Dungeon A Day - Crypt of the Plaguebringers - Day 10
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 10 - Pale Sky
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Room Description (Read the Following Text to Your Players)
(The "Plague Dream" is a more fluid space than the dungeon proper. In this zone, players are - most likely, and effectively - trying to figure out how to return to the main dungeon. Each "zone" of the Plague Dream is characterized by one or more unique elements. Wherever players go in the Plague Dream, refer to these specific elements to tell them what happens).
An armored knight kneels before a pure white sword with a pure blue hilt, stuck into the ground. The armor is rusted in spots, yet gleams in others. A royal red cape rustles gently in the wind, though its ends are frayed. A wall of green fire blazes just beyond the figure.
Room Challenge and Treasure
- Armored Skeleton: the skeleton in this armor seems not to stir, even when players close in around it. Perhaps it's unlike the others.
- Pale Sky - The Sword: the pure white sword with a hilt of pure blue has runes etched on the flat of the blade that read "Pale Sky," indicating the sword's name. This weapon is a "Mythril Longsword" (+5Strike Bonus, 1Range - you may also adjust the weapon's stats to fit your campaign). A successful Faith roll (Fate Roll Difficulty matches Avg. Party Level, +2) reveals that the weapon also automatically dispels all poisons within 2Range (10ft) at all times. Wielding this weapon makes the character who holds it (and nearby) allies immune to "Noxious Gas" and other airborne poisons (and plague effects) within this dungeon. However, they do not become immune to "Plague Fires." A Double-Success Fate Roll also reveals that taking this sword will also animate the skeleton in the armor, as its presence is what's currently protecting the skeleton from being animated by the plague.
Enemy Stats
Armored Skeleton:
"Leader" enemy Difficulty (match Avg. Party Level). Option to use the "Legionnaire AI." See the
Dungeon A Day - Enemy Stats and AI page for more details.
Dungeon A Day
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