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Desolation

Synopsis: Desolation is a solitary Mountain Prison which houses criminals who are deemed too dangerous to be within standardized confinements. It houses Prisoners of War, Terrorists, and specializes in those who wronged Nobles being sent there as well. Desolation sits atop the tallest Mountain in the Forgotten Mountain Range within the extremely deadly White-Witch Tundra. Most people do not know how to even gain access to the top. Desolation is a highly restricted area, where only those with special permissions from Ystralim herself may enter, no matter how high the rank.   Way to get up: The only way to reach the top of the Unknown Mountains is through an invisible bridge within an adjascent mountain.       Social: There are no rules regarding treatment of prisoners within the walls of Desolation. As such, the Prisoners there are awful, hateful people, but tend to stick to their own. If there's one thing the Prisoners hate more than each other, it's the Guards. Though, that does not stop them from fighting against themselves.   Political: Warden Ystralim sits in charge of the entirety of the Prison of Desolation. Her word is law, and the Guards both respect, revere, and fear her. She rules with a sadistic Iron Fist, with a legion of adamantly loyal men and women to do her every bidding. In her Prison, no one is above her. The only people who may even enter, are those who have a special identification crest.   Economic: Gold means very little in Desolation, as everything is provided to those who pledged their loyalty to the protection of Algorath by living within the walls. Prisoners value goods and services. Though, a crest would be invaluable to any one of them.   Religious: Religious worship of all kinds are banned within Desolation. As well, the grounds themselves are desecrated to prevent any communion with dieties.   Military: Desolation is a difficult job, not cut out for everyone. As such, only two-hundred guards rotate and occupy the facility itself; running it as a tight ship. As far as Ystralim is concerned, there are only four ranks: Her, Prison Captain, Prison Guard, and Prisoner.   Bell Alarms: Bell towers which are stationed in different areas for soldiers to move to if need be.     Special Fortifications:   Cold Magica Climb: The Cold Magica Climb means it constantly snows around the area. Even the anti-magic field can't qwell it.   Anti-Magic Field: Desolation is not made to be escaped, nor broken into. The majority of the facility is covered by an anti-magic field, which is powered by an ancient one battery inserted into a tower atop the lookouts in the prison towers. However, they switch which tower is powering the anti-magic field randomly each day. Though, Ystralim has made sure that her private chambers are specifically designed to function outside the field, and house magical properties, as well as an altar to her Diety.   Desecrated Grounds: Grounds made to keep out any sort of divine intervention from the gods, save for Ystralim's own, with her small, special chamber.   Watch Towers: Watch towers house two look outs in each towers, which look through binoculars to see the area around them, up to a range of 80 feet, due to the constant snowfall.   Rough Cliffs: The cliffs require a DC 28 athletics to climb for each distance up to double your climb speed.   Crest of Passage: A crest showing a White Dragon looming over a mountain, made from a special, expensive looking leather. It allows for entry into the prison itself. Only the Generals themselves, or the Warden can hand them out. Each mountain denotes a rank, up to 4.  

Architecture

  Doors: All doors require a key to enter, and are made from reinforced steel with an AC of 18, and 35 HP, as well as Sturdy 18, but is vulnerable to bludgeoning damage.   Walls: Unless stated otherwise, the walls of Desolation are made from reinforced corten-steel mix, which are then packed with 10ft of stone, before another layer of corten-steel.   Floors/Ceilings: Unless stated otherwise, the floors and Ceilings are made from polished concrete, which are 10ft thick.   Light: Large Stones are placed in lanterns which slowly shift hues of colors to induce headaches into the prisoners.   Cells: The Cells are pure steel doors with 1ft wide slots in them. The cells have an AC of 20, and 50 HP, as well as Sturdy 20, but are vulnerable to bludgeoning damage. The doors slide into the wall when opened; which in turn places two doors in the neighboring cell. There is a keyhole for the cells, but otherwise, requires a DC 19 check with Thieve's tools to unlock.   Rank Locks: Some locks require a ranked insignia to fit into the slot, and rotating it in order to unlock it.       Points of Interest:   Entrance to Forgotten Mountain Range: The only way to denote where the correct Mountain is, is to be told verbally. "Shift yourself so the two smaller mountains at the front are aligned with the ones in the back. Then, slowly turn right while saying 'Frozen Death Awaits'. Then, walk, ski, or fly forward, and trust, until you find a small statue. Once at the statue, take a sharp right, and follow the path." Once done, there will be a small cave Opening to go through, where you may take to the top.   Invisible Bridge, AKA Diamond Bridge: A bridge located inside the mountain to the left of Desolation. The Bridge is 15ft wide, and expands out two-hundred feet into Forgotten Mountain, with extreme winds pushing wildly around it. Anyone attempting to move along the bridge must make a DC 24 athletics check, or be pushed 10ft in a random direction. If flying the creatures must make a DC 19 Acrobatics check, where on a failed save, they are dropped 20ft, and in a random direction.   The bridge is magical, with an AC of 30, and cannot be pierced by non-magical weapons. Once on the other side, a thin slope will wrap around the Mountain, until you reach the only entrance.   Fake paths: Several fake paths will be seen, splitting up. Only those who have walked the road before know it, and have maps to it. Though, no one outside shall. There is no clear pattern, but a detect magic will indicate which one is real, and which is illusionary.   Fake Wall: Lastly, a fake cliffside will lead to the courtyard of the Prison itself, where several guards are stationed to watch over it.  

Rumors:

1: "Did you see that bite mark the doctor had on his arm? Heard one of the prisoners did it. Poor bastard's teeth are probably long gone now." (Lie)   2: "The animals I understand, but the woman? Her breath reeks of humanoid meat. Disgusting." (True)   3: "Heard that Ramere is being punished again for giving some scraps to prisoners. When will that guy learn?" (True)   4: "You able to make it to the third cell floor yet?" "Nah, you know damn well how hard it is to get that kinda access here." "I don't know, I think you could lick the warden's boots and have a decent shot." (True)   5: "What do you think they do with the 3rd floor prisoners?" "I hear they are secretly our allies, and they get special treatment." (Lie)   6: "Any word from the tower?" "Just the usual. No signs of trouble, and the one hour rotations." (True)   7: "So, is it true?" "What?" "That you used to do entertainment back home?" "Fuck off." "Maybe you can play me a tune sometime." (True)   8: "So how scary is it to cross the diamond bridge?" "At first, I was terrified. Not everyone is used to seeing no ground under you, but you get used to it. I feel like the strangest part is going through the wall, personally." (True)   9: "I swear, that wine is toxic or something! The crates smell like absolute shit!" (Lie)   10: "Do you know where the battery for the anti-magic device is today?" "Come on now, you know that only rank 3's know where that goes." (True)   11: "Did you hear about the rumors? An old artifact, right beneath our feet!" "I'm not going down there. It already stinks enough going to the sewing chamber." (True)   12: "Apparently, there's another Druid here. Haven't seen her myself though, but I heard she's kept on the C cellblock." (True)  

Cell House

  First Floor (Useless Prisoners): At least 150 cell doors can be seen above, with 15ft metal grate catwalks, as well as another 150 below. To the North lies two doors, as well as one to East, South, and West.   Two guards will be on the inside of the first floor by the doors, with another four in the room itself.   Second Floor (Prisoners With Potential): Another series of cells can be seen, much like the first floor, however, roughly a quarter of them can be seen opened.   Three Gore Flies will be awaiting up above, which feed on the blood from prisoners being drug out of their cells.   There will be four guards patrolling. Two on the catwalks, and two on the floor below.    

Goare Flye CR: 7

Small beast, neutral
Armor Class: 14
Hit Points: 45
Speed: 15 ft , fly: 40 ft

STR

8 -1

DEX

16 +3

CON

8 -1

INT

8 -1

WIS

10 +0

CHA

4 -3

Skills: Perception +3 (Adv on Smell)   Stealth +5
Damage Vulnerabilities: Bludgeoning
Damage Resistances: Slashing, Piercing
Damage Immunities: Poisoned
Condition Immunities: Paralyzed
Senses: Passive Perception 13
Challenge Rating: 7
Proficiency Bonus: +3

Movement Invisibility: When motionless, the Goare Flye gets advantage on stealth checks.   Flyby: If the Goare Flye leaves the reach of an enemy, it does not provoke an attack of opportunity.

Actions

Acid Spit: (Range 40ft, +6, 1d8 acid)   Bite: (Reach 5ft, +6, 1d6 piercing +1d6 acid) When hit, if the target is beast, humanoid, or plant, then it must succeed a DC 14 Strength saving throw or be infected with 1d4 Goare Flye eggs. The target has disadvantage if they are below half of their max HP.   While a Egg(s) is in the target, gains a disease known as Goare Egg Sickness. The target becomes lethargic. Their movement is reduced by half, and they cannot make more than one attack per turn. As well, melee and ranged spell attacks on them have advantage.   A medicine check vs the egg's stealth reveals the egg(s). A DC 16 slight of hand removes the eggs, where on a failed save, the target takes 3d12 peircing damage. A target that drops to 0 HP during this dies.   After 20 hours, the egg(s) hatches, and the target's max HP is reduced 1d12+10 per hour as the maggots consume the host's insides. The maggots require a DC 18 slight of hand check to remove, where on a failed check, the target's max HP is reduced by 3d12.   If all maggots are removed, then the target gains back all lost HP on a long rest.

A fly which have bright green wings, with deep green chitin, and red eyes. Their long, tubular mouth, appear to have sharp teeth within, dripping with some liquid.   Goare Flyes are creatures with a diverse diet; consuming small insects, corpses, fruits, and plants via their long, buzzaw shaped mouth. They are able to manipulate light to make themselves essentially invisible, allowing them to ambush prey.   However, primarily, they use this ability in order to bite and burn the target, before laying their eggs into a target. The Goare Flye lays between 1-4 eggs, which hatch between 20-30 hours after being placed inside. Once hatched, the larvae will devour the host's organs, before using their flesh as a cacoon to morph into an adult.   Goare flies rarely go after creatures much larger than it to place larvae inside of it, however, prefering easier prey such as farm animals, or pets.
      Third Floor (Prisoners of Interest):  

West Tower:

  First Floor: The circular room has one ladder on the North and Southern ends, as well as two 15ft tall concrete rooms (torture rooms) on Southwest, and Southeast parts of the room respectively. The ladders move up fourty feet, towards a wooden hatch (second floor).   Torture Room A: A bloody metal chair lies in the center of the room, where to the Eastern side of the room, several tools can be seen atop a wooden table, as well as several books. Lastly, under the table sits a small crate.  
  • One book called "How to break the spirit before the body" has numerous detailed descriptions of horrible methods of mentally torturing someone, such as drugging them with something called 'Iteldew Toxin', and how to guide their mind to hallucinate things like hallucinations to show their family dying before them. Another is a book called "The Humanoid form, and the reselience of it", which details important anatomical information on how to keep a subject alive during torture, while still mutilating them.
  • The chair appears to have old skin still attached to it. Investigation shows the chair conducts cold, forcing the subject to tear out pieces of themselves as they squirm in pain.
  • The tools along the table involve a scalpal, hammer, saw, and other surgical trinkets.
  • The crate houses nothing but straw at the bottom, but an investigation will show that bottles used to lie on it.
  • Torture Room B (Locked): Three Snatchvarks can be seen playing with large, oversized, swollen heads as if they were balls. Meanwhile, to the North, a tall woman can be seen chewing over a pile of mangled torsos.   The torsos are old prisoners, and a medicine check will shows signs that they were cut with a scalpal, or had teeth removed.

    Snatchvark CR: 8

    Small beast, neutral
    Armor Class: 17 (Natural Armor)
    Hit Points: 65
    Speed: 25 ft , climb: 30 ft

    STR

    16 +3

    DEX

    18 +4

    CON

    14 +2

    INT

    4 -3

    WIS

    14 +2

    CHA

    12 +1

    Saving Throws: Dex +8, Wis +6
    Skills: Passive Perception 18 (Adv on Percep when hearing/smelling)
    Condition Immunities: Poisoned
    Challenge Rating: 8
    Proficiency Bonus: +4

    Insect Eater: The Snarlvark deals an extra 1d6 damage to Chitinite Humanoids.   Tongue Master: Anyone who enters the attack range of the Snatchvark provokes an attack of opportunity.

    Actions

    Multiattack: The Snatchvark makes either two tongue attacks (can be replaced with weapon attack), or one claw and one tongue snatch.   Tongue Snatch: (+8, Reach 30ft, 2d6 bludgeoning + 1d12 poison) On hit, the snatchvark may choose a weapon that's being held by the enemy. The target must then succeed a DC 17 strength check, where on a failed save, the target's weapon is taken from them; placed in their mouth. If both attacks hit, then the second check is made at disadvantage. The Snatchvark may then use the weapon as if it is proficient with it. As well, the range of the weapon becomes 40ft, and deals an extra 2d12 poison damage on a hit.   Claws: (+8, Reach 10ft, 1d12 piercing damage)

    Reactions

    Snatch Reaction: When an enemy within 30ft of the snatchvark makes an attack roll with a melee or ranged weapon; the snartchvark may attempt to take the weapon, prompting the DC 17 strength save. This does not do any damage.

    Beast Tamer Pashu Shanalla CR: 10

    Medium humanoid, wood elf, lawful evil
    Armor Class: 17
    Hit Points: 80
    Speed: 35 ft

    STR

    18 +4

    DEX

    16 +3

    CON

    18 +4

    INT

    12 +1

    WIS

    22 +6

    CHA

    16 +3

    Saving Throws: Int +6, Wis +10
    Senses: Darkvision
    Languages: Common, Elvish, Sylvan
    Challenge Rating: 10
    Proficiency Bonus: +4

    Wild Shape: Pashu Shanalla can magically change into a beast up to 3 times per short/long rest. As a bonus action, she may end her Wild Shape. If a creature she chooses has legendary actions, she may not use them.   The following Beasts Available are:

    Giant Navurius Corse (Blue Crab) CR: 8

    Huge crustacean, any
    Armor Class: 20
    Hit Points: 200
    Speed: 30 ft , burrow: 45 ft , swim: 60 ft

    STR

    20 +5

    DEX

    16 +3

    CON

    18 +4

    INT

    8 -1

    WIS

    10 +0

    CHA

    9 -1

    Saving Throws: Str + 7, Wis + 4, Con +5
    Skills: Stealth + 8
    Damage Resistances: Bludgeoning, Piercing, Slashing from all non-magical weapons
    Condition Immunities: Charmed, Frightened
    Challenge Rating: 8

    Multi-attack: The Giant King Crab makes 2 attacks. One with its claw, and one with its sword arm.   Sentinel: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.   Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

    Actions

    Slam: Reach +5, + 8, 1d10 + 3 d6 + 5, If this attack hits, target must make a DC 15 dexterity save or be restrained. Each time, at the beginning of the restrained creature's turn restrained, they take 3d12 bludgeoning damage, and must make a DC 17 escape DC on their turn.   Slash: Reach +5, +8, 2d12 +3   Stomp: +8, 1d10 + 1d4, +5

    Reactions

    The Blue Navurius Corse can retract its limbs to add +6 to its AC until the beginning of its next turn. It drops whatever it is holding, and can only make slam attacks. As well, its movement is halved.

    Legendary Actions

    Bubble Spit: The crab spits out a mass of sticky bubbly mucus at a target within range. The crab makes a ranged attack roll, where-on a hit-the target cannot use reactions, or bonus actions for up to a minute. The target may use an action to clean itself off, however.   Crush: The crab may crush something in its hand.   Big Swing: The Navurius Corse stretches its arms, and spins itself around. Targets within 5ft of it must succeed a DC 15 dexterity saving throw, or take 1d10+5 slashing damage, and 1d10 bludgeoning damage.

    The King of Crabs, the King Crab is a 15 by 15 ft monster.

    Suggested Environments

    Beach

    Polaris (Ice Polar Bear) CR: 8

    Large beast, neutral
    Armor Class: 18 (Natural Armor)
    Hit Points: 125
    Speed: 40 ft , climb: 30 ft

    STR

    20 +5

    DEX

    18 +4

    CON

    20 +5

    INT

    4 -3

    WIS

    10 +0

    CHA

    8 -1

    Saving Throws: Str +9, Con +9
    Damage Resistances: Lightning
    Damage Immunities: Cold
    Senses: Blindsight 60ft
    Challenge Rating: 8
    Proficiency Bonus: +4

    Ice Aura: The Polaris exudes an aura of cold that moves out 5ft from in. Each creature that starts its turn within the aura must make a DC 18 constitution saving throw. On a failed save, the target's joints freeze up, forcing disadvantage on all attack rolls. Creatures with cold resistance bypass this aura, and creatures with cold weather gear have advantage on the save.   Magic Claws: The Polaris' Claws are considered Magical   Cold Explosive End: When the Polaris drops to 0 HP it quickly releases all gathered up cold. Anyone within 10ft of the Polaris must make a DC 16 Dexterity saving throw. On a failed save, the targets take 3d12 cold damage, and are paralysed until the end of their next turn. On a failed save, targets take half damage and are not paralysed. Creatures with cold resistance have advantage on the save.

    Actions

    Multiattack: The Polaris makes two claw and one bite attack. If the Polaris lands a claw/bite attack, the target must succeed a DC 18 constitution saving throw. On a failed save, the target is frozen into paralysis, who can retry the save at the end of their respective turns. Creatures with cold resistance have advantage on the save.   Bite: (+9, reach 5ft, 3d6 percing + 1d12 cold)   Claw: (+9, Reach 5ft, 2d6 +5 slashing + 1d12 cold)

    A white bear with icicles around its neck, and bright blue eyes. It emits an aura of pure, misty cold around itself.

    Mizzuari (Necrotic Buzzard) CR: 12

    Large beast, neutral
    Armor Class: 19 (Natural Armor)
    Hit Points: 175
    Speed: , fly: 120 ft

    STR

    18 +4

    DEX

    26 +8

    CON

    16 +3

    INT

    10 +0

    WIS

    14 +2

    CHA

    16 +3

    Saving Throws: Dex +12, Wis +8
    Damage Resistances: Radiant, Bludgeoning, Piercing, Slashing
    Condition Immunities: Frightened
    Senses: Truesight 60ft, Devil's Sight 120ft
    Challenge Rating: 12
    Proficiency Bonus: +5

    Necrotic Healing: If the Mizzuari takes necrotic damage, it heals for that amount of damage instead.   Flyby: he owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.   Keen Hearing/Sight: Advantage on perception checks requiring hearing or sight.

    Actions

    Multiattack: The Mizzuari can make either two talon and one peck attack, or two spells.   Talons: +12, reach 5ft, 4d6 piercing damage + 2d6 necrotic damage.   Peck: +12, reach 10ft, 4d12 piercing damage + 3d6 necrotic damage.     SPELLS (+8, DC: 17): Eldritch Blast (3 Bolts, 120ft, 3d12 +4)   1st (2/Day): Arms of Hadar, Witch Bolt, Hext   2nd (2/Day): Darkness, Crown of Madness, Hold Person   3rd (2/Day): Counterspell, Hunger of Hadar   4th (1/Day): Ego Whip

    Jet black feathered bird that stands at 15ft tall, and a wingspan of at least 20ft. The pattern along this creature shows as skulls and eyes which seems to magically follow you as its red eyes look towards the group.

    Actions

    Spells (Spell ATK +10, Spell Save 19):   Slots 22: Cantrips: Thorn Whip, Gust, Infestation   1st: Absorb Elements, Entangle, Ice Knife   2nd: Healing Spirit, Moonbeam, Hold Person   3rd: Feign Death, Wall of Water   4th: Polymorph, Ice Storm   5th: Mass Cure Wounds

    Bonus Actions

    Call Pets: Calls 1d4+1 snatchvark minions within 15ft of the boss.

    Legendary Actions

    Villain Actions:   Round 1: Can move without provoking an attack of opportunity, and each non-humanoid creature deals an extra d6 damage. As well, any non-humanoid creature becomes an enemy.   Round 2: Each non-humanoid creature gains advantage on their next saving throw, or imposes disadvantage on a move that forces a saving throw.   Round 3: Each attack a non-humanoid creature does has a chance to paralyze. Con save DC 15

    An Eight foot tall Elven woman with a dark complexion, and brown eyes. She has long caramel hair, which have feathers and furs mixed with it. She dons leather garments, with tribal markings along her cheeks and massive arms.   Loot:
  • 624 GP
  • Blood Stained Wooden Stick
  • Crest of Passage (Rank 3)
  • A crumpled, bloodstained letter from Doctor Lip: "It has been several nights and you still haven't brought me more toxin. Perhaps you can stop filling your gullet on unworthy long enough to let me do my job? I know this might be difficult but not all of us get to lounge about and get paid for it.
  • By the way, I saw the way you were eyeing the Third Floor guests. Don't. Even. Think. About. It."
      Second Floor (Lookout Floor): A feeling of warmth washes over you all as you enter the room. Several glass windows are coated in a thick layer of frost, while in the center lies a round table, with five chairs surrounding it, with three men sitting. In the center of the table, a rocky crystal glows a warm orange. One man appears to be writing something on a piece of parchment, while the other two are playing a game of dice with coin on the table. To the North East and Southeast, two doors can be seen. Lastly, to the Western part of the room lies five large packs.   The Guards here rotate watch every two hours. The packs contain:  
  • 250 GP altogether, some placed inside of a pouch with an address for a home in Leviathan. Another is for a home in Shining Spine (If Burt is asked, he'll say it belonged to a pet house in town.)
  • A note from a man named Zoloto "Oh honey, I miss you so dearly, and I wish nothing more for mutually exchange day than to see you, but I understand we need the money. Still, the tots and I got you a new fur coat to keep you warm! We all snuggled together one night to hopefully help it smell like home for you. Happy Mutual Exchange Sweety, and be safe!
  • Your Husband, Zoloto, and your troublemakers, Luidi and Kholodon <3 "  
  • A flask filled with Barfight Whisky
  • Seventeen Rations
  • A few books belonging from a series called "The Gray Spirit". A history will reveal it's a series regarding a genius detective who was murdered, but came back as a sentient revenant, with the objective to catch his killer, who always seems to be two steps ahead of him. The newest volumes appears to involve him tracking down his wife, who may or may not play a roll in his death.
  • The crates contain some whetstones, polishing equipment, a dragonchess set, and A small barrel of Salty's Human Fire Wine, which looks like it might have been snuck in.   The hatch aboved will be locked, and require a rank 3 or higher crest of passage   Second Floor (Outside): Two men pace from opposite ends of this walkway that hugs the tower's round shape. From the entire view appears to show the entire half of the Prison courtyard, as well as most of the entrances. On each end of the walkway, there are bells which hang out from the wall.   Third Floor: 18 barrels lie inside of this room, with the walls themselves having no windows, instead being decorated with various weapons and armors that are hung up, almost like trophies Lastly, in the very center of the room lies a mangled mix of bodies that appear to be sewn together to form a hyper-feminine shape, with hair made from fingers, and fingers of bone. Like a horrid scarecrow.   The barrels are locked, and soundproof,but have people inside of them, along with the symbol of Sosuna, which appears as a feminine figure surrounded by several spectral heads moving towards her (Goddess of Absorption) on top. The barrels are cursed, and if they are broken, it will kill the person inside. A thieve's tools check of 10 unlocks the barrels, freeing the individual. The barrels have an AC of 12, and HP of 12.   If the players open a barrel, or attack the 'statue' of Sosuna, the 'statue' will come to life. If it goes berserk, it will attack barrels, which will then give it 1d10 + 10 HP each time it breaks one.   When defeated, the grounds will no longer be considered descrated, allowing clerics to commune once more with their deities.  

    Ode to Sosuna, Goddess of Absorption CR: 10

    Medium undead, chaotic evil
    Armor Class: 12
    Hit Points: 93
    Speed: 30 ft

    STR

    19 +4

    DEX

    8 -1

    CON

    18 +4

    INT

    6 -2

    WIS

    12 +1

    CHA

    10 +0

    Damage Immunities: Lightning, Poison, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
    Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
    Languages: Understands Common But Cant Speak
    Challenge Rating: 10
    Proficiency Bonus: +3

    Berserk: Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.   Immutable Form: The golem is immune to any spell or effect that would alter its form.   Lightning Absorption: Whenever the golem is subjected to lightning/necrotic damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.   Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.   Magic Weapons: The golem's weapon attacks are magical.

    Actions

    Multiattack: Makes Two Bloodied Cross attacks   Bloodied Cross: +7, reach +5, 3d8 +4 bludgeoning

      Top Floor: The hatch opens to the top of the 120ft tower. Cold winds blast at you while you look towards a strange looking device. A 5ft tall chunk of stone in the shape of a woman's head, with long hair ending in barbs. (If the battery is in it) Her eyes glow with a soft blue.   The stone's AC is 15, with 20HP, and sturdy 5, and has vulnerability to bludgeoning damage.  

    East Tower:

      First Floor: Red carpeting with the wolf's face, the symbol of algorath can be seen along the ground. Two men and one woman can be seen nude with masks over their head working on getting platters of food, and wine glasses in their hands. On the far end, four crates filled with wine bottles can be seen. Tall banners reach around the area hang from the fourty-foot tall walls. To the North and South, two ladders can be seen.   The far end crates all have Salty's Human Fire Wine on it, some roasted foods that appeared to be hand delivered as well as some silver platters (worth 1GP EACH), and some silver chalices (2 GP each). Under the crates will be a hatch (requires a rank 3 seal).   Perception check will reveal their mouths and eyes are sown shut, as well as mass lash marks on their backs.   If the party touches the wine, they will go berserk.   Cellar: As you enter the small room, the stench of death assaults your senses. Along the walls are crates upon crates stacked, you can see three men dressed in large red robes, with the symbol of Algorath on the back. They appear to be working on a man who lies atop a large slab. The slab itself appears to have the shape of a woman with barbed hair and long claws carved into it.   This is where there's a chance the other anti-magical field can be. The alter has an HP of 25, and AC of 16, with sturdy of 10, and is vulnerable to bludgeoning, but resistant to piercing and slashing.   The crates appear to have several empty bottles for something called "Iteldew Toxin". Some also contain more wine, or limbs on them. Other contain torture tools such as whips, chains, restraints, scalpals, thread, needles and more.   Second Floor (Monster Room):   Third Floor (Ystralim's Throne Room):  

    Vault:

      Door: The door is a 10x15 door that is mechanically locked, and made from a dense steel mixed with ancient metal. (AC 35, HP 100). There is no lock, and, instead, reacts to Ystralim's metal. Visibly, it appears like a statue which matches the others in the room. When unlocked, it lowers down with a ladder, leading to a treasure room.   Treasure: Shield +1 Shield +2 Greatsword +1 3 potions of superior healing 1 potion of greater healing 3 elixers of health 2 potions of water breathing 4 potions of heroism 8 potions of healing 1 Potion of Clairvoyance Potion of Hill Giant Strength Scroll of Id Insinuation Scroll of Continual Flame 1 Scroll of Wish Ring of X-Ray vision 1 Philter of Love    

    Guard Barracks:

      First/Second Floor (Main Barracks):   Lounging Area:

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