UKM0 1 T o mbo ft h eNe c r o ma n c e r s F o r4 -6Ch a r a c t e r sL e v e l s6t h-8 t h Tomb of the Necromancers By Paul Mitchener. Editor and Layout: Newt Newport. Proof reader: John Holmes. Cover: David Wright. Interior Illustrations: Steven Austin. Maps: Simon Bray. Copyright Tomb of the Necromancers © 2013 Paul Newport. All art work copyright of respective artists. Text © 2013 Paul Mitchener. Crypts and Things ©2011 Paul Newport. Swords & Wizardry Core Rules, ©2008, Matthew J. Finch. 2 Crypt Keeper’s Introduction This scenario is for four to six characters of level 6 to 8. It takes place in the frozen north of the Continent of Terror. and sees the characters pitted against ravaging barbarians, who seek an ancient weapon for their mistress. Further exploration leads them to the forsaken temple of an evil sect of Necromancers. The Forgotten God Orlusz The ruins of the Unknown City stand at the edge of the Death Wind Steppe, surrounded by the foothills of the Wolf Head Mountains. They are a monument to a once mighty city. Few now know the city‘s history, and how it fell. The city‘s old name, Tetronis, now belongs to a village of simple fisherfolk standing amongst the ruins. The force behind both the old city‘s greatness and its destruction was the god Orlusz. Orlusz was a god of death and the earth. His priests were necromancers who sacrificed human victims to their god by burying them alive. In exchange for this sacrifice, which incidentally fuelled the necromancers‘ black magic, Orlusz blessed their fields, making them fertile so that crops would grow abundantly. The worship of Orlusz no longer exists. His priesthood and the territories they controlled were lost when Tetronis warred and lost with the people of the Death Wind Steppe and their rulers the Ice Witches. The priesthood of Orlusz was eradicated everywhere but the magnificent city of Tetronis, seat of the Great Temple to Orlusz. In Tetronis, the cardinals of Orlusz plotted how to save their religion, and avenge themselves on the Ice Witches and their followers. Orlusz‘s necromancer priests bargained with the god, gaining the power to make a mighty magical artifact in exchange for a two part sacrifice. The first part of the sacrifice consisted of a thousand souls, in exchange for which the god blessed a magical spear, which was quickly termed the Spear of Orlusz. The Spear of Orlusz was given to a champion, who has rendered unkillable, and capable of breaking through any magic with the spear. A future sacrifice of another thousand souls was demanded, but this could wait until the Champion had led the forces of Orlusz to victory in battle. Better the sacrifice of enemy prisoners than the people of Tetronis. Alas, victory never came. The armies of Tetronis were smashed in spite of the Champion, and a mere tattered remnant under the Champion‘s leadership was able to retreat. When the Champion returned to Tetronis, he found further problems. The people of Tetronis had revolted against the priesthood of Orlusz, tired of the the leadership that had lost them a war and their demands for brutal sacrifices. The few surviving priests were beseiged in the Great Temple. The unkillable Champion fought through the siege, but all he was able to accomplish was joining the trapped priests. Even necromancy could not defeat the mob. 3 4 Desperate, the priests held a service to beg for the help of Orlusz once more. This time, however, the god was angered. The second sacrifice he had demanded for blessing the Spear had not been paid, so he claimed it then and there. The Great Temple, and all within, sank into the earth. Much of the surrounding city was destroyed in a series of earthquakes following the disaster. The god took his sacrifice of a thousand souls, and many more besides. Tetronis never recovered. It dwindled to a mere village surrounded by the ruins of something greater. Even the name Orlusz became something known only to scholars of history, and the tale of the fall of the necromancer priests was all but forgotten. Over time, the domination of the Ice Witches over the people of the Steppe also dwindled, and few practitioners of the art remain. But the Great Temple remains undisturbed beneath the earth, and contains treasures and perhaps dangers ripe for discovery if a way in can be found. The Keeper and the Key While the war with the necromancer priests was being fought, the head of the Ice Witches sought a way to quickly end the power of the mortal servants of the god Orlusz. Over time, she fashioned a magical key that opened a mystical path directly into the Great Temple of Orlusz. It was never used - Orlusz entombed the Great Temple not long after the key was completed. However, the witch knew that the temple still held dangerous power and secrets. She never used the key. Instead, the key was passed from mother to daughter through the genereations, never used, but its secret never quite forgotten. The dominion of the Ice Witches is gone, but the key still remains, as does the Ice Witch who bears the title Keeper. The current Keeper is a woman called Magda, who lives in the village of Tetronis. Magda has decided that the time is right to explore the Great Temple and plunder its treasures. She particularly desires the Spear of Orlusz. However, Magda does not know precisely what dangers are within the temple, and needs help. As adventurers with (presumably) well - established reputations, she seeks to hire the player characters, and sends her servant and general errand - runner, Nahi, to find them. There is, however, a complication. The blood of the Ice Witches also runs in Nahi‘s veins, but he lacks magical talent. The tradition of the Ice Witches demands that those of the great families who lack the gift for magic serve the magicians - the actual Ice Witches. Nahi both resents his servitude, and has a vast appetite for money and the luxuries it can buy. He betrayed Magda. On an earlier errand, Nahi sought information for Magda on the Great Temple‘s history. He visited the city of Blood Stead, domain of the sorceress queen Rula, for information. While there, Nahi betrayed Magda, selling the knowledge of the Great Temple and the fact that Magda has the Key, to the sorceress queen. The sorceress queen has sent her beserker raiders to the Unknown City to occupy the site and find Magda and the temple‘s treasure. Nahi does not know, when he meets the player characters, that she has done this or planned to do this. Using this adventure with other Old School Class/Level based games This adventure is broadly compatible with all other editions of the World’s Favourite Fantasy role -playing game, especially the so called “Old School editions” of the 70s -80s. While specifically designed to be played with Crypts and Things (C&T), Blood of the Dragon is playable with Swords and Wizardry (in fact, C&T is a S&W variant) and other compariable retroclone and orginal editions up to 2nd with minimal conversion. The following rules and terms are specific to Crypts and Things (C&T). GMs of other systems may need to be aware of them. • Crypt Keeper – the name of referee or Dungeon Master in C&T • Sanity System – C&T has rules for Sanity loss, but this is very much left open to the Crypt Keeper when to use. For other systems, either ignore it when the adventure calls for Sanity checks or use your own favoured system. • One Magic System – C&T gathers all the spell lists into one, gives them a colour White (Good magic), Grey (Neutral, mainly illusionary magic) and Black (Evil Magic). • No class based non -player characters – C&T keeps to Swords & Wizardry’s (the system it was built on top of) convention that all NPCs are monsters, with Special abilities rather than Classes. So a powerful Necromancer in C&T is a monster with 4 Hit Dice and the Special Abilities of being able to cast Magic Missile, Raise Dead and Curse, rather than a 4 Level Magic User. 5 The Unknown City Player’s Introduction: An Offer of Employment The player characters are approached in their base, or wherever they are staying, by Magda‘s assistant Nahi. Nahi is a striking individual. He is short - a little under 5 feet in height - and dresses in fine clothes in bright colours. Nahi is flashy and conspicuous, with a manner that switched between cajoling and sarcastic. When in cities or large towns, Nahi tends to spend huge sums of money on luxurious food and drink, and on ladies impressed by spending huge sums of money. Nahi is quick and clever, but not as clever as he thinks he is. Nahi is‚ empowered to negotiate with the player characters by his employer‚ “the mighty enchantress, Magda of Tetronis”. Magda wants to her a group of adventurers to‚ “explore a hidden building amongst the Unknown City, for which only she has the key”. The key is, “mystical” as the building is below ground. The initial terms Nahi offers is for the player characters to take half of any treasure found in the temple, with the other hald going to Magda, along with the “Spear of Orlusz - a magical weapon of power”. If the player characters negotiate, Nahi will go as low as 10% of the treasure going to Magda. Nahi Type: Human Armour Class 3 (16) Hit Dice 6 Hit Points 27 Attacks: Shortsword (d6), Dagger (d4), Light Crossbow (d6, 1/round) Saving Throw 11 Special: +3 to rolls for Climbing, Legerdemain, Opening Locks, Perception, Stealth and Traps Move: 12 Treasure: Scroll containing the spell Charm Person (Navi knows how to use this, though he is not a magician), Bright Red Silk Jacket (worth 30gp), Silver Rings on each finger and thumb worth 5gp each, Leather Armour, Shortsword, Dagger, Light Crossbow and ammunition, Riding Horse, 15gp Challenge Level/XP: 7/600 6 Other Openings A Crypt Keeper who knows their group may well be able to find a better route to the adventure than being hired in a tavern by an unusual man approaching them with an offer of a dungeon delve. A scenario where the player characters look for Magda, or for the Great Temple and learning that Magda has the key, will work. An approach that sends the group to the Unknown City and sets them up in opposition to the forces of the Sorcerer Queen is also good. For example: • A player character has friends or relatives in the village of Tetronis, and goes to visit. • The player characters hear of Magda as a contact for supplying a vital magical ingredient, and go to find her. Rumours of the Unknown City If the player characters go to gather information about the Unknown City, choose or roll on the following table. 1. [True] The ruins were once a city called Tetronis, which was ruled over by priests who made human sacrifces to a god of death. 2. [Mostly False] The ruins are still inhabited. The people there conduct bloody fertility rites in secret to an earth god, Orlusz. (What do these fertility rites involve? Well, they‘re secret, aren‘t they?) 3. [True] Berserker raiders from the city of Blood Stead have targetted the village amongst the Unknown City. 4. [Partially True] The hills around the Unknown City are inhabited by frost dragons. These dragons have plundered the ruins of everything of value, but treasures may be found in the foothills of the Wolf Head Mountains. 5. [Mostly False] Magda is the one heir to the magical power of the legendary ice witches. She has a homunculus servant she sends on errands. (Nahi will be outraged if he hears this one). 6. [False] Nobdy who has explored the Unknown City by night has left with their sanity intact. 7. [Partially True] The Unknown City is the resting place of an immortal warrior with a spear that made him invincible. 8. [True] The Unknown City was destroyed by an earthquake sent by a wrathful god. Some buildings of significance amongst the ruins are completely beneath the earth. Amongst the Ruins The Unknown City were once a mighty coastal city, with many magnificent buildings of black marble. Now little of the old glory remains - there are no surviving walls more than a few feet high. The ruins are a well -known site, and have been thoroughly picked over and explored. Nothing obvious of value remains. Amongst the ruins is a small wooden fishing village of simple huts nestled around a larger hall - the village of Tetronis. However, on the approach to the village it becomes clear that there is something terribly wrong. There is little sign of activity, and some of the huts are no more than smoking ruins. Worse, there is danger of meeting a patrol made of of those who have done this to the village (below). What has happened is that the sorceress queen of Blood Stead has acted on information she secretly received from Nahi about the Temple and the Spear of Orlusz and sent in forces to occupy the village and seize the witch Magda. Nahi, when he sees the ruin and carnage is visibly shocked. He will not readily admit that he is indirectly responsible for it, but will become very insistent on finding out what has happened to Magda, perhaps offering further rewards of his own, though the more extravagant of these he will not be able to supply when it comes down to it. Ordinary Berserkers Type: Human Armour Class 7 (12) Hit Dice 1 Hit Points 5 each Attack: Battle Axe (d8+1) Saving Throw: 17 Special: +2 to hit in melee (berserk in combat) Treasure: Leather Armour, Battleaxe, 10gp Move 12 Challenge Level/XP: 2/30 Sergeant Type: Human Armour Class 5 (14) Hit Dice 4 Hit Points 18 Attack: Battle Axe (d8+1) Saving Throw: 14 Special: +2 to hit in melee (berserk in combat) Move 12 Treasure: Chainmail Armour, Battleaxe, 20gp Challenge Level/XP: 5/240 Nothing Remains? For the purposes of this scenario, nothing remains of interest in the ruins apart from the entombed temple. However, a Crypt Keeper who has other ideas can certainly add further places to explore. Go on - you have my permission! Patrols The Beserkers occupying the village are reasonably well -organised, and have regular patrols looking for those interfering with their mission. Each patrol consists of 8 ordinary berserkers, and a seargent in charge. The berserkers are fierce men, usually bearded and with dishevelled appearance, though they take care of their armour and weapons. They live for carnage and hand to hand combat. Their bravery in combat verges on suicidal, and they will never flee battle. 7 8 1: The Great Gallows In the centre of the village is a great elm tree, nearly two hundred feet tall, and with a trunk of most impressive girth. The tree is said to date from the time when the old ruins were intact. The berserker invaders of the village have put the tree to a most brutal use - it is now a gallows from which everyone who took up arms against them in the village now hangs. There are thirty corpses hanging from the tree - over half the adult population of the village. Interestingly, not everyone is accounted for. Navi knows this, or the player characters can work it out, based on the number of huts, number of people, and lack of children. It is fairly well - known that the berserker raiders from Blood Stead like to send prisoners back to their home town as a sacrifice for the sorcerer queen. The tree is awash with scavengers - Death Crows, consuming the corpses. The Death Crows are black birds with five feet wingspans. There are twenty of them in total. They will most likely ignore the player characters unless their meal is disturbed, in which case they will attack en masse, fleeing once half of them have been killed. Nahi, if present, will note (with obvious relief) that Magda is not amongst the bodies in the tree. At the Crypt Keeper‘s discretion, seeing this wanton brutality may need a Saving Throw against Sanity loss (d6 points of Wisdom). A Saving Throw will certainly be needed for a character with friends or relatives from the village. Death Crows Type: Animal Armour Class 8 (11) Hit Dice 1 -1 Hit Points 3 each Attacks: Peck (d4) Saving Throw: 18 Special: None Move: 18 fly/9 hop on ground Challenge Level/XP: B/10 each 2: The Destroyed Dock The docks of Tetronis were once one of the best -looked after parts of the village. Now they have been hacked apart with axes and put to the flame. The dozen or so fishing boats normally found here have are now all wrecks, in several cases bloodstained, though any bodies have been moved to the Great Gallows, above. 3: Huts There are a few dozen huts around the village, and they have all been systematically pilfered of anything of value, with things that were of no use to the berserkers destroyed. So a typical hut is a mess of smashed furniture and pottery. Many of the huts are smeared with excrement. If the player characters insist on searching every hut, in each there is a 10% chance of finding d6gp worth of valuables with an appropriate roll - but doing this is likely to alert the berserkers, as well as wasting valuable time. 4: Magda‘s Hut Navi, if present, can point out Magda‘s hut. Outside it stands an ice statue of a fierce bearded warrior holding an axe. The expression on the statue‘s face is, more than anything else, surprise. Unless it is winter, the statue will have begun to melt. Within, everything of value has been taken from the hut, though unlike the others, it has not been wrecked. What happened here? Magda used her Flesh to Ice spell on the only berserker to come near this hut, and left along the northwestern trail (area 8 below). Any who think to look for tracks can make a relevant roll to find a set of footprints going in this direction. 5: The Headman‘s Hall In the village, the hall of the headman was once the focus of the community, and provided space for everyone to feast on special occasions, as well as the headman‘s private quarters. Further, guests were put up in the hall, either in private rooms, or in the feasting area itself if space and numbers did not permit. Now that the berserkers have occupied the village, the Headman‘s Hall serves them as lodging. All of those berserkers not currently on patrol can be found here, variously drinking, gambling, wrestling and sleeping. In total there will typically be sixteen normal berserkers, two sergeants and one captain. The loot pilfered from the village has already been taken and distributed; the bulk of it resides with the captain, Vidhegh. Despite the debauchery, Vidhegh has stationed four of 9 10 his men as guards. Present in the building is half of the loot they have pilfered from the village - 160gp worth of goods and coin. Vidhegh has more control than most of his berserker underlings. Though still mad for combat and carnage, he has some sense for tactics, and some self-control - he will not necessarily just charge into battle with all of his men. He also has some control over his troops - he has beaten each and every one of them in a fight before taking them on, and they know Vidhegh‘s superior skill. That is perhaps Vidhegh‘s main weakness - he will be unable to resist being called out to a one on one duel. Vidhegh is also quite happy to boast and gloat, which may mean he reveals information, such as the prisoners sent north (see 7, below). Also present, although in his home room away from the feasting and as much as possible the berserkers is Taleth, a necromancer in the service of the Sorceress Queen of Bloodstead. Taleth is a tall, very thin man, and he, not Vidhegh, is really in charge of the expedition. Unlike the necromancers he is a coward, though if violence erupts he will use his powers to support the berserkers, doing such things as animating the dead to attack. Shockingly, especially if he is hidden, the same body can be raised more than once as a zombie unless it is totally destroyed or seriously mutilated - putting a zombie down once does not prevent the same magic being used on the corpse again. If cornered, he will most likely surrender, and for that matter give the player characters information in exchange for his rotten life. The ordinary berserkers and sergeants are as described for the patrols, above. Captain Vidhegh Type: Human Armour Class 5 (15) Hit Dice 7 Hit Points 33 Attack: Battle Axe (d8+1) Saving Throw: 11 Special: +2 to hit in melee (berserk in combat) Treasure: Chainmail Armour, Battleaxe, 160gp Move 12 Challenge Level/XP: 8/800 Taleth Type: Human Armour Class 8 (13) Hit Dice 6 Hit Points 27 Attack: Hand of Death (by touch) (d12) Saving Throw 11 Special: Control Undead (automatic if non -sentient, Saving Throw to resist if intelligent). Create Undead (d6 zombies or skeletons per round if bodies are available). Move 12 Challenge Level/XP Zombies Type: Undead Armour Class 7 (12) [from armour - Armour Class 5 (14) if from a sergeant] Hit Dice 2 Hit Points 9 each Attack: Strike (d8) Save 16 Special: None Move 6 Talking to Taleth Taleth can reveal that he and the berserkers are in Tetronis to seek the holder of the key to the Temple of Orlusz and the treasures within, especially a magical artifact called the Spear of Orlusz. Orlusz was an old death god, who was worshipped before the city here became the Unknown City. The temple lies far beneath the earth, but the way to it can be opened with a key held by an inhabitant of the village, Magda. Magda‘s servant told the Sorceress Queen about the key and the temple. He and the berserkers are looking for Magda, but did not find her. He does not believe she is with the contingent of prisoners sent north (see 7, below). Nahi, if confronted as a result of this information will be genuinely contrite and seek to make amends. Whether the player characters forgive him is of course a choice up to them. As for Taleth, as a necromancer he could be useful to them within the ruins, but he will only go if forced or threatened, and will betray them at the first opportunity - a serious problem when they are surrounded by the undead. 11 6: The Floating Tower This black marble tower is more intact than most buildings in the Unknown City, as three whole stories remain. Strangely, they are not the three lowest stories. The three remaining stories hang in the air at a slight angle, detached from the ground. The tower is now one watchpost of a young dragon. The dragon is bluish - white in colour and about 25‘ long, with a similar wingspan. It is a male, though this will not be obvious to anyone not expert on dragons. Waves of cold pulse off its body. It has a level of intelligence similar to that of a human, and speaks the language of men. The dragon has been magically charmed by Magda and persuaded to keep watch on the northwest road (see 8, below) for her, attacking anyone armed who comes in that direction. It will not fight to the death, fleeing after a serious wound. The Young Ice Dragon Type: Monster Armour Class 2 (17) Hit Dice 6 HP 18 Attacks: 2 claws (d4), bite (3d6) Saving Throw: 11 Special: Breath Weapon: Cone of cold 3/day, length 70‘, base 30‘. Those caught in the area of effect suffer 18 points of damage, with a saving throw allowed for half damage. Move: Fly 24/9 on ground Challenge Level/XP: 7/600 Being a dragon, the creature has placed a number of valuables from its main nest (see below) in its aerial watchpost. This treasure is a golden bowl about 3 feet across artistically filled with silver coins. The bowl is worth 200gp; the coins are worth 100gp. Of course, getting to the tower either requires great skill or magic. If the young dragon is killed, its mate - a larger and more aggressive female, who speaks no languages other than draconic, will come seeking revenge, though perhaps not immediately. The Other Dragon Type: Monster Armour Class 2 (17) Hit Dice 6 HP 24 Attacks: 2 claws (d4), bite (3d6) Saving Throw: 11 Special: Breath Weapon: Cone of cold 3/day, length 70‘, base 30‘. Those caught in the area of effect suffer 24 12 points of damage, with a saving throw allowed for half damage. Move: 24 fly/9 on ground Challenge Level/XP: 8/800 Observant characters might notice the dragon came from a particular spot in the hills. Those particularly persistent or greedy might seek the dragon‘s lair - and her treasure. This lair is high in the hills, and requires a relevant climbing roll to reach. The lair is a hilltop nest. In the nest are two dragon eggs (worth 1000gp each to the right buyer), an emerald (worth 750gp) and 200gp worth of coins. 7: The Prisoner Convoy A group of 60 prisoners - about half adults and about half children - are roped together and being escorted to Blood Stead by a patrol of berserkers consisting of eight ordinary berserkers and a sergeant (see page XX, above). There is also a cart drawn by two horses containing further loot from the village of Tetronis. Should the player characters elect to attack the convoy, one berserker stays back holding a weapon to an old woman‘s throat, threatening her as hostage. If the prisoners are rescued they will reveal that the berserkers came out of nowhere, slaughtering, raping and looting. It was a complete surprise attack, and although many in the village tried to fight, they stood no chance. If the player characters ask about Magda, one villager will reveal that she saw her turn one of the attackers to an ice statue, before leaving her home to the northwest. Magda is a figure of both fear and respect in the village. She does occasional magical favours, including healing injuries, but stays aloof from village affairs. The treasure in the wagon consists of two valuable carpets (worth 60gp each) from the Headman‘s Hall, and 160gp. If statistics are needed for the prisoners, they have one hit dice, and do no damage unless armed (those capable of fighting are already dead). What if the player characters came from the north? If the player characters approach the Unknown City from the north, they probably encounter the prisoner convoy on the way. This is not a big deal - the statistics are above, and they can deal or ignore the convoy first as they see fit. If things happen in this order, the player characters will find out what has happened in Tetronis before they get to the village. 13 8: The Northwestern Trail Following this trail past the dangers at the floating tower (location 6), the player characters will find a rare building amongst the Unknown City where much of the lower floor is intact. Around the building are four giant wolves, each over 200LB in weight. These wolves will only attack at the command of their mistress, the ice witch Magda, who has taken refuge within. Magda is a middle aged woman, with a firm yet polite manner. She will happily use her magic to heal any injuries the player characters have. She is quiety confident despite what has happened to the village and having to flee. She expects to have vengeance, but is patient about it. Despite her manner, Magda is cold-blooded and deadly. When she sees they are not berserkers, Magda is happy to see the player characters, if they come in peace. If Nahi is with them, he will explain that he has hired them for the job. Nahi will not confess his betrayal - and Magda will profess that she is mystified by the fact that the berserkers are there and what they are looking for. She still wants the player characters to loot the temple for her, and will use the key to open the way for them. She knows most of the information in the introduction, and will happily pass it on to the player characters. Most of all, she desires the Champion‘s spear - the Spear of Orlusz. Magda will tell the player characters that the Spear would be extremely dangerous in the wrong hands - such as those of the Sorceress Queen who has sent her followers to retrieve it. Magda will warn the characters that there are most likely undead creatures within the temple. Some undead creatures cannot be harmed by mundane weapons but are nonetheless affected by silver. Magda has a silver -tipped spear ready for each player character to use in such circumstances. She will also warn the player characters that some undead can only be affected by magic; she hopes there is a magician with the group, or at least someone with a magical weapon. The witch is unwilling to accompany the player characters. She will say that her talents do not lie in combat, and would be a liability. Besides, the way to the temple, once opened, stays open (unless she chooses to close it, but does not mention this) - it needs to be hidden and watched. Magda Type: Human Armour Class 7 (12) Hit Dice 5 Hit Points 24 Attacks: Dagger (d4), Spells Special: Cast the following as a 10th level Magician once per day each (Level 1) Charm Person, Cure Light Wounds, Divination, Light, Sleep (Level 2) Find Traps, Knock, Silence 15‘, Speak with Animals (Level 3) Blight, Hold Person, Speak with Dead (Level 4) Charm Monster, Cure Serious Wounds, Wall of Ice (Level 5) Animal Growth, Flesh to Ice [as Flesh to Stone, but ice instead of stone] Move: 12 Treasure: Spell Book (containing spells listed above), Detailed map of Tetronis ruins, The Ice Key, Rare Herbs (used in magical research - worth 200gp to the right buyer), Two silver-tipped Spears, Ordinary Dagger, Silver Dagger, Silver-headed spears, 5gp Challenge Level/XP: 8/800 Magda‘s Creatures Type: Animal Armour Class 7 (12) Hit Dice 4+4 Hit Points 30, 23, 18 Attacks: Bite (2d4+2) Saving Throw: 14 Special: Move: 18 Challenge Level/XP: 4/120 each The Key to the Temple When Magda uses the ice key, she puts it against a wall, turns it as if opening a lock, and a silver portal opens to the entrance corrider of the temple (area 1 below). If Magda for some reason is not present and the player characters have the key, they can do this, and open a door. The door can be closed in a similar way. The portal can be passed through in both directions, though one cannot see through it. 14 The Great Temple of Orlusz General Features The temple is made of black marble, all smooth surfaces, and blank unless described otherwise. Although there are windows to the temple, they now face out on solid rock beneath the earth. The only way in or out that remains is the portal created using the key. The portal sheds enough light to illuminate the entrance corridor. Elsewhere the temple is absolutely dark, and the player characters will not some source of light to explore it. This potentially makes stealth difficult. Needless to say, the undead within the temple have no difficulty seeing in the dark. Treasure and Encumbrance A number of the treasures found within the temple are rather bulky. We do not detail exact weights here, but the more transportable treasures typically weigh 1LB, with the bulkier treasures being 10LB or so each, and such things as furniture and gold tables being 50LB or so. The Crypt Keeper need not enforce precise encumbrance rules within the dungeon, but should prevent player characters happily carrying off endless bulky treasures without any penalties. Wandering Monsters There are no wandering monsters as such in the Temple. However, if the priests and worshippers in area 9 (below) know there are intruders (and the intruders are not wearing the dark green robes of a follower of Orlusz) they will start to roam looking for them. A typical „patrol“ consists of a priest and ten worshippers, as described in area 9. A really severe disturbance will have the Cardinal from area 12 looking for the cause and dealing with it with prejudice. Just because nothing has changed here for centuries and the undead beings are locked into their routines, the crypt does not have to be static! The Temple, Crypt Key 1: Entrance Corridor This plain entrance corridor is also the site of the first challenge to the player characters within the temple. It is guarded by temple guards - fast -moving zombie -like creatures wearing rusted plate armour and wielding longswords. Over their armour, the guards wear dark green tabards. Temple Guards Type: Undead Armour Class 2 (17) Hit Dice 5 Hit Points 22, 23, 18, 25 Attack: Longsword (d8) or Unarmed (d6) Saving Throw 12 Special: Howl. Someone hearing the howl of a Temple Guard must make a Saving Throw or freeze in fear for d4 rounds. After a successful Saving Throw, a potential victim is immune to the effect for the next 24 hours. Move 15 Challenge Level/XP: 6/400 Treasure: The longswords carried by the temple guards have golden hilts, each containing an emerald in the pommel; they are worth 100gp each. 2: Armoury This room once served as an armoury for the guards of the temple. There are two weapons racks, one containing four longswords, and four black shields with green circles. The swords have golden hilts, each containing an emerald in the pommel; they are worth 100gp each. The shields are silver plated on the inside, and worth the same amount. On the other weapons rack are four suits of plate armour in good condition. There is a 1 in 6 chance that a suit of armour fits a player character perfectly, and a further 2 in 6 chance it can be resized to fit at a cost of 50gp when the player characters are back in civilisation. Also in this room are five boxes, each draped with a white sheet. On top of each box is a skull. Within each box is the bones of the body that goes with the skull. 15 16 If the skulls, boxes, or weapons racks are disturbed, all five skulls rise into the air, taking the sheets with them, and assuming approximate humanoid form. They are Windwraiths - undead beings - and will attack those who have disturbed them or the treasures in this room. Note that a clever party could smash the skulls of Windwraiths before they are disturbed. A Windwraith with a smashed skull will not attack, though it will take coordination to smash all of the skulls at once (if there are sufficient player characters) and an attack roll against Armour Class 5 (14) is needed. Windwraiths Type: Undead Armour Class 0 (19) Hit Dice 3 Hit Point 9, 10, 13, 7, 8 Attack: Spectral Claw (d8) Saving Throw 14 Special: Undead, Only harmed by magic weapons and magical attacks. Move: Fly 24 Challenge Level/XP: 5/240 3,4: Changing Rooms: In both of these small chambers are wardrobes hung with the dark green robes once worn by the priests of Orlusz. In room 4, at the bottom of the wardrobe, are several dead rats. Four of the robes are made of silk, and are still in good condition, being worth 50gp each. notable thing about this room. The most notable thing is that the room is the domain of a fiend from beyond sent by Orlusz to observe events - an infernal scribe. The scribe appears as a scrawny old man sat cross -legged with a pen and a writing tablet. It wears the green robes of a follower of Orlusz. Its fiendish nature is made apparent by its blazing red eyes. The infernal scribe is not automatically hostile, but is bored and starved of life energy - it feeds on death, but there is nothing to feed on from the undead in the temple, with one notable exception. It will seek to engage the player characters in conversation rather than hostilities - though if they attack it will reply in kind. The scribe first of all requests the death of one of the party. Assuming they decline, it will ask if they want help - if they are willing to do it a favour. It wants the Champion in area 21 (and the wielder of the Spear of Orlusz) destroyed, and can happily direct them there and tell them the Champion‘s weaknesses. Before getting there, it will chat about its love for poetry and calligraphy, hoping to find a fellow admirer amongst the player characters. If especially charmed and flattered, it might even use magic to help them, either in the form of a scroll on a spare tablet, or using magic for healing. It will not take direct action to aid them against the undead, however - as an observer sent by Orlusz, doing such would be rather naughty. The other notable thing about this tower is that the top is quite close to the surface, being only ten feet or so below the earth. 6: Corridor Observer of Orlusz Clever player characters, if they know about the trap, might be able to use it to their advantage. Type: Other Armour Class 5 (14) Hit Dice 6 Hit Points 28 Attacks: Pen (d4) Saving Throw 11 Special: Each round, cast any spell of level 3 or below as if a level 5 magician. This spell is written on the clay tablet the scribe carries. If the tablet is destroyed while a spell is being cast, the spell written on it can be used as a scroll. Favourite spells are Invisibility, Phantasmal Force, Web, Lightning Bolt and Fireball. If a being is killed within 500 yards of the scribe, it steals its soul and regenerates 2d6HP immediately. Move: 12 Challenge Level/XP: 8/800 When the temple was operational, this corridor was forbidden to any but priests - all others had to enter the main temple (area 9, below) by the front entrance. To enforce this point, the corner, where the corridor changes direction, is trapped. A line of slabs are pressure plates, which, when pushed, cause a blade to slice down from the ceiling; a Saving Throw is necessary to avoid it. A failed Saving Throw causes 3d6 damage. 7: Stairs Here, stairs lead up to the top of a clock tower, a hundred feet higher. 8: Top of Clock Tower At the top of the tower is the mechanism of the clock which once adorned the temple. Since the temple‘s burial and the passage of time, it has long since stopped working. However, the mechanism is not the most 17 9: Great Temple This great domed chamber was once the centre for worship of the god Orlusz. Its ceiling depicts scenes of Orlusz receiving sacrifices of the dead, and granting fertility of the earth to his faithful. For that matter, the chamber is awash with the faithful - rotted animated corpses who were once worshippers praying to him for help, and three priests, who are also corpses in better condition, leading the prayers. The priests can be recognised by those who know the undead as wights, whose very touch drains energy and experience. All wear the green robes of the faithful of Orlusz. The priests and worshippers are carrying on a religious service that has continued for centuries. The concentration of the corpses in this room fills it with a foetid smell. All who enter must make a Saving Throw to avoid being sickened ( -2 to all rolls for 3d6 turns). The priests and worshippers will interrupt their ceremony to attack anyone else who is not a worshipper of Orlusz - as shown by what they are wearing. Anyone wearing dark green robes can pass through this room without problems unless they disturb the ceremony. Further, once they attack, they will pursue intruders elsewhere, only stopping once they are destroyed or the intruders are killed. Beneath the altar (marked by the square on the map) is a trap door, with steep stone steps leading down to area 19. Of course, moving it does most likely disrupt the ceremony if it is still going on. These are a total of 40 worshippers and 3 priests here. Worshippers Type: Undead Armour Class 8 (11) Hit Dice 1 Hit Points: 5 each Attacks: Strike (d6) Saving Throw 17 Special: Undead Challenge Level/XPL 1/15 Priests Type: Undead Armour Class 5 (14) Hit Dice 3 Hit Points 13, 16, 12 Attacks: Death Touch (1 point) Saving Throw 14 Special: Attack causes energy drain - immediate loss of a level and all associated hit points and abilities. Can only be hit my magic or silver weapons. Move: 9 Challenge Level/XP: 5/240 10: Corridor This corridor is earth rather than black marble. It was once used to inter sacrificial victims to Orlusz, and numerous skeletons are partially exposed beneath the floor. Though gruesome, they are harmless unless animated by the cardinal, below. 11: The High Cardinal‘s Meeting Chamber This room is painted in a rich burgundy colour, and on the walls hang portraits of some of the more famous (for the time) necromancer priests of Orlusz. There are twelve of them, and they are worth 50gp each to the right buyer. There are also half a dozen comfortable chairs, now ancient and delapidated, around a circular table. 12: The High Cardinal‘s Private Quarters Unlike the rooms of the common priests (13 to 16 below), this bedroom is lavishly appointed, though the fabrics on the furnishings are rotted. One thing of value remains, however - a tapestry depicting the necromancer priests of Orlusz victorious in battle against the ice witches. This is an actual historic event, but is one of the few battles of the war where the necromancer priests won. In any case, it is worth 800gp. There is also a bookcase. Most of the tomes are crumbling and indescipherable, but contain fragments of ancient history, philosophy and theology. The half dozen remaining books are worth 50gp each to the right collector. The High Cardinal himself is most likely found in this room - a skeletal figure in rich but tattered green robes wearing a flat green cap. It has a gold key around its neck. It is attended by four rotted corpses dressed in black. This cardinal is a crypt fiend, and is the most powerful and intelligent of the undead found in this part of the temple. It will not automatically attack the player characters unless it sees them despoiling the temple or 18 19 the religion in some way. If the High Cardinal does attack, it first raises the dead, calling first the dead priests from areas 13 to 16; these are zombies with the same statistics as the Cardinal‘s servants, below. It then raises skeletons from the ground in the corridor outside; these have the same statistics as the worshippers in area 9. It will spend a round attempting to use its Death Gesture, even though the player characters are probably of too high a level to be affected. The Cardinal Type: Undead Armour Class 2 (17) Hit Dice 8 Hit Points 36 Attacks: 2 claws (d6 each) Saving Throw 7 Special: Death Gesture. Can be used to kill any living thing of 5 hit dice or lower with no saving throw. Can also raise 2d6 dead as zombies each round. Cast the following as a 5th level magician once per day each: Level 1: Magic Missile, Oppression, Wailing Lament Level 2: Invisibility, Stinking Cloud Level 3: Lightning Bolt Move: 12 Challenge Level/XP: 10/1400 Servants Type: Undead Armour Class 8 (11) Hit Dice 2 Hit Points 9 each Attack: Strike (d8) Save 16 Special: None Move 6 Challenge Level/XP: 2/30 13,14,15,16: Priests‘ Chambers These chambers are plain, containing four beds each and little else that isn‘t rotten, though notably on each bed is a corpse. A thorough search of a room will, on a success, find a small hoard of d6x10gp. Further, one of the dead priests in room 14 has a silver key around his neck. 20 17: Inner Temple This domed chamber is empty aside from an alter, but the dome is decorated with a design in quarters showing each of the four seasons. The door to room 18 has two locks, one edged in gold, the other in silver. The key to the gold lock is the one worn by the High Cardinal in area 12; one of the dead priests in area 14 has the key to the silver lock. Opening the door safely requires both keys to be turned simultaneously. Picking the locks safely requires two people to work simultaneously and make relevant rolls. Just picking one lock, trying and failing to pick both locks, or crude methods such as battering the door down triggers a trap, though magical methods work perfectly well. The trap causes the area 10ft either side of the door to fall away into a 20‘ deep pit. Anyone caught in the area must make a Saving Throw or suffer 2d6 damage, as well as having to get out. Worse, at the bottom of the pit are four starving ghouls. Ghouls Type: Undead Armour Class 6 (13) Hit Dice 2 Hit Points 9 each Attack: 2 claws (d3), 1 bite (d4) Save 16 Special: After a successful hit from a ghoul, a Saving Throw is needed or the victim is paralysed for 3d6 turns. Move 9 Challenge Level/XP: 3/60 18: Crypt This large room is surprisingly plain, with an earthen floor. Beneath the floor are the bodies of numerous sacrificial victims, with some partially exposed skeletons as in the corridor outside. It also serves as a treasure room. The treasures are two statuettes of the god Orlusz worth 300gp each, a gold and emerald ceremonial neck chain worth 400gp, and a locked chest containing 3000gp. The chest is not trapped, but it is locked and made of metal. The key is nowhere to be found. However, if the treasures are disturbed by someone who is not a worshipper of Orlusz, as indicated by them wearing the regulation dark green robes, the guardian spirits of the place come into being and attack. These spirits are screeching spectral women with faces distorted 21 into visages of horror, and hands turned into elongated claws. Mist Maids Type: Undead Armour Class 0 (19) Hit Dice 6 Hit Points 27, 34, 20, 25 Attacks: Spectral Claw (d6) Specials: Only harmed by magical weapons and attacks. Death scream - does 2d6 damage on a failed Saving Throw. 19: Guard Room This plain room serves one purpose - to house the chief guardian of the main treasure room of the temple. This guardian is a true horror - a roughly human being twenty feet tall made of the remains of stitched together corpses. A Saving Throw against Sanity loss (d6 points of Wisdom) is most likely needed on seeing this monstrosity. Corpse Collossus Type: Construct Armour Class 6 (13) Hit Dice 10 Hit Points 50 Attacks: 2 fists (d10) Saving Throw 5 Special: Stomp. Everyone within 10‘ must make a Saving Throw or be knocked from their feet, meaning they cannot act and must spend a round getting up. Move: 9 Challenge Level/XP: 11/1700 22 20: Trap Room The doors to this room are made of metal, and form airtight seals when closed. There are several traps on various floor plates in this room. One trap, triggered by multiple pressure plates, seals the doors shut. Another trap, again with multiple triggers, fills the room with poisonous and slightly corrosive gas, doing d6 points of damage each round. Finally, there are four traps, including one by the far door, where the stones beneath a victim‘s feet fall away if they fail a Saving Throw, and they are caught in a mantrap, seizing one or both legs. This mantrap does d6 damage, and a Strength -based Saving Throw is needed to get free. Further, a victim‘s movement rate is halved until all damage inflicted by the trap is healed. Relevant rolls are needed both to loacte the trigger mechanism of a trap, and to disable it (either the door sealing or the gas). 21: The Hidden Treasure Room This room, though the walls are painted a hideous lime green colour, is fairly luxurious, containing a magnificent chandelier studded with diamonds (worth 1000gp), two crystal globes glowing with gentle light (magically enchanted with the Continual Light spell) (worth 50gp each), a comfortable chair, a small bookshelf containing books of ancient poetry (eight books, worth 50gp each), a cabinet of fine wood containing a number of bottles of wine and spirits (after the years, they are nothing but vinegar, but there are a dozen bottles worth 50gp each for the novelty, and the cabinet itself is worth 100gp. There is also a silver decanter, and six crystal wine glasses (worth 50gp each). There are also two tables surfaced in solid gold, and a gold throne -like chair (each worth 200gp). The Champion of Orlusz lives in this room, tired of the company of the undead upstairs. He appears human, and is reasonably handsome, with red -brown hair and green eyes. Alas, he is, by now, quite mad, and beyond craving even death. He will entertain any „guests“ here, pouring them wine, asking about the world, and asking about their lives. However, his spear is always at hand, and at the slightest perceived insult, he fights like a demon. The Champion Type: Undead Armour Class 0 (19) Hit Dice 9+6 Hit Points 50 Attack: Spear of Orlusz (d12) Saving Throw 8 Special: Immune to non -magical weapons. While holding the spear, has 75% magic resistance and regenerates 2 hit points per round, even after death as long as the spear is still held. Challenge Level/XP: 13/2300 The Spear of Orlusz One wielding the spear of Orlusz gains the spear‘s powers, as mentioned above. However, there is a catch. The regeneration damage healed by the spear is not true healing, and when a character has over time regenerated their full hit points in damage, they are transformed into an undead being, though they still appear human and may not immediately realise it. Conclusions and Final Complications The most straightforward conclusion occurs if the player characters emerge from the crypt and meet Magda, handing her the Spear of Orlusz and any agreed upon share of the treasure. Magda will be there waiting for the characters, along with her wolves. Further, the dragon from area 6 in the village, if he still lives, will be waiting in reserve. If the player characters do not hand over the Spear, Magda is prepared to take it by force. If the player characters do not have the spear, Magda will try to persuade them to go back in. She will help and heal them, but insist there must be something within that they missed. On the other hand, if the player characters left significant numbers of the berserkers from the village alive, they will face a different problem. They will have killed Magda, though losing one sergeant and eight ordinary berserkers in the process, but will be waiting ready to attack to take the Spear and all of the temple‘s treasures by force. As one of the undead, the character need not sleep, eat or drink. Indeed, they cannot do any of those things. Nor can they reproduce. Nor do they age. Further, they are vulnerable to magic targetting the dead. The Crypt Keeper should make sure that this is a curse rather than a boon if it happens to a player character. 23 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Akrasia’s Sword & Sorcery rules Copyright 2009, Blain Neufeld. Crypts & Things Copyright 2011 Paul Newport . Tomb of the Necromancers Copyright 2013 Paul Mitchener. 24 T o mbo ft h eNe c r o ma n c e r s B yP a u lMi t c h e n e r Th er u i n so ft h eUn k n o wnCi t ys t a n da tt h ee d g eo ft h e De a t hWi n dS t e p p e , s u r r o u n d e db yt h ef o o t h i l l so ft h e Wo l fHe a dMo u n t a i n s . Th e ya r eamo n u me n tt oao n c emi g h t yc i t y . F e wn o wk n o wt h ec i t y ‘ sh i s t o r y , a n dh o wi tf e l l . Th ec i t y ‘ so l dn a me , T e t r o n i s , n o wb e l o n g st oa v i l l a g eo fs i mp l eﬁ s h e r f o l ks t a n d i n ga mo n g s tt h er u i n s . Th ef o r c eb e h i n db o t ht h eo l dc i t y ‘ sg r e a t n e s sa n di t s d e s t r u c t i o nwa st h eg o dOr l u s z .