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Tomb of The Undead King

Tomb of the Undead King 5e adventure

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0% found this document useful (0 votes)
245 views23 pages

Tomb of The Undead King

Tomb of the Undead King 5e adventure

Uploaded by

Carl Moran
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UNLOCK THE VAULT

Tomb of the
Undead King
YOUR JOURNEY
BEGINS HERE
For more incredible content like this,
check out our webstore at pennydragon.games

CLICK HERE
UNLOCK THE VAULT

TOMB OF THE
UNDEAD KING
an adventure suitable for four
to six characters of level 3

Credits
Game Designers Paddy Finn
NG Isbell
Illustrators Darren Millar
Liam Hammond
Editor NG Isbell
Graphic Designer Piotr Albrecht
Cartographer Liam Hammond

© 2024 Penny Dragon Games. All rights reserved.


ODOS-UtV-TotUK 1.0 2024
Contents

Unlock the Vault 5


Archives of Lorekeep 7
Adventure 8
Adventure Background 8
Setup 8
The Royal Crypt 8
Resolution 14

Additional NPCs 15
Luna Moonfig 15
Ghost of Araldore the Black 15

Monsters 17
King Ralfour 17
Tomb Guardian 19

Magic Items 20
Ralfour’s Shield 20
Darkfather’s Blade 20
Staff of the Inept Abjurer 21
Moonstar Amulet 21

Maps 22
The Royal Crypt 22

TOMB OF THE U NDEA D KING 4


UNLOCK THE VAULT

Running the Adventure Setting


Adventures As written, this adventure takes place in the rich world of
Andovan, on the continent of Midestra, a land of many
Every one shot in this series is designed to work as a fun, creatures, peoples, and domains. You can run the adventure
standalone adventure with its own story and satisfying as written but it also works in other pre-existing settings. Just
conclusion. However, inspired by lore from Aizendore’s Vault swap out the names of locations and NPCs, etc. Or, better still,
of Tragic Treasure, the series can also be woven into a larger perhaps it will inspire a world of your own creation.
adventure. The first instalments of the series see the party search
for the Vault’s Eight Keys—each representing a different school
of magic—in a diverse range of exciting locations. One shots Character Level
later in the series deal with navigating Aizendore’s Vault, before
The first adventure in the series is suitable for characters of
culminating in an encounter with the enigmatic wizard and
level 3, with the difficulty and character level increasing with
collector of arcana himself. And there might just be a twist or
each successive one shot. There are four pre-generated character
three along the way.
sheets to complement the adventures, with the additional feats
and traits being populated with each successive one shot.*

*Provision of the updated character sheets is contingent on unlocking the


relevant stretch goal in the crowdfunding campaign.

TOMB OF THE U NDEA D KING 5


an adventure suitable for four
to six characters of level 3
Launching the Unlock the Vault series, this first instalment
sees the party search the Royal Crypt in the ruins of Wellsing
for the fabled shield of Ralfour—an artifact that, initially
unknown to the party, also acts as one of the eight keys to
break the seal on Aizendore’s Vault of Tragic Treasure.
Can they withstand the ancient memories unfolding from the
victims entombed there?
Can they solve the puzzles to find their way to Ralfour’s
resting place?
And do they have the power to defeat the undead lurking
there and claim the shield for themselves?

TOMB OF THE U NDEA D KING 6


Archives of Lorekeep

The Key of Abjuration


Humans are fools. Though this goes without saying, it bears repeating before we embark upon the tale
of King Ralfour the Invincible. Perhaps Ralfour the Ironically Titled would be more appropriate, for his
corpse is scattered across his erstwhile Kingdom, along with the vast majority of his subjects. Though
I barely have the stamina for his wearying idiocy, the key’s current location cannot be understood
without context.
Ralfour obtained his Kingship by the dubious qualification of lineage. He inherited Wellsing from
his mother, a shining jewel of a land, if somewhat dreary in the weather department. In the process
of wrecking it, he discovered a mysterious shield in his mother’s repository of magical items. How he
uncovered its powers is testament to his stupidity, and occurred during a drunken gathering in a vault
full of dangerous artifacts. During a wild bet, a young Ralfour claimed he was quick enough to deflect
an arrow with only his sword. None would claim the young King as the world’s finest swordsman,
though he could hold a blade well enough. Of course, his entourage only encouraged this imbecilic
show of prowess, so Ralfour soon found himself facing a broad shouldered Hevian warrior nocking
an arrow to a magical bow. His right eye was saved from an introduction with a steel arrowhead by
blind luck. Ralfour happened to be standing beside a rather unimpressive buckler, carefully set upon
a limestone plinth. When he swung his sword to deflect an arrow that had yet to leave the bow, he
became tangled in a shield strap. The entire party witnessed what happened next. Rather than pass
straight through Ralfour’s socket and into the questionable presence of the brain beyond, the arrow hit
an invisible wall, ricocheting around the room and ending Lady Undesant’s developing tryst by taking
her in the neck.
From this point on, Ralfour wore the buckler wherever he went, convinced it was a good-luck charm.
He led his armies in pointless battles simply for the thrill of it, often returning with less than half the
soldiers he started with. He continued in this vein for almost a decade, with sporadic rebellions failing
to dethrone him. When Ralfour’s downfall finally came he, somewhat predictably, managed to take his
entire Kingdom with him.
Ralfour’s growing temerity and increasing boredom had set him at odds with the dragonkin in the
surrounding mountains. His constant warring upset trade in the area, and with each ignored missive
their anger grew. Eventually, after a final failed sally that cost Ralfour another thousand soldiers and saw
the port town of Astaned razed to the ground, the mountain folk lost their patience.
The battle that followed was as swift as it was bloody. Ralfour’s continual warmongering and the civil
strife that followed in its wake had left Wellsing much depleted, and its armies were swept aside. In
addition to the conquering horde of mountain warriors, Ralfour’s exploits managed to bring the wrath
of a true dragon to bear on his castle, a beast not seen in almost an age. The King of course, declined to
surrender, forcing the besieging armies to annihilate his keep with magery. Combined with the breath
of a dragon, the keep was melted to slag, burying Ralfour in an artificial catacomb of unknown depths.
These days, Wellsing is known as a haunted site, cursed by the innocent blood spilled there. Some say
that Ralfour himself is still alive, encased in solid stone, kept unnaturally young by the unpredictable
mix of magic, dragonfire, and the protective influence of his buckler. Of course, anyone—or anything—
that could survive such an internment would no doubt have lost its mind long ago.
But as was previously noted: Ralfour had little to lose in that department anyway.

TOMB OF THE U NDEA D KING 7


Adventure

Adventure Background Setup


Once a prosperous and harmonious kingdom, Wellsing’s fall When you are ready to begin, read the below text aloud:
was swift and harrowing after the foolish and greedy King
Ralfour took to the throne. Having stumbled upon a buckler
he claimed made him invincible, King Ralfour began a brutal A post on a noticeboard in Minehelm advertised a job
campaign of conquest into the surrounding nations. His initial you couldn’t refuse: 100 pieces of gold each for any
success emboldened him to press harder still…into dragonkin treasure hunters who successfully retrieve an artifact
territory. In retaliation, the dragonkin summoned an ancient known as Ralfour’s shield. Though you’d heard horrific
dragon to decimate the city with blackfire, in a sacking that tales about the ruins of Wellsing, where the shield was
would be recorded in history as the Melting of Wellsing. rumored to rest, nothing could have prepared you for
Even as his kingdom burned around him, Ralfour brokered the sense of darkness still lingering amongst its charred
a desperate bargain with a devil, signing an infernal treaty with and melted remains. The humanoid silhouettes burning
his own blood. The devil drew the dragon into the depths of the inside countless columns of twisted shadowglass do
underworld, but the price was high. In his haste, Ralfour failed nothing to still your nerves, driving you to waste no
to consider the contract’s fine print and consigned Wellsing’s time in finding the artifact. Upon finally discovering the
people to a fate worse than death. The necrotic magics of the Royal Crypt at the brink of sunset, a wall of necrotic
treaty mingled with the power of the dragon’s blackfire, trapping mist has rolled in, making any retreat deadly.
the kingdom’s denizens in prisons of twisted shadowglass where
their undead souls still writhe in eternally melting tombs.
The only way to break Ralfour’s curse and release the souls is
by removing Ralfour’s shield (see “Magic Items”) from the ruins
of Wellsing. To accomplish that, the party must navigate the
The Royal Crypt
bowels of the melted Wellsing Castle, known now as the Royal Buried deep in the heart of the kingdom is the melted ruins of
Crypt, and confront whatever darkness awaits in Ralfour’s Rest. Wellsing Castle, now known as the Royal Crypt. With passages
Yet, unbeknownst to the party, Ralfour’s shield is also the Key haunted by creatures caught somewhere between life and
of Abjuration, one of eight keys to unlock Aizendore’s Vault death, echoes of the city’s dark fall reverberate through its hall.
of Tragic Treasure, and they are not the only interested party. Ralfour’s shield rests upon Ralfour’s remains within the throne
Another treasure hunter by the name of Hansley Granding room, guarded by spectral guardians and the lingering presence
has also been commissioned by the mysterious Lady Sayuri to of the king himself.
retrieve the shield and return it to her for a generous reward, and
he will resort to any means necessary to execute his contract.
VIEW MAP

Passages of Undeath
A series of hallways and corridors connect the various chambers
of the Royal Crypt, some of which have collapsed, cutting
the Royal Crypt off from a much larger network of halls and
chambers. Unless stated otherwise, these connective corridors
are 10 feet wide and 10 feet high.
As the party wanders through the corridors roll on the
Passages of Undeath table below. Also roll on the table if the
party attempts to rest. If the roll results in a combat encounter,
it will stop the party from gaining the benefits of a long or
short rest.

TOMB OF THE U NDEA D KING 8


Passages of Undeath
d20 Encounter Resolution
1 No encounter No resolution
2 No encounter No resolution
3 No encounter No resolution
4 Swinging blade Razor-sharp blades swing across a corridor in a deadly pendulum motion. The party member leading
pendulum trap the group must succeed on a DC 16 Dexterity saving throw or take 3d6 slashing damage.
5 Gas-filled A pressure plate requires a successful DC 17 Wisdom (Perception) check from a party member
chamber trap scouting the route. On a failure, a party member steps on the pressure plate, releasing a toxic gas into
the chamber. Every party member in the chamber must succeed on a DC 15 Constitution saving throw
or be poisoned for 1 hour.
6 Rising Undead The party must succeed on a DC 17 Dexterity (Stealth) check or face a surprise round against 1d4
skeletons and 1d4 zombies.
7 Deathly darkness The party are engulfed in magical darkness for 1d4 minutes. Wisdom (Perception) checks that rely
on sight are made at disadvantage and light spells and other sources of light are extinguished for the
duration. If the party makes a lot of noise while the effect is in place, 1d4 zombies (who can see in the
darkness) attack.
8 Lost souls 2d4 lost souls manifest for an instant and beg for release before vanishing. A creature who sees or
hears this manifestation must succeed on a DC 14 Charisma saving throw or have disadvantage on its
next ability check.
9 Falling net snare If a party member is actively searching for traps and succeeds on a DC 13 Wisdom (Perception) check,
they will notice the trap’s trigger and navigate around it. Otherwise, a net disguised as part of the
ceiling falls, ensnaring anyone beneath. All creatures below are restrained and must spend their action
attempting to escape by succeeding on a DC 12 Strength saving throw.
10 Whispering spirit The spirit of an elven noble appears and whispers a secret before vanishing. A successful DC 12
Intelligence (History) check reveals that the spirit spoke about a buckler with which King Ralfour was
obsessed, being the source of his power.
11 Phantom These phantom footsteps mimic your movements for 1d4 minutes. Dexterity (Stealth) checks are
footsteps made at disadvantage for the duration. These false footsteps may even attract the attention of other
creatures lurking in nearby areas of the crypt.
12 Dark resonance One party member must succeed on a DC 14 Intelligence (Arcana) check to dispel the resonance
before it can attract trouble. Failure causes a ghost to appear. A caster can attempt the check again at
the end of its next turn until it dispels the resonance. Once dispelled, the ghost vanishes.
13 Shifting shadows 1d4 shadows attack.
14 Echoes of the Dark residual energies cause an illusion of a horrific scene to play out before the party. Each creature
past that can see the illusion must succeed on a DC 13 Wisdom (Perception) check to discern the illusion or
relive a traumatic event and take 2d4 psychic damage.
15 Undead ambush Each party member must succeed on a DC 17 Wisdom (Perception) check or be surprised as 1d4
skeletons and 1d4 zombies attack.
16 Rune wall This wall engraved with sickly runes bars the party’s way, acting as a wall of force. Dispel magic or a
successful DC 16 Intelligence (Arcana) check deciphers the runes and deactivates the wall. A failure
results in 1d4 necrotic damage.
17 Haunting A haunting song seeks to charm and drive the party from the crypt. Each creature who can hear it
melodies must succeed on a DC 13 Wisdom saving throw or be charmed. A charmed creature will use all its
movement and action to leave the crypt with no regard for its own safety. A creature can attempt the
saving throw again at the end of its next turn until the charm is broken.
18 Disorienting Half the party (rounded up) must succeed on a DC 13 Wisdom saving throw or they wake up in the
illusions Entrance Hall. If this happens, the party gains the benefits of a short rest.
19 Guiding ghost This helpful dwarven ghost asks for a song. A party member interacting with the ghost must succeed
on a DC 17 Charisma (Persuasion) or DC 14 Charisma (Performance) check to gain helpful insights,
such as details about the path ahead or how to defeat King Ralfour’s remains.
20 Guardian of the A tomb guardian (see “Monsters”) wandering the crypt will attempt to access the party. If it succeeds,
crypt it attacks. If it does not succeed, it lies in wait.

TOMB OF THE U NDEA D KING 9


1. Entrance Hall 2. Chamber of Echoes
The walls of this grand entrance are adorned with finely carved This square chamber is 60 feet by 60 feet, with a 20- to 30-foot-
stone, depicting images of significant peoples and historic high domed ceiling featuring a detailed, colored fresco of an
events. The stonework has been so warped and charred by the ancient battle. Those who died here were King Ralfour’s last
heat of dragon’s blackfire, that the faces depicted there have line of defense. The party must solve a simple door puzzle to
melted into elongated expressions of torture. proceed to the next section.
A large, ornate stone door marks the entrance to the castle
proper and dim torches line the walls, casting flickering
shadows. Unsettling whispers echo in the hall. The flat ceiling As with the Entrance Hall, the stonework in this sizeable
is 20 feet high. chamber is impressively precise with flat edges and
flawless seams. On the domed ceiling, a colorful fresco
commemorates an ancient battle of darkness and light.
As you stand in the Entrance Hall of the Royal Crypt, Dotted through the chamber are four columns of
a chill unsettles your soul and unease nests in the pit shadowglass, each containing the writhing shadow of
of your gut. Torches lining the walls somehow cast an undead soul. At the far end of the chamber there
dim blue light, possibly by some magical means. Their appears to be a doorframe carved into a wall of solid
flickering flames throw dancing shadows across the stone but no apparent door.
chamber’s carved walls, bringing various scenes to life
and seeming to animate the faces that have been heat-
warped into twisted expressions of agony. Though the To Touch or Not to Touch
air smells stale, a cold draft carries with it sorrowful
whispers. An ornate stone door at the opposite end Each of the columns contains the trapped soul of a different
of the chamber beckons you to enter the rest of the noble: a male elf, a male human, a male dwarf, and a female
castle ruins. human. The columns are impervious to any damage or attempt
to crack them.
Touching a column results in a creature experiencing, as if in
Using their various skills, the party might discover the following: a memory, the final moments of the soul within, followed by an
audible whispered message. The creature touching the column
Skill Check Revelation must succeed on a DC 15 Wisdom saving throw or take 1d4
psychic damage as they vicariously experience the trauma of
DC 13 The dancing flames on the sconces are death. Each whispered message ends with Wellsing’s motto,
Intelligence indeed magical. If left alone, they might which is the solution to the door puzzle to access the rest of the
(Arcana) burn for many more centuries to come. Royal Crypt.
DC 15 Wisdom A cold breeze is coming from the closed
(Perception) stone door at the end of the hall. Perhaps
DC 13 Wisdom another exit lies somewhere beyond.
(Survival)
DC 17 Wisdom Quiet voices seem to be carried upon
(Perception) the breeze.
DC 19 Wisdom The voices speak a wide variety of
(Perception) sentences in different languages,
including Common, Elvish, and Dwarvish.
Some whispers are tinged with agony
and beg, “Yes, free us. Grant us death.
Sweet release.” Others hiss angry threats.
“Leave this place! To enter is to die!
Turn back now or meet your doom!”

The door at the opposite end of the chamber is jammed shut


due to dust and debris. Still, cold air flows from cracks in the
otherwise pristine stonework. The door can be opened using
a knock spell or with a successful DC 15 Strength (Athletics)
check. As the door opens, the cool breeze persists, but the
whispers stop, as though whatever lies beyond waits with
bated breath.

TOMB OF THE U NDEA D KING 10


Column Whispered Message 3. Godshall
Male Elf Even as fire consumes our kingdom, the A large set of double doors lies straight ahead, with two doors
shadows of Durkados, master of chaos, in the west end of the hall and one door in the east end. The
live on in Wellsing’s ruins, as he offers his door ahead is locked and the door on the east end is blocked by
own dagger to one bold enough to take a recent cave-in.
it. With might we have conquered. With A successful DC 19 Intelligence (Investigation) or DC 17
wisdom we thrive. Wisdom (Survival) check reveals that the thick layer of dust
around the base of the door immediately ahead has been
Male Human So many treasure hunters have come. disturbed, indicating that the door has been used recently.
So many have perished. And still our If the party disturb the cave in, they are attacked by 1d4+2
curse remains. Yet I sense it will soon zombies. The zombies begin their turn prone and spend
be broken. Not by you, but by one their entire movement for the first round freeing themselves
who already precedes you. With might of the rubble and standing. Once defeated, any Intelligence
we have conquered. With wisdom (Investigation) checks on their remains reveals the following:
we thrive.
Male Dwarf Let not the fire forge only sorrow in your DC Result
heart, but also the resolve to rebuild.
10 The possessions seem to indicate that in life, two
May the stone of our mountains stand
of the zombies were fighters and one was a cleric.
tall against the flames of treachery. With
(These were three of Hansley Granding’s party, killed
might we have conquered. With wisdom
when the tunnel they entered by caved in around
we thrive.
them.) Possessions of any further zombies give no
Female Human May Solastra, the goddess of light, lead indication of profession.
us from death to eternity, to reside
15 The clothes are modern attire and generally in good
with her amongst the stars. With might
condition, as if belonging to other treasure hunters
we have conquered. With wisdom
recently deceased.
we thrive.
17 A detailed map of the Royal Crypt. (You may choose
A successful DC 11 Intelligence (History or Religion) check to provide a handout of the map to the party at
on the names Durkados and Solastra reveals these are the two this point)
parent deities worshipped in Wellsing. The former is a god of
darkness, and the latter, a goddess of light. They exist in perfect
unison and eternal conflict with one another. 4. Tomb of Shadows
If the party searches the chamber, a successful DC 17
Intelligence (Investigation) check reveals a staff of the inept The south door leads to this chamber housing a shrine to the
abjurer (see “Magic Items”), which has been magically preserved god Durkados. Though it is full of shadowglass columns, the
amidst the charred remains of the furniture. They also uncover souls here do not share their memories. On the floor are the
100 gp, and a flask of holy water. scattered remnants of a battle between Granding’s party and the
Undead that lurk here.
Door Puzzle
The solid wall has a carved door frame but not an apparent door.
A successful DC 15 Intelligence (Arcana) check reveals faint This darkened chamber is brimming with shadowglass
glowing runes that read, “Speak the blessing and the way shall columns, wraith-like forms of humanoids twisting within.
be made clear.” When a creature speaks the words, “With might On the ground, scattered belongings, tattered armor,
we have conquered. With wisdom we thrive,” the rock within and still-slick blood testify to a recent struggle. From a
the door frame vanishes, opening the way. The rock becomes recess in the western wall, a statue of an obsidian god
solid again once the party has passed through and speaking the leers at you, its form carved in such detail it might be
words does not open it from the other side. mistaken for a real person. The statue stands proudly,
with searching eyes and the sneer of a man hiding some
great secret. In one hand, he offers a small box with a
closed lid. His other hand is partially covered by his
cloak. A closer look reveals that it holds a dagger.

TOMB OF THE U NDEA D KING 11


A successful DC 15 Intelligence (Investigation) check of the 5. Starlight Shrine
remnants on the floor yield the contents of a dungeoneer’s
pack, a potion of greater healing, a map of the Royal Crypt, A statue of Solastra is the focal point of this celestial-themed
and Granding’s Journal. In his journal, Granding has noted chamber. There are no shadowglass columns here, but rather,
the following: the floor is a carpet of charred bones and ashes. Clearly, the
worshippers who sought refuge at the feet of Solastra were
• He has been hired by a mysterious employer called spared the curse of Ralfour and fortunate enough to die outright
Lady Sayuri to retrieve Ralfour’s shield in exchange for in the Melting of Wellsing.
1,000 gp.
• She has written to him several times seeking his
This chamber is simple yet spacious, its magical sconces
services. She seems to be interested in ancient keys
casting bright light unlike those in the rest of the Royal
in particular.
Crypt. The ceiling and walls, though fashioned from
• Hansley left Minehelm with a cleric and two fighters,
black rock, glow with countless specs of glimmering
but they were lost to a cave in while entering the
light arranged in constellations. A life-sized statue of a
Royal Crypt.
woman draped in robes stands on a plinth before you.
• Hansley describes another party interested in the
Her lips are curved in a reassuring smile and her arms
Royal Crypt that have suddenly arrived at the ruins.
are spread wide as though offering a warm embrace.
He notes how they seem to be adept treasure hunters
A white fire burns in a stone brazier at her feet, its
and skilled fighters, and that they could make for
flames flickering in an almost-orderly fashion. The floor
allies…or a first line of defense in the fight for
is carpeted with charred bones and ash, seemingly
the shield.
undisturbed over countless years.

A successful DC 11 Intelligence (History or Religion) check


A successful DC 11 Intelligence (History or Religion) check
of the statue reveals that the god is Durkados, one of the two
reveals that this is the goddess Solastra, one of the two parent
parent deities, the other being Solastra. Durkados is considered
deities, the other being Durkados. Solastra is considered the
the Darkfather, caster of shadow, bringer of death, and master
Starmother, bringer of light, life, and order. She exists in perfect
of chaos. He exists in perfect unison and eternal conflict with
unison and eternal conflict with her counterpart.
his counterpart.
The basin at her feet is carved from the same block of stone
A successful DC 15 Intelligence (Arcana) check reveals the
as the statue, and cannot be moved. A successful DC 17
dagger he holds is the Darkfather’s blade (see “Magic Items”),
Intelligence (Arcana) check reveals that the fire in the basin is
which can be removed. However, doing so inflicts 1d6
whiteflame, which immediately consumes anything it touches
necrotic damage.
and can spread only by magical means. It is entirely plausible
A successful DC 18 Intelligence (Investigation) check reveals
that the worshippers here were disintegrated in this manner
a hidden compartment in the statue’s base, containing a
before they could be trapped in the shadowglass columns.
diamond worth 500 gp. If the secret compartment in the statue
The Starmother will answer one prayer for a creature she
of Solastra was already discovered, this check is made with
deems worthy. To be deemed worthy, a creature must place
advantage. However, if the party take the diamond, it triggers
something they value into the whiteflame basin whereupon
an attack from a wight lurking amidst the columns.
it is immediately consumed, and make a DC 13 Intelligence
See the profile of the Ghost of Araldore the Black in the
(Religion) check. On a failure, the Starmother will respond with
“Additional NPCs” section if you would like to incorporate him
words only. On a success, the Starmother will perform a small
here as the wight.
miracle at the GM’s discretion. Small miracles include spells
of 1st to 3rd level, such as cure wounds, healing word, armor
of Agathys, and create food and water. They may include other
small boons, such as 2d8 temporary hit points, a +2 bonus to
AC for 1 hour, returned spell slots (3 x 1st level, 2 x 2nd level,
or 1 x 3rd level), or a luck point.

TOMB OF THE U NDEA D KING 12


demand that he remains behind, he’ll comply, then sneak
into Ralfour’s Rest after the party has entered and wait for an
opportunity to steal Ralfour’s shield before fleeing.
If the party engage Granding in conversation, he will reveal
the following:

Check Information

DC 10 Charisma He is in the employ of one, Lady Sayuri.


(Persuasion or Little is known of the mysterious Lady
Intimidation) Sayuri or whether that is even her
real name.
DC 12 Charisma Sayuri has promised 1000 gp to every
(Persuasion) party member who helps to bring her
check Ralfour’s shield. Granding offers to
collaborate with the party to retrieve it.
DC 14 Wisdom Granding is lying.
(Insight) check
DC 15 Charisma Granding admits the 1000 gp is to be
(Intimidation) split amongst all members of the party.
The Starmother will cast revivify on one creature that has check
been dead for up to 1 hour. Undead creatures are immune to
this spell. If this request is made of the Starmother, she asks DC 16 Wisdom Granding has no intention of splitting
for a diamond of great value (500 gp) to first be placed into (Insight) check the reward with the party, but to
the brazier. double cross them and take the shield to
See the profile of Luna Moonfig in the “Additional NPCs” Sayuri alone.
section if you would like to incorporate her here.
DC 18 Charisma Granding has it on good authority that
6. Royal Antechamber (Persuasion or
Performance)
even if King Ralfour is put down, he will
arise almost immediately if his shield is
check not removed from his remains.
The furniture and decorations in this small chamber are
rotted. A strong sense of evil pulses from the doors ahead. DC 20 Charisma Granding has heard rumors that another,
Hansley Granding (lawful evil, male, human veteran) is found (Persuasion or related powerful magic item is in the
crouching at the far wall examining the stone door frame with Performance) possession of someone in the port town
no apparent door. check of Spectacle. Lady Sayuri has tasked him
with finding that one next. But he’ll need
a new crew first.
The tattered remains of tapestries hang upon the walls
of this chamber and the remains of rotten furniture rest DC 20 The name “Sayuri” seems familiar. In the
in its corners. A man stands by the closed door opposite Intelligence character’s mind, it raises memories of a
you. He hears you enter and turns to see you. “Ah, I was (History) check story about eight arcane keys required
beginning to wonder when you’d get here,” he says. to unseal a vault full of treasure.

Granding is a seasoned and adventurous human treasure hunter Door Puzzle


adorned in worn leather armor, accentuated by an assortment This puzzle is the same as that in the Chamber of Echoes. A
of pouches and a well-used map case. He appears eager to get character must speak Wellsing’s motto, “With might we have
going and isn’t overly concerned about his lost party members. conquered. With wisdom we thrive,” and the stone will vanish
Granding tags along with the party without asking. If they just as it did previously.

TOMB OF THE U NDEA D KING 13


7. Ralfour's Rest Tomb of the Undead King
King Ralfour (see “Monsters”) arises from his sarcophagus and
Upon stepping into this chamber, a stone slab falls into place, a tomb guardian (see “Monsters”) emerges from behind each of
locking the party inside and triggering an encounter. Roll on the two large statues. The two tomb guardians move to engage
the Passages of Undeath table to determine the encounter. The the party as quickly as possible while King Ralfour attacks from
stone slab barring the way cannot be lifted or destroyed. After next to his sarcophagus. King Ralfour and the tomb guardians
resolving the initial trap or encounter, King Ralfour will arise will attack relentlessly until all intruders are neutralized.
and attack the party. In addition to his longsword, King Ralfour is equipped with
Ralfour’s shield (see “Magic Items”). The shield can be removed
You gather yourselves and take stock. You have entered
from King Ralfour with a successful DC 22 Strength (Athletics)
a large chamber with giant statues of gods to your
check. If a creature removes the shield from King Ralfour, the
left and right. You notice that the statues have been
encounter ends.
defaced. This room is ice cold, and the air feels heavier
than it ever has. A scraping sound draws your attention
to a platform ahead. Atop the platform are the remains
Resolution
of what was once a golden throne, but now, having The encounter in Ralfour’s Rest can be resolved by reducing
been melted and reforged by the dragon’s blackfire it King Ralfour to 0 hit points and removing Ralfour’s shield
appears more as a solid gold sarcophagus. As you are from his remains. The shield can also be removed from his
taking it all in, a resounding crack echoes through the remains while he still has hit points. Either way, the shield must
throne room and the golden sarcophagus splits open. be removed from King Ralfour. If the shield is not removed
Roll for initiative! after King Ralfour drops to 0 hit points, he regains half his
hit points in 1d4 minutes and continues to attack. As soon as
the shield is removed, Ralfour’s curse is broken. His remains
The below encounter may be deadly, but you can rebalance crumble to dust and blow away on a gentle breeze. The cold
it to cater to party size, makeup, accompanying NPCs, and and heaviness immediately lift from Wellsing’s ruins, the deadly
performance up until this point. Some ideas for rebalancing mists evaporate, and the many spirits trapped in the city are
include the following: finally released to the afterlife.
· Use one tomb guardian instead of two. Hansley Granding will attempt to steal Ralfour’s shield and
· Deduct 20 hit points from King Ralfour. flee but will give it up willingly if captured or caught in the act.
· Include Luna Moonfig and/or the Ghost of Araldore the A search of Ralfour’s sarcophagus yields a moonstar amulet
Black (see “Additional NPCs”) as an ally. (see “Magic Items”). If you are incorporating Luna Moonfig
· Though Hansley Granding will attempt to avoid combat and the Ghost of Araldore the Black, this can be returned to
and hide, you could have him lend a hand if things look like them, fulfilling Araldore’s quest for redemption and allowing
they’re going badly for the party, if only to buy himself more Luna to return to her homeland.
time to get his hands on Ralfour’s shield. In addition to the gold they will receive for returning the
magic item to their employer, the party will get to keep any
treasure they discovered during the adventure.

TOMB OF THE U NDEA D KING 14


Additional NPCs

Luna Moonfig Leads


Chaotic Good, Female, Elf Noble Luna knows that the statue of the Starmother in the Starlight
Shrine can grant answers and even small miracles. But those
Location seeking can only gain divine favor once. She once asked the
Starmother for the location of her lost amulet but was found
Starlight Shrine unworthy and so received only a vague answer.

Description Side Quests


Luna is the only living soul amongst the dead and the Undead The last time she spoke with Araldore, he promised to help her
of the Royal Crypt. She is a weathered elf, dressed in tattered find her missing amulet. However, he has since vanished, and
robes adorned with elven runes and carrying a gnarled staff she fears that something has happened to him. Luna petitions
that resonates with an ancient power. Her silver hair cascades the party to pray to the Starmother in the Starlight Shrine for
down her shoulders, framing two piercing blue, deep wells of information on Araldore and her amulet.
wisdom. A sense of isolation surrounds Luna, and she moves
with a mournful determination.
Sent to Wellsing as an emissary from the elven Shanri
Ghost of Araldore
Empire, she had been equipped with an amulet that protected
her lifeforce beyond the Shanri Veil. She sought to steer King
the Black
Ralfour away from his folly, but his ignorance and arrogance Chaotic Neutral, Male, Human Ghost / Wight
knew no bounds.
One day, Luna’s moonstar amulet (see “Magic Items”) went Location
missing, preventing her from returning to the Shanri Empire.
Soon thereafter, the Melting of Wellsing reduced the grand Tomb of Shadows
city to glassy ruins, trapping Luna in an endless search for her
amulet. She knows its magic lives on somewhere in the Royal
Crypt, for it is keeping her alive, but without the source of her
Description
power, she is not strong enough to navigate the tomb of the Once a powerful mage and King Ralfour’s Hand, Araldore is
undead king alone. tall and handsome even in undeath. His ghostly form stands
proud, dressed in fine livery and a long, black cloak. Beneath
Relationships his regal demeanor, however, is a tormented soul seeking
redemption for the evil deeds he committed in life. Bound to
Luna maintains a relationship with the Ghost of Araldore the the Tomb of Shadows, where some of his darkest deeds were
Black, a spectral figure lingering within the Royal Crypt. The birthed, straying too far for too long causes him to transform
two share a complex bond but are ultimately united by the into a wight.
tragedies that befell Wellsing. His last memory is of trying to wrestle a pointed quill from
King Ralfour’s hand in an effort to prevent him brokering a deal
Adding Luna to the Adventure with a demon servant of Durkados as the kingdom burned to
cinders around them.
Luna loiters anywhere between the Starlight Shrine and the
Tomb of Shadows, spending time praying to Solastra for the Relationships
return of her amulet, or finding company and solace with the
Ghost of Araldore the Black. However, Araldore has recently Araldore shares a complex relationship with Luna Moonfig. He
vanished and Luna has not heard from him in weeks. relies on her knowledge to piece together fragments of his past
and seeks her aid in finding redemption for his past crimes. He
recently vowed to find her moonstar amulet.

TOMB OF THE U NDEA D KING 15


Adding Araldore to the Adventure
Araldore can be added to this adventure as the wight
encountered in the Tomb of Shadows. He had ventured out
of the Tomb of Shadows in search of Luna’s amulet, but his
form became corrupted when he strayed too far, forcing him
to return. When the wight loses half or more of its hit points
or drops to zero hit points, its corruption is removed and its
appearance transforms into the Ghost of Araldore the Black.
He is deeply apologetic for attacking them and thankful they
brought him back to his senses. In its uncorrupted form, the
Ghost of Araldore the Black uses the ghost stat block and
cannot wield physical weapons.

Leads
If they have not already found it, Araldore tells the party of a
magic blade wielded by the statue of Durkados, which could
help them defeat King Ralfour and break Ralfour’s curse. He
can also direct them to the hidden compartment in the statue
to discover the diamond (worth 500 gp), as well as warn them
about the trap it triggers.
He has a vague memory of Luna Moonfig’s moonstar amulet
from when he was still alive, but the details elude him, though
for some reason thoughts of the necklace put him ill at ease.

Side Quests
Araldore has become obsessed with Luna’s moonstar amulet
and is convinced it is the key to his redemption. He requests
the party offer the diamond from the Tomb of Shadows to the
Starmother in exchange for information about the necklace.
If the party complies, Luna Moonfig and Araldore will
accompany them back to the Starlight Shrine. If the party
complete the necessary ritual and checks, the Starmother
responds with the following:

“You seek the star gifted to one of my wandering


children. Araldore stole the necklace under Ralfour’s
orders shortly before his death. My child warned
Ralfour about the fate of Wellsing should he not turn
aside from his folly. But even her sweetest words could
not quench the bitter flames in his heart. The necklace
is entombed with Ralfour in his final resting place.”

Araldore apologizes profusely to Luna and swears that he’ll get


it back no matter what. Luna, though hurt, accepts his apology.

TOMB OF THE U NDEA D KING 16


Monsters
King Ralfour Undead King. Once disturbed, King Ralfour awakens and
protects his shield at all costs. Though he can speak, he does not
King Ralfour, once ruler of Wellsing, now stands as a dark respond to attempts to communicate.
creature of undeath. Wearing a golden crown, and clad in Undead Entourage. King Ralfour’s Undead subjects obey his
tattered regal robes, his eyes glow with an otherworldly commands without hesitation. The air around him pulses with
malevolence. Ralfour’s magical shield remains firmly secured a cold, ominous magic as he issues commands to his Undead
to his arm, a grim testament to his eternal stewardship of warriors. He holds sway over all Undead creature in his tomb
Wellsing’s curse. He wields a longsword with proficiency and and can summon additional Undead creatures to add to their
utilizes abilities granted by the dark powers that bind him. numbers. Those who tread recklessly might find themselves
faced with a small army of Undead.

King Ralfour Actions


Medium Undead, Lawful Evil
Multiattack. King Ralfour makes two attacks: one with
his longsword and one with his Life Draining Touch.
Armor Class 14 (natural armor)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit Points 66 (12d8 + 12)
one target. Hit: 7 (1d8 + 3) slashing damage.
Speed 30 ft.
Life Draining Touch. Melee Spell Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage 9 (2d6
STR DEX CON INT WIS CHA + 2) necrotic damage. The target must succeed on a DC
16 (+3) 12 (+1) 12 (+1) 8 (-1) 10 (+0) 14 (+2) 12 Constitution saving throw or its hit point maximum
is reduced by an amount equal to the damage taken. This
Saving Throws Wis +2, Cha +4 reduction lasts until the target finishes a long rest. The
Skills Intimidation +4 target dies if this effect reduces its hit point maximum
Damage Immunities poison to 0.
Condition Immunities exhaustion, poisoned Enthralling Gaze. King Ralfour targets one creature he
Senses darkvision 60 ft., passive Perception 10 can see within 30 feet of him. If the target can see King
Languages Common, Dwarvish, Elvish Ralfour, the target must succeed on a DC 12 Wisdom
Challenge 4 (1,100 XP) Proficiency Bonus +2 saving throw or be charmed until the end of its next turn.
The charmed target is incapacitated and has a speed of 0.
Undead Fortitude. If damage reduces King Ralfour to Summon Undead. Once per long rest, King Ralfour
0 hit points, he must make a Constitution saving throw can summon 1d4+1 skeletons or 1d4 zombies. The
with a DC of 5 + the damage taken, unless the damage is summoned creatures appear in unoccupied spaces within
radiant or from a critical hit. On a success, King Ralfour 30 feet of King Ralfour and are under his control.
drops to 1 hit point instead.
Turn Resistance. King Ralfour has advantage on saving
throws against any effect that turns Undead.

TOMB OF THE U NDEA D KING 17


King Ralfour
TOMB OF THE U NDEA D KING 18
Tomb Guardian

Tomb Guardian
Medium Undead, Lawful Evil

Armor Class 16 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 14 (+1) 6 (-2) 8 (-1) 5 (-3)

Saving Throws Con +4


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2

Undead Fortitude. If damage reduces the tomb


guardian to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,

Tomb Guardian
unless the damage is radiant or from a critical hit.
On a success, the tomb guardian drops to 1 hit
point instead.
Tomb guardians are spectral sentinels, animated through dark
magic to protect the inner sanctum of final resting places. These Sunlight Sensitivity. While in sunlight, the tomb
once-loyal warriors wield longswords and shields, their armored guardian has disadvantage on attack rolls, as well as
forms adorned with remnants of royal regalia. Despite their Wisdom (Perception) checks that rely on sight.
Undead nature, tomb guardians move with eerie precision,
responding to intruders with relentless attacks. Actions
Sword and Board. These spectral protectors strike with
longswords, aiming to eliminate intruders with swift and deadly Multiattack. The tomb guardian makes two attacks:
blows. Their shields double as weapons, dealing damage to those one with its longsword and one with its Shield Slam.
they strike and potentially sending foes sprawling, creating an Longsword. Melee Weapon Attack: +4 to hit, reach 5
advantage for the tomb guardians to maintain control over their ft., one target. Hit: 6 (1d8 + 2) slashing damage.
sacred tomb.
Shield Slam. Melee Weapon Attack: +4 to hit, reach
Tomb Bound. Tomb guardians are bound to the sanctity of
5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
their respective tomb. They will not rest until a threat to the
damage and the target must succeed on a DC 12
tomb is neutralized. Tomb guardians were once experienced
Strength saving throw or be pushed 10 feet away and
fighters and operate in a coordinated manner, using their
knocked prone.
spectral awareness to cover each other’s weaknesses. They will
fight without letup until they destroy or are destroyed.

TOMB OF THE U NDEA D KING 19


Magic Items

Ralfour’s Shield Darkfather’s Blade


Armor (Shield), Very Rare (Requires Attunement) Weapon (Any Sword), Very Rare
(Requires Attunement)
A metal buckler etched with ancient elven wards. While
holding this shield, you have a +2 bonus to AC. This bonus is You have a +1 to attack and damage rolls made with this weapon.
in addition to the shield’s normal AC. This shield has 4 charges. When you make a critical attack using this weapon against
While holding it, you can expend charges to cast the following a Large or smaller creature, the target must succeed on a DC
spells at 1st level: 13 Constitution saving throw or become petrified for 1d12
centuries. When you make a critical attack using this weapon
Charges Spell against a Huge or larger creature, the target instead takes an
1 Absorb elements additional 6d6 of the weapon’s damage type.

2 Shield
3 Protection from evil and good

The shield regains 1d4 expended charges at dawn.


Key of Abjuration. This shield is one of eight keys required
for unlocking Aizendore’s Vault.
Darkfather’s Blade

Ralfour’s Shield

TOMB OF THE U NDEA D KING 20


Staff of the
Inept Abjurer
Staff, Uncommon
(Requires Attunement by a Spellcaster)
Adorning this simple wooden staff is a glowing arcane sigil
related to abjuration magic. The green light of the sigil flickers
and sparks at random, as though malfunctioning.
While holding the staff, you can cast the blade ward cantrip
as an action. In addition, you can cast the absorb elements and
mage armor spells from the staff using your spellcasting ability
and spell save DC. Once a spell has been cast from the staff, it
can’t be cast from the staff again until the next dawn.
When you cast one of the above spells, roll a d20. On a 6 or
above, the spell functions normally. On a 5 or lower, the spell is
cast at 3rd level and you take 3 force damage.

Moonstar Amulet
Wondrous Item, Rare (Requires Attunement)
This delicate silver amulet features a quarter moon with a star
resting inside its crescent.
The amulet has 4 charges. You can expend one or more
charges to evoke the amulet's power and cast the moonbeam
spell at various levels, using Wisdom for your spellcasting
Staff of the ability modifier.
Inept Abjurer
Charges Spell Level

1 2nd level
2 3rd level
3 4th level

The amulet regains 1d4 charges at dawn.

Moonstar
Amulet

TOMB OF THE U NDEA D KING 21


ADVENTURE

Maps

The Royal Crypt

TOMB OF THE U NDEA D KING 22


OPEN GAME LICENSE Version 1.0a
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