TEXT: A 5E WARLOCK ADVENTURE 
  BY RICHARD GREEN
  Lamassu’s 
  secrets
  FOR 4 PCS OF 
   
   
  7TH 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 Lamassu stat block. 
  © 2018 Open Design, LLC
  www.koboldpress.com
  visions from the gods, inspiring his works, which are said to 
  provide glimpses into Ishadia’s future. The palace’s secrets 
  are guarded by the mighty lamassu Mesannaki, who hangs 
  the corpses of would-be looters in gilded cages, burning like 
  lanterns, from the side of the Great Dam.  
  The aasimar scholar Masreza Haddad has spent years 
  studying prophecies that foretell the restoration of Ishadia’s 
  monarchy and the dawn of a new “golden age.” He hires the 
  PCs to sneak into the palace of House Zisuthros to search 
  for clues hidden in Baragisi’s mosaics. Masreza insists that 
  the noble guardian of the palace not be killed. Perhaps the 
  adventurers can persuade the lamassu to let them peacefully 
  conduct their studies?
  The Great Dam
  The climb up from the city is steep and strenuous, but 
  you have made it to the top of the sundered dam above 
  Khazephon. Over twenty grand residences sit on the ridge 
  ahead of you - the former homes of the city’s elite.
  LAMASSU’S SECRETS
  Design: Richard Green
  Editing: Meagan Maricle
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: Karl Waller
  Interior Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  When the forces of the Mharoti Empire swept into Ishadia 
  centuries ago, they smashed the Great Dam at Khazephon, 
  unleashing a deluge onto the city and the armies of the 
  Phoenix Throne. In the years since, Ishadia has rebuilt under 
  the leadership of its Council of Commanders and stands 
  firm against draconic expansion. But in the souks and coffee 
  houses talk often turns to prophecies of a returning king. 
  The breached Great Dam still towers above the crowded 
  streets of Khazephon. The abandoned palaces and gardens 
  of the city’s former elite sit atop the dam, watched over 
  by a pride of lamassu who protect these residences from 
  treasure-seekers. If asked, these sentinels say they await the 
  return of a true king to Ishadia. Locals claim the lamassu 
  have degenerated into greedy hoarders like the dragons they 
  loathe. The truth probably lies somewhere between the two.
  One of the most splendid palaces is that of House 
  Zisuthros, who commissioned the extraordinary mosaicist, 
  Baragisi Eridu, to decorate their home. Baragisi received 
  
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  The fourth palace is House Zisuthros. As the PCs travel 
  to it, they spot the gilded cages that hang from the walls of 
  the dam beneath them, holding the ever-burning corpses of 
  past treasure-seekers. Climbing down the wall of the dam to 
  reach a burning corpse requires a DC 15 Strength (Athletics) 
  check. The cages are latched but not locked. Any creature 
  that touches a burning corpse takes 3 (1d6) fire damage. The 
  corpses are too badly burnt to determine race or gender, but 
  they are all recognizable as humanoids.
  The Vacant Palace
  The House Zisuthros is situated amidst overgrown terraced 
  gardens on four levels connected by crumbling marble steps. 
  Ornate fountains and statues of winged lamassu, sphinxes, 
  and other magical creatures can be seen among the palm 
  trees and cascades of flowering bougainvillea.
  The palace building is almost an extension of the gardens 
  with palms and ornamental plants growing on its flat roof. 
  The roof is topped with five pyramids, a large two-storey 
  pyramid in the center and four smaller ones at the corners. 
  The walls on the eastern side of the palace have partially 
  collapsed, while much of the northeast section has fallen into 
  ruin. Though the roof is lined with cracks, the remainder of 
  the structure is intact.
  As the PCs explore the palace, sounds of combat and 
  exploding glyphs of warding will alert Mesannaki (area 9) 
  to their presence. The lamassu likes to use dimension door 
  to appear without warning and confront intruders. If he 
  takes more than 50 hp damage, he will withdraw to the 
  central sanctum.
  1. SOUTH ENTRANCE
  A pair of huge double doors bearing the emblem of House 
  Zisuthros, an aurochs with huge horns, lead into the palace. 
  The doors are unlocked, but they are protected by a glyph 
  of warding (explosive runes), triggered by a non-celestial 
  creature touching the doors. A PC can find the glyph with 
  a successful DC 16 Intelligence (Investigation) check. A PC 
  can disarm the glyph with a successful DC 16 Intelligence 
  (Arcana) check or a dispel magic spell cast on the door. 
  If the glyph is triggered, each creature within 20 feet of 
  the door must make a DC 16 Dexterity saving throw, taking 
  22 (5d8) thunder damage on a failed save, or half as much 
  damage on a successful one. 
  Beyond is a large entrance hall with a polished marble 
  floor, a 20-foot-high ceiling, and bas-reliefs recording the 
  noble deeds of the Zisuthros family, including handing out 
  loaves of bread to the hungry and ministering to the sick.
  2. SCIONS’ APARTMENTS
  Once the luxurious living quarters of the sons and daughters 
  of the Zisuthros family, these apartments have fallen into 
  disrepair, and their floors are littered with debris. The 
  exterior walls have been breached, and the spiral staircase up 
  to the roof has collapsed. 
  If the PCs have not already dealt with the owl harpies (area 
  10a), they are likely to come under attack via the hole in the 
  roof as they explore this area.
  2a. This ornate hall remains more or less intact. Bas-
  reliefs on the wall show the family at leisure, and two marble 
  sphinxes recline on plinths. Made from thousands of colored 
  tesserae, Baragisi Eridu’s mosaic inlaid in the floor draws 
  the eye to its image of the Four Gates of Ashadon at Mardas 
  Adamat. Two figures stand on the ramparts, holding hands: 
  a golden-eyed man in shining armor and a woman with 
  silver hair and small horns.
  3. EAST ENTRANCE
  A female aasimar in fine robes with striking, crimson eyes 
  – actually a lamia under a disguise self spell – waits near the 
  open archway from the gardens. 
  The “aasimar” introduces herself to the PCs as Delondra, 
  and she claims to have a map of the palace showing where all 
  the treasure is hidden. She offers to share her map with the 
  party if they are willing to join forces. This is a ruse to lure 
  them to her lair, a pavilion in the gardens, where her thralls, 
  three bewitched aasimar knights, are waiting in ambush. 
  4. OVERGROWN APARTMENTS
  This wing held the living quarters of the head of House 
  Zisuthros and his wives. Where the eastern walls have 
  collapsed, the gardens have encroached, plant life covering 
  the walls, columns, and floors. 
  4a. Three barrel-shaped cactids (Tome of Beasts, p. 50) 
  covered in bright pink flowers lurk amongst the vegetation. 
  They have scattered a handful of gold coins (23 gp) to 
  attract prey. 
  4b. Vines and creepers have covered the mosaic by 
  Baragisi Eridu that decorates the floor of this chamber. It 
  can be spotted with a DC 15 Intelligence (Investigation) 
  check and revealed by spending 10 minutes hacking back 
  the greenery. The mosaic depicts the coastal city of Sequra, 
  famous for its white buildings and shady reputation. In the 
  top floor of an inn, a silver-haired woman with horns can be 
  seen holding a newborn baby with shining, golden eyes.
  5. NORTH ENTRANCE
  Two greenish bronze temple dogs (Tome of Beasts, p. 378), 
  appearing as a cross between a large dog and a lion, stand on 
  guard here and are easily mistaken for statuary. They attack 
  any non-celestials that enter the room. 
  
  5
  6. NORTHWEST WING
  This part of the palace was used for entertaining important 
  guests. A stone, spiral staircase leads up the roof. 
  6a. The northern wall of this L-shaped hall is decorated 
  with a mosaic by Baragisi Eridu. The mosaic depicts pilgrims 
  in the holy city of Shuruppak, heading to the Seven Heavens 
  through the portal in the Basilica of the Golden Lion. One of 
  the pilgrims is a young girl with golden eyes. She is holding 
  the hand of an older, silver-haired woman with horns.
  A giant bull-headed statue made of black stone and 
  covered in hieroglyphics stands to the left of the double 
  doors. The statue is a possessed pillar (Tome of Beasts, p. 
  314) that animates and attacks intruders. 
  7. WEST ENTRANCE
  A pair of double doors bearing the large-horned aurochs 
  emblem of House Zisuthros lead into the palace. They are 
  barred from the inside and require a successful DC 20 
  Strength check to open. 
  The entrance hall beyond is decorated in a similar fashion 
  to area 1. The bronze doors at the eastern end are carved 
  with images of the Seven Heavens and are protected by a 
  glyph of warding (explosive runes). This glyph is like the 
  glyph in area 1, except it deals fire damage when triggered 
  instead of thunder damage. 
  8. SOUTHWEST WING
  This series of lavishly appointed rooms was used for leisure 
  and relaxation and includes an empty library (8a) and a 
  reading room (8b). A stone, spiral staircase leads up the roof. 
  8c. A 10-foot-deep, tiled bathing pool fills the center 
  of this chamber. The walls are decorated with mosaics by 
  Baragisi Eridu depicting the construction of the Great Dam. 
  The pool is empty and its floor is strewn with debris, but a 
  mosaic showing a lake teeming with fish can be seen beneath 
  the dirt. 
  The mosaic is a magical trap. A PC can find the trap with a 
  successful DC 20 Intelligence (Investigation) check, noticing 
  a single out-of-place tesserae on the outer edge of the pool 
  with blue, whirlpool-like swirls in it. A PC can disarm 
  the trap for 24 hours with a successful DC 20 Intelligence 
  (Arcana) check or permanently with a dispel magic (DC 16) 
  cast on the pool. 
  If a PC enters the pool, the trap triggers and the PC must 
  succeed on a DC 16 Wisdom saving throw or be pulled into 
  the mosaic. A PC pulled into the mosaic is 60 feet below 
  the surface of a lake with a hunter shark swimming toward 
  it. Use the standard rules for suffocating and underwater 
  combat. The trapped PC can make a DC 20 Wisdom 
  (Perception) check, seeing a rusty iron sphere wedged 
  between the rocks 10 feet below on a success. The iron 
  sphere is a set of iron bands of binding. 
  Any PC in the room above can determine that the trapped 
  PC has become part of the mosaic with a successful DC 
  12 Wisdom (Perception) check. A PC outside the pool 
  that wants to help a trapped PC can jump into the pool 
  after the trap has triggered, bypassing the Wisdom saving 
  throw. Dispel magic (DC 16) cast on the pool ends the effect 
  early.  The mosaic returns to normal after 1 minute or if 
  successfully dispelled, and any trapped PCs reappear at the 
  bottom of the empty pool. Once triggered, the trap does not 
  function again for 24 hours. 
  If the PCs clear the debris and examine the mosaic closely, 
  they see a golden-eyed girl pulling a ruby shard from the 
  sand on the bottom of the lake.   
  9. CENTRAL SANCTUM
  The walls of this vast chamber are decorated with exquisite 
  bas-reliefs depicting life in the glorious kingdom of Ishadia. 
  Four pillars of sparkling marble, their capitals carved with 
  lamassu, hold up the ceiling. A golden flame burns in a 
  large copper basin on a tripod between the northwest and 
  northeast pillars. A stone, spiral staircase rises from the 
  center of a floor mosaic. 
  This room was used for important meetings and for 
  worship of the sun god Quorzu. Today, the lamassu 
  Mesannaki guards the sacred flame which holds part of the 
  divine spark. A true Scion of Ishadia who claims this flame 
  can restore the Phoenix Throne. 
  The sacred flame burns eternally and cannot be 
  extinguished. It gives off heat normally and can be used 
  to light flammable objects, such as a torch. A creature that 
  touches the flame takes 4 (1d8) fire damage. Mesannaki 
  uses the sacred flame to ignite the bodies he hangs from the 
  dam – the divine spark burns those who steal from House 
  Zisuthros forever. 
  Mesannaki takes his role as protector of the palace and 
  its secrets very seriously. He issues a single warning to leave 
  immediately before he turns his full fury on intruders. 
  Mesannaki will flee to his lair in the central pyramid (area 
  11) if reduced to 50 hp or less.
  It is possible, but difficult, to reason with the lamassu. The 
  PCs can persuade Mesannaki to listen to their story for a 
  maximum of 5 minutes with a successful DC 25 Charisma 
  (Persuasion) check. At the end of their tale, they can attempt 
  a second check. If the PCs are good-aligned and truthful, 
  they have advantage on both checks. If both checks are 
  successful, the lamassu allows the PCs to spend 1 hour 
  studying the mosaics in the palace. If they fail one check, he 
  insists they leave immediately. If they fail both checks, he 
  attacks the PCs, believing they are lying thieves come to steal 
  the Zisuthros family treasure.
  The mosaic by Baragisi Eridu on the floor of this chamber 
  depicts the twenty palaces on top of the Great Dam. A 
  golden-eyed girl visits each palace in turn and dips her torch 
  in their sacred flames. 
  
  6
  10. ROOF 
  The roof of the palace was once a well tended garden. Now, 
  it is smothered with foliage, growing from cracks and holes 
  in the stonework. The southeast pyramid (10a) is home to 
  a pair of owl harpies (Tome of Beasts, p. 246). Mesannaki 
  tolerates these creatures as they are highly aggressive toward 
  intruders. 
  Treasure: Tangled in the harpies’ nest of sticks and twigs 
  are six +1 arrows, an alabaster statuette of a Nurian pharaoh 
  (worth 250 gp), a gold-plated mask of a drunken dwarf 
  (worth 300 gp), a potion of water breathing, and 707 gp.
  11. CENTRAL PYRAMID
  Mesannaki makes his home in the central pyramid and 
  will retreat to the upper floor (11a) to make his last 
  stand. The lamassu is protected by a uraeus (Tome 
  of Beasts, p. 392), a vibrantly-colored cobra with 
  bronze wings, which gladly takes damage on 
  behalf of its master.
  Treasure: The lamassu keeps House 
  Zisuthros’ treasure in area 11a in a chest, 
  protected with a glyph of warding 
  (explosive runes) that works the same as 
  the glyph in area 1. The chest contains 
  105 pp, 1,800 gp, an Eye of Horus (Midgard 
  Worldbook, p. 408), and gold and silver art 
  objects worth 2,500 gp total. 
  Concluding the Adventure
  Masreza Haddad rewards the PCs with 500 gp for each 
  mosaic they accurately describe to him on their return to the 
  city. He is convinced that the golden-eyed girl is the long-
  awaited Scion of Ishadia.
  LAMASSU 
  This magnificent creature has the head of a human, the body 
  of a lion, and the golden wings of an eagle. It turns its majestic 
  head and smiles benevolently at all travelers it meets.  
  Lamassu are noble celestial creatures dedicated to battling 
  the forces of evil and protecting sites of historic and 
  religious importance from harm. Most of the time, they 
  inhabit abandoned temples and other ruins in the deserts 
  of the Southlands and keep the surrounding area from being 
  overrun by foul monsters. Kind and compassionate towards 
  humanoids, their regal bearing and archaic turns of phrase 
  can sometimes make them seem aloof and superior.
  Immortal Nature. A lamassu doesn’t require food, drink, 
  or sleep.
  LAMASSU
  Large celestial, lawful good
  Armor Class 17 (natural armor)
  Hit Points 147 (14d10 + 70)
  Speed 30 ft., fly 60 ft.
    STR 
     DEX 
     CON 
     INT 
    WIS 
  CHA
  18 (+4)    14 (+2)     20 (+5)   17 (+3)    18 (+4)   16 (+3)
  Saving Throws Dex +6, Con +9, Wis +8, Cha +7
  Skills Arcana +7, History +7, Insight +8, Perception +8, 
  Religion +7
  
  7
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened
  Senses truesight 60 ft., passive Perception 18
  Languages Enochian (Celestial), Nurian, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Magic Resistance. The lamassu has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The lamassu’s weapon attacks are 
  magical.
  Pounce. If the lamassu moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack 
  on the same turn, that target must succeed on a DC 16 
  Strength saving throw or be knocked prone. If the target 
  is prone, the lamassu can make one claw attack against 
  it as a bonus action.
  Innate Spellcasting. The lamassu’s innate spellcasting 
  ability is Wisdom (spell save DC 16). It can innately cast 
  the following spells, requiring no material components:
  At will: detect evil and good, mage hand, magic circle, 
  sacred flame, unseen servant.
  3/day each: bless, calm emotions, command, dimension 
  door, invisibility, thunderwave
  1/day each: banishment, flame strike, glyph of warding
  ACTIONS
  Multiattack. The lamassu makes two attacks with its 
  claws.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) 
  radiant damage. 
  Healing Touch (3/Day). The lamassu touches a creature. 
  The target magically regains 22 (5d8) hit points and is 
  cured of any curses or diseases and of any poisoned, 
  blinded, or deafened conditions afflicting it.
  LEGENDARY ACTIONS
  The lamassu can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time, and only at the end of another 
  creature’s turn. The lamassu regains spent legendary 
  actions at the start of its turn.
  Detect. The lamassu makes a Wisdom (Perception) check.
  Claw Attack. The lamassu makes one claw attack.
  Wing Attack (Costs 2 Actions). The lamassu beats its 
  wings. Each creature within 10 feet of the lamassu must 
  succeed on a DC 16 Dexterity saving throw or take 11 
  (2d6 + 4) bludgeoning damage and be knocked prone. 
  The lamassu can then fly up to half its flying speed.
  
  8
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  Richard Green.
  
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