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01. The Bard’s Journey - 6:53 02.

Plague Grave - 5:53


Hours ago, Antoon Roelaar set out to warn Though fewer than three dozen graves fill the
the people of Trier of a grave danger. The bard cemetery, those somber resting places of the
would have successfully reached the village if village’s dead are now terrible threats to those
not for an ambush. Now, wounded and dying, who call Trier their home.
Roelaar hobbles along the forest road where he
meets the adventurers. If the PCs try to tell the people of Trier that
the graves are cursed, their words of warning
The bard, wounded by the magic dagger of a are ignored. Trierians aren’t ones to worry over
goblin scout, cannot be healed. He begs the the whispered threats of evil. In their experi-
heroes to complete his journey and warn Tri- ence, the village has always been a safe haven
er that the graves in their small cemetery have from the dangers of the larger world.
been poisoned. They have been cursed by a foul
wizard who hired the goblins who ambushed Unfortunately, the cemetery is cursed. Every
the bard . . . and those same goblins now attack evening at sunfall, 2d4 graves expel either a
the PCs. Roelaar collapses, dead, and the he- zombie or an animated skeleton, undead mon-
roes must face the goblins on their own. sters who assault the villagers in their sleep.
03. The Trapped Door - 6:36 04. The Conjurer’s Tomb - 5:43 05. A Concealed Chamber - 5:24

Ghosthack, Loopmasters, and Titan Filmscapes. Some artwork ©


Proofreading by Lex Morgan. All music created with Soundtrap,
Plague Grave copyright © 2022 Philip Reed. All rights reserved.
If the heroes visit the cemetery of Trier, they Those adventurers who leave the tomb’s door The shaft is so narrow that only those wearing

2015 Dean Spencer, used with permission. All rights reserved.


find a few dozen graves in a ring around a alone must face the undead who crawl from leather armor may descend into the chamber

loops, and royalty-free samples from ADSR, Black Octopus,


well-crafted tomb of chiseled marble blocks. their graves. below. Heavier armors must be removed before
The tomb’s door shows signs of a failed break PCs may enter the chamber.
in. Scratches and deep gouges where a crow- Heroes who force their way into Kreisel’s tomb
bar worked at shattering the door’s lock are find a web-covered casket. Before they can The 20-foot square room has no exits save back
instantly noticed by the party’s thief or rogue. open it, the PCs are attacked by the 3d3 giant up through the casket in the tomb above. This
spiders who call this tomb their home. Cracks secret chamber is home to the conjurer’s ghost,
Inscriptions on the tomb door describe it as in the tomb’s stone floor, too small for even who wishes only to be left to its studies. Doz-
the resting place of Phillip Kreisel, Conjurer a halfling to fit through, are how the spiders ens of tomes of knowledge are kept here, and
and Protector. Those capable of reading wiz- come in and out of the tomb. The cracks lead the ghost spends its time reading and re-reading
ardly sigils and signs notice that the writing to subterranean passages that the spiders use each book. If the heroes talk, and do not attack,
etched into the tomb’s door warns of a deadly to explore the lands near the cemetery. If they Kriesel’s spirit will answer any one question to
trap. According to the arcane symbols, open- defeat the spiders, the PCs open the casket the best of its ability. If challenged, or not left
ing the door sets off an explosive burst that is and discover a narrow shaft that connects to a alone after answering a question, the ghost
certain to slaughter any near the blast. secret room. attacks and fights until destroyed or victorious.

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