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Steal the cult artifact from the spire1/27/2024 ![]() This is an excellent adventure if your PCs can recognize most of the standard 5e monsters! The cultist Werejackals are also given an appropriate boost (CR 8!) from the base Jackalwere in the Monster Manual. On the monster side are two nifty tools for the DM: a Lion Shifter guardian named Merneith who can pass between walls and shift from sand piles, and creepy armless Tomb Watchers that can spot the PCs and scream, summoning powerful scarab soldiers.Īll the monsters used (I believe) are custom statblocks, from the CR 13 Merneith to the four different sphinx monsters that collectively act as the final boss battle of the dungeon. Discovery sidebars highlight chances for skill checks that provide clues, context, and information about their surroundings, rewarding proactive and curious PCs. It’s a combat-light dungeon, reminiscent of a more cinematic, exploration-focused location, but the exploration elements are all top-notch. If the players steal treasures, deface the tomb, or attack the wrong patrolling creatures, they risk incurring a nasty curse from a d10 curse table, which is like a lingering injury and a touch of madness rolled into one! There are radiant beams that bounce off mirrors, illusory treasure piles, caustic liquid-filled sarcophagi, buffeting sandstorms, and my favorite: a complex falling trap puzzle that drops its victims into a lower level filled with either poisonous gas (east side) or water (west side). Every single room has something interesting to discover, a trap to avoid, or a puzzle to solve - sometimes all three! The 20+ room dungeon crawl takes up the bulk of the 40+ page adventure, and it’s a thing of beauty. Tagging along is a duplicitous NPC who will try to swipe the item at the end, and betray the party. An evil cult has recently raided their town, stolen the children, and demanded a unique artifact in ransom, found only in the nearby tomb.įun twist: most of the town are the cultists themselves, tricking the party into delving in the dungeon and recovering the piece they need to perform the evil ritual for their king. The adventure kicks off as the players are asked by some townsfolk to help rescue their kidnapped children. In the centuries since, a guardian from the rebels has guarded the tomb, while descendants from the loyal followers have been rebuffed from breaching its defenses. His loyal followers prepared a ritual to transform him into an immortal mummy lord, but rebels stole away the body and hid it. The story surrounding the dungeon crawl is simple but effective, couched in a rich backstory that’s just detailed enough to provide the DM with important context, without bogging down the action.Īn evil king ruled a land and died. Yet the adventure doesn’t merely rely on tiresome tropes or clichés. In other words, it’s a classic Egyptian tomb dungeon crawl. This adventure’s signature tomb is based on the Alexandrian catacomb known as Kom el-Shoqafa, an Egyptian burial site that dates back to the second century. ![]() The Real Dungeons series is inspired by real world archeological sites, transforming them into Dungeons & Dragons adventures. The Well of Mitu Hatsep is a 10th level dungeon crawl adventure with an exquisitely detailed dungeon bursting with cool highly thematic traps, puzzles, and secrets. Update v17.00: The Spire was abducted by The Last Reality, with The Aftermath replacing it.The Real Dungeons series returns, and I’m happy to report the second entry is a huge improvement over the first.Update v16.30: The Spire Assassin boss has been replaced with Glyph Master Raz.Update v16.10: Zero Point Crystals grows around the base of the Spire.Update v16.00: Added The Spire during Zero Crisis Finale.The Spire has called to Raz in his dreams.A the beginning of Chapter 2: Season 7, The Spire is blown up by The Mothership and turned into The Aftermath. In Batman/Fortnite: Zero Point Issue 5, Batman discovers that the Spire extends down to The Bridge and destroys it, freeing The Zero Point that returned to the epicenter of the island. The core of the Spire is a Corruption Cube, a small fragment of it was stolen by Raz. It is said by Jonesy The First that The Spire can give people special powers, but it can also exploit their weakness. The Spire was protected by Spire Assassin, a Guardian from a world beyond reality. In doing so, it unleashed a primal blast across the island. It was created to seal The Zero Point and let it heal. During the start of Chapter 2: Season 7, it had been destroyed by The Last Reality and turned into The Aftermath. ![]() The Spire was a chromium flower bud tower created by The Foundation as a shell to protect The Zero Point.
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