Tomb of The Ghast Queen For LVL 1 PDF
Tomb of The Ghast Queen For LVL 1 PDF
Tomb of The Ghast Queen For LVL 1 PDF
The premise for this adventure is that the players begin as criminals. The land they are living
in is run by a cruel Ghast Queen who forsake life to rule in immortality. She is a tyrant like
no other in this part of the lands. The players were taken as criminals for their actions that
were construed as treason and put to hard labour for several years.
Then they are offered a chance to show the Ghast Queen their rehabilitation. Once a year 20
to 30 prisoners are selected to "run the gauntlet". They are taken to the tomb that was
prepared for the Ghast Queen in life (Once Queen Esmerelda the III). Here a task is created
for the prisoners to collect five (or however many players in your group their are) gems that
fit together to become an art piece known as the Hand of the Lich. The five holders of the
gems, once all other petitioners are dead, are then pardoned and set free from servitude.
Each participant is equipped (i.e. they get the equipment that they purchased in their basic
character build) and they are each given one healing potion each. They are then lead to an
elevator shaft on top of a mountain operated by two Minotaur pulling a rope and lever
system. They are lowered a hundred feet down an elevator shaft of polished granite (DC 20
Athletics for climbing), lead through a room dedicated to the worship of Set (or another god
of death that fits your campaign) and into a room that once was used as an embalming
chamber.
The guards then read from a scroll and the group (around 20 - 30 as you see fit) fall
unconscious. They wake up an hour later (though it seems much longer to them) and the
other occupants of the room wake up at the same time - the Gauntlet has begun. For details
on how to run the extra NPC's look after the descriptions of all the rooms.
The map of the tomb. The compass rose was created by August Firmansaya Phoenix
under Creative Commons Licence
Tomb of the Ghast Queen for Level 1
Characters
1. Embalming Workshop with Pool of Water:
The wake-up room. Players wake up here in complete gear, others are also waking up
at the same time there are 15 - 25 other criminals in the room, all armed and
armored. There may be a battle here, there may not depends on how the players
work it out. The other criminals are more inclined to try and find the gems first and
then fight for their lives. Use the Thug template for the other NPC's p.350 MM.
3. Elevator Shaft:
This shaft is where the players come in. There are no ropes or elevator here and the
top side of the challenge is one hundred feet above along a polished granite surface
(DC 20 Athletics to climb). However, the shaft drops a further 25 feet and opens into
a set of natural caverns below the elevator that is not covered by this adventure.
8. Divination Room:
This room has been totally destroyed in previous gauntlets. A backpack with 12 gold
in it lays in the southern corner and a green slime (p.105 DMG) is directly above the
pack waiting for a victim to appear.
It is not envisioned that any other NPC's will find any of the gems, but if the players
miss one because of a bad roll then one of the NPC's could have it instead.
The NPC's are criminals and so can be used in encounters where they attack the PC's
to obtain the gems they have on them for adding some XP into the mix.
Most of the NPC's will not drink the healing potion they were given (a small number
should so they are not seen as a never-ending supply) and so are a good source of
healing in the adventure.
If the PC's are coming toward a difficult encounter (e.g. the Wight) and they are all
banged up you could weaken the creature as though it had already been attacked by
the NPC's. Throw some dead NPC's around the room (all with potions of healing on
them) and reduce the hit points of the creature.
So, use the NPC's. You could also introduce some side quests that lead on from this when
the players are free of the Tomb with them. They are a brilliant resource.
The end of the adventure requires the five that have the gems to congregate in the temple of
Set. There must be only five living creatures left and they will find that the Blade Barrier
spell has been lifted and the elevator has been lowered to lift them to their freedom or doom?
That part is up to you. If the XP from this adventure did not lift them to second level you
should award a bonus XP amount for running the Gauntlet that places them perfectly on the
2nd level amount.