TEXT: The Crypt on Keeper Hill
  (Interlude for level 3 characters) 
  Banshee x1 (MM pg. 23), Zombies x12–20 (MM pg. 315)
  Synopsis
  For 20 years the dark gloom that wreaths Keeper Hill has been 
  creeping through the land and is now brushing against the lands 
  of mortals. Grasses, trees, and living creatures have either 
  shriveled up to die or twisted to match the unsettling energy 
  emanating from the eldritch crypt. This energy is perpetuated 
  by Gwinylfae, a banshee bound to the crypts.
  The good people of the small hamlet bordering Keeper Hill 
  lock their livestock and themselves in their homes every night 
  to wait out the wailing echoes and creeping undead. They are 
  trapped. Too poor to move, too weak to fight, they try to hold 
  their ground each night. All residents are painfully exhausted 
  and hardened with the struggle that has become their pitiable 
  life.
  Most doors in the hamlet are rigged with spear holes or simple 
  traps that can be reset in the morning. Exterminated undead are 
  dragged to the fields to be burned during daylight hours, and 
  those of the living who were lost are decapitated before being 
  respectfully buried. There are no shrines, clerics, or religious 
  leaders in the town to help battle the nightly tide of zombies. 
  If the PCs arrive during the day, they encounter haggard, worn 
  people burning corpses and decapitating the body of a young 
  boy in preparation for burial.
  If the PCs arrive at night, they witness a hamlet besieged by 
  zombies. Villagers hear them if they begin battling the undead. 
  A man (Jovas) climbs to his roof to signal the PCs to his house 
  for protection. A typical encounter is 2d4+1 zombies to get to 
  Jovas’ doorway.
  Infected
  10% of all zombies encountered are infectious. A bite or claw 
  wound from an infectious zombie will inflict the victim with 
  zombiism, unless a save vs. CON [DC 17] for each wound is 
  made. 
  An afflicted victim will turn into a zombie within 2d4+2 hours. 
  The completely transformed victim has a 30% chance of also 
  being infected and will never return to the world of the living.
  A Cure Disease spell will remove the condition if cast before 
  the transformation is complete.
  Jovas Speaks
  Our hamlet forefathers laid our elven protector Gwinylfae to rest 
  in the old crypt many years ago.
  It seems she had some 
  unsettled business in our 
  world, or something has 
  disturbed her. Her curse has 
  befallen us, and we don’t 
  know what can be done to 
  appease her. Can you help? 
  I fear we don’t have many 
  nights left in us before we 
  are all consumed by her 
  undead.”
  Should the PCs agree to 
  help, Jovas gifts them 
  the hamlet’s most sacred 
  artifact—a clerical scroll 
  that casts the spell Cure 
  Disease, 
  readable 
  by 
  anyone.
  Hamlet in the Day
  Exploring 
  the 
  hamlet 
  during 
  the 
  day 
  is 
  relatively 
  safe. 
  Some 
  pockets of zombies may 
  remain trapped in barns, 
  sheds, or cellars if you 
  wish to challenge the 
  PCs while they explore 
  their surroundings. The 
  zombies avoid sunlight 
  but do not suffer from it.
  The surrounding forests 
  are 
  infected 
  by 
  the 
  spreading doom of Keeper 
  Hill. Flora and fauna are dark and tainted by the evil emanating 
  from the crypt. Wolves, bobcats, and other creatures are 
  tainted with evil and twisted in some way. Aggressive infected 
  creatures are typically CR 1–2.
  Approach to Keeper Hill
  Zombie x8
  The approach to Keeper Hill is laden with darkness and plagued 
  by zombies whether approached at day or night. A permanent 
  gloom hangs around the hill that radiates evil and sickness. 
  Enter the Crypt
  The door to the crypt has been locked and sealed by a forgotten 
  cleric. The lock can be released with a half-vial of holy water or 
  picked with a DEX – Sleight of Hand check [DC 17]. 
  
  Traps and Troubles
  Various traps and hindrances exist in areas marked on 
  the map with an X. Apply your own or choose from the 
  table below:
  1. Poison darts. Dex save to avoid [DC 12] 1d3 piercing 
  damage. CON save [DC 15] to avoid becoming 
  extremely sick for 10-40 minutes causing all actions 
  to be at disadvantage.
  2. Nauseating rot gas. CON save [DC 10] or begin 
  wretching uncontrollably for 1d4 rounds.
  3. Fetid disease. Random PC contracts a flesh eating 
  fungus of some sort. Flesh is inflamed, incredibly 
  itchy, left untreated will take over entire body in 1d2 
  days. After full infection victim must make a WIS 
  save [DC 15] or be driven completely insane as the 
  fungus attacks the brain.
  4. Spiked floor pit opens. DEX save [DC 15] to avoid 
  falling for 2d6 points of damage.
  1) Inside the Crypt
  Once within the crypt a soft moan echoes from the walls. A 
  whisper rings in a random PC’s ear, “I know you are here to 
  kill me, but you shall serve me.”
  2) Raining Death
  The walls and floor of this hallway are unstable. A dwarf, 
  gnome, or engineer may spot the hazard, WIS [DC 15] 
  Perception. More than 300 pounds of weight on the floor 
  shifts the ceiling supports enough to send it crashing down. 
  Fifteen fungus and slime ridden corpses, entombed above the 
  ceiling tiles, fall down with the collapse. A swarm of rot grubs 
  infests the cache and is hungry for warm, living flesh (See 
  Volo’s guide pg. 208 or the following brief).
  Any creature in contact with the swarm must make a DEX 
  save [DC 10]. A failed save means a rot grub has burrowed 
  into the flesh, dealing 3 (1d6) piercing damage. 1 point of fire 
  damage kills the grub if applied before the end of the creatures 
  next turn. After this, the grub is too deep.
  Cure Disease kills all grubs infesting a victim. 
  Rot Grub: [AC 8, HP 22 (5d8), speed 5, CR ½]  
  3) Gwinylfae’s Lament
  Banshee x1, Zombie x2
  A young maiden weeps while slumped over a sarcophagus 
  in the utter blackness. Her raiment is aged and worn 
  but was once a fine gown. Two wooden coffins stand by 
  the entry; a pair of rotting undead throw the doors open 
  and charge as the maiden raises her head and begins a 
  mournful wail.
  Both zombies here are infected (see infected section).
  The gown worn by Gwinylfae was once an elegant and fine 
  masterwork gown. It retains a dozen jewels and gold thread that 
  are worth a total of 250 GP. Removing the jewels and threads 
  will utterly destroy the gown and is considered desecration by 
  the superstitious folk of the hamlet if they discover the act. 
  Once the banshee is defeated or destroyed, the evil infecting 
  Keeper Hill is settled and quieted for good. To continue the 
  adventure, the surrounding woodlands may also require a 
  cleansing. 
  A cleric that creates a holy place and trains a member of the 
  hamlet in the way of their deity should gain an inspiration point.
  A druid may gain an inspiration point by restoring the flora and 
  fauna of the forests surrounding the hamlet. 
  Crypt Map
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fire Squad Games/Fire Squad Games - Crypt on Keeper Hill (5E Interlude).pdf