Crypt of the Plaguebringers

Dungeon A Day: Crypt of the Plaguebringers

Four "Spirits of the Plague" will be awakened at midnight. Delacroix, Veliadoul, Helen, and Vain will rise as incarnations of death should no one stop the Plague Lord of the crypt...

dungeon a day crypt of the plaguebringers

Three spirits will be awakened at midnight. Delacroix will escape the crypt to find sustenance. Veliadoul will entice the living to the crypt, whereupon they will feed. And gentle Helen will betray those who awaken her...

dungeon a day crypt of the plaguebringers

New to Dungeon A Day? Read "How to Use Dungeon A Day" before getting started!


Crypt of the Plaguebringers Individual Dungeon Rooms

1 - Dungeon Entrance

Dungeon a Day Crypt of the Plaguebringers Dungeon Entrance

Room Description

You enter the room, looking out across a purple, darkly-lit space, from a raised platform. To your right is a stairway leading down to where 8 statues seem to reside in front of, and behind, pathways across three gaping chasms. The chasms are filled with swirling purple mists. On the far side of the room you see another raised platform with no obvious way to reach the top.


Room Challenges (See the "Reference & Icons" section below)

  1. Statue Guardians: "Statue Guardians" block the start of each safe pathway across the gaping chasms. They attack anyone who comes within 1Range of them, or who first attacks them.
  2. Statue Mages: "Statue Mages" block the end of each safe pathway across the gaping chasms. They attack anyone who either attacks, or is attacked by the "Statue Guardian" in front of them.
  3. Dark Magic - Contained: the gaping chasms are pools of pure dark magic (that have been contained). Any character who falls into the chasm will be lifted up by the swirling purple mists, but loses access to all of their spells and abilities for 1hour (effect can be dispelled). Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  4. Teleportation Stone - Sealed: once activated, the red stone in the bottom right corner teleports characters up to the platform, where the blue teleportation stone is located. To activate the sealed teleportation stone, one player must simply touch the teleportation stone who is not affected by "Dark Magic - Contained." If all players are somehow affected by "Dark Magic - Contained" and get stuck here, feel free to come up with another way to activate the crystal.


Resulting Damages

The party should take 10% of their total HP in damage from fighting, and at least one character loses access to their spells and abilities.

Cumulative Damage: 10% of the party's total HP


2 - Custodians of Dark Magic

Dungeon a Day Crypt of the Plaguebringers custodians

Room Description

Through the platform's door you see a short hallway. In the low light, you can make out the outlines of what are clearly two spellcasters. They jump at your entrance, and immediately being casting at you.


Room Challenges (See the "Reference & Icons" section below)

  1. Custodians of Dark Magic: 2 "Custodians of Dark Magic" block the hallway. They immediately attack with magic that charms foes, intending to use your own party as puppets to kill one another. Unless you have a specific charm/ mind control spell you want to use against players, if the charmed character takes damage twice, the effect fades. After successfully charming an enemy, they flee further into the dungeon. The custodians do know of all the traps within the first 30 rooms of this dungeon. If they are captured, however, they will not share those secrets without some kind of magical truth-telling, mind control, or perhaps (if the party is dark enough to do so) torture. Though "Custodians of Dark Magic" each wear a "Cloak of the Coven," if they die while wearing the cloak, the cloak disintegrates into wisps of pure dark magic. The "Custodians of Dark Magic" will kill themselves with dark magic before letting any of the players take the cloak from them.


Resulting Damages

At least 1 party member should be charmed, and begin attacking allies. The party should take 10% of their total HP in damage from the charm effect, and from later hunting down and fighting these "Custodians of Dark Magic" again.

Cumulative Damage: 20% of the party's total HP


3 - Cloak of the Coven

Dungeon a Day Crypt of the Plaguebringers Dungeon Entrance

Room Description

When the "Custodians of Dark Magic" flee, there are 3-possible directions they could go. The nearest path (what you see in this picture) leads to an ornate black chest, with gold trim on the right, and another pathway on the left (through which the custodian(s) flee).


Room Treasures (See the "Reference & Icons" section below)

  1. Treasure Chest - Dungeon Specific: this ornate black chest contains a single black velvet mage cloak. If players investigate the item's properties, it becomes known to them that this "Cloak of the Coven" provides protection against the effects known as "Dark Magic," and "Coven's Fire." This item can be worn over any set of armor, and is incredibly light.

4 - Essence of Dark Magic

dungeon a day crypt of the plaguebringers essence of dark magic

Room Description

The narrow pathway opens into a medium-sized room which contains more of the purple, swirling mist at its center. Only, this mist seems to pulse with power. Additionally, set into the wall on the left side of the room are two columns of bright-burning fire, each emitting golden sparks.


Room Challenges (See the "Reference & Icons" section below)

  1. Dark Magic: this swirling mist is pure dark magic (which unlike the chasms at the start of the dungeon, has not been contained). Any character who comes within 1Range of the swirling mist loses access to all of their spells and abilities for 1hour (effect can be dispelled). Additionally, any character who touches the mist becomes immune to shadow damage, but cannot be healed by any means, and healing instead deals damage to them for 1hour (effect cannot be dispelled). Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  2. Coven's Fire: the columns of fire set into the wall are known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream" (Dungeon Room 8). Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").


Resulting Damages

Most likely, one character will lose access to their spells and abilities.


5 - Monstrosity of Undeath

dungeon a day crypt of the plaguebringers monstrosity of undeath

Room Description

Just beyond the room containing essence of dark magic is a nondescript room containing a monstrosity of undeath. This creature seems to be a massive undead construct of goat corpses, complete with horns sticking out at strange angles all over its body. This creature is over 10ft tall, probably weighs close to 1,000lbs, and was clearly "pieced together" in this room, as it is too large to fit through the hallways that both lead in and out of the room. The creature attacks anything it sees.


Room Challenges (See the "Reference & Icons" section below)

  1. Boss Monster - Monstrosity of Undeath: if the party's smart, they won't attack this creature. However, even if they try to flee, this monstrosity of undeath has the "Dark Magic Grip" unique spell. "Dark Magic Grip" uses an action to cast, and is a "Difficult" magic attack (25% resist rate). This spell can only be cast at a target is currently affected by "Dark Magic," and has lost access to their spells and abilities. If this spell hits, the target is pulled adjacent to the monstrosity, and is stunned for 1turn.


Resulting Damages

The monstrosity of undeath can potentially be evaded, but will find its way back to the party eventually if it isn't dealt with now (probably though, the party shouldn't try to deal with it now). Most likely, one character will take 10% of the party's total HP in damage from being on the receiving end of "Dark Magic Grip."

Cumulative Damage: 30% of the party's total HP


6 - Infusion of Dreams

dungeon a day crypt of the plaguebringers infusion of dreams

Room Description

Beyond the room containing the monstrosity of undeath is another ornate black chest, with gold trim. The short entryway to this section of the dungeon is too small for the monstrosity of undeath to fit through. This room appears to be a dead end. 


Room Treasures & Elements (See the "Reference & Icons" section below)

  1. Treasure Chest - Dungeon Specific: this ornate black chest contains a 4ft tall staff of black, gnarled wood. If players investigate the item's properties, it becomes known to them that this "Infusion of Dreams" allows a transfer through it of dark magic. At this point, the players probably have no way of knowing this, but this item is the tool the "Custodians of Darkness" use to create and empower the monstrosity of undeath in the other room. In effect, they use the "Infusion of Dreams" to "feed" the monstrosity dark magic. Currently, the "Infusion of Dreams" has no dark magical charge to it. However, the players may ascertain that they could - somehow - "fill" the staff with dark magic. Should the players learn to "fill" the staff with dark magic, they may use it either to 1) empower the monstrosity of undeath, causing it to deal more damage and gain more max hit points, 2) cast the "Dark Magic Grip" spell that the monstrosity of undeath itself uses, or 3) automatically cause a target to lose access to their spells and abilities for 1hour (does not work on characters wearing a "Cloak of the Coven," such as the "Custodians of Dark Magic." The staff may be "filled" to hold up to 3 charges of dark magic at a time.
  2. Dungeon Door - Secret: this doorway is "Medium" to detect (50% success rate). It appears to be a solid stone wall, but there are some markings on the stone that seem to outline what could perhaps be a doorway.

7 - Sealed Teleportation to the Witch's Dream

dungeon a day crypt of the plaguebringers teleportation to the witch's dream

Room Description

Should players open the secret door, a magical archway appears directly through the stone, creating an opening to the other side. Within is a red teleportation crystal, exactly like the one at the start of the dungeon. From the players' earlier experiences, they can easily deduce that this stone too, is sealed.


Room Challenges (See the "Reference & Icons" section below)

  1. Teleportation Stone - Sealed: to activate this sealed teleportation stone, a player holding the "Infusion of Dreams" must cast some kind of dark magic on the crystal. Since heading this particular direction in the dungeon isn't essential, if players get stuck here and can't figure out how to activate the stone, just let them struggle this time. If players are able to activate the stone, they instantly teleport to "The Witch's Dream" (Dungeon Room 8). After being activated, this stone automatically seals again in 5-seconds.
  2. Dungeon Door: in case players' first experience of this room is actually after leaving "The Witch's Dream" (Dungeon Room 8), then the dungeon door in this room is not hidden at all, and instead is easily used as access to the other side.

8 - The Witch's Dream

dungeon a day crypt of the plaguebringers witch's dream

Room Description

If a character gains 5 stacks of "Hellfire" from "Coven's Fire" they instantly teleport to this dungeon room. Alternatively, if a character manages to unseal the teleportation stone in Dungeon Room 7, then they may also teleport here. When characters arrive at the Witch's Dream, they're met with a very harsh heat that blows in the wind. Indeed, all around them on all sides are raging walls of hell fire, with a starry night sky above them. On each corner where the fiery walls meet is a golden-gleaming light. Contained within the walls is a field of trees with fallen leaves, which are cast all over the ground. Dark pines form a circle around a solitary gnarled tree, and interspersed throughout the field are small pockets of pure, dark magic.


Room Challenges (See the "Reference & Icons" section below)

  1. Harsh Heat: every turn that a character spends in the Witch's Dream, unless they are wearing a "Cloak of the Coven", they take 1% of the party's total HP in damage from extreme heat.
  2. Walls of Hell Fire: any character who foolishly tries touching the walls of fire takes 10% of the party's total HP in damage.
  3. Revenant Chrysalis: the golden-gleaming light at the corner of each hell fire wall is actually a chrysalis for one of the dungeon's main antagonists. Each chrysalis is covered by the walls of hell fire, meaning that anything but a ranged attack would most likely cause the character to take damage. To the characters, the golden-gleaming light simply looks like the origination point for the walls of fire. If damage is dealt to a chrysalis equal to 20% of the party's total HP, it is destroyed. If a chrysalis is destroyed however, a burst of flame shoots out from the wall, dealing 20% of the party's total HP in damage to all characters within 5Range (5-spaces) of the destroyed chrysalis. If not destroyed, the chrysalis will open, later in the dungeon.
  4. Dark Magic - Font: touching the "Infusion of Dreams" to this pocket of dark magic "fills" the staff with 1 charge of dark magic power. Every turn that there is a character within 1Range of the Dark Magic Font who is not wearing a "Cloak of the Coven" the Font produces 1 "Dark Magic Spawn," which immediately attacks.
  5. Dark Magic Spawn: these are relatively weak gargoyle-like enemies who should each deal less than 5% of the party's total HP in damage, but will attack relentlessly until slain. "Dark Magic Spawn" are immune to "Dark Magic" in all forms, and "Coven's Fire."
  6. How to Escape the Witch's Dream: the first time that a character enters the Witch's Dream, they may not leave for 1-turn. Every additional time that they enter the Witch's Dream, they may not leave for an additional 1-turn (can stack without limit). Once the character's allotted time is up, they must first touch a "Dark Magic Font" (above), with either the "Infusion of Dreams" or their bare hands, and then carry a piece of it to the tree in the center of the map and touch it to the bark. Doing so will teleport them to the sealed teleportation stone in Dungeon Room 7. If a character cannot figure out how to leave the Witch's Dream, they are automatically teleported to Dungeon Room 7 after triple the amount of turns that they needed to be there (after 3-turns on their first visit, 6 on their second, etc.).
  7. After Escaping the Witch's Dream: after leaving the Witch's Dream, for every turn that the character spent in the Witch's Dream without wearing a "Cloak of the Coven", they become charmed by the revenants of the crypt for 1-turn, and will attack any allies they see for that effect's duration. Once all turns of charm have worn off, all stacks of "Hellfire" are removed from the character.


Resulting Damages

It's difficult to precisely measure how much damage the party will take in the Witch's Dream. Most likely, at least one character will be here multiple times, and probably every character will visit at least once. The Witch's Dream is a major part of the dungeon, so the damage dealt here - though very high - shouldn't be too concerning. Most likely, the party will cumulatively take 100% of the party's total HP in damage from their multiple trips to this dungeon room. It goes without saying that since this major dungeon room is deadly, so the faster players figure out the mechanics of the room, the better their survivability will be for the entire dungeon. So, it may not hurt to throw in some "Medium" knowledge check opportunities for the players (50% success rate) that provide hints as to the dungeon room's mechanics.

Cumulative Damage: 130% of the party's total HP


9 - The Hallway of Fire

dungeon a day crypt of the plaguebringers hallway of fire

Room Description

When the initial "Custodians of Dark Magic" from Dungeon Room 2 flee, there are 3-possible directions they could go. The middle path (what you see in this picture) leads to a very long hallway intermittently lit by columns of bright-burning fire, each emitting golden sparks. At the end of the hallway are two more "Custodians of Dark Magic" who will not hesitate to reinforce their allies and attack unwelcome guests. This is the only path of the 3-available from Dungeon Room 2 that progresses to the rest of the dungeon.


Room Challenges (See the "Reference & Icons" section below)

  1. Coven's Fire: the columns of fire set into the wall are known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream". Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  2. Custodians of Dark Magic: 2 "Custodians of Dark Magic" block the hallway. They immediately attack with magic that charms foes, intending to use your own party as puppets to kill one another. Unless you have a specific charm/ mind control spell you want to use against players, if the charmed character takes damage twice, the effect fades. After successfully charming an enemy, they flee further into the dungeon. The custodians do know of all the traps within the first 30 rooms of this dungeon. If they are captured, however, they will not share those secrets without some kind of magical truth-telling, mind control, or perhaps (if the party is dark enough to do so) torture. Though "Custodians of Dark Magic" each wear a "Cloak of the Coven," if they die while wearing the cloak, the cloak disintegrates into wisps of pure dark magic. The "Custodians of Dark Magic" will kill themselves with dark magic before letting any of the players take the cloak from them.


Resulting Damages

At least 1 party member should be charmed, and begin attacking allies. The party should take an additional 10% of their total HP in damage from the charm effect, and from later hunting down and fighting these "Custodians of Dark Magic" again.

Cumulative Damage: 140% of the party's total HP


10 - A Dead End?

dungeon a day crypt of the plaguebringers first hidden door

Room Description

When the initial "Custodians of Dark Magic" from Dungeon Room 2 flee, there are 3-possible directions they could go. The far left path (what you see in this picture) appears to be a dead end. If players head this direction, they may be able to find a hidden doorway (the purple gateway)...


Room Challenges (See the "Reference & Icons" section below)

  1. Dungeon Door - Secret: this doorway is "Easy" to detect (75% success rate). It appears to be a solid stone wall, but there are markings on the stone that seem to outline what could perhaps be a doorway.


Resulting Damages

It is possible that one or more of the "Custodians of Dark Magic" runs this direction, where they will make a last stand should the party attack.


11 - A Second Dead End?

dungeon a day crypt of the plaguebringers second dead end

Room Description

Past the first hidden doorway in this hallway are three chests full of what appear to be supplies for denizens of the crypt. This hallways also ends in a dead end... or does it? The hallway is also intermittently lit by columns of bright-burning fire, each emitting golden sparks.


Room Treasures (See the "Reference & Icons" section below)

  1. Treasure Chest: each of these 3-rather mundane-looking chests contains one useful item spell which the party can use. Consider either giving them healing effects, effects that dispel magic, gold pieces, or resistance to dark magic effects. However, the choice is up to you.


Room Challenges

  1. Coven's Fire: the columns of fire set into the wall are known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream". Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  2. Dungeon Door - Secret: this doorway is "Medium" to detect (50% success rate). It appears to be a solid stone wall, but there are some markings on the stone that seem to outline what could perhaps be a doorway. Surely the party wouldn't expect there to be a second hidden doorway, right?

12 - A Third Dead End..?

dungeon a day crypt of the plaguebringers third dead end

Room Description

Past the second hidden doorway in this hallway are three chests full of what appear to be very valuable supplies for denizens of the crypt. This hallways also ends in a dead end again... or does it? Probably by now, the party will know that there is in fact a final hidden doorway at the end of this hallway, as well. The hallway is also intermittently lit by columns of bright-burning fire, each emitting golden sparks.


Room Treasures (See the "Reference & Icons" section below)

  1. Treasure Chest: each of these 3-prized chests contains one very useful item spell which the party can use. Consider either giving them advanced healing effects, effects that dispel magic, a great deal of gold pieces, or something that purifies or removes dark magic effects. However, the choice is up to you.


Room Challenges

  1. Coven's Fire: the columns of fire set into the wall are known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream". Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  2. Dungeon Door - Secret: this doorway is "Difficult" to detect (25% success rate) even if the party suspects its presence. It appears to be a solid stone wall, with very little to indicate something else may actually be there.

13 - The Actual Final Room in this Hallway of Secrets

dungeon a day crypt of the plaguebringers final hidden door

Room Description

Past the third hidden doorway in this hallway is one very ornate chest. Shockingly, there is no hidden doorway beyond this point, though you can certainly expect your party to spend a little time making sure of that fact.


Room Treasures (See the "Reference & Icons" section below)

  1. Treasure Chest: this very ornate, elongated chest contain contains a 6ft tall meteoric iron spear, ending in wicked, twisting blades. If players investigate the item's properties, it becomes known to them that this "Spear of Dark Magic Obliteration" is designed specifically to slay beings composed of dark magic (this would include beings such as the "Monstrosity of Undeath" and the "Dark Magic Spawn". This spear has +10 hit chance (or some equivalent bonus) against such creatures, and is otherwise comparable the your party's currently-equipped weapons. The character wielding the "Spear of Dark Magic Obliteration" may also use an action to dispel "Dark Magic," "Dark Magic - Contained," a "Dark Magic - Font," or any other dark magic effect such as the temporary loss of spells and abilities.

14 - Dark Magic Spawn Guardians

Dark Magic Spawn Guardians

Room Description

This hallways is accessed via Dungeon Room 9, and acts as the central point of travel between all of the most important rooms in this dungeon. As such, it is guarded by two "Dark Magic Spawn." Likely, the two "Custodians of Dark Magic" from Dungeon Room 9 will still be alive, when players access this dungeon room. There are three pathways out of this room - one below (an open door), one to the right, and one to the right and up.


Room Challenges (See the "Reference & Icons" section below)

  1. Dark Magic Spawn: these are relatively weak gargoyle-like enemies who should each deal less than 5% of the party's total HP in damage, but will attack relentlessly until slain. "Dark Magic Spawn" are immune to "Dark Magic" in all forms, and "Coven's Fire." Since the previous dungeon room featured two "Custodians of Dark Magic" (shown in this dungeon room's image), you can count them in the encounter.
  2. Custodians of Dark Magic - From Dungeon Room 9: the 2 "Custodians of Dark Magic" that block the hallway are actually the same ones from Dungeon Room 9, just displayed again to show how this dungeon fits in with previous rooms. The "Custodians of Dark Magic" should run behind the "Dark Magic Spawn," and cast their spells from the back line. They will, however, make their stand here. They attack with magic that charms foes, intending to use your own party as puppets to kill one another. Unless you have a specific charm/ mind control spell you want to use against players, if the charmed character takes damage twice, the effect fades. The custodians do know of all the traps within the first 30 rooms of this dungeon. If they are captured, however, they will not share those secrets without some kind of magical truth-telling, mind control, or perhaps (if the party is dark enough to do so) torture. Though "Custodians of Dark Magic" each wear a "Cloak of the Coven," if they die while wearing the cloak, the cloak disintegrates into wisps of pure dark magic. The "Custodians of Dark Magic" will kill themselves with dark magic before letting any of the players take the cloak from them.  


Resulting Damages

The party should take about 10% of their total HP in damage from the "Dark Magic Spawn." Damages and effects from the "Custodians of Dark Magic" are counted in Dungeon Room 9. 

Cumulative Damage: 150% of the party's total HP


15 - The Goat Pen

Dark Magic Spawn Guardians

Room Description

This hallways is accessed via Dungeon Room 14 by taking the right doorway. This dungeon room is a fenced in space for goats. At the top of the room is another doorway leading to a separate room. The players may recognize that these creatures could be used not only as food for the denizens of this dungeon, but also for creating the "Monstrosity of Undeath."


16 - The Dark Altar

Dark Magic Spawn Guardians

Room Description

This hallways is accessed via Dungeon Room 14 by taking the top right doorway. This dungeon room is a very long hallway intermittently lit by columns of bright-burning fire, each emitting golden sparks. In the middle of the hallway are two more "Custodians of Dark Magic" who will not hesitate to attack unwelcome guests. There are also two treasure chests towards the back of the room, with vivid bloodstains covering the floor before an evil-looking altar.


Room Treasures (See the "Reference & Icons" section below)

  1. Treasure Chest: this bright red chest is situated on a pedestal in front of the dark altar. Contained within is a gleaming crystalline pendant on a chain of gold. If players investigate the item's properties, it becomes known to them that anyone wearing this "Gleaming Life Pendant," causes it's wearer, upon reaching 0HP, to automatically revive at 50% of their normal max HP. Written on a piece of parchment paper in the red chest, but beneath the pendant, is the following text: "May the presence of this crystalline pendant be a reminder to all who use the sacrificial altar of the importance of our work, and the value of life."
  2. Treasure Chest - Dungeon Specific: this ornate black chest contains a 4ft tall staff of black, gnarled wood. If players investigate the item's properties, or have found the other item of this kind earlier in the dungeon, it becomes known to them that this "Infusion of Dreams" allows a transfer through it of dark magic. At this point, the players probably have no way of knowing this, but this item is the tool the "Custodians of Darkness" use to create and empower the monstrosity of undeath in the other room. In effect, they use the "Infusion of Dreams" to "feed" the monstrosity dark magic. Currently, the "Infusion of Dreams" has no dark magical charge to it. However, the players may ascertain that they could - somehow - "fill" the staff with dark magic. Should the players learn to "fill" the staff with dark magic, they may use it either to 1) empower the monstrosity of undeath, causing it to deal more damage and gain more max hit points, 2) cast the "Dark Magic Grip" spell that the monstrosity of undeath itself uses, or 3) automatically cause a target to lose access to their spells and abilities for 1hour (does not work on characters wearing a "Cloak of the Coven," such as the "Custodians of Dark Magic." The staff may be "filled" to hold up to 3 charges of dark magic at a time.


Room Challenges

  1. Custodians of Dark Magic: 2 "Custodians of Dark Magic" block the hallway. They immediately attack with magic that charms foes, intending to use your own party as puppets to kill one another. Unless you have a specific charm/ mind control spell you want to use against players, if the charmed character takes damage twice, the effect fades. After successfully charming an enemy, they flee further into the dungeon. The custodians do know of all the traps within the first 30 rooms of this dungeon. If they are captured, however, they will not share those secrets without some kind of magical truth-telling, mind control, or perhaps (if the party is dark enough to do so) torture. Though "Custodians of Dark Magic" each wear a "Cloak of the Coven," if they die while wearing the cloak, the cloak disintegrates into wisps of pure dark magic. The "Custodians of Dark Magic" will kill themselves with dark magic before letting any of the players take the cloak from them.  
  2. Coven's Fire: the columns of fire set into the wall are known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream". Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  3. Dark Altar: this is where denizens of the crypt sacrifice goats to use in the continued growth of the "Monstrosity of Undeath." This altar can be destroyed, so that no more sacrifices can be made (unless, of course, it were to be repaired).


Resulting Damages

At least 1 party member should be charmed, and begin attacking allies. The party should take an additional 10% of their total HP in damage from the charm effect, and from fighting these "Custodians of Dark Magic."

Cumulative Damage: 160% of the party's total HP


17 - Revenant's Revival

Dark Magic Spawn Guardians

Room Description

Revenant's Revival is accessed from the Goat Pens, as this dark corridor is used to feed the four Revenant Chrysalis in the "Witch's Dream" following a sacrifice. At the foot of this room are two wardrobes, which denizens of the crypt use to remove their own "Cloak of the Covens" for safekeeping. To feed the four Revenant Chrysalis, denizens then allow themselves to gain 5-stacks of "Hellfire" (from the "Coven's Fire" in the room) to transport themselves to the "Witch's Dream," where the actual four Revenant Chrysalis are located. Two doorways at the top of this room lead to additional dungeon areas.


Room Challenges & Elements (See the "Reference & Icons" section below)

  1. Coven's Fire: the column of fire set into the wall is known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream". Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  2. Revenant Revival Altar: this altar is a simple stone column about chest height. Hovering just over the column is a bright blue, magical aura that seems ghostly. The players may have no way of knowing this, but should the crypt's denizens succeed in their task, they will awaken the four Revenant Chrysalis in the "Witch's Dream," and summon them to these four altars. Should that happen, a deadly plague will be unleashed upon the land. These altars - being made of stone and firmly attached the floor - are not easy to damage in any way. Should they be damaged, however, the blue aura above still remains intact, and the overall altar remains unaffected.
  3. Wardrobes: though it appears denizens of the crypt may leave their cloaks or other valuables in these oaken wardrobes at times, there is currently nothing inside either of them.

18 - Prison Guard

Prison Guard

Room Description

There are 2-rooms that extend upwards from Dungeon Room 17. This small room is on the top left. This simple room features a "Custodian of Dark Magic" guarding a locked door, with a single columns of bright-burning fire, emitting golden sparks.


Room Challenges (See the "Reference & Icons" section below)

  1. Coven's Fire: the columns of fire set into the wall are known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream". Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic").
  2. Custodian of Dark Magic: a "Custodians of Dark Magic" blocks the hallway. It immediately attacks with magic that charms foes, intending to use your own party as puppets to kill one another. Unless you have a specific charm/ mind control spell you want to use against players, if the charmed character takes damage twice, the effect fades. The custodian knows of all the traps within the first 30 rooms of this dungeon. If the "Custodian of Dark Magic" is captured, however, it will not share those secrets without some kind of magical truth-telling, mind control, or perhaps (if the party is dark enough to do so) torture. Though "Custodians of Dark Magic" each wear a "Cloak of the Coven," if they die while wearing the cloak, the cloak disintegrates into wisps of pure dark magic. The "Custodian of Dark Magic" will kill itself with dark magic before letting any of the players take the cloak from it. This particular "Custodian of Dark Magic" also has a key, which can be used to open the locked dungeon door immediately above.
  3. Dungeon Door - Locked: this doorway is "Difficult" to unlock (25% success rate) without a key. It is an iron door, set firmly into the crypt's stone walls. The lock requires special tools to force open, or a key can be forcibly or stealthily acquired from this room's "Custodian of Dark Magic."


Resulting Damages

Perhaps 1 party member will be charmed, and begin attacking allies. The party should take an additional 5% of their total HP in damage from the charm effect, and from fighting this "Custodian of Dark Magic."

Cumulative Damage: 165% of the party's total HP


19 - Prisoners

Prisoners

Room Description

This room is foul-smelling, though brightly lit. Within, the players find four prisoners, cramped together in a small space, too close to one of the many "Coven's Fire" pillars set within the walls of this crypt...


Room Challenges (See the "Reference & Icons" section below)

  1. Coven's Fire: the column of fire set into the wall is known as "Coven's Fire." Any character who comes within 1Range of Coven's Fire, roll a "Medium" magical attack against them (50% resist rate). If this effect hits, the target gains a stack of "Hellfire." Each stack of "Hellfire" lowers all of the target's defenses by 1-point (can stack without limit). If the target gains 5-stacks of "Hellfire," they instantly teleport to "The Witch's Dream". Stacks of "Hellfire" cannot be dispelled. Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic"). It appears that the denizens of the crypt don't mind if the prisoners contained in here want to use the "Coven's Fire" to escape to the "Witch's Dream." Perhaps some even had, allowing themselves to perish rather than rot in prison.
  2. Prisoner: these four people don't know each other, and have gone half-crazed from their stay. They've each been here for more than a month, they claim. Once every 90-120 days (they count using scratches on the wall), one of them is taken out to god knows where, and another new one is brought in to replace their number. Each is either from a relatively nearby village, or was a traveler heading to that area, when captured. None of them are well-known, or would have any way to adequately repay the players for rescue efforts. They also do not know anything about the crypt or its denizens.

20 - Cleansing Fountain

Cleaning Fountain

Room Description

There are 2-rooms that extend upwards from Dungeon Room 17. This room is on the top right. This simple room features a glowing, and bubbling fountain of apparently purified water which stands in stark contrast to the darkness and diabolical air of the rest of the crypt. A second doorway continues upwards.


Room Elements (See the "Reference & Icons" section below)

  1. Cleansing Fountain: this fountain glows with benevolent light, and bubbles forth purified water from deep aquifers. Anyone who drinks of its waters is cleansed of all "Hellfire" stacks from "Coven's Fire." This effect can't occur more than once per day. It may be unclear to the players why this fountain is even here, but it serves to cleanse prisoners prior to being subjected to a dark ritual.

21 - Room of Dark Rituals

Room of Dark Rituals

Room Description

When prisoners are taken from their confinement, they are cleansed by the fountain prior, then forced to into this room which contains a purple, swirling mist at its center. The mist seems to pulse with power, and a general aura of despair permeates the very walls, ceiling, and floor. This room appears to be a dead end.


Room Challenges (See the "Reference & Icons" section below)

  1. Dark Magic: this swirling mist is pure dark magic (which unlike the chasms at the start of the dungeon, has not been contained). Any character who comes within 1Range of the swirling mist loses access to all of their spells and abilities for 1hour (effect can be dispelled). Additionally, any character who touches the mist becomes immune to shadow damage, but cannot be healed by any means, and healing instead deals damage to them for 1hour (effect cannot be dispelled). Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic"). Prisoners forced into this room are told that they cannot leave until they touch the dark magic mist. Once they do, they are removed from this room to be taken to the "Witch's Dream" via the "Coven's Fire" in Dungeon Room 17.
  2. Dungeon Door - Secret: players may notice a doorway, "Difficult" to detect (25% success rate). It appears to be a solid stone wall, with very little to indicate something else may actually be there.

22 - Maddening Hallway

Room of Dark Rituals

Room Description

This hallway can only be found through a secret doorway in the previous dungeon room. The problem is that the doorway is about half the size that a normal person could fit through. Perhaps a child could fit through, an animal, or a summoned creature. For prisoners taken to the previous room, if they resist touching the dark magic for any length time, they are actually likely to find this hidden hallway. What's therefore maddening about it is that they see a possible escape route, but realize they are far too large to make use of it. About that time is usually when prisoners give up any thoughts of escape, accept their fate, and simply touch the "Dark Magic," as commanded. At the far end of this hallway is another outline of a door...


Room Challenges (See the "Reference & Icons" section below)

  1. Dungeon Door - Secret: this doorway is "Easy" to detect (75% success rate). It appears to be a solid stone wall, but there are markings on the stone that seem to outline what could perhaps be a doorway.
  2. Small Passage: this space is quite small. Perhaps a child could fit through, an animal, or a summoned creature.

23 - The Classic Undead in a Box

The Classic Undead in a Box

Room Description

Should the party's smallest member make it through the small passageway to this room, they may expect some kind of great reward. After all, the other secret doors and difficult spaces in this dungeon have all provided great treasures. Sadly for this player though, things are about to take a turn for the worse. The only item in this room is a large box (3ft high, 3ft deep, 3ft wide) fashioned entirely of silver.


Room Challenges (See the "Reference & Icons" section below)

  1. False Treasure Chest: every now and then, a great dungeon needs a trapped treasure chest. Contained within this chest is a powerful skeletal mage (one that's equally strong to any character in the party) that attacks as soon as the false treasure chest is touched. The undead mage casts area of effect spells that aim to blast anyone within the room. Should the party member try to escape down the hallway, the undead mage will cast spells that make full use of the tiny space, such as fireballs, etc. The players may wonder why this strange encounter would be in the back of this dungeon. The reason is that should any prisoner actually make it through, they can still be killed, and their corpse put to good use for the dark rituals at hand.


Resulting Damages

It's not a given that the party will find both secret doors in this area, and will open the silver box. If they do, however, they will probably take about 20% of the party's total HP in damage.

Cumulative Damage: 185% of the party's total HP


24 - Barracks

Barracks

Room Description

This room is accessed via Dungeon Room 14 by taking the bottom pathway. There are 9-beds neatly arranged in this very clean, very open room. At the far end is a single doorway out. There is one ornate black chest, with gold trim, next to two of the beds.


Room Treasures (See the "Reference & Icons" section below)

  1. Treasure Chest - Dungeon Specific: this ornate black chest contains a single black velvet mage cloak. If players investigate the item's properties, it becomes known to them that this "Cloak of the Coven" provides protection against the effects known as "Dark Magic," and "Coven's Fire." This item can be worn over any set of armor, and is incredibly light.

25 - Plague Lord Guardians

Barracks

Room Description

Continuing through the barracks is an ornate room with its ceiling, walls, and floor literally crafted out of gold, silver, and bronze. Clearly, this is an important room to the denizens of the crypt. As such, it is guarded by two "Dark Magic Spawn." It also features a glowing, and bubbling fountain of apparently purified water which stands in stark contrast to the darkness and diabolical air of the rest of the crypt. At the far end is a single doorway out. And finally, somewhat near the door is another chasm (which seems very out of place in this room), filled with swirling purple mists. 


Room Challenges (See the "Reference & Icons" section below)

  1. Cleansing Fountain: this fountain glows with benevolent light, and bubbles forth purified water from deep aquifers. Anyone who drinks of its waters is cleansed of all "Hellfire" stacks from "Coven's Fire." This effect can't occur more than once per day.
  2. Dark Magic - Contained: the gaping chasm is a pool of pure dark magic (that has been contained). Any character who falls into the chasm will be lifted up by the swirling purple mists, but loses access to all of their spells and abilities for 1hour (effect can be dispelled). Any character wearing a "Cloak of the Coven" is immune to this effect (including "Custodians of Dark Magic"). It may seem strange to players why this chasm is even here, in this room. Should the players have a way to find this information, the reason is simply a display of power. The lord of the crypt wants all to know that he commands and easily contains the dark magics within.
  3. Dark Magic Spawn: these are relatively weak gargoyle-like enemies who should each deal less than 5% of the party's total HP in damage, but will attack relentlessly until slain. "Dark Magic Spawn" are immune to "Dark Magic" in all forms, and "Coven's Fire."
  4. Loud Noises in the Next Room: as soon as combat begins in this room, the players can hear loud rustling from the room beyond.


Resulting Damages

The party should take about 10% of their total HP in damage from the "Dark Magic Spawn."

Cumulative Damage: 195% of the party's total HP


26 - Plague Lord's Chambers

Barracks

Room Description

Just before the players enter this room, they hear a loud "bang!" as if another door were closing, within. This is the sound of the plague lord escaping through the secret door. Hopefully, this will cue the players to search for the hidden doorway. The Plague Lord's chamber is also made of pure silver and gold through the ceiling, walls, and floor. Four very large bookcases adorn the room, complete with various spell books, divine texts, scrolls, and letters of correspondence. One very spartan-looking bed lies in the room's corner, which is quite opposed to the extravagance shown in the rest of the room.


Room Challenges & Elements (See the "Reference & Icons" section below)

  1. Bookcases: the entire story of the "Crypt of the Plaguebringers" is contained on these shelves. Players can piece together the story from the various correspondence letters, scrolls, spell books, and even divine texts present. This is a big opportunity to tie in this dungeon more closely to your campaign. For example, you can have a major villain or organization in your campaign be corresponding with the plague lord, via the letters. You could also make it so that the plague will hit not only the surrounding area, but also locations and people important to the players. Do whatever you need to do to make this dungeon hit home for your gaming group by pulling on those emotional strings.
  2. Dungeon Door - Secret: players may notice a doorway, "Difficult" to detect (25% success rate). It appears to be a solid stone wall, with very little to indicate something else may actually be there. Finding this secret door is pivotal to reaching the conclusion of this dungeon. If players cannot or do not find it, they cannot see the story play out to its fullest. Sometimes, making the players squirm is a good thing. However, if desired, it's perfectly fine to reveal this doorway to them if they have too much trouble, or are about to give up on this room altogether.

27 - Ominous Teleportation Stone

Barracks

Room Description

This small room is made entirely of stone. Gleaming brightly in the darkness is a single teleportation crystal, large enough for the entire party. 


Room Elements (See the "Reference & Icons" section below)

  1. Teleportation Stone: by touching this teleportation stone, players are instantly teleported to Dungeon Room 28. This is the last point in the time where the players will be "safe" again for the rest of the dungeon. Note also that once players use this teleportation crystal, it may be difficult to return to this point. If they haven't yet explored other regions of the dungeon, and want to, now would be a good time, before they progress further in this direction. Of course, it's up to you to let your party in on any secrets of this kind, or not.

28 - Battle with the Monstrosity of Undeath

Battle with the Monstrosity of Undeath

Room Description

The second players teleport into this room, they are convinced that doing so was a bad idea. Before them are two "Custodians of Dark Magic," who have just finished summoning the "Monstrosity of Undeath" via the purple teleportation stone in front of them. Furthermore, the teleportation stone the players just used to arrive in this room is not active, and cannot be used to escape.


Room Challenges (See the "Reference & Icons" section below)

  1. Custodians of Dark Magic: 2 "Custodians of Dark Magic" block the hallway. They immediately attack with magic that charms foes, intending to use your own party as puppets to kill one another. Unless you have a specific charm/ mind control spell you want to use against players, if the charmed character takes damage twice, the effect fades. The custodians do know of all the traps within the first 30 rooms of this dungeon. If they are captured, however, they will not share those secrets without some kind of magical truth-telling, mind control, or perhaps (if the party is dark enough to do so) torture. Though "Custodians of Dark Magic" each wear a "Cloak of the Coven," if they die while wearing the cloak, the cloak disintegrates into wisps of pure dark magic. The "Custodians of Dark Magic" will kill themselves with dark magic before letting any of the players take the cloak from them. One of these "Custodians of Dark Magic" (at your choice) also has a key, which can be used to open the locked dungeon door immediately below.
  2. Dungeon Door - Locked: this doorway is "Difficult" to unlock (25% success rate) without a key. It is an iron door, set firmly into the crypt's stone walls. The lock requires special tools to force open, or a key can be forcibly or stealthily acquired from one of this room's "Custodians of Dark Magic."
  3. Teleportation Stone - Sealed: this teleportation stone is sealed. Only the hand of the plague lord of this crypt is able to unseal this crystal so that it can be used. If players have a difficult time figuring out how to unseal this device, then it can simply automatically unseal when the plague lord is killed (in an upcoming dungeon room). Once unsealed, this teleportation stone takes players to the blue teleportation stone in Dungeon Room 27.
  4. Teleportation Stone - Summoning: when the players enter this room, the two "Custodians of Dark Magic" have just finished summoning the "Monstrosity of Undeath" (immediately below, from Dungeon Room 5, via the purple teleportation stone in front of them.
  5. Boss Monster - Monstrosity of Undeath: this monstrosity of undeath is pieced together from the many goat corpses this crypt has created over time. It has the "Dark Magic Grip" unique spell. "Dark Magic Grip" uses an action to cast, and is a "Difficult" magic attack (25% resist rate). In Dungeon Room 5, this spell could only be cast at a target is currently affected by "Dark Magic," and who had lost access to their spells and abilities. However, at this time in the dungeon, the denizens of the crypt have been able to perfect this monster, and it can use "Dark Magic Grip" on any target. If "Dark Magic Grip" hits, the target is pulled adjacent to the monstrosity, and is stunned for 1turn.


Resulting Damages

At least 1 party member should be charmed, and begin attacking allies. The party should take an additional 10% of their total HP in damage from the charm effect, and from fighting the "Custodians of Dark Magic." Meanwhile, the monstrosity of undeath is very powerful, and the party should take an additional 40% of their total HP in damage from fighting and slaying it. 

Cumulative Damage: 245% of the party's total HP


29 - Prelude to the Plague Lord

Prelude to the Plague Lord

Room Description

This is a very subtle room, quite small, with a large, glowing red teleportation stone set into the floor. There are no other exists or distinguishing features.


Room Elements (See the "Reference & Icons" section below)

  1. Teleportation Stone - Sealed: this teleportation stone is sealed, and will not cause teleportation. To activate the sealed teleportation stone, one player who's wearing either a "Cloak of the Coven," or wielding an "Infusion of Dreams," must simply touch the teleportation stone. Once activated, the crystal teleports players to Dungeon Room 30.  If no players are able to activate the crystal, don't hesitate to tell them that they're trapped (they can't go back using the other teleportation stone, either). In this case, have the plague lord from Dungeon Room 30 eventually confront them here, in this cramped space, by suddenly teleporting into their group and attacking.

30 - The Plague Lord

The Plague Lord

Room Description

The deepest room in this Crypt of the Plaguebringers features four magical floating auras of a crimson shade. Numerous stone pillars provide a kind of pattern, leading to another dark altar, covered in blood both fresh and crusted. Before the altar, a lithe figure in black armor and deep purple garb is holding a drooping figure. As you adjust to the low-light of the room, you see the drooping figure placed on the altar. Immediately after, the four crimson auras each flare a bright red light, and a horned demon appears beneath each. 


Room Challenges (See the "Reference & Icons" section below)

  1. Dark Altar: the Plague Lord has just made the final sacrifice required to summon the four "Revenants of the Plague" which were being summoned in the "Witch's Dream," through the four "Revenant Chrysalis."
  2. Plague Lord: the leader behind this crypt. She has been trying to summon the four "Revenants of the Plague" now for years. Summoning them was itself a means to a greater end, as the Revenants have the power to kill thousands via mass magical disease. The Plague Lord hopes to use those killed by the Revenants as sacrifices for an even greater summoning... but to do that, she needs to ensure that the Revenants survive this battle. So, all of her powers are aimed at keeping the Revenants alive for 10-rounds of combat. After that time, as they are incorporeal, they may flee the dungeon through its walls or ceiling. If the Plague Lord dies in this conflict, she'll simply consider herself another one of the sacrifices that will fuel the next stage of the Crypt...
  3. Revenants of the Plague: now that the four spirits of the plague have been born again, they appear at the locations of the four crimson red auras, and begin battling the party. Once summoned, players have 10-rounds of combat to kill them. During the initial 10-rounds, the Revenants are able to attack, but are are also corporeal, and weak. After 10-rounds, any that survive the party's assault will turn incorporeal (as their summoning is fully complete) and they may simply flee the dungeon through the ceiling or walls. Should any escape, then the players will eventually have to come back to the "Crypt of the Plaguebringers" someday to not only defeat the "Revenants of the Plague" that escaped, but to stop the magical diseases they'll create once unleashed upon the world, and even to defeat the greater summoning that will take place as a result of deaths caused by the magical disease...
  4. Teleportation Stone: by touching this teleportation stone, players are instantly teleported to Dungeon Room 29. Should players attempt to flee the "Plague Lord" and the four "Revenants of the Plague," they will not pursue, but will rather allow the party to escape.


Resulting Damages

The Plague Lord should use defensive magic, skills, and abilities, taunting effects, debuffing effects, and healing magic - all to preserve the "Revenants of the Plague" for 10-rounds. However, the party should take 50% of their total HP in damage from the "Revenants of the Plague," who though trying to escape the party, should also attack as they're able. 

Cumulative Damage: 295% of the party's total HP


31 - Escaping the Dungeon

Prelude to the Plague Lord

Room Description

The deepest room in this Crypt of the Plaguebringers features four magical floating auras of a crimson shade. Numerous stone pillars provide a kind of pattern, leading to another dark altar, covered in blood both fresh and crusted. Before the altar, a lithe figure in black armor and deep purple garb is holding a drooping figure. As you adjust to the low-light of the room, you see the drooping figure placed on the altar. Immediately after, the four crimson auras each flare a bright red light, and a horned demon appears beneath each. 


Room Description

Beyond the room containing the monstrosity of undeath is another ornate black chest, with gold trim. The short entryway to this section of the dungeon is too small for the monstrosity of undeath to fit through. This room appears to be a dead end. 


Room Treasures (See the "Reference & Icons" section below)

  1. Teleportation Stone: by touching this teleportation stone, players are instantly teleported out of the dungeon. Should players attempt to flee the "Plague Lord" and the four "Revenants of the Plague," through this teleportation stone, they will not pursue, but will rather allow the party to escape.
  2. Treasure Chest: this very ornate chests contain the riches of the Crypt of the Plaguebringers in gold, silver, gems, and other valuables. The party should gain enough funds here that, if they so choose to, they could run an equivalently-sized operation of the own, compared to the Crypt. 
  3. Treasure Chest - Dungeon Specific: this ornate black chest contains a 1ft tall chalice, formed of black gnarled wood, and set with rubies. If players investigate the item's properties, it becomes known to them that this "Plague Lord's Chalice" imbues liquids held within the chalice with healing magic. If water (or other drink) is left in the Chalice for 3-hours, whoever drinks the entire contents will be cured from all diseases caused by the "Revenants of the Plague," and all poisons, diseases, and sickness of equivalent or lower potency. Should any of the 'Revenants of the Plague" have escaped the dungeon, the "Plague Lord's Chalice" may be one of the only countermeasures the party may find to their diabolical powers.

Overall Dungeon Layout

Dungeon A Day Crypt of the Plaguebringers Complete Map
Dungeon A Day Crypt of the Plaguebringers Witch Complete

Reference & Icons

Use the following descriptions as a key for  "Crypt of the Plaguebringers" dungeon rooms.


Dungeon Elements

Monsters & Enemies

Traps & Treasures

Bed

Bed

Bloodstain

Bloodstain

Bookcase

Bookcase

Cleansing Fountain

Cleansing Fountain

Dark Altar

Dark Altar

dungeon door

Dungeon Door

dungeon door - secret

Dungeon Door - Secret: a hidden dungeon door that requires intentional investigation to discover. The difficulty of discovering each secret door is determined according to each dungeon room

dungeon door - entrance

Dungeon Entrance

platform

Platform: a solid black line indicates a platform 40ft above the dungeon's ground floor

Prisoner

Prisoner

stairway

Stairway

teleportation stone

Teleportation Stone: a crystal that teleports you to another teleportation stone, as described within each dungeon room

teleportation stone - sealed

Teleportation Stone - Sealed: this teleportation stone is sealed and cannot be used until conditions are met (as described within each dungeon room) to activate the crystal

Wardrobe

Wardrobe

boss monster - dragon

Boss Monster: this icon indicates a very difficult monster or enemy. Exact details are given in each dungeon room

custodian of dark magic

Custodian of Dark Magic

Dark Magic Spawn

Dark Magic Spawn

Revenant Chrysalis

Revenant Chrysalis

Revenant Revival Altar

Revenant Revival Altar

Revenants of the Plague

Revenants of the Plague

statue guardian

Statue Guardian

statue mage

Statue Mage

Teleportation Stone - Summoning

Teleportation Stone - Summoning

black magic

Dark Magic

black magic

Dark Magic - Contained

dark magic font

Dark Magic - Font

coven's fire

Coven's Fire

treasure chest

Treasure Chest

treasure chest - dungeon specific

Treasure Chest - Dungeon Specific


Dungeon Elements

Bed

Bed

Bloodstain

Bloodstain

Bookcase

Bookcase

Cleansing Fountain

Cleansing Fountain

Dark Altar

Dark Altar

dungeon door

Dungeon Door

dungeon door - secret

Dungeon Door - Secret: a hidden dungeon door that requires intentional investigation to discover. The difficulty of discovering each secret door is determined according to each dungeon room

dungeon door - entrance

Dungeon Entrance

platform

Platform: a solid black line indicates a platform 40ft above the dungeon's ground floor

Prisoner

Prisoner

stairway

Stairway

teleportation stone

Teleportation Stone: a crystal that teleports you to another teleportation stone, as described within each dungeon room

teleportation stone - sealed

Teleportation Stone - Sealed: this teleportation stone is sealed and cannot be used until conditions are met (as described within each dungeon room) to activate the crystal

Wardrobe

Wardrobe

Monsters & Enemies

boss monster - dragon

Boss Monster: this icon indicates a very difficult monster or enemy. Exact details are given in each dungeon room

spellcaster

Custodian of Dark Magic

Dark Magic Spawn

Dark Magic Spawn

Revenant Chrysalis

Revenant Chrysalis

Revenant Revival Altar

Revenant Revival Altar

Revenants of the Plague

Revenants of the Plague

statue guardian

Statue Guardian

statue mage

Statue Mage

Teleportation Stone - Summoning

Teleportation Stone - Summoning

Traps & Treasures

Black Magic

Dark Magic

Dark Magic - Contained

Dark Magic - Contained

Dark Magic - Font

Dark Magic - Font

Coven's Fire

Coven's Fire

treasure chest

Treasure Chest

treasure chest - dungeon specific

Treasure Chest - Dungeon Specific

Dungeon Elements

Monsters & Enemies

Traps & Treasures

Bed

Bed

Bloodstain

Bloodstain

Bookcase

Bookcase

Cleansing Fountain

Cleansing Fountain

Dark Altar

Dark Altar

dungeon door

Dungeon Door

dungeon door - secret

Dungeon Door - Secret: a hidden dungeon door that requires intentional investigation to discover. The difficulty of discovering each secret door is determined according to each dungeon room

dungeon door - entrance

Dungeon Entrance

platform

Platform: a solid black line indicates a platform 40ft above the dungeon's ground floor

Prisoner

Prisoner

stairway

Stairway

teleportation stone

Teleportation Stone: a crystal that teleports you to another teleportation stone, as described within each dungeon room

teleportation stone - sealed

Teleportation Stone - Sealed: this teleportation stone is sealed and cannot be used until conditions are met (as described within each dungeon room) to activate the crystal

Wardrobe

Wardrobe

boss monster - dragon

Boss Monster: this icon indicates a very difficult monster or enemy. Exact details are given in each dungeon room

spellcaster

Custodian of Dark Magic

Dark Magic Spawn

Dark Magic Spawn

Revenant Chrysalis

Revenant Chrysalis

Revenant Revival Altar

Revenant Revival Altar

Revenants of the Plague

Revenants of the Plague

statue guardian

Statue Guardian

statue mage

Statue Mage

Teleportation Stone - Summoning

Teleportation Stone - Summoning

Black Magic

Dark Magic

Black Magic - Contained

Dark Magic - Contained

dark magic font

Dark Magic - Font

Coven's Fire

Coven's Fire

treasure chest

Treasure Chest

treasure chest - dungeon specific

Treasure Chest - Dungeon Specific

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