Dragon Delves: The Will of Orcus

AdventureDrDe-TWoO2024

The Will of Orcus

  • An adventure for Level 4 characters.
  • This adventure is designed to fill one or two sessions of play.
  • It can take place anywhere there are mountains and settlements.

Key Plot Points

The following information is key to the adventure's story:

  • Disturbing Activity. An aasimar innkeeper named Oriann Solaris asks the characters to investigate evil cultists who have taken up residence in a nearby temple to Orcus. The cultists have been stealing goods, which Oriann asks the characters to find and return.
  • Temple Invasion. To foil the cultists, the characters must foray into the temple. In so doing, they learn that a silver dragon has been trying to sow division in the cult and keep it from doing too much evil in the world—until heroes arrive who can help the dragon slay the cult's leader.
  • Meeting the Dragon. If the characters don't prove themselves in battle against the cult, the silver dragon tests them with commands. The characters must either fulfill three commands or realize the dragon's deception. The dragon tells his story if the characters win his trust.

Preparation

Before running the adventure, prepare as follows:

  • Step 1. Read the "x" section.
  • Step 2. Familiarize yourself with the Key NPCs table below. The characters will interact with these individuals throughout the adventure.
  • Step 3. Make a copy of the x handout. (You will share this with the other players shortly after the adventure starts.)
  • Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:

Key NPCs

NameRoleStat BlockLocation
Akira NorixiusFanatically devout dragonborn cultistCultist Fanatic (Medium, Chaotic Evil)x
Eleith BrittlebonesDeluded dwarf cultistCultist Fanatic (Medium, Chaotic Evil)x
Melindra VoxCult librarianGhost (Chaotic Evil)x
Oriann SolarisAasimar innkeeper and quest giverCommoner (Medium, Lawful Good)"x"
NezzarumDragon tricking Orcus cultistsSilver Dragon Wyrmlingx
XiaCult leaderGhast Gravecallerx
Yondis MorgrinQuestioning human cultistCultist Fanatic (Medium, Chaotic Neutral)x

Adventure Background

An evil cult has reclaimed an abandoned temple hidden in the mountains. Although time and neglect have taken their toll on the place, the cultists were pleased to find an undamaged statue of Orcus, the Demon Prince of Undeath, in the temple's heart.

The cult's ghastly leader, Xia, was doubly pleased that she could hear the voice of the demon lord issuing from the statue. Orcus promised to reveal secret knowledge that will make x a powerful force.

Unbeknownst to Xia and her fellow cultists, the voice issuing from the statue is not that of Orcus but that of a silver dragon named Nezzarum. Nezzarum was exploring the temple as a possible lair when Xia and her cultists showed up. Using a secret door in the base of the statue, Nezzarum crawled inside the statue. The dragon is using trickery to prevent the cult from doing anything too terrible and to draw possible allies to the temple to help him defeat the cult leader.

Even as he sends the cult leader on relatively harmless missions to steal goods, he whispers to the non-Undead members of the cult to undermine their loyalty to Xia. The gullible cultists are in disarray, and the characters' arrival sets the stage for the final phase of Nezzarum's plan.

Beginning the Adventure

To begin the adventure, read the following aloud:

Oriann Solaris is a Friendly innkeeper (Medium, Lawful Good Commoner) who gives the characters free lodging for the night and urges them to visit the temple at daybreak.

Temple Map

When the characters are ready to travel to the temple, give the players copies of the Temple Map hand-out and read the following aloud:

In exchange for the characters ridding the temple of evil and returning as many of the stolen items as possible, Oriann will take up a collection from the townsfolk to pay the adventurers 200 GP each.

Travel to the Temple

Summarize the trip to the temple with this description:

No guards are posted at the entrance. The staircase descends 50 feet to the entry (area x), where guardians await.

The Temple of Orcus

The temple was carved over a century ago by devout followers of Orcus. Twenty years ago, adventurers stormed the temple, slew the cult leaders, and scared away the remaining cultists.

The place stood abandoned until a few weeks ago, when Nezzarum the silver dragon discovered it and started exploring it as a potential lair. By sheer coincidence, Xia and her followers arrived days later to reclaim the temple in Orcus's name.

Xia's Cult

Xia, the cult's leader, is a ghast—an Undead servant of Orcus. A few ghouls serve as her personal assistants, and zombies under Xia's control perform menial labor for the cult. The rest of the cult consists of three people who range from fanatical to deluded in serving the Demon Prince of Undeath.

Talking to Cultists

Three non-Undead cultists inhabit the temple, serving as intermediaries between Xia and the zombies she has animated. The descriptions of the rooms where the cultists are found include details on whether the characters can talk to them to acquire information about the cult. If willing to talk, cultists share the information below.

Speaking Statue

Xia thinks Orcus speaks to her through the statue in the main temple (area x). Xia obeys the statue's orders without question, though she finds them perplexing. While the statue gives Xia orders, it sows doubts in the minds of her mortal followers.

Temple Secrets

Xia believes the temple holds many secrets. When not performing chores for the statue of Orcus, her followers busily search for hidden secrets.

Xia's Goals

While the refurbishment is underway, Xia steals corpses from nearby graveyards to fill her larder and bolster the ranks of her laborers. When work on the temple is complete, she plans to sacrifice all the people and animals within ten miles of the temple to consecrate the temple and unlock its latent power.

Orcus's Orders

The cultists are perplexed by the orders issuing from the demon lord's statue, which include the following:

  • Topple and destroy all the ghoul statues in the temple, and destroy all symbols and representations of the demon lord. (This work has begun in area x.)
  • Paint silver and white clouds on the walls. (This work is happening in area x.)
  • Leave a dragonchess set in the main temple (area x). (The set disappeared shortly after being placed before the statue of Orcus.)

By directing the cultists to steal supplies from the nearby town for their renovation work, Nezzarum hopes to attract attention to the cult.

Temple Features

Unless otherwise specified, the temple has the following features.

Ceilings

The temple's passages and rooms are 20 feet high everywhere except area x, where the ceiling is 30 feet high.

Dim Light

Eerie green light emanates from goat skulls embedded in the temple's walls. These skulls cast Dim Light throughout the temple.

Doors and Secret Doors

Temple doors are unlocked and made of iron with carved bone handles. Secret doors are made of stone and blend into the surrounding walls (DC 15 to notice). Secret doors are unlocked and swing open on hidden iron hinges.

Rubble

Rubble marked on Map: Temple of Orcus is Difficult Terrain.

Skeletal Remains

The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist's remains requires a Search action and yields a tattered crimson Robe, a rusty Shortsword, an old Shortbow, a Quiver with 1d10 Arrows, and 1d10 GP.

Temple Locations

The following locations are keyed to Map: Temple of Orcus.

T1: Temple Entry

As the characters descend the staircase leading to this room, read or paraphrase the following:

Two Ghouls keep watch on the stairs while Akira Norixius (Medium, Chaotic Evil Cultist Fanatic)—a fanatical dragonborn devotee of Orcus—supervises the inept labor of three Zombies. Xia ordered the group to topple the statues in this room and sweep up the rubble for removal. Akira and the ghouls are Hostile and fight anyone not wearing the crimson robes of x. The zombies attack at Akira's command.

Cultist

Akira Norixius believes unquestioningly in the cause of Orcus' cult; she looks forward to her own death because she expects to be transformed into an Undead when it occurs. She therefore fights to the death and is entirely unwilling to share information with the characters.

Broken Tiles

Until recently, the floor had a painted tile mosaic set into it. The mosaic depicted Orcus slaying a legion of human knights and reanimating their corpses. Xia ordered her servants to destroy the mosaic, sweep up the tiles, and place them in the wheelbarrows. Any character who takes the Study action to inspect the broken tiles and succeeds on a DC 13 Intelligence (Investigation) check determines the mosaic once depicted Orcus, the Demon Prince of Undeath.

Secret Door

Set into the wall behind the southwest pile of rubble is a secret door (see "x"). Behind it lies a sloped passageway (area x).

Stolen Goods to Recover

The brooms, Ropes, and wheelbarrows are all stolen goods (see "Stolen Goods").

T2: T-Shaped Passage

Skeletal Remains

See "x" for more on the skeletal remains here.

T3: Sloped Passageway

This dusty, 5-foot-wide tunnel slopes steeply down toward the west; the west end of the tunnel is 10 feet lower than the east end.

Doors

From within the tunnel, the doors to areas x and x are plainly visible.

T4: Hall of Swiveling Statues

The giant goat skull carved on the wall is a symbol of Orcus.

Skeletal Remains

This room holds five piles of skeletal remains (see "x"). The first time someone opens one of the secret doors to the vaults (area x) in this room, one set of remains animates, ignites in unholy fire, and becomes a Flaming Skeleton, while the other four piles animate and each form a Skeleton. The skeletons are Hostile toward all creatures except Undead.

Secret Doors and Statues

This room contains three secret doors (see "x"), each one located behind a ghoul statue. The area between a statue and a secret door is wide enough for only a Tiny creature to fit comfortably. For a Small or Medium creature, those areas are Difficult Terrain.

Whenever a non-Undead creature tries to pass through a secret door, the statue in front of that door swivels on its base and swipes a claw at the creature. The creature must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) Slashing damage. As a Utilize action, a character can disable a swiveling statue by jamming a Dagger, an Iron Spike, or a similar object into the slight gap between the statue's base and the floor.

T5: Sinister Stairs

Hidden Lever

A character who takes the Search action to examine the southwest pillar automatically finds a loose panel, behind which is an iron lever (marked with an L on Map: Temple of Orcus). As a Utilize action, a creature can pull this lever to reset the trap described below.

Trap

The stairs collapse to form a slide whenever a creature that isn't an Undead steps on them. At the same time, the stone lid concealing a hidden pit at the bottom of the stairs snaps open.

The first time a non-Undead creature steps on the stairs, the creature must succeed on a DC 16 Dexterity saving throw or fall down the slide into the pit, which is 20 feet deep and lined with rusty spikes. The creature takes 7 (2d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes.

Pulling the hidden lever closes the pit's lid and resets the stairs. The lid opens only when the trap is triggered and otherwise is safe to move on. As a Utilize action, a character can try to force the lid open (from inside or outside the pit), doing so with a successful DC 20 Strength (Athletics) check.

T6: Occult Library

Characters who listen at either entrance to this room notice heavy footfalls within and the sound of furniture being smashed.

Following the statue of Orcus's instructions, Xia commanded the cultist—a dwarf named Eleith Brittlebones (Medium, Chaotic Evil Cultist Fanatic)—to destroy everything in this library. Eleith commands two Ogre Zombies to do the heavy labor. The cultist and zombies are Hostile and fight anyone not wearing the crimson robes of Xia's cult.

Cultist Eleith Brittlebones has been duped into following the cult of Orcus. Xia convinced the dwarf that the world is nearing its end, the gods are dead, and the demonic forces of death are close to their ultimate triumph, persuading him to join the "winning side" in this cosmic conflict. As soon as Eleith notices a character use obvious divine magic—healing an ally or turning undead, for example—the dwarf surrenders. In this case, Eleith becomes willing to share information about the cult in exchange for information about living deities and the state of the cosmos. See "x" above for information Eleith can share.

Alcoves

Each alcove contains 4d10 + 20 barely legible books and scrolls, all of them brittle and flammable. A character who takes the Study action and succeeds on a DC 15 Intelligence (Religion) check discerns that these materials describe various rites practiced by Orcus worshipers.

Ghostly Librarian

The spectral figure in the alcove is the Ghost of Melindra Vox, the librarian of the earlier Orcus cult. She is Chaotic Evil and initially Indifferent toward visitors. She is furious that the zombies are ruining her collection of books and scrolls but can't stop them herself, as she has vowed never to harm cult allies. When she notices the characters, Melindra assumes they are intruders who aren't subject to such vows, and she beseeches them to destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent.

If the characters converse with Melindra while she is Friendly, she reveals that adventurers slew her many years ago during their raid on the temple, after she refused to abandon her library. If the characters ask about treasure or secret knowledge, Melindra advises them to search for secret doors behind every statue, claiming there are "secret vaults throughout."

Melindra doesn't know how to find peace in the afterlife. A character who takes the Study action and makes a successful DC 15 Intelligence (Religion) check discerns the way to lay her spirit to rest: either by removing all the books and scrolls from the library or by destroying them. Melindra becomes Hostile toward and fights anyone who tries to remove or destroy her collection.

Secret Door

A bookshelf in the north alcove conceals a secret door (see "x"), behind which lies the dining hall (area x).

Skeletal Remains

See "Temple Features" for more on the skeletal remains here.

T7: Dining Hall

Xia and her cultists wear the goat-skull masks when they venture out in public. The masks are terrifying but worthless.

Cultist

The young man sitting at the table (facing the secret door in the south wall) is Yondis Morgrin (Medium, Chaotic Neutral Cultist Fanatic), a member of x who is questioning his participation in it. He was initially attracted to the promise of being transformed into an Undead creature even more powerful than Xia, and he likes to pretend he is Undead already. He wears pasty makeup, shambles like a zombie, and eats undercooked and spoiling meat, but the disguise fools no one.

Yondis is Indifferent toward the characters, whether or not they wear the crimson robes of Xia's cult. If the characters combat him, Yondis fights until he is Bloodied, at which point he surrenders.

The whisperings of Nezzarum through the Orcus statue have thrown Yondis into confusion. He can't understand why Orcus would be ordering Xia to destroy the iconography of Orcus around the temple, and when Yondis is alone in the presence of the statue, it whispers to him of the beauty of life and the pleasures of fresh air, well-cooked meals, and heroic deeds. His doubts make him susceptible to being drawn away from the cult. A character who takes the Influence action can make a DC 10 Charisma (Deception or Intimidation) check to try to coax information from him (see "x" above for information Yondis can share about the cult).

Secret Door

A secret door in the south wall (see "x") pulls open to reveal the library beyond (area x).

Stolen Goods to Recover

Yondis's broom is a stolen item (see "Stolen Goods").

T8: Living Quarters

Six bedchambers open off the dining hall (area x). Each contains two plain wooden cots with straw-stuffed mattresses and woolen blankets. Next to each bed are wall hooks for hanging apparel. Only three of the chambers show any sign of recent use.

T9: West Tunnel

This L-shaped hall leads from area x to a double door into the dining hall (area x).

Secret Door

A secret door in the north wall stands ajar and requires no ability check to spot. Yondis (see area x) found it recently and jammed an old finger bone into the doorway to prevent the door from closing all the way and make it easy for him to find.

T10: East Tunnel

This L-shaped hall leads from area x to a double door into the ritual chamber (area x).

Secret Door

Set into the north wall, a secret door (see "x") leads to the main temple (area x).

Skeletal Remains

See "Temple Features" for more on the skeletal remains here.

Treasure

The inanimate skeleton next to the double door is all that remains of the temple's high priest. It clutches a ring holding three iron keys, which unlock the cell doors in area x, and wears an amulet shaped like a goat's rotting head (the symbol of Orcus) on a chain around its neck. The silver amulet is worth 25 GP and has a hidden compartment containing a folded-up Spell Scroll of Animate Dead. A character who takes the Search action to examine the amulet finds the hidden compartment with a successful DC 15 Wisdom (Perception) check.

T11. Ritual Chamber

Cultists used to perform ghastly rites here. Human prisoners were confined to the cells (see below) until they were sacrificed. After death, they would be brought back to this room, where the high priest would animate them as zombies.

Cells

All three cell doors are locked; a skeleton in the east tunnel (area x) holds the keys. The DC to pick one of these locks is 15. The cells' contents are as follows:

  • Cell A holds the skeletal remains of two humans.
  • Cell B appears empty but contains a hidden compartment behind a loose stone in the east wall. A character who takes the Search action and succeeds on a DC 13 Wisdom (Perception) check discovers the loose stone and the treasure hidden behind it (see "Treasure" below).
  • Cell C contains the bones of a treacherous tiefling cultist who tried and failed to overthrow the temple's high priest. Disturbing this skeleton causes the traitor's spirit to manifest as a Wraith and fight the characters.

Skeletal Remains

The skeletal remains in the cells are clad in tattered rags and have no equipment or treasure. The skeleton draped over the northern slab is that of the high priest's torturer (see "Treasure" below and "x" for details).

Treasure

The dead torturer clutches a +1 Whip. Behind the loose stone in cell B lies a Wand of Secrets.

T12: Ghastly Work

[image: npc with zombies]

The woman is Xia, a Ghast Gravecaller. Accompanying her are four Ghouls. Xia has tasked four Zombies in crimson Robes to paint fluffy white clouds and silver dragons on the wall, in accordance with instructions given to her by the statue of Orcus in the next room (area x). One zombie steadies each Ladder while another zombie perches precariously near the top, paintbrush and paint pot in hand. Xia bitterly admonishes the zombies for their shabby work.

At the first sign of trouble, Xia commands her ghouls to fight intruders while she withdraws to area T13 and asks the statue of Orcus for guidance. A booming voice from the statue replies, "This is your final test, Xia. Do not fail me!" Xia then rejoins her ghouls and fights to the bitter end. Roll Initiative for Nezzarum. On his turn, he emerges from the secret door in the back of the statue in area T13 and comes to join the fray, trusting that the adventurers are the heroes he's been waiting for.

Meanwhile, the zombies continue painting and holding Ladders until a character engages them in combat. If either a zombie holding a Ladder or a zombie on a Ladder takes damage, the zombie on the Ladder falls. That zombie falls 10 feet and spills its pot of paint.

Stolen Goods to Recover

The Ladders, pots of paint, and paintbrushes are all stolen goods (see "Stolen Goods").

T13: Great Statue of Orcus

The burning incense in the main temple mostly masks the odor of decay that permeates the hall.

Nezzarum, a Silver Dragon Wyrmling who knows Common, lurks inside the statue of Orcus. The dragon can gaze out into the hall through the statue's hollow eyes, nostrils, and mouth. When not manipulating Xia into doing his bidding, Nezzarum passes the time by playing games of dragonchess against himself. The dragonchess set in his possession is stolen (see "Stolen Goods" below).

Roleplaying Nezzarum

Nezzarum has been waiting here in the hope that adventurers would come and defeat Xia and her cult, knowing that he isn't strong enough to defeat them on his own. If combat breaks out in x and Nezzarum is aware of it (either because Xia comes and implores the statue of Orcus for aid or because he notices the battle unfolding from his hiding place in the statue), he emerges from the statue and joins the fray. If the characters defeat Xia and Nezzarum survives the encounter, the dragon is Friendly toward them. If the characters approach Nezzarum without first fighting Xia, the dragon is initially Indifferent.

Indifferent Dragon

If Nezzarum hasn't seen the characters prove themselves in battle, he errs on the side of caution and decides to test them. He issues a random command, determined by rolling on the Nezzarum's Commands table, and judges them based on their consequent actions. If they fulfill his wishes, he seems pleased; if they refuse a command, he remains Indifferent toward them.

Each time the characters leave the hall and return, Nezzarum issues a new command until he has issued three of them. He never repeats a command, so if you roll the same result twice, roll again or choose a different option from the table. If the characters fulfill all three of his commands, Nezzarum's attitude toward them shifts to Friendly.

Nezzarum's Commands

1d6Command
1"Bring me a banquet of cooked meat, steamed vegetables, and fresh fruit!" (Characters can buy the food and have it prepared in town for 3 GP.)
2"Bring me a wheel of cheese!" (Characters can buy the cheese in town for 5 SP.)
3"Bring me treasure worthy of a dragon!" (Nezzarum expects at least 100 GP worth of treasure or something of historical value.)
4"Bring four nice rugs to cover my cold stone floor!" (Characters can buy the rugs in town for 5 GP each.)
5"Bring me two more pots of silver paint!" (Characters can buy the paint in town for 2 SP per pot.)
6"Bring me the head of something evil!" (If the characters ask for suggestions, he replies, "Zombies are evil, aren't they? Bring me the head of a zombie!")

Characters struck by the bizarre nature of "Orcus's" commands can take the Search action and make a DC 15 Wisdom (Insight) check. On a success, the character realizes a deception is afoot.

Friendly Dragon

If he becomes Friendly, Nezzarum tells the story of his coming to the temple and the cult's subsequent arrival (see "x"). If the characters haven't defeated Xia yet, that's the dragon's highest priority, and he promises to help them fight the ghast and any remaining cultists.

Nezzarum hasn't searched the temple thoroughly enough to locate any other secret doors (besides the one in the base of the statue). He has no objection to the characters searching the temple for treasure if they agree to give him an equal share.

Secret Doors

This hall contains seven secret doors (see "x"):

  • Statue Access. A secret door in the base of the Orcus statue pulls open to reveal a winding staircase that ascends to a 10-foot-diameter chamber in the statue's head.
  • South Wall Exits. Two secret doors in the south wall lead to hallways (areas x and x). The door on the west side (to area x) is ajar and doesn't require an ability check to locate.
  • To the Vaults. Four secret doors hidden behind statues each lead to a different vault (see area x). The area between a statue and a secret door is wide enough for only a Tiny creature to fit comfortably. For a Small or Medium creature, those areas are Difficult Terrain.

Stolen Goods to Recover

The dragonchess Gaming Set and incense are stolen goods (see "Stolen Goods"). If Nezzarum is Friendly, he allows the characters to return the goods the cultists stole to the rightful owners.

T14: Secret Vaults

Four secret vaults are connected to the main temple (area x), and two more are connected to the hall of statues (area x). The vaults are basically identical, but each contains a different statue, a different treasure, and a different guardian for that treasure.

Vault Contents

Use the Statues table to determine each statue's form, the Creatures table to determine the guardian of each vault, and the Treasure table to determine the items stored within (see "Accessing the Vaults' Treasure" below).

Accessing the Vaults' Treasure

Under each statue lies a cylindrical compartment 3 feet across and 3 feet deep. To get at the treasure within, characters must topple or destroy the statue. Each statue is a Medium object with AC 17, HP 18, and Immunity to Poison and Psychic damage. As a Utilize action, a character can try to topple a statue, doing so with a successful DC 17 Strength (Athletics) check.

Statues

1d6Statue's Form
1Cloaked vampire
2Death knight
3Lich
4Mummy lord
5Skeletal goat
6Wraith

Creatures

1d6Guardian(s)
1A Hostile Swarm of Crawling Claws nests in the statue's nooks and crannies, emerging to attack when the statue is disturbed.
2Disturbing the statue causes its head to split open, releasing a Hostile Flameskull.
3The statue acts as a sarcophagus. Disturbing the statue causes it to break apart, freeing the Hostile Mummy inside.
4Disturbing the statue causes four Specters to emerge from cavities behind the walls. They pass through the walls and engage the characters in combat.
5Disturbing the statue causes it to disgorge a Hostile Black Pudding.
6There is no guardian.

Treasure

1d6Compartment Contents
1Basket containing what appears to be the Wand of Orcus but is actually a powerless replica (worth 50 GP) that radiates a false magical aura when subjected to a Detect Magic spell
2Malachite skull (worth 250 GP) resting on a bed of 2d6 × 100 GP
33-foot-tall statue of Orcus made of crimson marble (worth 750 GP and weighing 75 pounds)
4Basket containing a randomly determined Common magic item (see the Dungeon Master's Guide)
5Casket containing a mummified human corpse in the fetal position wearing a gold necklace (worth 750 GP)
6Basket containing a randomly determined Uncommon magic item (see the Dungeon Master's Guide)

Conclusion

After ridding the temple of x, the characters can return to Greysmere to collect their reward. Even if they didn't remove every threat, Oriann trusts the characters accomplished their mission and pays them accordingly. The innkeeper gladly takes custody of any stolen goods the characters retrieved from the temple and ensures that they are returned to their proper owners.

Should the characters reveal that a silver dragon was behind the cult's bizarre activities, Oriann recalls observing a wyrmling soaring among the clouds from time to time, but they know nothing more about it.

History of Silver Dragons

ORN DARASTRIX

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