This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500778
Features of the Crypts The crypts of Kelemvor are on three levels, broken out into separate chambers and hallways. All levels are connected by stairs, and the areas of each level are separated by portcullis gates and stone doors. The key objects in the crypts are the statues of Kelemvor that once held the magic seals (currently broken), the braziers of balance, and lots of sarcophagi. Broken Seals. Each of the broken seals that the characters must collect is a piece of carved marble scribed with the symbol of Kelemvor, and weighing about 4 pounds. All the seals were once held by statues of Kelemvor scattered around the crypts. Doors and Gates. The areas of the crypts are separated by either iron portcullis gates or stone doors. The portcullis gates allow characters to see through them into the areas beyond. Most doors and gates are opened magically using levers on the "front side" of the door, closest to the entrance to the dungeon. This design was intended to allow areas of the crypts to be closed off from the outside if needed. Pulling a lever to raise or lower a door or gate is an action. Once open, a door or gate stays open until the lever is pulled again, or unless a door closes automatically as a security measure. If the characters are worried about someone closing the doors behind them, an open door can be held open by wedging a spike or similar object between it and the adjacent wall with a successful DC 12 Strength check. Unless otherwise noted, a door that has been closed can be forced open manually with a DC 25 Strength check, or can be opened with a knock spell or similar magic. All portcullis gates in the crypts creak and grind loudly when raised. The stone doors open with a loud scraping sound. Ceilings. Unless otherwise indicated, corridors and rooms in the crypts have ten-foot-high ceilings. Light. Many of the areas on the first level are lit by magical torches imbued with continual flame. In other areas (including both the lower levels), there is no light except what the characters bring with them. Sarcophagi. Numerous stone sarcophagi are set throughout the crypts. Unless otherwise indicated, all are closed. Any closed sarcophagus can be opened with a successful DC 20 Strength check, but contains only moldering bones. 3 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

