Dungeon: The Seeping Tombs
The learned and pious council of the king's advisors concluded that if sickness was a sign of moral failing, that medicine was a form of ennoblement allowing the sinner to bypass suffering without repentance. By royal decree the healers were thrown in along with their patients, the gates sealed behind them.
Constructed during an age of ignorance, these now innocuous ruins were used as a prison for those who had committed no crime besides falling ill. Pestilence ravaged the land, and after years of failing or outright refusing to control its spread the old king and his pious inner circle began to resent the masses who suffered under under their misrule.
The building that became the tombs was already under construction, intended as the foundations for a great temple dedicated to the king's imperious patron deity. When the work crews grew sick their bodies were passed into the lowest reaches to prevent the spread of miasma, joined soon after by dead from the local villages, and eventually those afflicted but still living.
It was not long after the gates were sealed that something otherworldly come to dwell within the tomb, suborning the natural process of decay causing those interred within to rot into a sickening and malevolent sludge.
Adventure Hook: A new magical malady besets those descended form the king and his pious council, and though some have inherited their forebearers' zeal and callousness many others are quite innocent. When traditional cures fail, The party are hired to seek an answer, and whether through research or the consultation of oracles find themselves pointed towards the seeping tombs. Irony of ironies, this exact sickness was being looked into by talented physician condemned by the king's order, consigned along with her research to a squalid death among those she tried to save.
Whatever the source of the present malady, it has a sense of cruel justice that the party should be wary of.
Challenges & Complications:
Summoned by the prolonged fear, suffering, and affliction of those trapped within the tombs, Juiblex, demon sovereign of ooze, has consecrated the tombs as an altar to despair and wretchedness. The tunnels are overrun with its spawn, along with undead who's spirits cannot rest for all the cruelty that was done to them in life.
The longer and deeper the party explore, the more sick they're likely to get.
Early chambers of this dungeon are a great excuse to use the classic "what looks like a skeletal warrior approaching slowly down a corridor is actually a gelatinous cube & its last meal" encounter, which is a treat in and of itself.
The upper reaches of the tomb are controlled by a nest of ghoulish knights and footmen, who were originally tasked with driving droves of the sick into the dungeon, only to find themselves sealed inside along with the afflicted. As fearful and proud as their departed liege, they play at piety and honour willing to lend aid to the party for a chance to escape the tombs and run rampant on the surface.
The middle reaches of the tomb see the party exploring twisting, sticky corridors, their progress fenced in by portcullises and other defences that need to be opened remotely. These hurdles do not stop the level's guardian, a massive and inexorable ooze that will chase the party with relentless slowness once alerted. Expect an oddly paced chase scene as the party works on opening a path forward while trying not to get trapped in a room by the sludgy green tide.
The cure to the magical malady lays with it's source: the ghost of the masterful physician who's long simmering resentment has manifested as a curse. Having been denied the chance to save her patients, she must be convinced why she should allow her research to be used to save the realm's ungrateful rulers while the victims of their callousness go unmourned. Her counter-offer is as brutal as it is poetic: Let the sickness at the heart of the kingdom devour those who benefit from it, and let the future come as it may.
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