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Tomb of the

Dusk Queen

AN INTRODUCTORY DUNGEON DELVE


COMPATIBLE WITH THE SHADOWDARK RPG
Tomb of the
Dusk Queen

CREDITS
Design
Sersa Victory (sersavictory.itch.io)

Cover Illustration
Copyright © 2015 Dean Spencer, used with permission.
All rights reserved.

LICENSE
Tomb of the Dusk Queen is an independent product published under
the Shadowdark RPG Third-Party License and is not affiliated with
The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library,
LLC. For more information, visit www.thearcanelibrary.com.

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ADVENTURE BACKGROUND
Beneath a colossal tree of golden leaves lies a maze of root-choked
catacombs. It is in these catacombs that the Dusk Queen of legend is
entombed with her royal treasures. However, deathless guardians
and devious tricks await any who would intrude on her sleep…

CHARACTER LEVEL
Tomb of the Dusk Queen is a simple but deadly dungeon delve
designed for 3rd-level characters.

DANGER LEVEL
Unsafe. Check every 3 delving rounds for wandering monsters.

RANDOM ENCOUNTERS
d6 Details

1 1d4 war-maiden skeletons rise from the rubble and attack

2 Oveus the Mirthful calls out for help from the pit in area 8

3 An NPC thief flees from a chamber further into the Dusk


Queen’s tomb—roll reaction as normal

4 A cave creeper scuttles down from the shadowy ceiling

5 A mithril suit of animated armor reforms from the


cobwebbed corners of the chamber and attacks

6 Golden roots snake down from the ceiling and seal off a
passageway of the GM’s choice for 3 delving rounds

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DUNGEON KEY

1. BURIAL MOUND
Pillars: Covered in roots from aboveground, sickly yellow flowers
bloom from the roots. Burial Mound: Nearly reaches the ceiling.

• Mound: Disturbing the mound causes five war-maiden skeletons


to rise and attack.

• Rotted Coffin: Buried in mound. Contains moldering bones, a


mithril bracelet worth 50 gp, an enchanted mithril longsword, a
potion of growth, a scroll of invisibility, and a scroll of fireball.

• Phantom: Veiled Dusk Queen phantom mourns dead, wails if


touched and raises dungeon Danger Level to Risky.

RUMORS
d6 Rumor

1 A venerable wizard went missing in the Tomb

2 A false scepter lures thieves to an agonizing death

3 A sarcophagus is rigged with a mithril-rusting gas trap

4 Those who harvest sacred wheat keep a secret

5 A curse befalls those who breach the Dusk Queen’s crypt

6 The gelatinous cube cannot harm someone carrying the


Dusk Queen’s holy symbol

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2. SEALING CORRIDOR
Walls: Sagging and covered in roots.

• Pressure Plate: Obvious to characters, marked “T” on the map.


Applying force or weight to pressure plate causes wall to slide
shut over area marked “X” on the map.

• Slow Grinding: Characters triggering trap have time to choose


between staying in this area or jumping back to area 1.

3. RUINED IDOL
Rubble: Toppled remains of a Dusk Queen idol. Centipedes: Pick at
smaller vermin in rubble. Broken Down Wall: Leads north into cave.

• Mold-Covered Portcullis: Rusted shut and covered in yellow


mold. Characters can see area 6 beyond. Characters disturbing
mold must roll DC 18 CON or die after 1 delving round.

4. SUNLIT GROTTO
Golden Light: Falls in dim shafts through cracks in ceiling. Bones and
Feathers: Carpet ground. Silver Chest: In center of grotto.

• Owlbear Zombie: Lairs in this chamber and attacks.

• Halfling Youth: Appear on round 2, throw rocks at characters,


owlbear, or both.

• Open Chest: Contains shiny stones, bird eggs, trinkets worth 25


gp, and mud-caked holy symbol bearing image of golden tree.

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5. HEROINE’S TOMB
Murals: Depicts an Elvish warrior-woman in scale armor riding a
basilisk into battle. Sarcophagus: Atop raised tier, polished.

• Inspect Dark Ceiling: Mithril arrowheads embedded in ceiling.

• Open Sarcophagus: Heavy, requires combined STR of 25.


Magnetic arrows fire out at all opening sarcophagus unless
specific precautions are taken. DC 15 DEX or 4d4 damage and
magnetic arrowheads embedded in flesh until end of adventure.

• Look In Sarcophagus: Empty, but hidden crawl at bottom of


sarcophagus leading to area 6.

• Magnetic Arrowheads: If lightning bolt is cast in presence of


character with magnetic arrowheads embedded in flesh, there is
a 50% chance the bolt will target them instead.

6. OBELISK AND SCEPTER


Obelisk: Preserved body of Elvish warrior woman in scale armor
stands within obelisk. She holds a scepter and wears a scarab.

• Reach into Obelisk: Blades scythe across opening, DC 15 DEX or


2d12 damage. If reduced to 0 hp, hands are severed and scuttle
away through cracks in walls. Will return later at inopportune
time (GM’s discretion) to steal item a character is about to use.

• Inspect Ground: Withered and greedy severed hands in dirt.

• Treasure: Scepter of the Dusk Queen, scarab of drain resistance,


and a mithril signet ring worth 100 gp.

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7. SCOURED PASSAGEWAY
Corridor: Narrow with moist walls. Remarkably free of debris.
Skeleton: Appears to float in midair halfway down passageway.

• Gelatinous Cube: Lurks invisible in middle of passageway.

• Keepsake: Locket on skeleton inside gelatinous cube. Contains


painted portrait of young woman. If returned to young woman,
her well-connected family does a favor for characters.

8. HALL OF PLASTER
Ceilings: High and vaulted. Braziers: Cast iron, cage-like, hang at 10’
intervals from ceiling. Walls: Covered in plaster murals depicting
women harvesting wheat by light of colossal golden tree. Sound:
Faint sound of women singing harvest hymns.

• Secret Door: Behind image of throned Dusk Queen painted on


plaster mural. Pressing hard-to-spot stone button in her crown
causes secret door to rotate open, as does lighting all of the
braziers hanging from the ceiling.

• Collapsed Stairway: Through archway in southeast wall. The


ghost of Oveus the Mirthful lingers 30’ down.

• Oveus the Mirthful. Aged human male wizard. Relieved to see


characters, calls each his “young protege”, offers his wand of
magic missiles in exchange for a promise to give him any scrolls
of resurrection they might find.

• Dimension Door: Green misty portal leading to area 13. Cast by


Oveus the Mirthful. He has knowledge of area 13’s layout.

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9. FALSE CROWN
Walls: Rounded, decorated with mithril plates depicting Dusk Queen
on her throne. Ceiling: High above, crescent moon-shaped opening.
Golden Light: Shines on crown on pedestal. Smell: Spoiled meat.

• Cave Creepers: Mated pair ambush characters taking crown.

• Crown: A fake—it’s rotted wood painted gold.

10. ENCHANTED MOSAIC


Walls: Mosaic of painted stones depicting robed woman facing
mountain peaks, raising her arms in jubilation toward a colossal
crescent moon rising above the horizon.

• Oracle of Dusk: If the mosaic is touched, the stones rearrange


themselves to show the robed woman beckoning characters. She
identifies herself as the Oracle of Dusk and offers to truthfully
answer one “yes-or-no” question about the Tomb.

11. BONFIRE
Cave: Cramped. Bonfire: Kindling nearly burnt out.

• Light Bonfire. Once per adventure, restores all hit points and
expended spells.

• Roleplaying. Ask each character what they are thinking about


while resting in silence around the crackling fire.

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12. CHARNEL BASILISK
Stalagmites and Stalactites: Dot the chamber like the fangs of some
great behemoth. Rainwater: Runs down in rivulets from the ceiling.
Urns: Overflowing piles eroding in rainwater puddles. Smell: Reeks of
lizard and rotten eggs. Sound: Crunching rock.

• Spilled Urns: Wedding bands worth 175 gp and a matched pair of


rings of protection. Elvish marriage vows engraved on both rings.

• Basilisk: Devours stone urns, defends nest.

• Search Urns: If searching after defeating basilisk, characters find


Crown of the Dusk Queen. Searching during battle takes an
action, 1-in-6 chance of finding crown.

13. ROYAL HALL


Statues: Armored Elvish women holding up holy symbols debossed
with moon and colossal tree symbols. Double Doors: Sealed, no
handles, engraved with stylized colossal tree and mourning Elvish
women. Smell: Baking cinnamon.

• Dimension Door: Created by Oveus, leads back to area 8.

• Sealed Door: Raise holy symbol found in area 4 to open doors.

• Curse: Attempting to open doors without first raising the symbol


causes the eyes of statues to glow a menacing gray. All
characters must roll DC 18 WIS or suffer the curse of the basilisk
for one cycle of the moon. While cursed, a character is turned to
stone if they roll a natural 1 on an attack roll, spellcasting check,
or ability check.

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14. GRAND TOMB OF DUSK
Ceiling: Stretches into gloom above. Columns: Massive, round,
covered in shifting roots as thick as sea serpents. Roots: Glow from
within with golden light that pulses like a heartbeat, motes flit like
fireflies between roots.

• Well: Filled with brackish water, 20’ deep. Rusted iron door at
bottom of well is locked.

• Throne: Chiseled from coal-colored marble. Dusk Queen statue


sits 10’ tall on throne, missing crown and scepter. Half-moon
tapestries frame her artfully sculpted flowing hair and stern gaze.

• Replace Scepter and Crown: Throne retracts to reveal Dusk


Queen’s sarcophagus beneath. It is chiseled from onyx and
glitters with the first stars of twilight.

• Open Sarcophagus: Contains exquisite jewelry worth 750 gp,


potion of extra-healing, scroll of lightning bolt, amulet of proof
against poison, and the well-gaol key. Also contains Dusk Queen
mummy, who rises and attacks.

ENDING THE ADVENTURE


The Dusk Queen’s scepter and crown fetch 300 gp if sold as a pair.

The locked steel door at the bottom of the well can be opened with
the well-gaol key found in the Dusk Queen’s sarcophagus. Doing so
causes the water in the well to drain away, rushing down a flight of
spiral steps deeper into the mysterious underworld beneath the
colossal golden tree…

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MONSTERS

WAR-MAIDEN SKELETON
The animated remains of a warrior-maiden who served in the Dusk
Queen’s royal guard.

AC 13 (ring mail), HP 11, ATK 1 crescent moon sickle +1 (1d6), MV near,


S +1, D +0, C +2, I -2, W +0, Ch -1, AL N, LV 2

Undead. Immune to morale checks.

Pollen. If at least 3 war-maiden skeletons are present, roll 1d4 at the


start of their turn. On a 1, near characters must roll DC 15 CON. On a
failure, warn character that they are now “susceptible to the
enchanting gaze of fey”.

OWLBEAR ZOMBIE
The shambling corpse of a ferocious beast of the forests.

AC 13, HP 25, ATK 2 claw +4 (1d8), MV near (climb) S +4, D +1, C +3, I -2,
W +1, Ch -2, AL N, LV 5

Undead. Immune to morale checks.

Crush. Deals an extra die of damage if it hits the same target with
both claws.

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GELATINOUS CUBE
A translucent cube of slime that silently mows through cramped
tunnels, slurping up debris.

AC 11, HP 24, ATK 1 touch +4 (1d8 + toxin), MV near S +3, D +1, C +2, I -4,
W +1, Ch -4, AL N, LV 5

Engulf. Absorbs paralyzed creatures in close range into its body,


automatically hitting with touch attack on its turn.

Rubbery. Half damage from stabbing weapons.

Toxin. DC 15 CON or paralyzed 1d4 rounds.

CAVE CREEPER
Chittering centipedes the size of horses with grasping tentacles.

AC 12, HP 18, ATK 1 bite +3 (1d6) and 1 tentacles +3 (1d8 + toxin),


MV near (climb), S +2, D +2, C +0, I -3, W +1, Ch -3, AL N, LV 4

Toxin. DC 12 CON or paralyzed 1d4 rounds.

BASILISK
A giant lumbering reptile that turns enemies to stone with its gaze.

AC 15, HP 28, ATK 1 bite +5 (1d10) and 1 gaze (near), MV near (climb),
S +3, D +2, C +2, I -2, W +0, Ch -2, AL N, LV 6

Gaze. DC 12 CON or be turned to stone. Characters averting their gaze


roll attacks with disadvantage.

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ANIMATED MITHRIL ARMOR
An animated suit of mithril scale armor once worn by the Dusk
Queen’s most faithful knights.

AC 15, HP 11, ATK 1 longsword +3 (1d8), MV near, S +3, D -1, C +2, I -1,
W +1, Ch +0, AL N, LV 2

Shatter. 1-in-6 chance non-magical weapons shatter against armor.

Fey Step. May teleport to a nearby spot once per day.

DUSK QUEEN MUMMY


The mummified remains of a legendary fey queen who once ruled the
lands of the colossal golden tree.

AC 17 (talisman), HP 33, ATK 1 slam +5 (1d10 + disease) plus 1 curse


(near, life drain), MV near, S +3, D +0, C +1, I +0, W +1, Ch +2, AL N, LV 7

Greater Undead. Immune to morale checks. Only damaged by silver,


mithril, or magical sources.

Rotting Disease. Damage dealt cannot be healed until next rest.

Life Drain. DC 15 WIS or 1d4 CON damage. Death if reduced to 0 CON.

Charm. Usable once per day. DC 15 CHA or be charmed. Characters


affected by war-maiden skeleton pollen automatically fail save.

Mirror Image. Usable once per day. Creates 3 illusory copies of self.

Sticks to Snakes. Summons a snake swarm [AC 13, HP 14, ATK 1 bite +3
(DC 12 CON or 2 STR damage), S -1, D +3, C +1, I -3, W +0, Ch -3, LV 3].

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TREASURE

ENCHANTED MITHRIL LONGSWORD


A rune-etched mithril longsword with an amethyst pommel.

Bonus. Grants +1 to attack and damage rolls.

Benefit. Amethyst glows when secret doors/hidden crawls are near.

POTION OF GROWTH
A bubbling concoction that smells of tree roots.

Benefit. Grow to large size for 3 combat rounds. Gain advantage on


attack rolls and deal double damage.

SCROLL OF INVISIBILITY
A rolled-up sheet of tree bark inked with arcane runes.

Benefit. Become invisible until next hostile action or failed check.

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SCROLL OF FIREBALL
An infernal vellum scroll in a charred glass tube.

Benefit. A group of up to 3 creatures within near range take 4d6


damage (half damage on a DC 15 CON).

SCARAB OF DRAIN RESISTANCE


A polished jade scarab on a brass chain. Gifted to an Elvish knight
from a far-away desert princess.

Benefit. Wearer immune to life drain and curses.

RING OF PROTECTION
A polished wedding ring decorated with a shield crest and gold tree.

Benefit. Wearer gains +2 AC. May shatter the ring to cancel one
attack made against them.

SCROLL OF LIGHTNING BOLT


Anyone opening this scroll tube gets a static shock.

Benefit. One creature within near range takes 6d6 damage (half
damage on a DC 15 DEX).

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POTION OF EXTRA-HEALING
A glass bottle with a fizzy, lemon-vanilla liquid inside.

Benefit. The imbiber of this potion regains 3d6 hit points.

AMULET OF PROOF AGAINST POISON


Two crossed snakes decorate this tarnished brass talisman.

Benefit. Wearer immune to diseases and poisons.

WAND OF MAGIC MISSILES


This coiled iron wand is warm to the touch.

Benefit. May cast the spell magic missile.

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