Crypts of Azarumme Print Friendly V3
Crypts of Azarumme Print Friendly V3
Crypts of Azarumme Print Friendly V3
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TABLE OF CONTENTS
Section Page
Synopsis and Background 3
A Missing Priest 4
They Came From Below 5
Down The Well 6
Twisting Catacombs 7
Crypt of the Fallen 8
Aftermath 9
Appendix A: Maps 10
Church of St. Terragnis 10
Crypts and Catacombs 11
Appendix B: New Monsters 12
Father Baird, Fallen Priest 12
Appendix C: Tables 13
Corrupt The Living 13
Acknowledgements and Credits 14
CRYPTS OF AZARUMME 2
SYNOPSIS A WORD TO THE GM
• The adventure begins when the head acolyte This adventure is meant to be run at a glance
of the Church of St. Terragnis contacts the with minimal preparation and a natural
party for help in 1inding the church’s missing delivery. This required re-thinking the normal
priest, Father Reginal Baird. adventure presentation a bit. Here’s what you’ll
• While the characters are at the church, 1ind included:
undead creatures erupt into the main
chamber, massacre the people present, and • Each encounter contained on one page.
retreat with living victims. • Bulleted lists. Bolded keywords.
• The characters follow the undead down the • Hyperlinks to monsters and rules online for
empty well in the church’s undercroft, quick reference.
leading them to the catacombs beneath. • Printable cards for each monster and PC so
• Inside the catacombs, the characters 1ind you can run encounters using a card stack. A
clues about the fate of Father Baird. short video walkthrough of this method can
• The adventure culminates in a battle against be found here.
the fallen Father Baird and the horde of • Printable cards for special treasure handouts.
undead he controls with the Whisperskull. • Short room and area descriptions. No
paragraphs of droning 1lavor text — set the
BACKGROUND scene naturally and embellish as desired.
• Brie1ly explained non-encounter rooms.
• A few months before the adventure begins,
Again, embellish as desired!
Father Reginald Baird discovered an
• GM maps and player-safe digital maps for use
ancient set of catacombs under his church.
with virtual tabletops.
• The catacombs belong to a centuries-gone
• A short video walkthrough of the adventure
empire of dark priests and warlords who
can be found here.
leveraged necromantic magic.
• Father Baird began secretly exploring the PACING/TRANSITIONS
catacombs and recently fell to the temptation
of a vile artifact hidden therein called the A dramatic question is presented with most
Whisperskull. scenes. Once that question has been answered,
• Father Baird is now under the sway of the the tension of the scene is resolved. That’s your
Whisperskull and has begun animating the cue to work toward the transition provided at
bodies interred in the catacombs. the end the scene — even if that means
• The adventure begins when Father Baird summarizing the end of a clearly decided
takes his next step — capturing living victims combat, or in the case of clever players,
to use their blood for the rituals the skipping combat altogether. Keep the game
Whisperskull demands… moving toward the next challenge!
Room descriptions that are usually long
blocks of literary read-aloud text have been left
short and informational in this adventure.
Many Game Masters prefer to paraphrase read-
aloud text and set the scene based on what
tone and level of detail his or her group 1inds
engaging. Anything listed before the
Development sections is safe to share
however you prefer to do so.
CRYPTS OF AZARUMME 3
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DEVELOPMENT
DOWN THE WELL
• Tarry blood congeals in the glowing bowl on
the altar. If a character places an inert
Sidebar: Inside the Catacombs emerald shard into the bowl, the shard
• The catacombs are redolent with glows and energizes for 1ive minutes.
necromantic energy. The halls reek of decay • Inspecting the skeleton in the second alcove
and stale air, and darkness permeates. reveals shallow gouges in its eye sockets. If a
• Thousands of bones are packed together to character jams an energized emerald shard
form grisly walls and ceilings. into the socket, the skeleton jerks to life with
• For each hour the PCs spend here, each must a scream and pushes the secret door behind
make a DC 13 Wisdom saving throw. Upon it open. It is restrained, weaponless, and
failure, he or she is af1licted with an effect won’t 1ight.
from the Corrupt The Living table (Appendix
C). The effects last for 24 hours. AREA 3: ALTAR OF THE SKULL
• The walls and ceiling are decorated with
AREA 1: THE BOTTOM OF THE WELL hundreds of leering skulls.
• The well goes down 40 feet to a circular, • A rune-carved altar with an empty, shallow
crumbling chamber. divot in the center dominates the chamber.
• Two tunnels of unworked stone extend in • A torn, bloody priest’s tabard lies on the
opposite directions from the chamber. Water 1loor.
sloshes somewhere in the distance.
• A sealed, stone door sits opposite the DEVELOPMENT
tunnels. Two hands holding a deep bowl form • Touching the altar imparts an unpleasant,
the handles. The door has no lock. temporary numbness.
• The inscription on the altar is in Infernal:
DEVELOPMENT “Feed life to the skull, and it shall give ye
death to wield against the enemies of
• The door bears a faded inscription carved in
Infernal that says, “Pay now the toll of the Azarumme.”
living lest ye enter the domain of the dead • Characters pro1icient in Intelligence
too rich in life.” (History) know Azarumme was an ancient,
dark empire that fell centuries ago.
• A DC 15 Intelligence (Investigation) check
reveals traces of magic in the bowl. • Characters with a passive Intelligence
(History) check of 15 or higher know
• Characters can smash the door open with a
DC 23 Strength check. The door glides open if Azarumme was a bloodthirsty dynasty ruled
the bowl is 1illed with 1d10 hit points’ worth by vampiric warlords and lich-queens.
of fresh blood.
Treasure
AREA 2: HALLS OF BONE Tangled in the priest’s tabard is a silver holy
symbol of St. Terragnis worth 50 gp. A good-
• Alcoves line the walls of a hall extending into aligned creature who wears it has advantage
a large, open chamber. A skeleton is lashed on one Wisdom ability check per day.
into a standing position in each alcove. They
clutch rosaries of human teeth.
TRANSITION
• A hooded statue looms over an altar at the
end of the chamber. Its hands reach down to Go to Twisting Catacombs if the characters
a shallow bowl that 1lickers with green Wire. move to the tunnels in Area 1.
CRYPTS OF AZARUMME 6
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!01234'56'*7*0899: T
APPENDIX A: MAPS
CRYPTS OF AZARUMME 10
CRYPTS AND CATACOMBS
CRYPTS OF AZARUMME 11
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!01234'56'*7*0899: E4
THE ARCANE LIBRARY
If you join The Arcane Library's newsletter, you’ll get a FREE copy of Temple of the Basilisk
Cult, a 1st-level adventure set in the jungle!
CRYPTS OF AZARUMME 14
Acknowledgements
Special thanks to John from www.5thsrd.org for permission to link to his site. Major
appreciation to Hank at Runehammer for being a tremendous creative inspiration. Very
many thanks to The Angry GM for wisdom, especially about pacing and structure. Finally,
my most heartfelt gratitude to Jessee Egan for phenomenal art direction, design, and
support.
Art Credits
Logos, trade dress, and art direction: Jessee Egan / jesseeegan.com
Cartography: OneDayGM / 1iverr.com
Cover: Captblack76 / shutterstock.com
Dwarf, Ghoul, Green Potion, Cyclopean Skull, Coin Bag, Gravestone: Publisher’s Choice Quality
Stock Art © Rick Hershey / Fat Goblin Games
Green-Eyed Skeleton: Bartek Blaszczec / Blaszczec Art
CRYPTS OF AZARUMME 15
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enchantments, personalities, teams, personas, likenesses and special System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
abilities; places, locations, environments, creatures, equipment, magical or Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
supernatural abilities or effects, logos, symbols, or graphic designs; and Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
any other trademark or registered trademark clearly identi1ied as Product and Steve Townshend, based on original material by E. Gary Gygax and
identity by the owner of the Product Identity, and which speci1ically Dave Arneson.
excludes the Open Game Content; (f) "Trademark" means the logos, Crypts of Azarumme © 2018 The Arcane Library, LLC.
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to the END LICENSE
Open Game License by the Contributor (g) "Use", "Used" or "Using" means
to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or "Your"
means the licensee in terms of this agreement.
CRYPTS OF AZARUMME 16