Shots in the Dark #1 · p.7-10 · 3p
Open source p.7Flooded Crypt of the Necromancer
A level 1 adventure by Samantha O’Brien
Explore a forgotten tomb buried beneath a lake, deal with down on their luck bandits and a punk rock troll, but above all, do not wake the undead!
RANDOM ENCOUNTERS
+
Details
1
Music. Loud/gruff singing & drums from East (Tommy)
2
Bandit (1-3: Bella. 4-6: Cory)
3
Water drip. 2:6 douse torch
4
skeletons. (SD 251)
5
Wight. From A 10 (SD 263)
6+
Ghost. From Area 11 (SD 217)
Deadly. Check for encounters every crawling round. to rolls on the table for each hour in the dungeon!
FEATURES & ENTRANCES
Light: Bandits have torches, otherwise dark. Doors: banded iron wood. Floor: stone slabs, damp.
Walls: stone bricks, mossy. Ceiling:
10 ft. high, infrequent water drips.
• Tomb Entrance (W), A 1
• Lakeside Cave-in (SE), to A 12:
rough earth, rock pile in front
10 total skeletons plus Val. For
Random Encounters, adjust room descriptions (smashed if escaped, open if bandits). Once all are dead, encounters are shadows (SD 250).
No extracted maps for this adventure — the map is in the source book: Open source p.7
Rooms (12)
1 Statue Of Gede / Entry p.7
1. STATUE OF GEDE / ENTRY
Stone statue (lithe, horned) that’s desecrated (unholy marks, blood).
Tunnel entrance (30 ft. back).
• Statue. “pouring” empty pitcher into empty chalice. Trained:
aspect of Gede.
▶ Clean. (2 turns) luck point! In 1 hour pitcher pours wine.
• Markings. Skulls, arcane circles.
Trained: curse of Shune!
• Tunnel. Steep stairs. Damp.
10 Tomb Of Sir Krauss p.7
10. TOMB OF SIR KRAUSS
1st hour: casket sealed. 2nd hour:
casket open, 4:6 Wight present!
Casket (large, stone, carving of knight), 2 urns (perfume), murals.
• Mural (around casket): cackling dark knight cuts through foes.
• Mural (around door): thirteen priests bloodily slitting throats of sacrifices. Door won’t open.
▶ To Open Door: slit a creature’s throat and spill its blood here.
• Open Casket. Wight attacks!
Wields silver longsword (100 gp).
11 Necromancer’s Tomb p.7
11. NECROMANCER’S TOMB
Locked door (see area 10). Coffin
(stone, ornate carvings of undead army). Mural (withered sorceress commanding horde, same as A2).
• Open coffin. Necromancer rises as Ghost! (SD 217) Attacks!
▶ 3:6 chance ghost is here if party leaves and returns.
• Inside coffin. Wand of Unlife (SD
319). Skeleton (dark robes).
• Secret Doors. Find if check walls
(stone outline). Pull open.
Val, the Willing Sacrifice
Skeleton. (Chatty, avoids conflict)
Buried alive in Area 8 (1st S casket)
as a youth, promised Shune’s glory! Now she’s stuck. (SD 251)
12 The Rock House p.7
12. THE ROCK HOUSE
3:6 chance Tommy Rocks is out salvaging. 2:6 to return each turn.
Flooded Cavern (1-2 ft. deep, moss bed), sculptures (wood, makeshift, scavenged), junk (lovingly placed).
• Sculptures. #1 moldy parasol. #2 working drums (femur bone drum sticks). #3. muck-covered
Shield of the Lion (SD 314).
• Tommy’s “Treasures.” Anchor.
Dried flowers. Rusted farming tools. Mossy planks (charcoal smiley faces). Ribcage (storage rack). Rocks (large, stacked).
▶ Search. 3 river pearls (40 gp each) — find 1 per turn.
Tommy Rocks
Hulking figure, skin like soggy bark. Wears spiked shoulder/knee pads & pink tutu. Long wet hair.
Troll (SD 259) who moved into this cave beneath the Lake and salva- ges it for “treasures”. Happy to trade or rock out! Easily offended.
Order of Battle. Defends treasure.
Fire forces retreat to water
(immune while submerged).
Hunts known thieves. Happy to turn skeletons into drumsticks, flees from wight.
HOOKS
• Find the ancient treasure of
Zrexia the necromancer!
• Recover stolen goods from bandits, the Baron will pay well!
• Help the locals rest — they hear strange banging and screaming noises at all hours!
RUMORS
If running this as a one-shot, consider rolling 1 rumor per PC.
RUMORS
Details
1
Restless undead have been seen by the lakeside (F)
2
This lake is under Gede’s protection (F, formerly T)
3
Any place built in Shune’s name must have secrets (T)
4
Strange noises at night…
Screaming? Singing? (T)
5
A man-eating troll hunts any who dare enter his halls! (P)
6
Sure bandits went inside, but they all left soon after (P)
The bandits kidnapped someone to sacrifice! (F)
The Bandits are just trying to feed their village after the
Baron raised taxes (T)
2 Vestibule p.7
2. VESTIBULE
Mural (faded, beautiful dark-haired woman reading to assembled soldiers). Urns (skeletal carvings).
• Examine Mural. Painted glowing emerald on her forehead.
• Urns. Offerings! 15 sp, 41 cp.
The Pondscum Scrappers
Bandits (SD 197) holing up after drawing heat so their crew could deliver supplies to their struggling village. Suspicious and jumpy.
• Roric (leader, tired, cunning, generous) wants gang to live
• Lyssa (brash, killer, once noble)
wants Roric dead, to lead gang
• Bella (romantic, brave, clever)
loyal to Roric, in love with Lyssa
• Cory (idealist, young, naive, cavalier) wants to be a hero!
Order of battle. Defend Area 4. If routed, flee through Area 1 (or
Lyssa/Bella lead through Area 5).
3 Abandoned Sacristy p.7
3. ABANDONED SACRISTY
Door slightly ajar (Trap! Rock falls when opened, DC 12 DEX or damage). Easily visible entering from Area 4.
Cabinets (open, teddy bear guard on top, crates/supplies). Barricade
(rotted furniture, unstable).
• Teddy Bear. Facing door, cloth
“helmet”, sharp stick (Cory’s).
• Crates. 12 rations. Baron’s seal.
4 Living Quarters p.7
4. LIVING QUARTERS
Bandits: Bella (drawing at desk)
and Cory (sword play with broom).
Writing desk (wood), bookcase
(mostly moldy books) 3 beds
(messy, bedrolls on old frames), boarded up wall (behind beds).
• Desk. Charcoal drawings of all 4 bandits (60% of Lyssa).
• Examine Books. Intact: Bone
Town, The Emerald Sea, The Nine, nameless (skin-bound).
▶ Pull Emerald Sea. Book shelf opens! (door to 11).
▶ Skin-Bound Book. Scrolls of blind/deafen (SD 55), (un)holy weapon (SD 62), smite (SD 71).
• Under Bed. Silver dagger (10 gp).
• Move Boards. To Area 5!
5 Lyssa’s Escape Route p.7
5. LYSSA’S ESCAPE ROUTE
Passage (rough stone and loose earth, flooded), sack by entrance.
• Sack. 20 gp. 2 rations. 1 torch.
• East. Slope upwards, breeze.
▶ 4:6. drums/guttural noises!
6 Grave Diggers p.7
6. GRAVE DIGGERS
1st hour: coffins sealed, Lyssa and
Roric here! 2nd hour: coffins open/ empty, NPCs in Area 8.
4 caskets (stone, bas-relief carvings of knights), 2 Urns (perfume), pick/ crowbar (leaning on caskets).
• Open Caskets. Skeletons! (SD 251)
▶ #2. Gold necklace (30 gp).
7 Moldering Chapel p.7
7. MOLDERING CHAPEL
Altar (stone), pews (wood, moldy), flooding (moldy walls, glimmering).
• Disturb mold. DC 12 Con or
(pews block path, on walls too).
• In puddle. Gold chalice (50gp).
8 The Hall Of Heroes p.7
8. THE HALL OF HEROES
2nd hour: Lyssa and Roric are here!
3rd hour: Corpse! (Roric, stabbed in the back), caskets open.
Alcoves (murals), 2 urns in first 2, 4 caskets (stone, carved) in others.
• Make Noise. Banging sounds from 1st south casket! (Val)
• Open Caskets. Skeletons! (SD 251)
• Murals (N). (East to West)
#1 Peasants offering bread.
#2 Soldier with halberd, guarding.
#3 Soldier with spear, charging.
• Murals (S). (East to West)
#1 Peasants carrying wheat.
#2 Beautiful dark haired woman, head bowed.
#3 Soldier with sword, kneeling.
▶ Woman. Same as Area 2.
Emerald (40gp) on brow (fixed solidly into wall).
▶ Push Gem. Secret door!
9 Crypt Cave In p.7
9. CRYPT CAVE IN
Collapsed walls (stone, leaking water), 3 caskets (broken, empty), pottery (broken, lilac scented).
• Bones. 1 skeleton’s, no ribcage.
• East, 4:6. drums/gutteral noises.