![]() ![]() If destroyed, this skeleton triggers a 3rd-level magical effect targeting the creature destroying the skeleton and all others in a 10-foot radius of that creature, removing any bonus dice / defensive dice granted by Bardic Inspiration, bless, blink, mirror image, or similar features or spells involving bonus dice or a defensive d20 roll. Effected creatures tally their already expended Hit Dice, then roll those dice again, adding Constitution as normal the DM tallies this total, then divides it among all remaining undead in the Tomb as temporary hit points.Ī "square" is a pejorative term for someone who is boring and overly cautious.such as a group of adventurers who rest to excess, maybe? Hmm, the theme of Level 2 seems to be false tombs & mocking devil faces. If destroyed, this skeleton triggers a 2nd-level magical effect targeting the creature destroying the skeleton and all others in a 10-foot radius of that creature. I imagined what an inverted false life "spell ward" might look like, and voilá! ![]() Sort of like how something once fresh rots away into something unhealthy – which is a major theme of Level 1. Also the "try-angle" is a motivational pun which Acererak might turn on its head, twisting the PCs' effort back on itself. ![]() a bit like how a PC using Inspiring Leader or heroism to buoy up his/her companions might act. If destroyed, this skeleton triggers a 1st-level magical effect targeting the creature destroying the skeleton and all others in a 10-foot radius of that creature, causing them to lose all temporary hit points and take necrotic damage equal to any temporary hit points they had.Ī "triangle" can refer to a situation involving three people, especially in which one of them is emotionally involved with another. Here are the skeleton keys and the levels they're found on, as well as my quick brainstorm of potential "spell wards": a "square" is a pejorative term for someone who is boring or plays it too safe). Also, since Acererak is a word-play bastard, playing off the name of the geometric shape would be apropos (e.g. Ideally, each "spell ward" would embody the essence of the Tomb level that each skeleton key is found on. Each magical effect would be balanced to that spell level. the "spell ward" on the octagon skeleton key acts as a 5th-level spell, the "spell ward" on the hexagon skeleton key acts as a 4th-level spell, and so on. Thus, destroying the skeleton becomes a dilemma: Is it worth it to us to risk this skeleton key's spell ward for the convenience of destroying it and taking its head? Do we prefer to find a creative way of getting or tricking the skeleton to follow us? Or are we willing to devote spell resources to countering/dispelling the ward?Įach "spell ward" would act like a spell of a level equal to the Tomb level that skeleton is encountered on i.e. This takes the form of arcane runes on the skeleton, which a PC proficient in Arcana can determine the meaning of. What I'm envisioning is that each of the 5 skeleton keys is warded by a unique magical effect (not an existing spell). This seems like a golden opportunity to borrow the "spell ward" idea from Tales from Candlekeep and introduce an interesting choice! As I read over the skeleton keys in the Tomb of the Nine Gods, I realized that destroying them & taking their (indestructible) skulls is a cinch for PCs. When I played through Tales from Candlekeep: Tomb of Annihilation, there are skeletons warded to trigger spells when they're destroyed. ![]()
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