Friday, 5 July 2024

The Black Tomb of the Wight Knight: Opening of the Hyperborea Campaign

 

The first adventure was inspired by Niklas Wistedt's dunegon map, The Black Tomb of the Wight Knight. A dungeon map can an inspire so much about the location being explored. This map was so awesome, it's inspired a good chunk of the campaign! I prayed one of the PCs would take a piece of bone from the skull out of the dungeon. If they don't, an NPC, certainly will at some point in the future to set of the events related to the Frost Giants.  

 As discussed in the previous post the adventure is set in the Gal Hills, in the village of Scardin.

Below is the write up for the adventure location. I don't do this type of write up for my online games, I don't have the time but because this is an every other month game I tend to put in the time with the adventure locations.

The Hook:

·       Kiakos, an Xian thief and explorer, (has a map with the location of the Black Tomb of the White Knight marked), is at Fionn’s tavern (use the Quiet Margose tavern map). He will stumble out onto the street clutching the black candle.

o   Leather armour, short sword, backpack (inside it: soft leather pouch (9gp, 48sp, 14cp, mastercraft green banded malachite -20 gp and an orange amber 100pg), chalk, dice, fishing hooks and string, grappling hook, silk rope, thieves tools, tinderbox, torches x2, wineskin half full, spool of wire, writing stick, iron rations x 4), dagger +1 (engraved on the hilt with a curved stylized horn: worth 250xp, 1250 pg, more to a follower of Thaumagorga)

·         The tavern is occupied by a variety of farmers and locals from the village.

o   Big Morgan, the blacksmith

o   Dye maker

o   Enku, the local coot, wild eyed. Gossiper. He knows things. Not always true.

o   A scout

o   Miners x2 and loggers x4

·         Kiakos is shivering, clutching a black candle. Blood encrusted bandages cover his left arm. Underneath there is a festering bite mark. Kiakos is suffering from the dust of nightmares and visions (p. 474) which was released from the candle, along with the infection from being bitten by the ghoul in the tomb. The visons are of the Necromancer, Madame Pryor, and the Death Knight Zygoth.

o   Kiakos will be muttering loudly, “Daemons. Death. Hair like fire! She yearns for him!”

 

·       The candle light flickers and goes out causing Kiakos to have a heart attack (system shock). The thief shudders, screams in his death throes and crashes to the ground. The black candle, which rolls out of his hand onto the street, is little more then a stub at this point. It possesses faint traces of magic and can still be identified.

 

1d4+1 rounds after he dies, Kiakos “awakens” a “ghoul” and will attack whoever is closest, including NPCs. This may cause other ghouls to arise in short order.

 Ghoul:  AL CE; SZ M; MV 40; DX 11; AC 5; HD 2 (hp 9); A 3/1 (claw/claw/bite); D 1d3 / 1d3 / 1d6; SV 16; ML 10; XP 68. AC adjusted due to leather armor

Special: Immune to poison, paralysis, fear, and cold. Protection from evil holds them at bay. Hit causes paralysis for 2d6 turns unless death save is made. Slain victims later become ghouls.

  

Rumours and clues:

·         The thief is recognized by the tavern keeper, Cathal Fionn, a brew master with a prodigious belly, wisps of grey hair tied into a pony tail and a bulbous blood shot nose. He has a ready smile, missing many teeth, for paying customers.

o   The Xian, Kiakos, was part of a group of three explorers which included a Viking warrior and woman in strange, purple robes, almost purple that hurt the eyes too look at for too long. They ventured out from Scardin on unknown business 4 or 5 days ago.

 

·         The Necromancer (picture the priest from Vikings) will come to claim the body. She will offer a silver piece for the body to be delivered to her tower.

o   She is interested in the black candle and will offer a reward to the players if they are able to bring her one.

 

·        If the party inquire about the area on the map it is known to consist of ancient barrow mounds. The local druids warn people away from them, actively discourage looting. (They are not currently in the area. They are at the druid moot. To the east)

 

Location of the Tomb: Refer to the map provided.

Backstory: 500 hundred years ago, Morakul Shoon, a Hyperborean Warlock born of a prominent family returned to the city of Khromarium from an expedition. Morakul was a Knight of Mordezzan who fell from the god of death’s grace after being seduced by the daemon succubus, Baelaza, a follower of Madame Pryor and the Death Knight Zygoth. Under the daemon’s manipulations Morakul took his family to the Gal Hills, and squandered the family fortune as he hunted down and killed Ymir’s Son to support the rituals of Pryor and Zygoth, leaving his family in ruin. His wife, Shavanizur Traal, a powerful magician was too late in unraveling the true nature of her husbands mistress. After the death of her husband and children at the hands of the daemon succubus, Baelaza Korzhuu, Shavanizur Traal unlocked the means to magically trap Baelaza in a mirror for eternity. The mirror was placed in the tomb, along with the bodies of her husband and children. Shavanizur Traal’s ghost haunts the tomb, protecting it from any who would attempt to free the daemon or disturb the final resting place of her children.

  


Entrance to the Tomb of the Wight Knight

·         Outside. A weatherworn stone pillar depicting horrible skull effigies. There are more recent carvings into the stone.

o   Clerics may recognize them as being associated with darker aspects of Mordezzan, ghouls, charnel houses and carrion. Hidden amongst them is an image of the “Horned God”, Thaumagorga

o   The more recent images depict the symbol of Yug

·         A rope is tied around the base of the pillar, leading into a hole into the tomb below.

·         A rock, on the opposite side of the pillar, has been carved to resemble a skull of Mordezzan. It has been defiled with carvings of Thaaumagorga on the sides of it head.

·         A sacrificial table is on the far side of the hole between the pillar and the stone. It is faintly stained with dried blood. The elements have worn much of it away in the last few hundred years.

·         The hole appears to be freshly dug. The rope goes down 30 ft. into the dark tomb below.

·         If the players search the area they will find archaeological evidence of human sacrifices, some very old, others much more recent.

 

Room 1: The Skull Chamber

·         In the middle of the room is the partially excavated skull of a huge giant or titan (the son of Ymir).

o   Taking a fragment of the skull out of the tomb could possibly curse the player (S.T. vs Spell). They will experience horrible dreams of a jagged, solitary mountain peak partially shrouded by a fierce blizzard. Within the blizzard are hints of Ymir’s visage, malevolent eyes, projecting baleful hate at the cursed victim. This will prevent the player from recovering hit points naturally. The only way to remove the curse is through magic or returning the bone to the tomb. If the bone gets passed on, the curse is not removed, however whoever comes into possession of it must also make a S.T. vs Spell or they too will begin to experience nightmares.

·         Slumped on the floor, leaning against the door is a tattooed woman in a purple robe. (Equipment p. 128). She was attacked and mortally wounded by the ghoul. She is unconscious, her breathing is shallow. If she dies she will become one in 1d6 turns. (P.349)

o   Secrets of the Blasted Waste - Necromancy spell book: 1st: Detect magic, Detect Malady, Extermination, Invisibility to Undead, Shoking Grasp, Sorcerer Mark. 2nd: Danse Macabre, Ray of Enfeeblement, Spectral Hand  (1200 xp and 4800gp)

o    2 necromancy scrolls (i) cursed scroll – violent illness for 24 hours, -4 to all rolls if fail ST, bright red string ties off scroll, XP- and 1000gp and ii) Wyvern Warden scroll 200xp and 600gp)

o   Ring of lightning resistance (made of a strange black stone etched with gold dust: )

o   Travel journal in backpack describing the journey from Khromarium, seeking Shoon’s tomb. Provides info from the introduction.

·         3 braziers on iron tripods. Burnt offerings within.

·         2 stone statues of knights flank a bronze door. Skulls are craved into there chests and each holds a giant stone mace.

o   The statues will animate and attack any who try to open the door who don’t praise Mordezzan. Dust will shift off the shoulders of the statues warning they are about to animate. They will respond if attacked

o   AC 4, HD 3 (17, 10 hp), Att 1 x mace (1d8+1), MV 30’, SV 15, ML 12, XP 90, Immune: Sleep and Charm.

·         Stamped onto the bronze door is the image of a Hyperborean knight with a skull emblazoned on its mail armour. The skull looks like the symbol of Mordezzan (p. 109).

  

Room 2: The North Crypt

·         A bronze offering bowl engraved with skeletons (100gp) is on the floor. Dried out flowers are inside it.

·         An iron torch sconce is on the wall. A burned out torch is in the sconce.

·         There is a trail of blood leading to the southern door.

·         A plain stone crypt lies in the middle of the room. There are carvings in the stone of skeletons marching away from a winged figure, a female based on the breasts and hips. Two darts lie on the floor near the tomb, along with an iron crowbar.

o   Read magic reveals on the crypt the phrase, “Shall serve Her always.”

o   The stone lid looks like it has been recently shifted; there are fresh looking scrape marks where the stone lid war pried open with the crowbar. It also appears that the lid was put back into place. There are bloody fingerprints on the lid. Opening the crypt requires a test of strength.

o   Resting within is a ghoul in a tattered dress. Fresh blood stains her claws, mouth and dress. She dragged the Viking warrior to the sewer grate before sealing herself back into her crypt.

 

Ghoul:  AL CE; SZ M; MV 40; DX 11; AC 6; HD 2 (hp 9); A 3/1 (claw/claw/bite); D 1d3 / 1d3 / 1d6; SV 16; ML 10; XP 68.

Special: Immune to poison, paralysis, fear, and cold. Protection from evil holds them at bay. Hit causes paralysis for 2d6 turns unless death save is made. Slain victims later become ghouls.

  

Room 3: Sewer to Underborea

·         Opening the door to room 3 releases a horrible stench. (test of constitution or the player vomits)

·         The trail of blood from room 2 leads to the iron sewer grate.

·         Atop the sewer grate is a Viking warrior, face down. The body appears to be twitching.

o   It is being picked at and eat by daemon i maggots (p.325) from under the grate. His armour and clothes are shredded, as are parts of his body. It is a gory, bloody mess. On his right hand is a silver ring. (ring of sustenance: 500xp, 3000gp)

·         Underneath the sewer is teeming with daemon i maggots. The walls beneath the sewer are glistening with slime, blood and filth. The stench in the room emanates from within.

·         The sewer is bolted and locked. The lock is rusted shut. It would take an open locks check or a test of extraordinary strength to unlock it. Sigils are engraved on the metal.

·         A wooden shelf, covered in cobwebs and mouldering, ancient texts and scrolls. The texts are sacred to Mordezzan (p. 109). Scholars or priests of the god would pay handsome for the collection (500gp).

o   Amongst the collection is a book of prayers devoted to Mordezzan, The Grey Veil, and a magic tome of necromancy written by Ashnazar Plaigi. It contains a collection of low level spells. Possible spells include Animate Carrion, Locate the Dead, Scare, Scythe of the Reaper, Speak with Dead. (800 XP and 4000gp)

o   A stone tablet describes a horrible, unnmaed city in Underborea. The city is apparently empty except for a Tower Keep, ruled by a lich and his undead servants. (150 XP, 300gp)

o   Map made of rotting skin, written in Hellenic (Amazon dialect). It claims to lead to a lost Atlantean Treasure, The Lig… …tor. The location suggests it is somewhere towards the outer portion of the Crab Archipelago. (250XP, 500gp)

  

Room 4: The South Crypt, Mirror and Barrel of Blood

                The Crypt

·         A silver offering bowl, engraved with the Eye of Xathoqqua on the floor. Dried blood is inside of it. It was part of the ritual used to rip the daemon succubus’s soul from her body and store it before it was put in the mirror.

·         An iron torch sconce is on the wall. A burned out torch is in the sconce.

·         A stone crypt engraved with sensual winged daemons coupling with men and women lies in the middle of the room inscribed with warding runes. Read magic reveals they act as a barrier meant to prevent spirits from being able to enter or exit the stone. The crypt is warded to prevent Baelaza’s soul from reuniting with her body.

·         Opening the crypt requires a test of strength.

·         Resting within is the desiccated corpse of the daemonic succubus, Baelaza.

 

The Silver Mirror

·         Inside the mirror is the trapped soul of the succubus, Baelaza. She will appear as a red haired woman, and identify herself as Kiara, the victim of a jealous sorcerous, the ghost Shavanizur Trall, who imprisoned her as punishment for seducing her husband. She offers to help the players find the secret treasure horde of the Wight Knight if she is freed. If the players fail in their initial attempts, Baelaza will suggest the use of magic to break the mirror. If the players don’t have magic available to them, she will suggest they bring the mirror with them and attempt to find someone who will be able to free her.

·         If threatened or it appears the players will leave without helping her, Baelaza will attempt to charm anyone in front of the mirror, Saving Throw vs Avoidance. The silver mirror can’t be broken by normal steel. 10 points of magical damage will cause the mirror to break, freeing Baelaza’s soul. Baelaza will whisper into the victim’s mind the location of a magic dagger +1 in the Cabinet. Once in the charmed persons possession, she will compel the victim to break the mirror with the dagger +1.

·         If the daemon is unable to reunite with its body (the body is still sealed in its crypt) the daemon will compel the charm person to remove the lid of their crypt so that Baelaza’s soul can reunite with her body. If that occurs, the daemon will need 1d4+2 rounds to full regenerate.

 

Baelaza Korzhuu, Daemon, Succubus: AL CE; SZ M; MV 40 (fly 60); DX 17; AC 0; HD 6+6 (hp 35); A 2/1 (claw/claw); D 1d6 / 1d6; SV 14; ML 9; XP 1590.

Special: refer to Referee’s Manual for more info

 

  

 

Barrel of Holy Water

·         The wooden barrel is engraved with necromantic runes, of a skull being bathed with water. Read magic or knowledge of Mordezzan’s religion reveal the barrel is designed to facilitate the brewing of holy water. It is a valuable relic of the god of death’s faith and wold be highly coveted by his priests (1000 gp).

·         The barrel is a quarter full of holy water, enough to fill 4 bottles. The remaining water in the barrel has special properties having the ability to restore lost hit points or attributes like a lesser restoration spell.

 

                The Cabinet

·         Across from the barrel is a cabinet. Inside the cabinet are skulls of all types of creatures, ape men, humans, Vhuurmis, Hyperboreans, lizard and snake men and other strange, unknown specimens.

o   The skulls contain various gemstones in the eyesockets.

§  Blackish green obsidian, fine craftsmanship (15gp), greyish blue chalcedony (50gp), pale blue quartz (10gp), blue opal, cracked flaw (25gp), pink spinel (100gp), deep blue spinal (500gp)

o   There is a dagger +1 on the shelf. It is engraved with a skull on the pummel.

o   Jewellery, copper earing with a celtic engraving (20gp), and silver chain necklace (60gp) with a deep black obsidian (10gp) and red garnet (100gp).

o   Along with the skulls is a scroll, fragile with age. It describes the ritual used to imprison Baelaza’s soul in the mirror. Without read magic, the scroll appears as a series of magical runes, and archaic drawings of a demonic woman. With read magic, the scroll describes the ritual to remove the soul of daemon from its body (some similarity to Magic Jar). This is a homebrew spell, 6th level.

 

Room 5: Hall of Blood Candles

·         Candle light flickers down the hall.

·         In each alcove stands a lit black candle releasing lotus infused smoke which acts like dust of nightmares and visions (p. 474). So long as the candles remain in the alcoves they will never stop burning. Once removed they begin to burn down.

·         The candle in the 3rd alcove is missing. It was taken by the thief, Kiakos.

·         There is a relief painting on the wall of Mordezzan and the Titan, Ymir’s son. The Titan challenged Mordezzan to see who could kill more sheep with a single action. If the Titan won, he would be free from death. If he lost, he would die immediately.  The relief suggests Mordezzan tricked the Titan into taking the challenge. The Titan used its brute strength while Mordezzan used a single word of power breathing death on the flock, spreading disease, and slew then all. Losing the challenge, the Ymir’s son was slain by Mordezzan with a kiss on the forehead, the kiss of death.

 

Room 6: Tomb of the Wight Knight

·         The lid of Morakul’s tomb is carved to resemble a proud Hyborean knight. Iron bars prevent the lid from being opened unless they are removed

·         The tomb is haunted by Shavanizur Traal, Morakul’s wife, a powerful magician. She seeks to torment her husband for his stupidity for eternity. Roll for reaction to determine the ghost’s mood. If she finds out the players seek to free the daemon from the mirror she will try and kill them.

·         Small crypts. The resting place of Shavanizur Traal’s children who were poisoned by the daemon. The ghost will order the crypts remain untouched on pain of death. If the players do open the crypts of the children she will attack. “There are other treasures in this crypt. Leave the mirror and take the rest. I care not. However, this room will not be despoiled. Ever.”

·         The ghost will debase her husband in front of the players for his stupidity. Morakul will bang on the lid of the crypt, a muffled voice yelling at her to shut up and let him sleep. It is an eternal quarrel between the couple.

·         All Morakul wants is to be left alone in peace. He knows he cannot atone for his crimes, nor does he want to. The only thing the knight remains proud of his the equipment he wears in death. He will not allow anyone to take it from him. In the crypt is the Eye of Zygax which can be used to locate the tomb of Zygoth.

      Shavanizur has the ghost stats with 9 levels of magic user for her spells and Morakul had the Wight stats with plate mail armor and a magic sword. (To be honest I didn't have these two NPCs stated out. I winged the ghost and if the party was stupid enough to fight her it would have been a TPK.)

      Next I'll share the session notes for the adventure. 



No comments:

Post a Comment