Cemetery Adventure, Part 3

This post contains the first level map key for the cemetery plot and adventure introduction in Part 1 and Part 2.

Ground Level

A. Gate

Photograph of a section of wrought iron fence, with a stone wall in the background.
Image by Sylvia from Pixabay

The fence around the family plot is made of wrought iron, eight feet tall, with ornate spikes across the top. The iron arch over the gate rises to twelve feet tall in the middle. A motif of ivy decorates the fence and gate, and a large lock holds the gate closed. An aura of repulsion emanates from the fence, affecting anyone without the keys who comes within ten feet, causing unease and a desire to keep their distance. A successful DC Wisdom saving throw negates the effect for 24 hours. Once the gate is unlocked and open, the repulsion aura dissipates until the gate is relocked. Ivy covers the ground inside the fence, but does not climb on the headstones, or encroach on the gravel path leading to the mausoleum. The ivy clings to the feet of anyone walking across it, making the entire area inside the fence difficult terrain.

B. Tessa’s Grave and a Ruined Stone

The headstone closed to the gate, marked with an arrow on the map, is the simplest of markers, a narrow arched stone bearing the inscription “Tessa D’Vieille, Weep not for her but for those who are lost,” and the dates of her birth and death, 88 and 50 years ago, respectively. The other headstones on this side of the plot are far more ornate, bearing sculptures of skulls, ivy, dragonflies, or figures with hoods or feathery wings, and indicate family members who have been dead far longer than Tessa. The plinth labeled “B” is a single block of stone raised on several layers of brick. The headstone is carved with a winged figure hiding its face in its hands; the plinth is inscribed with “Constance D’Vieille, beloved sister and heir. May she and the family now rest in peace,” with birth and death dates 122 and 91 years ago, and a relieve sculpture of raven. Several bricks on the south side of the plinth are missing, buried under the nearby ivy. If the grave is disturbed, a raspy voice from under the plinth can be heard to say, “Vengeance!” Constance has risen as a wight, but remains trapped in the grave, unless the plinth is somehow removed. PCs can convince Constance to talk with them, especially if they address her by name. She can tell the PCs that she was betrayed and murdered by her sister, Pericanthe, who turned her back on the Lady of Shadows, and stole the birthright.

C. The Sleeping Queen

A raised marble sarcophagus with the effigy of a feather-crowned woman lying atop sits at this location. A marble raven perches on the woman’s feet, and an ornate necklace bearing a single gem adorns her throat. Despite being exposed to the elements, the marble remains in pristine condition, with dates from several centuries ago, and the inscription “Fierle D’Vieille — No memory is forever lost.” Relief sculptures on the side depict scenes, perhaps from this woman’s life: faeries dance over a cradle; faeries lead a young girl through a wood; faeries escort a young woman, and hold a crown of feathers over her head, to a raven holding scrolls and sitting on a throne; faeries providing aid to a woman crowned with feathers against monstrous arms emerging from the ground; faeries attending a woman at a feast where the table cover bears the D’Vieille coat of arms; faeries carrying a bier with a feather-crowned woman. In each image, there is a single raven perched somewhere.

D. Obelisk

A three-foot tall square base, carved to resemble ravens and faeries bearing the ten-foot tall, five-sided obelisk is surrounded by grave markers with a range of dates, but none less than 150 years old. An inscription on the obelisk reads “In memory of those that have faithfully served the D’Vieille family.” The sprite, Noir, the familiar of Constance D’Vieille, Pericanthe’s sister, remains near the obelisk, sleeping invisibly. Noir will only waken if someone in the area mentions Constance, Pericanthe, or Tessa. He will defend Constance’s character, “A true a loyal servant, betrayed by her sister. She should be interred in the mausoleum, not that treacherous witch.” He will be upset by any mention of Pericanthe: “She stole my mistress’s birthright, then hid it away where none could see. Disloyal she was, and was herself betrayed. Our queen has a long memory.” Noir does not understand Tessa: “A riddle that one, but what can one expect when she was kept from her birthright? She had every right to kill her mother to claim it for herself or her son.” If asked about the birthright, Noir will reply, “To take up The Raven’s Eye and serve the Mistress of Memory.” If asked about this queen, he will refer to her as “The Mistress of Memory, the Queen of Air and Darkness, and the Majesty of Ravens.”

E. The Weeping Willow

Photo of headstones under the branches of a willow tree, the trunk is on the left side.
Photo by Josefine S. via Flickr. CC BY-NC-ND 2.0

The shadows under the tree are deep, even in the middle of the day. When standing under its branches, one can see ghostly images wandering by. These shades do not communicate or even acknowledge others, and cannot be seen from outside the willow’s shadow. There is a narrow hollow in the trunk of the tree, on the side facing the mausoleum. At night, this becomes a passage into the Shadowfell; anyone passing through the hollow will find themselves at the north end of area M, Shadowfell version. The grave markers in this area are the oldest in the cemetery.

F. Grave of the Beloved

The statue of an angel with outstretched wings stands next to this simple headstone, right hand resting on top. The angel holds a flaming sword in its left hand, in a defensive posture. The headstone bears no name, only the inscription “My protector, my beloved, I am eternally sorry. Your sacrifice saved our daughter. I will protect her as I could not protect you,” with dates 121 and 84 years ago.

G. Mausoleum Entrance

Large, verdigris bronze doors bear the same ivy motif as the gates, with a large lock. The D’Vieille family crest is carved into the granite above the doors, and climbing roses rise up from pots on both sides of the entry way. Those disturbing the doors without possessing the key to the mausoleum are subject to attack by the rose blights. (Treat these as vine blights, but the damage is piercing, and each round a creature is grappled by the blight, it takes an additional 4 (1d6+1) piercing damage.)

H. Mausoleum Interior

Material Plane Version: Entering the exterior doors brings creatures to this version of the interior. A narrow aisle runs north to south, with a grid of memorial stones, four stones wide by three high, on the west wall. Each stone covers an individual crypt space beyond. The northern most column has only the center stone engraved, with the family crest, and the name “Merie D’Vieille” inscribed beneath. Close inspection will reveal a key hole hidden in the ivy of the crest. Inserting anything into the key hole besides the actual key triggers a glyph that delivers 14 (4d6) necrotic damage; a successful DC 15 Constitution saving throw reduces the damage to half. Turning the key or picking the lock opens the secret door to the lower crypt levels. Blank stones are also at the bottom of the second column and the middle and bottom of the fourth column. All other stones contain inscriptions for other family members with varying dates, with no death dates later than 91 years ago.

Shadowfell Version: Those who entered the mausoleum through a Shadowfell gate, like the one in the willow tree, and venture up to this level find the following. First, the outer doors are locked and the ivy engraving on the doors contain thorns. Additionally, there is no door blocking the stairs to the crypt levels, and all the grave niches are open. Faint blue lights, like small flames, flicker in those niches that contain remains: top and middle of the second column, all three niches in the third column, and the top of the fourth column. The other niches appear empty. If the grave lights in the niches are disturbed in any way, a swarm of crawling claws emerges from the empty niches to attack intruders.


Swarm of Crawling Claws

Medium swarm of Tiny undead, Neutral Evil

Armor Class 14
Hit Points 36 (8d8)
Speed 20 ft., climb 20 ft.

STRDEXCONINTWISCHR
13 (+1)14 (+2)11 (+0)5 (-3)10 (+0)4 (-3)

Damage Immunities Poison
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Blindsight 30 ft., (blind beyond this radius)
Languages Common understands but can’t speak
Challenge 2

Turn Immunity The claws are immune to effects that turn undead.
Swarm The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) slashing damage + 3 (1d4+1) bludgeoning damage.
Overwhelm (Recharge 5-6). The claws swarm over one creature, which becomes grappled unless it succeeds on a DC 14 Dexterity check. After overwhelming a creature, the swarm can use a claw attack on any creature in range, and has advantage on rolls to attack the grappled creature. Grappled creatures can use their action to repeat the Dexterity check to shake off the swarm.


Keyed locations for the crypt levels will be posted soon.

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