The Blood-Tithe Altar
The Blood-Tithe Altar is a dormant cult ward that converts trespassers' vitality into a brief surge of necromantic power. It does not immediately attack everyone in the chamber. Instead, it rewards reckless movement with escalating pulses of pain, giving observant adventurers several chances to recognize and dismantle the ritual.
The Blood-Tithe Altar
Defenses
Detection
“A cracked stone altar stands in the center of a ruined shrine. Five iron bowls surround it, each filled with black candle wax and a thumb-sized shard of red glass. Faint crimson light pulses beneath the altar's surface whenever a creature approaches.”
Standard Engagement
A creature crosses the ritual boundary, touches the altar, removes a red glass shard before extinguishing its candle, or damages the altar.
The hazard has no routine. It releases one Blood-Tithe Pulse when triggered, then becomes dormant until it resets.
The altar resets after 24 hours if at least one candle and one red glass shard remain. If all candles are extinguished or all shards are removed, it does not reset.
When the altar is triggered, each creature within 20 feet of it must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and cannot regain hit points until the end of its next turn. On a successful save, it takes half as much damage and suffers no healing restriction. A creature reduced to 0 hit points by this damage falls unconscious but is stable.
The altar is triggered when a creature crosses the ring of floor channels surrounding it, touches the altar, removes a red glass shard before extinguishing its candle, or deals damage to the altar. A creature that succeeds on a DC 15 Wisdom (Perception) check while observing the floor can see the ring and avoid crossing it.
If the altar triggers while at least four candles remain lit, crimson light fills the chamber until the end of the next round. During that time, creatures within 20 feet of the altar cannot benefit from invisibility, and undead creatures in the area have advantage on saving throws against being turned.
A creature that willingly sheds at least 1 hit point of blood into an empty bowl before triggering the altar can delay the pulse until the end of its next turn. This is not considered a safe offering by the original cult, but it gives the party a brief opportunity to escape or begin the counter-rite.
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