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Dungeons

& Dragons

Curse of Syllani
A challenging adventure for characters level 1-4.

BACKGROUND FOR DM
It started with a wealthy and powerful family who
settled in these uninhabited lands, on the far
outskirts of the Sword Coast. There were two
brothers, sons of the settlers. One was Dervak,
and the younger brother Grohm. Both sought the
affections of a beautiful farm girl named Syllani,
who grew up with the brothers.
Over time, it was Grohm who gained the upper
hand, and the commitment of Syllani. However, it
was Dervak who gained the power, assuming rule
over the local lands from his deceased father.
Although this was no kingdom, Dervak had power
equal to a king. He was akin to a mayor, or
constable, and the farmers and craftsmen looked
to his family for guidance, laws, and structure.
Dervak forsake them all, focusing his studies on
dark arts and necromancy. In a short time, he
seemed to withdraw, becoming unsocial and
unstable. His twisted mind was unable to accept
the loss of Syllani. As in many tragic tales, if he
couldnt have the maiden, then no one could.
Dervak murdered Syllani and his own brother
Grohm. He burned the maidens body and put her
ashes in a gold urn. For his brother, he turned to
the black arts and ancient tomes, performing a
despicable ritual that would curse Grohm forever.
Dervak created a temple, with a tomb beneath,
and buried his brothers body there along with the
urn holding Syllanis ashes. But Dark Magic has
its own will, and Grohm became a Mummy,
haunting the dungeon tomb. And Syllani returned
as a horrid haunt, wailing through the empty halls
as a Banshee. Both victims of Dervaks rage, they
are now denizens of a long forgotten tomb; angry
undying lovers waiting for a chance for
vengeance, or some kind of release.
Dervak was thrown out as the Lord of these lands,
replaced by a more democratic approach. For
many years, he vanished. Then, a few years ago, a
tower appeared in the Southeast. Rumors spread,
of farmers spotting the outcast necromancer.

Oscar Chacon (Order #10593540)

He seldom left his tower. It turns out, Dervak


overhead rumors that Grohm and Syllani haunted
the halls of the temple tomb, together in undeath.
Enraged by this turn of events, he came back to
the lands that cast him out.
Dervak aligned himself with a tribe of blood mad
Orcs, with little thought of anything save the
destruction of Grohm and Syllani. However, he
had placed a powerful spell on the tomb, sealed
with his own blood. The only thing that would
open it was a medallion with the mark of his
family. It was constructed as a key, etched with
the symbol of a gold sun with rays spreading out
in eight directions, and an eye in the center. The
symbol meant the sun shined down on the crops,
while the Gods watched over the people, for
protection and prosperity.
The medallion, however, was lost when Dervak
was exiled. It is the only way into the temple
tomb. The necromancer enlisted his vicious Orc
allies to find the key for him. Sending them across
the lands, Dervak ordered them to raze every
settlement. The Orcs are blood thirsty killers, with
a hatred for Humanoids beyond the norm. They
dont even care if the key is found, as they kill
and pillage anywhere they can. The fiends have
met no resistance, and even Dervak has begun to
lose some of his hold over their fearless leader,
Hakrat Mankiller.
The Medallion of the Sun is a key to the dungeon
beneath the Temple of Syllani, and it can be
found in the village of Rivertown, which is about
the only area the maurauding Orcs havent
reached yet. The Orc chief Hakrat can be found
attempting to ransack South Hill (Area H).
The goal of the PCs should be to find the
Medallion of the Sun, gain access to the Temple,
and end the curse that grips the Mummy and the
Banshee. Killing Dervak is icing on the cake.
1

A. THE MUSHROOM WOODLANDS


Somewhere along the fringes of the Sword Coast,
the PCs find themselves in a dense forest. Whether
together or just meeting for the first time, the events
below will require them to unite. It is a call to arms;
a tremor from an ageless evil that reaches out to
them. Whether good fighting evil or an indifferent
lust for treasurethe PCs will feel the pull of
supernatural forces, drawing them to adventure.
The dense forest darkens with the falling sun. Thick
trees encroach upon one another, their long branches
entwined to form a blanket of emerald foliage. Upon
the forest floor, the makeshift wagon paths are covered
with wild fungi. Thus, the name of this ancient forest,
the Mushroom Woodlands. These woods are rarely
traveled, lost amidst a sparsely populated region of the
Sword Coast.
Along the path before you, the ground is hard and
packed. The terrain itself rolls up and down, from knoll
to ravine. The path leads down through a sparsely
populated area of the woods. There, at the bottom of
the hill, lies a scene of utter chaos. Two wagons are
overturned, and a third lay tipped to the side with
broken wheels. Bodies of humanoids litter the ground,
joined by a few horses.

There is no movement. There are (8) bodies, mostly


Human with a Half-Elf and a Dwarf. There are also
(2) dead horses. PCs with a Passive Perception of
13 or higher will be able to discern that the carnage
is about 4-6 hours old. Searching the area, they will
find one of the bodies is still breathing. There is
nothing of value, but a successful Perception check
of DC 15 will reveal the presence of tracks that are
common to Orc kind. If the survivor is discovered,
read the following excerpt.
The survivor squirms free of the wagon wreckage. He
is in his mid years, with grey-streaked hair and the
look of a farmer. The man climbs to his feet gingerly,
clutching a wound in his side. He grits his teeth and
blurts out. Blood thirsty Orcs descended on our
caravan from the deep of the woods.

They slaughtered everyone, even some of the horses.
Some of the dead were dragged away, most likely to
be eaten or used for jewelry and trophies.


Oscar Chacon (Order #10593540)

The man shudders and continues. I am Janardi of


Rivertown, a local village to the East. Bands of Orcs
have been terrorizing the entire countryside, showing
no mercy. They have razed the town of Westville, and
must have come from below the Slithering River. Our
caravan was delivering supplieswe had nothing of
value. Nothingworth dying for.

Janardi is nervous and weak, but he is not gravely


wounded. He does not want to come with the
party, but would rather stay and check on the
caravan further. He will, however, help you
sketch out a rough map of the nearby lands. If a
PC discovered the Orc tracks, they can be
followed and will lead the party to area B, for a
direct skirmish with the guilty Orcs. Otherwise, it
is only 4-5 hours from point A to B/see map.

B. ORC SKIRMISH
If the party followed tracks from area A, they will
find a band of Orcs camped here (read the boxed
text below). If they did not find the Orc tracks or
follow them, then skip the text and roll on the
encounter table below. Either way, it can be
assumed the events from area A and the travel to
this location have lingered into nightfall.
The Orc tracks lead deeper into the Mushroom
Woodlands, leading you further and further from any
manmade path. At last, you come to a spot where a
bonfire lights up the area ahead of you. Huddled close
around the burning logs, you see (4) Orcs. They appear
to be eating, but their weapons are close by.

There is a 5th Orc looking in the woods nearby for


more firewood. He will have his Great axe, which
he is using to cut branches and such. The Orcs by
the fire can be taken by easily surprised. Once
dispatched, searching them will reveal a Potion of
Healing and coins equaling 26GP. If any of the Orcs
are taken alive, they may reveal their quest to find
the Medallion of the Sun. Deeper probing could get
them to mention their benefactor, the Necromancer
Dervak. Achieving a DC20+ on Intimidation or
Persuasion could get them to reveal the location of
Dervak (in his tower) or their chief, Hakrat
Mankiller (who was planning to raid a town to the
south called South Hill).
2

Roll 1d6 for encounters.


1-3 Orcs (1d4)+1
4-5 Dire Wolf (1)
6 No Encounter/or DMs choice

C. THE BARREN ROAD


The main road leads south out of the Mushroom Woods
and into what seems like a never-ending prairie. Grassy
fields seem to roll away on all sides, beyond the horizon
for miles and miles. The path splits here, and one sign
indicates South Hill and points to the South. Another
shows a path bending to the East, and reads Rivertown.
The last says Westville, with a trail leading Westward.

Assuming the PCs camped in location B, they


would travel a half-days ride to this location. From
here, they can be at the Barren Bridge (D),
Rivertown (E) or the Ruins of Westville (F) by
nightfall. DMs discretion on whether to roll for a
daytime encounter, but the open fields hold little
shelter for wandering monsters.
Roll 1d8 for encounters.
1-2 Wandering Wolf Pack (1d4)
3-4 Orc Hunting Party (1d4)+1
5 Bandits (1d6)+1
6 Giant Spiders (1d4)
7-8 No Encounter or Re-roll

D. THE BARREN BRIDGE


The main road leads to a wide river with churning
waters. If not for the bridge across it, the Slithering
River would be near impossible to cross. That being
said, Humanoid shapes mill about the center of the
wooden structure, and there are signs of a skirmish on
the North side, with a few Human corpses on the path.

Three dead Humans lay on the ground, looking


freshly dispatched. (5) Orcs are milling about on the
bridge, which is 10 wide and about 30 across. The
river has a brisk current and is 25 wide in the
sections to the North and South. The Orcs will
attack any intruders on sight, but seem to be
rummaging through some supplies on the bridge
and could be surprised. They have 36GP, a mixture
of what they carried and what was looted off the

Oscar Chacon (Order #10593540)

recent travelers. If any are captured alive, proper


coercion could loosen a tongue and the Orc(s)
may reveal information such as in Area B above.

E. RIVERTOWN
The path winds in a Easterly direction, continuing
through open fields and rolling hills. It ends at a quaint,
old-fashioned village called Rivertown. At least, thats
what the rickety old sign out front says. There are
people milling about here and there, with just a few
buildings set amidst several acres of crops.

The PCs can travel to individual buildings within


town, and interact to the locals. The people are
somewhat quiet, but seem happy enough. They are
mostly farming folk, with very simple lives.
#1, 4, 6, 7, 8, 9 Townsfolk Huts
These town huts are based on very old architecture,
made with a mixture of wood and stone and covered
with a type of stucco. They are quaint homes, for a
simple lifestyle.

These huts are miscellaneous dwellings of the


farming families. Sometimes multiple families may
live in one hut, sharing duties and chores. None of
these places have anything of real value. However,
inside one of the huts the PCs will find a half-Orc
man named Juk. They will immediately notice that
he is nervous, scared or maybe a little of both.
Roll 1d6 to see what hut Juk is in.
The die roll from 1-6 will correlate to the hut
numbered on the map as follows: 1 = #1, 2 = #4,
3 = #6, 4 = #7, 5 = #8, 6 = #9.
The DM will need to roll play Juk, but it turns out
he is a deserter of Hakrats hordes. Juk can tell the
PCs that Dervak enlisted the Orcs to scour the
lands, and find a gold medallion that looks like a
sun. After seeing Hakrats brutality, Juk deserted
the other Orcs while they waylaid a small town to
the West (Westville). He came here, seeking to
escape them and warn these people. He just arrived
yesterday, and hasnt mustered the courage to tell
anyone from Rivertown about the maurauding Orc
hordes. Juk has Commoner stats at this point, has no
other info, and carries nothing of value.
3

#2 Tavern, Fens Friendhouse


This tavern is small, but has a welcome feeling. The
place has a few rooms upstairs. There are some tables
and a small fireplace in the corner. Townsfolk mill about
here, sharing a meal or a mug of ale. A barkeep serves
an occasional drink, and a single serving maid assists
him at a leisurely pace.

The barkeep is Fen, and his serving maid is Bea.


They are actually husband and wife. They have 2
rooms available, both capable of sleeping 2-4 PCs,
and will rent them for 1GP per night. They will
serve simple meals and mead. When it comes to
rumors or talk, Fen and Bea are pretty tight lipped.
However, they tell you that the elders at the town
hall are more apt to know things.
#3 Supply House
This moderate sized building has a wide entrance and is
stocked full of supplies. It has everything from bins of
grain, to farming tools, horse tack and plow equipment.
It is organized so that items can be brought in or taken
out efficiently.

The supply house has little of value at first glance.


However, there is an area with a plethora of antique
items in the back. A successful Perception check at
DC 15 will reveal an old medallion covered with
dirt and grime. It looks to be of little value, until
cleaned off and revealed to be of solid gold. It looks
like a sun, and is worth 500GP if sold to a jeweler.
#5 Town Hall
This larger building is plain on the outside, but lavishly
furnished on the inside. The center of the room is
occupied by a finely crafted table and chairs, at which
several town Elders are seated. They seem to be having
a discussion on the affairs of Rivertown. Listening to the
banter, it is apparent these men are all farmers who
serve or govern as a committee. They do not
immediately halt their process, but will eventually
address visitors, although somewhat brusquely.

If the PCs mention maurauding Orcs, the Elders


will seem mildly interested, but not overly
concerned. However, if the name Dervak comes up,

Oscar Chacon (Order #10593540)

their faces will pale and the PCs will have the full
attention of the committee. What the Elders know is
the history of Dervak, and how he killed his brother
Grohm and Grohms beloved Syllani. They will tell
you the family of Dervak settled these lands, but the
boy went mad, eventually playing with dark powers
that he could not control. They know of the strange
tower to the South, but little else. Based on this, the
DM should role play this dialogue on the basis that
the Elders know the full history of Dervak, Grohm,
Syllani and even the rumors that Grohm and Syllani
now haunt a Temple to the Southeast. If talk of the
Medallion of the Sun comes up, one of the Elders
knows there is a medallion in the supply house that
vaguely meets that description, and he will point the
party in that direction. The Elders have Commoner
stats and will have nothing of value, although there
are some decorations in the town hall that could be
taken and sold in a larger town for 220GP total.

F. THE RUINS OF WESTVILLE


The trail that leads West is more narrow and seems less
traveled than the previous roadway. It winds through
the same open prairie terrain, eventually leading to a
small village. As soon as the buildings come into sight,
the party notices they are burned and in ruin. The entire
town seems to have been razedand nothing was left
standing. No movement is visible from the approach

This town looks like it was raided about two weeks


ago. There is a huge pit in the center of town, full of
burned corpses. Nothing is alive here, but it does
appear to be the handiwork of raiding Orcs. None of
them still linger, having moved on but other
denizens have moved into the area to investigate.
DMs can decide to choose an encounter. It is
recommended not to repeat a previous enemy type,
but this is again the DMs choice. If an encounter
occurs, it is best to have the enemies come from
believable areas. For example, the Worgs may
emerge from the shadows of a ruined building. The
Ghouls could rise from the fire pit, feasting on
partially burned body parts. The Death Dog could
appear out of darkness, lured in from all the pain
and suffering. The Gnolls could come from the
woods to the North, having seen the smoke several
days ago and traveled here to investigate, etc.
4

Roll 1d8 for encounters.


1-2 Prowling Worgs (2)
3 Rare Wandering Gnolls (1d4)+1
4 Death Dog (1)
5-6 Scavenging Ghouls (1d4)
7-8 No Encounter or Re-roll

G. THE PATH SOUTH


The main road again leads almost due South, moving
into a more arid flatland. The path again becomes less
traveled than north of the bridge, and narrows slightly.
In spots, it seems less like a road and more like a sandy
trail. There seems to be no one or nothing out here.

This location is about 6 hours from the Barren


Bridge (D) and the same time to the town of South
Hill (H). There is no easy way to travel from here to
Dervaks Tower due to the difficult terrain. It is
more accessible going due East from South Hill.
There is nothing of interest at this marker point. If
DM decides to roll for an encounter, use either of
the random tables above/DMs choice.

H. SOUTH HILL
The Southern path leads straight into the small village
of South Hill. It is a tiny hamlet, just like Rivertown. As
you get closer to South Hill, you can hear screams and
yelling. You see villagers running around, some of them
being chased by vile invaders. A few of the buildings are
already smoking

Orcs are invading South Hill. This is the main body


of the Orcs, and Hakrat Mankiller is leading the
charge personally. The invaders are scattered
between the few buildings, some with burning
torches in one hand and their great axes in the other.
They will toss down the torches and attack with or
without commands from their chief, Hakrat. These
Orcs fight to the death, and show no mercy.
There are (4) Orc warriors available to fight against
the PCs, all following Hakrat until death. They
carry 1d10GP each. For Hakrat himself, use stats
for an Orc War Chief from the Monster Manual.
Hakrat carries 3 gems worth 50GP each, as well as
a Throwing Dagger +2 that he keeps more for

Oscar Chacon (Order #10593540)

ceremonial purposes than for battle. The weapon is


master crafted and does 1d6 damage + bonus.
Hakrat will try to escape if he is losing the battle.
#2 & 6 Farmhouse Huts
These town huts are based on very old architecture,
made with a mixture of wood and stone and covered
with a type of stucco. They are quaint homes, for a
simple lifestyle.

These huts are miscellaneous dwellings of the


farming families. Sometimes multiple families may
live in one hut, sharing duties and chores. None of
these places have anything of real value, and they
are empty their inhabitants either murdered by the
Orcs or still on the run.
#1, 5 & 8 Burning Huts
These small huts are raging with fire, and started to
collapse in places. The Orcs set torches to them,
whether they were inhabited or not. It is impossible to
check inside, or even to get close to the roaring fire.

These huts will burn during the battle with the Orcs.
In time, they will consist of scorched wood and
stone, little more than smoldering ruins. Some may
have bodies nearby, but its impossible to tell if
there was anyone inside.
#3 Supply House
This larger building is still intact. It holds supplies for the
town, including grain, salted meats, barrels of mead,
and more. One area holds farming utensils and basic
tools, while another has some weapons and armor.

Although mostly a general supply, there are some


decent arms and armor here. There is a barrel in the
corner with (30) arrows, and another smaller crate
full of crossbow bolts, (22) in all. Two sets of Chain
Mail armor are immaculate, and there is a Battle
Axe and a Great Sword. A successful Perception
check at DC 18 will reveal a hidden chamber in the
floor. Inside, you will find a quiver with (8) pristine
crossbow Bolts. If Identified, it turns out these Bolts
are all +2 magical ammunition.
5

The other supplies are not practical to transport, or


just not worth anything. There is no one or nothing
else of interest here.
#4 - Stables
These stables are small compared to most towns, but
still have ten stalls. The building looks a little
dilapidated, perhaps suffering from a weaker
craftsmanship than the rest of the town. Still, the stalls
are intact and hold much more than horses. Only (3)
stalls even have horses in them, and they are draft
animals for pulling and plowing. (3) of the other stalls
have pigs, (2) have cows and the last two have a goat
and a donkey.

It is obvious this is more of an animal barn than a


stable. No one is here, most likely having escaped
or been killed by the Orc horde. The barn is full of
tack and other livestock supplies, but there is
nothing of practical value.
#7 Town Hall
This building is central to the town, well furnished with
pews of fine oak and an elevated meeting table. The
meeting hall is a neutral venue to discuss town affairs.
Standing in this hall, are (6) remaining townsfolk. They
have pitch forks and shovels, and one even holds a
Great Sword. These Elders are crouched in a fighting
stance, trying to make a last stand. When they notice
you are not invading Orcs, they seem to relax.

These Elders will be very happy to see the PCs,


once they are confident you are here to help and not
murder them. They will answer questions and
explain all they know, once assured the Orcs have
been dispatched and routed. The Elders will
mention a great flying beast that assisted the Orcs,
then flew East. Some of the townsfolk have a
thorough historical knowledge of these lands, and
will be able to tell the history of Dervak, Grohm
and the beautiful Syllani. However, they know little
of Dervaks return, his plot, and the real threat that
lies down in the dungeons below the Temple.
DM should use this exchange to move the story
forward as needed. The Elders have Commoner
stats and carry nothing of value.

Oscar Chacon (Order #10593540)

I. DERVAKS TOWER
A tall, stone tower rises up in the distance. It is set
against a backdrop of rising cliffs and grey, stormy
clouds. The very air seems thick with death, and the
weather turns to a drizzling rain as if to impede your
progress. Maybe its a warning, or perhaps this is just a
cold, dark and dreary part of the countryside

It is fairly easy to scramble up the rock surface to


reach the base of the tower. From this viewpoint,
PCs can see the tower is about 50 high, with the
base being about 35 in diameter. In the center, it
narrows to about 20 in diameter, then expands
again at the very top, to about 30 again. The top is
designed like a castle rampart, where guardians
could look out or thwart attackers. Those wishing to
scale this tower will need to make a successful
Athletics check at DC12. If they fail, the closer
(higher) their roll, the more bludgeoning damage
they should incur. This simulates getting closer to
the top before falling to the ground below.
#1 Main Floor/Entrance
An arched entrance leads into the main floor of the
stone tower. From here, a stairway leads up through an
opening in the ceiling, to the next level. This moderate
sized chamber is barren of dcor, but does have a small
table surrounded by chairs. Occupying the rest of the
space are (2) Orcs and an Ogre.

The Orcs and Ogre are guardians of the Tower,


serving the necromancer Dervak. They will attack
any intruders on sight. The Orcs carry 10GP each
and the Ogre has a sack with gems and coins
equaling 127GP. They have little information
beyond serving Dervak, if interrogated.
#2 2nd Floor The Meditation Chamber
The lower stairwell leads up to this floor, into a
chamber almost identical in size to the main level.
Another stairwell goes up the 3rd level, disappearing
into darkness. This room is lit only by a candelabra in
the center of the room, dimly lighting several
bookshelves and sorcerous paraphernalia. This place
looks to be a study or meditation chamber.
6

Indeed, this is Dervaks summoning room &


meditation chamber. It has a plethora of books,
scattered about the room. And, it has vials and
alchemy tools, serving as a sort of lab as well.
There is a tome here lying on a desk, turned to a
page with the words Curse of the Undying.
Reading through the book, the writing is an ancient
form of common. But, it is easy enough to decipher,
and has sections on creating a devastating curse, as
well as how to end it. The last part outlines burying
the bodies of both curse victims, in this case Syllani
and Grohm, together. Once the bodies have been
sealed in death, their spirits can be released and the
curse lifted forever. Until this is done, the initial
Curse of Undying will allow their forms to return
again and again, a man into a Mummy, and a
woman into a Banshee. The Tome is full of
Necromancy, and has a value of 500GP. DMs
discretion on the other contents of the book, and
what kind of spells, powers or info it truly holds.
Aside from the books, one of the vials is actually a
Potion of Greater Healing.
#3 3rd Floor Dervaks Chambers
The third floor of the Tower appears to be a sleeping
chamber. There is a bed, dresser and hanging clothes on
one side of the room. Stairs once again lead up, into the
fourth and final level. The bedchamber has some
scattered, fine dcor and a robed man sits on a chair
close to the bed. He lowers his hood, to reveal the eyes
of a madman, and stands to face you.

Dervak is here all alone, assuming he can handle


himself against your kind. His confidence could be
his undoing. For Dervak, use the stats for an
Archmage in the Monster Manual but with the
following suggested modifications (DM can
manipulate to match the PCs):
- Hit Points 70
- 12th level spellcaster/+7 to hit
- Use spell list up to 6th level (omit 7/8/9th)
Either way, the Necromancer will throw everything
he has at the PCs and fight to the death. He may
reveal more detail about the curse, if he is somehow
incapacitated and taken alive. If the PCs came from
the roof/top level, there is a small chance the
guardians on the main floor will hear (or be

Oscar Chacon (Order #10593540)

summoned by a Message from Dervak) and come


to his aid during the battle.
A search of Dervaks chamber reveals a chest in the
corner, protected by a magic glyph. Only a Dispel
Magic spell will work to unlock it. Inside, there are
gems and gold equaling 672GP as well as a Wand
of Paralysis (see DM guide for details). Dervak was
saving the weapon to use against his brother the
Mummy, and Syllani (Banshee), once he discovered
the Medallion of the Sun.
#4 Top Floor/Lookout (outside)
The top of the tower is crafted much like the parapet of
a castle. Looking out over the side, one can see for miles
to the North, West and South. There are mountain
ranges to the East. Stairs lead up/down and the tower
itself is barren of furnishings. However, there are some
bones and food scraps here, some of them fresh.

If the PCs search the scraps, they will find


Humanoid remains (from nearby farmers). As they
look around, a screech emits from the air and a
Manticore swoops down and attacks from the sky.
The Guardian of the the top level of the tower is a
Manticore. The creature serves Dervak and his Orc
hordes, as long as they provide him regular meat.
He will try to pull PCs off the top and drop them to
the ground below. The creature considers this
rooftop his lair, so he will put up a vicious fight,
until death or very near death. If Dervak was slain,
the Manticore may barter with the PCs to let them
go in exchange for something of value. He will
eventually leave the tower to find food.
Searching the remains across the tower top, PCs can
scrounge up 12GP in coins and a gem worth 25GP.

J. THE WHITE WOODS


This path leads West to the woods and dissolves as you
enter the forest, turning into scattered game trails and
a sea of fallen leaves. The ground is hard enough for
easy travel, but the terrain is a mixture of sharp hills
and steep ravines. An eerie whistling echoes in the
woodlands, and the very tree branches seem to point
you deeper into the forest. Or, is it just the wind
7

Indeed, there is a curse on these woods. The powers


of the Mummy permeate the area, luring passersby
into the Temple. The Banshee can detect PCs within
5 miles, as they approach. No one can get in the
temple without the Medallion of the Sun. The
protective glyph on the Temple doorway was set
there by Dervak, and even his magic cannot break
the seal. Still, the PCs will be able to find their way
directly to the Temple, as if they knew the exact
path in memory (the lure of the Mummys call).

K. THE TEMPLE OF SYLLANI


Breaking into a wide open area, you see a small pyramid
structure before you. It appears the trees in this area
were removed and the temple built where they stood.
The design is flawless, with large stone blocks stacked
on one another. Only a handful of steps up, an archway
leads to a large stone door. In the center of the
entrance, there is an indent in the shape of a disc with
radiating lines, surrounded by magic glyphs etched in
the stone. An aura of magic surrounds this entire area,
and a cold unnatural air sends a chill through the party.

The PCs can search around, but they will find


nothing. However, detect evil/magic spells will
discover energy emanating from the entire pyramid.
The mysterious pull felt when entering the woods
grows stronger here. Any PC trying to stay outside
will be drawn to enter against his will and must
succeed on a DC 20 Intelligence check. If they
succeed, the PC(s) can remain outside with no
issues. If they fail, they will want to investigate the
pyramid/temple, even against forceful reasoning. If
the medallion is set in the indent, the stone wall
slides open, revealing steps leading into darkness.
#1 Guest Hall / Entrance
The air in this entrance hall is musty and stale. There is
no light in the dungeon, making the place pitch black.
For those who can see or by torchlight, a thick layer of
dust covers the stone floor, looking undisturbed. Doors
lead East and West, and to the South are a set of large
double doors. The walls look solid, and these catacombs
seem to be in fine condition. There appears to be
nothing in this chamber.


Oscar Chacon (Order #10593540)

This is a Major trap room, undisturbed for centuries.


As soon as PCs move into the room by 5, Darts
shoot out from the sides of the room, spanning an
area from about 1 from the floor to 5 high, doing
1d4 damage + 2d6 poison damage. PCs can avoid
the damage by rolling a successful Acrobatics check
at DC15. At the same time, spikes launch from the
7 tall ceiling, doing 3d6 damage unless PCs
succeed on a DC13 Athletics check. PCs must
crouch to avoid the spikes while moving through
this chamber, and speed is halved. Finally, a pit
opens in the center of the chamber, spanning 10
wide by 5 across, dropping 10 into a bed of spikes
for 2d10 damage. This can be avoided by rolling a
successful Perception DC14 to recognize the trap.
There is nothing else in this chamber.
#2 Side Chamber West
This side chamber is shaped like an octagon, with
impressive angles and stone work. Lying about the
room are several sarcophagi. They are crude and
rudimentary coffins, probably for lower class citizens as
compared to the ornate sarcophagi crafted for nobility.
Bones are scattered about the room, and some of the
sarcophagus lids are pushed off or crumbled away,
revealing dust and rotted clothing.

There are further bodies inside the rough coffins,


covered with dust and rotted clothing due to the
poor seals. A search will reveal nothing of value,
and as the PCs investigate the chamber, an eerie
feeling will sweep over them. Suddenly, 1d8+2 of
the bones assemble into Skeletons, complete with
weapons in hand, and attack. See Monster Manual
for stats. The Skeletons have nothing of value.
#3 Side Chamber East
This Eastern chamber is shaped like an Octagon. The
stone work is respectable, and although this place is
fairly new, it has an ancient quality. There are (10)
coffins in the room, spaced about evenly. They are
standard sarcophagi, with no special markings. Other
than this, nothing appears to be in this room.

If the PCs start to leave, or decide to search the


room, they will hear sounds like scraping coming
from one of the coffins. If it is opened, a Zombie
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leaps out. Three other Zombies break out of the


nearby coffins, attacking whatever is closest to
them. The other coffins have decomposed corpses,
but they dont animate. There is nothing of value.
#4 Main Hall
This corridor is a main hall, with double doors to the
North, regular doors to the East and West, and another
set of double doors to the South. Dark and dusty like
the rest of this dungeon, the hallway has seen no recent
passage and seems undisturbed since the day it was
built. There appears to be nothing here.

When the PCs come into this room, the door behind
them will lock. All of the doors leading from the
chamber will be impassable. They cannot be
dispelled, picked, or battered down. However, there
are pressure plates in the floor. These look like the
type of pads that would be used for traps, but they
are actually used to open the doors. The plates are
centered in the room, in a N/S/E/W pattern. The pad
that correlates to the door (ex. North) will open the
double doors to the South, etc. Other than these trip
plates, there is nothing else in the room. The plates
need to have 10 lbs or more on them to detent, and
if the weight is removed, the door(s) lock again.
#5 Personal Chamber West
This chamber is fairly simple, just a rectangular room
with items stacked up. A glance at the supplies, and
knowledge of burial traditions, indicate this is a room
for storing the belongings of the dead. There are
religious items, ceremonial trinkets, and basic
keepsakes of little to no value. As in previous rooms, it
appears this crypt has been undisturbed.

The items are from mostly higher class citizens,


only those who could afford such services. Most of
the items have little more than sentimental value.
However, if the room is searched thoroughly, there
is something of value, a Great Sword +1, +2 vs
Undead. This is a weapon forged to protect this
place from dark spirits, blessed with powerful
magic. However, like the Temple itself, the blade
was forgotten by Dervak, and lost here along with
his sanity. There is nothing else here.

Oscar Chacon (Order #10593540)

#6 Personal Chamber East


This chamber is a simple rectangular room with items
stored about. There are trinkets, keepsakes and baubles
of little or no value. Most of the items are in wooden
boxes with hay to protect them. A strange sound
echoes through the chamber, almost a scraping noise.

This chamber was designed for nobility, who paid


to have their belongings stored with their bodies.
Most of the items are keepsakes, with no real value.
From the shadows a creature slithers into view, a
forked tongue flicking in and out methodically. The
Giant Constrictor Snake hisses and attacks. DM can
use a Poisonous Snake instead to reduce difficulty.
A thorough search of the room will reveal there are
some items of real value, including a sack of coins
worth 112GP and scattered gems in one coffin
worth another 200GP.
#7 Anti-Chamber
This large, musty room holds an altar, centered in the
chamber. It is a place for worship, with unnatural flames
burning in twin braziers surrounding the raised dais.
Blue light casts eerie shadows across the walls and
raised ceiling, and once again dust and mildew coat the
floor to reveal none have made passage here.

The blue light casts shadows, and can be dispelled.


However, among the false shadows, are hiding (8)
real Shadows. They will wait for characters to move
about the room, and perhaps search in the corners or
around the altar. However, while still lighted, no
Shadow can move within a 5 radius of the braziers.
If anyone dispels or overturns the braziers, the
creatures will use this to their advantage. There is
nothing of value in this chamber.
#8 Burial Chamber West
Inside this moderate sized burial chamber rests a half-
dozen sarcophagi. They are obviously the product of
upper class citizens and nobility, exhibiting fine
craftsmanship. A layer of dust covers the coffins, and
the room smells of decay. However, these sarcophagi
are extremely well preserved.
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There is nothing else in the room. However, out of


the six sarcophagi, one contains a cloak. It turns out
to be a Cloak of Protection +1. This item gives the
wearer a +1 bonus to AC and saving throws while it
is being worn.
#9 Burial Chamber East
A single sarcophagus rests in the center of this octagon
shaped burial chamber. The coffin is exquisite in its
design, master crafted of the finest wood and inlaid
with silver and gold accents. There are ivory handles on
the side, and this morbid but unique creation is all that
occupies the area.

PCs with a Passive Perception of 12 or more will


immediately notice the sarcophagus is immaculate,
without a trace of dust or mold. No cobwebs,
tarnished metal or faded color. It appears as it must
have the day it was crafted, lying on the floor
perfectly centered in the chamber. If the PCs check
around the room, they will find nothing. However,
if they move within a few feet of the sarcophagus, a
Banshee will appear out of the darkness and attack.
The Banshee is Syllani, twisted into an undead
creature full of hatred and depression. It is hard for
this twisted shell to find her humanity, she has been
locked in this dungeon, imprisoned in a ghost.
Ultimately, she yearns to have the curse broken, so
she can be at peace with Grohm. But, the girl who
was Syllani, and those feelings, are buried deep.
She will fight until her form is destroyed.
Looking in the lone coffin, PCs will find her ashes
are buried there. They are encased in a bronze urn,
such a plain shell in contrast to the fanciful
sarcopaghus. If the PCs have discovered how to
release Syllani from her curse, then they know to
destroy her Banshee form and claim the urn. Then,
combine the ashes with the body of the Mummy
(Grohm) in either of their sarcophagi. Otherwise,
she will return in Banshee form in 24 hours with
full HP/strength, etc. There is nothing else of value
in this burial chamber.


Oscar Chacon (Order #10593540)

#10 Main Central Chamber


The central chamber of this accursed tomb hardly
disappoints. The room is of moderate size, dimly lit by
unnatural blue flames that crackle in a single brazier.
The dcor is simple, yet ominous. A black throne chair
rests in the center of the chamber, chiseled from what
must have been a massive chunk of obsidian. Two stone
Gargoyles flank the chair, hunched over with wings
folded and claws raised menacingly.
Sitting in the rough-hewn throne is a fearsome undead
creature. It rises, red coals coming to life in sunken eye
sockets. The cloth wrappings are mostly intact, hiding
the Mummys decomposed corpse. Behind the Lord of
this accursed tomb lies a lone sarcophagus, the lid
pushed off and lying on the floor, but still intact. The
creature that was Grohm in life is now a Mummy in
death. The thing beckons you forward with both arms, a
challenge to join it in death.

As with Syllani, the Mummy is a cursed creature


who barely remembers his existence as Grohm.
Corrupted by hatred and undeath, he will attack and
try to destroy any invaders to this tomb. The PCs
will need to find out how to end this curse, and it
requires combining the urn (ashes) of Syllani with
Grohms dead body in the same sarcophagus.
If Grohm is killed and the curse is not lifted, he will
return in Mummy form 24 hours later at full
HP/strength, etc. There is nothing else of value in
the room and the unnatural light can be dispelled.
The Gargoyles are just decorations, standing 7 tall
and very detailed, menacing reproductions.
However, if the DM feels the PCs are not being
challenged, they can make the statues join the battle
as real Gargoyles (see Monster Manual), or reduced
stats to maintain the challenge rating of the module.
#11 Hidden Chamber West
This side chamber appears to be a secret passage,
perhaps designed to keep certain valuables safe or
concealed. The room adjoins the central chamber. It
seems that no one has ventured here in many years, yet
there are two undisturbed chests in the chamber.

10

There are two chests, positioned in the corners of


the room. Both are locked. The left chest is
protected by a poison dart trap. The right chest
has a magic lock on it (requires dispel magic). The
poison trap can be disabled with Thieves tools, or
with a successful Dexterity check at DC16. A failed
attempt will result in 1d4 dart damage + 2d6 poison
damage. If the PCs are not able to dispel the magic
of the right chest, they can attempt an Arcana check
at DC17 to bypass the lock.
The left chest has gems and coins, with a total value
of 342GP. It has some other useless paraphernalia,
mostly personal belongings of no real value.
The right chest has a blanket of red silk, bunched up
inside. Feeling through it, the PCs find an amulet,
complete with chain. The chain itself is made of
platinum, and the amulet is actually a magical, rare
item. It is an Amulet of Bravery. While wearing this
amulet, a creature cannot be frightened. The relic
requires attunement but can be worn by any class.
#12 Hidden Chamber East
This side room is on the East side of the central
chamber. It seems as if the passage was designed to
gain one special access to the main chamber, perhaps
for escape purposes. This particular chamber is
decorated like a library, complete with a reading table
and twin candelabras. There is a book shelf with several
rows of tomes, many of which are common titles found
in cities such as Neverwinter.

A search will reveal a Book of Necromancy lying


on the main reading table. It is titled Curse of the
Undying and is lying open. The pages are an
excerpt with details on the curse of the Mummy and
his bride, in this case the Banshee. It details the
creation of such a curse, as well as how to end or
dispel the dark magic.

Information section) the DM should use those


here. There is nothing else of value in this room,
apart from the scattered tomes. Many of them are
the same basic reading materials that could be found
in a typical city like Neverwinter or Red Larch.

THE CONCLUSION
What happens when the curse is lifted? If the ashes
of Syllani are combined with the body of Grohm, in
the same coffin/sarcophagus, read the following
excerpt to the PCs.
As the lid is placed over the coffin, a fog seems to rise
from the floor. Tendrils of mist engulf the sarcophagus.
There is a droning sound, that grows louder and louder,
and then fades away like a sigh of death. Then, all is
silent, and the air itself seems lighter. Its as if a burden
was removed from the world, and slivers of light have
permeated the shadows. Grohm and Syllani are free of
their curse, and their spirits allowed to fly home.

This adventure is somewhat open ended, in that the


PCs can right the wrongs from many years ago.
Perhaps they kill Dervak, and free the souls of
Grohm and Syllani. Or, maybe they destroy the
Mummy and Banshee, and never meet Dervak. Do
they defeat Hakrat, and banish his Orc hordes from
the lands? If not, maybe he can return in a future
campaign?
It is possible for them to kill the Mummy and
Banshee, but not truly undo the curse. Whatever the
outcome, hopefully they enjoy the conflicts and
adventure and emerge with a solid measure of
treasure and experience.

There are several books with historical info on the


land, details on Grohm and Dervak and their feud
over Syllani. Basically, if there are any details they
havent picked up, and that can move the story
forward (perhaps from the Background


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