9c Tombwood Crypts
9c Tombwood Crypts
9c Tombwood Crypts
Wandering Monsters: The dead rest uneasily and wander about. Each short rest or when a room is searched, make
a roll (1d6); a 1 indicates an encounter. Roll on the following table to determine the nature of the encounter.
(Optional) Zombie Hordes: If you want to give the game a more zombie-movie like feel, roll once every time the
PCs make noise. This includes every round in combat and any time they force open a door or something to that
effect (to be quiet, they must succeed at a DC 11 Stealth check). If you get a wandering monster, make it any mix
of zombies or skeletons with an XP budget of 500.
1. Stairs Up.
These stairs are covered in a grimy filth.
At the bottom of the stairs there is a stout stone door in the north wall. A corridor heads south for 40'
from the stairs. In the western wall at the end of the corridor is an archway.
DM's notes: The filth is cave slime; characters who enter these squares must succeed at a DC 10 Acrobatics check
or fall down the stair (1d10 damage). Characters can identify it with a DC 15 nature check. It burns easily, though
the stench may alter wandering monsters (1 on 1d6).
The stone door leads to area 2. It is stuck; Athletics DC 15/Theivery DC 20 to open. If either roll is failed, roll for
wandering monsters as the noise attracts attention.
2. Communal Area
This looks as though it was once a shared communal area. An old disused shrine with empty
candleholders stands against the wall, some old bronze wash tubs, although dirt and debris cover most of
the floor now. There are bone shards scattered around.
-exits to 1, 3, and 7?
DM's notes: This room is empty. If the shrine is re-consecrated (treat as a Gentle Repose ritual, making wandering
monster checks every 5 minutes), it will create a radiant field that gives undead a -2 penalty to attack rolls. Award
the PCs a level 1 minor quest if they re-consecrate the shrine.
3. Major Crypt (XP 250+)
-tons of bodies buried in the floor
-pillars holding up the vaulted chamber
-skeletons in heaps on the ground
-5 exits: to 1, 4, 5, 6, 7
DM's notes: The dead do not rest easily here. If any character - including undead - go over certain squares,
skeletons and zombies will spring to un-life and attack anything living. PCs can spot these squares with a DC 15
check: the stone slabs that cover the resting places are loose.
4 decrepit skeletons and 2 zombies are already wandering about the room. They will spot the PCs unless they
succeed at a DC 18 Stealth check (and they must keep behind the pillars). If they fail, place the PCs near one of the
pillars and roll initiative.
Optional Resolution: You can draw out the battlemap for this room and roll initiative. Each PC must remain
hidden.
Skeletons spot if the PC fails a DC 12 check, zombies on DC 10. If one spots a PC he will attack or head toward
that square, and others will on their turns as well; otherwise, skeletons move 1d6 squares in a random direction and
zombies move 1d4.
4. Funeral Hall
-funerals were held here
-altar
-old rotted pews
-leads to 3
DM's notes: Empty room. If the altar is re-consecrated (this time requiring a DC 25 Religion check and a Gentle
Repose ritual), any creature who is lain on the altar and given final rites is considered to have the Gentle Repose
ritual cast upon it without any expenditure of sanctified incense. Award a level 1 minor quest reward.
A secret trap door under the rotting pews (Perception DC 20, only detectable if searched) leads to the second level
of the crypts.
An inscription in common is on the altar but it has been scratched out. A Make Whole ritual will restore it; it says,
"Bring Peace to the Beloved Departed". This simple prayer is required to open the secret door in the Sanctuary
(area 9.).
-number of mosaics on the ground -some still glow with an inner light
-most destroyed -leads to area 2, 17, & 15
Mosaic Poltergeist Elite artillery DM's notes: The mosaic has been possessed by a
Lvl 1 poltergeist, the spirit of the artisan who created the
XP 200 mosaics in this room. It will attack with vicious anger in
No xp if encountered a second time a swirl of porcelain shards. It will not attack anyone of
Init +1; Per +1 (darkvision);
HP 56/28; AC 15, Fort 16, Ref 13, Will 15
the squares where the mosaic has been left untouched.
resist necrotic 5; vulnerable radiant 5
Action Points 2; Saves +5 Speed 6, fly 8 (hover) Characters who make a DC 15 Religion check will
Traits realize that the poltergeist will reform shortly after being
Whirling Tiles Aura 1 destroyed. The only way to destroy the poltergeist is to
2 damage, difficult terrain for areas in the aura
fix the tiles; making use of the Make Whole ritual will
Standard Actions
repair 4 squares. There are a total of 16 squares that
Tile smash
need to be repaired; each quarter repaired reduces the
Attack: +8 v AC
Hit: 1d6+3 and prone. number of hit points of the poltergeist by the same ratio.
Whirlwind (close burst 3); recharge 5, 6
Award the PCs with a level 1 minor quest if they put the
Attack: +6 v Fort poltergeist to rest.
Hit: 1d6+3, push 3.
Spout of tiles; ranged 10
Attack: +6 v Reflex
Hit: 1d10+3 and difficult terrain in square.
Triggered Actions
Tile dust; Encounter
Trigger: when hit by a melee attack
Attack: +6 v Fort
Hit: 1d6+3, blind (save ends).
More tile dust; Encounter
Trigger: when first bloodied
Effect: use animate tiles again.
Skills
Str: +3 Con +3 Dex +1
Int -2 Will +1 Cha -2
-large room, 60x60 -body in the corner, shining dagger in his chest
-leads to 6, 9, 12 -stench of death
-symbols on the ground -stones capping graves in the ground
DM's notes: The symbols are symbols of an Orcus cult, the Ashen Covenant, the one active in the Cairngorms. A
Religion check (DC 10) will reveal the symbol as that of Orcus; DC 20 reveals it as the symbol of the Ashen
Covenant. It has been placed here within the past few weeks.
In the corner, an Ashgaunt is playing possum; PCs can see through his bluff with a DC 18 Insight check. He uses a
winged dagger +1 to draw the attention of curious treasure-hunters. If he is approached, he attacks, and 3 zombies
and 1 corruption corpse rise and attack. The zombies rise from loose graves; their location can be noticed with a
DC 15 Perception check (and that the stink in the room is coming from one of them).
The Ashgaunt is intelligent and will bargain for its (un-)life if it is sorely pressed. It can trade information on the
Ashen Covenant, though it's doubtful this will save him.
11. Vault
-Vaulted chamber
-Once held treasures
-empty
16. Cave-In
-rope hangs down from Barrow Mound.
-strange writings on wall
DM's notes: Empty room. Check out the Barrow Mound to see what the goblins will do if the rope is disturbed.
PCs can hear low growling if they make a DC 12 Perception check. A character who succeeds in this check can
make a Nature check (DC 17) to identify the sounds as guard drake growls.
Characters who speak goblin can make out a waymarker that says: Up: Gutwound Post.