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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a 4th-level party, increase the zombie's Armor Class to 9. For a 5th-level party, increase the zombie's Armor Class to 10. Treasure The broken sarcophagus holds three tattered devotional scrolls (worth 10 gp total to a temple), and a silver necklace featuring a symbol of Torm (50 gp). Area 8: Chapel The characters are likely to see this area in two stages, interrupted by a fight with the chapel's skeletal guardians. The corridor opens up to a large chamber with the look of a chapel. Its arched ceiling rises to a height of thirty feet, and magical light shines from the north. The southwest corner of the chamber holds seven plain sarcophagi with wooden coffins stacked between them, many of those rotten and broken open. A large support pillar has a statue of Kelemvor next to it, with a broken seal at its feet. Bones are scattered everywhere, but of more immediate concern are the skeletons that step out from behind the pillar, racing forward to attack. Wandering Skeletons The six skeletons in the initial part of the room attack any creatures they can see, and should interfere with the characters' attempts to claim the broken seal or push farther into the room. For a 4th-level party, use eight skeletons. For a 5th-level party, use fourteen skeletons. Getting to the Brazier Characters who move far enough into the room to see the brazier on the dais will likely get the idea to rush for that area ahead of the skeletons, then light the brazier as the undead close in. Two things stand in their way, though—the zombies in the western alcove, and a spike trap at the top of the dais stairs (in the square indicated on the map). Further Exploration As the characters move farther into the room (whether during the skeleton fight or after that fight is done), reveal the details of the rest of the chapel. Depending on where the characters go, you might read or paraphrase only parts of the following text. Wide alcoves before the dais are each set with a stone sarcophagus and lit by a magical torch. The western alcove is occupied by zombies, hunched over something on the floor between them and seemingly oblivious to your presence. Standing between a pair of pillars, another statue holds a cracked seal in its hands. A ten-foot-deep dais to the north rises six feet above the floor, lit by a magical torch and reached by a short flight of steps. A brazier stands at the center of the dais, with a bas relief of a set of Kelemvor scales carved above it. Oddly, the scales are tipped to the left, where Kelemvor's symbol normally shows them in balance. A large brass key is set into the wall beneath the symbol. Zombie Diners With a fresh meal in front of them, the two zombies ignore the party's fight with the skeletons, not attacking until the first character approaches to within 10 feet of the northernmost statue, or if they are attacked first. For a 4th-level party, use four zombies. For a 5th-level party, use six zombies. Stair Trap At the top of the stairs, a hidden pressure plate triggers a mechanical trap. Any creature that steps on the trap causes a cluster of spikes to shoot up into their feet, and must make a DC 14 Dexterity saving throw. On a failed 7 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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