π Dungeon23 - Abode of the Dead
Level 11, 12 & 13 - Abode of the Dead
Map created using Dungeonscrawl
Treasure tables used from Barrowmaze Complete
Having made their way around the crude barricades erected by the Obsidian Ogres the heroes find themselves entering a dusty tomb, abandoned save for the shuffling footsteps of the long dead.
This dungeon is laid out a little differently to the others since--if the PCs entered it through the Lair of the Obsidian Ogres then they will be entering the bottom layer of the dungeon, an old tomb whose dead occupants have been roused by the theft of one of their treasures. Above the tomb a star worshipping cult has made it's lair.
Lower Level - Ancient Tomb
Wandering Monsters
Roll 1D6 every other turn, there is a 1-in-6 chance of an encounter. Encounter distance, etc should be determine as normal using your system of preference.
1D6 roll | Encounter |
---|---|
1 | 1D6 Obsidian Ogre Scouts |
2 | 3D4 Skeletons |
3 | 2D4 Zombies |
4 | 2D4 Zombies |
5 | 3D4 Skeletons |
6 | 2D4 Giant Centipedes |
Monster Stats
Obsidian Ogre Scouts AC 5 [14], HD 4+1 (19 hp), Att 1 x club (1d10), THAC0 15 [+4], MV 90' (30'), SV D10 W11 P12 B13 S14 (4), ML 10, AL C, XP 125
Fierce 8'-10' tall humanoids dressed in animal furs and armed with wicked bone clubs.
- Sack: Each ogre carries a sack containing 1d6 Γ 100gp.
- Hate neanderthals: Attack on sight.
Skeletons AC 7 [12], HD 1 (4 hp), Att 1 x weapon (1d6), THAC0 19 [0], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 10
Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics. Often encountered in cemeteries, crypts, or other forlorn places.
The skeletons encountered in this dungeon are the remnants of long dead servants and guards of the ancient priest (now a grisly spectre) who were buried with him.
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Zombies AC 8 [11], HD 2 (9 hp), Att 1 x weapon (1d8), THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 20
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
The zombies encountered in this dungeon are the recently slain remnants of the cultists from the upper level, since the ancient spectral priest sees them as a mockery of his ancient order and has slain any who attempted to enter this level since his "resurrection".
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Centipede, Giant AC 9 [10], HD 1/2 (2 hp), Att 1 x bite (poison), THAC0 19 [0], MV 60' (20'), SV D14 W15 P16 B17 S18 (NH), ML 7, AL N, XP 6
1β long centipedes that dwell in dark, damp locations.
- Poison: Causes victims to become horribly sick for ten days (save versus poison): no physical activity possible except half speed movement.
Location 1 - Entrance tunnel
Natural tunnel (leading to Area 6 on the Lair of the Obsidian Ogres map).
- East: through the area where the Ogres originally broke through into the tomb, a broken chamber wall leads to Area 2.
- West: down the tunnel back to Area 6 of the Lair of the Obsidian Ogres Map.
Location 2 - Burial Chamber
Three stone sarcophagi (where the personal guards of the ancient priest were buried).
- East: through a rotting wooden door, the rock is rusted beyond use due to the damp and it will have to be broken open.
- West: back through the shattered western wall into the tunnel at Area 1.
Stone sarcophagi
The sarcophagi house three bodies of ancient honour guard, they have been stirred into unlife by the resurrection of their master.
Wights x 3 AC 5 [14], HD 3* (13 hp), Att 1 x touch (energy drain), THAC0 17 [+2], MV 90' (30'), SV D12 W13 P14 B15 S16 (3), ML 12, AL C, XP 50
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
- Mundane damage immunity: Only harmed by silver weapons or magic.
- Energy drain: A successfully hit target permanently loses one experience level (or Hit Dice). This incurs a loss of one Hit Dice of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A characterβs XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.
In the central sarcophagus is an intricate coral brooch worth 2100GP.
Location 3 - Devoured Tomb
Stone coffins (broken open and the bones of the occupants gnawed on).
- East: through an archway that once held a wooden door, now decayed to almost nothing.
Flesh-eaters
1D6 ghouls have broken into this tomb and are gnawing on the bones of the buried occupants.
Ghouls AC 6 [13], HD 2 (9 hp), Att 2 x claw (1d3 + paralysis), 1 x bite (1d3 + paralysis), THAC0 18 [+1], MV 90' (30'), SV D12 W13 P14 B15 S16 (1), ML 9, AL C, XP 25
Grotesque, animalistic, undead humans that crave the flesh of the living.
- Paralysis: For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After paralysing a target, ghouls will attack others.
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Location 4 - Deserted Tomb
Stone coffins (empty, the occupants having shambled out to serve their unliving masters).
- West: through an open--but still most intact--wooden door.
Location 5 - Trap Tomb
3 Stone Coffins (two are open and empty whereas one (the trapped coffin) is still closed).
- West: through a wooden door.
Trapped Coffin
This coffin contains the bones of an ancient worshipper, one of the traps originally designed to deter grave-robbers still functions here. When the PCs open the coffin they have a 2-in-6 chance of triggering the trap.
If they do a needle coated with poison springs out, the unlucky PC must may a save vs poison or die.
Inside the coffin is a spell scroll (phantasmal force, light (darkness)).
Location 6 - Tomb of the High Priest
Elaborate murals (showing people worshipping a great eye staring down from the heavens). Central dias (surrounded by gold and finery). Stone sarcophagus (rested on the dias, it is elaborately carved to resemble a man wearing ancient finery and carrying a rod of office).
- North: through heavy, twin, stone doors.
Spectral Priest
This is the lair of a long-forgotten priest who worshipped an elder god who they believed would one day crash to earth and reward his faithful.
When the Obsidian Ogres entered this chamber they stole the Necklace of Damang (detailed in the Ogre Lord Lair map) from the corpse of the spectral priest, causing him to rise as an angry spectre.
Although ostensibly the cultists on the upper levels follow the same beliefs as the spectral priest he sees them as pretenders and blashpemers and so is also fighting against them. It is only the war on two fronts against the Ogres and Cultists that has prevented the undead forces from leaving the tomb and ravaging the surrounding areas.
Spectral Priest AC 2 [17], HD 6** (27 hp), Att 1 x touch (1d8 + energy drain), THAC0 14 [+5], MV 150' (50')/300' (100') flying, SV D10 W11 P12 B13 S14 (6), ML 11, AL C, XP 725
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
- Mundane damage immunity: Only harmed by silver weapons or magic.
- Energy drain: A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A characterβs XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.
Treasures of the Ancients
Littered around the dias is the following treasure (grave goods buried with the priest):
- 6000GP
- Spell scroll (clairvoyance, magic missle, invisibility)
- Ring of Water Walking
- Protection Scroll (protection from lycanthropes)
Location 7 - Trapped Alcove
Rotted trap (the ancient remains of a poison dart trap lie here, however the spring has long since rusted making the trap useless, but the dart is still here with it's deadly poison).
- East: heading into the main corridor out of the alcove.
Location 8 - Protected Alcove
Pile of bones (actually the remnants of an ancient golem placed here to protect the tomb).
- West: heading into the main corridor out of the alcove.
Bone Golem
The pile of bones in an ancient bone golem, if anyone enters the alcove it rises and moved to attack. However the enchantments on it are old and have begun to unravel, each turn there is a 1-in-6 chance that the golem does nothing.
Bone Golem AC 2 [17], HD 8 (36 hp), Att 1 x fists (1d6), THAC0 12 [+7], MV 120' (40'), SV D10 W11 P12 B13 S14 (4), ML 12, AL N, XP 650
- Mundane damage immunity: Can only be harmed by magical attacks.
- Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
- Attack multiple opponents: Up to 2 per round.
- Energy immunity: Unharmed by fire, cold, and electricity.
Part of the Bone Golem's construction involved the incorporation of a blue gemstone worth 1200GP into its ribcage, if the golem is slain then the gem can be taken.
Location 9 - Spiral Staircase
Spiral staircase (made of stone with lingering damp patches).
- Up the stairs : to area 10 on the middle level map.
Middle Level - Cultist Temple
Wandering Monsters
Roll 1D6 every other turn, there is a 1-in-6 chance of an encounter. Encounter distance, etc should be determine as normal using your system of preference.
1D6 roll | Encounter |
---|---|
1 | 3D4 Skeletons (from the lower level) |
2 | 1D8 Cultist Acolytes |
3 | 3D6 Giant Rats |
4 | 1D8 Cultists |
5 | A single Obsidian Ogre who has managed to get through the undead infested lower level (this can only be rolled once, if rolled again treat as no encounter) |
6 | 2D4 Zombies (from the lower level) |
Monster Stats
Obsidian Ogre AC 5 [14], HD 4+1 (19 hp), Att 1 x club (1d10), THAC0 15 [+4], MV 90' (30'), SV D10 W11 P12 B13 S14 (4), ML 10, AL C, XP 125
Fierce 8'-10' tall humanoids dressed in animal furs and armed with wicked bone clubs.
- Sack: Each ogre carries a sack containing 1d6 Γ 100gp.
- Hate neanderthals: Attack on sight.
Skeletons AC 7 [12], HD 1 (4 hp), Att 1 x weapon (1d6), THAC0 19 [0], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 10
Skeletons AC 7 [12], HD 1 (4 hp), Att 1 x weapon (1d6), THAC0 19 [0], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 10
Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics. Often encountered in cemeteries, crypts, or other forlorn places.
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Zombies AC 8 [11], HD 2 (9 hp), Att 1 x weapon (1d8), THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 20
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Cultist Acolytes AC 2 [17], HD 1 (4 hp), Att 1 x mace (1d6), THAC0 19 [+0], MV 60' (20'), SV D11 W12 P13 B14 S15 (Cleric 1), ML 7, AL C, XP 10
Low level cult priests.
- Leader: Groups of 4+ are lead by a higher level claric (1d10: 1-4 2nd level, 5-7 3rd level, 8-9 4th level, 10 6th level). Chose or roll the leader's spells.
Cultists AC 6 [13], HD 1 (4 hp), Att 1 x weapon (1d6), THAC0 19 [+0], MV 120' (40'), SV D12 W13 P14 B15 S16 (1), ML 8, AL C, XP 10
Lay-members of the cult wearing tough travelling clothes and carrying swords.
- Leader: Groups of 4+ are lead by a higher level claric (1d10: 1-4 2nd level, 5-7 3rd level, 8-9 4th level, 10 6th level). Chose or roll the leader's spells.
Giant Rats AC 7 [12], HD 1/4 (2 hp), Att 1 x bite (1d3 + disease), THAC0 19 [+0], MV 120' (40')/60 (20') swimming, SV D12 W13 P14 B15 S16 (1), ML 8, AL N, XP 5
3β long (or larger), with black or grey fur. Often live in dark, dungeon areas and close to undead monsters.
- Disease: Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.
- Afraid of fire: Will flee fire, unless forced to fight by summoner.
- Attacking in water: May attack without penalty; excellent swimmers.
Location 10 - Guarded Staircase
Barricaded staircase (the top is covered in wooden furniture and chunks of masonry pressed into a service as a barricase by the cult to protect them from the undead on the lower level).
There are 2D6 Cultists here manning the barricase lead by a single Cultist Acolyte, the cultists are armed with crossbows and swords.
The Cultist Acolyte leader is armed with a Mace +1.
- Back down the stairs: to area 9 on the lower level map.
- South: through a heavy, but unlocked, set of double stone doors to Area 11.
Location 11 - Walk of Faith
Long temple room (a long time ago when the spectral priest left the worshippers would enter from the corridor to the south and then move to the far east of the chamber before making their way west, stopping to kneel and pray at each pair of stone pillars). Stone pillars (eight pairs, each engraved with the virtue that the praying petitioner should meditate on, but the carving is in a long dead tongue that the cult occupying this level cannot read).
- North: through double stone doors to Area 10.
- South: to a spiral, stone staircase in Area 16.
- South: through a locked wooden door to Area 13.
- East: to a narrow corridor leading to Area 12.
- West: through a large stone archway to the main worshipping area 15.
Hidden Treasure
The original builders of the temple hid two treasures in concealed compartments on two pillars nearest to Area 15, the cult currently occupying the area has not discovered them.
- A pouch containing 200 platinum coins.
- Wand of Fear.
Location 12 - Deserted Storeroom
Empty (once this way occupied by furniture and supplies but the cult has used most of the stuff in here to build the barricade in Area 10).
- South through the wooden door to Area 11.
Location 13 - Cult High Priests Quarters
Decorated (with pictures and items scavenged from the tomb and also bought here by the cultists). Priest robes (two priest robes hand in a small wooden wardrobe).
The High Priest is not in here at the moment, given the danger from the undead of the lower level he has relocated to the upper level for safety.
- North: through a previously locked wooden door to Area 11.
- SECRET door to South: in the southern wall is a door activated by a concealed catch, behind it is Area 14.
Location 14 - Hidden storage hole
Concealed storage (in this small room the cult high priest stores his precious items).
Currently the following are in there:
Plate mail +2 (salvaged from an old tomb guard)
Potion of control human
Ring of spell storing
North: to Area 13.
Location 15 - He Who Watches
Stone pillars (eight of them holding up the roof). Giant statue (of a burning eye). Offerings (piled around the statue).
There are 2D6 Cultist Acolytes in here praying.
- East: through a gaping, stone archway to Area 11.
- Exit direction: description and where it leads to.
Statue of He Who Watches
A giant statue showing a single, lidless eye seeming descending from on high, leaving a contrail of fire behind it. Carved on the base are prayers in a long-forgotten (even to the cult) language.
Around the base of the statue are piled many offerings:
- 25000 SP
- 6000 GP
- A red gem worht 10 GP
- A blue gem worth 50 GP
- A bright green gen worth 500 GP
Location 16 - Spiral Staircase Up
Stone spiral staircase (leading up to Area 17 on the upper level map).
- Up the staircase: to Area 17 on the upper level map.
- North: down a wide corridor to Area 11.
Upper Level - Cult Living Area
Wandering Monsters
Roll 1D6 every other turn, there is a 1-in-6 chance of an encounter. Encounter distance, etc should be determine as normal using your system of preference.
1D6 roll | Encounter |
---|---|
1 | 1D8 Cultist Acolytes |
2 | 1D8 Cultist Acolytes |
3 | 3D6 Giant Rats |
4 | 1D8 Cultists |
5 | 1D8 Cultists |
6 | 1D4 Zombies (recently deceased cultists) |
Monster Stats
Zombies AC 8 [11], HD 2 (9 hp), Att 1 x weapon (1d8), THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 20
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Cultist Acolytes AC 2 [17], HD 1 (4 hp), Att 1 x mace (1d6), THAC0 19 [+0], MV 60' (20'), SV D11 W12 P13 B14 S15 (Cleric 1), ML 7, AL C, XP 10
Low level cult priests.
- Leader: Groups of 4+ are lead by a higher level claric (1d10: 1-4 2nd level, 5-7 3rd level, 8-9 4th level, 10 6th level). Chose or roll the leader's spells.
Cultists AC 6 [13], HD 1 (4 hp), Att 1 x weapon (1d6), THAC0 19 [+0], MV 120' (40'), SV D12 W13 P14 B15 S16 (1), ML 8, AL C, XP 10
Lay-members of the cult wearing tough travelling clothes and carrying swords.
- Leader: Groups of 4+ are lead by a higher level claric (1d10: 1-4 2nd level, 5-7 3rd level, 8-9 4th level, 10 6th level). Chose or roll the leader's spells.
Giant Rats AC 7 [12], HD 1/4 (2 hp), Att 1 x bite (1d3 + disease), THAC0 19 [+0], MV 120' (40')/60 (20') swimming, SV D12 W13 P14 B15 S16 (1), ML 8, AL N, XP 5
3β long (or larger), with black or grey fur. Often live in dark, dungeon areas and close to undead monsters.
- Disease: Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.
- Afraid of fire: Will flee fire, unless forced to fight by summoner.
- Attacking in water: May attack without penalty; excellent swimmers.
Location 17 - Staircase
Stone staircase (spiralling down to the middle level).
- Down the stairs: to Area 16 on the middle level map.
- South: along a wide stone corridor to Area 18.
Location 18 - Entrance Hall
Empty stone hallway (serving as the entrance to the temple proper via the staircase). Fading stone carvings (covering the walls that appear to show people praying to a giant, burning eye).
- North: to the staircase in Area 17.
- South: down a long, narrow corridor to Area 24.
- East: along a cramped, stone corridor to Area 20.
- West: along a short corridor to Area 19.
Location 19 - Deserted Guardroom
On held cult guards (however they are currently manning the barricades on the level below leaving the room deserted).
On a wooden table in the middle of the room is the following:
- Coin pouch containing 100 SP.
- 2 x daggers.
- A badly scuffed set of leather armour in serious need of repair (if used without repair it has a 1-in-6 chance of falling to pieces each time it protects the wearer from a blow).
- South: through twin locked wooden doors to Area 23.
- East: through an unlocked wooden door to Area 18.
Location 20 - Cult Living Quarters
Cots (covered in filthy blankets). Scraps of food (left-overs from the cult meals).
There is a 50% chance that there are 1D6 cultists in here at any time sleeping.
Stashed under one of the cots is the following:
- A pouch containing 100 GP.
- A piece of jewellery worth 700GP (scavenged from the middle level of the tomb by one of the cultists and hidden here).
- South: through two wooden doors to Area 21.
- West: through an unlocked wooden door to Area 18.
Location 21 - Dining Rooms
Wooden tables and chairs (for use by the cultists, the tables are covered in unwashed bowls and bits of food).
- North: through two wooden doors to Area 20.
- South: through two wooden doors to Area 22.
- West: through a locked wooden door, however the door is trapped (see below).
Alarms
If anyone attempts to open the locked door to the west without using a key, a magical alarm sounds alerting any Cultists and Cultist Acolytes in Areas 20 and 22.
Location 22 - Acolyte Sleeping Chambers
Sleeping cots (with clean blankets and small tables next to them).
There is a 50% chance at any time that 1D6 Cultist Acolytes are sleeping or studying in here.
- North: through two wooden doors to Area 21.
Location 23 - High Priest Quarters
Messy room (the High Priest has only just relocated here so the furniture is hastily arranged and there are personal effects lying strewn around).
- North: through two wooden doors to the deserted guard room in Area 19.
Imoph - High Cult Priest
A wild-eyed man wearing long, blue robes, Imoph was once a historian who discovered old legends about the religion that once used to worship the Elder God He Who Watches from this abandoned place.
Witnessing the falling star drove Imoph mad, leading him to conclude that He Who Watches' arrival was imminent; using his formidable charisma Imoph has gathered a large group of faithful to resurrect the religion.
Everything was going fine until the ancient priest rose as a spectre and began attacking the cult (rebuffing any attempt at communication).
Imoph doesn't know about the part that the Obsidian Ogres played in the resurrection of the ancient high priest, if he did then he would dedicate his efforts to recovering the necklace that they stole.
Level 8 Cleric Armour Class 7 [12] (leather armour + shield) Hit Points 19 Attacks 1 Γ war hammer (1d6) or 1 Γ spell THAC0 17 [+2] Movement Rate 90' (30') Saves D9 W10 P12 B14 S12 Alignment Chaotic STR 8 INT 7 WIS 13 DEX 6 CON 7 CHA 9 Spells purify food and water, remove fear (cause fear), resist cold, silence 15β radius, bless (blight), know alignment, locate object (mu), locate object (mu), protection from evil 10β radius Β©, neutralize poison, dispel evil Items Elemental Summoning Device: Fire, Potion of Invisibility, Spell scroll (ventriloquism, magic jar, conjure elemental, light (darkness), wall of stone)
Location 24 - Entrance Hall
An empty stone room.
There are 1D6 cultists on guard here, one of them has a key to open the door in the north wall.
- North: through a locked stone door to Area 18.
- West: to the entrance/exit of the complex at Area 25.
Location 25 - Entrance/Exit
Twin stone doors (unlocked but extremely heavy and difficult to move, they lead out of the complex).
- East: to Area 24 along a wide stone corridor.
- West: through the heavy stone doors out of the complex, the complex is hidden in the forest miles to the East of Mistreach village.