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D&D 5e - The Dying Flame PDF
D&D 5e - The Dying Flame PDF
By Rob Walz
Overview
Dungeon Overview
The mummy lord is protected by traps, puzzles,
and fiends bound by dark magic. The key feature
of the dungeon is an elevator system that makes
traversing the temple quick, but deadly,
preventing the adventurers from easily escaping.
Sights, sounds, and smells. The dungeon is
completely dry and suffocatingly quiet. The soft
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Sand
The dungeons mechanical traps, doors, elevators,
and other other objects are powered entirely by
the weight of sand. The sand flows through
chutes, passages, tunnels, and holding tanks
collectively called sand-ways.
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2: Queens Chamber
Dark Stasis
The death goddess promised the pharaoh that
hed live forever, that his great pyramid would
never fall to the ravages of time. Her blessing still
protects these unholy crypts.
All physical damage dealt to the dungeon, such as
smashed walls, shattered traps, and broken
doors, is restored at each sunset. Undead
creatures and constructs that have been slain are
resurrected at their original location. Only
destroying the mummy lords heart will end this
magical stasis.
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Events
These events are optional encounters to challenge
your players or simply give you hooks, ideas, and
inspiration. Some present monsters to fight or
puzzles to solve, while others add flavor
and interest to this dungeon.
Do not use the same event
more than once.
Nest of Vermin. While
exploring a room, the
characters disrupt 2d8
insect swarms: fistsized spiders that swarm
out from cracks in floor,
ceiling, and walls. A
character with a passive
perception score of 15 or higher
spots the swarms before they
attack. Characters that didnt spot the
swarm are surprised.
Tremors. As the characters search an
empty room, tremors from machinery hidden in
the walls begins to disrupt the area. The rumbles
shake the room.
Withering Winds. When the characters open a
coffin, tomb, urn, or other vessel an oily, black
cloud blows out: clearly the work of potent
necromancy.
All characters in the room must make a
Constitution saving throw, DC 15, or suffer a
level of exhaustion from the withering wind.
Deepest Dark. While the characters are battling
mummies, except for the mummies in the Great
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Random Encounters
For every 10 minutes the characters spend in the
dungeon roll 1d20. On a roll of a 17-20, roll 1d10
and consult the table below.
If the characters just finished a combat encounter
and made noise that could reasonably be heard
through the thick stone walls, then on your next
random encounter check, roll the d20 three times
and keep the highest roll.
Random Encounters
1
10
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Entrance Chamber
The stone door pushes open, rotating on a central axle,
revealing a wedge shaped room. The walls narrow from
the entrance into a ten foot slab of stone. Hieroglyphs
adorn the slab, explaining that sacred crypts lie beyond.
A metal statue, eight feet tall, face shaped into the
likeness of a hawk, guards the far wall. It holds a heavy
sword and fist-sized opals, rubies, and other gemstones
glimmer from the statues breast. Behind the statue is a
moon-shaped relief of stone that appears to be some sort
of huge button.
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Stone Sigils
Pressing a sigil into the wall takes an action.
Once pressed, gears and weights begin grinding,
thundering, and rattling around the room,
shaking loose sand into piles in the corners. The
room moves rapidly through the dungeon, pulled
by chains and pushed by sand.
While in transit, the stone in the doorframe races
and moves, an Intelligence (Investigation) check,
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Magical Scarabs
The scarabs were made to guard the tombs from
living intruders. A detect magic or similar spell
reveals the auras of the spells described below,
but divination magics may be subject to the
mummy lords lair powers (see the official game
manual for more information).
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Developments
If the trap is triggered and all of the sand empties
out of the room, the elevator has a 25% to
become stuck for 1 hour. Roll a percentile die
each time the elevator is used. If the elevator is
stuck, it may become filled with sand. Roll to see
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Singing Skull
wondrous item, legendary (requires attunement by a
creature with a non-lawful alignment)
The mummy lords paramour earned her
heavenly voice not from angels, but from a baron
of Hell. The songs whispered by the skull are
litanies of praise to the princes and dukes of Hell.
Dark Blessings. While in possession of the skull,
the owner gains temporary hit points equal to
their Charisma score whenever they reduce a
creature to 0 hit points.
Infernal Pact. At sunset, the skull stops singing
and whispers an offer to its user. If the attuned
creature willingly suffers disadvantage on all of
their saving throws, the skull grants them
advantage on all of their attack rolls and allows
them to reroll a roll of 1-2 on any damage die
they roll but must keep the new result. If the
character fails a saving throw, the skull deals
4d10 necrotic damage to them.
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Treasure
Coins, gemstones, art objects and other
incidental treasures taken from this room will
crumble to dust if removed, but there are 1d6
rare magical items and 1d4 very rare items of
your choice in the hoard. The mummy lord
collected all manner of magical items throughout
his reign, but was particularly interested in
magical items that helped him summon and
control elementals, demons, devils and other
outsiders.
Monument Gallery
The dimensions of this hall are breathtaking - ceilings
rising so far they fade into darkness. The place is lit by
oil lamps affixed all along the walls, burning with
eternal light. Huge statues of sphinxes, pharaohs,
scarabs, and old gods loom over the shadows of this
gallery. A massive sinkhole dominates the center of the
room, as if a mighty fist shattered the very stone.
This room is a monument gallery to the mummy
lord, each work of art celebrates his rule. The
hole in the floor opens to a dark chasm that falls
500 feet below to the Binding Chamber. It is
possible to climb down, requiring an Strength
(Athletics) check, DC 20.
Hidden Door. There is a door hidden in the side of
a monument. A Wisdom (Perception) check, DC
20, will spot it. Inside the monument is a small
room with a series of stone levers that leak sand
when touched. Activating the levers prevents the
sand in the Tower of Shifting Sands from draining
out, or fills the room again with sand. If done,
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Binding Chamber
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Trapped Room
Treasure
The Scroll of Ten Thousand Names. The scroll is a
litany to the mummy lord, and when read
anywhere in the dungeon, it causes the magical
scarabs in the Hall of Riddles to shatter and
opens the sealed passage leading the Great Tomb.
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Treasure
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Developments
Defeating the mummy lord and his minions
means little. Unless the mummy lords heart is
destroyed as well, the mummy lord will resurrect
as black sand at the next sunset. All of his
minions, including the guardian, will return as
well. If this happens, the mummy lord takes
greater countermeasures against the characters preparing different spells, setting up ambushes,
and even summoning the demon from the
Hearts Chamber.
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Treasure
Buried in the sand are chests full of coins,
flawless sculptures, mosaics, gemstones, jewelry
and magical items. The coins, gemstones, art
objects, and other valuables are worth a total of
15,000 GP.
Among the treasures is a legendary magical item,
2 rare magical items, and 6 uncommon magical
items of your choice. Items such as scrolls,
potions, rings, and worn trinkets or clothing
make good options for the mummy lord.
The legendary items you choose can certainly be
used by the mummy lord during combat. A good
choice for a legendary item would be a talisman
of ultimate evil.
Sample legendary magical items are found at the
end of this module, use them if youd like.
Hearts Chamber
The narrow passage opens into a massive chamber of
rough, uncut stone. Hundred of sharp, sickle like
stalactites hang from the domed ceiling of this chamber.
The walls rise up some eighty feet, outcroppings of stone
making it possible to climb, leap, and tumble around the
room. Your eyes are drawn to the floor before you, where
a massive ankh of wrought iron is bolt into the floor.
Faint, in human screams of pure rage rattle from the
depths of the ankh.
The narrow passageway hidden in the Great
Tomb winds about sixty feet into sharp, natural
rock, ending in a dome shaped cavern. A huge
ankh made of iron is inset into the floor. It glows
with a pulsing red light and anyone standing near
it can hear faint, inhuman growls and screams.
Contained inside is the raging spirit of a morax
demon.
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Ruby Orb
wondrous item, legendary (requires attunement by a cleric or paladin)
This fist sized ruby glows with a faint light, creating dim light up to 10 around you. While you grasp it in hand,
you hear an inhuman voice whispering gibberish. The orb can be used as a focus for your spells, if it is, you gain
advantage on spell attack rolls. It has the following additional properties.
Banishment. You can use your action to cast banishment on a creature you can see within 60 of you, if they fail a
Charisma saving throw, DC 18, they are banished into the ruby. While a creature is in the ruby and you have the
ruby in hand, you can add their Charisma or proficiency bonus (whichever is higher) to your attack rolls, saving
throws, and ability checks. You can free a creature as an action, but otherwise only a wish spell can release them
from the ruby. Only one creature can be banished at a time. While banished the creature is incapacitated, but
doesnt age, doesnt need food or water, and any disease, poison, or magical effects on the creature are suspended
and do not have an effect until the creature is released.
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Corruption Demon
AC: 18 (plate)
Speed: 30
Languages: Common
nonmagical weapons
nonmagical weapons
Skills: athletics + 11
FEATURES
charisma +9
FEATURES
ACTIONS
its greatsword.
Greatsword. +12, one target within 5', 14 (2d6+6)
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Mummy Abjurer
Elder Mummy
HP: 70 (5d8+30)
Speed: 30
Speed: 30
CR: 9
Languages: Common
Languages: Common
nonmagical weapons
nonmagical weapons
exhausted
exhausted
FEATURES
Rotting Gaze. At the start of a creature's turn, if it can see
FEATURES
Cold Aura. All magical and nonmagical flames within 30'
of the mummy are extinguished at the beginning of the
mummy's turn, and all undead creatures within 10' of the
mummy gain resistance to fire damage.
ACTIONS
ACTIONS
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Mummy Warlock
Mummy Warrior
AC: 16 (chain)
AC: 18 (plate)
Speed: 30
Speed: 30
Languages: Common
Languages: Common
nonmagical weapons
nonmagical weapons
exhausted
exhausted
Vulnerabilities: fire
ACTIONS
FEATURES
sight spell.
ACTIONS
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Morax Demon
Mummy Wizard
AC: 16 (natural)
HP: 80 (10d8+40)
Speed: 30
Languages: Common
nonmagical weapons
nonmagical weapons
exhausted
FEATURES
ACTIONS
ACTIONS
Multiattack. The demon can make one attack with its bite
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Writhing Horror
Large, abomination (CE)
AC: 17 (natural armor)
HP: 250 (19d10+200)
Speed: 30, Fly 60, Burrow 30, Climb 30
CR: 19 (22,000 XP)
Senses: Perception 20, Darkvision 60', Tremorsense 30'
Languages: Common
Resists: bludgeoning, piercing, slashing
Condition Immunities: charmed, poisoned, exhausted, grappled,
restrained, prone, stunned, blinded, deafened, paralyzed, petrified
STR 20 (+5)| DEX 20 (+5) | CON 18 (+4) |
INT 10 (0)| WIS 18 (+4) | CHA 10 (0) |
FEATURES
immutable. This monster's shape cannot be altered by any means.
swarm. This monster can fit into a space that is at least one inch
wide without squeezing. It can also pass through other creatures
spaces without being slowed.
reactive warrior. At the beginning of each turn, this monster regains
any spent reactions.
ACTIONS
Multiattack. This monster makes six melee attacks, five with its slam
and one with its engulf.
Slam. melee weapon attack, +11, one target within 5', 9 (1d8+5)
bludgeoning damage and 10 (2d8) poison damage.
Engulf. melee weapon attack, +11, one target within 10', 30
(5d10+5) piercing damage, and the target must make a Strength
(Athletics) or Dexterity (Acrobatics) check, DC 19, or be grappled,
restrained, blinded, and deafened by the swarm of biting scarabs that
cover them. A creature that ends their turn engulfed takes damage
from this attack automatically. As an action an engulfed creature can
attempt another check to break free. Only one medium sized
creature can be engulfed at once.
REACTIONS
Parry. The monster can parry a melee attack that it can see, granting
+5 AC.
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The
Unhallowed
Tombs
Hall of Riddles
Doorway to
other rooms
Endless
Coffers
Tomb of the
black legion
Binding
Chamber
Hearts
Chamber
Great tombs
This map provides a rough sketch of each room. Check the specific details in the adventure for more
information, and as always, make the adventure your own!
Sand-ways: Sand-ways arent depicted on this map, they are up to you to design or simply narrate. As
a general rule, any room can connect to any other room through the sand-ways and it should take at
least 30 minutes for a character to traverse any such passage from one room to another. If the
character has a climbing speed, or isnt slowed down by climbing, you can half this time.
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NOTES
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Combat Tracker
Init
Name
AC
HP
Condition
Round: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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