Curwen Crypt pt 2

April 19, 2019
Dungeon
Map
Horror

Ostia Crypt

Concept- The Curwen family, an ancient line of Vampire Hunters, has been destroyed. Only one member of their house (one of my players), survived, secreted away in an orphanage far from his ancestral home. This survivor has been awakened to his destiny, and sent a message by one of the Curwen's patron Gods. He must travel to several sacred sites, and re-consecrate the shrines there. This is the first site; a shrine to Pelor that lies at the back of an ancient crypt in the city of Ostia (roughly equivalent to Waterdeep in my setting). The Crypt was overrun, abandoned and sealed in a hurry during the waning days of The Family. Since then, the dark forces within The Crypt have corrupted and perverted it to their own tastes.

Of course, you can run it without any of that flavor and context. It still makes for a nice formerly holy site. This is intended for a party of 4-5 at level 5-10. Scale appropriately.

I intended this dungeon to require Mordenkainen's Tome of Foes and the Monster Manual. I tend to hand out magic items like candy, so my players are on the lower end of the difficulty scale for this dungeon.

Deities- In my setting, I have taken a few liberties with some of the more standard deities.

Aurora – Goddess of the dawn, rainbows and hope. Daughter of Pelor and Eldatha. Mother of the Sun Elves with Corellon Larethian. Hates vampires, and Mephistopheles. Considered the most beautiful goddess, besides her godmother, Tatiana.

Ilmater – God of self-sacrifice and suffering. Patron of the downtrodden and oppressed. In my setting, he is something of an analog to Jesus Christ.

Kellemvor – God of death, ghosts and intercessor for mortals. Kellemvor was the first mortal to die, and was made into a deity by “The Reaper”, to be the companion and consort of his “daughter”, The Raven Queen. He is the intercessor between mortal kind and The Raven Queen. It is by Kellemvor’s discretion that spirits are allowed to linger as ghosts after death. He hates necromancers, for raising the dead is his power alone.

Pelor – God of the sky and sunlight. Married to Eldatha, and father of Aurora. Patron of humanity and the Sun Elves. During the Age of Titans, was close friends with Orpheus Latonides, Bahamut, Moradin, Corellon and Asmodeus. He is somewhat analogous to the Abrahamic God.

Raven Queen – Goddess of death and judgement. She is impartial and impassive; death is the natural transition to the next world. Hates necromancers, and all who seek to return to life after their own natural end. Kellemvor is her consort, and sometimes conscience. She is considered to be the chief judge of the dead. Some believe her to be a child of, or a kind of extension of “The Reaper”.

Sedna – A tortured goddess of the sea who guards the depths below from the monstrosities of the deep. Sedna accepts the corruption of corpses and purges evil from them. She is the patron of Tritons, and appears as a woman or Triton who is missing her fingers. She is a dark goddess who employs warlocks and paladins to produce blood sacrifices that keep even worse horrors sealed within her depths. She is associated with Umberlee.

Tatiana - Queen of Summer”, “Lady of Life” and “Maker of Eladrin”. The second titan, and the physical embodiment of life itself. Lives in the Feywild, and is Queen of The Summer Court. Many speculate at the limits of her power, but few care to test it. Though she is called the Lady of Life, she has borne very few children of her own body (One of those being the late Corellon Larethian). She is capricious and fickle as she is beautiful. She is married to King Oberon. Currently in mourning over the loss of her firstborn. Few understand, or even remember, that there is a subtle difference between Tatiana and Titania.

Tyr – Twin brother of Torm. God of courage, truth and integrity. Called the “Lord of Noble Ambition”. Guardian against corruption and death. A patron of the military, and friend of Bahamut. Often associated with The Red Knight; they are either lovers or friendly rivals (or both).

The Ostia Crypt

Description of Entrance- The Curwen family crypt in Ostia is a series of limestone caves cut into a hillside in the oldest part of the public cemetery. A great limestone rock covers the entrance to the caves. Carved into the rock is the figure of a generic paladin in armor, with the sun overhead. Below him is the epitaph, “I stand watch until I see the glory of my lord.”

DM Info- The rock cannot be moved unless the sun is shining on it, or unless the daylight spell is cast at level 4. Once the sun goes down, or when the Daylight spell ends, the stone will roll back in to place. For the purposes of Dispel Magic, this is a 6th level spell. If the magic on this stone is dispelled, it will return after 24 hours.

Entryway

Description- The bright light of day shines through the entrance to the tomb. There is a small, narrow doorway leading into the side of the hill. A solid, silver door depicts the same generic paladin as outside. Arching over the soldier is a crescent moon and stars. Below him is an epitaph “I stand watch while my brother rests. When I am at rest, my brother remains vigilant.”

DM Info- The silver door cannot be opened unless the sun has gone down, and the stone has rolled back in to place. The door will not open while Daylight is going. A Darkness spell at Level 4 can trick the door into opening. For the purposes of Dispel Magic, this is a 6th level spell. If the magic on this door is dispelled, it will return after 24 hours.

Hallway 1

Description- As soon as the seal of the silver door is broken, an absolutely foul stench fills your nostrils. Every twenty feet is a snuffed torch in a sconce. The darkness of the tomb seems to devour all light that enters.

DM Info- The stench of this place is caused by a Corpse Flower in room 6. As the players get closer to it, the stench will increase. Every twenty feet, there is a torch in a sconce on the wall. Each sconce has a level 3 Darkness enchantment on it, which absorbs all light in the tomb. Unless something is done about this darkness, all Perception checks relying on vision are made at disadvantage, unless the player has Superior Darkvision. Feel free to be more punishing about this. Door I is carved into the wall and enchanted to make it quite difficult to see, unless it is open. A difficult Perception check will reveal the door, but it will not open until the Vampiric Mist near location A is defeated. If Doorway I is revealed, read the following description.

Description of Doorway I (Once Revealed) - The same paladin as on the outside door is depicted. However, this paladin is seen standing over a pile of corpses. “I stand watch until victory has been assured.”

Locations A & G

DM Info- There is a Vampiric Mist lurking at the end of this dead-end. It has dripped blood throughout this hallway. As the players approach the location of the Vampiric Mist, they might notice that, in addition to the putrid smell of the Corpse Flower, there is also a coppery or metallic smell of copious amounts of fresh blood. Any character that notices the smell may make a Survival or Arcana check to identify what may be the cause of that smell. A moderate Perception check will note drips of blood on the floor shortly before the Vampiric Mist strikes. Location G is a caved in doorway that is impassable. The Vampiric Mist may decide to strike the players there if they spend too much time trying to clear the rubble.

Room 1

Description- The entrance to this room is another solid silver door. This door depicts Aurora, Pelor, Illmater, The Raven Queen, Kellemvor, Sedna and Tyr standing together. Each of them is standing in an offensive/attacking manner. Pelor is brandishing his spear, Aurora is casting a spell, Illmater is flanked by a lion, The Raven Queen and Kellemvor are circled by ravens, Sedna grasps a twisted blade, and Tyr holds his shield. Below them it says, “May rest be found here.”

DM Info- Any player you would consider as “undead” should take radiant damage by entering this room, unless they are somehow protected by The Raven Queen or Kellemvor. If the undead player attempts to sleep in a sarcophagus, except for The Raven Queen one, they should not receive the benefits of the rest. Up to you to add additional damage. Any undead that follows the players into this room should make all attacks at disadvantage.

Inside Description- This is a small chapel, with 5 large, ornate sarcophagi. Each limestone sarcophagus is decorated with a more detailed image of one of the gods on the doorway. The pervasive stench of decay does not penetrate into this room. At the foot of each sarcophagus is a small altar, themed to their respective gods.

Aurora/Pelor – This sarcophagus is decorated with tiny gemstones, depicting a rainbow over a rising, bronze sun. Aurora stands next to Pelor, both of them wearing solar crowns. Pelor holds a radiant spear; Aurora’s hands swirl with magic. The inside of this sarcophagus smells like the grass after a rain.

Illmater – This sarcophagus is carved in extreme detail. The main carving on the lid is a roaring lion, the sacred beast of Ilmater. Other pictures on the lid depict various pains that Ilmater has undertaken in order to benefit mankind. The inside of the sarcophagus smells like sawdust, and the warm fur of an animal.

Raven Queen/Kellemvor – This granite sarcophagus depicts The Raven Queen on her throne in silver inlay. Kellemvor stands at her right hand, whispering in to her ear. Ravens appear at various places around the sarcophagus. The inside of this sarcophagus smells like incense and resin that is commonly burned at funerals.

Sedna – This sarcophagus shows Sedna below the sea, guarding a wall. Behind the wall is a great beast with wings and tentacles. The inside of this sarcophagus smells like salt, sand and kelp.

Tyr – Various depictions of Tyr triumphantly slaying monsters. The inside of this sarcophagus smells like aromatic oil that is used on saddles.


DM Info- A low-moderate Arcana check will reveal that the runes on the sarcophagi are very powerful abjuration magic. A moderate Religion check will reveal that each of these divine depictions is a classic depiction of that God in a protective manner. The sarcophagi are safe to sleep inside, so long as they are closed (though this is not readily apparent without Identify being used).

Location F

DM Info- Three Oblex Spawn cling to the walls here. As the players approach it, the air should smell more heavily of sulfur. A difficult Arcana check should be required to differentiate Oblex Spawn apart from normal ooze, unless a player is sufficiently familiar with ooze and Oblex. If the players brandish any fire, the Oblex Spawn will immediately retreat through cracks in the wall to the south side of the rubble in Location G.

Hallway I

Description- The pervasive darkness of this tomb continues through this hallway. A light smell of sulfur adds to the stink of corpses and putrification.

DM Info- As the players approach the northern doorway to Room 2, a very heavy stink of sulfur fills their nostrils. If the players found the Oblex Spawn at location F, then they might realize what awaits them inside Room 2.

Room 2

Door Description- This stone door depicts a corpse laying on a table. A single Raven stands on the corpse. Other carrion birds circle above the corpse. The stench of sulfur begins to overwhelm the other wretched scents of this place. “Here, the dead are made to stay dead.”

Inside Description- There is a large table made of consecrated and runed steel. Straps made of hemp rope can be adjusted to hold a corpse or undead. Currently, there is a skeleton strapped down. There are several large pots around the room. Three chests are lined up against the western wall. There is a stone pyre on the South wall, with a stack of yew logs next to it. Three bird cages are hung from the ceiling; the bones of sacred ravens lie on the floors inside.

DM Info- The floor and walls either side of this door are enchanted with powerful fire magic, to keep the Adult Oblex contained within. A DC-16 perception check will reveal the evocation runes that have been stealthily etched into the walls. Any creature that enters the space around the doors will have a Fire Bolt cantrip cast upon them (damage level appropriate to the player level) assume a +9 to the fire bolt attack. This same enchantment surrounds the door on the south side of room 2. The stink of sulfur will dissipate once the Oblex is defeated.

DC-14 Perception: A female Moon Elf is hiding behind one of the large pots.

DM Info- A low Religion check should tell the players that this is a room where desecrated corpses were once purified and prepared for burial. The pots contain the remains of sacred oils, resins and powders (Including myrrh, garlic, mistletoe and powdered sandalwood). After the players have all entered the room, the door should slam shut behind them. The Moon Elf is actually a simulacrum controlled by an adult Oblex hiding inside one of the pots (the tendril should be excessively hard to spot, unless the players light up the room). The Oblex should not hide in a pot near the moon elf. Her goal is to get the players to deactivate the fire charms that keep her trapped in here. Alternatively, she should try to get within melee range and strike one of the players. She will avoid fire. After the Oblex is defeated, the ghost of the moon elf will appear and ask them to burn her body on the pyre. If the players release the skeleton, or damage the hemp rope, before defeating the Oblex, then the skeleton will animate and attack. Do not forget that the south door out of this room is also runed for fire.

Chest 1 - Contains various blades and instruments for cutting apart a body.

Chest 2 -  Contains an alchemy jug.

Chest 3 - Contains various implements that can be used to test for a vampire (A mirror, sharpened stakes, a bag of beads, a few vials of garlic oil).

Hallway B

Description- The darkness continues through this set of hallways.

DC-15 Perception: As you approach a fork in the hallways, you can smell the coppery-metallic scent of fresh blood to the south. To the east, the rotten stench increases. The entire hallway is spattered in dried blood.

Location B1 Description- The corpse of an Eladrin male lies slumped against the wall. A wooden spike through his shoulder keeps him pinned to the wall.

DM Info- Locations B1 & B2 dead-ends. The players should find the corpse of a Vampire Spawn staked into the wall at location B1. The Vampire Mist is at location B2. If the players unstake and remove the garlic from the mouth of the Vampire Spawn before defeating the Vampire Mist, the Spawn will attack. If the players remove the garlic from his mouth first, he will become conscious and attempt to bite, but he will be unable to move unless he is unstaked. The Eladrin Vampire Spawn may use Fey Step. The Vampire Mist will stalk the players if they make much noise in Hallway B, or if the Spawn is awakened. The players may notice the Mist’s approach by a light dripping sound, or by the smell of copper.

Location H Description- A thick, acidic miasma hangs over this hallway. The metal door here is highly polished, but the handle has been destroyed. Whatever may have once been depicted on it has been eroded to nothing.

DM Info- A Grey Ooze lurks inside the porous limestone walls of location H. It will attack whoever examines or attempts to open the door at Location H.

Room 3

Door Description- The great stench of the crypt is lessened here. A funerary feast is depicted upon this door. Cups with various holy symbols are raised to honor the fallen dead. A hemp rope is tied around the door handle. A dull thudding can be heard from the other side.

DM Info- There are 12 zombies on the other side of this door. If the hemp seal is compromised in any way, they will spill out and begin attacking the players.

Inside Description- This room has been utterly destroyed by zombies. It was once a grand hall, where funerary feasts could have been held. Tapestries are torn to pieces and stained by the filth of zombies. Multiple skeletons litter the room; the bones have clearly been gnawed on.

Room 4

West Door Description- This is a solid silver door. Very primitive artwork depicts a fanged Eladrin stalking a crowned female Eladrin. A “sunrise in the west” upon the door implies the Feywild.

Inside Description- This room contains five cages made of runed steel. Four cages are empty, and their runes are compromised in some fashion. A fifth cage contains the pale corpse of an Eladrin female. Sharpened wooden stakes and spears are leaned up against a wall. Two runed spiked collars are also against the wall.

DM Info- This is a room for specifically holding Eladrin vampires. The cages prevent teleportation of any kind. The Eladrin Vampire Spawn will attack if anyone comes within melee range. The spiked collars can prevent teleportation of the creature held by them.   

North Door Description- This is a solid silver door; same primitive art style. The same “western sunrise” is depicted. Two crowned, fanged Eldarin stand together, with a host behind them.

East Door Description- This is a solid silver door; same primitive art style. An Eladrin with a crown, and the western sun behind her is banishing the fanged Eladrin to a boat.

DM Info- These doors depict a legend in my setting that concern the earliest vampires. Near the Dawn of Time, a vampire named Nergal corrupted the Eladrin race. One of his victims was the primal Queen of The Feywild, Titania. His victory was nearly complete, but the primal force of life within Titania split from her and coalesced into Tatiana, the current Queen of the Feywild. Nergal and Titania were banished by Queen Tatiana and King Oberon. Later, upon hearing of the destruction they wreaked upon mortals, Tatiana would send her knights out to the mortal realms to kill the two vampires. In my setting, this dungeon is step one of a quest to finish off Nergal and Titania.

Room 5

Door Description- This solid silver door depicts the fanged male Eladrin, and another third fanged Eladrin kneeling before him.

DM Info-  This door will explode if the doorknob is touched by a gloved hand, or if it is touched by an undead. Treat it as though a fireball spell occurred centered on the door.

Room Description- An Eladrin is crucified to a cross made of yew. A knocked over podium is on the floor. Several chairs are strewn about the room.

DM Info- This is a vampire named Irkalla. He was once an Eladrin who served Nergal, the male vampire on the doors. He does not know how long he has been down here, but he speculates it has been at least a century or two, based on the generations of inquisitors that used to visit. He is unsure why the Curwens didn’t execute him when they were locking down the crypt. Perhaps they forgot him in their haste? His goal is to get the players to unstake him and let him leave. If unstaked, he will not attack the players, because he needs their help to cross the silver doorways. If he is unstaked, he will be very grateful and he will warn them about the vampire spawn in the hallway ahead, and about the Corpse Flower. He does not know how the spawn bypassed the silver doorways. If fully released, he will flee and return to his master, Nergal.

Hallway C

Description – As with all the other hallways, light seems to be devoured and absorbed here. The stench of purification increases dramatically here.

DM Info- As the players approach Room 6, sickly, small tendrils of the corpse flower may reach out of the floor or walls to grasp at the players and scratch them mildly. Do Dexterity Saves to avoid. If players are grabbed, they should take 1d4 slashing damage. At locations C, D, and E, they players should be ambushed by Eladrin Vampire Spawn.

Room 6

Door Description – The paladin from the entryway is depicted on this stone door.

DM Info- This door is talking and magical. The floor immediately in front of it is covered in runes that effectively cast zone of truth on anyone standing there. The door will not listen to what anyone says, unless they stand on those runes. The door will not open, unless the players

  1. Swear that they are not corrupted by undeath.
  2. Are willing and capable of killing the corpse flower inside.
  3. Understand that once they go inside, he will not open for them to flee, unless the corpse flower is dealt with.

Inside Description – An absolutely overpowering smell of corruption and death fills your nostrils as the door swings open. A flowering mass of green, slimy tentacles and sickly, red flowers writhes about on the floor. Six corpses are impaled up the thorns of the flower’s vines.

DM Info- This is a Corpse Flower. Once it is dead, this room was once clearly a shrine to Pelor. The players may reconsecrate this shrine to Pelor, and find the following treasure inside the altar. They may not claim the treasure without reconsecrating the shrine.

  • Mithril scaled armor
  • Two silvered weapons (appropriate to the party)
  • Staff of Daylight with 3 charges that recharge 1d4 at dawn every day. Extra charges may be spent to cast Daylight at higher levels.

Ostia Crypt

Concept- The Curwen family, an ancient line of Vampire Hunters, has been destroyed. Only one member of their house (one of my players), survived, secreted away in an orphanage far from his ancestral home. This survivor has been awakened to his destiny, and sent a message by one of the Curwen's patron Gods. He must travel to several sacred sites, and re-consecrate the shrines there. This is the first site; a shrine to Pelor that lies at the back of an ancient crypt in the city of Ostia (roughly equivalent to Waterdeep in my setting). The Crypt was overrun, abandoned and sealed in a hurry during the waning days of The Family. Since then, the dark forces within The Crypt have corrupted and perverted it to their own tastes.

Of course, you can run it without any of that flavor and context. It still makes for a nice formerly holy site. This is intended for a party of 4-5 at level 5-10. Scale appropriately.

I intended this dungeon to require Mordenkainen's Tome of Foes and the Monster Manual. I tend to hand out magic items like candy, so my players are on the lower end of the difficulty scale for this dungeon.

A note about my deities

In my setting, I have taken a few liberties with some of the more standard deities.

Aurora – Goddess of the dawn, rainbows and hope. Daughter of Pelor and Eldatha. Mother of the Sun Elves with Corellon Larethian. Hates vampires, and Mephistopheles. Considered the most beautiful goddess, besides her godmother, Tatiana.

Ilmater – God of self-sacrifice and suffering. Patron of the downtrodden and oppressed. In my setting, he is something of an analog to Jesus Christ.

Kellemvor – God of death, ghosts and intercessor for mortals. Kellemvor was the first mortal to die, and was made into a deity by “The Reaper”, to be the companion and consort of his “daughter”, The Raven Queen. He is the intercessor between mortal kind and The Raven Queen. It is by Kellemvor’s discretion that spirits are allowed to linger as ghosts after death. He hates necromancers, for raising the dead is his power alone.

Pelor – God of the sky and sunlight. Married to Eldatha, and father of Aurora. Patron of humanity and the Sun Elves. During the Age of Titans, was close friends with Orpheus Latonides, Bahamut, Moradin, Corellon and Asmodeus. He is somewhat analogous to the Abrahamic God.

Raven Queen – Goddess of death and judgement. She is impartial and impassive; death is the natural transition to the next world. Hates necromancers, and all who seek to return to life after their own natural end. Kellemvor is her consort, and sometimes conscience. She is considered to be the chief judge of the dead. Some believe her to be a child of, or a kind of extension of “The Reaper”.

Sedna – A tortured goddess of the sea who guards the depths below from the monstrosities of the deep. Sedna accepts the corruption of corpses and purges evil from them. She is the patron of Tritons, and appears as a woman or Triton who is missing her fingers. She is a dark goddess who employs warlocks and paladins to produce blood sacrifices that keep even worse horrors sealed within her depths. She is associated with Umberlee.

Tatiana - Queen of Summer”, “Lady of Life” and “Maker of Eladrin”. The second titan, and the physical embodiment of life itself. Lives in the Feywild, and is Queen of The Summer Court. Many speculate at the limits of her power, but few care to test it. Though she is called the Lady of Life, she has borne very few children of her own body (One of those being the late Corellon Larethian). She is capricious and fickle as she is beautiful. She is married to King Oberon. Currently in mourning over the loss of her firstborn. Few understand, or even remember, that there is a subtle difference between Tatiana and Titania.

Tyr – Twin brother of Torm. God of courage, truth and integrity. Called the “Lord of Noble Ambition”. Guardian against corruption and death. A patron of the military, and friend of Bahamut. Often associated with The Red Knight; they are either lovers or friendly rivals (or both).

The Ostia Crypt

Description of Entrance- The Curwen family crypt in Ostia is a series of limestone caves cut into a hillside in the oldest part of the public cemetery. A great limestone rock covers the entrance to the caves. Carved into the rock is the figure of a generic paladin in armor, with the sun overhead. Below him is the epitaph,

“I stand watch until I see the glory of my lord.”

DM Info- The rock cannot be moved unless the sun is shining on it, or unless the daylight spell is cast at level 4. Once the sun goes down, or when the Daylight spell ends, the stone will roll back in to place. For the purposes of Dispel Magic, this is a 6th level spell. If the magic on this stone is dispelled, it will return after 24 hours.

Entryway

Description- The bright light of day shines through the entrance to the tomb. There is a small, narrow doorway leading into the side of the hill. A solid, silver door depicts the same generic paladin as outside. Arching over the soldier is a crescent moon and stars. Below him is an epitaph

“I stand watch while my brother rests. When I am at rest, my brother remains vigilant.”

DM Info- The silver door cannot be opened unless the sun has gone down, and the stone has rolled back in to place. The door will not open while Daylight is going. A Darkness spell at Level 4 can trick the door into opening. For the purposes of Dispel Magic, this is a 6th level spell. If the magic on this door is dispelled, it will return after 24 hours.

Hallway 1

Description- As soon as the seal of the silver door is broken, an absolutely foul stench fills your nostrils. Every twenty feet is a snuffed torch in a sconce. The darkness of the tomb seems to devour all light that enters.

DM Info- The stench of this place is caused by a Corpse Flower in room 6. As the players get closer to it, the stench will increase. Every twenty feet, there is a torch in a sconce on the wall. Each sconce has a level 3 Darkness enchantment on it, which absorbs all light in the tomb. Unless something is done about this darkness, all Perception checks relying on vision are made at disadvantage, unless the player has Superior Darkvision. Feel free to be more punishing about this. Door I is carved into the wall and enchanted to make it quite difficult to see, unless it is open. A difficult Perception check will reveal the door, but it will not open until the Vampiric Mist near location A is defeated. If Doorway I is revealed, read the following description.

Description of Doorway I (Once Revealed) - The same paladin as on the outside door is depicted. However, this paladin is seen standing over a pile of corpses.

“I stand watch until victory has been assured.”

Locations A & G

DM Info- There is a Vampiric Mist lurking at the end of this dead-end. It has dripped blood throughout this hallway. As the players approach the location of the Vampiric Mist, they might notice that, in addition to the putrid smell of the Corpse Flower, there is also a coppery or metallic smell of copious amounts of fresh blood. Any character that notices the smell may make a Survival or Arcana check to identify what may be the cause of that smell. A moderate Perception check will note drips of blood on the floor shortly before the Vampiric Mist strikes. Location G is a caved in doorway that is impassable. The Vampiric Mist may decide to strike the players there if they spend too much time trying to clear the rubble.

Room 1

Description- The entrance to this room is another solid silver door. This door depicts Aurora, Pelor, Illmater, The Raven Queen, Kellemvor, Sedna and Tyr standing together. Each of them is standing in an offensive/attacking manner. Pelor is brandishing his spear, Aurora is casting a spell, Illmater is flanked by a lion, The Raven Queen and Kellemvor are circled by ravens, Sedna grasps a twisted blade, and Tyr holds his shield.

Below them it says,

“May rest be found here.”

DM Info- Any player you would consider as “undead” should take radiant damage by entering this room, unless they are somehow protected by The Raven Queen or Kellemvor. If the undead player attempts to sleep in a sarcophagus, except for The Raven Queen one, they should not receive the benefits of the rest. Up to you to add additional damage. Any undead that follows the players into this room should make all attacks at disadvantage.

Inside Description- This is a small chapel, with 5 large, ornate sarcophagi. Each limestone sarcophagus is decorated with a more detailed image of one of the gods on the doorway. The pervasive stench of decay does not penetrate into this room. At the foot of each sarcophagus is a small altar, themed to their respective gods.

Aurora/Pelor – This sarcophagus is decorated with tiny gemstones, depicting a rainbow over a rising, bronze sun. Aurora stands next to Pelor, both of them wearing solar crowns. Pelor holds a radiant spear; Aurora’s hands swirl with magic. The inside of this sarcophagus smells like the grass after a rain.

Illmater – This sarcophagus is carved in extreme detail. The main carving on the lid is a roaring lion, the sacred beast of Ilmater. Other pictures on the lid depict various pains that Ilmater has undertaken in order to benefit mankind. The inside of the sarcophagus smells like sawdust, and the warm fur of an animal.

Raven Queen/Kellemvor – This granite sarcophagus depicts The Raven Queen on her throne in silver inlay. Kellemvor stands at her right hand, whispering in to her ear. Ravens appear at various places around the sarcophagus. The inside of this sarcophagus smells like incense and resin that is commonly burned at funerals.

Sedna – This sarcophagus shows Sedna below the sea, guarding a wall. Behind the wall is a great beast with wings and tentacles. The inside of this sarcophagus smells like salt, sand and kelp.

Tyr – Various depictions of Tyr triumphantly slaying monsters. The inside of this sarcophagus smells like aromatic oil that is used on saddles.

DM Info- A low-moderate Arcana check will reveal that the runes on the sarcophagi are very powerful abjuration magic. A moderate Religion check will reveal that each of these divine depictions is a classic depiction of that God in a protective manner. The sarcophagi are safe to sleep inside, so long as they are closed (though this is not readily apparent without Identify being used).

Location F

DM Info- Three Oblex Spawn cling to the walls here. As the players approach it, the air should smell more heavily of sulfur. A difficult Arcana check should be required to differentiate Oblex Spawn apart from normal ooze, unless a player is sufficiently familiar with ooze and Oblex. If the players brandish any fire, the Oblex Spawn will immediately retreat through cracks in the wall to the south side of the rubble in Location G.

Hallway I

Description- The pervasive darkness of this tomb continues through this hallway. A light smell of sulfur adds to the stink of corpses and putrification.

DM Info- As the players approach the northern doorway to Room 2, a very heavy stink of sulfur fills their nostrils. If the players found the Oblex Spawn at location F, then they might realize what awaits them inside Room 2.

Room 2

Door Description- This stone door depicts a corpse laying on a table. A single Raven stands on the corpse. Other carrion birds circle above the corpse. The stench of sulfur begins to overwhelm the other wretched scents of this place.

“Here, the dead are made to stay dead.”

Inside Description- There is a large table made of consecrated and runed steel. Straps made of hemp rope can be adjusted to hold a corpse or undead. Currently, there is a skeleton strapped down. There are several large pots around the room. Three chests are lined up against the western wall. There is a stone pyre on the South wall, with a stack of yew logs next to it. Three bird cages are hung from the ceiling; the bones of sacred ravens lie on the floors inside.

DM Info- The floor and walls either side of this door are enchanted with powerful fire magic, to keep the Adult Oblex contained within. A DC-16 perception check will reveal the evocation runes that have been stealthily etched into the walls. Any creature that enters the space around the doors will have a Fire Bolt cantrip cast upon them (damage level appropriate to the player level) assume a +9 to the fire bolt attack. This same enchantment surrounds the door on the south side of room 2. The stink of sulfur will dissipate once the Oblex is defeated.

DC-14 Perception: A female Moon Elf is hiding behind one of the large pots.

DM Info- A low Religion check should tell the players that this is a room where desecrated corpses were once purified and prepared for burial. The pots contain the remains of sacred oils, resins and powders (Including myrrh, garlic, mistletoe and powdered sandalwood). After the players have all entered the room, the door should slam shut behind them. The Moon Elf is actually a simulacrum controlled by an adult Oblex hiding inside one of the pots (the tendril should be excessively hard to spot, unless the players light up the room). The Oblex should not hide in a pot near the moon elf. Her goal is to get the players to deactivate the fire charms that keep her trapped in here. Alternatively, she should try to get within melee range and strike one of the players. She will avoid fire. After the Oblex is defeated, the ghost of the moon elf will appear and ask them to burn her body on the pyre. If the players release the skeleton, or damage the hemp rope, before defeating the Oblex, then the skeleton will animate and attack. Do not forget that the south door out of this room is also runed for fire.

Chest 1 - Contains various blades and instruments for cutting apart a body.

Chest 2 -  Contains an alchemy jug.

Chest 3 - Contains various implements that can be used to test for a vampire (A mirror, sharpened stakes, a bag of beads, a few vials of garlic oil).

Hallway B

Description- The darkness continues through this set of hallways.

DC-15 Perception: As you approach a fork in the hallways, you can smell the coppery-metallic scent of fresh blood to the south. To the east, the rotten stench increases. The entire hallway is spattered in dried blood.

Location B1 Description- The corpse of an Eladrin male lies slumped against the wall. A wooden spike through his shoulder keeps him pinned to the wall.

DM Info- Locations B1 & B2 dead-ends. The players should find the corpse of a Vampire Spawn staked into the wall at location B1. The Vampire Mist is at location B2. If the players unstake and remove the garlic from the mouth of the Vampire Spawn before defeating the Vampire Mist, the Spawn will attack. If the players remove the garlic from his mouth first, he will become conscious and attempt to bite, but he will be unable to move unless he is unstaked. The Eladrin Vampire Spawn may use Fey Step. The Vampire Mist will stalk the players if they make much noise in Hallway B, or if the Spawn is awakened. The players may notice the Mist’s approach by a light dripping sound, or by the smell of copper.

Location H Description- A thick, acidic miasma hangs over this hallway. The metal door here is highly polished, but the handle has been destroyed. Whatever may have once been depicted on it has been eroded to nothing.

DM Info- A Grey Ooze lurks inside the porous limestone walls of location H. It will attack whoever examines or attempts to open the door at Location H.

Room 3

Door Description- The great stench of the crypt is lessened here. A funerary feast is depicted upon this door. Cups with various holy symbols are raised to honor the fallen dead. A hemp rope is tied around the door handle. A dull thudding can be heard from the other side.

DM Info- There are 12 zombies on the other side of this door. If the hemp seal is compromised in any way, they will spill out and begin attacking the players.

Inside Description- This room has been utterly destroyed by zombies. It was once a grand hall, where funerary feasts could have been held. Tapestries are torn to pieces and stained by the filth of zombies. Multiple skeletons litter the room; the bones have clearly been gnawed on.

Room 4

West Door Description- This is a solid silver door. Very primitive artwork depicts a fanged Eladrin stalking a crowned female Eladrin. A “sunrise in the west” upon the door implies the Feywild.

Inside Description- This room contains five cages made of runed steel. Four cages are empty, and their runes are compromised in some fashion. A fifth cage contains the pale corpse of an Eladrin female. Sharpened wooden stakes and spears are leaned up against a wall. Two runed spiked collars are also against the wall.

DM Info- This is a room for specifically holding Eladrin vampires. The cages prevent teleportation of any kind. The Eladrin Vampire Spawn will attack if anyone comes within melee range. The spiked collars can prevent teleportation of the creature held by them.   

North Door Description- This is a solid silver door; same primitive art style. The same “western sunrise” is depicted. Two crowned, fanged Eldarin stand together, with a host behind them.

East Door Description- This is a solid silver door; same primitive art style. An Eladrin with a crown, and the western sun behind her is banishing the fanged Eladrin to a boat.

DM Info- These doors depict a legend in my setting that concern the earliest vampires. Near the Dawn of Time, a vampire named Nergal corrupted the Eladrin race. One of his victims was the primal Queen of The Feywild, Titania. His victory was nearly complete, but the primal force of life within Titania split from her and coalesced into Tatiana, the current Queen of the Feywild. Nergal and Titania were banished by Queen Tatiana and King Oberon. Later, upon hearing of the destruction they wreaked upon mortals, Tatiana would send her knights out to the mortal realms to kill the two vampires. In my setting, this dungeon is step one of a quest to finish off Nergal and Titania.

Room 5

Door Description- This solid silver door depicts the fanged male Eladrin, and another third fanged Eladrin kneeling before him.

DM Info-  This door will explode if the doorknob is touched by a gloved hand, or if it is touched by an undead. Treat it as though a fireball spell occurred centered on the door.

Room Description- An Eladrin is crucified to a cross made of yew. A knocked over podium is on the floor. Several chairs are strewn about the room.

DM Info- This is a vampire named Irkalla. He was once an Eladrin who served Nergal, the male vampire on the doors. He does not know how long he has been down here, but he speculates it has been at least a century or two, based on the generations of inquisitors that used to visit. He is unsure why the Curwens didn’t execute him when they were locking down the crypt. Perhaps they forgot him in their haste? His goal is to get the players to unstake him and let him leave. If unstaked, he will not attack the players, because he needs their help to cross the silver doorways. If he is unstaked, he will be very grateful and he will warn them about the vampire spawn in the hallway ahead, and about the Corpse Flower. He does not know how the spawn bypassed the silver doorways. If fully released, he will flee and return to his master, Nergal.

Hallway C

Description – As with all the other hallways, light seems to be devoured and absorbed here. The stench of purification increases dramatically here.

DM Info- As the players approach Room 6, sickly, small tendrils of the corpse flower may reach out of the floor or walls to grasp at the players and scratch them mildly. Do Dexterity Saves to avoid. If players are grabbed, they should take 1d4 slashing damage. At locations C, D, and E, they players should be ambushed by Eladrin Vampire Spawn.

Room 6

Door Description – The paladin from the entryway is depicted on this stone door.

DM Info- This door is talking and magical. The floor immediately in front of it is covered in runes that effectively cast zone of truth on anyone standing there. The door will not listen to what anyone says, unless they stand on those runes. The door will not open, unless the players

  1. Swear that they are not corrupted by undeath.
  2. Are willing and capable of killing the corpse flower inside.
  3. Understand that once they go inside, he will not open for them to flee, unless the corpse flower is dealt with.

Inside Description – An absolutely overpowering smell of corruption and death fills your nostrils as the door swings open. A flowering mass of green, slimy tentacles and sickly, red flowers writhes about on the floor. Six corpses are impaled up the thorns of the flower’s vines.

DM Info- This is a Corpse Flower. Once it is dead, this room was once clearly a shrine to Pelor. The players may reconsecrate this shrine to Pelor, and find the following treasure inside the altar. They may not claim the treasure without reconsecrating the shrine.

  • Mithril scaled armor
  • Two silvered weapons (appropriate to the party)
  • Staff of Daylight with 3 charges that recharge 1d4 at dawn every day. Extra charges may be spent to cast Daylight at higher levels.

Content info

Author:
u/PantherophisNiger
First posted here: https://www.reddit.com/r/DnDBehindTheScreen/
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