Table Of Contents
PART 1
Overview
The Three Slaves is one shot I and a friend desgined for D&D 5E a couple of years back. Since there is no adventurers league in our country we held our own competitive D&D event called "Desafío Epico" (which translates to Epic Challenge). As such we put out several one-shot adventures and this is the first one I did, desgined by me, Bruno Lemus, and Giovanni Tavaniello. If you like this I'll go on and translate and format the rest of the adventures. In the original Epic Challenge, PCs would enter the adventures through a portal in the hub world, which had an inscription on them. Each adventure had a main and secondary objective, and the portal inscription was supposed to give the PCs a hint on the secondary objective, which would grant extra treasures. Feel free to handle or omit this at your own discression. Please excuse any grammatical or semantic errors as all this adventures were written originally in Spanish and I'm making the translations as I go.
Modifying the Adventure
This adventure was with a party of 4 level 1 characters in mind. However keep in mind that as it was for competitive D&D it's meant to be tough, so feel free to nerf mosnters or DCs to better suit your party. Also keep in mind that XP is calculated as to give each player exactly enough XP to go from level 1 to 2, so that's something you might want to figure out. We also wanted to make each dungeon plausible in it's own world, so each dungeon comes with a background you might want to alter to fit your campaign setting. There is also a follow up adventure for level three characters so you might wanna keep that in mind when running this.
Background
Gurutz "Black Hand" was always a loyal follower of his master, Surtur. Killing, raiding and scheming so that he could obtain more power in order to help his master. It was one cold night, that he received a premonition as he contemplated the flames emerging from his campfire... he could see the church to the false Christian god built upon the valley, he could see how under it there was a door, guarded by half blooded giants, and behind it the place where his master guided him.
He had been chosen by his God to cremate the false church and embark on a holy mission. Everything would be consumed by the flames for him to achieve his goals. That is how he amassed a following and acquired an Ankheg from the far-awat South, so that he could destroy the unfaithful and make way to the entrance of the temple to his master.
No one could stop him!
Adventure Summary
A group of followers of Surtur, god of the Fire giants, attacked a Christian church located in a clearing far from the nearest town.
The leader of the acolytes, Gurutz, discovered in his investigations that the entrance of a temple to his God was buried somewhere in the area. In order to find it, he brought over his pet, Felthgran: an Ankheg of considerable size, that could make way to the buried ruins.
Main Objective: Defeat the Goliath.
Secondary Objective: Defeat the flying swords, releasing the three Goliath slaves from the enchantment made upon them.
Portal Inscription: Grant free will to those with wills of stone.
PART 2
The Adventure
Part 1: Encounter with the Acolytes
The Church
The PCs emerge from the portal in front of the church (area A1). The day is could with light rain.
A1. Outside the Church
The church was built upon a stone foundation and walls. In contrast, the roof appears to be made out of wood. The church has tall windows with no glass and wooden doors, which appear to be shut.
With a passive perception of 12, you can notice that the statue on the left (which is based on the Virgin Mary) is crying blood. The truth is that the brutality of Gurutz subordinates left it drenched in the blood of one of the church's guards. The rain has washed a big part of it.
A passive perception of 14 allows you to also notice traces of blood up the stairs.
If players opt to make perception checks, use these numbers as DCs to give them information.
A2. Entrance to the church
The bodies belong to the guards mentioned in A1. In the entrance wall, you can see a cross hung in the wall (with Jesus crucified on it).
Both to left and right, you can see two double wooden doors. The one on the left has one of it's wings open. The one on the right is closed shut.
If the players enter this area stealthily, Gurutz and his followers won't notice them (no stealth check required). However if they enter this area without taking any precautions, they will be heard by the enemies in the next room, who'll ready for combat.
The corpses in this area don't have any treasure, as they have already been looted by Gurutz and his followers.
A3. Chapel
Gurutz and his henchmen are in this room. The soldiers are waiting for their pastors to finish their ritual before preparing everything to set the Church on fire.
Gurutz and his apprentice are in the upper area of the room (A3.1) as long as the PCs do not disclose their incursion into the area.
In the entrance, there is a vase with water, which is used to by the congregation to wash up before mass.
Players can notice that the chandelier is held in place by a rope, tied in the zone marked *. If it's cut or untied with a DC 10 Dexterity (Sleight of hand), the chandelier will fall, imposing a DC 13 Dexterity Saving Throw. Whoever is under the chandelier takes 2d6 bludgeoning damage, or half as much on a successful save. Additionally any creature that suffers damage from this also gets knocked prone. If someone wishes to shoot the rope, they can do it against a 15 AC.
Gurutz
There are 4 guards and 2 cultists, one of which is Gurutz.
If the guards notice the PCs, one will alert Gurutz, while another one will go fetch two other guards that are outside, in area A5.2. They'll try to do this in the stealthiest way possible.
Gurutz, who is very confident in his own skills and the destiny ahead, will present himself to the PCs and inquire them about their arrival at such an inopportune moment.
If the PCs try to negotiate with Gurutz, he will spare their lives if they work for him. He offers a 60 gp reward plus whatever they can obtain in the ruins if they manage to find them and bring forth proof of them. This is of course a lie, except for the gold which he stole from the church cleric's room along with two other items.
If the PCs don't want to negotiate and would rather go directly to combat, Gurutz will make use of his Persuasion and Deception to make time so that the guard will come back with reinforcements. When this happens he will order the attack, if the PCs haven't already done it.
Use Gurutz and his apprentice to support the guards during combat.
What Gurutz knows
If the PCs manage to capture Gurutz and decide to interrogate him, he will harshly refuse. Only a DC 20 Charisma (Persuasion) or Charisma (Intimidation) will make him reveal his true intentions in the church and the presence of his pet. If they decide to keep Gurutz alive in order to dissuade the creature, he will play along until they come face to face with the ankheg. At this point he will command the beast to attack and try to escape.
Treasure: Gurutz and his soldier's equipment plus 60 gp and 2 holy symbols of Surtur made out off steel.
A3.1. Church Altar
If Gurutz and his henchmen are defeated, there is a silver jar and a golden cup (worth 25 gp each) to be found atop the altar. Additionally the jar contains enough holy water to fill 2 vials.
A4. Cleric's room
This room used to belong to the church's cleric. After seeing the guards had been attacked, he ran towards the graveyard to warn the gravedigger, but was intercepted by Gurutz men. His and the gravedigger's lifeless bodies can be found can be found in area A5.2, waiting to be fed to Felthgrand.
The chest is closed, and has resisted the Gurutz's attempts to open it. The key can be found beneath one of the floor tiles, and it tackes a DC 18 Wisdom (Perception) check. A PC with thief's tools can also attempt to pick the lock by making a DC 15 Dexterity (Sleight of Hands) check.
The chest contains 1d3+1 objects from the list below. Roll again for duplicates.
| d6 | Loot |
|---|---|
| 1 | Potion of Greater Healing |
| 2 | Spell Scroll (Guidance) |
| 3 | Potion of Healing |
| 4 | Spell Scroll (Sanctuary) |
| 5 | 40 gp |
| 6 | Driftglobe |
Behind the Church
A5. Graveyard
If the guards from A1 didn't come fetch reinforcements, there are two guards here.
a5.1. Gravedigger's room
With a successful DC 12 Wisdom (Perception) check the players can find a satchel with 8 cp under the bed.
A5.2. Destroyed Parthenon
The bodies belong to the gravedigger and the church cleric. They have no treasure on them, besides their clothes and two wooden crosses. The hole is 50' deep and 10' in diameter. The only way to access the lower levels is by jumping, descending through a rope or some other plan that leads to the bottom. Give them freedom to try anything. The walls are unclimbable due to the mud and rain. Any action resulting in the PCs falling down has them take 5d6 falling damage.
Part 2: Tunnels and the Temple
Tunnels
B1. Entrance to the Tunnels
The whole widens to 30' diameter at the bottom. There's rubble laying all around. Besides, in the tunnels the PCs can encounter Felthgrand, the Ankheg who dug them. He will only answer to Gurutz's commands, and unless he is with the party, there are no Animal Handling or Persuasion that will work, although you might want to allow your player to try and fail. When the players go into the tunnels the Ankheg is at location B3. Determine his starting direction by rolling 1d2, and each time he reaches an intersection roll a dice to determine his path (for example at B2 use 1d4). If the players run into Felthgrand they can attempt to hide from it by rolling a Stealth check against his passive perception of 11. If they run into him from the front, the Ankheg immediately notices them and gives chase. Once they have already ran into him Felthgrand catches their scent, and as such it now always moves towards the players.
B2. The tunnels
Once inside the tunnels, a passive Perception of 15 reveals rumbling from a large creature digging through the tunnels. A DC 15 Wisdom (Perception) check reveals the same thing. The tunnels are about 10' wide and 20' high. There is also rubble throughout the tunnels that the ankheg dragged to the tunnels.
B3. Trap
The trap activates when one of the PCs enters any of the four tiles in the corner. If the PCs are moving slowly a passive perception of 15 locates the trap (or a DC 15 Wisdom (Perception) check investigating the roof) notices instability.
If the players go through the roof collapses over the PCs. Everyone that fails a DC 15 Dexterity Saving Throw, takes 4d10 bludgeoning damage or half as much in a successful save. Those who fail by 5 or more are held in the other side, not managing to go through the corner, getting split from the rest of the party. When this happens the Ankheg hears the rumble and dashes towards B3 by taking the shortest route available to him.
B4. Entrance to the Undeground Temple
Note: In order to enter this area the player must descend a 10' gap that yields no fall damage. In order to climb back up they must succed a DC 10 Strength (Athletics) check or have another character use the help action to propel the upwards.
Those that can speak Giant can clearly read "This door can only be opened by those who bring the flame and reigns over the seas of magma". In case no one knows Giant, those who know Dwarf, Orc, or any other language that shares the dialect can make a DC 15 Intelligence (Investigation) check to read it.
The door is locked via magical means, and the only way to open it is by solving the riddle on the door, saying the name "Surtur" outloud. This makes the orange liquid turn off and the doors open up, sliding until disappearing into the walls.
Alternatively, a successful DC 20 Strength (Athletics) check will open the door. Those who open the door in this way suffer 1d6 fire damage, since the molten hot metal from the door acts as punishment.
B5. Giant Temple
The creatures coming out of the sarcophagi are Goliaths, and have the Earth Watcher stat block (appendix B: creatures). These come out of the sarcophagi marked * in the map. They start the encounter wielding a longsword in one hand, a shield in the other and a sheathed war hammer. Their first move is to attack on PC each with their sword (if possible) and then dropping their sword, which becomes a flying sword (a passive perception of 14 notices this).
The swords keep the Goliath under control, and if one is destroyed the corresponding Goliath will be released and halt it's attack, maybe even help the players as long as he is provided with a one on one fight due to their sense of competition and strong code of honor. While under it's control, the Goliath will always try to remain to an adjacent tile to that of his corresponding sword and use it's reaction as protection whenever possible.
Treasure: After ending the encounter, the stone door on the east wall will open, revealing the portal out of this dungeon back to the hub. If the PCs manage to save all three Goliath they will open the remaining sarcophagi in order for the PCs to take whatever they need. Alternatively the PCs can choose to inspect them.
The sarcophagi contain 1700 cp, 1200 sp, 100 gp, 3 x Onyx (50 gp) and 3 x Star Rose Quartz (50 gp). Additionally gran them one of the following treasures:
| d8 | Loot |
|---|---|
| 1 | Potion of Hill Giant Strength |
| 2 | Bag of Holding |
| 3 | Immovable Rod |
| 4 | Mithral Armor |
| 5 | Elemental Gem, Yellow Diamond |
| 6 | Keoghtom's Ointment |
PART 3
Appendixes
Appendix A: Magic Items
The magic items that are mentioned in this adventure are all detailed here in alphabetical order.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs one pound. If you are within 60 feet of it, you can speak it's command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and it's light winks out.
Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
| Gem | Summoned elemental |
|---|---|
| Blue sapphire | Air elemental |
| Yellow diamond | Earth elemental |
| Red corundum | Fire elemental |
| Emerald | Water elemental |
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even it it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength, moving the fixed rod up yo 10 feet on a success.
Keoghtom's Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameters, contains 1d4 + 1 doses of a mixture that smells faintly of aloe. The jar and it's contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it gains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Potion of Giant Strength
Potion, rarity varies
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a silver or fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.
| Type of Giant | Strength | Rarity |
|---|---|---|
| Hill giant | 21 | Uncommon |
| Frost/stone giant | 23 | Rare |
| Fire giant | 25 | Rare |
| Cloud giant | 27 | Very rare |
| Storm Giant | 29 | Legendary |
Potion of Healing
Potion, rarity varies
You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever it's potency, the potion's red liquid glimmers when agitated.
Potions of Healing
| Potion of... | Rarity | HP Regained |
|---|---|---|
| Healing | Common | 2d4 + 2 |
| Greater healing | Uncommon | 4d4 + 4 |
| Superior healing | Rare | 8d4 + 8 |
| Supreme healing | Very rare | 10d4 + 20 |
Spell Scroll
Scroll, varies
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material Components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.
Spell Scroll
| Spell Level | Rarity | Save DC | Attack Bonus |
|---|---|---|---|
| Cantrip | Common | 13 | +5 |
| 1st | Common | 13 | +5 |
| 2nd | Uncommon | 13 | +5 |
| 3rd | Uncommon | 15 | +7 |
| 4th | Rare | 15 | +7 |
| 5th | Rare | 17 | +9 |
| 6th | Very rare | 17 | +9 |
| 7th | Very rare | 18 | +10 |
| 8th | Very rare | 18 | +10 |
| 9th | Legendary | 19 | +11 |
A Wizard spell on a spell scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Appendix B: Creatures
This appendix details creatures and nonplayer characters that are mentioned in this adventure. The creatures are presented in alphabetical order.
Acolyte
Medium humanoid (any race), any alignment
- Armor Class 10
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
- Skills Medicine +4, Religion +2
- Senses passive Perception 12
- Languages any one language (usually Common)
- Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. It's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage
Ankheg
Large monstrosity, unaligned
- Armor Class 14 (natural armor), 11 while prone
- Hit Points 39 (6d10 + 6)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)
- Senses Darkvision 60 ft., Tremorsense 60 ft., passive Perception 11
- Languages --
- Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Earth Watcher, Goliath Slaves
Medium humanoid (Goliath), Neutral
- Armor Class 18 (chainmil and shield), 16 without shield
- Hit Points 13
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 8 (-1)
- Skills Athletics +5, Acrobatics +4, Perception +3, Intimidation +1
- Senses passive Perception 13
- Languages Common and Giant
- Challenge 1 (200 XP)
Actions
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 8 (1d8 + 3) bludgeoning damage
Reactions
Protection. When a creature the Earth Watcher can see attacks a target other than him that is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll. He must be wielding a shield.
Guard
Medium humaoid (any race), any alignment
- Armor Class 16 (chain shirt, shield)
- Hit Points 11 (2d8 + 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
- Skills Perception +2
- Senses passive Perception 12
- Languages Common
- Challenge 1/8 (25 XP)
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Art Credits
Goliaths - Steve Arglye
Ankheg Queen - Vsevolod Slavutych
Surtur - Alexander Lozano
Magic Items - Cyril Van Der Haegen
Dark Wamd Cultist - /u/demonplay
I've tried crediting every image, although I couldn't find all artists. If you know how I can contact them or any of the author I'll be more than happy to update the document
If you find this adventure useful I'll try to keep modules like this coming