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Desert Archaeologists

D
esert Archaeologists is intended for 4-6 City events and sites
characters with an average party level of 1.
Characters who complete this adventure should The charters have the morning to get equipped (armor,
earn enough experience to nearly reach 3rd- weapons, and healing potions) and explore the city and
level. An Archaeologist and his crew have gone prepare for their trip into the desert.
missing and his long time friend is worried. This 1 Shanqal Palace: Sultan - Fahd al-Shanqal (Tan skinned
campaign takes place in Zephyran, in a place Human), Grand Vasari - Taalib el-Khalif (Tabaxi tan fur
known as the Sazutan Oasis on the continent of Ecari.
with black spots reminiscent of the pelt of a bobcat)
2 Iron Lions Headquarters: Commander Ironscale -
The Sazutan Oasis (Grey Scaled Dragonborn), Second in command - Haroc
The jewel of the sprawling desert and only Bloodfeather (Aarakocra Buff), Quartermaster - Hiccup
stationary city in the Western Waste. Though there Tinkertock (Old Gnomish gentleman w/ thick Gold
are a few nomadic townships in the Waste, Sazutan rimmed glasses and a poufy white afro)
Oasis is the only major city found here it is a place 3 The Dry Spell - Tavern: Bartender - Trevor (rotund
of comfort amidst difficulties. In a dry and arid human with a white apron and a drying towel over his
region like the Western Waste, it is an area that is shoulder)
fertile in a way that seems impossible. The city is 4 Mummy's Tombs - Bookstore: Store Owner - Ahmed
made up of sandstone buildings each with bright Kalmari (Very thin tan skinned human nervous looking
colored awnings dressing the fronts. The streets and watches party like a hawk)
that run through the city are made of the same 5 Sandstone Smiths - Blacksmith: Blacksmith - Roloc
sandstone giving the city a monochromatic feel if Hakvor (large ripped reddish skinned Half-Orc with one
not for the splashes of bright colored fabrics that tusk and deep scars on his face and arms he's wearing a
adorn the buildings. Most of the buildings are black leather apron. With his sleeves rolled up.)
located around, and facing towards the Oasis. 6 Sands of time magic shop: Shop Owner- Gale Turnor
Patches of green plants cover the moist ground
while fig trees and palms shade the southern coast
(young tan skinned half-elf women wearing a simple white
of this desert sanctuary.
sleeveless dress with gold trim)
7 Targe' - General store marked up prices: Manager
and Salesman- Roan Korman (well dressed tan skin
Human slick black hair and a pearl white smile)
If you wish this adventure could also be set in your own 8 Virtuous Vale - Clothing Shop: Saleen Korman
world. (Beautiful Tan skinned Female Half-Elf in a elegant and
simple black and gold dress with a low neck and a high
Backstory knee slit. She is adorned in gold bracelets, rings, and a
large golden necklace)
Your group has been hired by Dr. Ezra Stone; an 9 Gritty Ale Tavern: (Sazutan Oasis thieves guild)
Archaeologist He needs your expertise to escort him to an Bartender - Hal (Skinny old leather skinned human with a
active dig site in the desert, where his friend and mentor Dr. squinty face and a lot of missing teeth)
Karpov was to be working. You’re to meet up with Dr. Ezra at 10 Local Bazaar - Shops & Vendors
the Dry Spell Tavern this afternoon to go over the details. 11 Shady Palms Mortuary: Owner - Paul Barhir (Very
tall slim tan shinned human in a simple formal robe and
saddles)
Hook
A Paying Job: If you use a job board in your campaign this
could be a simple one. "One Dr. Ezra Stone is looking for
The Job
a group of strong, brave adventurers to escort him to a dig As the characters sit down with Dr. Ezra he tells them his
site in the near be desert." plight. Read this;
Job From The Guild: The local guild has asked that the "I haven't heard from my friend in a few weeks now, and up
charters help to escort Dr. Ezra to the local dig site. Then until this point him, his team and I have been sending regular
return with any information concerning local safety or communications back and forth. The last I heard was that he
guild business. had just found an amazing discovery, a skeleton of an ancient
Treasure: If your players like treasure, bump up the loot Titan.”
in this adventure and have them cut a deal with Dr. Ezra
for a split of the find. in order to help him find his friend.
The Dig Site Cave Temple:
The dig site is a half days journey into the desert. This travel The tracks leaving the caves lead north. As the characters
can give time for role playing banter or you can fast forward follow them read this;
through the day. As the characters approach the dig site read
this: Following the path you come to an enormous cave opening
nearly 15ft. high and 10ft. wide. Two gigantic skull carvings
As you travel through the desert on route to the site you see are on either side of the entrance. Outside the entrance stand
enormous bleached white bones emerging from the sand. As two large Orcs.
you reach the site the skeleton is unbelievable.
Encounter: The two Orcs that stand out front of the cave are
Base Camp patrolling. They stand out front for 10mins then begin to
head into the cave.
If the Orcs are attacked out right they will
The campsite looks abandoned. Do to the sand and the wind stand their ground and fight to the death.
you can't tell if the group left on their own or if there was a
struggle.
Investigation check DC15: You can tell that the tents have Into the Mouth of
been cut not ripped and many of the more valuable items are Madness:
also missing)
Perception Check DC15: You see a large dome shaped As the characters enter the cave mouth they can see a faint
structure 100 yards North of the camp orange glow. The cavern is filled with winding rivers of lava.
Perception Check 10-14: You see what looks to be Unless otherwise noted, locations on the map have the
something shining off to the north. following features.
Perception Check 1-9: You see nothing. Dr. Ezra wants to Temperature: The cave is dry and hot even hotter than it
set up camp and look around the dig site for a while. With it was traveling in the desert sun.
coming on to sun set this would be a good place for the Ceilings. The ceilings here are 15ft. tall and made of solid
characters to set up camp. sandstone.
If they keep watch through the night they see an Orc scout Walls and Floors. The walls and ground are both made of
in the middle of the night. Perception check DC15. In the sandstone. Molten lava flows through the caves.
morning they see tracks that lead north to the Large Helm Lighting. A soft light from the outside illuminates the
and to the Cave city. opening of the cave. The river of lava running throughout the
If the party doesn’t camp for the night: When they get to the cave offers dim light.
Large Helm they get ambushed by three Scorpions, Unusual Features. Sound echoes throughout the cave
Encounter: Three Giant Scorpions that have taken up easily. anyone who tries to to sneak makes dexterity (Stealth)
residence in the helm. The scorpions will lay in wait until a check at disadvantage. Additionally, as soon as combat
character approaches the helm. occurs, the rest of the creatures in the cave become aware
and join the initiative order. This makes the characters'
choice of where, when and who to fight

Abandoned Cave City first very important.

The characters continue to follow the tracks from the Large The Witch Doctor

Helm to the cave city (Nature/Survival/Investigation Check and his acolytes will

DC15). Once they pick up the trail again read this; not leave the sacrificial

chamber even if they hear

As you continue north you come to a city of caves. Dozens of a commotion.


caves are cut into a single cliff face.

Each cave holds basic living equipment and home


furnishings. All the caves are abandoned. Cave paintings on
the walls depict a large armored humanoid standing
surrounded by many Orc looking humanoids. The large
armored humanoid seems to be standing on a mound of dead
bodies and bones.
Treasure: DC20 finds a hand drawn map to the Cave
Temple. Otherwise nothing of value just clay pottery

and stone carvings.

3
The Gorge Choices

A 15 foot gorge of flowing lava separates the As the characters continue moving through the
characters from the other side. There is a makeshift tunnel they come to a Y.
DC15 nature/survival
rope bridge, but is rolled up and secured on the check. The characters notice heavy traffic to the
opposite side of the gorge. The characters must left. If they fail it's their choice which way to travel.
come up with a way across. If any of the characters If the characters decide to head right the ceiling
can fly this is acceptable. Otherwise they can use a begins to shift.
rope or attempt to jump across. Let them be
imaginative. Once across, the tunnels start to
narrow and the characters must travel single file. So
get a marching order. Trap: Rocks fall blocking the chamber behind them. All
Characters must make a DC14 Dex saving throw taking
2d8 bludgeoning damage on a fail or half as much on a save.
This tunnel continues for another 20ft. then dead ends. The
Ill Laid Traps characters need to clear the fallen rocks in order to continue
back through the tunnels to the left. This can be done with a
DC15 Strength check. A fail means it takes longer.
The tunnel curves to the right.

The following locations are keyed to the map for easy


referencing.
Trap: Poorly hidden there is a large log deadfall trap. Its very 1 Cage in a Cave
rudimentary and can be noticed with a DC10 Perception
check. If the characters don't take notice, it swings down Read the following boxed text to start the encounter:
hitting the two characters leading the group. The two
characters in the front must make a DC15 Dex save. Taking As you travel ahead you hear low muttering and then a load
2d8 bludgeoning damage on a fail, and half as much on a bang of metal. You can make out (in Orcish) QUITE (CUS
save. WORD)!!!

As the characters look down the tunnel they see


two Orcs. The Orcs are moving farther down the
tunnel, away from them and the cage.
Inside the
cage the characters find the missing Archeologist's
assistants and diggers.

Encounter: If the characters wait the two Orcs will walk


back to the sacrificial chamber. If the characters choose to
attack the two Orcs the fighting will attract one more Orc
from the sacrificial chamber.
Treasure: A old iron key (it opens the cage), Bone necklace
made of Gnomish bones, said to bring good luck
For more great loot tables head to Ladytiefling on
Twitter.
Information:
Archeologist's Assistant;
“They took Dr. Karpov. They said they wanted to bring back
their deity, Menoetius. They believe that the Dr. can bring back
the fallen titan that we've been excavating. THEIR CRAZY! “

        The Titan god of violent anger and rash actions. He was  


          described as hubristic, meaning exceedingly prideful      
          and impetuous to the very end. It's said that Zeus            
            blasted him into the deepest darkness with a                
              lightning bolt.

4
Chanting can be heard coming from the chamber up
ahead. Aftermath
After the fight the characters release Dr. Karpov. As they
Sacrificial Chamber of Menoetius: escort the Doctors out of the cavern Dr. Karpov says;
"It wasn't a total lose. Look at this Ezra", he shows you all a
As you enter the chamber you see an Orc Witch
hand drawn map in a small notebook and a rubbing of a
Doctor. He's a slender bald headed Orc with two
large tusks that protrude from his lower jaw. He's pyramid with rays coming from the top and symbols in a circle
dressed in a ceremonial robe adorned with runic around it.
tiles, and two human skulls hang from his belt. In “It’s the temple of Neftorebar I know it."
his right hand he holds a blood soaked curved
blade and blood drips from his left hand. Around
the outer edge of the chamber are three Orcs       You all make your way back to the other prisoners and
(unless they were defeated in the earlier section). then out of the cave and back to the original dig site. The
Towards the center of the chamber surrounding characters job is now complete and they can head back to
the Witch Doctor are three more Orcs, hooded in town or continue on to the next leg of
ceremonial robes. The Orcs Acolytes are chanting
rhythmically in a language that you don't
understand. At the feet of the Witch Doctor is a red
glowing pentagram. In a nearby cage you can see
the silhouette of a human. (Dr. Karpov)

Encounter: The two Orcs will attack as soon as the


characters make their presence know. (Unless the Hulking
Orcs were defeated in section 1)
The Witch Doctor will not
attack until the characters begin to fight the Orc Acolytes.
Then the Witch Doctor will support the Orc Acolytes after
casting Barkskin on its self. The Witch Doctor attempts to
take out the ranged characters first.
Treasure: 1 pair of engraved bone dice 25g, 1 small gold
bracelet 25g, 2 caved bone statues 25g each, and a gold
locket 20g, 26 gold, and 250silver, rope of climbing, and 1
Potion of Greater Healing.

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Orc Witch Doctor
Medium huminoid (Orc), Chaotic Evil

Armor Class 11 (16 with Barkskin)


Hit Points 27(5d8 + 5)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

Skills Medicine +4, Nature +3, Perception +4


Senses Darkvision 60 ft., passive Perception 14
Languages Druidic, Orcish, Primordial
Challenge 2 (450 XP)
Proficiency Bonus +2

Spellcasting. The Witch Doctor is a 4th-level


spellcaster. Its spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). It has the
following spells prepared:
Cantrips (at will): druidcraft, produce flame, poison
spray
1st level (4 slots): entangle, longstrider, healing
word, thunderwave
2nd level (3 slots): infestation, barkskin

Actions
Sacrificial Dagger. Melee Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage.

6
Orc Acolyte Orc
Medium Humanoid (Orc), Chaotic Evil Medium Humanoid (Orc), Chaotic Evil

Armor Class 10 Armor Class 10


Hit Points 9(2d8) Hit Points 9(2d8)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+4) 12 (+2) 16 (+4) 7 (-2) 11 (+0) 10 (+0)

Skills Medicine +4, Religion +2 Skills Intimidation +2


Senses Darkvision 60 ft., passive Perception 12 Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc Languages Common, Orc
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)
Proficiency Bonus +2 Proficiency Bonus +2

Spellcasting. The acolyte is a 1st-level spellcaster. Its Aggressive. As a bonus action, the orc can move up
spellcasting ability is Wisdom (spell save DC 12, +4 to its speed toward a hostile creature that it can
to hit with spell attacks). The acolyte has following see.
cleric spells prepared:
Cantrips (at will): druidcraft, produce flame
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5
1st level (3 slots): entangle, longstrider,
thunderwave ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit,
Actions reach 5 ft. or range 30/120 ft., one target. Hit: 6
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., (1d6 + 3) piercing damage.
one target. Hit: 2 (1d4) bludgeoning damage.

Art Writer
Cover Freelancerart

James Hagadone

Odin Design
Limbless Giant
dgrvisuals

Lurking in the Lava Cave


Livmage

Thank you to
Dragon Age Cave
JJasso

Shaun Sullivan

Thomas Brown
Male Orc Wizard
PTimm

For your support


Enviroment
JustinOaksford

OdinDesign
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