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Intense 5e Encounters: The Tomb of Countess Beitelstein

Encounter Summary

This is a d&d 5e encounter for 4+ 3rd level adventurers. The party must fight their way through demons and undead to stop the evil warlock Donatello DeCosmo and rescue the abducted villagers.

Difficulty: Deadly (TPK your overconfident friends.)

Exp Budget: 3,550

Tags: deadly, environmental threat, familiar, fiend, high fantasy, imp, low-light, ranged combat, spined devil, tomb, traps, vampire, verticality, warlock, wild magic.

UPDATE 1: The PDF has been released, and can be downloaded below.

UPDATE 2: A couple of typos and a single broken link slipped through the PDF editing process. An updated version of the PDF is on the way!

UPDATE 3: Version 2.3 fixed two typos, fixed 1 broken item link, added instructions for wild magic surge table, revised design of wild magic surge table, added a final outro page featuring 3 new external web links. 

The Tomb Of Countess Beitelstein PDF

Adventure Hook

Citizens have been disappearing from villages in the region at an increasing rate over the last few months. This week alone 4 more individuals have gone missing.

One of the local hunters was tracking deer near the Tomb of Countess Beitelstein and heard voices crying out for help from inside. He ran to the nearest village for help, and the militia assembled a search party of five. 

No one has returned.

The people of the region are seeking the aid of heroes, and they have put together a modest reward.

Each of the heroes has been given 1x common healing potion (2d4 +2).

Encounter Location

Encounter Map

This encounter was designed for the map Deepest Dungeon by James Nathaniel.

Sure you could toil away creating your own chicken scratch version of this map, but don’t do that. Your players hate your maps, but they’re just to polite to tell you. Save time and get better maps and  by supporting James. 

If you choose to draw your own version of the map, you’ll have to work out your own height mapping. James provides a detailed heightmap to his supporters. 

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Deepest Dungeon by James Nathaniel.
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Deepest Dungeon by James Nathaniel.

Characters

Belpha

An imp from the realm of Thanatos who serves Orcus. Belpha is Donatello’s familiar, and is using him to serve the will of Orcus. 

Belpha lead the warlock here to the Tomb of Countess Beitelstein hoping that Donatello will break the seal on her prison and release her back into the world. She is a powerful champion for Orcus in this plane, and he would be pleased to see her free.  Belpha’s power here is linked to her appointed master. Belpha will become the familiar of whoever kills her master. She hopes that Countess Beitelstein will kill Donatello once freed. 

If the players kill Donatello before killing Belpha then she will become the familiar of whichever character was responsible for the killing blow. If a pet or summoned creature kills Donatello then it’s owner becomes Belpha’s new master. Belpha is an unhelpful familiar, and she will always try to steer her master toward death by more powerful entities. She might help in fights, but only because she enjoys inflicting pain on others, or to deceive the party.

Personality: Liar, Coward, Sadistic

View Belpha’s stat block

Countess Beitelstein

This evil vampire has been sealed away for countless years waiting to exact revenge on the descendants of all those involved in the Order of Liberation. 

She is incredibly powerful, and if the party frees her they will be no match for her. She will toy with them and quickly determine they are not descendants of the order. She will transform into a bat and retreat into the darkened depths below until night falls. When night falls she will return to the ruins of her former manor and begin her campaign to regain control of the region and seek revenge on her captors descendants. Defeating her could be a great main plot line if the party is interested.

Personality: Sadistic, Wrathful, Arrogant

View Countess Beitelstein’s stat block

Donatello DeCosmo

This halfling warlock has made a pact with Orcus. His patron gifted him his familiar Belpha, along with the power to call on the dead for protection. He’s come to the Tomb of Countess Beitelstein under the direction of Belpha. Belpha has convinced Donatello that the imprisoned vampire will bestow great power upon him as a reward for freeing her. 

Donatello spent months scouring the library on the lower level for a solution to the magical seal. He found a ritual that should unseal the sarcophagus, but he will need more gold than he’d ever encounter in his life. Belpha has convinced him that living creatures can be used in place of precious metals for such a ritual. He and Belpha have been kidnapping villagers from the nearby villages to use as sacrifices to power the ritual of unbinding.

He has attempted and failed to break the seal twice now, and has determined that a large group of sacrifices will be needed. 

Belpha has convinced him to start gathering prisoners more aggressively so that they can complete the ritual before anyone comes snooping around looking for the missing villagers. 

Personality: Ambitious, Impatient, Cynical

View Donatello DeCosmo’s stat block

Raksha

A spined devil summoned by Donatello DeCosmo and bound to the Tomb of Beitelstein. Raksha keeps watch over the tomb from atop the 100ft high dilapidated catwalk. Raksha resents Donatello for summoning them here. 

Personality: Lazy, Stubborn, Callous

View Rakshas stat block

Encounter Setup

Review the hazardsencounters, instructions for running the encounter, the enemies, and then the treasure

Don’t forget to read the Backstory tab of the Encounter Location section for details about why the hazards and enemies exist. It will help you answer the players questions.

You’ll need to prepare the following to fit your campaign: non-magical loot, area descriptions, prisoner NPC names/descriptions.

 

Hazards

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Main Floor Hazards
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Lower Floor Hazards

A – Collapsing Tower

Trigger: The first time one of the characters does something destructive like throwing a fireball, smashing down a door, etc. DM discretion.

Effect: The 100ft tower falls to the east, at the end of the triggering players next turn rubble from the collapsing tower will cover the indicated area and creating a 10 foot tall wall of rubble. Anyone caught under the rubble when it lands must make a DC13 DEX save or take 5d6 bludgeoning damage.

B – Collapsing Bridges

Trigger: A creature that is medium or larger steps onto one of the indicated tiles. 

OR

The first time one of the characters does something destructive like throwing a fireball, casting shatter, smashing down a door, etc. DM discretion.

Effect: Anyone standing atop the indicated areas must make a DC 10 DEX save or fall prone. At the end of the triggering players next turn the indicated bridge tiles will collapse falling 60ft, along with anyone on top of them. 

C – Tilting Pillar

Trigger: A creature that is medium or larger jumps onto the indicated tile.

Effect: Anyone standing atop the indicated areas must make a DC 10 DEX save or fall prone. At the end of the triggering players next turn the indicated bridge tiles will fall to the north falling 60ft, along with anyone on top of them. DC 12 athletics check to leap to the walkway to the north as the pillar tilts past it.

D – Pressure Plate Arrow Traps

Trigger: A medium or larger creature steps on the nearest pressure plate. 

Effect: A dusty old arrow flies out of the wall at you and splinters to pieces on contact. 1d4 piercing damage DC 15 DEX to avoid

The Power Vent

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The place of power deep below is being vented to the surface. Spells cast within the area shown above are empowered, extended, and heightened. When casting a spell within the area the player must roll on the following wild magic surge table to determine the additional event.

The first time a spellcaster enters the area shown in blue, have them roll to recover spell slots. Roll a die for each level spell slot the caster has access to.

Example: a 3rd level Wizard has 4 1st level spell slots and 2 second level spell slots.  They will roll 1d4 to determine how many 1st level spell slots they recover, and they will flip a coin to determine how many second level spell slots they recover. They cannot recover more than their maximum spell slots.

Empowered Spell
When you roll damage for a spell, you can reroll a number of the damage dice up to your spellcasting modifier (minimum of one). You must use the new rolls.

Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.

Wild Magic Surge 1d6

        1. If there is a corpse within 10 feet, it animates for a moment to stare at you
        2. You regain your lowest-level expended spell slot
        3. If your spell deals damage, it deals the maximum possible amount
        4. A non-magical item you are carrying is transmuted into pure copper
        5. The world around you slows to a crawl. You can dash as a bonus action until the end of your turn.
        6. An unexpected flash of magic energy dazes you. Your spell fizzles and you are stunned until the start of your next turn. 

Main Floor Encounter

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Main Floor Encounter

First Encounter

Belpha call’s out to Orcus for aid, “Lord Orcus, the warlock DeCosmo is in danger!”.

The room grows cold and the following enemies rise in the indicated tiles:

Screeching echoes from above as Raksha (stats) swoops down to throw spines at the party. Belpha (stats) flees toward Donatello (stats) calling out to warn him. 

Lower Level Encounters

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Main Floor Encounter
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Red Encounter

When a player character steps into the trigger area demonic laughter fills the room and then 4x Risen Knight’s rise from the indicated tiles and attempt to slow the party down.

Donatello DeCosmo must be alive to trigger this event.

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Green Encounter

When a player character steps into the trigger area the voice of Orcus taunts the party and then 4x Risen Knight’s rise from the indicated tiles and attempt to slow the party down.

Donatello DeCosmo must be alive to trigger this event.

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Blue Encounter

When a player character steps into the trigger area Orcus promises to make the party pay, and then 3x Risen Knight’s rise from the indicated tiles and attempt to slow the party down.

Donatello DeCosmo must be alive to trigger this event.

Running the Encounter

Arrival

When the party arrives at the ruins they will find Belpha laying upon the sarcophagus talking to Countess Beitelstein. She is whispering about how great it will be when the countess is free and they can finally be together.

What if…

…The party sneaks in under Raksha’s nose and discretely kills Belpha…

No problem! Belpha has nine lives, so this is only a minor setback. On the next round Belpha will rise from the dead and initiate the First Encounter.

….The party saunters in like they own the place…

Raksha will warn Belpha who will then will initiate the First Encounter.

Playing Belpha’s turns

Belpha (stats) spends her turn chasing down and protecting Donatello using her take one for the team action. She will talk to him each turn, begging him not to waste the prisoners.

It’s alright if she dies, she has nine lives

When Belpha get’s down to a single remaining life she will flee and hide. 

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Remember: Imps are tiny creatures.

Playing Raksha’s turns

Raksha (stats) is lazy and unenthusiastic. They will fly above the fray until they run out of spines and then they will return to their perch. If Hazard A: The collapsing tower has been triggered, then Raksha will seek out Donatello.

Playing Donatello’s turns

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Donatello DeCosmo's action map

The following set of turns is what you will use if the party is highly tactical and aggressive.

If the players are struggling with the first encounter then it’s helpful to break each of the following turns into two separate turns. The goal is not to overwhelm them at the entrance, but to maintain pressure on them as they move through the map.

Alternative Method: As the first player character reaches the lower level have Donatello on the  east side of the map with them running north toward the door. That way you can string them along through each encounter trigger, and give them time to hate Donatello and Belpha.

Turn 1

Donatello (stats) dashes west into the library.

Frustrated shouting is optional.

Turn 2

Donatello (stats) dashes through the library toward the kennel.

Turn 3

Donatello (stats) dashes into the kennel and releases the Malnourished Hellhound into the combat.

Turn 4

Donatello (stats) dashes through the door to the south. He either taunts the party or argues with Belpha. 

Turn 5

Donatello (stats) dashes south toward the small group of prisoners. He argues with Belpha about sacrificing them to summon more demons.

Turn 6

Donatello (stats) dashes into the room and sets a previously prepared ritual into motion. The prisoners explode in a pink mist and when visibility clears two Spineless Devils stand inside the cage where the prisoners had been standing.

Turn 7

Donatello (stats) unlocks and opens the cage, releasing the two Spineless Devils into combat. 

Donatello moves into the room to the east and takes cover behind the crumbling wall.

 

Turn 8+

Donatello (stats) uses his eldritch blast each turn and engages in arguments or taunting.

 

Skill Opportunities 

Strength

Athletics

There are many opportunities for characters to climb and jump

Dexterity

Acrobatics

The crumbling bridges are a perfect opportunity to use acrobatics.

Stealth

The party can use stealth to scout the area, discover traps and hazards, and gain favorable positioning before the combat begins. They can even assassinate Belpha without causing issues for the encounter because of her Nine Lives

Intelligence

Arcana

The players can use arcana to discover details about the seal on the sarcophagus, and the magic vent. A high roll may reveal a readily achievable way to release the seal, along with some misinformation about the benefits of doing so. 

History

The players can use history to discover details about area, the types of traps that might be here, the fact that the structure may fall apart, and other details about Countess Beitelstein and the Order of Liberation that imprisoned her. A high roll will reveal a readily achievable way of breaking the seal on the sarcophagus, and a dire warning against doing so. 

Investigation

Investigation will reveal the Broken Sun Sword in the office, and the 3x Arrow of Vampire Slaying located in the storage area.

A high investigation roll in the library may reveal information on the seal, and the magic vent. A high roll will reveal a hidden note outlining readily achievable procedure for breaking the seal.

A high investigation roll in the kennels may reveal the hidden wall safe containing 1x Azurite (10gp), 1x Malachite (10gp), and 1x Blue quartz (10gp).

Nature

Nature will reveal that it’s far colder in the tomb than it naturally should be. A high roll will reveal that there’s a draft in the back of the kennel revealing the hidden safe containing 1x Azurite (10gp), 1x Malachite (10gp), and 1x Blue quartz (10gp).

Religion

Religion will be useful for getting information about the Order of Liberation, the seal on the sarcophagus, how to break the seal, and the dangers of freeing Countess Beitelstein.

Wisdom

Insight

Insight will be useful as Belpha and Donatello are both liars

Medicine

If one of the players has a high medicine skill you might as well give them the opportunity to use it by making one of the prisoners too ill or injured to get back to town without treatment. 

Perception

Since 90% of skill checks are perception, I don’t think you need any help here. 

Survival

Survival will come in handy if someone survives a fall into the depths and attempts to make it back to the surface alive. 

Charisma

Deception

The party could use deception to trick Donatello into standing down. Belpha could be tricked into helping the party if they promised something she wants.

Intimidation

The party could intimidate Donatello into standing down. 

Performance

A guardians of the galaxy style distraction? It’s tough to find a place for performance in a tomb unless the party is there to film a music video.

Persuasion

The party could persuade Donatello to stand down. The party could persuade Belpha to betray Donatello. It would be easy for the party to persuade Raksha to stop fighting.

What if…

…The players free Countess Beitelstein?

See the character information for Countess Beitelstein.

…The players leave without rescuing the abducted villagers? 

Oh-oh… In one hour Donatello will move forward with his ritual to free Countess Beitelstein.

…The players reach Donatello before triggering each encounter?

Based on how beat up the party is, an appropriate number of risen knights rise from the ground to defend Donatello.

…I want to add more monsters to spice up the encounter?
          1. A hungry Grick is hiding in the rocks!
          2. A Rust Monster scuttles out from the darkness corridor!
          3. More undead, like zombies or shadows.
          4. Wildlife like a sturge, or a swarm of bats.
          5. Creepy creatures like scorpions, snakes, giant spiders.

Enemy Cards

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Belpha

Imp, Tiny fiend (devil, shapechanger), lawful evil

  • Armor Class: 13 (Natural Armor)
  • Hit Points: 1 (9 lives)
  • Speed: 20 ft., fly 40 ft.
  • Key Attributes: Dex +3
  • Skills: Deception +4, Persuasion +4
  • Senses: Darkvision 120 Ft., passive Perception 11
  • Magic Resistance: Belpha has advantage on saving throws against spells and other magical effects.
  • Scratch: Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: (1d4 +1)  slashing damage
  • Sting (1/Day) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  • Invisibility: The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
  • Play Dead: Belpha falls to the floor and plays dead. She rolls a deception check to set the DC for others attempting to see through the ruse.
  • Nine Lives: Orcus has filled Belpha with false life. She may be frail, but when she dies if she has any lives remaining she will rise from the dead at the beginning of her next turn. When she rises from the dead she can stand up from prone for free, but she can also play dead.
  • Take one for the team (Reaction): If Donatello takes a ranged attack while within 20ft of Belpha she can use a reaction to dive in front of the attack. If the party is struggling, do not use this reaction every time it’s possible. 
  •  
  • Tactics: Read Playing Belpha for important details.
  •  
  • Belpha is a coward. She will not voluntarily get close enough to sting.
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Countess Beitelstein

Vampire, Medium undead (humanoid), lawful evil

      • Armor Class: 16 (Natural Armor)
      • Hit Points: 144
      • Speed: 30 ft.
      • Key Attributes: +4 ALL
      • Shapechanger: If Countess Beitelstein isn’t in sun light or running water, she can use her action to polymorph into a Tiny bat. While in bat form she can’t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics other than speed are unchanged.
        Dramatic Escape: When Countess Beitelstein drops to 0 hit points she explodes into a swarm of bats that retreat to the crypt beneath the ruins of the Beitelstein manor. The first bat to reach her sarcophagus transforms into the countess, and the rest turn to dust. She is paralyzed until she regains 1 hp by resting in her sarcophagus for 1 hour. 
      • Children of the Night (1/Day) The countess magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, she can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the countess and obeying her spoken commands. The beasts remain for 1 hour, until the countess dies, or until the countess dismisses them as a bonus action.
      • Charm: The countess targets one humanoid she can see within 30 ft. of her. If the target can see the countess, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the countess. The charmed target regards the Countess Beitelsteinas a trusted friend to be heeded and protected.
      •  

The countess is above fighting her own battles. She will not strike or bite the party.

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Donatello DeCosmo

 Small humanoid (halfling), Chaotic Evil

      • Armor Class: 12 (Cloth robes)
      • Hit Points: 30
      • Speed: 30 ft. (fleet)
      • Key Attributes: CHA + 3
      • Skills: Deception 4, Persuasion 4
      • Dark Devotion. Donatello has advantage on saving throws against being charmed or frightened.
      • Dagger Flurry: If Donatello starts his turn threatened by an enemy he may get desperate and make the following Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: (3d4 + 3) piecing damage.
      • Darkness (1/Day) 60ft, Magical darkness spreads from a point within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Lasts (1D4 +1) rounds.
      • Eldritch Blast: 120 feet, +4 to hit, 1d10 force damage. Donatello shoots a beam of crackling energy toward the target. 
      •  
      • Tactics: Read Playing Donatello for important details.
      • Drops: Belpha’s Contract
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Risen Enchanter

 Medium Undead

      • Armor Class: 13 (Leather Armor)
      • Hit Points: 15
      • Speed: 30 ft.
      • Key Attributes: Int +2
      • Vulnerabilities: Bludgeoning
      • Damage Immunities: Poison
      • Condition Immunities: Exhaustion, Poisoned
      • Multi-attack: The Risen Enchanter can make two melee attacks.
      • Dagger: Melee Weapon Attack, +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
      • Spellcasting. The Risen Enchanter is a 4th-level spellcaster. Its spell casting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:

      • Chill Touch (cantrip) 120ft. Ranged spell attack +4 to hit. The target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
      • Magic Missile (3/Day) 120 ft., 3 missiles hit the chosen target (or targets) for 1d4+1 force per missile. 
      • Web (2xDay) 60ft. The webs fill a 20-foot cube from that point for the duration. Difficult terrain, lightly obscured. Entering the webs or starting your turn in webs: DEX save DC 12 or the entity is restrained until it breaks free with a Strength check against DC 12. The webs are flammable and if ignited will burn for 1 round dealing 2d4 fire damage to any creature touched by the fire.
      •  
      • Drops: Dusty Old Wand of Web
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Malnourished Hellhound

 Medium fiend, lawful evil

      • Armor Class: 12 (Unarmoured)
      • Hit Points: 45
      • Speed: 40 ft.
      • Skills: Perception +3
      • Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
      • Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
      • Bite: Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage plus 1d4 fire damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
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Raksha

Spined Devil, Small fiend (devil), lawful evil

      • Armor Class: 13 (Natural armor)
      • Hit Points: 25
      • Speed: 20 ft., fly 40 ft.
      • Key Attributes: Dex +2
      • Damage Immunity: Fire, Poison
      • Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.
      • Flyby. The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
      • Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
      • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
      • Tail Spine (12/Day): Ranged Weapon Attack, +4 to hit, range 20/80 ft., one target. Hit:  (1d4 + 2) piercing damage plus (1d4) fire damage.
      • Bite: Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 2d4 slashing damage
      •  
      • Tactics: Read Playing Raksha for important details.
      • Drops: Tail Spines
      •  
      • Raksha will not continue fighting after they run out of spines unless they are forced to by the players.

 

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Risen Knight

 Medium undead, lawful evil

  • Armor Class: 13 (Armor Scraps)
  • Hit Points: 13
  • Speed: 30 ft.
  • Key Attributes: Con +2
  • Vulnerabilities: Bludgeoning
  • Damage Immunities: Poison
  • Condition Immunities: Exhaustion, Poisoned
  • Senses: Darkvision 60 Ft., passive Perception 9
  • Shortsword: Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Shortbow: Ranged Weapon Attack, +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.

Spineless Devil

Spined Devil, Small fiend (devil), lawful evil

      • Armor Class: 13 (Natural armor)
      • Hit Points: 25
      • Speed: 20 ft., fly 40 ft.
      • Key Attributes: Dex +2
      • Damage Immunity: Fire, Poison
      • Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.
      • Flyby. The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
      • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
      • Multiattack: The devil makes two attacks: one with its bite and one with its fork.
      • Fork: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:  1d6 piercing damage.
      • Bite: Melee Weapon Attack, +2 to hit, reach 5 ft., one target. Hit: 2d4 slashing damage
      •  
      • Donatello’s ritual didn’t go as planned. These devils have already used up all their spines!

Prisoners

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Prisoner - intense 5e encounter - The Slushfort

Abducted Villager

The abducted people from the surrounding area.

Treasure

There are five loot items specific to this intense 5e encounter. 

Arrow of Vampire Slaying

Weapon (arrow), very rare

If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Location: Among the crates in the storage room on the south west corner of the lower level.

Broken Sun Blade

This appears to be a longsword hilt. While grasping the hilt the sword it hums to life and a radiant blade flickers in and out of existence a few times. The blade disappears and the hilt stops humming.

This sun blade was used by the Order of Liberation to fight against Countess Beitelstein, but it’s broken and needs repair. Give the player a quest to repair the item and gain a functional Sun Blade.

Location: Atop the desk in the office on the north east corner of the library on the lower level.

Tail Spines

Tail spines pulled from Raksha’s corpse.

With ten minutes of preparation time, these tail spines can be used to add 1d4 damage to an arrow or bolt. 

Dropped by: Raksha

Belpha’s Contract

This filthy parchment is signed in blood by Belpha, Donatello, and many other faded names.

The person who killed the former contract holder may use their own blood to sign the contract and take Belpha as their familiar. A character does not need any magical ability to use this item. 

If no one signs the contract within 48 hours of the former contract holder’s death, Belpha is free and her power is no longer limited.

Dropped by: Donatello DeCosmo

Dusty Old Wand of Web

The dusty old wand of the enchanter that sealed the sarcophagus.

This wand has 1 Charge. While holding it, you can use an action to expend the charge to cast the web spell (save DC 15) from it. Roll a d20, on a 1 the wand crumbles into ashes and is destroyed.

The wand recharges each day at dawn.

Does not require attunement.

Dropped by: Risen Enchanter

AUTHOR
Jade Breed

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D&D Campaign Adventures for Mythic Odysseys of Theros - Available now @ Dungeon Masters Guild