This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500778
stone for 10 (3d6) damage. Other characters might "accidentally" be caught in the line of the blind-fired lightning bolt, as you see fit. If the Grave Robbers have accompanied the characters into this area, have them join the fight by giving their statistics blocks to three of the players. In that event, the flameskull has 80 hit points and can use its Fire Ray four times with its Multiattack trait. Roll randomly for each attack to determine whether the flameskull targets the player characters or the NPCs. If the characters can lure the flameskull into the light of the burning brazier in area 12, it will take damage only once from the brazier's light before retreating and attacking at range. Back Door The characters (and any surviving Grave Robbers) can use the door in area 13 to leave the crypt if they have no reason to retrace their route back through the dungeon. However, the door has no lever, meaning it must be opened manually or with magic. The stairs climb sixty feet before emerging through a concealed door in a mausoleum near the temple of Kelemvor. (Soulhearth and his fellow acolytes were unaware of this long-forgotten second entrance into the crypts, and are grateful to the characters for bringing it to their attention so they can close it off.) Treasure The sarcophagus contains only rotting robes. The chest contains tokens and offerings to Kelemvor, most of which are worthless—but includes gems and coins worth a total of 200 gp. If the Grave Robbers fought through to this area with the characters, increase the amount of treasure so that the characters' equal share amounts to the total above, and add an uncommon consumable magic item of your choice. The Grave Robbers are more interested in the cash, allowing the characters to haggle for the magic as you see fit. Epilogue If the characters fought alongside the Grave Robbers, the NPCs try to beat feet once above ground, not wanting to explain their presence in the crypts to the Kelemvorites. If the characters captured the NPCs, they can deliver them to Soulhearth along with the broken seals. He gives the characters the promised 20 gp, along with his thanks. Doomguide Soulhearth greets you happily upon your return. "By the scales, you are back! And with the broken seals! Very well done." He beckons two younger priests to take the seals, then shakes each of you by the hand. "Thank you, friends. Your efforts have saved many today. We will repair and replace the seals before any more of those foul undead escape to ravage our countryside." "We are but humble priests here. But please, take this token of our appreciation. Safe travels, and may Kelemvor always keep your path in the balance." Editing, development, and layout for Dragon+: Scott Fitzgerald Gray 12 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

