This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500778
Area 1: Entry chamber When the characters enter the crypts, read or paraphrase the following. A steep set of stairs leads sixty feet down to the east of the temple, to a wooden door where a Kelemvorite priest waits. He unlocks the door and beckons you through, handing over a small candle lantern, a heavy striking stone, and a steel rod the size of a large dagger. "Only the spark of this rod and stone can light the braziers of balance," he says dutifully. "May Kelemvor and Selûne protect you." The door shuts loudly behind you as the last of your group passes through it, and the sound of the lock being turned on the other side is ominous. You stand in a short hallway. To the south, a thick metal portcullis gate is rusted shut, showing only a dark corridor beyond. To the north, the hallway opens up into a small room. A burned-down campfire on the east side of the room suggests that this area was once a guard post of some sort. Next to the fire is a cloth knapsack that holds treasure left behind by a priest who once stood guard here. A large stone door with no handles stands to the north, with a large brass lever on the wall beside it. When the lever is pulled, a disturbingly loud scraping sound rings out. Dust billows as the thick stone door slides upward, revealing the area beyond. A magical torch around the corner of the hallway lights the way forward. Treasure Within the knapsack, the characters find a potion of healing that has the scent of brandy. Area 2: Central Intersection Two doors and an open corridor give the characters a choice of directions from this area. Two doors stand ahead of you—a metal portcullis gate to the west, and a stone door straight ahead to the north. Looking through the portcullis, another corridor extends some twenty feet before making a T-intersection. A brass lever stands beside the portcullis on the west wall. Where the passageway opens up to the east, it reveals both a larger room ahead and a statue of the god Kelemvor, its hands open as if it were holding something. A piece of carved marble sits on the floor at the statue's feet. Opposite the statue is a small alcove set with a pile of humanoid bones. Pulling the lever raises the creaking portcullis, but there is no sign of a mechanism for the stone door. No action or magic available to the characters can open the door, and any ability checks made to search or open it result in failure. (This door opens automatically after the characters turn a special key in area 8.) The bones are the remnants of undead skeletons destroyed by the Grave Robbers when they recently passed this way. Broken Seal. The piece of carved marble at the feet of the statue is the first of the crypt's broken seals. Area 3: Main Crypt This huge chamber is supported by arched pillars, and features a ceiling ten feet high. Three ornate sarcophagi stand along the far wall, one of which has had its lid removed. Two torches along the side walls fill the room with magical light, revealing open doors along the north and south walls. In the center of the room, a waist-high marble brazier is carved with the symbol of Kelemvor—and has a mutilated body sprawled before it. Wood is stacked and ready for lighting within the brazier, suggesting that the body might have been an acolyte attempting to light it. A scroll lies on the floor next to the body. With a successful DC 13 Wisdom (Perception) check, a character notices crouched figures lying in wait within the shadowed spaces between the sarcophagi. 4 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

