Throne of The Dead v1.0

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Throne of the Dead

hrone of the Dead is intended for four Empty Rooms. There are a handful of small rooms on
characters with an average party level (APL) the map that lack a number. They can be bathrooms,
of 3. Characters who complete this storage closets, or whatever you wish.
adventure should earn enough experience Lighting. Aside from the light coming in from the door
to reach halfway to 4th-level. A secret ruin to the outside, the ruins are pitch black.
has been discovered beneath the king's Unusual Features. An underground river flows
palace and the adventurers must seek out a through the center of the complex. It's 5 ft. deep and
missing wizard who went exploring. This campaign takes frigid.
place in Arden, although it can be set in your own world.
This adventure favors clerics and paladins though any 1. Entryway
party composition should be able to finish the adventure
with intelligent play.
This stone passage leads south to a door and
Background east to a portcullis. A mural is set into the
stone wall to the west just south of the
The royal palace was built on the remains of a keep that northern door.
was abandoned many years ago. Recent renovations have
uncovered a secret passage that leads deep beneath the
castle, and the court wizard Dorja went down to The portcullis is jammed shut. It can be opened with a DC
investigate... he hasn't been seen since. What no one 18 Strength check. Alternatively, someone can unjam the
knows is that the ruins beneath the castle are actually a mechanism holding it closed with a DC 16 Dexterity
temple to a dark god. Inside, undead husks roam that (Sleight of Hand) check.
once worshipped there before they were sealed in long Trap: Wall Darts. The mural on the wall hides a sinister
ago. The high priest of the temple, wishing to elongate his trap. If someone steps on the square of stone in front of it,
life, made a pact with a dark god and became a vampire. tiny needles shoot out at whoever is standing there. They
Now he waits on his throne for the day when he'll be freed must make a DC 14 Dexterity saving throw taking 1d10
from his self-imposed prison. piercing damage on a failure and half as much on a
success.
Adventure Hooks
The King's Messenger. The characters received a letter 2. Foyer
from the king requesting they come at once to his castle.
His court wizard has gone missing in the catacombs
beneath the palace. This small room contains two open armoires,
Adventurers for Hire. The characters answered a each containing what appear to be
ceremonial cloaks.
posting on the bounty board regarding a missing wizard
and were instructed to inquire at the king's castle.
Into the Unknown The characters heard that ruins
were recently discovered beneath the royal palace. Eager Obstacle: Only the Worthy May Pass. The southern
to explore, they answered the king's call for adventurers. door is locked by magic and will only open for someone
wearing one of the ceremonial cloaks. It cannot be opened

The Ruins Down Below otherwise.

The ruins beneath the palace are fairly ancient. They were 3. Temple
built centuries ago when this place was the center of
worship for a dark god. When that civilization fell, the
temple was partially destroyed and built over. Only Broken benches sit rotted on the floor. At the
recently has its existence come to light. far end of the room, two inhuman statues can
be seen. In the center of the room, figures
General Features wearing tattered robes shuffle about.

Ceilings. The ceilings are made of finely worked stone


and rise 10 ft. above the floor. Encounter: The Chosen. The figures are three
Floors and Walls. The floors and walls are made of skeletons and two ghouls. They were the former
cobbled granite. A thick layer of dust and cobwebs cover worshippers of the temple who were sealed in when the
everything. entrance collapsed many years ago.
Doors. The doors are made of thick oak and are held
together by iron bands. They're all unlocked unless stated
otherwise.
Treasure. Eyes of Night. The eyes of the statues are
made of polished onyx. They can be pried out with a DC 12 7. Throne Room
Dexterity (Sleight of Hand) check. There are four in total
and they're each worth 25 gp.
A large stone bridge spans a river 10 ft. below.
4. Half-Flooded Chamber On the far side, three statues can be seen
along with an onyx throne. On it, sits a man
with pale skin, white hair, and red eyes.
Stairs lead down to a partially submerged
chamber. A river currently flows through it
and broken pottery and containers can be Encounter: Undeath Becomes Him. The man is a
seen scattered about at the water's edge. vampire spawn. He was formerly the high priest of the
temple. When the entrance collapsed, he made a pact with
his dark god to evade his impending death and was
transformed into a vampire. He fed off his worshippers
Treasure: All that Glitters. There is a +1 longsword at
until they all were dead and has been slumbering ever
the bottom of the river. It can be spotted with a DC 13
since. When Dorja came down to investigate, he
Wisdom (Perception) check.
inadvertently woke him up and became his first meal in
Obstacle: So Very Cold. The water is quite frigid.
centuries. The vampire spawn is intelligent and fights
Anyone who enters it must make a DC 14 Constitution
accordingly. He fears the running water and will take acid
saving throw or else they take 1d10 cold damage.
damage if he ends his turn in it. The characters might be
able to use this to their advantage. If he feels he is losing
5. Collapsed Chamber the fight, he'll use the secret door behind the throne to try
and flee.
Secret Door: Escape Passage. There is a secret door
This chamber appears to have once ben a hidden behind the throne. It can be spotted with a DC 16
large hall of some kind, however, it has since
Wisdom (Perception) check and opened with a DC 14
collapsed in upon itself. Now, it resembles a
Intelligence (Investigation) check. It leads to the top of area
cavern more than a manmade structure.
8.

Encounter: Stone Worms. Two grick can be found living


8. Secret Passage
in this part of the complex. They hide at first and attack if The secret passage leads from the water up to a small
anyone tries to move through the center of the chamber. chamber behind the throne room. Resting against the wall
near the secret door is the blood-drained corpse of Dorja
6. Living Quarters the wizard. Encounter: Dark as Night. There is a
darkmantle on the ceiling above the large stone in the
center of the chamber. It attacks the first creature to move
Numerous broken beds lie scattered across under it (including the vampire spawn). Treasure: A
the floor here. Shuffling about them are half a Wizard's Belongings. The wizard Dorja has a potion of
dozen rotted corpses in tattered robes. healing, a +1 quarterstaff, and his spellbook on him. It
contains the following spells.

Encounter: The Fallen. There are six zombies in this Cantrips: fire bolt, light, mage hand, prestidigitation
chamber. They attack as soon as someone enters the 1st-Level: detect magic, mage armor, magic missile,
room. They try to grapple and overwhelm anyone who shield
gets too close.
Treasure: Holy Relics. A container can be found under Aftermath
one of the damaged beds. It contains an ancient holy
With the vampire spawn dead, the threat beneath the
symbol worth 50 gp and clerical vestments worth 75 gp
palace has been neutralized. The king awards each party
member 50 gp and allows them to keep whatever they
found down below. Although the undead have been dealt
with, there's always the possibility that something else
moves into the space in the future from deeper
underground.

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