TEXT: Horror
  at
  Havel's
  Cross
  A second-level adventure
  using D&D 5E Basic Rules
  What is this adventure?
  This second-level adventure is designed for D&D veterans and
  complete beginners alike. It only uses rules, items, monsters
  and concepts found in the free basic ruleset that can be
  downloaded from the Wizards of the Coast website.
  That means that you and your friends can play this without
  having to buy anything other than snacks, drinks and maybe
  some dice - though even these can be replaced by the many
  free Dice Roller apps available for phones and tablets.
  How do I play?
  The basic rules of Dungeons & Dragons 5th Edition can be
  downloaded at dnd.wizards.com/articles/features/basicrules
  Summary
  When a group of archaeologists put out a call for adventurers
  to help them escort a valuable artefact back to civilization,
  nobody expects anything out of the ordinary. However, our
  heroes have more than mere bandits to deal with at Havel’s
  Cross. Will they be able to survive the horrors waiting for
  them and piece together a ghoulish mystery?
  
  the narrow windows can provide a view of the main taproom.
  Adventurers that approach within 10 ft. or so of the inn can
  attempt a DC 10 Wisdom (Perception) check to hear the
  sound of low voices speaking in Goblin coming from inside.
  Whether the party looks through the door or a window,
  gazing into
  the
  Havel’s
  Wood
  inn is
  like
  staring into
  a
  nightmare. Maybe a dozen bodies laid open with deep slashes
  are scattered on the floor and behind overturned tables. Beer
  and blood are spattered everywhere, and as with the horse
  outside the corpses appear to have been partially eaten.
  If this wasn’t bad enough, six Goblins (DM’s Basic Rules
  p30) are going through the pockets of the fallen while a
  Hobgoblin (DM’s Basic Rules p32) prises open a lockbox in
  the middle of the room using a rusted crowbar.
  If they notice the adventurers the creatures will attack on
  sight,
  some
  charging
  forward
  while
  others
  hide
  behind
  overturned tables and loose arrows. However, once half the
  Goblins
  are
  slain
  or
  he’s
  reduced
  to
  half
  health,
  the
  Hobgoblin will throw down his sword and surrender.
  The Hobgoblin, Krax, will claim that they saw the fire from
  their camp last night and decided to investigate Everybody
  was already dead when they arrived a few hours ago, and
  they were in the process of looting the place when the
  adventurers arrived. If asked, he will tell the party:
  • He has no idea what happened here but hopes he never
  meets the creature that did it, especially as the inn was
  usually well-defended from outside threats. The door was
  strong and was only unlocked when travellers were being
  let in.
  • He and his men are raiders and bandits.
  • They’ve spotted the scholars up in the hills from time to
  time,
  but as they didn’t seem to have anything worth
  stealing and Krax didn’t like the look of the big Dwarf with
  them, the group left them alone.
  Meeting Landy
  Professor Winsome Landy, a Halfling scholar (use the stats of
  a Commoner, DM's Basic Rules p54), is looking for help from
  a band of reliable and affordable adventurers. She may get in
  touch
  with
  the
  party through
  mutual
  acquaintances,
  a
  recommendation from a local innkeeper or even send them a
  note directly after hearing of their earlier exploits.
  In any case, if they are interested in the job Landy meets
  them in The Spring Shoot, a quiet inn mostly frequented by
  Halflings, Gnomes and other diminutive sorts. As they enter,
  the
  party
  will
  immediately
  notice
  a
  woman
  with
  curly
  chestnut-brown hair and purple robes, sat alone at a table
  and reading from a heavy book. The professor is engrossed in
  her work, but will eventually tear herself away once she
  realises who the party are.
  Naive, friendly and easily distracted, Landy will explain
  that she is an archaeologist and part of a team investigating
  ancient ruins that they believe were home to an ancient
  Elven death cult. Her colleagues asked her to stay in town to
  arrange supplies and carry out book research while they
  excavated the site.
  A couple of days ago the team leader,
  an Elf named
  Calador, got in touch using one of their Scrolls of Sending.
  He said they had uncovered something rather interesting and
  wanted an armed escort to help bring it back to civilization.
  They’re to meet a member of the team at Havel’s Cross, a
  fortified coaching inn up in the hills near the dig site.
  She is authorised to spend up to 500gp on the escort
  and will offer this right away, with no attempt to haggle
  or negotiate. If asked, she will explain
  that:
  • She really has no idea what they
  found.
  It’s
  unlikely to
  be
  gold,
  jewels or anything conventionally
  valuable,
  but
  could
  be
  an
  artefact of the cult.
  • The team consists of two
  Elves - Calador and Skein - a
  human
  called
  Tanlik,
  a
  Gnome called Quinn and a
  Dwarven
  bodyguard
  called
  Graz Shatterbone. They have
  been
  working
  together
  for
  about three years.
  • It’s a fairly dangerous area,
  with Goblins and wolf packs prowling about. Shatterbone
  can keep the team safe, but the request for escorts isn’t too
  surprising if they’re found something interesting.
  • The early research suggests that the cult was centered
  around death and rebirth, but may have strayed into the
  use of dark necromantic magic.
  Havel’s Cross is around three days’ travel away. Landy wants
  to
  accompany the
  party and
  suggests
  that they gather
  supplies and leave immediately.
  A Terrible Scene
  As you journey the scenery around you becomes wilder.
  Farmland and meadows give way to thick tangled forests and
  stretches of open moor. After a morning spent trudging up a
  muddy road Landy eventually declares that the inn is just
  around the next bend.
  With thoughts of a warm fire and dry clothes spurring you
  on you all put in a final push and hurry up the slope, but as
  soon as the inn comes into view it’s clear that something is
  horribly wrong.
  At a glance it would have been easy to mistake the three-
  story building for a small fortress,
  with narrow slits for
  windows and tough-looking stone walls. The oaken door at the
  front of the building is thick and sturdy-looking, but has been
  thrown wide open and swings gently in the breeze. The
  slumped form of a dead horse lays in the road and where
  the
  stables
  would have
  once
  stood there
  is
  only
  a
  smouldering pile ofcharred wood and bones.
  -------------------------------------------------------------------------------------------------------------------------------------
  Landy will be panicked by the scene in front of her
  and hide in the bushes while the
  adventurers
  work
  out
  what
  they
  want to do.
  The dead horse that lays in the
  mud was partially eaten. A DC 12
  Wisdom
  (Medicine)
  check
  will
  allow an adventurer to work out
  that the bites did not come
  from wolves or wild dogs, but
  something
  roughly
  human-
  sized with sharp teeth. There
  are also signs of deep claw
  marks.
  There are no entrances to
  the inn other than the main
  door, which is wide open, but
  What Happened
  The carnage at Havel’s Cross was caused when Calador -
  corrupted by the Bone of Doresain - turned up the previous
  night. He talked his way inside before clubbing the door
  guard over the head with the Bone and throwing the door
  open to his Ghouls.
  After massacring the guests the undead monsters dragged
  some back to their lair at the dig site, but not before killing
  the horses in the stable and knocking over a lamp, burning it
  down.
  
  If allowed, Krax and his men will depart peacefully. They will
  attempt to take as much loot as they can, though they will
  drop it if challenged by the adventurers.
  Investigating the Carnage
  There are 12 bodies in the inn. Seven are humans, three
  Halflings and two Dwarves. If brought in, a very distressed
  Landy will confirm that none of her colleagues lie among the
  dead.
  As with the horse outside, a DC 12 Wisdom (Medicine)
  check will allow an adventurer to work out that the bites
  came from something roughly human-sized with sharp teeth,
  while the slashes were caused by long claws.
  An adventurer proficient in Nature may attempt a DC 15
  Wisdom (Nature) check to work out that the attackers were
  probably Ghouls - undead humanoids that feast on the
  living.
  Adventurers
  trying
  to
  work
  out
  what
  happened
  may
  attempt
  a
  DC
  12
  Intelligence
  (Investigation)
  check.
  If
  successful - or if they specifically look at it - they will notice
  that the body nearest the door appears to belong to a guard
  of sorts, and that she appears to have been killed by a blow
  to the head rather than the bites and slashes suffered by the
  other patrons. They may also notice that there are a few large
  pools of blood that are not near any bodies, suggesting that
  several corpses may have been removed.
  A DC 10 Wisdom (Survival) check will allow an adventurer
  to follow the tracks left when the bodies were dragged off. It
  appears that four bodies were taken into the woods, heading
  up the hill. Landy will confirm that they’re heading directly
  towards the dig site, and will be afraid that the creatures will
  be targeting her friends next.
  In any case, Landy will insist that the adventurers hurry
  along to the dig site. She will give them directions, but wants
  to lead them there herself.
  Opening the lockbox - which holds the inn’s earnings -
  requires a DC 13 Strength (Athletics) or Dexterity (Thieves’
  Tools) check (note that using the crowbar to prise the box
  open will grant Advantage on the check - see Players’ Basic
  Rules p49). Alternatively, the key can be found on the body of
  the innkeeper. Inside there is around 120gp worth of various
  coins.
  Elsewhere,
  the inn contains
  plenty of food and basic
  supplies (torches, rope, etc.). Searching the bodies will reveal
  10 (3d6) gp and 14 (4d6) sp, though Landy will be horrified
  at any adventurer that robs a corpse in front of her.
  The Dig Site
  A shaking Landy guides you along a damp trail marked by
  broken twigs and crushed grass. It snakes its way through
  trees that rustle and moan in the bitterly cold wind, but after
  an hour or so of climbing up into the hills you spot a break in
  the foliage that opens into a wide clearing.
  The grass is matted with tangled weeds and criss-crossed
  by shallow trenches carefully cut into the earth. In the centre of
  the clearing squats a low building made ofgrey stone that has
  been smoothed by countless centuries ofwind and rain. Steps
  lead up to an arched doorway with a strange circular symbol
  carved into it, but the room beyond appears to be in total
  darkness. A mixture of worry and confusion flashes across
  Landy’s face.
  “They always kept the lamps in the main chamber lit…
  Something must have happened to them!”
  With that, the Halfling breaks into a run, heading straight for
  the door to the old temple.
  ------------------------------------------------------------------------------------------------------------------------------------------------------
  Catching
  and
  restraining
  Landy
  will
  be
  trivial
  for
  any
  reasonably fast and strong adventurer.
  The various trenches are between one and five feet deep. If
  asked about them Landy will explain that the group was
  searching for artifacts relating to the temple that may have
  been buried in the soil outside.
  A DC 13 Wisdom (Perception or Survival) check will allow
  adventurers to spot splashes of blood and the tracks of
  something being dragged along the ground leading up to the
  temple.
  There are simple windows cut into the stone on either side
  of the door and on the right and left walls. They are about 8
  ft. off the ground and are just about big enough for a small
  creature to squeeze through. There are no other obvious ways
  into the building.
  The symbol over the archway is very faded, but seems to
  resemble a snake eating its own tail. However, there appears
  to be a crack running through it. Adventurers that pass a DC
  15 Intelligence (Religion) check will know that this is a symbol
  known as ‘Ouroboros’. Many religions and other groups have
  used it to represent the cycle of death and rebirth.
  11 ssqq.. == 55 fftt..
  AA..
  BB..
  CC..
  
  The Temple
  Inside the temple is a long, gloomy room. There are rows of
  columns to your left and right, but the only furniture seems to
  be a circular stone altar that lies just in front of the far wall,
  which is topped with a small wooden box, and a handful of
  crates over in one corner. Two arches appear to lead offto dark
  side-chambers.
  As soon as you enter you notice two things. The first is the
  stench ofdeath and blood which hangs in the air as thickly as
  the fog outside. The second is the wet sound of biting and
  chewing, which seems to be coming from the chamber offto the
  left…
  ------------------------------------------------------------------------------------------------------------------------------------------------------
  The main hall - the Life Chamber (A) - is dimly lit. The crates
  contain basic supplies including trail rations, some blankets
  and oil for the lamps that are hung up on old torch sconces.
  Pools of blood dot the floor, leaving trails that run to both
  doors and another that ends abruptly at the far wall. The
  altar and the box are described in the Altar boxout.
  The sound in the Birth Chamber (B) is being made from
  two Ghouls (DM’s Basic Rules p22), which are feasting on the
  body of a Human woman wearing the torn and bloody
  remnants of chainmail.
  The Ghouls appear to be an Elf and a Human that Landy
  will be able to tearfully identify as Skein and Tanlik if she is
  allowed to examine them. The unfortunate Human woman
  was a uard at Havel’s Cross.
  The room they are in is fairly small and lit by thin shafts of
  light filtering in through the windows high up on the wall.
  Tiles that seem to show seeds and nuts decorate the walls,
  while the ceiling is engraved with ancient representations of
  humanoid babies, calves, chicks and other young creatures.
  The Ghouls are engrossed in their feast and will only react
  if they are approached or if the adventurers (or Landy) make
  a particularly loud noise. Sneaking up on them requires an
  adventurer to make a successful DC 10 Dexterity (Stealth)
  check. Attacking before the Ghouls are aware of them will
  grant the adventurers a Surprise Round.
  Another Ghoul - a former female Gnome that Landy will
  recognise as Quinn - is gnawing on bones in the Death
  Chamber (C) and will be attracted by any sound of fighting
  (likewise, the Ghouls in the Life Chamber will be roused if the
  adventurers fight her first).
  The Death Chamber itself is the mirror image of the Life
  Chamber, but its walls are inlaid with withered thorns and
  wilted roses, while the ceiling shows a maze of bones and
  skulls. It seems to have been used as a sleeping and living
  chamber by the archaeologists and contains several bedrolls,
  a handful of bags, some cooking equipment and a small chest
  containing 50gp. A character looking through the bags can
  make a DC 14 Wisdom (Perception) check to notice a small
  phial containing a Potion ofHealing (Player’s Basic Rules p50)
  in one of the bags.
  Scraps of bone-white paper are scattered around the floor,
  most of which are stained with blood and are completely
  illegible. A DC 15 Wisdom (Perception) check will allow an
  adventurer to pick out a decently sized piece with legible
  writing. It reads:
  “...found a bowl in trench eight this morning, this time made
  of what we think to be onyx. It matches the shape of the two
  we already uncovered and has similar engravings. To be honest
  it’s all a bit cryptic, but Calador says he thinks they are the key
  to unlocking the secrets of this old place. Old Shatterbone isn’t
  too happy about it, but then again he nev…”
  The Bone Chamber
  Shallow
  steps
  descend into
  the
  earth,
  wending
  down a
  passage coated with ancient spider webs and damp moss. In
  the depths you can see the faint flickering light ofa torch shine
  through a doorway, and even from the top of the passageway
  you have to fight off the urge to retch as the stink of rotting
  flesh rolls over you.
  ------------------------------------------------------------------------------------------------------------------------------------------------------
  Unless adventurers make efforts to get rid of or otherwise
  negate
  the
  hideous
  smell,
  all
  concentration
  checks
  (see
  Players’
  Basic
  Rules
  p79)
  in
  this
  area
  are
  made
  with
  disadvantage.
  The stairs descend for around 40 ft. before opening up into
  the Bone Chamber.
  ------------------------------------------------------------------------------------------------------------------------------------------------------
  The open doorway leads into a large, low-ceilinged vault.
  Unlike the temple above it appears to be rugged and rough-
  hewn, with an uneven dirt floor and flimsy-looking stone
  pillars. Ancient bones litter the floor and primitive paintings
  showing humanoids tearing into one another with claws and
  teeth cover the walls.
  Several overturned chairs are scattered around what appears
  to be another round altar, about twice as big as the one in the
  main temple, and wicked-looking stone knives are piled on the
  ground near them. On top of the altar are the remains of a
  humanoid, but they’re too badly torn up for you to tell what
  race or gender they were. Another two bodies, both in even
  worse condition, lie slumped offagainst the wall to the left.
  The Altar
  The circular altar at the far end of the Life Chamber is made
  out of well-worn stone and on top of it are three evenly-
  spaced hollows. The following words are carved around the
  rim in Ancient Elvish, forming a loop.
  Landy is able to read the engravings easily, while any
  adventurer that can speak Elvish can decipher their meaning
  with a DC 10 Intelligence check. They read:
  “...and what lives will die and what dies will be reborn and
  what is reborn will live and....”
  Scattered on the floor nearby are three small bowls, which
  seem to have been knocked from the altar. One is made from
  gold, one from iron and one from black stone that appears to
  be onyx. The bowls are the perfect size to fill the hollows and
  each has an engraving running around the rim, also written
  in ancient Elvish. The words engraved are shown in the table
  below
  The small wooden box on top of the altar contains a
  seemingly random collection of items. These are a half-dozen
  eggs, a small blood-stained knife, a mortar and pestle, and a
  bundle of chicken bones tied up with string.
  Adventurers close to the altar will be able to notice that a
  trail of blood leads directly up to the center of the far wall.
  Interestingly, the final final pool ends neatly where it meets
  the wall and appears not to have splashed on it at all. An
  adventurer making a DC 12 Intelligence (Investigation) check
  will be able to conclude that there is a secret door in the wall,
  and a DC 14 Wisdom (Perception) check will allow them to
  spot a tiny hairline crack running down the middle of the
  stonework
  Opening the secret door requires that the bowls be placed
  on the altar and filled with appropriate offerings as shown in
  the table below. If adventurers are struggling, they can make
  a DC 12 Intelligence (Investigation) check to find traces of old
  offerings left in the bowl (tiny fragments of ground bone, the
  lingering smell of egg, etc.)
  Bowl
  Engraving
  Offering
  Golden Bowl
  The Essence of Birth
  Broken egg
  Iron Bowl
  The Essence of Life
  Blood
  Obsidian Bowl
  The Essence of Death
  Ground bone
  Once the appropriate offerings are placed, a section of wall
  will swing back to reveal a staircase descending into the Bone
  Chamber.
  
  Calador
  Medium Humanoid (Elf), Chaotic Evil
  ----------------------------------------------------------------------------------------------------
  Armor Class 12 (15 with Mage Armor)
  Hit Points 37 (5d10 + 10)
  Speed 35 ft.
  ----------------------------------------------------------------------------------------------------
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16
  (+3)
  14
  (+2)
  14
  (+2)
  18
  (+4)
  9
  (-1)
  11
  (+0)
  ----------------------------------------------------------------------------------------------------
  Skills Arcana +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Elvish
  Challenge 2 (450 XP)
  ----------------------------------------------------------------------------------------------------
  Fey Ancestry.
  Calador has
  advantage
  on saving throws
  against being Charmed, and magic can’t put him to sleep.
  Ghoulish Vitality. When Calador is reduced to 0 hp he is
  knocked unconscious but not killed. At the start of his next
  turn he regains 14 (4d6) hp and wakes up. He loses this
  ability if the Bone of Doresain is destroyed.
  Spellcasting:
  Calador
  is
  a
  3rd-level
  spellcaster.
  His
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit
  with
  spell
  attacks).
  He
  has
  the
  following
  wizard
  spells
  prepared:
  Cantrips (at will): Fire Bolt, Light
  1st level (3 slots): Mage Armor, Magic Missile, Shield
  2nd level (1 slots): Misty Step, Suggestion
  ----------------------------------------------------------------------------------------------------
  Actions
  Bone Club: Melee Weapon Attack: +6 to hit, reach 5 ft., one
  creature. Hit: 7 (1d6 + 4) bludgeoning damage.
  Claw: Melee Weapon Attack: +5 to hit,
  reach 5 ft.,
  one
  creature. Hit: 5 (1d4 + 3) slashing damage.
  Mind Rend (Recharge 5-6): A wave of madness flows out
  from the Bone. All creatures within 15 ft. must make a DC 14
  Charisma save or take 7 (2d6) psychic damage.
  Create Ghoul (once per day): Calador creates a ghoul from
  the body of a dead humanoid within 60 ft.The Ghoul is under
  Calador's command and will obey simple instructions, but
  the control is very weak and it will always tend to act on its
  violent nature. For details, see The Bone ofDoresain.
  Lying just in front of the doorway.is yet another body - this
  time in the crumpled form ofa dwarfwith a long red beard. His
  bald head is marked with a jagged wound that looks to have
  come from a heavy club or something similar.
  As you look around you become aware of a soft, almost
  frantic sobbing sound coming from just behind the altar.
  ------------------------------------------------------------------------------------------------------------------------------------------------------
  The sobbing noise is coming from Calador, the Elven leader of
  the team. He is crouched down behind the altar and trying to
  hide.
  Calador is tall and has long black hair that reaches his
  shoulders. He wears robes that were once rather fine, but
  have been stained with all manner of filth, blood and mud. He
  protectively clutches a long bone that adventurers able to pass
  a DC 10 Wisdom (Medicine) check will be able to identify as a
  femur, probably one that belonged to an Elf.
  The bone is actually an evil artifact that has been imbued
  with some of the power of Doresain, the first Ghoul. It exerts
  an evil presence and like other magical items seems to be
  resistant to decay or staining,
  leaving it bone-white and
  gleaming.
  Once found by the adventurers he will sob and wail and
  thank them for rescuing him from this nightmare. Should
  they be accompanied by Landy he will hug her tightly.
  If
  given
  the
  chance
  he
  will
  explain
  that
  they
  uncovered this chamber a few days ago, finding the
  chamber much as it is now - only without the
  fresh bodies.
  The bone lay on the altar and
  seemed to be an object of worship for the
  ancient cult, making it very important. Some
  time after, however, his colleagues started
  acting
  strangely.
  Eventually
  Shatterbone
  attacked him, but he managed to fight the
  dwarf off by hitting him with the bone.
  He claims that the rest of the team
  started turning into
  monsters
  so
  he
  overturned the bowls that unlocked the
  door and sealed himself down here to
  stay safe.
  Almost all of this is, of course, a lie.
  Upon seizing the Bone Calador was
  corrupted by its power and slowly
  began transforming his colleagues
  into Ghouls. After tricking his way
  into
  Havel’s
  Cross
  he
  had
  them
  drag a selection of corpses back
  here. Rather than lock the Ghouls
  The Bone of Doresain
  Weapon, Legendary (requires attunement by an evil creature)
  This
  femur
  bone
  is
  imbued
  with
  the
  malevolent
  evil
  of
  Doresain, the first Ghoul. It can be wielded as either a +1
  magical club or a spell focus, but drives the holder mad with
  images of death, biting and tearing flesh. Even creatures
  unlucky enough to be nearby are plagued with headaches and
  strange visions.
  Once per day, as an action, a creature attuned to the Bone
  can create one Ghoul from a humanoid corpse within 60 ft.
  These Ghouls are follow the commands of their creator and
  will obey simple instructions. However, the control the creator
  can exert is comparatively weak and the Ghouls will always
  tend to act on their violent nature.
  When a creature attuned to the Bone is reduced to zero hit
  points they are not killed. Instead, at the beginning of their
  next turn they regain 14 (4d6) hit points. This effect lasts even
  if the creature is not holding the Bone.
  The Bone itself has 14 (4d6) hp and AC 10. It is resistant to
  piercing damage, immune to psychic and poison damage and
  vulnerable to bludgeoning and radiant damage.
  
  Credits and Acknowledgments
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the
  dragon ampersand, and all other Wizards of the Coast product names, and their
  respective logos are trademarks of Wizards of the Coast in the USA and other
  countries.
  This work contains material that is copyright Wizards of the Coast and/or other
  authors. Such material is used with permission under the Community Content
  Agreement for Dungeon Masters Guild. All other original material in this work is
  copyright 2016 by Richard Jansen-Parkes and published under the Community
  Content Agreement for Dungeon Masters Guild.
  All images sourced through iStockPhoto and the Dungeon Masters Guild. Maps
  created by Winghorn Press using Campaign Cartographer 3
  out because he was frightened of them, he simply wanted to
  be able to gorge on flesh without being disturbed. Virtually
  the only true element is that he did indeed club Shatterbone
  to death after he attacked the Elf.
  There are several major holes in Calador’s story - such as
  how the fresh bodies got down here - and he will not be able
  to explain them. Instead he will talk fast and try and bluff his
  way out. Adventurers examining him and able to make a DC
  13 Wisdom (Perception) check will also notice that he had
  traces of blood around his lips and in between his teeth.
  Once he realises that the ruse is up he will try and fight
  his way out, possibly grabbing Landy as a hostage if she is
  close enough.
  He will fight to the death, and quite possibly beyond it,
  creating a Ghoul and striking out with the Bone. Should he
  have the slots left he will use Misty Step to teleport onto
  spellcasters or other weak targets.
  If Calador is killed the Bone will glow with a sickly yellow
  light as it resurrects him, making it obvious that if the
  adventurers wish to destroy the Elf they need to dispose of
  the Bone first.
  Ending the Adventure
  Once the bone and Calador are both destroyed the temple will
  grow silent once more. Calador does not have anything of
  worth on him, but Shatterbone is wearing a Jade Ring of
  Resistance (DM’s Basic Rules p60).
  If Landy survived her ordeal she will break down sobbing
  and weeping for her lost friends. She will ask the adventurers
  to help her create a funeral pyre to burn all the bodies and
  then escort her back to town.
  After she has gotten over her initial shock the scholar will
  become fiercely determined to help to use her knowledge to
  combat evil, potentially becoming a source of information for
  the party in the long term or heading off to join a crusading
  monastery or aid an order of Wizards.
  winghornpress.com
  
  11 ssqquuaarree == 55 fftt..
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Winghorn Press/Winghorn Press - Horror at Havels Cross v1.pdf