Privateer’s Hold: An OSR Adventure Module for BX
An Introductory Dungeon Crawl for Levels 1-2
Adventure Hook: Shipwrecked!
The adventure begins abruptly. The player characters (PCs) were aboard a ship when a sudden, unnatural storm — perhaps a magical tempest or a strange anomaly of the seas — struck with terrifying force. The vessel was utterly destroyed, leaving the PCs washed ashore, battered but alive, in a damp, musty cave. Their equipment is mostly intact, but they are disoriented and vulnerable. Their immediate goal: find a way out of this subterranean prison.
Location: Privateer’s Hold
Privateer’s Hold is not a typical pirate cove, but a decrepit, water-logged dungeon carved into the cliffs, now serving as a lair for various monstrous and unsavory denizens. It’s a place of crumbling masonry, echoing tunnels, and a pervasive sense of dread.
Key Features:
- Initial Cave: The PCs begin in a rough-hewn cave, the remnants of their shipwreck scattered nearby (if the DM wishes to add flavor, perhaps some minor salvageable items).
- Dungeon Layout: A series of interconnected rooms, narrow corridors, and damp chambers. The architecture hints at a forgotten purpose, perhaps a storage facility, barracks, or even a torture chamber.
- Water Elements: Pools of stagnant water, dripping ceilings, and slippery floors are common.
- Ambient Sounds: Distant skittering, the drip of water, and low growls.
Denizens and Encounters (BX Adaptation)
The creatures inhabiting Privateer’s Hold are generally low-level threats, suitable for new adventurers. Roll on the tables below or place them as desired:
- Rats (Giant): (AC 7 [12], HD 1/2, ATK 1 bite, DMG 1d3, Save F1, ML 5) — Found in swarms in damp, forgotten corners.
- Bats (Giant): (AC 8 [11], HD 1/2, ATK 1 bite, DMG 1d2, Save F1, ML 6) — Swoop from cave ceilings or high ledges.
- Imps: (AC 7 [12], HD 2, ATK 1 claw or spell, DMG 1d4, Save F2, ML 8) — Mischievous, winged devils, possibly serving a more powerful master or simply causing chaos.
- Thieves (Human): (AC 7 [12] leather, HD 1, ATK 1 weapon, DMG 1d4 or by weapon, Save F1, ML 7) — Deserters, cutthroats, or desperate outlaws who have taken refuge. They might try to ambush or flee if outmatched.
- Archers (Human): (AC 7 [12] leather, HD 1, ATK 1 arrow, DMG 1d6, Save F1, ML 7) — Similarly, human brigands, often found guarding strategic points.
- Skeletal Warriors: (AC 7 [12], HD 1, ATK 1 weapon, DMG 1d6, Save F1, ML 12) — Undead guardians, possibly animated by lingering magic or a necromantic presence. They are relentless and do not flee.
Key Obstacles & Pathways
The dungeon isn’t just a combat gauntlet; it also features a simple puzzle:
- The Throne and Balcony: In one chamber, a grand, but dusty, throne sits prominently. Nearby, hidden (perhaps behind a loose stone or under a discarded tapestry) is a lever. Pulling this lever causes the throne to slowly rise, revealing a hidden passage to an upper balcony. This balcony leads to a new section of the dungeon.
- Secret Passage (Optional Bypass): Alternatively, a well-hidden secret door or passage might bypass the skeletal warrior guarding the main route, or offer a shortcut to another part of the dungeon. This rewards observant players.
Treasure and Development
Privateer’s Hold offers opportunities for PCs to gain initial experience and rudimentary equipment:
- Treasure Piles: Scattered throughout the dungeon are small caches of copper, silver, and gold pieces, and perhaps a few minor gemstones. These are often found in tucked-away alcoves or within makeshift strongboxes.
- Useful Equipment: Discarded weapons (rusty swords, broken bows), dented armor pieces, or a few mundane adventuring supplies (rope, torches) can be found on defeated enemies or in their crude sleeping areas.
- XP Gain: The encounters and successful navigation of the dungeon should ideally allow PCs to gain enough experience to reach at least Level 2 by the time they exit.
The Exit
The ultimate goal is to find the exit. This will typically be another cave opening, often distinguished by a grim marker, such as a skull painted on the wall or carved into the rock face above the opening. This leads out into the wilderness, granting the PCs their freedom and the opportunity to begin their true adventures in the wider world.
This module provides a basic framework. A Dungeon Master can flesh out room descriptions, add more specific traps, or introduce minor NPCs for flavor or to offer hints. The focus is on quick setup and immediate action, characteristic of classic OSR adventures.
Morgiah’s Wedding: An OSR Adventure Module for BX
A Political Intrigue and Delivery Quest for Levels 3-5
Adventure Hook: A Royal Summons
The player characters (PCs) are summoned to Castle Wayrest, a prominent city within the kingdom. A mysterious and ambitious figure, Princess Morgiah, requests their presence. Upon meeting her (perhaps in a dimly lit chamber, emphasizing her clandestine nature), she reveals a delicate, highly sensitive task:
“I require a champion of discretion and courage. You are to deliver a letter of utmost importance to a powerful sorcerer, the King of Worms, at his crypt, Scourg Barrow, deep within the treacherous Dragontail Mountains. The journey is perilous, and time is of the essence. You have but one month to complete this task and return with his reply.”
Morgiah stresses the grave risks involved but offers significant, albeit unspecified, recompense.
Key NPCs
- Princess Morgiah: A shrewd and ambitious royal, secretly dealing with dark powers to secure her political future. She is charming but calculating.
- The King of Worms: A legendary and terrifying necromancer, ruler of the Necromancers. He dwells in a crypt teeming with the undead. He is ancient, powerful, and utterly devoid of compassion.
The Quest: A Secret Pact
The PCs are given a sealed letter from Morgiah to the King of Worms. The contents, if they were to discover them, reveal Morgiah’s agreement to a sinister pact: she offers her “first” (a cryptic term, perhaps her first child, or first victory) in exchange for the King of Worms’ influence over King Karoodil of Firsthold. This influence would compel Karoodil to marry Morgiah to his dead son, leading to Morgiah becoming Queen of Firsthold.
Journey to Scourg Barrow
The PCs must travel from Wayrest to the Dragontail Mountains. This journey itself can be an adventure, with potential random encounters (wilderness monsters, bandits, rival agents, etc.) appropriate for their level. The mountains are rugged, sparsely populated, and known to harbor dangerous creatures and hidden lairs.
Location: Scourg Barrow
Scourg Barrow is not merely a crypt but a small, fortress-like castle carved into the mountainside, serving as the primary stronghold of the Necromancers and the dwelling of the King of Worms.
Key Features (BX Adaptation):
- Exterior: Appears as a grim, ancient castle, perhaps overgrown and partially ruined, but with an undeniable aura of dark power.
- Entrance: The main entrance is typically on the north wall of the central building, perhaps a heavy iron door or a hidden passage.
- Interior Layout:
- Initial Tombs: Upon entering, PCs will find themselves in a hall lined with tombs. The “second tomb on the left” is significant, likely hiding a secret passage or a pressure plate that opens a way forward.
- Hallways & Junctions: A labyrinth of winding hallways, some trapped, some patrolled by undead.
- Eight-Door Room: A central chamber with eight doors, presenting a minor navigational puzzle. The PCs need to identify the “first door on the left” after entering, which leads to the correct path.
- Cavern Descent: The path eventually leads down into a damp, echoing cavern, indicating a deeper, more ancient part of the crypt.
- King of Worms’ Lair: The final leg involves specific turns within the cavern (“right at the first opportunity,” then “left at the first opportunity”) leading to a locked (but perhaps pickable by a Thief, or a simple “knock” spell target) door to the King of Worms’ sanctum.
Denizens of Scourg Barrow (BX Adaptation)
Scourg Barrow is primarily populated by undead guardians. While the King of Worms’ personal guards are powerful, they are neutral unless provoked.
- Lesser Undead: Skeletons (AC 7 [12], HD 1, ATK 1 weapon, DMG 1d6, Save F1, ML 12), Zombies (AC 8 [11], HD 2, ATK 1 slam, DMG 1d8, Save F1, ML 12), Ghouls (AC 6 [13], HD 2, ATK 2 claws/1 bite, DMG 1d3/1d3/1d3 + paralysis, Save F2, ML 9). These are encountered throughout the dungeon.
- Necromancers: Apprentice (AC 9 [10], HD 1, ATK 1 dagger, DMG 1d4, Save M1, ML 7, Spells: 1st level) and Journeyman (AC 9 [10], HD 3, ATK 1 dagger, DMG 1d4, Save M3, ML 8, Spells: 1st-2nd level) Human spellcasters, busy with their dark rituals.
- King of Worms’ Guardians: In the King’s chamber, or perhaps guarding its approach, are powerful undead:
- Ancient Liches: (AC 0 [19], HD 15*, ATK 1 touch/spell, DMG 1d10 + paralysis/special, Save M15, ML 11).
- Vampire Ancients: (AC 2 [17], HD 8*, ATK 1 claw/1 claw/1 bite, DMG 1d4/1d4/1d4 + drain, Save F8, ML 11).
- Crucially: These powerful guardians will not attack unless provoked. Their purpose is to impress and deter, not to necessarily engage in combat with the letter deliverers. Attacking them is a suicidal choice.
The Exchange
Upon reaching the King of Worms’ chamber, the PCs encounter the terrifying necromancer. If they successfully deliver Morgiah’s letter without provoking his guardians, the King of Worms will accept it silently, read it, and then produce a terse, short response letter for Morgiah. He offers no conversation beyond the transaction.
Return to Wayrest & Resolution
The PCs must then make the return journey to Castle Wayrest within the one-month deadline. Upon delivering the King of Worms’ response to Morgiah, she expresses her satisfaction.
- Morgiah’s Revelations: She reveals that she is to become Queen of Firsthold, her ambitions realized. She also provides a vital clue for future adventures: the Emperor’s crucial letter (a key artifact in the Daggerfall main quest) is now in the hands of Gortwog, the Warlord of the Orcs. She suggests seeking out Mynisera, the former Queen of Daggerfall, for further guidance on retrieving it.
- Reward: Morgiah rewards the PCs with a random magical item (roll on a suitable BX treasure table for a minor magical item, e.g., +1 weapon, minor protective amulet, potion).
- Reputation: Successfully completing the quest earns the PCs a reputation boost with Wayrest, Princess Morgiah, and potentially a grudging respect (or fear) from the Necromancers’ Guild. Later, the PCs might receive an announcement of Morgiah’s engagement.
This module adapts the core elements of the “Morgiah’s Wedding” quest into a BX framework, focusing on political intrigue, perilous travel, dungeon navigation, and a climactic encounter with a powerful, but conditionally neutral, entity.
The Soul of a Lich: An OSR D&D Adventure
This adventure adapts the classic Daggerfall quest “Soul of a Lich” for an Old School Renaissance (OSR) Dungeons & Dragons campaign. It is designed for low to mid-level parties, focusing on exploration, combat, and moral choices inherent in dealing with powerful, morally ambiguous figures.
Adventure Hook
The adventure begins abruptly. While the adventurers are traveling or resting, they are ambushed by a grotesque, shambling zombie. This is no ordinary undead; it moves with an unnerving purpose. Upon defeating it, the party discovers a tattered, blood-stained summons clutched in its decaying hand. The summons, written in an arcane script, bears the symbol of a writhing worm and urgently requests their presence at Scourg Barrow, hinting at a matter of great importance and potential reward. Failure to appear, it warns, would be… unwise.
Key Characters
- The King of Worms (Mannimarco): A powerful and ancient necromancer, feared by many. He is the adventure’s patron, a sinister figure with an agenda that often aligns with, but never truly serves, the interests of mortals. He resides in Scourg Barrow, a desolate and foreboding location.
- Prince Karolis: A lich, and the great-grandfather of the late King Camaron of Sentinel. Imprisoned or simply dwelling within the depths of Castle Sentinel’s dungeons, he is a formidable undead sorcerer.
Locations
- Scourg Barrow: Mannimarco’s lair. This ancient burial mound or ruined fortress is infused with dark magic. Approach is difficult, perhaps guarded by lesser undead or wards. Inside, it should be dimly lit, filled with arcane curiosities, and have a palpable sense of dread. Mannimarco himself will be found in a central chamber, surrounded by his dark rituals.
- Castle Sentinel Dungeons: A sprawling, multi-level dungeon beneath the once-grand Castle Sentinel. These dungeons are ancient and likely abandoned or lightly guarded on the upper levels, becoming progressively more dangerous deeper down.
- Hazards: Expect wandering undead (skeletons, zombies, ghouls, ghasts), animated constructs, magical traps, collapsing passages, and possibly other monstrous denizens that have taken up residence.
- Lich’s Lair: Prince Karolis’s chamber should be deep within the dungeons, perhaps a former treasury, library, or noble’s crypt, now transformed by his dark magic. It should be rich with morbid details and feel like the heart of his power.
The Quest: Soul of a Lich
Upon meeting the King of Worms at Scourg Barrow, he reveals his true purpose. He requires the adventurers to journey to Castle Sentinel and destroy Prince Karolis, a lich of considerable power. Mannimarco has a specific interest in Karolis’s soul.
He provides the party with a unique artifact: The Soul Scarab. This obsidian scarab hums with dark energy. Mannimarco instructs them that only by destroying Prince Karolis’s physical form while the scarab is present will his soul be trapped within it. He warns them of the lich’s cunning and power, emphasizing that failure to trap the soul renders the entire endeavor pointless for him.
Challenges and Encounters
- Journey to Castle Sentinel: The journey itself could present encounters, such as bandit ambushes, wild animal attacks, or even strange magical phenomena, highlighting the dangers of the realm.
- Dungeon Delving: Navigating the Castle Sentinel dungeons will be the core of the adventure. This involves:
- Exploration: Mapping out the labyrinthine passages, discovering hidden rooms, and avoiding traps.
- Combat: Confronting various undead and monstrous guardians.
- Puzzles/Riddles: The lich might have set arcane safeguards or riddles to protect his inner sanctum.
- Resource Management: Tracking light sources, food, water, and spell slots is crucial in an OSR environment.
- Confronting Prince Karolis: The lich will be a difficult opponent. He will likely use powerful necromantic spells, command undead minions, and attempt to use his intellect to outwit the party. The party must remember the Soul Scarab’s importance and activate it at the right moment.
Monsters
Zombie (AC 8 [11], HD 2, ATK 1 fist, DMG 1d8, Save F2, ML 12)
Skeletons (AC 7 [12], HD 1, ATK 1 weapon, DMG 1d6, Save F1, ML 12)
Ghouls (AC 6 [13], HD 2, ATK 3 claws/bite, DMG 1d3/1d3/1d3 + paralysis, Save F2, ML 9)
Ghasts (AC 4 [15], HD 4, ATK 3 claws/bite, DMG 1d4/1d4/1d8 + paralysis & stench, Save F4, ML 9)
Lich (Prince Karolis) (AC -4 [23], HD 10**, ATK 1 touch or spells, DMG 1d10 + paralysis, Save M10, ML 12). Special: Casts spells as a 12th-level Magic-User. Immune to sleep, charm, hold, cold, death spells, poison, paralysis. Undead. Requires specific conditions for permanent defeat.
Resolution and Rewards
Once Prince Karolis is destroyed and his soul trapped within the Soul Scarab, the adventurers must return to the King of Worms at Scourg Barrow.
Mannimarco will be pleased with their success. As a reward, he will present the party with a random magical item, potentially a cursed item or one with a dark origin, emphasizing his nature. He may also provide cryptic information about the ongoing conflict with Zurin Arctus, the Underking, hinting at larger geopolitical struggles and perhaps setting the stage for future adventures.
The adventurers will gain reputation with the King of Worms (and potentially The Necromancers if those factions are present in the campaign), which could open up new avenues or difficult choices in the future.
Further Hooks/Considerations
- The Lich’s Phylactery: Did the adventurers truly destroy Karolis, or just his current form? Perhaps his phylactery still exists, and his soul within the scarab can still be released back into it.
- The Soul Scarab’s Power: Is the scarab merely a container, or does it hold other, darker powers that the adventurers could exploit or be corrupted by?
- Other Factions: How do other factions react to the King of Worms gaining such a powerful soul? Does it upset the balance of power?
- Moral Dilemmas: Did the adventurers do the right thing by helping a known necromancer? What are the long-term consequences of aiding Mannimarco?
This adventure offers a classic dungeon crawl experience with a clear objective, while also introducing a powerful, morally ambiguous patron and hinting at a larger world.
The Missing Prince: An OSR D&D Adventure
This adventure adapts the Daggerfall quest “The Missing Prince” for an Old School Renaissance (OSR) Dungeons & Dragons campaign, focusing on investigation, dungeon exploration, and a morally charged decision. It is suitable for low to mid-level parties (levels 3-5 recommended).
Adventure Hook
The adventurers, perhaps having recently achieved some minor renown or simply being in the right place at the right time (a bustling tavern, a busy market square), are approached by a regal messenger. The messenger bears an embossed scroll, sealed with the crest of House Sentinel. It is a formal invitation from Prince Lhotun of Sentinel, requesting their immediate presence at Castle Sentinel regarding a delicate family matter. The tone is urgent, hinting at a significant reward for discretion and success.
Key Characters
- Prince Lhotun: A younger prince of Sentinel, earnest and troubled. He genuinely seeks the truth about his elder brother. He will be the party’s primary contact and patron.
- The Missing Prince (Prince Arthago): Lhotun’s elder brother, a scholar rather than a warrior, who mysteriously vanished. His “death certificate” is the key to the mystery.
- Agent of the Underking: A mysterious, gaunt figure (perhaps a necromancer, lich-like being, or powerful undead) representing the enigmatic Underking. This agent contacts the party after they begin their investigation, denying the Underking’s involvement and pointing them towards the correct dungeon.
- Queen Akorithi, Prince Greklith, Lord Vhosek: Other powerful figures within the court of Sentinel. They represent different factions or interests, and giving them the “Death Certificate” will lead to failure.
Locations
- Castle Sentinel: The grand seat of power. The party will meet Prince Lhotun in a private chamber. The castle’s bustling environment is ripe for gathering rumors.
- The City of Sentinel: A sprawling urban environment where the party can discreetly (or not so discreetly) inquire about the missing prince. This involves visiting taverns, noble houses, scholarly institutions, and perhaps the city archives or graveyards.
- The Dungeon (Choose One):
- Castle Faallem: A crumbling, ancient keep now serving as a den for monsters and bandits. Its lower levels might connect to an older, forgotten crypt or prison.
- The Fortress of Fhojum: A long-abandoned military outpost, now a dark labyrinth of stone and shadow, infested with various creatures.
- Environmental Hazards: Traps, unstable structures, pits, dark corridors.
- Inhabitants: Goblins, kobolds, bandits, various undead (skeletons, zombies, ghouls), monstrous spiders, giant rats, and perhaps a more powerful guardian near the location of the “Death Certificate.”
- Clues: Scattered personal effects, old journals, or signs of struggle that hint at the missing prince’s fate.
The Quest: Unraveling the Mystery
Phase 1: The Initial Inquiry (Castle Sentinel & City) Prince Lhotun explains his brother, Prince Arthago, disappeared some time ago. The official story is that he died of sickness, but Lhotun suspects foul play or a cover-up, especially since there was no public funeral. He tasks the adventurers with discreetly investigating his brother’s fate.
The party should be encouraged to gather rumors in Sentinel. Successful Charisma checks (Persuasion, Intimidation, Deception depending on approach) or clever role-playing in various establishments might yield clues:
- Arthago was a quiet scholar, sickly for much of his life.
- He was never seen much after a certain point.
- Rumors whisper of his disinheritance due to his ill health or lack of “princely” qualities.
- Some believe the Underking kidnapped him.
Phase 2: The Underking’s Intervention After a few days of investigation (or once the party has exhausted their initial leads), an Agent of the Underking will contact them. This contact should be mysterious and unsettling – perhaps a cloaked figure appearing out of nowhere in a dark alley, or a disturbing dream. The Agent denies the Underking’s involvement, stating that the Underking has no interest in such a “weakling.” To prove their non-involvement, the Agent provides precise directions to either Castle Faallem or The Fortress of Fhojum, stating that the truth lies there.
Phase 3: The Dungeon Delve (Castle Faallem/Fortress of Fhojum) The party must now brave the chosen dungeon. The “Death Certificate” is not simply lying on a table; it should be carefully hidden or found on the remains of the missing prince himself. The dungeon crawl will involve:
- Combat Encounters: Fighting the dungeon’s denizens.
- Exploration: Navigating the winding passages, avoiding traps, and finding clues.
- Discovery: Locating the specific chamber where the prince met his end. This chamber might be a small, neglected cell, a collapsed study, or a hidden crypt.
The “Death Certificate”: This is not a formal document but a personal letter or diary entry, scrawled in the prince’s own hand, clearly written in his final moments. It reveals:
- His lifelong struggle with ill health.
- His disinheritance by the royal family, who deemed him unfit to rule.
- His seizure by “unknown men” (implying agents of the royal family or a rival faction, not the Underking) who abandoned him to die in the dungeon.
- His final bitter words expressing his betrayal and hoping his fate would be revealed.
Monsters
Zombie (AC 8 [11], HD 2, ATK 1 fist, DMG 1d8, Save F2, ML 12)
Goblins (AC 6 [13], HD 1-1, ATK 1 weapon, DMG 1d6, Save F1, ML 7)
Kobolds (AC 7 [12], HD 1/2, ATK 1 weapon, DMG 1d4, Save F1, ML 6)
Bandits (Human) (AC 6 [13] leather, HD 1, ATK 1 weapon, DMG 1d6 or by weapon, Save F1, ML 7)
Giant Rats (AC 7 [12], HD 1/2, ATK 1 bite, DMG 1d3 + disease, Save F1, ML 8)
Monstrous Spider, Small (AC 7 [12], HD 1, ATK 1 bite, DMG 1d4 + poison, Save F1, ML 7)
Monstrous Spider, Large (AC 5 [14], HD 2, ATK 1 bite, DMG 1d6 + poison, Save F2, ML 8)
Resolution and Rewards
The party now possesses the “Death Certificate.” They face a critical decision: who to give it to.
- Success (Give to Prince Lhotun): Lhotun is devastated but grateful for the truth. He rewards the party with a random magical item (GM’s choice, potentially a useful common magic item like a +1 weapon/armor, a Ring of Protection, or a minor wondrous item). More importantly, he trusts the party implicitly and shares a vital secret: King Lysandus, the previous king, now haunts Daggerfall not for his death, but for a lost love. Lysandus was deeply in love with Medora Direnni, the court sorceress, who was banished by Queen Mynisera (Lysandus’s queen). This revelation sets up the larger narrative of Daggerfall and offers a future adventure hook. The party gains significant reputation with Prince Lhotun and potentially the faction he represents.
- Failure (Give to Queen Akorithi, Prince Greklith, or Lord Vhosek): These figures will immediately understand the implications of the document and see the party as a threat to their secrets or stability.
- They might pay the party a pittance, then attempt to silence them or have them “disappear.”
- The party suffers a significant loss of reputation with the Sentinel royalty.
- No magical item or information about Lysandus is given.
- This choice could lead to immediate conflict or long-term animosity from the royal court.
Further Hooks
- The Haunting of King Lysandus: The information from Prince Lhotun directly leads into the overarching mystery of King Lysandus’s ghost and the larger political machinations of the Iliac Bay.
- Royal Antagonism: If the party failed, the royal family might send assassins or agents to eliminate them, turning former patrons into enemies.
- The Underking’s Influence: The Underking’s agent might reappear, perhaps offering a different task now that the party has proven their effectiveness.
- The Identity of “Unknown Men”: Who were the men who left Arthago to die? Was it Akorithi? Greklith? Another power player in the court? This could be a new investigative thread.
The Missing Prince: An OSR D&D Adventure
This adventure adapts the Daggerfall quest “The Missing Prince” for an Old School Renaissance (OSR) Dungeons & Dragons campaign, focusing on investigation, dungeon exploration, and a morally charged decision. It is suitable for low to mid-level parties (levels 3-5 recommended).
Adventure Hook
The adventurers, perhaps having recently achieved some minor renown or simply being in the right place at the right time (a bustling tavern, a busy market square), are approached by a regal messenger. The messenger bears an embossed scroll, sealed with the crest of House Sentinel. It is a formal invitation from Prince Lhotun of Sentinel, requesting their immediate presence at Castle Sentinel regarding a delicate family matter. The tone is urgent, hinting at a significant reward for discretion and success.
Key Characters
- Prince Lhotun: A younger prince of Sentinel, earnest and troubled. He genuinely seeks the truth about his elder brother. He will be the party’s primary contact and patron.
- The Missing Prince (Prince Arthago): Lhotun’s elder brother, a scholar rather than a warrior, who mysteriously vanished. His “death certificate” is the key to the mystery.
- Agent of the Underking: A mysterious, gaunt figure (perhaps a necromancer, lich-like being, or powerful undead) representing the enigmatic Underking. This agent contacts the party after they begin their investigation, denying the Underking’s involvement and pointing them towards the correct dungeon.
- Queen Akorithi, Prince Greklith, Lord Vhosek: Other powerful figures within the court of Sentinel. They represent different factions or interests, and giving them the “Death Certificate” will lead to failure.
Locations
- Castle Sentinel: The grand seat of power. The party will meet Prince Lhotun in a private chamber. The castle’s bustling environment is ripe for gathering rumors.
- The City of Sentinel: A sprawling urban environment where the party can discreetly (or not so discreetly) inquire about the missing prince. This involves visiting taverns, noble houses, scholarly institutions, and perhaps the city archives or graveyards.
- The Dungeon (Choose One):
- Castle Faallem: A crumbling, ancient keep now serving as a den for monsters and bandits. Its lower levels might connect to an older, forgotten crypt or prison.
- The Fortress of Fhojum: A long-abandoned military outpost, now a dark labyrinth of stone and shadow, infested with various creatures.
- Environmental Hazards: Traps, unstable structures, pits, dark corridors.
- Inhabitants: Goblins, kobolds, bandits, various undead (skeletons, zombies, ghouls), monstrous spiders, giant rats, and perhaps a more powerful guardian near the location of the “Death Certificate.”
- Clues: Scattered personal effects, old journals, or signs of struggle that hint at the missing prince’s fate.
The Quest: Unraveling the Mystery
Phase 1: The Initial Inquiry (Castle Sentinel & City) Prince Lhotun explains his brother, Prince Arthago, disappeared some time ago. The official story is that he died of sickness, but Lhotun suspects foul play or a cover-up, especially since there was no public funeral. He tasks the adventurers with discreetly investigating his brother’s fate.
The party should be encouraged to gather rumors in Sentinel. Successful Charisma checks (Persuasion, Intimidation, Deception depending on approach) or clever role-playing in various establishments might yield clues:
- Arthago was a quiet scholar, sickly for much of his life.
- He was never seen much after a certain point.
- Rumors whisper of his disinheritance due to his ill health or lack of “princely” qualities.
- Some believe the Underking kidnapped him.
Phase 2: The Underking’s Intervention After a few days of investigation (or once the party has exhausted their initial leads), an Agent of the Underking will contact them. This contact should be mysterious and unsettling – perhaps a cloaked figure appearing out of nowhere in a dark alley, or a disturbing dream. The Agent denies the Underking’s involvement, stating that the Underking has no interest in such a “weakling.” To prove their non-involvement, the Agent provides precise directions to either Castle Faallem or The Fortress of Fhojum, stating that the truth lies there.
Phase 3: The Dungeon Delve (Castle Faallem/Fortress of Fhojum) The party must now brave the chosen dungeon. The “Death Certificate” is not simply lying on a table; it should be carefully hidden or found on the remains of the missing prince himself. The dungeon crawl will involve:
- Combat Encounters: Fighting the dungeon’s denizens.
- Exploration: Navigating the winding passages, avoiding traps, and finding clues.
- Discovery: Locating the specific chamber where the prince met his end. This chamber might be a small, neglected cell, a collapsed study, or a hidden crypt.
The “Death Certificate”: This is not a formal document but a personal letter or diary entry, scrawled in the prince’s own hand, clearly written in his final moments. It reveals:
- His lifelong struggle with ill health.
- His disinheritance by the royal family, who deemed him unfit to rule.
- His seizure by “unknown men” (implying agents of the royal family or a rival faction, not the Underking) who abandoned him to die in the dungeon.
- His final bitter words expressing his betrayal and hoping his fate would be revealed.
Resolution and Rewards
The party now possesses the “Death Certificate.” They face a critical decision: who to give it to.
- Success (Give to Prince Lhotun): Lhotun is devastated but grateful for the truth. He rewards the party with a random magical item (GM’s choice, potentially a useful common magic item like a +1 weapon/armor, a Ring of Protection, or a minor wondrous item). More importantly, he trusts the party implicitly and shares a vital secret: King Lysandus, the previous king, now haunts Daggerfall not for his death, but for a lost love. Lysandus was deeply in love with Medora Direnni, the court sorceress, who was banished by Queen Mynisera (Lysandus’s queen). This revelation sets up the larger narrative of Daggerfall and offers a future adventure hook. The party gains significant reputation with Prince Lhotun and potentially the faction he represents.
- Failure (Give to Queen Akorithi, Prince Greklith, or Lord Vhosek): These figures will immediately understand the implications of the document and see the party as a threat to their secrets or stability.
- They might pay the party a pittance, then attempt to silence them or have them “disappear.”
- The party suffers a significant loss of reputation with the Sentinel royalty.
- No magical item or information about Lysandus is given.
- This choice could lead to immediate conflict or long-term animosity from the royal court.
Further Hooks
- The Haunting of King Lysandus: The information from Prince Lhotun directly leads into the overarching mystery of King Lysandus’s ghost and the larger political machinations of the Iliac Bay.
- Royal Antagonism: If the party failed, the royal family might send assassins or agents to eliminate them, turning former patrons into enemies.
- The Underking’s Influence: The Underking’s agent might reappear, perhaps offering a different task now that the party has proven their effectiveness.
- The Identity of “Unknown Men”: Who were the men who left Arthago to die? Was it Akorithi? Greklith? Another power player in the court? This could be a new investigative thread.
The Ancient Watcher: An OSR D&D Adventure
This adventure adapts the Daggerfall quest “The Ancient Watcher” for an Old School Renaissance (OSR) Dungeons & Dragons campaign. It’s designed for mid-level parties (levels 5-8), focusing on intrigue, infiltration, dungeon crawling, and moral choices within a larger conflict.
Adventure Hook
The adventurers, perhaps known for their discretion or their ability to handle delicate matters, receive an unusual summons. A gaunt, silent courier delivers a cryptic letter, sealed with a symbol of an ethereal, wailing figure (the Underking’s emblem). The letter, penned in a precise, almost archaic script, requests a clandestine meeting with an Agent of the Underking in a secluded inn within a neutral town. The message emphasizes the urgency and sensitive nature of the task, hinting at grave consequences if ignored.
Key Characters
- Agent of the Underking: Your patron. This individual is gaunt, cloaked, and speaks in a hushed, almost mournful tone. They represent the enigmatic and powerful Underking, an ancient figure of immense power often at odds with the King of Worms and Necromancers. They are lawful neutral at best, concerned with cosmic balance rather than petty mortal affairs.
- The Blades: A powerful, secretive organization of imperial agents and warriors. They are the current holders of the cursed item. Their presence in Castle Llugwych means skilled fighters and possibly magical support.
- Necromancers: The ones who originally cursed the item. While not directly encountered, their influence and magic are evident in the item’s nature.
- Dungeon Denizens: The various creatures and traps within Castle Llugwych.
Locations
- The Secret Rendezvous: A quiet, perhaps somewhat rundown, inn in a neutral town. The meeting with the Agent of the Underking should feel clandestine and slightly unnerving.
- Castle Llugwych (in Ykalon): The primary adventure location.
- Exterior: A formidable fortress, likely well-guarded by Blades (fighters, perhaps a mage or rogue). Infiltration will be a key challenge. Methods could include stealth, disguise, or direct assault (high risk).
- Interior/Dungeons: The item is deep within the castle’s dungeons. Expect multiple levels of danger:
- Blades’ Barracks/Outposts: The upper dungeon levels might still be actively patrolled by Blades, perhaps even housing a small garrison.
- Ancient Sections: As the party delves deeper, the dungeon transitions from active military outpost to older, perhaps forgotten, sections.
- Hazards: Traps (pit, poisoned darts, magical wards), locked doors, collapsing passages, patrolling undead (skeletons, zombies, ghouls from older sections), possibly monstrous beasts (giant spiders, oozes, or even a low-level demon or elemental if the Blades were experimenting).
- The Item’s Location: The Cursed Item (see below) should be in a heavily guarded chamber, possibly warded by Blade magic, or within a hidden vault.
The Quest: Retrieving the Cursed Item
Upon meeting the Agent, they explain the situation:
- An ancient magical item, vital to the balance of power, was stolen by Necromancers.
- They corrupted it with powerful curses.
- The item then fell into the hands of The Blades, who, unknowingly, now possess a dangerous artifact that could bring ruin upon them if left unchecked.
- The Underking does not wish to harm the Blades, only to retrieve and contain the cursed item. Therefore, the adventurers must infiltrate Castle Llugwych, steal the item, and return it to the Agent.
- They emphasize that no harm should come to The Blades if at all possible – the goal is extraction, not massacre. This adds a layer of stealth and non-lethal options to the adventure.
Phase 1: Infiltrating Castle Llugwych The party must devise a plan to enter the formidable castle. This could involve:
- Stealth: Scaling walls, sneaking past patrols, using invisibility or silence spells.
- Deception: Using disguises, forged documents, or charming guards.
- Diversion: Creating a distraction to draw guards away from an entry point.
- Direct Assault (Discouraged): While possible, a full frontal assault will lead to many unnecessary casualties among The Blades, which the Underking’s Agent explicitly wants to avoid. Success in this manner might result in reduced rewards or negative reputation with the Underking.
Phase 2: The Dungeon Delve Once inside, the party must navigate the castle’s dungeons to find the Cursed Item. This involves:
- Exploration: Mapping the complex layout, finding hidden passages, and avoiding traps.
- Combat/Stealth Encounters: Dealing with Blades patrols and dungeon monsters. The GM should reward creative, non-lethal solutions for Blades encounters (e.g., knocking them out and tying them up, using sleep spells).
- The Cursed Item: The item itself could be anything: a small, dark amulet, a tarnished blade, a withered staff. It pulses with faint, malevolent energy, and any non-evil creature touching it might feel a slight chill or hear faint whispers.
The Cursed Item’s Properties:
- The item radiates a powerful aura of necromantic magic.
- Anyone who possesses it for extended periods (e.g., more than a day) might suffer minor ill effects (GM’s discretion: nightmares, minor attribute drain, feeling of dread, minor spell failure chance).
- It cannot be willingly discarded once picked up, except by specific rituals or by returning it to the Agent of the Underking (the curse prevents casual dropping).
Monsters
Human Guards/Fighters (Blades) (AC 5 [14] chain, HD 2-4, ATK 1 weapon, DMG 1d8 or by weapon, Save F2-F4, ML 8-9). Note: HD will vary based on rank/skill.
Skeletons (AC 7 [12], HD 1, ATK 1 weapon, DMG 1d6, Save F1, ML 12)
Zombies (AC 8 [11], HD 2, ATK 1 fist, DMG 1d8, Save F2, ML 12)
Ghouls (AC 6 [13], HD 2, ATK 3 claws/bite, DMG 1d3/1d3/1d3 + paralysis, Save F2, ML 9)
Giant Spiders (AC 5 [14], HD 2, ATK 1 bite, DMG 1d6 + poison, Save F2, ML 8)
Ochre Jelly (AC 8 [11], HD 6, ATK 1 pseudopod, DMG 2d4, Save F6, ML 12). Special: Divides if struck by lightning, immune to acid/cold/electricity/fire. Can corrode metal.
Black Pudding (AC 6 [13], HD 10, ATK 1 pseudopod, DMG 3d8, Save F10, ML 12). Special: Divides if struck by weapon, immune to cold/electricity, corrodes metal/wood. Can’t be harmed by piercing/slashing weapons.
Small Elemental (Earth/Air/Fire/Water) (AC 2 [17], HD 8, ATK 1, DMG 2d8, Save F8, ML 10). Specific immunities/movement as per elemental type.
Human Guards/Knights (AC 3 [16] plate, HD 3, ATK 1 weapon, DMG 1d8, Save F3, ML 9)
Orcs (basic) (AC 6 [13] leather, HD 1, ATK 1 weapon, DMG 1d6, Save F1, ML 8)
Orc Shaman (use Orc stats + Magic-User spells) (AC 6 [13], HD 3 (as 3HD Orc), ATK 1 weapon, DMG 1d6, Save F3, ML 8). Special: Casts spells as a 3rd-level Magic-User (e.g., Sleep, Magic Missile, Web).
Centaurs (AC 5 [14], HD 4, ATK 2 hoofs or 1 weapon, DMG 1d6/1d6 or by weapon, Save F4, ML 8)
Wraiths (AC 4 [15], HD 4**, ATK 1 touch, DMG 1d4 + energy drain, Save F4, ML 12). Special: Drain 1 level on hit, only hit by magical or silver weapons.
Vampires (AC 2 [17], HD 8**, ATK 1 touch, DMG 1d10 + energy drain, Save F8, ML 11). Special: Drain 2 levels on hit, turn into mist, regeneration, charming gaze, susceptible to sunlight/garlic/holy symbols/stakes.
Slaughterfish (Giant Piranha) (AC 6 [13], HD 2, ATK 1 bite, DMG 1d8, Save F2, ML 7). Special: Lives in water, forms schools.
Dreughs (Giant Crab) (AC 2 [17], HD 3, ATK 2 claws, DMG 1d6/1d6, Save F3, ML 7). Special: Amphibious, pincers can grab and crush.
Lamiae (use Medusa as base, modify) (AC 4 [15], HD 6**, ATK 1 dagger or snake hair, DMG 1d4 or 1d4 + poison, Save F6, ML 8). Special: Can charm person (as spell), reflects gaze weapon (as Medusa, but maybe not petrification), has a powerful whip attack (1d8) instead of snake hair.
Undead (general): Use Skeleton or Zombie stats as appropriate for variety.
Resolution and Rewards
Upon retrieving the Cursed Item, the adventurers must return it to the Agent of the Underking at the previously agreed-upon rendezvous point, or a new location if specified by the Agent.
- Success: The Agent expresses satisfaction. They take the item, which immediately ceases its malevolent pulsing.
- Reward: A random magical item (GM’s choice, potentially a useful offensive or defensive item, or one with utility).
- Information: The Agent, as promised, reveals a crucial piece of lore: King Lysandus was not slain in battle, but was betrayed and assassinated before the battle of Cryngaine. His remains were taken to an ancient, forgotten tomb in Menevia. The Agent then provides precise directions or a map to Lysandus’ Tomb. This is a major plot reveal for any campaign based on Daggerfall’s lore.
- Reputation: Significant reputation gain with The Underking and Agents of the Underking.
- Reputation Loss: Minor reputation loss with The King of Worms and Necromancers (as they were thwarted).
- Failure: If the item is not retrieved, the party is discovered and unable to escape, or if they caused undue harm to The Blades.
- The Agent will express disappointment, perhaps even anger, and the party will suffer a significant loss of reputation with the Underking.
- No reward or information is given.
- The Agent might even send minor undead or ethereal creatures to harass the party as a sign of the Underking’s displeasure.
Further Hooks
- Lysandus’ Tomb: The immediate follow-up to this quest. What horrors or truths lie within the King’s final resting place?
- The Blades’ Reaction: How do the Blades react to the theft? Do they suspect the party? Do they now know the item was cursed, or do they believe the party stole a valuable artifact?
- The Necromancers’ Wrath: The Necromancers and the King of Worms will not be pleased their cursed item was recovered. They might seek retribution or attempt to recover it from the Underking.
- The Underking’s Agenda: What exactly does the Underking want with such cursed items? What is his ultimate goal in the conflict against Mannimarco? Is he truly benevolent, or merely pursuing his own, equally cryptic, power?

