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2 The Crypt of Elder Hallow 2nd
2 The Crypt of Elder Hallow 2nd
2 The Crypt of Elder Hallow 2nd
Elder Hallen
Solo Adventure
CONTENTS
2
Nettle
T
he Town of Nettle has stood for hundreds of Quests
years, serving the fur trappers and travellers
who cross the mountain pass. If you inspect the job board, you will see:
Recently, however, the mountain pass has been There are 3 quests available, with inquiries: at the Mayor's
forcibly closed by a band of goblin raiders who office, the general store and at the inn.
have taken up residence in the old crypt
overlooking the town: the final resting place of the local hero, The Mayor's Office
the paladin Elder Hallen.
If you enter the Mayor's office, read the following paragraphs:
Arrival The Mayor's office is a small, wooden building containing a
table strewn with parchments. A neatly dressed, grey haired
The Town of Nettle shivers in the shadow of the snow-capped
man, presumably the mayor, is in a heated argument with a
Mount Faldur. Once a small, but thriving center of trade and
hooded woman clutching a religious symbol.
"Claire, you know I can't let you go up there alone! The goblins
Nettle's residents are sturdy, hard-working folk who are used
have closed up the pass, and every time I hear that blasted
to the harsh frontier life - farmers, fur trappers, blacksmiths
goblin's horn I know another traveler is being charged a huge
and prospectors. The town has no standing militia, but the
toll to cross the pass."
store, and the 'The Dry Fox' inn, which has rooms to rent, and
The Major gives her a look of complete sympathy, "Your
a small job board for adventurers outside the Mayor's office.
grandfather was a hero for the whole town of Nettle - but no-
quest, he says: He looks grave, "A fight broke out between the party and the
goblins, and Cole and I were separated. If you are headed up
"I will give you 100g to defeat the goblins so that the pass can that way, I'll pay 25g if you find my brother or... for any
be reopened. As proof of your deeds, bring me the silver horn information about what happened to him."
that is used by the leader of the goblins, and the gold will be
yours." Kam uses the stat block of a Commoner (page 5).
Claire Hallen
Claire Hallen is a Life Domain cleric who wishes to lay the The Nettle General Store
spirit of Elder Hallen to rest. If asked about her quest, Claire
says:
LENI WILLOWSTONE
"I will pay you 50g to escort me to the crypt of my
grandfather, Elder Hallen, and to protect me while I perform
Leni is the local tradeswoman and alchemist, who runs the
town's general store. Visitors can purchase any standard
the ritual to lay him to rest."
equipment in the store. If you ask about the job board notice,
Leni says:
Claire is a level 2 cleric. Her stats are on page 5. "In your adventures, if you come across any mint leaves, bring
them back to me and I'll be able to use them to brew up a
The Dry Fox Inn healing potion for you."
NETTLE
4
Commoner Languages any one language (usually Common)
humanoid (any race), monster manual, any alignment Challenge 0
Armor Class 10
Hit Points 4 (1d8) Actions
Speed 30 ft. Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.
STR DEX CON INT WIS CHA
10 10 10 10 10 10
NETTLE
5
The Goblin Gate
If you advance further, read the following sentences:
Location Overview As you approach, a larger goblin appears and barks roughly in
Goblins have constructed a wooden gate across the Common "You pay Zlartl 50 gold to open!"
narrowest section of the Mount Faldur pass. A silver horn is slung around his neck.
If you explain that you are there to lay Elder Hallen's spirit to
rest, Zlartl will seem to know what you're talking about and
will try to convince you to talk to Beebee, the female shaman
of the tribe.
"Good. You speak to Beebee about dead."
Once you have passed through the gate, you can read this
description:
See page 8 for more details about the room inside the
archway.
Treasure:
Zlartl carries 100gp in a leather pouch - no doubt recent
takings from travellers passing through the gate.
crypt, thus keeping the undead inside for the moment. The Cole whispers urgently, clutching the bars of the wicker cage
goblins take pains to keep quiet, as too much noise will alert "She's got the key to the cage... around her neck..."
the undead, who will begin to break down the barricade (see
page 10). The Encounter
See the map on page 9 for location numbers.
Arrival
1: Entrance
The outside of the archway is partly covered by a mint bush.
Inside the archway is a room littered with every kind of debris.
The archway where the players enter the room. Picking
leaves from the mint bush near the entrance archway would
There is a distinctive smell of rat droppings in the air.
In the center of the room, a small goblin female tends a firepit. 2: The Goblin Shaman, Beebee
Two staircases lead up to a landing, where a doorway has been
Beebee is the spiritual guide of the goblin clan, and starts
barricaded shut.
Off to the side of the room a figure in a wicker cage tries to She will try to keep the room as quiet as possible, so the
get your attention, trying not to make too much noise. "Psst! undead on the other side of the barricade do not stir. If you
Over here!" he whispers, waving through the bars of the cage. keep making a loud noise, she will cast a silence spell, which
The goblin woman hears him and picks up a bleached white covers the entire room (20 foot radius) for 10 minutes. She
thigh bone to wave menacingly at the caged man, putting a
will then continue to communicate with you by means of
exaggerated facial and hand gestures, or shaking and
finger to her lips to silence him, before leveling her gaze firmly
pointing the white thighbone to make her point clear.
at you. "Quiet!" The goblin shaman glares at you with true
menace in her eyes. “The dead must slumber.” Beebee will try to stop you from opening the barricade at all
costs.
THE BARRICADE
8
3
2 4
THE BARRICADE
9
Beebee (Goblin) • Cantrips (at will): sacred flame, thaumaturgy, spare
the dying
humanoid (goblinoid), monster manual, neutral evil
• 1st level (4 slots): cure wounds, healing word,
Armor Class 15 (leather armor, shield) command
Hit Points 12 (3d6)
Speed 30 ft. • 2nd level (2 slots): silence, hold person
Nimble Escape
The goblin can take the Disengage or
Hide action as a bonus action on each of its turns.
STR DEX CON INT WIS CHA
9 14 12 12 14(+2) 10 Actions
Scimitar
Melee Weapon Attack: +4 to hit, reach 5 ft.,
Skill Stealth +6 one target. Hit: 5 (1d6 + 2) slashing damage.
Senses darkvision 60 ft.
Languages Common, Goblin Shortbow
Ranged Weapon Attack: +4 to hit, range
Challenge 1/4 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Spellcasting
Beebee is a 3rd-level spellcaster. Her
spellcasting ability is Wisdom (save DC 12, +4 to hit
with spell attacks).
THE BARRICADE
10
The Crypt
Elder Hallen
Location Overview Elder Hallen was a lawful good paladin in life, sworn to
In life, Elder Hallen was the protector of the town, and now, protecting the town. Due to his undying loyalty, he is now a
in death he's risen again to protect the town from the goblin revenant - an undead being not able to rest while the town is
threat. in danger. He will not attack Claire, and won't attack you,
unless you appear to be threatening Claire.
Arrival Elder Hallen will not rest while the goblins are alive, and will
attack the goblins, even Zlartl and the goblins at the gate,
Stepping through the previously barricaded doorway, you until they are all dead, flee, or otherwise leave the mountain
sense the temperature drop significantly. The air in this room pass.
has not been disturbed for many years. Two smaller tombs
flank a grander one - the final resting place of Elder Hallen and
Zombie Guards
his two most loyal guards. The Zombie guards died during the same epic battle that
claimed Elder Hallen, and now they are buried with him,
protecting him in the afterlife. They will follow Elder Hallen
Quest Goals in attacking any live goblins. Once the goblin threat has been
Claire Hallen's Turn Undead spell will cause the zombie completely removed, Claire will be able to complete the ritual
guards to return to their crypts and continue their eternal to lay the undead to rest peacefully in their crypt.
slumber. However, any intrusion by goblins into their sanctum
will wake them again.
THE CRYPT
11
Zombie Guard Languages understands all languages it spoke in life
(Common) but can't speak
undead, monster manual, neutral evil
Challenge 1/4
Armor Class 8
Hit Points 22 (3d8+9) Undead Fortitude
If damage reduces the zombie to 0
Speed 20 ft. hit points, it must make a Constitution saving throw
with a DC of 5+the damage taken, unless the damage
is radiant or from a critical hit. On a success, the
STR DEX CON INT WIS CHA zombie drops to 1 hit point instead.
13 6 16 3 6 5
Actions
Senses darkvision 60 ft. Slam
Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
THE CRYPT
12
Epilogue
T
he people of Nettle will be ecstatic if you
return to town and tell them the mountain
pass is reopened and their town is
reconnected for trade to the rest of the world.
Belen Pinestar
If the group is successful, Belen will offer you an available
home in the town, which you can use as a base of operations.
He will also give you the 100g from the quest (page 4).
Claire Hallen
If Elder Hallen is successfully laid to rest, Claire is extremely
thankful, and will always be a friend to you. She will stay in
Nettle and look after the townsfolk.
Cole Marblewhisk
If rescued, Cole offers to act as your personal blacksmith,
offering any armour repairs for free, within reason. Also, if
you find the raw materials for him, he can be commissioned
to craft a weapon or a piece of armour for you.
EPILOGUE
13