Prison of Flesh and Bone | Free Adventure D&D and PF2e

Prison of Flesh and Bone | Free Adventure D&D and PF2e

Designed by Kaylene Doss
Cartography by Sir Vicke
PF2e Conversion by Zac Chaney

Drifting through the endless void of Wildspace, the party encounters the carcass of a titanic creature that should have died long ago. Its enormous body floats silently among the stars, a grotesque monument of bone and decaying flesh. But when the characters are drawn into the beast’s gullet, they discover that the corpse is far from lifeless. Within its ribbed interior lies a horrific dungeon of pulsing flesh and living bone, ruled by a colossal skull that throbs like a dark heart.

Worse still, the dungeon is inhabited by cosmic drifters—translucent remnants of past adventurers who were trapped here and slowly fused into the creature’s body. Now enslaved by the skull’s terrible will, these lost souls guard the prison that holds them. To escape the nightmare, the characters must battle the dungeon itself, resist the creeping transformation that threatens to turn them into drifters, and ultimately destroy the skull that binds the tortured spirits within this prison of flesh and bone.

 

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Prison of Flesh and Bone - D&D 5e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

  • Where will this adventure take place in your world?
  • Should you change any of the location names to make them better fit your campaign setting?
  • Should you increase or decrease the loot, including adding or removing magic items?
  • Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four to six level-12 characters.

Creatures. This adventure features the following creatures: cosmic drifters.

Resting. It’s expected that the party will not need to take any long rests in this adventure, though they may need a short rest if the characters encounter bad luck.

Loot. This adventure contains the following treasure: robe of stars.

Tomb of Living Flesh

The chamber resembles the innards of a vast, long-dead beast, its slick walls pulsing faintly with veins beneath taut flesh. Jagged ribs arch like a desecrated cathedral, lit by swollen sacs that leak blue bile, while the air reeks of rot and acid. At the far end, a colossal skull juts from cords of muscle, its empty sockets fixed in a hungry stare. Cosmic drifters are half-absorbed into walls and floors, their translucent, star-lit forms bound by fleshy tendrils, eyes locked wide and mouths frozen in horrified contortions. Faint cries echo from within the skull.

Creatures. The fleshy walls and floors of the environment are restraining eight cosmic drifters.

Roleplaying Notes.

·         While restrained to the walls and floors, the cosmic drifters’ eyes follow the characters’ movements.

·         The cosmic drifters cannot move their mouths from their stagnant, gaping positions, although their imprisoned souls cry out wearily from the confines of the dungeon’s skull.

·         The cosmic drifters are not entirely lost—their former selves linger in fleeting fragments, manifesting in a variety of ways. A drifter might mimic a gesture from a bard’s past performance, hum a faint echo of a prayer once known, or emit a subtle emotion connected to someone they once knew.

·         As restrained characters risk assimilation, the drifters react strongly, whispering encouragement to “join us” or taunting “you’ll understand soon.”

·         The dungeon itself can interact roleplay-wise: its quakes might pulse in rhythm with the characters’ words, or tendrils might react when a character speaks, as if listening. It gives one the sense that the entire chamber is participating in the scene; it’s not just a battlefield.

·         When the party frees a soul from the skull, it manifests briefly as a translucent, glowing silhouette of its former self, its features wavering between pain and serenity as it realizes release is at hand. It whispers broken thanks before dissolving into faint starlight.

Encounter Notes.

·         The cosmic drifters, enslaved by the beast, will obey its will. The goal isn’t to kill the characters, but to restrain them in the fleshy walls or floors.

·         The walls and floors not only restrain creatures to transform them into enslaved undead, but they also serve as a source of healing for those already bound. Cosmic drifters can take advantage of this by using an action to restrain themselves within the environment voluntarily. At the start of each of their turns while restrained in this way, they regain 15 hit points.

·         The dungeon immediately releases five of the cosmic drifters from their restraints. As combat progresses, the dungeon shall release more cosmic drifters. If a cosmic drifter is reduced to 0 hit points or uses its action to restrain itself to restore hit points, the dungeon releases another cosmic drifter in its place.

·         Characters can choose to fight the cosmic drifters or attempt to free their souls, which are bound to the dungeon.

·         A creature within 10 feet of the glowing skull can use its action to attempt a resonance chant, harmonizing itself with the trapped souls within. The chanter must succeed on either a DC 18 Charisma (Performance) or a DC 18 Intelligence (Religion) check. On a success, one bound soul within the skull is released, causing a nearby cosmic drifter to immediately wither and collapse, laid to rest. On a failure, the discordant chant provokes backlash from the skull’s imprisoned spirits. The chanter takes 4d6 psychic damage and has disadvantage on their next saving throw.

Ensnaring Flesh

Magical trap (Complex trap, level 11-15, deadly)

Description. As the first cosmic drifters break free, the dungeon shudders to life. Tendrils lash from walls, floors, and ceiling, and the very flesh quakes underfoot. At the far end of the chamber, a titanic skull glows with baleful light. Its hollow eyes are swirling with screaming faces—trapped souls pounding against bone from within. The glow pulses in time with quaking flesh, as if the skull itself conducts the dungeon’s fury.

Trigger. This trap triggers immediately after the characters arrive.

Initiative. The ensnaring flesh acts on initiative counts 20 and 10.

Active Elements.

Thundering Quake (Initiative 20). The beast’s writhing body sends reverberations through the dungeon. Each creature must make a DC 16 Strength or Dexterity saving throw or fall prone. The cosmic drifters are immune to this effect.

Lashing Tendrils (Initiative 10). Sections of the beast’s flesh whip outward, striking intruders with wriggling tendrils. A tendril randomly targets a 10-foot radius area. Creatures within the area must succeed on a DC 18 Dexterity saving throw or take 4d6 bludgeoning damage. On a successful save, a creature takes half damage.

Dynamic Element.

Immediate Assimilation. The longer the characters spend in the dungeon of living flesh, the more dangerous it becomes. If the party does not destroy the skull by the end of 6 rounds, the dungeon fully awakens. All restrained creatures immediately begin assimilation.

Constant Element.

Restraining Flesh. Any creature that falls prone becomes restrained by the surrounding walls or floor of the dungeon (escape DC 18).

Assimilation. Any creature restrained for 3 consecutive turns begins transforming into a cosmic drifter. The transformation takes 1 minute to complete; only specific freeing rituals can halt the process once it has begun. If the party does not stop the transformation by the end of 1 minute, the creature is turned into a cosmic drifter, losing its will, personality, and memories.

Countermeasures. A creature can use an action or prepared action to target a lashing tendril within range. If it does at least 10 points of damage to the tendril, the lashing tendrils’ element becomes inactive on the next round.

A creature within 10 feet of the skull can use its action to channel divine or arcane energy into the skull in an attempt to halt the assimilation of a restrained creature. The creature must succeed on a DC 20 Intelligence (Arcana) or (Religion) check. On a success, the targeted creature is immediately freed from the assimilation process and is no longer restrained. On a failure, the ritual backfires. Both the restrained creature and the creature performing the ritual take 3d6 psychic damage as the skull lashes out with a psychic scream.

Destroying the skull of the dungeon will permanently disable the restraining flesh. The skull has an AC of 17, 100 hit points, immunity to poison and psychic damage, and resistance to nonmagical damage.

Conclusion

Once the characters destroy the skull, the dungeon convulses violently, then collapses into lifeless, inert flesh. Any cosmic drifters not destroyed by the characters will be laid to rest peacefully as their souls release from the prison of the skull.

If the characters free most of the souls, the air shimmers with starlight, drifting upward like constellations being reborn. Each of the characters feels a wave of gratitude and peace wash over them, the freed souls granting them inspiration or even a collective boon (GM discretion).

If most of the souls were simply destroyed, starlight flickers with anger before vanishing, leaving only silence and a lingering sense of loss.

In both cases, the robe of stars rests at the skull’s fractured center, and a portal of starlight opens, allowing the characters to escape.

Prison of Flesh and Bone - Pathfinder 2e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

  • Where will this adventure take place in your world?
  • Should you change any of the location names to make them better fit your campaign setting?
  • Should you increase or decrease the loot, including adding or removing magic items?
  • Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four level-12 characters.

Creatures. This adventure features the following creatures: cosmic drifters.

Adventure Difficulty. The party can expect to encounter one severe encounter in this adventure.

Loot. This adventure contains the following treasure: robe of stone.

Tomb of Living Flesh             Severe 12

The chamber resembles the innards of a vast, long-dead beast, its slick walls pulsing faintly with veins beneath taut flesh. Jagged ribs arch like a desecrated cathedral, lit by swollen sacs that leak blue bile, while the air reeks of rot and acid. At the far end, a colossal skull juts from cords of muscle, its empty sockets fixed in a hungry stare. Cosmic drifters are half-absorbed into walls and floors, their translucent, star-lit forms bound by fleshy tendrils, eyes locked wide and mouths frozen in horrified contortions. Faint cries echo from within the skull.

Creatures. The fleshy walls and floors of the environment are restraining four cosmic drifters.

Roleplaying Notes.

·         While restrained to the walls and floors, the cosmic drifters’ eyes follow the characters’ movements.

·         The cosmic drifters cannot move their mouths from their stagnant, gaping positions, although their imprisoned souls cry out wearily from the confines of the dungeon’s skull.

·         The cosmic drifters are not entirely lost—their former selves linger in fleeting fragments, manifesting in a variety of ways. A drifter might mimic a gesture from a bard’s past performance, hum a faint echo of a prayer once known, or emit a subtle emotion connected to someone they once knew.

·         As restrained characters risk assimilation, the drifters react strongly, whispering encouragement to “join us” or taunting “you’ll understand soon.”

·         The dungeon itself can interact roleplay-wise: its quakes might pulse in rhythm with the characters’ words, or tendrils might react when a character speaks, as if listening. It gives one the sense that the entire chamber is participating in the scene; it’s not just a battlefield.

·         When the party frees a soul from the skull, it manifests briefly as a translucent, glowing silhouette of its former self, its features wavering between pain and serenity as it realizes release is at hand. It whispers broken thanks before dissolving into faint starlight.

Encounter Notes.

·         The cosmic drifters, enslaved by the beast, will obey its will. The goal isn’t to kill the characters, but to restrain them in the fleshy walls or floors.

·         The walls and floors not only restrain creatures to transform them into enslaved undead, but they also serve as a source of healing for those already bound. Cosmic drifters can take advantage of this by using an action to restrain themselves within the environment voluntarily. At the start of each of their turns while restrained in this way, they regain 15 hit points.

·         The dungeon immediately releases five of the cosmic drifters from their restraints. As combat progresses, the dungeon shall release more cosmic drifters. If a cosmic drifter is reduced to 0 hit points or uses its action to restrain itself to restore hit points, the dungeon releases another cosmic drifter in its place.

·         Characters can choose to fight the cosmic drifters or attempt to free their souls, which are bound to the dungeon.

·         A creature within 10 feet of the glowing skull can use its action to attempt a resonance chant, harmonizing itself with the trapped souls within. The chanter must succeed on either a DC 30 Performance or Religion check. On a success, one bound soul within the skull is released, causing a nearby cosmic drifter to immediately wither and collapse, laid to rest. On a failure, the discordant chant provokes backlash from the skull’s imprisoned spirits. The chanter takes 4d6 mental damage and has a -2 circumstance penalty on their next saving throw.

Ensnaring Flesh                                   Hazard 12

Trap, Magical, Complex

Stealth DC 38

Description. As the first cosmic drifters break free, the dungeon shudders to life. Tendrils lash from walls, floors, and ceiling, and the very flesh quakes underfoot. At the far end of the chamber, a titanic skull glows with baleful light. Its hollow eyes are swirling with screaming faces—trapped souls pounding against bone from within. The glow pulses in time with quaking flesh, as if the skull itself conducts the dungeon’s fury.

Disable See Countermeasures below

Enter the Room [reaction] Trigger. This trap triggers immediately after the characters arrive. Effect. Tendrils erupt from the floor and the trap rolls initiative.

Routine [3 actions]. Sections of the beast’s flesh whip outward, striking intruders with wriggling tendrils. A tendril randomly targets a 10-foot radius area. Creatures within the area must succeed on a DC 32 Reflex save or take 3d10+14 bludgeoning damage and become grabbed (escape DC 32).

Conversion [1 action]. Any creature restrained for 3 consecutive turns begins transforming into a cosmic drifter. The transformation takes 1 minute to complete; only specific freeing rituals can halt the process once it has begun. If the party does not stop the transformation by the end of 1 minute, the creature is turned into a cosmic drifter, losing its will, personality, and memories.

Countermeasures

A creature can use an action or prepared action to target a lashing tendril within range. If it does at least 10 points of damage to the tendril, the lashing tendrils’ element becomes inactive on the next round.

A creature within 10 feet of the skull can use its action to channel divine or arcane energy into the skull in an attempt to halt the assimilation of a restrained creature. The creature must succeed on a DC 30 Arcana or Religion check. On a success, the targeted creature is immediately freed from the assimilation process and is no longer restrained. On a failure, the ritual backfires. Both the restrained creature and the creature performing the ritual take 3d6 mental damage as the skull lashes out with a psychic scream.

Destroying the skull of the dungeon will permanently disable the restraining flesh. The skull has an AC of 25, 100 hit points, immunity to poison and mental damage, and resistance to nonmagical damage.

Conclusion

Once the characters destroy the skull, the dungeon convulses violently, then collapses into lifeless, inert flesh. Any cosmic drifters not destroyed by the characters will be laid to rest peacefully as their souls release from the prison of the skull.

If the characters free most of the souls, the air shimmers with starlight, drifting upward like constellations being reborn. Each of the characters feels a wave of gratitude and peace wash over them, the freed souls granting them inspiration or even a collective boon (GM discretion).

If most of the souls were simply destroyed, starlight flickers with anger before vanishing, leaving only silence and a lingering sense of loss.

In both cases, the robe of stone rests at the skull’s fractured center, and a portal of starlight opens, allowing the characters to escape.

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