The Secret of Shell Shrine
The Secret of Shell Shrine
THE SECRET
SHELL
OF
SHRINE
An adventure of druidic magic and undead power in the
prehistoric world of Planegea. BY DAVID SOMERVILLE
THE SECRET of SHELL SHRINE
–––––———————————————— An adventure in Planegea for four to six 4th-level characters ————————————————––––––
There is a ruined shrine built into the enchantment that binds him. The enchantment was
placed upon him by his apprentice, who feared what he
shell of an armored dinosaur out in had become and still haunts the shrine as a ghost,
the grasslands. This shrine is rumored holding the key to the enchantment so that nobody will
unleash his old mentor upon the world again.
to conceal a weapon of great power—
The shrine was dormant for many lifetimes, but has
a sacred sickle—and the lizardfolk who recently been stirred by a curious druid, who was
attempting to discover the secrets of the place. His
live near it have reported strange
inexpert tampering caused the shrine to begin to leak
noises and signs of undeath. The undeath, drawing the attention of a band of nearby
lizardfolk, who have been trying unsuccessfully to
shrine awaits those brave or foolish explore the shrine for some days.
enough to explore its chambers—
Adventure Summary
and its secrets.
The characters will enter the shrine through the main
entrance in the skull or by the hole on top of the shell.
Background They will battle through many small encounters,
discover an arcane keyhole, the motionless mummy,
Many lifetimes ago, a powerful druid named Ul’Xouk
and the key to breaking the enchantment. Along the
controlled a living shrine that roamed the land. This
way, they may make allies with the druid responsible for
shrine was half-creature, half-structure, and Ul’Xouk
stirring the shrine or with the lizardfolk who are trying to
traveled far and wide, bringing hope to the oppressed
explore it. If they put the key in the keyhole, the shrine
and violence to the wicked.
and the mummy will awaken and fight them to the
Ul’Xouk forged a legendary weapon—a sickle infused death. The characters will either destroy the shrine or
with the power of his druidic magic. After creating the take control of it—and doing either will surely draw the
weapon, he became strange and cruel—some say he eye of Nazh-Agaa, King of the Dead.
went wild with power, others that he tampered too
much in life and death when he made the weapon—and Adventure Hooks
he and his followers traveled into the wilderness, far
from the living, where the shrine met its end. Use the following adventure hooks to intrigue the
players and their characters. For each hook, consider
The crazed druid’s mummified corpse still stands at the how and from whom the character learned the relevant
center of the shrine. He is frozen in undeath, and cannot information, and how much it cost the character to
be touched for help or harm unless freed from the obtain it.
The sacred sickle is an enviable prize—a magic weapon Druids have long passed along lore that Shell Shrine
of legendary power, supposed to have been wielded by was once a druidic stronghold, and its location has long
one of the greatest druids of the stories. Whether to been sought by their kind. Nobody knew until recently
wield it or to destroy it to earn the favor of a god, where the shrine had finally fallen, and anyone
obtaining such a weapon is enough to send many interested in druids and their lore would find it worth
heroes into danger. their while to discover more about the shrine.
Lizardfolk keep to themselves, usually, but traders who The lizardfolk who inhabit the area around the shell
have interacted with them say that they speak of the have a vested interest in uncovering its secrets.
dead roaming from within the shrine. A character might Whether the characters wish to pacify the lizardfolk or
be motivated to stop this undeath before it spreads, for undercut their influence, controlling the shrine will put
such curses often have a way of leaking across the land. anyone dealing with the lizardfolk in a position of
strength.
Lizardfolk leader with two guards. If the characters don’t fight Lizardfolk Sorcerer
him, he might give them information and show them the secret Medium humanoid (lizardfolk), neutral
door into the top of the shrine. (Medium fight.)
Armor Class 13 (natural armor)
Atop the shell are 2 lizardfolk and a lizardfolk sorcerer
Hit Points 32 (4d8 + 14)
looking down a hole in the top of the shell. They are not
Speed 30ft., swim 30ft.
paying attention to their surroundings, relying on the
scouts to keep watch.
STR DEX CON INT WIS CHA
Zzurx. The leader is a lizardfolk sorcerer who wants to
10 (+0) 10 (+0) 13 (+1) 7 (–2) 12 (+1) 15 (+2)
figure out what’s in the shrine and help the scout he
sent down to get back out. He fears going into the Skills Perception +3, Stealth +4, Survival +5
shrine himself and the further spread of undeath. Senses passive Perception 13
Languages Draconic
Zzurx wants to figure out what’s in the shrine and help
Challenge 2 (450XP)
the scout he sent down to get back out. He fears going
into the shrine himself and the further spread of Hold Breath. The lizardfolk sorcerer can hold its breath
undeath. for 15 minutes.
The trapped scout. Zzurx and his companions are Twinned Spell. (Recharge 5–6) When the lizardfolk
calling down the hole to a scout named Isskess, who sorcerer casts a spell that doesn’t have a range of
they can hear moaning in the hole below (see Central self, it can target a second creature in range with the
Chamber, Top). This is the first scout they have sent who same spell.
they’ve heard from again, and are calling
encouragement for her to climb back up. They do not Spellcasting. The lizardfolk sorcerer is a 5th-level
realize that the scout has been turned into a zombie by spellcaster. Its spellcasting ability is Charisma (spell
the undead magic of the shrine. save DC 12, +4 to hit with spell attacks. The lizardfolk
sorcerer knows the following spells:
So glad you’re here. The lizardfolk, although likely to
initially be hostile, will welcome the characters once Cantrips (at will): acid splash, infestation, mage hand,
they realize why they have come. Zzurx has a general message, prestidigitation
idea of the layout below, and can tell the characters the 1st level (4 slots): color spray, comprehend languages
following information: 2nd level (3 slots): enhance ability, gust of wind, hold
person
● There are three floors to the shrine. 3rd level (2 slots): dispel magic
● There is a central chamber where some kind of
monster is. ACTIONS
● Undead monsters and infesting pests roam the
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
chambers below.
target. Hit: 5 (1d6 + 2) piercing damage.
● None of their scouts has ever come back
alive—they only have this information because
some of it was shouted up.
● Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., Rrakkurk. A surviving lizardfolk named Rrakkurk is in
one target. Hit: 5 (1d6 + 2) piercing damage. this chamber. He is holding the door closed to keep the
The target must succeed on a DC 14 zombie in the central chamber contained. He wants the
Constitution saving throw or be infected with zombie dead so he can get out and share what he’s
the zombie disease. If an infected creature dies, learned with his leader on top of the shell, and fears
their corpse immediately reanimates as a being killed. He is non hostile to the characters,
zombie. immediately seeking their aid, although he can only
speak Draconic. He will attempt to speak in pantomime
If the characters loot the zombie’s corpse, they will find
if the party doesn’t share a language with him by making
a healing potion in a smeared skin pouch and a piece of
Charisma (Performance) checks at disadvantage as long
hide with a scratched map of the ground floor, as
as he’s holding the door. Characters can make Wisdom
shown:
(Insight) checks to give him the help action on these
checks. The DC is 15 for him to communicate one piece
of information.
South Chamber, Upper In the center of the carving, on the carved dinosaur’s
shell, is a star-shaped hole with four points. It’s clear
A room full of bugs with an extra-weak floor. Definitely a fight,
that something is missing there.
characters might fall through. (Medium fight.)
If a creature casts detect magic in this chamber they will
This 20 ✕ 30 chamber is heavily infested by centipedes.
detect faint necrotic magic emanating from the carving.
It contains 5 giant centipedes and 2 swarms of insects
(centipedes), which attack the characters immediately. Successful checks can reveal the following information:
A secret door (DC 16 to discover if not revealed) is on
the east wall, and an unlocked door is on the west wall. ● Intelligence (Arcana), DC 17: This place is
linked with the magic that controlled the shrine.
Gnawed floor. The floor here is weakened by the ● Intelligence (Religion), DC 12: The symbols
centipedes’ nesting. The DC for checks and saves to here are clearly druidic—druids must have
avoid falling through is increased to 15. created the chamber.
● Intelligence (History), DC 15: This resembles
Druidic signs. This chamber has a druidic sign carved
the tale of Ul’Xouk, a druid who once traveled in
into the wall that means “up” and another one that says
a living fortress to fight evil.
“down.” It seems to have been carved recently.
● Intelligence (Investigation), DC 10: The
missing piece must be about 8 inches long, with
seven sides and a roughly cylindrical shape.
● Wisdom (Survival), DC 13: This chamber has
been long abandoned, although the dust on the
carving was disturbed by recent hands…
Someone has been in this room recently.
1
Talismans are mechanically identical to spell scrolls.
This chamber has two doors on its north wall—one This chamber has a loud skittering sound coming from
unlocked, one locked (DC 14 to unlock)—an unlocked the ceiling (if the party has not already killed the
door on its east wall, and an open archway on its south centipedes in South Chamber, Upper). Both the ceiling
wall. The locked door is visible but half-covered by a 5 and the floor have many small holes, as if eaten away by
✕ 5 patch of purplish-white fungus on the floor, wall, insects. In the center of the room stands a large bone
and door. This fungus is a shrieker, and will use its sarcophagus, which is empty. The chamber has an
shriek action if a bright light or creature is within 30 feet unlocked door on the east wall, an open arch on the
of it. north wall, and a locked door on the south wall.
Unless they have been destroyed, this shriek alerts the Fragile floor. The floor in this chamber is unstable.
gray ooze in the east chamber and the crawling claws in When entering the chamber, or when knocked prone,
the outer northwest chamber, who move towards the characters must succeed on a DC 16 Dexterity check, or
characters to attack them. the part of the floor they are standing on gives way
under them. They can keep themselves from falling by
grabbing onto the floor with a successful DC 16
Dexterity saving throw, or if another creature uses their
reaction to help them. If they fail, they fall into South
Chamber, Lower.
If the sarcophagus is touched with any force, it crashes This chamber contains the decomposing corpses of
through the floor into South Chamber, Lower. It falls in three lizardfolk scouts, which are covered with 2 gray
such a way that it leans against the chamber wall, oozes. There is a locked door on the east wall (DC 16 to
creating a ladder that the characters can use to climb unlock), unlocked doors on the north and south walls,
back into this chamber from below. and an open arch on the west wall.
Ooze & loot. The bodies are recently killed and carry
Central Chamber, Ground
useful gear and supplies, but are covered by the oozes.
Ul’Xouk’s mummy is here. It’s passive until the keyhole chamber The threat from these oozes is diminished since there is
is solved, but still very ominous. Make it feel spooky, but no metal for them to corrode. If the oozes are killed, the
untouchable. bodies can be looted, revealing the following
equipment:
This circular central chamber has open archways on
three walls (north, east, and south), and is empty except ● A potion of healing
for a towering figure, wrapped in strips of rough fabric ● An immovable rod
and dressed in full bone armor, clutching a glowing ● 2 suits of leather armor (plus 1 ruined suit)
sickle. This figure does not move, nor does it react in ● 1 spiked shield, 2 clubs, 1 javelin
any way to the characters’ actions. ● 3 rations (preserved meat and dried fruit)
● A hand-carved statuette worth 35 ps in the
The Mummy of Ul’Xouk. Ul’Xouk stands in eternal
Great Valley
stasis, unable to move or interact, but also protected
from all harm. This is an enchantment caused by his A successful DC 18 Intelligence (Investigation) will
apprentice, who stole the key that gave Ul’Xouk his reveal that one of the dead lizardfolk had a hidden
power. Ul’Xouk is a mummy in a suit of animated talisman: a talisman of locate object.
armor, who wields the sacred sickle. Due to the
enchantment upon him, he and his armor and sickle are Druidic writing. On the wall, roughly etched, are druidic
immune to all damage. He cannot be brought out of his symbols. These have clearly been added recently and
stasis by any means other than placing the key in the are not part of the shrine’s design. They are in no order,
keyhole room, and the sickle cannot be removed from written haphazardly, but can be read as follows:
his grasp.
A short, sandy tunnel, which is not part of the structure Alerting the druid. Characters who are not stealthy, or
of the shrine. A successful DC 8 Wisdom (Survival) who fail on a DC 17 Dexterity (Stealth) check, alert the
check reveals that it was dug fairly recently, and a DC 10 druid in the next chamber to their presence.
Intelligence (Arcana or Investigation) check reveals that
the tunnel seems to have been dug through a Druid’s Chamber, Lower
combination of animal claws and magic. The tunnel
ends in a blank wall, and is empty except for roots A friendly druid who will offer to help, although he doesn’t
poking through the north wall at about 4 feet off the know much.
ground.
This small circular chamber is occupied by a short druid
Secret door. The roots conceal a second secret door, cooking broth over a low fire. A pair of small shafts run
which can be found with a DC 18 Intelligence from this chamber to the surface, letting air and daylight
(Investigation) check. Pulling the plants swings open a in. The druid is eccentric, and happy to see guests,
hidden hatch, which can be crawled into by creatures although surprised that they have discovered him.
medium size or smaller.
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