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FOREWORD

The face of the great green devil. I can’t Acererak’s tomb always provided us
remember if I laughed, screamed, or just with laughs, arguments, and memories.
sat in awe the first time I encountered The only thing that was missing, was a
the infamous annihilating trap. What I sense of accomplishment. Even when
do remember is realizing, for the first you’ve reached the lich’s lair (which
time, that Dungeons and Dragons has I’m not entirely sure my friends ever
changed significantly since the 1970s. did), you have already burnt through a
Sure, the core elements of the half dozen characters along the way.
roleplaying game have endured the In comes the Crypt of the
various iterations that have been Archmage. This adventure is heavily
published since, but there was a inspired by those cold beverage fuelled
different idea about what a Dungeons nights with my friends. I have tried,
and Dragons session should be back however, to mimic that experience while
then. still giving the players a fighting chance.
Strahd von Zarovich’s home, The crypt offers many puzzles, traps,
Castle Ravenloft, was the first classic and battles, but does so in such a way
adventure dungeon I truly ran for my that you are likely to make it out the
friends. I loved watching them explore other end alive; provided you are careful
the castle, which had a heartbeat and a and well prepared.
life of its own. Still, pitting the party This adventure can be ran as a
against the evil vampire and his horde of one-shot, and we have playtested it for
minions never quite felt as punishing as that purpose. It is fun to experiment
that single green devil face. So, after with upping the difficulty if you play in
they escaped the lands of Barovia, we that way because.. well, why not? It is
started having a regular Tomb of truly designed, however, to provide a
Horrors expedition. We would grab a challenging dungeon crawl for an
few characters, a few snacks, and more ongoing campaign. One that is
than a few cold beverages, and I would reminiscent of the brutal dungeons that
set them against the most ruthless came before it. One that would make
dungeon ever crafted-- and they loved it. Gary Gygax proud.
There’s something about that
classic dungeon crawl experience that is Daniel Herridge
refreshing after a while away.
INTRODUCTION
The legend of the Crypt of the Archmage echoes The Monster Manual contains stat blocks for the
across all of Faerûn. Hidden along the Sword monsters and nonplayer characters (NPCs) found
Coast, it is said that the crypt only reveals itself to in this adventure. When a creature's name appears
those who are both seeking it, and worthy of the in bold type, that's a visual cue pointing you to
treasure within. Few are fortunate enough to set the creature's stat block in the Monster Manual.
foot inside the fabled tomb of the Archmage. Spells and nonmagical equipment
Even fewer make it out alive. Gazing upon the mentioned in the adventure are described in the
daunting presence of the mausoleum, you feel Player's Handbook. Magic items are described in
anything but lucky. the Dungeon Master's Guide or within the text.
This adventure is designed for a party of
four to five characters of 4th to 6th-level. It is ADVENTURE HOOK
designed to provide a significant challenge to a The aforementioned crypt can be found just
party of that size and strength, and as such it is about anywhere along the Sword Coast (or in
recommended that they be equipped with the any other location, if your adventure is not set
proper gear, weapons, and magic items needed to in the Forgotten Realms).
give them a fighting chance.
It is rumoured that the Archmage has
Text contained within a block like this is meant to hidden a collection of of powerful magic
be read aloud to the players when they encounter items and immense wealth in a secret vault,
a location or creature for the first time. It assumes deep within their crypt. The tale suggests
the characters have a source of light or that any who possess the enchanted
darkvision to see by. weapons and armor locked away in the
Archmage’s cache will become the most
This adventure requires the Player’s Handbook, powerful being in all of Faerûn.
Dungeon Master’s Guide, and Monster Manual. Of course, no archmage would dare leave their
Other published works may be used to add fortune for the taking without protecting it
variation or adapt the adventure to your campaign. with deadly traps, challenging puzzles, and
vicious monsters.
AREAS OF
INTEREST
A. Graveyard in the Mist B1. Mausoleum Entrance (Outside)

As you approach the supposed site of The path cutting through the yard leads
the Archmage’s crypt, a thick fog to a marble building. The building is
envelops you. Before long, it becomes undoubtedly home to the remains of the
difficult to identify anything further than Archmage.
arm’s length. You catch yourself as you
nearly trip over a large slab of stone. A This enormous structure is without
tombstone with your name engraved doubt the final resting place for
upon it. generations of mages. Statues flanking
You find yourself in the middle of either side of the sole entrance to the
a massive graveyard. A narrow path structure depict the Archmage, or so you
cuts through the aisles of headstones, assume, adorned with flowing robes and
leading to an ornate building atop a hill a crystalline staff. Pillars of marble line
in the center of the yard. A mausoleum the front face of the building, and a set
sits overlooking the cemetery. of iron doors with gold filigree rest
slightly ajar.
The graveyard is filled with the names of
the party, their friends and family, and The mausoleum is protected by a
other acquaintances they may know. The banshee. Players who step within 80 ft of
mausoleum atop the hill contains the the building’s entrance are attacked as the
entrance to the Crypt of the Archmage. creature floats through the mausoleum’s
If the adventurers investigate any wall.
of the tombstones, or linger for too long
in the graveyard, they are ambushed. 1d6 Creatures: Banshee (Monster Manual pg.
zombies rise from the ground around 23)
them and and attack. Otherwise, the
graveyard is intended solely to deter those
who would wish to seek the hidden crypt.

Creatures: Zombie (Monster Manual pg.


316)
B2. Mausoleum (Interior)

Inside the mausoleum, a family of eight


mages and warriors rest in sarcophagi
lining all sides of the room. A statue is
sculpted atop each casket’s lid,
depicting its occupant. In the back of the
room a more ornate statue, decorated
with gemstones aplenty, stands behind a
ninth coffin. You can only assume the
coffin, made entirely of gold, contains
the remains of the Archmage. No sign of
the famed crypt can be found.

The eyes of each statue are wide open, staring


at the party as they cross the room. A DC 16
Investigation check on any of the coffins
reveals that the eyelids of each statue contain
a mechanism allowing them to be closed.
The entrance to the crypt below is
hidden within the Archmage’s coffin. Sliding
the golden lid off the casket reveals a 60 ft
drop to C1. Any statues that still have their
eyes open when the lid is removed animate
(use the animated armor stat block);
breaking free from their casket, they
continuously attack the party until they enter
the crypt below.
If the party close the eyelids of all
eight sarcophagi, the entrance to the Crypt of
the Archmage opens automatically, sliding
free from the casket and revealing the room
below.

Creatures: Animated Armor (Monster Manual


pg. 19)

C1. Crypt Entrance

The room below the mausoleum is the


first of many in the Archmage’s crypt.
The crypt is designed to lay waste to
those who attempt to steal the
Archmage’s treasure after their death. It
is more akin to a dungeon, filled with
traps, puzzles, monsters, and magic
items. The first room of the dungeon
sets the tone, as it contains a riddle
relating to a magic puzzle therein.
Any creature that has a “zombie” or
Bare rock forms the walls of this dingy “undead” form in the Monster Manual
room, as though it were carved out of can be directly replaced with the
the earth itself. Four sconces mark the corresponding stat block. For example,
corners of the area; their amber glow if the party uses ogre blood to paint the
illuminating a large puddle in the center key, an ogre zombie would emerge
of the room. Two iron doors flank the from the pool. If a character uses their
room on either side, with a large own blood to craft the key, use their
keyhole embedded in each. A common character sheet as a stat block for the
passage is written in golden ink along creature; give that creature immunity to
one of the longer walls of the room. It poison and necrotic damage. This
reads: method may also be used if the party
uses the blood of a creature that is not
The secret lies inside you all, with easily replaceable.
which to paint me on the wall.
C2. Beholder Lair
Forge a key of ruby-red, but what
will be must then be dead. Four massive pillars of stone, extending
about a dozen feet from floor to ceiling,
corner this cavernous room. The walls
The doors of this room are sealed,
are made entirely of bones, mainly
requiring a key to unlock them. The key
skulls, from countless indistinguishable
can be forged by using blood to draw
creatures. Across the floor on the far
the shape of a key on the wall beneath
wall of the room, a large iron door leads
the inscription. The creature from which
into the next area.
the utilized blood was gathered
In front of the door, however, a
determines the difficulty of this puzzle.
monstrous being blocks your path.
A grotesque replica of said creature rises
Seemingly composed of the flesh of the
from the puddle, and attacks the party.
creatures lining the walls, a floating
For instance, if a character uses their
sphere with a single giant eye waits,
own blood to depict the key, a
several feet off the ground. Fleshy
zombified version of themselves will
tentacles protrude from the being, each
emerge from the pool’s surface. This
with an eye of its own. As you enter the
may or may not pose much of a threat,
room, all eyes are on you.
however an undead dragon, giant, or
beholder would be a cause for much
more concern. Once the creature is
slain, a key manifests on the wall; The pillars in this room act as cover
appearing in the material plane, the key from the gaze of the zombie beholder
perfectly fits the doors on either side of charged with blocking the adventurers’
the room. path. At the end of the beholder’s turn,
there is a 1 in 4 chance of a skeleton
Creatures: Depending on the situation, emerging from the wall and joining the
a variety of monsters can be used for battle.
this encounter.
Each skeleton summoned this way appears Four dyed ropes of varying colors hang
next to a corresponding player. Skeletons from a ceiling that is far too high to see in
take their turn immediately after the the dark of the dungeon: one red, one
beholder, but do not get a turn in the same green, one blue, and one black. On the far
round they are summoned. side of the room a large iron door is closed,
flush with the wall. No handle protrudes
Creatures: Beholder Zombie (Monster from the door, and there are no creases by
Manual pg. 316), Skeleton (Monster which it could be pried open.
Manual pg. 272)

C3. Spider’s Nest This room provides the players with a


combination that will be used later in the
dungeon. The ropes in the room must all be
Your walk through the small hallway pulled before the sealed door on the far side
leading to the next room is hindered by a slides open. There is no correct order in
thick wall of webbing. Sticky and hard to which to pull the ropes. Instead, the order in
navigate, the webs are much too large to be which they are pulled dictates the correct
mere cobwebs. The room at the end of the combination for the puzzle in area C11.
hallway is longer than it is wide. Like a When a rope is pulled for the first
dining room from a long since abandoned time, a large bell rings from from above, in
mansion, the room is lined with dust- a unique note. After which, two giant
covered tables; on top of them, a spoiled spiders fall from the ceiling and attack the
feast is set forth. Flies circle the rotten meat adventurers.
laying on plates and serving trays, while
lifeless corpses sit in chairs surrounding
the horrific sight.
If a rope is pulled a second time, no bell Atop the altar lays an unholy symbol of
chimes and the second instance of the Myrkul. Players who find the symbol
color is not included in the combination can immediately attune to it, provided
found later in the dungeon. Once all they are not already attuned to the
four ropes are pulled, the combination maximum number of magic items.
is set and the room transforms. The
corpses in the room disappear and the Symbol of Myrkil: This item cannot be
feast becomes bountiful and delicious. attuned to by creatures of good
Adventurers who take ten minutes or alignment. Such creatures take 4d6
more to sit and enjoy the feast gain 3d12 necrotic damage upon touching the
hit points. Any excess hit points gained symbol. Evil characters who attune to
in this way are converted to temporary the symbol gain a +2 bonus to all spells
hit points. cast while they are attuned.
Three times per day, a creature
Creatures: Giant Spiders (Monster can use the symbol to cast animate dead,
Manual pg. 328) false life, or vampiric touch at 6th level.
C4. Shrine of Myrkul C5. Hidden Stairway
Inside this ornate chamber is a small
church of sorts. An altar rests upon a A small circular intersection opens up
raised dais at the back of the room, before you. Ahead and behind you, two
engraved with a divine symbol. The corridors lead in opposite directions.
symbol depicts a white skull set inside a On the wall between the two hallways,
black triangle. Behind the altar, a the statue of a mage towers over you,
creature appears to be giving a sermon with a staff pointing forwards. The
to a mass of zombies. statue, carved from marble, is embedded
The being, adorned with the with an assortment of gemstones and
robes of a mage and wielding a staff, fine metals.
stares at you with icy blue eyes as you A large crystal ball is affixed to
enter. With a quick motion, the doors the end of the staff. Across from the
behind you slam closed, and the statue, a large iron door rests slightly
creature gestures toward you. With a ajar, with firelight radiating from the
guttural growl, the zombie congregation other side.
turns and marches toward you.
Although the party may think otherwise,
the statue is not trapped. A DC 15
The leader of the creatures, a deathlock, Investigation check reveals that the staff
and his seven zombie disciples fight to is actually a lever. When pulled, the
the death. The congregation is tasked lever turns the statue, revealing the
with stopping the party from reaching stairs behind leading to A9. A DC 18
the corridor at the east side of the room, Investigation check, or a sufficient
leading to C11. amount of fiddling, also reveals that the
crystal ball can be removed.
The substance is deterred by the flame, which
Players who attempt to use the crystal ball to pushes the liquid back 5 ft in every direction.
scry on the Archmage do so with advantage. The flame cannot be distinguished.
Although the Archmage is dead, the sensor Immediately after the torch is removed
originates around the skull in area C6, revealing from the wall, 2 stirges fly towards the party
the sanguine pool surrounding it. from the ceiling above. The stirges attack any
C6. Acid Pit creature holding the torch until that creature
dies. For every 20 ft the torch moves down the
The short tunnel leading to this area is lined hallway, two more stirges emerge to attack the
with a half dozen torches to light your way. At torchbearer.
the end of the path, you find yourself atop a 5 The skull at the end of the hallway is the
foot stone platform at the end of a 90 foot skull of the Archmage. Although it has no
hallway. Affixed to the wall atop the platform magical properties, it is required to open the
is a torch much different from the others you door to C11. After the skull is removed from the
have come across. This torch glows with a pedestal, all the stirges in the room turn to ash,
green flame, casting everything around you in and the liquid filling the room becomes water. A
an emerald hue. door then appears at the start of the hallway,
Beneath the platform, and down a set leading to C7.
of stairs carved from stone, an opaque red
substance fills the hallway. At the far side of Creatures: Stirge (Monster Manual pg. 284)
the hallway, through the darkness, you see a
pedestal rising from the liquid below. A C7. Reprieve
humanoid skull rests atop it, lit by candle
light. The room on the other side of door is
filled with adventurers just like yourself.
The substance below the platform is part of a Many laugh and converse around the
magical trap. Any creature who touches the room, while others sit and drink at a fully
substance takes 1d6 necrotic damage, and any stocked bar on the far side. Nobody
who start their turn submerged in it take 3d6 acknowledges your presence as you enter.
necrotic damage. The green-flamed torch There is no bartender manning the bar.
affixed to the wall in this hallway is the key to
crossing safely.
This area is a small room, resembling any Players can gather 1d4 of any items in the
tavern in the realm. The occupants are illusions, Adventuring Gear section of the Player’s
who can be passed through and cannot interact Handbook. All gear in the vault is cursed.
with the party. The furniture, drinks, and food Players who are wearing or wielding any of
within the room are real, however. armor and weapons in the room roll with
The party is free to take a short or long disadvantage during the encounter in C11.
rest in this area, healing an additional hit die of Rolls involving the use of the tools in
damage if they do so. If the party spends more this room are attempted at disadvantage
than one minute in the room with the door shut, throughout the entire crypt.
they are magically transported to another part of C9. Tapestry Room
the dungeon. Leaving the barroom afterwards
leads to the far-left (otherwise trapped) door of The walls of this large room are lined on one
C9. This effect is irreversible. side with a tapestry depicting the life of the
C8. Vault Archmage. The human’s rise to power, their
accumulation of wealth, and the creation of the
Behind an iron cage-like door, locked with a vault beneath their tomb are all illustrated in
large padlock, lies a small treasure trove. Piles beautiful and colorful embroidery.
of gold and gemstones lay about the floor, as On the opposite side of the room, three
high as a full-grown orc in some areas. identical iron doors are set into the wall,
Weapons, armor, and tools of all sorts unlocked. Above them, an inscription written in
line the walls of this small room. The vault common reads:
before you is immaculately clean, though no
creatures are present. I have many tongues but cannot taste;
By me, many things are turned to waste
The vault is locked behind an iron door, but there
are no magic barriers. The lock requires a DC 15 This room at the top of the staircase has four
Sleight of Hand check to open. entrances. Two of the entrances are trapped, and
The coinage in the room amounts to 3d6 one is hidden behind the tapestry.
thousand gold pieces, 3d6 hundred silver pieces, The door leading to the vault in C8 is
and 1d6 hundred copper pieces. There are also 1d12 hidden behind the tapestry. A DC 16
hundred gemstones of a variety of types and sizes. Investigation check reveals that there is an
Unfortunately, any treasure that leaves the Crypt of opening behind the artwork. Players can lift the
the Archmage turns to ash when it is touched by tapestry or cut through it to reach the
sunlight. entrance on the other side.
The weapons, armor, and tools within the
vault react to sunlight similarly, though they can be
used while the adventurers explore the dungeon.
The three doors on the other side of the
door are part of a magic puzzle. The
answer to the riddle above them is
“fire”. Players who bring a torch close
to the doors find a single dwarven rune
magically hidden on them. The runes on
the far-left and middle doors say,
“DANGER” while the far-right door
reads,“SAFE”.
If a player opens a door marked
with the DANGER rune, they trigger a
spear trap on the other side. A poisoned Flute of Construct Control:
spear shoots out from an otherwise
empty room on the other side. This flute is designed to protect against
Adventurers take 1d6 piercing damage the constructs guarding the vault of the
on hit, and must attempt a DC 11 Archmage. The sound of the flute has a
Constitution saving throw. Those who magic influence on all constructs in the
fail the saving throw take an additional area.
10 poison damage and are poisoned for The flute of construct control can
1 hour. The door marked SAFE leads to be played without proficiency. Playing
area C10. the flute takes one standard action.
When the flute is played, all constructs
C10. Music Room within 120 ft resonate with magical
energy. Constructs affected by the sound
This small but well-decorated room is attack with disadvantage until the end of
filled with musical instruments. A the player’s next turn. This effect is not
plethora of lutes, flutes, pipe, and drums considered a charm.
float around the room- playing
themselves magically. The combined
sounds of the instruments form a
beautiful song.
In the center of the room, a
pedestal holds an ornate, wooden box.
The box, left open and angled towards
the entrance, holds the only instrument
not being played: a silver flute.

The instrument in the wooden box is the


flute of construct control described within
the text. There are no traps or monsters in
the room, and characters who take a short
rest in the room heal an additional 1d6 hit
points.
C11. Iron Giant Drum Room Once the entire party is in the room, or
when any player interacts with a statue
The door leading to this encounter is (an iron giant, described in the text),
magically locked. To open the door, the the sole visible door slams shut, locking
Archmage’s skull must be placed in the itself magically.
indentation in the wall. The answer to solving the puzzle
of this room is to get the statues to slam
The stairway leads to a seven-foot iron on the drums in the correct order.
door, upon which an engraving depicts Players who approach within 5 ft of the
the Archmage himself. The head of the statues immediately notice a lever at the
mage has been removed, however, and a waist of each. Pulling a lever causes its
foot-wide indentation is carved into the statue to slam the drum in front of it.
door in its place. Though there is no When played in the correct order each
keyhole, the door will not budge, drum makes a unique sound, identical in
appearing to be magically locked. tone to the bells in room C3; otherwise,
they make no sound. The order in which
the drums must be played is determined
Inside the room, an intricate magical by the encounter in room C3. If that
puzzle hides the door to the Archmage’s encounter has not be completed, there is
lair in C12. The door is invisible and no correct combination.
becomes visible only when the puzzle is If the drums are played in the
solved. wrong order, the statues animate and
attack the party. The statues can be
In this massive square room, four iron attack and killed, or they can be
statues stand at each corner. Each manipulated to attempt solve the puzzle
wielding a massive warhammer, they again. After an incorrect combination is
stand in front of enormous drums of played, the puzzle resets.
various colors. Red. Blue. Green. Black. The invisible door in the room is
There is no other entrance or exit in the opened when either the puzzle is solved,
room. or all iron giants in the room are killed.
Iron Giant: Large construct, unaligned If the dungeon is used as a part of a long-running
AC: 16 (Natural Armor) HP: 120 Speed: 30 ft campaign, there is likely a plot-centric item or
STR: 23(+6) DEX: 15(+2) CON: 20(+5) weapon that is hidden in the trove. If this is a one-
INT: 10(+0) WIS: 12(+1) CHA: 9(+1) shot adventure, it may be interesting to leave the
Saving Throws: DEX +5, CON +8, WIS +4 exact contents of the treasure to the player’s
Skills: Athletics +12 Experience: 2,900 (CR 7) imagination.
Apart from the remains of the Archmage and
Servant to Sound: When the drum associated the treasure scattered throughout the room, there are
with the giant is played in the correct order, the no significant features in the lair. After speaking, the
giant becomes lifeless. The giant becomes active ghost of the Archmage attacks.
again if the rest of the combination is played
incorrectly, or no other drums are played within
10 minutes. The chamber behind the enchanted door is filled
with treasure and magic items of unfathomable
Multiattack: The iron giant makes two attacks, value. In the center of the room, the remaining
one with its greathammer and one kick. bones of the Archmage levitate several feet from the
Greathammer. Melee Weapon Attack: +9 to hit, floor, properly assembled. Around their bones, the
reach 15 ft, one target. Hit: 19 (3d8+6) Archmage’s ghostly form stares at you. As they float
bludgeoning. towards you they yell,
Kick: Melee Weapon Attack: +9 to hit, reach 5
ft, one target. Hit: 10 (1d8+6) bludgeoning “You have made it this far, but you shall never take
damage. my treasure. Your journey ends here.”

C12: Archmage’s Lair

The final room of the dungeon is home to the


rest of the remains of the Archmage; as well as
their fortune. The Archmage protects the
treasure in an incorporeal form (described in
the text). The exact contents of the treasure are
up to the Dungeon Master.
Ghost of the Archmage: Medium undead, neutral Cantrips (at-will): fire bolt, light, mage hand,
evil prestidigitation, shocking grasp
AC: 14 (17 with mage armor) HP: 102 Speed: 30 ft
STR: 9(-1) DEX: 14(+2) CON: 15(+2) 1st-5th level (3 5th level spell slots): magic missile,
INT: 18(+4) WIS: 12(+1) CHA: 13(+1) mirror image, misty step, counterspell, lightning
Saving Throws: INT +7, DEX +5 Skills: Arcana bolt, banishment, fire shield, cone of cold, scrying,
+7, Insight +4 Experience: 2,900 (CR 7) wall of force

Magic Resistance. The archmage has advantage on Dagger. Melee or Ranged Attack: +5 to hit, reach 5
saving throws against spells and other magical ft or range 20/60 ft, one target Hit: 4 (1d4+2)
effects. piercing damage.

Innate Spellcasting. The Archmage's innate CREDITS


spellcasting ability is Intelligence. It can innately
cast the following spells (spell save DC 15),
Artwork used throughout this adventure were used
requiring no material components:
under the pubic domain or creative commons
(CC0) licenses. The artists who created these
At will: detect magic, mage armor (self only),
works include but art not limited to:
speak with dead, arcange gate
The user b0red on pixabay.com. David L. Johnson.
1/day each: true seeing, invisibility
Earl Geier. Joyce Maureria. Luigi Castellani.
Miguel Santos. Nate Furm (cover art).
Spellcasting. The mage is a 14th-level spellcaster.
Its spellcasting ability is Intelligence (spell save
Named artists’ work was obtained thanks to Kevin
DC 15, +7 to hit with spell attacks). It regains its
Crawford of Sine Nomine Publishing. Check out
expended spell slots when it finishes a short or
his work, including Sine Nomine’s amazing
long rest. It knows the following spells:
roleplaying game, Stars Without Number.

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