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Mini-Dungeon Monthly 1

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0% found this document useful (0 votes)
498 views20 pages

Mini-Dungeon Monthly 1

Uploaded by

Dom
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AAW Games Presents

February '19

(order #18815203)
February '19

Product Identity: The following


items are hereby identified as
Product Identity, as defined in
Contents
the Open Game License version Umbravania: The Whispers in the Hollow   3
1.0a, Section 1(e), and are not
Open Content: All trademarks, An adventure for three to four characters of 2nd to
registered trademarks, proper 4th level by Justin Andrew Mason.
names (characters, deities,
etc.), dialogue, plots, storylines, Temple of the Fallen Phoenix  5
locations, characters, artwork,
and trade dress. (Elements that An adventure for four characters of 9th level by
have previously been designated Thomas Baumbach.
as Open Game Content or are
in the public domain are not Lair of the Mendacious Naga   9
included in this declaration.) An adventure for four characters of 11th to 12th
Open Content: Except for level by GM Lent.
material designated as Product
Identity (see above), the game The Exposed Nest  12
mechanics of this AAW Games
LLC game product are Open An adventure for four characters of 10th-12th, 12th-
Game Content, as defined 14th, or 16th-20th level by Jonathan G. Nelson.
in the Open Game License
version 1.0a Section 1(d). No Survive: In a Vampire Hive  17
portion of this work other
than the material designated An adventure for four to six characters of 20th
as Open Game Content may level by Jonathan G. Nelson.
be reproduced in any form
without written permission.

Credits
Cartography Layout
Justin Andrew Mason Thomas Baumbach

Art Publisher
AAW GAMES LLC
Jonathan G Nelson Mates Laurentiu Jonathan G. Nelson
PO Box #92 | Snoqualmie, WA 98065

© 2019 AAW Games


5Ezine.com

(order #18815203)
Umbravania: The Whispers in the Hollow

2 • Mini-Dungeon Monthly #1
(order #18815203)
UMBRAVANIA: THE WHISPERS IN THE HOLLOW
An adventure for three to four characters of 2nd to 4th level.

A black magician was


experimenting with dark magic
within his secret workshop, located
loved one whispering incoherently
about dark secrets or past
transgressions.
in a narrow ravine within the
Each minute the characters are
forest. While attempting to craft a
exposed to the whispers they must
curse, he inadvertently summoned
make a successful DC 13 Wisdom
a primordial daemon* from an
save, for failures, reference the table
unknown plane.
below.
The magician was able to bind the
daemon with a magic barrier, but Failed
couldn’t prevent the maddening Saves Type Effect
effects of its whispers, which carry 0 No Effect No effect
with unnatural resonance. 2 Disoriented -1 to all Wisdom saves
Four villagers from a nearby hamlet 4 Confusion -2 to all Wisdom saves
have gone missing after wandering
6 Delusional -3 to all Wisdom saves
in the woods. Fearing the strange
whispers in the forest, the local 8 Insane Treat as Insane Villager
village has requested assistance.
Workshop: The entrance has been
Dark words are being whispered,
camouflaged against the stony walls incoherent, insane, where am I? It’s
of a ravine, but the door remains ajar. getting difficult to focus!
When the characters enter the forest, The effects remain active until a
they begin to hear eerie whispers victim is removed from the resonance
carried on the wind. The sounds lead of the whispers or until a natural 20
them to the ravine. on a Wisdom saving throw is rolled
The walls of the workshop have which also resets all effects to zero.
been carved from existing natural
cavern and are laden with sigils. The 1. The Tunnel
deeper into the cavern the characters The winding tunnel leading into the
traverse, the more prevalent the workshop is occupied by a sobbing
whispers become. farm girl (insane villager). Her hair
is caked with dried blood and she
Insane Villagers: The villagers
rhythmically slams her forehead
roaming the dark workshop have
against the wall. When approached,
been driven insane. Trapped in
she screams angrily, “You hate me,
perpetual fear, they are driven by
don’t you!?” before attacking.
delusion to attack anything they
encounter. Treat them as commoners,
but with Multiattack (2 slam attacks). 2. Blood Trail
The room appears empty, though
The Whispers: Each adventurer
there are several trails of blood
hears something different and leading down all three exiting
disconcerting in the daemon’s corridors. There is a locked secret
whispers, i.e. the voice of a deceased
(order #18815203) Umbravania: The Whispers in the Hollow • 3
door upon the east wall. Passive barrier is impenetrable from the
perception check 12 notices the reverse, but from the characters’
keyhole in the wall. side it can be destroyed simply by
causing damage to it by a magic
3. Hidden Treasure Room weapon or spell. When the barrier
This hidden room secures an is broken, the powerful daemon
unlocked chest containing 25 gp, cackles deviously and rushes out
30 ep, 280 sp, 3 quartz shards (2 of the workshop in the form of a
gp), a potion of healing, and a wand powerful burst of green flame DC
of lightning bolts (2 charges). The 15 Dexterity save or suffer 1d6
chest is trapped by a poison dart. points of fire damage.

4a. Workshop 6. Matty


In the center of the A sturdy farmhand (insane
workshop lies the villager) occupies
magician’s corpse. this room. The
His black sigil- man utters
covered robe is the name
drenched with “Matty” over
coagulated and over
blood, closer again while
inspection pacing in
reveals that a circle.
before dying, When he
he used his quill notices the
to gouge out his characters, he
eardrums before bashing his rushes forward
own skull in upon the floor. and attacks,
Scrawled in blood all around screaming “I will
his body is the repeated phrase, make things right
“What have I done?” again!”

4b. Workshop Alcove 7. Well Wisher


If the corpse is searched in 4a, A hysterical, laughing woman
an imp, the magician’s familiar (insane villager) stomps upon the
which was trapped beneath her mush that was previously the brains
master’s corpse, flies out of the robe of a male villager. She struggles to
and into this area. She is carrying maintain balance as her feet slide
the key to the secret room. The imp upon the slippery ichor.
has been driven insane and attacks. *Note: The daemon is far too
powerful for the characters to
5. Summoning Circle combat and is only interested in
This room is sealed by a magic escaping. The repercussions of it
barrier. Inside is a summoning being unleashed may serve as a
circle and the trapped daemon. The future adventure hook.

4 • Mini-Dungeon Monthly #1
(order #18815203)
TEMPLE OF THE FALLEN PHOENIX
An adventure for four characters of 9th level.

T he Phoenix was the Emperor’s


favored general. Though he
suffered defeats on the battlefield,
final room is where the energies
converge, completing the ritual. The
characters have the opportunity
he always rose again to triumph to disrupt the ritual as it’s being
over his enemies. The Phoenix was performed, weakening the Eternal
also the Emperor's lifelong friend. Warrior.
And so, when the Emperor died,
and the child Emperor crowned, Ritual Chambers
The Phoenix was offered a great
Paper lanterns run along thin
honor: to be buried with his patron,
channels of water at the edge of the
entombed as part of the Emperor’s
room. Their light, both bright and
Eternal Army.
soft, illuminates painted carvings
The elderly general bristled that stretching the length of the wall. The
the young boy would command resplendent art depicts the process
his death. Instead of submitting to by which a soldier sacrifices himself,
the ritual that would end his life, binding his spirit to the Emperor as
The Phoenix gathered his most he enters the afterlife. Atop a dais
loyal soldiers and captured the in the room’s center, three acolytes
temple where the dead Emperor lay perform a ritual into a recess in the
awaiting his passage to the afterlife. floor. Lines of energy flow out from
The Phoenix conscripted the artists the dais, tracing the brickwork and
and magicians responsible for exiting the room, fading deeper into
creating the Emperor’s Eternal the temple.
Army and set them to performing
The murals depict the steps of the
the rituals that would turn The
ritual, though each mural differs
Phoenix into a true Eternal Warrior.
slightly according to the element to
which the room is attuned. When
The Five Rituals the characters first encounter
Five rooms within the temple a mural, a successful DC 20
are each attuned to one element Intelligence (Religion) check reveals
required by the ritual: water, fire, the room’s purpose. Each character
earth, wood, or metal. The ritual can attempt a new check with each
in each room is conducted by three new mural encountered, reducing
acolytes responsible for imbuing the difficulty by 2 each time. Once
an element into a construct. Two of the adventurers have divined the
The Phoenix Guard, the general’s temple ritual, they can attempt to
most trusted soldiers, oversee the disrupt the ritual in each room.
acolytes in each room.
The order in which the rooms are Disrupting a Ritual
encountered is irrelevant. The first To disrupt a ritual, all three
five rooms the characters enter are acolytes within the room must
the ritual chambers. The sixth and cease performing their task within

(order #18815203) Temple of the Fallen Phoenix • 5


The Temple of the Fallen Phoenix

6 • Mini-Dungeon Monthly #1
(order #18815203)
five rounds. These priests are The Birth of the Eternal Warrior
dedicated, as their honor is bound
Steam billows about your feet as
in performing the ritual as tradition
you enter the chamber. At its center,
holds. Though killing them is an
where the energy lines of the temple
option, honor-bound characters
all converge, you see a figure emerging
know that ultimately it is The
from the floor. A statue of porcelain
Phoenix who is abusing the ritual,
and hardened clay in the image of
not the acolytes of the temple.
The Phoenix. His ceramic form comes
Defeating The Phoenix Guard to life, and with a scowl he addresses
within five rounds guarantees the you.
characters will be able to disrupt
“My men and I will go to the true
the room’s ritual. Otherwise, each
Emperor’s Eternal Army, but first this
round a characters may use their
whelp boy will learn his place!”
action to distract the acolytes. If
the acolytes are distracted for three The Phoenix Guard: Using the
consecutive rounds, the ritual is statistics for a gladiator, remove
disrupted. The Phoenix Guard will the shield and rename shield bash
focus their efforts on characters to spear trip. They each retain three
that attempt to disrupt the ritual. spears, using each one two-handed.
To gauge the morale of the acolytes The guard are well-trained and fight
and see if they abandon the ritual, swiftly; their armor class and parry
have them make DC 12 Charisma ability are unchanged.
saving throws, their resolve The Eternal Warrior: Using the
unwavering with a success. Only if statistics for a clay golem, use
all the remaining acolytes fail is the maximum hit points (196) and
ritual disrupted. remove the berserk quality. The
Eternal Warrior also has the
following changes, depending upon
which elements the adventurers
managed to disrupt during the ritual:
Water: The golem loses its magic
resistance quality.
Fire: The golem loses its haste
ability.
Earth: The golem is no longer
immune to acid, and loses its acid
absorption quality.
Wood: The golem is no longer
immune to poison, instead gaining
vulnerability to poison.
Metal: The golem is no longer
immune to nonmagical weapon
attacks that aren’t adamantine.

(order #18815203) Temple of the Fallen Phoenix • 7


Lair of the Mendacious Naga

8 • Mini-Dungeon Monthly #1
(order #18815203)
LAIR OF THE MENDACIOUS NAGA
An adventure for four characters of 11th to 12th level.

E veryone knew the tales about


the old temple in the mountains;
it had been abandoned and stripped
check discovers a loose block in the
wall, behind which is a leather box
containing a potion of poison and
of valuables for as long as anyone a small book written in Common
could remember. Rumors whispered that details worship and flagellation
in taverns said that the place was rituals. A character who spends
cursed, inhabited by a Basilisk, and one minute reading from this book
filled with the petrified remains of learns the correct gestures to keep
the poor souls who dared to enter. the shield guardians in Area 4
from attacking and can prevent the
Two weeks ago, three townsfolk left
altar in Area 7 from animating the
for the temple hoping to disprove
statues.
the rumors and never returned, the
characters have been hired to find
them. 4. Worship Room
The walls of this chamber are
1. Atrium covered in elaborate mosaics
showing human and other mortal
Four statues, each depicting a
races subjugating themselves
warrior with a look of shock and
to wise-looking humanoids
terror on its face, are arranged near
with the heads of lizards. Two
the exits of this room. The statues
massive statues of brawny-bodied
are enchanted columns (use the
humanoids similar to those in the
statistics of animated armor), but
mosaic stand in alcoves on either
only move if triggered (see areas 6
side of the room. These statues
and 7 below).
are shield guardians, which
immediately attack any creature
2. Pen entering the 8 squares between
This room holds a pair of gorgons them. The statues will refrain from
and four statues identical to those in attacking anyone who performed
Area 1. the gestures described by the book
in Area 3.
3. Bedroom Zsulsha the druid is in this room,
These are the living quarters of performing an elaborate non-
Zsulsha, a druid who cares for the magical worship ritual. Zsulsha
animals and serves the resident casts entangle, trying to catch as
guardian naga. The room is many intruders as possible, and
spartan despite its size, containing flees to Area 6. Zsulsha wears
a sleeping mat, an iron brazier, a the amulet binding the shield
box of charcoal, and a flagellation guardians, and has placed a
whip. A character who succeeds thunderwave spell in each of them.
on a DC 18 Wisdom (Perception)

(order #18815203) Lair of the Mendacious Naga • 9


5. Disposal Room A guardian naga, who claimed
the temple, is here along with five
This room is very warm and filled
statues identical to those in Area 1.
with shadows which flit about just
The naga utters a command word
as the eye tries to focus upon them.
that animates the statues if the
There are four black puddings here
characters haven’t already triggered
which are used as garbage disposals
them (see Area 7 below). If Zsulsha
and cleaners. The secret passage
is here, the druid will try to force
leading to Area 7 is easy to spot; a
characters into the columns of
character who succeeds on a DC
flame using thunderwave if possible
13 Wisdom (Perception) check
and otherwise use entangle to
recognizes the discolored area as a
restrict their movement. A creature
door.
touching a fire column must make
a DC 16 Dexterity saving throw,
6. The Scaled One’s Chambers taking 4d6 fire damage and 4d6
This room is filled with steam radiant damage on a failed save,
and has a temperature of roughly or half as much damage on a
110°F/44°C. The steam gives all successful one.
creatures in the room disadvantage
on Wisdom (Perception) checks Zsulsha belongs to an ancient
that rely on sight, and the heat religion that venerates reptiles and
comes from two massive fires, each has been living in the old temple for
in its own alcove. years. Zsulsha was easily swayed by
the naga when it arrived claiming to
be the avatar of an ancient reptilian
deity. The pair simply want to
worship in peace; they did not
harm the villagers or adventurers
who came to the temple but rather
placed them under a geas and
directed them to travel as far from
their home as possible.

7. Altar Room
A small altar in this room holds
a wooden offering chest which
contains a handful of copper and
silver coins (2d20 gp worth in
total). A character who opens the
box without making the gesture
described in Zsulsha’s book triggers
all of the statues in the temple to
animate.

10 • Mini-Dungeon Monthly #1
(order #18815203)
THE EXPOSED NEST
An adventure for four characters of 10th-12th, 12th-14th, or 16th-20th level.

A Roc’s nest you say? Atop a tree


in the forest? Now, an egg or
hatchling would fetch a fair price
likely spotted (passive Perception
14) by the roc hatchlings in Area
7 which move out of the nest and
at market but what if ye raised and attack the characters on sight.
trained a chick from birth? Imagine
the possibilities! 1. Short Jaunt
Two demon slayers, ye heard right, This branch is concealed by foliage
demon slayers, hailing from the and easy to traverse.
Nine Hells they said they were! All
decked out with sigil covered swords 2. Worm Welcome (exposed)
and such. Serves those blokes right Strange grey worms have invaded
that a bird the size of a building dun this branch, they eat holes in the
snatched them up, takin’ em back to wood and leaves causing sticky
‘er nest in the forest. Know anyone sap to drip everywhere. In order
who can climb? to move through this area without
getting stuck, characters must
Areas 1-6 roll a successful DC 12 Strength
Climbing from Branch to Nest: In (Athletics) check. Characters who
order to climb from a branch into get stuck must struggle and risk
the nest a character must succeed being heard by the roc hatchlings.
on a DC 14 Strength (Athletics) In addition, the worms crawl into
check, a failure may be heard clothing of the characters, wriggling
(passive Perception 14) by the roc and causing all checks and attacks
hatchlings in Area 7 who come to to be rolled at disadvantage until
investigate. Any character failing the worms can be dealt with (2
the climb must stabilize themselves rounds of crushing or 1d4+2 rounds
to stay on the branch by rolling removing by hand). As long as the
a successful DC 10 Dexterity characters remain on this branch
(Acrobatics), otherwise, they fall off the worm invasion will persist.
the branch.
Falling off a Branch: To grab
3. Death by Droppings (exposed)
something and stop the fall, a This branch is white, glistening,
character must roll a DC 15 and slick from roc droppings. To
Dexterity (Acrobatics) check and realize the potential dangers of
then, to pull themselves back up, using this branch to access the nest,
a DC 14 Strength (Athletics), characters must roll a successful DC
otherwise they will fall out of 12 Wisdom (Insight or Perception)
the tree, taking 6d6 bludgeoning check. In order to safely traverse
damage. the branch, characters must roll
a successful DC 16 Dexterity
(Exposed) Branches: Unless using (Acrobatics) check or fall off the
Stealth or magic, these branches branch.
leave characters exposed. They are

(order #18815203) The Exposed Nest • 11


The Exposed Nest

12 • Mini-Dungeon Monthly #1
(order #18815203)
a random wounded creature (1-3
CR) into the nest from above. If
4. Stable, Safe, and Covered the characters are doing poorly the
This branch is wide, flat, safe, GM may wish to have the creature
and direct. The characters will be die upon impact, leaving behind a
completely concealed taking this potion of healing or three.
path.
8. despoil The dead
5. Sap- covered Branch Two dead bodies await hatchling
This branch is covered in a consumption here. The hatchings
thick, sticky sap which drips can be coaxed into consuming the
from the leaves of low-hanging bodies instead of the adventurers
branches above. To move through with a successful DC 18 Wisdom
the area without getting stuck, (Animal Handling) check after
characters must roll a successful which they must make haste
DC 12 Strength (Athletics) check. before the hatchlings grow hungry
characters who get stuck must again (2d4+4 rounds). Treasure
struggle to free themselves with longsword +1/+2 in the Nine
a subsequent successful DC 12 Hells, scepter of smiting (mace),
Strength (Athletics) check and risk shield +1/+2 in the Nine Hells, 168
being heard (passive Perception 14) gold pieces, golden chalice which
by the roc hatchlings in Area 7. functions as a bag of tricks (gray,
rust, or tan depending on party
level), and a large red ruby worth
6. Exposed Branch (exposed) between 5,000-20,000 gp (up to
See (Exposed) Branches section at GM).
the start of the adventure.
9. skeleTon’s spoils
7. Roc Eggs A humanoid skeleton tangled in the
These huge eggs have started to debris of the nest has been picked
hatch, and as the characters get clean. Treasure Srewn about the
closer they are confronted by cute, nest are: fifteen pounds of iron ore,
cuddly, harbingers of death, roc valued at 15-20 sp; a large diamond
hatchlings! worth 2,000 gp; and a mining pick
Death Drop: Every 4 rounds of +1/+3 for mining on the Elemental
combat with the hatchlings roll Plane of Earth.
1d10, on 1-2 a parent roc drops
Levels Combat Encounter
Levels 10-12 2 roc hatchlings with another roc hatchling hatching in 1d4+4 rounds
Levels 12-14 3 roc hatchlings with another roc hatchling hatching in 1d4+4 rounds and
mother roc* arriving 2d4+6 rounds** after second hatchling dies.
Levels 16-20 3 roc hatchlings with another roc hatchling hatching in 1d4 rounds and
mother roc* & mather roc arriving 2d4+2 rounds** after first hatchling dies.
*The mother roc obtains Mother’s Revenge: reroll natural 1’s and add 1d4 damage to any damage
rolls, due to death of hatchlings.
**Roll 1d8 to determine which location the mother and father land on the map.

(order #18815203) The Exposed Nest • 13


Roc Hatchling
Huge monstrosity, unaligned

Armor Class 15 (natural armor)


Hit Points 135 (18d12 + 18)
Speed 10 ft., fly 30 ft.

STR  DEX  CON  INT  WIS  CHA


16 (+3) 13 (+1) 13 (+1) 3(-4) 10 (0) 9 (-1)

Skills Perception +3
Senses Passive Perception 13
Challenge 5 (1,800 XP)

Keen Sight. The roc hatchling has


advantage on Wisdom (Perception)
checks that rely on sight.

Actions
Multiattack. The roc hatchling makes two
attacks: one with its beak and one with
its talons.

Beak. Melee Weapon Attack: +6 to hit,


reach 5 ft., one target. Hit: 15 (2d8 + 3)
piercing damage.

Talons. Melee Weapon Attack: +6 to hit, prey outside or below the nest unless they
reach 5 ft., one target. Hit: 20 (4d6 + 3) are being actively attacked or antagonized
slashing damage. in which case they will go as far as adjacent
branches of equal or higher height but
Roc Hatchling never go below the safety of their nest into
the branches or ground below. When not
A roc hatchling is a roc which recently hatched eating, roc hatchlings are most comfortable
from its mother’s egg and is still acclimating nestled in the remains of their shells or
itself to this environment. To be considered snuggling close to their brothers and/or
a roc hatchling, a roc must be under 4 weeks sisters.
old. At first hatchlings are unstable and
unpredictable as they get accustomed to their When in extreme distress the hatchlings
environment, hopping around, squawking, will squawk loudly at the sky calling for
flapping their wings, and eventually flying very their parent’s return. A mother roc who
short distances. They aren’t able to do much returns to find any of her hatchlings slain
other than hop and flap about their nest and will be absolutely enraged thus obtaining
tree, eating whatever their mother and father the Mother’s Revenge feature granting her
bring them which includes local humanoids the ability to reroll all 1’s and add 1d4 to
and livestock, frequently attracting the all damage rolls until all nest invaders have
unwanted attention of humanoid kingdoms. been slain.

hatchlings are extremely hungry and will A roc hatchling's tongues, eyes, and feathers
ravenously chase down any prey within their all fetch a high price from wizards and
nest. roc hatchlings will not typically chase alchemists.

14 • Mini-Dungeon Monthly #1
(order #18815203)
SURVIVE: IN A VAMPIRE HIVE
An adventure for four to six characters of 20th level.

Survival Challenge Extra torches which cannot be


held may be lit and placed within
This is an extreme, survival of the sconces available along the walls.
fittest, skirmish for your life. It can
be played as a one-off adventure Swarming vampire spawn in
or as a perfect side quest if your groups of 10+ summon death winds
players just haven’t been feeling (freezing cold wind) every 2d4
challenged lately. Be forewarned: rounds, which automatically blow
this Mini-Dungeon has the out 2d4 torches.
potential to cause a TPK. If the party carries no torches, they
may attempt to make their own.
Introduction A character is able to construct a
The characters are magically sealed, makeshift torch in 2 rounds or two
by whatever means you deem characters are able to construct a
appropriate, in a crypt completely single makeshift torch in 1 round.
filled with vampires. Those brought Basic materials such as wood, cloth,
to this place before have either and fuel (oil, alcohol, etc.) must be
perished or been transformed into carried by the characters or if the
vampire spawn. What fate awaits GM wishes they can find adequate
the heroes? materials within the crypt (femur
bone, rotted clothing, flask of oil).
Special rules Each lit torch burns for 1 hour or
Any spells which create an ongoing until extinguished by the death
light source automatically fail here, winds. Extinguished torches may be
a powerful permanent magical relit as normal.
anti-light spell persists as a curse
throughout the tomb and only 1. Statues of Judgement
dissipates once the Lord of Night Three statues of vampire warriors
(vampire spellcaster in Area 6) has stand here gazing at a single fire
been slain. issued forth from burning coals
Normal torches must be lit and stay inside an iron concave pan atop a
lit in order for the party to survive stone brazier. An etching upon the
the onslaught of vampire spawn. wall above and behind the statues
If no torches are lit, vampire reads: “Some try to hide, some try
spawn gain advantage on all rolls to cheat, but time will show that we
including skill checks, saves, and will always meet, try as you might
attacks. If there are at least four to guess my name, I’m sure you’ll
torches lit and fully illuminating know when it’s you I claim.” Riddle
an area this negates the vampire Answer: “Death”. If the characters
spawn’s bonus and rolls are made as answer with anything else the fire
normal. If there are eight torches goes out and the vampire spawn
lit all vampire spawn suffer from in areas 2 and 3 emerge from their
disadvantage to all rolls. Note: coffins and move in this direction,

(order #18815203) Survive: In a Vampire Hive • 15


Survive: In a Vampire Hive

16 • Mini-Dungeon Monthly #1
(order #18815203)
using floors, walls, and ceilings to Waiting for the characters are three
move around and over one another, vampire warriors and the Lord of
attacking the characters from all the Night, a vampire spellcaster.
sides.
GM Note: It is recommended that
If the characters answer correctly instead of having the characters
the fire continues to burn and confront all of these high-level
counts as four torches so long as the enemies here, you introduce them
characters remain within 20’ of the one-by-one equally distributed
firelight. throughout the battles with the
vampire spawn, finally introducing
2. Resting Place the Lord of the Night at this
Ten vampire spawn wait in coffins location once all the other vampires
here and emerge to attack as soon have been slain. Destroying the
as anything living enters this Lord of the Night removes the
room. They will attack incessantly, curse and all special spell effects in
using walls, ceilings, and floors to this area, permanently opens the
navigate their way to the characters. crypt, and reveals a treasure store
As they swarm, they attempt to with 15,000 gp and four legendary
keep the characters from obtaining magical items.
an advantageous position. The two
extra coffins contain human bones
and enough supplies to construct
three makeshift torches.

3. Same as Area 2.
4. Same as Area 2.
5. Same as Area 2.
6. The Inner Sanctum
If the characters reach this
location on their own and
with 4+ torches lit, they all
gain inspiration as well as
advantage on attacks for the
first 1d4+1 rounds of combat,
if the characters have no
torches lit, the characters
obtain disadvantage for
the first 1d4+1 rounds.

(order #18815203) Survive: In a Vampire Hive • 17


OPEN GAME LICENSE 6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
The following text is the property of Wizards of the Coast, Inc. and
COPYRIGHT NOTICE of any Open Game Content You are copying,
is copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
modifying or distributing, and You must add the title, the © date,
Reserved.
and the © holder name to the COPYRIGHT NOTICE of any original
1. Definitions: (a) “Contributors” means the © and/or trademark Open Game Content you Distribute.
owners who have contributed Open Game Content; (b) “Derivative
7. Use of Product Identity: You agree not to Use any Product
Material” means copyrighted material including derivative works
Identity, including as an indication as to compatibility, except as
and translations (including into other computer languages), potation,
expressly licensed in another, independent Agreement with the
modification, correction, addition, extension, upgrade, improvement,
owner of each element of that Product Identity. You agree not to
compilation, abridgment or other form in which an existing work
indicate compatibility or co-adaptability with any Trademark or
may be recast, transformed or adapted; (c) “Distribute” means to
Registered Trademark in conjunction with a work containing Open
reproduce, license, rent, lease, sell, broadcast, publicly display,
Game Content except as expressly licensed in another, independent
transmit or otherwise distribute; (d) “Open Game Content” means
Agreement with the owner of such Trademark or Registered
the game mechanic and includes the methods, procedures, processes
Trademark. The use of any Product Identity in Open Game Content
and routines to the extent such content does not embody the Product
does not constitute a challenge to the ownership of that Product
Identity and is an enhancement over the prior art and any additional
Identity. The owner of any Product Identity used in Open Game
content clearly identified as Open Game Content by the Contributor,
Content shall retain all rights, title and interest in and to that Product
and means any work covered by this License, including translations
Identity.
and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product 8. Identification: If you distribute Open Game Content You must
line names, logos and identifying marks including trade dress; clearly indicate which portions of the work that you are distributing
artifacts, creatures, characters, stories, storylines, plots, thematic are Open Game Content.
elements, dialogue, incidents, language, artwork, symbols, designs,
9. Updating the License: Wizards or its designated Agents may
depictions, likenesses, formats, poses, concepts, themes and graphic,
publish updated versions of this License. You may use any authorized
photographic and other visual or audio representations; names
version of this License to copy, modify and distribute any Open Game
and descriptions of characters, spells, enchantments, personalities,
Content originally distributed under any version of this License.
teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural 10. Copy of this License: You MUST include a copy of this License
abilities or effects, logos, symbols, or graphic designs; and any other with every copy of the Open Game Content You distribute.
trademark or registered trademark clearly identified as Product 11. Use of Contributor Credits: You may not market or advertise the
identity by the owner of the Product Identity, and which specifically Open Game Content using the name of any Contributor unless You
excludes the Open Game Content; (f) “Trademark” means the logos, have written permission from the Contributor to do so.
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed 12. Inability to Comply: If it is impossible for You to comply with
to the Open Game License by the Contributor (g) “Use”, “Used” or any of the terms of this License with respect to some or all of the
“Using” means to use, Distribute, copy, edit, format, modify, translate Open Game Content due to statute, judicial order, or governmental
and otherwise create Derivative Material of Open Game Content. (h) regulation then You may not Use any Open Game Material so
“You” or “Your” means the licensee in terms of this agreement. affected.
2. The License: This License applies to any Open Game Content that 13. Termination: This License will terminate automatically if You fail
contains a notice indicating that the Open Game Content may only be to comply with all terms herein and fail to cure such breach within 30
Used under and in terms of this License. You must affix such a notice days of becoming aware of the breach. All sublicenses shall survive the
to any Open Game Content that you Use. No terms may be added to termination of this License.
or subtracted from this License except as described by the License 14. Reformation: If any provision of this License is held to be
itself. No other terms or conditions may be applied to any Open Game unenforceable, such provision shall be reformed only to the extent
Content distributed using this License. necessary to make it enforceable.
3. Offer and Acceptance: By Using the Open Game Content You 15. COPYRIGHT NOTICE
indicate Your acceptance of the terms of this License.
Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.; .
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty- System Reference Document 5.1 Copyright 2016, Wizards of the
free, non-exclusive license with the exact terms of this License to Use, Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
the Open Game Content. Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend, based on original
5. Representation of Authority to Contribute: If You are contributing material by E. Gary Gygax and Dave Arneson.
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient End of License
rights to grant the rights conveyed by this License.

(order #18815203)
(order #18815203)

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