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Crypt of the Elven King

Small Party Adventure 3

Delve into the depths of the tomb of the long forgotten elven king
to bring the eternal peace onto its disturbed dwellers.

A 4-hour adventure for two 4th level characters


by Vladimir Arabadzhi

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
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

Playing Small . . . . . . . . . . . . . . . 3 B3. Room of the Dead . . . . . . 17


DMs Character Playstyle . . . . 3 B4. Jug Room . . . . . . . . . . 17
Classes . . . . . . . . . . . . . . 3 B5. Statue room . . . . . . . . . 18
Plan B . . . . . . . . . . . . . . . 3 B6. Preparation Chamber . . . . 18
Introduction . . . . . . . . . . . . . . . 4 B7. Bridge . . . . . . . . . . . . . 18
Overview . . . . . . . . . . . . . . 4 B8. Hall of the Gods . . . . . . . 19
What Only DM Knows . . . . . . 4 B9. Hall of the Night . . . . . . . 19
Adventure Hooks . . . . . . . . . 4 B10. Gate of Winter . . . . . . . 19
Criminal Contact . . . . . . . . . 4 B11. Hall of the Day . . . . . . . 19
Local Ofcial . . . . . . . . . . . 4 B12. Gate of Summer . . . . . . 19
Part 1: Mysterious Map . . . . . . . . . 5 B13. Vault . . . . . . . . . . . . . 20
Library . . . . . . . . . . . . . . . 5 Third Level . . . . . . . . . . . . 21
Preparing for the Trip . . . . . . 6 General Features . . . . . . . . . 21
Part 2: Into the Forest . . . . . . . . . . 7 C1. Stairway Chamber . . . . . 21
By the Road . . . . . . . . . . . . 7 C2. Small Chamber . . . . . . . 21
Random Encounters: Road . . . 8 C3. Raised Corridor . . . . . . . 21
Through the Woods . . . . . . . 8 C4. Secret Treasury . . . . . . . 22
Random Encounters: Forest . . 9 C5. Well Chamber . . . . . . . . 22
Arrival . . . . . . . . . . . . . . . 11 C6. Portcullis Chamber . . . . . 22
Awarding Experience Points . . 11 C7. Under the Bridge . . . . . . 22
Part 3: The Crypt . . . . . . . . . . . . 12 C8. Elevated Chamber . . . . . 22
First Level . . . . . . . . . . . . . 13 C9. Chandelier Chamber . . . . 22
General Features . . . . . . . . . 13 C10. Sarcophagi Chamber . . . 22
A1. Entrance . . . . . . . . . . . 13 Part 4: Going Back . . . . . . . . . . . . 23
A2. Main Hall . . . . . . . . . . . 13 Conclusion . . . . . . . . . . . . 23
A3. Altar . . . . . . . . . . . . . . 14 Appendix A: Magic Items . . . . . . . . 24
A4. Pentagon Hall . . . . . . . . 15 Appendix B: Monsters and NPCs . . . 25
Second Level . . . . . . . . . . . 16 Forest Monsters . . . . . . . . . 25
Random Encounter . . . . . . . 16 Crypt Monsters . . . . . . . . . . 32
General Features . . . . . . . . . 16 NPCs . . . . . . . . . . . . . . . . 37
B1. Long Corridor . . . . . . . . 16 Encounter Template . . . . . . . 39
B2. Unnished Room . . . . . . 16 Appendix C: Maps . . . . . . . . . . . . 40

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.

If you chose to play the second character yourself, create


T AKE THEM ALIVE !
him as a player characters sidekick or henchman leaving
most of social interactions and exploration stuff to your Characters are not dead but captured by the enemy. This
player. After all you really dont want to talk for both approach requires some planning of escape options for
sides when interacting with NPCs, or detect all the traps our heroes.
that youve placed yourself in the rst place.
Y OU SEEM TRUSTWOR THY . ..
C LASSES Make a pool of backup characters beforehand. When
one of your current characters dies, replace him from this
Though exploration and social interaction will present
pool, providing explanation of his sudden appearance.
their challenges, the biggest danger to the lives of our
brave adventurers comes through combat encounters.
Therefore a wise choice of characters classes is I THOUGHT YOU WERE DEAD !
paramount. If one of your heroes fell into the bottomless cavern to
Of course, you cant predict all the combinations and his inevitable demise (or in the case of any other death
special cases, but the table below provides a rough un- that didnt let his partner to get to the body), you could
derstanding of the roles that the certain classes do better. later introduce the same character saved by any means
For example, if your player created the Rogue charac- that seem logical to the given situation.
ter, you could create the Cleric character to provide pro-
tection, magic support, and healing.
Remember that this is not a mandatory condition but HEALING SURGES
it can ease your life and save lives of your characters.
You also could use this optional rule from DMG (p.266
267) to allow characters to spend their Hit Dice in com-
R OLES IN COMBAT ON FIRST LEVELS bat which provides additional healing.

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
3
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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.

W HAT O NLY DM K NOWS C RIMINAL C ONTACT


The ancient forest hides the tombs of an ancient elven civ- One of the local black market hucksters approach the
ilizations that ruled this lands long before humans came characters with an unusual proposition. He possess an
here. ancient encrypted map that, as he believes, may point
Two moons ago a group of wandering adventurers to the ancient tomb of the fallen elven kingdom. As the
stumbled upon an elven crypt hidden deep in the woods. huckster cant sack the tomb himself, he hopes that the
Though they didnt go deeper that a rst level, the pro- party will do it for him in exchange for a good price for
tecting seal was broken, releasing an elder curse upon the each artifact found there.
land.
Since then the bothered spirit of an ancient elven king
roams through the woods, fed by hatred for all living L OCAL O FFICIAL
creatures. People killed by it rise as undead servants of The agent of the town council approaches the charac-
the king, and the corrupted forest attracted all kinds of ters with a job offer to deal with the unknown hazard
evil and wretched monsters. that threatens the travelers and caravans coming from the
Just killing the kings spirit, however, is not nearly main trade route.
enough. It will just return to its corporeal husk and rise About a half-month ago a group of ve mercenaries
again the next night. Only the destruction of its physical that worked for the council went to inspect the woods
body could lead to its ultimate demise. around the route. They never came back. Now, the coun-
cil seeks help of more experienced adventures to nd
out what happened to the mercenaries, and nish the job
they couldnt manage. The announced price is 1000 gp.
In addition, in-depth searching though the councils
archives resulted in one ancient and mysterious map they
couldnt decipher, but suspect that it would be of use for
the party.

ADAPTING THE HOOK


You could change a requesting organization to t it bet-
ter with your characters personalities. It could be a
religious order, rangers or druids alliance, or any other
faction, that one of the characters is a member of.
If the party has already completed the previous adven-
ture (SPA2: Goblins vs. Kobolds) and saved Wentzel
Knapsack, he could be the one approaching the charac-
ters with this job oer.

I NTRODUCTION
4
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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.

An old human clerk listens to what you have to ask,


pauses for a couple of seconds, then nods and hobbles
away, into the depths of the library, between the innite
rows of bookshelves.
About ve minutes later he returns with a middle-
aged sun elf dressed in a plain looking, but expensive
costume. His long golden hair is pulled in a tight tail,
his prying eyes are studying you with an equal mix of
annoyance and interest.
"Greetings," he says, "I was told you are looking for Koren Sunwind
help with some elder elven script?"
The elf brings the map closer to a light source, studying
the script thoroughly. "What an interesting example of
Old mans name is Carl Emberwood. He has been al-
an early ArTelQuessir writing! Not often I got lucky
ready working as the main library curator for a couple of
enough to study such an old artifact in an almost pristine
dozens years, hoping to resign soon enough and transfer
condition. Would you be interested in selling it by any
his position to his promising protg Koren Sunwind.
chance? Lets see. . . It is clearly a map of the local region
Koren Sunwind is an aspiring historian, who arrived
depicted here, you can tell by the given landmarks and
here about a year ago, to advance on his current trea-
comments. But how long ago it is unclear. And what
tise while working as a librarian (see Appendix B, NPCs
is this structure? Never heard before about any notable
for further information). His voluminous knowledge of
elven architecture in this area. Maybe this text could
the ancient elven lore makes him the only person in the
explain, hmm. . . " He begins to murmur quietly, tracing
partys proximity that is able to decipher the mysterious
his nimble nger through the serpentine-like chain of
map.
runes around the compass rose at the corner of the map.
Suddenly, a gust of wind blows through the hall, dis-
turbing the documents and pages of open books lying
on the tables, following by a sudden ash of white light
that blinds you for a brief moment. When you are able
to see again, you notice a newly appeared silver device
that lies right on top of the map. Round, about two
inches in diameter, the mechanism reminds you of some
kind of a compass. However, its solitary golden arrow
isnt pointing to the north, but somewhere in the eastern
proximity, right where the elder forest lies. . .

P AR T 1: M YSTERIOUS M AP
5
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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.

T RAVEL PACE B Y THE R OAD


At this point the party should decide either to follow Pace Per hour Per hex Eect
the road further for a while, or to enter the forest imme- Fast 4 miles 3/4 hour Disadvantage on a
diately. The former path might be slightly longer, but Wisdom (Perception)
easier, while the latter could be the shortest, but more checks
difcult for obvious reasons. Normal 3 miles 1 hour
The usual pace of travel is 8 hours per day. When using Slow 2 miles 1.5 hours Able to use stealth
a cab or other carriage, the party is limited to a normal
pace. If the party chooses to travel for more than 8 hours
per day, follow the Forced March rules (PH, p.181).

P AR T 2: I NTO THE F OREST


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A F ELLOW T RAVELER the neighboring hex to the side of this one, potentially
lengthening their path.
At the end of the rst day (about the 7th hour) of travel
the characters will catch up with the lonely human trav- B EASTS PASSIVE P ERCEPTION AND B EHAVIOR
eler heading in the same direction. The travelers name
is Jack Canesse. Glad that he wont spend the upcoming Beast Passive Perception Behavior
night alone, he joins the party. Bear 13 aggressive
The traveler is actually a jackalwere, he and his pack Boar 9 wary
of 10 jackals hunt along this trade route. Deer 12 fearful
Soon enough the characters with a passive Perception Wolf 13 aggressive
score of 12 or higher will notice animal shadows follow-
ing the party in darkness by both sides of the road. Not
too long after that two jackals walk to the road, two other
will block the path behind the party. At that moment Jack P RIEST
will polymorph into his hybrid form and try to grapple This encounter could happen only once.
one of the characters. Roll for initiative.
The characters meet Father Daniel, a wandering priest
of Ilmater (see Appendix B, NPCs). The priest is friendly
SLEEP GAZE towards the characters and would heal them if asked. He
Use Jacks Sleep Gaze action only if you are sure that is completely unaware of the hazards of this area.
the other character could survive the ght alone, if his
comrade fails the check and falls asleep.
T HROUGH THE W OODS
If Jack feels that he is loosing the ght, he will trans-
The party travels through the forest at half speed, accord-
form into his jackal form and try to mix among the rest of
ing to the following table.
his pack. If the characters manage to capture him alive,
he wont help them much, as Jack knows a little about T RAVEL PACE T HROUGH THE F OREST
the source of the forests corruption. He and his pack of
jackals came to this land not earlier that ten days ago. Pace Per hour Per hex Eect
Fast 2 miles 1.5 hours Disadvantage on a
Wisdom (Perception)
R ANDOM E NCOUNTERS : R OAD scores
Roll a d20 when the party moves to the next road hex on Normal 1.5 miles 2 hours
the map, and once during every long rest. When you roll Slow 1 mile 3 hours Able to use stealth
18 or higher, a random encounter occurs.

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.

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R ANDOM E NCOUNTERS : F OREST
A REA C
The closer the party gets to the crypt, the more danger- 2d8 Encounter
ous the forest becomes. Roll on the table below when the 2 Blights
party moves to the next forest hex on the map, to deter- 3 Giant wolf spider
mine if an encounter occurs, according to the area they 4 Deers (1d6)
are in. In a case of an encounter, roll on the according 5 Zombie
encounter table below. 6 Giant spider
7 Treasure trove
Area d20 Area d20 8 Slaughtered deer
Area A 17 or higher Area C 7 or higher 9 Camp site
Area B 12 or higher Area D always 10 Shrine of Mielikki
11 Merchants corpse
Also roll a d20 once during every long rest, adding +5 12 Stirges (2d4)
to the roll. When rolling for a random encounter on a 13 Specter
long rest, ignore all non-creature encounters. 14 Boar
15 Poisonous snakes (2)
Each encounter, except Beasts, might happen only
16 Ettercap
once. If you rolled for the same encounter a second time,
nothing happens.
A REA D
A REA A 2d8 Encounter
23 Giant wolf spider
2d8 Encounter 4 Blights
23 Badger 56 Giant spider
4 Wolves (4) 7 Zombie
5 Slaughtered deer 8 Treasure trove
6 Wolves (3) 9 Withered corpse
7 Giant wolf spider 10 Merchants corpse
8 Deers (1d6) 11 Specter
9 Nothing 1213 Stirges (2d4)
10 Boar 14 Ettercap
11 Poisonous snakes (1d4) 1516 Poisonous snakes (1d4)
12 Bear (black)
13 Hunter
14 Bear (brown) B EASTS
1516 Weasel
If the beasts passive Perception is greater than Dexterity
(Stealth) check of the party (when moving stealthily). The
A REA B reaction will be according to their behavior (see the table
below).
2d8 Encounter Aggressive beasts will attack the party.
2 Wolves (4) Fearful beasts will ee.
3 Treasure trove Wary beasts will not attack rst.
4 Wolves (3)
5 Slaughtered deer If the characters Wisdom (Perception) check is greater,
6 Giant spider than beasts passive Stealth, the characters will notice
7 Deers (1d6) animals. If not, aggressive beasts will have a surprise
8 Giant wolf spider round.
9 Nothing When unnoticed, the party might decide not to engage
10 Poisonous snakes (1d6) in combat and go around. In that case they move into
11 Boar the neighboring hex to the side of this one, potentially
12 Stirges (2d4) lengthening their path.
13 Shrine of Mielikki
14 Bear (black)
15 Merchants corpse
16 Bear (brown)

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E TTERCAP
B EASTS PASSIVE S TATS AND B EHAVIOR A successful DC 14 Wisdom (Perception) check is re-
Passive quired to notice an ettercap hidden at the tree above the
Beast Stealth Perception Behavior characters heads. On a failed check the ettercap will
Badger 10 11 fearful jump on one of the characters with its web garrote, gain-
Bear 10 13 aggressive ing a surprise round.
Boar 10 9 wary
Deer 13 12 fearful H UNTER
Giant spider 17 10 aggressive
The party meets Bran Duskward, a human hunter (see
Giant wolf spider 17 13 aggressive
Appendix B, NPCs). The hunter is friendly but cautious
Poisonous snake 13 10 wary
towards the characters. He is returning home from hunt-
Stirge 13 9 aggressive
ing and will warn the characters to stay away from the
Weasel 15 13 fearful
depths of the forest, as he encountered some dangerous
Wolf 14 13 aggressive
creatures during his travel, including bears, wolves, and
even giant spiders.
While giant wolf spiders actively hunt their prey, gi-
ant spiders weave their webs between the trees and wait M ERCHANT S C ORPSE
for creatures that wonder right into it. A successful DC 15 The party nds a corpse of a traveling merchant killed by
Wisdom (Perception) check is required to notice a web, wild animals a couple of days ago. The following items
hidden amid the threes and not to walk into it. could be found on his disgured body:

WEBS 2d8 (9) cp;


Web-lled areas are dicult terrain. Moreover, a crea- 2d10 10 (110) sp;
ture entering a webbed area for the rst time on a turn
or starting its turn there must succeed on a DC 12 Dex- 1d10 10 (50) gp;
terity saving throw or become restrained by the webs. A
abacus with beads made of lapis lazuli (worth 100
restrained creature can use its action to try to escape,
gp);
doing so with a successful DC 12 Strength (Athletics) or
Dexterity (Acrobatics) check. silvered shortsword;
Each 10 foot cube of giant webs has AC 10, 15 hit
points, vulnerability to re, and immunity to bludgeon- torn waterskin.
ing, poison, and psychic damage.
S HRINE OF M IELIKKI
The party nds a small clearing around a dead tree trunk
B LIGHTS with a caving of the unicorn head.
A successful DC 12 Intelligence (Religion) check is re-
The party stumbles upon one vine blight, two twig quired to determine that this is a holy symbol of Mielikki,
blights, and three awakened shrubs. Due to the mon- the Forest Queen.
sters false appearance, the party will have disadvantage The party might decide to perform a ritual of worship,
on Wisdom (Perception) checks to detect the threat. On a spending 1 hour and making a DC 15 Intelligence (Re-
failed check, monsters will have a surprise round. ligion) check. On success, the party receives the bless-
ing of Mielikki, giving them advantage on their Dexter-
C AMP S ITE ity (Stealth) and Wisdom (Perception) checks, and +5 to
their passive Perception scores for the next 24 hours.
The party discovers a camp site that belonged to the mer-
The blessing might not be given if the party hacked
cenaries that were hired by a town council to nd the
trees or killed non-aggressive beasts previously.
crypt. A successful DC 15 Wisdom (Survival) check is
required to determine that ve people spent a night here
about a half-month ago. S LAUGHTERED D EER
The party nds a deers corpse. A successful DC 12 Wis-
dom (Medicine) check is required to notice that though
the esh is almost intact, all blood is gone.

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S PECTER One of the elven kings zombies wanders through the
forest. It will attack any living creature that it meets.
This encounter could happen only at night time.
The party meets the elven kings spirit that wanders
around this area in his specter form. Roll its Wisdom W ITHERED C ORPSE
(Perception) check (+0) against the characters Dexterity The party nds a withered human corpse. A success-
(Stealth) (when moving stealthily), or vs. 10 (whatever is ful DC 12 Intelligence (Arcana) or Intelligence (Religion)
higher), to determine if it notices the party. In that case it check would reveal that the human was killed by some
will attack immediately. kind of necrotic inuence that sucked out his life force.
Killing the specter will not result in its destruction. It The following items could be found on the body:
will rise again after restoring its powers in the crypt.
4d10 (22) cp;
T REASURE T ROVE 1d6 (3) rations;
A successful DC 18 Wisdom (Perception) check is re- a simple dagger.
quired to notice a treasure trove amidst roots of an old
oak. The treasure consist of 3d6 10 (105) sp, 2d10 (11)
gp, and one item from the following table: A RRIVAL
d100 Item Price At last, after a long travel, you see a white stone of an
140 1d4 (2) tiger eye gemstones 10 gp each ancient structure standing amidst the grove of blackened
4150 Silver dining plate 25 gp twisted trees: a gargantuan headless torso faces right to
5160 Small snake-shaped gold bracelet 25 gp the west, spanning its hands in a welcoming manner.
6170 Copper chalice with silver ligree 25 gp Under its open palms you see two portals immured with
7189 1d6 (3) azurite gemstones 10 gp each stone, a gaping hole is seen in one of them. The myste-
9099 Onyx gemstone 50 gp rious device points exactly to the center of the structure.
00 Heavy gold bracelet 250 gp
The hole is the entrance through which the initial party
of marauders got inside, breaking the tombs seal.
Z OMBIE

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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P AR T 3: T HE C RYPT

P AR T 3: T HE C RYPT
12
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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.

A2. M AIN H ALL


G ENERAL F EATURES
The rst level is dark, dry and cold. However, theres not Both side walls of this long hall have four archways open
much dust in here. to darkness beyond.
Ceilings. Unless noted otherwise, all ceilings are 15 The farthest wall is occupied with a beautiful mosaic,
feet high and vaulted. depicting a beautiful elven noble: a sword in his lowered
Arches. Unless noted otherwise, all doorways are right hand, and a green branch in his raised left hand.
open arches, 10 feet tall, and 5 feet wide. Throughout the hall evident signs of deling could
Floors and Walls. All chambers are built of tightly t- be seen. Apparently, the pieces of broken religious items
ted white marble blocks covered in intricate carvings of lying around is all, that was left after precious metals and
leaves and branches motif. gems were plucked out, including the gems, previously
embedded in the carvings on the walls.
Light. None unless otherwise indicated. The boxed
text assumes that the characters have light sources or
darkvision. All four side chambers (from A2a to A2d) look alike
with their low stone benches and beautiful carvings.
The walls of the northern chamber A2a depict a winter
A1. E NTRANCE motif with evergreen trees covered in snow. The south-
ern chamber A2b bears a summer owers motif. Two
Each portal leads to a separate staircase, ending in the other chambers (A2c and A2d) portray scenes of mourn-
same small chamber. ing processions bowing before a mysterious gure in a
hooded robe with a circle of the full moon above.
The west wall of a small 10 by 15 feet chamber is cov- A successful DC 12 Intelligence (Investigation) check is
ered in a beautiful and colorful mosaic of a setting sun. required to nd out that marauders were here no longer
Against it you see an open metal gate, its bars are bent than a half-year ago.
and the hinges are broken.
A close inspection of the chamber A2d (a DC 15 Wis-
dom (Perception) check, or DC 15 Intelligence (Investiga-
Three swarms of bats live here. They could be no- tion) check) will reveal a silhouette of a door, masterfully
ticed with a successful DC 12 Wisdom (Perception) check. hidden in the lines of the carvings.

P AR T 3: T HE C RYPT
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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.

3. He is known for approving of those who killed orcs,


A3. A LTAR and despising those who deled the dead, or ed
from their foes.
Four statues are standing in separate niches around this
15 by 15 feet shrine.
A ERDRIE FAENYA ( NOR TH STATUE )
The west statue portrays a strong elven warrior. His
arms are resting on the hilt of his sheathed sword, 1. You know the name Aerdrie Faenya, and her
strapped to his belt with crescent-shaped buckle. symbol is a cloud with a bird silhouette.
The north statue depicts a tall elven woman with
feathered hair and eyebrows, and a pair of large bird- 2. She is an elven goddess of the winds, weather, and
like wings behind her back. Her arms are stretched up fertility.
in the air.
3. She is worshiped not only by elves, but also by some
The south statue is of a beautifully smiling elven
aerial creatures, such as aaracokra.
woman dressed in a simple gown. Her long hair ows
freely from her shoulders, and she holds a st-sized
golden heart, pressing it to her chest. H ANALI C ELANIL ( SOUTH STATUE )
The east statue looks like a pale-skinned elven woman,
1. You know the name Hanali Celanil, and her sym-
covered in a hooded cloak. The symbol of a full moon
bol is a golden heart.
is seen on her chest, and she holds an empty stone bowl
in her palms. A tall stone door is located behind this 2. She is an elven goddess of love, beauty, art, and
gure. enchantment.

3. She is considered to be the ideal of elven beauty.


All statues are made of marble and are masterfully
painted (including the gilded heart of the south statue).
Any silver object (a silver coin, ring, etc.) needs to be S EHANINE M OONBOW ( EAST STATUE )
placed in the bowl that the east gure (Sehanine Moon-
1. You know the name Sehanine Moonbow, and
bow) holds in order to activate a stone door behind it.
her symbol is the full moon topped by a crescent-
While the object is in the bowl, the door will remain open.
shaped haze.
The thick stone door could not be forced open or be de-
stroyed. 2. She is an elven goddess of the moon and all lifes
All moon-themed imagery that is seen around should mysteries, including mysticism, prophecy, death,
serve as a clue to the characters, as silver is associated and dreams.
with the moon.
3. She is known for despising the undead, considering
them a blasphemy.
AWARDING E XPERIENCE P OINTS
Divide 500 XP equally among the characters if the party
nds the way to enter the pentagon hall.

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.

Any character that speaks Elvish could read the in-


scription, that says:

While their torches brightly burn,


Eternal watch the guards will keep.
The kings protector westward turned,
Until the ame again is lit.

The torches in the hands of the statues burn with con-


tinual ame. A closer inspection would quickly reveal that
each torch could be turned upside down to snuff it out,
or back up, to kindle the ame again.
When the characters start re in the brazier, each
statue, which ame is burning at the moment, will slide
to the side, revealing niches behind them. The east statue
will activate regardless of the state of its torch. Each niche
contains an elven guard skeleton, the east one contains
elven captain skeleton (see Appendix B, Crypt Mon-
sters). Animated by the undead kings will, the skeletons
will attack immediately.
A closed metal door, leading to the stairwell A4a could
be seen behind the east niche. This door could be eas-
ily unlocked with the key that elven captain skeleton is
bearing, or with a successful DC 20 Strength, or Dexterity
(Thieves Tools) check.

AWARDING E XPERIENCE P OINTS


Divide 1500 XP equally among the characters if the party
defeats the skeletons and nds the stairwell behind the
east statue. The experience for skeletons is included here
(regardless of the actual number of skeletons the party
fought).

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;

G ENERAL F EATURES 2d6 pitons;

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.

P AR T 3: T HE C RYPT
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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

Z OMBIE WITH BATTLEAXE

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.

P AR T 3: T HE C RYPT
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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.

P AR T 3: T HE C RYPT
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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.

B10. G ATE OF W INTER

The walls of this 15 by 15 feet chamber is painted so as


to represent a stark white landscape of bare snowy hills
and an imposing mountain chain far away. The chill of
the crypt perfectly complements the impression.

The door leading to the vault (area B13) is magically


protected by glyph of warding, that requires a successful
DC 12 Intelligence (Investigation) check to be noticed.
Under the detect magic spell the glyph emits an evocation
aura.
The glyph triggers when door is opened, erupting with
magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature
in the area must make a DC 12 Dexterity saving throw. A
creature takes 5d8 cold damage on a failed saving throw,
or half as much damage on a successful one.

P AR T 3: T HE C RYPT
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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.

As soon as the characters enter the room, the elven


king (specter form) will emerge through the sarcopha-
gus to attack them. If any of the three ghouls (areas B9,
C10, B11) are alive, they will start to move here to aid
their master. They will enter through the same door the
party got in.
When the specter is killed, it will possess its corpo-
real form and smash the lid of the sarcophagus from the
inside. The pieces of the stone lid will y in a 15-foot-
radius. Each creature in the area must make a DC 12 Dex-
terity saving throw. A creature takes 3d6 bludgeoning
damage on a failed saving throw, or half as much dam-
age on a successful one.
After that elven king (wight form) will climb out of the
sarcophagus and attack the characters. When killed in its
corporeal form, the kings spirit will be nally released
and no longer bother the living.
The elven king has the following items:

adamantine scale mail;

a longsword +1 (actually, sword of vengeance);


a longbow;

10 + 2d6 arrows +1 (minus a number of arrows that


were shot in the ght);

a silvered dagger with an electrum handle (worth


250 gp);
a silver crown (worth 500 gp);

a silver pendant with a white chalcedony stone


(worth 100 gp).

AWARDING E XPERIENCE P OINTS


Divide 2000 XP equally among the characters if the party
defeats the elven king. The experience for killing both
specter and wight forms is included here. If any ghouls
were defeated in this battle, increase the XP reward ac-
cordingly, as usual.

P AR T 3: T HE C RYPT
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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.

G ENERAL F EATURES C2. S MALL C HAMBER


The bigger part of the third level is ooded with cold and This ooded room seems empty, but a successful
dirty water. The stench of rot and decay is almost repul- DC 12 Wisdom (Perception) or Intelligence (Investiga-
sive. tion) check would reveal a small golden scepter with a
Ceilings. Unless noted otherwise, all ceilings are 20 green chrysoberyl at its end 1 , lying under the water.
feet high and vaulted.
Doors. Unless noted otherwise, all doors are made of
rotten wood, 8 feet tall, and 5 feet wide, have AC 13, C3. R AISED C ORRIDOR
13 (4d8) hit points, and immunity to poison and psychic
damage. Opposite to the previous chambers, this corridor is com-
Floors and Walls. All chambers are built of smooth paratively dry and clean, thanks to its elevated position.
blocks of dark marble covered in mold. Floor and walls are deprived of any decorations.
Light. None unless otherwise indicated. The boxed Looking through the corridor, you see a human skull
text assumes that the characters have light sources or in the air, slowly oating in your direction.
darkvision.
Water. Unless noted otherwise, all chambers are lled The gelatinous cube is constantly moving through that
with about 3 feet of cold dirty water. These areas are con- corridor. When the cube senses living creatures, it will
sidered to be a difcult terrain. move in that direction. It has a humanoid skull stuck
inside, and it looks like a skull oating in the air, as long
as the characters dont notice the monster. The remaining
C1. S TAIRWAY C HAMBER bones of the skeleton are scattered at the stairs leading to
the area C1.
Aside from the stairway to the west, this small ooded A successful DC 15 Wisdom (Perception) or Intelli-
chamber has a door to the north and a latticed metal gence (Investigation) check is required to nd a secret
gate to the east. door leading to the secret treasury (area C4).

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.

P AR T 3: T HE C RYPT
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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:

an ivory set of dragonchess (worth 250 gp); C9. C HANDELIER C HAMBER


a silver brooch (worth 500 gp); A moldy tabletop could be seen just over the water sur-
face in the center of this 15 by 20 feet chamber. Right
1d4 (2) green chrysoprase gems (worth 50 gp each); over it a delicate silver chandelier hangs from 20-foot-
high ceiling.
1d6 (3) potions of healing. There is a door to the south and an open passage to
the east.

There is no door between areas C9 and C10, so the


C5. W ELL C HAMBER ghoul from the area C10 (if it hasnt been killed before)
This chamber looks dirty and empty, but it has a 5-foot- could be noticed from there, and it could notice the char-
wide well, hidden under water. Any creature must suc- acters too, if they move loudly.
ceed on a DC 15 Wisdom (Perception) check to notice The chandelier is suspended by the metal chain about
this hidden hole. An unaware creature must succeed 10 feet above the oor, so it can be reached from the table-
on a DC 12 Dexterity saving throw not to fall in a 20- top, but not from the oor. A successful DC 12 Strength
foot-deep well and stuck in a sludge on its bottom, be- check is required to snap the chain. On both failed and
coming restrained, and risking to suffocate underwater successful check the character must succeed on a Dex-
(PB, p.183, Suffocating). The creature must succeed on a terity saving throw, or break the rotten tabletop, falling
DC 12 Strength check to break free and swim to the sur- down and receiving 1d6 bludgeoning damage, landing
face. prone underwater, and alarming the ghoul in the area
C10. A chandelier weights 10 lb., and is worth 250 gp.

C6. P OR TCULLIS C HAMBER C10. S ARCOPHAGI C HAMBER

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.

P AR T 3: T HE C RYPT
22
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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.

AWARDING E XPERIENCE P OINTS


Divide 1000 XP equally among the characters if the party
defeats or subdues Koren and gets out of the crypt.

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. . .

Author: Vladimir Arabadzhi


Illustrator: Vladimir Arabadzhi
Proofreader: Galina Arabadzhi

P AR T 4: G OING B ACK
23
Not for resale. Permission granted to print or photocopy this document for personal use only. SPA3: Crypt of the Elven King
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.

A PPENDIX A: M AGIC I TEMS


24
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A PPENDIX B: M ONSTERS AND NPC S
F OREST M ONSTERS

AWAKENED S HRUB B ADGER


Small plant, unaligned Tiny beast, unaligned

Armor Class 9 Armor Class 10


Hit Points 10 (3d6) Hit Points 3 (1d4 + 1)
Speed 20 ft. Speed 20 ft., burrow 5 ft.

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)

Damage Vulnerabilities re Senses darkvision 30 ft., passive Perception 11


Damage Resistances piercing Languages
Senses passive Perception 10 Challenge 0 (10 XP)
Languages understands Common but cant speak
Challenge 0 (10 XP) Keen Smell. The badger has advantage on Wisdom
(Perception) checks that rely on smell.
False Appearance. While the shrub remains motionless,
it is indistinguishable from a normal shrub. A CTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
A CTIONS target. Hit: 1 piercing damage.
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 (1d4 1) slashing damage.

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25
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B LACK B EAR B OAR
Medium beast, unaligned Medium beast, unaligned

Armor Class 11 (natural armor) Armor Class 11 (natural armor)


Hit Points 19 (3d8 + 6) Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 30 ft. Speed 40 ft.

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)

Skills Perception +3 Senses passive Perception 9


Senses passive Perception 13 Languages
Languages Challenge 1/4 (50 XP)
Challenge 1/2 (100 XP)
Charge. If the boar moves at least 20 feet straight
Keen Smell. The bear has advantage on Wisdom (Per- toward a target and then hits it with a tusk attack on
ception) checks that rely on smell. the same turn, the target takes an extra 3 (1d6) slashing
damage. If the target is a creature, it must succeed on
A CTIONS a DC 11 Strength saving throw or be knocked prone.
Multiattack. The bear makes two attacks: one with its Relentless (Recharges after a Short or Long Rest).
bite and one with its claws. If the boar takes 7 damage or less that would reduce it
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one to 0 hit points, it is reduced to 1 hit point instead.
target. Hit: 5 (1d6 + 2) piercing damage.
A CTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage. Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.

B ROWN B EAR
Large beast, unaligned

Armor Class 11 (natural armor)


Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom (Per-


ception) checks that rely on smell.

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.

A PPENDIX B: M ONSTERS AND NPC S


26
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D EER Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Medium beast, unaligned one target. Hit: 7 (2d4 + 2) slashing damage.
Web Garrote. Melee Weapon Attack: +4 to hit, reach
Armor Class 13
5 ft., one Medium or Small creature against which the et-
Hit Points 4 (1d8)
tercap has advantage on the attack roll. Hit: 4 (1d4 + 2)
Speed 50 ft.
bludgeoning damage, and the target is grappled (escape
DC 12). Until this grapple ends, the target cant breathe,
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3) and the ettercap has advantage on attack rolls against
it.
Senses passive Perception 12 Web (Recharge 56). Ranged Weapon Attack: +4 to
Languages hit, range 30/60 ft., one Large or smaller creature. Hit:
Challenge 0 (10 XP) The creature is restrained by webbing. As an action, the
restrained creature can make a DC 11 Strength check,
A CTIONS escaping from the webbing on a success. The eect ends
if the webbing is destroyed. The webbing has AC 10, 5
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
hit points, vulnerability to re damage, and immunity to
target. Hit: 2 (1d4) piercing damage.
bludgeoning, poison, and psychic 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.

A PPENDIX B: M ONSTERS AND NPC S


27
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G IANT S PIDER G IANT W OLF S PIDER
Large beast, unaligned Medium beast, unaligned

Armor Class 14 (natural armor) Armor Class 13


Hit Points 26 (4d10 + 4) Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft. Speed 40 ft., climb 40 ft.

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)

Skills Stealth +7 Skills Perception +3, Stealth +7


Senses blindsight 10 ft., darkvision 60 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10 Perception 13
Languages Languages
Challenge 1 (200 XP) Challenge 1/4 (50 XP)

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).

A PPENDIX B: M ONSTERS AND NPC S


28
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J ACK C ANESSE (J ACKALWERE ) J ACKAL
Medium humanoid (shapechanger), chaotic evil Small beast, unaligned

Armor Class 12 Armor Class 12


Hit Points 18 (4d8) Hit Points 3 (1d6)
Speed 40 ft. Speed 40 ft.

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)

, Skills Deception +4, Perception +2, Stealth +4 Skills Perception +3


Senses passive Perception 12 Senses passive Perception 13
Languages Common (cant speak in jackal form) Languages
Challenge 1/2 (100 XP) Challenge 0 (10 XP)

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.

A PPENDIX B: M ONSTERS AND NPC S


29
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S TIRGE V INE B LIGHT
Tiny beast, unaligned Medium plant, neutral evil

Armor Class 14 (natural armor) Armor Class 12 (natural armor)


Hit Points 2 (1d4) Hit Points 26 (4d8 + 8)
Speed 10 ft., y 40 ft. Speed 10 ft.

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)

Senses darkvision 60 ft., passive Perception 9 Skills Stealth +1


Languages Condition Immunities blinded, deafened
Challenge 1/8 (25 XP) Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Languages Common
A CTIONS Challenge 1/2 (100 XP)
Blood Drain. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, False Appearance. While the blight remains motion-
and the stirge attaches to the target. While attached, less, it is indistinguishable form a tangle of vines.
the stirge doesnt attack. Instead, at the start of each of
the stirges turns, the target loses 5 (1d4 + 3) hit points
due to blood loss. A CTIONS
The stirge can detach itself by spending 5 feet of its Constrict. Melee Weapon Attack: +4 to hit, reach
movement. It does so after it drains 10 hit points of blood 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage,
from the target or target dies. A creature, including the and a Large or smaller target is grappled (escape DC 12).
target, can use its action to detach the stirge. Until this grapple ends, the target is restrained, and the
blight cant constrict another target.
Entangling Plants (Recharge 56). Grasping roots
and vines sprout in a 15-foot radius centered on the
blight, withering away after 1 minute. For the dura-
T WIG B LIGHT tion, that area is dicult terrain for nonplant creatures.
Small plant, neutral evil In addition, each creature of the blights choice in that
area when the plants appear must succeed on a DC
Armor Class 13 (natural armor) 12 Strength saving throw or become restrained. A crea-
Hit Points 4 (1d6 + 1) ture can use its action to make a DC 12 Strength check,
Speed 20 ft. freeing itself or another entangled creature within reach
on a success.
STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 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)

False Appearance. While the blight remains motionless,


it is indistinguishable form a dead shrub.

A CTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.

A PPENDIX B: M ONSTERS AND NPC S


30
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W EASEL Z OMBIE
Tiny beast, unaligned Medium undead, neutral evil

Armor Class 13 Armor Class 8


Hit Points 1 (1d4 1) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 20 ft.

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)

Skills Perception +3, Stealth +5 Saving Throws Wisdom +0


Senses passive Perception 13 Damage Immunities poison
Languages Condition Immunities poisoned
Challenge 0 (10 XP) Senses darkvision 60 ft., passive Perception 8
Languages understands Common but cant speak
Keen Hearing and Smell. The weasel has advantage Challenge 1/4 (50 XP)
on Wisdom (Perception) checks that rely on hearing and
smell. Undead Fortitude. If damage reduced the zombie to
0 hit points, it must make a Constitution saving throw
A CTIONS with a DC of 5 + the damage taken, unless the damage
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one is radiant or from a critical hit. On a success, the zombie
target. Hit: 1 piercing damage. drops to 1 hit point instead.

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

Armor Class 13 (natural armor)


Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)

Keen Hearing and Smell. Th wolf has advantage on


Wisdom (Perception) checks that rely on hearing and
smell.
Pack Tactics. The wolf has advantage on attack rolls
against a creature if at least one of the wolfs allies is
within 5 feet of the creature and the ally isnt incapaci-
tated.

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.

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31
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C RYPT M ONSTERS

E LVEN G UARD S KELETON E LVEN C APTAIN S KELETON


Medium undead, lawful evil Medium undead, lawful evil

Armor Class 15 (armor scraps, shield) Armor Class 13 (armor scraps)


Hit Points 13 (2d8 + 4) Hit Points 39 (6d8 + 12)
Speed 30 ft. Speed 30 ft.

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)

Damage Vulnerabilities bludgeoning Damage Vulnerabilities bludgeoning


Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, poisoned Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages understands Elvish but cant speak Languages understands Elvish but cant speak
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)

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.

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E LVEN K ING (S PECTER F ORM ) E LVEN K ING (W IGHT F ORM )
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 12 Armor Class 15 (adamantine scale mail)


Hit Points 22 (5d8) Hit Points 27 (5d8 + 5)
Speed 0 ft., y 50 ft. (hover) Speed 30 ft.

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.

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An engulfed creature can try to escape by taking an ac-
G ELATINOUS C UBE tion to make a DC 12 Strength check. On a success, the
Large ooze, unaligned creature escapes and enters a space of its choice within
5 feet of the cube.
Armor Class 6
Hit Points 84 (8d10 + 40)
Speed 15 ft.

STR DEX CON INT WIS CHA


14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)
G HOUL
Medium undead, chaotic evil
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone Armor Class 12
Senses blindsight 60 ft.(blind beyond this radius), Hit Points 22 (5d8)
passive Perception 8 Speed 30 ft.
Languages
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Ooze Cube. The cube takes up its entire space. Other
creatures can enter the space, but a creature that does Damage Immunities poison
so is subjected to the cubes Engulf and has disadvantage Condition Immunities charmed, exhaustion, poisoned
on the saving throw. Senses darkvision 60 ft., passive Perception 10
Creatures inside the cube can be seen but have total Languages Elvish
cover. Challenge 1 (200 XP)
A creature within 5 feet of the cube can take an action
to pull a creature or object out of the cube. Doing so A CTIONS
requires a successful DC 12 Strength check, and the crea-
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
ture making the attempt takes 10 (3d6) acid damage.
creature. Hit: 9 (2d6 + 2) piercing damage.
The cube can hold only one Large creature or up to four
Medium or smaller creatures inside it at a time. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage. If the target
Transparent. Even when the cube is in plain sight, it
is a creature other than an elf or undead, it must succeed
takes a successful DC 15 Wisdom (Perception) check to
on a DC 10 Constitution saving throw or be paralyzed for
spot a cube, that has neither moved nor attacked. A
1 minute. The target can repeat the saving throw at the
creature that tries to enter the cubes space while un-
end of each of its turns, ending the eect on itself on
aware of the cube is surprised by the cube.
success.
A CTIONS
Pseudopod. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 10 (3d6) acid damage. M IMIC
Engulf. The cube moves up to its speed. While doing so, Medium monstrosity (shapechanger), neutral
it can enter Large or smaller creatures spaces. Whenever
the cube enters a creatures space, the creature must Armor Class 12 (natural armor)
make a DC 12 Dexterity saving throw. Hit Points 58 (9d8 + 18)
On a successful save, the creature can choose to be Speed 15 ft.
pushed 5 feet back or to the side of the cube. A creature
that chooses not to be pushed suers the consequences STR DEX CON INT WIS CHA
of a failed saving throw. 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
On a failed save, the cube enters the creatures space, and
the creature takes 10 (3d6) acid damage and is engulfed. Skills Stealth +5
The engulfed creature cant breathe, is restrained, and Damage Immunities acid
takes 10 (3d6) acid damage at the start of each of the Condition Immunities prone
cubes turns. When the cube moves, the engulfed crea- Senses darkvision 60 ft., passive Perception 11
ture moves with it. Languages
Challenge 2 (450 XP)

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Shapechanger. The mimic can use its action to Sunlight Weakness. While in sunlight, the shadow has
polymorph into an object or back into its true, amor- disadvantage on attack rolls, ability checks, and saving
phous form. Its statistics are the same in each form. Any throws.
equipment it is wearing or carrying isnt transformed. It
reverts to its true form if it dies. A CTIONS
Adhesive (Object Form Only). The mimic adheres to Strength Drain. Melee Weapon Attack: +4 to hit,
anything that touches it. A Huge or smaller creature ad- reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic
hered to the mimic is also grappled by it (escape DC 13). damage, and the targets Strength score is reduced by
Ability checks made to escape this grapple have disad- 1d4. The target dies if this reduces its Strength to 0.
vantage. Otherwise, the reduction lasts until the target nishes a
short or long rest.
False Appearance (Object Form Only). While the
If a non-evil humanoid dies from this attack, a new
mimic remains motionless, it is indistinguishable from an
shadow rises from the corpse 1d4 hours later.
ordinary object.
Grappler. The mimic has advantage on attack rolls
against any creature grappled by it.

A CTIONS S WARM OF B ATS


Pseudopod. Melee Weapon Attack: +5 to hit, reach Medium swarm of Tiny beasts, unaligned
5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
If the mimic is in object form, the target is subjected to Armor Class 12
its Adhesive trait. Hit Points 22 (5d8)
Speed 0 ft., y 30 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
STR DEX CON INT WIS CHA
acid damage. 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

, Damage Resistances bludgeoning, piercing, slashing


Senses blindsight 60 ft., passive Perception 11
Languages
S HADOW Challenge 1/4 (50 XP)
Medium undead, chaotic evil
Echolocation. The swarm cant use its blindsight while
Armor Class 12 deafened.
Hit Points 16 (3d8 + 3) Keen Hearing. The swarm has advantage on Wisdom
Speed 40 ft. (Perception) checks that rely on hearing.
STR DEX CON INT WIS CHA Swarm. The swarm can occupy another creatures space
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) and vice versa, and the swarm can move through any
opening large enough for a Tiny bat. The swarm cant
Skills Stealth +4 (+6 in dim light or darkness) regain hit points or gain temporary hit points.
Damage Vulnerabilities radiant
Damage Resistances acid, cold, re, lightning, thun- A CTIONS
der; bludgeoning, piercing, and slashing from nonmagical Bites. Melee Weapon Attack: +4 to hit, reach 0 ft.,
weapons one creature in the swarms space. Hit: 5 (2d4) piercing
Damage Immunities necrotic, poison damage, or 2 (1d4) piercing damage if the swarm has
Condition Immunities exhaustion, frightened, grap- half of its hit points or fewer.
pled, paralyzed, petried, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/2 (100 XP)

Amorphous. The shadow can move through a space as


narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the
shadow can take the Hide action as a bonus action.

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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
Z OMBIE W ITH B ATTLEAXE Z OMBIE W ITH S HORTSWORD
Medium undead, neutral evil Medium undead, neutral evil

Armor Class 9 (leather armor) Armor Class 10 (studded leather armor)


Hit Points 22 (3d8 + 9) Hit Points 22 (3d8 + 9)
Speed 20 ft. Speed 20 ft.

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)

Saving Throws Wisdom +0 Saving Throws Wisdom +0


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 Senses darkvision 60 ft., passive Perception 8
Languages understands Common but cant speak Languages understands Common but cant speak
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

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.

Z OMBIE W ITH M AUL Z OMBIE W ITH WAR P ICK


Medium undead, neutral evil Medium undead, neutral evil

Armor Class 10 (hide) Armor Class 11 (chain shirt)


Hit Points 22 (3d8 + 9) Hit Points 22 (3d8 + 9)
Speed 20 ft. Speed 20 ft.

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)

Saving Throws Wisdom +0 Saving Throws Wisdom +0


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 Senses darkvision 60 ft., passive Perception 8
Languages understands Common but cant speak Languages understands Common but cant speak
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

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.

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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
NPC S

B RAN D USKWARD (H UNTER ) FATHER D ANIEL (P RIEST )


Medium humanoid (human), neutral Medium humanoid (human), lawful good

Armor Class 13 (leather armor) Armor Class 13 (chain shirt)


Hit Points 16 (3d8 + 3) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.

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

B RAN S I NVENTORY A CTIONS


Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
(1d4 + 4) 10 lb (60 lb) of raw meat;
one target. Hit: 3 (1d6) bludgeoning damage.
2d10 (11) arrows;
leather armor;
DANIEL S I NVENTORY
longbow;
1d10 (5) sp and 2d10 (11) cp;
shortsword;
1d4 + 3 (5) days of rations;
waterskin (full).
chain shirt;

holy symbol of Ilmater;

mace;

waterskin (half-empty).

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Koren Sunwind is an aspiring historian, that arrived
K OREN S UNWIND in the town about a year ago, to advance on his current
Sun elf, chaotic neutral treatise while working as a librarian.
As the majority of ArTelQuessir, he is pretty arrogant,
Armor Class 13 (16 with mage armor ) self-important, and condent in the belief, that the sun
Hit Points 30 (4d6 + 8) elves stand above all other races, and even other elves.
Speed 30 ft. Ideal: "The path to power and self-improvement is
through knowledge."
STR DEX CON INT WIS CHA Bond: "There is already too much of elven heritage that
8 (-1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 11 (+0) was lost due to the pillagers and deles. Ill do anything
to protect what is left."
Saving Throws Int +5, Wis +3 Flaw: "Im too smart to be wrong about anything."
Skills Arcana +5, History +5, Investigation +5,
Perception +3, Religion +5 KOREN S I NVENTORY
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Draconic, Dwarvish, 80 gp;
Sylvan 7 days of rations;
Challenge 2 (450 XP)
boots of elvenkind;
Fey Ancestry. Koren has advantage on saving throws
against being charmed, and magic cant put him to candle of Methven (15 charges) 1 ;
sleep. a light crossbow and 10 crossbow bolts;
Trance. Elves dont need to sleep. Instead, they medi-
a mask;
tate deeply, remaining semiconscious, for 4 hours a day.
After resting in this way, an elf gains the same benet a potion of healing;
that a human does from 8 hours of sleep.
a shortsword;
Spellcasting. Koren is a 4th-level spellcaster. His spell-
casting ability is Intelligence (spell save DC 13, +5 to hit a spellbook (see below for contents);
with spell attacks). Koren has the following wizard spells
prepared: travelers clothes;
Cantrips (at will): re bolt, mage hand, message,
a wand.
minor illusion, prestidigitation, shocking grasp
1st Level (4 slots): burning hands, charm person,
expeditious retreat, false life, jump, mage armor, shield KOREN S S PELLBOOK C ONTENTS
2nd Level (2 slots): cloud of daggers, gust of wind, 1st Level Spells
invisibility, misty step burning hands jump
Arcane Recovery. Once per day, when Koren nishes a charm person mage armor
short rest, he can recover up to 2 levels worth of expended expeditious retreat magic missile
spell slots. false life shield
2nd Level Spells
Improved Minor Illusion. When Koren casts minor il- cloud of daggers invisibility
lusion, he can create both a sound and an image with a gust of wind misty step
single casting of the spell.

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.

1 Koren used the candle of Methven to memorize three addi-

tional spells.

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E NCOUNTER T EMPLATE

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):

10. ( HP): 10. ( HP):

Initiative Tracker Initiative Tracker


30 15 30 15
29 14 29 14
28 13 28 13
27 12 27 12
26 11 26 11
25 10 25 10
24 9 24 9
23 8 23 8
22 7 22 7
21 6 21 6
20 5 20 5
19 4 19 4
18 3 18 3
17 2 17 2
16 1 16 1

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A PPENDIX C: M APS
F OREST (DM)

A PPENDIX C: M APS
40
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

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