This adventure is balanced for 6 players of first level, who should progress to second level or higher by the conclusion of this adventure:
Notes for Running Smoothly
Assign one player to take care of initiative.
Read the boxed text in the appropriate situations, don’t mumble. When the players ask questions or choose an action, describe the results clearly.
Claybridge
When the adventure begins the players are in the town of Claybridge, read this aloud when they are ready to begin:
“You have been hired to investigate the mysterious disappearance of townsfolk in the town of Claybridge. You each came to Claybridge for your own reasons. The mayor’s job opportunity will be profitable, and some of you might care about the people that disappeared. Every night for the past 15 or so nights, somebody has disappeared, leaving no trace but a symbol of a mace with a human skull on the head drawn in blood on their door. A local woodcutter has told you about an ancient ruin he found when he accidentally strayed too far into a nearby forest, the Cloakwood. He had fallen into a ravine and had been knocked unconscious. When he awoke, he saw ‘ruins an’ walking corpses’. He has given you a map to the location. As of now, you are in Claybridge, preparing for the journey.”
Ask the players how their characters know each other, if at all, and ask for a brief description of their characters. After that, read this text:
“It’s midday, and the sun is at its zenith. The light bathes the flat, wooden rooftops of Claybridge. As you wander the streets, looking for somewhere to buy useful supplies, the scent of fish, and the sound of the workers at the docks fills your noses and ears. You can see very few people, except those who are working, or going to and from their work. Everybody seems suspicious of you, and the few people who you see quickly move along. You eventually pass through the inner wall into the shopping district, where you find various stores full of useful or interesting items.” Now tell them about the various shops available:
General Store: A large brick building that has most mundane equipment and light armor.
Blacksmith: The smithy is a small, low roofed building run by a dwarf named Keldric, who comes from a nearby dwarven outpost. He is always angry at Merric, the gnome that runs the alchemist’s shop. He sells all metal armor and weapons.
Alchemist’s Shop: The alchemist’s shop is a tall tower-like building, with a staircase that winds up and up until it finally reaches the top, where the alchemist lives. The alchemist himself is an old gnome that acts as if he were only 60. He sells potions of healing and alchemist’s fire.
Temple of Helm: This temple is built into the walls of the town. The priest is a LG human priest. He is rather traditionalist, but not a snob about it. He is assisted by numerous acolytes. They are willing to provide the raise dead ritual to anybody who has died of unnatural causes. This service costs 100 gp, though the temple will accept a service instead.
When the players are ready, skim over the wilderness travel with this text:
“You travel for just a few hours before reaching the edge of the Cloakwood; beyond you see a tangled mess of roots and branches. You can hear strange sounds coming from deep within, and you occasionally catch a glimpse of something moving through the undergrowth.”
Ask them what they do while they’re travelling, then move on to the Ravine Rim.
Ravine Rim
When the players approach the ravine, read this text:
“The dense forest canopy lets through only dim light. As you move deeper into the forest you begin to hear strange, unnatural sounds. You’ve been traveling through the woods for a few hours now, and then, suddenly the forest drops off before you. As you approach, you see that you are at the edge of a ravine 20 feet wide and around 50 feet deep. The rim of the ravine is ringed with ruined columns marked with some sort of unreadable variant of Dwarvish, which are now covered with vines and moss. The bottom is obscured by darkness and a thick fog.”
While in the forest, the players have disadvantage on wisdom (Perception) checks that rely on sight.
If the players take an example of the script back to town, a scholar might pay good money (50 gp) for it.
If a player falls into the ravine, they take 5d6 bludgeoning damage. But they can make a DC 15 dexterity saving throw to take no damage. You might choose instead to have them hit a ledge 20 to 30 feet down.
The players should have no trouble getting down if they use rope, or find a ruined staircase by exploring along the edge of the ravine. See ravine bottom once they get down.
Ravine Bottom
Monster Manual Pages: 272
When the players reach the bottom of the ravine, read this text (assuming they have some sort of light, or have dark vision):
“The bottom of the ravine is dark and misty; cobwebs hang from ledges above you. The air is cold and damp, and you smell rot and decay. A dense mist fills every crack and crevice. More ruins, similar to the ones above, lie around the ravine. These are marked with apparently fresh carvings of the symbol you saw on the doors of the missing people. Suddenly, you hear the sound of hooves, and the clanking of heavy armor. Charging into view is a mounted skeleton, sword drawn, on the bones of a horse. Above you, two skeletal archers come into view, their arrows trained on your heads.”
The bottom of the ravine is completely dark, and when lit up is lightly obscured (disadvantage on wisdom (Perception) checks that rely on sight). The monsters that attack are: a skeleton using a longsword (+2 to hit, 1d8+0 damage) and a shield (AC 15) riding a skeleton warhorse, 2 skeletons with shortbows. Split 250 XP equally among the players when they defeat the monsters.
The skeletons with shortbows are on a ledge 30 feet up. The ledge is 5 feet wide and 15 feet long. It requires a DC 15 strength (Athletics) or dexterity (Acrobatics) check to climb to the ledge.
After the fight, if the players look around for about 2 minutes, they find a ruined portcullis cut into the side of the ravine, when the players find this, read the following text:
“An opening has been cut into the side of the ravine. It appears that this opening is a ruined portcullis, just as old as the other stonework, inscribed with a serpentine motif. From the top and bottom of the opening, broken metal bars stick out; they appear to have been bludgeoned down. Beyond lays a staircase leading deep beneath the earth.”
To see where the staircase leads to, see dungeon.
Treasure: On the skeletons, the players find: two +1 arrows on each archer, and a bag with 30 sp on the mounted skeleton. A chest is hidden behind some rubble (DC 10 wisdom (Perception) to spot (with disadvantage due to mist), any character with passive perception 14 or higher notices it automatically). Inside are 50 gp, 100 sp, and 2 potions of healing.
Dungeon
Monster Manual Pages: 272, 345, 20
1-When the players go down the staircase in the ravine bottom, read this text:
“At the bottom of the long staircase, you find a large chamber, about 30 ft by 30 ft. In the center a thick column holds up the roof. Around the edge of the room tattered, red banners hang, marked with an insignia that is the same symbol as the insignia on the town hall, a gold lion holding fisher’s spear. This leads you to suspect that this might once have been an outpost of early settlers in town. The room is well lit by regularly spaced torches on the walls. Standing against the opposite wall is a man in blood red robes. ‘Hey, you! I don’t recognize you, are you new recruits?’ he growls.”
The man leaning against the wall is Marcus (CE human cultist, MM page 345), Players can pass themselves off as new recruits to the cult of Orcus with some fast talking and a DC 10 charisma (Deception) check. Other cultists and undead will automatically find the players out.
Award 100 XP to each character if they deceive the cultist. If they fight him, he calls the skeletons from room 2 to his assistance, and then flees. If Marcus hears fighting in any adjacent room, he flees the dungeon.
The players can hear screams coming through a door to the west, and see footprints leading through a door to the east.
2-When the players enter, read this text:
“The oak door slowly creaks open. Beyond, you spot 4 skeletons holding shortswords and shields. The skeletons turn to look at you, and raise their weapons menacingly. On the far wall, a male humanoid is chained, he lies prone, and you can’t tell if he is still alive. A chest sits in a far corner of the room, and a pile of rubble lies in the center. A closed oak door is cut into the north wall.”
If the players came into this room as soon as possible after hearing screams in room 1, the man in the corner is still alive. If not, he is dead. He is named Irven, he is a NG human commoner, he has two levels of exhaustion, and is at 1 hit point. Irven was going to be sacrificed. He knows that the cultists kidnapped many other villagers, and took them to a prison somewhere else in the dungeon. Irven has this personality trait: “I hate being underground.” He can find his way back to town once out of the dungeon.
Award 100 XP to each player if they free him.
The skeletons (MM 272) charge on sight, award 200 XP on their defeat. The rubble is difficult terrain.
Chest: 100 gp, ruby worth 150 gp.
3-When the players enter, read this text:
“You step into the room. In the center you see an ancient looking statue of a man in plate armor, holding a sword. The statue seems to have been purposely mutilated, one arm lies in the corner, the nose has been knocked off, and obscene phrases have been chipped in all over it. In the west part of the room, you see a chest behind a closed portcullis. The portcullis seems to be rusted shut, and you can’t see any way to open it.”
The chest contains: 200 sp, +1 longbow.
4-When the players enter, read the following:
“You step into the room beyond. In the center of the room you find a crudely made statue of a humanoid creature with the head of a bull with long horns, and bat wings on its shoulders. The statue has some rust colored splotches on it, and four humans in blood red robes kneel before it. Four skeletons stand guard.”
If the players are being stealthy, and beat the passive perception of the cultists and skeletons, then they can just pass through, otherwise, the cultists (MM page 345) and skeletons (MM page 272) attack. If the cultists hear combat, they actively make perception checks. Award 300 XP on their defeat.
Treasure: In a brazier in front of the statue, there are 21 copper pieces, left as tribute, and a bejeweled necklace worth 60 gp.
5-When the players enter, read the following:
“A finely crafted scimitar hangs on the opposite wall, and on the east and west walls hang scimitars of a lesser quality. You can also see a lever on the east wall. A cultist is busy polishing the one on the east wall. He notices you and spins around, points at you, and speaks a word of magic, and all of the swords spring to life!”
The three scimitars become flying swords (MM page 20). They attack the party, and the cultist (MM page 345) runs away to room 5.
If the lever is pulled, the players hear a grinding noise coming from the south, and the portcullis in room 3 opens.
Award 150 XP on the blades’ defeat. The high quality one becomes a +1 scimitar on its defeat. The others become regular scimitars.
6-When the players enter, read the following:
“This room has a high, vaulted roof. Along the east and west walls are embedded cramped, dirty prison cells. In the cells are around a dozen humans, dwarves, elves, and halflings. They regard you with a mixture of fear and awe. Lurking in the shadows is an ancient looking human in red studded leather, of high quality with gold trim. He points his dagger at you and speaks in his cold, rasping voice ‘these mortals are the property of Orcus, Demon Lord of Undeath! Claim them if you dare!’”
The human is a CE human cult fanatic (MM page 345), wearing a Ring of Protection and studded leather (AC 15), and wielding a +1 dagger (+5 to hit, 1d4+4 piercing damage). He has one legendary action per round, which he can take after any of the characters’ turns:
Life Siphon: At the start of the battle there are 14 trapped commoners, on his turn the cult fanatic can make one of the commoners take 4 points of damage (killing them), and at the same time heal 4 hp.
When he is at half health or lower, he uses an action to speak a command word triggering the trap.
Trap: DC 15 intelligence (Arcana) to notice an aura of illusion magic in the room. An insubstantial creature that looks like Orcus appears, when the trap is triggered read:
“The cultist shrieks a word in the harsh, grating language of evil! For a moment nothing happens, but then, suddenly, in the center of the room, a strange red light begins to burn. Then, in a burst of light, a monstrosity appears! A massive creature with the head and legs of a long horned bull, the body of a red humanoid, and a mace like tail, holding a staff made of a back bone and skull stands before you! He bellows in his booming voice ‘Puny mortals! Feel the power of the Demon Lord of Undeath!’”
Roll initiative for the trap (+2), on its turn it takes this action:
Evil Presence: All creatures within 30 feet that can see the illusion must make a DC 15 wisdom save or become frightened of the trap. If a creature succeeds its save, it sees the creature for what it really is, an illusion, and becomes immune to its Evil Presence for 1 hour.
If a creature hits the trap with an attack (AC 13) the illusion disappears.
The captured humanoids are from the town, they are grateful for being saved, but don’t know the way back to town.
On the cult fanatic’s body, the players find a +1 dagger with rubies embedded in the hilt, worth 1000 gp, a ring of protection, the key to the cells, and a note, sealed with a wax seal depicting a skull. Inside it reads:
“My Lord Thaddeus,
I have sent some adventurers have worked up the guts to try and rescue the townsfolk. Like lambs to the slaughter. I believe they pose no real threat to our operations, but they might distract the expendables from the ritual at hand. I propose taking measures to prevent this, our lord’s sacred creatures, undead, perhaps?
In humble service to Orcus, Duke Bildon”
Duke Bildon is the duke of the town of Claybridge. He has been working with the cult in secret for some time now.
Award 650 XP (magic items + monster + trap) for defeating Thaddeus and 100 XP to each player when they free the captives.
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I did NOT eat those hikers.
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This adventure is balanced for 6 players of first level, who should progress to second level or higher by the conclusion of this adventure:
Notes for Running Smoothly
Claybridge
When the adventure begins the players are in the town of Claybridge, read this aloud when they are ready to begin:
“You have been hired to investigate the mysterious disappearance of townsfolk in the town of Claybridge. You each came to Claybridge for your own reasons. The mayor’s job opportunity will be profitable, and some of you might care about the people that disappeared. Every night for the past 15 or so nights, somebody has disappeared, leaving no trace but a symbol of a mace with a human skull on the head drawn in blood on their door. A local woodcutter has told you about an ancient ruin he found when he accidentally strayed too far into a nearby forest, the Cloakwood. He had fallen into a ravine and had been knocked unconscious. When he awoke, he saw ‘ruins an’ walking corpses’. He has given you a map to the location. As of now, you are in Claybridge, preparing for the journey.”
Ask the players how their characters know each other, if at all, and ask for a brief description of their characters. After that, read this text:
“It’s midday, and the sun is at its zenith. The light bathes the flat, wooden rooftops of Claybridge. As you wander the streets, looking for somewhere to buy useful supplies, the scent of fish, and the sound of the workers at the docks fills your noses and ears. You can see very few people, except those who are working, or going to and from their work. Everybody seems suspicious of you, and the few people who you see quickly move along. You eventually pass through the inner wall into the shopping district, where you find various stores full of useful or interesting items.”
Now tell them about the various shops available:
General Store: A large brick building that has most mundane equipment and light armor.
Blacksmith: The smithy is a small, low roofed building run by a dwarf named Keldric, who comes from a nearby dwarven outpost. He is always angry at Merric, the gnome that runs the alchemist’s shop. He sells all metal armor and weapons.
Alchemist’s Shop: The alchemist’s shop is a tall tower-like building, with a staircase that winds up and up until it finally reaches the top, where the alchemist lives. The alchemist himself is an old gnome that acts as if he were only 60. He sells potions of healing and alchemist’s fire.
Temple of Helm: This temple is built into the walls of the town. The priest is a LG human priest. He is rather traditionalist, but not a snob about it. He is assisted by numerous acolytes. They are willing to provide the raise dead ritual to anybody who has died of unnatural causes. This service costs 100 gp, though the temple will accept a service instead.
When the players are ready, skim over the wilderness travel with this text:
“You travel for just a few hours before reaching the edge of the Cloakwood; beyond you see a tangled mess of roots and branches. You can hear strange sounds coming from deep within, and you occasionally catch a glimpse of something moving through the undergrowth.”
Ask them what they do while they’re travelling, then move on to the Ravine Rim.
Ravine Rim
When the players approach the ravine, read this text:
“The dense forest canopy lets through only dim light. As you move deeper into the forest you begin to hear strange, unnatural sounds. You’ve been traveling through the woods for a few hours now, and then, suddenly the forest drops off before you. As you approach, you see that you are at the edge of a ravine 20 feet wide and around 50 feet deep. The rim of the ravine is ringed with ruined columns marked with some sort of unreadable variant of Dwarvish, which are now covered with vines and moss. The bottom is obscured by darkness and a thick fog.”
While in the forest, the players have disadvantage on wisdom (Perception) checks that rely on sight.
If the players take an example of the script back to town, a scholar might pay good money (50 gp) for it.
If a player falls into the ravine, they take 5d6 bludgeoning damage. But they can make a DC 15 dexterity saving throw to take no damage. You might choose instead to have them hit a ledge 20 to 30 feet down.
The players should have no trouble getting down if they use rope, or find a ruined staircase by exploring along the edge of the ravine. See ravine bottom once they get down.
Ravine Bottom
Monster Manual Pages: 272
When the players reach the bottom of the ravine, read this text (assuming they have some sort of light, or have dark vision):
“The bottom of the ravine is dark and misty; cobwebs hang from ledges above you. The air is cold and damp, and you smell rot and decay. A dense mist fills every crack and crevice. More ruins, similar to the ones above, lie around the ravine. These are marked with apparently fresh carvings of the symbol you saw on the doors of the missing people. Suddenly, you hear the sound of hooves, and the clanking of heavy armor. Charging into view is a mounted skeleton, sword drawn, on the bones of a horse. Above you, two skeletal archers come into view, their arrows trained on your heads.”
The bottom of the ravine is completely dark, and when lit up is lightly obscured (disadvantage on wisdom (Perception) checks that rely on sight). The monsters that attack are: a skeleton using a longsword (+2 to hit, 1d8+0 damage) and a shield (AC 15) riding a skeleton warhorse, 2 skeletons with shortbows. Split 250 XP equally among the players when they defeat the monsters.
The skeletons with shortbows are on a ledge 30 feet up. The ledge is 5 feet wide and 15 feet long. It requires a DC 15 strength (Athletics) or dexterity (Acrobatics) check to climb to the ledge.
After the fight, if the players look around for about 2 minutes, they find a ruined portcullis cut into the side of the ravine, when the players find this, read the following text:
“An opening has been cut into the side of the ravine. It appears that this opening is a ruined portcullis, just as old as the other stonework, inscribed with a serpentine motif. From the top and bottom of the opening, broken metal bars stick out; they appear to have been bludgeoned down. Beyond lays a staircase leading deep beneath the earth.”
To see where the staircase leads to, see dungeon.
Treasure: On the skeletons, the players find: two +1 arrows on each archer, and a bag with 30 sp on the mounted skeleton. A chest is hidden behind some rubble (DC 10 wisdom (Perception) to spot (with disadvantage due to mist), any character with passive perception 14 or higher notices it automatically). Inside are 50 gp, 100 sp, and 2 potions of healing.
Dungeon
Monster Manual Pages: 272, 345, 20
1-When the players go down the staircase in the ravine bottom, read this text:
“At the bottom of the long staircase, you find a large chamber, about 30 ft by 30 ft. In the center a thick column holds up the roof. Around the edge of the room tattered, red banners hang, marked with an insignia that is the same symbol as the insignia on the town hall, a gold lion holding fisher’s spear. This leads you to suspect that this might once have been an outpost of early settlers in town. The room is well lit by regularly spaced torches on the walls. Standing against the opposite wall is a man in blood red robes. ‘Hey, you! I don’t recognize you, are you new recruits?’ he growls.”
The man leaning against the wall is Marcus (CE human cultist, MM page 345), Players can pass themselves off as new recruits to the cult of Orcus with some fast talking and a DC 10 charisma (Deception) check. Other cultists and undead will automatically find the players out.
Award 100 XP to each character if they deceive the cultist. If they fight him, he calls the skeletons from room 2 to his assistance, and then flees. If Marcus hears fighting in any adjacent room, he flees the dungeon.
The players can hear screams coming through a door to the west, and see footprints leading through a door to the east.
2-When the players enter, read this text:
“The oak door slowly creaks open. Beyond, you spot 4 skeletons holding shortswords and shields. The skeletons turn to look at you, and raise their weapons menacingly. On the far wall, a male humanoid is chained, he lies prone, and you can’t tell if he is still alive. A chest sits in a far corner of the room, and a pile of rubble lies in the center. A closed oak door is cut into the north wall.”
If the players came into this room as soon as possible after hearing screams in room 1, the man in the corner is still alive. If not, he is dead. He is named Irven, he is a NG human commoner, he has two levels of exhaustion, and is at 1 hit point. Irven was going to be sacrificed. He knows that the cultists kidnapped many other villagers, and took them to a prison somewhere else in the dungeon. Irven has this personality trait: “I hate being underground.” He can find his way back to town once out of the dungeon.
Award 100 XP to each player if they free him.
The skeletons (MM 272) charge on sight, award 200 XP on their defeat. The rubble is difficult terrain.
Chest: 100 gp, ruby worth 150 gp.
3-When the players enter, read this text:
“You step into the room. In the center you see an ancient looking statue of a man in plate armor, holding a sword. The statue seems to have been purposely mutilated, one arm lies in the corner, the nose has been knocked off, and obscene phrases have been chipped in all over it. In the west part of the room, you see a chest behind a closed portcullis. The portcullis seems to be rusted shut, and you can’t see any way to open it.”
The chest contains: 200 sp, +1 longbow.
4-When the players enter, read the following:
“You step into the room beyond. In the center of the room you find a crudely made statue of a humanoid creature with the head of a bull with long horns, and bat wings on its shoulders. The statue has some rust colored splotches on it, and four humans in blood red robes kneel before it. Four skeletons stand guard.”
If the players are being stealthy, and beat the passive perception of the cultists and skeletons, then they can just pass through, otherwise, the cultists (MM page 345) and skeletons (MM page 272) attack. If the cultists hear combat, they actively make perception checks. Award 300 XP on their defeat.
Treasure: In a brazier in front of the statue, there are 21 copper pieces, left as tribute, and a bejeweled necklace worth 60 gp.
5-When the players enter, read the following:
“A finely crafted scimitar hangs on the opposite wall, and on the east and west walls hang scimitars of a lesser quality. You can also see a lever on the east wall. A cultist is busy polishing the one on the east wall. He notices you and spins around, points at you, and speaks a word of magic, and all of the swords spring to life!”
The three scimitars become flying swords (MM page 20). They attack the party, and the cultist (MM page 345) runs away to room 5.
If the lever is pulled, the players hear a grinding noise coming from the south, and the portcullis in room 3 opens.
Award 150 XP on the blades’ defeat. The high quality one becomes a +1 scimitar on its defeat. The others become regular scimitars.
6-When the players enter, read the following:
“This room has a high, vaulted roof. Along the east and west walls are embedded cramped, dirty prison cells. In the cells are around a dozen humans, dwarves, elves, and halflings. They regard you with a mixture of fear and awe. Lurking in the shadows is an ancient looking human in red studded leather, of high quality with gold trim. He points his dagger at you and speaks in his cold, rasping voice ‘these mortals are the property of Orcus, Demon Lord of Undeath! Claim them if you dare!’”
The human is a CE human cult fanatic (MM page 345), wearing a Ring of Protection and studded leather (AC 15), and wielding a +1 dagger (+5 to hit, 1d4+4 piercing damage). He has one legendary action per round, which he can take after any of the characters’ turns:
Life Siphon: At the start of the battle there are 14 trapped commoners, on his turn the cult fanatic can make one of the commoners take 4 points of damage (killing them), and at the same time heal 4 hp.
When he is at half health or lower, he uses an action to speak a command word triggering the trap.
Trap: DC 15 intelligence (Arcana) to notice an aura of illusion magic in the room. An insubstantial creature that looks like Orcus appears, when the trap is triggered read:
“The cultist shrieks a word in the harsh, grating language of evil! For a moment nothing happens, but then, suddenly, in the center of the room, a strange red light begins to burn. Then, in a burst of light, a monstrosity appears! A massive creature with the head and legs of a long horned bull, the body of a red humanoid, and a mace like tail, holding a staff made of a back bone and skull stands before you! He bellows in his booming voice ‘Puny mortals! Feel the power of the Demon Lord of Undeath!’”
Roll initiative for the trap (+2), on its turn it takes this action:
Evil Presence: All creatures within 30 feet that can see the illusion must make a DC 15 wisdom save or become frightened of the trap. If a creature succeeds its save, it sees the creature for what it really is, an illusion, and becomes immune to its Evil Presence for 1 hour.
If a creature hits the trap with an attack (AC 13) the illusion disappears.
The captured humanoids are from the town, they are grateful for being saved, but don’t know the way back to town.
On the cult fanatic’s body, the players find a +1 dagger with rubies embedded in the hilt, worth 1000 gp, a ring of protection, the key to the cells, and a note, sealed with a wax seal depicting a skull. Inside it reads:
“My Lord Thaddeus,
I have sent some adventurers have worked up the guts to try and rescue the townsfolk. Like lambs to the slaughter. I believe they pose no real threat to our operations, but they might distract the expendables from the ritual at hand. I propose taking measures to prevent this, our lord’s sacred creatures, undead, perhaps?
In humble service to Orcus, Duke Bildon”
Duke Bildon is the duke of the town of Claybridge. He has been working with the cult in secret for some time now.
Award 650 XP (magic items + monster + trap) for defeating Thaddeus and 100 XP to each player when they free the captives.
I did NOT eat those hikers.