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Journey to

The Crystal Keep


Introduction: Within the small duchy of Almethieu dark forces are
coming together in an effort to disrupt the pleasant lives of the
towns and villages. With the Duke himself falling ill after an attack
on the road by a group of lycanthropes, an antidote is needed to keep
him from becoming a lycanthrope himself. The only cure in the area to
be found is in the magic wellspring of The Crystal Keep. Rumors and
mystery surround this keep and most town folk swear that the old
wizard who lived there has turned evil along with his Dwarven knights.
With time running short, the duke and his advisors offer great reward
for the retrieval of a vial of this magical water. Will the party find
the cure to save the duke and these lands? Are rumors true about the
fate of the wizard and his Dwarves? Only the bravest and most cunning
will succeed.

A 6-8 hour adventure for 3-5 1st level characters

By: Dan Greig, Anthony Santiago, and Veronica Colacurccio

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Journey to The Crystal Keep 2

A Note to the Dungeon Master

Side notes will be provided


through this adventure module
in the form of these text boxes.
These are meant to add advice,
clarifications, suggestions, and
opportunities for making the
module unique to your group.

Dan G.

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Journey to The Crystal Keep 3

Opening
This section is meant to be an
Garmendius had a great many baubles and trinkets opening for the DM to read over
in order to get a bit of
within his quarters in the upper level of the Crystal Keep.
background as well as a feel for
He had many scrolls and potions which he crafted
the vibe of the module. To read
himself, as well as a number of items passed down by
this aloud to the players may
mentors and colleagues. But above all of these meager ruin some of the surprises in
treasures Garmendius the Silver prized his ornate store.
mirror. Various gemstones bordered the reflective surface
of this six foot mirror. While any ornate mirror might boast
such decoration, its true value lurked deep within. The
demon was often hidden in the blank, swirling clouds of gray just behind the glass, until
summoned to the surface of the mirror by any brave enough to call forth this creature. This
hulking demon loathed it's imprisonment and loathed more those that lorded over his restrictive
domain. Garmendius was the inheritor of the Glabrezu’s mirror and knew better than to
converse with the demon, fearing he may get caught up in the demon’s mental games and end
up in a most unfortunate state. Today was to be different.

Garmendius approached the glass and called to the demon with great politeness and
grace. The swirling clouds within the mirror began to clear and the bright eyes of the demon
shined through the haze. Soon, his evil visage was upon the wizard. With a low growl, the
Glabrezu answered the wizard’s summons. Glabrezu were known for being particularly
persuasive and capable of bestowing great wealth upon those either foolish enough or wise
enough to make a deal with them. Garmendius, sadly, had been quite foolish this day.

The dwarven protectors of the Crystal Keep leapt to their weapons and armor and
donned them as quickly as they could, preparing for whatever battle was to begin. Not even the
wisest of the dwarves, Sir Angbar, was prepared for what stood before them. The massive
demon approached the seven Dwarven Knights who awaited him, weapons drawn and shields
at the ready.

There was an awful silence.


There was a deafening clamor.
There was an awful silence.

That evening the crystal at the heart of the keep went dark.The light faded from the
crystals and gems of the Shimmering Tunnel. The Crystal Keep had become vacant, and
dark.

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Journey to The Crystal Keep 4

Background
Many years ago, a group of dwarves dedicated to their god, Moradin, began a grand
project in honor of the god of crafting. They sought a mountainous ridge to build a keep in order
to preserve peace over the surrounding lands while being able to oversee the region with their
decent elevation. To reach the peak they marked as the location of the soon-to-be keep, they
decided they would carve out a tunnel in order to make travel easier and to gather the raw
materials necessary to build such a structure. Their mining operation went off without issues for
weeks and they managed to come across plenty of valuable ores and gems as they delved into
the stone. One day, Angbar, the wisest of the dwarves, stumbled upon a massive crystal within
the tunnel. He recognized the importance of such a stone and so he met with a wizard he had
come to befriend years ago. Garmendius was taken aback by the crystal and saw great
potential for its use in magical practices and rituals and swore he would do his best to help
protect the lands along with the dwarves in their keep if he could have it as his own. The
dwarves’ relationship to the elven wizard started off somewhat poorly, but, over time, they grew
to respect each other's discipline and patience. Once the Crystal Keep, named after the large
gemstone, was completed, they found that the crystals of this mountain behaved in two odd
ways. First, the largest crystal shone brightly and acted as a beacon at the head of the tower.
The crystal itself was within the basement, though its reflected light shone up to the top of the
tower to be shined onto the lands below. The light of this beacon behaved like the light of a
lighthouse, giving confidence to the folk below that they were under the surveillance of the
Dwarven Knights. Second, as light is cast into the crystal, all the crystalline fragments within
the Shimmering Tunnel also flickered with light, creating no need for torchlight in the tunnel
leading to the Crystal Keep.

The Shimmering Tunnel which leads to the Crystal Keep is within the forests just west
of Branford. Branford is a small and humble village with a respectable farming industry that
has supported surrounding villages and towns for decades. The area is surrounded by forests
on all sides though the town sits upon rolling fields in the center. Branford lacks much of any
organized defenses though the men and women of the village are honorable and willing to fight
for their friends and family with their lives. A single river runs through the village, the Bran
River, which the village was named after. Local beasts keep their distance and the dwarves of
the Crystal Keep had kept most of the Kobolds and the Goblins of the forests and hills away,
though traveling too deep into the forest proves a dangerous task because of these creatures.

The current reeve of Branford, an elven wizard, is named Yrthalla the Teal. The
wizards Yrthalla and Garmendius knew one another prior to living in this area and have since
their childhood been in love with one another. After many years of separation due to the
adventurous work of the traveling scholar Garmendius, they had finally been reunited. Their
romance stays quiet in order to protect their privacy as well as their political and professional
reputations.

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Journey to The Crystal Keep 5

About 3 weeks ago, the wizard Garmendius the Silver was tricked into releasing a
Glabrezu from a mirror in which it was trapped. Even though it was not Garmendius who had
trapped the demon in such a device, the Glabrezu chose to trap the wizard in this magical
prison instead of killing him outright. Garmendius has since then been trapped in his room and
his production of magical potions and scrolls has come to a halt. The crystal’s reflected light is
not shining into the beacon and so the Crystal Keep’s light has faded entirely. The tunnel itself
has darkened and the beasts are beginning to move into both the keep and the tunnel.

Beginning the Adventure


The local Duke, Orros Demetrin, has survived an assassination attempt while his
caravan was traveling between towns. Fearing that the attacking lycanthropes had infected the
Duke with a form of lycanthropy, the caravan stopped in the nearest town and they sent out as
many couriers as they could to find a potion to cure such a disease. Garmendius’ font of water
in the basement of the Crystal Keep is of the purest quality and makes an excellent base for
any potion. The Duke, knowing this information, posted calls to action in all the nearest villages
and towns to send adventurers to the Crystal Keep to get some of this water. With parties of
adventurers being turned away by the townsfolk and the full moon approaching in a mere 7
days, the Duke and the people of the area are in a panic. Who will rise to the occasion and risk
their lives braving the terrifying Shimmering Tunnel as well as uncovering the mysteries of the
Crystal Keep?

Organized Crimes

The nearby town, Goldbrook, though not too active by the standards of a major city, is
being plagued by a guild known as the Red Fang. The individuals within the group are mostly
the rabble-rousers of the local slums but the upper echelons of the gang are lycanthropes. The
top members of the gang are a small group of werewolves, all of them vicious and
unpredictable. The middle rank of members are wererats who are quite wild in their own right,
though they stick together more than the werewolves in order to keep themselves safe. At the
bottom rung of the ladder of power are the lowly peasants turned to crime for one reason or
another. The master of this fledgling guild is known as The Cudgel, and he is an incredibly
intelligent Hill Giant controlled by an Intellect Devourer which has long since eaten his mind.
The Intellect Devourer works for a more mysterious master, a Spirit Naga with grand plans in
mind for this region. Though not many know of this Spirit Naga, it pulls the strings like a master
puppeteer.
This organization works by stealing from merchants and shopkeepers, occasionally
turning to murder to take what they have and to silence those who have seen too much. The
guild of cutthroats and thieves has befriended a clan of goblins known as the Flintdagger Clan.

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Journey to The Crystal Keep 6

These goblins had mentioned to members of the Red Fang that they would be clearing out the
Crystal Keep. Their scouts claim to have seen some sort of demon escape through the front
gate of the Crystal Keep a few days prior and figure the Dwarf Knights may have been killed.
Two bugbears are heading this effort, Hurrukar and Graggaks, and they have taken control of
the whole process against the wishes of some of the goblin leaders.
The members of the Red Fang have differences with how they plan out and orchestrate
major crimes, often butting heads and fighting one another. Those hopeful members at the
bottom rung try to appease the higher ranking members in order to be “blessed” with their gift of
lycanthropy.
Of those hopefuls, a particularly passionate and ruthless member, Galland Practor (his
stats are located in the appendix) has decided to accompany a few of the werewolves on a
trip to send a message to the king of this land by trying to kill the Duke. When the attack plans
failed Galland ran off in order to protect himself from both the guards and the werewolves’
tempers.
After having heard rumors of both a great wealth being held up in the Crystal Keep and
the rumor of the wizard’s absence, Galland decided he would seek the place out and befriend
the bugbears in charge of the Crystal Keep. When Galland made it to the village of Branford,
he scraped together some cheap goods from traveling merchants and strode into town
pretending to be a merchant himself. He now goes by the name Lindus Relletier and he is
trying to find a way to safely reach the tower. When Galland/Lindus hears of the need for the
waters within the Crystal Keep he decided to keep those adventurers who came through at bay
by starting rumors among the townsfolk. The rumors he has been spreading are that of
outrageous dwarven pride: the dwarves began demanding a tax from the locals in exchange for
their services. Galland/Lindus lied to the townsfolk and told them that he heard this news
straight from Angbar when he traveled there to sell his wares. The townsfolk began believing
this rumor and they have begun turning adventurers away by threatening them and warning
them that their softness on the issue of the Dwarven Knights’ greed will be the downfall of their
region.

Background for the Players

With word of Duke Demetrin’s condition reaching all of the local towns and villages
within the duchy, it is no surprise that you, as well as other mercenaries, have heard the call
to action. The Duke’s assistants have promised rewards of wealth, nearly 100 gold pieces,
to any persons who can bring back water from the Crystal Keep.
Mages in this area are not unheard of, but they strike some fear and wonder into the
hearts of the simple farmers and craftsmen of this land. Garmendius had become a local
legend in this area over the decades due to his kind heart, knowledge of dweomer and the
arcane, and, of course, his annual fireworks show at the local harvest festival. No one has
heard anything from the either the Silver Wizard or the Dwarven Knights of the Crystal
Keep in nearly 2 weeks.

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Journey to The Crystal Keep 7

Rumors are spreading quickly and conflicting stories exist at the local inns where
bards compete to convince patrons of the truth of their tales.
The Crystal Keep shines no more and the Shimmering Tunnel has darkened
leaving the passageway dangerous for travelers. There are rumors of goblins in the woods
moving closer to the village and of devious kobolds scurrying through the Shimmering
Tunnel. You, as well as the other adventurers willing to quest to the tower, meet in the
humble village of Branford to begin your noble quest.

Rumor Table

When the players begin the quest they should roll a d12 and consult this table to see
which rumors they have heard. If anyone in the group has a CHA score of 14+ they will roll
twice, rerolling doubles. A true rumor is designated by a T whereas a false rumor is designated
by an F.

1. There are a group of heroic dwarves guarding the keep and it's wealth. T
2. The wizard practices dark magics and there are undead within the keep. F
3. The dwarves are not fond of humans and secretly plot an attack on the town. F
4. The dwarves are dead and their souls haven't left the keep. T/F
5. The Duke is conspiring with the wizard to take greater control over the towns. F
6. Riches within the Crystal Keep are cursed; affects anyone who takes them. F
7. Lycanthropes are working with the dwarves. F
8. Yrthalla has romantic connections with the wizard Garmendius. T
9. There is a magical weapon of great power in the wizard's hoard of wealth. T
10. The dwarves of the keep were refusing to protect the townsfolk unless they started
paying the dwarves. F
11. The wizard is a kind hearted and honest man willing to take in travelers. T
12. The crystal within the tower is worth thousands of gold pieces. T

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Journey to The Crystal Keep 8

Village of Branford
Reeve: Yrthalla Verrithulis, the Teal
Population: 574
Economy: Farming/Lumber
Constable: Bradlin Darrett
Martially Trained Citizens: 30

The villagers are polite and welcoming but when the topic of the quest to the Crystal
Keep is mentioned they will become rude and call the characters “dwarf-lovers” and other
insulting names. The townsfolk are aware that Duke Demetrin needs the magical waters from
the font, though they feel he should not support the wizard Garmendius or the dwarves now
that the rumors of their greed have become locally accepted truths.
These rumors began with Galland Practor, now disguised as Lindus Relletier, as he
created the rumor of the dwarves demanding payment for their services. They will keep an eye
on the party if they speak openly about wanting to help the Duke and retrieve the water for him.

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Journey to The Crystal Keep 9

Much of the population of the village will be hard at work for the entirety of daylight but as soon
as the sun begins to go down, they will meet in the courtyard and speak with one another as
well as some drinks at The Black Cat.

Reeve’s House

"Standing near the center of the courtyard is the largest house in town. This
house belongs to the Reeve, Yrthalla the Teal. The wooden house is two stories tall, in
the front door is a stained glass image of a horse. A large bay window juts out several
feet on the first floor. Inside a number of lit candles can be seen, as well as an elaborate
chandelier which hangs in the main hall."
This home belongs to the Reeve of the village, Yrthalla Verrithulis, an elven wizard.
She inherited this position after many years of service to the Duke of this land.This house was
once the home of the Reeve before her and it is more elegant than she would like, preferring a
more simplistic lifestyle. Inside are a number of treasures that she inherited with the home itself
as well as some elven treasures and relics she had discovered in her days of adventuring and
exploring.
At this time, Yrthalla is a bit distant in her conversations and relations; as though her
mind is elsewhere. Yrthalla spends a good deal of time in the courtyard conversing with locals
and there is a 75% chance of her being there during the day. When the sun sets she returns to
her home and does not usually invite visitors in without good reason. Yrthalla has a smile that is
contagious and she has been known to make even the most hardened of laborers crack a grin
and chuckle.
Yrthalla Verrithulis is a High Elf, nearly 400 years old, though her age is difficult to
discern. Her long, silken, hair is nearly white, but in moonlight or bright sunlight gives off a
golden color. She is about 5’6” and seems very agile and graceful with a slow, purposeful,
stride. Yrthalla is not one to open up about her personal life to complete strangers but when
she trusts someone enough she will speak openly. Yrthalla is more likely to befriend characters
of a good alignment. She is soft spoken and often pauses to think about her responses before
speaking. The mage’s robes are brilliant shades of blue, green, yellow, and red and give off a
fractal pattern of amorphous, colorful shapes.

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Journey to The Crystal Keep 10

Inn/General Goods, The Sleepy Ogre

"One of the larger and cozier-looking buildings around the courtyard is The Sleepy
Ogre. Originally a single story, the building has become a hodgepodge of carpentry over
years of additions and expansions. Recognizable by the painted sign depicting an ogre with
his closed eyes, drooling mouth, and the sleepy Z's floating away from his face, which
hangs over the bay window; the inn is a community hub for locals and travelers alike."

The building is two stories tall, 20’ exactly, and is made up of smooth redwood. The
building’s ground floor is shaped like an uppercase L, with the main entrance at the elbow of the
L. The two other ends of the floor are halls that lead to four bedrooms each. The upper floor is
like a barn loft with a staircase that climbs up from the ground floor entryway. The loft area is
crowded with old barrels and boxes full of random odds and ends.
The owner of The Sleepy Ogre inn and general store is a tall and gangly half-elf named
Sarail Debarge. Sarail, sells a great deal of general goods and will sell nearly anything
available at a typical general store, including: rope, candles, tools, oil, and a variety of other
items. He offers fair prices and loves to engage in small talk with his customers. His rooms are
decent and usually open to travelers.

The Black Cat Tavern

“At the edge of the courtyard is a small, quaint looking, tavern. The image of a cat
sitting leisurely is painted on a sign hanging by the door. Candlelight filters through the
dusty windows.”

The Black Cat Tavern is one of the oldest establishments in the village. Even though
the building is a glorified shack, the place gives the party a warm and welcoming feeling. The
building stands 10’ tall with a slanted roof and is built from a hardy, dark, oak.

The inside is 20’ wide by 30’ long. There are four tables and the bar fits 12 stools.

“Inside, a bar stretches past the door to the other end of the building with four tables
spread evenly across the rest of the room. Across from the bar a small fireplace blazes with
a few stools around it, perfect for the telling of tales, trading of cards, or making of
bargains.”

Behind the bar is a short staircase that leads to a storage basement, 10’ wide by 15’ long.
Inside are a few barrels of ale, near a dozen bottles of wine, and a shelf filled with an array of
liquors. The barkeep is Meera Barlum, daughter of a long line of lumberjacks native to the
village. Her hair is jet black and runs straight down her back. Her bright green eyes are
intimidating to most patrons and yet her smile is disarming enough to keep them around. Even
though she is only 23, she has a great knowledge of any happenings in the tavern, as well as an
ear trained for gossip among locals and travelers alike.

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Journey to The Crystal Keep 11

Village Storage Shed


The village storage holds enough grain and vegetables to preserve the villagers’ food
for winter months. The place is looked over by the townsfolk and the constable during the day

"A well-trodden path leads to the double doors of a large wooden building nestled
between two small hills. Wagons and livestock sit idly by the broad sides of this building
whose interior is filled to its limits with the products of local farms. The people of the village
carefully look after their communal storage and the produce it contains."

and all are willing to fight to protect this building. The building itself is about 20’ tall with a large
arched roof, and a second floor loft. The floor dimensions are about 20’ wide by 40’ long.

Village Courtyard
The courtyard is around 60’ long by 40’ wide and there is a 20% chance that there is a
merchant parked in the courtyard while the sun is up offering some sort of goods, whether they
are containers, weapons, specialty goods, clothing, etc. Yrthalla will often use this space to

“The courtyard stretches out in a rounded rectangular shape, the ground paved with
smooth cobblestone. Sitting alone in the center of the courtyard is a well complete with a
wooden hood and bucket waiting to descend to the waters below. On busy days the
courtyard is filled with wagons and carriages, farmers, lumberjacks and a few merchants,
gathering up their goods for journeys to neighboring towns. Around the courtyard are: the
Reeve’s House, The Sleepy Ogre Inn, The Black Cat Tavern, and the Smith.”

gather the people of the village together for meetings and parties, though many of the hardy
workers see little point in such displays of merriment and revelry.

Money Exchanger/Banker
Beatricia Turimbar is the owner of the business, which she inherited when her
husband, Doronn, died defending the village a decade ago. She is a stout and wide woman and
has a cold glare for newcomers but befriends customers quickly. She has curly brown hair

“A short way off the main road into the village is the local Banker’s house. The house
is well decorated and it seems as though the person looking after it cares a great deal about
its appearance. The large front window has a sign that reads in bold letters: ‘Turimbar
Banking & Money Exchange.’ The front door is well reinforced and a strong looking half-orc
stands outside and eyeballs you as you walk by.”

pulled up into a bun, and her clothing is very simple and worn out. Her business is rather bland
on the inside: she has a large desk and a pair of leather topped chairs. In the back room, under
her bed, Beatricia has a medium sized lockbox holding all of her money and gems. The lock is
a DC 20, Dexterity based, Thieves Tools check and it is trapped with a poison needle trap
(pg 123 DMG). The lockbox holds 10 pp, 125 gp, 300 sp, and 8 gems worth 50 gp.

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Journey to The Crystal Keep 12

Beatricia exchanges money at a cost of 10% of the exchange value and is willing to
hold money for townsfolk. She buys gemstones and fine jewelry from people as well, though
she rarely pays more than 75% of the actual value. Since her husband’s death she has hired a
few mercenaries to look after her and the business. The current mercenary, named Firturk
Ogen, is a half-orc warrior and treated as a Veteran without the ranged weapons (pg 350 MM).
He is a dedicated mercenary and will fight to the death for Beatricia. He wears splint mail and is
armed with a longsword and a large kite shield.

Barracks

This building is 30’ long and 30’ wide and rises up 20’. The jail cell next to the building is
only 10’ x 10’ x 10’. The lock on the cell door is a DC 20 Dexterity based check though Bradlin

"Off a small path near the Reeve's House atop a small hill overlooking the village is a
large building of wood and stone. A heavy wooden door with a cast iron frame leads inside.
The town's only, rarely used, jail cell is housed in a small stone shack to the side of the
larger structure. This building serves as both the town's barracks and armory. The local
constable, a tall, muscular, man, looks after the place, circling the property at a steady pace.
He raises his hand to shade his eyes from the sun in order to get a better look at travelers
who approach the barracks.”

always holds the keys while on duty. The armory is nothing more than a large closet filled with
simple weapons including spears, clubs, crossbows, and short swords, as well as a few sets of
leather armor and a few old wooden shields. The barracks portion of the building is two stories,
the first floor consisting of large tables and chairs and the second floor is filled with bunk beds
and footlockers.
The keeper of the watch is the local constable Bradlin Darrett, a fair and honest man.
He looks after this land and has personally trained all of the men-at-arms who rise to the
occasion to protect the village when they need to. Bradlin is a warm and open person to
anyone mentioning a desire to help the town and the Duke and is willing to offer advice and
information about the Shimmering Tunnel or the Crystal Keep though, unfortunately, he
knows little about either. He can tell the party about Angbar the dwarf, an old friend of his who
lives at the Crystal Keep and he will mention Angbar’s weapon “Angbar’s Vigil”. He also
offers the names of two men willing to join the party for pay: Remlin Fallcrest and Turyon
Ewell. Either will work for 75 gp each, and are willing to help out though they will not die for the
cause. Both are considered Guards (pg 347 MM).

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Journey to The Crystal Keep 13

The Smith
The smith, a man named Weston Dryhill, is a rough and gruff craftsman. He is bald

"The piercing clamor of hammer on metal rings out across the village courtyard.
Embers glow in the forge and tongues of fire erupt to lick at the heating metal. The smith
lifts a gloved hand to wipe away beads of sweat that run down his forehead. His worn
apron and corded muscles show a lifetime of dedication to the craft. The shop is little
more than an assortment of metal objects hanging about near a table upon which rests a
little lockbox."

and has a well-groomed handlebar mustache that covers much of his face. He has small but
fierce eyes and speaks with an accent that seems to be foreign. Weston is slow to move and
yet swings his hammer with formidable focus and tenacity.
Weston sells simple weapons and some martial weapons like single handed axes,
swords, and hammers and the occasional spear. His prices are a bit steep, asking nearly 25%
more than the actual value. He offers shields as well, and has a few sets of chainmail laying
around for sale at a similar price.

The Temple of Torm


The building is a handcrafted, squat temple, about 30’ wide by 40’ long. The inside of
the temple features a few rows of pews and an altar in the front. On the wall hang a few shields
of little value, though they feature scratches and dents from battles past. The opposing wall
features weapons that are similarly worn, including swords, maces, and battle axes. There are
two doors at either corner of the far wall, behind the altar. The left door leads to the priest’s
chambers, which is a 10’ x 10’ room. The other door leads to the storage of the temple. In the

"The temple is unique compared to other buildings in town. Where most are simple wooden
cabins, the temple is built entirely of hewn stone. Situated atop one of the many hills in the
area, a modest stone staircase lazily winds its way from the village to the temple doors.
Above those doors, worn by time, is an image of a right-handed gauntlet pointing upward,
palm out, carved into the stone."

storage are a few boxes and barrels containing: a tinder box, 2 flasks of oil, 3 bottles of wine, 3
flasks of holy water, 4 boxes of incense,13 candles, as well as a rusted and useless set of plate
mail.
The priest of the temple is Gorlyle Drendis, an old adventurer who gave up that life
after being mortally wounded in his leg. He now walks with a crutch for support and still carries
himself with pride. He is a taller man, 6, though lanky. At the age of 55 his hair is a tuft of
combed sliver that gently parts to the side revealing his piercing brown eyes, which hold a scowl
that makes many townsfolk uneasy.
In his heart however, Father Drendis cares deeply about the wellbeing of his people and
his village and will heal any characters who he deems heroic or are wounded in battle. His
responses are quick and short and he does not particularly appreciate mages of any variety.

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Journey to The Crystal Keep 14

The Romance of Yrthalla and Garmendius

While it seems that Yrthalla is genuinely concerned for the wellbeing of her people as
well as the dwarves of the Crystal Keep, when Garmendius is mentioned she reacts in a
peculiar way. Yrthalla will speak of the professional relationship the two wizards have shared,
though hints of a romantic relationship surround her mentions of worry for the Silver Wizard.
The two had, at one point, studied the arcane magics together at a college of wizardry. During
their time together they fell deeply in love, a love which they vowed would last forever.
Garmendius had been recruited to go on expeditions across the lands in order to aid in the
recovery of elven artifacts and she had been hired as a court wizard to the Duke of Almethieu.
When parting, he said that the stars foretold a reunion for the two lovers some day in the future.
Nearly 300 years later the two found themselves no more than a day’s journey from one
another. Neither wanting to complicate their professional lives with advances they began to
exchange letters. The letters were brought to the Shimmering Tunnel and left beneath a false-
bottomed rock where Angbar would retrieve them and bring them to Garmendius.
A few weeks ago the letters began piling up and no reply came from the Silver Wizard.
Yrthalla, though worried for his wellbeing, figured he must be deeply immersed in his work and
remained patient. When the light of the Crystal Keep went out she became terribly distressed.
With word of the Duke’s need of fresh water from the magic font, Yrthalla leapt at the
idea of enlisting adventurers to go retrieve the water and check on the condition of her lover. If
the party is willing to check on Garmendius while at the Crystal Keep and the party acts truly
good and honest about helping those of the Duchy of Almethieu, she will give them a letter to
give addressed to Garmendius. The letter itself will appear blank to most, but its contents are
magically hidden by a spell of Illusory Script, rendering the message invisible. If the party uses
a spell to remove such an effect, they will read this message:

The reeve expects that the party will not speak of her love for Garmendius with anyone
and will openly tell them to refrain from doing so to protect their privacy. The only other person
who knows of their love is Sir Angbar, leader of the Dwarven Knights.

My Dearest Garmendius,
As the nights grow warmer with the coming summer, my heart only grows colder in your absence.
I recall the nights we spent together watching fireflies in the dark beside the pond behind the Academy. I
long for the feel of your touch and the sound of your voice when I close my eyes and dream of those
simpler, idyllic, times.
I know that your work demands so much of your time, and for you I have all of the patience in the
world. I have heard whispers of danger closing in on our village from the darkness and I hope with all of
my heart that you and your Dwarven friends are safe and well.
I love you, Garmendius, my love is as eternal as the light of the stars in the heavens. I will wait
for you forever, if need be.
Sincerely,
Yrthalla

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Journey to The Crystal Keep 15

Leaving the Village of Branford


The townsfolk (24 commoners) will come to the edge of town and block the road to the
Crystal Keep when the party tries to leave. They will be led by Galland Practor/ Lindus
Relletier. Galland Practor/Lindus Relletier will openly call them a danger to the town and say
that the party is breaking the hold that the village is trying to hold over the dwarves of the
Crystal Keep. The townsfolk believe that the
adventurers visiting the Crystal Keep will lead the
dwarves to believe that the townsfolk are
becoming soft in their boycotting of the dwarves’
services. The villagers will be willing to fight the It is not recommended to outright
party under the leadership of Galland Practor/ ask the players to make CHA
Lindus Relletier though as soon as the party can based checks, instead have them
convince the mob to disperse with skill checks make conversation and roll for
they will do just that. either Deception, Intimidation, or
Persuasion as necessary. The
Practor/ Lindus Relletier has already
DC’s for these checks will be at a
stirred up such a violent commotion within the
disadvantage or advantage as is
townsfolk. The DC checks are between 10-15, deemed fair, with the exception of
based on how well the characters react in the Intimidation, which always comes
conversation. The players should succeed on at a disadvantage since Galland
around 3 of these checks and failure on many of
these may end with the players being
apprehended and getting brought to the jail cell at
the village barracks.
After the party gets past this mob of people, Galland/ Lindus will follow them after a few
hours. He will try and keep quiet behind them and follow their trail to the keep, picking up speed
when they travel through the Caverns of The Shimmering Tunnel. He wishes to follow them to
the Crystal Keep so that he may find the riches rumored to lie within, or to meet up with the
goblins of the Flintdagger Clan, thinking them to be potential allies of the Red Fang. If he is
found, he will lie and suggest that he decided to come along and make amends with the
dwarves. If he feels that he has the ability to get a sneak attack on the party, Galland/ Lindus
will.

It is an entirely valid choice to instead accept a skill-less success in this


conversational challenge and let them take care of this issue without use of d20’s at all!

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Journey to The Crystal Keep 16

Traveling the Road to The Shimmering Tunnel


The trip should take roughly 6-8 hours of walking. If the party had decided to start in the
morning, then by nightfall they should be at the mouth of the Shimmering Tunnel.

“The pathway to this tunnel through the mountains bordering the eastern limits of
Branford is an easy one to follow though it is not well traveled. The trees lining the path are
mainly oaks and pines, the fallen leaves and pine brush make for soft bedding on the long
walk ahead. Squirrels and chipmunks squeak and scamper in the bushes and the trees.
Song birds sing their merry tunes as they fly in and out of view. Every once in a while the
party catches glimpses of a deer or two or the occasional fox between the trees and
bushes.
As the sun in the distance begins its descent behind the mountains, its light turns
the rocky peaks red and, soon, purple before the white pinpricks of starlight sprinkle the
night sky. The animal sounds of the summer day are soon replaced by the sounds of owls
and crickets as the tranquility of a warm night envelopes the travelers.”

There are a few fields on the roadside that would be suitable for camping if the party so
desires. If the party does decide to sleep in one of the fields or forests before entering the
Shimmering Tunnel they may notice goblins in the distance. It is a DC 15 Perception check to
hear goblin shouts and wolf howls in the area.

The goblins have a chance to notice the party as well. Their chances will be based on
where the party has decided to camp.

Table 1: Percent Chance of Being Noticed Based on Location

Camping Setup Chance of Being Noticed

In the center of a field 50%


In the center of a field with a fire 75%
In the side of a field 25%
In the side of a field with a fire 50%
In the woods 10%
In the woods with a fire 30%

If the party is noticed, roll on Table 2 to see who has discovered them:

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Journey to The Crystal Keep 17

Table 2: Random Encounters: Woodlands

Encounter Dice Roll (1d10)


1d4 Goblins 1-3
1d3 Wolves 4-6
1 Goblin riding a Worg 7-8
1 Worg and 1 Wolf 9-10

The goblin raiding parties are not brave enough to attempt an assault on the village of
Branford and so they come out in the evenings to hunt, mainly for kobolds and travelers,
though they have not seen much of either recently. If they manage to catch the party and
incapacitate them, they will tie them up and drag them to a small encampment with 4 Goblins
keeping watch about 2 hours off of this trail. Their camp is simple, a pair of tents and a small
fire.

The goblins themselves know very little about what is happening in the Crystal Keep.
They say, if questioned, that a dangerous bugbear duo has, on
behalf of their goblin clan, recently led warriors to the Crystal
Keep. The bugbears, named Hurrukar and Graggaks, are very Goblins are a staple creature of
aggressive and very stupid, even by bugbear standards. They any fantasy setting. While we
are both members of the Flintdagger Clan of goblins located a have set the stage for goblins to
few dozen miles north of the Shimmering Tunnel and the behave like classic fantasy
Crystal Keep. Most goblins do not have a good idea of how to goblins do (stupid, cowardly,
those very dangerous in big
locate their own home caverns and camps, though they have
groups), Feel free to change the
some general idea of where it is. They will try their best to keep
culture of your goblins to be
from speaking of the location of their home; however, most can
more appropriate for your play
be persuaded with some bribes and threats. style.

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Journey to The Crystal Keep 18

The Shimmering Tunnel

"The rocky mountain face opens to a wide, well-maintained, tunnel. Walls masterfully
carved out by Dwarven hands are covered with natural crystals embedded in the rock.
These flecks of crystal reflect the light of torches and lamps. The stone is a dark grey, in
places becoming a greenish color. The tunnel stretches 20' at its widest points and rises 10'
at its tallest. Echoing drips and scuttling sounds suggest that the tunnel goes an incredible
distance into the mountainside. Runes carved into or written on the wall suggest that the
tunnel was well-traveled and maintained by the Knights of the Crystal Keep. The
occasional distant clicking of chitinous legs against the stone leads you to believe that you
are not alone in the tunnel."

Traveling through the Shimmering Tunnels, the players will notice large insects and
vermin crawling on the walls and ceiling, but nothing too threatening is in the main tunnel. Some
days ago, however, the kobolds of the cavernous underground had managed to find ways into
the tunnel. The svirfneblin that dwell within this area of the underdark do their best to aid in the
protection of the tunnel as well as to make sure that the populations of kobolds remain low.

Angbar and Polmtaper

When the dwarves who carved out this tunnel long ago came into contact with the
peaceful and comparably industrious deep gnomes, they feared that they had discovered a new
enemy. The leader of the mining party, Angbar, demanded that the leader of the svirfneblin
party, Polmtaper, face him for rights to the tunnel. Angbar, a fierce and well-trained warrior,
was surprised when he battled the svirfneblin leader: the two were a perfect match. For nearly
5 minutes the two went at each other in waves of attacks and defenses until, finally, they
lowered their weapons and both shared smiles and laughter. Though none of the dwarves or
deep gnomes present had much of an idea as to what had occurred before their very eyes, it
was quite certain that the two had become allies.

Over the years that followed, Angbar and Polmtaper forged a strong bond. The two
leaders would travel through the caverns below the tunnel and fought side-by-side against many
enemies from the underdark. When Polmtaper’s scouts noticed that the light of the crystals of
the Shimmering Tunnel had gone out, the scouts went to the keep to investigate and found the
place vacant. As soon as Polmtaper heard that this was the case, he caved in a part of the
ceiling to close off a portion of the tunnel to keep the denizens of the underdark from reaching
the village of Branford. Angbar had told Polmtaper that Garmendius had been behaving in
strange ways and that his obsession with magical items was keeping him deep in either his
bedroom in the basement or in his personal laboratory. Polmtaper assumes that the demise of
Angbar had something to do with Garmendius, but he also knows that the dwarf spoke highly
of the elf and the deep gnome trusted that no friend of Angbar would behave so aggressively

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Journey to The Crystal Keep 19

towards him. Polmtaper blocked the tunnel in order to contain whatever the incident occurred at
the Crystal Keep as best as he could. His intention to protect the good people of Branford that
he had heard so much about is an honest intention.

Polmtaper is a squat and muscular fellow with squinting eyes and a well trimmed and
groomed beard that ends in a tight knot. He fights with a powerful (+1) warpick and carries a
small metal shield with a large stone emblem on the front, the holy symbol of the god Garl
Glittergold. Polmtaper wears a chain shirt that drapes over his round belly like a tablecloth.
When someone is lucky enough to catch Polmtaper smiling they can see he has only one tooth
in the front of his mouth. Aside from the rather unique look of his grin, his smile itself carries with
it a charm that is one of a kind. He is a stern and grumpy man though he, at times, can be quite
the humorous and joyous fellow.

The Cavernous Tunnels


The cavernous tunnels are not lit by any means, with the exception of some areas,
where bioluminescent fungi shed light as bright as candlelight. The rough, rocky walls are damp
because of the moisture in the air which comes from the streams and waterfall of the tunnels. A
slight draft of wind can be noticed when the party first enters the caverns if they succeed on a
DC 15 Perception check.
The tunnels are labeled for specific rooms where players will encounter designated
creatures and environments, but the use of random encounters is also useful if the caverns
seem to be of little difficulty to the players, or, if they are being reckless about where they rest.

Table 3: Random Encounters: The Caverns

Dice Roll Encounter Dice Roll Encounter


01-25 1d4 Kobolds 66-75 1d3 Cave Crickets
26-40 1d3 Grimlocks 76-85 1d3 Winged
Kobolds
41-50 1d3 Giant Rats 86-95 1 Giant Horsefly
51-65 1d3 Svirfneblin 96-100 1 Earth Elemental
Warriors (peaceful)

With the release of Volo’s Guide to Monsters by WOTC, we are given a few new
options for Kobolds. If you would like to implement these new Kobolds, feel free to
though be wary of the CR of these enemies for they may overwhelm a level 1
adventuring party quite easily.

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Journey to The Crystal Keep 20

"Traveling through the tunnel for nearly an hour, the party reaches an impasse:
rocks piled to the ceiling, boulder-sized stones too large and heavy to move without
professional tools. A cold, damp, draft coming from the wall to the left reveals a cavernous
opening half hidden behind a few stalagmites and stalactites. You can hear the sound of
rushing water as you draw nearer to the opening. All of a sudden, the clamorous sounds of
battle erupt from somewhere beyond the side passage."

1. Tunnel:

"The sounds of small humanoids shouting and dying, and the sounds of heavy
weapons slamming into bodies suddenly ceases as the short battle comes to an end.
Now, the only sound left to be heard is rushing water reverberating off the natural
cavern walls."

Much like the tunnel described previously, it is 20’ wide and the ceiling is about
10’ high. A few stalagmites and stalactites are scattered throughout but there is very
little around to make walking difficult. A side passage that is about 5’ wide and 8’ tall
leads to the north to Area 2.
2. Main Chamber:
Within this massive chamber, the ceiling arches up 60’ at its highest, there is a 5’
wide stream of water starting at a waterfall at the north eastern corner running across
the length of the cavern. There are 4 large boulders, roughly 15’ x 10’ x 15’, and they sit
in the center of the room in a line, many smaller stalagmites rise intermittently
throughout. A section of wall blocks the southern section of the chamber from the large
northern area. The northern area has 4 main pathways apart from the entrance: two to
the west (Area 3 & 4), one to the north (Area 6/7), and one to the east (Area 9).
Two ledges rise up 40’ (Area 8) and 50’ (Area 10) on the eastern wall, each has
an opening to what appear to be other sections of the caverns. The waterfall lands in a
small pond-like basin and the river runs slowly to the northernmost eastern passage
way. The walls and the stalactites drip with moisture and the drips echo throughout the
tunnels. There are 3 dead svirfneblin warriors within the main chamber and a dead
crabman on the ground with a warpick embedded in its back.
One other crabman is still alive within the cavern and it immediately attacks the
party when it notices them. The svirfneblin warriors had little of value on them and wear
studded leather armor, wielded warpicks, and in total have 15 gp and 37 sp.

3. Side Caves:
To the west is a cave where a bit of water has pooled into a decent sized group of
puddles, about 5’ x 5’ and 10’ x 10’. A lone rock formation of about 5’ x 5’ x 5’ stands in
the corner and a giant water beetle tries to hide in the far puddle, which actually draws
water from the stream in Area 2.
The giant water beetle reacts violently to a party that approaches it or if a small
character within the party is ever separated and ill prepared for combat. The

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Journey to The Crystal Keep 21

southernmost cave is vacant with the exception of a large pile of bones, gnawed and dry
of all meat and gore. Small skins and piles of fungal bedding are piled in the corner as
well.
4. Cave Spring:

"Loud water drops can be heard coming from a still pond, roughly 20' by 20' in size.
Ripples created by these disturbances quickly vanish and the water returns to a mirror-
like stillness. Large hunks of half-eaten fungus and unnerving pieces of unidentifiable
meat are scattered about the floor of the chamber."

The stream from Area 2 runs into a tranquil spring of water that seems well
trafficked by creatures within the caverns. A character attempting to track creatures in
here will notice some kobold footprints, large humanoid feet (grimlocks) and some
svirfneblin boot prints, though it is a DC 15 for such a tracking. If the party returns to
this area later, there is a 50% chance that either 1d3 kobolds have entered the area
and are gathering fresh water or a group of 1d2 grimlocks are here eating freshly
gathered meat; both will attack without a second thought to protect their water hole.

5. Fire Beetle Den:

“The flickering hues of fiery colors dance along the walls of the cave below. Scuttling
beetles chitter and chatter across the hard floor and nibble at the fungi and mosses
clinging to the walls. Upon noticing the intruders in their cave, they quickly scurry into
holes in the walls.”

There are a total of 6 fire beetles in the cave and all of them are harmless
unless provoked. The cave has a thick patch of mushrooms and other fungi that are
bioluminescent and glow with dim light out to 10’. On occasion kobolds will venture into
this cave to capture fire beetles and use them as lure for larger enemies, or to kill them
for their glowing ichor.

6. Grimlock Cave:
The room is roughly 60’ x 35’ x 15’. There are two large stone formations that
rise up to the ceiling; they are approximately 10’ x 10’ x 15’. The cavern floor has rotting
hunks of flesh and broken bones strewn about the floor.
In the south eastern corner of the room 2 grimlocks sit eating an unfortunate
kobold and svirfneblin. They will attack wildly and without any sort of self-preservation.
In the same corner a pile of old clothing and gear is tossed into a heap. Within the heap
are 5 sets of common clothes fit for small characters, 2 chain shirts fit for small
characters, 3 warpicks, 5 small pieces of Turquoise (10 gp each), 12 sp, 9 gp, a
potion of climbing, and a 30’ rope.

7. Connecting Passage:
This passageway has pathways to the west (Area 2&6), east (Area 12), and the
south (Area 12). The elevation differences in the connecting halls makes for a very

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Journey to The Crystal Keep 22

misshapen hall and the irregularities in the walls leave nooks and crannies for critters to
hide within.
There is a single cave cricket eating some moss on the ground in the center
and when it notices the party it will spring over to them inquisitively and try to nibble at
them. If the cave cricket becomes threatened it will begin chirping loud enough for
neighboring cave inhabitants to notice and possibly seek the cause of the noise. A Cave
Eel will be waiting in one of the many holes of the walls for the party. The Cave Eel will
be hiding within a hole near whichever side of the passage they entered through. The
Cave Eel will attack anyone who approaches.

8. Ledgeside Cavern:
This passageway is very open and the sounds of rushing water make it hard to
hear sounds coming from connected paths. The ledge to the west descends 40’ and
there is a large slope descending to Area 7, the large stream of water that crashes as a
waterfall in Area 2 is roughly 10’ wide and has a strong current. There is a large stone
formation that rises up to the ceiling that is roughly 10’ x 30’ x 15’ with a smaller 5’ x 10’
x 10’ stone formation behind it. The stream that flows north to south gently flows through
and down into Area 9.
There are 2 kobolds hiding in this chamber, sitting up on the smaller stone
formation. There is a trap fixed onto the ceiling that has a trip line across the floor from
the small stone formation to the southern wall, spanning nearly 10’. The wire, when
tripped, will trigger the falling rock trap (which is detailed in the appendix). The
kobolds will only attack once the trap is sprung, expecting the injured to be easy kills.
They have a small chest hidden away atop the stone they are on and it holds 35 gold
pieces, 14 silver pieces, and a silver bracelet worth approximately 10 gold pieces.

9. Bat Cave:
This side passage has a small trickling stream running down the wall to the floor
causing the walls inside to be particularly moist, attracting a variety of flying insects of
usual size. At the back is 1 swarm of bats which will attack when triggered by the bright
light of a torch, lantern, or similar light, or when a loud noise is made within this cave.
The battle between the svirfneblin and the crabmen has stirred them but has not
brought them to violence yet. In the far corner, behind a large stalagmite there is a
hidden chest, with a lock (DC 20 Dexterity based Thieves Tools check to open). The
chest has contains a potion of healing, two pieces of obsidian worth 10 gp each,
and a pair of golden earrings worth 25 gold pieces as a pair.

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Journey to The Crystal Keep 23

10. Second Ledgeside Cavern:

“A short slope leads to an open cave, about 50’ x 50’ x 20’, and yet large metal bars
fixed into the ground block your passage. On the southern pathway, a metal door is
affixed to the frame that holds the bars in place. The bars look very durable and freshly
implanted. Behind the bars are a set of wooden boxes and barrels as well as a table
and some chairs. The room is populated by a group of grey-skinned gnomes.”

A huge rock formation stretches through the center of this cavernous area,
roughly 70’ long, and rises to the ceiling, though the western side of the rock formation is
wider and it has a ledge about 10’ off the ground. The western ledge that leads to Area
2 lowers down to the floor about 50’. A stream runs from north to south and travels
under the rock formation through a small tunnel. A 5’ x 10’ x 10’ rock formation is just
north of the larger formation.
A group of 2 kobolds in this area are hiding up on the rock formation and they
are prepared to leap down at their foes when the two falling net traps (pg 122 DMG)
are triggered. The falling nets are on the eastern sides of the stream, one on each side
of the large stone formation and both have trip wires drawn across the edge of the
stream, about ankle height. The large rock formation has a small weapon cache located
on the top within a short, wide locker. The locker contains 5 javelins, 3 clubs, and 2
slings with 20 bullets.

11. Fungal Chamber:

“This chamber is illuminated by brilliantly colorful patches of fungi that shimmer in the gloom
of the cavern. Hues of blue, green, red, purple, yellow, and orange highlight the walls. The
room itself feels alive with this beautiful array of light. Diminutive creatures such as beetles
and flies buzz about the fungi, drinking the dewy drizzle that shines on the surfaces.
Suddenly, a set of eye stalks appears from behind a patch of overgrowth and a large eyed,
floating, globe covered in stalks drifts lazily towards you.”
The room is filled with edible fungus and anyone making a DC 10 Survival check
can retrieve 1d4+1 meals worth of fungus. The illumination from the fungus is
comparable to a clear, starry, night with a full moon, allowing all characters with dim-
light vision to see perfectly. A gas spore is in the room with the party, and unless they
can discern the true nature of the creature, it will appear to be a beholder.
12. Wide River Passage:
This section of tunnel has a wide stream, about 8’ at the widest, and a handful of
stalagmite formations all about. A wounded svirfneblin is hiding behind one of these
stalagmites. A DC 10 Medicine check can see that his wound is fatal and if a character
speaks to her in gnomish, she will tell the party that it was a group of kobolds that did it
to her.

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Journey to The Crystal Keep 24

13. Svirfneblin Hold:


There are 4 deep gnome warriors in the room as well as Polmtaper (who is
considered a Knight, pg 347 MM, without the heavy crossbow and equipped with a +1
war pick). All are well-equipped with heavy armor, heavy crossbows, and war picks.
Polmtaper seated at the back of the chamber, looking over maps of the caverns below
while 2 deep gnome warriors watch over each set of metal bars and doorways
vigilantly. If the party is spotted by the svirfneblin they will call to Polmtaper for
assistance. Though ready to fight, he will be more likely to stop and parley with the party
in dwarvish, however, his command of the language is not great. Polmtaper will lower
his weapons and call for his warriors to do likewise if the party does not appear
threatening.
If the party communicates in dwarvish or
undercommon their desire to reach the crystal
keep and lend their aid then Polmtaper will Polmtaper, as well as the other
consider allowing them through, though he is not Svirfneblin, are meant to be a
easily convinced. At first, the svirfneblin leader sort of misunderstood race for
the players to encounter. They
should appear as though he is ignoring the party’s
may think them inherently evil or
pleas and adopt a cold and calculating demeanor.
possibly dangerous based on
If the party mentions Angbar specifically, the their living underground, though it
deep gnome will immediately ask how they know is quite the opposite in this case.
of him and request that the party go forth and Let this social encounter be a
seek out the true fate of his friend. The deep particularly important one and
gnome is the only one able to open the gates in remind the players to express
Area 16 allowing the party to enter the how their characters would react
Shimmering Tunnel. to these seemingly strange
creatures.
If they return to Polmtaper with the news
of his friend’s fate, he will reward them with a sign
of friendship that Angbar had once given to him:
an old dwarvish stein, inlaid with sapphires and topazes. It is worth about 500 gp in
total. He will promise to clear out the fallen stones he laid previously and keep the
passageway to Area 16 open for them to return after giving the Duke the water for the
healing potion. The gate in the northern section is locked with a DC 20 Dexterity based
Thieves’ Tools check. The gate is rigged with a Shocking Grasp trap which is
triggered upon the opening of the gate (detailed in the appendix.)

14. Second Large Chamber:


This large room has a multitude of gates and pathways leading to other areas of
the cavern system: two to the south (Area 15), two to the east, both of which are blocked
by large metal gates (Area 16), one to the north which is also barred (Area 13), and one
to the west. The pathways sizes are all fairly uniform. They are roughly 10’-15’ wide
tunnels and the ceiling of the main area domes up to about 30’ at the highest. There are

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Journey to The Crystal Keep 25

3 rock formations in the cavern, 2 are 10’ x 20’ and roughly 15’ and 20’ high. The third
formation is roughly 10’ x 10’ x 15’.
In this chamber 2 winged kobolds harass the deep gnomes that call these
caverns home. They stay in the air and drop rocks on their enemies, though they will
focus on any foes that use ranged attacks against them. The kobolds have a chest
hooked up to a trap in the chamber. The chest is rigged with a poison needle trap (pg
123 DMG) beneath each of the hand latches that currently hold it shut. The lock of the
chest is a DC 20 Dexterity based check using Thieves’ tools. Inside the chest is a pile
of 200 silver pieces, 2 hunks of quartz worth about 50 gold each, a Potion of
Healing, and a 2nd Level Spell Scroll of Invisibility.

15. Spider Cave:


The room is shaped in a way that a large
section of wall bisects the room’s two sides: one
side connects to a western set of slopes, the other Even though this entire cavern
has a 10’ x 20’ x 15’ rock formation in the center of crawl has been relatively
the room. Strands of webbing hang from stalagmites spooky, this spider fight should
and stalactites, though many of the strands are be a very creepy one. Describe
trimmed and burned at the ends. The eastern half of the sounds of the webs being
the area has its north eastern passageway blocked stretched, the drool leaking from
the spiders clicking pincers, and
off by thick webbing and a few kobolds and
the evil look in the many eyes of
svirfneblin are wrapped up and attached to the rock
the creature.
formation. The ground is sticky with excess webbing
and the walls have small pieces of fabric and flesh
stuck to them. A svirfneblin corpse stuck to the wall
about 12’ off of the ground has a ring on its finger (the ring is a Ring of Light, detailed in
the appendix).
If the party enters this half of the room, a giant spider will be alerted to their
presence and will leap at the strongest and hardiest looking party member. The singe
marks all over the spider’s abdomen reveal that someone must have tried to burn the
webs away, and sadly failed in their efforts.

16. Cavernous Exit: A set of metal bars is across


the western entrance to this area, facing Areas 14 and 15, the inner section of this
barred area is shared with Area 13, separating these two areas from the cavern network
to the west. A draft comes wafting down the tunnels and seems to whistle past a section
of stalagmites and stalactites blocking the exit like a set of clenched teeth. The gate over
locked with a DC 20 Dexterity based Thieves’ Tools check. The gate is trapped with a
Shocking Grasp trap which is triggered upon the touching of the gate (detailed in the
appendix.)

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Journey to The Crystal Keep 26

Leaving the Shimmering Tunnel

“A gust of wind rushes down the tunnel. Sight of the sky ahead through the mouth of
the tunnel relieves some of your fatigue as you realize you will be outside and on the surface
again. The area outside the tunnel is level and clear. A few old logs to be used as benches
are arranged circular stone fire pits. The Crystal Keep is about a quarter mile away, a short
distance down a clearly-marked, though rocky, path.”

When the party leaves the caverns and enters the tunnel leading to the Crystal Keep,
they will travel a total of 2 hours before reaching the surface again.

The clearing outside the tunnel has a set of 6 logs used as benches (two sets of three)
surrounding two fire pits. The fire pits have ashes in them and with a successful DC 10 Survival
check , the party is able to deduce the ones who stayed at this campsite: goblins and kobolds.
There are two sets of footprints, and with a DC 15 Survival check , the characters discover the
two parties had a scuffle and the small amounts of blood that remain reveal it ended with one of
the two groups dying. A DC 20 Survival check reveals that the victors were the goblins and the
footprints lead back to the Crystal Keep.

The Crystal Keep


“Finally, the party approaches the main entrance of the Crystal Keep. Though
simplistic in design, its defensive value is unquestionable. The keep is an impressive
example of dwarvish architecture; the hewn stone has subtle shifts in its color, each block
was cut and assembled in such a way that those subtle shifts give the whole building a
wave-like pattern.
Stout, heavily fortified, wooden doors recessed into the wall serve as the main
gates. The octagonal tower rises high above the main halls, ending in a bulb-shaped room
with wide windows. Lowered wooden blinds conceal anything that may be happening
inside the tower room. Arched roofs are reinforced with wooden planks, the steep, cone-
shaped, roof of the tower, however, is shingled in navy blue and gold.
Two small camps outside the main entrance are inhabited by goblins that appear
to be bickering over the outcome of some game they have been playing.”

The Crystal Keep was established nearly 100 years ago, and a few additions were built
upon the original building over the years. The dwarves within the Crystal Keep were devout
worshippers of their god, Moradin, and built the keep as a symbol of their piety. This keep is
built from hewn stone (climbing the stone is a DC 10 Athletics check) and the windows of the
keep are typically without glass, though each has a hatch to pull up to open the windows. The
flagpole atop the tower of the keep flies no standard. There are two floors, a basement, and a
tower rising above the keep’s main roof. The main floors are 10’ tall each, with slate floors and

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Journey to The Crystal Keep 27

strong wooden doors, reinforced with iron, each with a circular door handle. The tower ascends
60’ above the second floor.
The Crystal Keep is well lit by sconces placed beside doors and in halls. The bedrooms
(Areas 5, 6, 19, and 20) are not lit by these sconces.
At the rear of the Keep there is a small tunnel leading to Area 12. This tunnel is a waste
run off leading from the toilet in the lavatory. Luckily, the waste pipe is not too revolting since it
has been a long time since anyone has utilized the lavatory. The tunnel is about 12’ off of the
ground with a small slope leading to a stagnant pool of water just below it. The size of the tunnel
is not big enough for characters medium or larger to enter easily, however, small characters
have no trouble. Medium characters will need to succeed on a DC 10 Acrobatics check in
order to crawl through.

The Main Floor


1. The Camp: The camps out front are
meager to say the least. Two tents and a single campfire with a giant rat roasting on a
spit block the entrance to the keep. The 3 goblins who are arguing out front seem to be
too preoccupied with their fight to notice the party, though they will notice them
(Perception at disadvantage) if the party chooses to advance toward the Crystal
Keep. It appears that two of the three goblins playing the dice game are using cheat
dice and both are accusing the others of cheating. They have a decent sum of 10 gp
and 24 sp as wager on the ground where they are playing. The entrance to the keep is
locked and the players will only be able to enter if
they use the small horn one of the goblins has on
his string belt. If the party wishes to knock the door Look out below! The use of a
down with brute force instead they may try a DC murderhole is quite expected
20 Strength check to bash it down. when approaching the main
The entrance is guarded by a murderhole entrance to The Crystal Keep.
located in Area 16. The murderhole is spotted on a The damage die of 1d10 can be
DC 12 Passive or Active Perception check. The expressed in many ways;
perhaps the damage comes
goblins above will drop a cauldron of boiling water
from rubble they drop, many
upon the heads of the players below as they
biting bugs, boiling water or tar,
approach the door. The damage is 1d10, a DC 10 etc.
Dexterity Save will halve that damage. The
goblins will then cover this murderhole with a metal
panel after dumping the boiling water.
If the party stakes out the location for long enough, they will recognize the
fortifications of the door. This door must have some sort of a wooden plank across the
doors horizontally as to keep the doorway shut. While watching, the party will witness
one of the goblins request entrance to The Crystal Keep as one of the goblins with blow
a small horn, thus gaining entry.

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Journey to The Crystal Keep 28

2. Courtyard:
The courtyard is an open area without a roof and with a sprawling cobblestone
floor. The dimensions of the courtyard are 50’ x 80. There are double doors in each of
the four walls, one leading in each cardinal direction. The doorway to the south is the
main entrance and it has a small entry hallway leading
to the double doors of Area 1. At either side of this
hallway is a staircase leading to the second floor
defensive halls (Area 16). Each of the doorways has a The use of Moradin as their
pair of sconces at either door side. The torches in the primary god is expected within
the Forgotten Realms setting,
sconces are not lit, though they seem like they could
though when using this module
be if one tried to do so. In the
for your own game feel free to
center of the courtyard there is a large anvil, import your own god of crafting.
decorated with silver plating, golden runes, and small
emeralds and rubies along the corners and edges.
With a DC 10 Religion check a player can discern
that the anvil is a religious construction in the likeness of the anvil used by the god
Moradin. Surrounding this anvil are
four pillars of simple design, each rising 15’ and decorated with runes translating to
“strength,” “honor,” “dedication,” and “patience.” One pillar of identical build and design
sits in the far corner of each corresponding direction. To the west and to the east of the
anvil is a pair of dwarf statues 8’ tall and sitting atop a circular platform, about 10’ in
diameter. Each statue is of a dwarven craftsman toting a smithing hammer hoisted into
the air and a pair of tongs lowered in the other hand. Both are identical, mirroring one
another with the anvil directly between them. A group of 4
goblins in the courtyard guard the main entrance to the keep: two goblins wait at the
door with a melee weapon in hand and the other two goblins wait with ranged weapons
using the anvil as cover.

3. Dormitory Hall #1:


This hallway is 10’ x 40’ and the stone walls are smooth, the floors smoother.
The sconces in this area are at the doorways leading to Area 2 and Area 7. The
sconces have lit torches in them. Doorways leading to the bedrooms of Sir Maldor, Sir
Düreni, and Sir Angbar (from westernmost to easternmost) run along the southern wall.
The names of the room’s owners are written on the doors in large dwarven script.

4. Dormitory Hall #2:


This hallway is 10’ x 55’ and ends with
a stairwell leading to Area 18. Along the Durowik is an interesting NPC
southern wall are the bedrooms of Sir Olkra, to throw at the party. Are his
Sir Faryun, Lady Errqua, and Sir Torakk. intentions pure though he has a
The room’s owners names are printed on the temper? Is he incredibly smart
doors in large dwarven script. The hallway and looking to escape by
has a solidly reinforced doorway leading to manipulating the party?
Area 8, and a pair of chains tied to metal

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Journey to The Crystal Keep 29

stakes is nailed to the ground at the base of the staircase leading to Area 17. Restrained
by these chains is an Ogre named Durowik. He is bound by his wrists and will be willing
to discuss peace if the party frees him. Durowik speaks of a cruel goblin named Draka
who set him on this post, watching the stairwell. Durowik wants freedom but if the party
refuses to grant him that wish he will rip the chains off the walls and use them as though
they were a chain whip, 2d6 base damage with reach, plus Durowik’s Str modifier
(+4).
5. Dwarf Bedrooms:
Each of these bedrooms features some element of individuality, but their set up
is mostly identical: A large dresser, a small but soft bed, a simple brown rug which
covers most of the floor, and a desk with a stool. The contents of these rooms are plain
in their construction, though each of the dwarves’ rooms has an element of their craft in
it: Sir Maldor has a set of 5 metal mugs, intricately detailed with images of dwarves in
victorious battle against orcs (worth 10 gp each); Sir Düreni has a set of 5 miniature
casks, each about 1.5’ tall and 1’ in diameter and full of incredibly strong spirits (each
valued at about 25 gp); Sir Olkra has a large wall rack of 3 beautifully crafted hand
axes and a single battle axe; Sir Faryun has a set of chess pieces, crafted from
silver, worth about 75 gp as a set; Lady Errqua has an intricate set of plate mail on a
rack in her room which is quite ornate, though the armor was made only for ceremonial
purposes, and is worth 250 gp; Sir Torakk has within his room a scultpure of a dwarf
crafted from marble worth roughly 100 gp. Each of the rooms has a strong lock on the
door and the only one carrying keys for these doors is the Bugbear Hurrukar. The lock
on these doors is a DC 20 Dexterity based Thieves Tools check to pick them.

6. Sir Angbar’s Chambers:

"The entrance to this room is a rugged wooden door framed with metal bars. A carved
metal plate fitted across the upper half of the door depicts a battle. In this battle, valiant
dwarves brandish hammers and axes and carry shields with a coat of arms that includes
a crossed axe and hammer against their giantkin enemies. The detail and craftsmanship
of this piece is breathtaking."

The door is locked with a DC 20 Dexterity based Thieves Tools check. The key
to the door is the same key used to open all of the doors under title of Area 5. Inside the
room is a large bed, a chest of drawers, and a few book shelves against the far wall. The
subjects of the books include: metallurgy, mining and smithing techniques, and tomes of
lore. On the shelves also are a few busts of dwarven heroes. There is a large chest at
the side of Angbar’s bed which is locked with a DC 20 Dexterity based Thieves Tools
check and trapped with a collapsing roof trap (pg. 122 DMG), though the trap is only
5’ x 5’ on the ceiling above the chest. Within the chest is a satchel containing 3
Amethysts worth 100 gp each, a Bag of Holding, a potion of hill giant strength, and
a golden locket containing a small picture of a dwarf woman worth 100 gp. In the locket
is inscribed, and it reads: “Angbar, you will always be my one and only love, Getruda.”

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Journey to The Crystal Keep 30

7. Dwarven Library:
Numerous book shelves line the walls of this room from the doorway to the
stairway that leads to the basement. Many of the books have been torn from the
shelves; the pile of ashes in the center of the room suggesting that they were used as
kindling. The tomes that remain cover a number of topics related to craftsmanship:
volumes on stonemasonry, smelting, and smithing. In addition to these are books on
history and warfare. There are maps in the room as well, but the most accurate ones
depict distant lands.

8. Storage Room:
This room is stacked with boxes and barrels containing everything from raw ore
to old leather, old food to battered helmets, rusty weapons to casks of ale. The majority
of supplies within the room have been tossed around and stuffed back into some of the
crates. Most of the useful gear has been taken by the goblins or has been destroyed by
them. 3 giant rats roam around the room eating scraps.They are quite violent and will
gang up on intruders. The party can search the room for an hour to find 1d4 food
rations, 1d4+1 simple weapons, 1d2 martial weapons, 1d2 shields, and 1d2 suits of
armor with an DC 15 Investigate check.

9. Temple of Moradin:

“The smell of aged wood and dust fill this room. The back wall is 20’ tall and at its center
is a large stained glass window depicting a huge anvil with a hammer standing atop it. The
hammer has yellow glass streaks racing from its head, resembling radiant beams of light
shooting from it. The window is covered in colored glass panels of blue, red, yellow,
green, purple, and orange. There is a stark juxtaposition between the beauty of this
majestic window and the rest of the room, however. The goblins have wrecked the room
by making beds on the pews and small fires in the aisle leading to the altar near the
window. The goblins chatter excitedly at your presence and rise immediately to do battle
in this new home of theirs.

A hobgoblin and a goblin rush up to the door to do battle and 2 goblins stay
back with ranged weapons and attack from behind the safety of their pews. There are
piles of goblin waste and rubble strewn about with few things of value in the place. There
were originally 4 rows of pews, one pew on either side of the aisle, but now the two rows
nearest to the altar have been stacked to build a barricade.
There is a short, 2-step raised platform which the altar sits upon. The altar is
shaped like an anvil and has dented flagons on it. In the far corner of the temple, beside
the window, there is a secret door. The door is opened by pushing on one of the stones
just above the door. To notice the door it is a DC 20 Investigate check and behind the
secret door is a stockpile of 4 flasks of holy water, 3 potions of healing, 1 potion of
greater healing, and a scroll of Zone of Truth.

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Journey to The Crystal Keep 31

10. Sparring Room:


This room smells of stale sweat and blood. There are 3 practice dummies in the
far east corner, four old weapon racks, (without any weapons on them) and a huge 15’ x
20’ sparring mat on the floor. The mat is stained with blood and the dummies are
chipped and battered from years of abuse.
There is a secret door in the far east corner behind the dummies. It will open
once a stone trigger above the secret door is pressed. The room can be found with a DC
20 Investigate check and within it is a single magic item: Angbar’s Vigil (it is detailed
in the appendix). Within this room is a single battle-scarred hobgoblin and 2 goblins
that he is training. He shouts at them viciously and is teaching them to fight as cruelly as
he.

11. Buttery:
This room is stocked with old casks of ale, spirits, racks of wine and stockpiled
food, though much of the food worth eating has already been eaten and much of the
alcohol has also been drunk. A drunk goblin sits on the floor drinking wine and has no
desire to get up and fight and instead waves to the party and chuckles to itself.

12. Lavatory:
A fine bath basin is in the north eastern corner and the shelves are stocked with
fine oils and perfumes. These oils and perfumes are worth roughly 25 gp. A single toilet
sits against the north wall and a small well can be used to clean out the waste of the
toilet. The waste runs off through a canal to the side of the Keep and players can
attempt to climb through this canal into the toilet from the outside with a DC 10
Acrobatics, though small characters need not roll. It appears that the goblins never
used this lavatory, for one reason or another.

13. Hallway Passage:


The hallway is littered with scraps of food and broken bottles. Puddles of alcohol
glimmer in the light of the sconces.

14. Dining Hall:


This room is the largest in the Keep. The ceiling is 20’ high and spirals upward
with the stairs. Within this hall there is a large statue of a dwarf with an ornate knot in his
beard sitting upon a throne. The dwarf has a large axe across his knees;he looks stoic
and stern in his pose. The main dining table is about 5’ wide and stretches back 25’ feet
to an elbow in the table where a host would sit and continues eastward for another 15’.
In the far north western corner of this dining hall is the statue which is nearly 15’ high.
Dozens of short benches line the side of the main table.
Seated at the head of the table is a particularly rowdy bugbear, Hurrukar. He is
armed with a glaive and wears a Cloak of Protection. He has 2 Mastiffs on leashes.
When the party enters, he will drunkenly laugh at the poor goblin which was unfortunate
enough to fall victim to his hungry dogs, and will quickly bark the order to kill the
intruders. Hurrukar also has the key to the rooms in Areas 5 & 6.

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Journey to The Crystal Keep 32

15. Cistern Chamber:


This room has within it two wells, each about 5’ in diameter, on opposite sides of
the southern wall. In the center of the room is a large cistern. This room has not been
noticeably damaged.

Second Floor

16. Defensive Hall:


This hall was once a defensive bastion for the dwarves, complete with a murder
hole and arrow slits for protecting the front of the Crystal Keep. In the room is a group of
5 goblins playing cards. The goblins carry with them 55 sp and 7 gp. They will become
alert and prepare for an attack if there is a lot of noise in Area 17. There are weapon
racks within the room and on them are 4 light crossbows and 40 bolts as well as 4 short
swords. The entrance below is guarded by a murderhole located in the center of the
room. The goblins will drop a cauldron of boiling oil atop the heads of the players below
as they approach the door. The damage is 1d10 with a DC 10 Dexterity Save that will
halve the damage. The goblins will then cover this murderhole with a metal panel after
dumping the boiling water.

17. Meeting Room:


This room is expansive and the walls are covered in framed maps of this and
neighboring regions. There are two large tables and each has a large outspread map of
the region on either. The tables also have miniature soldiers and implements to measure
out the locations of battles and enemies. A location near a village north of here is labeled
“Flintdagger Clan”. A successful DC 10 History check will tell the player that this is the
village of Karainos, the only dwarf and gnome settlement in this region. This room is
being investigated by a single goblin boss named Draka who is feverishly examining
the maps, apparently searching for some location. He is accompanied by a mastiff. He
is armed with the expected equipment of a goblin boss as well as 2 vials of Acid. He
will throw these at groups to get the best use out of them. He has on him a silver ring
worth about 50 gp.

18. Second Floor Hall:


This hall has very little to it apart from small windows overlooking the courtyard
below.

19. Guest Room:


Since these rooms were never locked, their contents have been destroyed. Originally,
there had been a bed, a cupboard, a chest of drawers, and a small end table. All that’s left
now is rubble.

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Journey to The Crystal Keep 33

20. Guest Meeting Room:


This room is large and quite open, there are several comfortable chairs placed all
around, and a low table dominated the middle of the room. A wretched stench fills the entire
room; 4 kobolds have had their throats slit and their corpses laid across the table and
chairs. At one point, the kobolds had been welcomed here and peace between the goblins
and kobolds was a possibility, though it obviously did not end well for the kobolds.

21. Crafting Hall:


This room is very open with minimal clutter, though the few workbenches within the room
are covered in various tools. There is a set of artisans tools for each of these professions:
Smith (x2), Potter, and Weaver. The unfinished crafts of this room have been destroyed
and lay in heaps of rubble in each of the four corners. A pair of hobgoblins occupies the
room and they have on them 26 gp. There is a large altar being constructed on one of the
podiums where a statue is being made by the goblins. The altar is covered in symbols of
the goblin language which mean: “fear”, “terror”, “war”, and “hate”. There is a sculpted face
atop the altar of the god Maglubiyet. A player can recognize this god by his face with a DC
15 Religion check.

22. Tower Stairs:


At the base of the stairs there are stone double
doors inscribed with dwarven and arcane glyphs. In
the center of the double doors is a circular design with The use of a mathematical
puzzle was to give the party a
10 pieces of glass forming a circle around the center.
puzzle that the wizard and
The glass pieces each have a number from 0-9, in
dwarves would have created.
order from least to greatest going clockwise. In the While most players (and people
center of the circle is a small hole about 2” wide in general) will explain their
covered with scorch marks. On the floor by the doors general distaste for math, this
is a pair of dead goblins, their bodies covered in puzzle should not be too
hideous burns, as though they were killed in a great difficult. Encourage them to
fire. As the party approaches a series of statements think aloud and talk among
appear on the doors in blue common script. themselves about possibilities.
The statements are as follows: If your party gets really stuck,
have a player or two roll a DC
1) The solution is an 8 digit number.
15 Intelligence check to get a
2) The order of the digits matter in this
hint. For the hint, you may give
number. them one of the numbers for
3) The first number is 2. free. Remember however that
4) The 4th and 8th digit are the same. this is an element of the game
5) The total sum of the first 4 digits is the and so it should not be
same as the sum of the last 4 digits. immediately given up on by the
6) All numbers besides the 5th digit are either DM and players.
prime or 0.
7) The 5th number is the product of the first
and second digits.

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Journey to The Crystal Keep 34

8) The 5th number is the sum of the 6th and 7th.


9) Any operation used with the 4th and 8th digits will yield the same result.
10) The total of the 6th digit after subtracting the 7th from it is 4.

As players place their fingers over the glass pieces the digits they represent will appear
just above the circular design.

The solution to the puzzle is 23706510

23. The Crystal Tower:

At the peak of the tower is a simple wooden door. Piled outside of this door are seven
dwarven skeletons. Some still wear fragments of their armor, others still cling to broken
weapons and shields. This is all that remains of the seven Knights of the Keep.

Once the party reaches the pinnacle’s doorway:

T
hThe door opens with a squeak, inside the scent of dust fills the stale air. Vermin are the
iroom’s only occupants. It is clear that no one has entered this space in quite some time.
s The room is furnished with many bookshelves and desks. Every available surface is
covered with scrolls, papers, books, baubles, vials, flasks, and varied spell components.
r All of this is covered in the same fine layer of dust. At the center of the room, some
o large object is covered with an exquisite fabric which flutters at the edges in a non-
o existent breeze. Across the room is a large floor-length mirror, any reflection obscured
m by a smoky, drifting, mist behind the glass.

is the main bed chamber and study of the wizard Garmendius. The walls are generally
bare, though at each of the four cardinal directions, there is a wide window. There are
durable covers for these windows hanging before the
openings. The desks are covered in useless
scribblings and most of the books are filled with lore
While we suggest that this
and information about the arcane arts. In the chest
mirror is a Mirror of Life
beside his bed there are 3 scrolls of Identify, 3 Trapping, it is clear that there
pearls worth about 100 gp (components for the spell are some differences. In cases
identify), 25 gp, a scroll of Knock, and a scroll of where there are conflicts in the
Magic Weapon. The mirror across the room is a rulings, this module trumps the
Mirror of Life Trapping (pg 181 DMG.) entry in the DMG.

The mirror has within it Garmendius the


Silver, The Garmendius Clone, and Graggaks the Bugbear. The Glabrezu had
trapped Garmendius within the mirror once it escaped and planted in it an evil clone of
the wizard. The purpose of this action being that the demon expected no one to come

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Journey to The Crystal Keep 35

by and free Garmendius, but if someone did


come looking for the wizard he would have a trap This is a classic scene from
waiting. many movies and shows with
The clone is a cultist of the Abyss, altered doppelgangers. This
by the demon to look exactly like the Silver doppelganger behaves a bit
Wizard. The clone functions as a Cult Fanatic differently from others and has
(pg. 345 MM) and it was given all of the demonic origins. It has
knowledge that Garmendius had bestowed onto remarkable intelligence on the
keep and Garmendius gifted to
the Glabrezu: knowledge of the keep, its history,
it from the Glabrezu and so it
the life of the wizard, and also the lives of the
will behave identically to the
dwarves. The one major thing that the Glabrezu wizard. To solve this puzzle the
was never told about was the romance between players will most likely need to
the wizard Garmendius and Yrthalla. The clone mention Yrthalla or Polmtaper
will mimic the voice of Garmendius and will try its as only the real Garmendius will
hardest to get out of the mirror in order to inflict know of them. Polmtaper is only
damage upon the party. an acquaintance of the wizard
Graggaks the bugbear is quite useless; though Garmendius will react to
he found his way up here when the goblins first the name of his beloved
Yrthalla more than anyone else.
arrived at the Crystal Keep and got caught in the
Once defeated and returning to
mirror. On his way up the stairs Graggaks shut
the Abyss, feel free to make the
the doorway behind him so that no goblins could clone curse the party or say “I
follow him and grab the treasure. The Bugbear will return for you all! The
then inspected the mirror and was easily Master will not be pleased”, or
persuaded by the clone of Garmendius to speak anything else that fits well.
the command word and get pulled in. Terrified
and panicking, the bugbear has wanted to
escape in any way possible and will say whatever
it takes to get free. Graggaks has on him the key to Area 28 as well as a pair of
daggers, one of which is silver.
The command word to capture an individual in the mirror is Durosar and the
word to release an individual is Rasorud. One must speak either of the command words
while looking at the individual they wish to free from within the mirror. Both Garmendius
and his clone know the command words and yet neither had the ability to free
themselves from within because of the nature of the mirror; one must be on the other
side in order to interact with this demi-plane within the mirror.
Once Garmendius is freed, he is drained and fatigued. He looks like a
stereotypical wizard with silver robes, long flowing white hair, and a conical hat. He is
rather tall and lanky for an elf, though he is still graceful. Garmendius is beyond grateful
when he is saved and immediately asks how the dwarves are and if they had
encountered the demon. He will then ask about Yrthalla and the village of Branford
once he hears of the fate of the dwarves. Garmendius says that he must light the
Crystal Beacon once again to alert the villagers of his salvation and he immediately
gifts the party the ring required to bypass the Stone Guardian Golem of Area 34.
Garmendius instructs them to draw a vial of water from the wellspring beyond the

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Journey to The Crystal Keep 36

Golem and to take all that they desire from his treasury in the same room (Area 35). He
states that he will hurry to the village as soon as he can, but the party must go ahead
without him.

Lower Level

24. Lower Level Entry:


This room has a large stairwell descending to the lower level and three doorways: one to
the north, the west, and the south.

25. The Forge:


The forge has two large open mouth furnaces and two
massive anvils. Arranged around the forges are tongs,
Since Worgs are intelligent it is
hammers, and buckets of cooling water. Within this room important to take that into
is a pair of worgs busy criticizing the goblins in charge. account when designing
They are willing to discuss a peaceful retreat and they are encounters involving them. We
not willing to attack unless the party behaves aggressively wanted this to be a moment
or threatens violence. where the party had a chance
to maybe have a tense moment
26. Secondary Hall: with some possible enemies
This hall has a set of double doors at each of the and exchange a little
information.
cardinal directions.

27. Tertiary Hall:


There are a set of two dwarven statues at either side of the hall, east and west. The
statues by the western doorway have smoke and ash marks streaking up their sides making
it seem that both of the statues have fire traps aimed at
the doorway between them. A pile of charred goblins
before the door suggests that this must be true. Runilessa is a good example of
an NPC that has a lot of
28. Dungeon Cells: creative freedom. As a DM feel
This room has a terrible odor within it that causes all free to create a backstory for
who enter to be sickened if they fail a DC 10 her, create some motives, even
Constitution save. The source of the odor is from the plans to double cross the party.
rotting corpses of kobolds in the cells. Each cell is She should not be used as a
locked DC 20 Dexterity based Thieves Tools check meat shield for the party, nor
will she in most instances join
and a key is nowhere to be found, though it would
them without a bit of
appear that Graggaks the Bugbear has the key on
persuasion. Perhaps later on
him. One of the dead kobolds lying against the far wall she will prove useful to the
in the first cell has a glimmering stone in his hand, a campaign you run with your
topaz worth 200 gp. In a cell at the end of the hall is a party.
tiefling woman. She is a rogue named Rulinessa
Erlis. She was locked away here by the goblins a few

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Journey to The Crystal Keep 37

days ago as they found her on the road and figured she may show some sort of value to
their clan leader, Chief Kritch Fireblood. She is a self-serving thief, though she would be
grateful if the party frees her. She knows that the leaders around the Keep are incapable of
finding their way into Garmendius’ laboratory. Rulinessa also has a good connection to the
crime of the local towns and is able to provide the party with information if they meet up with
her again after leaving the Crystal Keep. She is not much of a warrior and so she will leave
as soon as the opportunity arises, though if she has had no issues with the party she will
alarm them of her leaving and wish them luck.

29. Meditation Chamber:


This room has runes on the walls with meanings such as: Peace, Tranquility, and
Wisdom. A single, simple, cloth seat lies on the floor of this chamber. Angbar used this
room primarily, though on occasion dwarves seeking answers to their prayers would come
here to meditate.

30. Dwarf Treasury:


The door to this vault has been torn off the hinges and the statues at either side of the
entrance are both traps. Both of these traps are still armed with a Fire Breathing Statue
Trap (pg 122 DMG) and they will trigger once a player steps on the tile between the statues.
The trap killed a group of 4 scorched goblins and they lie, burned to the bone, at the door’s
base. This vault was used to store the vast riches that the dwarves had accumulated over
the years before coming to this tower. Within this vault 13 sp, 6 gp, and 1 pp are left
behind. The Flintdagger clan already made it into this chamber to steal the dwarves’ wealth
under the explicit instruction of their leader, Chief Krichit Fireblood, who was directed by
Saraketh. This was overseen by a group of Bugbears, Ogres, and Hobgoblins and that
wealth is now on its way to The Flintdagger clan headquarters in the mountains near
Karainos.

31. Kiln and Pottery Chamber:


This chamber has 4 separate furnaces, 2 of them capable of closing for use as kilns for
baking pottery.

32. Cold Storage:


This room is filled with wooden shelves and metal hooks hanging from the ceiling. Hunks
and haunches of meat are stored within, though it appears much of it has been stolen and
consumed by the goblins of the Flintdagger Clan. The floor is slicked with ice in some
places, causing all movement beyond 5’ to incur a DC 10 Acrobatics check or fall prone. A
DC 15 Arcane check will tell you that this room appears to be kept cool by massive ice
sheets formed on the walls and floor by arcane means.

33. Meeting Area:


This room is relatively bare apart from a set of elegant chairs, a table between them, and
a large elven rug underneath the set. Arcane fire illuminates this chamber within sconces on

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Journey to The Crystal Keep 38

the walls. Within this room are 2 hobgoblins that appear wounded as a result of a losing
battle. One of the hobgoblins has a silver spear. They are willing to surrender the fight and
submit when they lose two of their members. They will warn the party of the Golem in the
next room over (Area 34).

34. Stone Guardian Golem Room:


A small staircase descends 5’ to the room. Three pillars decorate the corners of the
room. The main doorway is well-crafted and made of stone. Arcane fire burns in sconces on
the walls. Before the door is a huge Stone Guardian Golem. The golem’s head will jerk up
and lock onto the party. Once it is awake, it will beckon in common speech: “Present the ring
or perish.” If the party does not present Garmendius’ ring, it will attack them and only
cease the attack when it reaches the doorway to Area 33. If the party presents
Garmendius’ ring the golem will be utterly compliant and allow them entry to Area 35.

35. Garmendius’ Laboratory:

“When the doors open, the darkness of the room is replace by eerie teal and
blue arcane lights originating from the chips of crystal embedded in the rocky walls, and
from the surface of the water of the well which the party has sought. The well is 8’ in
diameter. Floating gently just above the surface of the water is a grand shard of pure
and clear crystal. Dull and lightless upon the party’s initial arrival, a warm glow begins
to emanate from it as the group draws closer to it. A single beam of light rises from the
crystal through the circular stone tube directly above it.
There are tables and a few chests all around this room. The collection of
bookshelves, scrolls, empty vials, spell components, and old, burned out, wands
suggest that this place was once used as a laboratory.”

This room is the beloved laboratory of the wizard Garmendius the Silver chock
full of books about arcane lore as well as a full alchemist’s workshop. Creating
alchemical items and potions in this room, as well as identifying magical properties of
items and potions are at advantage when utilizing the equipment of the laboratory.
Many vials are all about this room and so collecting the water for Duke Demetrin at this
point is no challenge whatsoever. There are 3 chests within this room.
Within the first chest there is a quarterstaff with metal trim on the ends as well as
in the center where hands would hold the weapon. This staff is Giddeon’s Dawnstar
and it is detailed in the appendix. Also in this chest there are 4 gems (quartz) worth 50
gp each, 111 sp, 223 gp, and 12 pp.
The second chest has within it a shortsword. This shortsword is of elven make
and it will glow when it is within 30’ of undead creatures. Also within this second chest is
a wand of Magic Detection as well as a potion of fire breath.

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Journey to The Crystal Keep 39
Is this too much loot for the
party? This room features a big
The final chest has within it 4 Scrolls:
pile of magic goodies, though it
Featherfall, Animal Friendship, Haste, and
is used to compensate for
Alarm. Alongside these scrolls is a blowgun-like reaching around level 3 in
device; this device is known as Esmin’s Flute of experience. The players may
Many-Odors. The flute is detailed in the have very little magical gear
appendix. thrown their way after this point
and so it may work out in your
favor as a DM to give these
Leaving the Crystal Keep items now so they may
stockpile them for the time
being. You may also simply
When the party finally leaves and begins their omit certain magical gear.
return home, they are not pursued in any way. When
they pass into the Shimmering Tunnel the crystals of
the walls will be lit up, the stones blocking their path will be cleared, and the side passages
leading to the caverns will still be open.
When the party returns to Branford with the water, the townsfolk will greet them warmly
and couriers from Duke Demetrin will be waiting with swift horses to take the water to him. The
townsfolk will tell the party that Galland/Lindus had gone missing and many will apologize
when they learn of the true nature of the criminal. Within the next 2-3 days the party will receive
word that the potion was a success and that the Duke himself wishes to meet his saviors and
grant them their reward money.
If the party agrees to go to the Duke’s manor he
will throw them a banquet and offer them a stay in one
of the finest inns in town for the time being in order to Do not overlook how great a
get acquainted with them. The party should be given a feeling it can be for the players
great opportunity to rest and get a bit of renown for their to be given a banquet in their
good deeds. honor. While this is rather
If the party decides to return to Polmtaper and corny, it is exactly the kind of
tell him of the fate of the Dwarven Knights, he will thanks the heroes may receive.
keep to his word and give to the party the gift he Providing them with this sort of
promised previously. He will also offer to send some of a reward may solidify their
completion of the quest and
his finest warriors to help guard the Crystal Keep and
firmly define them as heroes of
Garmendius until there is no use for their services. The
the land.
svirfneblin may become friends with the villagers of
Branford if they become friends of Garmendius’.

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Journey to The Crystal Keep 40

After the Quest


From this point, the party can receive word of
quests directly from Garmendius, The Duke, or any What about all of that XP?
number of others who have heard of these brave When we run this module, we
heroes. The party can also be the target of some form of notice the XP total can vary
revenge, perhaps the Red Fang or The Flintdagger greatly depending on how the
Clan. party plays. To keep it simple,
What ever happened to that Glabrezu? Perhaps the party of 4 characters we ran
nd
reached 2 level before
the demon now wishes revenge on this region and will
entering the Crystal Keep and
return later with an army of the abyssal creatures. rd
3 upon completing this
Maybe now the Flintdagger Clan moves their adventure.
territory-expanding efforts to the task of clearing out
some other village or major location. Planting a magical
artifact within Garmendius’ Laboratory for the party to
pick up could also lead to an impressive quest line.
Dwarves from a faraway kingdom could come to their long lost cousin Angbar looking
for help and instead reach out to the party after learning of their relative’s fate. Perhaps getting
to the bottom of the missing wealth of the Dwarves of the Crystal Keep is more important to
the players.

Appendix

Items:

Angbar’s Vigil:

Uncommon magic item, Requires attunement

This +1 battleaxe has a golden handle, a silver pommel, a silver shaft, and a silver blade with a golden
blade edge. The shaft and handle are simple in their design and the blade has an engraved profile of a
bear’s head with its mouth open wide as if snarling. The weapon itself provides the player with a +3 to
initiative rolls when attuned. The weapon can in certain situations, such as immediately before a combat,
be felt tugging towards danger.

Esmin’s Tube of Many Odors

This flute-like device is a 14” long tube made of a smooth rosewood. There are tiny depictions of wind
swirls all over the body of the tube. At the head of the tube is a small mouthpiece and the end flares out
like the end of a clarinet. The tube’s primary magical function is that it is capable of conjuring an odor of
the blower’s desire. This odor is identical to whichever odor the blower can think of, whether it is the smell
of smoke, garlic, flowers, or even rotting corpses. This odor fills a 15’ cube that is centered around the

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Journey to The Crystal Keep 41

blower, or a 15’ cone originating at the blower’s square. The odor will last for 5 minutes or until a gust of
wind is able to dissipate it. This spell behaves like a spell of Prestidigitation.

Giddeon’s Dawnstar

Uncommon magic item

This +1 quarterstaff seems to be like most other finely crafted quarterstaffs. It has a dark brown shaft and
silver metal caps at either end, with a design of silver lacing about like a doily, as well as silver lacing in
the center where the handle of the weapon is. This weapon behaves normally although when it is tapped
on the ground twice it lights up as though from a Light spell. This effect is turned on and off any number
of times a day with two swift taps in succession.

Ring of Light:

Common magic item

This silver band is rather basic in its design and at the face of the ring is a metal plate that runs parallel to
the finger of a wearer. On the face of this metal plate are 3 topazes, small and with a teardrop shape, and
they are aligned in a straight line along the length of the metal plate. The shine of each topaz is rather
bright, bright than would be expected from stones of their like. If one rubs a topaz it will summon light that
functions exactly as a spell of Light from the point of the topaz. Once activated, the topaz will go gray
once the spell effect comes to completion or until it is dismissed. At the next sunrise the three topazes will
return to their original color and regain their charges.

Traps:

Falling Rock Trap:


(Mechanical Trap)
The trap itself is a large wooden panel wedged delicately between two stalactites. There are
approximately a dozen large stones on this panel and when triggered the panel will fall with these stones
onto the heads of unsuspecting victims. The Perception DC of this trap is a 15, the Dexterity Save to take
half damage is 15, the area of effect is the 10’ x 10’ area beneath, and the damage from the trap is 2d6
bludgeoning damage. The DC for disabling this trap is a 15.

Shocking Grasp Trap:


(Magical Trap)
This trap functions as a spell of Shocking Grasp (level 5) and deals 2d8 lightning damage when a
character touches the trapped metal surface. The DC is 18 to spot the static electricity trailing on the
metal occasionally. The spell itself can be sensed with a spell of Detect Magic and a spell of Dispel Magic
(DC 13) will destroy it.

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Journey to The Crystal Keep 42

Characters:

Galland Practor, also known as Lindus Relletier


XP 100 (CR ½)
Chaotic Evil Human
Initiative +2
------------------------------------------
DEFENSE
AC 13 (leather armor)
Hp: 27 (5d8+5)
------------------------------------------
OFFENSE
Speed: 30 ft.
Melee Attack-Shortsword: +4 to hit (reach 5 ft.; one creature). Hit: 1d6+2 piercing damage.
------------------------------------------
Throw Sand: When Galland has the opportunity to scoop up dirt or sand in his hands during
combat, he will throw it at the eyes of an opponent up to 5 feet away. This maneuver takes an
action and he can take an attack action in the same turn. A DC 10 Dexterity saving throw will
prevent it from blinding you. On a failed save the opponent is considered blinded for 1 turn.
------------------------------------------
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 12 (+1),
Int 10 (+0), Wis 9 (-1), Cha 17 (+3)
Languages: Common, Goblin
Senses: passive Perception: 9
-------------------------------------------
Coming from a rough part of the city, Galland has tried his best to fit in wherever he could in order
to survive. He is a gruff and nimble man with piercing eyes. Galland has medium length brown hair that
has parted and pulled to the sides of his face. He is remarkably charismatic despite his often times
uncouth way of speaking and his rather distasteful appearance.
Galland is dedicated to his story of being traveling merchant from Goldbrook looking to trade
pots, pans, and other cooking wares (which he of course stole off of an honest merchant on his travels).
He is only willing to attack people when he thinks he has the upper hand and he refuses to fight fair even
when given the chance to.

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Journey to The Crystal Keep 43

Monsters:

Cave Cricket:
XP 50 (CR ¼)
Unaligned Small beast)
Initiative +2
------------------------------------------
DEFENSE
AC 13 (natural armor)
Hp: 5 (2d6-2)
------------------------------------------
OFFENSE
Speed: 30 ft., climb 30 ft., leap 30 ft.
Multiattack: The cave cricket kicks twice.
Melee Attack-Kick: +4 to hit (reach 5 ft.; one creature). Hit: 1d4+2 bludgeoning damage.
------------------------------------------
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 8 (-1),
Int 1 (-5), Wis 10 (+0), Cha 7 (-2)
Languages: None
Senses: Darkvision 60 ft.
-------------------------------------------
TRAITS
Chirp: Creatures within 20 feet of a chirping cave cricket can’t be heard unless they scream.
Spellcasters in the area must make a successful DC 9 Con saving throw to cast a spell
correctly. Failure indicates the spell is not cast, but the slot is not expended. The chirping
doubles the chance of wandering monsters, if applicable.
-------------------------------------------
ECOLOGY
Environment: Underground
Organization: Solitary or cluster (2-5)

Cave crickets are larger versions of normal crickets and, like the smaller crickets they resemble,
they are mostly harmless. Their chief danger comes from chirping, which they do when alarmed, because
other monsters recognize that sound as indicating there might be fresh prey nearby. The chirping travels
up to 300 feet through the tunnels and caves where these crickets are normally found.
Cave crickets are about 3 feet long.
These giant insects rarely attack living creatures larger than themselves. If attacked, a cave
cricket uses its powerful legs to kick opponents before hopping away.

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Journey to The Crystal Keep 44

Giant Horsefly:
XP 100 (CR 1/2)
Unaligned Large beast)
Initiative +2
------------------------------------------
DEFENSE
AC 12
Hp: 30 (4d10+8)
------------------------------------------
OFFENSE
Speed: 20 ft., fly 60 ft.
Melee Attack-Bite: +4 to hit (reach 5 ft.; one creature). Hit: 1d8+2 piercing damage and the
target is grappled.
Melee Attack-Fluid Drain: automatic hit (one creature grappled by the giant horsefly at the start
of the horsefly’s turn). Hit: 1d6+2 piercing damage and the target must make a successful DC
12 Con saving throw or becom paralyzed until it is no longer grappled by the giant horsefly.
------------------------------------------
STATISTICS
Str 15 (+2), Dex 15 (+2), Con 14 (+2),
Int 1 (-5), Wis 12 (+1), Cha 7 (-2)
Languages: None
Senses: Tremorsense 60 ft.
-------------------------------------------
ECOLOGY
Environment: Any land.
Organization: Solitary, pair, or nest (10-20)

Except for their size, giant horseflies look like large, black, hairy flies. Their bodies are thick and
their multifaceted eyes reflect many dark colors. Their wings are translucent and their legs are long and
bristly. Females have a slight longer mouth tube than males.
Giant horseflies attack by delivering a painful “bite” to their opponent that amounts to gripping it
with their forelegs and stabbing it with their needle-like proboscis. The fact that an area is inside a nest of
giant animals and people that have been drained of fluid and left to rot on the ground; giant horseflies
siphon out their victims’ body fluids but do not eat any other part of them.

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Journey to The Crystal Keep 45

Crabman:
XP 200 (CR 1)
Neutral Large Monstrosity
Initiative +0
------------------------------------------
DEFENSE
AC 14 (natural armor)
Hp: 22 (3d10+6)
------------------------------------------
OFFENSE
Speed: 30 ft., swim 20 ft.
Multiattack: A crabman attacks twice with pincers.
Melee Attack-Pincer: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+3 slashing damage and the
target is grappled.
------------------------------------------
STATISTICS
Str 16 (+3), Dex 11 (+0), Con 15 (+2),
Int 10 (+0), Wis 10 (+0), Cha 8 (-1)
Languages: Unique (crabman)
Senses: Darkvision 60 ft.
-------------------------------------------
TRAITS
Amphibious: A crabman spends most of its life in water, but they are equally at home on land or
in water. Crabmen do not treat water as difficult terrain, and they breathe comfortably in the air
or water.
-------------------------------------------
ECOLOGY
Environment: Temperate Aquatic
Organization: Gang (2-12)

This giant-sized creature is a bipedal humanoid with a crablike head, large hands that end in
powerful pincers, and splayed feet. It is covered with chitinous plates that are reddish brown in color. Two
smaller humanoid arms protrude below its pincers.
The Crabmen used within this module are a subterranean version of the coastal crabman. They
function in much the same way and merely travel through underground currents and make homes within
grottos and underground lakes.

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Journey to The Crystal Keep 46

Giant Water Beetle:


XP 100 (CR 1/2)
Unaligned Medium beast (aquatic)
Initiative +1
------------------------------------------
DEFENSE
AC 14 (natural armor)
Hp: 30 (4d8+12)
------------------------------------------
OFFENSE
Speed: 10 ft., swim 60 ft.
Melee Attack - Bite: +4 to hit (reach 5 ft.; one creature). Hit: 1d10+2 piercing damage.
------------------------------------------
STATISTICS
Str 15 (+2), Dex 13 (+1), Con 16 (+3),
Int 2 (-4), Wis 10 (+0), Cha 9 (-1)
Languages: None
Senses: Tremorsense 60 ft. when underwater.
-------------------------------------------
TRAITS
Ink Cloud (recharge 6): As a bonus action while it is underwater, a giant water beetle can emit a
cloud of jet-black ink that fills a sphere centered on itself with a radius of 10 ft. The area inside
the cloud is heavily obscured.
Water Dependent: Giant water beetles can survive out of water for eight hours. After that, they
gain one level of exhaustion every 10 minutes until they die or return to freshwater.
-------------------------------------------
ECOLOGY
Environment: Freshwater
Organization: Cluster (2-5) or colony (6-11)

This giant beetle has a cylindrical and hydrodynamic body that tapers to a pointed tail section. Its
wing covers and carapace are brownish black, and its long legs are dull yellow. A silver stripe runs
lengthwise along its back.

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Journey to The Crystal Keep 47

Cave Eel:
XP 50 (CR 1/4)
Unaligned Medium Beast
Initiative +2
------------------------------------------
DEFENSE
AC 12
Hp: 9 (2d8)
------------------------------------------
OFFENSE
Speed: 25 ft.
Melee Attack - Bite: +4 to hit (reach 5 ft.; one creature). Hit: 1d8+2 piercing damage and the
target is grappled and restrained (see Viselike Jaws, below).
------------------------------------------
STATISTICS
Str 13 (+1), Dex 14 (+2), Con 11 (+0),
Int 1 (-5), Wis 10 (+0), Cha 3 (-4)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.
-------------------------------------------
TRAITS
Concealed Burrow: Cave Eels conceal their burrows skillfully, so they have tactical advantage
on Dex (Stealth) checks to be hidden at the beginning of an encounter. An attack cave eel
lunges from its cave, bites a victim within 5 ft., and then withdraws back into its burrow without
triggering an opportunity attack. While in a burrow, a cave eel has three-quarters cover (+5
bonus to AC and Dex saving throws). The only way to negate this benefit is for a character to
ready an action and attack the cave eel with a reaction as it extends its body to strike.
Viselike Jaws: When a cave eel withdraws back into its burrow with a grappled character in its
jaws, that character
S body effectively becomes a shield protecting the eel, giving it total cover inside its burrow (it
only has three-quarters cover against the character it grapples). While the eel has a character
grappled this way, it doesn’t need to extend from its burrow to attack the grappled character,
who it bites automatically.
-------------------------------------------
ECOLOGY
Environment: Caves and other subterranean areas
Organization: Group (2-5) or swarm (3-24)

This creature resembles a cross between a snake and an eel, but that’s only if you see it before it
bites into you with its steel hard teeth.
Cave eels resemble large, air breathing eels, but they have armored snouts and tremendously
tough teeth with which they can chew tunnels through rock. They wait in these tunnels for potential prey
to walk near, then lunge out to take great bites from whatever’s in front of them. They usually pick narrow

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Journey to The Crystal Keep 48

cave passages for their ambushes, where prey has little room to back out of reach of the cave eels’ long,
sinuous bodies.

Tunnel Prawn:
XP 25 (CR 1)
Unaligned Small beast
Initiative +2
------------------------------------------
DEFENSE
AC 14 (natural armor)
Hp: 7 (2d6)
------------------------------------------
OFFENSE
Speed: climb 25 ft.
Melee Attack-Pincer: +4 to hit (reach 5 ft.; one creature). Hit: 1d4+2 slashing damage.
------------------------------------------
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 11 (+0),
Int 1 (-5), Wis 9 (-1), Cha 3 (-4)
Languages: None
Senses: Darkvision 60 ft.
-------------------------------------------
TRAITS
Crowding: Up to five tunnel prawns can occupy a single 5-foot-square space.
-------------------------------------------
ECOLOGY
Environment: underground
Organization: Group (1-4) or cluster (2-12)

Tunnel prawns are scavengers resembling very large lobsters. These creatures wander through
subterraneous caverns eating bugs and fungi from the wall, floor, and ceiling. A tunnel prawn can scale
walls and move along ceilings with no more difficulty than walking along a floor. These dungeon vermin
consider everything food, and they are easily antagonized. They attack almost any creature they
encounter, alive or dead, regardless of its size.

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Journey to The Crystal Keep 49

The Shimmering Tunnel

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Journey to The Crystal Keep 50

Crystal Keep, Ground Floor

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Journey to The Crystal Keep 51

Crystal Keep, Second Floor and Tower Pinnacle

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Journey to The Crystal Keep 52

Crystal Keep, Lower Level

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Journey to The Crystal Keep 53

OPEN GAME LICENSE


Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or

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Journey to The Crystal Keep 54

Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
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respect to some or all of the Open Game Content due to statute, judicial order, or governmental
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and
fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave
Arneson.
END OF LICENSE

“Cave Cricket, from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games.”

“Crabman, from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published
and distributed by Frog God Games.”

“Stone Guardian Golem, from the Tome of Horrors Complete, Copyright 2011, Necromancer Games,
Inc., published and distributed by Frog God Games.”

Not for resale. Permission granted to print or photocopy this document for personal use only.

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