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The Lost Places

Vault of Kuvgar Stonebeard


Introduction: A nearly forgotten dwarven kingdom once ruled these
mountains. It's rulers were wealthy beyond compare. Time and greed
wore the kingdom to dust and now all that remains are ruins and
wonders. Recently coins of that ancient kingdom has appeared in the
streams of the foothills to the south of the mountains. Rumors have
passed with the tankards that a vault laden with gold is waiting to
be found. You and your friends, on a fortnight's furlough from
guard duty, have set off in search of this lost horde

An adventure for 6th-8th level characters

by Jason E Perdue

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The Lost Places

Dungeon Master
Notes
The Adventure
This adventure was written to fit into any campaign
setting of your choice. I have left place names out for
that purpose. As to any named NPCs that you may
encounter in these pages please feel free to change
them to fit your setting. I would recommend that you
place the adventure in or near hills or mountains and
nearby a relatively small town.

Party Size

I wrote this adventure initially for a starting party


after play test and a closer look at encounter
balancing I realized that I had gotten a little carried
away. As the encounter appears on these pages a
party of 6-8 characters level 4 or higher would be
recommended. You can certainly change up the
encounter balances to fit your party or group by
adding or subtracting from the encounter sizes as
needed. I have tested versions with lower encounter
difficulty and higher encounter difficulty successfully.
I even have a low end version of this dungeon
attached to my Keep on the Borderlands campaign.

Starting Out

This adventure can be played as a standalone


encounter or as a part of a larger story arc. These
pages detail the party starting at the entrance of the
dungeon however you can just as easily start them in
town and have the party dig around and find out
about this location from some of the locals or you
could start the group out in the tavern talking up how
they are going to find the source of the gold coins
being found in the stream.

Comments Concerning the Layout

I have used the DMs Guild template to organize this


adventure for play. In these page you will find the
following major sections.

Dungeon Master Notes


Entry
Necromancers Lair
Dwarven Vaults
Traps
Hallway Encounters
Monsters
Map
Encounter Tables

The room descriptions follow the typical layout of a


published adventure with a boxed text section and
various room notes. At the end of this document you
will find a section labeled ENCOUNTER TABLES.
These tables were generated to help me better run
the adventure during the first playtest. They included
a basic attack information for the monsters present in
the encounter and their hit points.

Over the years I have developed a number of different


methods for tracking attacks and Hit Points. While
developing this adventure I realized that one of my
first play tests would likely occur while on a camping
trip. Books take up space and they are dead weight
when you are going in back-packing style. Dice are
light and so is a set of well thought out notes on the
adventure. In that first draft I included the tables you
will find in the ENCOUNTER TABLES section. When I
began to write this version up I realized that I liked
the idea of a tick-off box with basic information and
elected to include them in the document. I hope you
like it and I will be watching for feedback.

Random Encounters

You will not find a random encounter table in this


adventure. This is a design choice based on my own
experiences. Though I often employee random
encounters in my games I often find it difficult to
maintain the story when things just appear. Of course
that is part of the fun but for me I would rather plan
encounters that the party stumbles upon. This
provides the same effect as a random encounter and
helps me to prepare a justification to why this
particular monster is in this particular location. On
the map you will see four planned encounters that
occur not in the rooms of the vault but rather its
corridors. These are detailed in the hallway
encounters section of this document.

Traps

I like traps. They keep the party on their toes and


they put an element of danger in the game that is not
associated with the monsters they encounter. You
will find a number of trapped doors in the dungeon
along with four traps located in corridors. All of these
have been included to make things more lively and
interesting for the players. I cannot however take
credit for the design of the traps. I lifted these traps
from a document I have long enjoyed. Grimtooths
Traps published in 1981 by Flying Buffalo Inc. It has
been republished recently by Steve Crompton
however I am still using my older copy. If you are in
need of traps I highly recommend the entire series of
books.

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The Lost Places

Boxed Text
Boxed text has been a staple of adventures since I was
kid, and well that has been a while. While preparing
this document I put together boxed text descriptions
for your use. Note however that the boxed text
assumes the party has light or can see in the dark.
For the first two portions of the adventure this is not
an issue as the area is lit to some degree however the
last section, the Dwarven Vaults, has no light save
what the party brings with them. Most parties will
light a torch or a lantern and this will not be an issue
but if yours doesnt then you may need to alter what
you tell them to fit their visions needs.

Iron Pieces

In these pages you will often see notations of how


many Iron Pieces (IP) they find. These were put in for
flavor, the IP is a very old coin. It predates many of
the currencies in the land and comes from a time or a
land when Iron was rare. In the adventuring world
they are pretty much worthless, unless they want to
collect enough up to have it turned into armor or
cooking utensils.

Basic Dungeon Information


Players Knowledge

In the last few months a number of gold


and silver coins have turned up in the
mountain streams of the area. Treasure
hunters and adventures alike have tried
their hand at finding the source of these
coins but none have had any luck. The
fervor of the treasure has died down now,
many believing that it was a fake or that
the coins are coming from some deep cavern
to which no surface entrance can now be
found.
One evening while at the tavern you the
party feel into conversation with an old
dwarf who claimed that this entire area
was once part of a vast dwarven empire.
The dwarf claimed that he was a descendant
of a member of the royal treasury guards
of that long forgotten kingdom. He claims
that his grandfather once spoke of a cave
in the foothills that they used to use as
an outpost. He mostly took the old man to
be soft in the head and has never been
there himself.

Through ample rounds of his favorite drink


the dwarf was happy to share his family
stories including the ones told by his
grandfather. Using clues I in the stories
and after talking to a few other people
around town the party has set out to find
the cave that they now believe is the
source of the coins in the stream.

Dungeon History
The dungeon was created by dwarves as a treasure
vault for the old dwarven empire. It was eventually
conquered by invaders, and has lain empty for many
centuries. Sometime in the last hundred years an
earthquake shook the foundations of the complex and
resulted in an underground river being re-routed
through the entire dungeon. In recent years a
necromancer took up residence in the front rooms.
Though his experiments live on he died many years
ago from an experiment gone rogue. Since that time
the rooms have been undistributed except by time.

Dungeon Construction

The vault was constructed by dwarves in the distant


past for the purpose of protecting the riches of the
Dwarven King Kuvgar Stonebeard. Only the finest
dwarven craftsman of the age were used to construct
this vault and the stone work reflects that. The walls
were heavily reinforced and were put together in
such a way that the joints in the stone are only visible
when closely examined. The walls are smooth and it
would take a DC 15 to climbing check to make any
movement upward. The floors are as well
constructed as the wall and is made up of closely
fitted flagstones. The joints of these are easier to see
as a result of the intricate patterning inlaid into the
floor.

The halls delve deep into the side of the mountain and
ventilation shafts are hidden at regular intervals
ensuring the air is fresh and clear of any foulness.
The deep construction also helps to regulate the
temperature. With a few exceptions the vault
temperatures hover around 50-60 degrees
Fahrenheit (10-15 degrees Celsius) year round.
Making the cavern comfortable to a little on the cool
side for most adventures.

During construction the dwarves made provision for


lighting by placing sconces every 20 or so feet. These
were filled with oil and were to be lit when the vault
was in service. The sconces remain through-out the
construction however the oil has dried up and is
gone.

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The Lost Places

For the purposes of game play I have broken the


adventure into three distinct parts. The first being
the entryway which is outdoors and has no light save
that which the sun or moon supplies. The second
portion is the necromancers lair which has had witch
lights installed at each of the sconces. These lights
glow a dim green color and resemble flame if
examined closely. The final section is the Dwarven
Vaults and these are unlit and untouched.

The two sections of the vault are separated by an


underground river. At some point in the past an earth
quake shook the mountains and hills of the area and
diverted a river into the chambers of the vault. It was
after this happened that the necromancer came to live
in the front section. She never ventured past the
waters as there was ample room for her. The river
water long ago washed coins and items down the
river. However they are just now starting to find
their way out of the underground stream and into the
light of day.

A Note from the Author

What you are about to read is on the surface a simple


dungeon crawl but with a little imagination and
inspiration it can be the hook for many more
adventures. I hope that you enjoy the adventure and
that your players find it interesting. This is my first
attempt at writing up one of my dungeons and I am
sure I have made mistakes or left things out along the
way. Just keep in mind that these notes and
descriptions are more guidelines than requirements
and that you may need or want to adjust them to fit
your group or your play style.

My goal is, as always, to have fun. I always remember


when I am behind the DMs screen that if the players
are not having fun then no one is having fun. So have
fun and may the dice be ever in your favor!
~Jason

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The Lost Places

Entry
The narrow path you have followed for the
last hour has led to an almost sheer rock
face. High above you, and seen during
your approach is a small cave like hole in
the rocks. According to the old dwarf you
meet in the tavern this is the cave you
have been seeking. You looking up at the
cave as the storm clouds that have hounded
you all day lets loose with a torrent of
rain. As the ground around you begins to
soak up the moisture you stare up
wondering how you will get up there.

The cave itself is located in a small box cannon and


while high up is not near the top. The party could try
to find another way to the top of the canopy and then
lower themselves down but this would take them
through miles of rough wilderness and then deliver
them to the edge of a steep cliff. The cliff could be
climbed down with the right equipment. (Follow the
guidelines for option 1 below but use the distance of
300 feet.)

normal cave but about twenty feet back the natural


cave stops and the party is faced by the doors and the
official entrance to the vault.
The raw and unworked stone that you have
seen so far gives way to smooth fitted
stone. Before you stands a door, its
frame is covered in dwarven runes. The
door itself lays flat on the ground and
appears to have been there for a long
time.

The door was torn down by the necromancer when


she first arrived in the vault. She never bothered to
repair the broken entry. If the floor beyond the door
transitions into the vault itself. The passage will go
fifty feet before splitting.

The cave can be reached by two methods:

1) Climbing the sheer rock face. DC 15 climbing


check made at disadvantage if the attempt is made in
the rain. Climbing gear will negate the disadvantage.
If the party waits until the rain stops the climbing
gear will give them advantage on the check. The climb
is over 100 feet and a check must be made every 20
feet.
2) Careful examination of the rocks will reveal a
cunningly concealed button [DC 18
Perception/Investigation Check]. If depressed the
button will activate an ancient dwarf mechanism.
Read the description below if the mechanism is used.

With an audible click the rock you had


been examining sinks back into the
mountainside and a groaning rumble can be
heard coming from the far side of the
sheer rock face. At regular intervals up
the face thick stones push out from the
rock creating a broad wide stairwell that
switches back and forth up the 100 feet to
the entrance of the cave.

When the party arrives at the top of the cliff, by stair


or by climbing the cliff face, they will be at the
entrance of the cave. The cave itself looks like a

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The Lost Places

Necromancers Lair

playtest group actually threw the severed toes at the zombies


with the hope that the snack would slow them down.

In the last decade or two a necromancer took up


residence in the Vault complex. During her time here
the necromancer did not know of the existence of the
hidden stairs, nor did she penetrate the complex past
the river. She did however create many vile
experiments for her wicked delights. She has long
since perished but her works remain. The hallways of
the place from the time you exit the Slave Quarters
(Room 1) or the Guard Room (Room 3) are lit with
witch lights. These were created by the necromancer
and made permeant by one of her slaves.

The eastern arch way leads deeper into the complex


while the southern door leads to Room 3 and is
unlocked.

Room 1 Slave Quarters

The gloom of this room seems to only be


deepened by the handful of green glowing
witch lights that circle the chamber.
Along the walls you make out statues of
dwarven warriors holding their shields in
front of them as if on solemn guard duty.
Their stone beards drape down in front of
their shields and nearly touch the ground.
In their weapon hand they hold long stone
spears. The placement of the statues
creates dark alcoves where you can just
make out piles of furs and cloth. The
center of the room holds a long dead cook
fire with a cook pot tipped sideways and
laying in the dead coals. An involuntary
shiver runs down your spine as two figures
shamble toward you from the gloom of the
eastern doorway. The dragging shuffling
gate making a soft thumping as they
approach you. As if in response to the
sound the half a dozen piles of rags and
skins stir and stand.

The western door is trapped and stuck shut. [DC 20


STR to break it open or 60HP of damage.] The door
also contains a Guillotine Door Trap. When the door
bursts open, if not broken open, a large guillotine
blade will drop down. [DC 15 Dex to avoid. 1d6
damage on a six the party member loses their toes
or fingers.] This will affect the person who was first
through the door.
Note: I prefer to have the trap hit their toes. It will not
permanently maim the party member nor does it hurt their
combat abilities any. If they do not use magic to heal back I
would suggest reducing the players movement by 5 to 10 feet
for the rest of the adventure or until after a long rest. My

The room itself is fifty foot wide and seventy feet


long. The ceiling is twenty feet above the players.

The two approaching figures are a pair of zombies


(Monster Manual p. 315) who will enter from the
eastern door while the piles of rags and skin are
skeletons (Monster Manual p. 272).

Scattered around the room in the rags and other


places the party can find the following 25 iron drabs
(IP), 2 copper zees (CP), 1 gold wheat sheaf (GP)

If the party successfully deals with all of the monsters


in the room a total of 400xp should be awarded to the
entire party.

Room 2 Necromancers
Lab
The room entrance is concealed in the rock face of the
corridor. [DC 13 perception check to discover] and a
[DC 12 INT check to open.]
The bright light of the room hurts your
eyes as it floods out of the secret door
you just found. Inside the room you see
bookcases lining the southern wall while
the northern wall is decorated by the
remains of moldering prisoners. The
center of the room is dominated by four
large working tables covered with various
apparatus and experiments. As you enter
the room the moldering prisoners turn
their dead eyes toward you and rise. As
your mind struggles to determine if they
are chained or not you spot the other
problem, the bone piles at their feet
begin to rise up.

The five zombies are chained but so hungered are


they at the thought of fresh meat that they will
attempt to break free of the chains by pulling at their
own arms. [It will take a DC 8 STR check for the
chained Zombies to break away and attack]. The
skeletons are not so encumbered and will arm

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The Lost Places

themselves with their rusted weapons and attack the


party upon entry.

1 suit rusty armor


1 suit leather armor +1
50 wheat sheaves (GP)

Below are just some of the book titles that can be


found on the shelves. There is [1 in 6 chance that
the book is titled with explosive runes that do 1d6
damage to the person who reads the title.]

Room 3 Guard Room

This was once the work room/lab of the necromancer


and to that end the books and other items should
reflect this.

Beware the Elves: True Stories to Warn Your


Children About Elves
Out Cubing: A Guide on Training Gelatinous Cubes
A Canvas of Blood: Surviving the Marqui War
Romancing the Stone, by Gannigol the Medusa
Bob's Little Book of Learning, a picture book.
Reaction Check: Sudden Love on the Battlefield, a
tale of intrigue and romance.
Scatman Faun, can the party stop Stephan the Faun
before his terrible dark magicks destroy the world?
Legendary Recipes for Legendary Heroes. By ArchMage Silus Targaryen, Master of Transmutation
The Joy of Cooking with Honey By: Melandra Apis
(Halfling Master Chef)
The Lost Art of Delving By Darogrim Stonehewer
The western entrance is concealed in the rock face of
the corridor. [DC 13 perception check to discover]
and a [DC 12 INT check to open.]

The southern entrance is hidden behind a bookshelf.


A book with a blank spine will open the door. [DC 13
perception check to discover.]
The eastern Archway and Doorway leads to a
corridor that loops around to each other.. Inside here
is a group of shelves that contain various jars and
unguents, all dried and decayed from long disuse.
This 50 feet wide and 90 foot wide room has a
vaulted ceiling that reaches twenty feet above the
heads of the party. The room itself is brightly lit with
a continual light spell cast on the ceiling of the place.

There are five zombies (Monster Manual p. 315)


chained to the northern wall while the eight skeletons
(Monster Manual p. 272) are scattered around the
room.
If the party explores the room they will be able to
locate the following items.

If all of the monsters are dealt with the party will


obtain 650xp.

An eerie green glow fills this room and


provides just enough light to see shapes
and indistinct images. As you watch the
gloom you see as much as hear movement, a
dry clicking sound can be heard as a
brighter spot of green approaches from the
far side of the room. The green glow
streaks by you and begins to cackle in a
high pitched evil sounding laughter and
then zips back into the gloom. The
clicking becomes louder as the light zips
back toward you. From out of the gloom
you see a band of skeletal warriors
approaching you with weapons at the ready
and leading them from the front a flying
skull wreathed in green flame.

The fifty foot by ninety foot room is lit by the green


glow of witch lights but provides only minimal
illumination. The flying skull is a Flame Skull
(Monster Manual p. 134) and it serves as an alarm
and commander for the group eight skeletons
(Monster Manual p. 272). When the skeletons are
destroyed and the flame skull dips below half hit
points it will attempt to flee deeper into the vault to
find more soldiers.

Note: The flameskull has the ability to cast spells and can be a
powerful monster for a party. It can also be fun. In my
playtests I let it zip around firing off magic missiles and
causing a distraction while the skeletons advanced.

A search of the room will revel 12 Iron Drabs (IP) and


1 Copper Zee (CP).

For clearing out all of the monsters including the skull


the party should be awarded 1500xp. If the skull
escapes the subtract the XP listed in the Monster
Manual (p. 134 ). To reflect this. You might consider
giving them half of the XP for the skull.

Spell Scroll - 1 necromancy spell


4 copper pots (5GP value each)
8 rusty swords

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The Lost Places

Room 5 Necromancers
Bedchamber
The moldering remains of this once ornate
bed chamber is neatly maintained despite
the decay. Lounging on the four poster
bed a female form can be seen through the
gossamer curtains as the group enters she
twitches her finger in a provocative comehither way to the group.

The form behind the curtain is the remains of the


necromancer. She has been transformed into a wight
(Monster Manual p. 300) and continues to this day to
run her hideous experiments with the hopes of
pleasing Orcrust. She will attack once the party gets
close enough to the bed. Until that time she will play
the teasing seductress card.

The southern entrance is hidden behind the curtains


and is a simple wooden door. [DC 12 perception] to
discover. The chamber beyond holds the prized items
of the former necromancer.
The main room itself is a combination bed chamber
and sitting room and is seventy feet by thirty feet
with twenty foot high ceilings. It is likely that this
was once some sort of storage chamber for the
dwarves but it has been converted into a luxurious
bed chamber complete with wall hangings and
furniture.

Room 6 Prison Chamber


This dark chamber is filled with a gloomy
blood red light that provides just enough
illumination to see the remains of six
prisoners chained to the wall.

The remains are long since devoid of life and even undeath, however lurking in the gloom are six shadows
(Monster Manual p. 269). They will attempt to follow
the party in the gloom of the complex and attack
when someone straggles behind the others.
The Western door to this room is trapped with a
poison gas trap. [DC 15 Perception] with a [DC 15
INT] to disarm. If the trap is triggered it will release a
gas that acts as a sleep spell cast at level 5.
The room is smaller than some of the others but still
quite spacious at thirty foot by fifty foot. The comfort
ends there as the witch lights have been made to
appear the blood red in color giving the entire room a
nauseating appearance.

If the party locates the shadows before they attack


they should receive 500xp for dealing with them. If
they do not locate them then award the XP based on
the difficulty level of the shadows that are dispatched.
The shadows will not leave the main complex and will
not cross the river or running water.

Unlike the other areas of her domain the witch lights


that light this room are yellow in color and give the
room a warm pleasant experience.

A search of the room will turn up:

Black opal necklace [100gp]


Ruby ring [100gp]
1240 wheat sheaves [GP]
Brown leather bag [bag of devouring]

The party should be awarded 700xp for dealing with


the wight.

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The Lost Places

Dwarven Vaults
The section in the lower half of the map, south of the
river, are an untouched part of the original vault
created by the Dwarven King. The necromancer
arrived in the complex after the river had subdivided
it and never traveled into this section of the complex.
Therefore this area is not lit by witch lights nor is
it as clean as the other areas due to the lack of travel.
Cobwebs hang thick and dust is on the floor.

Room 4 Vault of Armor

The long room is cut across the southern


end by an underground river. Along the
walls and in neat rows stands suits of
armor on racks stored away for future use.
These suits are coved with dust and mold
as you begin to examine one of them a
crash rings out as stands begin to fall
like a chain of dominos. The reason for
the commotion is quick to ascertain as a
group of zombies and skeletons charge
toward you.

The armor in this room though finely made and


protected by a coating of oil are not magical. The dust
and mold can simply be wiped away to revel the
beautiful armor beneath the coating of storage oil.

The eastern entrance is locked [DC 15 Dex check with


thieves tools. If they have the skill with thieves
tools the player receives advantage on the roll].
The southern entrance is a simple wooden door.

The room itself is 90 feet by 30 feet with the standard


20 foot vaulted ceiling that is prevalent in the
complex.

The crashing suits of armor are caused by a group of


four skeletons (Monster Manual p. 272) and five
zombies (Monster Manual p. 315) that are trapped
in this room. These unfortunate undead were washed
down the stream when they became lost in the
corridors of the vault.
This vault was designed to store armor made by the
dwarves for their soldiers and the soldiers of their
allies. It contains the following:
10 suits of chain mail
10 suits of plate mail

10 half plate
40 helms
10 suits of scale mail

NOTE: that all of the armor is dwarf sized and cannot be used
by many of the other races, the notable exceptions being
halflings, gnomes and dwarves.

The clearing of this room will garner the party 500xp.

Room 8 Vault of the King

The entrance is a secret entrance made from stone


that matches it to the passages stonework and was
done by a master-craftsman. [DC 18 Perception] to
locate and a [DC 15 INT check with thieves tools. If
they have the skill with thieves tools the player
receives advantage on the roll] to open.

This long hall is finely decorate, even if


covered in a heavy layers of dust, shelves
line the walls and create a center aisle.
These shelves are loaded down with
trinkets and totems. These belonged to
the dwarven king who commissioned the
creation of these halls. As the door
opens you hear a clacking sound and look
up to see a well adorned skeleton charging
toward you.

The northern entrance is a secret entrance made from


stone that matches it to the passage stonework. [DC
18 Perception] to locate and a [DC 15 INT check with
thieves tools. If they have the skill with thieves
tools the player receives advantage on the roll] to
open. Once open the door will swing shut in five
turns. The locking mechanism and release on the
inside is even more cleverly concealed and trapped.
[DC 18 Perception] to locate and a [DC 17 INT check
with thieves tools. If they have the skill with
thieves tools the player receives advantage on the
roll] on a failure to unlock the trap the room will
begin to fill with a sleeping gas. [DC 12 CON save or
be knocked out for 1d6 hours.]
The room itself is long and narrow being 90 feet long
and thirty feet wide and like all of the rooms in this
portion of the dungeon is completely dark.

A single skeleton (Monster Manual p. 272) has


become trapped in here. Judging from the armor it
wears it can be deduced that this is probably a thief
who made his way into the vault and never came back
out.

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The Lost Places

This vault was for the storage of the lords more


magical items and was secreted away. A search will
turn up the following items among all of the other
mundane trinkets and junk on the shelves.

Room 9 Vault of Wine

The room is only guarded by a single skeleton and


dealing with that will reward the party with 50xp.

These huge casks hold a variety of drinks, including


wine, mead, beer and water. The water has become
brackish and the beer has long since gone flat and the
mead has soured but the wine is quite excellent.

Oil of Darkness (300 gp)


Potion of Cure Light Wounds (50 gp)
Potion of Cure Light Wounds (50 gp)
Potion of Shield of Faith (+2) (50 gp)
Arcane Scroll (Acid Arrow (150 gp)) (total 150 gp)
Wand of Levitate (42 of 50 charges) (3780 gp)
Divine Scroll (Faerie Fire (25 gp), Magic Weapon
(25 gp) (total 150 gp)

Room 7 Vault of Stores

This huge room is striking not only due to


its size but to its lack of a solid floor.
Through the darkness you can see that the
floor is flooded with only a small spot in
the center of the room dry. Along the
walls near the south western corner where
the water has shoved it is a huge jam of
casks and crates. Covered in mold, rust
and plugging the path of the water.

None of the material in the crates, casks, or barrels


have survived. What has not rotted looks to have
been pilfered and eaten by the ghouls who inhabit
this area. Though they can find many morsels in this
heap they will always favor fresh meat.

The southern entrance is a trapped door. [DC 15


Perception] if triggered the ceiling will collapse on
both sides of the door. [DC 12 INT to disarm]. [DC
14 DEX to escape] 2d6 damage from the rocks half
damage on a successful save.

As mentioned this room is large measuring seventy


feet by one hundred feet with a high vaulted ceiling
reaching upward of forty feet. The majority of the
floor is covered in running knee deep water, making
it difficult terrain to navigate.
Though there is much debris in the corner of the
room there is nothing of value in the mess.

Stacks and stacks of huge casks line the


walls and are line up in a single row down
the center creating a double isle to the
room. Near the northern end the water
flows through and has disrupted the neat
clean stacks of casks. A slurping
gobbling sound comes from that direction
and soon humanoid forms can be seen
creeping forward from among the casks.

The southern entrance is trapped with a poison


needle trap. [DC 15 Perception] with [DC 12 INT to
disarm] to disarm. 1d4 needles that give 1d4 points
of poison damage per needle.

The room itself is ninety feet by thirty feet and has no


lights. This is all the better to hide the five ghouls
(Monster Manual p. 148) that are in the room.

For dealing with the ghouls the party should receive


1000xp.

Room 10 Kings Counting


House
Tall desk like tables are formed up into
neat orderly lines at the foot of each
desk is a chest and atop the desk an
inkpot and quills. Sheets of parchment
are scattered around the floor.

This room was once the counting house of the King


and it appears that the room was hurriedly left based
on the amount of parchments on the floor and the
turned over ink pots.
The southern entrance is unlocked but stuck. [DC 12
STR to open]
The north entrance is a trapped door. [DC 15
Perception] if triggered the ceiling will collapse on
both sides of the door. [DC 12 INT to disarm]. [DC
14 DEX to escape] 2d6 damage from the rocks half
damage on a successful save.

Not for resale. Permission granted to print or photocopy this document for personal use only.

The Lost Places

10

The eastern entrance is trapped with a poison needle


trap. [DC 15 Perception] with [DC 12 INT check to
disarm] to disarm. 1d4 needles that give 1d4 points
of poison damage per needle.
The room itself is thirty feet by seventy feet with a
twenty foot high ceiling. It is dark and empty of any
monster living or dead. The various chests are not
locked but contain the following:

2035 Wheatsheaves (GP)


20931 Spires (SP)
51282 commons (CP)
265 knights (EP)

Room 11 Kings Chamber


The long room is flanked with many
shields, some chipped some broken but each
displaying a different coat of arms and
all of them unfamiliar to you. In the
back of the room sits a throne. Beside
the throne on a rack is a suit of armor
and equipment. The sound of running water
can be heard to the north.

This was once the sitting chamber, throne room, of


the king who had this complex constructed. The
armor and equipment here are not magic but will give
a +1 bonus due to their excellent construction.

The southern entrance is guarded by a portcullis. The


King had intended to have his own private chambers
carved below but this was not completed before the
King lost power. Now the tunnel sits empty.

This room is long and narrow reaching a total of


seventy feet in length while only being thirty feet
wide. It is dark like all of the other rooms south of the
river and it is empty save the armor and the shields
that decorate the walls. These are detailed below:

Room 12 Vault of
Treasure
This long room was once a full armory with
racks upon racks of finely crafted
weapons. Now all that remains is the
tumbled down racks and the rotting remains
of hilt wrappings. In the center of this
room you see two orange-red creatures,
they are low to the ground and they
advance toward you with a pair of fuzzy
antenna probing toward you.

The two monsters are two large rust monsters


(Monster Manual p. 262) who have recently found
the armory and gorged themselves with the goods
stored here. They will greedily advance on the party
targeting the players in metal armors first.

The northern entrance is guarded by a rusted


portcullis. The rust will prevent it from being opened
but the bars can be bent. [DC 12 STR].
The southern entrance is an archway that leads into a
series of tunnels.
The eastern entrance is a simple wooden door.

The room itself is thirty feet by one hundred and ten


feet in size and has no lighting.
The party should receive 200xp for dealing with the
rust monsters.

Mitheral Plate Mail (+1 dwarven sized)


Mitheral Shield (+1)
Dwarven Hammer
12 shields

I wrote this adventure and intentionally left the room empty.


My thought was that the King had died away from the rooms
and as a result never returned. If you wish this would be an
excellent area for a final boss battle. You could place an
undead monster here or perhaps the portcullis is torn open
and a roughhewn tunnel is found below it. This could lead to
another level or to a completely different adventure.

Not for resale. Permission granted to print or photocopy this document for personal use only.

The Lost Places

11

Hallway
Encounters
Encounter 1 Gelatinous
Cube
The dripping of water can be heard
somewhere in the distance.

The passage ahead is completely blocked by a


Gelatinous cube (Monster Manual p. 242). The cube
is waiting for the party completely still. [DC 15
Perception] to spot the cube. It will not move unless
attacked.
A perceptive person might notice that this section of
hallway is devoid of dust and cobwebs. [DC 12
Perception Check]
For dealing with this lurking danger the players
should receive 450xp.

Encounter 2 Ghouls

Ahead of you in the dark you hear a


snuffling sound.

Encounter 4 No Leg
Zombies
A long skirting scratch followed by a wet
slapping thump can be heard ahead. You
see nothing strange until you look down
and just at the edge of your light you
make out the form of a zombies that appear
to have no legs.

There are in fact five of the No Leg Zombies. These


zombies were caught in the river and washed down
stream. It is unclear how they lost their legs until
they are examined closely. [DC 15perception or
investigation check.] The examination will reveal
that their legs were eaten by something.
The sound came from one of their lifting of their
torsos and dropping it back on the ground to move
forward.

Modify the standard zombie information by replacing


their slam attack with a bite attack and half their
movement rate. A complete description is included in
the NEW MONSTER section of this document.
For dealing with the crowd of undead reward the
party 250xp.

A pair of ghouls (Monster Manual p. 148) are


hunting for zombies that have strayed away from the
necromancers layer. These two will earn the party
400xp.

Encounter 3 Hook Horror

A clacking sound can be heard echoing down


the tunnel toward you. Just before your
light revels a large creature with a
vulture like head and a beetle like body.

The clacking noise is coming from a Hook Horror that


has made its way into this vault. It came searching for
its missing mate and is in a foul mood. It will
instantly attack the party and not attempt to escape
until it is below half hit points. If the party kills or
drives off the Hook Horror then reward them with
700xp.
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The Lost Places

12

Traps
Trap 1
At the bend of the tunnel a pit trap is cunningly
concealed in the floor. The pit drops thirty feet to a
spear covered pit floor. [DC 13 perception to detect.]
If a party member(s) fall into the trap roll 3d6
damage for the fall and then roll 1d4 to determine the
number of spears that the character hits and 1d4
damage for each spear hit.

Trap 2

The far end of the corridor is covered in spikes that


cannot be seen until the player is within 60 feet of
them. The entire hallway is on a pivot that is set off
by weight. [DC 18 perception to detect.] When the
party is forty feet from the wall or ten feet from the
river the corridor will pivot downward and the
spiked wall becomes a spiked floor. The party will fall
a total of forty feet, roll 4d6 to determine the fall
damage. In addition roll 1d4 to determine the
number of spears that the PC hits and 1d4 damage for
each spear hit. If they survive the only way out is to
climb back up the hallway. [DC 15 Athletics check
made at 20 and 40 feet.] If failed the PC falls back
into the trap again taking damage, 1d6 fall damage for
every ten feet they fall.

Trap 3

At the bend of the tunnel a pit trap is cunningly


concealed in the floor. The pit drops thirty feet to a
spear covered pit floor. [DC 13 perception to detect.]
The trap itself is thirty feet deep any player falling in
the trap will take 3d6 falling damage plus you will roll
1d4 to determine the number of spears that the PC
hits and 1d4 piercing damage for each spear they hit.

The party can make out with little or no difficulty that


the gap is about forty or so odd feet across. The
bottom of the gap is filled with a vile dark fluid that is
made up of an oil and tar mix.
Careful observation [DC 12 Perception check] revels
a hook in the ceiling about halfway across the gap.
With a good throw a rope may be cast to the point
and the party could swing across Tarzan style.

To attach a rope with a grappling hook will take a [DC


14 Athletics check]. When the party pulls on the
rope it will be snug and strong and safe to swing on.
When the party swings across the weight of the
person on the rope will cause the hook to drop, the
hook itself is on a rope and pulley system designed
for this purpose.

The person swinging on the rope will impact the


ledge of the gap ten feet below the floor and take 1d4
bludgeoning damage from the impact. The force of
the impact could cause them to lose their grip. [DC 14
athletics/DEX check must be passed to hold onto
the rope.]
The fluid in the bottom of the pit is an oil and tar
mixture and is twenty feet deep. Any person falling in
must make a swimming check [DC 12 athletics or
STR check. If they are wearing armor add one to
the DC if they are wearing heavy armor add 2 to
the DC].
If they fail their swimming check and after 1+(CON
bonus) minutes of holding your breath underwater
the player will fall unconscious. Their hit points fall
to 0, and they begin making your death saving throws
as per the standard rules. Keep in mind that if they
become stable there is a problem. They are still under
water and cannot remain stable. They will start
making death saving throws again. This continues
until they die or they are pulled to safety in some
way.

Trap 4

Ahead in the gloom of the corridor you can


just make out the place where the floor
stops and the open pit begins. In the
darkness below you can see your light
being reflected back at you from a dark
oily surface.

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The Lost Places

13

New Monsters

can't speak
Challenge 1/4 (50 XP)

No-Leg Zombie

Medium undead, neutral evil

Undead Fortitude. If damage reduces the zombie to 0 hit


points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is
radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 15 ft.

ACTIONS
STR
DEX
13 (+1) 6 (-2)

CON
INT
16 (+3) 3 (-4)

WIS
6 (-2)

CHA
5 (-3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 4 (1d4 + 1) piercing damage.
No leg zombies move by using their hands to lift or drag
the remains of their body along. They are clad in the
moldering apparel they wore when put to rest, and carry
the stench of decay.

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The Lost Places

14

Map

Not for resale. Permission granted to print or photocopy this document for personal use only.

The Lost Places

15

Encounter Tables
Necromancers Lair
Room 1
Monster

Attack

AC

HP value

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Skeleton

Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)

13

13

13

13

13

13

13

13

13

13

13

13

Immune - Poison

Immune - Poison

Immune - Poison

Skeleton

Immune - Poison

Skeleton

Immune - Poison

Skeleton

Immune - Poison

Skeleton

Immune - Poison

Skeleton

Immune - Poison

HP

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The Lost Places

16

Room 2
Monster

Attack

AC

HP value

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Skeleton

Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)

13

13

13

13

13

13

13

13

13

13

13

13

13

13

13

13

Immune Poison

Immune Poison

Immune Poison

Immune Poison

Immune Poison

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune - Poison

HP

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The Lost Places

17

Room 3
Monster

Attack

AC

HP value

Skeleton

Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Fire Ray (x2) - +5(3d6)

13

13

13

13

13

13

13

13

13

13

13

13

13

13

13

13

13

40

Monster

Attack

AC

HP value

Wight

Longsword - +4(1d6+2)
Longbow - +4 (1d8+2)
Life Drain - +4(1d6+2)
DC13 Con or max points
reduced by damage

14

45

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune - Poison

Flame Skull

Damage Resistances
lightning, necrotic,
piercing
Damage Immunities cold,
fire, poison
Condition Immunities
charmed, frightened,
paralyzed, poisoned,
prone

HP

Room 5

Immune - Necrotic;
Bludgeoning, Piercing,
And Slashing From
Nonmagical Weapons
That Aren't Silvered

HP

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The Lost Places

18

Room 6
Monster

Attack

AC

HP value

Shadow

Strength Drain +4(2d6+2) Targets STR


Reduced 1d4 If STR
reaches 0 death

12

16

Shadow

Strength Drain +4(2d6+2) Targets STR


Reduced 1d4 If STR
reaches 0 death

12

16

Shadow

Strength Drain +4(2d6+2) Targets STR


Reduced 1d4 If STR
reaches 0 death

12

16

Shadow

Strength Drain +4(2d6+2) Targets STR


Reduced 1d4 If STR
reaches 0 death

12

16

Shadow

Strength Drain +4(2d6+2) Targets STR


Reduced 1d4 If STR
reaches 0 death

12

16

Shadow

Strength Drain +4(2d6+2) Targets STR


Reduced 1d4 If STR
reaches 0 death

12

16

Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant

HP

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The Lost Places

19

Dwarven Vaults
Room 4
Monster

Attack

AC

HP value

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Zombie

Slam - +3(1d6+1)

8*

22

Skeleton

Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)

13

13

13

13

13

13

13

13

13

13

Monster

Attack

AC

HP value

Skeleton

Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)

13

13

Immune Poison

Immune Poison

Immune Poison

Immune Poison

Immune Poison

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune Poison

Skeleton

Immune - Poison

Room 8

Immune - Poison

HP

HP

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The Lost Places

20

Room 9
Monster

Attack

AC

HP value

Ghoul

Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min

12

22

Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min

12

22

Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min

12

22

Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min

12

22

Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min

12

22

Monster

Attack

AC

HP value

Rust Monster

Bite - +3(1d8+1)
Antennae DC11 Dex to
avoid touch -1AC
weapons use rust metal
trait
Bite - +3(1d8+1)
Antennae DC11 Dex to
avoid touch -1AC
weapons use rust metal
trait

14

27

14

27

Immune Charmed,
Exhaustion, Poisoned

Ghoul

Immune Charmed,
Exhaustion, Poisoned

Ghoul

Immune Charmed,
Exhaustion, Poisoned

Ghoul

Immune Charmed,
Exhaustion, Poisoned

Ghoul

Immune Charmed,
Exhaustion, Poisoned

HP

Room 12

Rust Monster

HP

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The Lost Places

21

Hallway Encounters
Encounter 1
Monster

Attack

AC

HP value

Gelatinous Cube

Pseudopod: +4 (3d6)
acid damage.
Engulf: DC 12 Dex
Success the creature can
choose to be pushed 5
feet
Fail, the cube enters the
creature's space (3d6)
acid damage and is
engulfed. Engulfed
creature can't
breathe/Restrained, and
takes (6d6) acid damage
at the start of the cube's
turns.
An engulfed creature
can try to escape make a
DC 12 Strength check.
Success - escapes

84

Monster

Attack

AC

HP value

Ghoul

Bite: +2 (2d6 + 2)
piercing damage.
Claws: +4 to hit, (2d4 +
2) slashing damage. DC
10 Con or be Paralyzed
for 1 minute
Bite: +2 (2d6 + 2)
piercing damage.
Claws: +4 to hit, (2d4 +
2) slashing damage. DC
10 Con or be Paralyzed
for 1 minute

12

22

12

22

Immune blinded,
charmed, deafened,
exhaustion, frightened,
prone

Encounter 2

Immune Charmed,
Exhaustion, Poisoned

Ghoul

Immune Charmed,
Exhaustion, Poisoned

HP

HP

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The Lost Places

22

Encounter 3
Monster

Attack

AC

HP value

Hook Horror

Hook x2 - +6(2d6+4) P

15

75

Monster

Attack

AC

HP value

Zombie

Bite - +3(1d6+1)

8*

22

Zombie

Bite - +3(1d6+1)

8*

22

Zombie

Bite - +3(1d6+1)

8*

22

Zombie

Bite - +3(1d6+1)

8*

22

Zombie

Bite - +3(1d6+1)

8*

22

HP

Encounter 4

Immune Poison

Immune Poison

Immune Poison

Immune Poison

Immune - Poison

HP

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The Lost Places

23

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