Dungeon A Day - Crypt of the Plaguebringers - Day 1
For months, heroes from across the land have gone missing, slave ships have ransacked coastal villages, and even members of the fabled dragon knights have been slain. Now, you find, that all is related.
It took weeks to subdue a single "plague cultist," and he didn't give up without a fight. Though he wouldn't talk, you found clues in his traveling bag that led you here, to depths beneath a forgotten city of Eboncrest.
Unfortunately, it seems the Crypt of the Plaguebringers is already nearing its goal, however, and the cultists' powerful spell is about to be unleashed upon the lands of Altius if no one can stop them.
Day 1 - Dangers Abound
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Room Description (Read the Following Text to Your Players)
Noxious gas immediately assaults you, upon entering this room. Bright fires light the entryway, and darkness covers the corners of the room, though you can just make out two chairs with robed figures upon them, alert to what's happening in the room. Several jack-o'-lanterns and magical-looking orbs are strewn about the entryway, as well.
Room Challenges
- Noxious Gas: characters entering this room roll Resilience (Fate Roll Difficulty matches Avg. Party Level). If they fail, they immediately take 1damage from the room's poisonous gas. A successful Intelligence roll (Fate Roll Difficulty matches Avg. Party Level, +1) reveals that this is most likely a precursor to what the necromancer's are creating here - what could be a kind of plague that they may unleash upon the realm.
- Plague Cultists: two cultists are located in this room, one sitting upon each of the stone chairs. They attack anyone entering the room.
- Plague Fires: characters who come within 1-space of the fires in this room, roll Resilience (Fate Roll Difficulty matches Avg. Party Level, -1). If they fail, they gain 1-stack of "Plague Fire." Each stack of "Plague Fire" gives the target -1Dodge, -1Resilience, and -1Will. If a character gains 3-stacks of "Plague Fire," they are instantly transported/ teleported to to dungeon room 7. "Plague Fire" may not be dispelled.
- Pumpkins and "Magic-Looking" Orbs: these are here purely as a little Halloween flair, and aim only to confuse the party/ make them think that they are in fact, important. If players take the "magic orbs" with them, in particular, give hints that the NPCs may also think the orbs are important - all of the cultists in this dungeon (besides this room) prior to dungeon room 54, after all, don't really "know" what's happening in this crypt. So, if the players think these magic orbs are important, the cultists may also think they're important, thereby leading to the magic orbs more or less becoming important/ something to battle over.
Enemy Stats
Plague Cultists:
"Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the
Dungeon A Day - Enemy Stats and AI page for more details.
Dungeon A Day
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