This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500778
The villagers of Grimhollow have watched over these grounds for many years, with each generation passing on the duties to their children. Under their watchful eyes, the Ebon Downs have seen peace. But one night, that peace was shattered forever. Whether due to a lapse in Grimhollow's vigil or some unknown power, the dead rose in force from the burial grounds and attacked the village, overwhelming its citizens. Those few lucky enough to escape spoke of a dark magic that caused those killed in the attack to rise as undead almost as soon as the life had left their bodies. The only thing left standing as a beacon of hope in Ebon Downs is the rundown fortress-temple of Kelemvor—a literal wall dividing the now-swamp- encroached village from the great barrows and the graveyard. Here, the priests of Kelemvor still inter the dead, making sure they don't rise. The doomguides, clerics, and paladins dedicated to the god of the dead have pledged their lives in restoring the balance of Ebon Downs. But they are fewer and fewer every day, and have begun to call out across Faerûn for help. Adventure Hook If you want to play "The Crypts of Kelemvor" as a side trek in a larger adventure, you can look for ways to tie the quest into that adventure. Whatever way you customize it, the characters are approached by an acolyte of Kelemvor petitioning for aid to the temple. A token payment of 20 gp is offered, in addition to free travel and food—and the promise of burial if things go badly. But of more interest to adventurers is the acolyte's promise that any gems, magic, or other wealth found within the crypts can be kept, since the dead no longer need such things. Sealing the Crypts of Kelemvor When the players are ready to begin the adventure, read or paraphrase the following. As you enter what is left of the rundown temple of Kelemvor, you feel a strange wave of warmth pass through your body. Any cleric or paladin in the party will recognize that the characters have just passed through a protective ward of some kind. The temple is small, and is missing part of its roof and one wall. A priest of Kelemvor tiredly stands watch, looking out over the barrows beyond, and an armored cleric stands in the center of the area next to a campfire. The cleric looks forlorn until he sees you, at which point his smile brightens and he beckons you over to him. He introduces himself as Doomguide Soulhearth—the one who sent out the request for aid. Soulhearth is not the most talkative person, and he gets straight to the point. "This temple of Kelemvor, our fortress, is our stronghold against the lich Idris and its army of undead. But it is not as secure as it should be. Grave robbers have broken into the crypts beneath the temple, and have broken several of the mystical seals that ensure those who are buried there remain at rest. "I need you to enter the crypt, relight the sacred braziers that will destroy the undead, and bring back the broken seals. I can then repair them, while the holy fires from the braziers will keep any more undead from entering the crypt." By accepting Doomguide Soulhearth's quest, the characters will help resanctify the crypts beneath the shrine of Kelemvor. Their goal is to collect all the broken seals and to relight all the braziers found in the crypts. 2 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

