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A Dark and Stormy Knight

ADVENTURE BACKGROUND
Long ago, a small but mighty kingdom existed in what is now the local wilderness. Warriors fought brutal wars of
expansion, earning great fame and amassing considerable fortunes from their predations. Those who died in battle
were buried in large tomb complexes dug into hillsides and honored as patrons of the living. Among these tombs
was the large tor known as Hightower. Though it was neither the largest nor the most famous of the kingdom’s
tombs, Hightower did represent a typical example of this kind of structure.
As happens to all such nations, the cruel kingdom eventually fell to a more powerful foe that razed all its cities and
outlying fortifications. Of the tombs, only Hightower escaped destruction—largely because it was an unimportant
monument in a remote location.
A few tribes that survived the devastation tried to use it as a fortress, but the people with whom they clashed
defeated them soundly and sealed the entrance with a huge, round stone to ensure that the tor could no longer be
used as a base. Since then, Hightower has served as a landmark for travelers in the know, but it has otherwise been
largely forgotten.
An enterprising group of tomb robbers once dug an access shaft from the top of the tor down into the tombs, but
its members did not leave Hightower alive, and only small rodents and vermin have used the shaft since.
The electrical storms that have plagued the area in recent days have been quite severe, and a few weeks ago, a
stray lightning bolt broke open the stone seal. A few humanoids have since wandered into the tor, and the ancient
warrior buried in the lowest crypt has risen as a skeleton to deal with these intruders. Tonight, yet another terrible
storm is sweeping through the wilderness, driving all creatures to take shelter where they can find it. Hightower
looms on the horizon, and its door is no longer blocked. Will the PCs dare to enter its silent halls?

ADVENTURE SYNOPSIS
The characters take shelter inside a hollowed-out tor during a violent storm. While they are camped in the outer
chamber, they get access to the tombs within the tor. After defeating the various monsters that have taken up
residence there and the goblin raiders who intend to make the tor their new base, the PCs encounter the Dark
Knight himself—a skeleton interred in the tor’s deepest chamber.

ADVENTURE HOOKS
The hook is that the PCs are driven to seek shelter in Hightower because of a storm. Hightower is clearly visible for
miles. The PCs met on the way while traveling North, in the village emporium the day before, and decided to travel
together towards the next village for mutual protection, as they heard of goblin raids in the countryside. They also
have been warned of how dangerous storms can be in this area.

BEGINNING THE ADVENTURE


A Dark and Stormy Knight is primarily a site-based adventure, though it begins with a storm of legendary
proportions. Once the PCs seek shelter in Hightower, the action continues there.

THE STORM
The adventure can begin at any time of day. Read or paraphrase the following when the storm hits.

"The sky has been slowly darkening all day, and the smell of rain has been thick in the air. Now it has finally
begun to fall, accompanied by loud peals of thunder that seem to roll across the landscape. The sun is hidden
behind massive stormclouds, and a cold wind blows from the north. As bolts of lightning begin to slam from
cloud to ground and pieces of hail begin to strike the earth, the need for shelter becomes obvious.
Ahead in the distance, a large tor rises from the ground, its form illuminated by the occasional lightning bolt.
It seems rocky and solid, and though climbing it in this weather would be folly, it might have some
outcropping that would provide safety from the storm. The only alternative is to endure the weather."

Any character who makes a successful DC 10 History check can identify this tor as Hightower and recall its history
as given in the Adventure Background.
If PCs balk at heading for the tor, bring the weather into play. Once the hail and lightning bolts gets bad enough to
deal damage, the characters may become more willing to run for cover.

HIGHTOWER
The following sections describe the tor and the tombs within. Unless otherwise noted, all areas are unlit, and the
walls, floors, and ceilings are made of worked stone.

1. HIGHTOWER MAIN ENTRANCE


Read or paraphrase the following when the PCs come within 20 feet of Hightower.

"The massive tor towers above the surrounding country. A few narrow ledges offer scant protection from the
elements, but a closer inspection reveals a massive, arched entryway at least 20 feet tall and 15 feet wide, set
into the side of the hill. The ground just outside it slopes away from the doorway, directing the falling water
out and away. Given this fact and the sturdy nature of the hill, whatever space lies beyond the door should be
both dry and safe from lightning and hail. The construction seems quite sturdy, so the likelihood of collapse,
even in severe conditions such as these, is remote."

Any character who makes a DC 10 Investigation check can determine that the stonework of the doorway and the
surrounding area is indeed very strong. A DC 15 Investigation check reveals the broken remains of an immense,
round stone scattered across the ground near the entrance. This stone once blocked the doorway, but it was
blasted apart by lightning some weeks ago. The door is heavy but well counterweighted. It is unlocked and opens
easily.

2. MAIN HALL
Read or paraphrase the following once the PCs have entered Hightower.

"The stone chamber beyond the entrance measures at least ten paces square. Peeling paint and broken
scrollwork suggest that it was once decorated with some care, but now only dust remains. Three massive
stone doors—one each to the left and right, and one directly across from the entrance—lead deeper into the
tor.
The sound of hissing rain, pounding hail, and howling wind from outside is interrupted only by the occasional
loud crack of thunder. Still, this room seems stable enough for the most part. Even when the thunder seems to
shake the very ground, not so much as a mote of dust filters down from the ceiling."

The door to the right is locked and looks very sturdy (The key is in location 8) L1 PGs cannot unlock or force it
open.
The door to the left is stuck but not locked. L1 PGs can force it open in a couple of minutes.
The door in the middle is locked but damaged, there’s a small hole in the bottom, water is flowing in it from the
entrance. L1 PGs can break it in five minutes.
Proceed to Encounter 3 when the players start interacting with the doors or after 10 minutes since they enter the
hall.

3. RAT RACE
This encounter is not noted on the map. It occurs in area 2 at a time of the DM’s choosing, as soon as the PGs start
interacting with the doors or after 10 minutes since they enter the hall.

"[You approach the door and test it. Seconds later, ]/[Suddenly, ] the sounds of squeaking fill the air as a pack
of rats swarms in from the hole in the central door, where the water was collecting. They look panicked and
rush towards you. Roll for initiative."

Opening the main door let a lot water inside and flooded a rat nest there.

Encounter: 8 rats [HP: 3, 3, 2, 1, 1, 1, 1, 1]. Adjusted XP: 200. Medium for 3 L1 PG. Awarded XP: 80

Tactics: Panicked by the thunder and the flooding of their nest, the rats attack the nearest targets they see, though
no more than three pile onto any one target. If a rat is injured but not killed, it flees on its next move action.
4. PREPARATION CHAMBER
Read or paraphrase the following aloud when the PCs enter this area.

"The long stone hall ends in a stone chamber furnished only with cracked, moldering tables on which lie
rusted implements of iron. Rain falls into the middle of the room from a shaft in the ceiling that must run all
the way to the top of the tor. From the bottom of the shaft dangles a rope, swinging slightly. A drain in the
center of the floor allows the water to escape, but old, dark stains suggest that it was used to carry away other
fluids long ago. Suddenly, from a doorway on the far side of the room step two goblins. Each has feral eyes and
flat facial features. With a screech, the two draw their weapons and charge."

Encounter: 2 Goblins [HP: 9, 8]. Adjusted XP: 150. Medium for 3 L1 PGs. Awarded XP 100
The two goblins intend to establish a brigand camp here, and witnesses to their arrival cannot be allowed to live.

Tactics: The goblins simply charge into combat, attacking the biggest and most threatening targets first.
Treasure: The goblins have 2 potions of healing (2d4+2) [red, glimmers when agitated] worth 75gp each. OR a
potion of healing and a potion of climbing (1 hour climb like walk with advantage on athletics checks) [The
potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix
the colors.] worth 75gp

The rope does indeed lead up to the top of the tor, 120ft higher. Climbing it requires 3 different athletics checks:
• DC 5 at 30ft
• DC 10 at 70ft
• DC 15 at 110ft
Failing the check makes the PG realize she cannot continue the climb without getting exausted. Critical failing
makes the PG fall off the rope.
If the PG falls, she can make an Acrobatics check every 50ft to try and stop the fall by holding on the rope or on the
walls:
• 5 or less: fails
• 6-10: stops the fall but gets 1d4 of bludgeoning damage
• 11 or more stops the fall.
Inspection of the area surrounding the shaft’s upper opening, however, reveals only the wrecked remains of a
goblin camp. The shaft was dug out by tomb robbers long ago to provide easy access to the riches within the tor.
If the PG climb immediately after the fight they found the goblin boss of Encounter 4a in the goblin camp. After 1
hour from the two goblins fight, the Goblin Boss descends the shaft to investigate.
4a. GOBLIN BOSS
The boss of the 2 goblins waits 1 hour in the goblin camp, then descends and explores, in order, The Preparation
Chamber, The Main Hall, The Statue Room, the Main Entrance, The Treasure Room if open, the Mourning Chamber,
and The Crypt. He spends 10 minutes in each room sneaking and can ambush PGs in an adiacent room if he
perceives them.

Encounter: Goblin boss [HP: 23]. Adjusted XP: 200. Medium for 3 L1 PGs. Awarded XP 200

Tactics: The goblin boss ambushes if he can with the ranged attack, always tries to use the nimble escape. If he has
less than 10 HP at the beginning of his turn he drinks the potion of healing and tries to escape. If captured alive he
can be pressured to reveal the goblins plans of using the tor as an operation base.
Treasure: The goblin has potions of healing (2d4+2) [red, glimmers when agitated] worth 75gp and a Silvered
Scimitar worth 100gp.

5. MOURNING CHAMBER
Read or paraphrase the following when the PCs enter the corridor leading up to this room

"At the end of this hallway is a small chamber whose wooden door lies on the floor. The smell of dust pervades
the air, and the sound of thunder is muted here. Numerous body-shaped lumps are visible through the
doorway, each wrapped"

The real encounter here is not the room at the end of the hall, but the short hallway itself. The door to the room
has long since rotted off its hinges, and a 20x5-ft area of the corridor, and all the room behind is now covered by
the web of a monstrous spider. Any character walking toward the doorway can make a DC 20 perception check to
notice the nearly invisible silk before walking into it. These web-filled areas are difficult terrain. Moreover, a
creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12
Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try to escape,
doing so with a successful DC 12 Athletics or Acrobatics check.
Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning,
piercing, and psychic damage.
Creatures: The spiders that wove the web are hiding on the ceiling, which is also covered with nearly-invisible
webbing. They gain a circumstance +2 bonus on Stealth checks because of the webbing.

Encounter: 1x Giant Wolf Spider [HP: 16], 2x “Wolf” Spider [HP: 2, 1]. Adjusted XP: 140. Easy for 3 L1 PGs.
Awarded XP: 70
Tactics: The spiders attack (with surprise, if possible) as soon as a character gets stuck in or attacks the web in the
doorway. They always attack the nearest target, making no effort to avoid flanking maneuvers or eliminate more
effective foes first.
Development: Once the spiders have been dispatched and their webs rendered harmless, the characters can
proceed into the room. The lumps in the chamber are the dead, mummified bodies of literally hundreds of rats,
plus various humanoids. They found a freshly wrapped goblin as well.
Treasure: Hidden among the mummified corpses within the room are numerous rusted weapons and tattered
clothes, all of which are worthless.
On the floor lies an arcane black obsidian stone that holds a once-per-day “Chill Touch”cantrip worth 500 gp.

6. TREASURE ROOM
Read or paraphrase the following when the PCs enter this chamber.

"This room is empty save for dust and a single, small, stone chest in the center of the floor. Evidently no one
has disturbed this chamber for many years."

The stone chest is built into the floor and cannot be removed. Upon investigation or perception check (DC 15) PGs
notice a series of holes all around it, probably a trap. To disable it they need to pass a DC 20 investigation check, on
success they notice that one of the hinges is fake, turning it disarms the trap (disarming the trap is worth 100XP).
Trap: The lid of the chest is unlocked, but it is connected to a trap that fires a fusillade of darts at everyone in the
same 5-foot square as the chest and in every square adjacent to it or sharing a corner with it. A character must be
in the same square as the chest to open it unless she declares that she’s opening it with a weapon or pole.
Attacking the chest also sets off the trap.

Fusillade of Darts: touch trigger, manual reset; multiple targets, fires 2 darts at every target in a 5-ft. square, and
1 dart at every target in a 15-ft square around the chest. Attack +6 to hit. Hit 1d4+1 piercing damage.

Treasure: The chest contains a large Gold Bracelet worth 250gp, a pink Pearl worth 100 gp, an opaque blue Jasper
worth 50gp, a translucent green Chrysoprase worth 50gp, a transparent blue Quartz worth 10gp, an opaque
mottled deep blue Azurite worth 10gp, and a small bag containing 80 gp.

7. STATUE ROOM
Read or paraphrase the following when the PCs enter this chamber.

"The only object of interest in this chamber is a statue at the far end. It resembles a sarcophagus standing
upright, except that there’s a ominus vibration surrounding it Suddenly, it shatters, revealing the glow of
green flames, and a horned green monster emerges from it!"

This chamber is the lair of a quasit that has hollowed out the inside area of the sarcophagus to make itself a cozy
nest.

Encounter: 1x Quasit [HP: 9]. Adjusted XP: 200. Medium for 3 L1 PGs. Awarded XP: 200

Tactics: The quasit uses the Scare action (on all PGs) during the first round of combat, then attacks the nearest foe
still unscared. As soon as someone recovers, the quasit concentrates its attacks on that character.
Treasure: Within the now open sarcophagus is a pile of dust, a potion of healing (2d4+2) [red, glimmers when
agitated] (worth 75gp), and a Translator’s Ring (worth 400 gp): This ring grants the wearer the ability to
understand Abyssal in addition to the language she already knows.

8. THE CRYPT
Read or paraphrase the following when the characters enter this chamber.

"The door opens without a problem, and you see a chamber, almost as big as the entrance hall. A long, stone
table dominates the center of this chamber, and bright bits of gold wink from within the dust that covers the
floor. Upon the table lies the a skeleton of a tall humanoid wearing the tabard and belts of a knight. On a
lower platform at the table feet, the skeleton of a horse lay in the crumbles of what originally were finely
orned harnesses. Suddenly, the corpse sits up, lifting an old, rusted shortsword in one hand and a javelin in the
other. As it climbs off the table, its jaw drops, dangling on a side. The horse rises next to his master."

Encounter: 1x Skeleton [HP: 20], 1x Warhorse Skeleton [HP: 14]. Adjusted XP: 225. Hard for 3 L1 PCs. Awarded XP
150

Tactics: On the first round of combat, the dark knight throws his javelin (+4 to hit, range 30/120. Hit: 1d6 piercing
damage) even though that action doesn’t make much sense tactically. After that, he charges to melee range and
attacks the most obvious foe each round thereafter. Usually he chooses whichever PC dealt him the most damage
in melee during the previous round.
The warhorse always attacks the closest enemy.

Treasure: The longsword that the Dark Knight is using is cracked and nearly worthless, and his other gear
(including armor) is in no better condition.
Within the chamber are:
• 250 gp, scattered about loose on the floor.
• A finely ornated greatsword, worth 350 gp.
• The key to the right door in the entrance hall.

CONCLUDING THE ADVENTURE


The adventure is over when the Dark Knight has been defeated and all the other monsters have been cleared out of
the tor. Once those conditions have been met, the storm outside lessens and gradually blows itself out.

FURTHER ADVENTURES
The tribe of goblins that sent out the two warriors encountered in area 4 is still interested in turning the tor into a
base of operations. More goblins arrive within the next few days, carrying supplies and tools with which they
intend to alter the interior to suit their purposes. If the goblins are not stopped, they establish a base within 2
weeks and begin raiding the surrounding countryside.

MAP:
Modifications with respect to the original are:
• Added door to location 8, unlocked, unstuck, to gently encourage location 5 before 8.
• Location 8 is now 15x15 squares [75x75ft] to accommodate for the horse.
(2): MAIN HALL 18x17 sq 90x85 ft
Corridor (2) – (6) 8x2 sq 40x10 ft
(6): TREASURE ROOM 7x10 sq 35x50 ft
Corridor (2) – (7) 8x2 sq 40x10 ft
(7): STATUE ROOM 7x9 sq 35x45 ft
Corridor (2) – (4) 2x30 sq 10x150 ft
(4): PREPARATION CHAMBER 10x10 sq 50x50 ft
Corridor (4) – (8) 2x10 sq 10x50 ft
Corridor (5) 13x1 sq 65x5 ft
(5) MOURNING CHAMBER 4x4 sq 20x20 ft
(8) THE CRYPT 15x15 sq 75x75ft

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