One-Shot Adventures

One Shot: The Crypts of Kelemvor 5e

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

Issue link: https://scolumbus.uberflip.com/i/1500778

Contents of this Issue

Navigation

Page 9 of 14

An entry chamber at the bottom of the stairs features a statue holding a broken seal next to an open stone door. It can be easily noticed that the door is spiked open. Any character who reaches the base of the stairs and succeeds on a DC 11 Wisdom (Perception) check can hear distant voices. Voices from ahead are raised as if in argument, but are too far away for any details of the conversation to be heard. See the next area for more information. Area 12: Warded Chamber From the entry room of area 11, the characters will be able to see some of the details of this room through the open door, as you determine. The floor of this rectangular chamber is breached directly in front of the door by a collapsed trap—a spiked pit fifteen feet across and nearly twenty-five feet side to side. Narrow ledges to both sides look as though they should allow passage around the pit. Near the center of the twenty-foot-high chamber, a brazier of balance stands unlit. A sealed sarcophagus is set off to the side. It takes a successful DC 10 Dexterity check to walk around the spiked pit. On a failed check, a character falls into the pit and must make a DC 12 Dexterity saving throw. With a successful save, the character manages to land between the spikes, taking only 3 (1d6) slashing damage from their edges. On a failed save, the character slams down onto the spikes and takes 10 (3d6) piercing damage. If any character falls into the pit, the Grave Robbers across the room (see below) hear it and come over to investigate. Adjust the following part of the encounter as necessary. The Grave Robbers When the characters have moved through the open door to see fully into the room, add the following details. On the far side of the room, an oversized stone door stands closed. In shadowed light, two figures are pacing before the door and its lever, including one carrying an enormous sword. Their hushed argument carries across the room. It takes a successful DC 12 Wisdom (Perception) check to hear the details of the argument between the adventurers known as the Grave Robbers. If none of the characters can hear the conversation, paraphrase the following action. 10 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

Articles in this issue

view archives of One-Shot Adventures - One Shot: The Crypts of Kelemvor 5e