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Adventure Backround:  This adventure is one of my very one that I created.  It is an adventure for PCs of higher levels (around 12-16 or a little more) and the party should include at least 1 cleric with turning undead capabilities.  There should also be a mage, and warrior of some kind (preferably at least 1 paladin) and a thief or bard would be helpful in some areas.  
     The adventure can take place in any campaign setting that has liches, vampires, and undead creatures of all kinds.  It revolves around a town called Glamroa, a mediocre town ruled by a group of people calling themselves the Glamroan Triad.  They include a paladin-king, a powerful mage, and a priest lord.  Unknown to the townsfolk though, they are really undead creatures of great power.  The paladin-king is really a Human Vampire Fighter/Mage 19/23 that has been undead for about a century now.  The mage is a powerful Lich who serves the vampire.  The priestess lord is really a Greater Mummy.  They keep in disguise and hardly venture out of their palace.  
     But all of a sudden, strange things have been happening.  People have started to disappear when they go to the palace.  And not only that, but strange chanting can be heard all through the town every other night at exactly midnight.  Plus at dusk, a strange creature flies over the castle of the Triad.  It is really a Dracolich, but the paladin lord has assured them that the creature will not harm them and that it will be dealt with immediately.  
     The Triad is trying to summon a powerful creature, one of the most powerful of its kind.  They are trying to summon a Balor Tanar'ri.  Not just any Balor, a paragon Balor, the greatest ever known.  When the PCs arrive, they will have 5 days to discover the plot and stop the summoning before the fiend comes and destroyes the whole town.  The triad needs victims to summon the Balor and the PCs will do nicely.  With the balor paragon, Lasher, they plan to use him to take control of the entire world (which can be whatever world this adventure is being played in).  Too bad they don't realize that Lasher can't be controled by anyone... maybe a tarrasque would have been a better choice?

Adventure Summary:  This part of the adventure is where the PCs will enter the town and the castle palace of the Triad.  They will then be captured and imprisoned in the underground lair of the Triad, a place of secrecy where no one has escaped to tell the tale.  From there, they will try to escape their cell and find out what exactly is going on.

Part 1A.  I was strolling through the Park one Day...
     The PCs should be in the town and be walking around.  They could visit the local magic shop, the armor/weapon shop, the inn, the tavern, the stables, money exchanger, or anything else they want.  At one point in the day, sometime around 2:00 or so, they will be encountered by a messenger of the Triad who have heard of the PCs arrival.

"The town is thriving with activity and you are caught in the middle of it!  People are busily going from shop to shop buying this and that without any regard to your arrival.  After a while though, you see this short elf female running your way with what appears to be a letter.  'Excuse me sirs,' says the messenger, 'I have here a letter from the Glamoran Triad for you.  Please read it immediately and have a nice day.'  The messenger leaves in a hurry, apparently having more letters to deliver."

     Once the PCs open the letter, it requests their presence at the annual town dinner for a pleasant evening of fun and games.  The PCs should accept and if they don't, the adventure is pretty much over.  The Triad will summon the fiend and the town will most likely be destroyed if the PCs have left in 5 days.  Once they decide to go to the palace, go on to part 1B which occurs around 8:30 at night.

Part 1B.  This tastes marvelous, what's in it?
     The PCs will be greeted at the front gates to the palace and then they will be escorted to the dinning room.  Read the following.

"You are pleasantly greeted by the guards at the gate and are given an escort to the dinning hall.  The escorts come and motion for you to follow.  As you weave your way down the twisted hallways, you are amazed at the sight of beautiful paintings and statues of things from dragons to skeletons to fiendish creatures with wings and surrounded by flames.  Beautiful flowers line some halls and empty suits of polished plate mail other halls.  Finally, the escorts stop and open a large door to a room with a huge table in the center and people all around it.  3 people stand at the head of the table and speak to you.  
     'Ah!  Welcome to our humble town of Glamroa!  I trust you had no trouble finding the place.  Please, be seated for we are about to start our main course.  Oh... how rude of me for not introducing myself and my colleagues.  I am King Lestat, paladin hero and ruler of the town.  To my left sits our high priestess Rowan, who managed to fend off a horde of zombies all by herself.  And to my right, Porthos, the arch-mage of the town and best friend to me.  We have heard of your tales and thought it would be nice if you would have dinner with us.  It seems you accepted and I am rambling too much.'  With that, he claps his hands 3 times and the servants bring out a ton of food that makes your mouth water."

     The PCs will be eating foods that taste so good that the gods would be jealous.  Once they finish, Lestat bids everyone farewell except for the PCs who he asks to stay so he could ask a favor of them.  Once everyone has left the palace, Lestat, Porthos, and Rowan start talking to the PCs about the flying beast and after 3 rounds, the PCs start to feel sleepy.  Once they realize this, they will probably think that they have been poisoned and the will try to do something about it.  At that time, they succumb to the effects and fall unconscious. 

Part 1C.  The door seems to be stuck...
     The PCs will be taken by Lestat, Porthos, and Rowan take the PCs to their underground lair and put them in a cell with enough beds, sheets, and blankets for each person in the party.  All their equipment is taken to the armory and the PCs only have their normal armor and jewelry.  

"You awake to find that you are imprisoned in a dark cell without any of your supplies except armor and jewelry. (if the PCs have magical jewelry and armor that can cast spells or have special powers, those are taken to the armory too.)  The cell door is locked, but you can see the keys over on the table.  There is no guard but then again, you can't get out anyway without the keys."

     The PCs should think of some creative way to get the keys.  If the idea seems reasonable, the DM should let it succeed.  Anyhow, once they get out, they realize that they are hungry and thirsty since they have been out for 3 days!!  They have approximately 30 hours before the Triad summons the Paragon Balor from his Abyssal home.  Fortunately the food that has been brought to them for the past 3 days is still on the ground.  It will replenish to PCs to full health (they will need it) and cure all diseases, curses, etc.  Once they finish and are ready to set out, go on to part 2.


Curse of Undeath, Part 2

Adventure Summary:  The PCs have escaped their cells and should be perfectly healthy.  Now, they must make their way through the labyrinth of the dungeon to find out what the deal is with their capture and what the undead creature flying over the town is.  They will have to pass a few tests and get certain keys in order to get to the second part of the dungeon.  And not to mention they have to get their equipment from the first level.  They won't encounter much in the way of creatures to fight, but then again, they will need all their strength at the end of the adventure.  The teleporters are the only ways to get to each level and eventually to get out.  Refer to the UndthMap1 file while in this part.

Part 2A.  Level #1, Lever #2, or Lever #3... or maybe Lever #4 or Lever #5??
     The PCs have escaped and have eaten the food or left it where it was.  Now, they should be wandering down the halls.  As the DM, make the PCs nervous by saying every so often that they here some eerie sounds emitting from the walls or something.  When the PCs get to the area marked "C" on the map, read the following.

"You make your way out of the cells to a door.  You try to open it, but it won't move.  There is no apparent keyhole so you begin to wonder how to open it when you see a sign on the wall above 5 levers that says 'Three will get you eight.'  You assume that you will have to pull some levers, but which ones?"

     The PCs have to pull the 1st, the 2nd, and the 5th levers in order for the door to open.  Award them each 500xp for solving the puzzle.  If they pull the wrong ones, a blast of burning hot air comes out of the sign and causes 2d6 damage to every PC in front of the door.  The levers then go back to their natural positions.  Go on to Part 2B.

Part 2B.  Which way do we go George? Which way do we go??
     The door will open and the PCs have a choice.  To the right is letter "D" which is where their equipment is stored.  Or they can go left to letter "E" which is a bunch of fire traps.  Read the following:

"After passing the lever test, you come to a semi T-junction.  both halls curve around the corner.  You can go right or left.  So which shall it be?"

     If they go right, it takes them to all of their equipment and some other stuff.  They also find 2 rings of fire resistance, 2 rings of regeneration (on is vampiric), an Axe that functions as a frost brand, and 3 scrolls with heal spells on them.  The heal spells will work on 2 people at a time, functioning exactly like the spell.  Once they do that, they should back-track to the T-junction and go left.  Eventually they will come to letter "E".  When they get to "E", read the following:

"You go around the corner and come to a short hallway with 5 circles of reddish color on the floor.  On the wall you see a sign saying 'If thee have a cold, you shan't be burned.'  What is that supposed to mean you wonder..."

     The PCs with rings of fire resistance won't trigger the fire traps.  If a person has something cold on them (cold-wrought iron, ice cubes, an ice storm spell centered on them, or even if they are sick with a cold) then they won't trigger the fire traps.  If none of these conditions are met by a PC who walks over the 5 circles suffer 5d4 points of damage total (save vs spell for half).  Once they get past that, go on to Part 2C.

Part 2C.  Where is that blasted Exit??
     The PCs will go through the corridors and eventually come to letter "F" which happens to be a spear trap.  Read the following when the PCs get to letter "F"

"You come down to another corridor this time with a bunch of holes in the walls on both sides.  You see another sign on the wall to your right. Underneath it are 7 buttons lined up in a straight line.  The sign says 'Push in four to get twelve and 2 may enter.  Then push in 2 for the rest'  You start to get frustrated with all these puzzles, but you don't want to die in a place like this, do you?"

     The PCs have to press 1, 2, 3, and 6th buttons and then the spear trap will let 2 people by.  Then the buttons reset to normal and for everyone else to enter, they just have to press the 2nd button and the spear trap lets the rest of the party in.  If anyone doesn't obey, the spear trap goes into effect when the PC gets 1/3 of the way through.  Spears pierce the PC's body and they suffer 5d12 damage and must make a Dex check to escape.  If they fail, they suffer another 2d12 damage and must make another dex check.  Only when they pass the check will they get out of the trap.  Go on to Part 2D.

Part 2D.  Another locked door!!! 
     The PCs need to get to key from letter "G" in order to open the door.  Let the PCs know that the door is blue in color as is the key once they get them.  After they open the door, they should walk in and be teleported to the 2nd level of the labyrinth.  Go on to Part 3 of the adventure (the next file).

Hope you enjoyed the first 2 parts of this adventure.  I worked long on those puzzles!  And don't worry, the next parts have more monsters (as if the vampire, liche, greater mumy, and balor paragon weren't enough!).  Email Lithindryn@aol.com if you have any comments, criticism, jokes, or even insults (I get them all the time).  Until then, may you live long and watch out for that dragon breath, cause it'll kill ya :   
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