Palace Rescue Scenario


3.5/d20/OGL


My pcs have thrown me a curveball and want to go to this palace to rescue a queen from her mad husband. I foolishly didn't plan for this at all (but how can you plan for everything?) What I'd like is an interesting scenario for this rescue--if anyone knows of an already published adventure kind of like this that would be an enormous help!

The pcs are about 14th-15th level at this stage; the city itself is hostile to them. There is a largely human population of religious fanatics who are swarming in mobs purging people. There are also undead roaming the streets. (mostly ghouls, ghasts, zombies, skeletons, the occasional wight) Finally there is a cult of wererats trying to profit by things. The pcs believe these are their allies, and they are as long as the pcs stay duped.

RPG Superstar 2012 Top 32

Maybe go the Bluebeard route? And the Bluebeard is actually an advanced or blackguard bearded devil.


MrFish wrote:

My pcs have thrown me a curveball and want to go to this palace to rescue a queen from her mad husband. I foolishly didn't plan for this at all (but how can you plan for everything?) What I'd like is an interesting scenario for this rescue--if anyone knows of an already published adventure kind of like this that would be an enormous help!

The pcs are about 14th-15th level at this stage; the city itself is hostile to them. There is a largely human population of religious fanatics who are swarming in mobs purging people. There are also undead roaming the streets. (mostly ghouls, ghasts, zombies, skeletons, the occasional wight) Finally there is a cult of wererats trying to profit by things. The pcs believe these are their allies, and they are as long as the pcs stay duped.

This sounds like the EWO (Easy Way Out). Rather than dealing with the (boring) streets of "hack-up-mooks"-dom, your PCs selected the interesting scenario.

I know of no published adventure at this level. That said, I think this is opportunity knocking. Go through your campaign notes. Track down every minor villain, every unresolved plot thread, and every unpaid debt. Have 50% of them come home to roost when they start planning the rescue.

I suggest also mapping the palace, figuring out the mundane guards and magical wards, and populating the place with many interesting personalities that they might meet!


I agree that that is what I want to try to do--map out the palace and stock it with interesting encounters. What you suggest is a very good idea though, I'm going to work on that one.

Silver Crusade

Oh man, I love planning a heist(or relevant equivalent in this case).

Let your PCs dig up as much information about the palace as they can. Let 'em try to find out bits of truth about the layout of the place, where the guards are, what traps are where, the schedule of activities among the guards and servants, etc. mixed in with half-truths and a few flat-out lies, and then let them come up with their master plan to the best of their ability. Hopefully they'll plan to compensate for unexpected complications, fall-back plans, be ready to improvise, etc.

They could have a ton of fun with this situation.

Grand Lodge

If you're really lost for ideas, you could convert TSR's old "Palace of the Silver Princess"...

Of course you'll also have to convert it to fit your PC's levels as well...

Palace of the Silver Princess

D20 Conversion on PDF: D20 Conversion Document

-That One Digitalelf Fellow-

Sovereign Court

MrFish wrote:
I agree that that is what I want to try to do--map out the palace and stock it with interesting encounters. What you suggest is a very good idea though, I'm going to work on that one.

I have a humble 1e-style "Palace of the Skull" map I drew and would be happy to share, along with how I stocked a recent adventure..., meaning, I'd be happy to write up an outline for you (along with page #s for beasties and foes) if time permits.

When is your game?

Sovereign Court

MrFish wrote:
I agree that that is what I want to try to do--map out the palace and stock it with interesting encounters. What you suggest is a very good idea though, I'm going to work on that one.

P.s. Try to look at this as an exciting opportunity rather than something you needed to prepare for. Remember when Obi-wan said, "Let go, Luke" and Luke turned off his targeting computer?

Also, here's what I use for impromptu:

MM1-5, ToH1-3, and some others, plus Lilith's Web site, Traps from PFRPG Beta, A skinny-down Pathfinder Beta rule set from SORD Plus, and stacks of PAIZO treasure cards and such.

Try to just let you mind be free and in the moment. Have little sticky tapes on pages for creatures and foes you "might" use, or plan to use...


Palace of the Silver Princess is a great idea--as you say it would have to be re-described as an active place rather than as a ruin but it's a good start.

Pax Veritas: thanks very much for the offer to help! I'm probably running a game this Saturday night.

These are some elements in the palace so far:

1. Paranoid, fanatical King Akhirom (midlevel aristocrat/warrior/priest)

2. Queen Glaphyra, imprisoned. (low level aristocrat/priestess)

3. Priests of Dispater

4. Royal Guardsmen

5. Sycophants, toadies, functionaries and slaves

6. Wererat Cult.

7. Undead lurking around.

8. Possible strange monsters lurking in out of the way parts of the dungeon or sewer system.

Sovereign Court

And here is a quick, off-the-cuff, type-fast-before-the-post-monster-eats-the-post outline for you, in case your game is tomorrow night:

Synopsis: The Palace of Skulls
Governor corrupted Queen's husband. Imprisoned him and created an alchemical double. Alchemical double is opening a portal cooridor to Ghenna to let in an Ultraloth general to serve him. Evil priests serve the impostor double, and together they've breached an ancient sealed room beneath the Palace of Skulls wherein six magical cogs are being turned by slaves to open the portal at the room's center. The town Governor is behind the entire plot - with the King/Queen imprisoned and impostors in their place, the Governor rules from behind the throne and with an extraplanar army at his aide!

Outline
I. Assumption that the Queen is held captive by Evil husband
>>A. Exposition
>>>>>1. Battle evil creatures in streets
>>>>>2. Someone offers help but turns out to be a drug dealer or slaver
>>>>>3. Evil church justicars come inquiring about the PCs, as they have been a bit "loud" in town (suspicious)
>>>>>4. Through one of the above encounters (GM's choice) the PCs learn that the Queen is actually held as a prisoner by the husband, and a rumor (for a price) says she is being replaced by an alchemical double or some nasty magical replacement!
II. Rising Action
>>A. PCs must breech the defenses of the Palace of the Skull
>>>>>1. Recon: Outer permimiter - must seek out and pay informants to learn of guard-shift changes. Without this knowledge the PCs are told the defenses will be insurmountable
>>>>>2. Fight outer guards
>>>>>3. Find secret way in or through front archway
>>>>>4. Fountain or relief trap
>>>>>5. Dread Guards (4)
>>>>>6. Animated Statues or Caryatid Columns
>>>>>7. Poison Insanity Mist Trap on door to guard room (PFRPG); the door is trapped to prevent soldiers from being surprised. They are dining briefly in a large mess hall with one entrance off main hall. The PCs will need to bar/shut/seal that door, else 16 Fighters L3 will come to defend the Palace.
>>>>>8. Defiled Chappel - gotta have one of these: Just run some evil Clerics out of the DMG v.3.5 using Cleric stats (suggest 3 L5 Clerics)
>>>>>9. Make their way into a room with an alchemical double of the Queen. They will attempt to rescue her - and when least expected, she attacks them! You can find this creature in the Encyclopedia Magica I belive.
>>>>10. Add a subsequent chamber with Sepalchur Guardians (Creature collection v.3.5 I belive); 4 should be sufficient. Create a secret doorway to below the Palace - gotta have one of those!
III. Ghenna's Maw - Below the Palace
>>A. Descend stairs (possible minor encounter - GM's choice)
>>B. LONG 10' wide bridge over a Chasm - enless falling to one's presumed death if knocked off (hey, this is a L15 adventure, right?)
>>>>>1. Fight Canaloths on the bridge - those 40' barbed tongues should do the trick! Recommend 3 Canaloths
>>>>>2. Messoloths appear after 2 rounds of combat. Recommend 3 Messoloths (remember, they can gate more in as well!)
>>>>>3. Have a gust of hellish wind come at the bottom of every round that threatens to blow the PCs off the Bridge (Ghenna's Wind: Players react with CMD versus a CMB DC of 7 (basically only a "1" fails) - on fail allow a Reflex Save or Dex Check to hold on to bridge. If PC cannot hold on or climb up, they're gone.)
>>>>>4. Once across the bridge - two double doors with a hefty Wizard Lock & other locks DC of 30.
>>>>>5. Once through, pull out your Age of Worms battle map, have the PCs ascend the stairs and fight the Evil Husband (king, duke, whatever...) plus a L8 Tiefling Assassin, plus animated dead, plus 3 evil clerics. /....
IV. Climax - in the center of the room is a portal through to a cooridore to Ghenna. The PCs can see a single Ultraloth in the gate way who is waiting to come in.
>>>>>1. Have the PCs suddenly be aware that six cogs in alcove rooms of this lair have great wheels afixed to them that strong barbarian slaves are turning. in one of the rooms is tied up the real Queen.
>>>>>2. The PCs must "stop" each of six cogs from turning. They have only six rounds to do it before the Ultraloth arrives.
V. Falling Action: Does anyone have an arrow of slaying?
>>A. Slay everything
>>B. Rescue Queen
>>C. Hallow the Chappel
>>D. With the Queen's thanks & some special magic, she asks the PCs to capture the town Governor as well, who had "corrupted" her husband in the first place with his twisted "alchemy"
>>E. The PCs learn the "husband" was really an alchemical double too!!!! And the Queen begs the PCs to rescue her true husband, because it is not too late, from the clutches of the evil Governor.
VI. Denouemont: Arresting the City Governor
>>A. Should be relatively easy, given he is undefended and not expecting this turn of events.
>>B. Tie up lose ends - and tie up any living evil creatures or have them executed.
>>C. Yummy thanks from the Queen!

Well, that may not be your cup of tea.... but If so, I think the Canaloth, Messoloth, Ultraloth might be in the MMIII? And that bridge should be around 90' long.

Good luck - maybe you'll use some or all of this... I changed around some bits to be more atune to the "rescue the Queen" adventure you have planned.

Let me know if you need anything else.

Good luck.
—Pax

EDIT: I just saw your post above... and I think this might work for you! What do you think?


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

as a possible interesting encounter could the wererats provide information concerning a secret entrance to the palace which of course turns into a trap?

if you want to liven things up you could always have the PCs infiltrate the palace only to find out the Princess is being moved to another location or better yet everyone only thinks the princess has been imprisioned but she has managed to escape on her own. The paranoid king refuses to publicly admit his failure to contain her so he has been pretending to have her locked up. In the mean time she is loose in the city, clogged with the slew of undead,trying to find allies or slip into the wilderness.

Sovereign Court

The story written succinctly:

Governor corrupted Queen's husband. Imprisoned him and created an alchemical double. Alchemical double is opening a portal cooridor to Ghenna to let in an Ultraloth general to serve him. Evil priests serve the impostor double, and together they've breached an ancient sealed room beneath the Palace of Skulls wherein six magical cogs are being turned by slaves to open the portal at the room's center. The town Governor is behind the entire plot - with the King/Queen imprisoned and impostors in their place, the Governor rules from behind the throne and with an extraplanar army at his aide!

Can the PC's stop them in time?


Blood Stained Sunday's Best: I like the twist you're offering--especially if I use most of Pax Veritas' scenario! The Queen would be literally hiding out, not knowing where to go or who to trust.

Pax Veritas: I very much like this, but does BSSB idea still seem to work for you? I realize it's a total twist on things but I have one question--why haven't the traitors just killed the king and queen? Might there be a reason for this, or are they just being typical villains?

I'm going to suggest modifying something else--the evil priests are pretending to purge the city of blasphemy and decadence, when in reality they are only doing that on the surface. Decadent and weak as the city temples have become, in reality the temples themselves are still places of power originally meant to prevent opening the very sort of portal the city governor is trying to open! So this will also explain why it's taking a while to do it.

I like btw the idea of the adventure starting in the palace and ending up on the other plane.

Yummy thanks from the Queen, that made me smile!

Overall I like the encounter ideas and trap ideas, it sounds really good! Thank you very much for the help!

Sovereign Court

MrFish wrote:

Blood Stained Sunday's Best: I like the twist you're offering--especially if I use most of Pax Veritas' scenario! The Queen would be literally hiding out, not knowing where to go or who to trust.

Pax Veritas: I very much like this, but does BSSB idea still seem to work for you? I realize it's a total twist on things but I have one question--why haven't the traitors just killed the king and queen? Might there be a reason for this, or are they just being typical villains?

I'm going to suggest modifying something else--the evil priests are pretending to purge the city of blasphemy and decadence, when in reality they are only doing that on the surface. Decadent and weak as the city temples have become, in reality the temples themselves are still places of power originally meant to prevent opening the very sort of portal the city governor is trying to open! So this will also explain why it's taking a while to do it.

I like btw the idea of the adventure starting in the palace and ending up on the other plane.

Yummy thanks from the Queen, that made me smile!

Overall I like the encounter ideas and trap ideas, it sounds really good! Thank you very much for the help!

You're much welcome, and I like BSSB's ideas mixed in. You should go with what instinctively feels right to change.... that way, you quickly move from "running" and adventure, to internalizing, and by extension being uber-prepared for anything. Its up to you to decide why the K&Q are alive... I presume also there must be a reason - perhaps the alchemicals cannot survive if their "ingredient host" dies? Or maybe the Governor needs the K&Q to extract important information that they've been reluctant, so far, to give? Also, you could provide the twist, if you like, that the PCs would expect to find the Q in the final BBEG lair, but actually don't! They can learn from the slaves that she escaped recently and is hiding out in town.... or whatever you choose on this to tie your story threads together...

I like the decadence of evil in town and the tie to the temples.... Since you like the notion that the city temples possess power... you could have each of the great cogs that turn to unlock the portal be marked with the brand symbol of good or law aligned churches within the city, perhaps the forces that sealed the portal initially. But it sounds like you have plenty of great ideas for the effect on churches already, and much of this might just be background information.

Lastly: Here is a riddle-clue that I typed up using a crazy runic font and printed on parchment-color paper for the PCs. Its just a way to create some foreshadowing even within a "dungeon-type" setting of the palace. Perhaps this could be found as part of the treasure when the alchemical Queen is slayn, or in the upper works somewhere of the Palace of Skulls:


Four sepulchral guardians dwell
Defending the Godslayer's Endless Well
Where six emerald keys locked for all time
Ghenna's cooridor to the Prime

1 and 2 must be turned by a cyclone of frost
To release two pet canaloths
3 and 4 must be turned by lawful knights chaste of heart
To unleash 1 soldier mesoloth each

5 and 6 must be turned by a secret revealed
From the dead lips of Wildguard dwarves
Then Avich the Ultraloth's army cooridor is unsealed

If you use something like this, you clould swap out the number of monsters, since you're at a higher level. And, replace some of the verbiage with stuff about your churchs, etc.

In my scenario, the slaves were actually the ones the PCs needed to rescue from the Palace of Skulls - they were the lawful knights chaste of heart, and the other references were to previous adventures I had run such as the cyclone of frost. Lastly, I included some foreshadowing, since the PCs did not know about the "secret revealed". This will make for another adventure down the road, as I weave plot threads...

Anyhow, good luck. If you'd like a couple maps, nothing fancy, just let me know. A bunch of folks helped me out recently in the "Druid Balance" thread and I'm just paying it forward.

-Pax


I like your poem. The cool thing in a way is that I've never used anything like an ultraloth in my games, though I've wanted to. My group doesn't even own any monster manuals! I'm fortunate in that. They'll wonder "What's an ultraloth?"

I think what I'll do is have the destruction of the holy places be linked to being able to move the wheels within the hidden temple. That way it makes sense why they are taking some time to do this, why they're proceeding in the way that they are.

This btw also ties into my undead apocalypse thread; that the portal created that opened the way for the evil to spread is limited and fragile still. .


I haven't run this yet--still setting things up last game. The party has moved forces they command to control a fallback position and stuff like that, as well as having begun using spells and abilities to figure out what legends surround the city so that they can have some idea of what is going on.

Sovereign Court

MrFish wrote:

I haven't run this yet--still setting things up last game. The party has moved forces they command to control a fallback position and stuff like that, as well as having begun using spells and abilities to figure out what legends surround the city so that they can have some idea of what is going on.

I totally understand. After asking for help on my Druid DoMT thread, sometimes it took a few weeks before certain elements kicked in. Overall, that adventure arc ran 12 hours over 3 sessions. Please stop back in here & let us know how it goes.... good to hear their doing some research before going all in.... good luck.


MrFish wrote:

What I'd like is an interesting scenario for this rescue--if anyone knows of an already published adventure kind of like this that would be an enormous help!

Try the following Dungeon issues for Castle / Palace / Manor maps:

Spoiler:

Issue # - Title - Advised Total Party Level - Description

045 - Prism Keep - 42 - A floating castle of crystal and gems appears in the sky above the town. As you watch a crystal shard falls to earth, opening a bridge to the palace. Investigate the floating marvel, uncover its secrets, end any threats, and become embroiled in an old legend.

049 - Castle of the Blind Sun - 56 - Horses and cattle near your castle are being slaughtered, a neighboring bog has turned into a sylvan forest, a charlatan posing as a healing priestess is on the loose, and as a solar eclipse approaches a mystical castle appears in the mountains.

053 - Castle Justheart Poster Map - Any - Poster map designed to accompany the adventure “Alexa’s Endeavor”. Fortified-manor for a small number of residents.

053 - Elexa's Endeavor - 30 - Brigands have invaded the castle of a templar’s aged uncle while she was away on a crusade. Help her local a mage acquaintance who can help overcome the castle’s magical protections, then overtake the bandits and reclaim the castle before the brigand harm her uncle.

065 - Unkindness of Ravens - 19 - Investigate a series of murders, leading to an undead sorcerer-scarecrow who is assassinating the wereraven protectors of the manor.

066 - Operation Manta Ray - 40 - Infiltrate a Pirate City, survive a run through the pirates test dungeon, and then contact and extract a deep-cover naval operative.

082 - Dark Times in Sherwood - 12 - Outlaws and renegade Normans are causing havoc in Sherwood, and Prince John may soon remove the Sheriff. Find out who is behind the troubles, and put an end to the evil plans of the necromancer Baron Isambart de Belame to discredit the Sheriff and take over his post as ruler of the Shire.

082 - Poster Map - Nottingham Castle - Any - Poster-map illustration of Nottingham Castle with floor plans of Barbican, Garrison, and Marion’s Tower (though not main Keep).

084 - Dying of the Light, The - 40 - A coterie of vampires have taken over the local castle and are terrorizing a small town. Put an end to their reign of terror before nightfall.

092 - Interlopers of Ruun-Khazai - 52 - A hundred year-old psychic storm has wound down, revealing a Githyanki outpost thought lost. Both Githyanki and Githzerai raiders seek to claim it, but Ruun-Khazai’s former master hasn’t left and is preparing a special reception for them. Avoid becoming caught in the crossfire and becoming fuel for the next psychic storm the master is brewing to protect his domain.

093 - Storm Lord’s Keep, The - 84 - Many towns and villages have been completely destroyed by a terrible storm that is next set to descend upon the village of Ruvian. Defend the townsfolk from a Storm of Vengeance and flights of half-dragon/half-roc mounted Storm Giants who engage them. A famous local bard can tell you of the Storm Lord who dwells in the great castle atop the thunderhead. Put an end to the giant’s wrathful raids, and perhaps learn of the terrible loss which has enraged him, or the dark secret he protects.

111 - Lords of Oblivion - 52 - Shackled City Adventure Path: It’s time to take on Lord Vhalantru the beholder, but first get through another noblewoman and Cagewright.

147 - Into the Maw - 68 - Savage Tide: On the trail of Vanthus and seeking to rescue Lavinia, the party sails the Abyssal Seas to a former pleasure palace of Demogorgon converted to a prison. Unbeknownst to the Prince of Demons, his warden grew lax and now is merely one of six factions (including several escaped prisoners) vying for control.

The following also hit for "rescue":

Spoiler:

071 - Dreadful Vestiges - 30 - Journey to the haunted Holk House, a monastery half submerged in the swamp, and rescue a missing priest who went to explore it.

140 - Fall of Graymalkin Academy, The - 36 - Various factions vie for control of a magic academy after the assault of one does not go as well as planned. Now all are trapped within by the “failsafe” with dwindling supplies as they simultaniously try to gain control of the main vault and artifacts therein while holding their own ground. Enter the academy to secure the artifacts and rescue any survivors while destroying the invaders.

HTH,

Rez


Thanks for the suggestions. I never got to run "Into the Maw" when I was running STAP, because the group fell apart, but it was always a favourite of mine. I already did run Graymalkin Academy which is one of the better adventures put out by Dungeon in my opinion; it really made the Dungeon Crawl idea work well.

I'm going to sift through the adventures you suggested but I'm inclined to think that I want a proper palace of some kind...

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