84847-Crypt of Crimson Stars 5e Conversion
84847-Crypt of Crimson Stars 5e Conversion
84847-Crypt of Crimson Stars 5e Conversion
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TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
Introduction .......................................................................... 2
What You Need to Play: ......................................................... 2
Two Versions of the Halfling Camp .................................... 3
Why two versions? ........................................................................3
On Balance and the Encounters ........................................... 3
On the Overall Plot ................................................................ 3
Encounters ............................................................................ 4
Encounter 0: Gatherhold ............................................................ 4
Skill Challenge: Gather Information About the Crypt .... 4
Encounter 0.5 Avoiding the Halflings on the Way In ........... 5
Using the Lake: ........................................................................ 5
Sneaking Around the Halflings ........................................... 5
Encounter 1: Halflings ................................................................. 6
Talking Their Way In ............................................................. 6
Original Version of Halfling Encounter ............................. 6
Optoinal Version of Halfling Encounter ............................ 6
Optoinal Version of Halfling Encounter 1.5 – We Caught
Up ............................................................................................... 6
Encounter 2: Halfling Campsite ................................................ 7
Original Version of Halfling Campsite Encounter........... 7
Optional Version of Halfling Campsite Encounter .......... 7
Encounter 3: Chamber of Monsters ......................................... 7
Encounter4: The Crimson Crypt ............................................... 8
Encounter 5: Keeper of the Shard ............................................. 9
Monsters ..............................................................................10
Monsters from the Basic Rules: ...............................................10
Monsters from Eberron: Rising From the Last War: ...........10
New Monsters: .............................................................................10
Art Gallery ............................................................................ 12
INTRODUCTION
Crypt of Crimson Stars is a short adventure you can find in
Dungeon magazine issue 123. It can be played as a stand-
alone adventure, or as part one of a three-part series. I’ve
included two versions of the halfling camp, one based on
the original description, and one based on the art found at
the beginning of the adventure.
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TWO VERSIONS OF THE In part two, Tophran sends the party to Xen’Drik to find
another dragonshard. In part three, the PCs use that to
HALFLING CAMP stop the villain from destroying Sharn (or at least part of
Sharn). If you aren’t interested in using those two plots,
I’d just run this as a stand-alone adventure.
WHY TWO VERSIONS? I don’t think much needs to change in the encounters /
discussions with Tophran, so I don’t supply any changes or
I have issues with the original version of the camp: suggestions for that part of this adventure.
• The map isn’t clear and is boring.
• I see no way to fight the scouts, and not have the camp There are three new encounters:
see it happen.
• The art at the beginning of the adventure is evocative. • Your players can gather information in Gatherhold to
In any event, I’ve included two versions of the halfling learn about the crypt.
• Your players can avoid the halflings by sneaking around
encounters. The first is what is found in the adventure. The
second gives the players more options and allows you to them.
use the picture at the beginning of the game to show your • Your players can pursue one of the halfling scouts if you
players what the lay of the land is. are using the optional version of the halfling encounters.
The key changes to the optional camp are: If you’d like, I have a conversion of Riding the Rails on
• The first encounter takes place further from the camp, DMsGuild, and you could use that as an adventure on the
so pursuit is possible. way to Gatherhold.
• The camp is laid out differently.
In the trap area, I’ve set all the traps as setbacks, except
for the lightning bolt trap. See the Dungeon Master’s Guide
for trap rules if you’d like to make them more challenging.
I also offer some advice on running traps that the DM may
or may not find helpful.
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ENCOUNTERS
ENCOUNTER 0: GATHERHOLD
It seems likely a party will try to gather information about
the crypt at some point.
4
ENCOUNTER 0.5 AVOIDING THE SKILL CHALLENGE: SNEAK AROUND THE
HALFLING SCOUTS
HALFLINGS ON THE WAY IN
As discussed in the original, your players can avoid the To sneak around the scouts, the party must successfully
halflings if they approach from the lake. They can also move several hundred feet without being seen. Assuming
sneak around the halflings. they are trying to sneak, this should take 10+ rounds.
Describe the scouts as actively riding around, but not
looking super closely all the time. The area is filled with
USING THE LAKE tall grass and occasional shrubs and rocky areas, so the
party can crawl at points.
If the party approaches from the lake and has no boat….I’m
not sure how that works. How would they get close to the Have the players describe how they are using their skills.
cave without a boat? If you want to give that option, I leave Use of magic increases the likelihood of success
that to you. One option is that they hire someone to get (invisibility, making noises or light someplace else to
them to and onto a boat. That should cost at least 100gp if distract the guards…..). Each party member must use two
there are no halflings in the group. It’s up to you if the different skills, rolling once for each.
guide can be trusted or not.
One example of a skill other than stealth:
If the party got 10 successes on the first skill challenge, If the players use nature or perception, they can find a
then they have a boat, and they should be able to get to the rocky outcropping to hide behind.
cave undetected.
All DCs are 12 for this challenge.
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ENCOUNTER 1: HALFLINGS Passive Perception of 14 or more to see them. Otherwise,
they start the combat in hiding.
TALKING THEIR WAY IN The biggest difference is the map. That, and it takes place
further away from the camp than the original. It takes the
fleeing halfling 10 rounds to get to the camp, a round to
Instead of fighting, the party can talk its way in. As the convince everyone to come, and 10 rounds to get back. If
original explains, they won’t succeed if they mention they the PCs pursue the halfling that attempts to go to camp,
are looking for the Crypt. The players can talk their way to use the “We Caught Up” map for the encounter.
the camp with a DC 15 Persuasion check. Of course, getting
to the camp without a fight means they will face 11
halflings, 4-5 clawfoot, and a T-rex if a fight breaks out. DEVELOPMENT:
If the PCs don’t stop the fleeing halfling, the ranger and
ORIGINAL VERSION OF HALFLING three more halflings arrive after round 21 (no way the
ENCOUNTER battle goes that long). More likely, the ranger and three
halflings find the party on their way to the area and
confront them there.
This version of the encounter uses the “Original Halfling
Map” from the set of maps. Frankly, I have no idea how the
If the PCs stop the fleeing halfling and defeat the others,
other halflings don’t see any battle that takes place
they can try to sneak around the camp. If they go left, the
between the halfling scouts and the PCs, which is one
T-rex spots them. If they go right, everyone in the party
reason why I offer the optional version of this entire area
needs to succeed on a DC 13 stealth check.
of both this and the camp encounter.
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ENCOUNTER 2: HALFLING As you come into the valley, you see cliffs on both the left
CAMPSITE
and the right side of the river, which is really a creek at this
point. The cliffs rise to over twenty feet above the creek at
some points. Tents appear on both the left and right bluffs,
As the adventure mentions, this encounter is not balanced. with two also in the valley. There is a huge sharptooth on
It is quite deadly. the left bluff. It looks like it could swallow two or three of
you at a time. If your map is correct, the crypt entrance
In theory the party could run for the crypt while fighting, should be near the lake on the right. Deep forest fills the
or before fighting breaks out. If they make it, the halflings land as far as you can see to the left and right of the small
will wait for them to come back out. valley.
If the party got here by talking and are escorted by a scout, The only change from the original version is the map. Of
use the DCs mentioned in the adventure. Remember, they course, this means that the party can’t sneak past the
are only allowed to stay for a few hours……If the party camp on the left, as the T-rex spots them. They may
leaves and says they aren’t coming back, the halflings attempt to sneak by on the right. As stated above, everyone
follow them for one mile before believing the party is not in the party must succeed on a DC 13 Stealth check to
coming back. However, the camp and scouts will be on succeed.
alert, and the DCs for sneaking past the scouts and camp
DEVELOPMENT:
all rise by 2. The party will NOT be able to talk their way
back a second time.
In theory the party could run for the crypt while fighting,
If the party got here by violence, and are not escorted, they or before fighting breaks out. If they make it, the halflings
need to first succeed on a DC 15 Bluff to convince the will wait for them to come back out.
ranger they didn’t see or kill the scouts. Then they need to
succeed as above. If the party stays for more than 1 hour,
the ranger no longer believes they got there without
ENCOUNTER 3: CHAMBER OF
MONSTERS
violence, because the scouts have not checked in.
This version of the encounter uses the “Original Halfling First option: use 2 manticores and three gricks.
Map” from the set of maps. Second option: use 1 red dragon wyrmling from the Basic
Rules and three gricks
Level 5: 6 scouts from the Basic Rules, a T-rex from the
Basic Rules, and the Ranger NPC found in the Appendix.
DEVELOPMENT:
In theory the party could run for the crypt while fighting,
or before fighting breaks out. If they make it, the halflings
will wait for them to come back out.
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ENCOUNTER4: THE CRIMSON Trap C: Trap C is set off any time Trap B is set off. Magical
CRYPT
blades appear in the marked squares.
Allow the players to find the traps more easily. But, DC 12 to notice the depressed plate in the safe square.
make it harder to completely disable them, and have them DC 15 to notice the pressure plates in the other four
most often be partly disabled. squares.
Allow the players to hear a “click” just after they set off Disable: DC 20; partially disable:15
the trap and allow them to take an action to move/avoid Effect: DC 13 Wisdom save. Affected creatures are subject
the trap. They have to do something instantaneous, like to a Phantasmal Killer spell (duration 1 round, found in the
jump or roll or drop prone or raise a shield. Adjudicate the BasicRules). There is no way to avoid this by reacting to the
results depending on what they do. For example, diving to click.
the side might help with the lightning, whereas you are
better off raising a shield against Trap B or C (which would Trap F: A nearly imperceptible light beam crosses the
not help against Trap A). I would have them take less dangerous squares. There is a beam just above the floor,
damage if they choose (by luck mostly) correctly. and another three feet off the floor. PCs can go between the
layers of light on a successful DC 15 Acrobatics check.
Trap C is not well described. I’d say that blades appear in
the air, and attack anyone in those squares. Trap C can be DC 15 to see the light beams. DC 15 to see the source of the
turned off with a Dispel Magic spellS cast anywhere in the beams to disable them.
room. It is also disabled if Trap B is disabled. Disable: DC 20; partially disabled:15
Effect: Attack any square adjacent to the statue. +7 for 11
Characters can avoid Trap E by only using the middle slashing damage. Partially disabled traps do half damage.
square (see the GM version of the map for the square It is up to you how they can best avoid flying spears for
without an “E” in that row).Same with F….if they don’t half damage (or zero damage if it was partially disabled).
stand to the side of the door, they are safe.
Trap G:
Trap A: If the players even suspect a trap, I’d let them
notice a glimmer of magic in the trapped area. Other than DC 15 to notice the poison
Dispel Magic, disabling the device requires them to notice Disable: DC 20; partially disabled:15
something. Maybe there is a faint line from the arch to Effect: 11 poison damage. 5 poison if they partially disable
each pillar. Damaging that line disables the trap. the trap.
Remember, this trap is deadlier than the others..
Use the Cursed Spirts statblock in the Appendix for the
DC 20 Perception to find the lines. creatures. Keep the number at three. I think they goad
Disable DC: 24, partially disabled: 20. players by moving so the party needs to get into a trapped
Effect: 22 (4d10) lightning damage. DC 16 reflex for half square to get adjacent to them.
damage. If you allow them to react to the click and they do
something that makes sense, give them advantage on the Treasure: The corpses of the dead adventurers each have
save, and success results in only 5 damage. one magic item your party would find useful.
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ENCOUNTER 5: KEEPER OF THE
SHARD
Change the DC to find the secret door to 15. Keep the other
two DC levels the same as in the adventure.
For the final monster, you can either use the statblocks in
the Appendix, or use a standard mummy and add more
monsters. If you do that, the undead come from the
paintings, and swarms drop from the ceiling onto the
players. I find it more interesting to have multiple
enemies, but the trap might make that a bad idea.
Level 5:
Option 1: 1 mummy from the Basic Rules, 2 swarms of
insects from the Basic Rules and 2 undying soldiers from
Eberron Rising. Change the alignment to evil and give
them a different description. These are NOT undying
soldiers, just something with the same stats. Remove the
extra damage to undead or fiends.
Level 7:
Option 1: 1 mummy, 2 swarms of insects, 4 specters from
the Basic Rules.
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MONSTERS
• Grick
• Manticore
• Mummy
• Red Dragon Wyrmling
• Scout
• Specter
• Spy
• Swarm of Insects (beetles)
• Tyrannosaurus Rex
NEW MONSTERS:
• Cursed Spirit
• Legendary Mummy 5
• Legendary Mummy 7
• Ranger NPC
Hunter’s Mark. Once per short rest the ranger may mystically mark
an enemy as a bonus action. The ranger does 1d6 additional
damage to its mark with any weapon attack.
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Medium undead, any evil alignment
Armor Class 11
Hit Points 11 (3d8)
Speed 30 ft.
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The mummy lord can take 3 legendary actions, choosing from the
Medium undead, lawful evil options below. Only one legendary action option can be used at a
Armor Class 17 time and only at the end of another creature's turn. The mummy
Hit Points 67 (9d8+27) lord regains spent legendary actions at the start of its turn.
Speed 20 ft.
Attack. The mummy lord makes one attack with its rotting fist or
STR DEX CON INT WIS CHA
uses its Dreadful Glare.
18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+4)
Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
If the target is a creature, it must succeed on a DC 16 Constitution
saving throw or be cursed with mummy rot. The cursed target can't
regain hit points, and its hit point maximum decreases by 10 (3d6)
for every 24 hours that elapse. If the curse reduces the target's hit
point maximum to 0, the target dies, and its body turns to dust. The
curse lasts until removed by the remove curse spell or other magic.
DREADFUL GLARE The mummy lord targets one creature it can see
within 60 feet of it. If the target can see the mummy lord, it must
succeed on a DC 13 Wisdom saving throw against this magic or
become frightened until the end of the mummy's next turn. If the
target fails the saving throw by 5 or more, it is also paralyzed for the
same duration. A target that succeeds on the saving throw is
immune to the Dreadful Glare of all mummies and mummy lords for
the next 24 hours.
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ART GALLERY
A few pictures you can use, or not.
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