of the
By Paul Mitchener.
Editor and Layout: Newt Newport.
Proof reader: John Holmes.
Cover: David Wright.
Interior Illustrations: Steven Austin.
Maps: Simon Bray.
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.
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.
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
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.
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.
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
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
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
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
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!
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.
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
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
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
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
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
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.
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
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
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
points of damage, with a saving throw allowed for half
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.
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.
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
(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.
The Great Temple of
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.
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.
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
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.
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
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
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
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
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
Level 1: Magic Missile, Oppression, Wailing Lament
Level 2: Invisibility, Stinking Cloud
Level 3: Lightning Bolt
Move: 12
Challenge Level/XP: 10/1400
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.
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
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.
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
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
into visages of horror, and hands turned into elongated
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
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
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
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
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
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.
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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.