Death Pit of Moloch. 5E Adventure for Beginner Dungeon Masters & Players.

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Death Pit of Moloch 5E Adventure for Beginner Dungeon Masters & Players.

The Fall T 1. Sink Cavern "Help me, Help me," A raspy, low pitched voice called out. I have been trapped here for days, My leg is pinned under my wagon. Please, hurry, before they come to collect me like the others." As you open your eyes, you find yourself in an eery cavern. The interior is dimly lit by the sunlight shining through the hole in the ceiling. You feel sharp pain in your head as memory of recent events snapped back into your mind. You were hired by Roland Tress, sheriff of Meadheaven, to investigate the mysterious disappearance of travellers who were last seen in the vicinity of Hollow Rock hills. As you investigated the area, the ground beneath you crumbled, throwing you underground, and upon hitting the rocky floor, you blacked out for unknown amount of time. Now that you've regained consciousness, you find yourself in a manmade cavern with an upturned wagon to your side and beyond it stood a heavy wooden door. Treasure General Features Developments 2. Cultist Guard Room

Trapped Chest Spike Trap Treasure Treasure Conclusion 3. Goblin's Den Treasure Hiding Spot 4. Ritual Hall In the center of this cavernous room, between a stone altar and a cracked statue of a demonic entity, you can see a decrepit man in gold threaded cloak, flanked by two watchful goblins. On the altar is a dissected cadaver that he gleefully stuffs with green glowing slime. As he notices your presence, he looks up, points his finger at you and says "Can't wait to become Moloch's followers, do you? Come, let me reward your enthusiasm!" He flips the lever to his left down and the door to the exit slides down. He then pulls up a green skull talisman out his robe. The zombies resting in the depression of the cave wall starts to stir. Awarding Experience Points

Appendix: Monster & NPCs Commoner Medium humanoid (any race), any alignment Armor Class 10 Hit Points 4(1d8) Speed 30ft. STR DEX CON INT WIS CHA 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) Senses passive Perception 10 Languages any one language (usually common) Challenge 0 (10 XP) Actions club. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves and servants, pilgrims, merchants, artisans, and hermits. Cultist Medium humanoid (any race), any non-good alignment Cult Leader, Crassus Medium humanoid (human), neutral evil Armor Class 12 Hit Points 22(5d8) Speed 30ft. STR DEX CON INT WIS CHA 11 (0) 14 (+2) 11 (0) 10 (0) 13 (+1) 14 (+2) Skills Deception +4, Persuasion +4, Religion +2 Senses passive Perception 11 Languages Common, Infernal Challenge 1 (200 XP) Dark Devotion. Crassus has advantage on saving throws against being charmed or frightened. Spellcasting. Crassus is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit 5 (1d6 + 2) slashing damage Armor Class 12 Hit Points 9(2d8) Speed 30ft. STR DEX CON INT WIS CHA 11 (0) 12 (+1) 10 (0) 10 (0) 11 (0) 10 (0) Skills Deception +2, Religion +2 Senses passive Perception 10 Languages any one language (usually common) Challenge 1/8 (25 XP) Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one creature. Hit 4 (1d6 + 1) slashing damage Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Goblin Small humanoid (goblinoid), neutral evil Credits Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (0) 10 (0) 8 (-1) 8 (-1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 5 (1d6 + 2) piercing damage Zombie Medium undead, neutral evil Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can t speak Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage