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The Crypt of

Elder Hallen

Solo Adventure

The Crypt of Elder Hallen Solo is a stand-alone adventure

written for a solo player with a 1st or 2nd level character

and can take place in any campaign setting.


Contents
Nettle 3
Quests ..........................................................................................4
Stats ............................................................................................... 5
The Goblin Gate 6
Goblin Stats ......................................................................... 7
The Barricade 8
Encounter Map .................................................................. 9
Enemy Stats ......................................................................... 10
The Crypt of Elder Hallen 11
Undead Stats ..................................................................... 12
Epilogue 13

About the Adventure


The Crypt of Elder Hallen Solo is a stand-alone adventure

written for a solo player with a 1st or 2nd level character

and can take place in any campaign setting.


Credits
Created by Elfypunk.
Support the Elfypunk community on Patreon

Current Version: 1.1

Cover image: CC0 from pexels.com

Location images: Taken in Secondlife

DMs Guild images: DMs Guild

Map created with: DungeonDraft

Playtesters: Aiden Ryerley, Cat Aura

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
Elfypunk and published under the Community Content
Agreement for Dungeon Masters Guild.

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.

prosperity, Nettle has fallen on hard times.

"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."

townsfolk look serious enough to bear arms if they ever


needed to defend their homes.


Claire doesn't back down. "Belen, you knew my grandfather.

You served with him, when he was alive. I must be allowed to


Travelers are always welcome, especially if they have items to
set his bones to rest!"

trade, or coin to spend. The town center boasts a small general


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-

one has replied to your notice on the job board."

The TOWN OF NETTLE


3

Kam Marblewhisk
With that, the arguing pair look up and seem to notice your
Kam is the local innkeeper. He has had personal experience
entrance. The Mayor speaks, "Welcome to Nettle! I am Belen
with the goblins, and if you show an interest, he'll tell you:
Pinestar. What business brings you to the Mayor's office?".
"My brother Cole and I went with a party of adventurers to try
to reason with the goblins and get them to open the Mount
Belen Pinestar Faldur Pass."

Belen Pinestar is the mayor of Nettle. If you ask about his

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."

Leni offers you a single mint leaf as a sample, so you know


what to look for.
The inn is a two-storey building of timber and brick walls, with
a white tile roof and unusually high ceilings. The innkeeper
greets you warmly and introduces himself as Kam Leni uses the stat block of a Commoner (page 5).
Marblewhisk. Kam tells you that accomodations consist of a
single large room with wooden beds for 2g a night, and that
the Dry Fox Inn is locally known for the variety of its beers and
ales.

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

Claire Hallen Spellcasting Claire is a 2nd-level cleric. Her spellcasting


ability is Wisdom (save DC 13, +5 to hit with spell
human, Lawful Good
attacks). She has the following cleric spells prepared:
Armor Class 18 (Chain Mail and Shield) • Cantrips (at will): sacred flame, spare the dying
Hit Points 17 (2d8+4)
Speed 30 ft. • 1st level (3 slots): cure wounds, healing word, guided
bolt
Life Domain
Claire has proficiency with heavy armor,
STR DEX CON INT WIS CHA and so can wear chain mail.
13 (+1) 10 (+0) 14 (+2) 13 (+1) 16 (+3) 12 (+1) Disciple of Life Claire's healing spells are more effective.
Whenever she uses a spell of 1st level or higher to
Languages Common restore hit points to a creature, the creature regains
Skills Medicine, Insight additional hit points equal to 2+ the spell’s level.
Channel Divinity: Preserve Life Claire can use her
Actions Channel Divinity to heal the badly injured. As an action,
Mace
Melee Weapon Attack: +3 to hit, reach 5 ft., one she presents her holy symbol and evokes healing
target. Hit: 3 (1d6) bludgeoning damage. energy that can restore a number of hit points equal to
five times her cleric level (which is 2, so 10 in total).
Shortbow
Ranged Weapon Attack: +2 to hit, range Choose any players or creatures within 30 feet of her,
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing and divide those hit points among them. This feature
damage. can restore a creature to no more than half of its hit
point maximum. Claire can’t use this feature on an
undead or a construct.

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.

Arrival Zlartl's grasp of Common is elementary, but sufficient to


negotiate opening the gate. If you pay or otherwise convince
After half a day's ascent up the mountain, you reach a goblin Zlartl to open the gate, he will blow on the silver horn, and a
gate that has been constructed across the pass. goblin will appear to open the gate. If you kill Zlartl, you can
loot the silver horn from him, and this will be sufficient to
complete Mayor Belen's quest. (Page 4)

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:

A few meters from the gate, there is a carved archway leading


into the mountainside, where the goblins have taken up
residence.

See page 8 for more details about the room inside the
archway.

THE GOBLIN GATE


6
Map of the Goblin Gate

Zlartl (Goblin) Languages Common, Goblin


Challenge 1/4
humanoid (goblinoid), monster manual, neutral evil

Armor Class 15 (leather armor, shield) Nimble Escape


The goblin can take the Disengage or
Hit Points 7 (2d6) Hide action as a bonus action on each of its turns.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Scimitar
Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
8 14 10 10 8 8
Shortbow
Ranged Weapon Attack: +4 to hit, range
Skill Stealth +6 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
Senses darkvision 60 ft. damage.

Treasure:
Zlartl carries 100gp in a leather pouch - no doubt recent
takings from travellers passing through the gate.

THE GOBLIN GATE


7
The Barricade
Claire and Cole's reactions
Location Overview
The goblin clan has taken refuge in the outer sanctum of the Claire gasps seeing the outer crypt in such a state of disarray.
"Have you goblins no respect for the dead?"

crypt. They have barricaded the doorway leading into the

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.

complete Leni's quest (page 4).


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.

near the fire pit.

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

3: Cole's Cage 4: The Barricaded door


The man in the cage is Cole Marblewhisk, who is the If you do manage to make a loud enough noise for 2 turns
innkeeper's brother as well as being Nettle's blacksmith. The consecutively, the two undead guards will start to break down
cage is padlocked, and the key is around the neck of Beebee the barricade with their greatswords. It will take the undead
the goblin shaman. Rescuing Cole would complete Kam's 3 turns to break down enough of the barricade for them to
quest (page 4).
The wicker cage can be broken open with a pass through. Read the Crypt section (page 11) for more
successful strength check (DC 14). information about the undead.

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 goblin has the following cleric spells prepared:

Cole Marblewhisk Languages any one language (usually Common)


human, monster manual, Neutral Good 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

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.

Similarly, Elder Hallen can be laid to rest with Claire's Turn


Undead, but only if the goblins are dead, or have left the pass.

Claire gains +6 on her roll to Turn these specific undead,


since they knew and trusted her in life.

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.

Elder Hallen (Revenant) Vengeful Tracker


The revenant knows the distance to
and direction of any creature against which it seeks
undead, monster manual, neutral
revenge, even if the creature and the revenant are on
Armor Class 13 (leather armor) different planes of existence. If the creature being
Hit Points 136 (16d8+64) tracked by the revenant dies, the revenant knows.
Speed 30 ft.
Actions
Multiattack
The revenant makes two fist attacks.
STR DEX CON INT WIS CHA
18 14 18 13 16 18 Fist
Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. If the
target is a creature against which the revenant has
Senses darkvision 60 ft. sworn vengeance, the target takes an extra 14 (4d6)
Languages the languages it knew in life (Common) bludgeoning damage. Instead of dealing damage, the
Challenge 5 revenant can grapple the target (escape DC 14)
provided the target is Large or smaller.
Regeneration
The revenant regains 10 hit points at the
start of its turn. If the revenant takes fire or radiant Vengeful Glare
The revenant targets one creature it can
damage, this trait doesn't function at the start of the see within 30 feet of it and against which it has sworn
revenant's next turn. The revenant's body is destroyed vengeance. The target must make a DC 15 Wisdom
only if it starts its turn with 0 hit points and doesn't saving throw. On a failure, the target is paralyzed until
regenerate. the revenant deals damage to it, or until the end of the
revenant's next turn. When the paralysis ends, the
target is frightened of the revenant for 1 minute. The
frightened target can repeat the saving throw at the
end of each of its turns, with disadvantage if it can see
the revenant, ending the frightened condition on itself
on a success.

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

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