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Death Is Only Is Only The Beginning? The Beginning?
Death Is Only Is Only The Beginning? The Beginning?
IS ONLY
THE BEGINNING?
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The necromancer’s dungeon. 1: Ghoul room. 2: Rubbish room. 3: Laboratory storage. 4: Skeleton room. 5: Long corridor.
6: Connecting corridor. 7: Bone room. 8: Enbalming room. 9: Storage. 10: Coffin room. 11: Stairs.
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are marked “➛ On a closer look,” followed by the 6. connecting corridor
difficulty and ability check required to discover them. Like the rest of the dungeon, this corridor is covered
with uneven flagstone flooring and spiderwebs.
1. ghoul room
The wrought-iron gate (AC 13, 20 HP) to this room 7. bone room
is locked with a robust lock that requires a successful The built-in bookcases in this room are filled with
DC 13 Dexterity (Thieves’ Tools) check to pick. rows of glass jars that contain various bones.
The blood-splattered room is filled with the rotten Each jar is meticulously labelled and describes
remains of previous experiments. The characters the type of bones within, e.g., “First index finger
who play as a ghoul and a ghast are chained to the bone, left hand, human specimen.” In the middle
wall with rusty manacles (AC 12, 10 HP). of the room is a partly assembled horse skeleton.
There is also a workbench with several bone jars
2. rubbish room and sheets with anatomy drawings of horses.
The room is filled with broken wooden coffins,
empty crates, shattered glass jars, and a rotting 8. embalming room
corpse. Planks from the wooden coffins and large Two mummified bodies rest on large stone tables
glass shards can be used as improvised weapons. in the middle of the room. A corner cupboard and
two unmatching tables contain embalming tools
3. laboratory storage and wrappings.
The walls in this room are lined with shelves filled If any other character (except for the ghost)
with glass jars that contain undead experiments enters the room, the mummy on the left table
bobbing in yellowish fluid that reek of chemicals. groans and stirs. Its eyes begin to glow fiercely red
The jars contain three crawling claws, one behind the linen wrappings.
flameskull, five will-o’-wisps, and one troll hand. It takes the mummy one round to rise before it
All the monsters are alive, but unable to leave attacks the nearest creature. The mummy has no
their sealed jars. If the containers are destroyed, resistances or immunities.
the monsters are released and instantly attack the
nearest creature. 9. storage
The door to this room is made of old but solid wood
4. skeleton room (AC 12, 20 HP). Its metal lock requires a successful
The door to this room is made of half-rotten wood (AC DC 15 Dexterity (Thieves’ Tools) check to pick.
12, 15 HP). Its lock is jammed requires a successful
DC 15 Dexterity (Thieves’ Tools) check to pick. trap
The floor is littered with bones of various sizes Any creature who touches the door and doesn’t
and a mouldy blue blanket. Three non-hostile rats speak the words “Knowledge is Power” triggers
are gnawing on the bones on the floor. the spell magic missile. The magical darts target
three different characters randomly with a +3 to
5. long corridor hit, and deal 1d4 + 1 force damage.
This corridor is weakly illuminated by a few The trap can be spotted with a successful
burning torches. It is patrolled by Slorgh, who DC 12 Wisdom (Perception) or Intelligence
wanders back and forth between the corridor and (Investigation) check. It can be disarmed by
the Rubbish room (Area 2). removing the arcane symbols that are drawn
Slorgh is a semi-successful undead experiment along the door frame. This requires a damp cloth
but rather weak despite its hulking size. It has a and a successful DC 10 Dexterity check.
crude metal key ring with keys to all locked doors
in the dungeon. Slorgh uses the stats of a zombie, Heldrian stores clothes and items in this room
but it has no resistances or immunities. It uses a from his stolen corpses. The chest contains the
club that deals 1d4 in bludgeoning damage. characters’ weapons and equipment.
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The character with the highest passive ➛ On a closer look, DC 15 Wisdom
perception finds a green ranger cloak in one of the (Perception): A low, annoyed muttering can be
wardrobes. The cloak has a hidden pocket sewn heard through the trapdoor.
into its lining that contains a golden ring with
three inlaid stones. Two of the stones are dull, but time to meet your maker
one glows faintly.
This ring is a Ring of Three Wishes. It has one The person muttering is the necromancer
wish spell left that may enable the characters to Heldrian Slhandrik. He is a gaunt human male
return to life. (NE) with a crooked nose and nicotine-yellow
hair. Heldrian wears a shabby purple robe and an
10. coffin room open-face barbute helm in dark green leather. He
This room contains several wooden coffins in is currently studying a thick tome on a bookstand
various sizes, a rusty trolley, and a crates with while casting a spell on a flesh golem that lies
different kinds of equipment. The coffins are mud- on the stone table. Like Heldrian’s other undead
stained and have clearly been used. experiments, it has no resistances or immunities.
The hideous creature is Heldrian’s latest
11. stairs experiment, and he refers to it as “Darling”.
The stairs are 10 feet wide and 30 feet long. Heldrian is used to restless spirits and ignores
They lead to an unlocked wooden trapdoor in the any ghosts he sees. However, if he notices any
ceiling. The trapdoor swings up and opens to the of the other characters, he realises that his
necromancer’s tower. experiments have escaped their cells.
The tower and ritual table where the necromancer is carrying out his occult experiment.
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with laboratory equipment and various oddly
shaped vials filled with fizzing, bubbling fluids.
“Idiotic, despicable things!” the gaunt Found among the vials are one Potion of Water
necromancer shouts. “Stupid in life and even Breathing, one Potion of Greater Healing, and
dumber in death! I will teach you for disturbing one Elixir of Health. There is also a Scroll of Acid
my delicate experiments. Attack them, Darling! Splash under the bed.
Kill them!”
The necromancer raises his thin arms and outside
begins to cast a spell. Near the tower are a battered carriage and a
shed with a small paddock. Inside the shed is a
non-hostile warhorse skeleton with red eyes that
Heldrian uses the statistics of a cult fanatic Heldrian uses for his nightly excursions. A crude
with the following modifications: plaque on the wall reads “Princess Vilehoof”. As
➛ He has an Intelligence score of 13 (+1) and an undead creature, it doesn’t require air, food,
a Wisdom score of 10 (+0). sleep, or drink. However, it must be fed with
human remains at least once a month or it turns
➛ His spellcasting ability is Intelligence (spell into a pile of bones.
save DC 11, +3 to hit with spell attacks).
aftermath
Heldrian has the following wizard spells
prepared: The characters receive a group award of 1,050
XP for accomplishing the quest, plus additional XP
Cantrips (at will): mage hand, light, prestidigitation for defeating monsters. Alternatively, the DM
1st level (4 slots): shield, magic missile can use this as a minor milestone award and the
2nd Level (3 slots): misty step, suggestion characters gain half a level.
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The necromancer’s dungeon: Player version.
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FOLLOW THE MIDNIGHT TOWER
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ACKNOWLEDGEMENTS
thank you! page 4: symbol
Tove Lund Jorgensen (montage and art)
Elembis / Public domain (Wikimedia commons), https://en.wikipedia.org/wiki/
We hoped you enjoyed this adventure! If you would List_of_occult_symbols#/media/File:Solid_unicursal_hexagram.svg
like to support us, please leave a review on the Gerbrant / Public domain (Wikimedia commons), https://upload.wikimedia.org/
wikipedia/commons/f/fb/Astrological_Glyphs.svg
website where you found this adventure.
page 5: the necromancer’s tower map
production Tove Lund Jorgensen (original artwork)
Alicia (Martin Mathiasen) modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
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