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Ashen Prior of the Wyrmwood

Trail of the Arcane TowerDungeon 3/10

Updated 11/1/2026, 5:34:12 AM

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Dungeon NPCs

Vhalzun the Ashen Prior

Monster NPCLevel 4

Undead

Role: Villain lieutenant

HP ? • AC ?

Vhalzun the Ashen Prior uses the Ghoul stat block. A disciplined temple defiler who wants to spread corruption through the ruin and prove himself worthy of the Umbral Serpent.

Events

Event 1

Brambleford Watchtower Briefing

Read Aloud

Elira Vale waits beside the watchtower maps with the Wyrmwood Reach spread out before her. She taps a marked ruin and says, “Cleanse it before whatever lurks there can spread farther.”

Details

Elira Vale hires the party at Brambleford’s watchtower and points them toward the corrupted temple ruin in the Wyrmwood Reach. She explains that the temple has become a foothold for dark influence and that the heroes must enter, cleanse it, and stop the spread before it reaches nearby trails and settlements. The watchtower map shows the ruin’s general direction and the party can leave immediately for the temple entrance; no roll is needed to learn the objective or the route out of town. Treasure placement: The NPC provides 25 Gold Pieces and an Ironblood Tonic to help the party with the adventure.

Event 2

Ruined Outer Chapel

Read Aloud

The outer chapel lies in broken stone and stale incense, with warped altar carvings and a cold, watchful silence hanging under the cracked roof. Faint signs of recent desecration stain the floor around the altar.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Shadow. Room guidance: This chapel is the obvious first chamber inside the temple, reached through the main entrance from the outer approach. A Shadow lingers here because the chapel’s lingering grief and corruption have given it a place to feed; it begins distracted and hostile, drifting among the altar stones until disturbed. If the party is alert, they can see it at a distance and choose how to approach, but the room is otherwise open and direct. After the Shadow is driven off or destroyed, searching the chapel reveals fresh defilement marks and Vhalzun the Ashen Prior’s trail leading deeper into the ruin; the altar also shows a clear path toward the inner corridors and a second route toward the side chambers. Treasure placement: Searching this area reveals 50 Gold Pieces and a Phial of Clarity.

Event 3

Inner Corridors Patrol

Read Aloud

A narrow corridor of fallen tiles and blackened wall niches stretches ahead, lit by a weak red glow from deeper in the ruin. The passage is quiet enough to hear breathing from around the bend.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Hobgoblin. Room guidance: This corridor connects the outer chapel to the deeper temple and the side chambers through broken side doors and a narrow central passage. Two Hobgoblin are stationed here as a disciplined patrol to keep intruders from reaching the inner shrine and learning who commands the ruin; they are alert and defensive, ready to strike if the party advances openly. Because they are hidden around the bend, the party can attempt to notice them before they spring the ambush; if the check fails, the Hobgoblin gains the first action from its prepared position. After the encounter, the corridor search reveals boot prints, a rough map mark pointing toward the side chambers, and a clear indication that the deeper rite chamber lies beyond the interior route. Treasure placement: None.

Event 4

Side Chambers and Secret Bypass

Read Aloud

The side chambers hold cracked storage shelves, old votive bowls, and a wall of stonework that looks slightly newer than the rest. A faint draft moves through the dust from somewhere behind the masonry.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Dryad. Room guidance: These side chambers sit off the main route and can be reached from the outer chapel or the inner corridors, making them a useful branch rather than a forced step. A Dryad has taken root here among the surviving carved niches and overgrown offerings; she is open to interaction and frightened by the temple’s corruption, not hostile to the heroes. She knows a reliable secret route behind the sealed section and will reveal it once the party speaks with her, calms her, or otherwise helps her feel safe. The bypass leads directly toward the central rite chamber without depending on a risky roll, and the room also contains old devotional tools and a small hidden compartment with a useful healing herb bundle. Treasure placement: Searching this area reveals a small cache of healing herbs.

Event 5

Central Rite Chamber

Read Aloud

The rite chamber opens in a wide circle of scorched stone and hanging chains, where old symbols have been smeared over with ash and blood. Heat shimmers above the floor, and the room feels active, as if the temple itself is still being worked.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Magmin. Room guidance: This chamber is the temple’s active heart and is reached either from the side chamber bypass or through the deeper corridor network after the patrol is cleared. Two Magmin guard the dark working because they are drawn to the heat and corruption of the rite, and they are aggressive and threatening from the moment the party arrives. They begin by defending the ritual space and trying to keep intruders away from the inner shrine; if the heroes disrupt the rite’s focus, the Magmin become more reckless and may flee or lash out. The party can use the chamber’s hot stone channels and chain posts for cover or to cut off movement, and after the encounter the ritual apparatus is visibly damaged so the corruption no longer spreads forward from this room. Searching the chamber reveals the final access into the inner shrine and a clear sign that the lieutenant is waiting there. Treasure placement: None.

Event 6

Inner Shrine of Vhalzun

Read Aloud

Beyond the rite chamber, the inner shrine stands under a cracked dome, its altar hidden in deep shadow and its floor marked by old prayers turned dark. A gaunt figure waits beside the heart of the sanctum and turns to face you with a cold, deliberate stare.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Ghoul. Room guidance: This final room is the shrine at the center of the ruined temple, connected by the temple’s deepest passage from the rite chamber. Vhalzun the Ashen Prior, using the Ghoul stat block, defends the temple’s heart because he is the lieutenant responsible for turning the ruin into a foothold for the Umbral Serpent; he is immediately hostile and fights to the death unless the heroes somehow break his resolve or quickly overpower him. He begins in close mutual awareness, ready for direct confrontation, and the shrine’s altar and side alcoves offer only simple cover rather than a separate puzzle. When defeated, Vhalzun’s body and notes reveal that the corruption serves the Umbral Serpent, making the campaign connection explicit and stable for later dungeons. Searching the shrine afterward reveals the temple’s central relic chamber, a small stash of dark prayer tokens, and the final proof that the ruin has been cleansed. Treasure placement: After the encounter, the party can recover 150 Gold Pieces, a Nightglass Dagger +1, and a Ring of Vigor from the guarded area and Vhalzun’s belongings.

DM Map Cards

No DM map cards yet.

Monster Cards

No image

Shadow

Medium Undead | Chaotic Evil | L2

HP

16

AC

12

Speed

40 ft.

Init

+2

STR 6 | DEX 14 | CON 13 | INT 6 | WIS 10 | CHA 8

Actions

Strength Drain: Hit +4 | 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Magic

No spells

No image

Hobgoblin

Medium Humanoid | Lawful Evil | L2

HP

11

AC

18

Speed

30 ft.

Init

+1

STR 13 | DEX 12 | CON 12 | INT 10 | WIS 10 | CHA 9

Actions

Longsword: Hit +3 | 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow: Hit +3 | 5 (1d8 + 1) piercing damage.

Magic

No spells

No image

Dryad

Medium Fey | Neutral | L4

HP

22

AC

11

Speed

30 ft.

Init

+1

STR 10 | DEX 12 | CON 11 | INT 14 | WIS 15 | CHA 18

Actions

Club: Hit +2 | 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Fey Charm:

The dryad can have no more than one humanoid and up to three:

Magic

No spells

No image

Magmin

Small Elemental | Chaotic Neutral | L2

HP

9

AC

14

Speed

30 ft.

Init

+2

STR 7 | DEX 15 | CON 12 | INT 8 | WIS 11 | CHA 10

Actions

Touch: Hit +4 | 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Magic

No spells

No image

Ghoul

Medium Undead | Chaotic Evil | L4

HP

22

AC

12

Speed

30 ft.

Init

+2

STR 13 | DEX 15 | CON 10 | INT 7 | WIS 10 | CHA 6

Actions

Bite: Hit +2 | 9 (2d6 + 2) piercing damage.

Claws: Hit +4 | 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Magic

No spells

Magic Item Cards

Ironblood Tonic

Item Handout

Ironblood Tonic

wondrous | common | L2

Value: 95 GP

Brambleford Watchtower Briefing

Description

A bitter tonic that hardens resolve.

Spells

No spells.

No image

Item Handout

Phial of Clarity

wondrous | common | L2

Value: 105 GP

Ruined Outer Chapel

Description

Clear liquid that sharpens arcane focus.

Spells

No spells.

No image

Item Handout

Nightglass Dagger +1

weapon | uncommon | L2

Value: 210 GP

+1 to hit and +1 damage when using this weapon.

Inner Shrine of Vhalzun

Description

A keen dagger forged for close fighting.

Spells

No spells.

No image

Item Handout

Ring of Vigor

wondrous | uncommon | L3

Value: 280 GP

Inner Shrine of Vhalzun

Description

A warm ring that strengthens endurance.

Spells

No spells.

Conclusion

With Vhalzun the Ashen Prior defeated, the ruined temple finally falls still. The ash-choked prayers, scorched chains, and foul rites lose their grip on the stones, and the corruption that threatened the Wyrmwood Reach is cut off at its source. In Vhalzun’s notes and broken vestments, the party finds the first clear thread tying this ruin to the Umbral Serpent, a name that now stands behind the growing darkness. The temple’s remaining chambers can be searched in peace, and the heroes can gather the recovered coin, relics, and dark trophies before making their way back out. If they wish, they may rest here briefly, return to Brambleford with the evidence, or trade and sell what they have claimed before pressing onward. Elira Vale will want to hear exactly what was found, and the village will have reason to breathe easier knowing the ruin has been cleansed. The dungeon is resolved, the immediate threat is ended, and the trail ahead is now marked by a known enemy rather than a mystery. Congratulations, you are now Level 4!