JMD01 Beneath The Ghoul Lair (1e, OSRIC)

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Westgate Adventures!

Module JMD01
“DUNGEON RAIDERS!” SERIES
AN ADVENTURE FOR 4-8 CHARACTERS OF LEVELS 2-4

Beneath the Ghoul Lair By: Dominick Pelletier

Table of Contents
Introduction 2
Adventure Background 2

Part I: The Ghoul Lair, Level 1 4


Part II: The Ghoul Lair, Level 2 8
Part III: Wrap-up and Experience Points 14

Appendices 15
Appendix A: New Magic Items 15
Appendix B: New Spell 16
Appendix C: New Monsters 16
Author: Dominick Pelletier
Editor: Nick Dante Rockers
Cover Illustration: The Endless Slug Open Game License 19
Interior Illustration: The Endless Slug, Nick Dante Rockers
Design & Layout: Dominick Pelletier
Cartography: Dominick Pelletier
Maps
Elf Despiser: Evelina Zielinski Ghoul Lair Level 1 10
Ghoul Lair Level 2 11

A special thank you to Jon Warnock (playing a gentlemanly fight-


er/necromancer, once upon a time) whose simple comment of:
“those ghouls had to have come from somewhere, we’re in the
middle of nowhere...” led to the creation of this adventure.

ISBN:

Copyright: Nick Dante Rockers, 2011, 2015

Published and distributed by Nick Dante Rockers All text in this publication, other than the Open Game License (OGL), Open Game Content, and
material used by permission, is Copyright Nick Dante Rockers. All rights reserved. Beneath the Ghoul Lair, Dungeon Raiders!, Westgate Adventures!,
and the Westgate Campaign Setting are Copyright © Nick Dante Rockers 2015. All rights reserved. No portion of this publication not designated as
Open Game Content (OGC) may be reproduced or electronically transmitted, either in part or in whole, by any means, without the express written
permission of the Copyright holder. To obtain permission to reproduce or electronically transmit content not expressly defined as OGC, contact the
copyright holder at [email protected], or, write to Johnny Rook Games c/o Nick Dante Rockers, 932 Pleasant Street, Apt. 1T, Oak Park, IL
60302, USA. Visit our Facebook page at www.facebook.com/johnnyrookgames.

OSRIC COMPATIBLE!
This product uses the OSRIC™ System (Old School Reference and Index CompilationTM). The OSRICTM system text may be found at http://www.
knights-n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. “OSRICTM” and “Old School Reference and Index CompilationTM” are
trademarks of Stuart Marshall and Matthew Finch and may be used only in accordance with the OSRICTM license. This product is not affiliated with
Wizards of the Coast.
Beneath The Ghoul Lair

Introduction to Dungeon ongoing campaigns. There is still much to be he can provide the directions to the lair at any
found in these pages, however, but the GM time a group is willing to do the deed. There is
Raiders! Games must do extra prep work to ensure the game no particular reward, but the adventurers may
is complete to his or her standards before keep anything they find as their own payment.
Dungeon Raiders! is a series of adventures
attempting play. Notably, we have stuffed the
which are designed to be story “light.” In their
ghoul lair with treasures. It is highly suggested H istory G houl L air :
most basic form, Dungeon Raiders! modules of the
that not all the treasure listed in this module
are meant to be used by GMs as either a simple
be found or even placed where it is indicated.
dungeon adventure for a fun one to three The lair was once a tomb for priests from a
The treasures listed in locations are placed
nights of play or developed further by a GM for clerical order of the Orindian peoples who were
as ideas of what sorts of treasures could be
use in a campaign. There are no extraordinary among the first of the old continent’s explorers
found in such a stash or hoard. Therefore,
plot twists, no excessive running around, just to settle the area. The temple and town nearby
GMs are encouraged to edit the treasure well
simple dungeon exploration and rewards for were destroyed many centuries ago, and the
in advance to a play session to ensure the
the survivors! Game on! tomb was left forgotten. Additionally, below
proper rewards for their players relative to
their campaign. Even as a tournament module, the tomb lies yet another tomb from an even
PLAYERS STOP READING AT THIS POINT! this module would be slightly over-treasured earlier Hikkatian settlement. The Hikkations
The rest of the material of this module for the difficulty presented. If all treasure is were the indigenous native people of the
is intended for the Game Master’s eyes to be given out as listed in these pages, it is new continent who died out long before the
only. Players who have any knowledge then suggested that GMs reduce the XP reward Orindian peoples came. In a few places of the
of the material after this point are in accordingly to the difficulty their particular ghoul lair, the tomb floor can actually give way
danger of damaging the entire role- players had in going through the dungeon into the structure below. This area is mostly
playing experience for themselves and the complex. See Part III for more XP details. unmapped for this adventure, but the GM may
rest of the players, as a large part of the certainly expand the complex deeper with
experience of role-playing exists in the much more dangerous monsters.
exploration and discovery of the material Adventure Background: In the past few months, a group of orcs
written hereafter. Knowing things before have moved into the ghoul lair. These orcs
they happen outside of an “in-game,” A few days ago, a local ranger and his allies worship Wakkush-mal, the orc god of undead
character-perspective context is the realm were besieged during camp by a pack of foul and decay, which allows them safety from most
of video game walkthroughs and movie ghouls. The group was able to destroy most of the inhabitants of the lair (see below) and
trailers, not the rich, social hobby of role- of the ghouls at the cost of two of their party, allows the orcs to perform ghastly rituals free
playing games. but a handful of ghouls retreated for some from the intrusions of adventurers. The orcs
unknown reason. The ranger decided that had to bust through the magically sealed tomb
packs of roaming ghouls were unwelcome in door (area 5) in order to enter the complex,
N otes for the G ame M aster : any land and tracked the surviving ghouls back which immediately awoke a ghast and number
to an old tomb, hidden in a small cave. His of ghouls and allowed them to escape and seek
Like all Dungeon Raiders! modules, this book party was weak, however, and decided not to fresh victims. The presence of the orc cult and
was left intentionally sparse in an effort to pursue the ghouls deeper into the lair. Instead, the offerings at the shrine to Wakkush-mal has
give GMs a chance to flesh out the game as the ranger has sent word that adventurers are caused a general restlessness of the undead
needed or to more easily insert it into their needed to rid the area of these ghouls and that in the crypt, which occasionally forces new

Abbreviations used in this module:

GM Game Master ML Morale rating


PC Player Character XP Experience point value
NPC Non-Player Character or Monster
SZ Size
d[x] die type (i.e., d10 = a single 10-sided die is rolled) T = Tiny (under 2’)
d% Percentage die roll (2d10) S = Small (2-4’)
AC Armor class M = Medium or Man-sized (4-7’)
HD Hit dice, generally a d8; + or – indicate L = Large (7-12’)
modifications to the final roll. Ex: HD 1-1 is 1d8 -1 H = Huge (12-25’)
for a total of 1-7 hp. Hp can never be less than 1 G = Gargantuan (25-150’)
per HD. C = Collossal (150’+)
hp Actual hit points (full hp in parentheses) MV Movement
#AT Number of attacks per round Cl = climbing rate
D Damage inflicted per hit Sw = swimming rate
SA Special attack F[I-VI] = flying rate and maneuverability rating
SD Special defense D = digging/burrowing rate
W = web-crawling rate
AL Alignment St Strength
L = Lawful Dx Dexterity
C = Chaotic Cn Constitution
N = Neutral In Intelligence
G = Good Ws Wisdom
E = Evil Ch Charisma
Ap Appearance
WA! Westgate Adventures! Campaign Setting alternate or
expanded rules (from OSRIC)

2
Beneath The Ghoul Lair

undead to rise and seek out something living T he D iseased O rcs of W akkush - mal : Constitution; Appearance will also be affected
to kill, increasing the amount of wandering if this optional attribute is used). Further,
encounters in the crypt and surrounding Many of the orcs encountered in this module the PC’s saves, attack rolls, and AC suffer a -1
wilderness. If the cult is wiped out and the are carriers of an infectious disease as part penalty. The disease will last 3d4 days. If the
shrine destroyed, no new undead will raise of their worship of the god Wakkush-mal. duration roll is “12,” the character will die from
from the tomb, but the currently active undead Diseased orcs are noted in the text. Any the disease and will re-animate as a ghoul in
will continue to be a threat until destroyed. successful attack against a PC involving claws 1d4 days after death. The disease manifests as
or bites of a diseased orc require an immediate a series of sickly greenish boils that appear on
T he G houl L air in the C ampaign : save vs. poison at -1 (elves and other sylvan the skin, oozing yellowish fluids. The skin of
creatures have a double penalty of -2). A the victim tends to turn a pasty white color.
successful roll negates the infection, but a All followers of Wakkush-mal are granted
GMs should have no problem inserting this
failed roll will infect the PC with the disease a boon against the undead. Undead of 5HD
lair into any existing campaign. We have
through the wound. It is advised to continue and below (5HD+ monsters are immune)
made every effort to leave this game neutral
to make PCs roll these saves as further attacks will ignore the followers unless one attacks
in terms of direct references to any other
occur (make those PCs sweat), although the an undead creature. Should that happen, any
ongoing stories. Ideally, this adventure could
initial infection is all that will affect the PC. The undead in the line of sight of the offense will
be inserted into any world setting and easily
infection will affect a PC in 1d6 hours. After immediately attack the violator and any of the
manipulated for a fresh or authentic feel.
this time, the character will lose 1d4 points of violator’s allies.
each physical attribute (Strength, Dexterity, and

Table 1: Wandering Encounters in the Ghoul Lair (All levels)

Roll Number Encounter


(2d12)
2 1d2 Poltergeist: AC 10; HD 1-1 (1d4 hp); #AT None; D Incidental; SA Fear, telekinesis; SD Silver or magic weapons needed to
hit, immune to cold, enchantments, sleep and hold spells; MV 60’; SZ M; AL LE; ML Undead; Monster Level 2; XP 35 +1/hp.
3-4 5d10 Ant, Giant Worker: AC 3; HD 2; #AT 1; D 1d6; MV 180’; SZ S; AL N; ML Animal -1; Monster Level 2; XP 30 +1/hp.
Note: 1 Giant Soldier Ant will be present, in addition, for every 5 Giant Worker Ants rolled
5-6 (01-50%) 2d12 Huge Rat: AC 8; HD 1-1 (1 hp); #AT 1; D 1-3 + disease (5% chance per hit); MV 120’; SZ S; AL N; ML Animal -1; Monster
Level 1; XP 5 +1/hp.

(51-89%) 2d8 Rat, Giant: AC 7; HD 1-1 (1d4 hp); #AT 1; D 1-3 + disease (5% chance per hit); MV 120’; SZ S; AL N; ML Animal; Monster
Level 1; XP 7 +1/hp.

(90-00%) Huge and Giant Rats (As above in number)


7-8 1d12 Centipede, Huge: AC 9; HD 1-1 (1d2hp); #AT 1; D None; SA poison; MV 150’; SZ S; AL N; ML Animal -2; Monster Level
2; XP 30 +1/hp.
9-10 3d4 Skeleton: AC 7; HD 1; #AT 1; D 1d6; SD Immune to cold, enchantments, sleep and hold spells, half damage from slashing
weapons, piercing weapons do 1d2 damage, holy water does 2d4 damage; MV 120’; SZ M; AL N; ML Undead; Monster
Level 1; XP 15 +1/hp.
11-12 1d3 Blow Fly, Giant: AC 6; HD 3; #AT 1; D 1d8+1; SA Disease (20%), Tactical Attacks; SD Jump; MV 90’/ 300’ Fl (III); SZ M;
AL N; ML Insect; Monster Level 3; XP 40 +3/hp.
13 1d2 Snake, Poisonous (Meadow Viper): AC 6; HD 2+1; #AT 1; D 1 + poison (+2 save, death if failed); MV 150’; SZ S; AL N;
ML Animal -1; Monster Level 5; XP 255 +3/hp
14-15 1d4 Carcass Creeper: AC 3(7); HD 3+1; #AT 8; D Paralysis; SA Paralysis; MV 120’; SZ L; AL N; ML Animal; Monster Level 3;
XP 105 +3/hp.
16 2d4 Ghoul: AC 6; HD 2; #AT 3; D 1d3/1d3/1d6; SA Paralyzation; SD Immune to cold, enchantments, sleep and hold spells; MV
90’; SZ M; AL CE; ML Undead; Monster Level 3; XP 70 +2/hp.
17-18 3d4 Zombie: AC 8; HD 2; #AT 1; D 1d8; SD Immune to cold, enchantments, and hold spells; MV 60’; SZ M; AL N; ML Undead;
Monster Level 2; XP 30 +1/hp.
19-20 3d4 Orc: AC 6; HD 2; #AT 1; D 1d6 (mace); SA Disease; MV 90’; SZ M; AL LE; ML Humanoid +2; Monster Level 1; XP 30 +1/hp.
21 2d4 Shadow: AC 7; HD 3+1; #AT 1; D 1d6; SA Ability Drain; SD +1 or better to hit, Immune to cold, paralyzation, enchantments,
sleep and hold spells; MV 90’; SZ M; AL CE; ML Undead; Monster Level 4; XP 250 +4/hp.
22 1 Wight: AC 5; HD 4+3; #AT 1; D 1d4+level drain; SA Level drain; SD Silver or magical weapons needed to hit; immune to
cold, enchantments, sleep and hold spells; MV 120’; SZ M; AL LE; ML Undead; Monster Level 6; XP 590 +4/hp.
23 1 Ghast: AC 4; HD 4; #AT 3; D 1d4/1d4/1d8; SA Paralyzation, Stench, Climb Walls; SD Immune to cold, enchantments, sleep
and hold spells; MV 150’; SZ M; AL CE; ML Undead; Monster Level 4; XP 210 +4/hp.
24 1 Ghost, Least*: AC 3 (special); HD 5; #AT 1; D Wither; SA Wither; SD Magic weapons needed to hit, spells ineffective if
incorporeal, immune to cold, enchantments, sleep and hold spells; MV 90’; SZ M; AL CE; ML Undead; Monster Level 5;
XP 450 +6/hp.
* Least Ghosts are detailed in the module APS01 Watchtower on the Hill. If you do not possess the module, this entry may be a normal ghost at half
hit dice and no magic jar ability.

3
Beneath The Ghoul Lair

Part I:
The Ghoul Lair, Level I
Use Map A for Rooms 1–24

G etting to the L air

The lair is about two days ride through rolling


hills and some light forest from the village in
which the ranger and his party currently reside.
Ideally, the PCs will be in this town and have
been already briefed by the ranger before
heading out to the lair.

W ilderness W andering E ncounters

Around the ghoul lair, wandering encounters


are scarcer, due to the appetite of the ghouls.
Thus, checks for any wandering encounters
are made at either half their normal rate (if
running this game as part of a series), or only
once per day and night. An encounter should
occur only on a roll of 1 on a 1d12. Rangers
and druids should be keenly aware of the L air C onstruction three white-green dots painted on top of
lack of encounters. No wilderness wandering each hand. One hand was slapped firmly
charts are provided in this module. The lair’s stone constructed passages are thin, over the face of the statue. There is an
measuring about 5’ wide in most places, but inscription written in Old Orindian (ancient
stand 10’ high. The bodies of the dead are language) on the pedestal, which reads,
D ungeon W andering E ncounters “The Underworld Awaits Those Who Pass
crammed into small cubby-holes about 1.5’ in
diameter and about 2.5’ deep. The holes run Beyond My Gaze.”
Encounters within the lair are frequent. Check from the floor to the ceiling and from wall to
for wandering encounters every two turns. An wall of the rooms marked with the dotted white 3 Remains of Recent Victims
encounter will occur on a 1 in 1d6. Should lines on the map. The dotted area is simply the A number of mutilated and partly-eaten
the orc cult be destroyed or driven off, the back end of the holes. Many bodies have been bodies dominate this area. The remains are
wandering encounters will reduce immediately disturbed or are outright missing, and many fresh, at least within the past two weeks, and
to 1 in 1d12 and need only be checked once holes had grave goods left with bodies that the stench is unbearable. Staying in this area
per hour. the undead had no use for. Any PC searching longer than a turn may require a normal
The population limits are those imposed through the holes has a base 1 in 20 chance disease check. If the party is exploring this
for wandering encounters only and do not of finding some loose coins, usually 2d8 sp. area at night, a ghoul and two zombies are
include the monsters found in individual Every time a PC finds some coins, there is a present, feeding on a freshly caught farmer
descriptions. base 10% chance that something more valuable from the nearby village. Additionally, the
will be found, such as jewelry or a one-time use grisly devouring has peaked the interest of
or low-powered magical item. two giant blow flies. The blow flies will not
In all chambers where there are no attack the PCs unless a PC takes a wound
burial holes, the walls are painted with murals from a zombie or ghoul, in which case the
blow flies will focus their attacks on the
Table 2: Population Limits depicting daily clerical life for the order while
alive. No writing will accompany any of the fresh meat. Because the blow flies were
paintings unless otherwise noted. just munching on carrion, their chance of
Monster Population* inflicting a standard disease is doubled.
Carcass Creeper 6
Centipede, Huge 30
Lair Key Zombie (2): AC 8; HD 2 (hp 9, 10); #AT 1;
D 1d8; SD Immune to cold, enchantments,
Ghast 2/0
1 Entrance and hold spells; MV 60’; SZ M; AL N; ML
Ghost, Least 2
The entrance to the lair is non-remarkable Undead; XP 30 +1/hp (XP value: 39, 40).
Ghoul U/24 other than a few human bones scattered
Orc 30/0 around. Until one reaches area 2, the lair’s Ghoul: AC 6; HD 2 (hp 7); #AT 3; D
Poltergeist 4 entrance might seem to be simply a bear 1d3/1d3/1d6; SA Paralyzation; SD Immune
Shadow 16 cave. to cold, enchantments, sleep and hold
Skeleton U/24 spells; MV 90’; SZ M; AL CE; ML Undead; XP
Wight 1 2 Greetings from Hades 70 +2/hp (XP value: 84).
Zombie U/20 A large black marble statue of the god Hades
is placed in this cave chamber as a sign and Blow Fly, Giant (2): AC 6; HD 3 (hp 14, 17);
* The number before the slash is the
warning to visitors or explorers as to what #AT 1; D 1d8+1; SA Disease (20%), Tactical
population limit while the orc cult is active
is to be found further in. The statue has a Attacks; SD Jump; MV 90’/ 300’ Fl (III); SZ
and the shrine still exists; the number
welcoming posture, inviting one past the M; AL N; ML Insect; XP 40 +3/hp (XP value:
after the slash is the limit after the cult is
threshold, but the statue’s face carries an 82, 91).
destroyed. A “U” means “Unlimited” and a
“0” means that the encounter will not occur. expression as if it holds a dire secret. The
statue is covered in crude white handprints 4 Forward Ghouls
of a clawed creature. Each handprint has Another small area covered with remains
of the freshly dead, this room contains two

4
Beneath The Ghoul Lair

ghouls awaiting trespassers. If adventuring Skeletons (8): AC 7; HD 1; hp 1x2, 2, 4x2, can climb walls as a 5th level thief and may
at night, there is only a 50% chance of this 6, 8x2; #AT 1; D 1d6; SD Immune to cold, decide (40% chance) to surprise foes by
encounter. If the party is in combat with enchantments, sleep and hold spells, half dropping on them from the ceiling. Doing
the undead from area 3, these ghouls may damage from slashing weapons, piercing so will give the ghast a +1 to its surprise
surprise the party with a +1 to their surprise weapons do 1d2 damage, holy water does rolls.
check. 2d4 damage; MV 120’; SZ M; AL N; ML A 5’ section of the southern wall of this
Undead; XP 15 +1/hp (XP value: 16x2, 17, chamber has collapsed naturally, revealing a
Ghoul (2): AC 6; HD 2 (hp 5, 15); #AT 3; D 19x2, 21, 23x2). small fungus-filled cavern. The undead of
1d3/1d3/1d6; SA Paralyzation; SD Immune the tomb generally avoid the cavern area.
to cold, enchantments, sleep and hold spells; 8 Internment Chamber
MV 90’; SZ M; AL CE; ML Undead; XP 70 +2/ The clerics of the religious order who once Ghoul (4): AC 6; HD 2 (hp 3, 9, 12); #AT 3;
hp (XP value: 80, 100). Treasure: one ghoul facilitated the tomb used this area as a body D 1d3/1d3/1d6; SA Paralyzation; SD Immune
wears a small silver pendant in the shape of preparation chamber. There were once to cold, enchantments, sleep and hold spells;
a grape vine worth 150gp. tables lining the walls in this room where MV 90’; SZ M; AL CE; ML Undead; XP 70 +2/
bodies would be ritually cleansed and hp (XP value: 76, 88, 94).
5 Crypt Doors prepared for their final rest. There are still a
These solid wooden doors have been number of tables in the room, although most Ghast: AC 4; HD 4 (hp 15); #AT 3; D
ripped apart and torn from their hinges have been destroyed by time and vandalism. 1d4/1d4/1d8; SA Paralyzation, Stench, Climb
and loosely hang in the door frame. At one The walls are painted with images of the Walls; SD Immune to cold, enchantments,
time, some sort of symbol was nailed into underworld gods advising clerics as to what sleep and hold spells; MV 150’; SZ M; AL CE;
the top portion of each door, but all that is to do to the bodies and where the souls of ML Undead; XP 210 +4/hp (XP value: 270).
left is a strange oval outline. White orc hand the departed will go with the help of the
prints are haphazardly splashed all over the priests. Treasure: 243sp, 3,792gp
cave walls and the remains of the doors A careful search of this room will
here. A successful spellcraft identification uncover a divine scroll in a pewter tube 11 Mysterious Cave
check will find evidence that at one time a containing the following spells: augury and This is a naturally occurring cave. About
protective spell had been cast on this door, remove curse. a century earlier, the wall of the tomb
but the spell has since been destroyed. collapsed from a natural earth movement
9 Commoner’s Burials II and opened the cave to the tomb. In this
6 Offering Chamber Like the first set of commoner burials, this section of the cave, the party will see small
This chamber was once used as an offering area has been disrupted by scavenging orcs pools of a violet slime and smell a horrible
area for visitors to the crypt. There was and vile undead things. Haunting this area rotting stench. A successful tracking roll
once a wash basin and a series of ceramic are 4 ghouls and 6 shadows. The shadows will reveal human-sized, booted footprints
pots lining the walls of this room. The pots have accumulated a good collection of passing into this cave recently, but not
now lay mostly shattered and the basin’s treasures from ghoul victims. returning to the tomb.
bowl is missing. The room is otherwise
littered with fragments of fabric and bones. Ghoul (4): AC 6; HD 2 (hp 5x2, 7, 10); 12 Lost Adventurer
After spending five rounds in this room, two #AT 3; D 1d3/1d3/1d6; SA Paralyzation; This area is covered in a purplish slime.
ghouls appear from area 15 and attack the SD Immune to cold, enchantments, sleep Searching through the muck, the body of
party. If the PCs immediately move from this and hold spells; MV 90’; SZ M; AL CE; ML a lone adventurer can be found. The poor
room, the two ghouls will be added to the Undead; XP 70 +2/hp (XP value: 80x2, 84, fighter was afflicted by the violet fungi spores
enemies in area 15 when explored later. 90). (area 13) and died a few minutes later in
this section. The only thing remaining of
Ghoul (2): AC 6; HD 2 (hp 3, 10); #AT 3; D Shadow (6): AC 7; HD 3+1 (hp 12x2, 13, the adventurer is his banded plate +1, a
1d3/1d3/1d6; SA Paralyzation; SD Immune 14, 16, 19); #AT 1; D 1d6; SA Ability Drain; small shield +2 saves vs. cold (no defense
to cold, enchantments, sleep and hold SD +1 or better to hit, Immune to cold, bonus), and 32pp.
spells; MV 90’; SZ M; AL CE; ML Undead; XP paralyzation, enchantments, sleep and hold
70 +2/hp (XP value: 76, 90). Treasure: one spells; MV 90’; SZ M; AL CE; ML Undead; XP 13 Fungus Cave
ghoul carries two small rubies in a pocket 250 +4/hp (XP value: 298x2, 302, 306, 314, This area of the cave has a strange dim
(200gp each). 326; Total: 1,844 XP). phosphorescent purple glow. The
southeastern end of the cave holds two
7 Commoner’s Burials I Treasure: 243sp, 3,792gp, cursed harpoon violet fungi hiding among a series of other
These burials have been heavily disturbed by +1* (user must vomit salt water after each large, non-dangerous mushrooms.
ghouls and orcs. Burial debris and pieces of use, causing a +2 initiative penalty and a
a few offering and body preparation tables -1 to all rolls for 1 round after use; remove Fungi, Violet (2): AC 7; HD 3 (hp 8, 13); #AT
lay scattered throughout this area. Other curse required to rid user of the harpoon), 2 and 4; D Special; SA Rot; MV 10’; SZ M;
than any standard grave goods found, little a potion of healing, and an unusual suit of AL N; ML Plant +1; XP 50 +1/hp (XP value:
else of value is in this chamber. Three ghouls leather armor +1, +4 against genies and 58, 63).
inhabit the north side of the room. In the genie-kind.
south side, eight skeletons will animate and 14 Initiate Burials
attack any PC entering the south end of the * If using the Westgate Adventures! This area was a special burial section for
chamber. The skeletons will follow PCs only additional class rules, mariners do not suffer clerical neophytes and initiates who died
into areas 6, 8, 9, and 15. the cursed effects of the harpoon, but the before advancing much farther in the clergy.
weapon must still be removed by spell. This section has not been as well defiled
Ghoul (3): AC 6; HD 2 (hp 5, 10x2); #AT 3; by the orcs or ghouls due to an irritating
D 1d3/1d3/1d6; SA Paralyzation; SD Immune 10 Ghast Lair shrieker mushroom which wandered in
to cold, enchantments, sleep and hold spells; This area is a middle-class burial area suited from the cave (area 11). The shrieker will,
MV 90’; SZ M; AL CE; ML Undead; XP 70 +2/ to be the lair of the tomb’s resident ghast. of course, alert any of the tomb’s inhabitants
hp (XP value: 80, 90x2). The ghast may investigate any commotions to the party’s presence. The shrieks can be
it hears in nearby areas but prefers to wait heard as far as the antechamber in the lower
here for lunch instead. This particular ghast level of the tomb (area 25).
5
Beneath The Ghoul Lair

Skeletons (6): AC 6; HD 2+1 (hp 5, 10, 11, understand the warning. All four statues in
12x2, 13); #AT 1; D 1d6; SD Immune to the staircase depict spear-bearing warriors
cold, enchantments, sleep and hold spells, in an Old Orindi style (roman-spartan). The
half damage from slashing weapons, piercing statues are made of black marble and stand
weapons do 1d2 damage, holy water does 9’ high on 1’ pedestals, just brushing the
2d4 damage; MV 120’; SZ M; AL N; ML ceilings of their niches.
Undead; XP 30 +2/hp (XP value: 40, 50, 52, Along the ceiling of the staircase, a
54x2, 56). Treasure: Two 3’tall alexandrite series of tree roots have broken through and
statues depicting an elven husband and wife hang overhead. Small piles of broken ceiling
(worth 2,500gp as a set, 1,000gp separately). stone litter the stairs.

There is a secret door to the south of 19 Crypt of a Duke


this chamber. The sarcophagus directly in This crypt is fairly unremarkable other
front of it makes it hard to find the switch than the four statues in the corners of the
mechanism to open the door, but the secret chamber, each holding a magically flaming
door can otherwise be found and opened stone torch. No paintings adorn the walls,
normally. When opened, a section of the but a stone sarcophagus sits at the room’s
stone wall will slide backwards and then center. Draped over the sarcophagus is a
open inwards (into the first landing of area linen shawl which will mostly disintegrate
18), releasing a great deal of dust into the air if disturbed. The lid of the sarcophagus is
and making a very loud stone grating sound. very heavy and requires at least 3 PCs with
above-average Strength scores to slide it
17 Crypt of the Old Rulers off. Inside the sarcophagus are the skeletal
This chamber was made to house the remains of a long-dead duke of the region,
bodies of two old rulers of the region where Duke Argo. The body is surrounded by bags
the tomb was located. The bodies were of precious coins and gems, two sealed ivory
originally taken from another tomb and scroll tubes, four potions, and two small
re-interred here. The murals on the walls statuettes. Lying on top of the body is a
Shrieker: AC 7; HD 3 (hp 9); #AT None; D describe these events and depict the rulers well preserved but non-magical bronze long
None; SD Noise; MV 10’; SZ M (4’); AL N; ML as ancient heroes, beloved by their people. sword, and a bronze helmet similar in style
Plant; XP 50 +1/hp (XP value: 59). The other coffins in this room are scattered, to a Spartan design tops the duke’s skull.
somewhat haphazardly, and house the Once the party has a feel for the room,
Searching the initiate’s burials for 3 turns remains of other bodies found with the the ghost of Duke Argo will manifest out
will uncover a divine scroll with cure light rulers when the bodies were moved. None of the shadows cast by the torches. The
wounds and cure disease, and a scroll of of the lesser coffins are marked. duke will appear in his military armor with
wards vs. devils. As the party enters this area, an ochre a ghostly sword and demand to know why
jelly is just beginning to ooze its way down the party has summoned him back from the
15 Merchant Class Burials the staircase towards the chamber entrance dead. The party may be able to converse
This burial area was where secular patrons and will attack the PCs on sight. with the duke. Any delay by the party in
of the clergy were buried, as well as any answering the duke’s request will cause
other deceased merchant or tradesman. Ochre Jelly: AC 8; HD 6 (hp 24); #AT 1; D the duke to attack the party in an effort to
This area has been well picked through by 3d4; SD Separation, Immune to electricity drive them from his tomb. If the PCs are
the orcs and sacked by the ghouls, though and acid; MV 30’/ 10’ Cl; SZ M (6’); AL N; able to converse with the duke, they learn
occasional coins may be found with enough ML Average; XP 120 +3/hp (XP value: 192). that the ghost is aware that it is a ghost but
search time. Otherwise, this corridor is does not know why it appeared. He has
eerily silent and devoid of monsters unless Treasure (found in sarcophagi): 2,482sp, only been a ghost for about three weeks. If
a wandering monster appears. 832gp, 25pp, silver crown with sapphires the party agrees to try and put him to rest
(1,800 gp), amulet of protection +2, and (by destroying the orc priest’s shrine in the
16 Crypt of the High Class (Locked -10%) 2 potions of healing. lower level), he allows them to have his
The door to this room is a rotting oak door. treasures when successful, but they must
The lock is still very good, however, and 18 Secret Stairs leave his sword. He may be coerced into
resists picking attempts with a -10% penalty. See area 16 for details on opening this door. allowing the party to take one treasure early.
This crypt chamber houses six sarcophagi These ancient stairs descend 40’ south
which are the resting place of six heads of and are broken by two landings before Ghost, Special (Duke Argo): AC 0 (8 if
the wealthiest noble families existing at the ending in an open chamber below. When attacker is ethereal); HD 10+4 (hp 47);
time when this tomb was in use. The half- the PCs pass the first landing and the first set #AT 1; D 1d6+4 cold/negative energy
orc thief and the half-orc assassin raided of statues, four stone torches will magically damage (ghostly sword) or special; SA Aging
this chamber well before the party arrives, alight (with magical fire) on the four statues (2d12 years when ethereal/5d12 years non-
enraging the restless dead within. in area 19. The torches will snuff when the ethereal), ethereal form; SD +1 or better
The moment the door to this chamber last PC passes the two statues again in the to hit or bronze (if not ethereal), immune
is opened, the undead in the chamber, now opposite direction. When the PCs pass the to cold, paralyzation, enchantments, sleep
furious at their missing grave goods, attack second set of statues, a magic mouth will and hold spells, most other spells; MV 60’;
anyone entering. The undead will not voice a series of warnings to the PCs, such SZ M; AL LN; ML Undead -3 (-15%); XP 3800
venture far into area 15 before returning as: “Go no further,” “You are unwelcome +12/hp (XP value: 4,364). Special: Duke
to their rest but will follow PCs further into here, trespassers,” and “The underworld is Argo’s ghost may be struck by the duke’s
areas 17, 18, or 19 if necessary. Although the unready for you. Turn back now!” If even sword. The sword will cause only 1 point of
undead here are skeletons, their anger has one of the PCs happens to don robes from damage if the ghost is ethereal or will cause
improved the normal statistics for skeletons any of the priests who once administered full damage if the ghost becomes corporeal.
(as noted below), and they must be turned the tomb, the magic mouth will not sound. Striking the duke with his own sword will
as type 2 undead. The magic mouth speaks in Old Orindian, infuriate him. Additionally, the duke has a
making it unlikely that the PCs can even ghostly version of his sword and begins any
6
Beneath The Ghoul Lair

attack with that weapon. The ghostly sword Because the countesses’ husbands Treasure: 4,502cp, 3655sp, 620ep, 4982gp,
does cold damage which also is considered wanted to make absolutely certain that these 209pp, 10 gems (3x50gp, 3x200gp, 2x500gp,
negative material energy. Duke Argo has women would never sully the world again, 2x750gp), a gold ring (50gp), a silver
not yet learned how to perform the standard the men hired a necromancer to inscribe ring (35gp), a gold and emerald necklace
magic jar ability of ghosts and his experience a special protection circle which would (2,300gp), a silver and ruby necklace
points for defeat are reduced to reflect this forever keep these lecherous whores sealed (3,100gp), a philter of persuasiveness,
limitation. in their tomb together. This 10’ circle of and a philter of love. All gems, jewelry,
protection is carved into the floor directly and philters are found inside the sarcophagi,
Treasure: 6,000sp, 7,000gp, 300pp, 8 gems inside the doorway. This circle of protection but the coins are locked in an iron chest
(500gp x7; 1,200gp x1), a scroll of wards is highly unusual as it protects from both evil between the sarcophagi. The chest’s lock is
vs. petrification, an arcane scroll* with and good - permanently. Only creatures of normal but there is a poison needle trap in
the spells magic missile, shield, acid arrow, neutrality (LN, TN, or CN) can pass through the lock. The poison is weak granting a +3
and strength, a potion of dragon breath the circle unassaulted. Undead and extra- save and can be disarmed easily with a +10%
(red), a potion of heroism, a potion of planar creatures cannot pass through the bonus to a thief’s’ roll.
growth, a potion of healing, 2 quartz circle, although living creatures from this
statuettes of hunting dogs (120gp each), and plane of existence can. A living creature 23 Cleric Dormitory
a bronze open-face helmet (150gp). will be affected by the effects of a protection When the tomb was administered publically,
from evil or protection from good spell, there were six clerics who performed the
* If using the Westgate Adventures! depending on his or her alignment. The daily upkeep and actually lived in the
additional class rules, this spell scroll may effect of the spell will remain potent while tomb. Four clerics slept in this common
optionally be an invoker specialist scroll room while two other clerics had their own
written in liturgical script. chambers (23A and 23B). Little is left to this
room except four broken beds.
20 The Lady’s Coffins
This corridor is littered with unmarked and 23A Almoner’s Room (Stuck)
very rotten wooden coffins filled with the The Almoner was the clerical officer in
bodies of long-dead women. These women charge of collection and redistributing
were servants, wives, and concubines of the offerings left to the clerics. The Almoner’s
rulers of an ancient tomb who were moved role in the tomb was to make certain grave
and were intended to be re-interred in this goods were not stolen and to replace any
tomb. The priests who administered the grave goods with collected money when
temple did not have time to see to these found disturbed. A careful search of this
burials properly and simply left the coffins room will uncover a secret compartment
here when the tomb was sealed. The walls under the bed under a loose stone. The
of this corridor are also left unpainted and compartment has a small wooden lockbox.
fairly unremarkable. Among the coffins, Inside the box is 50gp, a pair of gold earrings
three have risen as zombies and will burst with moonstone settings (200gp set), and 2
from their coffins and attack any PC who vials of holy water, still potent.
walks close enough to grab.
23B Sexton’s Room (Locked)
Zombie (3): AC 8; HD 2 (hp 7x3); #AT 1; The sexton is the clerical officer in charge
D 1d8; SD Immune to cold, enchantments, of the tomb. This room has been heavily
and hold spells; MV 60’; SZ M; AL N; ML destroyed. Lying under a piece of broken
Undead; XP 30 +1/hp (XP value: 37x3). bed is the Sexton’s mace +1. The mace’s
design is standard, although there is a
21 Coffin Storage screaming ram-horned man’s face on three
This room was a storage room for unused sides of the head of the mace. This is an
coffins sent from the nearby coffin-maker aspect of Hades.
in the village. PCs rummaging through
the coffins will disrupt a number of huge 24 Antechamber to the Lower Crypts
centipedes. the creatures are in the room. Once one This room was meant to be a chamber where
affected by the spell leaves the room, the a visitor would wait for clerics to arrive
Centipede, Huge (8): AC 9; HD 1-1 (hp 1x4, effect will wear off in 1d3 rounds. The edge and take the visitor below to see the more
2x4); #AT 1; D None; SA poison; MV 150’; of the circle butts right up against the door. important burials in the lower chambers.
SZ S; AL N; ML Animal -2; Monster Level 2; A slight bluish-purple glow always emits In practice, the chamber was used more for
XP 30 +1/hp (XP value: 34x4, 38x4; Total: from the circle, even from under layers of storage of materials and tools for the upkeep
288 XP) dust. This light can be seen if a PC looks of the complex. The walls are painted with
beneath the door. images of the Moirae, also known as the
22 Crypt of the Countesses (Locked -10%) Fates: Atropos, Clotho, and Lachesis.
Twin countesses are buried here. This room Mummy, Lesser (2): AC 6; HD 3+2 (hp 13, The center of the room had a special
was well prepared for their death and is 18); #AT 1; D 1d6; SA Fear; SD Immune to pressure plate trap installed in case the
covered in murals depicting the good deeds cold, enchantments, sleep and hold spells; priests ever had to seal the lower level. The
the women supposedly performed in life MV 60’; SZ M; AL CE; ML Undead; XP 150 trap was found set and disarmed by the half-
for the lower-class community. In reality, +4/hp (XP value: 202, 222). Special: When orc thief who accompanied the orc priests
the countesses were wild women, prone to turned, these mummies will return to their to the temple. Once the plate is stepped
excessive drinking, dance, and affairs. Their sarcophagi. If raise dead or resurrection on, portcullises made of three bars of
husbands are buried in another tomb. The is cast on these mummies, the mummies golden-painted steel drop from the ceiling
volumes of burial fabrics wrapped around will return to their former selves (not and block both exits from this chamber.
the countesses and their monumental recommended). From the space around the pressure plate,
alcoholism has turned the ladies into lesser a gas floods the chamber over a course of
mummies. 5 rounds. The gas is freezing cold and will
7
Beneath The Ghoul Lair

force characters to sleep if a save vs. breath Part II: entire group died about 3 hours before
weapon is failed. All characters in the gas the party arrived and have not been fully
will suffer from the effects of a slow spell
The Ghoul Lair, Level II scavenged by the orcs yet. This group
due to the freezing temperatures for the Use Map B for Rooms 25–48 set off another glyph of warding which
next 15 minutes. Sleeping characters may was set for the middle of the chamber
be forced awake after 1d3 rounds. The gas The lower level has far fewer undead threats between the pillars. The group consists of
will flow down the stairwell into the lower than the upper floor. However, one of the most a human fighter, a dwarf fighter, a halfling
level over the next 10 rounds but the gas challenging undead enemies is here, as well as thief (female), a half-elf fighter/mage
will remain potent enough that any other the entirety of the orc cult. The cultists, once (female), a human cleric, and a human
characters entering the flow will suffer the aware of the PCs’ presence, will flock to the illusionist*. These adventurers were all new
same sleep and cold effects as those caught party in an attempt to wipe them out. This to adventuring and at only 1st level when
in the trap room. The portcullises raise particular cult is known to chant a strange killed. Their equipment is only standard
automatically after 1 hour or may be forced and terrible verse from their holy tablets starting equipment, but if looted, the party
open by a successful major test (Strength). while pursuing their enemies. This chant is may find some good rations, sacks, and a
Once the portcullises raise (either by force often demoralizing, as the “prey” begins to few scattered coins.
or normally) the trap will be reset. The only understand that the orcs intend to use them
manner of disarming the trap is the level in for heinous sacrifices. GM’s are encouraged to * If using the Westgate Adventures!
the stairwell (see below). institute fear effects on party members chased additional class rules, the human fighter
A lone orc guard is stationed at the by members of the orc cult, should this occur. was an archer and the cleric was a priest of
top of the staircase here. If the guard hears Some tomb or crypt entries below list Byread (the sun god).
or sees the PCs, he will set the trap (lever a name in parentheses after the room’s title.
on the first stairs landing, concealed in a The name refers to the deity the interred priest 26 Crypt of High Priestess Flavia and
secret niche) and flee downstairs to alert or cleric revered in life. Rooms such as these Archpriest Brutus (both Hermes)
the other orcs. A special pulley-handle next are decorated and designed to honor the deity An orc priest and his guards have taken
to the concealed level can be pulled to lock named. over this area. They have already sacked the
the portcullises in their “down” position, sarcophagi in both this area and area 27 but
effectively blocking off the lower level. The 25 Antechamber to the High Priests have slid the lids partially back on. These
guard will only lock the trap if a morale test Originally, the lower level of the tomb orcs will investigate any sounds heard in
is called for and is failed. complex was to be reserved for specially area 25. If any PCs are found, the orcs will
designed crypts to the high priests of the try and send at least one of their squad past
Orc: AC 6; HD 1 (hp 6); #AT 1; D 1d6 clerical order. In time, the Sexton and his the glyph of warding in area 25 to alert the
(mace); SA Disease; MV 90’; SZ M; AL LE; ML administrators expanded the entire tomb other orc groups.
Humanoid +2; XP 10 +1/hp (XP value: 16). complex beyond the high priest’s burials
Treasure: 18sp, 6gp, 1 day of iron rations. for more commoner burials, although the Orc (priest 2): AC 5 (chain); HD 2 (hp 11);
latter plan was never fully realized. This #AT 1; D 1d6 (mace); SA Disease; MV 90’;
antechamber was put in place as a gathering SZ M; AL LE; ML Humanoid +2; XP 40 +1/
area for visitors to the high priest’s tombs hp (XP value: 51). Spells: blight (reverse of
and was later re-designed for commoner bless), cause light wounds. Treasure: 4sp,
visitation. 8gp, holy symbol, 2 vials (un)holy water.
The four columns in this room are
standard Romanesque design. There is Orc (8): AC 6; HD 1 (hp 1, 2, 3, 4x2, 5, 6x2);
a statue of Persephone, the goddess of #AT 1; D 1d6 (short swords); SA Disease;
marriage, innocence, fertility, and the MV 90’; SZ M; AL LE; ML Humanoid +2; XP
underworld, against the northern wall, and 10 +1/hp (XP value: 11, 12, 13, 14x2, 15,
two false doors are worked into the masonry 16x2; Total: 111 XP). Treasure: 65sp, 47gp,
to either side of the statue. The false doors 1 gem (25gp).
are representative of the transitions between
the living world and the underworld. The Treasure: 385cp, 328sp, 144gp, 2 gems
walls are painted with murals depicting (100gp each), and a gold, opal-encrusted
loved ones meeting another across the Styx amulet (3,400gp)
or in pleasant underworld locations.
The orc cult placed a magical trap 27 Crypt of High Priest Octavian (Zeus)
in front of the corridor to area 28 and 29, This crypt’s walls were once brightly
marked by the magic circle icon on the map. decorated with images of the lightning
This trap is a glyph of warding which allows god of justice. The orcs have been using
orcs and half-orcs safe passage when the this room as a sleeping chamber and more
name of their god Wakkush-mal is spoken, recently as a refuse dump. There is little in
but it will explode and cause 10 points of this chamber any longer other than filth and
pure chilling negative energy damage to the remains of a great deal of food.
anyone not verbalizing the deity’s name. A
saving throw will halve the damage. The 28 Crypt of High Priest Lucius (Feronia)
explosion will alert the orcs to the party’s This chamber is the tight living quarters for
presence if not already alerted. Note another orc cleric, his guards, and a half-orc
that the glyph of warding marked on the assassin. They will form a line of defense
dungeon map is not visible to the party against the party if the party bypasses
without magical aid. the glyph of warding. The orc guards
In the middle of the room, lying in a will fire crossbow bolts from behind the
circle with feet towards the center, are a sarcophagus, and the assassin will attempt
party of 6 adventurers who have recently to assassinate PCs from the hallway into area
succumbed to the evil of the temple. The 29.

8
Beneath The Ghoul Lair

Orc (priest 2): AC 5 (chain); HD 2 (hp 10); to the dead,” but only for a short time. The up the shrine to his dark god. The shrine
#AT 1; D 1d6 (mace); SA Disease; MV 90’; finger in this module has no actual power, sits about 3’ tall, directly in front of Caius’
SZ M; AL N; ML Humanoid +2; XP 40 +1/ but if the GM wishes it, the finger could sarcophagus. The shrine is made up of a few
hp (XP value: 50). Spells: blight (reverse of have a limited ability to cast light and a form human skulls, a pile of diseased rat entrails,
bless), protection from good. Treasure: 8sp, of raise dead that raises the dead for only and a number of bound sticks, making the
12gp, holy symbol, 2 vials (un)holy water, 2 weeks +1 day per level of experience shrine very fragile. Many of the bones are
divine scroll: cure light wounds. (for adventurers). The finger should be taken directly from Caius’ body. Destroying
considered a minor relic if used in this the shrine will stop any further undead
Half-Orc (assassin 3): AC 8 (leather); HD fashion. raising to occur in the tomb and will put
3 (d6) (hp 14); #AT 1; D 1d4 (dagger); SA Duke Argo back to rest (area 19).
Disease, assassin skills; MV 90’; SZ M; AL 31 Vestibule of Niobe
LE; ML Humanoid; XP 65 +2/hp (XP value: This sad chamber is painted to represent Orc (priest 5): AC 5 (chain); HD 5 (hp 10);
93). Treasure: 4cp, 13sp, 75gp, ferret skull, the area of the underworld where victims #AT 1; D 1d6+1 (mace+1); SA Disease; MV
potion of healing. of tragedy, murder, and suicide end up. 90’; SZ M; AL NE; ML Humanoid +2; XP 40
A variety of terrible acts and mourning +1/hp (XP value: 50). Spells (3/3/1)*: blight
Orc (7): AC 6; HD 1 (hp 1x2, 4, 5, 6x2, 8); relatives are depicted on these grisly walls. (reverse of bless), protection from good,
#AT 1; D 1d6 (short swords) or 1d4 (light The secret door to area 32 is opened by cure light wounds, silence 15’ radius, hold
crossbow); SA Disease; MV 90’; SZ M; AL turning the brazier on the floor clockwise a person, resist fire, animate dead. Treasure:
LE; ML Humanoid +2; XP 10 +1/hp (XP full turn. The orcs have not yet figured out 195sp, 223gp, holy symbol, 2 vials (un)holy
value: 11x2, 14, 15, 16x2, 18; Total: 101 XP). how to open the door, but they are aware water, divine scroll: bestow curse.
Treasure: 23sp, 33gp, 1 gem (45gp). of it.
A small group of strong orcs are Orc (6): AC 5 (chain); HD 2 (hp 7, 8, 12x2);
Treasure: 143sp, 54ep, 355gp, 6pp, 3 gems stationed here to guard the high priest in #AT 1; D 1d6+1 (spears); SA Disease; MV
(50gp, 175gp, 250gp). area 32. They may come to the aid of the 90’; SZ M; AL LE; ML Humanoid +2; XP 20
orcs from area 29 but only if called for; +1/hp (XP value: 27, 28, 32x2; Total: 119
29 Prayer Hall of Nyx otherwise, they will alert the orcs in room XP). Treasure: 18sp, 57gp, 1 gem (100gp).
This corridor is painted to appear as if the 34 to aid the combat down the hall. Special: One orc is wearing enchanted
walker is moving through desolate and chain mail which has no AC modifier but
frightening areas of the underworld. At Orc (4): AC 5 (chain); HD 2 (hp 7, 8, 12x2); saves vs. fire at +3.
the end of the north side of this passage is #AT 1; D 1d8 (long swords) or 1d4 (light
a large (9’) black marble statue of Nyx, the crossbow); SA Disease; MV 90’; SZ M; AL LE; * The priest has special spell slots granted as
demi-god of night, torture, and dark places. ML Humanoid +2; XP 20 +1/hp (XP value: he is in favor by Wakkush-mal.
At the end of the hall is the reliquary behind 27, 28, 32x2; Total: 119 XP). Treasure: 67sp,
a bronze portcullis (see area 30). The orcs 125gp, 2 gems (10gp each). Treasure: In three wooden chests, all locked
in this passage are simply moving through but not trapped. In total: 1,302cp, 2,019sp,
the area on guard against intruders, and they 32 Treasury of Niobe 4,201gp, 78pp, 13 gems (4x120gp, 5x150gp,
will join in any fray. This special treasury was built to store 4x300gp), 3 silver chalices (85gp each), gold
gifts for victims of tragedy. It was custom and lapis lazuli bracelet (430gp), 6 gold rings
Half-Orc (thief 4): AC 8 (leather); HD 4 (d6) for families who had suffered a suicide to (40gp each), silver anklet (25gp), cloak of
(hp 18); #AT 1; D 1d4 (dagger) or 1d3+1 donate the belongings of the deceased to the elvenkind (sized for a gnome), dust of
(magical darts); SA Disease, thief skills; MV the temple in an effort to both comfort other appearance, wand of magic detection (23
90’; SZ M; AL NE; ML Humanoid; XP 65 +2/ people’s tragedies through redistribution charges remaining).
hp (XP value: 93). Treasure: 49cp, 3sp, 6ep, and to attempt to gain a favor for their lost
90gp, set of bone dice, potion of delusion family member in the underworld with the 34 Crypt of High Priestess Lydia (Tyche)
(he believes it is a water breathing potion), gods there through Niobe’s patronage. A group of orc guards use Lydia’s tomb for
5 darts +1. their quarters. This area is cold and the
Treasure: 41,502cp, 17,304sp, 11,208ep, brazier here is almost always alight. The
Orc (4): AC 5 (chain); HD 2 (hp 7, 8, 12x2); 2,402gp, 14 gems (all very good quality orcs present will probably be encountered
#AT 1; D 1d8 (long swords) or 1d4 (light amethysts, 150gp each), single gold earring earlier by the party, but their stats are listed
crossbow); SA Disease; MV 90’; SZ M; AL LE; (120gp), silver clasp (25gp), electrum ring here. There is little to offer parties in this
ML Humanoid +2; XP 20 +1/hp (XP value: with topaz (290gp), Night Songs (ancient chamber other than refuse from the orcs.
27, 28, 32x2; Total: 119 XP). Treasure: 67sp, music book written supposedly by an extra- The treasures of Lydia were taken to the
125gp, 2 gems (10gp each). planar servitor of Niobe named Ixilinius and orc’s main treasure collection in area 33.
given to the priests of this temple; good
30 Reliquary condition, 16 pages, Wt 1 lb., Bulk 50cn, Orc (4): AC 5 (chain); HD 2 (hp 7, 8, 12x2);
The murals on the walls in this room are value 550gp), silver and platinum circlet #AT 1; D 1d6 (short swords) or 1d4 (light
torturous images of the lives of the unworthy (1,200gp), a pair of once-fine gloves (rotten crossbow); SA Disease; MV 90’; SZ M; AL LE;
in the underworld. These are meant to keep and valueless), 10’x18’ rolled tapestry ML Humanoid +2; XP 20 +1/hp (XP value:
thieves away from the relic in the brazier at depicting a noble’s feast (poor condition, 27, 28, 32x2; Total: 119 XP). Treasure: 14sp,
the center of the room. The portcullis is Wt 35 lb., Bulk 800cn, value 18gp), copper 94gp, 4 gems (50gp each).
made of pure bronze and may be lifted only amulet (7gp), potion of hill giant control.
by a secret button worked into the statue 35 Crypt of the Close
in area 29. The button is the letter “N” in 33 Crypt of High Priest Caius (Niobe) This area was a special series of crypts for
the name “Nyx” printed on the base of the This chamber is the resting place of Caius, secular patrons to the temple-tomb. Only
statue. the high priest of Niobe of this clerical order. a few burials were ever interred here. The
Inside the brazier is a rectangular It was his duty to comfort the victims of hallway leading into this area is protected by
cherry wood box about 1’ long and 6” wide. tragedy, and his kindness was known far and an unusually vicious blade trap that slashes
The relic inside is a finger from an ancient wide. The murals on the walls depict many at the legs and chest of anyone entering the
high priest of Hades from the old continent. of his acts of mercy. area, causing 2d12 damage, or 1d12 damage
The finger was said to possess the power to The orc high priest of Wakkush-mal per blade. The trap can be disarmed by
“reverse the night” and “bring breath back decided this was a good chamber for setting
9
Beneath The Ghoul Lair

a secret lever found behind the archway


leading into this hallway. 36B Unmarked Boys Rust Monster: AC 2; HD 5 (hp 21); #AT 2;
The doors in this room are stone The center coffin houses a coffer corpse D None; SA: Rust (10’ area); MV 120’; SZ M
plugs with brass handles measuring about which will spring forth from the coffin, (5’); AL N; ML Animal +3 (+15%); XP 185
2’ square. There are a series of four such surprising PCs. This young man was +4/hp [XP value: 269]
plugs per 5’ square, stacked on top of one hurriedly thrown into a coffin and rose as
another. Inside the holes, the body would a coffer corpse soon after the tomb was 39 A Forgotten Secret
be placed on a sliding slab of thin black originally sealed. Oddly, this room has no This chamber was built to secretly hide the
marble. Once slid into the hole, the slab grave goods except a few ceramic bowls of crypt of a paranoid minor official of the
locks into place and cannot be slid back out. little value. local demesne. The tomb was never used,
The map shows only a general overview of and there is nothing in this room except the
placement and not each plug. Overall, there Coffer Corpse: AC 8; HD 2 (hp 12); #AT secret door. The door opens by pressing
were only ever four total burials. The GM 1; D 1d6; SA Strangulation SD Enchanted on a stone button hidden in the eastern
may place the actual burial where he or she weapons needed to hit; immune to cold, masonry. Pressing the button slides the
wishes. On the list of burials below, all un- enchantments, and hold spells; MV 60’; SZ door to the right with a dusty grinding.
used slots would be considered burial type M; AL CE; ML Undead; XP 30 +2/hp (XP The secret room beyond has a simple
(b). value: 54). wooden chest covered in dust and cobwebs.
The lock on the chest is old and loose,
Burials: 37 Unfinished Catacombs granting a +15% chance to pick the lock.
(a) Sir Rufus, Knight of the Eastern Pass; This area is relatively newer than the rest of Inside the chest is a silver tiara encrusted
Treasure: two-handed sword +0, +1 vs. the tomb complex. The order’s popularity with diamonds (5,700gp) sitting on a velvet
undead and a small diamond worth 500gp. and the advance of the religion in the area pillow.
(b) An unused slot. increased the number of internments the
(c) Senator Mateus; This plug is trapped so clerics needed to perform. Thus, the clerics 40 A Chilling Descent
that any disturbance will shock the thief with expanded the catacombs deep into the For an unknown reason, this room is bitterly
1d6 electrical damage. The trap resets after earth. The catacomb area was barely used cold. Anyone spending more than a round
1 turn. Treasure: gold amulet (200gp) and a at all. No actual burials were ever interred in the room will begin to suffer cold damage.
ring of protection +2. here, but some early treasures and objects The PCs must make a save vs. paralyzation or
(d) Dame Elenore; Treasure: platinum and were left by wealthy individuals who were take 1 point of cold damage per round. PCs
emerald necklace (4,800gp) preparing for their boat ride down the Styx. must continue to make the saving throws if
(e) Baron Von Kreigzan; Treasure: gold and they succeed. PCs who fail a roll need no
diamond ring (1,200gp), gold and sapphire 38 Lair of the Rust Monster longer roll and will simply take damage. If
ring (800gp), platinum brooch (450gp), A lone rust monster has made its way deep the orc shrine is smashed, this room remains
and a gold-tipped mahogany cane in good into the catacombs. It is very hungry.
condition (240gp).

36 Hebe Crypts
This corridor is of newer construction than
the rest of the tomb. There is a statue of
Hebe here, the goddess of youth and vigor.
These burials were meant to be the burial
place of the children of wealthy families
when a child died young. There are murals
along the walls which suggest the early
death of a beloved child.
The doors to 36A and 36B are turn-style
doors made of horizontal iron bars. The
doors move in only one direction. A close
inspection of the walls around either door
will reveal a series of 1” holes in a vertical
pattern up the side of each door. Inside
these holes are iron bars which are part of
an ancient trap system. If anything is moved
within these cells, the bars snap forward,
effectively imprisoning anyone inside, while
anyone from outside may still gain entry.
There is a release lever behind the Hebe
statue which will release both sets of bars at
once. The orcs have left these rooms alone,
as the half-orc thief identified the door trap
but not exactly what the trap would do.

36A Unmarked Girls


This room has little in it other than a few
stacked coffins, still containing the dead.
The room has a strange sort of calm mood
to it when entered. A few grave goods may
be found by rummaging through the coffins,
but the PCs should find little else than 20sp,
10gp, a silver brooch (10gp), a silver comb
(15gp), and a copper ring (1gp).
12
Beneath The Ghoul Lair

cold. The ties to the negative energy plane An intense nervous humility washes over stinking cloud and will vent from the room
are strong here, although no monster is those passing this way. in 20 minutes.
found other than standard wandering
monsters. 44 Crypt of the Patriarch Antinus (Hades) Hammer: A massive 8’ square stone block
This room is painted from floor to ceiling descends from the ceiling, crushing anyone
41 Gifts from the Triumphant Past with deeds from the life of the Patriarch standing in front of the riddle. A save vs.
This chamber is another unfinished crypt. Antinus, High Priest of Hades. According wands is allowed to jump out of the way.
The far eastern wall holds a secret door but is to the images, the patriarch did a number The stone will block off the trap wall and
currently covered by a grey ooze. The ooze of extraordinary tasks for his flock and died will return to the ceiling in 1d6 hours.
is attempting to get into the secret chamber an early and unexpected death. A false door
but will attack the more immediately to the court of Hades is at the far end of the Diamond: A small gem of colored glass
delicious party when they arrive. chamber. To the northwest of the chamber, worth about 2sp drops out of the chute.
an inscription is found with a series of relief- There are 23 gems remaining in the trap’s
Grey Ooze: AC 8; HD 3+3 (hp 16); #AT 1; D carved images and a small chute which hold.
2d8; SA corrosive tentacles; SD Immune to appears as if it is meant to drop something,
heat and cold; MV 10’; SZ L (12’); AL N; ML similar to a vending machine (see 44A Torso: There is a 50% of either a small
Animal +1 (+5%); XP 75+3/hp [XP value: below). fireball or a cure light wounds spell to
123] The patriarch’s sarcophagus is massive affect the button presser. The fireball is a
and fills the center of the chamber, standing 20’ radius blast centering on the wall trap’s
Inside the secret door is a small treasure 5’ high, 20’ long, and 10’ wide. The tomb of chute, causing 2d6 damage to anyone in the
collection of a priestess of Nike, the goddess the patriarch is undisturbed, but a horrible range (save for half damage). The cure spell
of victory, who was to be buried here. undead thing called a worm wight has taken will affect only the presser. Each spell will
residence here. The worm wight will attack fire once and then the button will have no
Treasure: suit of blessed chain mail +2 any living thing entering this room but will effect for 1 day to reset its magical energy.
(mail grants the wearer the effect of a bless generally not follow anything into area 43 or
spell when worn as long as the wearer does beyond unless provoked. The rot grubs in Solution: The secret to the trap wall is that
not violate the ethos of Nike; the armor is the wight’s system have made the creature the answer is none of the buttons at all. The
forged for a human female), a horseman’s completely insane. “M” in “AM” is actually the release button
flail +2, a medium shield +1, a pair of which will open the secret door to area 46.
winged boots, a divine scroll with the Worm Wight: AC 4; HD 5+2 (hp 26); #AT
spells bless, cure light wounds, prayer, 2; D 1d4+level drain; SA Level drain, rot 45 Underworld Banquet Hall
and neutralize poison, and four potions of grubs, split attack; SD Silver or magical This hall was designed to host banquets for
healing. weapons needed to hit; immune to cold, the deceased among the clerics of the tomb
enchantments, sleep and hold spells; MV complex. The banquets were ceremonial.
42 Lair of the Gargoyle 120’; SZ M; AL NE; ML Undead; XP 650 +4/ The walls are painted depicting a number
This room is completely empty save for hp (XP value: 754). of clerics interacting with the shades of the
dust, dirt, cobwebs and a gargoyle statue. deceased at a series of massive banquet
The statue is an actual gargoyle which is The wight has no treasure in this room, tables. At the far end of the room, a single
in a deep sleep, awaiting a sign that it can but the Patriarch’s body is wearing a special table still stands and bears an empty silver
leave the tomb complex. The creature was amulet called the amulet of borrowed bowl (20gp) and a book. Behind the table is
originally a simple statue placed in the room time (cursed). The body also has two gold a painting of Hades and Persephone sitting
for a wealthy merchant who was to be buried rings worth 100gp each. on their thrones, raising silver chalices
here. The orc cult’s activities unknowingly high. The table is a magical table called a
brought the creature to life. The gargoyle 44A Wall Trap table of bountiful feasts (Type III). On the
will take 1d8 rounds to awaken once it is This highly unusual trap was designed to underside of the table, a series of clerical
aware the party is there. Once awake, the allow followers to enter the sacred crypt runes and markings are clearly visible. The
creature will attempt to track and destroy behind the secret door the trap guards, book is a three-act play written by the bard
the party and then try to escape the tomb. but to discourage thieves and villains in Hespe, entitled A Princess, Slumbering
Any damage to the statue while the party is a variety of ways, some lethally and some and Fair: A Tragedy in 3 Acts (Wt 1 lb.,
there and before it awakens will cause 1d4 by misdirection. On the wall, inscribed in Bulk 45cn, value 600gp). The play may be
damage per vandalism, and any vandalism relief, is a riddle written in Old Ordinian, used as a bard song if bard songs are used
will awaken it immediately. The gargoyle’s reading: in your game. When acted to completion
attacks, AC, and saves are penalized by -2 (2-3 hours), the play grants all viewers a
until it fully awakens. I EXIST TWICE EVERY MOMENT +2 reaction bonus overall to any social
ONCE EVERY MINUTE interactions for 1d4 days (per person) and
Gargoyle: AC 5; HD 4+4 (hp 19); #AT 4; D BUT NEVER IN A HUNDRED will inspire creativity such that any artistic
1d3/1d3/1d6/1d4; SD +1 or better to hit; MV THOUSAND YEARS ability proficiency checks will gain a +4
90’ / 150’ Fl[IV]; SZ M; AL CE; ML Average WHAT AM I? bonus for the next week.
+2 (+10%); XP 155 +4/hp [XP value: 231]
Below the inscription are four relief 46 Honorary Crypt for Hades
43 Hall of Death drawings which act as solution buttons and This room is painted black with white and
This hallway is always colder than the rest may be pressed. The images on the reliefs blue stars. The pillars in the room are painted
of the tomb, and the ground is covered in are (in order from left to right): a cloud, as moonlit trees, whose branches extend
a very light cold mist that builds slightly as a hammer (dwarven style), a diamond, well across the ceiling. On the far north side
one goes farther down the corridor towards and a human-shaped torso with its hands of the room is a stone sarcophagus carved
area 44. The orcs avoid this area, as their upraised. Pressing a button will result in a with a number of shades and skeletons in
resistance to undead does not work with the “reward”. relief around its sides. Inscribed in the
worm wight. The walls of this corridor are surface is (in Old Ordinian): “HADES, lord
painted with deep dark caverns filled with Cloud: The cloud releases a poisonous gas of the Underworld.” This crypt is meant
hoards of shades, wandering, as is the living cloud from the chute which will fill the as an honorary crypt to the deity and was
visitor, towards the court of Hades himself. entire room in 3 rounds. The gas acts as a
13
Beneath The Ghoul Lair

Stone Golem: AC 5; HD 14 (hp 60); #AT 1; Fiolede in the emerald and told her father,
D 3d8; SA Slow; MV 60’; SZ M (6’); AL N; the king, that if he wanted Fiolede back,
ML Golem; XP value: 4,040 XP. Treasure: the king would have to force her hand in
studded leather +2 (additionally bestows marriage. Her father refused, assuming he
+20% to any hide in shadows rolls for would be able to remove his own daughter
thieves), gem eyes (see above), and a helm from the crystal. After a number of centuries
of invisibility (this particular version of passed, there was no helping Fiolede. Her
the helm is limited to clerical or a priest of family instead interred her as if she had died
Hades’ use only). and placed her in this tomb. The party may
now attempt to free Princess Fiolede if they
47 Ancient Hall so choose. We provide no direct suggestion
This hallway is clearly of a different design here, as we intend on making the quest a
than the rest of the tomb. This is part of future product. However, should you
an older pre-existing tomb structure below choose to release the princess, she is young,
the Hades crypt. The northwest part of rather “snooty,” and will demand the party
this passage has crumbled, making passage return her at once to her kingdom (which
that way impossible. There is only an old, is now long gone). She will not give in
rusted iron lattice-worked door leading into on her demand until proof is given that
area 48 to the southeast. The door is not she no longer has a home. She is a low
locked and is ajar. PCs can see easily into level enchantress (level 1-2), and has a LE
the chamber from the door, as it is only an alignment. Once her proof is given, we
iron skeleton of a door. suggest her attitude shift more towards LN.
The walls in this hallway are decorated
with carved reliefs of bearded humans Treasure: 2,300sp, 1,304ep, 5,201gp,
performing daily tasks, such as making 143pp, a gem-encrusted scarab (928gp), a
beer, paper, and pottery. There are no 6 person silverware set (150gp), 3 perfume
inscriptions or other writing present. The bottles (50gp each), 8 vases (80gp each), an
walls were once painted, but much of it has ivory hunting horn (200gp), 2 pair of silver
disappeared, leaving everything a dun color. earrings (50gp each), and a jeweled small
mirror (1,600gp).
48 The Forgotten Princess
This quiet tomb is partially collapsed. While
a secret shrine for the clerics of the tomb-
in the chamber, PCs should feel as though
Part III:
temple.
the rest will collapse at any moment. The Wrap-up and Experience
There are a number of weak spots in
walls are covered with carvings resembling
the floor here, as the construction was built
a garden of flowers growing from the floor Once the shrine is destroyed, the orcs are
on top of an already existing tomb complex
to mid-way up the wall. Every flower is driven off or killed, and the undead are under
from the Hikkatian peoples. If more than
completely different. The remnants of the adequate control, the adventure is complete.
300 lbs of weight is placed on any of the “X”
ceiling show a massive painted sun, carved The party may go wherever they wish…
spots in this room, the floor will give way,
deep into the ceiling. A number of small
dropping any PCs 15’ to the hall below and
treasures are scattered about the room. The Experience Point Awards
causing 2d6 damage (save vs. wands for half
sarcophagus is made of strange maroon This module, if played as written, will have an
damage).
granite and bears the name “FIOLEDE,” excessive amount of XP given from treasure
The sarcophagus can be opened.
assuming the PCs can read ancient Hikkatian. accumulation. It is suggested that if the GM
Inside lies an extraordinarily life-like black
Inside the sarcophagus is only an old blue did not edit any of the treasures handed out
marble statue of the god Hades. The statue
pillow. Sitting on the pillow, wrapped in to the party that the GM make careful note of
is wearing a real suit of studded leather
a tattered silk shawl, is an emerald, a little exactly how easy the adventure was for the
armor, painted such a black as to appear
smaller than a human hand. If a PC closely party. If the party seemed to get through the
as night. In its hands, the statue holds a
examines the emerald, he or she will notice dungeon fairly easily, the XP award for treasure
silver helmet of a Spartan-Roman style, cast
that there is a small woman inside the gem. should be truncated to between 1/6 to 1/4 XP
with ram horns. The helmet is a holy item,
She appears stuck as if in sleep. per gp gained.
consecrated to Hades for use within the
The woman is an elven princess named
priestly order to the god. Any disturbance
Fiolede who was once a novice enchantress. Suggested Campaign Award
of the statue, the armor, or the helmet will
She happened to spurn a suitor who was This adventure may begin a whole series of
result in the statue blinking its eyes open,
a very powerful magic-user. One night, adventures leading to a larger story. If playing
revealing two ivory and deep blue sapphire
the magic-user cast a spell which trapped this game as part of campaign, this adventure
gems (500gp each), which will immediately
stare at the trespasser. The statue will
then fully awaken and attack the party as a Table 3: Group XP Awards
stone golem. The golem will not leave the
chamber but may use the helmet. There is a
Situation XP Award (split total among PCs)
1 in 6 chance per round that the golem will
don the helmet and become invisible as its Destroying the Orc Cult 500 +1 reputation
action. If the golem steps on the weakened Destroying the Shrine to Wakkush-mal 500
floor areas, the golem will automatically Destroying all ghouls 200
fall through the floor. If characters have Putting all undead to rest 100
already fallen through, the golem will avoid Not tampering with/defeating the Hades golem 400
the hole(s). Simply returning to area 44 or Discovering the Ancient Crypt (47–48) 200
heading down into area 47 will “reset” the Solving the Princess’ curse/riddle 250 +1 reputation
golem and it will return to its rest unless
disturbed again.

14
Appendix

would not have any story award until the PC will not even know why he or she survived Targets are allowed a save vs. breath weapon
campaign is complete. The adventure should any given dangerous situation and will instead to halve the effects of the potion. Targets
be considered worth 400 XP total. If playing learn of his or her fate much later in life. This affected by a green dragon breath potion save
a campaign, this award would be granted in item is considered cursed and requires a vs. poison instead but still take half damage
total along with all the other campaign-specific remove curse spell cast by at least a 12th level with a successful save. The green dragon
awards as a lump sum to each individual PC cleric to remove. breath attack fires forth from the mouth of the
(not split among the group), depending on drinker, leaving a gassy trail, similar to a smoke
which modules/adventures the individual PCs grenade, and may land up to 30’ from the
took part in. Some GMs prefer granting this Helm of Invisibility drinker. Any target struck by a black dragon
award as the campaign is played; it is entirely breath weapon will take acid damage and will
up to the GM. Useable by: Any continue to take acid damage over the next 1d3
XP Value: 1,200 rounds.
Suggested Group Awards GP Sale Value: 7,000 Dragon breath potions offer no
These awards are granted to the party as immunities to the drinker other than inside
Description: The helmet works identically the stomach and mouth, thus, drinkers may
a whole and split between the surviving
to a ring of invisibility when worn except the be affected by their own potion if not careful
members. These are all suggested awards and
chance of becoming inaudible is a base of 25%. where they fire.
entirely up to the GM as to whether or not
the award should be granted. The award for
“completing story” is considered very optional
and may be awarded as a campaign award,
Potion of Dragon Breath Table of Bountiful Feasts
as explained in that section. The campaign
award and the completing story awards should Useable by: Any Useable by: Any
not both be awarded. XP Value: 600 XP Value: 400-6,000
We have added suggested awards of GP Sale Value: 5,500 GP Sale Value: 1,200-10,000
Reputation and Fame as well, since we noticed
Description: Potions of dragon breath
that some of the 1e and 2e compatible games Description: With the proper command
come in a variety of forms when found. Each
have such sorts of systems. The bonus we list is word, a table of bountiful feasts can magically
potion contains three draughts, which may be
based on a 100 point range for reputation and create a succulent feast for anyone sitting at
imbibed separately or all together, although
a 10 point range for fame. Both ranges may go the table at the moment the word is spoken.
drinking them all together has no effect other
equally into the negatives for poor reputation The power of the table will create food and
than losing the other draughts. The potion
and fame (ex: -100 to +100 reputation). drink enough for one person per seat and even
gives the drinker an explosive breath weapon,
Whichever system you use, we hope you can refill a drink cup once. Plates, silverware, and
mimicking a type of dragon breath. The
transpose the mathematics accordingly. Fame goblets all manifest and disappear once the
color of the potion tends to alert the drinker
may be translated as Honor if that system is meal is finished. A table works only once a day,
to the type of dragon breath contained in
used. and if used for five consecutive days, it must
the potion. When found, roll on the table
below to determine the type of dragon rest for five days until it can be used again. If
Appendices breath discovered. A roll of ‘00’ indicates a used during this time of rest, the next use will
special result. Special results may be unique produce spoiled food once, and then the magic
types of dragon breath, such as time stop, of the table will be lost. A table of bountiful
A: N ew M agic I tems feasts can generally seat 6 people, but some
positive material energy, polymorph, or earth
expulsion, but are left to the GM’s imagination feast tables are known to seat as many as 30
Amulet of Borrowed Time and use. or as few as 2!
(Cursed) The drinker will emit the dragon breath
Useable by: Any in 1d4+1 segments after drinking the potion.
XP Value: —
GP Sale Value: 2,000
Table 5: Feast Table Types
Description: This potent amulet protects
wearers from the effects of spells or other
powers which would otherwise cause instant d% Type Seat Places Special XP Value GP Value
death. The amulet offers a +4 bonus on all 01-05 I 2 — 400 1,200
saves in these situations. The save bonus 06-45 II 4 — 800 1,800
must be adjudicated by the GM based on 46-75 III 8 — 1,600 2,600
the situation, as not all situations are life 76-84 IV 12 — 2,400 4,000
and death and some situations are, from the 85-90 V 16 — 3,200 5,500
character’s perspective, much more dangerous
91-95 VI 20 “V” shaped 4,000 7,000
than thought. Each time the save is used
96-00 VII 30 “U” shaped 6,000 10,000
(unconsciously by the PC), the character loses
1 year from the end of his or her life. Thus, the

Table 4: Breath Weapon Types (Potion of Dragon Breath)

d% type found Dragon Type Breath Weapon Damage Form


01-20 Black Acid 3d4+1d4 per rd. over 1d3 rounds 5’x30’ Stream
21-30 Blue Lightning 4d6 5’x30’ Stream
31-40 Green Gas (Poison save) 5d4 15’ dia. Cloud, up to 30’ from user
41-70 Red Fire 4d6 10’ wide at end, 20’ Cone length
71-99 White Cold 4d6 10’ wide at end, 20’ Cone length
00 Other (GM design) Varies Varies Varies

15
Appendix

A ppendix B: N ew S pells
C: N ew M onsters
ACID ARROW
Arcane Summoning/Conjuration

Level: 2 (Magic-user)
Pre-Requisite: None
Range: 200’ + 40’/level
Duration: 1 round + 1 rd per 3 levels
(max. 7 rounds)
Area of Effect: 1 Target
Components: V,S,M
Casting Time: 2 segments
Saving Throw: None

A magical arrow of acid springs from the


caster’s hand and speeds to its target. No
matter the range of the target from the caster,
the caster must succeed on a touch attack
to hit the target. No modifiers for range,
proficiency, specialization, or magic effects
on missile weapons are used. Modifiers for
cover or movement may be allowed at the GM
discretion. The arrow deals 2d4 points of acid
damage with no splash damage. For every three
caster levels (to a maximum of 18th), the acid,
unless somehow neutralized, lasts for another
round, dealing another 2d4 points of damage
in that round. The material component for this
spell is powdered rhubarb leaf and an adder’s
stomach.

16
Appendix

Mummy, Lesser

Category: Undead
Frequency: Very Rare
Environment: Desert, Underground
Activity Cycle: Any
No. Encountered: 3d4; Solitary or Pack
Size: Medium
Move: 60ft.
Armor Class: 6
Hit Dice: 3+2
Attacks: 1
Damage: 1d6
Special Attacks: Fear
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 70%
Treasure: 1d10x1,000cp (25%), 1d4x1,000sp (10%),
1d4x200ep (5%), 1d10x500gp (15%),
1d6x100pp (5%), 1d10 gems (5%), 1d3
jewelry (20%), any 1 magic item or potion
(15%)
Intelligence: Low (6)
Morale Modifier: Undead
Alignment: Lawful Evil
Level/XP: 2/150 +4/hp

Lesser mummies look identical to their more potent cousins but are
far less powerful. Lesser mummies are either animated by priests Ochre Jelly
as minor guardians or they are cursed individuals who must forever
guard a tomb. Normally, lesser mummies are found in tombs of minor Category: Jelly
officials or low ranking priests and are found only rarely in tombs of Frequency: Uncommon
kings. Environment: Ruins, Catacombs, Temperate, Swamp
Activity Cycle: Any
Luckily, lesser mummies cannot cause disease like their stronger No. Encountered: 1d3
counterparts. These mummies are frightening, however, and any Size: Medium to Huge
character who has dealt with a mummy before may not be able to Move: 30 ft. / 10 ft. Cl
tell the two types apart. Therefore, like normal mummies, lesser Armor Class: 8
mummies cause fear and revulsion in anyone who sees them within Hit Dice: 5-18
60’, unless a save vs. magic is made. If the character fails the save, Attacks: 1, 2, or 3
the character will be paralyzed with fear for 1d4 rounds. Additional Damage: 3d4, 4d4, or 5d4
characters in a party may help with the saving throw. For every three Special Attacks: None
characters, all characters receive a +1 to their saves. Humans always Special Defenses: Separation; Immune to electricity and acid
receive a base +2 to any save vs. mummy fear. Magic Resistance: Standard
Lair Probability: Nil
As with most other undead, lesser mummies are immune to cold- Treasure: None
based attacks, charm magic, enchantments, mind-affecting spells, Intelligence: Non-
poison, paralysis, and hold and sleep spells. Unlike mummies, lesser Morale Modifier: Average
mummies may be struck by any weapon. Fire-based weapons cause Alignment: Neutral
double damage to lesser mummies and holy water inflicts 2d4 damage Level/XP: 5-8 HD: 4/120 +3/hp
9-13 HD: 5/170 +4/hp
per vial. If raise dead or resurrection is cast on a lesser mummy, 14-18 HD: 6/220 + 5/hp
the creature will become a 3-5th level warrior unless the mummy
successfully saves vs. magic. The disgusting amoebic ochre jelly oozes along dungeon floors,
seeking out flesh to dissolve and devour. The ochre jelly attempts to
Lesser mummies are turned as Type 5 (Wight). envelope prey when attacking and can lash out up to 10’ away to grab
a victim. The size of the ochre jelly determines the creature’s number
of attacks and damage potential. 5-8 HD ochre jellies attack once and
do 3d4 dissolving damage per hit, 9-13 HD ochre jellies attack twice
and do 4d4 damage, and 14 or more HD jellies attack three times
per round and do 5d4 damage per hit. Each attack is considered
a separate attack routine, as if the ochre jelly were three different
enemies. If using individual initiative rules, the ochre jelly’s attacks
would be considered three different foes. Ochre jellies climb walls as
an 8th level thief in order to drop on foes and can ooze through small
cracks and under doors.

Any attacks involving electricity or lightning cause no damage and


divide ochre jellies into two smaller jellies, each with half the hit
points of the original. Ochre jellies cannot be further divided if the
hit point total is 10 or less. If reduced to 0 hit points, the ochre jelly
dies. Ochre jellies take no damage from acid attacks.

17
Appendix

Worm Wight

Category: Undead
Frequency: Very Rare
Environment: Ruins, Catacombs
Activity Cycle: Any
No. Encountered: 1d6
Size: Medium
Move: 120’
Armor Class: 4
Hit Dice: 5+2
Attacks: 2 (claw)
Damage: 1d4 + level drain
Special Attacks: Level drain, rot grubs, split attack
Special Defenses: Silver or magical weapon to hit; immune to
cold, enchantments, sleep and hold spells
Magic Resistance: Standard
Lair Probability: 70%
Treasure: 1d6x1,000cp (45%), 2d8x1,000sp (45%),
2d8x200ep (20%), 2d6x500gp (30%),
2d10x20pp (10%), 1d12 gems (10%), 1d3
jewelry (10%), any 1 magic item or potion
(15%)
Intelligence: Average
Morale Modifier: Undead
Alignment: Neutral Evil
Level/XP: 6/650 +4/hp

The worm wight is a spectacularly nasty form of wight created when


a human is infected with rot grubs at the time of death by a wight.
Normally, rot grubs prefer living flesh to burrow into, but when the
host is prematurely killed by the extremely negative material energy
contained in the blows of a wight, the rot grubs too are forced into
an undead state. Interestingly, the flesh of the worm wight seems to
regenerate from the rot grub’s burrowing, as the grubs can feast on
the walking corpse forever.

In most ways, a worm wight is the same as a typical wight, although


the undead rot grubs are visible, seen worming their way through the
worm wight’s flesh and causing intense revulsion to creatures who
witness the burrowing. Viewers must make an initial save vs. wands at
-2 or spend 1d3 round retching. The retching forces a -2 penalty to all
attacks and saves for the next 2 turns. Worm wights tend to leave a trail
of dead but still slightly squirming rot grub carcasses wherever they
travel. Any time a worm wight is struck by a bludgeoning, slashing, or
hacking weapon, a small stream of squirming rot grubs will pour out
of the wound and any open holes on the creature.

Any touch by a worm wight has a 10% chance of infesting the victim
with undead rot grubs. Undead rot grubs are the same as normal rot
grubs but carry the typical undead immunities such as immunity to
cold, enchantments, sleep and hold spells.

The worm wight has two claw attacks per round and can split its
attacks between two different targets. The level draining ability of the
worm wight will function only once per target per round.

18
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19

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