This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500778
The figure with the sword seems impatient as he grunts, "You going to be there all day? Or should I smash it open now?" A figure closer to the door snarls back, "I'm a mage, not a rogue. There are heavy wards and strong magic keeping this door sealed." "So you try, then," the warrior says to someone unseen. "I told you, it's a magic seal," a third voice says. "Not my thing . . . Wait … what's that?" Suddenly, the third figure steps out from behind a pillar—an archer with bow drawn. "We have company," she calls to her companions. Whether spotting the characters' light or hearing the sound of their movement, the Grave Robbers' rogue becomes aware of the characters' presence as they draw close. Friend or Foe? This encounter can go a number of different ways, depending on whether the characters try to ally with the Grave Robbers, attempt to see them punished for their desecration of the crypts, or treat them as a direct threat and try to kill them outright. If the characters try to broker a deal with the group, use roleplaying and DC 14 Charisma (Persuasion) checks to determine their success. The Grave Robbers are opportunistic but honest, and are happy to work with the characters to get through to the next chamber in exchange for a fair split of any treasure found there. If the characters decide to fight the Grave Robbers—or if they fail badly at persuasion or try to intimidate the NPCs—the three are a potent threat. If the characters want the Grave Robbers punished, the NPCs can be rendered unconscious if defeated, then tied up for delivery to Soulhearth when the adventure is done. Warded Door Pulling on the lever of the stone door in this chamber has no effect as long as the powerful magical wards are in place that hold the door shut. A detect magic spell or similar effect, or a successful DC 15 Intelligence (Arcana) check, reveals that two separate magical wards seal the door. The door can be forced open with a successful DC 30 Strength check, or its wards can be undone with two knock spells. A character who studies the door and succeeds on a DC 13 Intelligence (Investigation) check senses that its magic feeds into the room in some way—a clue that lighting the brazier also unseals the door's magical locks. When the brazier is lit, a pulse of light at the door announces that the wards have been disabled. Pulling the lever then opens the door. Treasure If the characters fight and defeat the Grave Robbers, they can claim their gear and treasure—mundane weapons and armor, three potions of healing, coins and gems worth 45 gp, and one uncommon consumable magic item of your choice. Area 13: Final Crypt A low-ceilinged chamber holds a statue of Kelemvor in the northeast corner, with a large chest before it and a broken seal at its feet. A single ornate sarcophagus stands to the west, with a dusty open book set on one of four small plinths that surround it. A dead body sprawls before the sarcophagus, whose sides are marked with skulls and whose engraving carries an arcane flavor not seen in the previous crypts. With a successful DC 13 Intelligence (Arcana or History) check, a character recognizes that the sarcophagus's inscriptions are Thayan in nature. A character with a background related to Thay knows this automatically. The book on the plinth is a dusty prayer book left here by the Kelemvorites, and worth 10 gp to a temple. The body is an acolyte who died in this place during an earlier rising of undead. Vengeful Undead A long-dead mage in the sarcophagus has been raised as a flameskull and woken from its undead slumber by the opening of the door into this area. Seeking freedom, it starts to hammer against the lid of its coffin. If the characters lift the sarcophagus lid, the flameskull attacks at once. If they do not, it casts lightning bolt (which it has prepared instead of fireball) to blast the sarcophagus open before it attacks. Any characters within 10 feet of the sarcophagus must succeed on a DC 12 Dexterity saving throw or be struck by shattered The Grave Robbers If the characters decide to take on the Grave Robbers, they are in for a tough fight: • Samulkin Farcaster is a tiefling mage and the leader of the group, who uses bravado to hide when he feels that he's in a bit over his head. Use illusionist stats for Samulkin. • Gromlik Three-Teeth is a heavily armored warrior with sword and shield. Most folk think he's a dwarf, but no one really wants to ask. Use knight statistics for Gromlik. • Cailyassa Forgedawn is a half-elf rogue with a shortbow— and a short temper. Use scout statistics for Cailyassa. Their experience and savvy make the Grave Robbers a challenge for even a 5th-level party. For lower-level characters, make the following adjustments to Samulkin's and Gromlik's stats: • For a 3rd-level party, Samulkin has already expended his 3rd- and 4th-level spell slots and has only 19 hit points. Gromlik has only 26 hit points and cannot use his Leadership ability. • For a 4th-level party, Samulkin has already expended his 4th-level spell slot and has only 28 hit points. Gromlik has only 35 hit points. 11 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

