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SEALED AWAY The magic is absorbed and expelled

through the stone as heat, so for every spell


Defense 4: Electrified hatch
This hatch is reinforced with magically
Upon approaching the heavily locked gate level absorbed, the stone takes 1 point of
enchanted copper, which will hit anyone
and seeing through to the strange chained heat, cooling down at a rate of 1 point per
who touches the hatch, chain or lock with
hatch built into the floor, it becomes minute. If the stone reaches 4 points of
6D8 lightning damage. The enchantment
apparent that whatever is sealed away here, heat, it will crack and the warding will no
can be disabled by scratching off the
is either very dangerous or very powerful. longer be active.
magical runes hidden on the back edge of
As the panel absorbs spells, the heat can the hatch.
This chamber is the intended final resting
be noticed in the form of smoke or slight
place of the King’s Bauble, a powerful The chain holding the hatch shut is also an
vibrations in the stone panel.
jewel which given the chance, has extreme Unbreaking Chain.
destructive power. Defense 2: Unbreaking chain
Defense 5: The warning
The chain and lock holding the barred door
MAGICALLY LOCKED closed is an extremely powerful artifact,
As some kind of twisted final warning, the
Due to the severe danger of the item in King’s Bauble sits around it’s last victim’s
when locked it becomes fused and sealed,
question, the security of this chamber is neck. The mummified corpse wails and
requiring a DC 30 sleight of hand check
moans, warning not to wear the bauble.
extremely powerful and has many layers. to pick the lock, or two successful DC30
Strength checks to break.
Defense 1: Anti-magic warding THE KING’S BAUBLE
Defense 3: Adamantine bars All rolls made by a creature wearing the
Underneath the center floor panel, there’s
a powerful runic carving which absorbs These bars have an adamantine plating, jewel have an automatic result of 1. The
any magic being cast before it manifests, meaning they are extremely difficult to King’s Bauble can only be removed by
making spells unusable within a 50 foot damage (400hp) or bend (DC28 Strength rolling a natural 20, which can only be
range. check). attempted once every 1D6 hours.

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MUMMIFIED CORPSE

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