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Lights of Darkness

A 2-3 hour adventure for three to four 3rd -4th level characters

Introduction: Strange lights appear in the sky to the west. Is it a


portent of doom?

by Kristjan Matthiasson

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Lights of Darkness.
A river runs thought the valley forming
DM’s Background Littlelake, an average lake with some fishing
being possible.

This adventure is a sequel to “A Source of Deeper in the valley are the main locations
Secrets” the first adventure of the Valley of for this trilogy. South of the forest is the
Kyros trilogy, which is also available in the location of Saarith’s old tower. Directly
DM Guild store. It can be played as an north from that location are the ruins where
independent adventure by setting the the order known as the Kyros had their
scenario for the players. home and near the east border is an ancient
tower which is the setting for the final
The Valley of Kyros. chapter of this trilogy. There is also an old
The Valley of Kyros is a small valley that is burial mound in the valley that can be the
enclosed by mountains on all sides except location of a dungeon crawling side-quest.
the east. There are two roads that lead from
the valley, one goes to Chara which is a Should the players wish to explore these
modest town and the other goes to Fort Crim places out of order (as they usually do) they
which is a military stronghold. will not find anything of note there at that
point in the timeline.
In the valley there are three settlements. The
largest, Mud Creek, has a population of about While the valley has a mild climate the
50 people and is detailed in appendix A. adventures in this trilogy take part during
Should the players have played through the winter and the players should take proper
Mud Creek trilogy or the DM uses the “A precautions.
Source of Secrets” backstory they have a
residence there for their services so far. Part 1 – Strange lights
A week after the events of “A Source of
The other two settlements are Stonepass Secrets” the players are wakened by an odd
and Wood’s End. Stonepass is a small sensation and a commotion coming from the
farming hamlet and Wood’s End is a small outside. If the players don’t go outside to see
lumberjack settlement. what the commotion is, someone will bang
on the door and ask them to come outside.
At the northern mountain range a
stronghold is being built to hold back a When outside the players will see a purple-
possible orc invasion. The players have had ish beam of light rising from the ground
dealings with captain Darion that is leading some distance to the west. The players also
the construction of the stronghold. feel a pulsating sensation that resonates
with fluctuations of the light. Soon after they

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exit the building priestess Feliana will say that it has undertones of
approaches them and speaks. necromancy so the players could meet
undead adversaries.
I get a strong sense of darkness and
evil from that light. This is no doubt Just as the village mage leaves mayor
the work of Saarith or his minions. Garland hurries to them and speaks.
He has certainly discovered the
recovery of his orb and now tries to God speed my friends.
steal it back.
No doubt you will prevail, but please
I have learned that the orb is a key hurry back. A company of horsemen
element of restoring Saariths old lair has been dispatched to Mud Creek
to its former strength. I have also to assist with the destruction of
learned that to destroy the orb, it Saariths orb.
must be thrown into a pool of lava
and the closest one is located in a They should arrive in two days and
dungeon underneath the old tower will clear the path to the old tower
to the far east. of any hostiles. They are however
not equipped to deal with eldritch
I beg of you to go investigate the matters such as this fearful light so
source of the light and if possible you will also be needed for the quest
destroy it. to destroy the orb.
Should you fail I fear that the valley Good luck my friends.
may be overrun by the forces of
Saarith, allowing him to reclaim the
orb and reveal himself to the world
at the fullness of his power. Part 2 – Following the light.
The players can easily follow the light to its
source, which is the old ruins that are
As the players are leaving the village mage located next to the river east of Mud Creek.
hurries up to them and gives them a small
crystal. He explains that the crystal contains There is a light cover of snow on the ground
radiant magic which, when used, will and a calm wind so the players should not
enchant every weapon within 100 feet have any major problems in traveling to the
adding an extra 1d6 radiant damage to every ruins.
hit for 10 rounds of combat. He cautions
them to use it only in dire need as the crystal On their journey they will be ambushed by a
holds one charge and cannot be recharged. group of four skeletons that suddenly burst
Should the players have given the village from the ground.
mage the silvered shard in “The
Quarrelsome Quarry” the village mage will The ambush occurs in a clearing mid-way
also hand over +1 weapon of the DM’s choice towards the ruins. While this will surprise
for their service in retrieving the silver the players, the skeletons need a complete
shard. He thanks them again and wishes round to rise from the ground and attack.
them good luck. If asked about the light, he

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They rise up all at one side of the players or undead beings lurking about at each
around them at the DM’s discretion. entrance.

These are zombies that are located at


positions a), b) and c) on the map.

The zombies have no treasure.

The source of the light is in the center of


town market d)
The skeletons themselves have no valuables,
but should the players look into the ground As the player near the ruins they notice that
from where they came they will find 24gp the sound from the light source is somewhat
total. loud at this point and will most likely drown
out combat sounds.
As they near the source of the light, the
pulsating feeling strengthens and they start No matter from which direction the players
hearing a low noise. When they climb a small try to enter the ruin they will always have to
hill they see the ruins and in the center the get past one of the guard groups. They can of
source of the light. course attempt to sneak past.

Part 3 – The ruins. As the players enter the ruins they see
crumbling houses and the scent of corrupt
The ruins used to be a small town encircled flesh assails them. If they go exploring in the
by a stone wall. The players can see from buildings they will find nothing of value, only
their vantage point a few possible entrances death and decay
into the ruins, yet there are three to four

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At the center of town the players come upon (This would be an excellent time to use the
a pedestal which contains a black orb that mages crystal)
gives forth the strange light.

Part 4 – The pedestal of dark light.

As the players approach the pedestal the


pitch of the sound changes suddenly and the
light bends over the ruins forming an
entrapping dome. The sound stops and a dry
dusky voice is heard.

I was beginning to worry about you.

My friend here thought you would not


dare to enter the ruins, but I expected
otherwise.

It will be mildly entertaining to observe


this confrontation, but quite pointless as
you are now trapped.

Enjoy your stay, even if it is very short.


This battle might tax the players hard.
Should you feel they are underprepared for
At that moment a person exits one of the the battle you can make adjustments to the
houses and starts casting a spell. And the ogre zombies hp or damage accordingly.
ground starts shacking.
The ogre zombies have a small gem in the
The spell cast is darkness that envelopes the hilt of their weapons worth 15gp each.
players. When the players exit the spell
radius the person is gone. And they see two Part 5 – Trapped.
huge zombies rising from the ground.
Having survived the battle the players are
The ogre zombies take 4 rounds to exit the still trapped inside the dome. If the players
ground. Assuming the players use one search the dome they won’t find the
round to exit the darkness spell they have 3 necromancer anywhere. Yet somehow he
rounds to react to the hostiles. Should the seems to have managed to escape.
players attack before the ogres are out of the
ground they get an advantage on the attack. The house which the necromancer exited
As soon as the Ogre zombies are free of the has a basement that contains a secret door
ground they attack the first player they see. by which the players can exit the dome. If the
players search the house they will find the

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basement easily enough. A successful DC 15
perception (wisdom) check will reveal the
Saarith: You fool.
location of a secret door that leads to a small
dungeon. You were to remain, insure their
deaths and recover my orb. Instead
you plan your escape, leaving the
The entrance tunnel undead to do your work.

This is a tight, man made tunnel that leads Necromancer: But master …..
about 500 yards to the east. There are signs
of recent movements through the tunnels. Saarith: Be silent. You have a chance
Near the end of the tunnel there is a closed to redeem yourself. Our enemies
door to their right. As the reach the door approach, they have not only
they can also see a small cave open up ahead survived but also escaped due to
of them your stupidity. Kill them and bring
the orb or do not return.
The sideroom
The image in the air then vanishes as the
This room contains two small chests and a
necromancer quickly turns his attention to
few barrels. The barrels contain nothing of
the players and prepares for battle. He does
note, rotten food, some sand and a
however not strike first and seems hesitant
collection of bones.
to fight the players.
The chests contain the following
The players can fight the necromancer or
try to talk him out of fighting. A successful
Chest 1: 125gp and 375sp
DC18 persuasion check will convince the
necromancer to rethink his loyalties. Should
Chest 2: A necklace worth 125gp, a ring
the players explain that they do not have
worth 50gp and an ornate dagger. The
the orb a successful DC13 check will be
dagger is a dagger +1.
enough.
The exit cave

This is a sizable cavern that has a small


opening in the other end. The ground is
somewhat flat but muddy.

As they enter the cave they see the


necromancer talking with an apparition in
the cave. If the players wait and listen they
will hear the following conversation.

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see a group of horsemen with priestess
Feliana in the front approaching.

When they arrive Feliana speaks:

Greetings.

I see you have escaped the dome. Come


with us to the camp and rest for a
couple of days.

The reinforcements from the capital


have arrived and are clearing the area of
any hostiles.

You are however still needed to destroy


Saariths orb. We head for the old tower
after two days to finish this business.

Should the necromancer leave the players he Come now and get some deserved rest.
will exit the cave and vanish into the night,
never to be seen again. The priestess then lends them horses and
takes them to the army camp where the
If the players fight the necromancer and win players each gets their own tent to rest and
they will find on his body spell components recuperate.
worth 200gp, a pouch with 30gp and a
Driftglobe
Part 7 – In the end.
Part 6 – leaving the cave
After this adventure the players each get 400
As the players exit the caves they hear the experience points. They also get 1850
thunder of hooves approaching. Soon they experience points which are divided equally
between them.

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Appendix A: The village of Mud Creek and maps

1. Mayor Garland’s home. 4. Empty house, offered to PC’s.

2. The wizards tower 5. The Muddy Tavern

3. The sawmill and blacksmiths 6. A small marketplace


home
7. The shrine of Chauntea

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Mud Creek is a village with about 50 people living there. It is located at the outskirts of civilization
so the folks there are hardy, no-nonsense pioneer type people. The village has a single tavern, a
mayor, a small four men militia, a sawmill, a blacksmith, a single shrine dedicated to Chautea and
a village mage. There is also a windmill close by and a few farmsteads in the area.

The village mage has a small library which he will allow any player mage to use for research for a
small fee (2gp /day).

Priestess Feliana, cleric of Chauntea can heal the players for a donation of a few gold pieces.

The blacksmith will allow the players to use his forge if they were helpful in this or previous
adventures.

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Ruins of Kyros

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