TEXT: A 5E WARLOCK ADVENTURE 
  BY CHRIS LOCKEY
  Black SarcophaguS
  FOR 4 PCS OF 
  6TH LEVEL
  
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks 
  of Open Design, LLC.
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, 
  characters, artwork, sidebars, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this adventure is the Skeletal Servant of 
  Yig stat block
  © 2018 Open Design, LLC
  www.koboldpress.com
  Only the most learned of sages know the truth of Xulthas-
  Ka and his Black Sarcophagus—the sorcerer king was a 
  serpentfolk archpriest of the Great Old One Yig, and his 
  tomb is actually a temple built in service to the Serpent 
  God’s endlessly sinister agenda. Those who would defile the 
  tomb in search of wealth are promised mortal peril by the 
  wily traps and undead horrors that lurk within. Even still, 
  the mystery of the Black Sarcophagus beckons…
  Adventure Hooks
  • An opportunistic merchant lord (or crime boss) hires 
  the party as sellswords to investigate the tomb with 
  (false) promises of full shares of whatever treasures are 
  found within.
  • The party encounters a blind soothsayer in a crowded 
  tavern or market square who whispers enticing tales 
  of a “black sarcophagus of the sorcerer king” through 
  opium-stained teeth. Conveniently, he has a rare map to 
  offer them—for a price.
  • A cabal of serpentfolk yearns to know the secrets 
  of Xulthas-Ka and hires the party in secrecy to 
  excavate what they suspiciously refer to as “a site of 
  archeological interest.”
  BLACK SARCOPHAGUS
  Design: Chris Lockey
  Editing: Meagan Maricle 
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: M Wayne Miller
  Interior Art: M Wayne Miller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Background
  For countless years, the Tomb of Xulthas-Ka has eluded 
  even the most intrepid of explorers. The only things known 
  about the sorcerer king whose remains are interred within 
  the tomb are that he owed allegiance to unholy powers 
  and that he possesed an unparalleled collection of arcane 
  secrets. The name Xulthas-Ka is a legend among scholars 
  and graverobbers alike, who whisper tales of items of 
  unfathomable power that rest in a black sarcophagus in the 
  lightless depths of his profane vault. The tomb itself hides 
  amidst the deadly southern jungles and is recognized by the 
  massive ebony slab that marks its entrance. This solitary 
  doorway is cut into the side of a sheer cliff face and has 
  remained sealed since the tomb was constructed.
  But the vault has finally been breached. An industrious and 
  foolhardy adventuring trio managed to thwart the magical 
  and mechanical barriers protecting the crypt. Their use of a 
  large alchemical explosion in the side of the cliff face exposed 
  one of the tomb’s internal passages. Their success, however, 
  was short-lived. One-by-one they perished at the hands of 
  Xulthas-Ka’s immortal protectors and their own unsound 
  decisions. The obsidian sarcophagus has gone undiscovered.
  
  3
  3
  6
  7
  1
  9
  8
  2
  4
  5
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  
  4
  Using this Lair
  The Black Sarcophagus can be easily adapted to any 
  campaign. In the Midgard setting, the Tomb of Xulthas-Ka 
  is located in the Southlands, cut into the western face of the 
  mile-high cliffs surrounding Black Lotus Mesa. It is highly 
  suitable for any similar geography. 
  This lair references Void exposure and includes a magic 
  item in the sarcophagus itself that gives PCs who attune to it 
  access to Void magic spells. If you do not use Void exposure 
  or Void magic in your game, then you can replace Void 
  exposure with short-term madness and the magical tome in 
  the sarcophagus with a tome of clear thought.  
  Exploring The Tomb of Xulthas-Ka
  Until recently, the tomb of Xulthas-Ka has remained 
  undisturbed for centuries unknown. The air of its unseen 
  chambers hangs heavy with the stale odors of dry earth and 
  ancient decay. The walls and floors throughout are lined with 
  irregular patterns of a squamous mosaic of multihued limestone 
  tiles. Unless otherwise noted, the ceilings of the tomb are 10 feet 
  high. Once opened, the stone doors and sarcophagi inside the 
  tomb automatically close at the break of dawn the following day.
  1. THE BLACK DOOR
  A wide slab of black rock has been set into the cliff face. Its tall, 
  ageless surface is remarkably smooth, defying the countless 
  seasons of exposure it has endured here at the edge of civilization.
  This oppressive, 10-foot wide, 12-foot tall stone door 
  marks the entrance to the Tomb of Xulthas-Ka. It is 
  sealed by powerful magic and can only be opened with its 
  corresponding key, the true nature and current location of 
  which are entirely unknown. The Black Door is locked from 
  both sides and is seemingly immune to all damage.
  2. THE BREACH
  A massive hole in the cliffside reveals a tiled passage that 
  stretches north and southward into the darkness beyond. 
  Blackened rubble and burnt stone debris litters the ground 
  around this yawning, earthen maw.
  A successful DC 10 Intelligence (Investigation) check reveals 
  the cause of the breach: the blackened and burnt earth are the 
  result of an alchemical explosion that ruptured the exterior 
  wall of the tomb. Furthermore, a successful DC 15 Wisdom 
  (Survival) check reveals the weathered tracks of three booted 
  humanoids that disappear into the darkness of the tiled tomb.
  3. TRAPPED GALLERY
  The walls and floor of this unlit chamber are strewn with 
  cobwebs and dust. The rotting corpse of a tomb robber hovers 
  at the southern end of the room, skewered from beneath by a 
  giant spike.
  The walls to the east and west are adorned with bas-relief 
  murals that depict a race of hooded serpent people engaged 
  in epic battle with other humanoid races. To the east, they 
  war against a united army of allied races—humans, elves, 
  and dwarves among them. To the west, the serpentfolk raise 
  blade and fang against a stranger enemy—likewise robed, 
  but thronged by a hideous horde of amorphous mutants and 
  terrors from the Void. The shape of an ouroboros frames 
  a central setting sun on each mural. A successful DC 15 
  Intelligence (History) check recognizes this mural as an 
  account of an ancient conflict between the serpentfolk and 
  the servants of Yig, monstrous servitors to the Great Old 
  One known as the Father of Serpents. 
  Floor spike traps fill the spaces marked with a “T” on the 
  map, and the unfortunate impaled fellow fell victim to one.
  Floor Spike Trap. This trap is activated when a creature steps 
  on a hidden pressure plate, releasing a 6-foot spring-loaded 
  vertical stone spike from a hole in the floor. The trap activates 
  when more than 20 pounds of weight is placed on the pressure 
  plate. The spike makes a melee attack with a +5 bonus against 
  the target (vision is irrelevant to this attack roll). (If there are no 
  targets in the area, the spike doesn’t hit anything.) A target that 
  is hit takes 11 (2d10) piercing damage and is grappled (escape 
  DC 10). Until this grapple ends, the creature is restrained.
  Prevention. A successful DC 15 Wisdom (Perception) check 
  notices the presence of pressure plates from variations in the 
  mortar and stone used to create them when compared to the 
  surrounding floor. Wedging an iron spike or other object 
  under the pressure plate prevents the trap from activating.
  TREASURE
  The body holds a pouch containing 27 gp, a set of engraved 
  bone dice worth 25 gp, a shortsword, and a set of thieves’ tools.
  4. ANTECHAMBER
  The revolving doors of this chamber are cut from thick slabs 
  of stone and require a successful DC 10 Strength (Athletics) 
  check to push open. The massive Black Door caps the 
  corridor to the east.
  5. WATCH-HOUSE SEPULCHRE
  This spade-shaped chamber houses several dozen clay urns 
  and a lone, basalt sarcophagus. 
  The room is littered with dozens of unmarked canopic 
  jars and clay urns. If a creature moves more than 10 feet 
  
  5
  in 1 round, it breaks some of the urns. The third time this 
  happens, a snake-shaped wraith comes out of the urns and 
  attacks. There is only one wraith waiting in the urns.
  A skeletal servant of Yig also guards this chamber from 
  the confines of the sarcophagus. This undead guardian 
  remains inactive until the sarcophagus is opened, at which 
  time it clatters to life and attacks the closest intruder. The 
  skeletal servant of Yig will pursue all intruders to the edges 
  of the tomb but will not leave the tomb. 
  Sarcophagus Trap. When the stone lid of the sarcophagus 
  is moved, the revolving doors in Area 4 immediately swivel 
  shut and lock. The room fills with poison gas that spews from 
  hidden valves beneath the sarcophagus. Each creature in the 
  room must make a DC 14 Constitution saving throw. On 
  a failure, a creature takes 11 (2d10) poison damage and is 
  poisoned for 1 minute. On a success, a creature takes half the 
  damage and isn’t poisoned.
  Prevention. A successful DC 15 Wisdom (Perception) 
  check spots the hidden valves. A successful DC 15 Dexterity 
  check using thieves’ tools disables the trigger on the 
  sarcophagus lid. Unsuccessfully attempting to isable the trap 
  triggers the trap. A successful DC 10 Dexterity check using 
  thieves’ tools unlocks the doors in Area 4. 
  6. CAVELIT CORRIDOR
  A pale, yellow light pulses through the darkness in this wide, 
  pillared corridor. The phosphorescent glow seems to be coming 
  from large patches of tangled, lacy moss that cling to the 
  ceiling around the two easternmost columns. The soft light 
  reveals a multitude of canopic jars and clay urns, which line 
  the walls and litter the alcoves beyond.
  This section of the tomb is inhabited by two cavelight moss 
  (Tome of Beasts, p. 53). Each sheds dim light in a 10-foot 
  radius. While the moss light reveals the four alcoves that line 
  the corridor, a successful DC 14 Intelligence (Investigation) 
  check is required to discover the desiccated corpse of another 
  unlucky adventurer tangled within the patch of moss in 
  the middle of the room. This investigation also reveals the 
  skeletal and partially devoured remains of several dead bats.
  Similar to Area 5, if a creature moves more than 10 feet 
  in 1 round in this corridor, it breaks several clay urns and 
  canopic jars. Each time this happens, a snake-shaped shadow 
  crawls out of the broken jars and attacks. There are five 
  shadows lurking in the urns in this room.
  Four swarms of bats nest in this chamber and will only 
  attack if threatened or disturbed. 
  The revolving stone door to Area 7 is similar to the doors 
  in Area 4 and can be forced open with a successful DC 10 
  Strength (Athletics) check.
  TREASURE
  The corpse in the second patch of moss holds 19 gp, a +1 
  silver dagger, and a ring of necrotic resistance.
  7. TRAPPED ANTECHAMBER
  The door slides open to reveal a wide rectangular room lined 
  in bas-relief depictions of an eldritch apocalypse. Ruined cities 
  swarmed by teeming masses of serpentfolk war with twisted 
  creatures from beyond the Void. Strange symbols decorate a 
  black basalt door on the far side of the room. Clay urns and 
  canopic jars lie scattered along the walls.
  The urns and canopic jars that line the walls of this chamber 
  are empty. A successful DC 15 Intelligence (History) check 
  recognizes the bas-relief as a continuation of the mural in Area 
  3. It portrays the fall of a prehistoric serpentfolk people to the 
  forces of Yig millennia ago. The mural’s depiction of the fall 
  appears to be more of an origin story, showing the serpentfolk’s 
  slow rejection of their traditional ways and embrace of the Great 
  Old One. A PC that succeeded on both this check and the check 
  in Area 3 has advantage on ability checks and saving throws 
  against the enemies in Areas 8 and 9; however, the PC exposes 
  itself to the Void. The PC must succeed on a DC 10 Charisma 
  saving throw or suffer one short-term madness and gain one 
  point of Void taint (see Midgard Worldbook, p. 417). 
  This chamber houses a deadly combination of traps: a locked 
  and enchanted door and a 20-foot deep hidden pit trap at the 
  room’s center. A body clad in a +1 chain shirt rests at the bottom 
  of the pit, an abandoned longsword on the ground beside it.
  Thundering Door Trap. When a creature attempts to open 
  the door, the trap triggers. Each creature within 20 feet of the 
  locked door to Area 8, must make a DC 15 Dexterity saving 
  throw. On a failure, a creature takes 22 (4d10) thunder 
  damage and is pushed 15 feet away from the door. On a 
  success, a creature takes half the damage and isn’t pushed.
   Prevention. A successful DC 15 Intelligence (Arcana) 
  check reveals that the strange symbols on the door hide a 
  glyph of warding spell. A character that knows Void Speech 
  has advantage on this check. A successful dispel magic (DC 
  13) cast on the door destroys the trap. A successful DC 
  15 Dexterity check using thieves’ tools unlocks the door. 
  Unsuccessfully attempting to pick the lock triggers the trap.
  8. FALSE TOMB
  The air of this spade-shaped chamber sits impossibly still. On 
  the far end of the room, a large sarcophagus sits surrounded by 
  canopic jars. It is carved from a massive piece of black rock.
  This facsimile of the famed Black Sarcophagus is a decoy and 
  houses a deadly sarcophagus slime (Tome of Beasts, p. 336). 
  The sarcophagus slime attacks only if the sarcophagus is 
  opened. The canopic jars in this room are empty. 
  Two skeletal servants of Yig lurk in the alcoves near the 
  door and attack any intruders. 
  Secret Door. A successful DC 15 Wisdom (Perception) check 
  finds the secret door to Area 9. A successful DC 15 Intelligence 
  (Investigation) check finds the hidden release button needed to 
  open it. Once the button is depressed, a slab of tiled stone slides 
  away to reveal a path to the chamber beyond.
  
  6
  9. HIDDEN CHAMBER
  The slab of tiled rock slides away to reveal another spade-
  shaped chamber. A black sarcophagus made of solid obsidian 
  traced with intricate arcane calligraphy sits in the center. A 
  luminous green mist swirls into the unearthly skeletal form of 
  an ancient, serpent-headed creature.
  This chamber is attended by a serpentfolk spectral guardian 
  (Tome of Beasts, p. 358). It is accompanied by one ghostly 
  giant constrictor snake. 
  A ghostly giant constrictor snake use the statistics for a giant 
  constrictor snake except it has a challenge rating of 3 (700 XP), 
  its constrict action deals necrotic damage instead of bludgeoning 
  damage, and it has resistance to acid, fire, lightning, and thunder 
  damage and bludgeoning, piercing and slashing damage from 
  nonmagical attacks. In addition, it gains the following trait:
  Incorporeal Movement. The ghostly giant constrictor 
  snake can move through other creatures and objects as if 
  they were difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object.
  TREASURE
  Pulling back the heavy lid of the sarcophagus reveals the 
  corpse of Xulthas-Ka, whose serpent-headed skeletal remains 
  have lain undisturbed for ages. He is buried with but a few 
  of his worldly treasures: 666 gp, a nullifier’s lexicon (Midgard 
  Worldbook, p. 410), a wand of fear, and a +2 Nurian hook of 
  wounding (Midgard Heroes Handbook, p. 51).
  Skeletal Servant of Yig
  This massive skeletal ophidian—a skeletal version of the 
  servant of Yig (Creature Codex, p. 325)—is a hideous undead 
  amalgam of man and snake. Its fanged humanoid skull has 
  expressionless features and sits atop the bony frame of a 
  serpentine body that clicks ominously as it slithers forward. 
  Undead Nature. The skeletal servant of Yig doesn’t require 
  air, food, drink, or sleep.
  SERVANT OF YIG, SKELETAL
  Medium undead, neutral evil 
  Armor Class 12 
  Hit Points 90 (12d8 + 36) 
  Speed 30 ft., swim 15 ft.
  STR 
  DEX 
  CON 
   INT 
   WIS 
  CHA
  15 (+2) 
  14 (+2) 
  16 (+3) 
  6 (-2) 
  8 (-1) 
  6 (-2)
  Saving Throws Dex +4, Con +5, Wis +1, Cha +0
  Skills Perception +3, Persuasion +1, Stealth +6
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  perception 13
  Languages understands all languages it knew in life but 
  can’t speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The skeletal servant of Yig has 
  advantage on saving throws against spells and other 
  magical effects.
  ACTIONS
  Multiattack. The skeletal servant of Yig makes three 
  attacks: one with its bite and two with its claws or khopesh.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage plus 10 (3d6) 
  necrotic damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  Khopesh. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and 
  the target is grappled (escape DC 14). Until this grapple 
  ends, the creature is restrained, takes 7 (2d6) piercing 
  damage at the start of each of its turns, and the skeletal 
  servant of Yig can’t constrict another target.
  
  7
  OPEN GAME LICENSE Version 1.0a 
  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. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, 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 excludes 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, 
  incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains 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 this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of  
  this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, nonexclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this 
  License. 
  6. 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 distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed 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.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated 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 Content 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 becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  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, Wizards of the Coast, 
  Inc. 
  System 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.
  Tome of Beasts. Copyright 2016, Open Design, LLC.; Authors Chris 
  Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.
  Creature Codex. © 2018 Open Design LLC; Authors Wolfgang 
  Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy 
  Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon 
  Sawatsky.
  Black Sarcophagus Author: Chris Lockey. © 2018 Open Design 
  LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #21 - Black Sarcophagus.pdf