
Table of Contents
Title: Shadows of the Lich King
Art for this module is inspeired by Frank Frazetta.
Adventure Background: The island of Valtharos was once a thriving center of trade and culture, but now it lies shrouded in darkness and under the rule of an ancient and malevolent lich known as Lord Malgazar. The lich’s dark magic has twisted the once lush landscape into a barren wasteland, filled with horrors and monsters under his command. Rumors of great treasures hidden within the island’s ruins have drawn adventurers from far and wide, eager to brave the dangers and challenge the lich’s reign. The island is constantly dark from the heavy cloud cover that hangs over it and the constant fog the envelops it.
Key Locations:
- The Lich King’s Citadel: Dominating the skyline of the port, the citadel serves as the seat of power for the lich king, Lord Malgazar. Its towering spires and crumbling walls exude an aura of malevolence, and skeletal guards patrol its perimeter tirelessly. The citadel’s dark magic extends throughout the port, controlling the undead minions that roam its streets.
- The Docks: Once bustling with activity, the docks now lie in disrepair, their wooden planks rotting and splintered. Skeletal warriors, clad in rusted armor and wielding ancient weapons, stand sentinel along the quays, ready to repel any intruders foolish enough to approach.
- The Ship Graveyard: Beyond the main harbor, a sprawling graveyard of wrecked ships stretches out into the mist-shrouded sea. Ghostly apparitions of sailors lost at sea drift among the wreckage, their mournful wails echoing across the water. The lich king’s minions salvage what they can from the wrecks, using the materials to bolster their defenses.
- The Market Square: Once the heart of the port’s commerce, the market square now lies deserted, its stalls overturned and its goods looted long ago. Skeletal merchants, their empty eye sockets gleaming with an unholy light, stand frozen in place, their wares long since decayed to dust.
- The Tavern of Lost Souls: Despite the desolation that surrounds it, the tavern remains a haven for those seeking refuge from the horrors of the port. Its doors creak open on rusted hinges, revealing a dimly lit interior filled with the hushed whispers of the damned. Skeletal barmaids serve spectral ale to the few patrons brave enough to linger within its walls, their bony fingers trembling as they pour.
- The Temple of Eternal Darkness: At the heart of the port lies the temple, a foreboding structure dedicated to the lich king’s dark deity. Its obsidian walls are adorned with blasphemous runes, and a palpable sense of dread hangs heavy in the air. Within its shadowed halls, acolytes perform dark rituals in service to their undead master, their chants echoing through the night.

Introduction: After sailing around the island, the Captain advises that the only way onto the Island is by the port, the Port of Despair as it is now referred to. And, the port is held by skelton warriors. The adventurers will have to fight their way onto the island, and the element of surprise will be lost.
Do the adventures want to make port? Or, sail to a less imposing island?
Port of Despair
Description: The docks of Port Despair stand as a grim testament to the lich king’s dominion over the island. Once bustling with trade and activity, the port now lies in ruins, its wooden structures rotting and its waters stagnant. Skeleton warriors patrol the area, their hollow eye sockets gleaming with an otherworldly light as they carry out the will of their undead master. The air is heavy with the stench of decay, and the sound of creaking wood and distant moans fills the eerie silence.
Encounters:
Author Note: Once the Adventurers sail into port, and the skelton warriors realize living souls are onboard, they will sound the alarm(s). With the alarms sounded, guards, sentries, workers, and possibly other things will be drawn to the fight.
Each of these encounters is spread out in waves, which will allow the adventures to regroup and rest in between the battles. The sentries are at their post and the first encountered. Then as the sounds of battle ring out, the docks become alive with activity as the various undead stop what they are doing and are drawn to the battle going on. This could be a long fight…

- Skeleton Sentries x 12
- Hit Points: 25
- Armor Class: 14
- Weapons: Rusty sword (1d6 slashing damage)
- As the party approaches the docks, they are greeted by skeleton warriors standing guard. Their bones rattle as they raises their rusty swords, ready to defend the docks
- Treasure: A corroded key hangs from the skeleton’s belt, perhaps unlocking a nearby storage crate.
- Ghostly Mariners x 6
- Hit Points: 30
- Armor Class: 12
- Weapons: Spectral cutlass (1d8 slashing damage)
- A spectral crew of long-dead sailors emerges from the murky waters, their ethereal forms drifting towards the docks. They wail mournfully, trapped between the realms of the living and the dead.
- Treasure: Ghostly mariners carry fragments of their lost memories, which may provide clues to hidden treasures or the lich king’s secrets.
- Zombie Dockworkers x 15
- Hit Points: 40
- Armor Class: 10
- Weapons: Clenched fists (1d6 bludgeoning damage)
- A group of undead dockworkers, their flesh rotting and their movements sluggish, emerge from the shadows. They were once slaves in life, and now serve the lich king in death, mindlessly performing their duties.
- Treasure: Among the zombie dockworkers’ belongings, the party finds a pouch containing a handful of tarnished coins and a broken pocket watch.
- Skeletal Archer Patrol x 10
- Hit Points: 20
- Armor Class: 13
- Weapons: Shortbows (1d6 piercing damage)
- Skeleton archers perch atop the dilapidated buildings overlooking the docks, their bony fingers poised on the strings of their ancient bows. They unleash a volley of arrows at any intruders who dare to approach.
- Treasure: The skeletal archers carry a quiver of enchanted arrows, each tipped with a deadly poison that can paralyze their victims.
- Ghastly Fisherman
- Hit Points: 35
- Armor Class: 11
- Weapons: Fishing harpoon (1d8 piercing damage)
- A ghastly figure draped in tattered fishing nets shambles towards the party, its eyes glowing with a sickly green light. In life, it was a humble fisherman, but in death, it has become a grotesque abomination.
- Treasure: The ghastly fisherman’s net contains a variety of gruesome catches, including skeletal fish and rusted trinkets.
- Specter of the Sea Captain (A Neutral Character; if the characters interact with him, he will give them his treasure. If they attack he will fight back)
- Hit Points: 45
- Armor Class: 15
- Weapons: Spectral cutlass (1d8 slashing damage)
- A spectral figure clad in tattered captain’s attire materializes on the deck of a ghostly ship moored at the docks. It gestures ominously towards the party, its ghostly crew standing at attention behind it.
- Treasure: The specter of the sea captain carries a cursed compass that points towards the nearest source of treasure, leading the party into danger.
- Drowned Corsairs x 7
- Hit Points: 50 (each)
- Armor Class: 14
- Weapons: Cutlasses (1d8 slashing damage)
- A trio of drowned corsairs emerges from the depths, their bodies bloated and waterlogged from centuries spent beneath the waves. They wield rusted cutlasses and snarl menacingly as they advance.
- Treasure: The drowned corsairs’ corpses carry trinkets stolen from their victims, as well as a map leading to a hidden cache of pirate treasure (see below).
Contents of the Hidden Treasure Chest(s)
Author Note: Recommend rolling a dice and awarding the treasure based on the dice roll for a random experience.
- The Captain’s Cache
- Contents:
- 500 gold pieces
- Captain’s Cutlass: A finely crafted cutlass that once belonged to the pirate captain who commanded the ship. It grants a +1 bonus to attack and damage rolls.
- Tricorn Hat of Command: A magical tricorn hat that enhances the wearer’s charisma and leadership abilities. It allows the wearer to cast the Command spell once per day.
- Navigator’s Sextant: An enchanted sextant that grants advantage on navigation checks while at sea.
- Contents:
- The Plunderer’s Hoard
- Contents:
- 800 gold pieces
- Plunderer’s Pistol: A magical pistol that never runs out of ammunition and deals an extra 1d6 necrotic damage on a hit.
- Black Pearl Necklace: A string of black pearls that radiate an aura of dark magic. While worn, the necklace grants resistance to necrotic damage.
- Spyglass of Far Sight: A spyglass that allows the user to see great distances with clarity, even through fog and darkness.
- Contents:
- The Pirate’s Booty
- Contents:
- 600 gold pieces
- Pirate’s Cutlass: A well-worn cutlass with a pommel shaped like a skull. It has a chance to deal an extra 1d4 poison damage on a successful hit.
- Jolly Roger Flag: A tattered flag emblazoned with the iconic symbol of piracy. When flown on a ship, it strikes fear into the hearts of enemies, granting advantage on intimidation checks.
- Seafarer’s Compass: A magical compass that always points towards the nearest source of treasure, leading the user on a never-ending quest for riches.
- Contents:
- The Corsair’s Chest
- Contents:
- 700 gold pieces
- Corsair’s Cutlass: A curved cutlass with a serrated edge, perfect for boarding enemy ships. It grants a +1 bonus to attack and damage rolls.
- Kraken Ink Potion: A vial of black ink harvested from a fearsome kraken. When consumed, it grants the user the ability to breathe underwater for 1 hour.
- Corsair’s Tricorne: A stylish tricorne hat adorned with a feather plume. It grants the wearer advantage on stealth checks while aboard a ship.
- Contents:
- The Buccaneer’s Bounty
- Contents:
- 900 gold pieces
- Buccaneer’s Blunderbuss: A powerful blunderbuss that can deal damage to multiple enemies in a cone-shaped blast. It has a chance to knock enemies prone on a critical hit.
- Mermaid’s Tear Pendant: A shimmering blue pendant said to contain the tears of a mermaid. While worn, it grants the wearer the ability to breathe underwater.
- Buccaneer’s Spyglass: A spyglass enchanted with divination magic, allowing the user to peer into the future and gain insights into upcoming events.
- Contents:

The Abyssal Kraken

Description: Hidden in the depths of the harbor, lurking beneath the surface of the dark waters, lies the Abyssal Kraken. This colossal sea monster, with its tentacles as thick as ship masts and eyes that gleam with ancient malice, is a terror to all who dare to sail these cursed waters. Its presence casts a shadow over the entire port, as ships and sailors alike tremble at the mere mention of its name.
With the sounds of battle raging above on the docks, there is a 20% chance for the beast to awaken and to investigate what is happening. If that happens, the Kraken will attack both the undead warriors and the fresh adventurers it sees on the docks.
If any of the adventurers looks into the waters of the harbor, there is a 30% chance they will see the Kraken asleep in a sunken ships hold. Then the choice to attack is left up to them, or to avoid the battle by slipping away.
By the end of the adventure, there is a 50% chance of the Kraken awakening to the sounds of the Adventurers loading their ship to leave. This would then be the final battle for our adventurers to get off the this acursed island.
Statistics:
- Armor Class: 18 (Natural Armor)
- Hit Points: 300
- Speed: 0 ft. (swimming)
- Abilities:
- Tentacle Attack: +10 to hit, reach 30 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the kraken can’t use the same tentacle on another target.
- Bite Attack: +12 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
- Ink Cloud (Recharge 5-6): A 60-foot-radius sphere of ink extends all around the kraken if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the kraken can use the Dash action as a bonus action.
- Legendary Resistance (3/Day): If the kraken fails a saving throw, it can choose to succeed instead.
Treasures:
- The Kraken’s Eye: A massive, perfectly spherical pearl the size of a human head, rumored to grant visions of the sea’s depths. It is imbued with potent magic, allowing the holder to cast the Water Breathing spell once per day.
- Tentacle Ring: A ring fashioned from one of the kraken’s own tentacles, encrusted with gems and pulsating with an eerie glow. When worn, it grants the wearer advantage on saving throws against being grappled or restrained.
- Inkwell of the Deep: A small, intricately carved inkwell filled with the kraken’s own ink. When used to write, the ink reveals hidden messages and secrets invisible to the naked eye.
- Seafarer’s Compass: A compass that always points towards the nearest source of water, whether it be a hidden cove, a buried treasure trove, or the depths where the kraken lies.
- Coral Crown: A crown crafted from living coral and adorned with pearls, said to grant the wearer dominion over the creatures of the sea. While worn, it allows the wearer to communicate telepathically with aquatic creatures and command their loyalty.
The Tavern of Lost Souls:

Author Note: The Tavern of Lost Souls is a neutral zone and no harm can come to anyone within the Tavern. So, both evil and good can inhabit at the same time, partake of the taverns offerings and find rest and comfort. If the Adventurers wander into the Tavern, they will find the Deceased Founder (see below) welcoming them, but warning them to take no offensive action against the visitors,no matter how vile they maybe, least they be cast into eternal damanation.
Be, forwarned, The Lich King has been known to wander in for a drink or two and to listen to the Bard himself.
In a realm where the boundaries between the living and the dead are blurred, there exists a mysterious tavern known as The Tavern of Lost Souls. Situated on the edge of a mist-shrouded forest, this ancient establishment serves as a sanctuary for lost souls seeking solace, redemption, or simply a respite from the trials of the afterlife.
Legend has it that The Tavern of Lost Souls was founded centuries ago by a powerful sorcerer named Alistair Blackwood. Driven by a desire to bridge the gap between the realms of the living and the dead, Alistair constructed the tavern upon a nexus of mystical energy, imbuing it with otherworldly properties.
As word of the tavern spread throughout the land, it became a beacon for lost souls from all walks of life. Spirits haunted by unfinished business, restless souls seeking closure, and even wandering specters found their way to the tavern’s welcoming doors, drawn by the promise of solace within its walls.
Despite its ethereal clientele, The Tavern of Lost Souls operates much like any other tavern in the realm. Its bar is stocked with a wide array of spirits, both alcoholic and spectral, and its hearth burns with an otherworldly fire that never dims. The tavern’s staff, a motley crew of living and undead beings, caters to the needs of its patrons with equal parts hospitality and empathy.
However, beneath its welcoming exterior lies a darker truth. The Tavern of Lost Souls serves as more than just a resting place for the departed; it is also a nexus of power coveted by dark forces seeking dominion over the realm of the dead. Alistair Blackwood’s original intention to bring peace to lost souls has been twisted by those who seek to harness the tavern’s power for their own nefarious purposes.
But amidst the shadows that lurk within the tavern’s walls, there are those who strive to keep its true purpose alive. A band of unlikely allies, including a reformed necromancer, a spectral bard, and a cursed revenant, have dedicated themselves to protecting the tavern and its patrons from those who would seek to exploit its power.
As the forces of darkness gather and the fate of The Tavern of Lost Souls hangs in the balance, the true nature of its purpose may soon be revealed. Will it remain a sanctuary for lost souls, or will it become a pawn in the eternal struggle between light and darkness?
The NPC’s below can provide insight into the town and its history.
Non-Player Characters (NPCs):
- Alistair Blackwood (Deceased Founder): A enigmatic sorcerer who founded The Tavern of Lost Souls centuries ago. Alistair was driven by a desire to bring peace to the restless dead, but his experiments with necromancy ultimately led to his demise. His spirit is said to linger within the tavern, guiding its patrons and protecting them from harm.
- Evelyn Moonshadow (Living Barkeep): A jovial and spirited woman who serves as the tavern’s bartender. Evelyn has a knack for mixing potent potions and brewing exotic spirits, and she always has a sympathetic ear for the troubles of the tavern’s patrons. Despite her warm demeanor, Evelyn harbors a dark secret from her past that she keeps hidden from those around her.
- Thaddeus Grimshaw (Reformed Necromancer): Once a powerful necromancer who sought to conquer death itself, Thaddeus has since renounced his dark arts and dedicated himself to protecting the souls who seek refuge within the tavern. Though haunted by his past transgressions, Thaddeus now channels his magic towards defending the tavern from external threats. If any adventurer needs healing, Thaddeus can cast a healing spell bringing them back to a full health, but an offering must be made for his efforts.
- Lyra Nightingale (Spectral Bard): A ghostly bard who entertains the tavern’s patrons with her haunting melodies and ethereal voice. Lyra’s music has the power to soothe troubled spirits and lift the hearts of the weary, making her a beloved figure among the tavern’s inhabitants. Despite her tragic past, Lyra finds solace in sharing her gift with others.
- Grimwald Ironclad (Cursed Revenant): A hulking figure clad in ancient armor, Grimwald is bound to the tavern by a curse that prevents him from finding peace in death. Despite his intimidating appearance, Grimwald is fiercely loyal to the tavern and its inhabitants, serving as its stalwart protector against any who would seek to harm them.

Adventure: The Temple of Eternal Darkness
Background: High atop of a hill in the center of the town, is The Temple of Eternal Darkness, once a place of good worship, it has fallen into ruin and become a haven for the undead. Legends speak of the temple holding an artifact of immense power, but few have dared to venture into its cursed halls. As brave adventurers, you have been tasked with exploring the temple, defeating the undead horrors within, and claiming the artifact before it falls into the wrong hands.
Only the Brave need apply…

Encounters:
- Skeleton Sentry x 10
- Hit Points: 20
- Armor Class: 12
- Weapon: Rusty sword (1d6 slashing damage)
- As you enter the temple, a group of skeleton warriors emerges from the shadows, wielding rusty swords. Their hollow eyes lock onto you with malice.
- Zombie Ambush x 5
- Hit Points: 30
- Armor Class: 8
- Weapon: Claws (1d8 slashing damage)
- A group of zombies bursts through a decrepit wall, their rotted flesh oozing with decay. They lunge at you with outstretched arms, hungry for flesh.
- Ghoul Pack x 10
- Hit Points: 25
- Armor Class: 13
- Weapon: Bite (1d10 piercing damage) and claws (2d6 slashing damage)
- Ghouls skulk in the shadows, their eyes glowing with hunger. They leap out from behind pillars, their sharp claws slashing at you ferociously.
- Wight Guardian x 3
- Hit Points: 45
- Armor Class: 15
- Weapon: Longsword (1d8 slashing damage + 2d6 necrotic damage)
- A wight, adorned in ancient armor, stands before a sealed door, its sword crackling with dark energy. It moves to intercept you, its eyes glowing with malevolence.
- Skeletal Archer Squad x 6
- Hit Points: 18
- Armor Class: 11
- Weapon: Shortbows (1d6 piercing damage)
- Skeleton archers perch atop crumbling balconies, raining arrows down upon you. Their shots are surprisingly accurate, forcing you to take cover behind pillars.
- Zombie Behemoth
- Hit Points: 60
- Armor Class: 10
- Weapon: Massive fists (2d10 bludgeoning damage)
- A hulking zombie behemoth blocks your path, its sheer size and strength making it a formidable foe. Its fists swing wildly, threatening to crush you with each blow.
- Specter Assassins x 4
- Hit Points: 25
- Armor Class: 14
- Weapon: Incorporeal touch (3d6 necrotic damage)
- Specters materialize from the shadows, their ghostly forms slipping through walls. They strike swiftly and silently, draining the life force from their victims.
- Wraith Phantoms x 6
- Hit Points: 35
- Armor Class: 12
- Weapon: Incorporeal touch (2d8 necrotic damage)
- Wraiths drift through the air, their eyes blazing with hatred. They emit chilling wails that freeze you to the core, sapping your strength with each passing moment.
- Ghastly Banshees x 4
- Hit Points: 30
- Armor Class: 13
- Weapon: Wail of the Banshee (4d6 psychic damage)
- Banshees materialize before you, their ghostly forms wreathed in ethereal flames. Their mournful wails threaten to tear your very soul apart.
- Skeleton Warlock
- Hit Points: 25
- Armor Class: 12
- Weapon: Staff of the Damned (1d6 bludgeoning damage + 1d8 necrotic damage)
- A skeletal figure chants dark incantations, summoning shadows to do its bidding. It hurls bolts of dark energy at you, each strike draining your life force.
- Zombie Ogres x 3
- Hit Points: 70
- Armor Class: 12
- Weapon: Massive clubs (2d12 bludgeoning damage)
- Zombie ogres lumber towards you, their massive clubs leaving craters in the temple floor. Their rotted muscles bulge as they swing their weapons with deadly force.
- Lich’s Minions x 5
- Hit Points: 40
- Armor Class: 14
- Weapon: Staffs (1d8 bludgeoning damage)
- A group of undead acolytes emerges from the darkness, their eyes gleaming with unholy fervor. They cast dark spells, seeking to bind your souls to their master’s will.
- Shadow Assassins x 5
- Hit Points: 30
- Armor Class: 15
- Weapon: Shadow Blade (2d6 piercing damage)
- Shadows detach from the walls, coalescing into humanoid forms. They dart towards you, their shadowy blades striking with deadly precision.
- Necromancer’s Apparition
- Hit Points: 40
- Armor Class: 16
- Weapon: Lifedrain Scepter (1d8 bludgeoning damage + 2d6 necrotic damage)
- A spectral figure floats before you, wielding a scepter wreathed in dark energy. It commands the undead with an iron will, draining the life force from any who oppose it.
- Wight Knight
- Hit Points: 55
- Armor Class: 18
- Weapon: Greatsword (2d6 slashing damage + 1d8 necrotic damage)
- A wight clad in ornate armor strides towards you, its greatsword glowing with unholy power. It moves with supernatural speed, its strikes leaving trails of dark energy in their wake.
- Revenant Champion
- Hit Points: 65
- Armor Class: 17
- Weapon: Revenant’s Blade (2d8 slashing damage + 1d10 necrotic damage)
- A revenant, its eyes burning with vengeance, charges at you with a bloodcurdling scream. Its blade slices through the air with lethal precision, seeking to claim your life.
- Lich King’s Guardian x 2
- Hit Points: 90
- Armor Class: 20
- Weapon: Staff of Power (1d10 bludgeoning damage + 2d8 necrotic damage)
- Two towering skeletal guardians stands before an ancient altar, its staff crackling with dark energy. It moves to block your path, its gaze filled with malice.
- Death Knight Legions x 5
- Hit Points: 50
- Armor Class: 19
- Weapon: Death Knight’s Blade (2d8 slashing damage + 1d10 necrotic damage)
The Sad Story of Father Gregory
Authors Note: As the adventurers enter into the temple main hall they will see a large statue of a man. This is Father Gregory turned to stone. If the adventurers are astude and pay attention, they will see that the statue is watching them, imploring them for help. The statue is mute, and all communication, if any, is by the statue nodding his head. If the Lich King is killed, the spell will be broken and the man returned to flesh. As a reward for their kindness, Father Gregory will perform a blessing raising the players skill of choice by +1 point.

In the ancient and desolate island where the Temple of Eternal Darkness lay, there existed a small village whose people lived in fear of the dreaded Lich King and his minions. The village relied heavily on their priest, Father Gregory, a man of unwavering faith and courage who offered solace and guidance to his people in their darkest hours.
Father Gregory was known throughout the land for his compassion and his willingness to stand against the darkness that threatened their world. However, one fateful night, as the villagers gathered in the temple seeking refuge from the encroaching shadows, the Lich King himself descended upon them.
With a malevolent cackle, the Lich King unleashed his dark magic, engulfing the temple in an aura of death and decay. Father Gregory, knowing he must protect his flock, stepped forward to confront the Lich King, his faith a beacon of light in the midst of darkness.
But the Lich King, fueled by his insatiable thirst for power, was not to be swayed. With a wave of his skeletal hand, he unleashed a devastating spell, turning Father Gregory to stone before the horrified eyes of the villagers.
As Father Gregory stood frozen in stone, his spirit trapped within his petrified form, the Lich King proclaimed his victory and vanished into the shadows, leaving the village to mourn the loss of their beloved priest.
In the days that followed, the villagers vowed to find a way to free Father Gregory from his stone prison and defeat the Lich King once and for all. They embarked on a perilous journey, facing countless trials and challenges as they sought out the ancient artifacts and magic needed to undo the Lich King’s curse.
And so, the tale of Father Gregory, the priest turned to stone by the Lich King, became a legend whispered among the people, a symbol of hope and resilience in the face of darkness. And though the road ahead was fraught with danger, the villagers knew that as long as they held fast to their faith and their courage, they would eventually triumph over the forces of evil and free their beloved priest from his stony prison.
Traps within the Temple
Author Note: The Lich King does not want the adventurers dead, he wants them alive for their souls. Each trap is designed to “capture” a player without killing them, or to weaken them enough by losing hope that they see the Lich King as a saviour and not a threat. If the Adventurers realise this, it may dawn on them that hostages are being kept and to look for them also.
- Soul Siphon Chamber:
- Description: The floor of this chamber is adorned with intricate runes and symbols, surrounded by flickering torches that cast eerie shadows on the walls. As adventurers step into the room, they trigger the trap.
- Mechanism: Glyphs on the floor activate, creating a vortex of dark energy that begins to siphon the souls of those within the chamber. Adventurers must succeed on a series of difficult saving throws or risk having their life force drained, weakening them significantly.
- Countermeasures: Disrupting the flow of magical energy by deciphering and dispelling the glyphs, or finding a way to redirect the energy away from the party.
- Hall of Illusions:
- Description: This long corridor is lined with ornate mirrors, each reflecting twisted and distorted images of those who pass by. As adventurers venture deeper into the hall, they find themselves ensnared in a maze of illusions.
- Mechanism: The mirrors project illusions that disorient and confuse the adventurers, making it difficult to discern reality from illusion. False traps and monsters appear at every turn, leading the party astray and into danger.
- Countermeasures: Finding a way to dispel the illusions by identifying the source of the magic or using reflective surfaces to counteract the effects of the mirrors.
- Chamber of Eternal Flames:
- Description: Within this chamber, braziers burn with an unnatural blue flame that casts ominous shadows across the room. Adventurers must navigate a series of narrow pathways surrounded by molten lava.
- Mechanism: Stepping on pressure plates triggers jets of flame that shoot out from the walls, threatening to engulf anyone in their path. The heat is intense, and the flames seem to be fueled by dark magic, making them difficult to extinguish.
- Countermeasures: Finding hidden switches to disable the flame jets or using protective spells to shield against fire damage while navigating the treacherous paths.
- Pit of Despair:
- Description: A seemingly innocuous chamber conceals a deep pit shrouded in darkness. As adventurers approach the pit, they feel an overwhelming sense of hopelessness and despair.
- Mechanism: Anyone who falls into the pit is subjected to a powerful curse that drains their will to live, causing them to lose the motivation to continue their quest. The cursed individuals become listless and despondent, making them easy prey for lurking monsters.
- Countermeasures: Finding a way to dispel the curse by destroying the source of the dark magic or using powerful restorative magic to lift the curse from affected party members.
- Corridor of Echoing Torment:
- Description: This narrow corridor is lined with intricate carvings depicting scenes of suffering and anguish. As adventurers walk through the corridor, their footsteps echo loudly, filling the air with a haunting cacophony.
- Mechanism: The echoes amplify the negative emotions of those within the corridor, heightening feelings of fear, anger, and despair. The adventurers may begin to hallucinate nightmarish visions or hear whispers of doubt and dread.
- Countermeasures: Finding a way to silence the echoes by disrupting the magical resonance or using protective charms to shield against psychic damage caused by the tormenting whispers.
The Library Of Tomes
Before the Lich King came to power the Temple had a vast library and even offered education to the local residents. The room is still filled with a vast collection of written materials.

Author Note: The library of the temple is a room that has not yet been violated by evil. A powerful spell prevents evil from entering the library and if the adventurers need a rest, they would be wise to retreat to this room to regroup and rest.
Within the library is a large collection of ancient tomes, scrolls, and scripts. A Wizard or Cleric would pay a high price if these books could be recovered. There are five tomes of special note:
- The Tome of Arcane Secrets:
- Description: Bound in shimmering blue leather and inscribed with arcane runes, this tome radiates powerful magical energy. Its pages contain ancient spells, rituals, and incantations from a bygone era.
- If it could talk: “I am the keeper of arcane knowledge, whispered from the lips of wizards long forgotten. Within my pages lie the secrets of magic itself, waiting to be unleashed by those who dare to wield its power. Approach with caution, for magic such as mine can both illuminate and consume.”
- The Grimoire of Shadows:
- Description: A dark and foreboding tome, its cover adorned with swirling shadows that seem to move of their own accord. The pages within are filled with forbidden rituals, dark curses, and secrets of shadow magic.
- If it could talk: “I am the harbinger of darkness, the bringer of shadows that dance upon the edge of oblivion. My words are whispered in the night, beckoning those who seek power beyond the light. But beware, for my secrets come with a price, one that few are willing to pay.”
- The Codex of Divine Wisdom:
- Description: A tome of radiant gold, its pages shimmering with divine light. Symbols of faith and piety adorn its cover, and within its pages are recorded the teachings, prayers, and prophecies of ancient gods.
- If it could talk: “I am the voice of the divine, the embodiment of sacred knowledge passed down through the ages. My words are a beacon of hope in a world consumed by darkness, guiding the faithful along the path of righteousness. Heed my teachings, and you shall find enlightenment.”
- The Tome of Elemental Mastery:
- Description: Bound in crackling red leather and adorned with symbols representing the four elements, this tome exudes raw elemental energy. Its pages contain rituals, spells, and lore related to the manipulation and control of elemental forces.
- If it could talk: “I am the essence of the elements, the embodiment of fire, water, earth, and air. Within my pages lie the secrets of elemental mastery, waiting to be harnessed by those who possess the will and the courage to command the forces of nature. Approach with reverence, for the elements are both friend and foe.”
- The Libram of Astral Knowledge:
- Description: A celestial tome bound in shimmering silver and adorned with constellations and celestial motifs. Its pages contain esoteric lore, celestial maps, and revelations about the mysteries of the cosmos.
- If it could talk: “I am the keeper of cosmic truths, the guide to the stars and the realms beyond. My words unlock the secrets of the universe, revealing the hidden connections that bind all things together. Seekers of enlightenment, look to the heavens, and you shall find wisdom beyond imagining.”
The Bust of Professor Saint Graham

If the adventurers pay close enough attention, they will see the bust has the name plate of Professor Saint Graham underneath it. Professor Saint Graham was the librarian of this facility, before the Lich King came and took it over, and now his soul is now watching over the library. If they speak to the bust, it will speak back. But, as a test of the adventurers character, they must answer a riddle.
- “What has keys but can’t open locks?”Answer: A piano.
- “What comes once in a minute, twice in a moment, but never in a thousand years?”Answer: The letter “M”.
- “What is so fragile that saying its name breaks it?”Answer: Silence.
If they are able to answer the riddles and prove their worth, the bust of Professor Saint Graham will reveal the location of three magic potions; one potion per riddle. These are:
- Elixir of Undeath’s Bane:
- Description: A shimmering vial filled with a radiant liquid that pulses with holy energy.
- Effects: When consumed, this elixir imbues the drinker with temporary protection against necrotic energy. It grants resistance to necrotic damage and offers immunity to the lich’s life-draining abilities for a limited time.
- Ingredients: Essence of purified sunlight, powdered diamond dust, holy water blessed by a high priest.
- Phial of Soulfire:
- Description: A small flask containing a swirling, ethereal flame that emits a faint humming sound.
- Effects: When thrown at a lich, the Phial of Soulfire erupts into a burst of radiant energy upon impact, searing the undead creature’s essence. It deals significant damage to the lich and has a chance to disrupt its connection to the Negative Energy Plane, weakening its powers temporarily.
- Ingredients: Essence of celestial fire, powdered phoenix feathers, a drop of pure soul essence.
- Potion of Necromantic Nullification:
- Description: A dark, viscous potion housed in a black glass bottle adorned with silver runes.
- Effects: When imbibed, this potion creates a protective aura around the drinker that absorbs and nullifies necrotic energy. It provides immunity to the lich’s life-draining attacks and renders the drinker immune to being turned into an undead minion by the lich’s powers.
- Ingredients: Essence of anti-magic, powdered obsidian infused with the essence of life, a drop of blood from a celestial being.
These potions are potent tools for adventurers seeking to combat the dark powers of the lich and may provide the edge they need to emerge victorious in their battle against him. In effect, they will nullify any spells he casts on the drinkers of the potions, but only the drinkers. They can only be drunk before or during the battle. And, will last only for the duration of the battle. If drunk too soon, there powers will just fade without any benefits.They must be saved when battle with the Lich King is imminent.
It would be best to give the potions to the three best adventurers when the battle is upon them.
The Lich King’s Citadel:

The Citadel of Lord Malgazar, now known as the Lich King, stands as a grim testament to his dark reign and mastery over necromantic forces. Perched atop a jagged, desolate peak shrouded in perpetual darkness, the citadel looms like a sinister specter against the night sky. Its towering spires, adorned with menacing gargoyles and twisted, blackened banners, pierce the heavens like the skeletal fingers of some long-forgotten deity.
As one approaches the citadel, a palpable sense of dread washes over them, the air heavy with the scent of decay and malevolence. The very ground seems to tremble beneath the weight of the citadel’s dark magic, as if the very earth itself recoils from its presence.
The outer walls of the citadel are lined with jagged battlements and bristling with sinister-looking siege engines, their rusted blades and spikes gleaming in the faint light. Skeletal sentinels, animated by dark magic, stand watch along the ramparts, their hollow eye sockets glowing with an unholy light.
Within the citadel’s forbidding walls lies a labyrinthine maze of corridors, chambers, and catacombs, each more treacherous and foreboding than the last. Darkened hallways echo with the faint whispers of lost souls, their anguished cries reverberating through the cold stone corridors.
At the heart of the citadel lies the Throne Room, a cavernous chamber adorned with crumbling tapestries and shattered stained glass windows depicting scenes of death and destruction. Upon a dais of blackened stone sits the throne of Lord Malgazar, a twisted monstrosity of bone and dark magic, its jagged edges pulsating with an ominous glow.
Surrounding the throne are countless relics of necromantic power, ancient tomes bound in human flesh, and ornate artifacts crafted from the bones of fallen heroes. Shadows dance across the chamber, conjured by dark sorceries that twist and warp reality itself.
In the depths of the citadel’s catacombs lie the Vaults of the Damned, where the souls of the fallen are imprisoned for all eternity, their anguished cries echoing through the darkness. Here, beneath the cold stone floors, lies the source of Lord Malgazar’s power, a nexus of dark energy that feeds his insatiable hunger for immortality and dominion over the realms of the living and the dead.
The Citadel of Lord Malgazar stands as a blight upon the land, a bastion of darkness and despair that casts a shadow over the world. Only the bravest and most skilled adventurers dare to challenge its malevolent master, knowing full well the dangers that await them within its cursed walls.
Overview of the Castle
The Lich King’s castle is a vast, ancient structure, teeming with dark magic and undead creatures. It’s divided into several key areas:
- The Cursed Gardens: Once beautiful, now a twisted maze filled with undead.
- The Forgotten Halls: Narrow corridors that house the spirits of past inhabitants.
- The Dining Hall of Shadows: A grand room where specters mimic the living’s feasts.
- The Library of Despair: Filled with forbidden knowledge and cursed tomes.
- The Chambers of Torture: Where prisoners are turned into undead servants.
- The Summoning Grounds: Used by the Lich King to summon powerful demons.
- The Throne Room: Where the Lich King awaits, surrounded by his most powerful minions.

The Cursed Gardens:
Upon entering the castle doors, the adventurers find themselves in the the Cursed Gardens. The gardens are full of statues of various figures. Victims of the Lich who have had their souls taken and have slowly turned to stone.
The Cursed Gardens were once the crown jewel of the castle, boasting an array of exotic flora and meticulously manicured landscapes. Now, they stand as a testament to decay, twisted by dark magic. The air is thick with a miasma that blurs the line between the living and the undead. What used to be pathways are now overgrown with thorned vines that seem to pulse with a malevolent life of their own. Statues of former garden patrons, now grotesquely morphed, loom over the pathways, their eyes seeming to follow one’s every move. The plants themselves are a perversion of nature, with some capable of lashing out at unsuspecting visitors, while others emit a soft, ghostly glow, providing the only source of light. The further one ventures into the garden, the more disorienting it becomes, as if the garden itself is a living entity trying to confuse and ensnare.
Encounter: The Thorned Skeltons
Description: Deep within the twisted bowers of The Cursed Gardens, the Thorned Skeltons await, undead gardeners who tended to the grounds in life and now protect it in death. Their bodies are a ghastly fusion of human and plant, with limbs that have turned into gnarled branches and faces half-consumed by creeping vines. Their eyes glow with a haunting light, and their movements are silent, save for the rustle of leaves.
Within the plants themselves, there are hidden three Vine Blights, (similiar to Venus fly traps) that will attack once fresh meat is detected.
- Cursed Garden Entrance:
- Creatures: Thorned Skeletons (x8)
- Hit Points: 18 each
- Armor Class: 13
- Weapon: Thorn Whip (1d6 piercing damage)
- Activity: Patrolling the entrance, ensnaring intruders with thorn whips.
- Treasure: A potion of healing hidden in the underbrush.
- Maze of Vines:
- Creatures: Vine Blights (x3)
- Hit Points: 26 each
- Armor Class: 12
- Weapon: Vine (1d4+3 bludgeoning, grapple)
- Activity: Lying in wait to ambush adventurers.
- Treasure: An amulet of natural armor (+1 to AC) tangled in roots.
- Treasure:
- Ethereal Bloom: A rare flower found in the possession of one of the Sentinels. It can be used as a component in powerful potions or sold for a high price. It’s rumored that the Ethereal Bloom can also act as a key to certain sealed areas within the castle, where the air is thick with ancient magic.

The Forgotten Halls:
Author Note: The halls are adorned with paintings. Portraits of the previous inhabitants in a happier time. If the adventurers take the time to read the name plates they will find a picture of the Lich King, before he was a lich. The very Noble Lord Malgazar:

The Forgotten Halls: Backstory
The Forgotten Halls are the remnants of a once-grand palace wing, now reduced to shadows and whispers. These halls bear the scars of countless tragedies and forgotten histories, etched into the very stone. Long ago, a great betrayal within the castle walls led to a bloody uprising that saw many of the castle’s inhabitants slaughtered. As the castle eventually fell into ruin, so too did the memories of those who lived and died there, leaving only their restless spirits behind.
The air in the Forgotten Halls is perpetually cold, and an unnerving silence pervades, broken only by the occasional echo of footsteps that belong to no living being. The spirits that roam here are bound to the halls by their unresolved pasts, manifesting as spectral apparitions that flicker in and out of sight. Some seek to communicate, driven by the desperate desire to be remembered, while others are consumed by their anger and sorrow, lashing out at any who dare to intrude upon their eternal solitude.
Ghost Encounters
- The Weeping Lady
- Description: A noblewoman who was betrayed by her closest confidant, leading to her untimely death. She roams the halls, her sobs echoing mournfully.
- Armor Class (AC): 12
- Hit Points: 75
- Attack: Ghostly Touch (1d6 necrotic damage, with a chance to cause the “Frightened” condition as the victim is overwhelmed by despair).
- Special Ability: Can phase through walls and disappear, reappearing unexpectedly.
- The Vengeful Knight
- Description: Once a proud defender of the castle, he fell in battle due to a deceitful ally’s treachery. He now seeks vengeance against all living trespassers.
- Armor Class (AC): 14 (Spectral Armor)
- Hit Points: 95
- Attack: Ethereal Longsword (1d8+2 slashing damage, ignores non-magical armor).
- Special Ability: Can summon a spectral shield to increase AC to 16 for one turn.
- The Lost Children x 5
- Description: A group of siblings who hid during the uprising and perished hidden and forgotten. They appear as a group of three, their laughter turning to eerie wails.
- Armor Class (AC): 10 each
- Hit Points: 26 each
- Attack: Chilling Embrace (1d4 cold damage each, with a chance to “freeze” the target in place for 1 turn due to fear).
- Special Ability: Can merge into a single, more powerful form for a brief period, increasing their AC to 12 and damage to 1d6+1 cold damage.
- The Forsaken Servants x 6
- Description: A loyal servant who was wrongly accused of betrayal and executed. His spirit is one of sorrow but also of rage against the injustice he suffered.
- Armor Class (AC): 13
- Hit Points: 45 each
- Attack: Accusatory Grasp (1d6 necrotic damage, with a chance to “Paralyze” the target for 1 turn as they’re wracked with guilt and fear).
- Special Ability: Can cause illusions of the hall’s tragic past to play out, disorienting intruders and making them vulnerable to attack.
The Dining Hall of Shadows:
The Dining Hall of Shadows is one of the castle’s most hauntingly beautiful and eerie locations. Once the heart of the castle, where the living would gather in celebration, it now serves as a grotesque mirror to the past, forever replaying the grand feasts of a bygone era. The Lich King, in a twisted mockery of life, enchanted the hall so that specters of the once-living nobility are doomed to reenact their joyous banquets for eternity, their laughter and chatter just hollow echoes that chill the soul.
The grand table, perpetually set with spectral delicacies that vanish upon touch, runs the length of the hall, surrounded by chairs that hold the ghostly forms of lords, ladies, knights, and jesters. Tattered banners hang from the walls, and chandeliers above flicker with ghostly light, illuminating the eternal celebration within. The air is cold, and a sense of longing and despair pervades, as these spirits are trapped in the moment of their demise, unaware of their ghastly fate.
Inhabitants of The Dining Hall of Shadows

- The Banquet Master
- Description: A spectral figure that presides over the endless feast, ensuring the specters maintain their roles in the macabre reenactment.
- Armor Class (AC): 13
- Hit Points: 64
- Weapon: None. Instead, it wields the power to manipulate shadows, using them to ensnare and weaken intruders.
- Special Ability: Can summon shadow tendrils to grapple and immobilize targets (1d4 necrotic damage per turn while grappled).
- Treasure: The Banquet Master’s signet ring, capable of controlling shadows within the castle.
- The Laughing Knight
- Description: A once-valiant knight who now roams the hall, challenging all to duels with his ghostly blade.
- Armor Class (AC): 15
- Hit Points: 77
- Weapon: Spectral Longsword (1d8 slashing damage, ignores non-magical armor).
- Special Ability: Phasing strike, allowing him to bypass physical barriers and strike directly at the living.
- Treasure: His ethereal cloak, which grants the wearer the ability to become ethereal for a short period.
- The Sorrowful Lady
- Description: A noblewoman trapped in a loop of mourning, her tears are toxic to the living.
- Armor Class (AC): 12
- Hit Points: 59
- Weapon: Tears of Lament (Area effect, 1d6 acid damage to all within 5 feet, chance to “Sadden” reducing attack efficiency).
- Special Ability: Can emit a wail that disorients opponents, causing them to lose their next action.
- Treasure: A locket that, when opened, releases a powerful healing aura once per day.
- The Jester of Shadows
- Description: A jester who provides dark entertainment, his jokes and tricks are deadly.
- Armor Class (AC): 14
- Hit Points: 47
- Weapon: Trickster’s Daggers (1d4 piercing damage, with a chance to cause confusion, making the target attack its ally on its next turn).
- Special Ability: Can disappear and reappear in a puff of smoke, making him difficult to hit.
- Treasure: The Jester’s deck of illusions, which can be used to create various magical effects designed to distract or deceive.
The Lich King’s Silver Banquet Set
The Lich King’s Silver Banquet Set is a magnificent collection of tableware, meticulously crafted from the finest silver, infused with dark magic to preserve its luster eternally, despite the corrupting influence of its owner’s realm. This set was forged in the shadowy depths of the underworld by enslaved spirits bound to the Lich King’s will, each piece engraved with symbols of power and dominion, representing the Lich King’s absolute rule over death and decay.
Composition of the Set:
- Plates: A dozen dinner plates, each engraved with the visage of the Lich King, surrounded by intricate patterns of bones and skulls.
- Goblets: Six goblets, designed to be held comfortably in skeletal hands, adorned with gems that glow with an internal fire when filled with any liquid.
- Cutlery: A full complement of cutlery for twelve, including knives sharp enough to cut through enchantments, forks that can detect poison, and spoons that chill any soup to a ghost’s preferred temperature.
- Serving Platters: Two large platters, used to display the Lich King’s conquests, both in war and in death, with scenes of battles and necromantic rituals.
- Tureen: A large soup tureen with a lid shaped like a ghastly face, from which steam emerges as ethereal wraiths when opened.
Special Features:
- Dark Enchantment: The set is imbued with a dark enchantment that prevents it from tarnishing or showing any wear. It’s said that the set can command the presence of spectral servants to aid in serving a feast.
- Curse: Any who use the set without the Lich King’s permission find their vitality slowly drained, their life essence siphoned away to empower the Lich King further.
Value:
While priceless in terms of its craftsmanship and magical properties, the cursed nature of the banquet set makes it a dangerous treasure to keep. Should it be purified of its dark enchantments, the set could fetch a staggering sum from collectors of arcane and royal artifacts. Conservatively estimated, the set in its purified state could be valued at over 50,000 silver pieces, making it a treasure worth a king’s ransom.
However, the process of purifying such an artifact would require powerful magic, as well as the willingness to risk the Lich King’s wrath for desecrating his prized possession. As it stands, the value of the Lich King’s Silver Banquet Set is not just in its material wealth, but in the power and status it represents within the dark domains over which the Lich King reigns.
The Library of Despair:

The Library of Despair stands as a monument to the Lich King’s insatiable thirst for knowledge and power. Its vast, gloomy halls are lined with shelves that stretch endlessly into the shadows, each filled with ancient tomes, scrolls, and artifacts of dark magic. The air is thick with the musty scent of decaying paper and leather, mingling with the cold, unsettling energy of curses that linger on the edges of perception. The dim light flickers unpredictably, casting long, creeping shadows that seem to move of their own accord.
This library houses the most dangerous and forbidden knowledge in existence, gathered from all corners of the known and unknown worlds. The tomes within are bound in unsettling materials, and their pages whisper unspeakable truths to those who dare to read them. The library is a labyrinth, designed to trap and disorient unwelcome visitors. Some sections are said to be alive, rearranging themselves to keep the most sinister secrets hidden from unwary eyes.
Encounter: The Guardian of Forbidden Knowledge
Description: The Guardian is a creature born from the Lich King’s magic, tasked with protecting the library’s most dangerous secrets. It takes the form of a towering figure, cloaked in shadows, with eyes that burn with a ghostly light. Its body is composed of the very energy contained within the books and scrolls it protects, constantly shifting and changing form.
- Armor Class (AC): 17 (The Guardian’s form is difficult to harm due to its shifting nature and the magical protection of the library.)
- Hit Points: 126
- Weapons: Tome Claws (The Guardian can form its hands into claws made of razor-sharp pages, dealing 1d10 slashing damage, plus an additional 1d6 psychic damage as forbidden knowledge assaults the mind of its victim.)
- Special Abilities:
- Summon Tome Wraiths: Once per encounter, the Guardian can summon 2-3 Tome Wraiths, spectral entities that attack with psychic screams, each dealing 1d8 psychic damage and potentially causing confusion.
- Arcane Shield: The Guardian can activate a shield of swirling pages that increases its AC to 19 for 3 turns. While active, any physical attack against it has a chance to be reflected back at the attacker as a burst of magical energy.
- Knowledge Drain: On a successful hit, the Guardian can choose to drain knowledge from its victim instead of dealing damage. The victim must succeed on an Intelligence saving throw or temporarily lose access to spellcasting abilities or special skills for 1 turn.
Library Action:
- Cursed Knowledge: The library aids the Guardian by opening tomes to pages of dark incantations. Any adventurers within 30 feet must make a Wisdom saving throw or be afflicted by a random minor curse (e.g., uncontrollable laughter, speaking in tongues, temporary memory loss).
Backstory for Discovering the Magical Tomes
In the shadow of the world’s creation, when magic was as common as breath and the realms were yet unformed, four beings of immense power sought to embody their essence into the material world. These beings, neither gods nor mortals, were the embodiments of the elements, the night, the alchemical mysteries, and the celestial heavens. Each, in their desire to influence the world and its inhabitants, created a tome of unimaginable power.
However, understanding the dangers these tomes represented if wielded unwisely, they hid them away in the fabric of the world, accessible only to those of sufficient will, intelligence, and courage. Over millennia, the locations of these tomes were lost to time, becoming the focus of legends and the obsession of adventurers and scholars alike.
A prophetic alignment of stars heralded the re-emergence of paths to these tomes. A group of adventurers, each touched by destiny and driven by their own reasons, have come together, guided by ancient prophecies, dreams sent by the unknown, and cryptic maps etched in materials that defy explanation. Their journey will take them to the edges of the known world and beyond, through trials that will test their resolve, their wisdom, and their bond to each other.
1. Tome of the Endless Night
Description: This ancient, black leather-bound tome is etched with silver glyphs that seem to absorb light rather than reflect it. Its pages, made from an unknown dark material, contain spells and rituals related to the manipulation of shadows and the summoning of dark creatures from the void. The tome is rumored to have been written in the earliest days of the universe, dictated by a god of darkness who sought to spread night eternal across all realms.
Magical Properties:
- Shadow Mastery: Grants the reader advanced knowledge of shadow magic, including the ability to cast Shadow Walk and Summon Shadow Beast without the need for components.
- Night Vision: Permanent night vision for the reader, seeing through darkness as if it were daylight.
Value: Due to its rare and dangerous content, the Tome of the Endless Night is invaluable to practitioners of dark arts and collectors of forbidden knowledge. Estimated value: 8,000 silver pieces.
2. Grimoire of the Elemental Sage
Description: Bound in scales that shimmer with all the colors of the elements, this grimoire contains the wisdom of an ancient elemental sage. It holds spells, incantations, and secrets for commanding the forces of nature, from the gentlest breeze to the fiercest volcano.
Magical Properties:
- Elemental Command: Enables the reader to cast elemental spells with greater potency and control, including rare spells like Control Weather, Earthquake, and Tsunami.
- Elemental Protection: Provides resistance to elemental damage (fire, ice, lightning, and earth).
Value: Sought after by wizards and druids alike, the Grimoire of the Elemental Sage can command a price of up to 5,000 silver pieces.
3. The Alchemist’s Codex of Infinite Mixtures
Description: This tome is covered in a peculiar metal that continuously shifts through the entire color spectrum. Inside, it contains recipes for alchemical concoctions that range from the mundane to the extraordinary, including the elixir of life, potions of transformation, and the universal solvent.
Magical Properties:
- Alchemy Mastery: Increases the success rate and potency of alchemical creations.
- Secret Recipe: The reader gains the ability to create one potion of their choosing that defies the laws of alchemy, without the typical requirements or limitations.
Value: An essential tool for any alchemist, the Codex can fetch up to 4,000 silver pieces.
4. Chronicle of the Celestial Atlas
Description: This tome appears to be bound in a material as dark as the night sky, dotted with twinkling lights that mimic the stars. The Chronicle contains detailed maps and charts of celestial bodies, as well as spells and rituals for astral projection, celestial communication, and manipulation of time and space.
Magical Properties:
- Celestial Navigation: Allows the reader to accurately navigate between different planes of existence.
- Time Manipulation: Grants the reader the ability to cast spells that alter the flow of time, such as Time Stop and Haste, without aging the caster.
Value: Invaluable to scholars of the arcane and planar travelers, the Chronicle’s estimated value is around 7,000 silver pieces.
The Chambers of Torture:

Deep within the bowels of the Lich King’s castle lie the Chambers of Torture, a sinister testament to the Lich King’s cruelty and his mastery over death. These chambers, once the dungeons of the castle, were twisted by dark magic into a realm of unspeakable horror. Here, the Lich King’s captives are not merely imprisoned; they are transformed through necrotic rituals and agonizing experiments into loyal undead servants, stripped of their will and bound to his command for eternity.
The air is thick with the stench of decay and the screams of the damned, echoing through the cold stone corridors. The walls are lined with ancient, cursed artifacts and tools designed for the darkest of necromantic rituals. It is said that the very stones of the chamber thirst for the blood and soul of the living, aiding in the macabre transformation process.
Guarding these chambers and overseeing the conversion of prisoners into undead minions are the Lich King’s most trusted and twisted creations:
Monsters of The Chambers of Torture
- Soulflayer Wardens x 4
- Description: These tall, skeletal figures are clad in blackened armor, etched with runes that glow with a malevolent light. They were once powerful mages or warriors in life, now turned into the Lich King’s overseers for the chambers.
- Armor Class (AC): 16
- Hit Points: 75 each
- Weapons: Warden’s Glaive (a long, cursed polearm that deals 1d10 slashing damage and 1d6 necrotic damage, draining the life force of its victims).
- Special Ability: Soul Chain – Can cast a chain of dark energy to bind and immobilize a target, sapping their strength over time.
- Tormented Spirits x 6
- Description: The anguished souls of those who did not survive the transformation, bound to the chambers as ethereal guardians. They appear as ghostly, tormented figures, their faces twisted in eternal agony.
- Armor Class (AC): 13 (ethereal form)
- Hit Points: 46 each
- Weapons: None. They attack by passing through victims, chilling their very soul (1d8 cold damage, with a chance to cause the “Frightened” condition).
- Special Ability: Ethereal Wail – Their mournful cry can disorient and confuse attackers, causing them to miss their next attack.
- Ghastly Surgeons x 3
- Description: Once healers or clerics, now corrupted by dark magic into serving the Lich King. They wear tattered robes covered in blood, with their surgical tools enchanted for dark rituals.
- Armor Class (AC): 14
- Hit Points: 70 each
- Weapons: Cursed Scalpels (1d4 piercing damage, with a chance to infect the target with a necrotic disease, weakening them over time).
- Special Ability: Dark Healing – Can drain life from a living creature to heal themselves or another undead creature within the chamber.
- Bone Golems x 2
- Description: Constructed from the bones of countless victims, these hulking golems serve as both laborers and guards within the chambers.
- Armor Class (AC): 18 (due to their dense bone structure)
- Hit Points: 99 each
- Weapons: Bone Claws (2d6 slashing damage, with a chance to grapple and immobilize their target).
- Special Ability: Bone Shatter – On a critical hit, they can shatter the bones of a living target, causing severe damage and potential limb loss.
The Chambers of Torture are a place of despair and darkness, where the Lich King’s power over death is most evident. Those who enter, whether as prisoners or invaders, face not only the physical horrors within but the psychological torment of witnessing such abominations. The monsters that dwell here are not merely guardians; they are reminders of the Lich King’s absolute control over life and death.
NPC Profile: Sir Eldric the Undaunted

Author Note: Sir Eldric is chained to one of the torture devices, the adventurers arrive just in time and if they can defeat the above monsters and free him, he will aid them in their quest.
Backstory: Sir Eldric the Undaunted was once a renowned knight, celebrated across the lands for his bravery and skill in battle. He embarked on a quest to defeat the Lich King, driven by a personal vow to rid the world of such dark tyranny. However, he was captured and imprisoned within the Chambers of Torture, where he endured unspeakable horrors. Despite the Lich King’s efforts to break his spirit and transform him into an undead minion, Eldric’s will remained unbroken, a testament to his indomitable spirit.
Appearance: Eldric is a tall, muscular figure, with scars crisscrossing his once-noble features. His armor, though battered and tarnished, still bears the emblem of his order—a phoenix rising from the flames, symbolizing rebirth and resilience. His eyes burn with a mix of pain, anger, and an unyielding resolve to see the Lich King defeated.
Personality: Despite the torment he has endured, Eldric’s sense of justice and duty remains unshaken. He is fiercely loyal to those who prove themselves allies in the fight against evil. His experiences have left him with a deep hatred for the undead and any who would use dark magic to enslave and torture.
Skills and Abilities:
- Combat Proficiency: Eldric is a master swordsman, capable of holding his own against multiple opponents. His fighting style is aggressive yet disciplined, honed through years of combat.
- Tactical Acumen: Years of battling foes of all kinds have endowed Eldric with a keen tactical mind, making him an invaluable asset in planning attacks or defenses against the Lich King’s forces.
- Indomitable Will: Eldric’s will is nearly unbreakable, granting him resistance to mental attacks and manipulation. This also bolsters the morale of those who fight alongside him.
- Knowledge of the Enemy: Eldric’s time in captivity has given him insight into the workings of the Chambers of Torture and the creatures that dwell within. He can identify weaknesses in the undead that others might miss.
Hit points 75
Armor Class (AC): 16 (Wearing battered, but still functional, heavy armor).
Primary Weapon: Longsword (1d8 slashing damage, versatile 1d10). Special Equipment: A shield emblazoned with the phoenix emblem, granting him an additional +2 to AC when used.
How He Joins the Party: After the adventurers defeat the monsters guarding his cell, Eldric gratefully accepts their offer of freedom. Though weakened from his imprisonment, his spirit and resolve are as strong as ever. Grateful for the rescue, he pledges his sword and knowledge to aid the adventurers in their quest to defeat the Lich King. Eldric believes that his destiny is intertwined with the Lich King’s downfall and sees this alliance as a step towards fulfilling his vow.
Eldric’s addition to the party not only provides them with a skilled warrior but also a character with a deep personal stake in their quest. His backstory and motivations can lead to rich narrative development and interactions within the party.
The Summoning Grounds
Author note: This will be a challenging encounter for the party. They should be fully healed and ready for a tough fight. When they enter the chamber, the Lord Malistar, the Shadowbound has just completed summoning a feared demon. The adventurers will see the demon crossing from the etheral world into their world. The demon will be need a few minutes to orientate himself to the physical world, which will allow the adventures a chance to battle Lord Malistar and then prepare for the battle with the demon. The best of luck to them…

Summoning Room Description: The summoning room is a vast, circular chamber located in the deepest part of the Lich King’s castle. The floor is inscribed with a massive summoning circle, etched into the stone and filled with gold and blood. Torches with blue flames light the room, casting flickering shadows that seem to move of their own accord. Around the circle are statues of various demons and monsters, each carved from black stone and staring down at the circle with eyes that glow with an internal fire.
In the center of the summoning circle stands an ancient altar, upon which lies an assortment of ritualistic tools and tomes, ready for the Lich King’s use. The air is thick with magical energy, crackling with the power of the dark rituals performed here. It is in this room that the Lich King calls forth his most powerful allies, such as Zathroth, binding them to his will to unleash them upon his enemies.
The Summoner: Lord Malistar, the Shadowbound
Description:
Lord Malistar is a dark sorcerer of immense power, who has devoted his life to the study of necromancy and demonology. His quest for power led him to the Lich King, under whose tutelage he learned the forbidden arts of summoning and binding demons. Malistar is a tall, slender figure, his once-noble features twisted by the corrupting influence of dark magic. His eyes glow with a baleful light, betraying his allegiance to the forces of darkness. He is draped in robes of midnight black, adorned with sigils and runes that pulse with malevolent energy. Around his neck hangs an amulet, the source of his power over the demonic realms.
Hit Points (HP): 130
Malistar’s mastery of dark magic has fortified his body against physical harm, making him more resilient than he appears.
Armor Class (AC): 15 (Mage Armor)
His magical defenses provide him with protection without the need for physical armor.
Weapons:
- Staff of the Abyss: A powerful magical staff that serves as both a symbol of his authority and a conduit for his dark spells. It allows him to cast Shadow Bolt (Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 15 (2d8 + 6) necrotic damage).
Special Abilities:
- Demon Summoning: Malistar can summon lesser demons to aid him in battle. Once per encounter, he can summon 2d4 Shadow Imps that have AC 13, HP 22 each, and can attack with Dark Claws dealing 1d6+2 necrotic damage.
- Dark Pact: Malistar has made pacts with demonic entities, granting him resistance to necrotic and poison damage.
- Siphon Life: With a touch, Malistar can drain the life force from his enemies. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and Malistar regains hit points equal to half the amount of necrotic damage dealt.
- Curse of Shadows: Malistar can curse an opponent, weakening their resistance to dark magic. The cursed target has disadvantage on saving throws against necrotic damage for 1 minute or until a successful Wisdom saving throw against Malistar’s spell save DC of 17.
Legendary Actions: Malistar can take 2 legendary actions, choosing from the options below:
- Cast a Spell (Costs 2 Actions): Malistar casts one of his spells with a casting time of 1 action.
- Shadow Escape (Costs 2 Actions): Malistar uses his cloak of shadows to teleport up to 60 feet to an unoccupied space that he can see.
Lord Malistar, the Shadowbound, is a formidable sorcerer whose dark ambitions have led him to summon Zathroth, seeking to use the demon’s power for his own nefarious ends. He is a strategic adversary, relying on his spells, summoned minions, and mastery of the dark arts to challenge his enemies.
Zathroth, the Shadowflame Revenant
Armor Class (AC): 19
Zathroth’s skin is not only a defense mechanism but also an integral part of its demonic essence, making it resistant to both physical and magical attacks.
Hit Points (HP): 250
As a creature born of shadow and flame, Zathroth possesses a formidable life force, enhanced by dark energies.
Weapons:
- Razor-Sharp Talons: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 7 (2d6) necrotic damage. The necrotic damage saps the strength of its victims, weakening them with each strike.
Special Abilities:
- Shadowflame Breath: Zathroth can exhale a devastating cone of dark fire in a 60-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage and 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The shadowflame can ignite flammable objects in the area that aren’t being worn or carried.
- Summon Shadow Minions: Once per day, Zathroth can summon 2d4+2 Shadow Minions to aid it in battle. These minions have AC 13, 27 HP each, and can make attacks with shadowy claws that deal 1d8+3 necrotic damage.
- Darkness Aura: Zathroth emanates a 30-foot radius of magical darkness, blinding all creatures within it unless they have true sight or another means to see through magical darkness. This aura can be activated or deactivated as a free action.
- Rune of Despair: Zathroth can inscribe a glowing rune on a single target within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. While frightened by this effect, the target is paralyzed. The target can make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
- Wings of Night: As a bonus action, Zathroth can wrap its smoky wings around itself to become invisible for up to 10 minutes or until it attacks, casts a spell, or reveals itself. While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic.
Legendary Actions:
Zathroth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zathroth regains spent legendary actions at the start of its turn.
- Attack: Zathroth makes one attack with its talons.
- Shadow Shift (Costs 2 Actions): Zathroth teleports up to 60 feet to an unoccupied space it can see.
- Envelop in Shadow (Costs 3 Actions): Zathroth targets one creature it can see within 30 feet. The target must succeed on a DC 18 Constitution saving throw or be engulfed in shadow, taking 4d10 necrotic damage and becoming blinded until the end of Zathroth’s next turn.
Zathroth is a formidable opponent, designed to be a climactic encounter for a high-level adventuring party, challenging them with a combination of brute strength, magical abilities, and tactical use of its minions and environment.
Treasure
1. Amulet of Planar Binding
- Description: This amulet is crafted from obsidian and set with a gem that pulsates with a faint, otherworldly light. It grants the wearer increased control over summoned creatures, extending the duration of any summoning spell they cast by an additional 24 hours.
- Value: 1,000 silver pieces
2. Staff of the Abyss
- Description: Once wielded by Lord Malistar himself, this staff is made from darkwood and crowned with a crystal that seems to absorb light. It allows the user to cast Shadow Bolt and Summon Shadow Demon once per day without expending a spell slot.
- Value: 2,000 silver pieces
3. Tome of the Shadowflame
- Description: An ancient tome bound in dragon hide, containing spells and rituals related to fire and shadow magic. Reading this tome can grant the reader knowledge of unique spells like Shadowflame Shield and Infernal Transformation.
- Value: 2,000 silver pieces
4. Demon’s Heart Crystal
- Description: A crystalline object that pulsates with a dark energy, it is said to be the heart of a powerful demon. It can be used as a powerful component in dark rituals or as a focus for spells that deal with necromancy or summoning, providing a significant boost to their effectiveness.
- Value: 3,000 silver pieces
5. Runes of Binding
- Description: A set of magical runes carved into small, flat stones. When placed in a specific formation, they can create a magical barrier that prevents summoned creatures from leaving a designated area.
- Value: 1,000 silver pieces
6. Cloak of the Shadow Walker
- Description: This cloak is woven from threads of pure darkness. It grants the wearer the ability to become invisible in shadows or darkness and provides resistance to necrotic damage.
- Value: 1,000 silver pieces
These treasures not only hold significant monetary value but also possess unique abilities that can aid adventurers in their journeys, especially those who tread the path of magic or seek to combat the forces of darkness. However, the true challenge lies not only in defeating the guardians of these treasures but in resisting the corrupting influence that some of these items may carry.
The Throne Room of the Lich King

At the heart of the Lich King’s dark domain lies the Throne Room, a vast and ominous chamber where the air is thick with the chill of undeath. Towering gothic arches stretch towards a ceiling lost in shadow, and the walls are adorned with tapestries depicting the Lich King’s countless victories over life itself. The stone beneath your feet is cold as death, inscribed with ancient runes that pulse faintly with necrotic energy.
In the center of the room stands the throne itself, a macabre masterpiece carved from bone and draped in tattered royal finery. It sits atop a dais of obsidian steps, each one inscribed with the names of the Lich King’s vanquished enemies. A faint, eerie light emanates from the throne, casting unsettling shadows that seem to twist and writhe in the periphery of your vision.
Torches of blue flame line the room, providing a ghostly illumination that does little to dispel the oppressive darkness. Statues of the Lich King’s most loyal servants stand sentinel along the walls, their eyes glowing with an unnatural light as if watching for any who dare to enter.
The air is silent but for the whisper of unseen spirits, and a palpable sense of power pervades the room, centering on the throne where the Lich King himself sits. His presence is both an absence and a weight, a void where life seems to vanish and yet a source of overwhelming force that presses down on all who enter.
In this room, the Lich King holds court with his spectral advisors, plots the expansion of his necrotic empire, and receives those brave or foolish enough to seek audience. It is here that the final battle against the forces of death will be waged, and the fate of the realm decided.
To the side of the throne, a massive, ancient book stands on a lectern of bone—a grimoire containing the forbidden knowledge of necromancy and spells of unspeakable power. Behind the throne, a large, dark window offers a view of the kingdom, now a twisted landscape of desolation and decay, forever bound to the will of its undead ruler.
Entering the Throne Room of the Lich King is to stand on the precipice of despair, facing the ultimate embodiment of death’s dominion over the living. Yet, for those who hold hope like a flame against the darkness, it represents the final battleground for life’s defiance against the eternal night.
The Lich King: Lord Malgazar
Author Note: Lord Malgazar rises from his throne when the adventures walk in. He has been expecting them. If they have gotten this far, they have deceimated his castle’s staff. Now, he intends to repay the favor and add new souls to his collection…

Description:
Malgazar, the Lich King, was once a powerful sorcerer king who sought immortality. Through dark rituals and pacts with entities from the void, he transcended death, becoming a lich of immense power. He rules his domain with an iron fist, commanding legions of the undead and wielding necromantic magic that can chill the soul. His skeletal form is draped in regal, decayed robes, and his skull is crowned with a circlet of power that glows with an eerie light. His presence alone is enough to freeze the hearts of the brave.
Hit Points (HP): 350
As a being who has conquered death itself, the Lich King possesses a formidable pool of vitality, augmented by necrotic energies.
Armor Class (AC): 20
The Lich King’s magical defenses and his circlet of power afford him protection against both physical and magical attacks.
Weapons:
- Staff of the Damned: A powerful artifact that channels his necrotic energy, allowing him to cast devastating spells.
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage plus 18 (4d8) necrotic damage.
Special Abilities:
- Command Undead: Malgazar can take control of any undead creature within 60 feet of him that he can see, bending it to his will.
- Aura of Despair: All creatures within 30 feet of Malgazar must make a DC 18 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Azaroth is within line of sight, ending the effect on itself on a success.
- Phylactery Shield: Once per day, when Malgazar would be reduced to 0 hit points, his phylactery absorbs all damage of one attack, effectively preventing his death. The Lich King must then regenerate from his phylactery, which takes 1d10 days unless the phylactery is destroyed.
Magic Abilities:
- Finger of Death: Once per day, Malgazar can send a blast of dark energy at a creature he can see within 60 feet of him, potentially killing it instantly if it fails a Constitution saving throw.
- Summon Specters: Malgazar can summon 2d4 specters to fight alongside him, each bound to his will and under his complete control.
- Necrotic Storm: Malgazarunleashes a storm of necrotic energy in a 30-foot radius. Creatures caught in the storm must make a DC 18 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
- Blight: Malgazar can cast Blight to wither and decay any living matter in a 30-foot radius. Affected creatures must make a DC 18 Constitution saving throw, taking significant necrotic damage on a failed save, or half on a success.
Treasure of the Lich King:
The Lich King, as a being of immense power and ancient wisdom, would possess treasures that are not only of great monetary value but also of significant magical power. These artifacts would likely be unique, infused with dark magic, and coveted by many for their abilities. Here are some treasures that might be found within the Lich King’s hoard:
1. Crown of the Lich King
- Description: An ancient crown that grants the wearer control over undead and protection against holy magic.
- Magical Properties: Increases necromantic spell potency, resistance to radiant damage, and the ability to command undead creatures without expending spell slots.
- Value: Priceless, due to its unique properties and historical significance.
2. The Phylactery of Eternal Servitude
- Description: A small, intricately carved box containing the essence of the Lich King’s soul, making him nearly immortal.
- Magical Properties: Anyone possessing the phylactery can attempt to control or negotiate with the Lich King, though at great risk.
- Value: Invaluable, as it holds the key to the Lich King’s life and power.
3. Staff of Necrotic Empowerment
- Description: A staff made from the spine of a dragon, topped with a skull that whispers dark secrets.
- Magical Properties: Enhances necrotic spells, can summon a spectral dragon once per day, and drains life from enemies to heal the wielder.
- Value: 5,000 silver pieces, for its power and rarity.
4. Tome of the Damned
- Description: A forbidden book bound in flesh, containing spells and rituals of necromancy that have been lost to time.
- Magical Properties: Reading the tome can grant knowledge of powerful undead spells, but at the cost of the reader’s sanity and health.
- Value: 3,000 silver pieces, sought after by dark magic practitioners and scholars.
5. Cloak of Shadows
- Description: A cloak that seems to absorb light, enveloping the wearer in darkness.
- Magical Properties: Grants invisibility in shadows, silent movement, and resistance to detection spells.
- Value: 2,000 silver pieces, prized by assassins and spies.
6. Ring of the Lich
- Description: A ring carved from bone, cold to the touch, and inscribed with runes.
- Magical Properties: Immunity to cold damage, ability to pass through walls, and the power to freeze enemies with a touch.
- Value: 2,000 silver pieces, for its defensive and offensive capabilities.
A New Dawn

With the fall of the Lich King, an oppressive silence settles over his dark domain. The once unyielding march of the undead halts, as his legions crumble to dust, their necrotic bonds severed by their master’s demise. The skies, long shrouded in a pall of death, slowly begin to clear, revealing the first rays of sunlight to touch the land in decades. The air, once thick with the stench of decay, freshens as if taking a long-awaited breath
As the years pass, the era of the Lich King fades into legend, a grim chapter in the realm’s history. The lands once under his shadow flourish, becoming a testament to the resilience of life and the indomitable spirit of its people. The darkness that once threatened to consume the world is now a reminder of the light that can emerge from the deepest despair. The communities thrive, united by their shared trials and a hopeful gaze towards the future, ever mindful of the past but no longer bound by its chains.
The End of this Module.
Now sit back, relax and let your imagination run free…



