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Sundering of The Crystal Staff

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0% found this document useful (0 votes)
203 views

Sundering of The Crystal Staff

Uploaded by

Ryan Pulaski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Limitless

Adventures
©2017

Sundering of the Crystal Staff


Undead minions turn on their master

Xp:900 - 3400 Difficulty:200 - 3400 Levels: 1 - 7


Combat
Sundering of the Crystal Staff
Introduction
The Sundering of the Crystal Staff Design Team
Andrew Hand: Writing, Editing
Michael Johnson: Graphic Design, Art Design, and Cartography
Introduction
The Sundering of the Crystal Staff is a stand alone adventure where the player's control various
undead minions accidentally granted free will. Five pre-generated undead characters can be found at
the end of the module.
Background
The players control the undead minions of Elris Dane, a vile necromancer. The
necromancer's tower is raided by the Enlightened Dawn, a knightly order of holy warriors
sworn to destroy undead and their creators. During the raid, a crystal staff used by the
necromancer to create and control undead was sundered and the players were granted free
will. They are now free to explore the tower and either back their wizard master or aid the
Enlightened Dawn in his destruction.
Adventure Synopsis
The players start in the basement of the necromancer's tower. While the necromancer
uses undead minions as soldiers and tools, he does not allow them into his tower and
relegates them to the crypts when not in service. The Enlightened Dawn has struck the
tower so quickly, the necromancer had no forewarning.
A Note on Difficulty
Using a group of monsters, especially a group of monsters with different challenge rating
can present difficulty when working out an appropriate threat for the party. The GM should
feel free to adjust the number of opponents in each encounter as he or she sees fit. If the
fights seem too easy, feel free to add Enlightened Dawn minions from other areas.
Novelties

Every Limitless Adventures product will contain something new; a unique creature, spell, item, god,
or optional rule that is previously unpublished. These novelties are set apart in blue text boxes.

Further Adventuretm
Each Limitless Encounter will have a Further Adventuretm section to give the DM three ideas for
additional quests that could spring from a seemingly random encounter. These hooks are merely
suggestions for continuing a plot and should be used or ignored at your discretion. For example, if
a hook suggests that the Duchess was the murderer, that is a just a possible twist you could build
from and needn't be acted upon if it would disrupt your campaign.

Perhaps you find these encounters useful and recommend them a friend or like us on Facebook or Twitter...
You could join our e-mail newsletter and get free exclusives monthly at www.limitless-adventures.com ...
Maybe you turn out to be a doppelganger...

1 Limitless ©2016
Sundering of the Crystal Staff
Xp: 1100 Difficulty: 1750 Level: 4
The Necromancer's Crypt (Area 1)
"While guarding the secret exit to the master's tower hidden in the crypt, you feel a strange sensation
wash over you and you are momentarily brought to your knees with disorientation. For the first time
in your unlife, you feel...free."
Creature(s)

Zombie x 4 (CR 1/4)


Medium Undead, Neutral Evil
Armor Class: 10
STR DEX CON INT WIS CHA
Hit Points: 22 (3d8+9)
Speed 20 ft. 13(+1) 6(-2) 16(+3) 3(-4) 6(-2) 5(-3)
Challenge 1/4 (50 XP) License: SRD5 Open Gaming License
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Undead Fortitude If reduced to 0 hit points, the zombie must make a Constitution save with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam Melee Weapon Attack +3 to hit, reach 5 ft., (one creature) Hit: 4 (1d6 + 1) bludgeoning damage.

Minotaur Skeleton x 2 (CR 2)


Large Undead, Lawful Evil
Armor Class: 12 (natural armor)
STR DEX CON INT WIS CHA
Hit Points: 67 (9d10+18)
Speed 40 ft. 18(+4) 11(+0) 15(+2) 6(-2) 8(-1) 5(-3)
Challenge 2 (450 XP) License: SRD5 Open Gaming License
Damage Immunities poison
Damage Vulnerabilities bludgeoning
Condition Immunities exhaustion, poisoned;
Senses darkvision 60 ft., passive Perception 9;
Languages understands Abyssal but can't speak
Charge If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same
turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14
Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Greataxe Melee Weapon Attack +6 to hit, reach 5 ft., (one creature) Hit: 17 (2d12 + 4) slashing damage.
Gore Melee Weapon Attack +6 to hit, reach () Hit: 13 (2d8 + 4) piercing damage.

The party begins this encounter prone. The other undead in the chamber, still under the
control of the master, sense a change in the party and attack. They will fight until
destroyed or otherwise incapacitated.
Treasure
One of the zombies bore a shield on its back. One of the minotaur skeletons had a brass key in a pouch on its belt. The
brass key fits the lock of the chest in Area 3 (but does not disarm the trap).

2 Limitless ©2016
Sundering of the Crystal Staff
Xp: 900 Difficulty: 1100 Level: 4
Necromancer's Tower Floor One (Area 2)
"This room is filled with long wooden tables that are covered with books, bottles, spell components,
and several bones. This room serves as a master's laboratory."
Creature(s)

Enlightened Dawn Veteran (CR 3)


Medium Humanoid (any race), Lawful Good
Armor Class: 17
STR DEX CON INT WIS CHA
Hit Points: 58 (9d8+18)
Speed 30 ft. 17(+3) 12(+1) 14(+2) 10(+0) 11(+0) 12(+1)
Challenge 3 (700 XP) License: SRD5 Open Gaming License
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Actions
Multiattack The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword
attack.
Longsword Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 +
3) slashing damage if used with two hands.
Shortsword Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow Ranged Weapon Attack +4 to hit, range 100/400 () Hit_: 6 (1d10 + 1) piercing damage.

Enlightened Dawn Acolyte x 4 (CR 1/4)


Medium Humanoid (any race), Lawful Good
Armor Class: 11
STR DEX CON INT WIS CHA
Hit Points: 9 (2d8)
Speed 30 ft. 11(+0) 13(+1) 10(+0) 14(+2) 12(+1) 13(+1)
Challenge 1/4 (50 XP) License: c.2016 Limitless-Adventures
Skills Arcane +4, Investigate +4
Senses passive Perception 12
Languages any one language (usually Common)
Spellcasting The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has 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.

The acolytes cast sanctuary to defend themselves and focus on healing and blessing the
veteran. The Enlightened Dawn are zealots and fight to the death.

Adjusting the Difficulty


If the encounter is too easy, have a group of three Enlightened Dawn warriors join the
fight from the level above.
Treasure
The Enlightened Dawn veteran carries a potion of greater healing.

3 Limitless ©2016
Sundering of the Crystal Staff
Xp: 1000 Difficulty: 1550 Level: 4
Necromancer's Tower Floor Two (Area 3)
"This level of the tower serves as the master's bedchamber. There is a large bed, an oak wardrobe,
and a small table and one chair. A group of warriors is ransacking the room."
Creature(s)

Enlightened Dawn Warrior x 4 (CR 1/8)


Medium Humanoid (any race), Lawful Good
Armor Class: 16 (chainmail shirt)
STR DEX CON INT WIS CHA
Hit Points: 11 (2d8+2)
Speed 30 ft. 12(+1) 13(+1) 13(+1) 11(+0) 12(+1) 11(+0)
Challenge 1/8 (25 XP) License: c.2016 Limitless-Adventures
Skills Perception +3
Senses passive Perception 13
Languages any one language (usually Common)
Actions
Spear Melee or Ranged Weapon Attack +3 to hit,5 ft., (reach one creature) or 20/60 (range one creature) Hit: 4 (1d6 +
1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

The Enlightened Dawn warriors carry shields

Enlightened Dawn Priest x 2 (CR 2)


Medium Humanoid (any race), Lawful Good
Armor Class: 13
STR DEX CON INT WIS CHA
Hit Points: 27 (5d8+5)
Speed 25 ft. 11(+0) 10(+0) 13(+1) 12(+1) 17(+3) 12(+1)
Challenge 2 (450 XP) License: c.2016 Limitless-Adventures
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Divine Eminence As a bonus action, the Enlightened Dawn priest can expend a spell slot to cause its melee weapon
attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the
turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above
1st.
Spellcasting The Enlightened Dawn priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will) light, sacred flame, thaumaturgy
1st level (4 slots) cure wounds, guiding bolt, shield of faith
2nd level (3 slots) lesser restoration, spiritual weapon
3rd level (2 slots) mass healing word, spirit guardians
Actions
Mace Melee Weapon Attack +2 to hit, reach 5. ft., (one creature) Hit: 3 (1d6) bludgeoning damage.

The priests hang back and let the warriors engage while supporting the group with mass healing word and guiding
bolt. The Enlightened Dawn are zealots and fight to the death.

Adjusting the Difficulty


If the encounter is too easy, have a group of three Enlightened Dawn warriors join the fight from the level above.
Treasure
A trapped chest lies hidden under the master's bed. The chest is locked (DC 15), a DC 15 Perception check is required
to spot the slight rune etched into the lid. If the trap is triggered an explosion deals 4d10 fire damage to anyone within
10 feet (a DC 15 Dexterity save for half damage).

4 Limitless ©2016
Sundering of the Crystal Staff
Xp: 3400 Difficulty: 3400 Level: 7
Necromancer's Tower (Area 4)
"Atop the master's tower, a great battle is being fought. Three Enlightened Dawn warriors lay dead on
the ground, while a particularly fierce knight circles the master."
Creature(s)

Elris Dane (CR 6)


Medium Humanoid (Human), Neutral Evil
Armor Class: 15 (mage armor)
STR DEX CON INT WIS CHA
Hit Points: 40 (9d4)
Speed 30 ft. 9(-1) 14(+2) 11(+0) 17(+3) 12(+1) 11(+0)
Challenge 6 (2,300 XP) License: c.2016 Limitless-Adventures
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Languages any four languages
Senses passive Perception 11
Spellcasting Elris is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will) fire bolt, light, mage hand, prestidigitation
1st level (4 slots) false life, mage armor, ray of sickness, shield
2nd level (3 slots) blindness/deafness, misty step, suggestion
3rd level (3 slots) counterspell, fireball, vampiric touch
4th level (3 slots) blight, greater invisibility
5th level (1 slot) cone of cold
Actions
Dagger Melee or Ranged Weapon Attack +5 to hit,5 ft., (reach one creature) or 20/60 ft., (range one creature) Hit: 4
(1d4 + piercing damage.

Enlightened Dawn Commander (CR 4)


Medium Humanoid (any race), Lawful Good
Armor Class: 18
STR DEX CON INT WIS CHA
Hit Points: 78 (12d8+18)
Speed 30 ft. 18(+4) 13(+1) 14(+2) 10(+0) 12(+1) 12(+1)
Challenge 4 (1,100 XP) License: c.2016 Limitless-Adventures
Saving Throws Wis +3
Skills Athletics +5, Perception +2
Senses passive Perception 13
Languages any one language (usually Common)
Anoited Blade The Enlightened Dawn commander's attacks are considered magical and deal 7 (2d6) extra damage to
evil creatures.
Actions
Multiattack The Enlightened Dawn commander makes two greatsword attacks.
Greatsword Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit:11 (2d6 + 4) slashing damage, or 18
(4d6+4) to evil creatures.
Heavy Crossbow Ranged Weapon Attack +4 to hit, range 100/400 () Hit_: 6 (1d10 + 1) piercing damage.

5
The players find their former master locked in battle with the commander of the Enlightened Dawn. The outcome of the
battle is entirely left to the party. The players could choose to remain loyal to the necromancer and defend him against
the commander, or they could choose to strike down the wizard that animated them and forced them into under
servitude.

The necromancer won't last long by himself, so he should have cast false life at 4th level for an extra 20 hit points. He
would also cast greater invisibility early in the fight. If the fight is going too badly for the wizard, you can have the three
corpses on the roof animate as zombies (perhaps an after effect of the crystal staff, its shards glowing eerily as the
zombies rise). The reaction of the Enlightened Dawn commander is entirely up to the DM.
Treasure
The commander is wearing a fine suit of plate and the necromancer carries a wand of fear. The tower, (if properly
searched with a DC 15+ Investigate) yields 19 cp, 34 sp, 125 gp, and a small platinum idol of a lich god (250 gp). Also,
the remains of the crystal staff can be found as scattered shards on the floor.
Conclusion
What happens next is up to the DM. The Enlightened Dawn will likely be crippled but not destroyed. If your players
greatly enjoyed this adventure you may wish to continue for a short time allowing them to seek their humanity or
feasting on villagers. Perhaps they begin to gain player character levels as outlined in the DMG. Maybe this adventure
was just an interesting change of pace or one-shot adventure.
Further Adventuretm
The party could attempt (perhaps with the help of the Enlightened Dawn) to become human again... The undead
characters could use the tower as a base of operations and must prepare for retaliation from the Enlightened Dawn...
The master, if defeated, could return as an undead himself looking to seek vengeance of those that betrayed him...
The undead characters could escape, going their separate ways, possibly becoming major foes/allies for the party's
normal campaign...

We hope you enjoyed this LImitless-Adventures exclusive and that you will consider visiting Limitless-
Adventures.com to view our catalog of encounters, locations, and side quests. Thank you!

6 Limitless ©2016
Sundering of the Crystal Staff

7 Limitless ©2016
Sundering of the Crystal Staff
The Nameless One
"For years you have guarded the crypt below the necromancer's tower ensuring that the bodies
interred there were undisturbed."

Mummy (CR 3)
Medium Undead, Lawful Evil
Armor Class: 11 (natural armor)
STR DEX CON INT WIS CHA
Hit Points: 58 (9d8+18)
Speed 20 ft. 16(+3) 8(-1) 15(+2) 6(-2) 10(+0) 12(+1)
Challenge 3 (700 XP) License: SRD5 Open Gaming License
Saving Throws Wis +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10;
Languages the languages it knew in life;
Actions
Multiattack The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 10 (2d6 + 3) bludgeoning damage plus 10
(3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed
with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for
every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body
turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it
must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the
mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A
target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for
the next 24 hours.

AC 11
HP 58

Notes:

8 Limitless ©2016
Sundering of the Crystal Staff
Groon, The Ogre Zombie
"You remember very little of who you once were, but you still hear echoes of battles long ago, the
howls of your foes, and the cheers of your tribe."

Ogre Zombie (CR 2)


Large Undead, Neutral Evil
Armor Class: 10
STR DEX CON INT WIS CHA
Hit Points: 85 (9d10+36)
Speed 30 ft. 19(+4) 6(-2) 18(+4) 3(-4) 6(-2) 5(-3)
Challenge 2 (450 XP) License: SRD5 Open Gaming License
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common and Giant but can't speak
Undead Fortitude If damage reduces the zombie 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 zombie drops to 1 hit
point instead.
Actions
Morningstar Melee Weapon Attack +6 to hit, reach 5 ft., (one creature) Hit: 13 (2d8 + 4) bludgeoning damage.

AC 10
HP 85

Notes:

9 Limitless ©2016
Sundering of the Crystal Staff
Petross the Wight
"As long as you can remember you have served as your master's scout and spy."

Wight (CR 3)
Medium Undead, Neutral Evil
Armor Class: 14
STR DEX CON INT WIS CHA
Hit Points: 45 (6d8+18)
Speed 30 ft. 15(+2) 14(+2) 16(+3) 10(+0) 13(+1) 15(+2)
Challenge 3 (700 XP) License: SRD5 Open Gaming License
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Languages the languages it knew in life
Senses darkvision 60 ft., passive Perception 13
Sunlight Sensitivity While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Actions
Multiattack The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 5 (1d6 + 2) necrotic damage. The target
must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control,
unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies
under its control at one time.
Longsword Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 +
2) slashing damage if used with two hands.
Longbow Ranged Weapon Attack +4 to hit, range 150/600 ft., (one creature) Hit: 6 (1d8 + 2) piercing damage.

AC 14
HP 45

Notes:

10 Limitless ©2016
Sundering of the Crystal Staff
He Who Hungers
"You've been kept in a pit for years and used to dispose of bodies. There were times when the master
starved you for weeks and you thought you would go mad."

Ghast (CR 2)
Medium Undead, Chaotic Evil
Armor Class: 13
STR DEX CON INT WIS CHA
Hit Points: 36 (8d4)
Speed 30 ft. 16(+3) 17(+3) 10(+0) 11(+0) 10(+0) 8(-1)
Challenge 2 (450 XP) License: SRD5 Open Gaming License
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned;
Senses darkvision 60 ft., passive Perception 10;
Languages Common
Stench Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Con save or be poisoned
until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24
hours.
Turning Defiance The ghast & ghouls within 30' have advantage on saving throws against effects that turn undead.
Actions
Bite Melee Weapon Attack +3 to hit, reach +3 (one creature) Hit: 12 (2d8 + 3) piercing damage.
Claws Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC
10 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.

AC 13
HP 36

Notes:

11 Limitless ©2016
Sundering of the Crystal Staff
Artuar The Skeletal Guardian
"Once you were a proud bodyguard of a rich merchant until your employer crossed paths with the
necromancer."

Skeletal Guardian (CR 1)


Medium Undead, Any Alignment
Armor Class: 13
STR DEX CON INT WIS CHA
Hit Points: 39 (6d8+12)
Speed 30 ft. 14(+2) 10(+0) 14(+2) 6(-2) 10(+0) 6(-2)
Challenge 1 (200 XP) License: c.2016 Limitless-Adventures
Damage Immunities poison
Damage Vulnerabilities bludgeoning
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can't speak
Turn Resistance The Skeletal Guardian has advantage on saving throws against effects that turn undead.
Actions
Greatsword Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 9 (2d6 + 2) Slashing damage.
Javelin Ranged Weapon Attack +4 to hit, range 30/120 ft., (one creature) Hit: 5 (1d6 + 2) piercing damage.

AC 13
HP 39

Notes:

12 Limitless ©2016
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