Time for Slime

This encounter happens in a section of the dungeon the PCs have already explored. As they walk back through it, they notice it is incredibly clean in comparison to how it was before. No dust remains on the floor, cobwebs are missing, and lichen has disappeared. Any PC who can make a 3d6 roll under their Wisdom hears a nursery rhyme being sung somewhere ahead.

If they follow the noise, they find Jemerelle, a hermit that comes to this dungeon from time to time to forage for mushrooms and feed her domesticated slimes. Ochre Jellies and Green Slimes surround her, some even crawling upon her decaying clothing. She coos and whispers to them. She would enthusiastically pay 35 gp for anyone that could lead her to a Gelatinous Cube.

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.