No Prep Module: Cursed Ruins of Betrayal (for D&D or RPGs)

This adventure can be easily customized to a party of any size or level, or run as a level 4 adventure for 5 players. It can work as a small side adventure in an existing campaign, as a standalone one-shot, or the start of a new adventure. Use the [Customize] links to the tools in their relevant section to customize the adventure to your party. Combats can use theatre of the mind, a battle map of your choice, or a grid you draw/build on. If drawing, have everyone add features and obstacles, then place the monsters on one side and the players on the other.
Start with downtime (or backstories) and choose something from each PC's backstory to advance and connect to the adventure. A relative, contact, or rival could be involved, or something pertaining to one of their character's goals can be progressed by something in the adventure. If a PC has no hooks in their backstory, use the downtime to establish what one of these might be instead: have someone ask about a relative, introduce a rival, or ask about their character's goals.
Adventure Background
Long ago, a group of adventurers seeking glory delved into the dangerous ruins of an ancient castle. Within the dark, damp corridors, they found an artifact of malevolent power. Tensions flared, paranoia set in, and one adventurer, Corbin, was betrayed and gruesomely killed by his companions, who feared he would take the artifact for himself. After his death, the adventurers left the ruins, and Corbin's vengeful spirit transformed into a revenant. Now, he seeks retribution, manipulating the sentiment of nearby towns against adventurers, casting a shadow of suspicion on any who pass through.
Adventure Hooks
- The PCs arrive in town to find themselves unjustly blamed for recent mishaps, prompting them to clear their name by addressing the rumored haunting.
- Townsfolk whisper about eerie sightings and violent occurrences near the ruins, making traders fearful and decreasing commerce.
If you need town activities, you can generate a town and run a town crawl.
It's 48 miles travel away, requiring a DC 15 Survival check to navigate. Each failed check makes the journey take an additional 6 hours (chance of encounter). The weather is low humidity with no wind. Additionally, it's 29°C (85°F) during the day, and 22°C (71°F) at night. During the journey: a blind alchemist (or witch) living in some crumbling ruins. [Customize]
2
You approach the silhouetted outline of ancient ruins ahead. The air grows cooler, and the usual forest sounds are replaced by an eerie stillness. Tiny twinkling lights appear, floating lazily in the air like fireflies but with a steadier, almost supernatural glow. These lights, varying in hue from soft blue to pale green, seem to beckon you forward, drifting towards the crumbling stone arches and overgrown pathways leading into the decaying structure. The heavy, ancient stones of the ruins loom before you, etched with faded runes and covered in creeping vines and patrolled by undead.
The twinkling lights are remnant spirits of the previous adventurers that met their end.
Skill Challenge. Have the PCs decide their entry: a frontal assault, sneaking in (stealth, disguise, etc.), talking (deceiving the guards, speaking with the spirits, etc.), using magic, or some other approach. Once decided, have each PC describe what they're doing for the plan, and decide on an appropriate skill check that matches their description with a DC of 12. If the majority fail the check, they need to fight the encounter below.
Obstacle. Precarious ruins that can be collapsed (AC 10, 15 HP), causing creatures on or underneath to take 1d10 bludgeoning damage and fall prone.
Encounter. There's 1 Returned Sentry (CR 1: Mythic Odysseys of Theros), 1 Skeletal Juggernaut (CR 5: Ghosts of Saltmarsh) [Deadly, 2,000 total XP or 400 each] [Customize] here.
East: leads to #3
3
You enter a dimly lit chamber, the air thick with the musty scent of decay. Shadows dance across crumbling stone walls, their intricate carvings worn by time. Shafts of pale light filter through cracks in the vaulted ceiling, illuminating old bones heaped near the walls and dozens of yellowed skulls suspended from the ceiling.
Trap. This trap is activated when a creature touches the skulls, which teleports the creature to a new location.
Effect: Targets any creature that touches it, DC 11 WIS save or be teleported to another location
Trigger: touch trigger, activates when surface is touched by a creature.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 11) cast on the surface destroys the trap.
[Customize]East: is an unlocked door, leads to #4
North: leads to #8
4
Ahead, a narrow corridor stretches into darkness, the floor littered with fallen masonry and ancient bones. The silence is deafening, save for the occasional drip of dark, stagnant ichor pools in the corner of the room.
Within the ruins, the PCs meet a benevolent spirit of a former adventurer. He explains Corbin's torment and asks the PCs to help lay the revenant to rest. If the PCs agree, the spirit helps dispel the zone of negative energy at the green path.
Click to reveal
Roll a d20: on a 1 nothing happens, otherwise one of your items is duplicatedWest: is an unlocked door, leads to #3
North: leads to #5
5
You emerge into a vast round room, its vaulted ceiling disappearing into inky blackness high above. Towering columns, their bases half-buried in rubble, support the weight of the ancient structure. A shallow pool of stagnant water reflects the dim glow of phosphorescent fungi clinging to the damp walls.
Hazard. Tar Pit: looks like a dark shallow pond, but a DC 13 Survival check recognizes it. Creatures in tar pits need to make a DC 15 Athletics check to move 5 feet, but failing by 5 or more causes them to sink 5 feet. Tar can be set on fire, dealing 5 fire damage per turn to creatures within.
Encounter. There's 1 Death's Head (CR 1/2: Van Richten's Guide to Ravenloft pg 232), 1 Shadow (CR 1/2: Monster Manual p. 269), 1 Drowned Assassin (CR 4: Ghosts of Saltmarsh) [Deadly, 1,300 total XP or 260 each] [Customize] here.
Encounter Objective. The PCs are attempting to stop a sentry. The enemies win if they manage to warn their allies or otherwise raise the alarm. [Customize]
North: is an unlocked door, leads to #6
South: leads to #4
6
A winding staircase descends into a cavernous space, its steps worn smooth by countless footfalls. Massive stone archways flank the chamber, their intricate carvings depicting bizarre creatures and twisted landscapes. The air is heavy with the metallic tang of old blood and the acrid stench of brimstone.
Trick. If the carvings are studied, the magic inside decreases height by 9 inches.
West: leads to #7
North: leads to #9
South: is an unlocked door, leads to #5
7
You enter a long-forgotten library, its shelves lined with crumbling tomes and scrolls. Scattered piles of bones lie amidst the wreckage, with two skeletons slumped in tall chairs. Wailing seems to travel the length of the bookshelves as it rises and falls.
Trap. This trap is activated when an intruder steps on a hidden pressure plate that collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 18 (2d10) damage
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 20 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.
The supports holding up the section can be destroyed, triggering the trap from a safe distance. [Customize]East: leads to #6
South: leads to #8
8
Ahead, a narrow bridge spans a deep chasm, its ancient stonework cracked and crumbling. A lit hallway to the north contains a set of steel doors, through which you hear wailing. A door next to the far wall leads to the south.
Click to reveal
Receive 1d10 (10) healingNorth: leads to #7
South: leads to #3
9
This room is showered with the wreckage of aged bottles. Dice and scattered piles of mugs litter the tabletops. A jeweler workbench stands to the west. The south end of the room ends at a steel door.
Trick. A map on the bench gives directions (50% chance of being false).
West: is a stuck door (DC 15), leads to #10
South: leads to #6
10
A strange musk lingers in the air. Slacks and capes hang from hooks in this room, and boots are neatly lined up against the wall. The mouth of a side room leads into darkness beyond. Little steel gates hang on the stonework, bloodstains clinging to the bars.
Click to reveal
Roll a d20: on a 1 nothing happens, otherwise you gain 10% of your current goldWest: (green) is a zone of negative necromantic energy which deals 2d10 necrotic damage per round, leads to #11
East: is a locked door (DC 15), leads to #9
11
Black alcoves follow the walls of this lofty room, its domed ceiling supported by massive columns engraved with intricate patterns. This room is full of little dolls dressed in different suits of crafted armor. A raised dais dominates the center, upon which rests a sarcophagus of black obsidian.
Encounter. There's 1 Skeletal Alchemist (CR 1/2: GoS), 1 Revenant (CR 5: MM p259) (Deadly, 380 XP each) [Customize] here.
Encounter Objective. Magical eyes emitting spotlights shine around the area, granting advantage to enemies that stand in a PC's shadow. [Customize]
Conclusion
Corbin's spirit can only be laid to rest if his former companions are brought to justice, or if the Revenant is able to forgive his former companions and let go of his hatred. This could lead to its own spin-off adventure as the PCs seek out the other adventurers, or help Corbin with his enmity. Without help, the Revenant will arise 24 hours later somewhere else in the world, which could lead to follow-up trouble down the line for the PCs. Either way, the town begins to recover and acknowledges the PCs as heroes, experiencing a period of prosperity as trade resumes without fear.
Need more help with your campaign? Check out all the other tools, generators, and articles: kassoon.com/dnd/
Shout outs: Stacey, Adam Fowler, Amanda Kettles, Angelo Anderson, Appreciate Witch of Life, AstroLass, bilbens baggo, Brian Nunziato, Bryan Sheairs, Brysen Packer, Bryson Waits, Burlyfighter, Caitlin W., Christopher Allbritton, CJMAXP, Connor, Dalton Elliott, Damon Carrington, Daniel Edwards, David Schraff, Dragons With Jetpacks, Elisa Martinez, eric sun, Ezzela1891, Federica Frezza, Gordon Alexander Fallon, Gundar Wez, Iofire, Irate The Pirate, Jade Arrowood, Jake Lane, Jeremiah Walker, Jess, Joe Dalby, John Nazario, JollyGamer, Jonathan Lekse, Jordan Brazeal, Joshua David Maddox, Justin Snyder, Kerry Melton, Kevin, KFB_Patreon, KingHavok1217, Kingyo Senpai, Kyle Clark, Lisa Tucker, Liz Fontain, Lizzie, Lou Bliss, Luke P, Mario Pizzamiglio, Mark L, Matt Yates, Max Hops, Maxwell Mayer, Michael Hamilton, Millergendraft, mtnman1979@aol.com, Mx Charlie, Mylon Schroder, Nahellion, Nathan, Nicholas Zamora, Nick Soucy, Phil Mehl, Phillip P Torchia, Pythor Sen, R., Rachel Anderson, Ray Bissonnette, Remora Jewel, Robert Rich, Robert Skadsem, Ryan Flagg, SallySparrow132, Sarah Holland, Serafina Moon, Shane Andrews, ShortyMcgibble, Sik Makoyi, Siren, Stefan Gottschalk's, Steve Rosenlund, Stuart, Syn21, That Video Editor Nic, thea musing, Trev909, Vedie V, Vincent Drone, Warren Clarida, Wesley Muncy, XMrMonkyx ., Zachary Burgess-Hicks, zachary gee, Zealot23, Zee Livezey
Their contribution stands as a beacon of hope for all adventurers!


