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Description: The Sanctum of Pain is a free-to-play D&D 5E adventure for characters
levels 1-2. The dungeon consists of three rooms. The central goal of the adventure is for
the heroes to find the crystal, skull and key needed to escape. The difficulty of this
module can be fine-tuned or adjusted depending on the DM's decisions. For instance,
DM's can decide whether or not characters start with their gear, the DC for escaping the
rusted cages, the number of maggotfolk that attack the heroes, or whether to allow
Intelligence checks to solve the module's puzzles. These dials allow the DM to help
curate the adventuring experience to ensure it is both challenging and fun.
The last thing you rememberis having your noses and mouths /
smothered by a rag doused in ether. Mou awake in rusted
cages-~the room is dark and the airis icy cold, The amell of
rotten meat assaile your nostrils, Uou can hear rews of
raxer-shar; fangs garhorating flesh in a massive pit near your
a. enclosure, Fhe scund is drawing closer!
Room 1:
The Meatgrinder Lobby:
At the front of this expansive room is
an ever-burning door. Despite the
flames, the smoking, charred wood
never seems to shrink, or split. The
door has two pedestals that jut out
from it, framing an infernal keyhole.
The pedestals have two symbols on
them: a crystal and a skull. The
burning door will not open until a
crystal and skull are placed on their
respective pedestals and the right
key is inserted.
Beyond the door, further into the
room, is a triangular platform that
sits flush against the North wall. Two
rusted cages sit on the stonework.
Be
At the far end of the platform is a tiled
walkway that skirts the outside of the
giant pit in the centre of the room. On
the other side of the walkway is a
landing that contains another three
cages and a few crates. These crates
contain two sets of leather armour,
six daggers, a finely-polished rapier,
and ajug of hoppy ale. A badly
cut-up cherrywood door at the far
end of this landing exits the room.
The 100 ft. chasm in the center of
the room contains a pyramid of
decapitated corpses in its centre that
are being slowly consumed by
maggot-headed horrors. Some of
these horrors cling to the pit's stone
walls, spasming as they choke back
lumps of meat.Intelligence: +1
Wisdom: 0
Charisma: +1
Description: Maggotfolk are rotted human
bodies with giant grub protrusions sewn
poorly to their desiccated neck stumps.
These gestalt abominations often crane
their maggoty heads, hoping to catch sight
of a fresh meal.
Razor Gums. Melee Weapon Attack, +3 to
hit, reach 5 ft., one target. Hit: 1d4 +1
slashing damage, and the target must
succeed on a DC 12 Constitution saving
throw or lose 1d4 hit points at the start of
each of its turns due to the wound, Each
time the maggotfok hits the wounded
target with this attack, the damage dealt by
the wound increases by 1d4. Any creature
can take an action to staunch the wound
with a successful DC 10 Wisdom check. The
wound also closes if the creature receives
magic healing
Room 1.5:
Hallway:
Beyond the cherrywood door is a
thirty foot hallway that ends before a
stone door. This hallway contains one
pressure plated floor panel midway
down the passage. Any pressure
placed on the panel will release a
poisoned dart from a small hole in
the adjacent wall, 2
re
“a
Ctr
and immediately
reset the concealed blowpipe with a
fresh dart. The creature that triggers
the trap must perform a DC 16
Dexterity saving throw or take 3d6
poison damage and have their
movement reduced by 15 ft.
for the next hour.
Room 2:
The Walraki Prison:
At the end of the hallway is a stone
door. There is an inscription carved
into the masonry above the door's
archway. The inscription reads:
“One will help, three will not, an
artist's primes are violent.”
Beyond the door is a 15 X 30 ft. room
that contains four prison cells with
wrought iron bars. In the center of the
room is a glowing glyph of the Orion
constellation surrounded by twelve
symbols. At the far end of the room is
a giant boulder blocking another door.
This large stone can be moved with a
successful DC 15 Strength check.
Each of the four prison cells
connected to the room holds a fat
walrus humanoid with brooding, oily
eyes. Each Walraki is painted a
different colour: red, yellow, green
and blue. Beside each of the prison
cells is a lever. If the lever of the red,
yellow or blue walrus is pulled
(primary colours), all four cells will
swing open, and the red, yellow and
blue walruses will attack. Only the
green walrus is friendly. If the green
walrus's lever is pulled, only his cell
will open, and the kind Walraki will
roll away the massive stone blocking
the door at the far end of the room.
The green walrus--a gentle soul--will
give anyone who releases him a
precious shrunken skull in his
possessionOn the ground in the center of the
room is a spiral of red letters within
the Orion constellation surrounded by
12 symbols (zodiac signs). The letters
read:
“Star children twelve, we live as
signs, feed the one who sits
next in line.”
If blood is spilled onto the symbol of
the zodiac sign that comes next in
your world's calendar, the Southern
wall of the room will shoot upwards
revealing a small armoury. The
armoury contains a full set of
half-plate armour, three spears, two
long swords, a crossbow with twenty
bolts, the Helmet of Devouring, and a
pair of gauntlets from the Armour of
the Missile Keeper set. The wall will
only close once the blood has dried
from the symbol or been cleaned off.
Helmet of Devouring: Once placed on a
wearer's head, the helmet grafts to their
flesh, becoming impossible to remove. The
visor of this chrome helmet has been crafted
to resemble the muzzle of a snarling wolf.
Once per day, as a bonus action, the wearer
can allow the helmet to animate and feed,
biting and automatically hitting the nearest
enemy within 5 ft, going 3d4 magical
piercing damage. After biting, the helmet
will force the torn meat into the wearer's
mouth and down their throat. If the wearer
fails to feed the helmet once per day, they
will enter a fugue state late at night and
become feral, hunting indiscriminately for
the nearest flesh they can find and gorging
themselves until daybreak unless otherwise
restrained
Be
Armour of the
Missile Keeper:
This light armor
is made from
adamantine-samite
and is suffused with
arcane energy. The full set
includes gauntlets, a cuirass, a translucent
helmet, and greaves. Each piece of this
armor enhances the wearer's AC by + 1, for
a total of +4 if all pieces are equipped
Wearers of the armour may also add their
Dexterity modifier to their AC (max 2).
However, if even one piece of this set is
equipped, it will immediately turn all other
worn armor, with the exception of simple
clothing and undergarments, to ash. This
armour immediately grants its wearer the
ability to cast the ‘Magic Missile’ spell
Depending on how many pieces of armour
are equipped, the wearer may upgrade the
damage dice for their missiles.
1 Piece = 1d6,
2 Pieces
3 Pieces
4 Pieces
Walralki Bruisers (3)
HP: 24
Strength: +3
Dexterity: +1
Constitution: +3
Intelligence: 0
Wisdom: +2
Charisma: +2
Description: Fat walrus titans, with large,
wobbling guts and sharp white tusks.
Bashers. Walraki may take opportunity
attacks against creatures that go from prone
to standing.
Tusk Slam. Melee Weapon Attack, +6 to hit,
reach 5 ft, one target. Hit: deal 148 + 3
piercing damage, and the creature must
succeed on a DC 13 Strength saving throw or
be knocked prone. zThe Dessicated {ibrary:
This 20 X 30 ft. room contains
wooden cabinets on its Eastern,
Western and Southern walls. The
shelves of the cabinet are chocked full
of living, decapitated heads
Translucent, intravenous tubes feed
from a steaming, rusted tank in the
center of the room. This tank glugs an
unknown amber syrup into the neck
stumps of sedated heads. Most of the
other heads are fully-awake and are
screaming pandemonium, having
gone mad long ago. There is also a
lood-stained surgery block against
the North wall of the room, which has
a cleaver, large curved sewing needle
and thick hemp string laying on it.
If the squealing and shaking
sedation tank or the connected tubes
are damaged, the sedated heads will
awake in 1d4 rounds, revealin:
themselves to be the heads of former
mages. These disoriented magi will
begin casting verbal spells
ndiscriminately. Randomly determine
the spell(s) and target creature each
round:
_1d6_| Verbal Spell:
Cause Fear
Dissonant Whispers
Command
isty Step
Blindness/Deafness
Earthbind
Description: Balthazar is a madman who
caries an arcane garrotte capable of
severing a creature's head and keeping it
alive indefinitely. Poorly trimmed
mutton-chops frame the collector's’
wide-eyed countenance. He also carries a
bag full of screaming heads over his
shoulder that have their lips sewn to the
outside of a massive burlap sack, so their
exposed mouths can bite the creatures that
he hits
Head Telekinesis. As a bonus action,
Balthazar may telekinetically fling a nearby
head at a hero. Ranged Spell Attack, +6 to
hit, reach 30 ft,, one target. Hit: deal 144
bludgeoning damage
Biting Bag. As an action, Balthazar may
swing his bag of screaming heads at a target.
Melee Weapon Attack, +4 to hit, reach 5 Tt,
one target. Hit: deal 244 + 1 bludgeoning
damagé and 1d4 piercing damage, and the
target must succeed on a DC 14 Constitution
saving throw or else succumb to mime saliva
and lose their ability to speak for 1d4 rounds.
Collector's Garrotte. As an action, Balthazar
may wrap his razor sharp wire around a
target and pull. Melee Weapon Attack, +5 to
hit, reach 5 ft., one target. Hit: deal 2d10 + 3
slashing damage. If this reduces a creature to
OHP, their head is severed from their neck.
The head will continue living as the body
decomposes.
Inventory: Besides his grotesque bag and
magical garrotte, Balthazar also has a crystal
in his possession, a key, a walraki leash, a jar
of walraki nip (a weed that makes these
beasts playful), a cryptic note, and 200
gold piecesEpilogue:
Who was Balthazar the Wicked, and why did he choose these
heroes as his next victims? Could the contents of the cryptic
note answer these questions, or were the heroes just in the
wrong place at the wrong time? These topics can be explored
further in future adventures, and can serve as fodder for the
DM to link to any plotline they see fit.OPEN GAME License Version 1.03 the following text is the
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ian
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BUGBEAR
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