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Author: Rafael Contatori Quest Information

Editing: Constantine "Kelfecil" Christakis The city of Isenia is not a stranger to the concept of
Map Art: The Goblin Explorer restoration. The town is filled with beautiful houses, villas,
NPC Art: Printable Heroes and even churches, all founded by wealthy merchants and
other residents that now live there. The immense new
Art Credits structures were built upon the ancient foundations of a
An old crypt: Ivan Bandura
...........................................................1 ruined city.
Adapted and licensed under CC BY 2.0. The ruins of the old city, however, proved not to be safe.
Many groups of undead have risen from decrepit catacombs
Introduction - Dungeon Tales borrowed under the town, periodically causing trouble for the
local residents.
Kelfecil's Tales is all about stories and adventures inspired One of these tombs opened under the villa of Gilbert, a
by art. Each Dungeon Tale is meant to be used in whatever local trader of luxury pelts and cloths. Gilbert initially hired
way you want in your games. They can be used as: some of the city's guards to clear the structure of any undead,
A straightforward Dungeon Crawl experience. but the guards were quickly overwhelmed. According to them,
An extra quest or mission in your own campaign. many zombies and skeletons roamed the old building,
Inspiration to start your own adventure. seemingly guarding the deeper parts of the crypt.
Drop-in content to fill in the gaps in various locations. Unsatisfied with the guards' performance, Gilbert is now
Drop-in encounters for any situation. looking for a more seasoned team, adventurers, to get the job
done and reclaim his villa.
Quick Info
Acquiring the Quest
Recommended Average Party Level (APL): 3
Experience from Completion: 2,000 The players are contacted by Gilbert.
General Theme: Dungeon Crawl
Setting: Any Quest Objective
Time to Finish: ~3 hours The players must enter the crypt and defeat the undead.
Goblin Explorer's Maps
Reward
The Dungeon Tales would not be possible without the
awesome maps by The Goblin Explorer. Make sure you The players will each receive 300 gold pieces for their efforts.
check out their Patreon for amazing content.

Get the map at the following link - Endless Dungeon 7 - or


visit any of the Goblin Explorer's links to get the full-sized
version of it.

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The Dungeon ➤ ''Encounter!'' x3 Ghouls were dining on the old leftovers
of the dungeon, but now that the players approached, their
The dungeon has some characteristics which are shared hunting instincts were active again. They will start by using
between all rooms: their Claw attacks to paralyze their prey before using their
The walls are made of roughly-cut stone. powerful Bite attacks to deal most of their damage.
Most rooms are lit by braziers, but some areas are dark or Room 4: The Inner Altar
dim. Read the following as the players enter the room:
The ceilings are 30 feet high.
The players enter the area from the arrow on the map. This room appears to be a tiny inner sanctum. You can see
some benches lined up before a small wooden altar.

Room 1: The Great Hall While all the furniture looks old, it seems strangely well-kept.
Read the following as the players descend the stairs: No dirt can be found in this room besides some ancient
bones on the floor.
As you descend the stairs, you come upon a wrecked room.
Pillars are knocked down to the ground, and piles of
humanoid remains and rubble are visible throughout the
⦿ ''Perception.'' If the players search near the altar and
room.

succeed on a DC 13 Perception Check, they will spot a



small coin lodged in a small crevice between some bricks in
Various undead creatures are walking through the rooms the wall. Said coin is a Goblin Coin.
aimlessly. They start advancing towards you as they notice
your presence, ready to attack.

➤ ''Encounter!'' x6 Skeletons and x6 Zombies are waiting


in the room. They were left to guard the dungeon entrance
but are now spread throughout the hall. They will all run to
the players with no strategy other than to overwhelm them.
Room 2: The Storage Room
Read the following as the players enter the room:
The entire room seems to be a mess. Broken
crates and barrels litter the floor, and dirt coats Get a full-sized version of this map (plus gridless and
everything else.

other variants) from The Goblin Explorer's Patreon.

This looks to have been used as a storage room in


the past. You are, however, unsure due to the
current state of chaos you see.

⦿ ''Investigation.'' If the players search through


the wrecked boxes and crates and succeed on a
DC 12 Investigation Check, they will find a small
pouch with coins. Inside, there will be a total of
120 Gold Pieces.
Room 3: The Dining Room
Read the following as the players enter the room:
Upon opening the door, you can sense the smell
of something rotten. Upon looking inside, the
source of the foul smell is clear.

Three Ghouls are currently eating through rotten


grains, trying to satiate themselves. Upon hearing
the door, the Ghouls turn to attack you, hoping to
get some fresh food.

2
Room 5: The Study
Read the following as the players enter the room:
A prominent figure clad in plate armor stands in the room,
flipping through some pages of an old book. Besides it, two
skeletons stand guard.

As the skeletons warn the Knight about your approach, it


turns to face you. You can then see that the Knight is actually
a powerful undead.

➤ ''Encounter!'' An Skeletal Knight and x2 Skeletons


were settled in the room. At the start of combat, the Knight
will take the frontline and tank for the skeletons, who will
always try to attack the same target as the Knight.

If the players have a powerful spellcaster or ranged attacker,


the Knight will order the skeletons to hunt them down. If all
players are melee attackers, the Knight will try to take on
attackers one at a time, taking full advantage of its Parry
reaction.
Necrotic Fuel

The Knight and its Squires are filled with necrotic energy.
When one is slain, that energy is not entirely wasted but
released.

Whenever one of the undead dies, they will release a necrotic


wave within 10 feet of them. All creatures in range of the
wave must make a DC 14 Constitution Saving Throw. A
creature takes 6 (1d10) necrotic damage on a failed save, or
half as much damage on a successful save. The undead are
immune to the damage from this effect.
Quest Completed
The quest is completed once the players have defeated all the
undead.
Rewards
Upon returning to Gilbert, the players will each receive 300
gold coins.

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Skeleton Zombie
Medium undead, lawful evil Medium undead, neutral evil

Armor Class 13 (armor scraps) Armor Class 8


Hit Points 13 (2d8 + 4) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 20 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) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Damage Vulnerabilities bludgeoning Condition Immunities poisoned


Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8
Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it spoke in life but
Languages understands all languages it spoke in life but can't speak
can't speak Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
Actions points, it must make a Constitution saving throw with a
DC of 5+the damage taken, unless the damage is radiant
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., or from a critical hit. On a success, the zombie drops to
one target. Hit: 5 (1d6 + 2) piercing damage. 1 hit point instead.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Risen skeletons that held on to their fighting spirits.
Still rotting corpses that wander through the crypts.

4
Ghoul Skeletal Knight
Medium undead, chaotic evil Medium undead, Lawful Evil

Armor Class 12 Armor Class 18 (plate)


Hit Points 22 (5d8) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Condition Immunities poisoned Saving Throws Con +4, Wis +2


Senses darkvision 60 ft., passive Perception 10 Damage Immunities poison
Languages Common Condition Immunities exhaustion, poisoned
Challenge 1 (200 XP) Senses passive Perception 10
Languages understands all languages it spoke in life but
Actions can't speak
Challenge 3 (700 XP)
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage. Brave. The knight has advantage on saving throws against
being frightened.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
creature other than an elf or undead, it must succeed on Actions
a DC 10 Constitution saving throw or be paralyzed for 1 Multiattack. The knight makes two melee attacks.
minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
success. one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
Hungering undead that usually consume corpses. damage.
Leadership (Recharges after a Short or Long Rest). For 1
minute, the knight can utter a special command or
warning whenever a nonhostile creature that it can see
within 30 ft. of it makes an attack roll or a saving throw.
The creature can add a d4 to its roll provided it can hear
and understand the knight. A creature can benefit from
only one Leadership die at a time. This effect ends if the
knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee
attack that would hit it. To do so, the knight must see
the attacker and be wielding a melee weapon.

Awakened skeletons kept as traps in the ossuary.

Get more beautiful art, tokens and


printable minis from Printable Heroes.

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