Aethelgard's Dry Step
- Rooms
- 12
- Foes
- 15, CR 1/8 to 2
- Traps
- 3
- Treasure
- 366 gp
At a glance
The threat
Two Tharizdun cult fanatics have reached the statue chamber in and are trying to prise the relic from its pedestal.
Wandering monsters (1d3)
- 1
1d4× Mire DeadCR 1/4
When: They emerge when loud combat echoes through the halls or when a room's grave goods are disturbed without a prayer being offered.A pair of shambling dead in sodden burial wrappings, their mouths full of swamp reeds. - 2
Drowned MassCR 1/2
When: It follows the sound of splashing water or a creature carrying an open flame.A wet, translucent mass of drowned hair and bones that drags itself through cracks beneath doors. - 3
1d3× Cult RunnerCR 1/8
When: The runner appears after the cultists in have been alerted, attempting to carry news from the entrance toward .A Tharizdun scout with a spiral-marked hood and a pouch of stolen funerary tokens.
Rooms
12Lower Landing
What they see
Read aloud
A broken stair climbs to a squat stone landing beneath the ziggurat's first tier. A locked bronze-bound door blocks the way inward, and mist pours from its seams as if the temple were breathing.
Features
- Carved scales along the stair edges have been polished smooth by generations of mourners.
- The bronze door bears Kelemvor's balanced scales and a keyhole clogged with black mud.
What the GM knows
Treasure
Burial Offerings18 gp in mixed coins and a silver funerary bead
A small funerary bowl has been wedged under a stair stone. It holds old offerings untouched by the swamp.Notes
The lock can be picked with thieves' tools () or opened with the old warden's key, kept in . Forcing it requires a Strength check and makes enough noise to alert occupants of .
3 doors: W (locked), E (locked), N (locked)
The place
What it is
A stepped ziggurat rises from a drowned marsh, its upper tiers hidden by fog that never lifts.
Atmosphere
Cold mist crawls ankle-high through the temple, tasting of peat, wet stone, and extinguished incense.
The threat
Two Tharizdun cult fanatics have reached the statue chamber in and are trying to prise the relic from its pedestal.
History
Dragonborn wardens raised this ziggurat to Kelemvor over a natural rise in the marsh, using its deep foundations as a crypt and a place to judge the honored dead.
Rumors
1d4- 1"The fog around that stepped ruin never parts, not even when the marsh winds blow. Folks say it follows anyone who speaks the dead aloud."
- 2"Aethelgard Xul-Vrahel went into the temple alone and left the whole country underwater. I heard he was a coward, but my grandmother called him a keeper."
- 3"There are lights beneath the ziggurat. The dead are carrying lanterns, and something in the swamp answers their names."
- 4"Black-robed pilgrims have been buying old burial tokens in town. They pay double and ask where the Dragonborn temple lies."
Plot hooks
3Corridors
4Passage between and
Dragonborn funerary reliefs show the dead walking toward a black river; fresh cult marks have been scratched over their faces.
Passage between and
A narrow channel carries dark swamp water through the floor. Pale fingers of mist rise whenever someone speaks a name aloud.
Passage between and
The walls here bear deep claw-scrapes and fragments of old chain. A muffled, rhythmic thump comes from the direction of .
Passage between and
A cracked stone gutter drains toward the sealed lower chambers. The water flows uphill for a few heartbeats whenever the relic stirs.
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