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Beneath Southkrypt ~1~

TABLE OF CONTENTS Appendix: Creatures 20

Table of Contents 2 Morg the Vampire Hill Giant 21


Ancient Giant Phase Spider 23
Credits 3
Duergar 24
Map of the Sword Coast 4 Dwarven Ghast 25
Introduction 5 Dwarven Specter 25
Background 5 Dwarven Wraith 26
Adventure Hook 6 Dwarven Wight 27
Location Overview 6 Elder Black Pudding 28
Character Advancement 6 Umber Hulk 29
Part 1: Into The Depths 7 Vampire Spawn 30
Southkrypt Mine Locations (Level One) 7 Vampiric Myconid Adult 31

Part 2: Going Deeper Underground 10 Appendix: Magic Items 32


Southkrypt Mine Locations (Level Two) 11 Acheron Blade, Scimitar 33
Amulet of the Drunkard 33
Part 3: The Secret Of Southkrypt 13
Belt of Stone Giant Strength 33
Southkrypt Mine Locations (Level Three) 13
Cloak of Displacement 33
Part 4: Morg, I Presume? 16
Dagger of Venom 34
Southkrypt Mine Locations (Level Four) 16
Ring of Necrotic Resistance 34
Aftermath 18 Ring of Protection 34
Awarding Experience Points 19 Studded Leather Armor+1 34
Wand of Winter 35

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.

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 2021 by Carl Vandal and published under the Community
Content Agreement for Dungeon Masters Guild.

Beneath Southkrypt ~2~


CREDITS

Carl Vandal,

NOTES

ABOUT THE AUTHOR:

Beneath Southkrypt ~3~


Map of the Sword Coast—created by Christian Zeuch (www.czrpg.com)

Beneath Southkrypt ~4~


ensure that they could not escape, and would thus
become food for Morg. The Spellplague, and the
This adventure is for five to six 7th-8th level
changes in the area, did little to alter this situation.
Dungeons & Dragons 5th Edition characters. The
However, an earthquake caused large sections of the
material contained in this document can serve as a
underground structure to collapse, trapping Morg
one-shot adventure, or a quick side adventure for
and his servants in the lower levels. Eventually, the
your established game. This adventure is set in the
goblin tribe moved on.
Forgotten Realms and can act as a follow on to the
“Lost Mines of Phandelver” or “Dragon of Icespire More recently, a new goblin tribe has established
Peak”. The adventure is a follow-on from “Halls of itself in the upper levels of Southkrypt. Their leader,
the Goblin King” but can be played on its own. who styled himself as a Goblin King, knew the legends
of the lower levels and made no attempt to delve the
BACKGROUND depths of the mines. He was happy to establish
Thousands of years ago the dwarven realm of the Southkrypt as his new halls, and planned to build a
Haungdannar Dwarves built into the Sword Goblin kingdom that was to be unrivalled throughout
Mountains and areas 100 miles around the region. the Realms.
This realm fell and was eventually rebuilt by the Following an elaborate banquet at Wave Echo Cave,
Belsimer Dwarves that came from the areas east of to celebrate the opening of a new mining seam, the
the mountains. This realm fell in 930DR to a horde of adventurers were invited to a meeting with Gundren
orcs led by the great orc King Uruth Ukrypt. The orcs Rockseeker, Sildar Hallwinter and Linene Graywind.
later seized Phandalin and threatened Waterdeep
before being destroyed in the Battle of Westwood. At the meeting, the adventurers were tasked with
surveying an old route through the Sword Mountains,
Shortly after 1358DR, the lower levels of the mine leading past Southkrypt, through Kryptgarden Forest,
became the residence of Morg, a vampiric hill giant and on to Westbridge.
shaman. He, and the three hill giants he turned into
vampire spawn, used local tribes of hobgoblins and As Linene explained to the party, the old dwarven
goblins as servants. These tribes would encourage settlement had become home to the Goblin King and
adventurers to go and explore the mines, but would his tribe of goblins, and the party were instructed to

Beneath Southkrypt ~5~


deal with the Goblin King and his goblins. slumber.
The adventurers journeyed to Southkrypt, facing all CHARACTER ADVANCEMENT
the dangers that the Sword Mountains could throw at
them. Upon arriving at Southkrypt, they gained entry In this scenario, character advancement is through
to the fortress and faced the self-styled “Goblin King”. awarding of experience. By the end of the adventure,
characters will likely receive enough experience to
And so, the adventurers find themselves with the gain one level, although 8th level characters may only
opportunity to delve the depths of Southkrypt. reach the midpoint of that level, depending on prior
ADVENTURE HOOK experience gain.

If the characters have played through “Halls of the


SOUTHKRYPT FEATURES
Goblin King”, they will have dealt with King Dobrin
the Invincible and his tribe. Southkrypt is situated on the side of one of the
mountains on the southern side of the Sword Mountains.
If they set up an alliance between Dobrin, Phandalin
It is surrounded by the remnants of what would once
and Wave Echo Cave then King Dobrin requests that
have been an amazing garden structure. In the dwarves
they assist him in reopening the silver mine beneath
absence, Southkrypt has become a dark, sullen tomb, full
the fortress. of dust and bad memories. The mines have been
If they eliminated the goblin threat by removing the abandoned and untouched for over a century, and are
goblins from the fortress, then they will find the lift to now the home to a number of underground creatures, a s
the mines and have the opportunity to explore the well as the vampire hill giant and other undead.
depths for themselves. All the tunnels and caverns in the mine are hewn from
the rock, and have thin veins of silver ore running
Alternatively, once Gundren Rockseeker, or another
through them. The following features are common
suitable dwarven entrepreneur, becomes aware that
throughout.
Southkrypt fortress has been liberated from the
goblins, they will approach the characters at the Ceilings. Ceilings throughout are twenty feet high and
earliest opportunity and request that they investigate curved, unless the text says otherwise. Wooden pilasters
the mine. and beams brace the ceiling at regular intervals.

Doors. Where they exist within the mine, regular doors


LOCATION OVERVIEW are made of thick, sturdy oak reinforced with iron bands
Southkrypt is a dwarven fortress and silver mine, and fitted with iron hinges and handles.
carved into the side of a mountain about thirty-five Light. The walls of the mine are lined with torch lantern
miles southeast of Phandalin. The fortress and mine points, but the lanterns ran out of oil long ago.
were abandoned by the dwarves over a hundred Adventurers require darkvision or their own light sources
years ago after it was invaded by the vampire hill to see inside. There are some areas of the mine where
phosphorescent-like crystals are present in the walls,
giant, Mort.
providing light in those areas.
The goblin and hobgoblin tribes that Morg employed Smell. There is a strong musty smell of damp, and a faint
as his servants were forced to move on during the smell of decay that pervades the mine levels.
time of the Spellplague, and the vampire was forced
Sound. In the mines, sound echoes around the chambers.
into a comatose state. If the characters become involved in a fight, the noise will
The arrival of Dobrin and his tribe, and their initial be heard throughout the level, with only a few exceptions
due to inherent noise in the area. This will mean that
limited investigations into the lower depths were
other denizens will be alerted to the presence of the
insufficient to reawaken Morg. party.
However, unbeknownst to the goblins, some duergar Walls. Most of the walls of the mine are rough to the
have made their way into the mines, and have cleared touch, and have been carved out of the rock under the
the blockages caused by the earthquakes. In the fortress. The lowest level was reinforced in some areas,
process, they have disturbed the denizens of the and the walls there are more like those of a traditional
dwarven fortress.
mines, and this has in turn roused Morg from his

Beneath Southkrypt ~6~


However, if you wish to use milestones for
advancement, then characters should advance by one
level if they complete the scenario.

PART 1: INTO THE DEPTHS


The dwarfs of Southkrypt excavated deep into the
ground beneath their fortress, creating a vast mine
system that extends through the Sword Mountains.
The silver it produced was highly valued throughout
the Sword Coast for its purity, and for its use in
construction of silvered weapons to fight undead,
lycanthropes, and other creatures.
The advantage the mine gave to those that opposed
Myrkul led to the god instructing his servant, Morg, to
attack the mine. Thus Morg assaulted the dwarven
fortress and took over the mine, driving the dwarves
out. Unfortunately for Morg, he did this just as the
Time of Troubles began, and he lost his connection to
Myrkul. Southkrypt Mine Locations
Over the last hundred and forty years the mine has
become home to a number of denizens that have (Level One)
found their way into the place through one-way M1. The Entrance Tunnel and Lift Shaft
portals, underground rivers, being able to pass
The lift shaft opens onto the main tunnel of the mine.
through the earth, and other various methods.
The tunnel is dark and there is a cold draft from
None of these were able to access the lift shaft to the somewhere ahead. The tunnel floor is covered in dust
dwarven fortress, which has remained unusable until and dirt. A mine cart track runs straight up to the
recently. entrance to the cage, allowing mine carts to be easily
When the characters are ready to begin, read the loaded onto the cage for transport to the fortress
following to them: above. An abandoned and empty cart sits on the
track, twenty-five feet from the lift shaft. The two
It has taken over a week of work for the winch that raises and lantern points on the tunnel wall are both unlit, and
lowers the lift to be repaired. The shaft itself it dark and you have long since run out of oil.
can hear no sound from below.
The tunnel continues straight for as far as the
With a sense of trepidation you climb into the cage, slide the
characters can see, with side tunnels curving off at
doors shut and wait as the winch is used to start lowering you
thirty-five feet to the east, and fifty-five feet to the
into the depths of Southkrypt Mine.
west.
For what seems like an age, you are lowered slowly down the
Any character succeeding on a DC10 Wisdom
shaft. Then, abruptly, your descent stops. Carefully, you open
(Survival) check will be able to determine that
the door onto the mine tunnel. As the doors open, your
nostrils are assailed by the strong musty smell of damp, and a nothing has moved through this area in a long time.
hint of decay in the stale air. Any character succeeding on a DC12 Wisdom
(Perception) check will hear no sounds to indicate
Ahead of you lies darkness. Somewhere in here you know
signs of life anywhere nearby.
there is a vampiric hill giant. What else awaits is unknown.
Grasping your weapons you step out of the cage into the M2. Lower Western Mine-face
depths.
This chamber was one of many mine-faces within the
silver mine. An overturned mine cart lies just beyond
the entrance to the thirty-five by fifty-five foot cavern.

Beneath Southkrypt ~7~


Treasure: Around the neck of one of the skeletons is
Two skeletons and numerous broken tools adorn the
an amulet that remains in excellent condition. This
dirty floor of the cavern. Three lantern sconces adorn
turns out to be an Amulet of the Drunkard.
the cavern walls.
M3. Upper Western Mine-face
One dwarven ghast plus an additional dwarven
ghast per two members of the party lie dormant An empty mine cart remains on the track in the
behind a large boulder in the chamber. The entrance to this cavern. Of a similar size to the Lower
characters need to make a DC12 Dexterity (Stealth) Western Mine-face, the chamber is also covered in
check upon entering the chamber. If more than half of dirt and a layer of dust. Discarded and broken mining
them are successful, the dwarven ghasts remain tools litter the floor and the three lantern sconces are
dormant until the characters attack them. If more unlit.
than half the characters fail the check, the dwarven If any character succeeds on a DC15 Wisdom
ghasts are awakened by the arrival of the characters, (Perception) check they find a note, written in
and they will attack them as they have not had a meal dwarven, concealed in a small mound of earth
in nearly one hundred and fifty years. beneath the large boulder in the chamber. The note is

Beneath Southkrypt ~8~


from one of the dwarven miners and is to his wife mine tracks as they enter the cavern. The numerous
and family. He states that he knows he will never see lantern sconces that are placed around the chamber
them again but hopes this note will be found and wall all sit unlit.
make its way back to them.
M6. Central Mine-face
Tracing the family of the dwarf is a challenge for
The forty by fifty foot chamber is another of the many
another time.
mine-faces within the silver mine. The floor is layered
M4. Northwest Mine-face with dirt and discarded broken mining tools, and
This seventy-five foot by thirty-five foot cavern, like dwarven skeleton lies fifteen feet into the chamber,
the other mine-faces, is covered in dirt and debris. behind a broken table.
Broken mining tools are scattered across the floor In the northeast corner of the cavern, initially hidden
and a skeleton lies on the ground to one side of the in the shadows and behind a large boulder, is one
mine tracks. The three lantern sconces are unlit as dwarven wight and an additional dwarven wight per
the lanterns have no oil. three members of the party.
One dwarven wraith, and one dwarven specter Treasure: The wights have buried some treasure at
plus an additional dwarven specter per three the base of the boulder in the northern half of the
characters in the party have made this area their room. Any character succeeding on a DC15 Wisdom
abode. They will attack the characters once they (Perception) check will spot the disturbed earth.
reach the dwarven skeleton.
There is a small pouch with nuggets of silver
Any character succeeding on a DC15 Wisdom contained within, worth 200gp.
(Perception) check will spot the undead hanging back
M7. Upper Eastern Mine-face
in the shadows of the chamber.
The floor of this thirty-five foot by thirty-five foot
M5. Lower Eastern Mine-face
cavern is covered in dirt and discarded mining tools.
This cavern is thirty-five feet across and fifty-feet The lantern sconces around its walls are filled with
from north-to-south. The floor is covered with dust unlit, empty oil lanterns. An empty mine cart stands
and dirt, and broken mining tools lie discarded on the slightly to the north of the track.
ground. There is the remains of a table that appears
M8. Northeast Mine-face
to have been smashed at sometime in the past. A
skeleton of a dwarven lies slightly to the north of the This large cavern, fifty-five foot by fifty foot in size, is

Beneath Southkrypt ~9~


covered in dirt and dust. Broken mining tools lie (Perception) check will notice that the dust on the
scattered around the chamber. Two skeletons of floor has been disturbed at some point recently.
dwarfs lie on the ground, beside one, scratched into
the ground is one word in dwarven, “BEWARE”. An PART 2: GOING DEEPER
empty mine cart stands to the north of the mine UNDERGROUND
track.
The passageway that descends to the second level of
M9. Descending Tunnel
the mine had previously been blocked by an
About halfway along the passage between the M4 The earthquake, caused by the retreating dwarfs of the
Northwest Mine-face and M8 The Northeast Mine- stronghold. However, recently the blockage caused by
face lies a passageway leading northwards. A faint the earthquake has been cleared by the duergar
glow comes from further down the tunnel as it slopes interlopers that have recently made their way into the
downwards into the depths. mine, and the way to the second and lower levels is
Any character succeeding on a DC12 Wisdom once more clear.

Beneath Southkrypt ~10~


The second level of the mine is noticeable different to surprise if more than half the characters fail a DC15
the first due to the absence of lantern sconces. As a Wisdom (Perception) check.
result, the level is in darkness apart from the glow
The umber hulk recently burrowed its way into the
from the crystals that line some areas of the level, and
mines and has been waiting patiently for a food
the campfire that the duergar have set up.
source to appear.
Southkrypt Mine Locations M12. Large Chamber

(Level Two) This sixty foot by fifty foot chamber, like others, has a
floor covered in dust and dirt. There are two chamber
M10. The Cleared Passageway that stem off of it and from the northeastern one there
Read the following to the characters as they start is a glow of light is evident.
down towards the second level: Any character who succeeds on a DC15 Wisdom
(Perception) check will hear sounds of movement
As you proceed down the sloping passageway, you notice that
from the northeastern chamber.
the dust on the floor shows evidence of having been
disturbed recently. M13. Northern Chamber
Drag marks indicate that several large objects have been This forty foot by twenty foot chamber was once a
moved from the path. Closer inspection suggests that the mine-face. The floor is layered in dust and dirt.
rocks and boulders that line the side of this passageway were
Buried beneath the rock in the chamber is a small
once strewn across it, blocking the way totally.
pouch, hidden here by one of the dwarven miners.
The level of dust that has since accumulated on the ground Any character who succeeds on a DC15 Wisdom
suggests that this was done recently.
(Perception) check will find it.
Treasure: The pouch contains a mix of gemstones
Anyone succeeding on a DC15 Wisdom (Survival) or
with a total value of 120gp.
Intelligence (Investigation) check will find evidence
of footprints in the dust. The footprints are smaller M14. Duergar Campsite
than those of a human or elf but possibly belong to a The glow from the campfire in this thirty foot by thirty
dwarf-sized individual. The number of footprints foot cavern illuminates the area fully. Five sleeping
indicate several individuals were involved in clearing mats encircle the fire. Backpacks and other items
the blockage. indicate that this is an active campsite and that the
Any character succeeding on a DC12 Wisdom individuals are most likely nearby.
(Perception) check will recognise the sound of In fact, the campsite belongs to a group of duergar
running water echoing quietly through the mine who have managed to find their way into the mine.
tunnels. The tunnel they used to enter the mine has since
M11. Old Campfire collapsed and they have been seeking to find other
routes out of the mine. They cleared the blockage to
This cavern is thirty-five by thirty feet in size. The
floor is covered in dust and dirt, and two dwarven
skeletons are strewn across the floor. An old campfire
sits in the cavern, long burnt out.
Any character that searches this cavern and succeeds
on a DC 15 Wisdom (Perception) or Wisdom
(Survival) check will spot signs of a large creature
having disturbed the dust at some point recently.
As they are searching the cavern, the creature will
emerge from the walls. There is one umber hulk plus
an additional umber hulk if there are more than four
characters in the party. The umber hulk will gain

Beneath Southkrypt ~11~


level one recently but have not yet explored that through the Etheral plane to its advantage.
level.
Treasure: Unfortunately, the ancient giant phase
When the characters entered area M12 Large spider has not had a great deal of opportunity to
Chamber, or if the duergar were alerted to their acquire a large amount of treasure. However, over the
presence earlier by sounds of fighting elsewhere, the century it has encountered a number of beings that
duergar turned invisible and have been waiting for managed to find their way into the mines. As a result it
the characters to appear. has managed to gather 120gp, 317sp, and 493cp. In
If the characters leave the campsite alone and start to addition, hidden amongst the webbing in its cave is a
head off then the duergar will leave them be. set of studded leather+1 and a ring of protection.
However, if the characters start to investigate more M17. Chasm
fully or start to disturb the sleeping mats, then the
This forty-five foot long by twenty-foot wide by thirty
duergar will defend their campsite.
foot deep chasm spans the width of the cavern. At one
There is one duergar plus an additional duergar per time a rope bridge spanned the chasm, the remains of
character in the party. They will use their enlarge which can be just made out at the bottom of it,
ability to great affect in the chambers as the height of alongside the skeleton of a dwarf.
the caverns is enough that they can reach their full
Any character succeeding on a DC18 Strength
potential height.
(Athletics) check can make the jump across the chasm.
Treasure: Each of the duergar has a pouch with Alternatively, any character succeeding on a DC12
2d6gp and 3d4sp. Additionally, the lead duergar is Strength (Athletics) check can climb down into the
wielding a dagger of venom. chasm. This check is reduced to DC10 if the character
M15. Central Chamber has assistance or a rope and grapple. Climbing back
out of the chasm requires a similar check.
This sixty-foot by sixty-foot chamber ends abruptly at
a chasm that spans the width of it. The floor is dirty Hidden in the shadows at the bottom of the chasm is
and covered with a layer of dust, and a skeleton of a an elder black pudding. It will immediately attack
dwarf lies between two of the boulders in the room. any characters that climb down into the chasm.

The end of the chamber nearest the chasm is dimly M18. Underground River
illuminated by the crystals in the wall of the cavern The walls of the mine have overtime weakened here
opposite. and an underground river has managed to break
Any character succeeding on a DC15 Wisdom through. The water is fresh and laps against the
(Perception) or Wisdom (Survival) check will notice cavern floor. The area is illuminated by the light given
that there are tracks in the dust leading into the cave off by crystals in the walls of the cavern.
that is to the south of the central chamber. The river flows out of the mines but without a method
M16. Spider Cave of breathing underwater, the characters will not be
able to explore it.
This chamber is darker and more foreboding than the
other chambers in the mine. The floor is dusty and It is possible that the river leads to an unexplored area
dirty, and numerous cobwebs hand across the cavern. of the Underdark or it might open out somewhere in
the Sword Mountains.
Any character making a DC15 Wisdom (Perception)
check will hear faint sounds of movement from M19. Crystal-lined Tunnel
within the cave. Any character making a DC15 The passageway slopes downwards into the distance.
Wisdom (Perception) or Wisdom (Survival) check A blue, luminescent crystal lines the walls providing
will notice tracks leading into and out of the cave. light. The floor of the tunnel is covered in a thick layer
The cave is the residence of an ancient giant phase of dust and dirt. There are no signs that anyone has
spider that has lived in the mines for over a century. passed down the passage in a long time.
It will wait until the characters have entered its cave A character can attempt to dislodge a piece of crystal
and will then attack them, using its ability to move with a DC15 Strength check. Success allows the
Beneath Southkrypt ~12~
character to dig a piece of crystal out of the wall. Once silver. They found veins of both mithral and
pulled from the wall the crystal stops luminescing. adamantine. Unfortunately, before the dwarves were
Each crystal is worth 10gp. able to properly exploit these new finds, the mine
Continuing down the passageway leads to the next came under attack from Morg and his spawn.
level of the mine. Southkrypt Mine Locations
PART 3: THE SECRET OF (Level Three)
SOUTHKRYPT M20. Into The Depths
The dwarves of Southkrypt mined deep below their The passageway continues to slope downwards,
fortress. As they dug deeper into the earth, the famed leading from Area M19 to Level Three of the mine. The
silver mine proved to be even more valuable than walls are lined with luminescing crystals, providing
they could have ever have dreamt. sufficient light for anyone to be able to see normally.
The luminescing crystals led the dwarves to excavate The floor is covered in dust and dirt, indicating that no
an area that revealed minerals more valuable than -one has passed through here in some time.

Beneath Southkrypt ~13~


M21. Small Cavern Any character that examines the cavern walls, and
The passageway from Level Two opens into this who succeeds on a DC16 Intelligence (Nature) or
small cavern area. Forty-foot by thirty-five foot, the Wisdom (Perception) check will notice that the
floor is covered in a layer of dust and dirt. The walls mineral vein in this area is not silver. Any character
are lined with the same crystals as elsewhere in this succeeding on a DC20 Intelligence (Nature) check will
level of the mine. Tunnels lead off from the cavern to recognise that it is mithral. Any dwarf character has a
the north and to the west. +10 to this check.

Any character entering this cavern who succeeds on a Any character examining the cavern walls heading off
DC18 Intelligence (Nature) or Wisdom (Perception) to the east, and who succeeds on a DC16 Intelligence
check will notice that the “silver” vein in the wall of (Nature) or Wisdom (Perception) check will notice
the mine in this area seems to have a brighter tinge to that the mineral vein in the tunnel is not silver. Any
it. Any character succeeding on a DC20 Intelligence character that succeeds on a DC24 Intelligence
(Nature) check will recognise that the mineral is no (Nature) check will recognise that it is adamantine.
longer silver but in fact mithral. Any dwarf character Anu dwarf character has a +5 to this check.
has a +10 to this check. M24. T-Junction
M22. The Southern Mithral Face The tunnel comes to a T-junction at this point, heading
This fifty-foot by sixty-foot cavern shows clear east and west. The dust and dirt on the floor is thick,
evidence of having been a major mine-face at one and any character succeeding on a DC12 Wisdom
point. The floor is covered in dirt and dust, and there (Perception) or Wisdom (Survival) check will notice
is no immediate sign that anyone has been in this that there is evidence that something has moved
area recently. through this area. The tracks lead towards Area M25
and Area M27.
Any character succeeding on a DC16 Wisdom
(Perception) check will find a small box hidden Any character that examines the cavern walls heading
beneath one of the rocks in the room. Opening the to the west, and who succeeds on a DC16 Intelligence
box requires a successful DC18 Dexterity (Thieves’ (Nature) or Wisdom (Perception) check will notice
Tools) check. Failure on this check means that the that the mineral vein in this area is not silver. Any
character triggers the poisoned needle in the lock character succeeding on a DC20 Intelligence (Nature)
mechanism, and needs to make a DC16 Constitution check will recognise that it is mithral. Any dwarf
save. Failure leads to the character taking 27 (6d6) character has a +10 to this check.
poison damage and being poisoned from 1 hour. Any character examining the cavern walls heading off
Any character that examines the cavern walls, and to the east, and who succeeds on a DC16 Intelligence
who succeeds on a DC16 Intelligence (Nature) or (Nature) or Wisdom (Perception) check will notice
Wisdom (Perception) check will notice that the that the mineral vein in the tunnel is not silver. Any
mineral vein in this area is not silver. Any character character that succeeds on a DC24 Intelligence
succeeding on a DC20 Intelligence (Nature) check (Nature) check will recognise that it is adamantine.
will recognise that it is mithral. Any dwarf character Any dwarf character has a +5 to this check.
has a +10 to this check. M25. The Northern Mithral Face
Treasure: The box contains a variety of gems with a This sixty-foot by forty-foot cavern was clearly
combined value of 300gp. another major mine-face. The floor is covered in a
M23. Branched Tunnels layer of dust and dirt.

This small cavern in the mine has two tunnels Any character succeeding on a DC12 Wisdom
branching off of it. The dust and dirt on the floor is (Survival) or Wisdom (Perception) check will notice
thick, and any character succeeding on a DC12 that there are tracks in the dust indicating that
Wisdom (Perception) check will notice that there is something has visited this cavern recently.
evidence that something has moved through this Any character that examines the cavern walls, and
area. The tracks lead towards Area M27. who succeeds on a DC16 Intelligence (Nature) or

Beneath Southkrypt ~14~


Wisdom (Perception) check will notice that the corner water has seeped up from an underground
mineral vein in this area is not silver. Any character river below the mine tunnels. A tunnel leads off to the
succeeding on a DC20 Intelligence (Nature) check north.
will recognise that it is mithral. Any dwarf character
In the middle of the chamber, stands a group of
has a +10 to this check.
stationary dwarves. There is one dwarven wight plus
Partially concealed in the north-eastern corner of the an additional dwarven wight per three members of
cavern, initially, are a small number of vampiric the party. They have lapsed into a state of torpor but
myconid adults. will react to, and attack, the characters if they enter
There is one vampiric myconid adult plus an the cavern. Any fighting in this area will attract the
additional vampiric myconid adult per three attention of the vampiric myconid adults in Area
members in the party. They will wait until the M28.
characters have fully entered the cavern before Any character succeeding on a DC12 Wisdom
moving to attack. (Perception) or Wisdom (Survival) check will notice
M26. Sloped Tunnel that there is evidence that something has moved
through this area. The tracks lead both east and north,
This sixty-foot long passageway slopes steeply towards Area M24 and Area M28.
downwards, ending in darkness. The floor is covered
in a thick layer of undisturbed dust and dirt. Any character examining the cavern walls, and who
succeeds on a DC16 Intelligence (Nature) or Wisdom
M27. The Adamantine Face (Perception) check will notice that the mineral vein in
This sixty-five foot by thirty-five foot cavern shows the tunnel is not silver. Any character that succeeds on
evidence of having been another major mine-face for a DC24 Intelligence (Nature) check will recognise that
the dwarves of Southkrypt. The ground is covered in it is adamantine. Any dwarf character has a +5 to this
a layer of dust and dirt, and in the north-eastern check.

Beneath Southkrypt ~15~


M28. The Fungus Farm characters.
This thirty-five foot by thirty-five foot chamber has
PART 4: MORG, I PRESUME?
been overrun by a fungus forest. Large mushrooms
and other myconid growth has established itself in When Morg attacked Southkrypt, he made his way
the area. The floor is covered in a layer of spores that down the levels of the mine. In an attempt to stop the
characters kick into the air as they walk through the vampire, the dwarves destroyed the lift shaft to the
chamber. lowest level of the mine, and one of the priests of
Moradin sacrificed himself to create a barrier to
There are a number of vampiric myconid adults
prevent the vampire from ascending the lift shaft by
concealed amongst the fungus forest. There is one
any other means. Unfortunately, the barrier can be
vampiric myconid adult plus an additional vampiric
broken if anyone climbs down the lift shaft.
myconid adult per three members of the party. If
fighting breaks out in Area M27, they will investigate. This proved sufficient to trap Morg physically.
Otherwise, they will wait amongst the fungus and However, as a hill giant shaman and a worshipper of
attack with the element of surprise, if characters fail a Myrkul, Morg was able to reach out and influence the
DC12 Wisdom (Perception) check. minds of others both inside the dwarven fortress and
beyond. Then The Time of Troubles cut Morg’s
Any character examining the cavern walls, and who
connection with Myrkul, and the Spellplague forced
succeeds on a DC16 Intelligence (Nature) or Wisdom
him into a torpor.
(Perception) check will notice that the mineral vein
in the tunnel is not silver. Any character that Recently, Morg has stirred. With the return of the
succeeds on a DC24 Intelligence (Nature) check will Weave, and the resurgence of Myrkul, the vampiric
recognise that it is adamantine. Any dwarf character hill giant has awoken. He has been seeking a way to
has a +5 to this check. escape from his confinement in Southkrypt. To this
end, he brought another goblin tribe to the dwarven
M29. Mining Station
fortress but they proved less manipulable than
This large chamber is in darkness. The dwarves previous goblins.
excavated it in detail to create a mining station. The
However, Morg managed to plant the seeds of an idea
dwarves built a sleeping area for four personnel, an
within the minds of several nearby individuals.
mining equipment storage room, and a general
Unbeknownst to the characters, Morg was behind the
storage room. A well provided water for the area. The
idea to open a new route from Wave Echo Cave to
floor is covered in a thick layer of dust and dirt. The
Westbridge, and Morg had a hand in encouraging
mine shaft to the level below has been destroyed,
them to investigate the mine.
although it is possible to climb down the shaft.
Morg is convinced that if he manages to slay and drain
Any character searching the area, and who succeeds
a strong party of adventurers, then he will have the
on a DC17 Wisdom (Perception) or Wisdom
strength to break the mystical barrier that confines
(Survival) check will notice two areas of ground that
him to Level Four of the mine.
have been heavily disturbed. Should they investigate
further they will disturb the two vampire spawn Using equipment from the mining supplies on Level 3,
that reside in the area. it is possible for the characters to climb down the lift
shaft. The barrier created by the priest survived the
Two dwarves died here at the hands of the invading
Spellplague and prevents any form of teleportation or
vampires, and returned from the dead into the unlife
flight.
as vampire spawn. They have been sleeping in the
ground of the mine ever since. Attempting to climb down the lift shaft requires that
each character make three DC15 Strength (Athletics)
Each minute that the characters spend searching this
checks. Any character that fails one of these checks
chamber there is a chance that the vampire spawn
needs to make a DC15 Dexterity saving throw. Success
will detect their presence and arise to attack. Each
results in the character slipping and taking 4d6 (14)
minute of searching, roll a d6. On a 1-2, the vampire
bludgeoning damage. Failure results in the character
spawn rise from the ground and attack the
falling eighty feet down the lift shaft. Any adventurer

Beneath Southkrypt ~16~


luminescent crystals which give off even more light than
that does fall down the lift shaft suffers 14d6 (49)
the crystals on Level Three.
bludgeoning damage from the fall.
The spirit of the dwarven skeletons were not allowed
Southkrypt Mine Locations to rest by Morg. There is one dwarven wraith
supported by one dwarven specter for every two
(Level Four)
members in the party.
M30. Restless Dead
Any character examining the cavern walls, and who
The mine shaft opens into a seventy-foot by eighty foot succeeds on a DC16 Intelligence (Nature) or Wisdom
chamber. The ground is covered in a thick layer of dirt (Perception) check will notice that the mineral vein in
and dust, and five dwarven skeletons, champions of the tunnel is not silver. Any character that succeeds on
Southkrypt that battled Morg to allow their fellow a DC24 Intelligence (Nature) check will recognise that
dwarves time to escape and create the barrier that it is adamantine. Any dwarf character has a +5 to this
stopped Morg from ascending back up the mine, are check.
scattered around the chamber. The walls are lined with Treasure: The skeletons of the five champions each

Beneath Southkrypt ~17~


has one magical item that was used in the battle The floor is covered in dust and dirt. Seven dwarven
against Morg. These include: skeletons are scattered around the floor. An opening in
• Acheron Blade, Scimitar the southwest corner leads to Area M32 and an opening
in the southeast corner leads to Area M34.
• Belt of Stone Giant Strength
Morg rises from the ground as the characters enter the
• Cloak of Displacement
cavern. A mound of earth from his homeland has been
• Ring of Necrotic Resistance his resting place for the time he has been trapped in the
• Wand of Winter mine.

M31. Sloped Passageway Any character examining the cavern walls, and who
succeeds on a DC16 Intelligence (Nature) or Wisdom
This five foot wide passageway slopes downwards from
(Perception) check will notice that the mineral vein in
Area M30 to Area M31. There are points along the
the tunnel is not silver. Any character that succeeds on
passageway that characters will have to squeeze passed a DC24 Intelligence (Nature) check will recognise that
the luminescent crystals. Each character needs to make it is adamantine. Any dwarf character has a +5 to this
a DC12 Dexterity (Acrobatics) check. If successful they check.
manage to squeeze passed without injury. If they fail,
M34. Storage Chamber
they take 14 (4d6) slashing damage.
This thirty-foot by thirty-foot chamber was used as a
Wounds caused by the crystals on this level of the mine
storage area by the dwarves. Several barrels and crates
do not stop bleeding and any character who is injured
can be found in the room. The contents are mainly
by them will lose 1 hp per round until they receive
mining supplies and equipment. The floor is covered in
magical healing.
dirt and dust.
M32. Overseers Chambers
Treasure: Hidden beneath the crates is a small leather
This twenty-five foot by thirty foot chamber was used pouch of gems (diamonds worth 1200gp). Any character
by the mine overseer as an office area. A broken table who succeeds on a DC12 Wisdom (Perception) check will
and chair, and the skeletal remains of the overseer are easily find the pouch.
strewn across the floor of the chamber, covered in the
dirt and dust that has accumulated over time. Remains AFTERMATH
of rotted paperwork is strewn across the floor and
Once the characters have dealt with Morg, and have
broken table.
searched the rest of the mine, they will have
M33. Morg’s Lair completed the main tasks for this adventure.

The main chamber of this level is a massive cavern, one The now need to decide what to with their knowledge
hundred and sixty foot across and eighty foot wide. about the mineral content of the mine. There is also
the issue with the duergar having found a way into the
Read the following to the characters as they exit the
mine.
sloped passageway:
The passageway opens into a massive cavern, over a hundred The legends say that Morg invaded Southkrypt with
feet across and eighty feet wide. The ceiling of the cavern two hill giant vampire spawn, and there is no evidence
stretches above you at least fifty feet high. of them being present in the mine.
The walls are lined with luminescing crystals, providing a good Could it be that Morg has tricked the adventurers and
amount of light to the space. The floor is filthy and a number they have only slain one of his minions, and the real
of skeletons lie scattered across it. A large mound of earth lies vampire hill giant has already managed to escape the
towards the north-eastern corner of the room. mine?
As you enter you each hear a voice in your head, “You have Myrkul was clearly opposed to the existence of the
my thanks, little morsels. You have freed me from my silver mine. Given the plans by the like of Ularan
imprisonment. Now you will nourish me before I ascend.” Mortus for the Sword Coast, the mine may come under
The mound of earth starts to shake as a figure rises from it. further attacks from undead forces determined to

Beneath Southkrypt ~18~


destroy the supply of silver, mithral and adamantine.
If the goblins remain in charge of the mine, there may
be further issues with dwarves wanting to reassert
their claim on Southkrypt.

Awarding Experience Points


Completing the exploration of Southkrypt Mines,
learning the secret of the mine, defeating the undead
and other creatures within the mine, and vanquishing
Morg is worth a total of 42000XP to be shared equally
amongst the party.
This can be broken down to 9000XP to be shared
equally for each level cleared, with the extra 6000XP
for competing the whole quest.

Beneath Southkrypt ~19~


APPENDIX: CREATURES

Beneath Southkrypt ~20~


Beneath Southkrypt ~21~
Description
Like most hill giants, Morg is a selfish brute. However, unlike most hill giants, Morg is far from dim-witted.
Morg was turned into a vampire by a ceremony he carried out in his worship of Myrkul. In the service of
Myrkul, Morg attacked the Southkrypt dwarven fortress and mine. He descended the levels of the mine and
engaged in a mighty battle with the champions of the mine. Although he won this battle, he found that the
dwarves had created a barrier that trapped him in the lowest level of the mine.

Using his shaman abilities, Morg influenced creatures near the dwarven settlement. However, during the
Time of Troubles he lost his connection with Myrkul. The Spellplague followed soon afterwards, forcing
Morg into a torpor.

Beneath Southkrypt ~22~


Description
A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out
of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to
the Material Plane makes it seem like it can teleport.

Some of them are really ancient and keep living near locations permeated by magic, maybe guarding
some artifact or used as guards by some creatures.

Beneath Southkrypt ~23~


Description
The duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient
dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.

Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to
blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.

Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it
is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to
toil in the Underdark, regarding them as free labor and crude currency.

Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an
incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress,
able to shrug off charms, illusions, and other spells.

Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed
over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a
powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its
territory, it can just as easily become invisible to slip away into the darkness.

Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other
dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight.

Beneath Southkrypt ~24~


Description
With their razor-sharp teeth and jagged claws, dwarven ghasts roam the ruins of dwarven fortresses in
packs, driven by an insatiable hunger for humanoid flesh.

With their stronger sense of identity and willpower, dwarves become ghasts more often than they turn into
ghouls. Dwarven ghasts are cunning and can inspire a pack of ghouls to follow their commands.

Description
A dwarven specter is the angry, unfettered spirit of a dwarf that has been prevented from passing to the
afterlife. Dwarven specters no longer possess connections to who or what they were, yet are condemned to
walk the world forever.

Beneath Southkrypt ~25~


Description
A dwarven wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The
creature is suffused with negative energy, and its mere passage through the world leaves nearby plants
blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking
oblivion of the wraith’s horrifying existence.

Found in the depths of abandoned dwarven fortresses and settlements, dwarven wraiths are fueled by a
hatred of those that abandoned them to their fate. They will target dwarves before other characters.

Beneath Southkrypt ~26~


Description
Wights are intelligent undead humanoids that resemble armed and armored corpses. They never tire in
pursuit of their goal of making eternal war against the living.

The dwarven wight fell defending the dwarven stronghold that it one lived in. Driven by a desire for revenge,
the spirit of the dwarf refused to answer the call of Moradin and reanimated its corpse, becoming a wight in
the process.

Beneath Southkrypt ~27~


Description
A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears
to be little more than a blot of shadow.

Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.

Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf
creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to
the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris
suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that
understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever
monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed
into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures
place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or
room.

Ooze Nature. An ooze doesn’t require sleep.

Beneath Southkrypt ~28~


Description
An abominable horror from deep beneath the earth, an umber hulk burrows into cave complexes, dungeons,
or Underdark settlements in search of food. Those lucky enough to survive an umber hulk attack often
remember precious little of the incident, thanks to the umber hulk’s mind-scrambling gaze.

Devious Delvers. Umber hulks can burrow through solid rock, forming new tunnels in their wake. The steel-
hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it.

Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait for creatures to pass by on the
other side, its hair-like feelers sensing any movement around it. When it explodes out in a shower of earth
and rock, its unsuspecting quarry turns to face the oncoming threat — and is entranced by the umber hulk’s
bewildering eyes, forced to stand helpless as its mandibles snap shut.

Mind Scrambler. Many survivors of an umber hulk encounter recollect little about the attack, because the
monster’s confusing gaze scrambles their memory of the event. Those who have fought and killed umber
hulks recognize the signs. For other denizens of the Underdark, grisly tales of vanished explorers and wanton
destruction speak of an unknown foe. Umber hulks take on supernatural status in these harrowing stories,
many of which convey the same warning: once an umber hulk has been spotted, it is already too late to
escape it.

Beneath Southkrypt ~29~


Description
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking
the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or
reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from
reflective surfaces.

Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a
vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows
a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its
master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become
free-willed when their creator dies.

Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by
day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition
to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave
dirt to another location. Some vampires set up multiple resting places this way.

Undead Nature. Neither a vampire nor a vampire spawn requires air.

Beneath Southkrypt ~30~


Description
Vampiric myconids have been exposed to vampire blood. As a result, they have become warped and have
gained some vampiric properties, including greater strength and resilience, regenerative properties and
greater sensitivity to sunlight.

Beneath Southkrypt ~31~


APPENDIX: MAGIC ITEMS

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Acheron Blade, Scimitar

Amulet of the Drunkard

Belt of Stone Giant Strength

Cloak of Displacement

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Dagger of Venom

Ring of Necrotic Resistance

Ring of Protection

Studded Leather Armor+1

Beneath Southkrypt ~34~


Wand of Winter

Beneath Southkrypt ~35~


Beneath Southkrypt ~36~

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