The floor in this portion of the dungeon is considered difficult terrain.
The spiders will stick to the ceiling shooting the PCs with their web shot attacks, only descending if a PC stands under it, or if a PC is restrained by its web shot attack.
Setting the web on fire, either directly, with an area of effect attack will cause any creature standing in the webbed area to take 1d6 points of fire damage. Any creature restrained by the spiders' web shot while in the webbed area will instead take 2d6 points of fire damage and no longer be restrained. Spiders still on the ceiling will take 1d6 points of bludgeoning damage and fall prone.
Any ranged attack, that deals fire damage against the spiders on the ceiling, that misses by 5 or more will also set the web on fire. #### Loot The spiders can be harvested for 1 vial of frostbite venom each. ### B2-5 The Riddle
Past the puzzle sits a portcullis from which the light filters, behind it, is a large chest with what appears to be a metal claw sitting on top.
If the players fail this riddle, there's nothing stopping them from brute-forcing the solution as there are only twenty-four possible combinations. So rather than forcing them to endure their failure, just offer to skip it for them. Afterwhich, a bandit on the surface is slain and turned into an ash walker. ### B2-6 Treasure Room This room, once you get past the allure of treasure is rather unremarkable. Though this is the first room with light the PCs have seen in a while. #### Loot The chest is locked with a DC 15 lock, but is not trapped.Inside of the chest, the PCs will find the following: * 10d20+80 Septims * A random assortment of gems worth 1500 Septims * 4d8 inexplicably fresh produce * 1d3 + 1 potions of healing * 2 greater potions of healing * 2 inexplicably fresh cheese wedges * 1 inexplicably fresh cheese wheel * 1 Honed Ancient Nordic Weapon of Scorching * 8 lockpicks (not thieves' tools, lockpicks) The weapon in the chest is intentionally non-specific, pick a weapon that best suits one of the PCs, there'll be another one later so don't worry about players feeling left out.
There is also the typed claw, which is the key into the main burial chamber. \pagebreakNum ### B2-7 The Hall of Stories This room is a corridor, adorning the walls is a series of alcoves featuring various bas reliefs. Most of the details have since been worn away with time, but one can definitely tell that they depict various tales, those of conflicts and triumphs of those entombed here. #### The Puzzle Door At the end of the corridor is a large stone door. At the center of the door is a disc with an impression of a dragon's foot with a series of holes where the claws would be. Around the central disc are three concentric stone rings, these rings appear to be able to spin if you apply enough effort. Each ring is divided into the equal portions, in the center of which is a circle with a relief of a creature.
The rings depict a **wolf**, an **eagle**, and a **dragon** in that order if spun clockwise. * The outer ring currently displays a dragon. * The middle ring currently displays an eagle. * The inner ring currently displays a wolf. This is not a difficult puzzle, as, in traditional Skyrim fashion, the typed claw has the solution: eagle, wolf, dragon. A detail that is immediately noticed if the players spend any time at all inspecting the typed claw instead of just pocketing it without thought.
This puzzle is intentionally not difficult or, indeed really, a puzzle at all. This is intentional as it blocks off the only path forward.
If, however, you wish to force your players to apply some thought as they needed for the earlier riddle, or they somehow failed to notice the solution on the underside of the claw, you can instead have the solution depicted on the murals as will be discussed below.
If this also somehow results in no answers, then the PCs can always brute force the lock, as there are only 27 possible combinations, though doing so results in the death of another bandit. #### The Murals Noticing the murals is not particularly hard if the players make a note to check them, there is no need for them to roll anything and you can give them the information they need.
If, however, the players do not directly mention the murals in the search, it is a DC 15 Perception check to notice that there may be something of use in the murals or a DC 10 Investigation check to see that there is a solution hidden in the murals. * the first one shows a breeze. * the second one shows a full moon in a night sky. * and the third has a scaled figure wreathed in flame. \columnbreak ### B2-8 The Main Burial Chamber
Then the lid of the sarcophagus at the back bursts into the air and the dragon priest flies out. It is now a combat encounter. #### The Encounter In this chamber is 10 **draugr wights** and 1 **draugr lich**. Roll initiative for all of them. When it reaches an inactive draugr's initiative, unless there are fewer than 4 (or more if your party has more than 4 members) wights active, ignore it's turn otherwise activate it.
The wights on the elevated sections prefer using ranged attacks while the rest run straight for the PCs. The dragon priest flies around, attempting to avoid getting attacked by the PCs.
If the lich cannot find any PCs it uses *Aura Whisper* (Laas Yah Nir) to find them. Otherwise, it uses *Battle Fury* (Mid Vur Shaan) to boost the attack rate of the wights before it attempts to pick off the players from a distance. The dragon priest has a variety of tools so feel free to use them as you please. As a fun bonus fact, the dragon priest can true strike on itself right before it's turn using legendary actions if it wants to be particularly annoying. #### Loot Once again, the wights only provide their equipment. The dragon priest yields 4500 Septims, a random assortment of gems worth 10d20 x 10 Septims and an arcane focus.
Additionally, in the chamber, there is a chest between the two sarcophagi on the top level. This chest contains: * (5d20+100)*10 Septims * 3d4 potions of healing * an assortment of gems worth 6000 Septims * 3 greater potions of healing * 2 potions of fire resistance * 12d6 inexplicably fresh produce * 1 Honed ancient nordic weapon of freezing * 18 lockpicks * If there is a spellcaster in the party, the chest also contains a scroll of freezing ray which is scorching ray but deals cold damage. \pagebreakNum #### The Word Wall Behind the dragon priest's sarcophagus is a curved wall. This is a word wall that possesses the words for the *Dragonrend* Shout which will be necessary in the final encounter on the surface.In Dovahzul the wall reads:
If a PC in the party can read Dov the wall reads:
When the PCs open the door, they encounter a mass of crates blocking the doorway on the other side. This is in case the zombies managed to figure their way past one box and through a door.
Despite the crates, this room is empty. ### B1-2 Smithy This appears to be an empty forge. Well empty of people, the kiln is still warm and there appears to be a weapon halfway through being made or maintained or whatever.
There are several weapon and armor racks. #### Loot There are about 10 longswords, longbows and various medium armors. ### B1-3 Training Room This room pretty much contains four training dummies with 1d8-1 arrows in each. The crate contains 4 longbows, 2 shortswords and a rapier. ### B1-4 Empty Room This just appears to be a wide passageway. \pagebreakNum ### B1-5 Broken Floor
Right outside of G-5 is a table around which 2 bandits are playing cards. They seem completely disinterested in the fact that there's a dragon outside killing their allies. The two bandits will completely ignore the PCs unless they bother them, at which point they will attack the PCs. #### Loot The bandits once again have leather armor, longswords and longbows. The table, however, has 500 Septims in a betting pool between the bandits and a set of playing cards. ### G-4 Storeroom This room is filled with broken and empty boxes. A general inspection determines that this largely contained supplies.
A DC 10 Investigation check turns up a 50-ft. rope, a burnt book, an empty vial and a hunk of stale bread.
A DC 15 Investigation check will net the above and 450 Septims in assorted coinage. ### G-5 Corridor This room is largely bare, connecting to three rooms: G-6, the Chief's Quarters; G-7, the Barracks; and G-8, the Kitchen. \columnbreak ### G-6 The Chief's Quarters
What makes the bandit chief encounter fun is that it's a chance to use the PCs own gear against them, assuming that the party had interesting magic equipment before they were captured the bandit chief has that in addition to his usual stat block in the monster manual. #### Loot The bandit chief has studded leather, a scimitar, a dagger, 2 potions of healing, and 1000 Septims, over and above whatever equipment of the PCs he's using.
The chest has any remaining equipment of the PCs not on the chief's person and the desk has an assortment of notes.
This is a good excuse to stick plot notes in here, but otherwise, there's nothing in particular that I can stick here. ### G-7 The Barracks This is where the rest of the bandits sleep. The room is empty short of the four beds and the single bandit hiding under the bed. #### Loot This room has a few things that the PCs could find.
First, there's whatever the bandit's carrying if the PCs feel like slaughtering him.
And Second, with a DC 13 Investigation check, the PCs can find 2d6*10 Septims and a The Lusty Argonian Maid Vol 2. ### G-8 The Kitchen This is where the last of the surviving bandits are holed up. #### The Encounter There are at most six **bandits** in this room cowering in fear. Meanwhile, outside **Niiduraan**, **Krathurrok**, and at least two **ashwalkers** are waiting.
The number of bandits and ashwalkers are uncertain intentionally. After the collapse, there were 11 bandits still on the surface. The leader, the two playing poker, the six currently cowering in the kitchen, and two that were incinerated by dragonfire and raised as ashwalkers.
The two were incinerated shortly after the dragon announced its decree. They went out to challenge this interloper and paid the price. The remaining six then realised their mistaken courage and have been cowering in the kitchen ever since.
However, over time they are goaded out one by one and slaughtered. If the players take a short rest, two bandits are turned into ashwalkers, and then if the PCs brute force a puzzle, another bandit is turned into an ashwalker for each. \pagebreakNum When the PCs enter the kitchen, decked out with their fancy equipment, the bandits immediately differ to their leadership. For each surviving bandit, remove an ashwalker and that bandit from the fight as they deal with it. Any remaining ashwalkers or bandits will act in the fight against the dragon.
When the PCs exit the kitchen and move to the tower, Niiduraan will taunt them before leaping off the tower stabbing the Bloodskal Blade into the ground, creating red fissures of energy. This doesn't do anything, but it does look cool.
Niiduraan is a melee fighter, he shouts whenever possible. He opens with his frightful presence and rushes towards the closest PC. If he can't reach one with his movement he makes an energy beam attack if one is within 15 feet or he takes the dodge action.
Krahthurrok prefers to swoop in and out of combat, using his breath weapon as frequently as possible. If he is forced into melee he will attempt to use *Whirlwind Sprint (Wuld Nah Kest)* to escape. If Niiduraan is slain, Krahthurrok flees.
When Niidurran dies, his body collapses into a pile (puddle?) of lava. #### Loot The kitchen has a variety of pots, pans and food. However, unlike the food underground, this food has no miraculous healing properties.
On Niiduraan's remains is a set of plate armor, and the Bloodskal Blade.The Bloodskal blade is a weapon directly lifted from Skyrim: Dragonborn. It's really cool, so I added it.
The item description mentions that it is any sword, in this case, it is a greatsword, but you could change it if you wanted. ### The Tower The tower is largely bare and disinteresting, however, if the PCs head to **T-B1** there is some loot down there. #### Loot In the crates are 2 greater potions of healing, some lockpicks and a scroll of mass cure wounds. \columnbreak ## Concluding the Adventure Once the PCs have slain driven off or (somehow slain) Krahthurrok, they are free to explore the frozen countryside.
You could work this in a greater campaign if you wish, though it might be hard since Shouts aren't really balanced for 5th Edition or perhaps 5th Edition isn't balanced for them. Though if you're brave enough you could fit it in somehow. \pagebreakNum # Bestiary ___ > ## Ashwalker >*Medium elemental, neutral evil* > ___ > - **Armor Class** 8 (soot) > - **Hit Points** 22 (3d8+9) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Damage Vulnerabilities** cold, thunder; bludgeoning from weapons that are magical or silvered > - **Damage Resistances** slashing and piericing from non silvered weapons > - **Damage Immunities** fire and poison > - **Condition Immunities** poisoned > - **Senses** Senses darkvision 60 ft., passive Perception 8 > - **Languages** Tamrielic, Dovahzul but cannot speak > - **Challenge** 1/4 (50 XP) > ___ >Undead Fortitude. If damage reduces the ashwalker to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is cold, thunder, or is from a critical hit. On a success, the zombie drops to 1 hit point instead. > ### Actions > ***Slam.*** *Melee Weapon Attack:* +3, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. ___ > ## Draugr >*Medium undead, neutral evil* > ___ > - **Armor Class** 12 (rotten leather) > - **Hit Points** 11 (2d8+2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|12 (+1)|3 (-4)|11 (+0)|5 (-3)| >___ > - **Damage Resistances** cold > - **Damage Immunities** poison > - **Condition Immunities** exhaused, poisoned > - **Senses** Perception 10 > - **Languages** (Cannot speak coherently) Ancient Nordic, Dovahzul > - **Challenge** 1/8 (25 XP) > ___ > Undead Fortitude. If damage reduces the draugr to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugr drops to 1 hit point instead. > ### Actions > ***Ancient Nordic Longsword.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target *Hit:* 5 (1d10) slashing damage. > > ***Ancient Nordic Longbow.*** *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. \pagebreakNum ___ > ## Draugr Wight >*Medium undead, neutral evil* > ___ > - **Armor Class** 14 (decaying scaled armor) > - **Hit Points** 45 (6d8+18) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|16 (+3)|10 (+0)|13 (+1)|15 (+2)| >___ > - **Skills** Perception +3, Stealth +4 > - **Damage Resistances** cold, necrotic; > - **Damage Immunities** poison > - **Condition Immunities** exhaused, poisoned > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** Ancient Nordic, Dovahzul > - **Challenge** 1/8 (25 XP) > ___ > Undead Fortitude. If damage reduces the draugr to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugr drops to 1 hit point instead. > ### Actions > ***Multiattack.*** The draugr makes two attacks with its, longsword, longbow, or ice spike cantrip. It can use its shout in place one of any one attack. > > ***Ancient Nordic Longsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target *Hit:* 7 (1d10+2) slashing damage. > > ***Ancient Nordic Longbow.*** *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. > > ***Ice Spike.*** *Ranged Weapon Attack:* +4 to hit, range 60 ft., one target. *Hit:* 4 (1d8) cold damage. > > ***Shout: Fus Ro (Recharge 3-6).*** The first creature or object in a 15 foot line in front of the wight must make a DC 12 Strength saving throw or be thrown back 30 feet away from the wight or until they collide with something and are then knocked prone.If the target collides with something they take 2d6 points of damage from the collision. If the the target collides with a creature, that creature must make a strength saving throw or take the same damage as the target creature and also be knocked prone. ___ > ## Frostbite Spider >*Large beast, unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 26 (4d10+4) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ > - **Skills** Stealth 7 > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. > > ***Web Walker.*** The spider ignores movement restrictions caused by webbing. > > ### Actions > >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target *Hit:* 7 (1d8 + 3) piercing damage and . and target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. A creature who fails their save cannot benefit from any ability that increases their number of attacks. > >***Web Shot.*** *Ranged Weapon Attack:* + 5 to hit, range 30 ft., one target. *Hit:* 2 (1d4) poison damage, and the target's speed is reduced by 10 until the start of the spider's next turn. This effect stacks. If this would reduce the target's speed to 0, the target is restrained. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \pagebreakNum ___ ___ > ## Dragon Priest, Draugr Lich >*Medium undead, neutral evil* > ___ > - **Armor Class** 16 (ancient dragonscale robes) > - **Hit Points** 65 (10d8+20) > - **Speed** 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|14 (+2)|20 (+5)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Con +5, Int +8, Wis +5 > - **Skills** +8, History +8, Insight +5, Perception +5 > - **Damage Resistances** cold, lightning, necrotic > - **Damage Immunities** poison > - **Condition Immunities** charmed, paralyzed, poisoned, prone > - **Senses** truesight 120 ft., passive Perception 15 > - **Languages** Ancient Nordic, Dovahzul > - **Challenge** 8 (3900 XP) > ___ >***Legendary Resistance (1/day).*** If the dragon priest fails a saving throw, it can choose to succeed instead. > >***Spellcasting.*** The dragon priest is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The dragon priest has the following wizard spells prepared:**Cantrips (at will)**: blade ward, chill touch, true strike, toll the dead**1st level (4 slots)**: color spray, fog cloud**2nd level (3 slots)**: shatter, enlarge/reduce**3rd level (2 slots)**: flash freeze (fireball with cold damage and Con save) > >***Turn Resistance.*** The dragon priest has advantage on saving throws against any effect that turns undead. > > \columnbreak > > ### Actions > ***Paralyzing Touch.*** *Melee Weapon Attack:* +8, reach 5 ft., one target. *Hit* 7 (2d6) cold damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success > > ***Shout: Fo Krah Diin (Recharge 6).*** The dragon priest exhales a 40-foot line of frost, all creatures within that area must make a Constitution saving throw or take 5d6 points of cold damage.If the target collides with something they take 3d6 points of damage from the collision. If the target collides with a creature, that creature must make a Strength saving throw or take the same damage as the target creature and also be knocked prone. > > ***Shout: Laas Yah Nir (Recharge 6).*** The lich knows the location of all creatures within 300 feet of it for 5 rounds. This Shout is only audible up to 60 feet. > >***Shout: Mid Vur Shaan (Recharge 6).*** 3 creatures within 30 feet of the dragon priest, that can hear it, for 4 rounds when they make the Attack action, they may make one additional attack. > > ### Legendary Actions >The dragon priest can take 2 legendary actions, choosing from the options below. One legendary option can be used at a time and only at the end of another creature's turn. The dragon priest regains spent legendary actions at the start of its turn. > > ***Cantrip.*** The dragon priest casts a cantrip. > > ***Shout.*** The dragon priest Shouts. > > ***Recharge.*** The dragon priest attempts to recharge its ability to Shout. \pagebreakNum ___ ___ > ## Krahthurrok, The Callous Overlord >*Huge dragon, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 105 (10d10+50) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|10 (+0)|21 (+5)|14 (+2)|11 (+0)|19 (+4)| >___ > - **Saving Throws** Dex +3, Con +8, Wis +3, Cha +7 > - **Skills** Perception +7, Stealth +3 > - **Damage Vulnerabilities** cold > - **Damage Immunities** fire > - **Condition Immunities** condition_Immunities > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 > - **Languages** All > - **Challenge** 8 and Xp > ___ >***Dragonblood.*** Krahthurrok has no cooldown for his shouts. > >***Legendary Resistance (1/day).*** If Krahthurrok fails a saving throw, he can choose to succeed instead. > > ### Actions > ***Multiattack.*** The dragon makes three attack: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +8. reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage plus 3 (1d6) fire damage. > > ***Claw.*** *Melee Weapon Attack:* +8. reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage. > >***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 25-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (10d6) fire damage on a failed save, or half as much damage on a successful one. > > \columnbreak > >***Magma Breath (Recharge 5-6).*** The dragon exhales fire in a 30 by 10-foot line. Each creature in that area must make a DC 16 Dexterity saving throw, taking 16 (5d6) fire damage and be restrained by the magma on a failed save, or half as much damage on a successful one.If a creature has failed its initial saving throw, it can use an action to make a DC 16 Strength saving throw to escape.Creatures that start its turn trapped by magma take 3 (1d6) fire damage. > >***Shout: Mid Vur Shaan.*** 3 creatures within 30 feet of Krahthurrok, that can hear it, for 4 rounds when they make the Attack action, they may make one additional attack. > >***Shout: Strun Bah Rolz (1/day).*** Sets up a lair action. At initiative 10 a random creature within a 150-foot radius gets hit by a meteor. That creature must make a DC 15 Dexterity saving throw or take 16 (3d10) points of bludgeoning damage. > >***Shout: Wuld Nah Kest.*** The dragon rushes forward 90 feet. This movement does not provoke attacks of opportunity. > > ### Reactions > >***Shout: Slen Tiid Vo.*** Creatures slain by the dragon's fire breath return as ashwalkers. > ### Legendary Actions >Krahthurrok can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. > >***Detect.*** The Krahthurrok makes a Wisdom (Perception) check. > >***Tail Attack.*** The Krahthurrok makes a tail Attack. > >***Shout.*** Krahthurrok Shouts. \pagebreakNum ___ ___ > ## Niiduraan, The All-Consuming One >*Medium humanoid (Nord), chaotic neutral* > ___ > - **Armor Class** 18 (Steel Plate) > - **Hit Points** 69 (8d10 + 24) > - **Speed** 30 ft. fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|16 (+3)|12 (+1)|14 (+2)|17 (+3)| >___ > - **Saving Throws** Wis +5, Cha +6 > - **Skills** Athletics +7, Insight +5, Intimidation +7, Religion +4 > - **Damage Vulnerabilities** cold > - **Damage Resistances** fire > - **Condition Immunities** poisoned > - **Senses** Perception 12 > - **Languages** Tamrielic, Dovahzul, Daedric, Nordic, Ancient Nordic > - **Challenge** 5 and Xp > ___ > ***Dragonborne.*** Somewhat Dovahzul in nature, Niiduraan can be affected by the Dragonrend Shout but makes his checks against it with advantage. > >***Great Weapon Fighter.*** When Niiduraan rolls of a 1 or 2 on a damage die for the Bloodskall Blade, he rerolls the die and must use the new roll, even if the new roll is a 1 or a 2. > > \columnbreak > > ### Actions > ***Multiattack.*** Niiduraan makes two attacks with the Bloodskal Blade or one attack with the Bloodskal Blade and a shout. > > ***Bloodskal Blade.*** *Melee Weapon Attack:* +7, reach 5 ft., one target. *Hit:* 12 (2d6+4) + 4 (1d6) force damage. > > ***Energy Beam.*** An arc of red energy traced out by the blade flies out until it fades. All creatures in a 30-foot cone must make a DC 15 Dexterity saving throw or take 12 (3d6) force damage. > >***Inflict Wounds (5/day).*** *Melee Spell Attack:* +6, reach 5 ft, one target. *Hit:* 16 (3d10) necrotic damage. > >***Shout: Faas Ru Maar (Recharge 5-6).*** A creature within 30 feet must succeed a DC 15 Wisdom saving throw or become frightened of Niiduraan for 1 minute and must take the Dash action and move away from him by the safest available route on each of its turns unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. > >***Shout: Yol Toor Shul (Recharge 5-6).*** Niiduraan exhales a 20-foot cone of fire, all creatures within that area must make a DC 15 Dexterity saving throw or take 17 (5d6) fire damage. > >***Shout: Wen (Recharge 3-6).*** A creature within 30 feet of Niiduraan must make a DC 15 Strength saving throw or be thrown 20 feet upwards. > > ### Legendary Actions >Niiduraan can take 1 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. > >***Recharge.*** Niiduraan attempts to recharge its ability to Shout. > >***Shout.*** Krahthurrok Shouts. \pagebreakNum # Equipment ### Bloodskal Blade ##### Weapon (any sword), artifact (requires attunement) *Image by VulpsVulps from [NewGrounds](https://www.newgrounds.com/art/view/vulpsvulps/bloodskal-blade)*
***Magic Weapon.*** When you hit with this magic sword, the target takes an additional 1d6 points of force damage.
***Energy Beam.*** As an action, you can swing the Bloodskal Blade in a straight line, shooting out a line of pure energy.
All creatures in a 15-foot cone in front of you must make a Dexterity saving throw with a DC of 8 + your Charisma modifier + your Proficiency bonus or take 3d6 points of force damage as the line of force buffets through them.
***Random Properties.*** The sword has the following randomly determined properties: * 1 minor beneficial property * 1 major beneficial property * 1 minor detrimental property ***Destroying the Sword.*** The only way to destroy the sword is to repent it of its creator's sins. For one year and a day, the blade must be washed in a bath of holy water whilst performing prayers of forgiveness to a goodly god. \columnbreak ### Vial of Frostbite Venom ##### Adventuring Gear You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or Ammunition must make a DC 11 Constitution saving throw or be unable to benefit from any ability that increases their number of attacks. Once applied, the poison retains potency for 1 minute before drying. ### Honed Ancient Nordic Weapon of Freezing/Scorching ##### Weapon (any), rare You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with an attack using this magic weapon, the target takes an extra 1d6 cold/fire damage. ### Inexplicably Fresh Cheese Wedge ##### Adventuring Geaar This wedge of cheese appears to fit perfectly into the cheese wheels found down in this tomb, but otherwise appears completely unaffected by the centuries they've spent down in a dank tomb.
As an action, you may eat any number of inexplicably fresh food. This cheese wedge heals 1 point of damage.
Combining a cheese wedge with a cheese wheel produces 1 potion of fire resistance. ### Inexplicably Fresh Cheese Wheel ##### Adventuring Geaar This wheel of cheese appears to be missing a wedge but otherwise appears completely unaffected by the centuries they've spent down in a dank tomb.
As an action, you may eat any number of inexplicably fresh food. This cheese wheel heals 1d4 points of damage.
Combining a cheese wedge with a cheese wheel produces 1 potion of fire resistance. ### Inexplicably Fresh Produce ##### Adventuring Geaar This apple, cabbage, carrot, gourd, leek, potato, or tomato otherwise appears as though it was picked yesterday despite the ravages time it has doubtlessly endured.
As an action, you may eat any number of inexplicably fresh food. Inexplicably fresh produce restores a single hit point. \pagebreakNum # Maps ## The Fort New: 45x33 ## The Basement: 37x28 ## The Fort Ruined: 45x33 \columnbreak ## The Ruins: 27x52 \pagebreak