You are on page 1of 4

Chapter 1 - Sepulchre of the Living Dead

Our three adventurers begin having slammed the doors shut to the blessed Church of
Garrick. The land the church was built on was blessed by the culmination of 12 priests from
the surrounding towns and villages, stopping evil from entering the church and graveyard
from the outside. The adventurers begin by asking the priest what's happening and how they
can prevent it.
“Legend says every 4000 years, the gods ally together to start a challenge for the testament
of man, it is said that in the dark ages, 3 adventurers, like yourselves, stopped the evil that
arose, by finding the Infernal Script.”
The adventurers mutter to themselves, wondering as to why they have been told this
information so early on in their adventures.
“You must take this key, and unlock the trapdoor which guards the Sepulchre of the Living
Dead.Be warned, the dungeon is dark and dank, and full of traps. Enter at your own risk
however, as once the trap door shuts, it will lock above you, and you must venture through
to leave. Feel free to search the church for anything that may help you.”
It is now up to you three adventurers to stop the reckoning and beat the challenge of the
gods.

Church of Garrick
- 3 iron lanterns, enough for one each.
- A scroll to aid disarmament of traps
- History of the church

History of the Church


“700 years ago, a great battle took place in the town square of Millstone. 1000 men from
local villages took part to stop the Nantgarthians from pillaging and killing all the families.
The battle raged on for thirty days and thirty nights, through treacherous storms and crystal
snow. After the 29nth day, many of the Nantgarthians had been defeated, all which
remained was the king. Six bold warriors fought the king for 9 hours, however at the end, the
King’s head was severed from his body, ending the 30 night war of Millstone.
Priest Alcott of the time blessed all 6 remaining warriors, and swore to the Gods that when
the testament of man were to happen once more, these warriors would provide the aid
needed to stop it. The warriors were given a promise, a burial safe from intrusion, guarded
by the damned souls which fought to kill them. These warriors are buried deep underneath
the Church of Garrick, through the Sepulchre of the Living Dead.”

The backdoor throughout the bedroom is empty, containing no items of use to our
adventurers, and they must journey on down through the Sepulchre of the Living Dead.
Be warned adventurers, as there are puzzles you will need to overcome, and battles you will
need to fight in order to gain the Infernal Scroll.

The Mess Halls


The adventurers find themselves in the mess hall, a sanctuary used to help the village folk.
Upon entering, the adventurers notice an eerie silence, as no one is to be found. Despite
this, there is food, still fresh lying on the tables. You begin to feel a magical presence around
you, as if you just entered a life outside of your own.
- 12 Pieces of food, still fresh, each healing 7 HP
- 6 Health potions, can be used in battle, restoring 15 HP each

Upon looking further throughout the Mess Hall, the adventurers find a trough of glistening
water, each of the adventurers take a sip, and feel braver than before, readying them for
what is to come. Upon looking deep into the crisp, crystalline water, you all notice a glint of
silver. Should you choose to reach in, you must first roll at least 6 on 20d.
- A spare key, allowing entrance into the kitchen.
Having finished inspecting the Mess Halls, the adventurers head through the door, and find
themselves in a small room, to the left of them, they see a sign post which says “Kitchen”, to
the right, a lever.

The kitchen
Using the spare key on the wooden kitchen door, it creaks open. You see some chests full of
raw food, of which you find no use, as none of you are adept at cooking. You also find a
crate, of which is holding 3 meat hooks, do you wish to take these?
- 3 meat hooks, each with a metal eye at the end
As the adventurers find nothing more of use in the kitchen, they head back out into the hall.
Seeing the lever, and heeding the warning from the priest, you approach carefully as there
may be an underlying trap which you cannot see. Pulling the lever requires an 8 roll on a
20d.

Failing: Slots in the walls appear as if magic, the adventurers hear a click, Roll 15 on 20d to
dodge the incoming attack of arrows. Failing to do so causes 3 damage to each adventurer
which failed.
Success: You manage to feel a button on the base of the lever, as you press it, you feel a
sense of calm, and pull the lever, problem free.

As the door opens, you hear a faint sound of groaning, as if it were warriors injured in battle.
A faint chill runs down your spines as you enter the dark room. The faint glow of your
lanterns allow you to see a number of chests and crates. As the warrior enters,
enlightenment teaches them about the spirit of battle, gaining the warrior 15 Exp. You feel as
though the room is immense, and upon further study, you peer over the edge of what
appears to be a chasm, with seemingly no end.
Shocking the adventurers, you hear the door in which you entered through slams shut
aggressively, kicking up a plume of stagnant dust. As you recover from coughing, you notice
a small purple light seemingly approach you, then wisping away. The light travels towards
the Mage, as if it were to talk to you.
“We are set to live here for the rest of eternity, we are the Nantgarthians, you are the first
people we have seen in over 700 years.” Before the Mage can respond, the light wisps
away, back to the chasm as if a magical force pulled it back. The Mage having been
apprised by the wisp, gains 15 Exp.
As the wisp returns to the centre of the chasm, the adventurers put away their lanterns, as
the light of a thousand souls lights the entire room in a faint, purplish glow. With the rangers
keen eyes, a large hook is spotted, as if something were to attach to it, seemingly 20 feet
away.
Rifling through the crates and chests, our adventurer finds 3 pieces of hempen rope, about 8
feet each in length. Roll an intelligence roll of 7 to tie the rope together, as well as the three
meat hooks, to create a makeshift grappling hook.
The ranger must roll a 7 to throw and attach the makeshift grappling hook to the other side.
As the ranger throws the makeshift grappling hook to the otherside, a clink and a clang is
heard of the hooks hitting the stone on the other side. Pulling the hempen rope, the ranger
feels as if the stone is shifting from the otherside, and gradually a stone platform, spanning
the entire diameter of the chasm, appears. In the process, the ranger is shocked, and drops
the makeshift grappling hook into the chasm. No sound can be heard of the metal hitting the
bottom, as if the chasm spans an eternity. The ranger using the skills in which years have
been trained for, gains 15 Exp.

The adventurers bless the souls of the past, while doing nothing to them, gains them
courage for the upcoming terrors that await. As they finish blessing the souls, they
simultaneously, inverbally group together and head into the next room.
Investigating the room, the adventures find scratchings on the walls. “Adventure forth and
you may not return, for we are the ones who will make thee suffer!”.
As the adventurers open the trapdoor, a smell of old mould hits their nostrils; wincing at the
smell, the three venture forth down into the old trapdoor.

Sepulchre of the Living Dead


As the last adventurers enter the dungeon, the trap door slams shut, and all light evacuates
from around them. Providing no illumination to the room around them, the adventurers spot
runes along the walls, of a script unknown to any of them.

Room 1
As the group investigate the door to the first room, they realise that what they thought was
wood, actually was made from bone, however the bone felt strong as if it were fresh, but
how? As they push the door open, the light of their lanterns shine into the room, however, as
soon as they step inside, the room beams with light. Covering their eyes, the adventurers
hear the sound of clanking coming towards them!
!Encounter!
- 3 Level 1 Human Skeleton Warriors (12 HP each) (1d6) (75 xp)
- 250 GP (750 total)
- 1 Health Potion healing 15 HP
Further investigating the room, the adventurers find nothing of interest, except two doors.
One south, and one east.
Rolling for investigation will show that the southern door is locked (roll 9)
The eastern door is unlocked and will only require a push to open, much easier than the first.
Players must roll for investigation to check for any traps Roll 12
Failure: Entering the door, each of the adventurers fall beneath their feet, but drop from
above, landing awkwardly on their feet, causing them to twist their ankles. For the next 2
encounters, lose 5 SPEED.
Success: The players push the door open, looking at the ground, see a small portal opening;
seeing each of their own heads in the portal looking down. Instinctively, the group jumps out
of the way avoiding the trap, allowing them to continue forward into the next room.
Upon entering the room, there are 2 Skeletal wolves, distracted by the bones of their own rib
cages, gnawing on them. In order to continue forward, the adventurers must slay both
wolves, as they are guarding the room ahead.
!Encounter!
- 2 Level 1 Skeletal Wolves (22 HP each) (2d4) (80 xp) (35 Feet)
- No loot
Killing the wolves, the adventurers notice the size of the door in which the wolves were
guarding, the massive iron door, at least double in size of the adventurers, sent fear down
their spines.
Investigating for traps discovers there were no traps, however you must roll 8 to
discover that.
Upon entering the room, the warrior drops their arms to their side in awe, as standing in front
of them, a staggering 13 feet high, is a skeletal giant. Due to the shock of the adventurers,
the giant strikes first!
!Encounter!
- Level 1 Giant Skeleton (120 HP) (1d8+1) (80 xp)
- 1200 GP
- Huge Rusty Mace, unusable (250 gp)
- Giant Tibia
Still in awe upon the size of the beast, they begin to wonder what it was guarding. With
hope, the adventurers find a Giant Chest.
Player must roll a DEX and then STR to open the chest, roll 4 then 12.
Failure: The chest lid, being as large as it is, causes you to struggle to keep it open long
enough to see what’s inside, and you let go of the lid, trapping your fingernails as it slams
shut, you recruit the other adventurers to help you and successfully open it (-2 HP)
Success: As you grunt, huff, and puff, you manage to successfully open the chest, you wipe
the sweat from your brow.
Looking in the chest you find a tiny golden looking key!
Should the adventurers search the rest of the room, they will find a note etched into the wall.
“Here guards the chest which will help lead deeper into the Sepulchre, guarded by Billy the
Big, originally slain by Gary the Thumbless.”

You might also like