Professional Documents
Culture Documents
enter the crypts, they will be in the Sepulcher of Athain (areas l-7). This is the tomb of Saurnnur. one of King Athain's closest
There are few monsters here, and your goal in this section of the advisors and friends. If the PCs investigate the sarcophagus, they
adventure should be to cultivate an atmosphere of eerie dread. will discover that it was broken from the inside out. The body that
As the PCs enter the second sepulcher (areas 8 and 9), this was in the sarcophagus (and transformed into one of the wights in
atmosphere will continue, until it explodes in a flurry of combat area 2), however. was not Saumnur's. Instead, the true body was
against a mass of undead. In the third sepulcher (areas 11-13) their hidden in the secret compartment in the north wall. Saumnur's
skill will pushed to its limits as they face opponents of epic pro- body is gone now- Yanal·s undead minions tunneled up from area
portions. In the fourth sepulcher (I 4-19). they may begin to piece 9A. The original switch for operating the door is inside the sar-
together some of the details of Yanal's foul presence upon the cophagus, but the door has been reworked so that it can only be
throne a millennium ago, before finally confronting him in the fifth opened from below. The other secret door here leads to area I.
(20-27). 4 . TOMB OF THE GENERAL
THE FIVE SEPULCHERS A ruined stone sarcophagus lies in the middle of the room, but
your attention is seized by the echoing sounds of pounding com-
1 . ENTRANCE ing from somewhere beyond the southern walL
Strange shadows dance upon the roughly cut stone of this small This Lomb belonged to General Cbathar, another friend and
chamber. A lowered portcu!Jis before you seals the entrance to advisor to King Athain. As in area 3, the body in this room was a
the Royal Sepulchers, and whatever lies beyond it is lost in a fake. Chathar's corpse, however, remains behind the wall. It was
gloom that your light cannot penetrate from here. reanimated as a wight, but found itself trapped behind the wall. The
switch for operating the door is inside the sarcophagus. If he's
A lever on the wall next to the staircase operates the portcullis. released, Chathar's wight wiiJ attack.
Whoever accompanied the PCs here will operate it for them - rais-
ing it long enough for them to enter, and then lowering it again General Chathar (Wight): CR 6: SZ M (undead): HD 8d 12; hp
behind them. It is explained to the PCs that, although the undead 55: lnit +3 (Dex); Spd 30 ft .; AC 17 (+3 Dex. +4 natural): Atk:
seem to have found some way around the portcullis. every precau- slam +8 me lee ( ld4+1. energy drain): Face 5 ft. by 5 ft.; Reach
tion will still be taken. They will also be told that someone will be 5 ft.; SA energy drain, create spawn; SQ undead: SV Fort +2.
stationed here to operate the portcullis for them again upon their Ref +2. Will +6; Str 12. Dex 15, Con-. lot II. Wis 13. Cha 15;
return. However, if the characters descend past area 9 and then AL LE. Skills: Climb +5, Hide +8. Listen +8. Move Silently
attempt to return, they will find the guard slaughtered- the undead + 16. Search +7, Spot +8. Feats: Blind-Fight.
have been using the secret passageway leading to area 3 to circum-
vent the security precautions.
~. A THAIN'S COLUMNS
2 . THE CHAMBER OF ATHAIN'S GLORIES
Normally this room would be a place of extraordinary beauty:
Two desiccated corpses provide stark contrast both to the bright- Golden columns stand in its corners, each carved with elaborate
ly colored murals that have been painted upon the walls and bas-reliefs that spiral up into the shadowy recesses of the ceil-
ceiling of this chamber, and to the finely tiled blue and white ing. Every inch of the walls have been covered in the elegant
marble of the floor that has been worked into a representation of brush strokes of the elvish script. But this beauty has been
Brynmoor's Royal Laurel. An open doorway is set in each of the despoiled: Bloody smears streak the columns, walls, and floor.
four walls. Two bodies lay in ruins in the center of the room, and another
against one of the columns, its head smashed upon the ancient
The bodies belong to two wights that were created from the sculptures. There is a portcullis identical to the one through
corpses in areas 3 and 4. They were killed by the last party to enter which you entered in the far wall, and an open doorway is set in
the sepulcher (see area 5). A PC with the appropriate Knowledge the south wall.
skill will recognize in the murals the stories of Athain's triumph
over the orcish hordes; his defeat of the Uthuk barbarians; and the The columns, like the murals in area 2, tell the story of
Laurel Coronation of King Athain by Lord Aethel'lor of the elves. Athain's life, this time in sequential art that spirals up the columns.
On a successful Listen check (DC 20) the PCs will bear the The elvish writing upon the wall is the name of every man who
thudding noises from area 4. served in Athain's Legions. as a tribute to their valor and service.
3 . TOMB OF THE MAGICIAN A switch located in area 7 operates the portcuiJis.
The bodies belong to a group ofDaqan's knights who attempt-
A large stone sarcophagus lies in ruins here, offering testament ed to penetrate the Sepulchers. Although they successfully defeat-
to the chamber's purpose. ed the wights in area 2, when they reached Athain's tomb they were
attacked by three shadows. Two of them were transformed into
shadows, while three died here. Two more fell back to area 7.
The shadows remain, lurking near the ceiling. On a successful 9. HARADIK'S TOMB
Spot check opposed by their Hide checks, a PC will see "the shad-
ows suddenJy shift of their own accord." If they are detected, the This simple chamber stands in stark contrast to the ornate deco-
shadows will immediately attack. Otherwise, they will wait 1d6 ration of the crypts above. A geometric pattern done in fading
rounds until they can catch the PCs unawares. blue pigment is all that sets this room apart from bare stone, but
A shield +3, three rubies worth 500 gp each, and a coin purse what it lacks in ornamentation is compensated for in size. The
with 25 gp can be found by searching the bodies here. Everything clichotomous relationship between the massive proportions of
else has been destroyed and is beyond repair. the space and the simplicity of the plain stone coffin that lies
near the far wall grants the latter an unexpected grandeur.
Shadows (4): CR 5; SZ M (undead); HD 8dl2; hp 50, 51, 52, 53;
Init +2 (Dex); Spd 30 ft., fly 40 (good); AC 13 (+2 Dex, + l
Haradik's body still rests within his coffin. It has been resistant
deflection); Atk: incorporeal touch +5 melee (I d6, temp Strength to the effects of the Necromancer's Stone thanks to a power conse-
damage); Face 5 ft. by 5 ft.; Reach 5 ft.; SA strength damage,
crate spell that was cast upon this room-a gift from the gods for
create spawn; SQ undead, incorporeal, +2 tum resistance; SV Haradik's deeds in the .Battles of d1e First Age. However, the Stone
Fort +2, Ref +6, WJll +7; Str - , Dex 14, Con - . lot 6, Wis 12,
is beginning to break through this clivine protection. If the PCs
Cha 13; AL CE. Ski lis: Hide +8, Intuit Direction +5, Listen +7,
open his coffin, they will find the body within warped, twisted, and
Spot +7. Feats: Dodge.
slowly metamorphosing as the Stone attempts to transform it.
Undead who pursue the characters to this room will be unable to
Athain's Shadow: CR 7; SZ M (undead); HD 10dl2; hp 65; Init follow them.
+2 (Dex); Spd 30 ft., fly 40 (good); AC 13 (+2 Dex, + 1 deflec-
tion); Atk: Claws (2) +5 melee (1d8 + ld6 temp Strength dam- 9. HALL OF SERVITORS
age); Face 5 ft. by 5 ft.; Reach 5 ft.; SA strength damage, create
spawn; SQ undead, incorporeal, +2 tum resistance; SV Fort +3, At the bottom of d1e stairs you come into a narrow passageway,
Ref +7, Will +8: Str 14. Dex 14, Coo-, Int 6. Wis 12. Cha 13: barely large enough for you to traverse single file. Off to your
AL CE. Skills: Hide +10, Intuit Direction +5, Listen +7. Spot+7. left it seems to lead into a large chamber, but to the right it
Feats: Dodge. stretches away into shadow.
:.:.
. ·.
··. .
. ~
Bodak (10): CR 8; SZ M (undead); HD 9d12: hp 58: lnit +6 each fashioned in the precise likenesses of the surviving members
(Dex, Improved Initiative): Spd 20ft.; AC 15 (+2 Dex. +3 nat- of Haradik's Legions, who served with him on the Plains of Loth.
ural): Alk: slam +6 melee (ld8+1); Face 5 ft. by 5 ft.: Reach 5 Once the PCs discover their mistake and Jet their guard down, how-
ft.: SA death gaze; SQ undead. damage reduction 15/silver. fire ever, the real danger will present itself: At either end of this hall
and acid resistance 20, electricity immunity. sunlight vulnerabil- were the 40-foot-tall remains of Haradik's Giants, which have now
ity. flashbacks; SV Fort +3, Ref +5. Will +7: Str 13, Dex 15. Con been animated by the Necromancer's Stone. These colossal skele-
- . Int 6. Wis 12, Cha 12; AL CE. Skills: Listen + 11, Move tons will attack Id4 rounds after the PCs reach the bottom of the
Silently +14. Spot +13; Feats: Dodge. Improved Initiative, stairs.
Weapon Focus (slam).
Colossal Skeletons (2): CR 9; SZ C (undead): HD 32d 12: hp
200. 215; Init +5 (Dcx. Improved Initiative); Spd. 40: AC 13 (-8
Mummies (7): CR 6: SZ M (undead); HD 12dl2+3 hp 114: Init
size. +I Dex, +10 natural); Atk: 2 claws +16 melee (2d8+8); SQ
-I (Dex): Spd 20ft.: AC 17 (-I Dex. +8 natural); Atk: slam +6
undead, immunities (cold, 1/2 damge from slashing/piercing
melee ( ld6+4 and mummy rot); Face 5 ft. by 5 ft.; Reach 5 ft.:
weapons): SV Fort +10, Ref +II. Will +18: St 26, Dex 12, Con
SA despair. mummy rot; SQ undead, resistant to blows. damage
- . Int - , Wis 10, Cba 11: AL N. Feats: Improved Initiative.
reduction 51+ I, fire vulnerability: SV Fort +4, Ref +3, Will +I 0;
Str 17, Dex 8, Con - , lnt 6, Wis 14, Cha 15: AL LB. Skills:
Hide +8. Listen +9. Move Silently +8, Spot +9. Feats: Alertness, 1.2. ELISABET'S ANTECHAMBER
Toughness.
Two sets of golden double doors face each other in this red-car-
Specters (2): CR 7; SZ M (undead): HD 7dl2; hp 45,46: lnit +7 peted chamber. Six golden thrones-in two rows of three-face
(Dex, Improved lnit); Spd 40 ft., fly 80 ft. (good): AC 15 (+3 each other, and six figures sit upon the thrones.
Dex. +2 deflection): Atk: incorporeal touch +6 melee ( ld8 and
energy drain); Face 5 ft. by 5 ft.: Reach 5 ft.; SA energy drain. These are six of the Seven Daughters of Brynmoor. The sev-
create spawn: SQ undead. incorporeal. +2 tum resistance. unnat- enth, of course, is Queen Elisabet. who was interred in area 13.
ural aura, sunlight powerlessness: SV Fort +2. Ref +5, Will +7: Each of the Daughters is under the effect of a permanent gemle
Str-. Dcx. 16. Con - . lot 14. Wis 14. Cha 15: AL LE. Skills: repose and magic circle against evil enclwntments (cast at 20th
Hide +13. Intimidate +12. Intuit Direction +10. Listen +13. level). These spells have kept their bodies perfectly preserved, and
Search + 10, Spot + 13. Feat... : Alertness. Blind-Fight, Combat protected them from the effects of the Necromancer's Stone.
Reflexes, ImprO\cd Initiative. The Daughters were prepared in this manner against the
prophecy that they would rise again to save Brynmoor in her dark-
Wraiths (3): CR 7: SZ M (undead); 10dl2; hp 64, 65, 66; Init est hour. If the PCs take the proper actions (casting raise dead, for
+7 (Dex. Improved Initiative): Spd 40ft., tly 80ft. (good): AC example), this could be that hour. The Daughters are 8th to 12th
15 (+3 Dex. +2 dellection): Atk: incorporeal touch +5 melee level sorcerers. However. if the enchantments are disrupted without
( ld4 and Constitution drain); Face 5 ft. by 5 ft.: Reach 5 fr.: SA returning the Daughters to life (through the use of a dispel magic
Constitution drain. create spawn: SQ undead, incorporeal, +2 spell, for example). the Stone will inlillediately transform the
tum resistance, unnatural aura, daylight powerlessness; SV Fort Daughters into liches.
+2, Ref +7, Will +7; Str -, Dcx 16, Con-, lnt 14, Wis 14, Cha
15; AL LE. Skills: Hide+ II, Intimidate+ I0, Intuit Direction +6. 13. THE CRYPT OF FIENDS
Listen +12, Search + 10. Sense Motive +8, Spot +12. Feats:
Alertness, Blind-Fight. Combat Retlexes. Improved Initiative. As the door swings open you are suddenly blinded by the bright
lights beyond: A hall more than thirty yards in length and half
10. STAIRS as high lays before your eyes, lit as brightly as if it rested
beneath the noon-day sun. As your eyes clear, however. the light
The stairs end at a plain wooden door. is no longer your primary concern. At the far end of the room,
gathered around an altar upon a dais, are three demonic forms,
The door has been sealed with an arcane lock spell. the guttural gibbering of their foul tongue echoing to your ears.
Flanking them are twenty-foot-tall shadows. shadows shaped
11. HARADIK'S LEGIONS like men ... shadows that move.
As you step through the door you find yourself standing atop a
One of the figures at the altar is a comugon in thrall to Vanal.
long flight of broad stone stairs that lead down into a chamber
He is here performing the ritual that will seal the preparations of the
whose immense proportions stretch out of sight among the shad-
Necromancer's Stone (see below). The other two are his kyton ser-
ows. To your horror you realize your flickering light is playing
vants, who are lending their outer planar essence to the ritual. The
off what must be hundreds of armed figures below!
shadows are nightwalkers, sent to guard the devils until their ritual
is completed. The nightwalkers will attack fLTst, attempting to keep
This chamber is, in fact, filled with harmless terra cotta statues, the PCs away from the ritual until it can be completed, which will
happen Id20 rounds after they enter the room. Once the ritual is 14. GRAND STAIRS
completed, the kyton will move in as well, while the cornugon will
dispel the daylight spell and harass the characters from a distance A marble staircase runs down berween walls that tower thirty
with his spells. The nightwalker.. and kyton will fight to the death, feet above you. with an elegantly preserved red carpet running
but if the cornugon feels his life is threatened, he will use his tele- down the center of them. You can see another door at the far end
port withouc error ability to flee to area 26 and warn Vanal of the of the stairs.
characters' approach.
An early part of the ritual was the sacrificial killing of a virgin As the PCs start down the stairs read the following:
-and the chosen victim was King Daqan's daughter. Her ruined
body lies upon the altar. She cannot be raised, because her soul bas You hear the eerie howling of wolves coming from somewhere
been trapped as per a soul bind spell in the Necromancer"s Stone in behind you.
area 27.
Queen Elisabet- the Seventh Sister (see area 12)-rests in a After Id4 rounds, the doors at the top of the stairs will burst
secret compartment beneath the altar (a fact the other Sisters ,. open and a pack of shadow mastiffs and ghost worgs will come
know). chasing after the PCs. If the PCs turn around to investigate, they
will run into the pack, which is returning from a hunt on the sur-
Comugon (1): CR 10; SZ L (outsider); HD I ld8+33; hp 82; Init face, as they enter area 12.
+1 (Dex); Spd 20ft.. fly 50 (average); AC 25 (-1 size. +1 Dex.
+15 natural); Atk: whip +15/+10/+5 melee (ld6+5 and stun) or Shadow Mastiffs (7): CR 5; SZ M (outsider): HD 4d8+ 12; hp
2 claws+ I 5 melee (I d4+5). bite +9 melee (I d4+2), tail +9 melee 30 each; Init +5: Spd 50 ft.; AC 14 (+l Dex. +3 narural); Atk:
(ld3+2 and wound); Face 10ft. by 10ft.; Reach 15ft.: SA spell- bite +7 melee (ld6+4); Face 5 ft. by 5 ft.: Reach 5 ft.; SA bay,
like abilities: SQ damage reduction 20/+2. SR 24. fire and poi- uip; SQ ~hadow blend, scent: SV Fort +7, Ref +5. Will +5: Str
son immunity, cold and acid resistance 15. see in darkness. 17, Dex 13. Con 17, Int 4, Wis 12, Cha 13; ALNE. Skills: Listen
telepathy. regeneration 5; SV Fort +I 0. Ref +8. Will +9; Str 21. +8, Spot +8. Wilderness Lore +7. Feats: Dodge, improved
Dex 12. Con 17, lnt 14. Wis 14. Cha 14: AL LE. Skills: Bluff lnitiati\'c.
+1-l. Climb +16. Concentration +15. Hide +7. Listen +14, Move
Silently +14. Search +14. Sense Motive +14. Spot +14. Feats: Ghost Worgs (3): CR 4; SZ M (undead); HD 4dl2+8; hp 36
Cleave. Power Attack. Sunder. each: Init +2: Spd fly 50 ft. (perfect): AC 15 (+2 Dex. +2 natur-
al, +I deflection); Atk: bite+7 melee (ld6+4), incorporeal touch
Kyton (2): CR 6; SZ M (outsider): HD 8d8+8: hp 43. 45: Tnit corruption ( ld4, ld4+3 vs. ethereal); Face 5 ft. by 5 ft.: Reach 5
+4; Spd 30ft.; AC 18 (+8 natural); Atk: 2 chain rakes +9 melee ft.: SA trip, corrupting gaze: SQ undead, incorporeal, rejuvena-
(ld8+1); Face S ft. by 5 ft.: Reach 10 ft.; SA dancing chains, tion, rurn resistance +4: SV Fort +6. Ref +6. Will +3; St 17. Dex
unnerving gaze; SQ damage reduction 20/+2. SR 17. cold 15, Con - , lnt 6. Wis 14. Cha 14: AL NE. Skills: Hide +15,
immunity, regeneration 2; SV Fort +7, Ref +6. Will +6: Str 13. Listen +17, Search +8, Spot +17, Move Silently +7, Wilderness
Dex II. Con 13, lnt , Wis I 0. Cha 12; AL LE. Skills: Climb+ 12. Lore +2. FeaLc;: Alertness.
Craft (blacksmithing) +10, Escape Artist + 11, Listen +13, Spot
+13. Feats: Alertness. Improved Critical (chain), Improved
Initiative. 1~ . LANDING
Nightwalkers (2): CR 12; SZ H (undead); HD l0dl2; bp 62. 68; I This is an empty, stone room.
Init +6: Spd. 40ft., fly 20ft. (poor); AC 26 (-2 size. +2 Dex, + 16
natural); Atk: 2 slams +20 melee (2d6+6): Face 10ft. by 10ft.: 16. HALL OF ARMOR
Reach 15 ft.; SA nightshade abilities. crush item. evil gaze, spell-
like abilities, summon undead: SQ undead. aversion to daylight, This long hall with a door in the south wall is lined by suits of
cold immunity. resistances (fire. acid, electricity). spe11 immuni- armor. Two sinuous, flying snakes. nearly twenty feet long each,
ty (4th level or lower), detect magic, see invisibility, telepathy. with a single claw extruding near their heads, swim through the
damage reduction 25/+3; SV Fort +7, Ref +9. Will +14; Str 35, air towards you.
Dex 14. Con - , lnt 20. Wis 20. Cha 18; AL CE. Skills:
Concentration +19. Hide +12 (+20 in darkness). Listen +22. The ravids in this room wiLl animate the armor and weaponry.
Move Silently +19. Spellcraft +19. Spot +22. Feats: Alertness. which once belonged to the personal guard of King Athain U, to
Blind-Fight, Cleave. Combat Casting, Combat Reflexes, Great attack the PCs.
Cleave, Improved Critical (slam). Improved Initiative, Power
Attack, Sunder. Ravids (2): CR 5; SZ M (outsider); HD 3d8+3; hp 15, 16; Spd
fly 60 ft. (perfect); Init +0: AC 25 (+ 15 natural): Atk: tail slap +4
melee (I d6+ I and positive energy lash). claw +2 melee ( Id4 and
positive energy lash); Face 5 ft. by 5 ft.: Reach 5 ft.: SA positive
energy lash, animate objects: SQ fire immunity, flight; SV Fort .23. THE FALSE CRYPT OF VANAL
+4. Ref +3, Will +4; Str 13, Dex IO, Con 13. Int 7, Wis 12, Cba
This burial chamber has been sumptuously decorated with gold
14; AL NE. Skills: Listen +7, Move Silently +6. Spot +7. Feats:
Multiattack. and silver. A jewel encrusted coffin stands directly before the
door.
17. ATHAIN THE SECOND
Tbis is a false crypt. Yanal's body actually lay in area 26.
What was once a royal burial chamber is now a foul scene of Two devourers stand guard in the entrance to area 25, assum-
bloody butchery. The bodies of a man and two children have ing they weren't drawn off by the PCs' fighting the wraiths in area
been spiked to the wall above the ruined crypt with blackened 22, out of sight of the entrance. They'll attack the PCs as soon as
spears, a grim and foreboding omen for the door that lies beyond they're aware of their presence.
them. Two other doors have been reduced to splintered ruins on
the left and right sides of the chamber. Devourers (2): CR 11; SZ L (undead); HD 12dl2; hp 74, 76;
Spd 30ft.; Ioit +4; AC 18 (-1 size, +9 natural): Atk: 2 claws + 1I
These bodies, in fact, belong to King Athain II and his two melee (ld6+5); Face 5 ft. by 5 ft. ; Reach lOft.; SA energy drain,
sons, the Princes Atur and Sethal. When they lived a thousand trap essence, speiJ-like abilities; SQ undead, spell deflection, SR
years ago, Yanal saw to the murder of his elder brother, Atbain, and 21 ; SVFort +4, Ref +4, Will +11: Str21 , Dex 10, Con - , lot 16,
then poisoned his two heirs. They were interred with the minimum Wis 16, Cha 17; AL NE. Skills: CJimb +10, Concentration +18,
of ceremony that Yanal could manage. When be awoke two weeks Jump +17, Liusten +17, Move Silently +12, Spot +17. Feats:
ago, Yanal used the nascent power of the Necromancer's Stone to Alertness, Blind-fight, Combat Casting, Expertise, Improved
bring all three of them back to life-and then proceeded to torture Initiative, Weapon Focus (claw).
them back to death again.
18. CRYPT OF THE FIRST HEIR 24. FALSE TOMB
Although less impressive than the outer chamber, this crypt also
The heavy stone lid of the small, empty sarcophagus in this
displays a sumptuous wealth of gold, silver, and jewels.
room lies haphazardly to one side of the room, as if it had been
callously tossed aside by some creature of amazing strength.
If the PCs open the coffin here they will discover it to be
This is where Prince Atur's body was laid to rest before Yanal empty, with no signs that it was ever occupied.
came for his second revenge. .2~. ENTRANCE TO V ANAl'S CRYPT
19. CRYPT OF THE SECOND HEIR This room is identical to area 24, except for the presence of a
This room is identical to area 18, except that it was the resting secret door that leads to Vanal's actual tomb. Sliding the coffin for-
ward opens the door, which requires a Strength check (DC 30) or
place of Prince Sethal.
magic.
20. STAIRS
These stairs lead from area 17 to area 21 . .26. THE TRUE CRYPT OF V ANAL
.21. VANAl'S HAll As the secret door swings aside, you hear a shout from the next
The two rows of columns that run down the middle of this ball, chamber: "Kill them! Kill them all!"
along with the walls beyond them, are covered in sickening murals
depicting Yanal·s reign. Yanal saw to the preparations of his sepul- This is Vanal's true crypt. Vanal waits within it, guarded by an
cher before his "death:' and these represent his own twisted per- elite guard of 10 skeletons specially prepared a millennium ago for
ception of his "glorious accomplishments." Darkness speUs have his return to this world. Also with him is a comugon (two cornu-
been cast upon four of Lbe columns here, shrouding the hall in mag- gens if the one from area 13 escaped the PCs earlier), who is act-
ical darkness. ing as his liaison to the goddess Y' Uan. As combat breaks out, the
2.2. HAll OF WRAITHS comugon wiJJ slip away through the secret passage to area 27-
This ball is identical to area 21, except that four wraiths (see have the PCs make a Spot check at DC 15 to notice them go. If
area 9 for stats) stand guard here and will attack the PCs as they Vanal was aware of the PCs approach, be will have prepared defen-
enter. The sounds of combat may draw the devourers in area 23. sive spells (such as mage armor and protection from good).
FURTHER ADVENTURES
I. Even with Vanal defeated and the Stone removed or put in
check, there may still be a need to finish clearing out the undead
created in the other 32 levels of the Royal Sepulchers. And there's