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Deepwood Memorial Two Page Mini Delves


jesse pincivero (Order #13042782)
Deepwood Memorial
The PCs are sent to the long forgotten memorial of an Elven civil war

Hook: Area 1: Entrance


The main hook of this mini delve should revolve around The entrance is heavily obscured by vines and other
the library (Area 7). growth, barely visible. Statues of two elven soldiers stand
 There is a possible elven civil war brewing, and PCs near the door, also overgrown by vines. One of them is
need to remind the elves of the cost of civil war by missing an arm. Most of the paint has chipped and worn
bringing the records from the library. off, but closer inspection reveals that one of the statues has
 A sage has learned of the memorial, and will pay the PCs a brown cloak, and one a green. The front door bears a
to retrieve the records. heavy rusted chain whose lock has been broken off.
 The PCs hear a (false) rumor that there are powerful spell
books stored in the library. Area 2: Foyer
 The PCs stumble upon the location, and realize the value Two statues stand in this room, one with arms outstretched,
of the ancient books and records. and one kneeling with weapons lying at its side. An
Intelligence (Easy DC) check reveals them to be statues of
Background: “Peace” and “Forgiveness.” The huge dust coated carved
Millennia ago, in a time remembered nowhere but in long wooden doors have no locks on them. The carved relief is
forgotten books, there was an elven civil war in the of two elves reaching out to one another.
Deepwood. It began as a land feud between two elven
houses and raged for 103 years. Both sides suffered many Area 3: Main Hall
casualties. Finally, a great king rose to power and brought There is an alcove in the hall with a tiered rack. On the rack
an end to the war. To be sure future generations did not hang several heavily tarnished magical headbands, only 4
forget the cost of civil war, the king had a memorial built of which still function. More lay bent or broken around the
as a reminder of the price paid in blood. When the king racks. By wearing a headband, characters can hear a
died, he too was entombed in this memorial, in a secret “recorded” voice in their head (speaking in Elven) that
chamber. The memorial has been abandoned by the elves gives them a “tour” of the memorial. The exact text of the
for hundreds of years now. Since then, it has been looted voice is up to the DM, but should include the room name,
and defaced by various vandals. Recently, a collapse in one and some background on the memorial’s original purpose.
of the rooms exposed a nearby cave system, and The hall features doors to Area 5 (no lock), Area 8 (no
subsequently an Owlbear has made its nest here with its lock), and Area 7 (locked). To get through the door to Area
young. 7, characters must either use Thieves’ Tools (Moderate
DC) to unlock the door, the Knock spell, or make a
Strength Check (Difficult DC) to break it open. The door
is also trapped.
Special Features: Trap (Door to area 7: Library)

Deepwood Memorial Two Page Mini Delves


jesse pincivero (Order #13042782)
Trapped Door Magic Trap Such characters have Disadvantage on all Dexterity based
The door rejects your tampering with a thunderous boom skill checks, and are no longer proficient with Thieves’
This otherwise ordinary looking door has been trapped Tools. This curse can be removed with the spell Remove
against tampering. It resets itself automatically. Any Curse.
creature that unsuccessfully tries to pick the lock using Special Features: Grave Robber’s Curse; treasure
Thieves’ Tools, uses the Knock spell, or tries to break it (magical crown/circlet/helm)
open will trigger the trap.
A Detect Magic spell can detect the trap, and it can be Area 7: Library
disabled by standing directly in front of the door, and The room’s dead air smells musty. Most of the books in
making a successful Arcana check (Hard DC). An this room lay in two piles, though some still sit on shelves.
unsuccessful attempt to disarm the trap in this manner will Many of the books have had their pages ripped out. All of
also trigger the trap. the books are records and accounts of the civil war,
When the trap goes off, it casts Thunderwave outwards including the ancient history surrounding the war.
(PHB pp. 282-283). Adjust the “Spell Slot” level of the
spell and the Save DC according to the Party Level. Area 8: Hall of Reflection
Against the north wall of this room is a sculpture depicting
Area 4: Tomb of Elon (the Green General) an angry elf dealing a blow to another elf on her knees,
A sarcophagus stands on a dais. Painted on the lid is the trying to protect an elven child. Whatever weapon the elf
(heavily faded) likeness of a stern elven man wearing a had been holding has been broken off. Carved into the base
green cloak. A Strength check (Easy DC) will open the of the sculpture is the phrase “Remember the Cost” in
sarcophagus. It contains a body long ago stripped of elven. In front of the sculpture is a stone bench that has
anything valuable. There are several benches along the been broken in half.
walls. There is also a pile of detritus in this room that a Nature
(Moderate DC) check will reveal is an Owlbear nest. The
Area 5: Memorial Hall Owlbear and its young will return while the PCs are in the
Thousands of names are carved (in elven) all over the walls room. A collapse in the west wall reveals a cave that leads
of this room. The letters stand less than an inch tall; they outside. The Owlbear and its young have been using this
are the names of elves killed in the war. There are also entrance.
names roughly carved over many of the original names in Special Features: Combat (Owlbear and up to 6 young
goblin and orc. Several areas of the walls are missing or Owlbears); Treasure (various jewelry found in the castings
cracked. The eastern wall of this hall has a secret door to and nest of the Owlbear, could include a magical pendant
Area 6. It can be noticed with a Difficult DC Perception and/or a damaged suit of magical armor on a half-eaten
check, or if the characters are specifically looking for a corpse)
secret door, the check is Investigation, with a Moderate
DC. Area 9: Tomb of Vestivus (the Brown General)
Special Features: Secret door The sarcophagus in this room stands open and empty. The
cracked lid depicts a sallow elven man in a brown cloak.
Area 6: Tomb of Sylvanius (the King) There are several benches along the walls.
The door to this tomb opens with a hiss. The magical
headbands from Area 3 go silent if the characters enter this Conclusion:
area. Glowing runes bathe the hallway and crypt in bluish This mini delve stands on its own pretty well – it can quite
light. No part of this crypt has signs of vandalism so easily be a simple curiosity for the party to stumble across.
prevalent in the rest of the memorial. On the wall opposite However, you can also consider the following questions to
the entrance, there is a painting of an elven king standing make the memorial a more significant piece of your
between two kneeling elf soldiers (History Easy DC; elven campaign:
generals). Characters will recognize the kneeling elves as  Why was the sarcophagus of Vestivus (Area 9) empty?
the ones depicted on the sarcophagus lids in the other  Why did the party’s employer want records from the
tombs. A sarcophagus stands on a dais in the middle of the library?
room. On it is carved in glowing runes (elven): He who  Did the party find out anything else revealing in the
disturbs a king shall suffer a king’s wrath. Characters library’s records?
approaching the dais will notice the words grow brighter.  Trying to wear or sell the magical circlet/helm found in
Opening the sarcophagus requires a DC Moderate Strength Area 6 attracts long-lasting negative attention, especially
check, though per the Help action rules (PHB 192), more amongst elves – to any elf, it is obvious that the helm
than one character can participate and gain advantage on belonged to an elven king, so they would be curious as
the roll. All characters involved in opening the sarcophagus to how the character came to be in possession of it.
are subject to the Grave Robbers Curse:
A ghostly form appears above the sarcophagus you’ve just
opened. Its eyes glow with a malicious green fire that chills
your soul and weakens your body.

Deepwood Memorial Two Page Mini Delves


jesse pincivero (Order #13042782)
Appendix: How to use this document

This Two Page Mini Delve was designed to be used at any level Treasure
of play. As such, you (the DM) will have to do a little bit of The easiest thing to insert into the delve is treasure. These
preparation work before the session to make it fit your group. entries will give a treasure type, but nothing more, like this:
Special: Treasure (Ring)
Party Size It is usually up to you whether the treasure is something magical
This mini delve assumes that your party consists of 4-5 or mundane (but worth gold), and whether those rewards will
adventurers. If your party has more or less than that, you will be level appropriate or not. You are encouraged to use the
have to adjust the adventure accordingly. random treasure tables in Chapter 7 of the Dungeon Master’s
Guide (p. 133).
Party Level
Whenever you see the term “Party Level,” this is the average of Scale
all the character’s levels, rounded. It is assumed that the party There is no grid on the map, and therefore no set scale to each
consists of characters of approximately the same level. dungeon. You can usually tell how big things should be, but feel
free to scale things up and down as you see fit.
Monsters
Inserting monsters will be the biggest piece of preparation that Damage
you will need to do. Fortunately, the combats in each Two Page At times, a delve will use the words Standard Damage followed
Mini Delve are not usually meant to be the focus of the delve. by the word low, moderate, or high in parenthesis, and then a
This means that if a party handles the combat without too much space, like this:
trouble, that’s not a huge issue. These are mini delves – not Standard Damage (moderate) ___
campaign set pieces. This is in reference to the Monster Statistics by Challenge
Each room or area that has a monster in it will have a note in Rating table in the Dungeon Master’s Guide, page 274. Simply
the “special” entry, like this: use the Party Level to find the correct table entry, and use the
Special: Combat (Undead) Damage/Round column to pick a number from the given
The information presented in the parenthesis is there to give you damage range. Then, write the standard damage amount in the
an idea about what type(s) of monster(s) should be involved in space provided.
the combat. (The overall story behind the delve will also help
you understand the type of monster you should insert.)
There are a few ways that you can “fill in the blank.” Two Page Mini Delve and Map © 2011 & 2016 Roving Band of
You can use a tool like the excellent Donjon Monster List to Misfits Press
find an appropriate monster. This tool lets you sort monsters by RovingBandofMisfits.com
a variety of different factors to find something of the
appropriate level that closely matches what you’d like to insert:
http://donjon.bin.sh/5e/monsters/
You can also make use of “reskinning.” To reskin, you take an
existing monster of the correct level, and change one or two
things about it to make the monster you need. You can read
more about this technique in the section titled “Modifying a
Monster” on page 273 of the Dungeon Master’s Guide.

Difficulty Class
To make this delve usable by any level group, no set DC
numbers are given. Instead, the words Easy, Moderate, and
Difficult denote what a particular DC should be set as. Use the
table below to find the correct DC for your party’s level.
Party Easy Moderate Difficult Save
Level
1-4 10 15 20 13*
5-8 10 15 20 14*
9-12 15 20 25 16*
13-16 15 20 25 18*
17-20 15 20 25 20*
*For groups at the lower end of the band, you may subtract up to 2 from the
Save DC, based upon how difficult you want an encounter to be.

Deepwood Memorial Two Page Mini Delves


jesse pincivero (Order #13042782)

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