The darkest arcane secrets may be explored, they can be tampered with, but no one, not even the most powerful of necromancers, understands them fully. These stories usually end in the same way. Sorcerers and mages become blinded by their thirst for power, and sooner rather than later, they are consumed by the same arcane power they wish to control.
Only the gods remember the obscure rituals and sacrifices that were held in this place. No one knows how long this place has been abandoned or who the last person to be here was. Nevertheless, the subtle yet persistent waves of arcane corruption grow stronger each day. Until a court mage, a friendly sage, a quest-giver seer, the town’s constable, or the characters themselves notice the evidence of this arcane disturbance.
Adventure Hook. The characters must explore a forsaken, forgotten dungeon found deep underground. They may be sent on a mission, come on their own accord, or stumble across the dungeon. Regardless of their reason for exploring this place, the events in the Shrine of the Elder Evils do not change. The otherworldly idols built here are millennia old. And the evil deities they represent are so ancient that they predate some of the planes and other celestials.
Level-8 Adventure
Getting There
The party tracks the arcane waves coming from the idols of the Elder Evils with the help of a Detect Magic spell. The characters must traverse a seemingly endless network of dark caves and jagged, twisted tunnels.
It takes 1 day to reach the entrance. The characters must travel the Underdark carefully (DC 18 Stealth). On a fail, three stone trolls spot the heroes and attack.
Mental Strength. The idols of the Elder Evils exert a terrible toll on the minds of mortals (DC 16 Charisma saving throw). On a fail, while within the dungeon, the affected characters have a -2 penalty to all attacks, checks, and saves. Failing this save by 5 or more means they make every roll with Disadvantage instead.
Gods. Atropus, Dendar, Hadar, Kyuss, the Queen of Chaos… These are some of the Elder Evils.
Consequence. Only the strongest shall resist the visions, the headaches, the confusion. The influence of the Elder Evils is too much for the mortal mind to withstand.
1. Caverns
After a day in the inhospitable Underdark, the characters reach this cave from one of the three tunnels (see map). The massive boulder at the center looks like the lid of the hole next to it.
Descent. The hole descends 30 feet. The heroes require climbing gear to descend safely. Otherwise, they must succeed on a DC 17 Athletics check to reach area 2 with no harm. Failing this check by 5 or more means they fall and land face-first, taking 3d6 Bludgeoning damage.
Cavern. Reaching this place is an achievement in itself. Only the most resilient spelunkers can survive long expeditions surrounded by damp walls and creeping darkness.
2. Dungeon Landing
A spacious chamber with four columns and symmetrically arranged braziers. The magical braziers turn on with a fiery blaze when the first adventurer descends into the dungeon.
Encounter. Four invisible stalkers ambush the characters when they are partially divided and some of them are still descending.
3. Side Chamber
Seismic activity caused the partial destruction of this chamber. Rocks and debris litter most of the floor next to a limestone plinth where two axes rest. The smell of rot and moth-eaten books comes from the shelf next to it. The two ornate weapons have withstood the passage of time.
Axes. Two +1 Greataxes, free for the taking. However, whoever grabs the weapons falls through the trap if they fail to spot it (see below).
Trapdoor. DC 20 Perception. On a fail, the target falls 20 feet to area 6, taking 2d6 damage.
4. An Elder Evil
Altars littered with bones. Candles on them barely illuminate the large chamber. At the far end, the silhouette of a tall, lean individual overlooks the chamber. Many stones fly and orbit around the idol at an eerie, slow pace.
The characters stand before a statue of Hadar, one of the Elder Evils (DC 22 History). The idol (stone golem) roars, moves closer, and attacks the characters. It fights until it is destroyed.
5. The Sword
The heroes reach this place by finding the secret passage in area 4 (DC 18 Perception) or by climbing the ladder in area 9. Before the characters can interact with the sword, the bones on the plinths move and form two warriors made of floating bones and shadow armor and weapons (wights). Eight shadows, coalesced from fine dust, fight by their side.
The Sword. This ornate, glimmering blade is a Longsword of Speed. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action three times per day.
6. Endless Bones
The countless bones in this room start to move when a creature either enters or falls from above. Twelve skeletons rise and attack any living creature they sense.
Skeletons. The souls of these people are gone, forsaken. The bone warriors are like constructs moving thanks to the same magic that animates a golem, not necromancy. All the undead described in the dungeon reform in a span of 24 hours.
7. Antechamber
The heroes can discern some of the words inscribed in the sarcophagi and walls. They speak of ancient times, when the gods walked the earth like mortals.
8. Fake Shrine
Trap. Whoever takes the stairs first (see map). DC 20 Dexterity. On a fail, the victim gets impaled and takes 6d8 Piercing damage.
Four wights come out of the sarcophagi. Spawn of death, ready to defend unhallowed shrines.
Two altars, more bones, and candles. At the far end, within an alcove, a stone idol representing Atropus. This is a false altar. The real idol is hidden in area 10.
9. Standing Tombs
Six ghasts and six ghouls pounce on whoever decides to go through this corridor of death.
10. Atropus
This is the true idol of Atropus and its shrine. The heroes must deal with this arcane threat as well if they wish to succeed in their mission (see Development).
Treasure. A collection of 100 different silver coins, several small jewels and trinkets, luxury linens and sets of clothes. All of it has a total worth of 8,457 GP.
Atropus. The unshaped, the deformed. One of the most popular Elder Evils, or perhaps the right word is ‘feared’.
Development
When the heroes stand before the Elder Evil idols (areas 4, 8, and 10), they feel uneasy, sad, and sense the evil coming from the cold rock.
Job. A Dispel Evil and Good spell renders any of the idols dormant or inactive. Alternatively, a cleric may perform a divine communion that lasts 10 minutes before each idol to obtain the same effect. However, each time they perform this unhallowed communion, their age increases by 10 %.
True Shrine. The real shrine hides below a secret trapdoor (DC 20 Perception, see map). If the heroes fail to find this area, Atropus’s corruption shall traverse the veil to the Material Plane. Atropals shall cross over weeks later; the characters’ essences shall be the first thing they perceive.
Will the heroes be able to stop this? Or will they realize their mistake when the atropals find them?
| d6 | Details |
| 1 | The heroes encounter two stone trolls fighting off twelve skeletons. If the heroes repel the undead, the trolls leave in neutral terms. Otherwise, the trolls destroy the skeletons in three rounds and then proceed to hunt the heroes. |
| 2 | The heroes disturb a swarm of centipedes. |
| 3 | A random hero touches a wall and is suddenly stung by a scorpion (DC 11 Constitution). They become Poisoned for 1 hour on a fail. |
| 4 | A friendly spirit floats and speaks to the heroes in an old form of Common: “Living souls? So close to… them? May you never find the shrine.” |
| 5 | Five ghasts smell the characters’ warm blood and try to ambush them (DC 16 Perception). |
| 6 | Two black puddings blocks the characters’ path. |
Stone Troll
Large Giant, Chaotic Evil
Armor Class 16 Initiative +2 (12)
HP 126 (12d10 + 60)
Speed 40 ft., Burrow 20ft.
| MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
| Str | 20 | +5 | +5 | Dex | 9 | -1 | -1 | Con | 20 | +5 | +5 |
| Int | 8 | -1 | -1 | Wis | 10 | +0 | +0 | Cha | 6 | -2 | -2 |
Skills Athletics +12, Perception +4, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 14
Languages Giant
CR 7 (XP 2,900; PB +3)
Traits
Regeneration. The troll regains 20 Hit Points at the start of each of its turns. If the troll takes Acid damage, this trait doesn’t function on the troll’s next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Actions
Multiattack. The troll makes three Thrash attacks. It can replace one of these attacks with a use of Boulder.
Thrash. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage.
Boulder. Ranged Attack Roll: +8, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Bonus Actions
Charge. The troll moves up to half its Speed straight toward an enemy it can see.
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