(Adventure) Pyramid Raid DND 5e
(Adventure) Pyramid Raid DND 5e
(Adventure) Pyramid Raid DND 5e
THE PYRAMID
RAID
5e Adventure
RAID THE DUSTY PYRAMID AND FACE THE UNDEAD GUARDS AS A PARTY
OF TOMB RAIDING ADVENTURERS
The Pyramid Raid
by
T
short adventure nested in the
Adventure Hook
desert areas of the colorful Heading back home from the long quest, a party
homebrew world of Prsh’Un, of tired adventurers stops in Ridgeloor, a vast
created by the MikWewa RPG desert town scarcely populated by scared common
duo. The adventure takes place folk who can endure the aggressive temperature
in Sameeria, where an ever- changes and the perpetual sun. The river Sameer
expanding desert hides many perils, and the passes through the city, creating a gorgeous oasis
ancient architecture, most notably pyramids, in the narrow city center.
are spread throughout the entire region. This After having no trouble finding a proper meal,
adventure uses Pyramid Outpost moonlight adventurers join one of the campfires in one of
variant and Pyramid Dungeon 1st floor maps, and many squares of Ridgeloor, where they learn of the
it’s made for a party of adventurers of level 6-7. nearby Naga Queen’s Pyramid.
Being informed that seasoned adventurers are in
Adventure Back- town, the town’s mayor joins the campfire and asks
the adventurers to investigate the inside of the
ground pyramid and report to him for a hefty reward.
1
Act 1: The Outpost 3. Clearing
The navigator of a borrowed boat guides them The clearing in front of the entrance to the
through the shallow parts of an otherwise deep pyramid is crawling with robber groups and
river, using the big oar, showing them the sights their leaders. The moon lights the clearing, and
and telling them the history of the Sameer region. if players spend one minute counting the grave
The voyage lasts until the night falls on the desert robbers, they will count 4 groups of 3 grave
region, and the full moon lights the way. robbers and a grave marauder. They are led by 3
The last river curve is gone, and an impressive leaders, using the veteran stat blocks. The grave-
stone pyramid bathes in moonlight, showing off robber leaders guard the oasis, grave robber camp,
the wonders of construction. The dock of the and one random location.
ancient outpost is in front of them, a few feet away. Albeit being stationed on their posts, the leaders
Suddenly, a whooshing sound rips the air, and can join any fight and aid their groups at DM’s
the arrow from above hits the navigator in the discretion.
throat, killing him on the spot. 4. The Oasis
1. Shooting Practice At least one grave robber leader guards the oasis,
Imbalanced after the navigator’s death, the boat and it somehow benefits them. Water touched
turned around and started sinking rapidly, giving by the bright moonlight has healing powers and
players just enough time to jump to the dock. generally sharps the senses of those who drink
Athletics (Strength) or Acrobatics (Dexterity) from it.
check of 12 is required to land on the shore. If • Encounter
failed, characters fall into the river and spend a The leader and a robber group guarding there
turn to get out of the water. has an advantage on initiative checks, +1 AC and
• Encounter +1 on all attack and damage rolls, as well as the
Three grave robbers and a grave marauder with advantage on Constitution saving throws.
light crossbows hide above and behind the half The oasis effect lasts for 10 minutes and in other
covers, shooting the adventurers. fights. Once the effect ends, players cannot benefit
from it for the next hour.
Note: use the bandit stat block for grave robbers 5. Grave Robber’s Camp
and bandit captain stat block for a grave
marauder. • Encounter
On the northeast part, atop a small hill, is a grave
robbers’ encampment guarded by another group of
2. Hermit, Catses & Obelisk criminals commanded by their leader. Witnessing
After clearing the welcoming party, adventurers the adventurers fighting their comrades, this group
can reach the obelisk surrounded by cat statues. will rain arrows on the approaching adventurers,
At the bottom of the obelisk, a hermit hides from having the advantage on initiative rolls.
the robbers pillaging the pyramid and crying The adventurers must climb the hill to reach the
maddeningly. camp, and they need to roll a Stealth (Dexterity)
Players must succeed the Persuasion check of 20 to climb unnoticed. Otherwise,
(Charisma) check of 15 to calm the hermit down. a guard will spot them and shoot them. After
He is a challenge to understand, as he keeps clearing the encampment, players will loot one +1
repeating “to gibs coinses to the catses” and eating weapon at DM’s discretion.
maniacally everything the adventurers give him. 6. Pyramid Entrance
After he ate, he will run towards the river and
disappear. Above the grandiose entrance, a colossal naga
Hermit has the stat block of a commoner and statue warns everyone away from the pyramid.
will die on the spot of a heart attack if players Survival (Wisdom) check of 12 reveals that many
attempt to intimidate him. footprints entered the pyramid, but none of them
To decipher the inscription on the obelisk, leads out.
players will have to cast Comprehend Language
spell. Inscriptions on the obelisk are the inamorata
messages of ancient cat owners, describing the
cats breaking the vases and chasing the mirrored
sunlight around the house.
2
Act 2: The Pyramid Bless of the Undergod
1. Entrance & Cat Statues The touch by the hound-like god of lost souls and
death, any creature feels in their bones. The bless
Six cat statues are the first things adventurers provides 1 hit point to any creature reduced to zero hit
see after entering an immense pyramid. They look points and immunity to mummy rot curse. Bless can last
like ordinary cat statues, but an Investigation up to 24 hours or until the effect is triggered. Upon
(Intelligence) roll of 17 and higher will reveal activation, the curse immunity disappears. A creature can
that each of them has a paw with a coin-shaped be blessed only once in its lifetime.
3
6. Guards’ Resting Place 9. Bone Naga’s Rest
The southeastern area is a broad room with a high • Final Encounter
ceiling, with the dust of ancient furniture that was After the sphinxes let the players through, the
once here. One shiny sarcophagus is at the bottom party can hear a horrific mixture of clicking and
of the room, and four lesser sarcophaguses lie hissing somewhere from the scarcely lit room.
near the sidewalls. Two bone nagas emerge from the darkness and
• Encounter attack the players. They have an advantage on
When the players attempt to open the golden initiative rolls unless the players have made the
sarcophagus, 4 armored mummies emerge from precautions before entering the room.
their resting places. They were dwarves who All the remaining cats join either the adventurers
guarded the pyramid grounds. Mummies wear or bone nagas in the final fight. After the monsters
surprisingly pristine chain mails, bumping their are defeated, players can loot the chest with an eye
AC to 16. From the central sarcophagus, players rune inscribed to it, gaining a random rare magic
loot an uncommon random magic item or anything item, at the DM’s discretion.
the DM sees fit. The cages in the south part of this area suggest
that bone nagas dwelled in the cells and were
GM Tip: Don’t forget to add cats from the pyramid habituated to enslavement and vigilant guard long
entrance to the fights! after death.
What can bring back the dead; make you cry, make you
laugh, make you young; is born in an instant, yet lasts a Memory
lifetime.
5
THANK YOU FOR PLAYING
MikWewa Tales
6
THANK
OPEN GAMING LICENSE
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
YOU
(including into other computer languages), potation, modification, correc-
tion, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, License, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)”Open
Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically ex-
cludes Product Identity. (e) “Product Identity” means product and product
line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue,
Adventures, one-shots, rulebooks, incidents, language, artwork, symbols, designs, depictions, likenesses, for-
mats, poses, concepts, themes and graphic, photographic and other visual
monsters, NPCs, setting, lore, leg- or audio representations; names and descriptions of characters, Spells,
enchantments, personalities, teams, personas, likenesses and Special
ends & tales - we bring our love and abilities; places, locations, environments, creatures, Equipment, magical
or supernatural Abilities or Effects, logos, symbols, or graphic designs; and
our lore to your table. any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically ex-
cludes the OPEN Game Content; (f) “Trademark” means the logos, names,
mark, sign, motto, designs that are used by a Contributor to Identify itself
Expect the professionally drawn or its products or the associated products contributed to the Open Game
License by the Contributor (g) “Use”, “Used” or “Using” means to use, Dis-
and outlined Fifth Edition content tribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your” means the licensee in
you can easily drop into your cam- 2.
terms of this agreement.
The License: This License applies to any Open Game Content that con-
paign. tains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any
Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms
or Conditions may be applied to any Open Game Content distributed using
The fantasy world is immense, and this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
the possibilities are endless. Let us acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License,
help you visualize your world and the Contributors grant You a perpetual, worldwide, royalty-free, nonexclu-
sive License with the exact terms of this License to Use, the Open Game
voice your characters. Face that 5.
Content.
Representation of Authority to Contribute: If You are contributing original
beast in its lair and weave the end- material as Open Game Content, You represent that Your Contributions are
Your original Creation and/or You have sufficient rights to grant the rights
less tales! 6.
conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or dis-
Have an idea? Do you like the fac- tributing, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game
tion idea or NPC’s character? Join 7.
Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
us, and let’s create together! in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does
not constitute a Challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.
This wouldn’t be possible without the 8. Identification: If you distribute Open Game Content You must clearly indi-
support from our wonderful Patrons! cate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish up-
dated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Con-
tent due to statute, judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becom-
ing aware of the breach. All sublicenses shall survive the termination of
this License.
If you liked this one 14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wiz-
ards of the Coast, LLC. System Reference Document 5.1 Copyright 2016,
Wizards of the Coast, LLC.; 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.
END OF LICENSE