Dungeon Fantasy: Graves of the Uncounted Peasants

This is the next in a series of DFRPG articles on this blog; A Dungeon for Every Archetype.

The GM section of DFRPG (Exploits, page 80-81) gives us several Archetypes of Dungeons; Prison, Cellar, Cave, Labyrinth, Tomb, Mine, Warren and Sewer.

I’m going to make a fully-detailed dungeon for each of the Archetypes. Today, we’ll be covering a Tomb Dungeon; Graves of the Uncounted Peasants.

BACKSTORY

He who rejects change is the architect of decay. The only human institution which rejects progress is the cemetery.
— Harold Wilson, speech to the Consultative Assembly of the Council of Europe, Strasbourg, France, January 23, 1967.

Sometime in the last 50 years, a town named Toysburg situated on a trade route was wiped off the map by a nasty disaster of unrecorded and uncertain nature. Disease, curse, monster invasion or famine, no-one today knows for sure. What IS known is that the common citizens of Toysburg were all interned – as much of the town as possible – in a catacomb of graves off the main road and into the forest. It is suspected the remote mass burials were a precaution, in case whatever murdered Toysburg was catching. Appearing on fewer and fewer maps as the years went on, the town’s tomb complex was named Graves of the Uncounted Peasants. The dead of Toysburg do not rest easy, their tomb is not welcoming, and they are adding to their numbers. Quest givers for the dungeon can be an extended family who want to hire adventurers to investigate the tomb for clues as to what killed one of their wealthiest cousins all those years ago in Toysburg (and retrieve a certain heirloom he was buried with). A spiritual society or church may hear scuttlebutt about Toysburg’s dead walking the woods and want to put down the zombie menace.

RUMORS AND DETAILS

Archetype: Tomb

Character Point Rewards: 4 Character Points for “clearing” most of the dungeon’s fixed encounters and getting enough loot. Getting the special treasure in Fancy Tomb C is worth 1 bonus Character Point.

Obvious dangers from the outside: “Don’t get lost in the woods. No-one lives out there, they can’t help you if you get in trouble.”

Obvious monsters: “Those woods are twisted by unholy forces. Expect the animals and plants of the forest to want you dead. Oh, and undead horrors stalk the county, too.”

Fabled loot: “An evil wizard’s treasures was buried in there, along with the only part of him they could find after the battle – his head. I hope they buried him deep.”

“Everyone knows they buried people with cash and magic items back in those days. Got to pay the God of Death, you know?”

“The best treasure of the dungeon is supposed to be forever barred to those with colour-blindness. What does that mean? Darned if I know.”

False rumours: “The Faeries have taken over that crypt to hold their tea parties.”

“Armies of magical constructs march through the woods, mindlessly exterminating whoever dares to intrude on their protected lands.”

“The unquiet dead blather on about a lot of useful and interesting topics.”

“Horrid subterranean burrowing monsters led by evil druids are taking over the underworld and those crypts are now their base of operations!”

“The fungus growing in those woods is magical, you can make amazing elixirs out of them!”

True research: “One of the crypt architects apparently had a thing for hiding concealed doors at the bottom of pit traps. Weirdo.”

“People who paint murals in dungeons stash lots of cool stuff behind their artwork.”

“A lot of coffins are booby-trapped or cursed. Be careful.”

“The cult that used to have a temple down there considered the bull to be a sacred animal…but they still had the bulls kill each other in ring fights. Something about their doctrine declaring anything sacred will be repulsed by anything else holy, or whatever.”

“There used to be worshippers of four gods, each with their own colour, using that tomb as a hideout. The cult wielded ancient great magic to hide treasure for the faithful alone.”

“If I were a rich noble, I’d definitely want my grave to have secret doors!”

False research: “Beware the lich!”

“I hear the best treasure down there is in the Green Tombs! Green is the colour of money, after all!”

“Elder Things are attracted to sites of mass death. No doubt that tomb is swarming with cosmic horrors!”

“The above ground cemetery is for the poorest people only. No-one buried there has anything to offer robbers.”

GETTING THERE

Travel time: 5 days.
Survival type: Woodlands.
Wandering monsters: 9 or less chance.
Weather challenges: Nothing unusual.
Terrain challenges: Nothing unusual.

IN THE DUNGEON

Key dungeon features: Typically no lighting (-10 Darkness, Night Vision can not help) underground. Underground corridors are two yards wide and four yards wide. Walls are one foot thick, for DR 156 and HP 94. Doors are average wooden ones, for DR 2 and HP 29. Mana and Sanctity are Normal. Nature’s Strength is -1 underground, no modifier above ground.

Wandering monsters: 9 or less chance, see tables below.

Wandering Monster Table 1 (Above Ground Graveyard)

Roll 1d.

1-2: N Zombies (DF Monsters page 62)

3: N+1 Giant Rats (DF Monsters page 30-31)

4: N-2 Big Centipedes (Pyramid 3/108 page 12-13)

5: N Corpse-Eaters (see stats below)

6: 1 Bear (DF Monsters page 16-17)

Wandering Monster Table 2 (Underground Catacombs)

Roll 1d, 1d.

1-2,1: Nx1.5 Zombies (DF Monsters page 62)

1-2,2: N Corpse-Eaters (see stats below)

1-2,3: N Rot Worms (Monsters 3 Born of Myth and Magic page 20)

1-2,4: 2 Vampires (DF Monsters page 58-59)

1-2,5: 1 Mummy (Pyramid 3/98 page 16-17)

1-2,6: N/2 Draugr (DF Monsters page 23-24) + N Zombies (DF Monsters page 62)

3,1-3: N Ghouls (Pyramid 3/108 page 12)

3,4-6: Nx2 Horde Zombies (DF Monsters page 36-37)

4,1: N-2 Draugr (DF Monsters page 23-24)

4,2: Flaming Skull (DF Monsters page 27)

4,3: Horrid Skull (DF Monsters page 37)

4,4-6: N+2 Skeletons (DF Monsters page 47-48)

5,1-3: N-2 Skeletons (DF Monsters page 47-48) + N-2 Zombies (DF Monsters page 62)

5,4-6: N/2 Spider Swarms (DF Monsters page 54-55)

6,1-2: N Zombies (DF Monsters page 62) that are covered in Mold (DF Monsters page 42-43, effects include Moldy Monsters? sidebox)

6,3-4: N Horde Zombies (DF Monsters page 36-37) that are covered in Mold (DF Monsters page 42-43, effects include Moldy Monsters? sidebox)

6,5-6: N Skeletons (DF Monsters page 47-48) that are covered in Mold (DF Monsters page 42-43, effects include Moldy Monsters? sidebox)

Enemy: Corpse-Eaters

Corpse-Eaters are mundane but disturbing devourers of sapient flesh (fresh or not) who resemble bald vampires. Each day, a Corpse-Eater must eat 1.5 lbs of meat and bone from a living sapient creature (humanoids but not animals, slime, undead, plants and so on) instead of ordinary food. In theory, the corpse of an average man could sustain one for 100 days if preserved well enough…but many do not refrain from hunting for long in practice. They often become grave robbers, bandits and dungeon delvers as a result.

ST:14HP:14Speed:5.25
DX:10Will:10Move:4
IQ:10Per:10
HT:13FP:13SM:+0
Dodge:8Parry:9DR:2

Sharp Teeth (12): 1d cut, Reach C.

Axe (12): 2d+2 cut, Reach 1.

Kick (10): 1d+2 cr (includes +1 from boots), Reach C,1.

Punch (12): 1d cr, Reach C.

Crossbow (10): 1d+4 imp, Acc 4, Range 280/350, Shots 1(4), Bulk -6.

Shield Bash (12): 1d cr, Reach 1.Spear (12): 1d+2 imp, Reach 1.

Traits: Immunity to Disease; Night Vision 5; Reduced Consumption 1 (Cast-Iron Stomach); Silence 1; Sharp Teeth; Brotherhood of Ghouls; Ugly; Restricted Diet (Flesh of sapient beings, fresh or not-so-fresh); Social Stigma (Monster); Outdoorsman 1.

Skills: Camouflage-11; Observation-11; Stealth-11; Tracking-11; Survival (Woodlands)-11; Brawling-12; Axe/Mace-12; Crossbow-10; Shield-12; Spear-12.

Class: Mundane.

Notes: Light (-1) encumbrance already factored in. Brotherhood of Ghouls is a perk that makes Horde zombies and similar unnatural devourers of sapient beings (not ogres, man-eating tigers, etc.) will simply ignore a corpse-eater. They’ll see him, and shove him aside if he gets between them and their prey, but won’t go after him. He could walk right through a zombie army without disturbing them. This benefit ends if the corpse-eater personally takes any offensive action against any ghoul in sight – but his allies’ deeds have no effect. Wearing a heavy leather suit of armour. Carrying one of axe and crossbow with quiver of 12 bolts, medium shield (DB 2) and axe, or spear and medium shield (DB 2). DB not factored in. Open to negotiation, especially if promised easily preserved corpse meat. Not Truly Evil or undead.

Monster Notes: N denotes a number equal to however many 250-point adventurers are effectively in the party, with every +100 points total increasing N by 1 (so a party of two 125-point delvers, one 250-point adventurer and one 350-point delver is N=1+1+2=4).

Undead Chatter: In this dungeon, the undead monsters who used to be townsfolk will still talk, after fashion, but not as real sapient beings. Instead, they’ll babble random nonsense from their long-ago living times out of context and in random bursts during combat or searching for enemies. Examples of what anyone could say are below (cross them off the list as you use them);

  • “Delivery for mister Jaffin? Is there a mister Jaffin here?”
  • “Are you here all by yourself?”
  • “Anyone know where Sammy Jay lives? I gotta talk to him about the festival parade.”
  • “I’ve always wanted purple drapes for the kitchen.”
  • “This time, don’t forget your hat.”
  • “Do you like fine arts from the East? We’ve got a sale on…”
  • “You ain’t gonna better deal me, Jimmy. I got connections to The Pit, remember?”
  • “I’ve heard worse excuses to drink, let’s go to the pub!”
  • “I’ll buy that for a silver coin!”
  • “What a sad bunch of whiners.”
  • “What’s the King’s name again? Harry the Twentieth or something?”
  • “Ante up, gentlemen, I’ve got a hot hand here just fixing to make your acquaintance!”
  • “ARE YOU KIDDING ME?! This is a joke, right?”
  • “Don’t mind Larry, he’s had a rough week. Lost a good chunk of change on a bad investment.”
  • “It is very rude to not haggle down the price of wheat, you know.”
  • “Hello and welcome to our humble abode! Can I get you some tea?”
  • “Oy governor, 2 copper, fresh caught this morn.”
  • “Martha, your garden is to die for…”
  • “The future of this farm is alpacas.”
  • “Where did the goats get off too?”
  • “Huh…That’s not supposed to be there…”
  • “I don’t want to hear any more about Hans or his alpacas.”
  • “If worse comes to worse, you’re left with scrambled eggs.”
  • “I can’t wait to dig in.”
  • “And who is this handsome little man?”
  • “Careful now. Don’t want to hurt anyone…”
  • “What are you talking about? Alpacas don’t bite…”
  • “All visitors to the Whitetail household are asked to keep their voices down.”
  • “I’ve left my dagger in the vases again. I should probably get a lanyard or something.”

DUNGEON AREAS

Not to scale

Above Ground Graveyard

The 250 year old cemetery here (100 yards from one end to another, surrounded by treeline) was where the Toysburg dead were buried 50 years ago, partially displacing those already interned here. There is a mild odor of death all around the surface of the graves here. Some of the patches of the ground are overgrown with weeds, but mostly not. Damage to the stone monuments is minor. The 100 black squares are the graves on the surface. They are all inexpertly dug and organized. Plenty of the surface graves have flowers growing on them, and worthless trinkets (cloth dolls, small woodcuts of family insignias, faded weather-beaten hats, rune stones, wooden icons of saints, etc.) placed on them long ago. If the party is stupid enough to come here at night, the chance of a random encounter is increased by 3 and a roll of 3 or 4 means a Vampire shows up in addition to what was rolled on the table.

The four red downward arrows are the stairs down into the underground crypts. The earthen tunnels down into the depths are two-yards wide and 4 yards high, they go down 35 yards deep. The steps of the stairways are uneven and rubbed raw by the elements. The stairs are keyed A, B, C, and D – see the map of the underground tomb to see where they all go.

The 10 black diamonds on the map are all statues. The stone monuments depict single figures standing solemnly among the graves; angels, saints and godly avatars. One of the statues depicts a naked lady, her nipples are actually 2 silver coins. The green pentagons on the map are ordinary trees.

The purple pentagon on the map is a Tomb Tree (Pyramid 3/106 page 35) that resembles the other trees in the area and has a corpse inside it. The monster will at first stay still and observe the party in the area, before eventually trying to sneak up on them and attacking. The corpse inside carries a cursed ornate Corrosive longbow that causes anyone using or carrying it to roll Will every day or suffer Severe Insomnia (see B140). The enchantment on the longbow adds +2 acid follow-up injury on a hit that pierces DR, every five acid damage dealt removes 1 DR from the hit location even if it does not penetrate DR (so keep track of total acid damage dealt). It’s thus worth $22700 and weighs 3 lbs.

The dark blue wide pentagon on the map is a two-hex-radius/3 yards wide (SM+3 DR 5, HP 70) shingle of Fungus (DF Monsters page 28-29) that are Wailers and will unleash Toxic Spores if touched or attacked. The party might set the Wailing off if they go anywhere in the graveyard except the most north-east parts, since the fungus detects them within 70 yards.

Digging up the surface graves is a time sink that might only potentially reward robbers. Identifying a grave which has good stuff in it requires a skill roll against Theology (to notice the grave marker marks the dead person as a VIP), Heraldry (to recognize a wealthy family’s coats of arms) or Merchant (to realize that the grave marker has certain fashions of those wealthy types). (Roll the grave contents and then roll for identification, both in secret, AFTER they pick a grave but before they start digging) Actually digging up the grave with shovels takes 1dx15 minutes (4 times the usual time if you have no shovels, note that each hour of digging means a random encounter roll). The bodies in surface graves are usually not in a coffin, they’ve instead been wrapped in cloth and left in a hole. The contents of any given grave are randomly determined from the following list (cross off a grave once it’s been dug up), roll 1d and 1d.

1,1: One Big Centipede (Pyramid 3/108 page 12-13) in the grave was feasting on the body and will attack the people digging it up. The body’s skull has metal teeth fillings in its mouth, worth $112.

1,2: There is an entrance to a miniature underground chamber in the grave, but no dead body! The heavy wooden trapdoor to the chamber is unlocked and leads to a 3 yard hex sized room. There is a single Mummy (Pyramid 3/98 page 16-17) inside the chamber and 10 pounds of occult paraphernalia stashed here (worth $250).

1,3: There is an entrance to a miniature underground chamber in the grave, but no dead body! The average wooden trapdoor to the chamber is unlocked and leads to a 6 yard hex sized room. There is a linen pouch lined with tobacco (worth $10 and weighing 0.2 lb), a bronze paring knife (worth and weigh same as a dagger), a stone mask of an obscure priesthood inlaid with jade (worth $850 and weighing 50 lbs), 1d empty wineskins, an unframed antique painting of a saint (worth $300 and weighing 0.35 lb) and a shovel stashed inside the chamber.

1,4: The body of a merchant was buried with 2 gold coins, precious metal teeth fillings worth $92, a crude silver necklace worth $112 and a bronze religious icon worth $112.

1,5: The body was buried with a rotted book (junk), a rusted iron bowl (worthless), fake jewellery (roll Forgery, Connoisseur or Merchant to identify the lack of worth) and a jewelled dagger (worth $400 and weighing 0.25 lbs).

1,6: There is an entrance to a miniature underground chamber in the grave, but no dead body! The average wooden trapdoor to the chamber is locked with a secret latch (IQ-based Traps roll to open) and leads to a two yard hex sized room. There are grave goods stashed in the chamber; iron manacles and a 18 square feet tapestry depicting a battle of men and elves against a troll (worth $720 and weighing 13.5 lbs).

2,1: One Big Centipede (Pyramid 3/108 page 12-13) in the grave was feasting on the body and will attack the people digging it up. The body has a fancy golden bracelet (worth $18900 and weighing 0.75 lbs) around its wrist.

2,2: There is an entrance to a miniature underground chamber in the grave, but no dead body! The heavy wooden trapdoor to the chamber is locked (no penalty) and leads to a one yard hex sized room. There is a single Ghoul (Pyramid 3/108 page 12) inside the chamber and 7 pounds of occult paraphernalia stashed here (worth $175).

2,3: The body of a successful potter was buried with a sack of 35 silver coins and four fancy decorated jars with precious metal inlays (each worth $27 and weighing 1 lb), some of his best works. Weirdly enough, the interior of the grave and body are found to be pristine with no decay, but the dead will age rapidly after 18 seconds and turn to dust after 10 minutes, leaving behind a special item. Roll 1d; the special item is one of a mysterious iron key to an unknown locked door (1), a treasure map (2-3), a steel ball that engraved with a stylised eye (4), a steel hand mirror that radiates evil (5), or a perfectly preserved letter in an envelope that is written in an unknown Language (6) – GMs should get creative with whatever hidden properties these strange things have!

2,3-6: The body inside the grave animates and attacks when dug up! (One Zombie, DF Monsters page 62.) No loot besides the monster’s gear. (You can reuse this one, don’t cross it off when you roll it.)

3,1-2: The grave is inexplicably empty! Roll for a random encounter chance (9 or less on 3d), who appears from behind the party if showing up. This random encounter MIGHT have nothing to do with the grave…(You can reuse this one, don’t cross it off when you roll it.)

3,3: There is an entrance to a miniature underground chamber in the grave, but no dead body! The extra-heavy wooden trapdoor to the chamber is locked (no Lockpicking penalty) and leads to a four yard hex sized room. There are four Ghouls (Pyramid 3/108 page 12) lurking in the chamber, and a delver can scrape 12 “doses” of a medicinal fungus (roll Herb Lore, Esoteric Medicine (Druidic), Pharmacy, or Alchemy to identify the fungus and make a medicine dose, each dose of the fungus medicine either (roll a die, even or odd decides) heals 1 HP of injury or cures an affliction immediately when consumed) off the walls of the chamber.

3,4: There is an entrance to a miniature underground chamber in the grave, but no dead body! The average wooden trapdoor to the chamber is secured with a secret latch (IQ-based Traps roll to open) and leads to a five yard hex sized room. There is a single Mummy (Pyramid 3/98 page 16-17) interned in the chamber, the floor has a patch of medicinal fungus worth 8 doses (roll Herb Lore, Esoteric Medicine (Druidic), Pharmacy, or Alchemy to identify the fungus and make a medicine dose, each dose of the fungus medicine either (roll a die, even or odd decides) heals 1 HP of injury or cures an affliction immediately when consumed) that the Mummy does not care about and will let a suitably diplomatic party harvest.

3,5-6: The grave is inexplicably empty! Roll for a lesser random encounter chance (6 or less on 3d), who appears from behind the party if showing up. This random encounter MIGHT have nothing to do with the grave…(You can reuse this one, don’t cross it off when you roll it.)

4,1-2: The grave is inexplicably empty! Roll for an increased random encounter chance (12 or less on 3d), who appears from behind the party if showing up. This random encounter MIGHT have nothing to do with the grave…(You can reuse this one, don’t cross it off when you roll it.)

4,3: The body inside the grave animates and attacks when dug up! (One Zombie, DF Monsters page 62.) No loot besides the monster’s gear. (You can reuse this one, don’t cross it off when you roll it.)

4,4-5: The grave contains only N+1 Rot Worms (Monsters 3 Born of Myth and Magic page 20) who have completely eaten the body within and will attack those digging it up. No loot but 1d silver coins in the torn-up corpse wrappings. (You can reuse this one, don’t cross it off when you roll it.)

4,6: The corpse in this grave was buried with a banded purple velvet coat (torso DR 1, worth $265, weighs 6.3 lbs), a smooth rounded river rock with a rose scraped onto its face (junk), an ornate wooden pan flute (worth $80, weighs 1 lb), and a set of common craftsman’s tools (worth $200 and weighs 20 lbs).

5,1: A religious woman was buried with her jade prayer beads (worth $200, may count as an ordinary holy symbol). Clerics and Holy Warriors may object to looting the valuables.

5,2-3: Someone who got a windfall just before they died was buried here. Looting the body earns the robber 3d copper coins and 2d-1 silver coins. (You can reuse this one, don’t cross it off when you roll it.)

5,4: The dead body in this grave was a horse lover who rode his stallion up and down the county. There are large leather saddlebags with oversized polished brass fittings (can hold up to 40 lbs, worth $300 and weighs 3 lbs) next to his corpse. Inside the saddle bags are a set of horseshoes (+2 HT rolls for horses to avoid fatigue loss on long rides, $50, 4 lbs.), a bit and bridle (+2 to control a horse, +3 if using both hands, $35, 3 lbs.), and a saddle and tack ($150, 15 lbs.)

5,5: A completely penniless bum was buried here. No loot. (You can reuse this one, don’t cross it off when you roll it.)

5,6: A commoner of unremarkable wealth was buried here. Looting the body gets you 2d copper coins. (You can reuse this one, don’t cross it off when you roll it.)

6,1: A very wealthy townsperson got their own grave here. They were buried with a red velvet sack (holds 40 lbs., requires two hands or a pole, worth $90, 3 lbs, DR 1, HP 5) containing a wooden personal drinking cup decorated with carvings of hunting dogs (worth $50 and weighs 0.15 lbs) and a platinum ring with a green topaz jewel set in it (worth $14,929 and weighing 0.25 lbs).

6,2: An unknown corpse was buried with a Flaming Blade artefact (DF 6: 40 Artefacts page 13).

6,3-4: A fake corpse made of straw, wood or clay was wrapped in cloth and dumped into this grave! Where is the person who was supposed to be dead and buried here? (You can reuse this one, don’t cross it off when you roll it.)

6,5: Uh-oh. That grave was under the protection of a curse, the corpse was someone who made a deal with infernal forces. A random demon pops into reality from Hell to attack the defilers of the grave from behind! (What kind of demon? The GM can simply assume it’s a Demon of Old (DF Monsters page 20) if he’s short on prep, but may prepare a substitute demon from another book like Monster 5: Demons.) No treasure in the grave.

6,6: This corpse was buried in an actual coffin nailed shut (the coffin wedges have DR 3 and HP 33). Inside the coffin, the corpse is clutching a Conjuring Candle artefact (DF 6: 40 Artefacts page 18-19).

Not to scale. Blue lines on map denote tunnels going under other tunnels. Yellow filled triangles denote secret doors. Blue triangles are obvious doors.

Peasant Crypts 1

The staircase marked A leads down into this (30 by 30 yards, no lighting except near the staircase during the day) area. It is a dry and dirty large room where rows and rows of corpses are interned in wall alcoves and rectangular holes with wooden covers. There’s two unlocked doors leading out of this area.

Searching the graves for valuables takes twice the normal time, requires a Search-2 roll (critical success on the roll cuts the time taken for the looting in half), and gains the robber the following; a painted wooden soldier (worth $8 and weighing 0.5 lbs), used but sharp chisels in a leather tool roll ($300, 10 lbs.), 1d+4 large iron spikes, a prosthetic leg ($400, 1 lb), horse barding (DR 2 for a horse-like animal, $345, 30 lbs.), a pouch containing bones used to tell fortunes and omens ($5, 0.05 lbs) and a wrought iron candle holder in the shape of an octopus ($32, 1 lb). Looting the corpses in the graves has a 4-in-6 chance of angering the dead, causing corpses to rise as 15 Horde Zombies (DF Monsters page 36-37) and attack the party for the insult.

Peasant Crypts 2

The biggest area of the underground catacombs (40 by 40 yards), Peasant Crypts 2 is where staircase B leads down to. There are five doors out of this area, all locked (no Lockpicking penalty). The area is dark except for the light coming from above ground, if it’s daytime and the staircase is unobstructed in the center. This is not a wide open area, instead big chunks of walls and large pillars take up space in the middle of the area (some conceal hidden spaces, see below) and break line of sight from one end of the area to another.

There are a lot of people buried down here, a total of 35 corpses shoved into closed graves. Looting the graves gets the delvers 1dx3 copper coins, requires no roll and takes 1d+4 minutes of time. It has a 3-in-6 chance of angering the dead, causing Nx1.5 Horde Zombies (DF Monsters page 36-37) to rise from the graves and attack.

There are three hidden spaces in this area, concealed in hollow walls and pillars. If the party declares they’re checking the area for hidden doors, roll the highest of Vision, Observation or Per-based Traps for each searcher at the given penalties.

The first secret space is hidden in a wall, the roll to find it is at -7, the concealed heavy wooden door is unlocked, the space inside is only one square yard hex, it contains 1 Draug (DF Monsters page 23-24) and 5 loose silver coins and a metal skull idol painted yellow on the ground.

The second secret space is hidden in the area’s eastern wall, the roll to detect the concealed door has a -2 penalty, the concealed average wooden door is unlocked, the space behind the door is three hexes/yards, there’s a single Mummy (Pyramid 3/98 page 16-17) put to rest here who will not appreciate being disturbed, and the mini-grave contains an offering of 3 silver coins, 2 gold coins and 13 copper coins in a little clay bowl.

The third secret space’s concealed average wooden door can also be found in the eastern wall, with a -4 roll, it is unlocked, there’s six yards of space hidden there, and someone hid 16 silver coins, 15 copper coins, and a valuable bone hair clip with gold inlays that resembles the jaw of a large rat (worth $32 and weighs 0.2 lbs) in the chamber.

Peasant Crypts 3

The stairs down marked C lead to this small (unlit, 15 by 20 yards) area where they buried about 10 corpses in basic wooden caskets packed along the walls. Light comes down here from the stairs during the day. The door to other parts of the catacombs is unlocked.

N+2 Corpse-Eaters are here, trying to break into the coffins for delicious people meat. They may not be automatically hostile, but they certainly could try to stop the party from going through the door without giving some kind of toll in butchered flesh (hopefully not their own).

The dead people buried here have no valuables. Looting the graves is a waste of time (no roll and 1 minute). It has a 3-in-6 chance of angering the dead, causing 4 Horde Zombies (DF Monsters page 36-37) to rise from the graves and attack.

Peasant Crypts 4

This unlit 12 by 60 yards area is connected to four other areas, the doors are all locked (no Lockpicking penalty). They buried a lot of people here, about 40 graves. Lurking in the shadows is a detachment of undead guards; N/2 Vampires (DF Monsters page 58-59), N Skeletons (DF Monsters page 47-48) and N Zombies (DF Monsters page 62) will attack the living intruders coming into this area on sight.

Looting the graves requires a Search-5 roll to get 45 copper coins and 21 silver coins, critical success on the roll also finds a cool treasure on a dead man; a mastodon-leather belt with ancient iron buckle that is fitted to hold potions and vials (treat as a Potion Belt, worth $1200 and weighs 1 lb).

Peasant Crypts 5

Down staircase D, the Peasant Crypts 5 area is unlit by torches and encompasses a space of 45 by 15 yards. There’s two doors in this area, both locked (no Lockpicking penalty). This area has enough graves for 25 people.

Looting the graves is a Search-2 roll, but doesn’t turn up much but 5 nailed-shut ironbound coffins among the burials. The hinges of the coffins are DR 9 and HP 18. The coffins themselves are DR 10 and HP 34. A critical success on the roll also finds a discarded shovel among the bodies. Opening up the coffins reveals all of them contain corpses that have been staked in the heart, the skull cut off, and the mouth filled with lead as if sealing the throat. Each coffin also contains other stuff; one has a prayer-book with seemingly random lines circled and crossed out (junk), another has a huge mass of small dead vermin, the third has a large silver chain (worth $180 and weighing 0.2 lbs), the fourth coffin has the remains of a servant’s uniform (junk), and the fifth one has a partially melted and twisted iron holy icon of unknown religion (worthless). Disturbing the graves like this has a 3-in-6 chance of angering the dead, causing Nx1.5 Horde Zombies (DF Monsters page 36-37) to rise from the graves and attack.

Ancient Temple

This 40 by 25 yards area is a prayer facility that fell into disuse, Sanctity is only Normal here. The door is locked (no Lockpicking penalty). None of the 20 torches in the wall sconces are lit. A holy altar is at the center of the area, but is not active and will need blessing to raise local Sanctity. Pews are laid out in rows and a dry font in front of the raised dais and stage at the northern end of the area. Beautiful murals of congregations marching through the countryside with angels cover the walls.

Near the front pews are two bull statues facing towards each other. They can be rotated, and if they are rotated away from each other, it causes a mechanism to activate and a treasure chest comes up from a hidden trapdoor in the north-eastern corner. The chest is locked and ironbound (DR 9, HP 18, -5 Lockpicking); it contains the long-ago priest’s old High Portable Shrine ($8000, 8 lbs.). Once set up after a minute of ritual, the High Portable Shrine temporarily raises the local Sanctity level by one step of a surrounding area in a radius equal to double equal to the cleric’s Power Investiture until the shrine is removed or destroyed.

At the back of the area, at the western corner of the northern wall, conceals a hidden door (-5 to find, IQ-based Traps -7 roll to figure out the controls and open it) that leads to a secret passage to Fancy Tomb B and Fancy Tomb C.

Guarding this area are N Ciuacla (DF Monsters page 18) who will forcibly stop the party from taking anything, touching the altar, rotating the statues, looking for secret doors or resting here for more than 30 minutes – but lighting the torches or praying is fine with them.

Yellow Tombs

The walls, ceiling and floor of this 10 by 10 yards area were painted yellow and most of the paintjob managed to survive the years. No lights are on here, not even torch sconces. There are two doors into this area, both locked (no penalty to Lockpicking). One goes on a downward slope and to Peasant Crypts 2.

In the center of the area is a pedestal with an empty depression. It is magical. Placing a metal skull idol painted yellow into the pedestal’s depression activates the magic of the pedestal with a pleasant jingle. If all four such pedestals in the dungeon are activated with their color-coded metal skull idols, it opens up a secret treasure chest in the Fancy Tomb C area.

There’s 50 bodies, some of which came from Toysburg, buried here – crammed into wall alcoves and many to a floor hole. 10 of the dead got proper coffins, nailed shut and left propped up against the walls. The hinges of the coffins are DR 9 and HP 18. The coffins themselves are DR 10 and HP 34. The 10 coffins are also made dangerous thanks to various boobytraps or curses.

One coffin is booby-trapped with a mechanism that shoots a large knife at anyone opening it (attack at skill 12, 1d+2 impaling damage to a random hit location) and contains a metal skull idol that’s been painted blue along with a dusty skeleton.

One coffin is cursed (anyone forcing the coffin open must roll Will-4 or suffer -3 to DX and DX-based rolls for 8 hours) and contains a dead guy and a duelling glove streaked with crushed rubies in a blood-splatter pattern (one hand DR 3/1, worth $625 and weighs 3 lbs).

One coffin is haunted by a Spectre (DF Monsters page 50-51) who will attack if the casket is disturbed. The haunted coffin contains a dessicated corpse and a bejewelled collapsible telescope whose interchangeable lenses can see across different light spectrums (worth $3000 and weighing 6 lbs).

One coffin is boobytrapped with a Demon’s Brew gas grenade (two yards radius, 2d injury, 1d injury on HT roll) on a tripwire that smashes it if opened (Traps-3 to detect, DX-based Traps-6 to disarm). Inside the coffin is an engraved metal uncharged wizardly Detect Magic spell scroll (skill 15, worth $70, 0.25 lbs).

Another coffin is cursed, a person forcing it open must roll a Quick Contest of Will versus Will-15 or get possessed by an evil spirit (the spirit will attack the other PCs at once using the possessed character’s body as a murder weapon) for 1d days. The coffin contains a charged universal 4-point Major Healing spell scroll (skill 15, worth $400, 0.05 lbs) and the corpse.

Another coffin is boobytrapped with a mechanical noisemaker (roll for random encounters immediately) that will be activated by pull-string if the coffin lid is opened (Traps-1 to detect, no roll to disarm). The coffin contains an old mummified dead body clutching a single electrum coin (easily mistaken for gold or silver).

The sixth coffin is boobytrapped with a Foul Pepper gas grenade (two yards radius, breathing creatures must roll HT twice, once to avoid 30 seconds of sneezing, second to avoid retching for 10 seconds) on a tripwire that smashes it if opened (Traps-3 to detect, DX-based Traps-6 to disarm). Inside the coffin is a corpse holding a leather-paged textbook of esoteric knowledge with durable embroidered writing (can’t erase text with water or rot, teaches the Thaumatology skill, +1 skill bonus if consulted, worth $425, weighs 12 lbs.) in its hands.

The seventh coffin is boobytrapped with a Blinding Powder gas grenade (two yards radius, any living creature with eyes must roll HT-2 or be blind for 1d minutes or until eyes washed for five seconds) on a tripwire that smashes it if opened (Traps-3 to detect, DX-based Traps-6 to disarm). Inside the coffin is a highly mutilated corpse, pieces cut off the limbs and wide leather strips tightly stapled across the torso. Cutting open the chest cavity of the dead body reveals someone left a gilded self-righting hourglass ($3200, 4 lbs) where the heart should be.

Coffin number 8 is boobytrapped with a Halfling Joy Powder gas grenade (two yards radius, roll HT, tipsy if successful and drunk if failed) on a tripwire that smashes it if opened (Traps-3 to detect, DX-based Traps-6 to disarm). The corpse within is dressed in a spiked light segmented plate armor top (torso DR 3, $1890, 16.8 lbs).

The ninth coffin is boobytrapped with a Knockout Gas grenade (two yards radius, roll HT to avoid drowsiness for 30 minutes, fall asleep on critical failure, roll Will to remain conscious at the end of the 30-minute period) on a tripwire that smashes it if opened (Traps-3 to detect, DX-based Traps-6 to disarm) AND a mechanical noisemaker (roll for random encounters immediately if activated) on a pull-string attached to the lid (Traps-1 to detect, no roll to disarm). Looters find an oddly well-preserved cache of preserved concoctions but no dead body in the coffin. The cache is a Dark Vision Potion (DF Magic Items page 20), a Magic Resistance Potion (DF Magic Items page 20), an Oil of Penetration (DF Magic Items page 20), an Invulnerability Potion (DF Magic Items page 20), a Salve of Regrowth (DF Magic Items page 21), an Oil of Sharpness (DF Magic Items page 21) and an Oil of Shatterproofing (DF Magic Items page 21).

The 10th coffin is boobytrapped with an Euphoria Potion gas grenade (one yard radius, roll HT or suffer Ecstasy for 5 minutes) on a tripwire that smashes it if opened (Traps-3 to detect, DX-based Traps-6 to disarm). There is no body in the coffin, just a non-rechargeable Wand of Domination (DF Magic Items page 16).

Searching the non-coffin graves takes five minutes, requires a Search-5 roll, and gains the robbers 3dx5 copper coins and 2d silver coins (critical success gets double of both).

Blue Tombs

The walls, ceiling and floor of this 10 by 10 yards area were painted blue and most of the paintjob managed to survive the years. No lights are on here, not even torch sconces. There are two doors in this area, but one is hidden behind a sliding board in the walls (-1 to detect, leads to a sloping down tunnel to the Green Tombs area) and both are locked (no Lockpicking penalty).

50 people were buried in this area, stuffed into cramped alcoves in the walls and small coffins. None of the graves have anything of value in them, although it takes 30 minutes of searching to confirm that. Thankfully, no random encounters happen in this area thanks to special holy runes of protection engraved on the ceiling (looking up or an Observation-2 roll spots them, Theology-3 or Occultism-5 identifies the runes as keeping out wandering monsters). This makes this area a safe place to rest in the dungeon…except for…

The Spirit Guardian (DF Monsters page 52) who attacks anyone disturbing the graves and takes the appearance of a cleric when visible. It uses the loose stones and miniature headstones in the room as projectiles for telekinetic attacks. It has skills Theology-14 and Religious Ritual-14. It will give the party coming in here 20 minutes to leave before it asks them to leave, attacking only if they don’t. Holy Clerics or adventurers with the right Influence skills may convince the Spirit Guardian to tell them about the hidden door in this room and other secrets of the dungeon, or even allow them to rest in the area for a period if they promise not to disturb the graves.

A magical pedestal with an empty depression sits in the middle of the area. Placing a metal skull idol painted blue into the pedestal’s depression activates the magic of the pedestal with a pleasant jingle. If all four such pedestals in the dungeon are activated with their color-coded metal skull idols, it opens up a secret treasure chest in the Fancy Tomb C area.

Green Tombs

The walls, ceiling and floor of this 10 by 10 yards area were painted blue and most of the paintjob managed to survive the years. No lights are on here, not even torch sconces. There are two doors in this area, but one is hidden behind a sliding board in the walls (-1 to detect, leads to a sloping down tunnel to the Blue Tombs area) and both are locked (no Lockpicking penalty).

50 people were buried in this area, stuffed into cramped alcoves in the walls and small coffins. Searching all the graves for loot takes 30 minutes and gains the party nothing.

A magical pedestal with an empty depression sits in the middle of the area. Placing a metal skull idol painted green into the pedestal’s depression activates the magic of the pedestal with a pleasant jingle. If all four such pedestals in the dungeon are activated with their color-coded metal skull idols, it opens up a secret treasure chest in the Fancy Tomb C area.

One of the people buried here managed to come back as a Sword Spirit (DF Monsters page 55), so great was her lust for dueling. She still counts as a Faerie, not an Undead ghost, as a deal with mysterious entities in life is what accounts for her current condition (she sees her condition as a deal not a punishment). The Sword Spirit appears to be a good-looking but creepy human woman constantly practicing her swordsmanship. She will, of course, challenge any swordsmen in the party to a duel. Thanks to her constant slaughtering of wandering monsters who dare to come into this area, no random encounters ever happen in this room unless the Sword Spirit is destroyed and stays destroyed for 1d+2 days. The Sword Spirit knows all about the Green Tombs area, including the secret door and the magical pedestal, but knows little about the rest of the dungeon and she is definitely not interested in such topics.

Sandlot Peasant Crypts

This 20 by 30 yards area is unlit, has two unlocked doors in and out, and is absolutely packed with thigh-high drifts of loose sand everywhere but the outer 2 yards of the area’s perimeter. 55 people were buried or interred in this area over the years, their bodies either cramped in wall alcoves or dumped into the big sand pit. Moving through the sand is slow-going (+1 movement point per hex, dead bodies in the sand get in the way on 1-in-6 chance for a FURTHER +1 movement point per hex cost) and completely obscures the treasure chest and one Horrid Skull (DF Monsters page 37) buried in the center (9 or 10 yards through the sand from a door), marked with a decapitated corpse on the surface of the sand. Roll Observation-3 to notice the corpse has a stone marker stabbed into its chest, the stone marker has a rune that a Occultism or Hidden Lore (Undead) roll warns means “evil dead below”. This Horrid Skull’s psychic scream attack is shorter ranged and harms living creatures up to only 12 yards away, but the sand does not muffle the evil aura at all – the adventurers will start taking damage just before they open the door to the area and come inside. Don’t forget the sand will slow them down…

Digging up the sand on top of the Horrid Skull and the chest takes 1d+3 seconds with a shovel and exposes the digger to the psychic scream all the while. The average treasure chest (DR 6 and HP 12) under all that sand is locked (-2 to Lockpicking) and contains a metal skull idol painted green, 10 gold coins, a Necklace of Banishment (DF Magic Items page 17) and a Necklace of Turning (DF Magic Items page 17).

Looting the graves and bodies in the area takes 40 minutes of work, requires no roll, and yields 110 silver coins from the pockets and eye sockets of the dead commoners. This has a 6 or less on 3d chance of angering the dead, causing 30 Horde Zombies (DF Monsters page 36-37) to rise out of the area’s nooks and crannies to attack.

Fancy Tomb A

This 14 by 14 yards unlit area has three heavy ironbound (DR 15, HP 39) doors into and out, all locked (-5 Lockpicking penalty), one of which is concealed (-5 to detect, leads to the Red Tombs). There is only one person interred here, a very rich and important person by the looks of the ornate iron coffin set into the north wall and the wonderfully painted walls, floors and ceiling.

The center of Fancy Tomb A features a cask as large as some rooms, half-filled with red wine so old it has become cloudy brown vinegar. Though the vinegar would make an interesting cooking ingredient, the real value lies at the bottom of the cask in a sealed glass jug, visible for its shine through the tap hole of the cask. Moving the cask creates an audible indication something is rolling around inside, too. The glass jug contains 40 doses of an expired elven drug, 2100 copper coins, 500 silver coins, and a set of iron keys (they do not open any lock in this dungeon…but the GM can certainly let them unlock another sometime and somewhere else, one of the keys works if the delvers try them in a lock on a 1-in-6 chance, but only for 1d+3 times).

Trying to open the tightly shut coffin is hard (and there’s a pit trap in front of it, see below); the hinges of the lid are DR 12 and HP 23, the coffin itself is DR 50 and HP 58 and the lock is extremely good quality (-10 Lockpicking penalty!). Once opened, the delvers will find the corpse to be skeletal, dressed in fine clothing (shirt, light cloak, shoes and pants worth $1000 and weighing 6 lbs total), and clutching one of two artefacts (GM’s choice); the Rapier of Ruinas (DF 6: 40 Artefacts page 14-15) OR the Ward of the Wolf (DF 6: 40 Artefacts page 10). You can’t steal the coffin itself – it’s basically part of the wall!

In front of the one coffin is a breakaway floor disguising a pit trap. Per-based Traps can notice the thin sheet of material over the pit, anyone walking onto the floor gets a Dodge (at -2 without Danger Sense) to leap away as the floor crumbles, falling in means a 3 yard plummet onto hard stone for 1d+2 crushing damage.

At the bottom of the pit trap is a secret door that opens if discovered (-3 to detect) and the puzzle lock is solved (IQ-based Traps -3). Behind the secret door is a small alcove where a metal skull idol painted red is kept in an unlocked iron lockbox.

Fancy Tomb B

This 14 by 14 yards unlit area has three heavy ironbound (DR 15, HP 39) doors into and out, all locked (-5 Lockpicking penalty), one of which is concealed (-5 to detect, leads to the corridor behind the Ancient Temple).

This elaborately decorated area is the tomb of wealthy noblemen, all of whom are now evil undead monsters – N+3 Ghouls (Pyramid 3/108 page 12) dressed in fancy clothing (each set is worth $600 and weighing 4 lbs) kowtowing and sucking up to a lordly Vampire (DF Monsters page 58-59) who is wearing a gilded pendant with a larger red jewel bearing a gentry family’s insignia (worth $12000) and capable of spellcasting (Magery 2 and knows the following spells: Death Vision-14, Sense Spirit-14, Summon Spirit-14, Foolishness-14, Daze-14, Fascinate-14, Sleep-14, Light-14, Continual Light-14, Darkness-14, Blackout-14, Blur-14, and Hide-14). They all sit around a tea table in comfy chairs, and rest in open coffins along the sides of the room when not active.

There is a mural covering the eastern wall of the area, depicting a glorious throne room where a famous king is handing down edicts. The mural painting has a treasure chest at the foot of the throne; if the adventurers take down the bricks in the wall (Observation-7 or Search-5 rolls required to realize the bricks are loose there) where that chest is painted on, they’ll discover a chest bricked into the wall. The chest is unlocked, and contains a random great treasure, roll 1d;

1: a non-rechargeable Wand of Flame Jet (DF Magic Items page 17)

2: a wizardly user-powered ring of Sunlight ($3000, Power 15)

3: a Charged Universal Clerical Spell Scroll of Stone to Flesh on embroidered cloth (not ruined by water, takes 3 burning damage to ignite, restores a petrified victim, 10 seconds to read, costs no FP, skill 15, worth $1005, leaves behind a handkerchief after casting) and 12 Charged Universal Clerical Spell Scrolls of Major Healing on ordinary paper (each heals 8 HP, 2 seconds to read, costs no FP, skill 15, worth $400)

4: a Five-Gallon Canteen (DF Magic Items page 8)

5: an Amulet of Truth (DF Magic Items page 9)

6: a non-rechargeable Greater Wand of Ice Dagger Missiles (DF Magic Items page 17)

A perfectly preserved and unmarked woman lies in a big glass coffin (with no apparent way to open it), apparently sleeping, in the centre of the area. The glass coffin is a Cosmic artefact, unbreakable and unopenable except by performing the Faerie Anthem of Dream Destruction. A successful Hidden Lore (Faeries) roll to remember the words to the Song of Awakening followed by a successful Poetry or Singing roll to perform it satisfactorily will break the spell, which causes the coffin to dissolve into light, leaving the awakened woman.

The glass coffin has writing in the Ancient Language on a brass plate at the coffin’s base. The inscription reads; “By the contract of the Faeries, the Great Powers shall keep her safe until the Song of Awakening is sung.” The Dreaming Woman inside the glass coffin is a Faerie Queen from the dawn of time, who made a deal with Cosmic Entities that she’d submit to their prison in exchange for vital aid to her people. Once freed from the coffin, The Dreaming Woman will thank the adventurers, and promise them repayment later, before she disappears into sparkly magical colored lights. The party can expect a good amount of help from the Faeries the next time they get in big trouble or otherwise receive lots of treasures as payment sometime in the future, whichever the GM decides is better.

Fancy Tomb C

Even though this 14 by 14 yards unlit area is supposed to be another high class crypt, the area is instead filthy and smelly, ruining the once beautiful décor. Both heavy ironbound (DR 15, HP 39) doors into this area are concealed and locked (-5 to detect, -5 Lockpicking penalty).

A Corpse Golem (DF Monsters pages 18-19) stands guard in this area, ready to eliminate intruders on sight.

The western wall of the area has an ominous portrait of an evil overlord painted onto it. Rolling Heraldry-4 or Hidden Lore (Lost Civilizations) will identify the man as a tyrant of ages past, who infamously had the catchphrase “where I gaze, there is only gold, on pain of death”. There is a false brick in the eastern wall of the area that is hiding a treasure cache. The eyes of the evil overlord mural look right at it. Pull out the false brick, and the delvers will find a small pouch of 100 gold coins and a treasure map. (Finding the false brick without getting the painting hint first requires a Search-8 roll even if the eastern wall is specifically checked. The painting hint reduces the Search penalty to -4, or -0 if the eastern wall is specifically checked.)

There’s a rank bathtub filled with stagnant black water close by the southern door. Drain the tub by pulling the plug on the bottom (the dirty water will spill out onto the floor, gross!) and you’ll reveal the 20 gold coins at the bottom.

In the center of the room is a large but empty metal pedestal that radiates magic. Engraved decorations around the edges of the pedestal depict four skulls. If all four magical pedestals in the color-coded (Red, Blue, Green and Yellow) Tombs areas are activated with the right painted metal idols, an ornate brightly colored metal treasure chest (itself worth $4000 and weighing 60 lbs if the party thinks to take it) will magically appear on the large pedestal with a pleasant jingle and gentle pink sparkles! The secret special treasure chest is unlocked and contains a random wondrous treasure, roll 1d;

1: a deed to a small castle on an engraved metal sheet (the sheet does not burn or suffer water damage), the castle is currently worth $750000 and can go higher with repairs and redecorating, using it as a Power Item is possible but requires standing in it or touching its walls to draw upon its FP, and recharging the FP reserve costs double for a “house call”

2: a Very Fine Wizardly Spellbook that teaches Create Food, Essential Food, Cook, Seek Food, Test Food, Create Fire, Decay, Purify Food, Poison Food and Seek Fire ($18000, 12 lbs, +2 to cast spells taught by the book if the reader already knows it and holds it in both hands, reads aloud and takes double the normal casting time ignoring reductions for high skill)

3: a Djinn Bottle (DF 8: Treasure Tables page 40)

4: an Antimagical Bracelet (DF Treasures 3: Artefacts of Felltower page 13-14)

5: a Hellish Amulet (DF 8: Treasure Tables page 40-41)

6: a Cursing Deck (DF 8: Treasure Tables page 40)

Getting the special treasure is also worth 1 bonus Character Point for everyone.

Red Tombs

The walls, ceiling and floor of this 10 by 10 yards area were painted red and the paintjob managed to survive the years. No lights are on here, not even torch sconces. Both heavy ironbound (DR 15, HP 39) doors into this area are concealed and locked (-5 penalty to detect and Lockpicking).

A magical pedestal with an empty depression is located at the back of the room. Placing a metal skull idol painted red into the pedestal’s depression activates the magic of the pedestal with a pleasant jingle. If all four such pedestals in the dungeon are activated with their color-coded metal skull idols, it opens up a secret treasure chest in the Fancy Tomb C area.

There’s 50 bodies, half of which came from Toysburg, buried here – crammed into wall alcoves and many to a floor hole. There are also 10 coffins lined up against the west wall, the resting places of N Draugr (DF Monsters page 23-24) who will want the adventurers to stay out. Looting the graves and coffins takes 55 minutes, requires no roll, and gains the party 150 silver coins and 35 gold coins. This also angers the dead, causing 10 Zombies (DF Monsters page 62) and 10 Skeletons (DF Monsters page 47-48) to rise from the walls and holes to attack.

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