In the center of the poor district of the town of Scarbald is an opulent but run down house made of heavy wood and stained glass surrounded by a wrought iron fence and with a constant flow of rats and small birds that people fear is a sign of haunting. The team must rip their way into the mansion through either a high window a large heavily locked door to break down the door will be a difficult task with 3d12 hit points and a sturdy iron lock it will definitely be loud the window is quiet but it will only let in a few party members into the attic. The door breaking awakens 2d4 armored skeletons in full plate in the hallway and in the basement a deep dark evil wakes up.
In the attic there is a large chest of black clothes and daggers along with an ancient tome of necromancy able to teach one necromancy spell to the nearest magic user (most likely going to be animate dead because they should all be level 3-5 by now) this effect is instantaneous and non negotiable. The players move forewords into an open ball room with a huge steel chandelier over a table when they enter the firs tone must make a dex saving throw or set off a trip wire that drops the chandelier into the table and then into the basement. This releases both vampires instantly. If the party is missing a member their pretty screwed but the member on the roof must solve a door puzzle in order to get into this combat thst is directly below them. The puzzle consists of a set of rings with moons and suns four on each ring there are four rings they can see a weather vane on the roof that ends in three moons and a sun they need to match the patterns without much help from the dm. Its up to you as to how to work this puzzle its up to you.
The combat is marked by difficulty and probably death but the group will succeed and when they do the edge of the room suddenly bursts into magical green flame thst begins to consume the area the vampires begin to scream as their home is consumed in the flames the group perception needs to check their screams in order to tell that their saying "we taught you everything how could you betray us you were one of us"
Again this and the other info will implicate a party member or a town member and the group can proceed straight to TRIAL but that depends on how serious they are and the DM
Either way they continue back to the town and the castle.
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EVILS PATH TO GODHOOD
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