fun self-contained nugget to put somewhere for my players to find. This one has had a successful run in a 5e West Marches game and served as a fun way to introduce underwater theming far from the ocean.

Source
Fluff: Some foolish child bought some magic beans and rolled the die of fate horribly. The farm where he planted the bean has been destroyed as the bean has spawned a level appropriate ancient sunken tomb set into a flooded crater. The coral doors depict the name of Elik Va Resh, an ancient Sahuagin king whose tomb was thought lost to history.

Room One Entrance/Guardian: A Sunken Shark

A sahuagin priestess and her brood guard the entrance to the tomb which is set in a vast flooded crater present where the foolish child’s farm once was. They fight from a vast underwater pool and will attempt to drag people under to fight them with ease. The priestess holds the key to the tomb and will generally keep on the defensive. At a pivotal moment where all seems lost she can summon a coral golem crafted from the corpses of sahuagin. It will rise next to the priestess to join the fray.


Room Two Puzzle/Roleplaying Challenge: A Light in the Water

The tomb proper is only half flooded, enough to create difficult terrain for any medium sized creature without a swim speed and completely submerging any small creatures. In the first room, many brilliant shafts of light pierce through what appear to be solid chunks of glass that make up the ceiling of the first floor. There are various archways each blocked off by different materials. One by thick roots, one by a cloud of thick green gas, and the last by solid thick darkness. Hidden around the room are rods with small pieces of colored glass, one red, one blue, one yellow. The rods can channel one of the shafts of light to burn away at the obstacles in the archway in the following manner: red(fire damage) - thick roots, blue (lightning damage) - gas, and yellow (radiant damage) -darkness. Using the incorrect color on a door will spawn 1d4 electrin which function like magmins except they speak Aquan, deal/are immune to lightning damage and charge people with static electricity. Two of the archways contain treasure while the third leads further into the tomb.


Room Three Trick/Setback: A Scylla and Charybdis Problem

This room features a 5ft wide hole leading to a room with an aquatic roper. It has 10ft of swim speed and its rocky carapace is cracked providing only 15 AC to it and its tendrils. The roper will attempt to grapple and reel any creature in the center of the room. The edges of the room are raised and are mostly out of reach of the roper. The walls are decorated by murals of sharks which will magically move around the murals to bite at people treading the edges of the room to avoid the roper (the mural sharks use a +5 to hit and do 2d6 piercing damage.) Anyone capable of speaking shark or Aquan can deactivate the murals by saying “down boy” The instruction to do so is written in Aquan in the entrance archway.


Room Four Climax/Big Conflict: Elik Va Resh, Lord of the Tomb

In the throne room sits Elik the Sahuagin Baron and sunken king, he is flanked by waterfalls hiding 6 electrin. He sits laughing as he torments a small boy holding an empty bag of beans. Elik wields a magical trident and has an aura of fear the effects all within 60ft of him.

His throne room provides him with the following benefits as long as there are electrins toiling away:
  • Roll Initiative for the electrins. On their turn they don't attack, they simply use a mystical orb unless the orb is destroyed. 
  • The orb allows Elik to perform more than one action per round. On an electrins’ turn, they forgo their action to have Elik attack once & move half his movement, take the disengage/ dodge action, or reroll a saving throw. 
  • 3 electrins may forgo their turn to provide legendary resistance up to 3/day.
  • On initiative count 20 Elik gains 1d10 temp HP per electrin alive and powering a mystical orb.
  • On Elik's initiative turn, he can take his full turn as normal.
  • Killing the electrins or destroying the orbs will remove these extra abilities.

Room Five Reward/Revelation/Plot Twist: The Final Bean

The child provides his rescuers with his final magic bean which he assures will create a natural freshwater spring when planted but cautions to plant it away from farmland and homesteads just in case. Also in the final burial chamber is a chest of 300 bloody gold pieces embossed with sharks.

No comments:

Post a Comment