Crypt of Verdanthor
- Rooms
- 12
- Foes
- 8, CR 1/4 to 3
- Traps
- 11
- Treasure
- 367 gp
At a glance
The threat
An evil warlock is siphoning emerald magic from Verdanthor's bones in the final chamber, feeding it into a living mutation that thrashes against its restraints.
Wandering monsters (1d3)
- 1
Emerald-boned skeletonCR 1/4
When: A loud noise in a corridor or an hour spent exploring the crypt draws it from a nearby hall.A skeletal attendant with crystal splinters in its ribs patrols the passages, following the low hum toward room 11. - 2
Emerald shell beetleCR 1/2
When: A creature carries exposed magic or disturbs one of the glowing crystal seams.A beetle with a translucent green shell clicks across the walls and drops on anything that passes beneath it. - 3
2× Crystal-marked zombiesCR 1/4
When: The party triggers a trap or leaves a body unattended in the corridors.A pair of animated grave robbers shuffle together, their packs clattering with stones and broken tools.
Rooms
12Scale-Gate Vestibule
What they see
Read aloud
A low stone lintel opens into a square antechamber, its floor slick with seepage and scattered with flakes of green crystal. Five doors break the walls, and a faint tapping comes from several directions at once.
Features
- A relief of Verdanthor coils above the entrance, its eyes filled with dull green glass.
- The five doors bear different cuts of the same scale pattern.
What the GM knows
Treasure
Burial coins18 gp
A small funerary offering wrapped in oilcloth beneath the cracked entrance step.Notes
This room gives the party access to the dungeon's branches. The tapping grows louder whenever someone casts a spell, foreshadowing the unstable magic below.
4 doors: S (normal), N (normal), W (normal), E (normal)
The place
What it is
The Crypt of Verdanthor descends beneath a moss-covered hill, its old burial halls warped by emerald magic leaking from the dragon's bones.
Atmosphere
Cold damp presses against the skin, cut by sudden pockets of dry heat where emerald light crawls over the stone.
The threat
An evil warlock is siphoning emerald magic from Verdanthor's bones in the final chamber, feeding it into a living mutation that thrashes against its restraints.
History
Verdanthor, an ancient emerald dragon, was laid to rest beneath this hill by a circle of stonewrights and druids who feared what would happen if its magic escaped.
Rumors
1d4- 1A spring beneath the hill runs uphill after sunset, and the water leaves a green stain on the tongue.
- 2The dead in the old crypt are not restless, they are being pulled toward something deeper.
- 3A candle shrine below the hill lights itself for anyone who remembers the names of the buried.
- 4A peddler swears he heard a dragon speaking through the stones, though no dragon has lived in these lands for generations.
Plot hooks
3Corridors
3Between rooms 1 and 5
Thin green veins run through the mortar, brightening whenever magic is used nearby. A character who touches them feels a faint pulse, like a heartbeat through cold stone.
Passage from room 0 to room 2
A shallow gutter carries clear water uphill toward room 2. Leaves caught in it turn black, then crumble to dust within minutes.
Approach to room 11
The walls are carved with dragon scales, but several have swollen into translucent knobs that whisper when brushed.
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