Delve into the depths of the tomb of the long forgotten elven king
to bring the eternal peace onto its disturbed dwellers.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the
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All other original material in this work is copyright 2016 by Vladimir Arabadzhi and published under the Community Content Agreement
for Dungeon Masters Guild.
C ONTENTS
C ONTENTS
2
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P LAN B
P LAYING S MALL Despite all your precautions, you might accidentally (or
Though the party size of 35 characters is considered op- not so much) kill your party. And it is not that difcult,
timal in D&D, there are times when you can only gather provided that at rst levels all characters are extremely
one or two players at most. This adventure is designed squishy. In that case you have several options.
exactly for such occasions.
If you have only one player at your disposal, create I N THE HEAT OF THE BATTLE . ..
and take charge of the second character by yourself, or,
If our heroes died in a battle that included friendly NPCs
optionally, allow your player to control both characters
on their side, make it that after the end of the combat, the
simultaneously.
winning side took players characters for dead by mis-
take and left them on the battleeld. After 1d4 hours PCs
DM S C HARACTER P LAYSTYLE wake up with one hit point but are still alive.
Class Tank Striker Ranged1 Caster Healer As an action, a character can use a healing surge and
Barbarian + ++ spend up to half his or her Hit Dice. For each Hit Die
Bard + + ++ + spent in this way, the player rolls the die and adds the
Cleric ++2 + + ++ ++ characters Constitution modier. The character regains
Druid + + ++ + hit points equal to the total. The player can decide to
Fighter ++ ++ ++3 spend an additional Hit Die after each roll.
Monk ++ A character who uses a healing surge cant do so again
Paladin ++ ++ + ++ until he or she nishes a short or long rest.
Ranger + ++ ++ + + Under this optional rule a character regains all spent
Rogue ++ ++ Hit Dice at the end of a long rest. With a short rest,
Sorcerer ++ ++ a character regains Hit Dice equal to his or her level
Warlock ++ ++ divided by four (minimum of one die).
Wizard ++ ++ For a more superheroic feel, you can let a character
use a healing surge as a bonus action, rather than as an
1 Including cantrips.
2 With
action.
heavy armor.
3 Dexterity build.
P LAYING S MALL
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I NTRODUCTION
O VERVIEW A DVENTURE H OOKS
The main trade route through the town, where the party Chose your adventure hook wisely, based on your partys
resides at the moment, passes through the vast and an- demeanor. While some characters could be motivated
cient forest. About a month ago rumors about missing just by the rumors about an ancient elven treasures, oth-
caravans and travelers arose. The risk of unknown dan- ers could refuse to desecrate an elven burial ground. For
ger heavily impacted local economy. The town council the former, the Criminal Contact hook could be enough,
seeks ways to determine and eliminate the hazard. and for the tatter, the Local Ofcial could be used.
I NTRODUCTION
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P AR T 1: M YSTERIOUS M AP
The ancient map that fell into the characters hands ap-
pears to be written in elvish script, but even for those
that speak Elvish it is unintelligible. The landscape de-
picted there looks similar to the local area, how it proba-
bly looked hundreds of years ago. Under the detect magic
spell the map emanates weak unintelligible magic aura.
Some asking through the town should lead the char-
acters to the local library, where is the only place in the
town that they could seek help in making sense of this
map.
L IBRARY
The narrow two-story stone building of the library looks
hardly younger than the town itself.
P AR T 1: M YSTERIOUS M AP
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Now the party possesses a magical device that points P REPARING FOR THE T RIP
precisely at the crypts location.
Koren would try to get more details about the map Allow the party to prepare for the road ahead. There are
from the characters, attempting even to buy both the map about three days (60 miles) to the edge of the forest and
and device (he doesnt have nearly enough money for who know how much more to delve into the depths of it.
this, though). He cant get any additional information The characters should also understand that while
from the map, however. horses could be useful while traveling on the road, they
couldnt pass through dense woods afterwards. The op-
tions to hire a coach cab or to hire a person to watch over
KORENS MOTIVATION the horses could be provided for usual prices, given in a
Unbeknown to the characters, Koren understood a lit- Players Handbook (p.159).
tle more than hes been told. Based on his exceptional
knowledge of history, he suspects that the map and de-
vice will bring the party to some ancient elven palace,
temple, or tomb.
Based on the characters appearance he thinks that
they are some kind of grave robbers. Secretly infuriated
by that, Koren thinks of some way to interfere and pro-
tect this newly-found piece of an ancient elven history.
P AR T 1: M YSTERIOUS M AP
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P AR T 2: I NTO THE F OREST
After a couple days of a quiet journey to the east, the B Y THE R OAD
road brings you to the edge of the forest. The compass
is pointing slightly to the north, while the road itself goes The party travels by the road at full speed, according to
straight to the east. the following table.
2d4 Encounter
2 Wolves (4) S ATYR
3 Wolves (3)
When entering the Area B for the rst time the party
4 Priest
will meet Feules, a friendly satyr (see Appendix B, Forest
5 Deer
Monsters). Read the following text:
6 Boar
7 Bear (black)
8 Bear (brown) Through the woods you hear a distant ute music com-
ing in your direction.
In a couple of minutes you see a satyr dancing through
B EASTS the forest while playing his pan ute. It looks like the
satyr hasnt noticed you yet, or just choses not to pay
Due to a relatively open area, the party notices beasts attention to you.
immediately. If the beasts passive Perception is greater
than Dexterity (Stealth) check of the party (when moving
stealthily), the beasts will notice the party. The reaction If the characters manage to win satyrs respect (by join-
will be according to their behavior (see the table below). ing him in a musical performance, offering wine, etc.), he
Aggressive beasts will attack the party. will agree to escort them safely to the east.
Fearful beasts will ee. While traveling with the satyr, roll for the random en-
Wary beasts will not attack rst. counters as usual, but ignore all dangerous ones. Satyr
When unnoticed, the party might decide to not engage will leave the party at the edge of the Area C, as it is too
in combat and go around. In that case they move into dangerous for him to go further.
Through the shrubs you see a hunched down shambling AWARDING E XPERIENCE P OINTS
gure wandering through the forest. As it comes closer,
Divide 1000 XP equally among the characters when the
you smell a faint stench of rotten meat.
party nds the crypt.
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F IRST L EVEL When disturbed, they will attack the characters. Sneak-
ing past them requires a successful DC 11 Dexterity
The rst level consist of a mourning hall and small shrine (Stealth) check from each character.
dedicated to Sehanine Moonbow, an elven goddess of
all lifes mysteries. A secret chamber leading to the real
crypt is hidden behind this shrine. Its desecration is what
AWARDING E XPERIENCE P OINTS
caused the unrest of the Kings spirit. However, even the Divide 150 XP equally among the characters if the party
proper consecration of this place wouldnt x anything defeats the bats or sneaks past them without combat.
at this moment.
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The secret chamber A2e is empty except for an old
wooden chest with some religious paraphernalia: ELVEN DEITIES
The characters might know some information about
remains of decayed incense blocks; these elven gods. All elves have advantage on this Intel-
ligence (Religion) check. Just one check is required for
an incense burner (worth 100 gp); all four deities.
a silver moon-shaped holy symbol (worth 25 gp); Check Result
1213 1st facts from lists below
a small silver chalice (worth 350 gp)
1415 1st and 2nd facts from lists below
A successful DC 12 Intelligence (Religion) check is re- 16 or higher all facts from lists below
quired to identify the holy symbol as one of Sehanine
Moonbow (see below). C ORELLON L ARETHIAN ( WEST STATUE )
1. You know the name Corellon Larethian, and his
AWARDING E XPERIENCE P OINTS symbol is the crescent moon.
Divide 200 XP equally among the characters if the party
2. He is a wise leader of the elven pantheon, the god
nds the secret chamber.
of magic, poetry, rulership, and warcraft.
P AR T 3: T HE C RYPT
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A4. P ENTAGON H ALL
You enter a big pentagon shaped hall. Five medium-
sized statues of elven warriors are located in the corners
and each one holds a burning torch, their ames are of
dierent colors: the east one is white, the south one is
red, the south-west one is yellow, the north-west one is
green, and the north one is blue.
In the center of the hall, where multi-colored shadows
are casted in this weird ambient light, you see a stone
brazier full of charcoal that isnt burning. On the side
of this brazier you see an inscription in Elvish.
P AR T 3: T HE C RYPT
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S ECOND L EVEL B1 A . C OLLAPSED P ASSAGE
The second level is where all the burial rituals were held, This is the passage by which a party of council hired mer-
and where the sarcophagus is located. cenaries got in. The king an his undead minions caused
the collapse of this tunnel afterwards so no one else could
get inside. Some of the partys possessions are still lying
R ANDOM E NCOUNTER here:
If the party takes a short or long rest, roll a d20 for a ran-
a broken lamp;
dom encounter. If you rolled 17 or higher, the party en-
counters 1d2 shadows.
a ask of oil;
If the rst level was cold and dry, the second one is out- a 10-foot pole;
right chill and damp, with an unpleasant smell of stag-
nant water and rot. an iron pot;
Ceilings. Unless noted otherwise, all ceilings are 20
feet high and vaulted. 4d4 (10) rations (1 day);
Doors. Unless noted otherwise, all doors are made of
strong wood, 8 feet tall, and 5 feet wide, have AC 15, a shovel.
18 (4d8) hit points, and immunity to poison and psychic
damage.
Floors and Walls. All chambers are built of smooth B2. U NFINISHED R OOM
blocks of dark marble.
Light. None unless otherwise indicated. The boxed This room is lled with stone blocks of various sizes and
text assumes that the characters have light sources or broken building tools.
darkvision. Two doors are located in front of each other across the
room. The third door looks dierent from the others,
B1. L ONG C ORRIDOR and leads to the west.
A ten feet wide corridor goes from the south to the north, The third door is made of cast metal and is barred from
turning to the west on both ends, one more branch goes the other side. It could be broken by a successful DC 20
south from the northern half of it. The entrance to the Strength check.
stairwell is located exactly in the middle of this corridor. The parts of the oor that are littered by stone blocks,
are considered to be a difcult terrain.
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B3. R OOM OF THE D EAD B4. J UG R OOM
This 15 by 20 feet room is devoid of furniture. Four The shelves on the wall in this small 15 by 10 feet room
human-looking gures stand still in front of you, ab- are lled with porcelain jars. If there were some markings
sentmindedly looking into empty space. on them, they have entirely faded by now.
There are three doors: to the north, south, and west.
There are 2d10 + 5 (16) jugs in this room, containing a
Four zombies with weapons standing here are the random liquid from the table below. On a closer inspec-
members of the previous party, that died and were raised tion the party should notice that all jars are sealed.
by the elven king. They still possess weapons, armor, and
some of their inventory. As soon as the zombies notice d20 Liquid d20 Liquid
the characters, they will attack. 12 Water 1115 Oil
37 Embalming uid 1617 Carrion crawler mucus
89 Acid 1819 Holy water
INDIVIDUAL ITEMS: ZOMBIES 10 Alchemists re 20 Healing essence
a battleaxe; JUGS
The jugs cannot be opened, only shattered. As an ac-
leather armor;
tion, the creature can throw the jug up to 15 feet and
an embroidered belt pouch (worth 15 gp); shattering it on impact, by making a ranged attack,
treating the jug as an improvised weapon.
2d8 (9) cp, 2d10 (11) sp, and 1d8 (4) gp. Acid On a hit, the target takes 2d6 acid damage.
Alchemists Fire On a hit, the target takes 1d4 re
Z OMBIE WITH MAUL damage at the start of each of its turns. A creature can
end this damage by using its action to make a DC 10
a maul; Dexterity check to extinguish the ames.
Carrion Crawler Mucus On a hit, the creature must
hide armor;
succeed on a DC 13 Constitution saving throw or be poi-
1d10 (5) torches; soned for 1 minute. The poisoned creature is paralyzed.
The creature can repeat the saving throw at the end of
a carved drinking horn (worth 10 gp); each of its turns, ending the eect on itself on a success.
Embalming Fluid On a hit, the creature takes 1d4
2d10 (11) cp, and 1d6 (3) sp.
poison damage, and must succeed on a DC 10 Consti-
tution saving throw or be poisoned for 1 minute. The
Z OMBIE WITH SHOR TSWORD creature can repeat the saving throw at the end of each
of its turns, ending the eect on itself on a success.
a shortsword;
Healing Essence On a hit, the creature regains 2d6
studded leather armor; hit points.
Holy Water On a hit, if the target is a end or un-
50 feet of silk rope; dead, it takes 2d6 radiant damage.
Oil On a hit, the target is covered in oil. If the tar-
a grappling hook;
get takes any re damage before the oil dries (after 1
a red carnelian gemstone (worth 50 gp); minute), the target takes an additional 5 re damage
from the burning oil. Splashed on the ground, oil covers
2d10 (11) cp, 1d6 (3) sp, and 1d12 (6) gp. a 5-foot-square area, provided that the surface is level.
If lit, the oil burns for 2 rounds and deals 5 re damage
Z OMBIE WITH WAR PICK to any creature that enters the area or ends its turn in
the area. A creature can take this damage only once per
a war pick; turn.
Water On a hit, if the target is on re, the re is ex-
a chain shirt;
tinguished. Splashing water on burning oil or alchemists
a lamp; re causes a ery ash, dealing 1d4 re damage to all
targets in a 5-foot-radius area.
1d10 (5) cp, 1d8 (4) sp, and 3d4 (7) gp.
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B5. S TATUE ROOM AWARDING E XPERIENCE P OINTS
Divide 500 XP equally among the characters if the party
A white stone statue depicting a hooded gure stands solves the puzzle and acquires the treasure.
at the center of this room.
A secret door leading to the north catwalk could be B6. P REPARATION C HAMBER
detected with a successful DC 20 Wisdom (Perception)
check.
A large stone table stands in the middle of this 15 by 35
The statue is made of polished white marble and de-
feet room. The remains of the rotten wooden furniture
picts a medium-sized humanoid gure with a hood cov-
lie in the corners.
ering its face. A small stone box is in its hands. Five
A door that leads to the west is barred from this side.
small round sockets are carved at the front-facing side of
the box, around a shallow two-inch-wide circular recess.
When inspected under the detect magic spell, the box em- Searching through remains of the broken furniture re-
anates abjuration magic aura. quires a successful DC 15 Wisdom (Perception) or Intelli-
gence (Investigation) check to nd a small bone box with
electrum ligree (worth 100 gp) with 3d6 10 (105) ep,
and 2 potions of healing inside.
When barred, the west door could be forced open from
the other side with a successful DC 14 Strength check.
A secret door leading to the south catwalk could be
detected with a successful DC 20 Wisdom (Perception)
check.
B7. B RIDGE
When you open the door, a gust of cold air blows from
the other side, as you contemplate the grandiose span
of empty space in front of you.
There is an immense abyss underneath a 40 feet long
narrow stone bridge that connects two doors. The rare
sounds of dripping water could be heard from somewhere
If specic gemstones are placed in ve sockets, and the below.
magical compass that led the characters to the crypt is
inserted in the central recess, the box will open, revealing
its content amulet of stamina. When the party sees the west wall of this hall, read the
The gemstones should be of the same colors as the following text:
torches that statues in the area A4 are holding: top
white, right red, bottom-right yellow, bottom-left The west wall of this vast hall is covered in half-faded
green, and left blue. Such gemstones could be found in paintings. A winged rowboat half-hidden in crimson
the crypt, but any similarly colored gems are acceptable. clouds sails through the cerulean sky. A tall elven war-
If gems are placed incorrectly, the insertion of the mag- rior stands near the steering oar, his gaze turned to the
ical compass will result in a poisonous gas exhaled by blood-red setting sun.
the statue. Each creature in a 30-foot radius must make a
DC 12 Constitution saving throw, taking 5 (1d10) poison
The bridge is located 30 feet above the area C7 that is
damage on a failed save, or half as much damage on a
lled with about 3-foot-deep stale water. The creature
successful one.
that falls from the bridge into the water below takes 2d6
bludgeoning damage and lands prone in the water (un-
HELPING HAND less it avoids taking damage from the fall) potentially
If the party struggles with this puzzle, you could allow a risking to suffocate (PB, p.183, Suffocating).
DC 15 Intelligence (Investigation) check. On a success- Both catwalks are made in such a way, that they cannot
ful check a character would notice, that disposition of be noticed from the central bridge if no one is standing on
the sockets reminds of the torches with colored ames them.
in the chamber A4.
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B8. H ALL OF THE G ODS B11. H ALL OF THE D AY
More astounding paintings cover the walls of this hall, The walls of this hall are masterfully painted so as to
depicting elves performing burial rites, and various elven represent a daytime sky, including white streaks of light
deities, observing these ceremonies. clouds and sun, painted with gold paint. There is a
There are similarly looking doors at the center of each stairway down to the north, and a gate to the west.
of four walls.
One ghoul is guarding this hall, standing at the west
The west door is actually a mimic in stasis. Touching gate. It will attack any intruders immediately.
it dispels the stasis, and mimic attacks the creature that The ghoul from area C10 (if it hasnt been killed before)
touched it with a pseudopod. could hear the ght or other loud noises from this area
A successful DC 15 Wisdom (Perception) or Intelli- and ascend here to investigate.
gence (Investigation) check is required to notice that A secret door leading to the south catwalk could be
some parts of the painting seem to be cut off by the west detected with a successful DC 20 Wisdom (Perception)
door. These parts will be revealed when the mimic will check.
detach itself from the wall.
B12. G ATE OF S UMMER
B9. H ALL OF THE N IGHT
The walls of this 15 by 15 feet chamber is painted to
represent a barren desert landscape, uncountable dunes
The walls of this hall are painted deep blue and covered going into innity, and merciless sun above. The paint-
with dots of silver paint. There is a stairway down to ing is so masterful, that despite the coldness of the crypt,
the south, and a gate to the west. you almost could feel hot desert air.
One ghoul is hiding in the shadows behind the south The door leading to the vault (area B13) is magically
door. A successful DC 12 Wisdom (Perception) check is protected by glyph of warding, that requires a successful
required to notice it. If not noticed, it will attack the mo- DC 12 Intelligence (Investigation) check to be noticed.
ment anyone enters this hall, gaining surprise round. Under the detect magic spell the glyph emits an evocation
The ghoul from area C10 (if it isnt killed before) could aura.
hear the ght or other loud noises from this area and as- The glyph triggers when door is opened, erupting with
cend here to investigate. magical energy in a 20-foot-radius sphere centered on the
A secret door leading to the north catwalk could be glyph. The sphere spreads around corners. Each creature
detected with a successful DC 20 Wisdom (Perception) in the area must make a DC 12 Dexterity saving throw. A
check. creature takes 5d8 re damage on a failed saving throw,
or half as much damage on a successful one.
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B13. VAULT
The round 20-foot-radius hall is empty aside from a
stone sarcophagus, that stands on the 5-foot-high dais
in the center. The top lid of the sarcophagus is sculpted
from stone to depict a sleeping elf in a crown on his head
and his hands resting on the chest, grasping the handle
of a longsword.
The walls of this vault are intricately carved in an elven
religion motif, depicting various gures from the elven
pantheon and ancient legends.
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T HIRD L EVEL under their feet. More bones are scattered at the stairs be-
yond the gate. These are the remains of the fth member
The third level was ooded in the past, so most of its fur- of the previous party, eaten by the gelatinous cube in the
nishing is rotten and was destroyed long time ago. area C3.
The door leading to the area B2 is barred from this side AWARDING E XPERIENCE P OINTS
and could be easily opened. The door to the chamber C2,
however, Is locked and requires a successful DC 12 Dex- Divide 200 XP equally among the characters if the party
terity (Thieves Tools), or Strength check to be opened. nds the secret treasury.
The gate to the corridor C3 isnt closed at all. When ap- 1 Total worth of 500 gp, or 300 gp for the scepter and 100 gp
proaching it, the characters would feel cracking of bones for the gem, if sold separately.
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C4. S ECRET T REASURY C8. E LEVATED C HAMBER
Two small metal chests stand in the corners of this 10 by
A small staircase goes up to a 15 by 10 feet chamber
15 feet chamber.
elevated over the water level. A slender cloth rack stands
The north chest is made of electrum, weights 40 lb., at the west wall, a set of decayed vestments hang from
and is worth 1000 gp on itself. It has a glyph of warding, it.
that requires a successful DC 12 Intelligence (Investiga-
tion) check to be noticed. Under the detect magic spell the
A set of vestments, once gorgeous and valuable, now
glyph emits an evocation aura. The glyph triggers when
is all but decayed. Under it, however, some items could
the chest is touched, dealing 2d8 lighting damage to the
be found:
creature that triggered it. This chest contains 10d10 10
(550) ep. an electrum belt buckle (worth 100 gp);
The south chest is made of bronze, weights 25 lb., and
worth 50 gp on itself. It is locked and requires a success- a silver moon-shaped holy symbol (worth 25 gp);
ful DC 17 Dexterity (Thieves tools) check to be opened. It a simple necklace with 2d4 - 1 (4) yellow citrine gems
could be broken with a successful DC 15 Strength check, (worth 50 gp each).
reducing its price to 25 gp. This chest contains:
You feel broken pieces of wooden furniture under your Two stairways go up to the north and to the south from
feet. The west passage is blocked by a rusty portcullis. here. The east part of this chamber is occupied with
three similarly looking stone sarcophagi.
A successful DC 15 Strength check is required to force One ghoul is sitting on the central sarcophagus. When
the portcullis open. killed, a silver ring with a blue zircon (worth 100 gp to-
tal) could be found on its nger. All three sarcophagi are
opened and empty.
C7. U NDER THE B RIDGE The ghouls from areas B9 and B11 (if they havent been
killed before) could hear the ght or other loud noises
This wide ooded area is located 30 feet under the bridge from this area and descend here to investigate.
of the area B7.
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P AR T 4: G OING B ACK
Just when the party defeats the elven king, Koren Sun-
wind, who deduced the crypt location on his own, will
be awaiting the characters hidden at one of the secret cat-
walks (areas B7a and B7b).
As explained in the Part 1, Koren is infuriated by the
act of desecration of this crypt, and blames the party for
that. Koren wears a mask, so that the characters couldnt
gure out his identity. He will also bar the door between
areas B7 and B6.
As the characters pass the bridge, Koren will cast gust
of wind, trying to push them from the bridge. In the case,
if the party goes through the area C7, he will attack the
characters from above, using his offensive cantrips and
spells. He might also try to block the characters by cast-
ing cloud of daggers in a doorway.
While ghting the characters, Koren might spit out in-
sults and curses for the despicable grave robbers. The
party might try to persuade Koren to stop his attack. This
requires a successful DC 15 Charisma (Persuasion) check.
If he sees, that the characters are loaded with treasures
from the crypt, the DC is 17. If the adventures come up
with a good argument in their defense, they will get ad-
vantage on this roll.
If reduced to less than 10 hit points, Koren will try to
run away, or even beg for mercy, if an escape is unman-
ageable.
C ONCLUSION
The moment the kings spirit was freed, the evil began to
leave the elder forest. The way back should not be of any
challenge for the party. The promised reward awaits the
characters back in the town, but leave this part to start
the next story from there. . .
P AR T 4: G OING B ACK
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A PPENDIX A: M AGIC I TEMS
The magic items appearing in the adventure are S WORD OF V ENGEANCE
presented in this section in alphabetical order. Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made
A DAMANTINE S CALE M AIL with this magic weapon.
Armor (scale mail), uncommon Curse. This sword is cursed and possessed by a venge-
This suit of armor is reinforced with adamantine, one ful spirit. Becoming attuned to it extends the curse to
of the hardest substances in existence. While youre you. As long as you remain cursed, you are unwilling
wearing it, any critical hit against you becomes a normal to part with the sword, keeping it on your person at all
hit. times. While attuned to this weapon, you have disad-
vantage on attack rolls made with weapons other than
this one.
A MULET OF S TAMINA
In addition, while the sword is on your person, you
Wondrous item, rare (requires attunement) must succeed on a DC 15 Wisdom saving throw when-
Your Constitution score increases by 2, to a maximum ever you take damage in combat. On a failed save, you
of 19, while you wear this amulet. must attack the creature that damaged you until you
drop to 0 hit points or it dies, or until you cant reach
A RROW, +1 the creature to make a melee attack against it.
You can break the curse in the usual ways. Alterna-
Weapon (arrow), uncommon
tively, casting banishment on the sword forces the venge-
You have a +1 bonus to attack and damage rolls made ful spirit to leave it. The sword then becomes a +1
with this arrow. Once it hits a target, the arrow is no weapon with no other properties.
longer magical.
B OOTS OF E LVENKIND
Wondrous item, uncommon
While you wear these boots, your steps make no
sound, regardless of the surface you are moving across.
You also have advantage on Dexterity (Stealth) checks
that rely on moving silently.
C ANDLE OF M ETHVEN
Wondrous item, uncommon (usable only by a wizard)
This mystical candle glows with a green ame. When
a wizard studies by the light of this candle, it will enable
him to memorize up to three additional spells (1 charge
per spell). The candle has 2d6 + 8 charges. After spend-
ing all of its charges, the candle is destroyed.
P OTION OF H EALING
Potion, uncommon
A character who drinks the magical red uid in this
vial regains 2d4 + 2 hit points. Drinking or administering
a potion takes an action.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2) 4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
B ROWN B EAR
Large beast, unaligned
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)
A CTIONS
Multiattack. The bear makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
E TTERCAP
Medium monstrosity, neutral evil F EULES (S ATYR )
Medium fey, chaotic neutral
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8) Armor Class 14 (leather armor)
Speed 30 ft., climb 30 ft. Hit Points 31 (7d8)
Speed 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1) STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13 Skills Perception +2, Performance +6, Stealth +5
Languages Senses passive Perception 12
Challenge 2 (450 XP) Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)
Spider Climb. The ettercap can climb dicult surfaces,
including upside down on ceilings, without needing to Magic Resistance. The satyr has advantage on saving
make an ability check. throws against spells and other magical eects.
Web Sense. While in contact with a web, the ettercap
knows the exact location of any other creature in contact
A CTIONS
with the same web. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) bludgeoning damage.
Web Walker. The ettercap ignores movement restric-
tions caused by webbing. Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
A CTIONS
Multiattack. The ettercap makes two attacks: one with
its bite and one with its claws or garrote.
Bite. Melee Weapon Attack: +4 to hit, 5 ft., one crea- F EULES I NVENTORY
ture. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8)
pan ute;
poison damage. The target must succeed on a DC 11
Constitution saving throw or be poisoned for 1 minute. shortsword;
The creature can repeat the saving throw at the end of
each of its turns, ending the eect on itself on a success. leather armor.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) 12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
Spider Climb. The spider can climb dicult surfaces, Spider Climb. The spider can climb dicult surfaces,
including upside down on ceilings, without needing to including upside down on ceilings, without needing to
make an ability check. make an ability check.
Web Sense. While in contact with a web, the spider Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in contact knows the exact location of any other creature in contact
with the same web. with the same web.
Web Stalker. The spider ignores movement restrictions Web Stalker. The spider ignores movement restrictions
caused by webbing. caused by webbing.
A CTIONS A CTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage, and the creature. Hit: 4 (1d6 + 1) piercing damage, and the
target must make a DC 11 Constitution saving throw, target must make a DC 11 Constitution saving throw,
taking 9 (2d8) poison damage on a failed save, or half taking 7 (2d6) poison damage on a failed save, or half
as much on a successful one. If the poison damage re- as much on a successful one. If the poison damage re-
duces the target to 0 hit points, the target is stable but duces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and poisoned for 1 hour, even after regaining hit points, and
is paralyzed while poisoned in this way. is paralyzed while poisoned in this way.
Web Recharge (56). Ranged Weapon Attack: +5
to hit, range 30/60 ft., one creature. Hit: The target
is restrained by webbing. As an action, the restrained
target can make a DC 12 Strength check, bursting the
webbing on a success. The webbing can also be attacked
and destroyed (AC 10; hp 5; vulnerability to re damage;
immunity to bludgeoning, poison, and psychic damage).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 11 (+0) 13 (+1) 11 (+0) 10 (+0) 8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
Shapechanger. The jackalwere can use its action to Keen Hearing and Smell. The jackal has advantage
polymorph into a specic Medium human or a jackal- on Wisdom (Perception) checks that rely on hearing or
humanoid hybrid, or back into its true form (that of smell.
a Small jackal). Other than its size, its statistics are Pack Tactics. The jackal has advantage on an attack
the same in each form. Any equipment it is wearing or roll against a creature if at least one of the jackals allies
carrying isnt transformed. It reverts to its true form if is within 5 feet of the creature and the ally isnt incapac-
it dies. itated.
Keen Hearing and Smell. The jackalwere has advan-
tage on Wisdom (Perception) checks that rely on hearing A CTIONS
or smell. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Pack Tactics. The jackalwere has advantage on an at- target. Hit: 1 (1d4 1) piercing damage.
tack roll against a creature if at least one of the jack-
alweres allies is within 5 feet of the creature and the ally
isnt incapacitated.
A CTIONS
Bite (Jackal or Hybrid Form Only). Melee Weapon P OISONOUS S NAKE
Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) Tiny beast, unaligned
piercing damage.
Scimitar (Human or Hybrid Form Only). Melee Armor Class 13
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Hit Points 2 (1d4)
5 (1d6 + 2) slashing damage. Speed 30 ft., swim 30 ft.
Sleep Gaze. The jackalwere gazes at one creature it STR DEX CON INT WIS CHA
can see within 30 feet of it. The target must make a 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
DC 10 Wisdom saving throw. On a failed save, the target
succumbs to a magical slumber, falling unconscious for Senses blindsight 10 ft., passive Perception 10
10 minutes or until someone uses an action to shake the Languages
target awake. A creature that successfully saves against Challenge 1/8 (25 XP)
the eect is immune to this jackalweres gaze for the
next 24 hours. Undead and creatures immune to being
charmed arent aected by it.
A CTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage, and the target must
JACK S I NVENTORY
make a DC 10 Constitution saving throw, taking 5 (2d4)
2d10 (11) sp and 5d6 (21) cp; poison damage on a failed save, or half as much on a
successful one.
scimitar;
common clothes.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2) 15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4)
Skills Stealth +3
Damage Vulnerabilities re
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 9
Languages understands Common but cant speak
Challenge 1/8 (25 XP)
A CTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
A CTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
W OLF
Medium beast, unaligned
A CTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage. If the target is
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
A CTIONS A CTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
Damage Resistances acid, cold, re, lightning, thun- Damage Resistances necrotic; bludgeoning, piercing,
der; bludgeoning, piercing, and slashing from nonmagical and slashing from nonmagical weapons that arent
weapons silvered
Damage Immunities necrotic, poison Damage Immunities poison
Condition Immunities charmed, exhaustion, grappled, Condition Immunities exhaustion, poisoned
paralyzed, petried, poisoned, prone, restrained, uncon- Senses darkvision 60 ft., passive Perception 10
scious Languages Elvish
Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP)
Languages understands Elvish but cant speak
Challenge 1 (200 XP) Adamantine Scale Mail. This suit of armor is rein-
forced with adamantine, one of the hardest substances in
Incorporeal Movement. The specter can move through existence. While the wight is wearing it, any critical hit
other creatures and objects as if they were dicult ter- against it becomes a normal hit.
rain. It takes 5 (1d10) force damage if it ends its turn
Sunlight Sensitivity. While in sunlight, the wight has
inside an object.
disadvantage on attack rolls, as well as on Wisdom (Per-
Sunlight Sensitivity. While in sunlight, the specter has ception) checks that rely on sight.
disadvantage on attack rolls, as well as on Wisdom (Per-
ception) checks that rely on sight. A CTIONS
Life Drain. Melee Weapon Attack: +3 to hit, reach
A CTIONS 5 ft., one creature. Hit: 4 (1d6 + 1) necrotic damage.
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., The target must succeed on a DC 13 Constitution saving
one creature. Hit: 10 (3d6) necrotic damage. The target throw or its hit point maximum is reduced by and amount
must succeed on a DC 10 Constitution saving throw or equal to the damage taken. This reduction lasts until the
its hit point maximum is reduced by an amount equal to target nishes a long rest. The target dies if this eect
the damage taken. This reduction lasts until the creature reduces its hit point maximum to 0.
nishes a long rest. The target dies if this eect reduces A humanoid slain by this attack rises 24 hours later as
its hit point maximum to 0. a zombie under the kings control, unless the humanoid
A humanoid slain by this attack rises 24 hours later as is restored to life or its body destroyed. The king can
a zombie under the kings control, unless the humanoid have no more than twelve zombies under its control at
is restored to life or its body destroyed. The king can one time.
have no more than twelve zombies under its control at
Longsword +1. Melee Weapon Attack: +4 to hit, reach
one time.
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or
7 (1d10 + 2) slashing damage if used with two hands.
Longbow (Arrows +1). Melee Weapon Attack: +4 to
hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Undead Fortitude. If damage reduced the zombie to Undead Fortitude. If damage reduced the zombie to
0 hit points, it must make a Constitution saving throw 0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the zombie is radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead. drops to 1 hit point instead.
A CTIONS A CTIONS
Battleaxe. Melee Weapon Attack: +3 to hit, reach Shortsword. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 6 (1d10 + 1) slashing damage. 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Undead Fortitude. If damage reduced the zombie to Undead Fortitude. If damage reduced the zombie to
0 hit points, it must make a Constitution saving throw 0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the zombie is radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead. drops to 1 hit point instead.
A CTIONS A CTIONS
Maul. Melee Weapon Attack: +3 to hit, reach 5 ft.,
War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 8 (2d6 + 1) bludgeoning damage.
one target. Hit: 5 (1d8 + 1) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills Nature +4, Perception +5, Stealth +6, Survival Skills Medicine +7, Persuasion +3, Religion +4
+5 Senses passive Perception 13
Senses passive Perception 15 Languages Common, Dwarvish
Languages Common Challenge 2 (450 XP)
Challenge 1/2 (100 XP)
Divine Eminence. As a bonus action, the priest can
Keen Hearing and Sight. The hunter has advantage expend a spell slot to cause his melee weapon attacks
on Wisdom (Perception) checks that rely on hearing or to magically deal an extra 10 (3d6) radiant damage to
sight. a target on a hit. This benet lasts until the end of the
turn. If the priest expends a spell slot of 2nd level or
A CTIONS higher, the extra damage increases by 1d6 for each level
Multiattack. The hunter makes two melee attacks or above 1st.
two ranged attacks. Spellcasting. The priest is a 5th-level spellcaster. His
Shortsword. Melee Weapon Attack: +4 to hit, reach spellcasting ability is Wisdom (spell save DC 13, +5 to
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. hit with spell attacks). The priest has the following cleric
spells prepared:
Longbow. Ranged Weapon Attack: +4 to hit, ranged Cantrips (at will): light, sacred ame, thaumaturgy
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing dam- 1st level (4 slots): cure wounds, guiding bolt, sanctuary
age. 2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
mace;
waterskin (half-empty).
A CTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit,
range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft.,
one target. Hit: 5 (1d10) re damage.
tional spells.
1. ( HP): 1. ( HP):
2. ( HP): 2. ( HP):
3. ( HP): 3. ( HP):
4. ( HP): 4. ( HP):
5. ( HP): 5. ( HP):
6. ( HP): 6. ( HP):
7. ( HP): 7. ( HP):
8. ( HP): 8. ( HP):
9. ( HP): 9. ( HP):
A PPENDIX C: M APS
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Not for resale. Permission granted to print or photocopy this document for personal use only. SPA3: Crypt of the Elven King
C RYPT (DM)
A PPENDIX C: M APS
41
Not for resale. Permission granted to print or photocopy this document for personal use only. SPA3: Crypt of the Elven King
F OREST (P LAYERS )
A PPENDIX C: M APS
42
Not for resale. Permission granted to print or photocopy this document for personal use only. SPA3: Crypt of the Elven King
C RYPT (P LAYERS )
A PPENDIX C: M APS
43
Not for resale. Permission granted to print or photocopy this document for personal use only. SPA3: Crypt of the Elven King