The Mystic Circle

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The Mystic Circle

A 3-4 hour adventure for three to four 1st level characters


An offer of exploration and adventure leads to a chilling
underground dungeon.

by Kristjan Matthiasson

Artwork by Patrick E. Pullen Cover Art: Mavratti, Public Domain


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The Mystic Circle.

DM’s Background
The Village of Myrehall Part 1 – A Wizardly Offer

The village of Myrefall is a small 60-man The adventure starts as the players are
village located a short distance inside the eating breakfast at the Bullfrog Inn. A young
Wolfpine forest. The occupants of the village man, finely dressed, approaches the players
are mostly trappers, hunters, and and speaks politely
lumberjacks, with some tradesmen and their
families. Myrefall is only about a half days
walk away from the town of Talbet, which Excuse me.
lies at the edge of the forest.
The wizard Chariz sent me to
The Wolfpine forest consists mostly of tall inform you of an endeavor he
pine trees with other hardwoods such as would like to involve you with.
cedar and oak. It also has a rich variety of
game such as squirrels, deer, and rabbits. If you are interested he would like
to meet you at his home after
While the immediate area is considered breakfast to discuss the details.
mostly safe, the hunters and trappers speak
of strange sounds that they sometimes hear Shall I inform him of your
from deep within the forest. imminent arrival?

In this adventure, the players will be hired


by Chariz to investigate a stone circle which
lies to the northwest of the village. The The young man then bids his leave and exits
players need to trek through the Wolfpine the Inn.
forest which could offer chances for some
random encounters. Assuming the players agree to meet the
wizard, that same young man greets them as
The dungeon has not been entered for over they knock on the tower door. He then
200 years and the magic it once held has escorts them to a comfortable sitting room
faded, resulting in diminished magical with bookshelves, comfortable chairs, and a
effects and many of its defenses weakened. single table with all sorts of odds and ends.
After a short while the wizard enters, greets
The adventure takes part during late spring them, and sits at the table.
so harsh weather is not an issue.

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Now remember that old
I have a task for which I need a dungeons like these could contain
group of able folks like yourself to some danger so best be prepared
complete. for any eventuality.

There is an ancient stone circle This might help a bit.


not far from here that is rumored
to have a secret dungeon
underneath it. He then gives the players two potions of
healing.
I would like to ask you to travel to
that stone circle and investigate Part 2 – The Stone Circle.
this rumor. If the rumor is true
then I would have you explore the
dungeon and search for a specific The journey to the stone circle is eventless
item. unless the DM decides otherwise.

The dungeon is rumored to hold a The journey takes over a day so the players
silver disk, about the size of your need to make camp for a single night.
hand with a distinct symbol set in
its middle. As the player reach the stone circle they see
that is lies upon a gentle hill reaching slightly
I can offer you 100 gold pieces over the tallest trees around. The stones that
each if you accept this task and make the circle are large granite rocks which
you can keep whatever else you must have been transported to the hills as
find in the dungeon. I only ask for there is no source of granite rock nearby.
the silver disk.
When the players start searching the area
So what say you? for an entrance to the underground dungeon
they will soon find what appears to be a rock
slab covering an opening into the hill.
If the players accept he then reaches for a
map of the area and hands it to the players. A strength check (CR 20) is needed to move
the rock, the players can assist each other
(Map handout) and get an advantage on the roll.

He then points out the location of the stone If that consistently fails other means such as
circle and wishes them good luck. using a lever or blasting the rock with magic
will either move it or make it crumble.

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Part 3 – Under the Stones. After the battle the players have a chance to
explore and search the room. The stone from
the walls and ceiling has begun to crumble
During this dungeon crawl the players can and some strange fungus is to be found in the
take rests as they need since nothing in the cracks. A fourth skeleton still lies on its slab
dungeon will disturb them. unmoved.

A dark tunnel lies behind the rock which


leads for 120 feet into the hill before
reaching a large hall. The tunnel becomes
quite wide, about 10 feet and soon turns into
a hallway with stone walls. The air in the
dungeon is stale but bearable. At the end of
this tunnel is a large room.
1. The Entrance Room.

As there is no source of light the players will


not notice the three skeletons as they rise
from their place of rest unless passing a
perception check (CR 15). As soon as the
skeletons have risen they will attack the
players in a random fashion.

The players will find no valuables in this


room.

The hallway leading from this room is closed


with a simple steel door which is severely
rusted but unlocked. The hinges are also
rusty so it makes a loud noise when opened.
2. The Crossroads.

Here the players come upon a crossroad.


Straight ahead they can see a door made of
steel. On each side, they see hallways which
turn in the same direction. At the end of
these hallways there are traps marked A.
Each trap can be spotted by a perception
check (CR 13). If spotted it can be easily

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avoided as it is triggered by a pressure plate As the players are searching the bones will
on the ground. suddenly rise from the group and reform
into a group of three skeletons which attack
However, if it is not spotted there is a 25% the players.
chance for each player that passes to trigger
the trap dealing 1d8 in fire damage to that As the skeletons are forming the players can
player. A successful dexterity save (CR 10) spot the star key on the floor, which they can
will reduce that by half. retrieve after the battle.
3. The Pentagram 5. A Locked Steel Door.

Within this room, a bright red pentagram If they investigate the door they find that it
has been drawn on the floor. At its center lies is locked and there are two slots on the door
one of the star keys. Behind the petagram in the shape of a star. It is also completed
the players also see what appears to be unrusted.
splatters of old dried blood.
To open this door the players will need to
Should the players enter the pentagram collect the two star keys from the side
nothing will happen, as the magical defenses rooms. Any attempt of forcing the door will
have faded to nothing. But I expect you will fail. When the players have the star keys they
enjoy watching the players figure out ways can place them in the slots which will cause
to get the key without entering the the door to open on its own.
pentagram.
Behind this door is a hallway to another
4. The Bone Room. crossroad much like the one before. Here
there is a trap that is sprung as soon as the
This room is quite ominous. On the floor a players enter this area. A blazing light bursts
collection of bones lie, covered in old dried from the ceiling causing everyone to become
blood. The players will need to shift through disoriented for a few minutes and deals 1d2
the bones in search of the other star key. burn damage. This trap is magical and can
only be detected by a detect magic spell.
6. The Statue Room

And the end of this room opposite the


entrance lies a chest. On the players left side
is a full set of armors holding a sword, which
is also in surprisingly good shape

The chest is not trapped, but when opened it


triggers the statue which is an animated
armor to attack the players.

Should the players also start messing with


the armor, such as trying to take the sword

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or disassemble the armor, it will make a
surprise attack at the players doing so and If the players attempt to take the cube or
then attack the rest of the players. touch the swords two of them reveal
themselves to be flying swords and attack
the players.

The chest contains a silver cube that is


needed to open the door and an ornate bag. If the players search the altar after the battle
This is a Bag of Holding. a successful investigation check (CR 14) will
7. The Altar Room reveal a hidden compartment containing 70
gold pieces and four gemstones worth 25
Opposite the entrance to this room is an gold pieces each.
altar with a couple of degrading books, three 8. Another Locked Steel Door.
rusty daggers and a silver cube. On each side
of the altar hang two swords in surprisingly If they investigate the door they find that it
good shape, with another two rusty swords is locked like the former one and there are
hanging over the altar. two slots on the door in the shape of a square

To open this door the players will need to can place them in the slots which will cause
collect two silver cubes from the side rooms. the door to open on its own.
Any attempt of forcing the door will fail.
When the players have the silver cubes they

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9. The Silver Disc. If the players kept the silver cubes they can
sell them for 50 gold pieces each.
In this room the players will finally find the addition, he will offer to teach any wizard in
silver disc the wizard sought. It rests upon a the group a single 1st level spell of his choice.
pedestal in the center of the room. The room
itself is covered in arcane symbols and any If the players kept the silver cubes they can
magic user will feel a weak sense of magic sell them for 50 gold pieces each.
emanating from the silver disc.
Experience rewards
In one of the corners there stands a well-
preserved ornate sword. This is a longsword
200 experience for each player for
+1 (or any other weapon suitable for the
completing the adventure.
party).
When the players take the disk, they fell a
600 experience divided amount the players.
tremor in the ground. The tremor slowly
builds up and soon cracks start to form in the
stone walls. This is followed by some debris
falling from the ceiling and then larger rocks.

The players should get the hint and run out


of the dungeon before it collapses. If they
start running out soon enough they will
easily escape.

As they exit the dungeon, they hear the


dungeon collapsing and soon after the
tremors stop. If they climb the hill to
investigate they will see that the stone circle
on top has collapsed in on itself.

If they wonder about it you can tell them that


the chamber with the disk was precisely
below the stone circle on the hill.

Part 4 - Returning to the Wizard.

After the players return to the wizard with


the disk he congratulates them on a job well
done and gives them their rewards. In
addition, he will offer to teach any wizard in
the group a single 1st level spell of his choice.

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Not for resale. Permission granted to print or photocopy this document for personal use only .
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Appendix A: Maps
The village of Myrehall

1. A wizard’s tower. 5. Temple of Chauntea.

2. The Bullfrog Inn. 6. The village mayor’s house.

3. Marketplace. 7. The Holbourn farmstead.

4. Lumbermill. 8. The Jarmal farmstead.

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Talbot road and the surrounding area.

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The Stonecircle Dungeon

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