Purple Obelisk Crypts (3.5e Quest)
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The Purple Obelisk Crypts
Intended for four level 1-3 adventurers.
This is a medium sized site based adventure. It's mostly a dungeon crawl, with some horror introduced, where the players are relied upon to destroy the Purple Obelisk so that an ancient vampire cannot reform with the help of a dark cleric named Veothen.
- Prep Time 1 ½+ hrs
- Play Time 2+ hrs
The conflict of interests between several guilds and organizations searching for the Blackfeather Book has put Battledale in dire danger. With the books power several entities, most notably Asharnnu the Red Dragon, and Jeremiah Darkenlight the Rebel Assassin, could be in position to try a coup on Essembra and take power over Battledale. Slowly they will spread their influence to the surrounding dales and will be probably tempted to unite several dales. The other power searching for the book are the Zhentarim and the good order of the Palaedrum who are seeking for help. The party has just handed the book to the “Putrid Stride” organization and Asharnnu is plotting to tap the books powers, which fortunately need diverse artifacts and ingredients to function. The Palaedrum fight to free Calshmire and save the surrounding villages. Meanwhile the evil drow weave their webs around them all, profit of the chaos and orchestrate several attacks to take the power of Battledale.
The players start at the middle of the battle they have caused. Their former allies, the “Putrid Stride” goblins were storming several villages. The party changes its mind and decides to stop the destruction. They seek help at town and plan a rescue mission with the Palaedrum general “Arew”. The party enters the small hamlet and the Palaedrum group runs across a Goblin barricade, while javelins fly across the air the two groups charge in a climatic flash.
The goblins rapidly retreat. The surviving villagers are pale and static. They don’t talk much. It seems a cleric voyager named Ytherion that was passing by the village is unaffected by this strange affliction. He tells the party that the villagers have been like this since he arrived 3 days before.
A Half-Vampire dark cleric has infiltrated the town’s temple 2 months ago. He has uncovered the lower levels that were sealed and prompted the rebirth of the Purple Obelisk. The lower levels were once built by a powerful Vampire who tried to control the surrounding environments. He was killed by Tempus followers and destroyed within the obelisk. His spirit haunts the location faintly since. Half-Vampires are prone to form in the surrounding areas and now uncovered, the obelisk affects people who live in the village for some months. It gives them a pale look and slowly transforms them into undead puppets. The dark cleric’s name is Vheothen and he controls the dungeon now. He is in control of a goblin sub-race, the dark goblins. He resisted the goblin attack, by deploying undead and dark goblins. His ultimate goal is unlock the vampire’s powers and transform himself fully into a vampire. He wants the power to invade Featherdale. He does care about Battledale but he will wait for the right moment to strike, so he tries to make peace with any opposing faction, but when he discovers about the book he will try to get it by all means. He is the most dangerous opposing force if in possession of the book.
The Palaedrum forces try to strike down the goblins, so they ask if the PCs can assist them with these mysterious subterranean crypts. They don’t give it much attention and organize the defenses rapidly. They leave the village in some hours.
NPC Personalities and Descriptions
Ytherion Andomedes: Ytherion is a young man. He was born and was raised at featherdale and is proud to be it. He came from a highly religious family and his father was a devote Soul of Tyr and pilgrimed to expand Tyr’s word all over the dales and the world. His father died while defending a Cormanthor Settlement from the drow. He was impaled by a poisoned arrow. Ytherion promised to avenge his father and to seed the word of Tyr around the world. And his travels have brought him here, to Calshmire.
He is a bit stubborn, not very bright but very friendly. He always smiles and talks softly with his friends. He is cheery and an optimist. Always ready to spread Tyr’s word he preaches whenever he cans, but only on a private level. He demonstrates unfatigable will and the intent to finish the problem once it starts.
Arew: Arew is the chief of the Palaedrum Local Guard and is charged to defend the surrounding villages and foreign affairs. He is a skilled local fighter who trained under Heraddon. He is very tall and strong. His muscles are big and prominent. He has a nice face with a very manly chin and a little bit of beard. He has black hair and big green eyes.
Vheothen: Vheothen is a dark cleric raised by his mother. His mother was a dark witch living in the forest and he was raised evil. He was taught the evil arts and worships Cyric in his crescent power. He is plotting to obtain vampire powers as he has always dreamt of them. He is very dark and selfish; he wants to control the power himself and trusts no one. He even killed his mother when she turned to the good side. He is evil and likes to plot well laid plans. He has sound tactical prowess and taunting abilities.
Ytherion tells the party that he saw strange things in the local temple, he stays at the inn that is in front of the temple and he heard strange noises from there in the night. It would overjoy him if they agreed to help him investigate the temple to find what is going wrong.
The Purple Obelisk Crypts
First Floor: The Underground Mansion
This room has been infested with Dire Rats since the goblin attack was repelled. They are currently feeding on the corpses. They act hostile to anyone who enters the room. They use flanking and aid another tactics to overcome one opponent at a time.
-6 Dire Rats MM p. 64
This room is a continuation of the previous one. The battle raged on here, and the goblins almost broke in but the dark goblins persevered, many died, but they repelled the attack at this point. The players can see numerous bodies on the ground. Meanwhile a Darkmantle that just arrived is waiting for its daily food near the doorway.
-1 Darkmantle MM p. 38
This Darkmantle is waiting for its prey to pass below. Whenever a PC passes below it, the Darkmantle uses the Darkness ability and drops to grab the head of the PC.
-Masterwork Heavy Flail
This room was a temple dedicated to Cyric. Now it has been destroyed and only the altar remains. 4 Dark Goblins rest here after the battle; they are in full condition however because of some Cure Light Wounds potions. They attack anyone that enters the room without a symbol of Cyric or any other distinctive information.
-4 Dark Goblin Warriors Lvl 1
These Dark Goblins attack anyone that enters. Two of them have javelins and throw them every round unless forced into melee. The other two concentrate on one PC and flank him.
-108 gp. In the chest, on top of the altar.
These two heavy wooden doors move with ease. At the next room, there is a very big table; this was an ancient dining room. There are 6 Dark Goblins waiting there, to prevent further attacks. They are alerted if they hear battle noises, but they don’t go and help, they position themselves for battle. Besides, they have been sent here by the Cleric, but are trapped because they don’t have the silver stone but they think the pearl is the stone.
-2 Dark Goblin Rogues Lvl 1
-4 Dark Goblin Warriors Lvl 1
The Warriors run to block the entrance, while the Rogues pepper the group with arrows. The line of 4 charges.
-Silver Pearl 100gp
This room was a wine vat. Two Ghouls rest here, they just ate. But they are always hungry.
-2 Ghouls MM p. 119
-Ruby 203 gp
This room was a bedroom. The spirit of a tortured noble shows up here. It tells the PCs of the closed door ahead. Gives info about the Cleric, and about the Dark Goblins. Gives info about the place and the obelisk.
This room was the kitchen. These zombies are the remains of the cooks and servants.
-4 Zombie Commoners MM p. 266
-4 Zombie Commoners
-Bloodstone 60 gp
-Amber 65 gp
Second Section: Crypt Beyond the Door
The door in this passage opens only with the Silver Stone that the PCs can acquire from the Spirit in the fist section of the dungeon. This passage is simple and long with a lot of torches illuminating it on the sides.
These are small and long windows that point outwards. The players can see that they are actually in a subterranean castle that was built inwards. They can see the black void and that they can access it by a tunnel built in the lower floors.
This room was once a burial place for important figures. The two bodies in the sarcophaguses are those of two important dark nobles. Shandella, an evil fighter that helps the Dark Cleric resides here, accompanied by her pet, a Worg.
M1 - 1 Worg MM. 257
M2 - Shandella (Female Human Fighter 3)
The Worg tries to trip the front line enemies. Meanwhile Shandella Power Attacks with her Halberd those who are down. If the battle goes well, the Worg starts to attack the weaker members of the party while Shandella holds the fighters at bay. If the battle is going badly, Shandella tries to cleave her way out. But if she can’t, she battle to the death, knowing that she is doing the service she always wanted to.
-Potion of Eagle’s Splendor
-3 Potions of CLW
-Divine Scroll of Magic Weapon
-Carbonized Iron Shortsword
-Masterwork Composite Longbow (+4 Strength Bonus)
This stairs lead towards the graveyard. Some strange things have been happening recently there.
This is a library; all of the books were amassed in the ages by the nobles. The books have been withered in the years and only few remain intact. The Dark Cleric is trying to freak the PCs out. He puts a corpse in the chair. This man died some weeks ago, tortured in a cell room by the Dark Cleric’s slavers. The man is a commoner, but no one is looking for him anymore, seeing as everyone died in the Goblin attack.
Make some checks in secret to freak out the players.
-Cursed Potion of Worm Strength
-Arcane Scroll of Enthrall
-Arcane Scroll of Ghoul Touch
-Arcane Scroll of Invisibility
This is a room that serves as the resting place of two rare specimens. These Dire Maggots are bigger than normal, and are very dangerous. Recently they have been experimented with and are in a rage. They are chained to the wall, and covered in this room by a wooden wall assembled some days ago. The wooden lever looses the chains.
M3 - 2 Dire Maggots
The Dire Maggots will charge the wooden wall once they are freed. Killing everything in their way.
These stairs lead to the room upstairs. And more and more close to the Purple Obelisk. There is nothing of note here.
This is a portion of the Cemetery that resisted the collapse. It is infested by undead. Several Zombies and two Chosen Ones.
M4 - 2 Chosen One’s
M5 - 6 Human Commoner Zombies MM 266
The Chosen One’s try to camouflage themselves between the zombies. They try to attack the weaker members with their poison, then bull rush or grapple them to the abyss in suicidal attacks.
Secret Door (Search DC 22) *Open Lock DC 16
This is an ancient room, an altar, devoted to Cyric. Some rituals take place here but not much. They place mostly in the next room.
M6 - 2 Bugbear Zombies MM 267
They have orders to kill anyone who doesn’t speak the words (My Life Is with Cyric: “Mi Vida Esta Con Cyric”).
They don’t have special tactics and charge to kill.
This room is a ritual chamber dedicated to Cyric. There is a corpse that some dark goblins are trying to revive. They are astonished that the PCs got here, but they aren’t afraid of death. It’s a new beginning.
M7 - Yeksh Dark Goblin Cleric 4
M8 - 4 Dark Goblin Zombies
M9 - Dednik Dark Goblin Fighter 4
Yeksh is preparing a ritual. He already cast Desecrate on the room. 1st round: Yeksh will bolster the undead and cast Bull’s Strength on Dednik; the zombies will hold the players at bay, while Dednik hacks at them. 2nd round: Yeksh will cast silence at the wizard and cleric; the zombies will aid another so that Dednik can Power Attack one PC at a time. 3rd round: Yeksh will cast Bless and join the melee, the zombies will keep aiding another and Dednik will move to the back lines and Power attack the Mage. In subsequent rounds Yeksh will use his smite, and will join forces with Dednik and concentrate on one PC.
-Violet Garnet 800gp
-Bull’s Strength Potion
-Scroll of Animate Dead
This room was contention room where the vampire used to store corpses and prisoners to use as spell components in small cages. There is a Human Ranger in the cages surrounded by putrid corpses. He was part of an adventuring party and they came to seek for treasure but they were captured and imprisoned by dark goblins. The remainder of his party has been killed brutally in front of him. He is now currently insane and in the effects of a paranoia. He knows he is the next one to die. If the PCs liberate him, he will refuse to escape. He thinks the players are the minions of the cleric and that they will torture him. If they come close he shouts and becomes crazy. Trying to kill the players. The smell of putrid dead men stayed in the years within this place.
Fortitude Save DC 10 to not be sickened
M10 – Riggand Ranger 2
This room is a passage to the next one. There is a poison needle trap next to the frontal urn. It is activated when you touch it.
Poison Needle Trap: CR 3; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnies, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17, Market Price: 4,720 gp.
This room serves as a lobby. Here, the cleric studies sometimes. No one is currently in this room.
-Ornamental Dishes (120 gp)
This is the obelisk room. Veothen knows that the party is coming and prepared a surprise attack. They will enter and see the obelisk, and 6 zombies will be summoned forth. The obelisk has the Necromantic Precense and Necromantic Might effect on a 100ft. area. It also can Command and Bolster Undead as a 5th Level Cleric.
Dark Goblins posses the following racial traits. • -4 Charisma • Small size: +1 bonus to AC, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, etc. • A dark goblin’s base land speed is 30 ft. • A dark goblin can swim at 15 ft. • Darkvision 60 ft. • +4 bonus on Move Silently and Ride • Favored Class: Barbarian
Shandella Human Fighter Lvl 4 Medium Humanoid Hit Dice: 4d10+4 (35 hp) Initiative: +2 Speed: 30 ft. Armor Class: 17 (Dex +2, Chainmail +5) Base Attack/Grapple: +4/+7 Attack: Halberd +6 (1d10+5) or Longbow +5 (1d8) or Carbonized Iron Shortsword +3 (1d6+2) Full Attack: Halberd +6 (1d10+5) or Longbow +5 (1d8) or Carbonized Iron Shortsword +3 (1d6+2) Space/Reach: 5ft./5ft. Special Attacks: --- Special Qualities: --- Saves: Fort +5, Ref +3, Will +1 Abilities: Str 16, Dex 14, Con 13, Int 8, Wis 10, Cha 12 Skills: --- Feats: Weapon Focus: Halberd, Power Attack, Cleave, Improved Sunder, Weapon Specialization: Halberd Challenge Rating: 4 Treasure: Normal Alignment: NE Advancement: By character class Level Adjustment: +0
Dire Maggot Small Vermin Hit Dice: 9d8+9 Initiative: +2 Speed: 40 ft. Climb 40 ft. Armor Class: 16 Base Attack/Grapple: +6/+15 Attack: Bite +6 melee (1d8+2 plus paralytic saliva) Full Attack: Bite +6 melee (1d8+2 plus paralytic saliva) Space/Reach: 15ft./10ft. Special Attacks: Paralytic Saliva Special Qualities: Darkvision 60 ft., vermin traits Saves: Fort +7, Ref +5, Will +3 Abilities: Str 14, Dex 15, Con 12, Int -, Wis 10, Cha 2 Skills: Climb +12, Hide +2, Spot +4 Feats: -- Challenge Rating: 2 Treasure: None Alignment: Neutral Advancement: - HD (Huge) Level Adjustment: -- Paralytic Saliva (Ex): A creature bitten by a dire maggot must make a DC 14 Fortitude save or be paralyzed for 1 round. Vermin Traits: A dire maggot is immune to all mind-affecting spells and abilities. It also has darkvision 60 feet.
Chosen One Medium Monstrous Humanoid Hit Dice: 3d8 (13 hp) Initiative: +1 Speed: 30 ft. Armor Class: 13 (+1 Dex, +2 natural) Base Attack/Grapple: +3/+5 Attack: Claw +5 (1d4+2) or Bite +3 (1d8+2 plus poison) Full Attack: 2 Claws +5 (1d4+2) and Bite +3 (1d8+2 plus poison) Space/Reach: 5ft./5ft. Special Attacks: Poison Special Qualities: --- Saves: Fort +1, Ref +5, Will +4 Abilities: Str 14, Dex 14, Con 11, Int 6, Wis 12, Cha 10 Skills: Climb +6, Listen +5, Spot +5 Feats: Multiattack Challenge Rating: 2 Treasure: None Alignment: Chaotic Evil Advancement: --- Level Adjustment: ---
Yeksh Dark Goblin Cleric 4 Small Humanoid (Goblinoid) Hit Dice: 4d8+8 (32 hp) Initiative: +5 Speed: 30 ft. Swim 20 ft. Armor Class: 19 (+1 size, +1 Dex, +5 Chainmail, +2 Heavy Steel Shield) Base Attack/Grapple: +3/+0 Attack: Flail +4 (1d6+1) or Sling +4 (1d3+1) Full Attack: Flail +4 (1d6+1) or Sling +4 (1d3+1) Space/Reach: 5ft./5ft. Special Attacks: Rebuke Undead Special Qualities: Darkvision 60 ft. Saves: Fort +6, Ref +2, Will +7 Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 16, Cha 6 Skills: Move Silently +6, Ride +8, Concentration +8, Diplomacy +0, Heal +4, Spellcraft +4 Feats: Improved Initiative, Quickened Turning Challenge Rating: 3 Treasure: Normal Alignment: Neutral Evil Advancement: By character class Level Adjustment: +0 Can cast evil spells at +1 CL, Gains smite power (+4 AB, +cleric level on damage in one attack) 1/day Spells: 1st: • Inflict Light Wounds • Bless • Protection from Evil • Cause Fear • Bane 2nd • Bull’s Strength • Silence • Bear’s Endurance
Dark Goblin Commoner Zombie Small Undead (Goblinoid) Hit Dice: 2d12+3 Initiative: -1 Speed: 30 ft. Armor Class: 14 (+1 size, -1 Dex, +2 Leather Armor, +1 Small Wooden Shield, +1 Natural Armor) Base Attack/Grapple: +1/-2 Attack: Spear +2 (1d6+1) or Slam +2 (1d4+1) Full Attack: Spear +2 (1d6+1) or Slam +2 (1d4+1) Space/Reach: 5ft./5ft. Special Attacks: -- Special Qualities: Single Actions Only, damage reduction 5/slashing, darkvision 60 ft., undead traits. Saves: Fort +0, Ref -1, Will +3 Abilities: Str 13, Dex 9, Con -, Int -, Wis 10, Cha 1 Skills: --- Feats: Toughness Challenge Rating: 1/2 Treasure: None Alignment: Neutral Evil Advancement: None Level Adjustment: ---
Dednik Dark Goblin Fighter 4 Small Humanoid (Goblinoid) Hit Dice: 4d10+11 (32 hp) Initiative: +2 Speed: 30 ft. Swim 20 ft. Armor Class: 18 (+1 size, +2 Dex, +5 Chainmail) Base Attack/Grapple: +4/+3 Attack: Greatclub +8 (1d8+6) or Javelin +6 (1d4+3) Full Attack: Greatclub +8 (1d8+6) or Javelin +6 (1d4+3) Space/Reach: 5ft./5ft. Special Attacks: --- Special Qualities: Darkvision 60 ft. Saves: Fort +6, Ref +3, Will +0 Abilities: Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 6 Skills: Move Silently +6, Ride +6 Feats: Weapon Focus: Greatclub, Power Attack, Cleave, Toughness, Weapon Specialization: Greatclub Challenge Rating: 3 Treasure: Normal Alignment: Neutral Evil Advancement: By character class Level Adjustment: +0
Riggand Ranger 2 Medium Humanoid Hit Dice: 2d8 (10 hp) Initiative: +2 Speed: 30 ft. Armor Class: 15 (Dex +2, studded leather +3) Base Attack/Grapple: +2/+3 Attack: Dagger +3 (1d4+1) Space/Reach: 5ft./5ft. Saves: Fort +2, Ref +4, Will +1 Abilities: Str 12, Dex 14, Con 11, Int 10, Wis 12, Cha 10 Skills: Listen +3 Feats: Toughness Challenge Rating: 1 (No Exp) Treasure: None Alignment: Neutral
Veothen Human Cleric 5 of Cyric Medium Humanoid Hit Dice: 5d8+10 (48 hp) Initiative: +6 Speed: 30 ft. Armor Class: 18 (Dex +2, Studded Leather +4, natural +2) Base Attack/Grapple: +3/+10 Attack: Heavy Mace +6 (1d8+4) or Slam +6 (1d6+3) Full Attack: Heavy Mace +6 (1d8+4) or Slam +6 (1d6+3) Space/Reach: 5ft./5ft. Special Attacks: Rebuke Undead, Blood Drain (Ex), Charm Gaze (Su), Children of The Night (Su) Special Qualities: Blood Dependency, DR 5/silver or magic, Fast healing Saves: Fort +6, Ref +3, Will +7 Abilities: Str 16, Dex 15, Con 14, Int 12, Wis 16, Cha 14 Skills: Concentration +10, Spot +5, Listen +5, Spellcraft +4, Move Silently +4 Feats: Improved Initiative, Daunting Presence (Libris Mortis p. 25), Improved Grapple, Power Attack Challenge Rating: 6 Treasure: Studded Leather +1, Invisibility Potion x2, Ring of Sustenance Alignment: Neutral Evil Spells Domains: Destruction, Evil. 1st Level: 5 • Inflict Light Wounds x2 • Cause Fear • Bless • Bane 2nd Level: 4 • Aid • Bull’s Strenght • Cure Moderate Wounds • Desecrate 3rd Level: 3 • Dispel Magic • Cure Serious Wounds • Contagion
Crypt Entrance - does not work
Crypt Second Level - does not work
Crypt Graveyard - does not work
Crypt Third Level - does not work