917 Breaching the Sunken Palace

In the depths of the Scarlet Desert, there lies the ruined husk of a grand palace. What secrets does it hold?

Level-5 Adventure

Over two decades ago, the Vermilion Palace was the jewel of the arid region known as the Scarlet Desert. By the end of a terrible war, the last king was betrayed by Uric, the High-Priest. Striking a deal with the enemy forces, the high priest arranged for the city gates to be opened for the enemy. As a reward, he was promised the king’s position. The usurper, as an additional precaution, framed the king’s granddaughter as the culprit. With defeat looming closer, the king invoked an ancient curse upon the usurper priest and his granddaughter. They would be condemned to become undead shades, suffering eternal damnation.

Palace. Three grand, pointy domes form the Vermilion Palace. More of an ornate edifice than a fortified castle, the palace would fall quickly if the city walls were breached.

Duped. 21-year-old Elena was tricked by the priest into opening one of the city gates. She thought reinforcements were coming but she let the enemy soldiers into the besieged city.

The usurper and Elena are cursed to be undead. The priest is bound in the dungeon under the palace. However, Elena’s curse can be healed. She must atone for her mistake and clear her name.

Random Events

Details – 1d6
1 – Sensing the party’s approach, the high priest in area 5 casts a necromancy ritual on several kobold corpses that washed away months ago into the cistern (area 9). The four zombie kobolds hunt the characters down.
2 – Four desert brigands (toughs) spot the party’s tracks toward the Vermilion Palace and approach. They enter the dungeon seeking to rob the characters or pillage the dungeon’s loot. Alas, they are cowardly.
3 – A random character steps on a tripwire, triggering a barrage of slim spears to shoot from dozens of holes on a nearby wall. Characters in a 10-foot-wide area take 4d6 Piercing damage (DC 15 Dexterity save).
4 – A random character stumbles upon a wooden doll with a tattered dress. Elena recognizes it: “I believe that belonged to a girl in court I used to play with. It has been so long, I barely remember her face…
5 – Tasked to protect the dungeon beneath the palace domes, an invisible stalker detects the characters and silently moves toward them. It tags along until someone breaks away from the group. It attacks then.
6 – Four kobolds native to the Scarlet Desert enter the dungeon following the characters. They want to take over the entire ruin but need to defeat the high priest first. They offer to join the party and help them do so.

 

This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). Notice that some of the layout elements can only be presented as intended in the PDF layout (side-margin boxes and statblocks). The downloads include hi-res images for the maps.

Adventure Hook

Known for their deeds, a masked woman named Elena (ghoul) approaches the heroes. She reveals her backstory to the characters, explaining how she became who she is. She is cursed but her undead existence can be cleansed. She needs the characters to escort her to the ruined Vermilion Palace; she offers 1,000 GP. She must retrieve her grandfather’s blade and clear her name.

The Journey

From the nearest settlement, it is a 3-day walk through the scalding sands to reach what once was a great city. It has all been swallowed by the Scarlet Desert; only the broken domes of the Vermilion Palace remain, partially protruding from the sand dunes.

Encounter. A ravenous remorhaz attacks on the way.

1. Broken Domes

The characters can enter the south dome through its broken walls. 10 feet of sand covers most of it. There are broken pieces of the dome strewn about the area.

Elena. The undead woman claims she escaped the besieged palace through a series of underground passageways. But she remembers little of the palace’s dungeon.

Tribe. Fifteen desert kobolds have claimed this place as their home. They dislike the characters’ approach but fear them. If asked about the dungeon, they shudder and say: “We shall not go. Dead one smells us. Always know.

2. Old Storage Room

Splintered furniture, clay and ceramic debris, and rotten trinkets litter the chamber’s floor.

This room was once a last stop for supplies for people exiting the palace in a hurry. Most of the room’s contents have rotted away.

Treasure. Half-buried behind a mound of sand and wood, there is a +1 Ring of Resistance.

3. Old Armory

Dull and rusted blades, spears, and pieces of armor hang from hooks on the walls of this room. Nothing in the armory is in usable condition, nor is any piece of particular craftsmanship.

Secret Door. An observant character notices the outline of a secret passageway that can be opened by pushing a brick (DC 18 Perception).

4. Secret Vault

Treasure. An assortment of art pieces, weaponry, and coinage. The room contains 400 GP, 1,800 SP, two Potions of Healing, a +1 Longsword, three random Spell Scrolls, and an old tome with the sigil of the now-extinct royal family.

Lore. If inspected for 10 minutes, the tome reveals that the city and Vermilion Palace predate the kobold tribes by centuries. It mentions an eldritch power in the king’s crown capable of inflicting a terrible undeath curse upon his enemies.

5. Throne of the Usurper

The usurper is bound in this false throne room as a way to mock him. Reigning over nothing.

Confrontation. Uric, the High Priest (wight), fights alongside ten shadows. He is bound to this room and is hostile to all living creatures. Elena curses him for his duplicity and attacks. If destroyed, Uric and his shadows reform after 1 hour unless he is damaged by the king’s Solar Blade. Elena reforms if she falls in combat too.

Secret Door. An observant character notices a secret door on the south wall (DC 15 Perception).

6. Safe Room

There are five beds, chests, and wardrobes in this chamber. It is meant for nobles to hide during hard times. Alas, it has never been used.

7. Room of Vases

The broken remains of dozens of vases are scattered on the floor of this room. However, the chamber’s purpose has been forgotten.

I can sense the usurper’s essence. My fate depends on his permanent destruction.

Elena

 

You deserve the same fate I am bound to. The gates were never opened by my hand; they were opened by yours…

Uric, the High Priest

8. The Hallowed Pond

Stone seats hug the walls of this chamber. In the center, there is a 2-foot-tall pile of crystal-clear water. A faint glimmer comes from it.

The Pond. This is holy water. If drunk, it heals 1d6 Hit Points and removes a non-magical condition. This can only be done once per week.

9. Palace Cistern

This is a large, pillared cistern under the ruined northern dome. The 3-foot-deep water in the room is murky and algae-colored.

Guardian. Two water elementals inhabit the cistern. They attack any living creatures not accompanied by a member of the royal family. In her undead form, the elementals attack Elena.

Secret Access. The pillar by the southeast corner has a secret lever (DC 14 Perception). When pulled, it reveals an ascending shaft to area 10.

10. The King’s Quarters

Magically protected from the passage of time, the king’s opulent quarters are well preserved.

The room’s doors are magically sealed; no one managed to breach this room after the palace fell.

Treasure. Elena takes the Solar Blade from a shelf to reclaim her legacy. There are also 300 GP, a Potion of Invisibility, and a +1 Dagger.

Conclusion

After retrieving the king’s Solar Blade, Elena is ready to fulfill her destiny and clear her name. The party must return to area 5 and confront Uric the High Priest once more. When the usurper and the granddaughter see each other again, the priest says: “Ah! Your grandfather’s blade. Do you think it becomes you to use the weapon of the man you doomed? You begged them all to believe you, but no one did. Is it any different now?” Despite his taunts, defeating the priest with this weapon utterly destroys it. After that, Elena’s undead curse is dispelled; she returns to normal.

This awesome cartography piece was featured in on our Patreon page and on issue 72 of Dungeon Vault Magazine.

 

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