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The halls of King Fulgrim are lined with End of the Road
tapestries depicting his family's great victories
in wars past. The king himself sits on a throne
of iron with golden accents. Despite his The road ends here at the edge of a vast
station, he wears practical armor and carries forest. No signs of animal life can be heard.
a beautiful blade. "Greetings adventurers. I Suddenly, a twig snaps in nearby. From that
am glad to see that you've arrived safely in direction, a corpse shambles forward out of
these troubling times. The dead walk the land the brush. It's followed by another and
and assail the living. I've sent my best men to another, until half a dozen or so corpses
investigate the undead incursion, but none stand ready to ȴght. One of them raises its
have returned... not alive anyway. My court sword and emits a shriek from its long dead
wizards have determined that the source of lips.
the necromantic energies at work is an
ancient crypt deep in the wilderness. I would
ask you to travel there, ȴnd whoever is Encounter: Corpses on the Road. There are six
responsible for this, and bring me their head.
skeletons being led by a wight. While the wight lives, the
For this task I can oer you 1,000 gold pieces.
skeletons ȴght using basic tactics. Once it is destroyed,
What say you?"
they ȴght mindlessly.
This large circular room has two large double This room is dominated by a large pool of
doors to the north and hallways to the east water in the center. Four stone pillars sit at
and west. Four large stone pillars stand at the the corners of the room. The water in the pool
center of the room. is a black color.
Encounter: Undead Knights. Each of the four rooms o Encounter: Oozes. There are two black puddings in the
of the hallways to the east and west contain a single pool. They remain still until disturbed, then they attack
wight. They do not rise unless disturbed. mindlessly. If the characters ȵee the room, the oozes do
not pursue them once they're beyond their sensory range.
2. West Wing
5. East Wing
A long corridor with numerous alcoves leads
o to the west towards a large open room. A long corridor with numerous alcoves leads
o to the east towards a large open room.
Trap: Lighting Bolt. If anyone comes within 15 ft. of the STR DEX CON INT WIS CHA
statue, it emits a wave of lightning. Anyone not standing
directly behind one of the large stone blocks must make a
18 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
DC 16 Dexterity saving throw taking 8d6 lightning damage
on a failure or half as much on a success. Saving Throws Strength +7, Constitution +6
Skills Perception +4, Stealth +5
7. The Tomb of the King Damage Immunities necrotic; bludgeoning,
piercing, and slashing from nonmagical
weapons that aren't silvered
Condition Immunities poisoned
This chamber contains six large stone pillars Senses darkvision 60 ft., passive Perception 14
that reach from ȵoor to ceiling 50 ft. up. On Languages the languages it knew in life
an elevated platform at the northern end of Challenge 8 (3,900 XP)
the room, a large sarcophagus can be seen
standing upright. The outside of it is carved to
resemble a man screaming. Actions
Multiattack. The grave knight makes two
greatsword attacks. It can use its Life Drain in
Encounter: The Undead King. Inside the sarcophagus iss place of one greatsword attack.
Zagren the Ruthless. He uses the included stat block for
a grave knight. Once the characters approach the Life Drain. Melee Weapon Attack: +7 to hit,
sarcophagus, Zagren bursts out of it and engages them in reach 5 ft., one creature. Hit: 10 (2d6 + 4)
combat. He ȴghts like a man enraged, roaring and necrotic damage. The target must succeed on a
swinging his weapon about. He will prioritize whoever he DC 13 Constitution saving throw or its hit point
deems to be the biggest threat. Despite his undead state, maximum is reduced by an amount equal to
he still retains enough of his mind to ȴght intelligently.
the damage taken. This reduction lasts until the
target ȴnishes a long rest. The target dies if this
Treasure: The Dead King's Blade. Zagren's spirit eect reduces its hit point maximum to 0.
inhabits his +1 greatsword, Bloodreaver once his body has
been destroyed. It curses the item, but gives its wielder +2 Greatsword. Melee Weapon Attack: +9 to hit,
enhanced combat abilities. reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing
Bloodreaver damage
Weapon (greatsword), rare (requires attunement)
You have a +2 bonus to attack and damage rolls with
this weapon while attuned to it. Whenever you reduce a
creature to 0 hp with an attack using this weapon, you
must immediately make another attack with this weapon
against a target in your melee range.
Cursed: Once attuned to this weapon, you may not
wield another. You refuse to let anyone else hold it, and if
it is taken from you, you will stop at nothing to recover it.
Aftermath
With Zagren ȴnally laid to rest, the undead his rage
summoned collapse into piles of bone and dust. King
Fulgrim pays the reward happily and the characters are
treated as heroes by the locals going forward. If one of the
characters attuned to Zagren's sword, the next adventure
could be ȴnding a way to break the curse.
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COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. &RS\ULJKW
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