๐ The Hand of the Dead King ๐
A QuestLine Quick Play Campaign โ 4 RoomsYou are definitely skeletons.
Premise
You are definitely skeletons. The party โ loyal retainers to the last โ carries their fallen king into the caves beneath the Ashenmount to lay him to rest in the sacred crypt. But a thief has stolen the king's hand and the Ring of Kings with it. Now you descend into the dark, dragging a handless corpse toward a destiny none of you asked for.
The king is no skeleton. His body is flesh โ rotting, bloated, heavy with death. A fleshy corpse lashed to a travois, skin sloughing off in the swamp heat, jaw slack, eyes milky and half-open. You carry what's left of a man. You are what's left of his guard.
Opening Narration
The humid air clings to your bones like a second skin you no longer have. For three days your party has ridden through the lowlands, the swamp rot thick enough to taste โ if you could taste. Behind the lead horse, lashed to a travois of ash wood and leather, rides the king. Still. Silent. His flesh gone gray-green, bloated with gas and rot, skin sliding off the muscle like wet paper. He stinks. Even without noses, you know he stinks.
The mouth of the Ashenmount yawns wide before you. A chill wind โ ancient, mineral, wrong โ exhales from the chasm and collides with the swamp heat in a curtain of mist at the cave's threshold. Somewhere deep inside, the sacred crypt waits.
You dismount. The horses stamp and refuse to go further. They know.
As your boots hit stone, a glint catches your eye socket. The king's arm has slipped its bindings โ the bumpy trail, no doubt โ and his lifeless hand drags the ground, fingers swollen and dark. On his finger, the Ring of Kings. Gold older than memory. The sigil of every sovereign who ever held the realm together by will alone.
You reach for it.
A blur of motion. A cloaked figure โ fast, impossibly fast โ erupts from the dead brush at the cave's edge. It seizes the king's wrist in both hands and WRENCHES. The wet snap of tendon and bone splits the air. The hand comes free, trailing rot. The figure clutches it to its chest like a stolen child and sprints into the mouth of the cave, swallowed whole by the dark in two heartbeats.
Silence. The horses scream.
The king's arm ends at a ragged stump, dark blood oozing slow and thick. The Ring of Kings is gone.
You look at each other. Hollow sockets. No words needed. You hoist the travois to your shoulders โ the dead weight of a king who still has flesh on his bones โ and you walk into the dark.
Room 0: The Cave Mouth (Tutorial)
Target Number: 10 (Easy)
๐ How to Play
Your Party
You control a party of four characters. Each has a class that determines their strengths:
- โ๏ธ Soldier โ melee combat, high HP, holds the line
- ๐น Ranger โ ranged attacks, Finesse-based, picks targets from distance
- ๐ฎ Mystic โ magic damage, spells, the nuclear option
- ๐ก๏ธ Rogue โ stealth, speed, precision strikes from the shadows
The Target Number (TN)
Every room has a Target Number. To succeed at anything โ attacking, dodging, searching, persuading โ you roll a d20, add your relevant stat modifier, and try to meet or beat the TN.
Roll: d20 + stat modifier โฅ TN = SUCCESS
This room's TN is 10 (Easy). Later rooms get harder: 12, 14, 16.
Stats
Every character has four stats. Each has a modifier (usually +0 to +4):
- Might โ melee attacks, breaking things, feats of strength
- Finesse โ ranged attacks, dodging, stealth, lockpicking
- Wits โ magic, perception, knowledge, traps
- Presence โ persuasion, intimidation, leadership
Effort Dice (Damage)
When you hit with an attack, roll effort dice to determine damage:
- Light weapons: d4 โ daggers, bites, improvised weapons
- Standard weapons: d6 โ longswords, maces, shortbows
- Heavy weapons: d8 โ greatswords, warhammers, longbows
- Magic: d10 โ damage spells
Actions per Turn: 2
Each turn you get 2 actions. Choose from:
- Attack โ Roll d20 + stat vs TN. On hit, roll effort dice for damage.
- Move โ Reposition on the map.
- Cast โ Cast a spell (costs mana).
- Use Item โ Drink a potion, throw something, interact with the environment.
- Defend โ Brace yourself. Attacks against you require TN+4 until your next turn.
Initiative (Turn Order)
At the start of each combat, every player rolls d20 + Finesse. Highest goes first, then descending. Enemies make one group roll. Ties go to players.
Critical Rolls
- Nat 20: Auto-success, double effort dice on attacks
- Nat 1: Auto-fail + complication (something goes wrong)
Enemy Stat Blocks
Enemies have HP, an attack, and sometimes special abilities. Special abilities are labeled "(enemy ability)" โ these are things only that enemy can do, not player actions.
That's it. Let's practice.
๐ Narration
The cave mouth is wide and low, a crescent of gray light against the black. The ground is loose scree and damp earth. A cold draft pushes past you from deeper in the tunnel, carrying the smell of mildew and something animal.
Just inside the entrance, you hear it โ a wet scratching. A rat, but not a normal rat. The size of a dog, patchy fur over pale skin, eyes like clouded marbles. A cave rat, fat on whatever crawls this deep. It sees you. It hisses. It's not afraid.
On the ground near the entrance, a fallen branch โ thick, knotted, roughly the length of an arm. It'll do as a weapon if you need one.
๐บ๏ธ Map
โ๏ธ Soldier ยท ๐น Ranger ยท ๐ฎ Mystic ยท ๐ก๏ธ Rogue (Party, enter from bottom) ยท
๐ Cave Rat ยท
๐ชต Fallen branch (improvised weapon, d4) ยท
๐ชจ Cave wall ยท
๐ช Cave entrance ยท
โฌ Open ground
๐น Enemies
Cave Rat (ร1)
- HP: 4
- Attack: Bite โ d20 + 1 vs TN, d4 damage (light)
- โ ๏ธ SPECIAL โ CORNERED HISS (enemy ability): When reduced below half HP, the rat hisses and lunges. Its next attack gets +2 to the roll.
๐๏ธ Environment
- FALLEN BRANCH (๐ชต): Can be picked up (1 action). Functions as an improvised weapon โ d4 damage (light). Good enough for a rat.
- CAVE MOUTH: Open terrain, plenty of room to maneuver. No cover, no hazards. This is a learning fight.
โ Win Condition
Kill the Cave Rat. Upon clearing:
- The party catches their breath. Each PC can pick up the branch or any items found.
- The tunnel narrows ahead. You press deeper into the dark.
- The DM confirms: "You've got the basics. From here, it gets harder."
Transition: The Cave Mouth โ The Gullet
The tunnel beyond the entrance tightens fast. The gray light from the cave mouth fades behind you in a dozen steps, replaced by nothing. True dark. The kind of dark that has weight. Your bones click against the walls as the passage narrows, and the king's travois scrapes the ceiling, leaving streaks of something wet on the stone above.
You smell copper. You hear chewing.
Room 1: The Gullet
Target Number: 12 (Moderate)
๐ Narration
The cave narrows quickly. Within fifty paces the ceiling drops low enough that you carry the king's body hunched, the wet weight of his corpse dragging against the rock overhead. The walls are slick with condensation and something else โ a thin bioluminescent film that pulses faintly, like a heartbeat. The air smells of wet copper.
Then the tunnel opens into a wide chamber, and you see them. Bone harvesters. Hunched, skeletal figures โ not like you, not animated by will or loyalty, but by hunger. They crouch over a pile of old remains, cracking femurs for marrow that dried up centuries ago. Mindless. Starving. And they've noticed the fresh bones you're carrying.
One of them is wearing a jaw that doesn't belong to it.
โฑ๏ธ Initiative
Roll for turn order: each player rolls d20 + Finesse. Enemies roll once for the group. Highest first, descending. Ties go to players.
๐บ๏ธ Map
โ๏ธ Soldier ยท ๐น Ranger ยท ๐ฎ Mystic ยท ๐ก๏ธ Rogue (Party, enter from bottom) ยท
๐บ Bone Harvester (ร3) ยท
๐ฆด Bone pile (old remains) ยท
๐ชจ Cave wall / rock pillar ยท
๐ฏ๏ธ Bioluminescent fungus (dim light) ยท
๐ช Entrance from tunnel ยท
โฌ Open ground (dark stone)
๐น Enemies
Bone Harvester (ร3)
- HP: 8
- Attack: Claw Swipe โ d20 + 2 vs TN, d4 damage (light)
- โ ๏ธ SPECIAL โ BONE THEFT (enemy ability): On a hit, the harvester attempts to rip a piece off its target. Target loses 1 additional HP. If this drops a PC to 0, the harvester tears off a limb (narrative consequence โ PC loses a hand, arm, etc. but can be recovered if harvester is killed that round).
- โ ๏ธ SPECIAL โ PACK FRENZY (enemy ability): If two or more harvesters are adjacent to the same target, they each deal +1 damage.
๐๏ธ Environment
- BONE PILE (๐ฆด): Can be searched (Wits vs TN 12). Success: find a Rusted Short Sword (d6, 1 slot) or a Cracked Shield (+2 to Defend TN bonus instead of +4... it's cracked).
- ROCK PILLARS (๐ชจ interior): Provide partial cover. Ranged attacks against a target adjacent to a pillar require TN+2.
- BIOLUMINESCENT FUNGUS (๐ฏ๏ธ): Can be harvested (1 action). Creates a throwable light source โ illuminates a 3-square area for 3 rounds. Enemies caught in sudden light are startled (lose 1 action on their next turn, once per enemy).
- DARKNESS: Beyond fungus range, darkness imposes -2 on ranged attacks.
โ Win Condition
Kill all three Bone Harvesters. Upon clearing:
- One harvester's corpse has a crude MAP scratched into its ribcage โ shows the path deeper into the caves. Without it, navigation checks in the transition are at disadvantage.
- The party can rest briefly: each PC recovers 1d4 HP (use one healing herb if carried, or the fungus can be chewed for 1 HP โ tastes like battery acid and regret).
Transition: The Gullet โ The Drowning Gallery
The tunnel beyond the chamber descends sharply. The air grows colder with each step. Water trickles down the walls now โ not condensation, but an underground stream bleeding through fractured limestone. The bioluminescent film is gone. You walk in true dark, guided only by the scratched map on the dead harvester's ribs and the sound of your own bones clicking against stone.
The passage floods ankle-deep. Then knee-deep. The water is black and freezing and it smells like old iron. You hold the king's body above the current, his remaining hand trailing in the water, swollen fingers spread like a dead man reaching for something to hold.
Ahead, the tunnel opens. You hear dripping. You hear breathing. Something that shouldn't be breathing.
Room 2: The Drowning Gallery
Target Number: 14 (Hard)
๐ Narration
The chamber is vast and half-flooded. Stalactites hang from the ceiling like the teeth of something that swallowed you whole. A natural stone bridge arcs over the black water, connecting the entrance ledge to a far platform where the tunnel continues downward. Below the bridge, the water is deep and still and absolutely lightless.
Two figures stand on the bridge. Tall. Gaunt. Robed in wet fabric that clings to frames too thin to be living. Cave wraiths โ the drowned dead, those who wandered into these caves in ages past and never found the way out. Their mouths hang open in silent screams. Water pours endlessly from their jaws.
On the far platform, something large shifts in the shadows. An armored corpse, twice the size of any skeleton in your party. A cave warden โ an ancient guardian of this passage, now corrupted and feral. It holds a massive stalagmite torn from the floor like a club.
Between you and them: black water, a narrow bridge, and no good options.
โฑ๏ธ Initiative
Roll for turn order: each player rolls d20 + Finesse. Enemies roll once for the group. Highest first, descending. Ties go to players.
๐บ๏ธ Map
โ๏ธ Soldier ยท ๐น Ranger ยท ๐ฎ Mystic ยท ๐ก๏ธ Rogue (Party, on entry ledge near bridge) ยท
๐ป Cave Wraith (ร2, on the bridge) ยท
๐ง Cave Warden (far platform) ยท
๐ชจ (center column) Stone bridge ยท
๐ Black water (deep, dangerous) ยท
โฌ Dry stone ledge ยท
๐ช Entrance from tunnel (top)
๐น Enemies
Cave Wraith (ร2)
- HP: 10
- Attack: Drowning Touch โ d20 + 3 vs TN, d6 damage (standard)
- โ ๏ธ SPECIAL โ FLOOD GRASP (enemy ability): On a hit, the target must pass a Might check vs TN 14 or be dragged 1 space toward the water. If dragged into water, target takes d4 damage per round from the cold and must spend 1 action per turn swimming (Might vs TN 14) or sink.
- โ ๏ธ SPECIAL โ WATER WALK (enemy ability): Wraiths can move freely on water. They hover just above the surface.
- Weakness โ BRITTLE: Heavy weapons (d8) deal +2 damage to wraiths. Their forms are fragile.
Cave Warden (ร1)
- HP: 18
- Attack: Stalagmite Club โ d20 + 4 vs TN, d8 damage (heavy)
- โ ๏ธ SPECIAL โ GROUND SLAM (enemy ability): Once per encounter, the Warden slams the ground. All characters on the bridge must pass Finesse vs TN 14 or fall prone (lose 1 action next turn). Characters in water are hit by a wave and pushed 1 space.
- โ ๏ธ SPECIAL โ THICK SKULL (enemy ability): First hit each round against the Warden deals -2 damage (minimum 1). After the first hit, normal damage applies. Focus fire.
- Drops: WARDEN'S GREAVE โ leg armor, +1 to Defend TN bonus. 1 slot.
๐๏ธ Environment
- BLACK WATER (๐): Deep and freezing. Entering voluntarily or being dragged in: d4 cold damage per round. Swimming requires Might vs TN 14. Failure = sink, take another d4. Items dropped in water are gone.
- STONE BRIDGE (๐ชจ center): 2 squares wide. Only path across without swimming. Wraiths control it. Can hold 3 characters max at once โ it's narrow.
- LEDGES (โฌ): Dry ground. Ranged attacks from ledge to bridge or far platform work at no penalty if within 4 squares.
- STALACTITES: A character with a ranged attack can target a stalactite above an enemy (Finesse vs TN 14). Hit: d6 damage to the enemy below and the stalactite becomes difficult terrain (that square costs 2 movement to cross).
- WATER CURRENT: The water flows slowly toward the far wall. Anything in the water drifts 1 square per round toward the south wall. There is no exit that way.
โ Win Condition
Kill both Cave Wraiths and the Cave Warden. Clear the bridge. Upon clearing:
- The Warden drops the WARDEN'S GREAVE.
- On the far platform, scratched into the wall in a frantic hand: old runes. A Wits check vs TN 14 translates them: "THE RING COMMANDS. THE RING COMPELS. DO NOT LET THE RING REACH THE ALTAR." Whoever wrote this has been dead a very long time.
- Brief rest: recover 1d4 HP. The water here can be drunk safely if boiled with fungus (Alchemist background does this automatically).
Transition: The Drowning Gallery โ The Sacred Crypt
The tunnel beyond the gallery is dry and warm. Wrong-warm. The kind of warm that shouldn't exist this deep underground. The walls are carved now โ not rough cave stone but deliberate masonry. Bas-reliefs of kings long dead line the corridor. You recognize some of them. You served some of them.
Your king's body grows heavier with each step. The flesh is soft now, yielding under the lashings. Something inside him shifts with each jostle. Or maybe you're weaker. Hard to tell when you don't have muscles.
The carvings on the walls change. The later kings look... different. Their eyes are hollow in the stone. Their mouths are open. The last carving isn't finished. It has no hands.
Ahead, firelight. The warm amber glow of actual flames, not fungus, not phosphorescence. Torchlight. Someone is here. Someone lit those torches. Someone has been waiting.
You hear a voice. Low, wet, practiced. Speaking words in a language older than your bones. And then โ impossibly, horribly โ you hear another voice answer.
You know that voice. You carried it here on your backs.
Your king is speaking. His dead mouth is moving, jaw working through stiff rot, and words are coming out.
Room 3: The Sacred Crypt
Target Number: 16 (Deadly)
๐ Narration
The crypt is exactly as the old songs described it. Vaulted ceiling lost in shadow. Stone sarcophagi arranged in concentric rings around a central altar โ the resting places of every king who came before. Torches burn in iron sconces along the walls, casting long shadows that move wrong.
At the altar stands the cloaked figure. Smaller than you expected. The hood is thrown back now, revealing a face โ gaunt, living, ancient. Runes are tattooed into the skin. The eyes glow with a sickly green light. In one hand, a gnarled staff. In the other โ your king's severed hand, the Ring of Kings blazing gold on its swollen finger.
The necromancer holds the hand above the altar and speaks a final syllable. The ring flares. The hand clenches into a fist on its own, dark fluid weeping from the torn wrist.
Behind you, the travois crashes to the ground. The king's body sits up. Then stands. Flesh hanging loose, jaw crooked, eyes blazing green. He turns to face you, and the stump of his wrist burns with the same green light as the necromancer's eyes. He reaches for the sword that was buried with him โ a blade you once swore to defend.
Your king is no longer your king. He is a weapon now, pointed at you. And the necromancer is smiling.
โฑ๏ธ Initiative
Roll for turn order: each player rolls d20 + Finesse. Enemies roll once for the group. Highest first, descending. Ties go to players.
๐บ๏ธ Map
โ๏ธ Soldier ยท ๐น Ranger ยท ๐ฎ Mystic ยท ๐ก๏ธ Rogue (Party, enter from top) ยท
๐ง The Necromancer (at the altar, inside sarcophagus ring) ยท
๐งโโ๏ธ The Reanimated King ยท
โฐ๏ธ Stone sarcophagi (ancient kings) ยท
๐ฅ Torch sconces ยท
๐ช Entrance from tunnel ยท
โฌ Crypt floor (carved stone)
๐น Bosses
๐ง The Necromancer โ "The Hollow Scholar"
- HP: 14
- Mana: 8
- Attack: Staff Strike โ d20 + 2 vs TN, d4 damage (light). Melee only.
- Cast: Necrotic Bolt โ d20 + 5 vs TN, d10 damage (magic). Costs 1 mana. Range: anywhere in room.
- โ ๏ธ SPECIAL โ RING OF KINGS (enemy ability): The necromancer channels the Ring to maintain control of the Reanimated King. While the necromancer is alive, the King fights for them.
- If the Ring Hand is destroyed or removed (see below), the King collapses. Fight is over.
- The Ring Hand has 6 HP and is held in the necromancer's off-hand. It can be targeted specifically with a Called Shot: attack at TN+2 (TN 18). If the hand is destroyed, the King drops immediately.
- โ ๏ธ SPECIAL โ SOUL TETHER (enemy ability): At the start of each of the necromancer's turns, they heal 2 HP as long as the Reanimated King is active (draining the king's essence).
- โ ๏ธ SPECIAL โ CRYPT WARD (enemy ability): Once per encounter, the necromancer can animate a sarcophagus lid to fly at a target. Finesse vs TN 16 to dodge. Failure: d8 damage and knocked prone.
- Weakness โ GLASS CANNON: The necromancer has low HP and light melee. Close the distance and hit hard. They will try to stay behind the King.
๐งโโ๏ธ The Reanimated King โ "Your Former Liege"
- HP: 22
- Attack: King's Greatsword โ d20 + 5 vs TN, d8 damage (heavy)
- โ ๏ธ SPECIAL โ ROYAL DECREE (enemy ability): Once per encounter, the King speaks a command in a voice you remember. All party members must pass Presence vs TN 16 or lose 1 action on their next turn (hesitation โ you can't bring yourself to strike him immediately).
- โ ๏ธ SPECIAL โ UNDYING LOYALTY (enemy ability): When reduced to 0 HP, the King does not die while the Ring of Kings is active. Instead, he drops to 1 HP and the necromancer spends 2 mana to reanimate him. This can happen up to twice (until the necromancer runs out of mana or is killed).
- โ ๏ธ SPECIAL โ SHIELD OF THE REALM (enemy ability): The King positions himself between the necromancer and the party. Ranged attacks targeting the necromancer while the King is adjacent to them require TN+4 (the King intercepts).
- On death (permanent): The King's body falls for the last time. The green light fades from his eyes. For one moment โ just one โ he looks at you. Recognizes you. Then he is gone.
๐๏ธ Environment
- SARCOPHAGI (โฐ๏ธ): Provide full cover if crouching behind them. Can be pushed over (Might vs TN 16) to create difficult terrain in a line or potentially crush an adjacent enemy (d6 damage, Finesse vs TN 16 to dodge).
- TORCH SCONCES (๐ฅ): Can be pulled from the wall (1 action) and used as a weapon (d4 fire damage) or thrown at the necromancer (Finesse vs TN 16, d6 fire damage, sets robes on fire for 1d4 damage per round for 2 rounds).
- THE ALTAR: Center of the room. If a PC reaches the altar and spends 1 action, they can attempt to disrupt the necromantic ritual (Wits vs TN 16). Success: the Reanimated King loses 1 action on his next turn as the connection flickers.
- CRYPT FLOOR: Ancient runes are carved into the floor. A Mystic or character with Wits +3 or higher can spend 2 actions to activate a defensive ward (Wits vs TN 16): creates a 2-square barrier of light that undead cannot cross for 2 rounds.
๐ก Tactical Notes for the DM
The necromancer plays smart:
- Stays behind the King at all times
- Uses Necrotic Bolt on the biggest threat
- Saves Crypt Ward for when a PC gets close
- Uses UNDYING LOYALTY to keep the King between them and the party
- If Ring Hand is targeted, the necromancer moves to keep the King as a shield
The King plays loyal (to the ring):
- Charges the nearest PC
- Uses Royal Decree on round 1
- Prioritizes anyone trying to reach the necromancer
- Fights with the skill of a king โ he wasn't just a figurehead
Win strategy for the party:
- Split focus: someone engages the King, someone flanks to the necromancer
- Called Shot on the Ring Hand (TN 18) ends the fight instantly but is very hard
- Killing the necromancer first is viable โ without them, the King collapses
- Fire on the necromancer (torch) + sustained pressure is effective
- Disrupting the altar buys time
โ Win Condition
Kill the Necromancer OR destroy the Ring Hand. Either ends the King's reanimation.
๐ Resolution
The green light gutters and dies. The Reanimated King drops his sword โ your sword, the realm's sword โ and it rings on the stone floor, the sound echoing through the crypt like a bell.
He stands for a moment. Swaying. The stump of his wrist no longer burns. He is just a corpse now. Just flesh and bone and the memory of a crown.
He looks at you. Each of you. And then he falls โ not like a puppet with cut strings, but slowly, deliberately, the way a king kneels. He settles into the nearest sarcophagus as if he chose it. As if this was always where he was going.
The Ring of Kings lies on the floor where the necromancer fell, still on the severed hand. The hand is motionless now. Just rotting flesh and gold.
What do you do with the ring?
Quick Reference
Difficulty Progression:
Room 0 โ The Cave Mouth (Tutorial) โ TN 10
Room 1 โ The Gullet โ TN 12
Room 2 โ The Drowning Gallery โ TN 14
Room 3 โ The Sacred Crypt โ TN 16
Initiative (Turn Order):
Each player rolls d20 + Finesse at the start of combat. Highest first, descending. Enemies make one group roll. Ties go to players.
Effort Dice: Light d4 ยท Standard d6 ยท Heavy d8 ยท Magic d10
Actions per Turn: 2 โ Attack, Move, Cast, Use Item, Defend
Defend: Attacks against you require TN+4
Nat 20: Auto-success, double effort dice
Nat 1: Auto-fail + complication
Party Size: 3โ4 skeletons recommended
Party Icons: โ๏ธ Soldier ยท ๐น Ranger ยท ๐ฎ Mystic ยท ๐ก๏ธ Rogue
| Room | Total Enemy HP | Est. Time |
|---|---|---|
| Room 0: The Cave Mouth | 4 HP (1 ร 4) | ~5โ10 min |
| Room 1: The Gullet | 24 HP (3 ร 8) | ~15 min |
| Room 2: The Drowning Gallery | 38 HP (2 ร 10 + 18) | ~15โ20 min |
| Room 3: The Sacred Crypt | 36 HP (14 + 22) โ King revives twice | ~20โ25 min |
| Total | ~60โ70 min | |
Campaign by Don Piano. System by QuestLine.
"You are definitely skeletons."