Delve · p.117 · 3p
Open source p.117Crypt of the Oozing Dragon
LEVEL 4–7 A n oozing dragon lairs in an ancient elven crypt, as it seeks a sacred pool that can cure its slimy curse. To evict the dragon, the heroes must contend with ancient riddles, devious traps, and oozing enemies!
Crypt of the Oozing Dragon Click or scan the QR code to access cheat sheets, errata, and other helpful tools for running the dungeon.
DUNGEON OVERVIEW
Themes Dragon, Ooze, Undead Time 3–6 hours
Combat Dangers Puzzles Social
Background
The Crypt The crypt was built a millennia ago as an elven burial site. Three centuries ago, the elves were driven from the area and abandoned the crypt. The crypt also holds a silver tree (area C12) that resembles the Tree of Souls, a mythological tree which the elves believed transports souls to the afterlife. The pool it stands in has healing powers. The sacred tree and pool can only be reached through a magic door (area C11) that is opened by marking the “Tree” constellation on it, which is depicted in various places throughout the crypt.
Hooks
Clean-Up Job Baron Yolan Grimsbell, ruler of the region, offers 100 gp to anyone who can clear out the monsters that have moved into the area. Several travelers, hunters, and trappers have been assailed by small, slimy creatures whose tracks lead back to a hillock rumored to hold an ancient crypt.
The Dragon Several years ago, a young green dragon, Goraxes, was transformed into an oozing dragon after insulting a powerful hag. Ruthlessly, Goraxes spread the oozing disease to her kobold servants. Not long ago, Goraxes finally learned of a potential cure: this crypt’s sacred pool. Two weeks ago, Goraxes and her kobold minions dug a tunnel (area C1) into the crypt, but have so far failed to open the door that protects it.
Fountain of Restoration Elder Yu, a venerable monk and sage, is deathly ill and no mundane remedies have done anything for him. The Monastery of the Golden Dawn offers 100 gp for a flask of healing water from a sacred pool rumored to lie in an elven crypt a few days’ journey away.
The Crypt
The crypt lies beneath a rocky hillock off the beaten path. The party can find it by following the tracks of the kobolds, who forage the nearby area for food. General Features
The crypt has these features unless otherwise noted. ► CEILINGS. 10 feet high. ► DANGER LEVEL. Unsafe. ► DOORS. Made from heavy stone and grind noisily when opened. Closed but not locked. DC 9 STR to open (ignore if not in a hurry). ► ELF LORE. Elves have ADV on INT, CHA, and WIS checks. ► ILLUMINATION. The crypt is cast in darkness except for areas C6, C7, C9, and C10. ► JINXED. Roll a critical failure on a 1–3.
Events
The characters may experience the following events in the crypt. Event 1 Oozing Kobolds come through (DC 12 DEX to avoid or ambush). 2 Slimelings on the ceiling (DC 12 WIS to avoid surprise). 3 Fragmented ghostly voices whisper through the halls, in Elvish: “Souls... Tree... Rest... Intruders... Dragon... Tears... Death...” 4 A haunting Elvish dirge. DC 12 CHA (elves have ADV) or damage and DISADV on checks for 1 hour.
T C1 Gelatinous Cube
C2 T
C3
C4 T Arisen Spirits
C7 Oozing Kobolds
C11
C6 Skullmonger Ooze Oozing Kobolds C5
T C8 s
s C9 Oozing Kobold Magus Oozing Kobolds s
C10 Oozing Dragon Oozing Kobolds
C12
Outside the Crypt
A footpath through the brush to a rocky hillock. The path ends by a 10-foot diameter tunnel opening. Near it, at the hilltop, stands a gnarled beech tree.
The beech tree hides the elves’ secret entrance.
Tunnel Opening Leads to the entrance tunnel (area C1).
Beech Tree Inscription on the tree in Elvish:
“Sorrow’s kin, laughter’s friend, Shed at birth, and at the end, Let it flow, here and now, Elders wait below this bough.”
The riddle’s answer is “tears”. If tears are offered to the tree, its roots spread apart to reveal a stone trapdoor (to area C8) for 1 hour.
Oozing Kobolds About a dozen Oozing Kobolds inhabit the crypt. Behavior. The kobolds attack on sight. They aren’t evil, but dare not defy Goraxes. Faced with certain death, kobolds will try to flee or surrender. Diplomacy. A captive kobold can provide information about the crypt or Goraxes. It is likely to lead the party into danger so it can escape. Alarm. In combat, a kobold flees to warn allies or Goraxes. If alerted, the dragon orders her minions to set up an ambush (see area C10). Kobold Names. Gurn, Jigwail, Yrk, Toorn, Thenk, One-Claw, and Bims. Treasure. Each oozing kobold has gp, a dagger, and a sling
No extracted maps for this adventure — the map is in the source book: Open source p.117
Rooms (13)
C1 Entrance Tunnel p.121
A long earthen tunnel slopes downward. The ground is covered with small, clawed footprints. A sour smell hangs in the air.
The kobolds have dug a pit trap halfway down the tunnel and lured a gelatinous cube into it.
Footprints The tracks belong to a dozen U kobolds. They skirt around the middle of the tunnel (see Trap).
Trap A 10-foot-square, dirt-strewn U tarp conceals a 10-foot-deep pit completely filled by a Gelatinous Cube. A creature that falls in is engulfed by the cube. The cube can’t climb out, but can reach creatures by the edge. ► TREASURE. Ring of Trickery floating within the cube.
.
C2 Preparation Chamber p.122
An upright stone altar with faint symbols sits at the center of this room. Shelves with ancient jars and rusty tools line the walls.
Altar Four magical palm-sized symbols are carved into the altar’s corners: a snowflake, a sun, a maple leaf, and a flower. When touched, a symbol glows for 1 minute, if touched in order of the seasons they represent (flower sun leaf snowflake) a small hatch opens (see Treasure). It doesn’t matter which symbol is touched first, but a symbol touched out of order becomes a Baleful Symbol (Tier 1) for 1 minute. ► TREASURE. Pouch of incense (10 gp), censor (20 gp), and Scroll of Restoration in the hidden compartment.
Shelves ► TREASURE. Silver sickle (25 gp), pouch of gem dust (25 gp).
North
T
Guardian Statue Portcullis Tripwire
C3 West Hallway p.122
There’s an 8-foot-tall statue of an elven warrior at one end of this hallway. The bottom of a portcullis is visible in the ceiling.
There’s a trap halfway down the hallway: a tripwire releases a boulder and drops a portcullis.
Portcullis Iron (AC 15; HP 30), installed by kobolds (DC 15 STR to lift).
Trap A tripwire drops the portcullis and releases a Rolling Boulder (Tier 1) at the south end of the hall. ► EXAMINE. A search of the U floor finds the tripwire and can easily step over it (DC 12 DEX to disarm or trigger trap).
Statue Magical; depicts Elyrian Silverwind, elven Guardian of Crypts. Bowing to the statue grants ADV on WIS checks for 1 hour (1/day per creature).
C3
Rolling Boulder
C4 Crypt p.123
Four engraved sarcophagi sit in alcoves along the wall. One’s lid is ajar. A small corpse lies next to it.
The crypt is protected by spirits who slew a kobold that disturbed them; the other kobolds fled.
Corpse The kobold has been dead for a U week. It has no visible injuries.
Sarcophagi Lids slide easily. If touched, a spirit appears (see Spirits). Each sarcophagus bears the name of the elf within and carved scenes that reveal their lives and values (from left to right):
• Nira Nightbreeze (young, armor). A nature-loving knight who died protecting a grove from a dragon.
• Eryn Silverlark (middle-age, dress). A fun-loving bard who lived to spread joy and wisdom. Cael Dawnwhisper (elderly,
• robes). A studious wizard dedicated to order and duty. Liira Dawnwhisper (elderly,
• robes). A kind cleric of the God of Love who lived for beauty. ► TREASURE. Nira’s Solemn Shortsword, Eryn’s harp (20 gp), Cael’s Wand of Detect Magic, Liira’s Tree of Souls holy symbol (10 gp, helps solve puzzle in area C11).
Spirits An Arisen Spirit rests in each sarcophagus. If its name is spoken, it appears peacefully. If the sarcophagus is touched, it appears and attacks (see Combat) unless it sees an elf, in which case it parlays. ► DIPLOMACY. If summoned, a spirit asks who disturbs their rest and why. If the party respectfully explains their purpose, the spirit shares some of the information below. Otherwise, it attacks.
• A dragon and its kobolds seek the sacred pool, but can’t get past the Star Door (area C11).
• The party must solve the Star Door’s puzzle on their own; Liira gives her symbol and says “souls will guide you.”
• Each spirit may give its treasure to someone with shared values.
► COMBAT. The other spirits join the fight after 1 round. The spirits can’t leave the crypt.
C5 East Hallway p.124
An 8-foot-tall statue of a robe-clad elven wizard at the north end.
Statue Magical; depicts Jherial the Elder, elven Keeper of Lore. Greeting by touching two fingers to one’s forehead grants ADV on INT checks for 1 hour (1/day per creature).
C6 Ossuary p.124
A torchlit chamber split by a wide stone column. Skulls set with small gems line the walls. Kobolds are busy prying gemstones from the skulls.
An ooze hides in the corner.
Kobolds & ooze Skullmonger Ooze, 3 Oozing Kobolds. Kobolds are stealing gems from skulls (they have DISADV on WIS, INT, and CHA checks, see Skulls). Ooze hides in the north corner; it attacks any who come close. ► COMBAT. If a fight with the kobolds breaks out and the ooze hasn’t been disturbed, it ambushes the closest character. ► TREASURE. Kobolds have 32 gems (1 gp each).
Skulls Magic gems. A creature that damages a skull or steals a gem must pass a DC 12 CHA check or be cursed for 24 hours, DISADV on WIS, INT, and CHA checks. ► TREASURE. It takes 1 minute to pry a gem from a skull. 44 gems (1 gp each) remain in the skulls.
C7 Mourning Room p.125
Blankets with odd trinkets next to an inch-deep puddle of slime. A handful of slimy kobolds lounge on the blankets.
Kobolds 6 Oozing Kobolds lounging. ► COMBAT. One kobold flees to warn the dragon in area C10.
Puddle Acid Puddle (Tier 1).
Odd Trinkets ► TREASURE. 2 torches, Potion U of Flying, worthless trinkets.
C8
T T
s
s
OOzing Kobold Magus OOzing Kobolds C9
s
C8 Hero’s Passage p.125
A hall with stairs at one end and a door at the other. Four statues of armed elves line the passage and four engraved tiles, each a stride apart, span the length of the hall.
Stepping on certain tiles opens the door or triggers the statues to attack (see Tiles).
Door To area C5; opens only if right tiles are pressed (see Tiles).
Stairs Ascend 20 feet to trapdoor under the beech tree outside.
Statues Wires inside; attack if the wrong U tiles are stepped on (see Tiles). Can be jammed to prevent attacks (DC 9 DEX or the statue attacks). ► EXAMINE. Scrape marks on U floor around southeast statue. If its shield is pushed, the statue glides away, revealing passage to area C9.
Tiles Pressure plates with Elvish U words (from east to west): Honor, Cruelty, Compassion, and Tyranny. Pressing the first and third tile at the same time opens the door. If the second or fourth is pressed, each statue attacks ( to hit; ) the nearest creature.
C9 Priest’s Chambers p.126
A room with a bed, a reclining chair, an open wardrobe, and a bookcase with ancient books and scrolls. A torch on a pillar lights the room. Kobolds are trying on robes by the wardrobe. A kobold wearing a gold tiara and holding a slimy staff reads a book in the chair.
Secret passages to C8 and C10.
Kobolds Oozing Kobold Magus (Mirtix), 2 Oozing Kobolds. ► MIRTIX THE MAGUS. Mirtix is afraid of Goraxes but seeks to supplant her. Threats can make him give information about Goraxes, but he can’t be coerced to fight against her. ► COMBAT. If brought to 7 HP or less, Mirtix surrenders. ► TREASURE. Mirtix’s gold tiara (50 gp), a Staff of Slimebending, and book “Rites and Crypts” (describes elven burial traditions, mentions a “Tree of Souls”, and shows the tree’s constellation – helps solve puzzle in area C11).
Bookcase The bookcase is attached to the U wall; it can be pulled like a door, revealing a passage to area C8. ► TREASURE. Scroll of U Regenerate on the shelf.
Wardrobe The wardrobe is attached to the U wall; it can be pulled like a door, revealing a passage to area C10. ► TREASURE. Potion of Healing U in the pocket of a moldy robe.
C10 Chapel p.127
A chapel with 20-foot stone pillars and glowing murals of elves praying before a large tree. A puddle of slime divides the room. On the other side, treasure is spread around a broken altar. A large, slimy dragon lounges on the altar. Kobolds are demolishing the south wall.
Dragon, Kobolds, & Oozes Oozing Dragon (Goraxes), 2 Oozing Kobolds. Kobolds are digging into area C12, but are hindered by a magical barrier. ► DIPLOMACY. If given a chance to parlay, Goraxes promises her hoard if the party helps her bypass the Star Door (area C11). DC 15 WIS realizes that the dragon can’t be trusted.
Oozing Dragon
acid Puddle
► COMBAT. Goraxes fights to the bitter end; the kobolds surrender if she is defeated.
Altar ► TREASURE. Sapphire (25 gp), U 2 Potions of Healing, and 52 gp.
Puddle Acid Puddle (Tier 1)
Murals The tree is the Tree of Souls, a U mythical tree that helps souls to the afterlife. A praying priestess on the northeast wall has a third eye; pushing it opens a secret passage to area C9.
s
OOzing Kobolds
C11 Star Door p.128
The domed ceiling appears as a starry sky. Two small, charred corpses lie before a door set with pale gems.
The corpses belong to kobolds who failed to solve the door’s puzzle – they were burned by a radiant blast from the ceiling.
Ceiling Stars are clustered together U as constellations: the Bow, the Dancer, the Dragon, the Gem, the Steed, the Sword, and the Tree.
The Star Door Puzzle There are depictions of the tree of souls in areas C4, C9, and C10; any who have seen these recognize the Tree constellation in the ceiling and can easily trace it on the door.
Dancer
Steed
Door Impervious to damage and magic. Opens only if the Tree constellation is formed on it. When a gemstone is touched, it glows for 1 minute. Anyone who has studied the constellations in the ceiling or elsewhere in the crypt can form them on the door. If the Tree constellation is formed, the door opens. If any other constellation is formed, radiant light from the ceiling deals damage to all creatures in the room.
Corpses The kobolds were killed by burn U wounds on heads and shoulders.
Bow Sword
Gem
Dragon
Tree
C12 Sacred pool p.129
A beautiful tree with silver leaves stands in a serene pool. Stone pillars support the 20-foot ceiling.
Spirits protect the pool and probes creatures who approach; if the tree is harmed, the ceiling collapses.
Pool 5 feet deep and perfectly clear. A worthy creature (see Tree) that drinks the water gains the benefit of the Regenerate and Restoration spells (1/day per creature). An unworthy creature is instead affected by an Aeon Surge (Tier 1). Water taken from the pool loses its magic after 3 days.
1 2
C12
4 5
Tree Thousands of ancient spirits inhabit this tree. When a creature approaches, they telepathically command: “Reveal your soul to us.” If the creature refuses or agrees but is evil, the spirits deem them unworthy and forbids it from using the water. If a creature purposefully damages the tree, the pillars crumble and the ceiling collapses (see Pillars).
Pillars Destroying a pillar (AC 9; HP 15) causes a Collapsing Ceiling (Tier 1). The cutout below shows the area’s sections.
3
6
Conclusion Crypt of the Oozing Dragon: Conclusion p.130
Developments
The Dragon’s Bargain If the characters agreed to help Goraxes, the dragon appears shortly after they enter area C12 and insists on using the pool. She attacks the party if they refuse. Ignoring the tree’s spirit, the dragon drinks from the pool and suffers its harmful effects. Enraged, she releases her breath weapon on the tree, triggering the collapse – unless the party attacks her and distracts her. Whether the ceiling collapses or not, Goraxes then attacks the characters with suicidal fervor.
The Tree’s Reward If the party slays Goraxes without causing a collapse, a flask bobs to the surface of the pool; it holds one use of the pool’s water that retains its magic until consumed.
The Kobolds If the characters slay Goraxes, any surviving kobolds plead for the characters to spare them. If the ceiling hasn’t collapsed, the kobolds use the sacred water to restore themselves. The water heals not just their bodies but also cleanses their souls. Thus healed, the kobolds stay in the crypt and use their trap-making skills to protect the sacred pool.
Difficulty
The crypt is balanced for level 4 adventurers (Total Party Level 15–18). You can adjust its difficulty by making the following cumulative changes.
Level 5 (TPL 19-22)
• Traps and hazards are Tier 2
• 4 Oozing Kobolds in C9 and C10
• Oozing Dragon & Skullmonger Ooze have 1 Boss Action each
Level 6 (TPL 23-26) 6 Oozing Kobolds in C6
• Oozing Dragon & Skullmonger
• Ooze have 3 Boss Actions each
Level 7 (TPL 27-30) 6 Oozing Kobolds in C10
• Oozing Dragon has 53 HP and
• 16 AC
Adjusting the Theme Below is an example of how you can adjust the crypt’s theme:
• Replace “Elvish” and “elven” with “Dwarvish” and “dwarven”
• Replace the statues in areas C3 and C5 with dwarven saints Thorbardin and Ellâ-Bruk
• Replace the spirits in area C4 with the dwarven spirits Helga & Uradin Stormanvil, Pieradûr Orcsbane, and Tokra Bluntblade
• Replace Solemn Shortsword with a Dwarfmaid’s Delight hammer.