Professional Documents
Culture Documents
ON THE COVER
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica 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.
pp
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 2020 by David Henry and published under the Community Content Agreement for Dungeon Masters Guild.
1
MOORDEEP CRYPTS ancestor was the one who lead the mob against the
Moordeep family.
Barston, in truth, is a deeply troubled man. When he was
“After the passing of Calias Moordeep, ownership and younger, he was a mercenary for a brief time. During his
control of the village’s farmlands was left to his grandson, time, his company was wiped out and eaten by a group of
Jorison, as his son passed two years earlier due to disease. This gnolls. He drinks to forget. He does not take it out on his
would begin the downfall of the Moordeep family.” family physically, but will shout at them. Barston uses the
stat block of a Commoner in the Monster Manual, Page
-Author unknown, A History of Wigston 345.
CAST OF NPCS
BARSTON RAMMOR
Barston is the local blacksmith that serves the town of
Wigston. He has a wife, Delilah, and daughter, Juditha.
He’s also known as a loudmouth and agitator, often
picking fights with anyone he thinks he can bully. His
2
PART 1: THE VILLAGE OF looks like it was snagged on the door. The cloth is still
WIGSTON
vibrantly coloured, so this was left here recently.
As the adventurers travel across the countryside, they find ROOM 1: THE ANTECHAMBER
themselves entering the small farming village of Wigston. This small section of the crypt has three doors: one to the
Normally, this is a simple farming community, with only a east and west sides, and a central door between them. The
handful of central buildings in its center. However, as the central door a wooden door reinforced with iron and is
players arrive, they hear the sounds of a man shouting. locked. There is no apparent locking mechanism from this
Barston Rammor, the town blacksmith, shouts violently side of the door. However, one of the corners has rotted
for his daughter, Juditha, to come to him. If the PCs decide away partially, leaving a small hole. A Small creature can
to talk to the man, he will shout at them to get out of his make their way through with a DC 15 Athletics or
way. Be sure to note that the man smells heavily of ale. Acrobatics check, at the discretion of the DM.
Shortly after the PCs see Barston, his wife, Delila, will If the Players fail to open the lock this way, a Perception
run up to her husband to try to calm him down, but to no check of DC 10 reveals that it can be unlocked somewhere
avail. Barston simply yells at Delila to go home “or else.” else within the Crypt.
Then belts out to his child to do the same and walks away. In the center of the room is a patch of dirt. Jorison
The PCs can speak to Delila for more information. It Moordeep is buried here, transformed into a Wight. If the
turns out that Juditha has been running off a lot lately. switches in rooms 2 and 3 are triggered, or if the PCs begin
This time has the longest she has been missing, however. to pick the lock while on the other side of the door
A DC 10 Persuasion check will convince Delila to tell the described above, he will awaken and attack immediately.
PCs about Moordeep’s Crypt and that she knows that Jorison uses the Wight stats in the Monster Manual, Page
Juditha has been hiding inside a lot. Delila knows that the 300.
place is supposedly haunted and possibly dangerous, but
has not told anyone, especially her husband, out of fear
that her, her daughter, or anyone else, will be hurt.
Once the conversation concludes, the PCs can ask
around the town regarding Moordeep’s Crypt. The barkeep
at the tavern tells the players about what occurred 100
years ago, and though Jorison Moordeep’s corpse was
rumored to be just thrown into the crypt, it was said that
the Moordeep family tradition surrounding deaths in the
family was to bury the family member with a portion of
their wealth, and that it’s likely that it still rests there
today. If they PCs ask where the Crypt is, the barkeep gives
them the location.
However, no one goes into the crypt. It’s said that it’s
haunted by the spirit of Jorison Moordeep himself, and
that one day he will rise up with the rest of his family and
kill the villagers of Wigston as vengeance for what
happened 100 years ago.
A visit to the library also reveals the same information
as the barkeep would, as well as the death records, which,
with a DC 15 investigation check, gives the number of
bodies that were interned in the crypt (which is the same
amount of Skeletons which lurk inside). If the PCs decide
to skip the tavern altogether, they also gain the
information on the fables surrounding Wigston the pig.
In any case, once the PCs find the information about the
Crypt and its contents, they can set forth whenever they
wish.
ROOM 2: MAUSOLEUM OF RELATIVES
PART 2: MOORDEEP’S CRYPT
The PCs enter this chamber. Several resting places are built
into the walls of the chamber, each with an old, dusty
Northeast of Wigston, only a fifteen minute walk from the skeleton laying inside. As the players enter the chamber,
center of the village, an old, overgrown path leads up to the skeletons being to animate and rise from their resting
the site that was once Moordeep Manor. There’s nothing places and attack the PCs. There are five (5) skeletons total
here anymore, just a large clearing with a lot of (pg. 272 of the Monster Manual).
overgrowth. The only evidence of the manor ever existing After the battle, the PCs can make an Investigation
is the foundation that has been cracked up with the growth check, DC 10. A pass means that the players find a metal
of plants taking over the area. However, a simple box on the back wall of this chamber. It is unlocked, and
Perception check of DC 10 reveals another path on the opening it reveals a lever. Pulling the lever partially
other side of the clearing that leads down and around to unlocks the locked door in the Antechamber.
the Moordeep family Crypt.
The wrought-iron door is rusty and ajar. Another
Perception check of 15 reveals a piece of ripped cloth that
3
ROOM 3: TRAP ROOM ROOM 5: THE MAIN CRYPT
This room is smaller than the Mausoleum of Relatives. A Inside this room is the resting place of the main family of
metal box, similar to the one in the Mausoleum of the Moordeep family. As the players walk in, they see
Relatives, is on the wall opposite to the entrance to this Juditha Rammor huddled in a corner, speaking with a
room. There is a trap on the floor in front of the box, which Ghost. They continue to converse with one another, before
triggers an iron spear which will impale the person on that the ghost looks at the PCs.
spot. The Ghost will tell the players, initially, to go away. They
The DC to spot the trap is 10. Disarming the trap is also a cannot have his family’s gold. However, if they mention
DC 10 Dexterity check. If the trap is triggered, the victim that they are here for Juditha, he will become less hostile.
takes 1d10 Piercing Damage. The trap will not reset, The Ghost then introduces himself as Calias Moordeep,
however. Esquire. He says that if they’re here for Juditha, they can
The box is unlocked, and has a lever just like in Room 2. have her, but regardless, they must leave the treasure
Pulling it partially unlocks the door in the Antechamber. alone. Feel free to make an Insight check on the PCs to
If both levers are pulled, the door in the Antechamber determine if he believes them or not.
opens. However, this will awaken the Wight, if it wasn’t If they PCs question Calias, he may reveal that he wishes
defeated before. to have his wife’s locket returned to her resting place. It
was taken by a man named Keller Rammor. Once the
ROOM 4: MECHANICAL ROOM Rammor name is mentioned, have the PCs make an Insight
PCs that manage to squeeze through the door into this check. On a roll of 10 or higher, they will notice that Juditha
room, or if the PCs pull both switches and defeat the reaction to the mention of both the locket and the name
Wight, they can enter this room. The south wall has the Rammor. If pressed on the information, she knows the
exposed mechanics of both levers which unlock the door. A location of the locket. It’s in her father’s lockbox in his
DC 25 Intelligence check or Thieves’ Tools check can open blacksmith’s shop. She offers to get it for the PCs if they
the lock early if a character finds themselves in this room. can take her there.
4
If for some reason the PCs manage to destroy Calias, a could be viewed by those same organizations quite
DC 20 Investigation check will reveal the false panel on favorably.
Calias’ tomb, which reveals his treasures if the PCs break Consequences for Wigston: While scaring Barston may
into it. have positive short-term effects, anything lasting,
change, such as the murder of Barston, would likely put
5
MAPS
Here you can find the map of the Moordeep Crypt in two
formats. The first is a full map of the Crypt for the DM’s
use. The second is the same Crypt, broken into pieces and
properly scaled so that they can be printed and cut out for
use with miniatures.
6
PRINTABLE MAP TILES
7
PRINTABLE MAP TILES
(CONT’D)
8
9