The Halls of Havareem v1.1
The Halls of Havareem v1.1
The Halls of Havareem v1.1
A large pit sits in the center of this room. Over A large pool of blood red water can be seen in
it, a heavy metal grate can be seen. At the the center of this room. Leading across it are
southern end of the room there is a door. three wooden bridges.
Traps: Pits and Doors. The grate is set on a hinge so that Trap: Bridge Bait. The center square of each bridge is
when someone steps on it, it drops them into the pit illusionary. It can be noticed with a DC 15 Intelligence
below. Anyone who steps on the grate must succeed on a (Investigation) check. Anyone who fails to notice the
DC 18 Dexterity saving throw or they fall into the pit taking illusion and steps on that square falls into the pool below
4d10 bludgeoning damage. The doors at the southern end and takes 3d10 piercing damage from the rusted spikes
of the room are all locked. Dexterity (Sleight of Hand) beneath the water. They must also succeed on a DC 15
checks are required to unlock them. The DC grows as each Constitution saving throw or else they become diseased.
door is opened. The first door is a DC 10 and each door While diseased, they only regain half as many hit points
afterwards increases by 5. As soon as the last door is from any source.
opened, a 3rd level lightning bolt spell is cast with a save Secret Door: The Hallway. The door just outside this
DC of 15 out of the mouth of the demonic stone head at room has a demonic stone head behind it. When the door
the end of the multi-door hallway. is opened, the head appears as though it's about to cast a
fireball spell, but then fizzles out. Anyone who succeeds on
4. Heart of the Dungeon a DC 18 Intelligence (Investigation) check realizes that
there's a hidden hatch at the back of the demon's mouth
that can be climbed through. This leads to a small hallway
A massive ball of molten magma dominates that runs along the southern end of the room and ends
the entirety of this room. As soon as the with another secret door that can only be opened from the
doors open, it begins to flow outwards. inside. It allows the characters to bypass the bridges.
7. Twisting Hallways
Trap: Fiery Death. This room contains a giant mass of
molten magma. As soon as either door is opened, it floods
out. Have the characters roll initiative. On Initiative count These tight corridors wind and twist almost
10, the magma flows 20 ft. through the door dealing 10d10 endlessly.
fire damage to anyone it touches. The magma cools and
hardens in 2d6 hours after being unleashed.
Trap: Dueling Heads. The doors leading into room 8 are
5. Eastern Hall trapped. Once opened, a 3rd level lightning bolt spell is
cast with a save DC of 15 out of the demonic stone head's
mouth. Anyone who succeeds on a DC 18 Intelligence
A singular door can be seen at the southern (Investigation) check realizes that there's a hidden hatch at
end of this small room. the back of the demon's mouth that can be climbed
through. This leads into room 8.
Secret Door: The Right Way. To the north of the
Trap: Fireball. The door is locked. It requires a DC 16 doors leading to room 4 there is a secret door. It can be
Dexterity (Sleight of Hand) check to unlock. Once opened, located with a DC 18 Wisdom (Perception) check and
a 3rd level fireball spell is cast with a save DC of 15 out of opened with a DC 18 Intelligence (Investigation) check.
the mouth of the demonic stone head inside and
detonates in the center of the room. 8. Small Treasury
Secret Door: Eastern Wall. There is a secret door built
into the eastern wall of the room. It can be located with a
DC 18 Wisdom (Perception) check and opened with a DC This room contains a large pile of gold and an
18 Intelligence (Investigation) check. ornate wooden chest.
This long corridor contains four alcoves, each This long corridor is wider than most of the
of which holds a man-sized statue. others. At the western and eastern ends, two
large double doors can be seen.
d8 Result
1 He becomes invisible until the end of his next turn.
He teleports up to 30 ft. to an unoccupied space of his
2
choice that he can see.
He gains a +2 bonus to AC until and immunity to magic
3
missile until the end of his next turn.
4 He regains his lowest-level spell slot
5 He can immediately cast a cantrip of his choice.
He is frightened by the nearest creature he can see
6
until the end of his next turn
He casts fly on a random creature within 60 feet of
7
him.
He loses all resistances to damage types until the end
8
of his next turn.
Aftermath
With Havareem dead, the swirling vortex of unstable magic
dissipates. If the characters were offered a reward for
dealing with the mage, they can go and collect it. The ruins
will sit idle, but not for long. A place like that will soon be
overrun with goblins or other nasty creatures. This could
be a plot hook for a future adventure.
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Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. Kraken Beach
Scavengers: Copyright 2020, Hamrick Brands, LLC END
OF LICENSE