Mark's Campaign
This website is a place where friends and strangers can browse the ancient and current RPG campaigns that I have created over the past 40 years. Rather than simply shredding my creations from past decades, I will hopefully engrave them in the dubious permanence of the internet. Enjoy the gallery!
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If you are following this website, the most recent changes/additions have been highlighted in red text.
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Part 1: Escaping the Crypt
The Rivad Crypt is used by ranking officials, military heroes and other people with resources enough to gain a spot in the prestigious memorial. Each family crypt is identified by name and crest and locked with a key that only the family and the crypt keeper have a copy. DC25 to open a crypt lock. Each family crypt usually contains from 1 to 8 burial slabs, sometimes stacked 2 or 3 high. Throughout the crypt, powerful divine magic is used to keep the area consecrated and protected from unwanted intrusion. The areas marked with a C (all interior corridors) have a consecration spell in effect (-1 attack, damage saves).
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Barov Family Crypt – The party will arrive in this family crypt. There are 3 large stone sarcophagi in the room and a single locked door DC25. The group will quickly realize their altered state and will definitely begin to feel the positive energy emanating from just outside the door.
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Two women are paying their respects to a lost relative in this section and will look around the corner to investigate if strange sounds are made nearby. 2 Human, Com1 (+0 save)
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Crypt keepers – 2 Hellknights who are in charge of watching the crypt when it is opened for a visitation wait in this area. They will most likely not be much of a threat. 2 Human, LE F3 (+0 Wil)
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Part 2: Getting to Duskmoor Tower
For the most part, the normal citizens of Citadel Rivad are no match for the group of liches, and will flee in terror as quickly as possible. The group will meet one patrol group that may pose a small distraction:
4 Hellknight Guards
1 Hellknight Priest/Medium


Part 3: Duskmoor Tower:
Duskmoor Tower is one of the oldest structures in the Citadel, predating the construction of the walls and placed over an ancient library of old Taldor. Because of this fact, the government of Cheliax has assigned the Order of the Rack Hellknights, under Lictor Richemar Almansor to ensure that all “illegal” documents are housed here under strict guard. Although four main thoroughfares face doors on the outside of the Tower’s first level, only one set of doors is opened and manned at one time.
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Guarded doors - Two imposing Hellknights are stationed here to keep out the general riffraff and convey messages to the clerks within. When the party arrives here, the guards are having a heated exchange with a low ranking courier. The Knights will try their best to bar entry, but the courier will flee screaming. Knight stats as above (x2)
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Grand foyer is where those who have gained admission are told to wait until their appointed clerk summons them. Hard stone benches and desks throughout room. When party arrives here, 8 low-level officials are waiting throughout room and will begin backing into corners if approached, otherwise will only stare frightfully at intruders.
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Guard posts – These rooms are stationed with extra guards that work in shifts throughout the ground floor. In each room are 6 Helknight guards of lower rank/level.
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Clerk offices – 4 low level clerks who administrate the daily visits and appointments of the Tower work in these rooms. Both rooms are occupied by 4 clerks each, who will scream for help and try to escape.
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Side foyers – During slow business and holidays, these smaller foyers are manned for entry. This day they are empty as are the guard posts (3) on either side.
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Cloakrooms – visitors who have gained admission as well as employees can leave their heavier and/or soiled travel gear in here on a number of pegs, shelves and chairs. Currently empty.
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Stairs ascend to next level, travelling approx. 75’ vertical.
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Entrance to enforcement level is guarded by 2 Hellknights on each side who will call to their fellows if they need assistance. They also trigger a silent alarm if anyone attempts to pass these guard posts which alerts the enforcers. Human Hellknight Watch Captain - Fighter 7
9. In this 10x10 alcove stands a cylindrical rotating column, about 8 feet tall and 5 feet in diameter. Inscribed on the cylinder are the names, professions and locations of various people (suspected outlaws or rule-breakers) from all over the country. None of the names looks familiar to the party. The cylinder is magically updated as the clerks below make their assessments and pass them on to Investigation/Enforcement
10. Investigation office – 2 intermediate level clerks work here (one in each office) and support the two chief investigators. Human commoner 5
11. Chief Investigators Malvus (a) and Henckle (b) are experienced professionals who are frequently sent on missions to discover (or plant) information regarding illegal information.​ Human evoker 6
12. Enforcement clerk offices – these two offices are manned each by assistants to the chief enforcement officers. Use Commoner stats above.
13. Chief Enforcer Irdu maintains his office in here. Human fighter 8
14. Assistant Enforcer Maribel is stationed in this office. Human cleric 9 of Asmodeus
15. Chief Enforcer Aldehyde lives and works here. Human ranger 5/assassin 4
16. The main lobby area of the second floor is protected from translocation by a Dimensional Lock.
17. Magister Herzog’s office is the only one occupied of the 3 chief administrators of Duskmoor Tower. But his power will probably be enough to stop most of the group from going further unless they are able to avoid him. If on alert, he will be ready with spells activated. Magister Herzog - Human Necromancer 11
18. Lady Lothia’s office. As a high priestess of Asmodeus, Lothia is currently traveling outside of the city spreading the word (and fear) of Asmodeus’ law. He office is well appointed, but otherwise empty of any magic or writings.
19. Paravicar Darcyne Wrens office is here, but he is rarely seen these days behind a desk.
20. A 7’ tall stone statue of a muscular man in open robes with an inverted pentagram on his chest stands in this location (star). The statue is of an old leader of this tower and a devout follower of Asmodeus. The statue is embued with a permanent Bestow Curse to anyone not attuned (currently only the three people in this level are attuned as well as the Commander) that mimics Confusion, but is not a mental spell. If the pinky on the right finger is moved to face inward, the wrist of the left hand is twisted 90 degrees clockwise and the bottom most section of the pentagram pressed, a secret door will open into an elevator shaft that can be used to descend to the sub-basement. Two controls inside the car activate the counterweights that raise and lower it.
21. Control room – this narrow room is locked with a formidable (DC30) lock and poison gas trap (5’ rad, DC26 find/disable) In the center of the pedestal are three square depressions which look like they would fit the base of the objects. The objects are non-descript except for their shape; one has a round top, one has a square top and one has a triangular top. If the items are placed in the proper order (3-4-1), this will disable the trap in the library below. If the items are placed in the wrong order, the trap below will activate in this room instead, bathing the room in a disintegration field as per the trap (Empowered Disintegrate Trap CR16)
22. The elevator opens into a musty-smelling, dimly lit hall with a row of bookshelves leading away. These tomes are the confiscated “illegal” writings of the realm. There are a variety of outlawed texts here including religious, pathfinder journals, political, diaries, etc. The administration above knows better than to destroy these because they may contain valuable information that could be researched in the future.
If the control room above has not deactivated the trap, once within the room more than 5’, the disintegration trap will trigger.
23. Within the well protected, but unlocked, inner room, a formidable guardian awaits anyone foolish enough to try to enter without permission: Shira-Rel, Royal Naga
The lich party was eventually overwhemed and destroyed (as planned) which led to a 'Christmas gift" white elephant interlude for the players.

The White Elephant
As each character “dies” as a lich, they will reawaken at the console still clutching the device and their crystal has been burned to a dull grey color. They are weak, but can view and watch the others complete the quest through the central crystal. They cannot communicate with the rest of the party, however. They appear to have all of their original gear and item charges except for spells cast have been used for the day. Once all of the group is back to the living, Abel will tell them:
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“Welcome back to the land of the living! That was a shock to me as well as you. Guess not all of the translation was that straightforward, but none the worse for the wear it looks to me.”
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He will get reports from the group and tells them that after dinner, he has a little surprise for them that should improve their mood.
After dinner, Abel and Po will approach them carrying an odd item. They have what looks like a statuette of an ornate sitting elephant with its trunk in the air. From the bottom of the statuette to the top of the trunk is about 18 inches and there are small colorful runes and glyphs carved all over the surface. It appears to be made of a single piece of white stone with multicolored decorations.
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“I’d like to show you this little beauty we call the Ivory Oliphant. It is an ancient device from Old Katapesh, made in a time when magic and mystery were much more… popular. Suffice it to say that this little guy is on loan to us to provide your little band with a well-deserved reward for the outstanding job you have been doing so far. You are really impressing everyone!”
“So, I bet you’re wondering what it is? I’ll try to spell it out as best I can. The Oliphant is a “bestower of gifts”. If you are worthy in the eyes of whatever ancient force created this wee beastie, then you will be rewarded with an appropriate prize. If you are not deemed worthy, then let’s just say you’ll also get your just reward! Hah! The device does have one strange quality though. You see, when it bestows its gift, you have a short opportunity to pass your gift to someone else. Not much time though – I’d say about 20 seconds.”
“So what you’re going to do is, one at a time, grab the trunk there and pull down. The mouth opens to reveal a small token. Once you take the token in your hand, you will know the reward and can either keep it or give it to someone else. Once you have accepted a reward from the Oliphant, it will not work for you again and you can’t take a different reward. Don’t even try – I hear the results are not pretty. Watch this –“
Abel will grab the trunk and pull down opening the mouth but it is empty.
“I had my turn a few years ago so it doesn’t work for me any more. When you’re ready, have at it!”