Creating your Adventure - Resources

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This is just a collection of the copy paste resources for the full adventure if you happen to skip or not need any specific tutorial content. Below are the graphics and files as well as the contents used for the various handouts.

Outline

  • Creating a small dungeon
  • Designing for 3rd level characters
  • Our theme will be cults and undead – necromancers
  • It will be set in a crypt
  • Timeframe is around 3-4 hours
  • Make sure to give players some cool items during the adventure to fuel excitement
  • 5 encounters with 1 optional
    • 3 combat encounters: Easy, Medium, Boss
    • 1 puzzle encounter: A riddle
    • 1 trap encounter: A non-lethal trap
    • 1 secret encounter: optional

Plot

Hook
Players were sent by the adventurers guild to help the local cleric at a small village called “Calmsdale” investigate a number of grave robbings. The group had just arrived in town and turned in for the night at the local tavern where they learned some key details that hint cultists may be at play.

Key Details
These are key details that the players should be "given" with the assumption that they did some detective work at the tavern while staying there.

  • Undead have been spotted in the area.
  • There is a well-known old crypt near the edge of the woods which is believed to be haunted due to strange noises
  • The grave robbings started about 1 month ago

Start
Players begin by exiting a tavern and making their way to the crypt where they spot the first indication of necromancy – Cultists!

Bad Guy Goals
These cultists were bid by their lich leader Ril’Zoc to destroy this town in order to harvest souls for the lich to extend its life. This is a fairly low ranked group of cultists who are on their first mission and are driven to succeed – even if it costs them their life!

Extra context
The cultists believe that even in death, they will still serve their leader as undead, risen again to immortality.

Flow
The party will happen across the crypt which is conspicuously unguarded. Making their way inside they encounter a number of cultists and undead as well as a trap and riddle. The party finds information implicating that the cultists have been responsible for the grave robbings as they try to build up an undead army to take over the town.

In the final fight against the cultist leader, they learn of a figure behind the scenes they may need to deal with as well as of a mysterious artifact that the cultist leader was performing a ritual upon.

This leaves multiple avenues for the players to decide if they would like to continue this adventure or simply return with the information to the adventurers guild so another group can handle it “off screen.”

The Silent Crypt

1. Entrance/Entryway

Flavor text (Read this to your players)

The entrance of this place smells foul and stale. However, deeper in you can hear the sound of chanting and see the flicker of dim torch light. Likely the cultists are still inside.

Easy Combat Encounter

  • 2 Cultists
  • 4 Skeletons

Combat Details
This group is standing guard around the entrance of the crypt to look out for any who might happen by. The goal of this group is to subdue anyone that enters the crypt so they can be turned to undead.

This group is on the inside of the crypt and supposed to be keeping watch. However, the rumors of the place being haunted have kept most common folks away and as a result they are not paying close attention. The party should be able to approach undetected with a successful stealth check of DC 12.

If the party does not engage the guards then they will remain there until a scheduled patrol of 1 cultists and 2 skeletons every 2 hours. If they hear any loud noises such as fighting in other areas of the crypt, they will rush to the area and join the fight after 2 rounds.

If the guards are engaged, the others in the crypt will not be alerted as they are preoccupied with a ritual and cannot hear. However, exceedingly loud sounds such as explosions or sounds from a “Thunderwave” or “Shatter” spell will alert others in the crypt who will join after 2 rounds with 2 Cultists.

2. Encampment

Flavor text (Read this to your players)

There are sleeping bags and an unlit firepit in this room. Bags and stacks of scrolls/books litter the walls. It seems this is where the cultists were making camp.

Loot

This camp was intended to be temporary and is not well supplied. If players decide to explore the area, they find the following:

  • 6d6 silver pieces
  • 2 scrolls of “Speak with Dead”
  • 14 rations
  • A note with a hint about the “puzzle”
  • Other items such as weapons, trade items, or equipment can be discerned as needed.

T. Sleeping Trap

Details
The cultists prefer to have live subjects to convert to dead minions. There is also the added benefit that if they trigger their own trap, they are simply knocked out…

Triggering and Disarmament
The trap is operated by a pressure plate mechanism.

The mechanism can be disabled by jamming the mechanism with a small but sturdy pointed object (such as a piton) and a DC 14 slight of hand (dexterity) check.

Failure to disarm the trap immediately activates the mechanism.

Saves and effects
If the trap is activated, sleeping gas is sprayed into the area surrounding the trap and remains for roughly 1 minute. The gas is strong enough to incapacitate anyone who isn’t already holding their breath. All players should roll initiative.

Those who breathe the gas must make a DC 12 constitution saving throw or be incapacitated. If they succeed, they can hold their breath to exit the area. Those who remain and do not hold their breath must make a new saving throw every 6 seconds (1 round).

Consequences

If trap is disarmed: The cultists in Room 5 are not alerted and will make no effort to move on the party. If the group remains sneaky, they can get the jump on the cultists and begin with a surprise round!

If everyone is incapacitated: Have the players awake in the Prison/Brig where they are bound by rope and watched by a guard.

Their gear has not been removed as the cultists believed that they have been tied up well enough.

The rope can be removed in a variety of ways–

  • DC 14 Strength check can break the rope
  • DC 14 Slight of hand (dexterity) check can slip free of the rope
  • Players can persuade the guard to untie them by convincing them to betray the cult. DC 14 Persuasion check.
  • The ropes can be sliced or untied (if not bound or by another player) without a check

If not everyone is incapacitated: Enemies will move towards the party and begin combat within 1 round by making ranged attacks into the cloud (disadvantage to attacks) making efforts to avoid prone targets who might be sleeping. The enemies can pursue through the cloud if they hold their breath to move through it.

Sleeping players must be damaged or shaken awake by other players.

If no one is incapacitated: Players can move away from the trap to avoid the gas cloud until it dissipates. The Cultists are still alerted by the noise and will move towards the party and begin combat as usual.

 

3.Prison/Brig + Storage

Flavor text (Read this to your players)

This room has rope and old straw strewn about the floor. A chain with shackles has been crudely secured to the wall – likely to keep whoever is locked up in place.

4. Burial Chamber

Flavor text (Read this to your players)

This chamber is different from the others and seems to be dedicated to a singular figure. Along the far wall lies a large sarcophagus. In the middle of the room sits a stone table with a variety of mortuary tools and broken jars and vials for funeral rites.

5.Main Ritual Room

Flavor text (Read this to your players)

The foul stench of death saturates the air of this room. From the tall ceilings, large chains hang with lanterns casting dancing shadows. You see a group of cultists surrounding a humanoid figure in the middle of a glowing circle chanting and moving in sync.

Medium Combat Encounter

  • 3 Cultists
  • 1 Ghast

Combat Details
The cultists in this room are occupied with a ritual to summon a Ghast from a corpse. As the players enter the room they should roll for initiative. After 1 round, the Ghast will be summoned and join the initiative order. The cultists are not immediately aware of the players, but once the ritual is finished they will notice the players and join the initiative order.

Players can get a surprise round on the cultists if they did not set off the sleeping gas trap. If players attempt to get close, they will need to pass a stealth check of DC 8. If players stay to the outskirts of the room they do not need to make a stealth check.

The cultists will attempt to engage at range using short bows while the Ghast moves into melee range. They are reluctant to get too close to the ghast due to the stench effect.

6. Commoner's Crypt

Flavor text (Read this to your players)

A collapsed hallway to the east blocks any passage and looks as if it has been destroyed for quite some time. Around the edges of the room, you can see alcoves with skeletons laying in them. Some alcoves are empty with a notable difference in the thickness of dust as if something was dragged away.

7. Noble's Crypt

Flavor text (Read this to your players)

A slight tinge of incense still lingers in this room with tattered carpets and tapestry strewn about showing the heraldry of some unknown house. There are closed compartments on the wall where some appear to have been smashed open and their contents emptied - even the bodies of the deceased...

8. Mourning Room

Flavor text (Read this to your players)

On the southern wall you find a variety of small trinkets and long burned out candles that were used for vigils. Though unused for a long time, you can still feel the sadness that remains here.

9. Clerics Crypt

Flavor text (Read this to your players)

This room is lined with circular shelves each holding identical urns. Below each are inscriptions of names and deeds of clerics that have been kept here.

10. Prayer Room

Flavor text (Read this to your players)

Rows of benches flank either side of the room with an altar located at the back. This place seemed as though it was used for sermons or funeral rites.

P. Puzzle - Riddle

Flavor Text
On the wall there is an inscription that has been chiseled into the stone and inlaid with what looks like obsidian. The glassy black texture reflects the torchlight in dazzling sparkles as the crackles ring off the sconces.

The text reads “Where words are not spoken, but thoughts are heard. A time to seek guidance and ask for…”

The inscription ends abruptly, but there is a large rectangle of smooth obsidian inlaid into the wall just after, almost as if it is expecting the ending be provided.

Solution
The answer to this puzzle is “A Moment of Silence” –

The trick to this is that the players will need to minimize sound for a few moments. In this case, the torches in the room are making enough noise and will need to be snuffed and plummeting the room into darkness.

After a few moments of darkness and sitting quietly, there will be a subtle glow from lichen in the room. The lichen will make a path from the entryway to a specific part in the wall which houses a secret compartment containing loot.

Hints

  • There are a number of hints to try and inform the part of the solution:
  • The name of the crypt and adventure is “The Crypt of Silence”
  • The flavor text draws attention to the torches’ noise.
  • The blank space following the inscription
  • The rhyming nature of the inscription to ensure “guidance” rhymes with “silence”
  • It is a common phrase used in eulogies or to honor the dead. Fitting for a crypt that was used to stage burials and funeral rites.
  • If players find the note about cultists findings on the inscription it can provide some guidance as well.

Rewards
Should the players solve the riddle, then they will find a compartment with a few options for loot to be chosen by the GM.

  • Pipes of Haunting - Great for a bard or musically inclined character/player. Offers some crowd control.
  • Restorative Ointment - Great if the party has taken significant damage and may need healing or a way to deal with disease.
  • Pearl of Power - Great for spell casters who may want to restore a spell slot during the adventure.
  • Dust of Disappearance - Great for a rogue or sneaky character. Offers utility in how to engage in combat.
  • A +1 weapon - Great for martial classes who may want to do a bit more damage. Ideally, this should be a weapon that matches closely to their desired weapon type.

One or two of these items should be a good amount for a group. However, you should feel free to adjust accordingly to your party or group size both in terms of amount of loot and power. The intention here is to offer a memorable moment of getting cool loot!

11. Sarcophagus 

Flavor text (Read this to your players)

A large stone tomb stands alone in the center of this room. There are clear signs on the sarcophagus of attempts to pry it open to no avail. The inscription and name appear to have been victim to such attempts and are no longer legible.

12. Leader’s Chamber

Flavor text (Read this to your players)

As you enter the room, the light seems to magically dim as if being suffocated by the dark magics. In the center of the room you see a robed figure kneeling in front of an altar with an oddly shaped object floating slightly above its surface. Evil necromantic magic swirls around the altar casting sickly green shadows against the walls.

Boss Combat Encounter

  • 1 Cult Fanatic (Leader)
  • 2 Cultists
  • 2-4 Shadows (Depending on combat)

Combat Details
The figure turns calmly to the party and beckons them to enter and asks “So, have you come to join us?”

Provided that the party refuses the offer, the leader may reply “Then you will join us in death!”

The cultists will attempt to engage directly into melee range with the party in order to hold them off from the leader.

The leader will attempt to maintain distance and utilize spells such as Command and Hold Person to disable the party and allow the cultists to get in a few solid hits.

After a cultist dies, the leader will use an action to summon two shadows that appear from the walls behind the party. If the shadows are quickly dispatched, the leader can use another action to summon an additional two shadows – however, this should only be done if the current combat encounter is not difficult enough for a party of four.

If all cultists and shadows are dead, the leader will attempt to summon a spiritual weapon to aid in combat. If the party closes the gap on the leader while he is alone he will resort to using his daggers to retaliate.

If you’d like to plan for the party to join the villain, then you could have them finish this session and instead work with the cultist leader to raise the fallen cultists and attack the village thus beginning your evil campaign!

The End

Boss Encounter Loot
25 gold pieces
1 Iron Flask
  • Inside the flask is a Deva named Keda that was imprisoned by the lich Ril’Zoc centuries ago and was being used as a magical amplifier for the cultist leader’s ritual.
  • The Iron Flask has been enchanted so as to inhibit the ability to open the stopper unless a specific command is used.
1 Coded message in an unknown language
  • This message is written in Abyssal, if someone is familiar with Abyssal, they may recognize the script and letters but not discern the coded phrase.
  • To decipher the coded phrase requires a series of 10 successful DC 17 investigation checks with each check encompassing a single day.
  • Alternatively, finding the cipher key at another cultist hideout would allow for the code to be deciphered without a check.

1 Map outlining the location of another cultist cell

1 Electrum skull containing two rubies in the eye sockets.

  • The skull is worth 25 gold pieces
  • The eyes are each worth 100 gold pieces
  • The skull is actually a conscious but unmoving skull of a “living” skeleton which has been plated in electrum. The lich Ril’Zoc is able to perform the Scrying spell upon this skull utilizing another part of the skeleton’s body. The skeleton is named Davey and is a willing target of Scrying.
  • The nature of the skull can be discerned using an “Identify” but not that it is used for Scrying. The skull is unable to communicate.
    The Scrying censor can still be detected through usual means.

Ending Results

Following the defeat of the cultists, the party informs Calmsdale that the grave robbings should now cease and they are safe. They then proceed to the Adventurer's guild to inform them of the results and their findings.

If the players wish to stop here entirely, then the adventure is pretty well wrapped up here.

If the players want to keep these characters and follow this adventure, then the guild will send them out to keep tracking down this cult. They should also receive a level to increase to 4th level at the end of this.

If the players don't want to keep these characters, but still want to follow the adventure, then the guild will send out a different group of adventurers. The players can then make new 3rd or 4th level characters to proceed with the adventure.

Cultist Notes

Cultist Notes

I think I’ve almost figured it out. I’ve spent the last few days looking at this damned riddle. Everyone else says to “ignore it” and “it's meaningless” – but I KNOW there is something more.

Everyone is just so loud and won’t leave me alone. And these torches with their incessant crackling! Who even lit these? I just want a moment of silence so I can think!

Secret

Secret - Optional

  • Location
  • Under a loose tile
  • Behind a painting
  • In a small lockbox on top of a shelf
  • Inside of a book
  • A false bottom of a drawer
  • A hidden bag hanging from the ceiling

Contents (Choose 1 or more)

  • 3 potions of healing
  • 6d6 gold pieces
  • A key to a chest
  • An escape route
  • 3 precious gemstones worth 10 gold pieces each
  • A small electrum statute worth 25 gold pieces
  • An ornate brooch of a noble house worth 20 gold pieces

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