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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.
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.