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The Corpse Purveyor - Our latest Adventure & Our Two Year Anniversary Bundle.

It
has links to 400+ Maps, 50 Adventures, and Hundreds of NPCs. As always, all free
for home use! Enjoy!
Adventure
Greetings Travelers! Today we have two releases for you!

First is our latest adventure, The Corpse Purveyor, which is written up below.

Secondly we have our Two Year Anniversary Bundle for you! It contains the links to
400+ Maps, 50 Adventures, Hundreds of NPCs, and a lot more! Its everything my son
and I have produced since we launched two years ago. As always these items are free
to anyone for their home game use. I sincerely hope you enjoy the content!

The Corpse Purveyor Adventure Free PDF

The Free AOG Two Year Anniversary Bundle

The Corpse Purveyor


Most magic requires physical components that can be found in the natural world.
Certain magics that most folk find problematic require categories of resources
often considered taboo. That means large profits for those who choose to deal in
such macabre items. It also means many of these purveyors often keep secretive and
dangerous lives. That danger is about to rear a reanimated head.

ADVENTURE SYNOPSIS
The Adventure begins with a Zombie breakout in a rundown area of town. Several
locals recognize the walking corpse as recently deceased members of town. A quick
search of the building from which the creatures emerge reveal a secret arcane
chamber and a dead necromancer. Inside the party will discover a number of recently
stolen bodies that had not yet been animated. The Party must follow the clues and
discover who is dealing in corpses. This will lead them to the local graveyard and
then to a "mausoleum" where they’ll meet an awakened flesh golem who doesn’t mind
dealing with corpses. He also doesn’t mind creating new corpses from nosey
adventurers.

Target Party: Four Level 3 Players

Expected Playtime: 3+ Hours

Tone: Grim Adventure

You can grab the PDF Here AMPLUS ORDO GAMES

SETUP INFORMATION
This Adventure takes place in Deleran’s Crossing. My HomeBrew city designed for
playing Gothic Horror themed games. This adventure can be run more lightly but
leans into the setting’s dark nature. The city of Deleran’s Crossing is thoroughly
flushed out in the Campaign Guide: A Town of Tragedy, but the Adventure will easily
slip into any city in your games. It is a level 3 adventure so not terribly hard,
although they will fight a Flesh Golem in the end so they should have some access
to magical weapons even if they are only temporary.

HOOKS

Main: The party is present when zombies break out of a nearby building and start
attacking locals.

Alternative: The Group is hired to stop a local necromancer. When they arrive at
his “lair” they are confronted with the zombie outbreak.
Alternative: The Group has been on the trail of The Corpse Purveyor for some time.
The clues have pointed them in this direction.

OPENING CUT-SCENE
The body lays awkwardly in the center of a blood drawn foul magic sigil, its
rigamortis stiffened limbs not allowing it to find a restful position. Black smoke
rises from black candles fix atop the fire blackened skulls that ring the circle. A
cloaked figure begins chanting while their gore dipped hands move through the air
in an macabre arcane dance. The corpse twitches and for a moment the muscles relax
as they regain a mockery of life. The eyes snap open and a rotting gasp crawls out
of its lungs. The figure laughs madly at its success. The dead will rise.

ACT 1: Outbreak
The party will either be walking down the street or headed toward the necromancer’s
lair when the door to the building she works underneath bursts open and zombies
spill out. The undead will immediately begin attacking the party and any nearby
locals.

ENCOUNTER: Zombies Not much special about this encounter. They’re just mindless
undead killing and eating folks. If your party is a bit on the weaker side,
definitely have the zombies attack commoners rather than them.

ACT 2: Necromancer
Following the trail of the zombies into the building will eventually lead them down
from an abandoned shop into the Necromancer’s lair. Unfortunately for the
Necromance, her creation turned against her. She was torn apart by them before she
could follow through on whatever plans she had in mind. In her abode they will find
all the trappings of a Dark Mage and a journal with clues leading them to someone
she calls The Corpse Purveyor whom she meets at a place she calls the Mausoleum.
(These clues will vary in directness depending on how well they do at the skill
challenge below) You may want to gift the martial classes here with some enchanted
weapons or “scrolls of enchant weapon”. They’re going to need them.

SKILL CHALLENGE: Search the lair for clues This should be a “non-failable
challenge”. No matter how well they roll they need enough info to make it to the
next act. However, the better they roll the more information you can reward them
with regarding what is to come. Now, don’t go telling them The Purveyor is a Flesh
Golem, but give them hints at an unnaturally large figure, you know that kind of
stuff.

ACT 3: Graves
Heading to the graveyard shouldn’t be a big leap for them. Particularly if they did
well on the skill challenge above. Unfortunately, this isn’t the Corpse Purveyor’s
hiding place. Here they can meet a gravedigger who isn’t quite the most sane of
individuals. You’d have to be somewhat nuts to dig graves in this city. Still, he
will have some clues to pass along to them. He knows that there have been recent
grave robbings and body snatchings. If questioned about the Mausoleum, he can
direct them to the few in the cemetery. None of those will turn up clues though.
The Gravedigger will have an “epiphany” and come find the players after they search
for a bit. There is a nickname for where he sends folks to buy inexpensive Funeral
Clothes. “Simple Stitching” is in an older stone building and just down the road.
The locals have recently taken to calling it the Mausoleum.

ACT 4: Stitching
This old stone building used to be a Well House years ago. A sort of hybrid Guard
post and Gathering Place where locals could get water and do business. As the town
grew and the Guard Posts moved further out local businesses took over. The most
recent is “Simple Stitching” a tailor shop run by Jorus Klevier, a gaunt little man
recently moved to town. Some years ago Jorus came into possession of a Manual of
Golems and used it to construct a bodyguard. At least that is what he intended.
What happened was something a bit more unique. Rather than creating a mindless
servant, he reanimated a rather wicked criminal, Dral Ungar aka The Corpse
Purveyor. Dral has since been engaging in the sale of grave robbed goods and the
bodies of the deceased to all manner of nefarious individuals. Jorus is living
under duress and distress and has been forced to move several times in the past
when folks start becoming suspicious and is looking for a way out of his situation.
He will see the adventurers as a means of escape and attempt to alert them silently
to Dral’s presence. Dral will be lurking under the flooring in a cavern off the Old
well shaft. He will burst up out of the floor when things take a turn not in his
favor.

ENCOUNTER: The Corpse Purveyor Dral is no mindless Flesh Golem though he will still
have an aversion to fire. He will fight intelligently and use his environment to
his advantage. If things turn against him he will retreat to the cavern below, and
attempt to flee down the well into the deep underground. Dral can and will collapse
the building above them causing the area not only become impassable but possibly
burying players in the process. Players rarely let a foe out of their sight, but
iIf he gets away he will certainly return later to seek revenge.

CLOSING
After defeating or driving Dral away the players can examine the scene. Jorus will
have fled given the opportunity. I like letting him escape, particularly if Dral
escapes as well. Jorus’ head would make a fine delivery at a later point. “What’s
in the box?!” There will be several bodies that have recently been dug up and ample
reward for the players. Dral will have amassed a bit of coin engaging in his dark
business, and even more if they don’t mind collecting treasures that were likely
stolen from corpses. The city will be grateful that they stopped the menaces, and
could reward them as well should ask the authorities for compensation. This may
also be a great place to insert some more adventure hooks as Dral certainly had
more clients than the recently deceased necromancer.

THE END

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