Fire in The Gloom
I t would seem that a cult known as the Lambs of Dalamud has been engaging in suspicious activity in the Tam-Tara Deepcroft. You learned that the Lambs of Dalamud believe in the divinity of the lesser moon, Dalamud, whose descent ushered in the Seventh Umbral Era. Your task is to sweep the Deepcroft and purge it of cultist presence.
"Since its establishment during the Gelmorran times, this subterranean crypt has been used for generations as a final resting place for the remains of rulers and nobles. Since the Calamity, however, the tunnels have become overrun with the Lambs of Dalamud - a deadly cult who worships the now-fallen satellite as their savior. It is in the Deepcroft that these twisted souls silently plot revenge against those who fought to prevent the advent of Dalamud, summoning any dark presence who will aid them to this end... no matter what the cost."
Encounter 0: Before the delve
1d4 Diremites roam the outside outer gate to the tomb, but can easily be avoided with successful steatlh checks. The entrance to the Deepcroft is lead to by a downward sloping brick wall into a 40 foot round underground room beneath a hill. 7 unmarked stone sarcophogi with 1 skeleton in each are burried here. Scratching can be heard from inside the coffins with a DC 12 Perception (Wis) check. There are two entrances with one leading near Galvanth's tomb.
Encounter 1: Entrance
The Deepcroft is dimly lit with oil lanterns and torches in the various halls and tombs throughout. A 40 foot path leads into an open area overlooking the Lamb's of Dalamud's dark ritual below and a dark oily looking orb of mass floating overhead tethered to various platforms below can be seen from this vantage point. The area is guarded by two Zombies wielding spears.
A high history check (int) identifies there moldy uniforms as stewards of house Ak-inik, a formerly prominent Gelmorran noble family. The western path around the necropolis from the entrance has crumbled away, leaving only the 40 foot path to the east blocked by a couple Swarms of Wasps. Along the wall at the end of the path is a 40 foot chasm leading to a platform that in turn has another 45 foot chasm seperating it from the Greenwood Alter Encounter. Crossing the chasm reveals a small unmarked tomb with a Rod of Retribution, and 20 GP and 5 PP burried in the cask. The cask is trapped, however, the casket is trapped. If the casket's lid is moved, all creatures in the room must make a DC 10 Dexterity save as spikes shoot up from the floor, taking 1d10 damage on a failed save. A successful DC15 dexterity check can disarm the trigger, which is a pair of spring loaded triggers that activate the spikes when springing forward. The initial chasm edge is a tunnel leading to another Swarm of Wasps and another Ak Inik Steward Zombie midway through a curving 200 foot long C shaped tunnel with an unmarked tomb 140 feet along. This pathway leads to the Ak-Inik Tomb Encounter. The unmarked tomb has a round 30 foot radius from a central fresh water fountain in which a pair of Plasmoids float about with some fireflys, though this area can be skipped easily, as the Plasmoids aren't agressive until people enter the room.
Encounter 2: Ak-Inik Tomb
The tomb of house Ak-Inik is 45x60 feet, and is guarded by 3 ak-inik Varlet zombies. 1 large casket at the southern end lays before an ancient version of the Twin Adder crest. 3 smaller stone caskets mark an alcove to the left (east) upon entering, and 1 next to the pathway to the right(west). Investigating the coffins turns up a corpse with an ornate Silver tiara worth 110 gold pieces in the head coffin. It is here where Avere Braveheart of Edda's adventuring party met his tragic and foolish end by rushing ahead to slay the zombies before anyone else could react, as evidenced by the headless corpse lying near one of the tombs.
Encounter 3: Greenwood Alter
This 30 foot wide, 60 foot long rounded off balcony overlooks the Galvanth the Dominator ritual, with the only light in the area being dimly lit purple flame candles on a Greenwood Alter. This is the first encounter with one of the Lambs of Dalamud Cultist Fanatic, named Broddr Stout. At his side is two Eorzean imps summoned from a bloody ritual from his fellow cultists. It is here where the first of four ritual orbs tethered to the oily mass above will be encountered. Broddr's main task will be to collect blood from one of the PCs and splash it upon the orb, finishing his part of the ritual. If any players take damage from either slashing, piercing, or the Imps' Armor of Agathys spells, he will attempt an action to collect some blood using a DC 15 Medicine (Wis) check to gather the blood, with advantage if he manages to cast hold person on the PC before hand. The imps, meanwhile will try their hardest to take down whatever PCs pose the most threat.
Variant: Eorzean Imps
While similar to standard imps in the Monster Manual, Eorzean Imps are attuned to ice aether, and thus have a couple small differences.
Damage Resistances The Imp loses it's cold resistance, and instead becomes resistant to fire in addition to it's other resistances.
Damage Immunity The imp loses it's fire immunity, and instead becomes immune to cold damage, in addition to it's immunity to Poison
Innate Spellcasting The Imp's spellcasting ability is Charisma (Spell Save DC 13, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Frostbite, Ray of Frost
1/day: Armor of Agathys
Should Broddt die, his voidpact will trigger, and his body will transform into a black and wrinkled cambion demon wielding a scythe (reflavored spear) in 1d4 rounds, save one change: Replace the innate spellcasting of Plane shift with Elemental Weapon. The cambion will cast Elemental Weapon as soon as it can on it's scythe, attuning to lightning damage.
After the enemies are defeated, the players may choose to destroy the orb. If the orb is destroyed, the ritual is partially interrupted, flawing the final form of Galvanth the Dominator's Mindflayer form. From this point one can leap across the northern chasm back towards the entrance, or take the 60 foot path that has a wandering Ak-Mena Groundman Zombie wielding a battleaxe, and 1d4 Mitelings, the worker form of the Diremite family of Vilekin. At the end of this path is another door that leads further on, or players can take the more risky shortcut and cross the 45 foot chasm that leads directly to the Hardwood Alter Encounter. If they choose to take the safer doorway path, the hallway continues for another 60 feet, with empty funerary recesses lining the walls, before forking in two directions: The tomb of King Galvanth to the North, or the Interring chamber to the south.
Optional Area: Tomb of King Galvanth the Dominator.
This watery path leads to an empty, and what was once a lavishly decorated tomb. A metal gate dividing Galvanth's casket from the rest of the tomb lies open With a passive investigation of 13 revealing that the gate was recently broken. In what would be the coffin holding Galvanth's final resting place is instead an empty casket, with a similar investigation check revealing the body to be recently moved. Severaly recesses in the walls hold boxes full of coin worth 250 SP, and 80 GP total, an antique granite cup worth 20 gp, a sturdy Soapstone necklace set with beryl worth 40 gp, and an ornamental pewter vase inlaid with oak wood in surprisingly good condition worth 60 gp, and Eyes of minute seeing in a lockbox (DC16 dexterity check with thieves tools to unlock). There is a 30% chance that each lockbox is trapped with a setback level trap.
Encounter 4: Interring Chamber:
The Path leading here is a curve 50 feet tunnel. In the room is dozens of funeral urns lining the walls that were once seperated from the main room by wooden grates, but are now rotted away leaving the urns exposed. The room is 55 by 50 feet, with some corners giving the room a disfigured cross like like space. Several 6 mitelings scavenging about. There is a collapsed tunnel on the western side of the room, and a 40 foot path leading to the hardwood alter encounter to the Northwest.
Encounter 5: Hardwood Encounter
The chasm that divides the upper Greenwood Alter area from the Hardwood Alter area is a 45 foot chasm. Three Eorzean imps instead guard this balcony similar in layout to Encounter 3. Along with the imps is another Dalamud Cultist Fanatic named Horace. The encounter will play out very similarly to the previous alter encounter, with the same strategies, and soltion to destroy the ritual orb.
Encounter 6: Ak-Mena Tomb
A pair of Yarzons Scavengers, a stealthier cave dwelling species of Yarzon that thrive in dark damp tunnels, lie in wait on the path away from the alter hoping to pick off any serioulsy wounded stragglers, otherwise, they will wait and follow unless spotted or the PCs encounter another pair of Yarzon Scavengers. This time a 60 foot chasm divides the Hardwood alter from the Wormwood alter, but a doorway leads on around to the next alter. The area is guarded by another Ak-Mena Groundsman Zombie. The wooden support reinforced pathway is an 80 foot tunnel lined with a Swarm of Wasps wandering halfway through. The end of this tunnel opens onto a natural stone bridge spanning over 60 feet of chasm, where another pair of Yarzon Scavengers wander. At the end of the bridge is a 150 foot tunnel that leads to a fork, an optional unmarked tomb set into the side of the tunnel to one side, and a 150 foot path to the Wormwood Alter Encounter. A series of funerary recesses line the tomb, with a water fountain resting in the center. A pair of plasmoids wander the unmarked tomb, attacking anyone who enter. A successful Investigation Check (DC 16 Int) reveals one of the coffins in the recess holds a hidden door a durable soapstone jewelry box, set with a banded agate worth 50 gp, with a beautiful pewter necklace, set with an obsidian piece resting inside worth 60 gil. Yet another pair of Yarzon Scavengers wander the 150 foot path to the Wormwood Alter hoping to ambush any easy prey. A 140 foot narrow walkway divides this area from the Wormwood Alter by a barrier that needs a special cultist rosary key to get past located in the Ak-Mena Tomb ahead. Should anyone touch the barrier without the rosary, the glyph makes a touch spell attack with a +5 bonus against whomever touched it, casting a 1st level inflict wounds. Area outside the barrier is guarded by a pair of Ak-Inik Zombies The glyph resets immediately after. A 90 foot path leads to the tomb wihich is a 60 by 40 feet room with, with one wall of the tomb collapsed into a chasm far below on the northern side of the room. It is guarded by 4 axe wielding Ak-Mena Zombies. At the west end of the room is an alter on which a Cultist rosary devoted to Dalamud resides inside a tiny immovable barrier.
Should the zombies be slain, the necrotic energies that tie them to the rosary falter, and the rosary can be safely removed. Holding the Rosary to the Wormwood Alter Barrier allows access to the final portions of the area.
Encounter 7: Wormwood Alter
This open square platform is 40 feet on each side, slighty rounded on the side that leads to the stone bridge. This time there are two alters and two pillars two orbs to work with guarded by the lead Cultist Fanatic Octavel the Unforgiving, and his 4 imps, as well as the coincounter after his death. It was he that exhumed Galvanth the Dominator's remains, which are currently floating in the center of the oily mass the party can see floating above. "The Master will be pleased" is Octavian's greeting to the group before setting his imps on the party. The same process as before is needed to destroy the orbs. Should Octavion die, the ritual is complete (or partially flawed depending on the players actions regarding the previous ritual orbs), unleashing the energy trapped in the orbs and summoning Galvanth the Dominator's Mindflayer form.
The number of orbs rituals finished before Octavion dies correlates to how many orbs have completed the blood ritual required.
- If all four orbs have completed the ritual, Galvanth the Dominator will be summoned as an Ulitharid
- If only two or three orbs complete complete the ritual, the summoning is flawed and Galvanth is summoned as a Mind Flayer Arcanist variant of the Mindflayer.
- If one or none of the orbs rituals are completed, the ritual is greatly flawed and Galvanth is spawned as a basic Mindflayer
If the ritual is flawed or greatly flawed: "Who summons me from the void to reside within this crude vessal!" Otherwise skip to this: "You seem surprised. Did you not cross the gates in search of blood? Come children of dawn! The undying master shall drink deep tonight!"
Encounter 8: Stone Bridge to the Eternal Calm
The Eternal Calm is a 40 foot radius round central pillar leading from the 40 feet stone bridge.
During the battle, on the second round of combat on his turn, Galvanth will summon 2 Eorzean imps tethering their life force to his. Should Galvanth recieve any form of damage, he may instead redirect this damage split evenly among the imps. Should the imps die in this way, on his next turn, Galvanth will instead summon two skeletons and a miteling tethered in a similar fashion, and if these minions are to fall, Galvanth will summon two imps, two skeletons, and a miteling, tethering all to him before repeating the cycle, lasting until either Galvanth is defeated, or the Party wipes.
If milestone leveling is in effect, and this dungeon is played directly after the It's Probably Pirates quest, the party should not level up at this point. The party will recieve a reward of 140 gil per person, and a potion of healing and an ether from the Godsbow's personal stores.
Monsters of Hydaelyn
The diremite family consists of giant vilekin with a social structure similar to ants. Within a colony, the banemites are responsible for reproduction, common diremites for combat, and a multitude of mitelings for labor. Ever in need of sustenance, the colony pillages every area to which it spreads.
Large Monstrosity, Unaligned
- Armor Class 15 (Natural Armor
- Hit Points 52(7d10 + 14)
- Speed 40ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+1) 3 (-4) 9 (-1) 4 (-3)
- Senses Blindsight 60 ft., Darkvision 60 ft. passive Perception 10
- Languages --
- Challenge 4 (1,100 XP)
Spider Climb. The Diremite 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 Diremite knows the exact location of any other creature in contact with the same web.
Web Walker. The Diremite ignores movement restrictions caused by webbing.
Multiattack.. The diremite makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit* 5 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The diremite has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit*: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Web (Recharge 5-6) : Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. 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).
Medium Monstrosity, unaligned
- Armor Class 13
- Hit Points 11 (2d8 + 2)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
- Languages ---
- Challenge 1/4 (50 XP)
Spider Climb: The Miteling 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 Miteling knows the exact location of any other creature in contact with the same web.
Web Walker : The Miteling ignores movement restrictions caused by webbing.
Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.
Claw : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
tiny elemental (Voidsent), neutral evil
- Armor Class 17
- Hit Points 16(7d4)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 25 (+7) 10 (+20) 11 (+0) 12 (+1) 10 (+0)
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Lightning, poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
- Senses passive Perception 17
- Languages --
- Challenge 1/2 (100 XP)
Ephemeral. The Plasmoid can't wear or carry anything.
Incorporeal Movement. The Plasmoid can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Illumination. The Plasmoid sheds bright light in a 15-foot radius and dim light for an additional number of feet equal to the radius.
Shock Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8) Lightning damage.
Medium monstrosity, unaligned
- Armor Class 13
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.,
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
- Skills Perception +3, Stealth +7
- Senses, darkvision 60 ft., passive Perception 13
- Languages ---
- Challenge 1/2 (100 XP)
Pack Tactics : The Yarzon has advantage on attack rolls against a creature if at least one of the Yarzon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Skater: The Yarzon can walk across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (Yarzons crossing molten lava can still take damage from the heat).
Bile Spit (Recharch 6) The yarzon spits corrosive acid at a creature it can see within 60 feet. That creature must make a DC 11 Dexterity saving throw or take 6 (2d6) acid damage, and be paralyzed for 1 minute. A target can repeat the saving throw at the end of their turn every round, ending the effect on a successful save.
Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 1) piercing damage. If the target is paralyzed, and has a brain, it rolls the critical damage dice 4 times instead of twice. If this damage reduces a creature to 0 ht points, the yarzon kills the target by extracting and devouring the brain.
Yarzon Scavengers are a species of Yarzon adapted to underground life rather than river life, having darkvision to aid them in hunting prey undergound. Yarzon's attack their prey by spraying them with corrosive vile that leaves them paralyzed, then bites into their cranial cavity, and uses their hollow teeth to suck out their victim's brain.