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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Wight Attack When the sarcophagus lid comes off, a wight in gleaming knight's armor stands up within and leaps to the attack. At the same time, the room's magical wards fill the area with a sickly, pulsing red light—and cause the door to slam shut unless it has been spiked open. The wight is weakened by the warding spells in the room, imposing disadvantage on its attack rolls. The wards also reduce it to 25 hit points for a 3rd-level party, or 35 hit points for a 4th-level party. Give it full hit points if facing a 5th-level party. Wards The magical wards are a boon to the characters, but their pulsing light can be distracting. Any creature that starts its turn in the room must succeed on a DC 10 Intelligence saving throw or have disadvantage on attack rolls until the start of its next turn. Dealing with the Door Any character standing in the entrance to this area when the door falls must decide which side of the door to move to. The character must also succeed on a DC 12 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be knocked prone. Any characters left in area 3 when the door falls can pull the lever to open it and join the fight. If all the characters are in area 5, the door can be opened manually (see "Features of the Crypts," above). After the fight, a successful DC 13 Intelligence (Investigation) check can be made to examine the door mechanism and locate a hidden latch that opens the door from inside. This check cannot be made in combat. Treasure The sarcophagus is set with four large sardonyx gemstones worth 10 gp each, all of which can easily be pried out. Area 6: Double Doors An intersection of corridors features two stone doors with a lever between them, a sarcophagus in an alcove, and a statue of Kelemvor with a broken seal in its hands. Nothing hinders the characters from easily claiming this seal—unless they open the doors first. Pulling the lever opens both doors simultaneously, revealing the entrance to area 7 as well as this area—a web-filled chamber whose occupants are not happy to be disturbed. Spider Hunt The side chamber is the nest of three giant wolf spiders, all of which attack at once. For a 4th-level party, give each spider 18 hit points. For a 5th-level party, give each spider 23 hit points. If any spider is reduced to 5 or fewer hit points, it scrambles to the back of the side chamber and disappears up one of several rough, narrow tunnels leading to the creatures' hunting grounds on the surface. Treasure Any search of the webs in the spiders' nest uncovers a purse holding 15 gp, as well as a fine shortsword with a silver handle and a tooled silver scabbard, probably of drow make and worth 20 gp. Area 7: Side Crypt A statue of Kelemvor with a broken seal at its feet stands along the east wall, while a brazier stands along the west wall. A tattered banner bearing the symbol of Kelemvor hangs on the wall above the brazier. Four ornate stone sarcophagi stand in the corners of the room, and in an alcove near the entrance. The sarcophagus in the far corner appears to have been broken in half. A successful DC 15 Wisdom (Perception) check reveals movement within the broken sarcophagus. Raging Zombie When any character moves more than halfway into the room, an enraged zombie leaps out of the broken sarcophagus, howling in hunger and racing toward the characters. Use the statistics of an ogre zombie for this more advanced foe, but the zombie is a Medium creature. For 6 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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