WICKED'S KEEP
(AN ADVENTURE FOR 2ND - 3RD LEVEL CHARACTERS
y Kamit ByNozWICKED's KEEP
‘Summary
Wicked's keep is an adventure for 2nd 3rd level
adventurers. The party discovers an abandoned tower in the
hills on the outskirts of town and ventures within to discover
the spocalyptic machinations of a fearsome tiefling cultist by
the name of Wicked.
Plot Hooks.
‘There are many ways thatthe party can learn about this
keep. Here are a few examples:
+ Bandits have begun to raid the nearby town of Pendant's,
Fork (population 250). Sheriff Finney has sent militia
‘men into the bills to deal with them, but those men never
‘come back. He offers 75 gold to anyone who can rid them
of the bandits
‘+ While adventuring in the hills, the party randomly.
stumbles on a ruined stone tower jutting out ofthe ground.
‘Two bandits stand guard out front.
+ A Shard of the First Flame burns bright in the hills.
‘gynosphinx by the name of Elwinnagol tells your party
‘that it must be recovered before it brings about the end of
the world, Whoever has it now i too ambitious and does
not realize the power they wield
1, FINDING THE HipgouT
‘The party makes its way into the hills with lite in the way of
directions or a map. Some scant details about the bandits are
all they have to go on. They know that the bandits wear red.
‘They know thatthe bandits are relatively close.
If any members of the party who are proficient in survival
attempt to track the bandits, they can easily enough find
footprints in the muddy hill slopes. As the party follows the
tracks, any member with a passive Perception greater than
14 will notice fine, gray ashes among the tracks.
2. OUTSIDE THE HIDEOUT
‘The ruined husk of a granite (ower stretches 15 feet tall,
nestled between two hills. The roof is caved in on the south
side. Scorch marks mar the facade.
(On the east side, two bandits (MM pg. 343) are standing
swatch. Fiz and Humboldt relax and chat casually. Bach has a
hand on their swords,
‘The party can deal with these bandits in many ways to get
into the keep, Here are some options:
‘+ They can lure the bandits away and snesk inside.
+ ADC15 Charisma (Deception) check will allow the
party to convince the guards that they have just joined up,
as bandits,
+ They can bribe the guards with 75 gold pieces each,
+ They can sneak around and climb up the south side with
DC 12 Strength (Athletics) check. A failure on this check
attracts the attention ofthe guards.
In combat, the bandits will fight cautiously. Once one is
brought to 0 hit points the other will drop his weapon,
surrender, and flee into the surrounding hills.
3. THE SECOND FLooR
‘The second floor is bare and unused. staircase leading
down tothe foyer follows the curve ofthe tower wall
4. THE Foyer
‘The foyer is cozy and well furnished Torches burn in
‘sconces providing bright light. A couch up against the wall is
flanked by two small tables, underneath one of which is a
chest with a ruby insignia.
A sinall family of guard dogs (use the statblock for wolves.
(MM pg. 341) stand in the center ofthe room atop an area
rug. The family consists of one adult female and two puppies.
‘The puppies are noncombatants and will immediately fle if
‘combat breaks out
The adult looks alert and ready, but itis not yet aggressive
It begins to grow! if the party approaches the chest, or the
yung pups.
‘The guard dog can be placated with a DC 16 Wisdom
(Animal Handling) check This check is made with
advantage if the party offers the dog food of says its name.
‘A Passive Perception above 15 will notice the dog's collar
bearing its name, "Flint if the dog comes within 10 feet.
Inside the ruby chest is a Ring of Embers and 75 silver
pieces.
RING OF EMBERS
Ring, common
‘his ring has one charge. The charge can be expended to
ignite one flammable object not being worn or carried thatthe
ring is touching. The ring regains a charge after one minute.
‘The area rug on which the dogs are standing is covering a
twapdoor. Ifthe party fights the guard dog, the rug will be
‘moved in the scuflle, Otherwise it can be found ifa party
‘member makes a DC 10 Intelligence (Investigation) check
to search the room,
The trapdoor leads to a ladder that descends down into the
darkness,
8. THe Dark HALLWAY
Atthe bottom of the ladder, itis totally dark, reducing the
visibility for the party members. The ladder ends on one end
‘of a 70-foot long, -foot wide hallway.
Enscribed on the walls at 30, 45, and 60 feet away from the
ladder are arcane fre traps.
‘The Arcane Fire Trap
‘Trigger. A creature comes within 5 fect
Effect. Each creature within 10 feet of the trap must make
aDC 11 Dexterity saving throw taking 7 (246) damage on
‘failed save and half as much on a successful one. The trap
is inactive and sheds dim light for 5 feet for one minuteDetection The trap can be detected with a DC 11 Wisdom
(Perception) check.
Disarming The trap can be disarmed with a DC 15
Dexterity (Arcana) check by one party member proficient in
Arcana. Another party member can assist only if they are also
proficient in Arcana. This process takes three minutes. A
failure on this check triggers the trap. These traps can also be
disarmed by saying the password ire’ in Ignan while within
30 feet ofthe trap. Using the spell idemtify on one of the traps
will reveal this password
a
DM REMINDER: SEEING IN THE DARK
Without access to a ight source, characters with
datkvision treat darkness as Dim Light. As such,
they make Perception checks with disadvantage
and have their passive Perception lowered by 5
"tt a
6. THE BONFiRE's ARCH
Atthe end of the hallway is a small circular room,. Three
iron braziers sit in a row, each separated by 10 feet of space.
On the far end of the room is locked door. On the door is
painted the image of a raging fire. There is no handle or
knob or lock.
‘Three gems are set into the door. A ruby, a sapphire, and
another ruby. These gems can be removed with a DC 21
‘Strength (Thieves' Tools) check by any party member
carrying Thieves! tools.
‘The door opens when the two braziers on the side of the
room ate lt and the brazier in the center of the room is unlit.
Through this door is the Ember Sanctum.
7. THE EMBER SANCTUM
‘Shelves lined with books cover the walls. A magic circle is
inscribed into the floor, thrumming with abjurstion energy. It
is incredibly warm in the room, almost to the point of severe
discomfort.
The room is covered in a matrix of sigils painted over the
‘wood floor, over the magic circle, up onto the bookshelves
and onto the ceiling, In the center of the circle, the remains of
‘a burnt out bonfire are built atop a stone slab. Inthe center
sits a crystal that seems to have a raging fire trapped inside.
This is a Shard of the First Flame.
Both the sigils and the books on the wall are written in
Ignan. ADC 20 Intelligence (Arcana) check will reveal that,
this room is for summoning a powerful elemental The DC for
this check is reduced to 10 for anyone who can read Ignan.
{As the party investigates the room, the door slides open. A
‘tiefling woman flanked by two bandits walks through. This
is Wicked, owner of the keep. With deep red eyes and
obsidian skin, Wicked is frightening to look a.
Wicked monologues, “So, you've thwarted my guards and
found your way into my inner sanctum. [hope you're proud of
‘yourself. It was in this room I plan to summon the creature
that will bring an end to your world An elemental so
devastatingly powerful that even the largest cities will kneel
before my hand This tower will be your tomb”
‘Wicked raises s hand and both of the bandits catch fire,
‘They scream and fall to their knees and the fire consumes
them and transforms both of them into magmins (MM pg.
212).
Wicked's statblock is based on the Cult Fanatic (MM pg.
345).
WICKED
Medium humanoid (tiefling), neutral evil
‘Armor Class 13 leather armor
HitPoints 33 (648 +
Speed 30 f.
STR DEX CON INT WIS CHA
8-1) 14 642) 12 (41) 12 (41) 13 (1) 142)
Damage Immunities fre
Senses passive Perception 11
Languages Cornrmon,ignan
Challenge 2 (450 xP)
Dark Devotion, Wicked has advantage on saving
throws against being charmed of frightened.
Soul of Flame (3/day). When Wicked casts a spell
that deals damage, she can choose to deal the same
amount of fire damage instead
Spelleastng, Wicked is a 4th-level spellcaster. Her
‘pellcasting ability is Wisdom *spell save DC 11,
+3 to hitwith spell attacks). Wicked has the
following cleric spells prepared
CCantrips (at will: light, sacred flame, thaumaturgy
‘st level (4 slots): command, inflict wounds, shield
of faith
2nd level (3 slots): hold person, spiritual weapon
+4 to hit, each 5ft,
lone target. Hit 4 (1d4 + 2) piercing damage.
Reactions
Phoenix Rage. When reduced to zero hit points,
before falling unconscious. Wicked can cast one
spell and deliver her last words.
Phoenix Rage isa trait that allows Wicked to leave with a
villainous one liner that will stick in the minds of your
players. The fact that she uses her reaction allows her to drop
‘out of the initiative order with a bang instead of a whimper
‘and deal considerable damage on the way out.
Possible Parting Lines.
00n you will join me in the fire.”
“My death is just the beginning; your world will burn.”
+ "The Flame will rise:‘Treasure
Wicked carries a wand of scorching ray and a potion offre
resistance and 75 sp.
8. Escape!
‘When the magmins that Wicked summoned die, their Death
Burst trait ignites the bookshelves and the floor and almost
everything else. This room is now on fire. The players have
to-escape as fast as they can.
Any player character who stops to grab the Shard of the
First Flame must succeed on a DC 12 Constitution saving
‘throw or suffer from smoke inhalation. A character suffering,
from smoke inhalation can only move at half speed for one
‘minute. That character can attempt the saving throw again at
the end of each of their turns.
‘The fire spreads ata speed of 30 feet per second and
seems to have a mind ofits own. Any character caught by the
fire suffers 10 (346) fire damage. It races down the hallway
and burns up the ladder. It sets the house aflame with all the
dogs inside, unless 2 member of the party slows down to save
them. Itburns so hot that the granite begins to melt and the
tower itself becomes one big slag scar in the midalle of the
hills. ADC 5 Perception check by any members of the party
‘who stop to watch reveals the light silhouette of a demonic
face topped witha pair of horns in the black smoke stretching
into the sky.
SHARD OF THE FIRST FLAME
‘This magical artifact from time primordial contains @
catastrophic power within it, To fully understand this object
Would require decades of study t holds no value in your
average shop, but surly someone is looking for an item like
this.
WAND oF ScoRCHING RAY
Wand, uncommon
‘This wand has 5 charges. While holding it, you can expend a
charge to cast scorching ray (spell save DC 14).
“The wand regains 1d charges at dusk. Ifthe last charge on
this wand is expended, it combusts and is destroyed