Pit of Five Sorrows - Total Party Thrill

Pit of Five Sorrows
THE DARK BREATH of
empty space calms a fundamental
tempest.
—Prophetic Observatory, Prophecy of the Omnimental
The Pit of Five Sorrows is a prison for Tiamat, the fiveheaded queen of evil dragons, but it can easily be reflavored
as any kind of maze-like dungeon suitable for a heist or a
more typical dungeon crawl.
The Pit of Five Sorrows is easy to reflavor, because we
reflavored it in the first place. For copyright reasons, we can't
reproduce the exact map handed out to the players of the
Mourning Glory campaign, but you can make simple changes
on your own, or use the Simplified Map (See Fig. 1) included
in this document.
A"Note"on"Power"Level"
The$features,$wards,$and$guardians$of$the$Pit$of$Five$Sorrows$are$
geared$toward$a$high6level$5E$party.$Lower$level$games$may$
need$to$trim$them$back,$use$the$standard$version$of$spells,$or$
reduce$damage$and$Hit$Points$of$guardians.$
This$was$intended$to$be$difficult$for$Level$15$characters$to$
complete$with$a$variety$of$magic$items$and$potions$at$their$
disposal.$
Optional: Prepare the Map
Start with the GM map of the Vault of the Dracolich, the
D&D 5E preview adventure.
Map Features
You will need to remove excess rooms, change the scale to 20
feet per square, and relabel it.
Removed Areas
Remove areas 12-25 from the Vault of the Dracolich map.
Use an image editor, such as Photoshop or GIMP, to close off
the remaining areas and make the Pit self-contained.
Area Numbering
The numbering scheme within this document, the Vault of the
Dracolich, and the Simplified Map (See Fig. 1) are identical.
We have intentionally omitted numbers 12-25.
Renamed Areas
Rename the following areas from the Vault of the Dracolich.
You can use the Simplified Map (See Fig. 1) as a guide.
© 2015 Total Party Thrill, www.totalpartythrillcast.com
1: Entrance Hall
2: Dedication Room
3: Guardroom
4: Labyrinth
5: Armory
6: Library
7: Sepulchre
8: Trap Room
9: Watchtower
10: Arcane Storage
11: Quarantine Cells
26: Laboratory
27: Trap Room
28: Shrine to Ourelonastrix
29: Hall of Folly
30: Meditation Room
31: Prophetic Observatory
32: Vault
33: Prison of Tiamat
Features
The entire complex is warded, primarily to prevent fiends and
evil dragons from compromising its security. Change the
focus of the wards to suit the major forces of evil in your
campaign.
General
The following features and effects are present in all areas of
the Pit of Five Sorrows, except where specifically noted in a
given area.
Greater Forbiddance
No planar travel or summoning is possible into or
out of the Pit. Teleportation does not function at all inside
the Pit. Communication and divination that relies on sources
outside the Pit do not work. Undead also do not function
inside the Pit, as the negative energy required to power them
cannot be obtained from Mabar, the Plane of Negative
Energy. The damage effect is keyed to fiends, and there is no
password to shut it off.
Daylight
Every room is brightly lit, as if by a daylight spell.
Alarm
A permanent alarm is triggered by the presence of any
creature other than a true dragon of good alignment or the
construct guardians of the Pit.
Doors
All internal doors in the Pit are arcane locked. The password
is taknatkori, the Draconic word for "purity." The doors are so
large that it is difficult for medium sized creatures to push
them open. When the doors close, they relock themselves.
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Walls
8. Trap Rooms
The walls of the Pit are extremely durable and warded against
all effects that change their structure, such as meld into
stone or passwall.
Sympathy enchantments on massive orbs in these rooms
attract evil dragons and fiends. A guardian can adjust the
type of creature (to humanoids, for example) drawn to the
orbs as a free action, but it must be able to see an orb to do so.
Guardians
Dragons rarely enter the Pit itself, for fear of corruption.
Security is handled by constructs: an adamantine
dragonforged and an omnimental formed from living breath
weapons. Both guardians are in constant telepathic contact
with each other (see Guardians).
9. Watchtower
Unless already alerted to intruders, the adamantine
dragonforged watches over Tiamat from this room at all
times.
11. Quarantine Cells
Rooms
In addition to the general defenses of the Pit, many rooms also
have their own defenses.
Creatures may enter this room, but walls of force prevent any
creature other than the Guardians from leaving unless the
release lever is activated from the Guardroom.
29. Hall of Folly
1. Entrance Hall
The entire room is blanketed in a permanent antimagic field.
2. Dedication Room
Here, dragons pledge their lives to guarantee the
security of the Pit. To prevent any coercion, a 9th-level dispel
magic targets any creature that enters this room.
4. Labyrinth
This seemingly empty hallway is deceptively disorienting,
akin to a maze spell.
The entire room is covered by a greater zone of truth (DC
24). Animated statues of giants (use statblock for Stone
Golems) attack any creature that doesn't honestly say, "The
secrets of dragons must remain their own."
30. Meditation Room
A symbol of stunning (DC 24) affects any creature that enters
this room. While stunned, the creature experiences
visions of the world as it was before the Age of Demons,
when dragons ruled the skies.
33. Prison of Tiamat
7. Sepulchre
The mightiest lords of the draconic Conclave are entombed
here. Any creature that enters the room is subjected to a
powerful frightful presence effect (DC 24).
Prismatic walls (DC 25) block the entrances to the room that
holds the bound form of the Overlord Tiamat.
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Figure 1: Pit of Five Sorrows, Simplified Map
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Guardians
The guardians of the Pit of Five Sorrows are in constant
telepathic communication with one another, and are capable
of intelligent response to threats and incursions. They are
aware of all of the defenses, features, wards, capabilities, and
limitations inherent to the Pit of Five Sorrows.
If a guardian is destroyed, it magically reforms at the Shrine
to Ourelonastrix (area 28) in 3d6 minutes.
damage$plus$2d8$lightning$damage.$It$is$also$grappled$(escape$DC$
20).$Until$this$grapple$ends,$the$target$is$restrained.$
$
At$the$start$of$each$of$the$omnimental's$turns,$each$target$
grappled$by$it$takes$2d8$fire$damage$plus$2d8$cold$damage$plus$
2d8$lightning$damage.$A$creature$within$5$feet$of$the$
omnimental$can$pull$a$creature$or$object$out$of$it$by$taking$an$
action$to$make$a$DC$20$Strength$(Athletics)$check$and$
succeeding.$
Omnimental
Gargantuan(elemental,(true(neutral(
Armor"Class"19$
Hit"Points"432$
Speed"fly$120$ft.$$
" STR"
DEX"
CON"
INT"
WIS"
CHA"
" 25$(+7)$ 10"(+0)$ 24$(+7)" 10$(+0)$ 20"(+5)$ 10$(+0)$
Saving"Throws"Str$+14,$Int$+7,$Wis$+12$
Skills"Perception$+12$
Damage"Resistances"acid,$thunder;$bludgeoning,$piercing,$
slashing$from$non6magical$weapons$
Damage"Immunities"fire,$lightning,$poison$
Condition"Immunities"charmed,$exhaustion,$frightened,$
petrified,$poisoned,$prone,$unconscious$
Senses"blindsight$60$ft.,$passive$Perception$22$
Languages$Aquan,$Auran,$Ignan,$Terran$
Fiery&Body.&A$creature$that$touches$the$omnimental$or$hits$it$
with$a$melee$attack$takes$2d10$fire$damage.$The$first$time$the$
omnimental$enters$a$creature's$space$on$a$turn,$that$creature$
takes$4d10$fire$damage$and$catches$fire;$until$someone$takes$an$
action$to$douse$the$fire,$the$creature$takes$4d10$fire$damage$at$
the$start$of$each$of$its$turns.$
Magic&Attacks.$The$omnimental’s$attacks$are$magical.$
Magic&Resistance.&The$omnimental$has$advantage$on$saving$
throws$against$spells$and$other$magical$effects.$
Mutable&Form.&The$omnimental$can$enter$a$hostile$creature's$
space$and$stop$there.$It$can$move$through$a$space$as$narrow$as$
1$foot$wide$without$squeezing.$
Actions$
Multiattack.$The$omnimental$makes$two$melee$or$ranged$
attacks,$in$any$combination.$
Slam.&Melee(Weapon(Attack:$+15$to$hit,$reach$20$ft.,$one$target.$
Hit:$3d10+10$bludgeoning$damage$plus$3d10$damage$of$one$of$
the$following$types$(omnimental’s$choice):$fire,$cold,$or$lightning.$
Magma&Ball.&Ranged(Weapon(Attack:$+15$to$hit,$range$120/480$
ft.,$one$target.$Hit:$3d10+10$bludgeoning$damage$plus$2d10$fire$
damage$and$the$target$is$slowed$until$the$end$of$the$
omnimental’s$next$turn.$Flying$creatures$hit$by$this$attack$fall.$
Using$this$ability$reduces$the$omnimental’s$current$hit$points$by$
10.$
Elemental&Storm.&Each$creature$in$the$omnimental's$space$must$
make$a$DC$22$Strength$saving$throw.$On$a$failure,$a$target$takes$
2d8+10$bludgeoning$damage$plus$2d8$fire$damage$plus$2d8$cold$
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Adamantine Dragonforged
Gargantuan(construct,(true(neutral(
Armor"Class"22$
Hit"Points"550$
Speed"60$ft.,$fly$120$ft.$$
" STR"
DEX"
CON"
INT"
WIS"
CHA"
" 28$(+9)$ 12"(+1)$ 30$(+10)" 16$(+3)$ 28"(+9)$ 17$(+3)$
Saving"Throws"Dex$+8,$Con$+17,$Wis$+16,$Cha$+10$
Skills"Athletics$+16,$Perception$+16$
Damage"Resistances"acid,$fire,$lightning$
Damage"Immunities"poison,$psychic;$bludgeoning,$piercing,$and$
slashing$from$nonmagical$weapons$that$aren't$adamantine$
Condition"Immunities"charmed,$exhaustion,$frightened,$
paralyzed,$petrified,$poisoned,$unconscious$
Senses"blindsight$120$ft.,$passive$Perception$26$
Languages$Common,$Draconic$
Cursed&Attacks.&A$creature$damaged$by$the$adamantine$
dragonforged’s$melee$attacks$must$succeed$on$a$DC$24$
Constitution$saving$throw$or$have$its$hit$point$maximum$
reduced$by$an$amount$equal$to$the$damage$taken.$The$target$
dies$if$this$attack$reduces$its$hit$point$maximum$to$0.$The$
reduction$lasts$until$removed$by$the$greater$restoration$spell$or$
other$magic.$
Dexterity$saving$throw,$taking$13d10$radiant$damage$on$a$failed$
save,$or$half$as$much$damage$on$a$successful$one.$Each$darkness$
effect$in$the$area$is$dispelled.$
Immutable&Form.&The$adamantine$dragonforged$is$immune$to$
any$spell$or$effect$that$would$alter$its$form.$
Legendary&Resistance&(3/Day).&If$the$adamantine$dragonforged$
fails$a$saving$throw,$it$can$choose$to$succeed$instead.$
Magic&Attacks.$The$adamantine$dragonforged’s$attacks$are$
magical.$
Magic&Resistance.&The$adamantine$dragonforged$has$advantage$
on$saving$throws$against$spells$and$other$magical$effects.$
Actions$
Multiattack.$The$adamantine$dragonforged$can$use$its$Slow,$if$
available.$It$then$makes$three$attacks:$one$with$its$bite,$one$with$
its$claw,$and$one$with$its$tail.$
Bite.&Melee(Weapon(Attack:$+16$to$hit,$reach$15$ft.,$one$target.$
Hit:$3d10+10$piercing$damage.$
Claw.&Melee(Weapon(Attack:$+16$to$hit,$reach$10ft.,$one$target.$
Hit:$3d6+10$slashing$damage.$
Tail.&Melee(Weapon(Attack:$+16$to$hit,$reach$20ft.,$one$target.$
Hit:$3d8+10$bludgeoning$damage.$
Slow&(Recharge&5G6).&The$adamantine$dragonforged$targets$one$
or$more$creatures$within$120$feet.$Each$target$must$succeed$on$
a$DC$24$Wisdom$saving$throw.$On$a$failed$save,$the$creature$
can't$use$reactions,$its$speed$is$halved,$and$it$can't$make$more$
than$one$attack$on$its$turn.$In$addition,$the$creature$can$use$
either$an$action$or$a$bonus$action$on$its$turn,$but$not$both.$
These$effects$last$for$1$minute.$The$creature$can$repeat$the$
saving$throw$at$the$end$of$each$of$its$turns,$ending$the$effect$on$
itself$with$a$successful$save.$
Radiant&Breath&(Recharge&5G6).&The$dragon$exhales$sunlight$in$a$
906foot$cone.$Each$creature$in$that$area$must$make$a$DC$24$
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