
The Dark Dagger
Master RogueDungeon 1/10
Updated 5/12/2026, 6:55:32 AM

Dungeon NPCs

Master Thalrin
Character NPCLevel 5Human • Fighter
Role: Guild Leader
HP 26 • AC 15

Skrizz
Monster NPCLevel 2Goblin
Role: Villan
HP 12 • AC 12
Events
Event 1
Briefing and Pursuit Begins
Read Aloud
The war room of Greythorn Keep is dimly lit by flickering torchlight, casting long shadows across the stone walls. Master Thalrin, his face stern and eyes sharp, spreads a faded map over the wooden table. The smell of damp earth and burning wax mingles in the air as he speaks of Skrizz, a goblin necromancer recently sighted near the Shadowfen Marshes. Outside, a cold wind howls faintly, carrying the scent of wet reeds and decay. You take a moment to look around the room: aged tapestries depicting past battles hang on the walls, and the wooden beams overhead creak softly. You gather your gear, the weight of your mission settling on your shoulders as you prepare to track the elusive thief.
Details
Master Thalrin briefs the party on the urgency of recovering the stolen magical dagger from Skrizz, emphasizing the threat of his growing undead forces. The party is given a rough trail to follow through the marsh, with Kaela providing a hint about Skrizz's direction. This event sets the stage for the hunt, allowing players to plan their approach and gather equipment. The urgency can increase if the party delays, giving Skrizz time to strengthen his forces.
Event 2
Tracking Through Shadowfen Marsh
Read Aloud
The marsh stretches before you, a tangled maze of reeds and murky water under a heavy gray sky. The air is thick with the scent of rot and moss, and the soft squelch of mud underfoot accompanies your every step. Occasional bird calls echo faintly, but the oppressive silence between them feels unnatural. Your eyes catch faint footprints and a subtle shimmer of lingering magic, guiding your path deeper into the marsh's grasp. The cold bite of the damp air chills your skin as you follow the trail, alert to every rustle and distant splash.
Details
The party must carefully navigate treacherous quickmud and avoid hostile marsh wildlife while stealthily following Skrizz’s footprints and magical residue. Moving too loudly or carelessly risks alerting Skrizz or attracting dangerous creatures lurking nearby. Successful Stealth or Perception checks allow the party to close the distance without incident, while failures may force a detour or early confrontation. Upon reaching a hidden cache along the trail, the party can find a consumable Potion of Spider Climb, useful for overcoming marsh obstacles or escaping danger.
Event 3
Graveyard Entrance Trap and Ambush
Read Aloud
You step onto a dimly lit walkway flanked by weathered pillars. Shadows cling to the corners of the courtyard, and from the darkness to your left comes the faint sound of something gnawing on bones. The earth beneath your feet is tangled with roots and fallen branches, making each step unsteady. A faint metallic creak echoes as a swinging axe trap hangs between two pillars, ready to strike at the unwary. The air carries a damp, musty scent mixed with the faint rustle of movement nearby.
Details
Between two ancient pillars hangs a swinging axe trap designed to deter intruders entering the graveyard. Triggering the trap risks injuring party members and will alert Skrizz’s two microraptor pets, who are highly territorial and will attack if disturbed. Players may attempt to disable or bypass the trap quietly to avoid combat or alarms. Success means maintaining the element of surprise against Skrizz; failure increases the difficulty of the upcoming encounter. Upon defeating or avoiding the microraptors, the party can find a small stash hidden beneath loose stones near the trap containing minor loot.
Event 4
Confronting Skrizz in the Mausoleum
Read Aloud
Inside the crumbling mausoleum, shadows flicker against cracked stone walls as a cold blue glow emanates from a carved altar at the center. Skrizz, a hunched goblin with wild eyes and tattered robes, chants fervently over the glowing dagger resting atop the altar. The air hums with dark magic, and the faint scent of old bones and incense lingers. The floor is scattered with shattered bones and worn relics, and the faint sound of scratching echoes as skeletal hands begin to rise from the dust. Skrizz’s gaze snaps to you, his lips twisting into a cruel grin as he prepares to defend his prize.
Details
Skrizz is mid-ritual, summoning goblin skeletons each round he maintains concentration on the magical dagger. Interrupting his chant will stop the summoning but provoke his immediate attack. If the party lets the ritual continue, the number of undead enemies will increase, making combat more difficult. The environment offers some cover but also hazards from the unstable mausoleum structure. After defeating Skrizz, the party recovers the stolen +1 magical dagger, a consumable magic item (such as a potion of invisibility), and other valuable items including gold coins and a small enchanted amulet that grants minor protection.
DM Map Cards
DM Map Reference
Greythorn Keep
Dungeon map
Print: one_grid_05

1
2
3
Marker Legend
1. Briefing and Pursuit Begins
Event marker
2. Tracking Through Shadowfen Marsh
Event marker
3. Werewolf
Monster marker
DM Map Reference
Scrizz's Graveyard
Dungeon map
Print: six

1
2
3
Marker Legend
1. Graveyard Entrance Trap and Ambush
Event marker
2. Microraptor
Monster marker
3. Microraptor
Monster marker
DM Map Reference
Mozzeleum
Dungeon map
Print: six

1
2
3
Marker Legend
1. Confronting Skrizz in the Mausoleum
Event marker
2. Goblin
Monster marker
3. Skeleton
Monster marker
Monster Cards

Microraptor
Small Dinosaur | N | L1
HP
4
AC
16
Speed
30 ft
Init
+2
STR 8 | DEX 14 | CON 6 | INT 8 | WIS 12 | CHA 16
Actions
Bite: Hit -1 | 1d2
Magic
Latch on: 1/day, Quick. Latch on and do 1 point of damage per round.
No image
Goblin
Small Humanoid | Neutral Evil | L1
HP
7
AC
15
Speed
30 ft.
Init
+2
STR 8 | DEX 14 | CON 10 | INT 10 | WIS 8 | CHA 8
Actions
Scimitar: Hit +4 | 5 (1d6 + 2) slashing damage.
Shortbow: Hit +4 | 5 (1d6 + 2) piercing damage.
Magic
No spells
No image
Skeleton
Medium Undead | Lawful Evil | L1
HP
13
AC
13
Speed
30 ft.
Init
+2
STR 10 | DEX 14 | CON 15 | INT 6 | WIS 8 | CHA 5
Actions
Shortsword: Hit +4 | 5 (1d6 + 2) piercing damage.
Shortbow: Hit +4 | 5 (1d6 + 2) piercing damage.
Magic
No spells
Magic Item Cards
No image
Item Handout
Alchemical Herb Bundle
wondrous | common | L1
Value: 55 GP
Confronting Skrizz in the Mausoleum
Description
Dried herbs used by healers and brewers.
Spells
No spells.

Item Handout
Chain Shirt +1
armor | uncommon | L1
Value: 185 GP
+1 AC when wearing this.
Confronting Skrizz in the Mausoleum
Description
Light enchanted chain mail.
Spells
No spells.
Conclusion
With Skrizz defeated and the stolen magical dagger secured, the immediate undead threat to Greythorn has been neutralized. The party's success in interrupting the necromantic ritual prevented the rise of a growing undead army, and they recovered valuable items including a ring of protection +1 and a potion of cure light wounds. Returning to Greythorn Keep, Master Thalrin praises their efforts but reminds them that Skrizz was merely a minor player in the Veilbound’s broader, shadowy designs. Though the village breathes a temporary sigh of relief, the dark cabal’s influence remains a looming danger. The dagger’s residual magic hints at deeper corruption tied to the Veilbound’s forbidden artifacts, suggesting that their plans are far from over. The political tensions within Greythorn’s Council of Elders intensify as whispers of the Veilbound’s growing power spread. The Characters level and have a chance to do some shopping in town. Where the next adventure begins.
