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heroes of

high fantasy

Crypt of the Crimson King


JVC Parry
Crypt of
the

heroes
Crimson King

of
high fantasy

Crypt of the Crimson King


JVC Parry

1
heroes
of
high fantasy

Credits under the pretence of stopping anything evil spreading from the
Authors: JVC Parry place. In reality, the monks are blindly devoted to Estabor, who
has been corrupted for decades by the influence of a ghast calling
Based on original adventure by Chris Haskins
itself the Crimson King. This ravening being requires a constant
Layout & Typesetting: Ralph Stickley supply of flesh for itself and its growing brood of ghouls. Since
Illustration: Konrad Krogull the ghast escaped the artifact in which it was contained, it has
been using Estabor and the Children of the Crimson King to send
Art Direction: Ralph Stickley adventuring parties into the monastery to be consumed or turned
Proofing and Editing: Lou Fryer into new ghouls.
Cartography: George Mason The party must overcome the trapped cenobium and defeat the
Crimson King before returning to the encampment to deal with
Instructions the order of traitorous monks.
This adventure module is designed to be played at any level and
in any campaign setting. The appendix includes statblocks for all Integrating the Adventure into a
of the monsters and NPCs within this adventure at ‘Beginner’, Campaign
‘Intermediate’, and ‘Advanced’ difficulty ratings. Beginner Crypt of the Crimson King can be played as a one-shot adventure,
difficulty rating is considered level 1-5, intermediate is 6-10, or as part of a larger campaign. The pre-generated characters
and advanced is any level 11 or higher. You are free to add more all have their own reasons for being nearby at the start of the
monsters than stated in each section of the encounter to make adventure, though any other adventuring party could also find
things more challenging, if needed. themselves there. It is designed to easily fit into any game world
We’ve also included this beginner / intermediate / advanced and could simply begin when the party, traveling overland
difficulty rating mechanic within the adventure itself. Various skill through a mountain range, meet Omar (the location of the
checks will require higher or lower numbers, depending on which mountains and crypt itself is intentionally kept vague to allow you
difficulty setting you’re running. It’s presented as follows: Make to integrate it into your setting with minimal work). Some other
a DC 10 (beginner)/15 (intermediate)/20 (advanced) Dexterity quest hooks are listed below. They can be used separately, or in
check to unlock the door. This way you can keep the adventure any combination.
flowing nicely without flipping back and forth to determine the Hook #1 - The party has heard word of the fall of the monastery
appropriate challenge. from folks in a nearby town and have been asked to investigate.
The mayor of the town tells the adventurers that her small town
Resources was once saved by the monks when an extraplanar aberration
Beginner pre-generated characters for this adventure can be assaulted it. With the monks displaced, they are worried that
found at www.nordgamesllc.com. They include: a knowledgeable, they would not be able to hold their own, should such an attack
but somewhat clumsy, dwarf rogue and their twin, whose happen again.
draconic bloodline resulted in their expulsion from their
Hook #2 - The party is travelling through a mountain range when
ancestral hall; a tiefling barbarian, who was a local warlord but left
they are approached by Omar, who is searching for someone to
their clan in search of insight into their extraplanar ancestry; a
assist them. Omar is actually just following the orders of Estabor,
dragonborn bard following tales of adventure, and searching for a
who would have the party assimilated into the army of the
missing friend; and a human warlock serving a patron who seems
Crimson King. Omar doesn’t fully understand this, and asks the
interested in the Children of the Crimson King.
party for help regaining their lost cenobium.
Additionally, a digital version of the map in this module can
Hook #3 - While travelling across a mountain range, the
be found at www.nordgamesllc.com. We recommend that you
party discovers a colossal door, engraved with an immense,
have a full poster-size version if you intend to use the map with
cosmological map, that hangs ajar. This is the entrance to the
miniatures.
cenobium. The natural curiosity of the player characters should
tempt them inside but, if not, consider adding a haunting
Overview chuckling coming from within. Once they enter, Estabor comes
Crypt of the Crimson King is a short adventure which should fill out from hiding nearby and closes the door behind them.
an average of 2–3 gaming sessions of 3–4 hours.
NOTE: Using Hook #3 allows you to skip over a lot of
The adventure begins when a lone monk approaches the party interactions with the Children of the Crimson King, if you are
and petitions them for help. He escorts them to an encampment looking for a shorter overall play session.
where the rest of his order, the Children of the Crimson King, are
staying. The leader of the order, Estabor, reveals that something
extraplanar escaped from an artifact in the monastery, forcing
the order to flee. The party can have their pick of items from the
monastery, if they assist the Children of the Crimson King in
clearing out their cenobium.
When the party reaches the monastery, they find that it is riddled
with traps and extraplanar dangers. Upon descending into the
cenobium (the monastery), they are sealed inside by the monks

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Part 1: An Order Displaced Once the party reaches the encampment, they are led to the
nondescript tent in which Estabor resides. Estabor, like their
The adventure begins when a lone monk approaches the party fellows, wears a crimson robe, though it is detailed with an edging
while they are travelling through mountainous territory. They are of swirling, silver embroidery. The party may have questions for
wizened and hunched, wearing a tattered crimson robe that is Estabor, similar to the following:
threadbare around their sandalled feet.
Who are you? “You may call me Estabor. I guide the Children of
Read the following when you are ready to begin: the Crimson King along the pathways laid by fate through this
“Hail, fine folks! You appear an adventurous sort. My monastery planar timeline.”
and I are in desperate need of assistance from those skilled in What happened at the monastery? “The Children were forced to
combat and the arcane. If you are so inclined, I would escort you to leave. A dark presence escaped from an improperly conditioned
our encampment in the hidden valley not far from here.” artifact. Why the forces of fate chose to test the Children in this way
The party may have questions for the monk, which they can ask is not clear to me at this time. When the presence revealed itself
while travelling, similar to the following: unto me, it became clear that the Children must leave.”
Who are you? “You may call me Omar. I am a member of the Where is the ‘presence’ now? “The being continues to reside within
Children of the Crimson King, a monastic order dedicated to the the cenobium. Precisely where is not clear to me, but it seems likely
preservation of artifacts from other planes of existence.” that dark things are attracted to the darkness.”
Where are the rest of the order? “The other Children are settled in What was the ‘presence’? “I cannot fathom the exact nature of
a temporary encampment, high in the mountains. We were ousted the being, save that it was from a plane corrupted by an insatiable
from our home - a grand monastery cut into the highest peak of this hunger felt by all those who reside there.”
range - and are thus forced to weather this harsh environment, with What can we do? “You must travel to the cenobium and rid that
little to protect us.” sacred place of the dark presence. The forces have fate have led
What does the monastery contain? “There are numerous artifacts you here to receive this calling. To ignore it is paramount to self-
kept within the walls of our sacred home. Most are of a curious destruction.”
nature, being from other planes of existence. Many require our Party members that succeed on a DC 15 / 20 / 25 Wisdom
constant vigilance lest they activate or deteriorate, the consequences (Insight) check realise that Estabor is holding something
of which could be deadly. It is essential that we return to the back. If pressed with a successful DC 14 / 16 / 18 Charisma
cenobium, forthwith.” (Intimidation) check, they reveal the following:
Who is the leader of your order? “You may call them Estabor. “That presence which lurks within the monastery is a ghast. A
They are a learned human with great understanding of the planar desperate, pitiable manifestation of insatiable hunger from a plane
cycles and grand mysteries which plague our intellects. They can darkened by that same base instinct; the need to feed. It escaped
provide you with more information about why we were forced to from Ribcage, an artifact under my own care. How precisely the
leave the cenobium.” ghast emerged is not clear to me at this time.”
The valley the monks have camped down in is disguised by steep If the party agree to help the order, Estabor escorts them to the
outcroppings of rock on allsides, but Omar points out a hidden entrance of the Crypt of the Crimson King.
path, allowing a fairly easy approach.
When the party arrive at the valley, reach the following:
Stretching out before you is a lush valley of pine trees and juniper
bushes around a surging stream. Scattered around the fast-flowing
water are a half dozen tents. The patchwork constructions don’t
appear particularly suitable for long-term habitation. Milling
around them are roughly twenty humanoids, each wearing a
crimson-red robe, signifying their membership to the Children of
the Crimson King.

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Part 2: The Crypt 1. Vestibule


This area was used by the monks to greet visitors, and store
When the party arrive at the monastery, read the following:
outdoor gear.
Hidden in the mountains, built into the highest peak of the range,
When the party enter, read the following:
is a colossal stone archway. The engraved doors within display an
immense cosmological map, showing the locations of numerous Signs of distress are apparent in this chamber. Various items
planes of existence relative to the material plane. As Estabor are strewn throughout - robes, half-packed trunks, and sheets of
approaches, the doors grind open, moved by some supernatural thick canvas.
force. Within is a broad staircase, leading down. Items. Party members that search through the mess can find a
Estabor explains to the following to the party: single, useful item with a value of 5 gp or less with a successful
DC 10 / 12 / 15 Wisdom (Perception) check. They must name
“You must delve deep into the mountain to find the entity that
the item they are searching for beforehand, and may not search a
forced us to evacuate. The first level of the place is our monastic
second time for any item (be it the same or different). Examples
accommodation and living spaces - in short, the cenobium.
of valid items include a backpack, candle, crowbar, grappling
Below this is a dwarven crypt which we have deigned to leave
hook, sledge hammer, ladder, piton, shovel, and so forth.
unadulterated. Beneath that, a natural cavern in the depths of
which I know not what lives. 2. Lavatory
Once the party descend the stairs beyond sight of Estabor they This area was used by the monks as a lavatory.
hear the doors grind shut, plunging them into darkness. Any When the party enter, read the following:
attempt to call for Estabor to free them fails, as does any attempt
This small chamber serves as a lavatory.
to force the doors, thanks to a magical lock. Killing the Crimson
King causes this lock to fail, allowing characters to escape. There is nothing of note in this chamber.
Otherwise, they are trapped.

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3. Kitchen 6. Side Chambers


This chamber was used to cook meals for the monastic order. Once the puzzle above has been solved, characters can enter the
When the party enter, read the following: side chambers.

The acrid stench in this smoke-filled room burns your nostrils. It is When the party enter, read the following:
uncomfortably hot within. Within this small chamber is a shrine of sorts, a boulder worn
Smoke. The smoke is caused by a loaf of bread that was not smooth by the flow of water and decorated with artworks depicting
removed from the still-burning oven when the monks fled. various planes of existence.
Removing it, and dousing the oven, allows the smoke to finally Hole. Beside the altar in the northernmost chamber is a hole,
filter out through a small chimney in the ceiling of the chamber. which has been covered by an unlocked trapdoor. Descending
A Tiny creature can escape the dungeon through this chimney, the knotted rope anchored to the floor leads to the Antechamber
but the door to the dungeon cannot be opened from without, save (Area 10) below.
with the assistance of a Child of the Crimson King.
Secret Passage. Characters with a passive Wisdom (Perception)
4. Sleeping Chambers score of 15 / 20 / 25 or higher notice a secret door built into the
These chambers served as dormitories for the monks. wall of the central side chamber. Opening it requires a successful
DC 15 / 20 / 25 Intelligence (Investigation) check. The passage
When the party enter, read the following:
leads to Estabor’s Chamber (Area 8).
Bunk beds against the far wall provide accommodation for the
monks who served in this cenobium. Each also has a small trunk 7. Antechamber
and sparse wardrobe in which to store their possessions. This chamber separates the common areas of the cenobium from
Estabor’s own chamber and the gallery which houses dangerous
Items. Most of the chambers contain nothing but worthless
artifacts.
possessions that belong to the Children of the Crimson King,
such as robes. A party member that takes more than a cursory When the party enter, read the following:
glance discovers a diary in a trunk that details Estabor’s slowly Deep gouges in the walls of this chamber mark the passage of
changing behaviour in recent months (Appendix E). some foul being. They cut through what was once a remarkable
5. Meditation Chamber relief of planar cosmology on the walls, now mostly destroyed. A
This semi-natural cavern was used as a ceremonial space by the heap of bones, seemingly picked clean by some creature, is piled in
Children of the Crimson King. the corner.

When the party enter, read the following: Relief. A character that succeeds on a DC 15 / 18 / 20
Intelligence check can make out the original design of the relief,
As you enter, you are surrounded by the sound of bubbling. This giving them the opportunity to solve the puzzle in the Meditation
semi-natural chamber has been carved in places to accentuate the Chamber (Area 5).
sound of the natural spring which pours forth in its centre. The
echoing sound is extremely peaceful. Encompassing the spring are Bones. A successful DC 10 / 12 / 15 Wisdom (Medicine) check
several stone pews, marked by worn rug pathways. Several of these reveals that the bones are humanoid, and have been scratched by
paths lead up to the walls of the chamber. The spring itself appears claws and teeth that could also be humanoid. All flesh has been
not to be fresh water, but an opaque, inky fluid. Hanging from the removed, and even the marrow has been sucked out.
ceiling above it is a complex orrery.
Side Chamber Puzzle. Party members with a passive Wisdom
(Perception) score of 10 / 12 / 15 or higher can tell that the paths
leading to the walls actually lead to doors made of the same stone
as the surrounding walls, but that they have been sealed shut for
some reason. A party member who succeeds on a DC 10 / 12 / 15
Intelligence (Investigation) check can deduce that the doors are
linked to the orrery in some way. The same check reveals that the
water should be normal, but is masked by an illusion while the
orrery is misaligned.
A creature that touches the water, while inky, must succeed on a
DC 12 / 15 / 18 Wisdom saving throw, or become blinded. The
condition can be removed by a spell such as lesser restoration or
remove curse. Once the orrery has been rectified, the water turns
clear and any creature that was blinded by it is no longer. Beneath
the water’s surface is an iron crank, which can be turned to open
the doors to the side chambers.
The orrery is misaligned. A character that succeeds on a DC 15 /
18 / 20 Intelligence (History) check can recall the correct planar
alignment. Otherwise, a character might discover it from scrolls
or encyclopaedias in Estabor’s Chamber (Area 8), or from the
damage relief on the walls of the Antechamber (Area 7).
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8. Estabor’s Chamber
This chamber was Estabor’s dormitory and study. It was destroyed
by the Crimson King when he emerged from Ribcage.
When the party enter, read the following:
Little remains intact in this chamber. A solitary bed has been
broken asunder, the fur and feather-filled blankets that once
adorned it torn and scattered across the room. Deep claw marks
line the walls, ceiling, and floor - clear signs of a struggle within.
Secret Passage. Party members with a passive Wisdom
(Perception) score of 15 / 20 / 25 or higher notice a secret
door built into the wall of this chamber. Opening it requires a
successful DC 15 / 20 / 25 Intelligence (Investigation) check.
The passage leads to the central Side Chamber (Area 6).
Treasure
Scattered throughout the mess of the chamber are a few valuable
belongings including an encyclopaedia of the planes (50 gp, and
solution to the puzzle in the Meditation Chamber (Area 5)),
an amulet of proof against detection and location, and a bronze
crown etched with planar motifs (250 gp), and a key to the
Gallery (area 9).
9. Gallery
The doors closest to this area are locked. The key can be found in
Estabor’s Chamber (Area 8). Otherwise, the door can be picked
with a successful DC 20 / 25 / 30 Dexterity check using thieves’
tools, or a successful DC 20 / 25 / 30 Strength check. The area is
used to store dangerous artifacts.
When the party enter, read the following:
Positioned throughout this chamber on small plinths and stands
are strange items. Each is exquisitely designed, and entirely unique
in its construction. Some are made of curious materials, others
take a form which you would previously have thought impossible.
Although they are disparate in their designs, each is clearly
powerful. Every artifact in the chamber is stored behind thick glass
that is etched with sigils and wards.
Artifacts. The artifacts stored here are not detailed in the
adventure. Each is protected in such a way that prevents
the characters from removing them, save for one, the glass
surrounding which has been broken.
The broken case contains a bowl of commanding water elementals
that is cursed. A creature must attune to the item to use it; doing
so extends the curse to the creature. A creature cursed in this way
can breathe air and water, but must be fully submerged in water at
least once every 4 hours to avoid suffocating. Furthermore, when
the bowl is used to summon a water elemental, the summoning
creature must make a contested Charisma check with the
elemental that appears. If the creature wins, they maintain control
over the elemental, if the elemental wins, it attacks the creature
until one or other is destroyed.
One of the glass cabinets is empty - it once contained Ribcage.

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Part 3: The Depths 11. Hidden Corridor


Beyond the secret door in the Antechamber (Area 10) is a long,
Descending through the hole in the northernmost Side Chamber
trapped, corridor.
(Area 6) permits access to the lower levels of the dungeon.
When the party enter, read the following:
10. Antechamber
This chamber is trapped to deter any intruders. It features a Ahead of you is a long, empty corridor marked by five archways.
falling staircase and false sarcophagi. The final archway is blocked by a stone slab, which has clearly
descended from the ceiling. Crushed beneath it is the skeleton of a
Descending the knotted rope leads characters to a circular dwarven warrior, clad in rusted armour.
antechamber. When the party do so, read the following:
Corpse. The dwarven corpse at the end of the corridor wears a
At the end of the rope is a circular chamber. Torches line the walls backpack which contains a gemstone worth 50 / 100 / 250 gp, a
in sconces, though they are unlit. Between these are statues of crowbar, and a silvered handaxe.
dwarven royals, each holding a decorated battlehammer. In the
centre of the chamber, atop an octagonal plinth, is a sarcophagus Archways. Each of the archways is trapped (see below), though
which, presumably, belongs to another dwarven noble. the last one has already been triggered.

Torches. There are five mundane torches on the walls that can be Separating Slabs
lit or taken. Lighting the torches on either side of the northern
Mechanical trap (moderate, block)
statue while all other torches are unlit causes the secret door
behind it to be outlined by magic red light (see below). Trigger. Beneath each archway is a pressure plate spanning the
width of the corridor. Stepping on one of these plates triggers the
Statues. There are five statues on the walls. A successful DC
slab in the associated archway.
16 / 18 / 20 Wisdom (Perception) check reveals that behind
the northern statue is a secret door. If the sarcophagus trap Effect. A 1-inch wide stone slab drops down across the archway.
has activated, the statue is jostled, giving advantage on the Creatures beneath a slab must make a DC 12 / 15 / 17 Dexterity
check to discover the door. Once discovered, the door can be saving throw. On a failed save, the creature takes 5 (1d10) / 11
opened easily. (2d10) / 22 (4d10) bludgeoning damage. If the save fails by 5 or
more, the creature takes double damage and is trapped beneath
Sarcophagus. The sarcophagus is fake and trapped (see below).
the slab. While trapped in this way, the creature is restrained and
Sarcophagus Stair takes 5 (1d10) / 11 (2d10) / 22 (4d10) bludgeoning damage at
the start of each of its turns. On a successful save, the creature
Mechanical trap (moderate, block) dodges the slab and can choose which side of the slab they
Trigger. A creature that lifts the lid of the sarcophagus wish to be on.
triggers the trap. A creature within 10 feet of the archway, when the trap is
Effect. The ground around the edge of the plinth on which the triggered, can use their reaction to make a DC 12 / 15 / 17
sarcophagus stands drops down to form a spiral stair. Each Dexterity (Acrobatics) check. On a success, the creature can
creature standing on the floor (not the plinth) must make a DC choose to slide beneath the slab.
12 / 15 / 17 Dexterity saving throw. On a successful save, the Countermeasures. A creature can spot the pressure plates with
creature jumps onto the plinth before they fall. On a failed save, a successful DC 12 / 15 / 17 Wisdom (Perception) check. The
they fall down with the floor. Creatures take different amounts of plates can be jumped, or dived, over with a successful DC 12 / 15
damage depending on where they stand relative to the plinth, as / 17 Strength (Athletics) or Dexterity (Acrobatics) check. The
the spiral stair leads up clockwise from east to north. plates can also be deactivated with a successful DC 12 / 15 / 17
East: 22 (4d10) bludgeoning damage from a 40 foot drop. Dexterity check using thieves’ tools.
South: 16 (3d10) bludgeoning damage from a 30 foot drop. Once triggered, the slabs remain where they are. Lifting them up
to reset the trap, or free a trapped creature, requires a successful
West: 11 (2d10) bludgeoning damage from a 20 foot drop.
DC 12 / 15 / 17 Strength check, made with advantage if a tool,
North: 5 (1d10) bludgeoning damage from a 10 foot drop. such as a crowbar, is used. Each 5-foot-square of slab has AC 17;
Countermeasures. A successful DC 12 / 15 / 17 Wisdom 20 hit points; immunity to poison and psychic damage.
(Perception) or Intelligence (Investigation) check reveals that
the sarcophagus is false, and part of the trap. Once the floor has
dropped, a creature can simply walk up to the plinth via the stairs.
The trap resets after an hour.

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12. Hall of Kings Descending Ceiling


This area is a dwarven crypt that has been corrupted by the Mechanical trap (dangerous, harm)
Crimson King. It is trapped to deter grave robbers.
Trigger. Opening a sarcophagus triggers the trap. The ghouls
When the party enter, read the following: trigger this trap when they open the sarcophagi.
Beyond the trapped corridor is a second circular chamber. This area Effect. The ceiling descends 2 / 5 / 10 feet on each initiative 10
has numerous side-chambers, separated by archways. Within each until it touches the floor. The ceiling begins at a height of 30 feet.
of these is a sarcophagus. This trap only applies to the central circle of the area; creatures
Creatures. Each of the six sarcophagi contains the semi-preserved in the alcoves are unaffected. When the ceiling is lower than a
corpse of a dwarven noble, corrupted by the influence of the creature’s height, that creature must squeeze (see sidebar). If the
Crimson King, to become six crypt ghouls. Touching any of the ceiling is lower than half a creature's height, that creature must
sarcophagi with bare flesh causes the ghouls to emerge and attack. drop prone.
The ghouls understand the working of the trap (see below) and A creature between the ceiling and floor when they meet has two
are sure to move back to their sarcophagi alcoves, if able. options. If the creature is within 10 feet of an alcove, they must
Sarcophagi. Sarcophagus lids can be moved without using an make a DC 15 / 17 / 20 Dexterity saving throw. On a failed save,
action, though only one per creature per turn. Moving more than the creature is crushed (see below). On a successful save, they
one lid in a turn requires an action. Each sarcophagus contains take half the damage they would from being crushed (see below,)
treasure worth 100 / 250 / 500 gp. but none of the other effects, and dive into the nearby alcove. If
Characters with a passive Wisdom (Perception) of 10 / 12 / 14 a creature is more than 10 feet from an alcove, they must make
or higher notice the sarcophagus in the eastern alcove covers a DC 15 / 17 / 20 Strength saving throw. On a failed save, the
a circular hole in the floor. Moving the sarcophagus requires a creature is crushed (see below). On a successful save, they take
successful DC 15 / 20 / 25 Strength (Athletics) check. A creature half the damage they would from being crushed (see below), but
that fails to move the sarcophagus can turn their failure into none of the other effects. Instead, the creature drops prone and
a success by taking 1 / 2 / 3 levels of exhaustion. Beneath is a must repeat the saving throw at the end of its turn, if it ends its
circular hole leading to the Tipping Floor (Area 13). The drop turn between the ceiling and floor.
is 30 feet. A crushed creature takes 16 (3d10) / 33 (6d10) / 49 (6d10)
Ceiling. The ceiling is trapped (see below). bludgeoning damage, falls prone, and is restrained. A creature
takes 16 (3d10) / 33 (6d10) / 49 (6d10) bludgeoning damage at
the start of each of its turns. A creature killed in this manner is
crushed to a pulp.

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Countermeasures. A successful DC 15 / 17 / 20 Wisdom Metal Floor. The metallic floor is hinged in the middle (the
(Perception) check allows a party member to notice scuff marks central line 20 feet from either end) and unsupported elsewhere,
on the walls, indicating that the ceiling descends. Hammering meaning it tips like a seesaw when unequal weight is placed upon
at least four pitons, or similar objects, into the walls stops the it. Creatures can attempt to move across the floor, but run the
ceiling descending past that height. Hammering each piton risk of tipping the floor if they’re not careful. Determine which
takes an action. Similarly, two metal poles, or similar objects, way the floor tips by following these steps and referencing the
prevent the ceiling from descending if they are braced against diagram below:
the floor. Bracing a pole takes an action. A party member can
take the weight of the ceiling, as an action, by attempting a DC +8 +4 +2 +1 +1 +2 +4 +8
15 / 17 / 20 Strength (Athletics) check. On a success, the ceiling +8 +4 +2 +1 +1 +2 +4 +8
doesn’t descend on the following initiative 10. Alternatively,
• Everyone rolls initiative. The trap always acts last.
a party member that succeeds on a DC 15 / 17 / 20 Wisdom
(Perception) check discovers a panel in the western alcove wall • Everyone is allowed a turn as normal to move and take
that can be slid aside. Beneath this is a complex trap mechanism, an action. When moving, the entirety of the metal floor is
which can be understood with a successful DC 15 / 17 / 20 always considered difficult terrain.
Intelligence (Investigation) check. A subsequent successful DC • Values are totaled for each side of the central hinge. Each
15 / 17 / 20 Dexterity check using thieves’ tools allows the trap “lane” of space to the right or left of the hinge has a value
to be manipulated as the party member wishes. for each 5 feet of distance from the hinge (+1, +2, +4, +8).
Once the ceiling has fully descended, it remains in position for A creature generates that value for each space they occupy,
1 minute. After this time, it rises back to a height of 30 feet at for whatever side of the hinge they’re on. This means a large
the same rate it descended. A creature can attempt to cause the creature adds +6 to the side they are on if they are stood
ceiling to rise earlier by deactivating it using the control panel adjacent to the hinge (2 spaces in the +1 lane, 2 spaces in
(see above). the +2 lane).
• Total the amount for the left and right sides independently.
Squeezing into a Smaller Space
• The room tips in the direction of the side with the greatest
A creature can squeeze through a space that is large enough total value.
for a creature one size smaller than it. Thus, a Large creature
can squeeze through a passage that’s only 5 feet wide. While • Subtract the lower total from the higher total, then add 0 /
squeezing through a space, a creature must spend 1 extra 2 / 4. Each creature must make a Dexterity saving throw,
foot of movement for every foot it moves there, and it has the DC equals the generated number. A creature that fails
disadvantage on attack rolls and Dexterity saving throws. the save falls prone and slides 30 feet down the tipped floor.
Attack rolls against the creature have advantage while it’s in the If this would cause a creature to fall off the floor, they must
smaller space. make another Dexterity saving throw (same DC). On a
success, they grasp the edge of the floor and hold on. On a
13. Tipping Floor failure, the creature falls 60 feet into The Chasm (Area 14)
This trapped corridor was designed by the dwarves to kill and takes 21 (6d6) bludgeoning damage.
intruders attempting to get into the sacred cavern below. • Once tilted, the lane values of the higher side are reduced to
When the party enter, read the following: +0, +1, +2, and +4 respectively. Thus represents the difficulty
of fighting gravity and reducing the incline. You may skip
The platform at the close end of this chamber is made of hewn stone this change to simplify the trap, if desired.
but, after a few strides, the stone floor is replaced by polished metal.
Beyond the metal floor is another stone platform, though this one • Repeat the steps, as necessary.
looks natural rather than cut. Another hole here leads down to the Characters with a passive Wisdom (Perception) score of 15 / 17
levels below. / 20 or higher notice that the floor is not exactly level, suggesting
it is trapped in some way. A subsequent successful DC 15 / 17 /
20 Intelligence (Investigation) check reveals the mechanism of
the trap, and exactly how it operates (explain the bullet points
above to the successful party member).
Methods to prevent the floor tipping, such as hammering in
pitons, disabling the hinge, or jumping across the metal floor,
should be permitted, when reasonable.
Hole. On the far side of the metal floor is a natural alcove with
a hole in the floor. This hole leads 60 feet down to The Chasm
(Area 14). There is no attached rope or chain, so the party
members must find their own way to descend.

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14. The Chasm On his second turn, he walks from his throne to the artifact at
This natural chamber was sacred to the dwarves who once lived its side and activates the artifact. This causes crimson light to
here. In recent times, the Crimson King has taken the cave as pour forth from the artifact in a 10-foot radius, and also from the
his own lair. bottom of the chasm. A successful DC 15 / 17 / 20 Intelligence
(Arcana) check reveals that the artifact will open a portal to
When the party enter, read the following:
another plane of existence at the bottom of the chasm in 6 / 5 / 3
This enormous natural chamber stretches into darkness on either turns (see below).
side of you. It is fractured in the centre by an incredible chasm that
On subsequent turns, the Crimson King uses abilities that control
descends as far as the eye can see, bridged by a narrow, rock bridge.
the behaviour of others (such as command or dominate person) to
Opposite you, on the far side of the chasm, is a glorious throne of
try and stop the party crossing the chasm successfully.
carved gold, inlaid with a dragon’s hoard of gemstones, surrounded
by moldering corpses. Sat atop is a gaunt creature with waxy skin Artifact. The artifact by the throne is Ribcage. Ribcage can serve
and deep-set, crimson eyes. Although vaguely humanoid, there is as an extraplanar prison, and also open portals to the home plane
something uncanny about the arrangement of the creature's limbs of ghouls and ghasts (see Appendix D). Currently, the Crimson
that disturbs you. Even at this distance, looking upon its corrupted King is in control of the artifact. To wrest control of the artifact,
form is nauseating. To one side of the enthroned creature is a a party member can make a Charisma check as an action,
small table sporting a bizarre artifact that looks something like a contested by the Crimson King’s Charisma check. If the party
gyroscopic portal of fused bone. member succeeds, they gain control over Ribcage.
If the creature notices one or more of the party members, read Ribcage has AC 15; 50 / 100 / 150 hitpoints; immunity to
the following: nonmagical damage.
Slowly, the creature arises from its throne. It’s lower jaw seems Portal. Once the portal opens (see above), ghouls start pouring
to unfold, falling down to it’s chest as it emits a hideous, choking forth from it, clambering up the chasm walls. The ghouls have
screech which could only be mocking laughter. a climbing speed of 30 feet, and thus reach the top of the chasm
after 3 turns. Once they arrive, there is little that the party can do
“Impressive that you’ve made it this far,” the creature splutters, in
to stop the tide - make it clear that fleeing is their best option. If
a death-rattle-mockery of speech. “You will each make a splendid
the artifact is destroyed, the portal closes.
addition to the ranks of my legion. My Children continue to
serve me well.” Bridge and Chasm. The chasm in this chamber is around
140-feet-long and 45-feet-wide. Before the portal is opened, it
Creatures. Atop the throne is the Crimson King, a ghast whose
is 200 feet deep. A creature that falls down, while the portal is
intellect is far superior to others of its kind. The Crimson
closed, takes 70 (20d6) bludgeoning damage. Once the portal is
King has been influencing the order of monks who lived here
open, the creature falls straight into the Plane of Ghouls, where
for decades, slowly warping their beliefs to further their own
foul death awaits. The chasm is bridged by a narrow stone ledge,
machinations on the material plane. Recently, the Crimson King
approximately 10 feet wide. Any creature, without a climb speed,
corrupted Estabor to such an extent that they would do anything
that moves across the ledge must succeed on a DC 15 / 17 / 20
the King desired, including releasing him from his artifact prison.
Dexterity saving throw, or slip over the edge. A creature that
Now freed, the King is amassing a legion of ghouls with which to
slips over the edge must immediately repeat the Dexterity saving
attack the material plane.
throw. On a failed save, they lose their grip and fall into the
Tactics. The Crimson King is confident in his own abilities, but chasm. On a success, they maintain their grip but take 5 (1d10)
would rather see the party mauled by his legion of ghouls than / 11 (2d10) / 16 (3d10) bludgeoning damage from their slip. A
kill them himself. On his first turn in combat, he uses an action to creature can avoid making the saving throw by treating the ledge
awake the corpses around his throne as six ghouls. as difficult terrain. A creature that dashes across the ledge makes
the initial saving throw with disadvantage.

12
Crypt of
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Crimson King

Conclusion The party is thwarted by the Crypt. One by one, your corpses are
animated by a powerful necrotic power, drawn from the plane of
There are several possible outcomes of this adventure, some that insatiable hunger. Driven by a need to feed, your muscles and bones
are more likely than others: knit together into new, hideous forms, which defy their previous
The party kills or imprisons the Crimson King and escapes the physiology, in a sickening mockery of their existence. Your eyes
Crypt. The extraplanar entity before you crumbles into ichorous burn with an unquenchable crimson flare as the ghast responsible
ash and is destroyed. Your valiant efforts to rid the cenobium of the for your murder walks toward each of you, blessing each new
foul presence is a success. Unfortunately, when you return to the subject with the touch of a yellowed claw on the tongue. As your
encampment of the Children of the Crimson King, you find that the animated cadavers join the ranks of the army of ghouls, the scene
order has dispersed. fades to black.
The party might decide to seek out the monastic order, Children When the miasma lifts, the ghast, whom you tried so valiantly
of the Crimson King. Unfortunately, by the time they return to to defeat, is surrounded by the Children of the Crimson King.
their encampment the order has dispersed. Perhaps they have The order, clad in their vibrant red robes, paw at the dark being,
travelled on to other lands in search of folks to sacrifice to their prostrating themselves before it in a parody of religious worship.
twisted patron or, perhaps, they have disbanded now that the The ghast turns to Estabor, and a sickening gurgle erupts from its
Crimson King’s material form has been destroyed. decaying throat.
The party kills or imprisons the Crimson King but fails to “You have served my hunger well once more, pawn, though it is not
escape. Work with the players to narrate their characters’ final enough. Continue to scour this plane for corpses. My legion must
moments as they defeat the king, but fall under the tide of ghouls continue to expand.”
summoned forth from their home plane. Try to ensure that, The Crimson King claims the bodies of the party for their army of
despite losing their characters, the players feel they have achieved ghouls, and the Children of the Crimson King are visited by their
something epic - the defeat of the Crimson King. patron, as a reward. The Crimson King demands that the order
continue to provide corpses for his ever-expanding legion.
Hook #1 - If the party clears out the monastery, but finds the
Children of the Crimson King missing, they might return to
the mayor to see if she knows anything more. Given the clues
provided from the various diaries and notes within the cenobium,
she might put two and two together and determine that Estabor
has been corrupted by the malignant ghast overlord. This is a
good opportunity for you to continue the adventure, tracking
down the order with the hope to purge the malign influence from
their ranks.

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Appendix A: Beginner Monsters


Crypt Ghoul Crimson King
Medium undead, chaotic evil Medium undead, chaotic evil
Armor Class 8 Armor Class 17 (natural armor)
Hit Points 13 (3d8) Hit Points 82 (11d8 + 33)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 18 (+4) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 15 (+2)
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 Skills Arcana +4, Deception +2, Perception +4, Persuasion +2
Languages Common Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP) Languages Common
Challenge 3 (700 XP)
Actions
Innate Spellcasting. The Crimson King’s innate spellcasting
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
ability is Charisma (spell save DC 12). It can innately cast the
Hit: 9 (2d4 + 2) piercing damage.
following spells, requiring no material components:
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
At will: chill touch, thaumaturgy, vicious mockery
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other
than an elf or undead, it must succeed on a DC 10 Constitution 3/day: command
saving throw or be paralyzed for 1 minute. The target can Stench. Any creature that starts its turn within 5 feet of the
repeat the saving throw at the end of each of its turns, ending Crimson King must succeed on a DC 10 Constitution saving
the effect on itself on a success. throw or be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to the Crimson
Ghoul
King’s Stench for the next 24 hours.
Medium undead, chaotic evil
Armor Class 12 Turning Defiance. The Crimson King and any ghouls within
Hit Points 22 (5d8) 30 feet of it have advantage on saving throws against effects that
Speed 30 ft. would turn undead.
STR DEX CON INT WIS CHA Actions
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Damage Immunities poison
Hit: 11 (2d6 + 4) piercing damage.
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Languages Common Hit: 9 (2d4 + 4) slashing damage. If the target is a creature other
Challenge 1/2 (100 XP) than an elf or undead, it must succeed on a DC 10 Constitution
saving throw or be paralyzed for 1 minute. The target can
Actions repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage. If the target is a creature other
than an elf or undead, it must succeed on a DC 10 Constitution
saving throw or be stunned until the end of its next turn.

14
Crypt of
the
Crimson King

Appendix B: Intermediate Monsters


Crypt Ghoul Crimson King
Medium undead, chaotic evil Medium undead, chaotic evil
Armor Class 13 Armor Class 17 (natural armor)
Hit Points 36 (8d8) Hit Points 112 (15d8 + 45)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) 18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 17 (+3)
Damage Resistances necrotic Damage Immunities poison
Damage Immunities poison Damage Resistances cold, necrotic; bludgeoning, piercing, and
Condition Immunities charmed, exhaustion, poisoned slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10 Condition Immunities charmed, exhaustion, poisoned
Languages Common Skills Arcana +7, Deception +7, Perception +6, Persuasion +7
Challenge 2 (450 XP)
Senses darkvision 120 ft., passive Perception 16
Stench. Any creature that starts its turn within 5 feet of the Languages Common
crypt ghoul must succeed on a DC 10 Constitution saving Challenge 5 (1,800 XP)
throw or be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to the crypt Innate Spellcasting. The Crimson King’s innate spellcasting
ghoul’s Stench for the next 24 hours. ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). It can innately cast the following spells, requiring no
Turning Defiance. The crypt ghoul and any ghouls within 30 material components:
feet of it have advantage on saving throws against effects that
would turn undead. At will: chill touch, thaumaturgy, vicious mockery
3/day each: command, fear
Actions
1/day: dominate person
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) piercing damage. Stench. Any creature that starts its turn within 5 feet of the
Crimson King must succeed on a DC 12 Constitution saving
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. throw or be poisoned until the start of its next turn. On a
Hit: 10 (2d6 + 3) slashing damage. If the target is a creature successful saving throw, the creature is immune to the Crimson
other than an undead, it must succeed on a DC 10 Constitution King’s Stench for the next 24 hours.
saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending Turning Defiance. The Crimson King and any ghouls within
the effect on itself on a success. 30 feet of it have advantage on saving throws against effects that
would turn undead.
Ghoul
Medium undead, chaotic evil Actions
Armor Class 12 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit Points 22 (5d8) Hit: 13 (2d8 + 4) piercing damage.
Speed 30 ft.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 11 (2d6 + 4) slashing damage. If the target is a creature
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) other than an elf or undead, it must succeed on a DC 12
Damage Immunities poison Constitution saving throw or be paralyzed for 1 minute. The
Condition Immunities charmed, exhaustion, poisoned target can repeat the saving throw at the end of each of its
Senses darkvision 60 ft., passive Perception 10 turns, ending the effect on itself on a success.
Languages Common
Challenge 1 (200 XP)

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other
than an elf or undead, it must succeed on a DC 10 Constitution
saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

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Appendix C: Advanced Monsters


Crypt Ghoul Ghoul
Medium undead, chaotic evil Medium undead, chaotic evil
Armor Class 15 (natural armor) Armor Class 13
Hit Points 75 (10d8 + 30) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 8 (-1) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)
Saving Throws Con +5, Int +0, Wis +3 Damage Resistances necrotic
Damage Resistances necrotic Damage Immunities poison
Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned
Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 11 Languages Common
Languages Common Challenge 2 (450 XP)
Challenge 4 (1,100 XP) Stench. Any creature that starts its turn within 5 feet of the
Keen Smell. The crypt ghoul has advantage on Wisdom ghoul must succeed on a DC 10 Constitution saving throw
(Perception) checks that rely on smell. or be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the ghoul’s Stench for
Stench. Any creature that starts its turn within 5 feet of the the next 24 hours.
crypt ghoul must succeed on a DC 12 Constitution saving
throw or be poisoned until the start of its next turn. On a Turning Defiance. The ghoul and any ghouls within 30 feet of
successful saving throw, the creature is immune to the crypt it have advantage on saving throws against effects that would
ghoul’s Stench for the next 24 hours. turn undead.

Turning Defiance. The crypt ghoul and any ghouls within 30 Actions
feet of it have advantage on saving throws against effects that
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
would turn undead.
Hit: 12 (2d8 + 3) piercing damage.
Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Multiattack. The crypt ghoul makes two attacks: one with its Hit: 10 (2d6 + 3) slashing damage. If the target is a creature
bite, and one with its claws. other than an undead, it must succeed on a DC 10 Constitution
saving throw or be paralyzed for 1 minute. The target can
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. repeat the saving throw at the end of each of its turns, ending
Hit: 11 (2d8 + 3) piercing damage. the effect on itself on a success.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. If the target is a creature
other than an undead, it must succeed on a DC 12 Constitution
saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

16
Crypt of
the
Crimson King

Crimson King
Medium undead, chaotic evil
Armor Class 18 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 16 (+3) 16 (+3) 18 (+4) 19 (+4)
Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
Damage Immunities poison
Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Skills Arcana +7, Deception +8, Perception +8, Persuasion +8
Senses darkvision 120 ft., passive Perception 18
Languages Common
Challenge 10 (5,900 XP)
Innate Spellcasting. The Crimson King’s innate spellcasting
ability is Charisma (spell save DC 18, +8 to hit with spell
attacks). It can innately cast the following spells, requiring no
material components:
At will: chill touch, thaumaturgy, vicious mockery
3/day each: command, dominate person, fear
1/day each: circle of death, geas
Stench. Any creature that starts its turn within 5 feet of the
Crimson King must succeed on a DC 14 Constitution saving
throw or be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to the Crimson
King’s Stench for the next 24 hours.
Turning Defiance. The Crimson King and any ghouls within
60 feet of it have advantage on saving throws against effects that
would turn undead.

Actions
Multiattack. The Crimson King makes three attacks: one with
its bite, and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 17 (2d12 + 4) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) slashing damage. If the target is a creature
other than an elf or undead, it must succeed on a DC 14
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

17
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high fantasy

Appendix D: New Items


This appendix contains information about new magic items
presented in the adventure.
Ribcage
Wondrous item, artifact
Ribcage is a gyroscopic creation of fused bones and crimson light
that swirls and grinds of its own accord. It was forged by ghasts
on their home plane of eternal hunger, but made its way to the
material plane after the Crimson King became imprisoned within
it many centuries ago. Since then it has passed hands numerous
times, normally when their owner is so corrupted by the Crimson
King within that they commit some atrocious act and are
hunted down.
Ribcage doesn’t require attunement, but the last creature to use
it remains ‘in control’ of the artifact. In order to wrest control of
the artifact from a creature, the seizing creature must succeed on
a contested Charisma check with the creature currently in control
of Ribcage.
Imprison. You can use an action to cast a version of the
banishment spell. A creature banished in such a way is imprisoned
within Ribcage. The artifact can hold only one creature in this
manner. A creature not native to the plane on which the spell is
cast does not return to their home plane, but becomes trapped
within Ribcage.
Open Portal (1/Day). You can use an action to open or close a
portal to the Plane of Eternal Hunger, the home plane of ghouls
and ghasts, within 300 feet of Ribcage. The portal functions as if
created by the gate spell.

18
Crypt of
the
Crimson King

Appendix E: Documents
Monk’s Diary (Sleeping Chamber (Area 4))

[...]
Day 314. Estabor continues to work tirelessly upon Ribcage. I cannot be sure as to
what their intentions are with this strange artifact. It is the opinion of myself,
and of the other Children, that Ribcage should be returned to the gallery.
[...]
Day 326. Estabor continues to act strangely. They have been seen talking to
themselves by several of our number, but deny the allegations when pressed. It is
becoming ever harder to understand their motives.
[...]
Day 341. Something has changed in Estabor. Were once they appeared calm
and sage, they now seem possessed. Driven by something. We can only assume
that Ribcage is having some foul effect on them. The other children and I have
decided to confront Estabor tomorrow.
Day 342. As expected, Estabor did not take kindly to our suggestions that Ribcage
be returned to the gallery. It seems unlikely we’ll be able to sway them on this
matter. We can only hope that Estabor sees that the forces within the item are
corrupting and chooses to return it themself.
[...]
Day 356. Last night I heard screaming from Estabor’s chamber. I do not know
what they are attempting, but whatever sanguine ritual is taking place here
must be stopped. I will confront them one final time before I leave the order.
Day 357. All hail the Crimson King.
Day 358. All hail the Crimson King.
Day 359. All hail the Crimson King.
[...]

19
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Appendix F: Additional Maps

20
Crypt of
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Crimson King

21
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high fantasy

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trade dress; artifacts; creatures characters; stories, storylines, plots, thematic this License.
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 14. Reformation: If any provision of this License is held to be unenforceable,
likenesses, formats, poses, concepts, themes and graphic, photographic and such provision shall be reformed only to the extent necessary to make it
other visual or audio representations; names and descriptions of characters, enforceable.
spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or 15. COPYRIGHT NOTICE
supernatural abilities or effects, logos, symbols, or graphic designs; and any Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
other trademark or registered trademark clearly identified as Product identity System Reference Document, 5.0 Copyright 2016, Wizards of the Coast, Inc.;
by the owner of the Product Identity, and which specifically excludes the Open Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
designs that are used by a Contributor to identify itself or its products or the and Steve Townshend, based on original material by E. Gary Gygax and
associated products contributed to the Open Game License by the Contributor Dave Arneson.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Heroes of High Fantasy: Crypt of the Crimson King, Copyright 2020, Chris
Content. (h) “You” or “Your” means the licensee in terms of this agreement. Haskins, Nord Games LLC.
END OF LICENSE

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Crypt of
the
Crimson King

Something foul has emerged in the depths of the monastery occupied by the mysterious Children
of the Crimson King. Will you discover its source, or be consumed by its unsatiable hunger?
This 2-3 session variable difficulty adventure is designed to be played at any level, and can be
easily tailored to fit any fantasy campaign setting.

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