TEXT: A 5E WARLOCK MIDGARD ADVENTURE 
  BY JON SAWATSKY
      The 
  Rune CRypT of 
  SianiS
  FOR FOUR 
  7TH – 8TH LEVEL PCS
  
  Kobold Press, Midgard, Open Design, and their associated logos  
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  Product Identity: The following items are hereby identified as Product 
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  Open Game Content: The Open content in this book includes all 
  monster stats for the Dread Mummy.
  © 2018 Open Design, LLC
  www.koboldpress.com
  Eventually the Helari family withdrew from Vidim 
  entirely, and they established themselves in the family crypt 
  some miles to the east of the city. There, they faded from 
  memory, though not before a frightening tale emerged 
  from the region near the tomb. The story told of a massive 
  black cloud that arrived from nowhere and sat unmoving 
  in the wind for seven days. In the snowy mountainous 
  region of the Duchy of Domovogrod, hunters reported dark 
  songs echoing from the Helari crypt until, on the eve of the 
  seventh day, a great rune appeared in the cloud. Recoiling 
  from the bare evil of the magical symbol, the hunters fled 
  from their trap lines and refused to return.
  Today, the crypt has sat undisturbed for nearly a century. 
  Even the crows that perch on the spire-like roofs of Vidim 
  refuse to fly near the place.
  The Fate of the Helari Family
  When her son was slain, Sianis suffered terribly. 
  Inconsolable, her grief consumed her. Her other children, 
  husband, and extended relatives gathered to comfort her, 
  THE RUNE CRYPT OF SIANIS
  Design: Jon Sawatsky
  Editing: Blaine McNutt 
  Art Director & Graphic Design: Marc Radle
  Cover Art: Karl Waller
  Interior Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  GM Note: When a creature’s name appears in bold, that’s a 
  cue that its stat block appears in the Monster Manual. If the 
  stat block appears in the Tome of Beasts, it is noted as such.
  Background
  For years, the Helari family of Vidim were among the 
  most reputable and rich folk in the kingdom. The family 
  matriarch, Sianis Helari, was a powerful rune caster, and 
  she used her magic for betterment of all the civilized places 
  in the North. But she changed when her youngest son, 
  Thurich, died (he was torn to pieces by the Jotun, giants 
  inhabiting the mountainous regions of Jotunheim, and 
  his remains were partly devoured by wolves). With her 
  son’s death, Sianis retreated from the world and fell into 
  shadow and obscurity. The family in turn grew reclusive 
  and secretive. Their benevolence turned to indifference and 
  then malice. The family played host to odd travellers, and 
  it funded expeditions into remote areas. Rumors circulated 
  that Sianis looked for a way to restore her son.
  
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  but alas, their efforts were in vain. Sianis became obsessed 
  with using her rune magic to bring her son back to life; his 
  remains were scattered and almost destroyed, preventing 
  most resurrection magic. Eventually, Sianis turned to 
  dark powers and made a bargain with most malevolent 
  Chernobog, the Lord of the Night. In the shadows of the 
  family crypt and aided by her fallen family, Sianis twisted 
  the Hagalaz rune (Deep Magic: Rune Magic, p. 5) into what 
  she thought would restore her son. Of course, Chernobog 
  betrayed the wizard—the rune actually summoned storms of 
  necrotizing snow and ice. When Sianis attempted to use the 
  rune power, the storm was summoned; Chernobog learned 
  the rune’s shape and abandoned the Helari family, who were 
  consumed by shadow and madness.
  
  4
  The Crypt Today
  Since the family was betrayed, the crypt has laid 
  untouched. Recently, a band of ravenfolk led by a doom 
  croaker broke into the crypt in hopes of finding the rune 
  Sianis had shaped. They suffered terribly at the hands of the 
  crypt’s inhabitants (mostly undead members of the Helari 
  family), and they are holed up deep inside the crypt and 
  desperate to escape.
  A demon is tasked with guarding the entrance to burial 
  chamber of Sianis herself. On her coffin is inscribed the 
  terrible rune that doomed her family. The demon is bound 
  to the crypt, and it attacks anything that attempts to enter 
  the secret lower levels of the place.
  Sharp Hooks and Enticing Stories
  • A long-lost member of the Helari family has returned to 
  Vidim with the intention of reclaiming the crypt and the 
  family fortunes buried within in. She is unconvinced by 
  the stories about the place, and she offers 1000 gp to any 
  adventurers who explore and map the place fully.
  • One of the spellcasters in the party is haunted by 
  nightmares of a twisting rune on a field of flowing shadow 
  and blood. They know the rune is located somewhere near 
  Vidim, and the party discovers the story of the Helari 
  family while visiting the city.
  Area Descriptions
  The crypt has no natural lighting and looks recently 
  disturbed though not in a respectful fashion. The following 
  descriptions present the setting, possible encounters, and 
  items located in each area.
  1. FRONT DOORS
  The doors to the crypt have been forced open. A search and 
  a DC 14 Wisdom (Perception) check reveals a long black 
  raven feather wedged into some rocks by the door.
  2. ENTRY HALL
  This short hallway contains four leering gargoyles on stone 
  pedestals. Below each gargoyle is an inscription demanding 
  that those who enter do so with reverence and respect. One 
  of pedestals contains a secret compartment (DC 16 Wisdom 
  [Perception] check to notice) that holds a brass key that 
  unlocks the door into area 12. A blade trap at the end of 
  the hall has been sprung recently. A great deal of blood and 
  feathers are found on and near the blade, which must be 
  climbed over to reach area 3.
  3. HALL OF REMEMBRANCE
  This wide hall is filled with tapestries and portraits that 
  depict the Helari family and their exploits. Most are tattered 
  and ruined, though a few still portray a stern looking human 
  or tell the tale of an accomplishment. Unlit torches line the 
  wall. A pit trap has been recently triggered by the ravenfolk. 
  Twenty feet below the floor, impaled on wooden spikes, are 
  two dead ravenfolk scouts (Tome of Beasts, p. 322). They 
  carry their normal equipment plus each wears an explorer’s 
  pack. Having been awakened by the ravenfolk, a pair of 
  former Helari family members buried in areas 4 and 5 stalk 
  the hall. 
  4. GAMRIN’S REST
  This tomb contains the remains of Gamrin Helari (dread 
  mummy, see below, use max hit points). The undead 
  creature was recently disturbed by the ravenfolk, and it has 
  awakened angry and mad. Gamrin is the only creature in the 
  crypt whose mind is intact enough to recall what happened. 
  Use Gamrin to reveal history of the Helari family and its 
  fate as you see fit. Gamrin invariably attacks the PCs, likely 
  joining his sister Sinil in the effort.
  5. SINIL’S REST
  Sinil Helari’s (dread mummy, see below, use max hit points) 
  remains were buried in this tomb. She now wanders area 3 
  after awakening to the ravenfolk’s presence. She is too mad 
  to speak with. 
  6 THE FOURTEEN TOMBS
  The fourteen small tombs are filled with the remains of the 
  Helari family. In addition to the following encounters, fill the 
  tombs with traps and horrors as you like:
  • A cloud of poisonous gas expands out from the opened 
  tomb. PCs caught in the cloud must succeed a DC 14 
  Constitution saving throw or be poisoned for one hour. 
  The poison ruins water and food carried by anyone caught 
  in the cloud.
  • The tomb roils with fifteen shadows. Opening the tomb 
  unleashes the undead, who flee towards the exit. PCs 
  standing within 10 feet of the door must succeed a DC 
  14 Dexterity saving throw or be carried away by the mass 
  of undead spirits. PCs who are carried away suffer 1d6 
  bludgeoning damage for each 5 feet the shadows move. A 
  PC may repeat the save at the beginning of each of their 
  turns to escape the churning ball. The shadows flee as best 
  they can.
  7. UNDISTURBED MOURNING CHAMBER 
  This large room contains a number of decrepit sofas and 
  chairs, and it bears evidence of having once been lived in 
  by a number of humanoids. The secret door, spotted by a 
  successful DC 16 Wisdow (Perception) check, that opens 
  into area 9 is closed.
  
  5
  8. DISTURBED  
  MOURNING CHAMBER
  This chamber is similar to area 
  7, but it has been tossed by the 
  ravenfolk. The secret door to 
  area 9 is open. The demon in 
  area 9 may investigate if the 
  PCs rummage loudly through 
  the chamber.
  9. INNER SANCTUM 
  This chamber served as the 
  private quarters of Sianis Helari. 
  It is now occupied by a psoglav 
  demon (Tome of Beasts, p. 79) 
  that has driven the ravenfolk into 
  area 10. On an initiative 20, the 
  demon uses its action during the 
  second round of combat to summon 
  a corrupting ooze (Tome of Beasts, 
  p.311) that defends the demon until 
  death.  There is a lot of evidence of 
  demonic magic being performed 
  in this chamber. Infernal sigils mark 
  the floors, and skulls lie on the floor, 
  scattered from their placement in evil 
  ritual circles. Dozens of Hagalaz runes 
  have been inscribed on the walls; 
  each with some minor variation in 
  form. A secret door, DC 18 Wisdom 
  (Perception) to spot, leads to the 
  catacomb below.
  10. THE RAVENFOLK BARRICADE 
  The door to this secret chamber is 
  partly open, but access to the 
  room is barred by stone slabs 
  pushed in place by the panicked 
  ravenfolk hiding inside—it 
  can be forced open by a Strength 
  (Athletics) check of 20. Trapped by the 
  demon, a ravenfolk doom croaker, three 
  ravenfolk scouts, and a ravenfolk warrior 
  (Tome of Beasts, pp.322-324) are desperate to 
  escape. The leader (the doom croaker) likely lies to the 
  party in an attempt to get them to climb into the catacomb 
  under the crypt and retrieve the rune for him. He offers a 
  platinum feather (700 gp value) as a reward for obtaining 
  the rune. The ravenfolk feign greater injuries than they have 
  sustained, but they helpfully point out the secret door in area 
  9. They will make pretenses to leave, but ultimately, they try 
  to ambush the party in area 3 as the party attempts to leave. 
  The ravenfolk defend themselves if attacked, but they prefer 
  to bargain and set lay their ambush.
  11. RITUAL SUPPLIES
  Sianis kept a variety of unholy magic components in this 
  chamber. 
  Treasure: Most components have turned to dust over time, 
  but a pouch of powered ruby (500 gp value) is found with a 
  successful DC 14 Wisdom (Perception) check.
  
  6
  12, 13. HELARI VAULTS 
  The door into area 12 is locked. The lock requires a successful 
  DC 15 Dexterity check to pick or DC 20 Strength check to 
  force open. The chambers beyond contain the wealth of the 
  Helari family, and the coffin of Sianis. The coffin is empty, 
  the satin interior shows deep blackened claw marks. The 
  coffin radiates evil, and any creature who touches it is cursed 
  with nightmares during their next long rest. The dreams 
  feature a laughing demon etching runes onto an ash colored 
  mountain.
  Treasure: A total of 1100 gp sits in boxes and chests 
  throughout the vaults. A +2 shield with the Helari Crest is 
  mounted on the wall in area 13. Inscribed on the coffin on 
  Sianis is the Variant Hagalaz Rune (See below). The rune 
  can be copied or etched.
  DREAD MUMMY 
  Medium undead, lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 90 (12d12 + 18) 
  Speed 20 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
  17 (+4)  8 (−1)  
  15 (+2)  6 (−2)  
  10 (+0)  
  12 (+1) 
  Saving Throws Wis +2 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages the languages it knew in life 
  Challenge 4 (1,100 XP) 
  ACTIONS 
  Multiattack. The mummy can use its Dreadful Glare and 
  makes one attack with its rotting fist. 
  Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 
  10 (3d6) necrotic damage. If the target is a creature, it 
  must succeed on a DC 12 Constitution saving throw 
  or be cursed with mummy rot. The cursed target can’t 
  regain hit points, and its hit point maximum decreases 
  by 10 (3d6) for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until 
  removed by the remove curse spell or other magic. 
  Dreadful Glare. The mummy targets one creature it can 
  see within 60 feet of it. If the target can see the mummy, 
  it must succeed on a DC 13 Wisdom saving throw 
  against this magic or become frightened until the end 
  of the mummy’s next turn. If the target fails the saving 
  throw by 5 or more, it is also paralyzed for the same 
  duration. A target that succeeds on the saving throw is 
  immune to the Dreadful Glare of all mummies (but not 
  mummy lords) for the next 24 hours. 
  Magical Item
  Rune casters are rare even in Midgard, those who exist today 
  have access to rare artifacts created by powerful mages of the 
  past (See Deep Magic: Rune Magic for more details).  
  VARIANT HAGALAZ RUNE
  Wondrous item (rune stone), rare
  When studied for one uninterrupted hour, the rune allows 
  the rune master to learn the following 9th level rune mastery 
  power instead of the normal one:
  Rune Mastery Power (9th level): When sketched on the 
  ground under an open sky, Hagalaz sends out a gust of 
  wind in all four cardinal directions centered on the rune. 
  You may choose any number of creatures to be unaffected 
  by this effect. Sketching the rune takes 4 rounds, and it is 
  triggered at a time of your choosing. The wind lasts while 
  you concentrate, for up to 2 minutes.
  The rune loses its magic and crumbles into small pieces 
  once it has been studied.
  
  7
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  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document 5.0 Copyright 2016, Wizards 
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