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The Corrupt Crypt of Ilmater2
The Corrupt Crypt of Ilmater2
Three ornate tombs stand near the center of At the base of the stone stairs is a large
the northwest wall of the graveyard. Each has chamber. The floor and walls are covered in
three marble steps leading to a locked iron thick green moss. A single door is to the left,
gate, behind which is a large sarcophagi hanging partially open.
The locks are heavily rusted (-10% chance to If the players investigate the moss on the floor,
pick). Inside the sarcophagi of each is a they will discover many sets of rat like
necklace worth 250 gp, and in the center is footprints, approximately 12"
mace +2. The lids of the sarcophagi weigh 500
lbs apiece. 10. WAITING ROOM
7. FRESH GRAVES A long stone bench lines the far wall, which is
painted with a faded and chipped fresco of
Four graves in the northern corner corner of the ocean. Four giant rats are chewing on
the graveyard look to have been recently the bones of an animal in the corner.
opened. Dirt is strewn about, and in each pit is
an empty wooden coffin. A waiting room for visiting family. One of the
giant rats is actually a were-rat in rat form. The
were-rat (HP: 9) and rats (HP 4, 2x2) will attack The eight were-rats (HP: 23, 19, 16, 14, 13,
immediately. 3x11) in hybrid form are gathered around the
dais. Five are armed with short-swords, two
11. WAITING ROOM with daggers, and one with a club. If
overwhelmed, they will attempt to summon a
A long stone bench lines the far wall. Bits of swarm of rats (75%) or giant rats (25%) and
faded paint can be seen on the walls. turn into rat form, then flee into the embalming
chamber and hide in the secret room (See
The room is empty. Two secret doors are in room 7)
the far corner.
14. ALCOVE
12. CENTRAL CHAMBER
Six musty robes hang on a line of pegs on
A large chamber with a vaulted central area the north wall, and against the far wall are
and a circle of columns. The area outside the stacks of crates
columns is 10’ high, with the domed ceiling
inside the circle peaks at 15’. A skeleton is at The crates contain ceremonial pewter plates,
the base of the western most column. To the cups, and candle holders of no value to the
north, a set of stairs heading down are party. The second robe has a hidden pocket
blocked by a pile of rubble and furniture. containing a gold medallion worth 200 GP. If
the forth robe is infected with a yellow mold
Above the skeleton at the peak of the column and if disturbed, a cloud of spores will be
is a spider nest. If the skeleton is disturbed, a released (50% chance). The north and south
Hairy spider (HP: 6) will drop down and attack, wall are lined with a series of 6 inch holes
defending an egg sac. Otherwise it will leave along the floor, big enough for giant rats to
the party alone. Under the skeleton is a small pass freely from room 5 through 7.
leather pouch containing 10 pp. The were-rats
have built a barrier at the top of the stairs, to 15. EMBALMING CHAMBER
keep the undead from bothering them in the
upper chambers. A 2’ gap at the top of the Two large stone tables are against the south
barrier allows the vampires below to escape wall. Various rusty hooks, saws, picks, and
when in bat-form. The vampire allows the knives are hanging from an iron framework
were-rats to roam the upper floors, as they on the south wall. An iron tub lies between
offer protection against curious visitors. the two tables.
Occasionally the ghouls below will break or
crawl over the barrier, thus the ghoul entry on If any were-rats fled from room 5, half will have
the wandering monster table. fled into the secret chamber though a hole in
the wall. The other half will be in human form,
13. PRAYER ROOM lying on the floor, acting as if prisoners of the
were-rats. If attacked again, they will flee north
Two rows of collapsed wooden pews are in again and try to escape. If believed, they will
the center of the room, and on the south side attempt to isolate a party member and kill them
a 3’ high dais stands. On the dais is a raised off one at a time. Under the tub, which was
altar, around which are gathered eight rat-like used to wash the bodies after preparation for
humanoids. burial, is a platinum earring (150 GP)
16. LONG GRAVE ROOM
The were-rat on the throne is the leader of the
A 50’ long by 15’ wide room, along each wall tribe, with 28 HP. He is armed with a magical
are a dozen stone sarcophagi, the tops +2 short sword (see “Half Blade”), which he
carved with the likeness of a human form. uses with both hands, dealing 1d6+5 damage
The names of the interred are etched into the and gaining +4 on attack rolls, and a potion of
base of each sarcophagus along with a short extra healing. The other four were-rats (HP 16,
epithets. 11, 10, 9) will join their leader in combat, but
will though the far doorway if over matched. In
Investigation of the carvings will reveal scratch a chest behind the throne is hidden the were-
marks around the eyes, as if something had rats treasure (1200 cp, 600 sp, 150 gp, 20 pp,
removed from each of the lids. Inside the and a golden icon worth 250 gp).
graves are the bones of the lower priests of the
church, who had the most interaction with the 19. STORAGE CHAMBER
non-members. They were buried in the upper
floor, so as to be easily visited by pilgrims and Behind the hidden door is a narrow passage,
travelers. A secret door can be found between piled high with iron candelabras, crates of
the last two graves on north east side. wax candles, chairs, and blankets.
A downward sloping passage leads to a The chests are unlocked. The first contains
large, dark chamber. In the room stand 10 good quality furs worth 200gp, wrapped around
skeletons, one of which is holding a massive a +1 shield. The second contains 2500 cp, 750
two handed sword and wearing tattered sp, 432 gp, and 23 pp.
pieces of plate armor hanging loosely from its
frame. 30. FALSE TREASURE ROOM
There are nine skeletons (HP: 8, 7, 6, 2x5, 3, There are three chests in this room, the room
2x2, 1) in this chamber, along with one is otherwise unadorned
skeleton warrior (HP: 33). The vampire
beyond possesses the circlet with gives it The secret door to this room is poorly hidden,
complete control over the skeleton warrior, and chances of finding the door are double the
which is uses as its personal guard. It sees norm. This room contains traps the vampire
everything the skeleton sees, and thus will be set to protect his treasures, in case the were-
completely aware of the party. If it sees the rats or adventurers got too curious. Each of
party is weak, it may enter and join in the fight. the three chests is trapped. The first chest is
If it fears they are too powerful, it will seek to empty and will release of poisonous gas when
hide in some way in the chamber beyond opened, filling the 10’ room (save vs. poison or
(either in bad form, or hiding in one of the two fall violently ill for 1 turn, lose 1d6 strength for 1
secret rooms). day). The second chest contains 250 copper
pieces, which are coated in a contact poison MAGICAL RESISTANCE: See below
(save vs. poison or suffer 1d4 damage/round SIZE: M (5 ½ - 6 ½)
for 10 rounds). The third is empty, and will MORALE: Champion (16)
cause a heavy stone block to drop, sealing off
the chamber. The stone can only be lifted by a Vampire Younglings are those vampires who
successful lift-gate check (1 attempt per have only recently been turned into vampires
character). (i.e. 10 years or less). They are often the
thralls of more powerful vampires, but
Monsters: occasionally are found on their own. In
combat, they fight much like full vampires, but
Skeletal Wolf: AC 8, Move 6, HD 1-1, Thac0 often use weapons in place of fist-strikes due
20, XP 65 to their lower strength (18/01). If they strike
Ghoul: AC 6, Move 9, HD 2, Thac0 19, XP 175 their opponents with their fists, they deal 1d6+3
Vampire Spawn: AC 5, Move 12, HD 4+1, damage, and drain 1 level from the victim.
Thac0 15, XP 1000 Also, like full vampires, they can be struck only
Shadow: AC 7, Move 12, HD 3+3, Thac0 17, with magical weapons. They regenerate 1 HP
XP 420, drain strength per round, and if brought to 0 HP they are
Skeletal Warrior: AC 2, Move 6, HD 9+1, forced into their gaseous form, and must return
Thac0 11, XP 4000 to its coffin (see Vampire). The also have the
Skeleton: AC 7, Move 12, HD 1, Thac0 19, XP vampires shape change and charming powers,
65 but lack the ability to summon vermin and
Vampire Youngling: AC 3, Move 12, HD 6+2, beasts to their aid.
Thac0 13, XP 4000
Zombie: AC 8, Move 5, HD 2, Thac0 19, XP 65 Vampire Spawn
CLIMATE: Any Land
New Monsters: FREQUENCY: Rare
ORGANIZATION: Solitary
Vampire Youngling ACTIVITY CYCLE: Night
CLIMATE: Any Land DIET: Special
FREQUENCY: Rare INTELLIGENCE: Average (10-11), Feral: Low
ORGANIZATION: Solitary (6-7)
ACTIVITY CYCLE: Night TREASURE:
DIET: Special ALIGNMENT: Chaotic Evil
INTELLIGENCE: Very to High (11-14) NO. APPEARING: 2-12
TREASURE: ARMOR CLASS: 5
ALIGNMENT: Chaotic Evil MOVEMENT: 12
NO. APPEARING: 1-6 HIDE DICE: 4+2
ARMOR CLASS: 3 THAC0: 15
MOVEMENT: 12 FL 18 (C) NO OF ATTACKS: 1, Feral 3
HIDE DICE: 6+2 DAMAGE: By Weapon or 2-7, Feral 1-3/1-3/1-
THAC0: 13 6
NO OF ATTACKS: 1 SPECIAL ATTACKS: See Below
DAMAGE: By Weapon or 4-9 SPECIAL DEFENSES: See Below
SPECIAL ATTACKS: Energy Drain MAGICAL RESISTANCE: None
SPECIAL DEFENSES: +1 or better magical SIZE: M (5 ½ - 6 ½)
weapons to hit MORALE: Steady (11-12)
Vampire Spawn are half-crazed monsters that
arise when a human or humanoid is drained of
all life by a vampire or vampire youngling, and
not buried. If a person thus slain is left above
ground and exposed to a full moon, they
awake as a vampire spawn. Spawn are easily
enthralled by more powerful vampires, and if
so retain some of their intelligence, fighting by
hand strike (17 strength) or by weapon. If not
under the control of a more powerful vampire,
they quickly turn feral, attacking like a wild
animal with claw/claw/bite. They are unable to
drain life levels like true vampires, nor can they
charm or turn gaseous, and if slain instantly
turn to dust. Being undead, they are immune
to sleep, charm, and hold, as well as poisons
and paralysis, and take only half damage from
cold. In feral form, they are able to climb
across walls and ceilings at their full movement
speed.
Wandering Monsters
Wandering monsters are encountered
on a 1 in 8, roll 1d10 for the type
1-3: 1d6 skeletons
5-6: 1d4 ghouls
7-8: 1 shadow
9: 1d6 were-rats
10: 1 phantom