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Moonward Crypt

Wild Elixirs of BriarfenDungeon 3/10

Updated 11/4/2026, 6:24:23 PM

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Dungeon NPCs

Elira Vale

Character NPCLevel 1

Human • Wizard

Role: alchemist-envoy

HP 6 • AC 10

Elira Vale is the Greenhollow alchemist’s envoy who brings the relic hunt to the party, identifies the fragments, and can return later to test or repair what they recover.

Pella Oak

Character NPCLevel 1

Elf • Rogue

Role: Helper

HP 8 • AC 12

Introduced in event 1 as the Helper.

Marek Dawn

Character NPCLevel 1

Gnome • Rogue

Role: Traveler

HP 8 • AC 12

Introduced in event 5 as the Traveler.

Corin Oak

Character NPCLevel 2

Gnome • Ranger

Role: Enchanted person

HP 14 • AC 12

Introduced in event 1 as the Enchanted person.

Pella Iron

Character NPCLevel 2

Dwarf • Ranger

Role: Informant

HP 14 • AC 12

Introduced in event 3 as the Informant.

Veyrith Ash

Monster NPCLevel 4

Fiend

Role: Villain lieutenant

HP ? • AC ?

Veyrith Ash uses the Imp stat block. Veyrith Ash hoards the Moonward Armor, oversees the crypt’s corruption, and serves a greater infernal power behind the spreading blight.

Events

Event 1

Entry 1: The Old Stone Stair

Read Aloud

Cold air rises from the old stone stair beneath Bluewater — Lake Country. The steps descend into a forgotten crypt, and a dark opening below points the way toward the Moonward Armor.

Details

The party arrives at the stair and can immediately descend into the Forgotten Crypt. The first usable direction is down the stair into the entrance hall, which confirms the objective and makes the route forward clear. The stair itself is safe enough to use, but the air tastes of old damp stone and tainted magic. Searching the landing reveals worn carvings of a moonlit breastplate and a simple arrow mark pointing into the crypt, a reliable sign that the Moonward Armor lies deeper inside. Treasure placement: Completing this scene reveals Phial of Clarity.

Event 2

Entry 2: The First Chamber Ritual

Read Aloud

A Hobgoblin chants over a dark circle carved into the floor, its torchlight flickering across damp stone and old bones. The main passage beyond it is half-lost in shadow, and the air hums with a spreading wrongness.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Hobgoblin. Why here: It is completing the dark ritual in the first chamber and blocking the main passage. Activity: It chants over the ritual circle and protects the corridor beyond it. Attitude: immediately hostile Encounter start: mutual awareness at close range Response trigger: It attacks as soon as the party challenges the ritual or steps toward the circle. Aftermath: When it falls, the ritual ends and the passage onward is clear. Room guidance: The Hobgoblin is stationed here because it is actively finishing the ritual that feeds corruption through the crypt. It begins immediately hostile and aware of the party at close range, so the scene goes straight to roleplay or initiative. The ritual circle and the blocked main passage are both obvious; the Hobgoblin will fight to keep anyone from interrupting the work, but it can be pressured, rushed, or outmaneuvered. Once the Hobgoblin is defeated or driven off, the circle gutters out and the corruption weakens, opening the way deeper into the crypt. Searching the chamber after the fight reveals scorch marks around the circle and a carved moon-sigil pointing toward the inner rooms, a clear clue that the Moonward Armor is deeper inside.

Event 3

Entry 3: The Guarded Chest

Read Aloud

A Black Bear stands in the next chamber with its broad back hunched over a heavy chest. The room smells of damp stone, old iron, and the sharp warning of a beast guarding what it has claimed.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Black Bear. Why here: It has dragged itself into this side chamber to defend the chest and the safer route beyond it. Activity: It blocks the chest and watches the room for anything that comes near. Attitude: defensive of something Encounter start: mutual awareness at close range Response trigger: It attacks if the party rushes the chest, threatens it, or tries to drive it off without caution. Aftermath: When it is driven away, calmed, or defeated, the chest can be opened and the route past the room is clear. Room guidance: Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Black Bear. Why here: It has dragged itself into this side chamber to defend the chest and the safer route beyond it. Activity: It blocks the chest and watches the room for anything that comes near. Attitude: defensive of something Encounter start: mutual awareness at close range Response trigger: It attacks if the party rushes the chest, threatens it, or tries to drive it off without caution. Aftermath: When it is driven away, calmed, or defeated, the chest can be opened and the route past the room is clear. The chamber is immediately visible and the Black Bear is already between the party and the chest, so the scene begins with open awareness and can shift into roleplay or initiative at once. The bear is here because the chest has become its nest-site or prize, and it will not yield easily unless fed, frightened off, or beaten. The chest itself is the room’s main feature; once the bear is removed, the party can search it for useful supplies and a clue to the deeper crypt. Searching the chamber also reveals claw marks on the stone and a smear of dust leading toward the lower passage, showing how this room connects back into the central route. Treasure placement: Searching this area reveals 75 Gold Pieces, Ironblood Tonic, Ring of Vigor.

Event 4

Entry 4: The Dust-Choked Side Room

Read Aloud

A Dust Mephit busies itself in a cramped side room, kicking up grit and pushing debris into a rough little mound that clogs the way onward. Broken stone, old dust, and the scrape of tiny claws fill the air.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Dust Mephit. Why here: It is digging through loose crypt debris in the side room and clogging the route onward. Activity: It scrapes rubble into a mound and scatters dust across the floor. Attitude: distracted and aggressive if disturbed Encounter start: distracted/noisy monster Response trigger: It attacks if the party rushes the mound, blocks its digging, or tries to pass too close without caution. Aftermath: When it is driven off or defeated, the debris can be cleared and the path to the crypt’s core remains open. Room guidance: The Dust Mephit is here because this side room gives it loose rubble to play with, and its careless digging is blocking the side route toward the crypt’s core. It is distracted and noisy, so the party notices it automatically; if they try to slip past, call for Stealth to gain the first action, and on failure the mephit spots them and the encounter begins normally. The mephit begins aggressive and defensive of its pile of debris, but it is not guarding a treasure and can be driven off, tricked, or fought. The room’s main feature is the rubble choke point: if the party clears it, they preserve the path toward the final chamber. After the mephit is dealt with, searching the room reveals a small buried moon-sigil shard in the dust and a clear passage marker showing the route continues deeper into the crypt.

Event 5

Entry 5: The Moving Shadow

Read Aloud

A Shadow glides along the passage in a silent circuit, slipping between torchlight and darkness as if the corridor itself were breathing. The inner door lies farther ahead, and the air grows colder where the light cannot settle.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Shadow. Why here: It haunts the connecting passage where corruption pools in the dark. Activity: It patrols a fixed circuit and lashes out at travelers crossing its route. Attitude: hostile and defensive of the inner approach Encounter start: mutual awareness at close range Response trigger: It attacks when the party tries to cross the passage or reach the inner door. Aftermath: When destroyed or bypassed, the route to the inner door is clear. Room guidance: The Shadow belongs here because the lower passage and connecting corridor are already soaked with corruption, giving it a route to patrol and strike from the darkness. It is defensive of the inner approach and begins hostile, but it is not waiting in one place; it moves through the passage and attacks anyone crossing at the wrong time. The party and the Shadow are aware of each other at close range as soon as they enter the corridor, so there is no surprise roll; run normal initiative or immediate interaction based on the Shadow’s aggression. The corridor’s obvious features are the looping route, the dim corners, and the sealed inner door beyond the patrol path; the Shadow can be fought, avoided by timing movement, or lured away from the door. After it is destroyed or bypassed, searching the passage reveals cold smear marks on the stone and a clear line to the inner door, showing the route to the deepest chamber is now open. Treasure placement: After the encounter, the party can recover Moonward Armor from the guarded area or the creatures' belongings.

Event 6

Entry 6: The Deepest Chamber

Read Aloud

The inner chamber opens before you in a cold wash of moon-pale stone and stale incense. Veyrith Ash waits beside the Moonward Armor, its wings twitching in the dark as the deepest corruption gathers around the prize.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Imp. Why here: Veyrith Ash has been assigned to guard the Moonward Armor in the deepest chamber. Activity: It watches the armor, taunts intruders, and fights to keep the final chamber secure. Attitude: immediately hostile Encounter start: mutual awareness at close range Response trigger: It attacks as soon as the party presses into the chamber or reaches for the Moonward Armor. Aftermath: When it falls, the party can take the Moonward Armor and the corruption in the crypt collapses. Room guidance: Veyrith Ash, the Imp, is here because it has been placed as the final guardian of the Moonward Armor and the source of the crypt’s corruption. It begins immediately hostile, openly aware of the party, and it fights to keep the armor and the chamber under its control. The room is a sealed final chamber with the Moonward Armor displayed at the center; the chamber’s only practical purpose is this last defense, so there is no surprise check and the scene goes straight to roleplay or initiative. Veyrith Ash may bargain, taunt, or retreat to keep the heroes away from the armor, but if it is defeated the corruption at its source breaks and the party can claim the Moonward Armor. Searching the chamber after the fight reveals scorched moon-sigils on the floor and the armor’s resting place, making clear that the crypt’s blight was anchored here all along. Treasure placement: After the encounter, the party can recover 150 Gold Pieces, Nightglass Dagger +1, Moonward Armor from the guarded area or the creatures' belongings.

DM Map Cards

No DM map cards yet.

Monster Cards

No image

Hobgoblin

Medium Humanoid | Lawful Evil | L2

HP

11

AC

18

Speed

30 ft.

Init

+1

STR 13 | DEX 12 | CON 12 | INT 10 | WIS 10 | CHA 9

Actions

Longsword: Hit +3 | 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow: Hit +3 | 5 (1d8 + 1) piercing damage.

Magic

No spells

Black Bear

Black Bear

Medium Beast | Unaligned | L2

HP

19

AC

11

Speed

40 ft., climb 30 ft.

Init

+0

STR 15 | DEX 10 | CON 14 | INT 2 | WIS 12 | CHA 7

Actions

Multiattack:

Bite: Hit +3 | 5 (1d6 + 2) piercing damage.

Claws: Hit +3 | 7 (2d4 + 2) slashing damage.

Magic

No spells

No image

Dust Mephit

Small Elemental | Neutral Evil | L2

HP

17

AC

12

Speed

30 ft., fly 30 ft.

Init

+2

STR 5 | DEX 14 | CON 10 | INT 9 | WIS 11 | CHA 10

Actions

Claws: Hit +4 | 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6):

Magic

No spells

No image

Shadow

Medium Undead | Chaotic Evil | L2

HP

16

AC

12

Speed

40 ft.

Init

+2

STR 6 | DEX 14 | CON 13 | INT 6 | WIS 10 | CHA 8

Actions

Strength Drain: Hit +4 | 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Magic

No spells

No image

Imp

Tiny Fiend | Lawful Evil | L4

HP

10

AC

13

Speed

20 ft., fly 40 ft.

Init

+3

STR 6 | DEX 17 | CON 13 | INT 11 | WIS 12 | CHA 14

Actions

Sting (Bite in Beast Form): Hit +5 | 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility:

Magic

No spells

Magic Item Cards

No image

Item Handout

Phial of Clarity

wondrous | common | L2

Value: 105 GP

Entry 1: The Old Stone Stair

Description

Clear liquid that sharpens arcane focus.

Spells

No spells.

Ironblood Tonic

Item Handout

Ironblood Tonic

wondrous | common | L2

Value: 95 GP

Entry 3: The Guarded Chest

Description

A bitter tonic that hardens resolve.

Spells

No spells.

No image

Item Handout

Ring of Vigor

wondrous | uncommon | L3

Value: 280 GP

Entry 3: The Guarded Chest

Description

A warm ring that strengthens endurance.

Spells

No spells.

No image

Item Handout

Moonward Armor

armor | rare | L3

Value: 900 GP

+1 AC when wearing this.

Entry 5: The Moving Shadow

Description

A moon-sigiled suit of protective armor recovered from the deepest chamber of the Forgotten Crypt; it is the quest prize and proves the corruption has been broken at its source. It provides plot significance for the campaign and can be worn as a tangible reward.

Spells

No spells.

No image

Item Handout

Nightglass Dagger +1

weapon | uncommon | L2

Value: 210 GP

+1 to hit and +1 damage when using this weapon.

Entry 6: The Deepest Chamber

Description

A keen dagger forged for close fighting.

Spells

No spells.

No image

Item Handout

Moonward Armor

armor | rare | L3

Value: 900 GP

+1 AC when wearing this.

Entry 6: The Deepest Chamber

Description

A moon-sigiled suit of protective armor recovered from the deepest chamber of the Forgotten Crypt; it is the quest prize and proves the corruption has been broken at its source. It provides plot significance for the campaign and can be worn as a tangible reward.

Spells

No spells.

Conclusion

With Veyrith Ash defeated, the cold pressure in the Forgotten Crypt finally breaks. The Moonward Armor can be claimed from the deepest chamber, its moon-sigils dimming as the last traces of corruption drain away. In the stillness that follows, the party has a clear sense that this place has been cleansed and the threat here is over. As the heroes make their way back through Bluewater, they can rest, bind wounds, and sort through the spoils from the crypt. The recovered gold and relics can be carried back to Greenhollow to trade, sell, or have Elira Vale examine, and the villagers will have reason to welcome the party’s return with relief. Any lingering fear around the old stair fades now that the crypt has been sealed by victory. Veyrith Ash’s defeat also reveals a clear connection to the greater evil behind the campaign: the crypt’s blight was being directed by the infernal power known as the Ashen Patron, whose influence now stands exposed. That revelation gives the heroes a firm understanding of what is stirring beneath the wider wilds, and their work here is complete. Congratulations, you are now Level 4!