“Council of Three”- Out of The Box D&D Encounters # 28
November 11, 2016
Introduction:
This is yet another dungeon-based encounter. It uses spells instead of monsters for it’s basis, and provides a minor puzzle. Depending on how this goes, the players could receive a boon, a trap, or even a future adventure. To be fair, since everything in this encounter is completely based upon player choice, they are truly in control of how good or bad this goes. This will be player agency in action.
An encounter like this might give a DM who might be running a lot of combat-based encounters a chance to switch things up a bit. Mind you, if they set off the trap in this encounter, they might get the sort of combat they might be looking for.
Environment: Dungeon
Suggested level: Any
As the characters enter this chamber, they will be struck by it’s ancient and ritualistic feel. Ancient carved reliefs decorate all of the walls, and depict several scenes. (I see them in an ancient Mayan or Aztec style, but feel free to use whatever fits your campaign). When you enter this chamber, you enter a long and rectangular room. Your entrance is in the center of a 20’ wall, and the room extends out from this entrance to a distance of 40’. A raised stepped platform occupies the furthest 10’ of the room. Upon this platform is a stone plinth with what looks like three heads upon it.
Should the players choose to examine the carved reliefs on the walls, allow them a relatively easy Investigation (DC: 10) to discover the following:
The left wall depicts scenes of ancient figures in tribal garments. They are kneeling with hands raised upward. Rays of light or energy beam down from above upon them.
The right wall shows figures in tribal garb cowering before an oversized figure wearing an elaborate feather head dress and wielding a massive saw-toothed blade. A halo of blades hovers above the head of the oversized figure.
The far wall behind the plinth shows a depiction where tribal figures worship some sort of small sphere.
If the players look behind the plinth, they will find a small cavity. In this little storage area, there will be three jars. Each clay jar is 8” tall and are stoppered with clay plugs sealed with wax. If they open the jars they will find the following:
One jar contains a small 1” diameter sphere carved from wood and painted white. It has a single black dot painted on it as well. The sphere is packed in sand which fills the rest of the jar.
One jar contains a small 1” diameter sphere carved from grey stone. It has a single red dot painted on it as well. The sphere is packed in sand which fills the rest of the jar.
One jar contains a petrified chunk of flesh. A character may make a Medicine check (DC: 12) to determine that this is actually a tongue. If the total of the roll equals 20 or more, then the character will also know it’s Human. The tongue is packed in sand which fills the rest of the jar.
The three heads on the plinth are as follows:
The left head is a severed mummified head. It has empty eye sockets and it’s mouth is wide open. (Medicine DC: 12 – it’s a human head). A further successful Medicine (DC: 12) check will determine that the head has no tongue.
The center head is elaborately carved from stone and resembles the stylized carvings on each of the walls. It’s whole construction seems very square and has pronounced features. It has 1” diameter hemispherical indents where the eyes would be, an open mouth carved into it, and a 1” wide, 3” long groove carved onto the top inside of the lower jaw.
The right head is carved of wood and possesses a smoother and more rounded quality. Its features are far more smooth and seem as is they were carved by a different artisan than the stone head. The features are almost cherub-like. It, too, has 1” diameter notches where the eyes would be, and a mouth that has been carved open like it’s laughing. A similar 1” wide, 3” long groove exists inside the mouth on the top surface of the inside bottom jaw.
Here’s the catch. A head will activate if both spheres are paced in the eye sockets of a single head, and the tongue is also placed into either the carved slot of a carved head or the open mouth of the mummified head. A single head must have all three items to function. It is not important if the eyes are placed in the left or right eyes. So long as they go into the same head at the same time, you’re good to go.
If a single head receives all three pieces, they will lock into place and the head will glow with a greenish light for a moment, then float upward 5’ into the air. The following effects depend on which head receives he “eyes and tongue”.
Mummified Head – The head will rise and say “Wisdom shown is wisdom given.” It will then cast the Augury spell (page 215,216, Player’s Handbook). This will allow the players to ask a question about the dungeon in which they are exploring. Once the head answers the question, the eyes and tongue will disappear and the head will slowly descend to it’s previous resting place. The “eyes and tongue” will not reappear for another year, and will reappear where the jars were behind the plinth.
Stone Head – The head will rise and say “From stone. To stone.” A small panel will open in the back wall where the sphere being worshiped was carved. It will reveal a small cavity where a grey and specked stone-like egg is being hidden. A successful Nature (DC: 17) check will reveal this to be a Basilisk egg. It is unknown how long it has been here. The egg has been in stasis for a number of years. Now that it has been removed from it’s magical stasis, a Basilisk (as per page 24, Monster Manual) will now begin to hunt the party. It is up to the DM when and where the Basilisk will attack. It will be seeking the egg, and will attempt to kill or petrify any who possess it. Note that the egg will not petrify. If this head is activated, the eyes and tongue will disappear forever.
Wooden Head – If the “eyes and tongue” find their way into this head, the head will rise up and begin to babble incoherently. It will cast “Crown of Madness” (Wisdom save, DC: 15). Determine the target randomly. The spell will last for it’s full duration unless the player makes a successful save or the spell has been ended with Dispel Magic (p. 234 PHB), Dispel Evil and Good (p. 233, 234 PHB), Protection From Evil and Good (p. 270 PHB), or any other effect that can end a Charm-like effect. Once the spell is cast and the save is failed, you’ll want to roll initiative and conduct combat as per normal.
Monsters: Possible Basilisk (p. 24, Monster Manual)
Treasure: Possible free Augury spell, possible Basilisk Egg (DM to determine value)
Complications:
There are a few possibilities here. A Crown of Madness cast on the right player character might have deadly consequences. The normal duration is 1 minute (10 rounds). Feel free to reduce that duration if you feel it’s necessary.
Possibly being hunted by a Basilisk will have it’s own issues. Drop hints to the players about tales of people being turned to stone wherever they have been. It’s up to you when and where the beast strikes. Make it memorable.
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