Escape the Rituals of the Bone-Melters!

You have looked deep enough into the black abyss. Traveled to libraries long erased from all maps. It’s finally yours. The Skull’s Atlas.

Welcome to this new section on the Skull Azure Blog, all about cool Locations, Plot Hooks and Adventures for your game! I will keep the focus on Magic Items, growing the Skull’s Trove, and you’ll still get the occasional Skull’s Insight, but the Atlas will provide you with playable content ready to be explored by your players!

Enough bookkeeping, it’s time to find our way out of the terrible cavern prison known as the Pits of Sheru. 

The Pits of Sheru are designed to be a challenge for characters level 2-4, a perfect starting adventure for level 3 characters that have been taken prisoner in a deep jungle. 

Stats are kept simple for easy reference and adaptability to other DND systems, and don’t require additional material.

The Prison Temple of the Saurians

The Pits of Sheru is a sacred site located deep in the jungles of the South. Many Saurian folks live in these places, but one specific tribe makes this prison its church. The common folk call them the Bone-Melters, black-scaled reptilians, shunned by other tribes for their tyrannical ways and weird religious practices. The Bone-Melters are ruled by a shamanic order devoted to Ska, the Venom. Members of the cult regulate their diet and practice sacrificial rituals to grow large, bright-yellow sacks under their chin. These mutations allow the saurians to produce a potent acid, which they use to expand their diet, eating every part of their prey. It is virtuous for some to even eat humanoid prisoners, as well as other saurians.

Prisoners of the Pits of Sheru usually wait long weeks under the scorching sun, visible from the bottom of one of the cylindrical wells. Their only mistake was venturing too deep in the jungle. The lucky ones are picked first, and brought to the inner chambers, their screams will keep the others awake.

Chambers of the Pits

General Features

The Pits consist of deep corridors of a clay color, usually lit by hanging torches. These passageways are incredibly smooth and an ammonia smell permeates the stuffy air. The Pits themselves (Areas 3 and 6) are huge cylindrical rooms, dug in the same way, showing prisoners a glimpse of the distant sun. Granite stone rooms were built in the inner part of the dungeon to perform rites to Ska, the floor often has an unusual shine to it, in contrast to its location deep in the reddish earth.

Map of the Pits of Sheru
You can import this map in your VTT of choice! I suggest to size it to 62×62 squares to match the grid!

1 – The Mouth

The open jaws of an enormous stone serpent are the entrance of these caves. The Serpent itself crawls out of a clay-colored mound deep in the Jungle. Characters that climb the Mound can find the openings of areas 3 and 6.

The Jaw of the Serpent functions as a Stone Roof to this room, sunlight filters through the teeth of the creature, which function as two rows of columns. At the back of the room, towards East, a granite slab functions as a door to the inner chambers. It’s heavy, but can be opened by human strength with time and producing noise.

1 Bone-Melter Guardian, old and with a blind eye, looks over this entrance.

Bone-Melter Guardian. Two handed macuahuitl (flat axe-mace). AC: 14, HP: 40. +5 to hit, 2d6+3 damage.

2 – Idol of Ska

A corridor leads to a small chamber. To the right a smooth tunnel leads deeper, on the East Wall lies a black statue of a coiled snake, an Idol of the god Ska.

At its ‘feet’ a brass brazier contains offerings. These consist mostly of remains of the local fauna but an accurate (and messy) research can reveal a Golden Medallion worth 200g.

3 – The Snake Pit

It had to be snakes. This Pit, exposed to the scorching sun, is filled with poisonous snakes with colorful patterns. This is not here as a trap: during yearly recurrences, Bone-Melters cultists choose some of their members to ‘bathe’ in the snakes. The ones who come out, having survived the deadly toxins, are forever changed, gaining the ability to produce venom and a deeper understanding of Ska. 

The Pit itself is 15ft deeper than the room’s floor, and climbing out of it requires STR13. From the bottom of the Pit to the open ceiling it’s a 30ft drop of smooth red stone, STR20 to climb, falling on a failure.

Creatures that fall in the pit must CON15 or take 3d6 poison damage.The creature must repeat this saving throw each time it starts its turn inside the pit. A Saurian, lizardfolk or reptile-like creature that fails a saving throw in the Pit also gains Venom Bite.

From the Pit, one could notice a hole in the wall, it is the end of the slide that leads to Area 9, behind a Snake Statue. Climbing the slide upwards back to Area 9 requires STR15

Venom Bite. You can attack with your bite, using STR or DEX, you are proficient with it. The Bite deals 1d6 piercing plus 1d6 poison damage.

4 – Flask Room

The only feature of this room is a series of stone shelves, carved from the rock, on which lie a series of clay urns with greenish dubious liquids in them. There’s a total of 10 urns.

Poison Urn. As an Action, the content of one Urn can be applied to a weapon or projectile as a poisonous coat. Roll a d10, on a 1 the poison was actually mixed with the yellow acid, the weapon or projectiles gets -1 to hit until repaired. On a 2-10, the next attack that hits deals +2d6 poison damage. Drinking one of the contents causes 4d6 poison damage. The Ska priests are immune to this poison, but not the Guards.

5 – Stash Room

This chamber is used to stash all of the prisoners’ possessions, including the characters’ if they are captured. The items are contained in a stone chest in the south alcove, bigger items are stashed against the wall.

The Stash also contains Edda’s Thieves Tools (+2), she is a prisoner in Room 7, two Staves, one Longsword and 300g worth of coins.

The room is guarded by 2 Bone-Melter Guards with Spears.

Bone-Melder Guard. (2) Spear. AC: 14, HP: 35, Reach, +5 to hit, 1d10+3 damage. Reaction: When half HP Bite, +5 to hit, 2d6 poison damage.

6 – The Prison Pit

Prisoners hang from chains against the North side of the room. They are not fed and left to suffer the scorching sun coming from the open ceiling. If the characters are captured they are attached to the wall by the wrists with metal chains. The chains can only be opened with keys (Held by a Ska Priest in room 8) or broken open with Thieve’s Tools DC 13.

2 other prisoners hang in this manner: a human soldier, without its equipment, recently deceased and another dead humanoid reduced almost to a skeleton. A Medicine WIS13 can reveal that these creatures died of starvation.

The Ska Priest from area 8 (Sarak) often comes here to poke alive prisoners, treating them as a delicious meal he can’t eat yet. 

7- Waiting Chamber

Prisoners from room 6 that are chosen are first moved here, to be prepared for the Feast in room 9. On the Ovest wall there’s a Stone Door, not easily opened without sound connecting to Area 3. To its left, some food has been collected on a wooden bench. The Bone-Melters try to feed these plants to selected prisoners, to be sure they are alive for the rituals in area 9. 

Searching the bench will reveal 3 Pulse Peppers.

Pulse Pepper. Small red round peppers, they vibrate imperceptibly to the touch. Bonus Action to consume, the creature heals 1d4+CON HP.

Two metal cages are attached in the south wall. The one on the left contains Edda, still alive. The cages can be opened with the keys from the Ska Priest in room 8, forced with STR18 or opened from the inside by Edda if hers Tools are returned (found in Area 5)

Edda, Cunning Explorer. Human Explorer and Thief. She is small and uses her character and situation to seem less capable than she actually is. Short hair and a scar on her brow. She was exploring the jungle for hidden treasure and was captured while observing the entrance of the caves. Edda knows of to get out of here, passing by Areas 5, 8 and then 9. She wants to be freed, but doesn’t want to leave without her Thieve’s Tools in Area 5. She is willingly to help the party and can bargain for her freedom with info about the Emeralds in Area 9 or explorer skills.

8 – Purification Room

3 burning braziers fill the room with heavy incense smoke. All creatures in the Area have Half Cover (+2 AC). A creature pushed on a Brazier takes 3d6 fire damage.

2 Bone-Melter Guards with Saifs and Shields guard the entrance to Area 9, along with Sarak.

Bone-Melter Guards. Saif and Shield. AC: 16, HP: 40, +5 to hit, 1d8+3 damage or Push target 5ft.

Sarak, the Ska Priest. This saurian is very short and heavy, looking very fat and slow. His yellow sack under the chin is bright and engulfed. He licks his theer with a blue bifurcated tongue when he inspects the prisoners in Areas 6 and 7. Sarak often travels to these areas to taunt Edda and choose new prisoners for the Feast in Area 9. He has iron keys to the cages in Area 7, as well to the chains in Area 6. If it comes to combat, Sarak flees to the nearest guard location or inside area 9, but can attack with his claws: +5, 1d4+1 slashing damage.

9 – The Feast

A heavy door leads here from area 8. This is the inner temple where sacrifices to Ska are performed. A huge stone table lies in the center of the room, littered with steaming piles of what was once muscle and bone.  

2 huge snake statues oversee this banquet with glowing Emerald eyes, worth 250g each (4 total). These statues are animated by the Acolytes.

Behind the Statue on the South wall, a hole in the ground opens to a slide that leads directly to the Snake Pit of Area 3. Creatures pushed into it arrive in the Pit at the start of their next round. Climbing the slide upwards back to Area 9 requires STR15

A huge pile of dead leaves functions as a throne for the Ska Arch-priest,  Shu-Nabbah. To his sides are two acolytes who partake to the banquet with him. Two Guards with Spears oversee the ritual.

The Feast is the month-long ritual in which these saurians consume humanoids, favoring those devoted to other gods, to gain the favor of their Snake God Ska and grow their own yellow acid sacks.

Bone-Melder Guard. (2) Spear. AC: 14, HP: 35, Reach, +5 to hit, 1d10+3 damage. Reaction: When half HP Bite, +5 to hit, 2d6 poison damage.

Ska Acolyte. (2) AC: 13, HP:30. Awake Statue: as an Action they move and make the Snake statues attack. One each. If there’s no statues they flee, but can attack with their claws: +5, 1d4+1 slashing damage.

Stone Snake. (2) Large. AC: 20, HP 100. It is animated only by the Ska Acolytes or the Arch-Priest. 2x attacks, Reach, +6 to hit, 2d10+3 damage. They are used to block the only exit.

Ska Arch-Priest. AC: 15, HP: 60. One Knife attack + One Acid Split.

  • Knife: +6 to hit, 1d6+2 piercing damage, creature must CON13 On a fail they take 1d6 Poison damage at turn start, Save End.
  • Acid Split: ranged 30ft. +6 to hit, 2d10 Acid damage, and creature must CON13 on a failure they get either -1 AC or -1 to Hit until they finish a Short Rest.

Initiative 20. If both Acolytes are dead, the Arch-Priest makes the two snake statues spit yellow acid from their position, targeting any creatures in a 15ft cone from the statues. The Statues don’t move from where the last Acolyte moved them. Creatures in the cones must CON14 or take 2d10 damage, and suffer either -1AC or -1 to Hit until they finish a short rest.

Loot. The emerald eyes of the snakes (4x 250g), the Arch-Priest has the Golden Snake Knife and the Yellow Acid Wand.

Golden Snake Knife. The hilt of this twisted knife is the open mouth of a golden viper. +1 Dagger. Creatures hit by this dagger must CON13 On a fail they take 1d6 Poison damage at turn start, Save End.

Yellow Acid Wand. A wooden branch, whose tip has been dipped over and over in the acid sack of the Ska Arch-Priest, it is now of a glowing Yellow. 3/Long Rest: A creature within 30ft must CON13, on a failure it takes 2d10 acid damage and suffers -1AC or -1 to hit (until it finishes a Short Rest).

Inhabitants and Patrols

The Pits of Sheru are a living environment, patrolled by warriors who protect it and acolytes who are preparing the Feast. 

Here’s a way to check for these encounters: each time the party spends some time examining a room, concluding a fight or having a Short Rest, roll 1d12, on a 1 something finds them! On any other result reduce the dice size (d12 -> d10 -> d8 -> d6 -> d4). The more time they spend in the caverns, the higher the chance of being found! 

If you trigger an encounter, reset this die to the d12.

Don’t be afraid to check even if the characters are in the Dungeon’s surroundings!

d6Encounter
1Yon-Bavi, Escaped Prisoner. Blue and Red scaled Saurian, no weapons. Shellshocked. Looking for revenge. He was a prisoner in area 6, other guards are actively looking for him. He doesn’t want to flee, but kill the priests that are feasting on his kin in area 9.AC: 14, HP: 40Attack: as Guard if armed from defeated Guards.
21d4 Bone-Melder Guard with Spear. They can be heard arriving in a nearby corridor or room, not noticing the party initially.
32 Bone-Melder Guards with Saif and Shield patrolling the rooms, one of them holds them off while the other goes to the nearest guards for backup (Areas 5,8 or 9)
41 Bone-Melder Guardian. He chases the characters and fights to the death.
52 Ska Acolyte they flee to the inner chambers (Room 7, 8, 9)
6Khan, the Sacred. Giant White and Yellow Snake that roams free. It moves stealthily and constricts an unaware character.AC:14, HP 80.Constrict: STR15 or Grappled and take 2d6 bludgeoning damage at turn start, Save End. Bite: +5 to hit, 1d4 piercing + 2d6 poison damage.

Stat Recap

Stats for monsters in this dungeon are simplified for an easy adaptation, and are reported on the relevant Area descriptions. I thought it would be useful to recap them here for easy consulting.

If you need the monsters to roll saves, you can easily roll without modifier, or using their attack modifier for saves on Stats particularly fitting their role: STR or DEX for the Guards, WIS or INT for the Priests.

Bone-Melter Guardian. Two-handed Macuahuitl (flat axe-mace). AC: 14, HP: 40. +5 to hit, 2d6+3 damage.

Bone-Melder Guard. Spear. AC: 14, HP: 35, Reach, +5 to hit, 1d10+3 damage. Reaction: When half HP Bite, +5 to hit, 2d6 poison damage.

Bone-Melter Guards. Saif and Shield. AC: 16, HP: 40, +5 to hit, 1d8+3 damage or Push target 5ft.

Ska Acolyte. (2) AC: 13, HP:30. Awake Statue: as an Action they move and make the Snake statues attack. One each. If there’s no statues they flee, but can attack with their claws: +5, 1d4+1 slashing damage.

Stone Snake. (2) Large. AC: 20, HP 100. It is animated only by the Ska Acolytes or the Arch-Priest. 2x attacks, Reach, +6 to hit, 2d10+3 damage. They are used to block the only exit.

Ska Arch-Priest. AC: 15, HP: 60. One Knife attack + One Acid Split.

Knife: +6 to hit, 1d6+2 piercing damage, creature must CON13 On a fail they take 1d6 Poison damage at turn start, Save End.

Acid Split: ranged 30ft. +6 to hit, 2d10 Acid damage, and creature must CON13 on a failure they get either -1 AC or -1 to Hit until they finish a Short Rest.

Secrets

Here are some things you can discover while exploring the Pits of Sheru, feel free to give this information to the players from the two neutral NPCs, writings on the walls or practical evidence if they look for it.

d6Secret
1There were other prisoners, but human remains are mostly what is found: these explorers weren’t a primary choice in the great Feast.
2The Caves of this place were carved using the same Yellow Acid in the sacks of the Saurians, it reveals the lethality of such secretion.
3A ritual called the Feast is the practice from which these saurians gain the ability to secrete yellow acid. It involves weeks of eating other humanoids, bones and all.
4The Bone-Melters Guards are stronger than the acolytes, but fear them tremendously, as they see them as manifestations of their snake god.
5The Snake Pit (Area 3) is filled with rare species, selected for the minor transformation they can grant to the saurians. It’s considered less pure than the Feast, of course.
6Ska, The Venom is the ancient Snake God these saurians worship, it is considered unholy by other Saurians of these regions. This black-scaled clan does not value life and instead has chosen to feed in the name of a primeval cannibalistic force.

Hooks

Finally, here are some cool Hooks to take this dungeon adventure and throw it in your own setting!

d6Hook
1A Lizard Folk, or Cleric of the party receives dreams of a Yellow Snake calling him to take part in the Feast. If they choose instead to investigate and stop the rituals, Kuatl-Khaon, a divine winged serpent, protector of the jungle, rewards them instead.
2A Noble at the nearby port has heard the rumor of the incredible riches in the jungle. The Emeralds Eyes of the Snake are rumored to be used in rites in this part of the jungle; he can pay the party a hefty sum for their recovery. He doesn’t tell them that he already sent Edda (Area 7) but she didn’t return.
3These Prisoners wake up chained to the wall (Area 6), they must get clever and become a party to survive the Feast. A gluttonous Ska Priest is about to give them a chance (Sarak, from area 8)
4The party needs to discover the next piece of the puzzle, only Thauri, the Azure Mage, knows about it, but it has been last seen walking into the jungle. He has been taken prisoner while trying to obtain samples of the Yellow Acid.
5The characters need the support of the Fire-Tongue Tribe of Saurians in the conflict against the Villain. The Mother-Chief asks them to rid the jungle from this unholy practice.
6The Party is exploring the Jungle, only to find themselves between the Bone-Melters Tribe and the Royal Expedition, Human Explorers, fighting near the Mound. It’s the perfect opportunity to make new friends or take advantage of the chaos to loot the place.