Mad God's Key Conversion Notes

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The text details a dungeon crawl through the hideout of a cult, including traps, monsters, and NPCs. Rituals in a book found mention corrupting knights to serve an ancient demonic power.

The cult worships Demogorgon and desecrated a temple to Mystra. The book references rituals to transform mortals into powerful undead by attracting the attention of an ancient demonic power through jealousy and bitterness.

Traps include a shatter trap, pit traps, and a bane spell trap. Encounters include zombies, an undead rat swarm, skeletons, and a terrifying amalgamation called the Blessed One.

Mad God’s Key (Dungeon #114)

Start at Fenter’s Inn (Merchant District #2), thugs are looting the Curious Monkey (#4).

P22. Thugs: Bandit (2), MM343.

P24. The stolen book comes from within the House of the Dragon in the Noble District; a
cleric of Oghma seen taking it. Irontusk: Thug (MM350), 1 potion of healing, replace
Pack Tactics with Reckless (start turn with advantage on melee, but attacks against him
gain advantage till his next turn).

Chase Rules (DM 252-53):


 Dash, 3 + Con mod. (Irontusk can dash 5 times). Each additional DC 10 Con check
or gain exhaustion (regained short rest).

P26. D3. DC 10 Dex save or fall prone


D4. DC 10 checks to get around. Str (climb), Dex (acrobatics over), Int (figure way
around), or break (DC 15 Str). Otherwise, unable to get through.
D5. DC 15 Dex (acrobatics) or restrained, DC 12 Dex (escape artist) to get out or slash
(5hp) or break (DC 15 Str).
D6. DC 13 Dex save or stuck, DC 10 Dex (escape). If save failed by 5 or more, went
straight through boat floor.
D7. Fruit, DC 10 Con or disadvantage to those checks.
- Junk, DC 13 Dex (acrobatics)
- Spider, web +4 attack, restrains movement unless DC 10 Str check or slash 5hp.
- Trap, if not pull two handles set in side, arrow trap, +4 attack, 1d10 dmg, 20’, DC 11.
D8. DC 10 Dex (acrobatics) to get through dogs, fail 1d4 pierce and 5’ difficult terrain.
Or 3 Mastiffs (MM332) otherwise.
D9. DC 13 Acrobatics to avoid tipping.
D10. Use Commoner (MM345) with 10 hp who lashes out with his empty grog bottle
(disadvantage as improvised weapon, 1d4+2).

27. The Green Dagger Gang aspires to join with the Lotus Dragons. Their base is in the
Azure District, near Nate’s Nets (#A4). The cultist impersonated a cleric of Oghma.
G1. Front door DC 11 trap.
G2. 3 Stirges, MM284.
G4. A juvenile Death Dog (MM321), hp 15, Str 11 (+2 hit, 1d6 pierce). DC 8 Con save
(disease) or poisoned till cured. Every day repeat save or reduce max hp by 2 until dead.

29. Diseased members fight as Commoners (MM345). Replace Iron flask with Potion of
Climbing.
a) Daylin is a Scout (MM349).

30. Trap DC 13, +4 hit for 2d6 dmg. Remove masterwork weapons, smokesticks. Reduce
to 1 vial apiece of acid and alchemist fire.
a) Dalta as Thug (MM350). Stairs DC 13 trap to notice, disarm.

- G15, spider swarm MM338.


- G16, Azure District map.

G19. Rogues: AC 13 (leather), hp 16, Dex 14, Con 12, Wis 13. Short Sword +4 hit,
1d6+2 pierce or Dagger 1d4+2. Sneak Attack +2d6. Cunning Action (bonus action
disengage, dash, hide).
- Pit traps DC 15 Perception notice no foot traffic, DC 15 Int (Investigation) confirm a
pit, 1d6 fall damage.

G20, lock DC 18.

G21. Cyrathas Oil burning does 1d6 for 2r, DC 13 Dex save half.

Cyrathas. Sor3, AC16, hp 23, Init +3, Str 8, Dex 17, Con15, Cha15. +5 hit short sword,
1d6+3 or +5 spell attack. Saves Con, Cha.

Acid Splash - 1action/ 60'/ VS/ instant - 1 or 2 targets within 5' of each other make
Dexterity save or take 1d6 Acid damage.
Ray of Frost - 1action/ 60'/ VS/ instant - 1 target ranged spell attack, on hit take 1d8
Cold damage and speed reduced to 10' for 1 round.
Chromatic Orb (1st) - 1action/ 90'/ VSM(diamond worth 50GP)/ instant - 1 target ranged
spell, on hit 3d8 (you choose).

Sorcery Points (3/3) *Careful Spell - 1SP *Quickened Spell - 2SP

Sleep, Web

Equipment: 1 Potion of Healing, 80gp, key to door & chest.

Chest DC 18 lock. 4 large sapphires (100gp each), Potion of Hill Giant Strength, Potion
of Healing, 20 arrows +1 (made of elemental air, feel like no weight at all, the heads are
solid steel but rest appears like clouds), Spell Scroll: Fog Cloud, Diary.

P33, House of the Dragon, Noble District (#17, library). Shrine of Oghma in Noble
District (#24).

Cairn: in the hills just west of Fort Rakin, south of Sasserine along the Thunder River.
The Cultists worship Demogorgon and desecrated an ancient temple to Mystra.

36. The zombies each have one eye removed and another inserted, bloody messes of
different sizes and color. MM316.
a) T5, serpent’s tail wrapped around a skull. Religion DC 20 to recognize as cult of
demon Demogorgon.
b) Shatter Trap (reset each dawn), DC 14 Arcana, 3d8 thunder damage, DC 12 Con
for half, all targets 10’ radius.
c) Zombies as above MM316.
d) Replace Wee Jas with Mystra, 8 pointed blue star. Mystra’s blessing puts symbol
on body, for 1 month Advantage on death saves, auto stabilize each round if
down to 0 hp, and advantage with talks with Mystra and Azuth clergy.
e) Undead Rat Swarm, use Rat Swarm MM339, immunity to physical per undead,
add Sewer Plague to hits (DC 11 Con or infected, 1d4 day onset, see DMG 257
for symptoms).

37. Skeletons MM272.


a) T11, serpent’s skull wrapped around a skull symbol. Trap DC 15 arcana, Bane
spell on nearest 3 creatures, -1d4 to attacks or saves for 1 minute, DC 13 Cha to
negate.
b) Isalnarr, Cleric3, AC14 (ring mail), hp 27, Str 16, Con 16, Wis 14. Saves
Wis/Cha. +5 hit Maul 2d6+3 or Light Hammer 1d4+3 (throw 20/60). Touch of
Death, 1x can add 11 dmg to a melee hit. Spell Attack +4, Chill Touch (2
targets), Sacred Flame.
Spells: 1st (x4) Ray of Sickness, Healing Word (b) / 2nd (x2) Blindness/Deafness, Ray
of Enfeeblement. Save DC 12.

Equipment: Potion of Healing.

T12. Shrine to Demogorgon. A 20’ tall statue of a two-headed baboon, each with open
fanged mouths, with serpentine humanoid body and 6 barbed tentacles for arms. From the
mouths pour blood.

The Blessed One. An unholy amalgamation of animal and humanoid parts sewn together
in a crude representation of the statue. Octopus tentacles are mixed with some other
barbed appendages that move functionally. The two heads wobble, covered in blood, and
attempted to fix mismatched gazes.

AC11, hp36, Dex 13, Cha 13. Immune poison, fear, mental. Darkvision 60’. Understands
common, can’t speak. 2 attacks, +3 hit barbed arms 2d4+1 slash. DC 11 Wisdom save or
frightened until end of Blessed One’s next turn. Terrifying Gaze. Target 1 creature 30’
that can see it, DC 11 Wis save or frightened (paralyzed) until end of Blessed One’s next
turn, can only use once per turn.

Veltargo, use Cult Fanatic MM345. Equipment: 2 Potions of Healing, Scroll: Enhance
Ability (Cleric 2), Ring of Swimming (a band made of golden fish scales design made of
worked coral as hard as metal, the ring floats on water if removed and grants advantage
on Swim (Str athletics) checks), 205gp.

The Book has pages devoted to praising the curses and dark rituals required to transform
a mortal into immensely powerful undead. A reference is made to Saint Kargoth whose
jealousy and bitterness was so strong that he attracted the attention of an ancient demonic
power. Thirteen of his fellow knights were also so corrupted. The missing pages likely
dealt with the actual rituals.

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