One-Shot Adventures

One Shot: The Crypts of Kelemvor 5e

This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.

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Zombie Horde As soon as any character moves past the pillars closest to the doorway, eight zombies rise up from the shadows and attack. For a 4th-level party, use eleven zombies. For a 5th-level party, use fifteen zombies. The players should instinctively recognize that this is a potentially overwhelming group of foes—and should remember that focusing on lighting the brazier will aid their efforts to defeat the undead. The zombies are not smart enough to recognize the destructive potential of the brazier, and they attempt to fight within its light even as that light destroys them. Doors Stone doors lead into areas 4 and 5, both of them already raised. Each door has a lever beside it that can be used to lower and raise it. Treasure The characters can claim the spell scroll of prayer of healing dropped by the acolyte. Additionally, a search of the acolyte's body reveals an additional striking stone and steel rod, letting two characters attempt to light a brazier at the same time. Area 4: Trapped Tomb Pressure plates (marked as triangles on the map) and a nonfunctioning trap in this room are not a threat, but should hopefully make the characters nervous as they explore. There is nothing of value in this room. This small chamber features a single sarcophagus, more ornate than those seen in the larger crypt. A destroyed zombie is sprawled at the foot of the sarcophagus, its splintered skull all but removed by some massive object. In front of you, you see that object—a spear coming out of one of two holes in the wall, which must have once been part of a trap guarding this area. Area 5: Wight Tomb This chamber features ornately carved bas reliefs along the walls, showing the symbol of Kelemvor alongside magical inscriptions. The same inscriptions cover a sarcophagus against the far wall, which is far more ornate than those seen in the main crypt. The sarcophagus is set with large red gems just beneath its lid. A detect magic spell or similar magic reveals the presence of warding and binding spells within the chamber. If any character touches the sarcophagus, its lid suddenly bursts off. Any character within 5 feet of the sarcophagus must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be knocked prone as the lid slams to the floor. 5 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

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