D&D 5e - The Dying Flame

December 7, 2016 | Author: laura | Category: N/A
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Short Description

DD5 adventure The Dying Flame...

Description

The Dying Flame

By Rob Walz

Overview

Weak or Strong Parties

Hidden in the sun-blasted sands of the great desert is a great pyramid made of black stone. It is the final resting place of a tyrant from the first age, a pharaoh who became an avatar for the death goddess. Priests serving the gods of light and mercy have sealed the pharaoh’s evil spirit in the tomb, warding him away with sacred fires that burn in towers around the pyramid. But those fires are dying and his dark spirit has begun to corrupt the very sands of the desert…

Where’s the Adventure?

This adventure is designed for 5 level 15 characters. Your party may be more or less powerful, if so adjust the adventure using these general guidelines. 3-4 characters, APL of 13-14: Very weak 3-4 characters, APL of 15: Weak 5 characters, APL of 3: No Change 3-4 characters, APL of 16: Strong 3-4 characters, APL of 17: Very Strong

This isn’t a standard adventure, but rather a detailed description of a mummy lord’s tomb. It is intended to be a fully fleshed out setting that you can add to your ongoing storyline, but there’s no setup, act structure, or overall narrative. The module also includes some fresh takes on mummies to keep high level adventurers on their toes.

whisper of sand sprinkling on stone is always present. Occasionally the silence is broken by the sudden rumble of machines grinding just beyond a wall, or the crash of sand flowing in torrents through chutes under a flagstone. The dungeon smells of incense and oils, not unpleasant, and the undead here are withered and dried, hardly offensive to the nose.

Fitting Into Your Story

Light. The dungeon is completely dark unless otherwise noted.

The final resting place of a mummy lord can be set just about anywhere. The module presents a classic Egyptian themed setting, with sand, desert, scarabs, and other familiar motifs—but the Egyptians didn’t have a monopoly on mummies and ritual burials. The same dungeon could be set in a jungle, replacing sand with water, scarabs with snakes, and dry, dusty halls with dripping, mossy crypts.

Dungeon Overview The mummy lord is protected by traps, puzzles, and fiends bound by dark magic. The key feature of the dungeon is an elevator system that makes traversing the temple quick, but deadly, preventing the adventurers from easily escaping. Sights, sounds, and smells. The dungeon is completely dry and suffocatingly quiet. The soft

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Ceilings, walls, and doors. Ceilings are ten feet high unless otherwise noted. The walls are made of three foot thick granite. All of the doors are made of the same stone and are hinged in the center, easily opened with a mere push on either side, causing them to rotate like a revolving door. The craftsmanship is solid but simple and from an ancient human kingdom. The doors and any particular five foot space of wall has AC 25, 100 hit points, and ignore the first 30 points of damage from any source except force damage.

Sand The dungeon’s mechanical traps, doors, elevators, and other other objects are powered entirely by the weight of sand. The sand flows through chutes, passages, tunnels, and holding tanks collectively called sand-ways.

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The Dying Flame

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Sand-ways are designed to control thousands of tons of sand throughout the dungeon. Any character that explores the dungeon outside of the described areas will find themselves journeying through these passages and being inside the sand-ways is dangerous. Rivers of sand pour through the passageways without warning, panels and hidden doors can spring open, trap doors can open underfoot. Every ten minutes the characters spend in the sand-ways, roll 1d12. On a roll of 10-12, a hazard befalls all of the characters within the sand-way. Roll of 10: Something smashes into the characters. Maybe a stone panel swings open, a huge chain yanks across their path, or a deadfall catches them by surprise. All characters in the sand-way must make a Dexterity saving throw, DC 20, or be knocked prone and take 4d10 bludgeoning damage. Roll of 11: The characters are buried in a river of sand. Each character in the sand-way takes 4d10 bludgeoning damage or half that with a Constitution saving throw, DC 20. If a character fails the save by 5 or more, they are also buried in the sand. A Strength (Athletics) check is needed to get out, DC of 15. Characters with a Strength less than 10 have disadvantage on the check. Roll of 12: Choose either scenario above, but the passage way shifts. Chutes open underfoot, ceilings shift, passage ways reconfigure themselves to direct the flow of sand. The characters find themselves in a random part of the dungeon. Once they’ve resolved the hazard, roll 1d8 and consult the list below to see where they end up.

• 1 Tower of Shifting Sands

• 5: The Monument Gallery

• 2: Queen’s Chamber

• 6: The Binding Chamber

• 3: The Unhallowed Tombs

• 7: Altar to the Mummy Lord

• 4: The Endless Coffers

• 8: Tomb of the Black Legion

Despite these lethal setbacks, the sand-ways are easy enough to follow and a character can find their way back to their starting point, or onward to another location. No maps are provided for these chutes, feel free to create your own if you’d like. As a general rule, any room can connect to any other room through the sand-ways and it should take at least 30 minutes for a character to traverse any such passage from one room to another. If the character has a climbing speed, or isn’t slowed down by climbing, you can half this time. One notable exception is the Great Tomb. This room isn’t connected to the rest of the dungeon and no amount of spelunking will reveal an entrance.

Dark Stasis The death goddess promised the pharaoh that he’d live forever, that his great pyramid would never fall to the ravages of time. Her blessing still protects these unholy crypts. All physical damage dealt to the dungeon, such as smashed walls, shattered traps, and broken doors, is restored at each sunset. Undead creatures and constructs that have been slain are resurrected at their original location. Only destroying the mummy lord’s heart will end this magical stasis.

The Great Tomb The characters will come to a barren stone wall sealing the Hall of Riddles from the Great Tomb.

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The Dying Flame

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Though the dungeon has been set up to prevent easy traversal between these rooms (see the sections on these rooms, below), we suggest you reward clever characters who may try to overcome this puzzle in an unconventional way.

Events These events are optional encounters to challenge your players or simply give you hooks, ideas, and inspiration. Some present monsters to fight or puzzles to solve, while others add flavor and interest to this dungeon. Do not use the same event more than once. Nest of Vermin. While exploring a room, the characters disrupt 2d8 insect swarms: fistsized spiders that swarm out from cracks in floor, ceiling, and walls. A character with a passive perception score of 15 or higher spots the swarms before they attack. Characters that didn’t spot the swarm are surprised. Tremors. As the characters search an empty room, tremors from machinery hidden in the walls begins to disrupt the area. The rumbles shake the room. Withering Winds. When the characters open a coffin, tomb, urn, or other vessel an oily, black cloud blows out: clearly the work of potent necromancy. All characters in the room must make a Constitution saving throw, DC 15, or suffer a level of exhaustion from the withering wind. Deepest Dark. While the characters are battling mummies, except for the mummies in the Great

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Tomb, a pool of magical darkness appears around the combat. The magical darkness lasts for 1 hour and is identical to a darkness spell. Mummy’s Bane. While searching for treasure, the characters find a magical short sword left by a previous adventurer. It is a exquisite make, studded with gemstones, obviously special and emits strong evocation magic. An Intelligence (History) check, DC 20, reveals the weapon to have belonged to Arithyrn Darkbane, a human nobel from a bygone era. He led a famous expedition into this temple to destroy the mummy lord, but never returned. If taken, the sword deals an additional 2d6 fire damage when it strikes an undead, but it curses its user to find and kill the mummy lord. If the character does anything that turns away from this quest, such as leaving the tombs or taking a rest, the sword fills them with terrible dread and nightmares. These nightmares prevent the user from gaining the benefits of a short or long rest. The sword is partially sentient and can communicate basic emotions of fear, anger and joy to its owner. Once attuned, the sword will not leave it’s owner’s side until the owner is killed. If thrown away, or destroyed, it reappears on their hip or in their hand within the hour. Only a remove curse or similar spell can break this curse, allowing the owner to break their attunement. Suffer the Children. While looking for clues along the walls, the party finds artwork that depicts the mummy lord sacrificing children to his dark gods by sealing them alive in coffins.

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Godless Night. While taking a short rest, visions of the mummy lord’s death fill the party’s mind. Characters with unused spell slots remaining must make a Wisdom saving throw, DC 15, or lose one of their highest available spell slots. Alternatively they may choose to keep their spell slot but acquire one of the types of madness from the game master guide.

be tied to a pack or carried, they weigh two pounds. An Intelligence (History) or (Religion) check DC 15 reveals that these are the canopic jars. The jars grant living creatures advantage on saving throws against any mummy’s attacks, gazes, or other abilities if they are within 5 feet.

Mouthful of Dust. When a character tries to cast a spell with verbal components, they must make a Constitution saving throw, DC 15 or their mouth fills with dust. Whenever they open their mouth, dust spills out and quickly vanishes. They can’t sing, talk or cast spells with verbal components until they take a long rest or use the a remove curse or similar spell to break the affliction. Whispers From Beyond. At any time the characters aren’t in combat and are not currently resolving an encounter, they being to hear whispers luring them below, promising them the key to the mummy lord’s destruction. These are devils, sealed away in the ankhs in the Binding Chamber. They try to lure the characters into that room and get them to touch one of the ankhs. The demons often try to pass themselves off as the souls of the mummy lord’s victims, sealed away and unable to pass on to their afterlife. Flesh to Dust. While searching a room for clues or hidden doors, the party finds a wall inscribed with odd glyphs. The names of the glyphs can be identified and spoken using an Intelligence (Arcana) DC 20 check. If they are spoken, or if the glyphs are touched or prodded, the glyphs activate. All living creatures that have a good alignment and are within 100’ of the glyph must make a Constitution saving throw DC 13 or have their hit points reduced to 0. Jar of Nothing. While searching for treasure, the party finds clay jars filled with dust. The jars can Page 5 of 27

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Random Encounters For every 10 minutes the characters spend in the dungeon roll 1d20. On a roll of a 17-20, roll 1d10 and consult the table below. If the characters just finished a combat encounter and made noise that could reasonably be heard through the thick stone walls, then on your next random encounter check, roll the d20 three times and keep the highest roll. Random Encounters 1

Wandering Mummies. 2d4 mummies notice the

6

Mummy Abjurers. The characters are attacked by 1d6 mummies and 1d4 mummy abjurers. The mummies are no more than 40’ away when they come shambling out of alcoves at the characters.

7

Golems. The character are approached by 1d4 stone golems. The golems are enroute to the Monument Gallery and will not attack unless provoked.

characters, shambling toward them. The mummies are at least 60’ away from the party when they notice the characters. 2

Stone Golem. 1 or 2 stone golems encounter the characters, with commands to destroy any living creature.

3

Sand Spill. Sand spills into the room from an unseen crack above. Characters must make a Dexterity check, DC 20, or take 4d10 bludgeoning damage - half on a successful save. The sand makes the room difficult terrain. If you are rolling on this table because the characters made too much noise, skip this result and roll again.

8

Grave Robbers. The characters come across a band of grave-robbers, 2d6 veterans lead by 1d4 mages. The robbers are unfriendly to the characters and may attack if they outnumber the characters. They are here to plunder the Endless Coffers.

4

Deadfall. Loose stones fall from above, or the floor cracks open, dropping the characters into a pit, dealing 3d6 bludgeoning damage. Scaling out of the pit, or out of the fallen rubble, requires a Strength check DC 20 or ten minutes of effort. The loud noise triggers a second encounter. If you are rolling on this table because the characters made too much noise, skip this result and roll again.

9

Malfunctioning Trap. A malfunctioning trap blocks passage out of a room. A successful Intelligence (Investigation) check, DC 20, is needed to disarm the trap, on a failed check, the trap deals 4d10 damage of a chosen type to the characters trying to disarm it. If you are rolling on this table because the characters made too much noise, skip this result and roll again.

5

Cursed Magic Item. The characters notice a minor magical item—a potion, scroll, or ring—but when it is used or attuned, it reveals it has no valuable properties and instead curses the user, casting bane on him or her. Only a long rest or remove curse spell breaks the spell. If you are rolling on this table because the characters made too much noise, skip this result and roll again.

10

Mummy Warriors. The party encounters 1d8 mummy warriors. The warriors are transporting a damaged relic to the Endless Coffers and only attack if they are attacked first.

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Treasure. The iron golem’s shell is affixed with gemstones worth a total of 850 GP.

Entrance Chamber The stone door pushes open, rotating on a central axle, revealing a wedge shaped room. The walls narrow from the entrance into a ten foot slab of stone. Hieroglyphs adorn the slab, explaining that sacred crypts lie beyond. A metal statue, eight feet tall, face shaped into the likeness of a hawk, guards the far wall. It holds a heavy sword and fist-sized opals, rubies, and other gemstones glimmer from the statue’s breast. Behind the statue is a moon-shaped relief of stone that appears to be some sort of huge button.

For Weak or Strong Parties: For weak or very weak parties, reduce the iron golem’s hit points by 50% to represent it’s aging frame and joints, for a strong or very strong party, the iron golem can reroll the die to recharge its breath weapon once each turn.

Hall of Riddles (Elevator) Small piles of sand cling to the corners of this square room. At the northern face there is a doorframe, but the passageway seems to be sealed up with solid stone.

The slab of stone behind the statue is a hidden door, hinged like the other doors found throughout this dungeon. Simply pushing on the door opens it. The door isn’t well hidden, and merely approaching within five feet of it reveals its purpose.

The glint of gemstones catches your eye from the eastern wall where three ornate sculptures are affixed to the stone. Scarabs, each made from a different material: ruby, onyx, and silver.

The room is protected by an iron golem that attacks if the characters try to open the door without presenting a suitable sacrifice: the heart of a humanoid, still fresh and bleeding.

On the western wall you see a row of stone sigils. From south to north, the sigils depict a sun, a moon, a cloud, and a wave. The sigils may be buttons - it looks like you can press them.

If the iron golem activates, it will first attempt to stop intruders from fleeing by pressing the moonshaped stone relief behind it, this locks the entrance door. The entrance door is far tougher than anything else in the dungeon. It has AC 30, 300 HP, and ignores the first 50 points of damage it suffers. Tactics. The wedge shaped room is the exact size of the golem’s breath weapon, so it actively uses that power as often as it can. There is nowhere to hide in this room, it is too empty and barren. The golem will pursue the characters with the intent to kill them and fights to the death. If it loses sight it will continue to search the area it last encountered the characters for an hour, then it will return to the position by the door.

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This room serves as an elevator to whisk characters quickly through the dungeon. The sigils are buttons that activate an elevator system. The scarabs are indeed made of gemstones, but powerful abjuration spells protect them from all damage. The scarabs are magical, each detailed below.

Stone Sigils Pressing a sigil into the wall takes an action. Once pressed, gears and weights begin grinding, thundering, and rattling around the room, shaking loose sand into piles in the corners. The room moves rapidly through the dungeon, pulled by chains and pushed by sand. While in transit, the stone in the doorframe races and moves, an Intelligence (Investigation) check,

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DC 15, suggests the room is rotating around a single, huge column. When the room stops at a destination, the doorway always opens into darkness, with the destination room waiting beyond. You can read the following the first time the room begins whirling through the dungeon:

Destroying the Scarabs. The scarabs can’t be destroyed with mundane means, they are immune to all forms of damage and spells of level 8 or lower. The Scroll of Ten Thousand Names, found in the Altar to the Mummy Lord can be read to destroy the scarabs, but they will reform again at the next sunset.

Pressing the sigils causes a heavy grinding sound to thunder from deep within the walls. The room begins to tremble! The crushing weight of a huge wheel rotates underfoot.

Onyx Scarab. This scarab radiates powerful necromantic magic. Black scarabs represent death and decay. Living creatures can not regain hit points from taking long or short rests in the dungeon so long as this scarab remains intact.

The room is moving! It gains speed quickly, shaking sand and grit loose from the ceiling. The blank stone wall wheels away from the doorframe, revealing a black, open passage as the machinery, and the room itself, rumbles to a stop.

Silver Scarab. This scarab pulses with divination magic. Silver scarabs represent luck and fortune, in this case bad luck. Living creature in the dungeon have disadvantage on death saving throws until this scarab is destroyed.

Each sigil sends the elevator to a specific room. Only the following combinations send the room to a new destination, any other combination has no effect. The room starts at the Great Tomb, but the wall is sealed and cannot be traversed easily. • Sun & Cloud: Tower of Shifting Sands • Sun: Queen’s Chamber • Sun & Wave: The Unhallowed Tombs

Tower of Shifting Sands

• Moon & Cloud: The Endless Coffers

A circular room, 100 feet in diameter spreads before you. The room is entirely full of sand. The walls reach forty feet high, with pillars and columns decorating their facades.

• Moon: The Monument Gallery • Moon & Wave: The Binding Chamber • Cloud: Altar to the Mummy Lord • Wave: Tomb of the Black Legion • Sun & Moon: Great Tomb

Magical Scarabs The scarabs were made to guard the tombs from living intruders. A detect magic or similar spell reveals the auras of the spells described below, but divination magics may be subject to the mummy lord’s lair powers (see the official game manual for more information).

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Ruby Scarab. Abjuration magic infuses this scarab. Rubies and the color red suggest protection, and this scarab protects the elevator with a type of anti-magic field that prevents teleportation into or out of the Hall of Riddles. It also makes the wall separating the elevator from the Great Tomb immune to all damage and spells other than a wish spell.

The columns are carved with the gasping faces of vipers. Streams of sand spill between their stone fangs. A large, marble hand reaches up from the sands, grasping at the sky. This room is the main reservoir of sand that fuels the dungeon’s mechanics, from elevators to traps. It is shaped like a funnel, with a huge, rotating arm at the base that draws sand down into the

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sand-ways. As sand filters out, new sand enters through the snake heads.

turn still restrained by the sand is sucked down ten feet.

Even if the characters stop the flow of sand, it won’t stop the traps or other mechanics from working - tons of sand still remain in the various chutes, reservoirs, and holding tanks throughout the sand-ways and keep the mechanics operational. It will, however, affect how the Hall of Riddles operates and prevents the party from being able to easily disable the traps in the dungeon. See the section on that room for more details.

A Strength saving throw, DC 19, is needed to get out of the sand. Crawling up through the sand isn’t easy - the whirlpool also counts as difficult terrain.

Buried in the sand are six pillars, and a stone golem. If a living creature steps into the room, the huge mechanical arm begins rotating far below. Sand begins to drain out of the room, creating a whirlpool. Whirlpool. The whirlpool is triggered as soon as anyone walks on the sand, and stops again if all creatures get off the sand either by flying, climbing, or staying on the pillars. The trap is triggered by a magical ward that protects the room. The ward is invisible but can be detected with a detect magic or similar spell. It can only tell the difference between a living and non-living creature. Fooling the ward or convincing it that the creatures inside aren’t living will also stop the trap. Once activated, sand falls downward at an alarming rate. Walking across the sand counts as difficult terain. Anyone standing on the sand must make a Dexterity saving throw, DC 19, or be sucked into the sand, being blinded, deafened, grappled and restrained by the sand. A character that ends their turn trapped in the sand begins to suffocate and keeps suffocating until they are freed. A character that ends their

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Other characters can use their action to try and pull a friend out of the sucking sand, with the same Strength check. Tactics. The stone golem will slowly reveal itself starting on the round the trap is triggered. On round one, only its head is visible, on round two its upper body is fully visible and it can attack, on round three it can leap from its pillar and move. It avoids the whirling sand by leaping from pillar to pillar, trying to throw intruders into the sand rather than fight them conventionally. The sand runs out in 10 rounds, dropping the level of the sand by 10 feet each round, to reveal a cylindrical room, 140 feet tall (the characters enter at a point that is 40 feet below the ceiling and 100 feet above the actual bottom of the cylinder). The floor of the room is filled with small holes, the size of a human finger. The spinning arm can be clearly seen moving under and through these holes. Strong or Weak Parties. If the party is strong, increase the stone golem’s hit points by 70 and increase its size to huge. If the party is very strong, do not increase the golem’s hit points but add an additional golem.

Developments If the trap is triggered and all of the sand empties out of the room, the elevator has a 25% to become stuck for 1 hour. Roll a percentile die each time the elevator is used. If the elevator is stuck, it may become filled with sand. Roll to see

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if the characters are affected by the hazards of the sand-ways as if they were in those tunnels. Additionally, the trap controls in the Monument Gallery become useless.

The Queen’s Chamber Dim light from oil lamps lights this rectangular room. An opulent chamber fit for royalty, it is filled with plants, silken tapestries, four copper fountains greened with patina, and rows of delicate, jade pillars—all untouched by time. In the center of the room are four upright sarcophagi. Three are plain sandstone but one is plated in gold and decorated with mosaics of flawless gemstones. As you approach the gilded coffin you hear a faint singing from within. The mummy lord had many paramours during his reign, this room is dedicated to his lover and her mummified remains rest here. The room is under the effects of illusions that make it appear filled with living, vibrant plants and colorful decorations, but the plants here withered to dust centuries ago, the tapestries moldered to threads, the urns lay shattered and broken. Sarcophagus. The sarcophagus is sealed, but a Strength check DC 25 can pry it open, or thieves’ tools can be used to pick it’s complex locks with a DC 25 check. Markings on the sarcophagus explain who is entombed within. If any coffin is opened, the illusions in the room fade and three mummy warriors emerge from the unadorned sarcophagi and attack. These warriors are the queen’s personal guard, who followed her into death to protect her remains. They are armed with magical polearms that deal an additional 2d8 force damage when they strike a target.

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When the characters open the gilded coffin read the following: Bones wrapped in a cloth-of-silver shroud rest in the coffin. A blackened skull grins at you, a band of diamonds shimmering from its brow. A faint song whispers from the skull.

Singing Skull wondrous item, legendary (requires attunement by a creature with a non-lawful alignment) The mummy lord’s paramour earned her heavenly voice not from angels, but from a baron of Hell. The songs whispered by the skull are litanies of praise to the princes and dukes of Hell. Dark Blessings. While in possession of the skull, the owner gains temporary hit points equal to their Charisma score whenever they reduce a creature to 0 hit points. Infernal Pact. At sunset, the skull stops singing and whispers an offer to it’s user. If the attuned creature willingly suffers disadvantage on all of their saving throws, the skull grants them advantage on all of their attack rolls and allows them to reroll a roll of 1-2 on any damage die they roll but must keep the new result. If the character fails a saving throw, the skull deals 4d10 necrotic damage to them.

The Unhallowed Tombs Before you is a square room with towering ceilings. The walls are painted with murals depicting a prince in a throne of gilded bones, overseeing the butchering of countless innocents. Opposite this dreadful painting is a row of ten golden sarcophagi affixed to the wall, about ten feet above the floor. This room is a burial chamber for the mummy lord’s most worthy foes - the prophets of light and goodness. He had them hacked to pieces and

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their remains fed to swarms of scarabs. Those scarabs still live in the coffins and their seething mass holds the coffins closed, requiring a Strength DC 14 check to pull open. If the coffins are opened, the swarms burst out and form into a writhing horror. Tactics. The writhing horror attempts to stop spell casters first, by engulfing them. It then turns its attention to more armored opponents. It will not leave the room, returning to its coffins and re-sealing them if the characters flee. The swarm regains all of its hit points after a short rest in the coffins.

The Endless Coffers The doorway reveals a long, narrow room. Marble pillars line the walls, huge clay urns painted with gold leaf sit between them, overflowing with mounds of coins, gemstones, jewelry, silken tapestries, and other exotic and ancient treasures. The treasure in this room is, in fact, real, but if it is removed from the room by a living creature it turns into dust. Any creature that removes even a single coin from this horde must make a Wisdom saving throw, DC 25, or be afflicted with three distinct curses, requiring three separate castings of remove curse or a similar spell. If the curse is broken, roll 1d6. On a roll of 1, the person responsible for breaking the curse gains one level of exhaustion. Curse of Rot. The afflicted creature loses 1d10 hit points each hour, these hits points can not be restored by any means until the curse is broken. When the victim reaches 0 hit points, the creature turns into dust. Curse of Exhaustion. The creature gains one level of exhaustion each hour, if they take a rest, they

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do not gain a new level of exhaustion during that time but they cannot recover from exhaustion by any means until the curse is broken. Curse of the Arcane. The affected creature has disadvantage on all saving throws against magical effects, spells, or attacks.

Treasure Coins, gemstones, art objects and other incidental treasures taken from this room will crumble to dust if removed, but there are 1d6 rare magical items and 1d4 very rare items of your choice in the hoard. The mummy lord collected all manner of magical items throughout his reign, but was particularly interested in magical items that helped him summon and control elementals, demons, devils and other outsiders.

Monument Gallery The dimensions of this hall are breathtaking - ceilings rising so far they fade into darkness. The place is lit by oil lamps affixed all along the walls, burning with eternal light. Huge statues of sphinxes, pharaohs, scarabs, and old gods loom over the shadows of this gallery. A massive sinkhole dominates the center of the room, as if a mighty fist shattered the very stone. This room is a monument gallery to the mummy lord, each work of art celebrates his rule. The hole in the floor opens to a dark chasm that falls 500 feet below to the Binding Chamber. It is possible to climb down, requiring an Strength (Athletics) check, DC 20. Hidden Door. There is a door hidden in the side of a monument. A Wisdom (Perception) check, DC 20, will spot it. Inside the monument is a small room with a series of stone levers that leak sand when touched. Activating the levers prevents the sand in the Tower of Shifting Sands from draining out, or fills the room again with sand. If done,

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this prevents traps in the dungeon from operating. Activating the levers also affects the sand-ways. The passage ways remain dangerous, but if you roll to check for a hazard, ignore any roll of 1-10, only resolving an 11 or 12. If the sand has drained out of the Tower of Shifting Sands when the characters find this room, these levers don’t work at all - they won’t even budge, and a Strength check DC 20 will simply snap them off.

touches a wall, spear darts out, dealing 4d10 piercing damage. If a character makes a Dexterity saving throw, DC 20, they take half damage. If a saving throw fails by 5 or more, the character is also grappled by the trap. They can attempt to break the grapple at the start of their turn, beating a Strength (Athletics) or Dexterity (Acrobatics) check DC 10 to escape. Weak or Strong Parties. If the party is weak or very weak, remove one demon. If the party is strong or very strong add three elder mummies, that come clamoring out of the wreckage.

Binding Chamber

Altar to the Mummy Lord

The darkness opens to a barren room, the ceiling crushed by falling stones from above. It seems whatever happened to destroy the room, happened centuries ago. Among the ruins you see several massive, silver ankhs, each as large as a man and glowing as if heated by some ancient, arcane fire.

The walls of this room are plated in gold and platinum hieroglyphs and rise up twenty feet from the floor. A pit, 90 feet wide, bisects the room into a northern and southern half. The walls inside the pit are made of solid gold! A round, column of sandstone spans the pit like a bridge. The column is covered in mosaics depicting grim rites. Across the pit is a lifelike marble statue of a pharaoh holding an ornate scroll case made entirely of gold.

This was the room used to summon and bind demons. The demons are bound to the ankhs, the metal glowing red hot with their demonic fury. Anyone that touched an ankh takes 8d10 fire damage, or half that if they make a successful Constitution saving throw, DC 17. If touched, all of the ankhs crack open, releasing two corruption demons. Avoiding the Demons. The demons only appear if the ankhs are touched. Tactics. These demons are forced to protect the tombs and they fight to the death. They know about the hidden spears in the walls (see below) and will attempt to shove character into the wall to activate the traps. Traps. Stone spears are hidden in the walls here. A Wisdom (Perception) check, DC 20 will spot the holes hiding these spears. If a character

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When a character enter this room, the complex trap that guards this room begins to activate. Acid begins spraying from holes in the ceiling, filling up the pit. The door to the elevator slams shut, sealing them inside, and fully engaging the trap. If you want to roll a combat scene for these activating components, then consider the trap to always go on initiative count 20. It is possible that the slamming door divides the party. Characters that are entering the room must make a Dexterity saving throw, DC 20. Failure means they end up on a random side of the slamming door (either in the Hall of Riddles or in the Altar to the Mummy Lord). Success means they end up where they intended. If they fail by 5 or more, they are pinned under the door itself,

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The Dying Flame

By Rob Walz

taking 4d10 bludgeoning damage and are restrained.

Trapped Room

Stone Door. The door is AC 20, is made of stone, and has 100 HP with a 20 damage threshold. A Strength check, DC 25 can raise the closed door up far enough for a single person to crawl under. A character can hold the door up, but sand starts pouring through the doorframe, trying to push the portal back into place! The character must make a new Strength check at the start of each of their turns. Each turn, the DC goes up by 5. If they fail, the door falls. The new DC to raise the door again is whatever it was when it fell.

This is a complex trap that works in phases. Even the characters used the levers in the Monument Gallery, this trap isn’t deactivated.

Treasure The Scroll of Ten Thousand Names. The scroll is a litany to the mummy lord, and when read anywhere in the dungeon, it causes the magical scarabs in the Hall of Riddles to shatter and opens the sealed passage leading the Great Tomb.


Phase 1: The pit fills with acid and the door falls shut, as described above. The pit becomes full in 10 rounds (1 min). The acid’s horrid fumes cause everyone in the room to be poisoned unless the make a Constitution saving throw DC 15. A creature that starts their turn in the acid takes 100 acid damage and the damage destroys anything not made of gold or immune to acid damage.

Phase 2: If anyone tries to cross the pit by using the column, the column begins to spin. Any character trying to cross the spinning column must make a Dexterity (acrobatics) check, DC 20, or be thrown into the acid. A Strength (Athletics) check DC 20 can be made to grab onto the column and not fall, crawling along at half speed. The bridge (column) is 90 feet long and 5 feet wide.

Phase 3: If someone crosses the pit and takes the scroll, the bridge starts cracking, and falls apart in 1 round. If a character is on the cracking bridge they have disadvantage on all Strength and Dexterity checks and saving throws. The scroll case is immune to the acid, protecting the scroll inside unless it is opened.

Phase 4: Once the bridge collapses, the ceilings begin to lower and the walls begin closing in, causing medium sized characters to squeeze in the room after lowering for 3 rounds, and causing small creatures to squeeze after 5 rounds of lowering. All characters are crushed to death after 7 rounds of lowering. The ceiling stops level with the pit, so the pit is actually a safe place from the ceiling if not for all of the acid.

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The Dying Flame

By Rob Walz

Tomb of the Black Legion

curse, three greater healing potions, and a shield +2.

The door opens to reveal a room filled with burial urns. Inscriptions on the walls mark this site as the resting place of the pharaoh’s elite guards, the Black Legion.

The Great Tomb

An Intelligence (History) check, DC 15, reveals a few details about the Black Legion. Utterly devoted to the death cults of the ancient kingdoms, they were feared warriors that composed the mummy lord’s elite troops. If the characters venture into this room, 3 elder mummies and a mummy warrior rise from their graves and attack. The elder mummies buried here are more intelligent than those listed in the appendix, they have an Intelligence of 14 (+2). Waking the Dead. Fighting in this room will being to stir the dead from their rest. On initiative count 20, add a mummy to the battle. The mummy will come staggering from a burial urn no more than 30 feet from a character of your choice. Using the Hall of Riddles. The elder mummies that are buried here know the secrets of the Hall of Riddles, and will attempt to get into the room if possible and direct the elevator to the Binding Chamber. Once there, they will summon the fiends bound there and send them after the characters. The elder mummies will then try to find and destroy the Scroll of Ten Thousand Names.

The bare wall crumbles to sand, and beyond stretches a massive crypt. Rows upon rows of coffins stand upright flanking a bare stone pathway that leads to a dais. Three thrones wait on the dais, a withered, mummified corpse sits in each one. The corpses on either end wear tattered, blue robes and moldering turbans while the central throne seats the remains of a warrior still clad in ringmail, an ancient greatsword across his legs. This is the great room burial chamber of the mummy lord’s champion, a knight devoted to the powers of death, decay, and fear. The armored corpse is his, the silent, merciless guardian of his brother’s crypt. The room is untouched by time, the floor covered in dust and sand. There are hundreds of coffins in this room, so many that any space not on the pathway to the dais is considered difficult terrain. The coffins can be pushed over, but won’t make the terrain any easier to navigate. They can be destroyed, however. They have AC 10, and 10 hit points and are vulnerable to bludgeoning and thunder damage. Five coffins fill a five foot area.

Strong or Weak Parties: If the party is weak, remove 1 elder mummy. If they are very weak, remove the mummy warrior. If they are strong or very strong, add a mummy abjurer.

Entering the Great Tomb. The doorway sealing the Great Tomb from the Hall of Riddles is immune to any sort of damage, and teleportation magic is foiled, so long as the ruby scarab remains in tact. Reading the scroll scroll of Ten Thousand Names will destroy the scarabs and shatter the wall sealing the rooms apart.

Treasure

Exploring the Great Tomb

A doomed adventuring party met their end here, many years ago. Scattered among the coffins are the remains of their gear: five potions of remove

This vast room is filled with coffins ranging from simple to opulent. When the mummy lord was entombed, his entire court, bloodline, and all of

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The Dying Flame

By Rob Walz

his servants committed ritual suicide so they may pass into the underworld with their master. Among those dead were powerful clerics, prophets, and warriors—interred here in ornate tombs. A passageway lies hidden inside one of the coffins, the false back pushing away to reveal a narrow, jagged hall. This door can be found with a Wisdom (Perception) check, DC 20, but only if the characters actively open and search inside the coffins. Opening the coffins wakes the undead, however. The passageway winds away into a natural cavern, going for sixty feet and becoming so narrow that medium or larger creatures must squeeze through the space. It leads to the Heart’s Chamber.

If they are defeated, two mummy abjurers join in the combat, arising from their seats near the guardian’s throne, or from coffins within 60’ of the guardian of the tombs. Once the abjurers are defeated this cycles starts again and only stops once the guardian of the tombs is defeated. Tactics. The guardian will hold its word of death power as a last resort, preferring instead to wade into battle. The other mummies follow its lead, either attacking or aiding as best suits the situation. They will try to protect the guardian at all costs and all undead fight to the death. If the players flee, they give chase. The guardian will not activate the controls on the throne, refusing to put its master in harm’s way. Characters that try to activate or interact with the falling throne earn its ire.

Waking the Undead A host of mummies arise to fight the intruders, lead by the mummy lord’s champion, the guardian of the tombs. The mummies rise in waves to replace their fallen numbers, and will not stop rising until the guardian is slain. New mummies enter combat on initiate count 20.

Weak or Strong Parties. If the party is weak or very weak, remove one mummy of your choice from each wave that rises. If the party is strong, add an additional elder mummy to each wave. If the party is very strong, add two elder mummies to each wave.

On the first round of combat, the characters face three elder mummies, and the guardian of the tombs. If the elder mummies are slain, the following round one mummy warrior and one mummy wizard join the battle, emerging from the coffins within 90’ of the characters. If these mummies are defeated, two mummy warlocks join the combat on the next round, waking from the coffins within 30’ of the characters.

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The Dying Flame

By Rob Walz

The Falling Throne A Wisdom (Perception) check, DC 15 reveals that the central throne sits on a flagstone that is a different color than the others, with wide, deep spaces around the joints of the stone. Read the following: The central throne is affixed to a flagstone of pale rock, with iron bolts thick as your fist. The stone is a different type than the others in the room. A closer look reveals a gap a few inches wide around the perimeter of the flagstone. If a few minutes are spent searching the throne, the characters find some of the hieroglyphs along the armrests can be pressed. If they are, the throne descends downward and black, noxious smoke rises up. Every creature within 40 feet of the throne takes 30 (6d12) poison damage or half as much on a successful Constitution saving throw, DC 25. Creatures that fail this saving throw are also poisoned. A creature sitting on the throne when it descends has disadvantage on the saving throw. The throne descends forty feet into a small chamber only large enough to hold the throne. The chamber is completely dark. If a character is on the throne and can see into the darkness, read the following: The throne has descended some forty feet into a small chamber at the bottom of a vertical passage. The jeweled heads of asps, vipers, and cobras peer down onto the seat - statues with gasping mouths and ivory fangs. A few moments after the throne stops its descent, black sand begins pouring from the vipers’ mouths. This is the mummy lord’s remains. It takes one round for the sand to cover the throne, and another round for it shape itself into the mummy lord. Once this happens, the

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throne rises again, this time with its rightful ruler in the seat. If a creature is on the throne when it begins to fill with sand, they must make a Charisma saving throw, DC 25, or be affected by a banishment spell. If a dispel magic or similar spell is cast on the throne, it ends the banishment, otherwise the character is banished for 1 minute.

Fighting the Mummy Lord The mummy lord’s presence changes the room, causing the sand grow cold, the air to grow heavy with the smell of decay, and hidden traps to spring to life. While the mummy lord is not incapacitated, roll 1d6 whenever a creature other than the mummy lord moves more than five feet through the sands in the room. On a roll of a 1, iron spikes burst up from the ground in a spray of sand, dealing 6d10 piercing damage, or half as much on a successful Dexterity saving throw DC 20. If the party disabled the traps by using the controls in the Monument Gallery, this trap doesn’t activate. Strong or Weak Parties. If the party is strong or very strong, have the traps go off on a roll of 1 or 2 on a 1d6.

Developments Defeating the mummy lord and his minions means little. Unless the mummy lord’s heart is destroyed as well, the mummy lord will resurrect as black sand at the next sunset. All of his minions, including the guardian, will return as well. If this happens, the mummy lord takes greater countermeasures against the characters preparing different spells, setting up ambushes, and even summoning the demon from the Heart’s Chamber.

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The Dying Flame

By Rob Walz

Treasure Buried in the sand are chests full of coins, flawless sculptures, mosaics, gemstones, jewelry and magical items. The coins, gemstones, art objects, and other valuables are worth a total of 15,000 GP. Among the treasures is a legendary magical item, 2 rare magical items, and 6 uncommon magical items of your choice. Items such as scrolls, potions, rings, and worn trinkets or clothing make good options for the mummy lord. The legendary items you choose can certainly be used by the mummy lord during combat. A good choice for a legendary item would be a talisman of ultimate evil. Sample legendary magical items are found at the end of this module, use them if you’d like.

Heart’s Chamber The narrow passage opens into a massive chamber of rough, uncut stone. Hundred of sharp, sickle like stalactites hang from the domed ceiling of this chamber. The walls rise up some eighty feet, outcroppings of stone making it possible to climb, leap, and tumble around the room. Your eyes are drawn to the floor before you, where a massive ankh of wrought iron is bolt into the floor. Faint, in human screams of pure rage rattle from the depths of the ankh. The narrow passageway hidden in the Great Tomb winds about sixty feet into sharp, natural rock, ending in a dome shaped cavern. A huge ankh made of iron is inset into the floor. It glows with a pulsing red light and anyone standing near it can hear faint, inhuman growls and screams. Contained inside is the raging spirit of a morax demon.

lightning, flying above the ankh, if living creatures enter the room. It demands to know what they are doing. The demon has no love for its master, but it has been centuries since it has felt the hot blood of mortals drench its talons - it relishes the chance to slaughter and rend. Tactics. The demon pursues the characters through the dungeon, teleporting through walls and around obstacles but will return to it’s lair if it drives the characters out of the dungeon. The demon will attempt to teleport around its enemies, and will try to destroy clerics, paladins, and wizards first, knowing other characters are easy game without their allies. It knows the dungeon will restore itself each sunset, so it has no qualms with destroying fixtures in various rooms and otherwise rampaging through the crypts. Bartering With the Demon. The demon has no love for the mummy lord but it is compelled by ancient magic to follow its master. It cannot willingly give away, open, or destroy the iron orb around its neck and it doesn’t know what is inside the orb. The demon will explain that the mummy lord knows the demon’s true name which grants great power over the fiend. Only spells of level 8 or higher can break such a bond if such magic even exists. The Mummy’s Heart. The demon wears an iron orb around it’s neck. While the demon lives, the orb is indestructible. If defeated, the demon crumbles to ash and the iron orb opens, revealing the withered remains of the mummy lord’s heart.


The demon is bound to serve the mummy lord and will appear in a cloud of smoke and red

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The Dying Flame

By Rob Walz

Sample Legendary Magical Items Sirocco Weapon (scimitar), legendary (requires attunement by a creature of a non-good alignment) Made of dappled steel, the curved blade of Sirocco gleams with a pale blue light. The dragon bone pommel is decorated with mosaics of rubies. You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Celerity. You are under the effects of a haste spell so long as you hold this weapon in hand. As soon as the weapon is dropped or sheathed, you lose the effect but do not become lethargic. Majesty. The weapon fills the minds and hearts of those around you with awe. While holding the weapon in hand, you gain advantage on Charisma checks against any creature within 100 feet that can see you.

Ruby Orb wondrous item, legendary (requires attunement by a cleric or paladin) This fist sized ruby glows with a faint light, creating dim light up to 10’ around you. While you grasp it in hand, you hear an inhuman voice whispering gibberish. The orb can be used as a focus for your spells, if it is, you gain advantage on spell attack rolls. It has the following additional properties. Banishment. You can use your action to cast banishment on a creature you can see within 60’ of you, if they fail a Charisma saving throw, DC 18, they are banished into the ruby. While a creature is in the ruby and you have the ruby in hand, you can add their Charisma or proficiency bonus (whichever is higher) to your attack rolls, saving throws, and ability checks. You can free a creature as an action, but otherwise only a wish spell can release them from the ruby. Only one creature can be banished at a time. While banished the creature is incapacitated, but doesn’t age, doesn’t need food or water, and any disease, poison, or magical effects on the creature are suspended and do not have an effect until the creature is released.

Staff of the Old Kingdom Weapon (quarterstaff), legendary (requires attunement) This staff is made of iron but gilded in gold, azure gemstones, and a silver ankh of flawless diamond. It was the prized possession of the pharaohs of the old kingdom, a sign of their absolute power. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. The staff has 6 charges and regains 1d4+1 charges each day at sunrise. Spells. The staff can cast the following spells by spending charges, with a spell save DC of 17: 1 charge: bane, bless, command 2 charges: clairvoyance, spirit guardians, zone of truth 3 charges: dominate person, geas, planar ally Protection of the Gods. The weapon protects it’s user with the favor of the gods, granting them immunity to damage from nonmagical weapons.

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The Dying Flame

By Rob Walz

Crown of the Old Kingdom armor (helm), legendary (requires attunement) This gold and silver headdress is the sacred crown of the ancient pharaohs. The spirits of all past pharaohs have left a measure of their power in the crown. Magical Prowess. While you wear the crown you can choose three spells from any class’s spell list and you may cast each spell once. The spells you choose must be of level 3 or lower. You use the spell casting ability that the class uses when calculating your spell save DC and spell attack bonus. You can cast the spells again at the next dawn. Martial Prowess. While you wear the crown you can choose three maneuvers from the Battle Master’s list of maneuvers. You can use these maneuvers as if you were a battle master. You have three superiority dice and they are all d8s. If you already have the combat superiority class feature, add three additional maneuvers to your list but keep your superiority dice. Lost Knowledge. While you wear the crown you gain proficiency in three additional skills and languages of your choice.

Scarab of the Dead Gods wondrous item, legendary (requires attunement) A scarab of deep, polished onyx hangs from a golden chain. The amulet is cold to the touch and when worn changes the user’s appearance so they appear pale, gaunt, and sickly. This effect fades over the course of ten days after they’ve broken their attunement to this item. While attuned, you deal an additional 1d12 necrotic damage whenever you deal damage with a weapon or spell. You can use your action to activate the amulet and cause tremendous pain to a creature you can see that is within 60’ of you. The creature must make a Constitution saving throw, DC 20, or suffer 8d10 necrotic damage and be incapacitated for one hour. If they are reduced to 0 hit points by this damage, you can animate their corpse as a bonus action. You can choose to turn the corpse into a wight, mummy, or wraith that is under your control for one hour. You can’t use this ability again until the next dawn.

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The Dying Flame

By Rob Walz

Corruption Demon

Guardian of the Tombs

Medium, fiend (CE)

Medium, undead (LE)

AC: 18 (natural armor)

AC: 18 (plate)

HP: 140 (12d8+50)

HP: 220 (18d8+50)

Speed: 30, Fly 50

Speed: 30

CR: 12 (8,400 XP)

CR: 17 (18,000 XP)

Senses: Perception 14, Darkvision 120'

Senses: Darkvision 200'; Passive Perception 18

Languages: Common, Abyssal

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: fire, acid, cold, lightning

Damage Immunities: necrotic, poison

Condition Immunities: poisoned, sickened

Condition Immunities: frightened, charmed, poisoned, exhausted

STR 16(+3)| DEX 14(+2) | CON 20(+5) | INT

STR 20 (+5)| DEX 10 (0) | CON 18 (+4) | INT 14

10(+0)| WIS 14(+2) | CHA 16(+3) |

(+2)| WIS 14 (+2) | CHA 16 (+3) |

Skills: deception +7, insight +6, perception +6

Skills: athletics + 11

FEATURES

Saving Throws: strength +11, constitution +10,

Magical Resistance. The demon has advantage on saving throws against magical spells and effects.

charisma +9 FEATURES

Improved Critical. The demon scores a critical hit on a roll

Turn Resistance. This monster and all undead within 20' of

of 18, 19, or 20, not just on a roll of a 20.

it has advantage on saving throws to resist being turned by a cleric's Turn Undead or similar feature.

ACTIONS

Action Surge (1/day). The monster can take an additional

Multiattack. The demon makes three melee attacks with its claws, or one attack with it's claws and one attack with it's bite.

action and possible bonus action. ACTIONS Multiattack. The monster makes three melee attacks with

Claw. Melee weapon attack, +7 to hit, one target within 5', 15 (2d10+3) slashing damage. A creature hit by this

its greatsword. Greatsword. +12, one target within 5', 14 (2d6+6)

attack gains a bloody wound that causes an additional 5

slashing damage plus 10 (2d10) necrotic damage; a

slashing damage at the end of each of their turns. Each time a creature is hit by this attack, the wound's damage increases by an additional 5 damage. A Wisdom (Medicine) check DC 15 or any magical healing will close the wound and stop this additional damage.

creature damaged by this weapon has their maximum hit points lowered by an amount equal to the damage they are dealt. Word of Death (2/day). A target within 60' that the

Bite. melee weapon attack, +7 to hit, one target within 5', 18 (3d8+3) piercing damage. A living creature damaged by this attack must make a Constitution saving throw, DC 16, or be paralyzed for one minute.

monster can see must make a Charisma saving throw, DC 18, or be reduced to 0 hit points. Frightful Gaze. The monster fills a living creature it can see with supernatural fear. The creature makes a Wisdom saving throw DC 18 or is frightened until the monster’s next turn, if they fail by 5 or more they are also paralyzed for the same duration.

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The Dying Flame

By Rob Walz

Mummy Abjurer

Elder Mummy

Medium, undead (LE)

Medium, undead (LE)

AC: 18 (chain, shield)

AC: 14 (natural armor)

HP: 100 (9d8+30)

HP: 70 (5d8+30)

Speed: 30

Speed: 30

CR: 9

CR: 5 (1,800 XP)

Senses: Darkvision 60'; Passive Perception 14

Senses: Darkvision 60'; Passive Perception 14

Languages: Common

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: necrotic, poison

Damage Immunities: necrotic, poison

Condition Immunities: frightened, charmed, poisoned,

Condition Immunities: frightened, charmed, poisoned,

exhausted

exhausted

Damage Vulnerabilities: fire

Damage Vulnerabilities: fire

STR 15 (+2)| DEX 8(-1) | CON 17(+3) | INT 10(0)|

STR 18(+4)| DEX 8(-1) | CON 17(+3) | INT 7(-1)|

WIS 18(+4) | CHA 16(+3) |

WIS 18(+4) | CHA 8(-2) |

Saving Throws: wisdom+8, charisma +7

FEATURES Rotting Gaze. At the start of a creature's turn, if it can see

FEATURES Cold Aura. All magical and nonmagical flames within 30' of the mummy are extinguished at the beginning of the mummy's turn, and all undead creatures within 10' of the mummy gain resistance to fire damage.

the elder mummy, it must make a Wisdom saving throw, DC 16. On a failed save the creature is frightened and gains vulnerability to necrotic damage until the start of its next turn. If it fails the save by 5 or more, the creature is also paralyzed for 1 minute.

ACTIONS

ACTIONS

Rotting Touch. +6, one target within 5', 10 (2d6+2)

Multiattack. The elder mummy makes three melee attacks

bludgeoning damage and 12 (3d6) necrotic damage. A target hit by this attack must make a Constitution save,

with it's rotting touch.

DC 16, or be afflicted with the curse Mummy Rot; they

Rotting Touch. +7, one target within 5', (12) 2d6+4

are unable to regain hit points and their hit point

slashing damage and (12) 3d6 necrotic damage. A target

maximum is reduced by 10 (3d6) every 24 that pass, if

hit by this attack must make a Constitution save, DC 16,

they die due to this damage their body turns to dust.

or be afflicted with the curse Mummy Rot; they are unable

Ward. The mummy touches a willing undead creature and places a ward on it, granting the creature immunity to one of the following types of damage: radiant, thunder, acid, or

to regain hit points and their hit point maximum is reduced by 10 (3d6) every 24 that pass, if they die due to this damage their body turns to dust.

fire damage. If the target takes damage of the warded type, the ward is destroyed and deals 18 (3d12) necrotic damage to whomever broke the ward. Only one creature may be warded at a time, the ward lasts for 1 minute or until dispelled or used. Frightful Gaze. The mummy fills a living creature it can see with supernatural fear. The creature makes a Wisdom saving throw, DC 16, or is frightened until the mummy's next turn, if they fail by 5 or more they are also paralyzed for the same duration.

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The Dying Flame

By Rob Walz

Mummy Warlock

Mummy Warrior

Medium, undead (LE)

Medium, undead (LE)

AC: 16 (chain)

AC: 18 (plate)

HP: 125 (9d8+50)

HP: 120 (10d8+80)

Speed: 30

Speed: 30

CR: 9 (5,000 XP)

CR: 12 (8,400 XP)

Senses: Darkvision 60'; Passive Perception 13

Senses: Darkvision 60'; Passive Perception 10

Languages: Common

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: necrotic, poison

Damage Immunities: necrotic, poison

Condition Immunities: frightened, charmed, poisoned,

Condition Immunities: frightened, charmed, poisoned,

exhausted

exhausted

Damage Vulnerabilities: fire

Vulnerabilities: fire

STR 15 (+2)| DEX 10(+0) | CON 17(+3) | INT 10(0)| WIS 12(+1) | CHA 20(+5) |

STR 20(+5)| DEX 12(+1) | CON 22(+6) | INT 7(-2)|

Skills: intimidation +9, deception +9

ACTIONS

Saving Throws: constitution+7, charisma +7

WIS 10(0) | CHA 8(-1) |

Multiattack. The mummy warrior makes two attacks with

FEATURES

its polearm and one attack with its rotting touch.

True Sight. The mummy warlock can automatically see

Polearm. melee weapon attack, +9, one target within 10',

through illusions as if it were under the effects of a true

10 (1d10+5) slashing damage. A target hit by this attack

sight spell.

must make a Strength saving throw DC 18, or be knocked prone.

ACTIONS

Rotting Touch. +9, one target in 5', 17 (4d6+5) slashing

Multiattack. The mummy warlock makes two melee attacks with its rotting touch.

damage plus 15 (5d6) necrotic damage. A target hit by

Rotting Touch. +6, one target within 5', 10 (2d6+2)

afflicted with the curse Mummy Rot; they are unable to

this attack must make a Constitution save, DC 18, or be

bludgeoning damage and 12 (3d6) necrotic damage. A

regain hit points and their hit point maximum is reduced

target hit by this attack must make a Constitution save,

by 10 (3d6) every 24 that pass, if they die due to this

DC 16, or be afflicted with the curse Mummy Rot; they

damage their body turns to dust.

are unable to regain hit points and their hit point

Sickening Gaze. The mummy warrior fills a creature it can

maximum is reduced by 10 (3d6) every 24 that pass, if they die due to this damage their body turns to dust.

see with revulsion. The creature must make a

Doom. The mummy warlock can expend a spell slot to

with nausea until the start of their next turn.

Constitution saving throw, DC 18, or be incapacitated

affect up to 3 creatures that it can see. Those creatures have disadvantage on saving throws made to resist Mummy Rot. Spells. The mummy warlock is a 12th level spell caster that uses Charisma as its casting ability. It has a spell save DC of 16, +8 to hit will spells, and casts all spells at level 5. It has 3 spell slots and knows the following spells: eldritch blast, charm person, comprehend languages, cloud of daggers, misty step, suggestion, fear, hunger of hadar, major image, blight, dimension door.

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The Dying Flame

By Rob Walz

Morax Demon

Mummy Wizard

Huge, fiend (CE)

Medium, undead (LE)

AC: 16 (natural)

AC: 16 (mage armor)

HP: 362 (20d12+150)

HP: 80 (10d8+40)

Speed: 40, Fly 60

Speed: 30

CR: 20 (25,000 XP)

CR: 10 (5,900 XP)

Senses: Darkvision 200', Truesight 100'

Senses: Darkvision 60'; Passive Perception 10

Languages: Common, Infernal, Telepathy 100'

Languages: Common

Resists: bludgeoning, piercing, and slashing damage from

Resists: bludgeoning, piercing, and slashing damage from

nonmagical weapons

nonmagical weapons

Damage Immunities: fire, acid, cold, lightning

Damage Immunities: necrotic, poison

Condition Immunities: frightened, charmed, poisoned

Condition Immunities: frightened, charmed, poisoned,

Damage Vulnerabilities: radiant

exhausted

STR 30(+10)| DEX 15(+2) | CON 26(+8) | INT

Damage Vulnerabilities: fire

15(+2)| WIS 15(+2) | CHA 15(+2) |

STR 15(+2)| DEX 12(+1) | CON 17(+3) | INT

FEATURES

20(+5)| WIS 10(0) | CHA 10(0) |

Magical Resistance. The demon has advantage on saving

ACTIONS

throws against magical spells and effects.

Rotting Touch. +6, one target within 5', 10 (2d6+2) bludgeoning damage and (12) 3d6 necrotic damage. A

Teleport. As a bonus action, the demon can teleport itself

target hit by this attack must make a Constitution save,

up to 120' in any direction with perfect accuracy.

DC 16, or be afflicted with the curse Mummy Rot; they

ACTIONS

are unable to regain hit points and their hit point maximum is reduced by 10 (3d6) every 24 that pass, if

Multiattack. The demon can make one attack with its bite

they die due to this damage their body turns to dust.

and one attack with its horns.

Frightful Gaze. The mummy fills a living creature it can

Bite. melee attack, +16 to hit, one creature within 10', 32

see with supernatural fear. The creature makes a Wisdom

(3d12+10) slashing damage and 15 (3d8) fire damage. A

saving throw DC 16 or is frightened until the mummy's

creature damaged by this attack must make a Dexterity

next turn, if they fail by 5 or more they are also paralyzed

saving throw, DC 19 or catch on fire, suffering an

for the same duration.

additional 15 (3d8) fire damage at the beginning of their

Spells. The creature is a 12th level spellcaster with a +9 to hit with spells and a save DC of 17.

next turn. The flames can be doused with water or by spending an action to roll on the ground, if they are not doused the damage continues each turn.

• Cantrips: poison spray, chill touch, mage hand, ray of frost

Horns. melee attack, +16 to hit, one creature within 10',

• 1st (4 slots): shield, mage armor, magic missile, chromatic orb, charm person

attack must make a Strength saving throw, DC 19, or be

22 (3d6+10) piercing damage. A creature struck by this knocked prone.

• 2nd (4 slots): hold person, blindness, inflict wounds, misty step

Breath Weapon (recharge 4-6). The demon breaths a cone of fire 70' long that deals 40 (7d12) fire damage to any

• 3rd (3 slots): slow, haste, counterspell • 4th (3 slots): phantasmal killer, confusion, bestow curse • 5th (2 slots) cloudkill, cone of cold

Page 23 of 27

creature within its area of effect, or half damage with a successful Dexterity saving throw, DC 19.

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The Dying Flame

By Rob Walz

Writhing Horror Large, abomination (CE) AC: 17 (natural armor) HP: 250 (19d10+200) Speed: 30, Fly 60, Burrow 30, Climb 30 CR: 19 (22,000 XP) Senses: Perception 20, Darkvision 60', Tremorsense 30' Languages: Common Resists: bludgeoning, piercing, slashing Condition Immunities: charmed, poisoned, exhausted, grappled, restrained, prone, stunned, blinded, deafened, paralyzed, petrified STR 20 (+5)| DEX 20 (+5) | CON 18 (+4) | INT 10 (0)| WIS 18 (+4) | CHA 10 (0) | FEATURES immutable. This monster's shape cannot be altered by any means. swarm. This monster can fit into a space that is at least one inch wide without squeezing. It can also pass through other creature’s spaces without being slowed. reactive warrior. At the beginning of each turn, this monster regains any spent reactions. ACTIONS Multiattack. This monster makes six melee attacks, five with its slam and one with its engulf. Slam. melee weapon attack, +11, one target within 5', 9 (1d8+5) bludgeoning damage and 10 (2d8) poison damage. Engulf. melee weapon attack, +11, one target within 10', 30 (5d10+5) piercing damage, and the target must make a Strength (Athletics) or Dexterity (Acrobatics) check, DC 19, or be grappled, restrained, blinded, and deafened by the swarm of biting scarabs that cover them. A creature that ends their turn engulfed takes damage from this attack automatically. As an action an engulfed creature can attempt another check to break free. Only one medium sized creature can be engulfed at once. REACTIONS Parry. The monster can parry a melee attack that it can see, granting +5 AC.

Page 24 of 27

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The Dying Flame

By Rob Walz

Tower of Shifting Sands Entrance Chamber

The Unhallowed Tombs

Altar to the Mummy Lord The Queen’s Chamber

Hall of Riddles

Doorway to other rooms

Endless Coffers

Tomb of the black legion

Binding Chamber Heart’s Chamber

Great tombs

This map provides a rough sketch of each room. Check the specific details in the adventure for more information, and as always, make the adventure your own!

Sand-ways: Sand-ways aren’t depicted on this map, they are up to you to design or simply narrate. As a general rule, any room can connect to any other room through the sand-ways and it should take at least 30 minutes for a character to traverse any such passage from one room to another. If the character has a climbing speed, or isn’t slowed down by climbing, you can half this time.

Page 25 of 27

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The Dying Flame

By Rob Walz

NOTES


Page 26 of 27

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savevsboredom.com

The Dying Flame

By Rob Walz

Combat Tracker Init

Name

AC

HP

Condition

Round: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Page 27 of 27

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