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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save, the creature takes 9 (2d8) piercing damage, or half as much damage on a successful save. A character searching the stairs and the dais notes the trap with a successful DC 13 Wisdom (Perception) check, and can easily step around it. A character climbing the stairs without searching spots the trap only if his or her passive Perception is 18 or higher. A character climbing the stairs at speed has no chance to spot the trap. Unfortunate Visitor The body being feasted on by the zombies wears the armor and regalia of a cleric, but has been mutilated beyond recognition. (The characters can learn later that this is one of the Grave Robbers. The last one of the group to climb down into this area, he was killed when his climbing rope broke.) Any character searching the north end of the room notes a pile of broken tile and stone on the ground next to thirty feet of rope with a frayed end. A hole in the ceiling above the pile connects to a rough tunnel leading aboveground, and has a short length of frayed rope visible where it's tied off around a rock spur. Turning the Key The large brass key is magically fitted to the keyhole underneath the bas relief of Kelemvor's symbol, and cannot be removed. When any character turns the key, the scales in the bas relief magically right themselves, and the characters hear the faint sound of a stone door grinding open in the distance, back toward the entrance. (This is the means by which the characters gain entrance to area 9 and the levels below.) Turning the key back in the other direction puts the scales out of balance once more and closes the door into area 9. Otherwise, after one hour, the key magically turns back, the scales go out of balance once more, and the door to area 9 automatically closes. (The Grave Robbers knew of the key's function before entering the chapel through the hole in the ceiling. They quickly turned the key, then fled through this area to avoid fighting the undead here.) Treasure The dead cleric wears a breastplate in good condition, but it's in bad need of cleaning. If the body is rolled over, the characters find a pouch with a broken potion vial in it, but the body's weapons and pack are gone (quickly grabbed up by the Grave Robbers when they fled this area). Area 9: Dark Stairs When the adventurers return to the central intersection (area 2) after turning the key on the dais in area 8, they will see that the stone door to the north has opened as a result. Beyond the door stands a small room with a lever next to another stone door, already open. Beyond that door, a set of steep stairs leads down into darkness. A character making a successful DC 12 Wisdom (Perception) check notes that the second door has been wedged with a spike to keep it open. The door from area 2 was likewise spiked, but the spike was shattered when the door magically closed. A successful DC 13 Wisdom (Perception) check discovers a hidden latch that opens the door to area 2 from inside this area. 8 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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