797 The Radiant Sepulcher

This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.

“No one dares approach… Rumor has it that the radiance within the temple halls can wither your strength and have you become a lifeless, unrecognizable husk.”

Desert Guide

The Radiant Sepulcher, unlike its other three sacred counterparts in the Scalding Duchy, is a somber place that not even the fearless desert tribes visit. Oral tradition dictates that no one can enter the sepulcher as the embodiment of death inhabits its chambers. Rumors say that those who ignore the warnings and visit this forsaken compound succumb to its power sooner rather than later.

To reach the Radiant Sepulcher, the characters must follow the Tourmaline River upstream from Darkmoor. Close to their destination, an emerald beacon shines in the Barren Dunes. Upon approaching, a huge skull with glimmering, green eyes awaits. The descending stairs in its maw lead down to the dungeon. The characters, close to the climax of their quest, must explore this place fast because an invisible but relentless threat looms over them the longer they remain in this radioactive dungeon.

Level 4 Dungeon

  • Danger. Check for a Random Event every 20 minutes and after loud noises (4-in-6 chance).
  • Light. Some chambers feature green-flame braziers that provide bright light but also are a source of Radi­ance (see below). All denizens have darkvision.
  • Inlays. Green inlays of an unknown metal circumnav­igate the dungeon floors and walls. They glow faintly and are a source of Radiance that may hinder the party.

Radiance

Glowing gemstones, green-flame braziers, floor inlays, and the ponds in area 8 are all sources of a strange, life-sapping effect known as Radiance. As characters interact with the dungeon and spend time in it, they slowly become poisoned by this quasi-arcane effect.

Activities in the dungeon cause the characters to accumulate Radiant Points (RPs) at a pace of 1d4-2 RPs every 10 minutes. Other actions or objects may yield additional Radiance as described in each area.

Every 2 Radiant Points equals a penalty of -1 to any Constitution and/or Strength related checks. A creature with Radiant Points equal to or higher than their Constitution score suffers from Acute Radiant Poisoning. The creature is too weak to move and dies unless they leave the dungeon within 10 minutes. Outside the sepulcher, creatures heal 1d4 Radiant Points per long rest. Creatures that die from this ailment suffer from terrible pain and organ failure. A common symptom is the blackening of the skin as if it had been deeply burnt. The corpses soon decay into glowing dust.

 RANDOM EVENT d6 Details
1 The radiant gemstones pulse simultaneously and breathe out a wave of deathly Radiance. Living creatures inside the dungeon gain 1d4 Radiant Points unless they are resilient enough to withstand this wave of blight (DC 12 Constitution).
2 Two shadows shrouded in an emerald glow emerge from a nearby wall. The undead fight until destroyed.
3 Four Scalding Duchy goblins arrive at area 1 after tracking the party across the desert. The tribesmen do not dare follow the characters into the dungeon but might appropriate the party’s belongings if a camp was set outside the dungeon.
4 Radiance flows through walls and, for a moment, characters can see through skin and flesh. Their skeletons bare for an instant.
5 Radiance increases and causes terrible headaches (DC 12 Constitution check). Those affected gain 1 Radiant Point.
6 Two goblin ghosts appear before the characters. They warn them about the Radiance and beg the party to leave at once.

1. The Emerald Skull

A house-sized goblinoid skull lies at the end of the path. Its eyes are two glimmering, crystal-like stones that paint the barren soil with their emerald glow.

Unlike the other temples, no goblin scouts are in the dungeon’s vicinities. Whatever happened to the hapless, goblin scouts sent by Duke Gryx remains unknown.

  • The Skull. Close inspection of the skull reveals it is made from granite and not actual bone. Its surface has been polished by the desert wind for centuries.
  • The Gems. The gemstone eyes of the skull entrance are sources of the deathly Radiance. The detect mag­ic spell reveals a strong necromantic aura coming from them; it cannot be dispelled. A creature that climbs with­in 5 feet of the gems, even with protective gear, gains 2 Radiant Points per round of exposure to its light.

2. Antechamber

A thick layer of fine dust covers the floor of this chamber. It is all that remains of those who came here and suc­cumbed to the Radiance. The dust is not magical.

  • The Statues. Two granite statues of armor-clad gob­lins flank the glimmering stone. A lever on their backs can be pulled to open a secret compartment in the base. Inside each base, there is a bag with 200 gp.
  • Guardians. Four Scalding Duchy goblins made of dust coalesce by the glowing gemstone and attack liv­ing creatures. Creatures struck by their ethereal attacks have a 1-in-6 chance of gaining 1 Radiant Point.
  • The Gemstone. It is a source of Radiance (see area 1) but a spellcaster can attempt to harness its power (DC 18 INT). On a success, the gains an extra spell slot for that day. The spellcaster still earns 1 Radiant Point.

3. Runes on the Walls

Viridescent inlays slither through the floor and walls of two hallways that lead to rooms where these green incrustations form arcane runes on the stone walls.

  • Pitfall Traps. Each of the hallways in area 3 features two pressure-sensitive pitfall traps (see map). The trap­doors are directly above the ponds in area 8 (DC 15 Per­ception). Creatures that step on the traps fall into the ponds (DC12 Dexterity to avoid it). Roll for each hallway.
  • The Runes. The walls of this chamber have a higher amount of the green ore that produces the Radiance, RP. Inspecting the Goblinoid runes for 10 minutes reveals that this temple was built by the chieftain Minsteth af­ter founding the capital. The green ore on the walls was mined from the nearby range and thought to be sacred as few could handle it for long. Dozens of blacksmiths perished when building this dungeon.
  • The Valve. Hidden in a narrow tunnel dead-end, this valve can be operated to open the door to area 5.

4. The Radiant Passage

Passing by this glimmering stone is the only way to reach area 5. The characters must squeeze by it, gaining 1d4 RPs in the process. This occurs only once per day. The characters must pass through to reach the lower level unless they fall or climb down the trapdoors in area 3.

5. Upper Level Landing

The door is locked (DC 15 Thieves’ Tools) but the wheel valve in area 3 opens it. Most documents here have decayed; they crumble to fine, viridescent dust when touched. There are a few items of value, though.

  • The Ingots. Two gold ingots rest on the bookcase. They are identical to those in the House of Gold but they are not cursed. Each ingot is worth 150 gp.
  • The Map. Tucked into a time-resistant, magical scroll case is a detailed map of the Radiant Sepulcher.

6. Lower Level Landing

Two flights of stairs descend 45 feet to the lower level. The walls flanking the stairway are decorated with intri­cate frescoes that depict a goblin chieftain taking over a large realm, earning the respect of his brethren.

  • Secret Passage. The wall features a mosaic of Min­steth. Touching his hands causes the wall to slide aside and reveal a path to area 7 (DC 15 Investigation).

7. Secret Vault

The characters must jump across the pond of noxious water (see area 8) to reach the chest (DC 12 Athletics).

  • Treasure. The chest contains 750 gp, 2,500 sp, two potions of healing, and a +2 longsword.

8. The Noxious Pools

Two ponds of faintly glowing water are surrounded by four statues of armor-clad goblins. The roar of machinery filters through a passage on the west wall.

  • Noxious Water. Each pond is 20 feet deep and con­tains a solution of water tainted with the dungeon’s Radi­ance. Creatures submerged in the water, like those who fall from the pitfall traps in area 3, take no damage, in­stead, they gain 2d3 Radiant Points. Submersion in this water is the highest source of Radiance in the dungeon.
  • Guardians. The golden urns in the northern alcoves contain the half-burnt bones of dozens of individuals who died building this dungeon. When characters reach the chamber’s center, the urns open, the remains levitate out of them and coalesce into eight angered skeletons.

9. Engines and Devices

The eldritch machines in this room control the flow of water in areas 7 and 8. They can be operated to drain the ponds or to start a filtration process that turns their con­tents into normal water after 1d6 days (DC 12 Arcana).

  • Glowing Gems. Radiant gems flank the devices. Creatures must jump over the gemstones to operate the machinery, gaining 1d3 Radiant Points in the process.

10. Tomb of Priests

Blessed with divine magic, a stoup contains clean water that replenishes itself. It can be used to refill waterskins. The standing sarcophagi in the alcoves are marked with Goblinoid Runes that describe the names of important priests who were, at the time, loyal to Chieftain Minsteth.

11. Sepulcher of Chieftains

Ornate caskets and gilded urns surround a large, radiant gemstone. Emerald lightning bursts from its crystalline surface, like a violent thunderstorm.

  • Radiant Points accrued in this area are doubled as the gemstone amplifies this adverse effect.
  • Chieftains. Inspecting the caskets’ inscriptions for 10 minutes reveals that the bodily remains of the last six chieftains (including Minsteth) are interred here. Forci­bly opening any of the caskets summons the wrath of a Radiance-infused wraith (successful attacks deal an ad­ditional Radiant Point). Each casket contains 400 gp in valuables worn by the desiccated body.

12. Tomb of Bodyguards

Clay urns line the wall of this circling hallway; a sarcoph­agus lies at the far end. An iridescent rune glows on each enclosure. Valiant members of the chieftain’s guard rest here. A wraith emerges from each sarcophagus if any of the urns or caskets are forcefully desecrated by visitors.

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