Local bodies will bring the adventurers to a nearby graveyard that is utterly devoid of corpses the ground is hard and every solid earth grave has been dug up over hours and every body has been raised. Candles and mist/fog roll about the place and as the group approaches the only closed grave a solid stone crypt with a cracked door the shallow fresh graves of 1d4 ghouls and 1d6 skeletons appear or form from their graves at the same time a loud voice comes from around the party seeming to come from every direction at once summoning the undead to life. Team must complete a DC 12 wisdom check to not become frightened
Combat starts and all rouges will get sneak attack bonus but all ghouls will have advantage in their first round if the party member failed their frightened save
After combat the fog dispels it was clearly magical the crypt is still there but the door is solid now and there is a low growl from the other side. The door is solid stone but only two inches thick so it can be broken down by a barbarian in rage or the a combined 2d12 bludgeoning damage.
On the other side is a terrible arcane ritual blood is thick on the floor the room is just lousy with arcane ritual parts grave dust bones blood vials and the scent of necromancy is absolutely thick. The room is also lousy with zombies 3d6 zombie are packed into the tiny room shoulder to shoulder the zombies spill out in groups of three every turn and they will each take attacks of opportunity from no more than two close players to the door. This combat is easier but its post an already violent combat.
Once this fight is complete the pcs can enter the crypt it has the previously described items along with a long scroll the scroll has a single symbol on it (this is to be determined by the necromancer in your party in secret to be his symbol and use to throw off the party) they also find around 35 GP 25 silver and 50 copper along with some cheap daggers and some robes of burial.
The group either return to town or they can try to figure out who the necromancer is but they shouldn't have enough evidence yet overall its the dms job to figure if their have enough evidence then they can proceed to the TRIAL SEGMENT
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EVILS PATH TO GODHOOD
AventuraThis is a unique dungeons and dragons campaign it basically incorporated an idea of an internal cat and mouse game within the party and having the actual adventure be either seconary to the main point or rather more of a huge mob show with big meg...