THE DARK CRYPT - An example of adventure prep for Cold Iron

See the map on this page (links to specific map follow):

http://www.wizards.com/dnd/article.asp?x=dnd/mw/mw20020725x2001

http://www.wizards.com/dnd/images/mapofweek/darkcrypt.jpg (114k JPG 72dpi)

http://www.wizards.com/dnd/images/mapofweek/Darkcrypt.tif                  (213k TIFF 150dpi)

 

darkcrypt.jpg

Here we have an adventure map.  This map is intriguing and appears to be some sort of crypt so we’ll be dealing with undead.  While the crypt seems to be in an underground cavern, I’m going to assume it’s in an old abandoned graveyard.

Area 1 is the graveyard.  There should be trees and brush.  Area 1a is a somewhat neater area surrounded by a low stone wall.  A rusting iron gate allows entry.  Area 2 is a mausoleum set into a hillside.

As the PCs enter the gate, ghouls will burst from the ground and quickly surround them.

The doors to the mausoleum are heavy iron doors.  They swing open easily, suggesting recent maintenance.  Inside, the floor is littered with a small amount of windblown debris.

The door to area 3 is a stone door.  It is sealed closed with a Binding IV spell (Dispel Resistance 20, or it will take several rounds to bash through the door with a sledge hammer).

Area 3a is a small foyer.  If the characters bash their way through the door, the occupants of 3b-3d will have been aroused.  They will be waiting just behind their doors.  As soon as someone steps into the foyer, they will yank the doors open and attack (they will be penalized as if they had taken a half move).

Areas 3b-3d are crypts.  Each crypt is home to a wight.  Each crypt also has a narrow tunnel leading into the wall.  These tunnels are sufficient to allow the spectres in the back part of the crypts to come out.  A person trying to crawl through the tunnels will have to remove all armor.

If the spectres are aroused by the battle, they will slip into the rooms from area 4.

Area 5 was set up by the necromancer as a study area and kitchen.  Since he had long ago become a wraith, this area is no longer used.  If the characters examine the North wall carefully, they will notice the sealed up passage.

Area 6 is a shrine to the god of un-death.  Behind the statue is a secret door.  This area is normally occupied by the necromancer and 4 wights.

Area 7 is a not very often used passage leading to the tar pits in area 8.  The passage over the tar pits is slippery (like the spell).  Area 9 is a narrow passage leading to area 10.

Area 10 is the crypt of an ancient king.  This chap is a powerful wight.  He is guarded by two more wights.

Ghouls                                           180 lbs       Size 18 (+0/+0)        Str 27 (+7)        Dex 16 (+3)       Con 27 (12)           T2 C1

Level

Dex

Pt

H

Hs

Damage

HtH Hm

HtH

Db

Dbl

MA

Notes

1

16

27

11

10

1d10

10

8

4

1

21/14

 

2

17

27

12

11

1d12

11

10

6

3

21/14

 

3

18

36

15

14

1d12

14

12

9

7

22/15

 

4

19

48

16

15

1d12+1

16

14

10

8

22/15

 

5

20

60

18

17

1d12+1

19

16

12

11

23/15

 

Paralyze ability (PSV)

 

Wights                                          180 lbs       Size 18 (+0/+0)        Str 27 (+7)        Dex 18 (+4)       Con 27 (12)           T6 C3

Level

Dex

Pt

H

Hs

Damage

HtH Hm

HtH

HtH Dmg

D

Db

Dbl

MA

Notes

1

18

27

13

12

3d6

11

8

1d10

7

5

2

 

Q. Greatsword/26

2

19

27

14

13

3d6

12

10

1d12

9

6

3

 

 

3

20

36

18

17

3d6+1

15

12

1d12

13

9

7

 

+2 Greatsword, +2 plate

4

21

48

19

18

3d6+1

17

14

1d12+1

15

10

8

 

 

5

22

60

21

20

3d8

19

16

1d12+1

18

12

11

 

+3 Greatsword, +3 plate

6

23

72

24

23

3d8

22

19

1d12+2

21

14

13

 

 

7

23

84

27

26

3d8+1

24

21

1d12+2

24

16

16

 

+4 Greatsword, +4 plate

8

23

96

28

27

3d8+1

26

23

1d12+3

25

17

17

 

 

 

Spectres                                        180 lbs       Size 18 (+0/+0)        Str – (+0)          Dex 30 (+8)       Con 18 (9)             T0 C0

Level

Dex

Pt

H

Damage

Db

MA

Notes

1

30

18

9

1d6

9

30

Attacks Db, ignores armor (except enchantment bonus)

2

31

18

10

1d6

10

30

 

3

32

27

12

1d8

12

30

 

4

33

36

13

1d8

13

30

 

5

34

45

15

1d10

15

30

 

6

35

54

17

1d10

17

30

 

Spectres are incorporeal and are only hit by magic weapons.  Only the damage enchantment counts.  Flamesword and such also affects the spectre.  As incorporeal creatures, targets may only defend with dodge (Db) and armor is ignored (except for it’s enchantment bonus).

 

Wraith

The wraith is a 6th level spectre that is also a 6th level cleric with Wis 20, Wil 20, MP 36, SP 40, MemP 184.  Associations are Strong (Black, Pure), Normal (Power), Weak (Air, Man, Disorder).  With his 3/hr he keeps up Detect Magic IV (1/hr), Personal Counter VII (2/hr).

Spells:

6th:       Paralyzation, Cause Serious Wounds VI, Paranoia, Mind Reading, Personal Counter VII, Forbidding, Magic Protection VI, Missile Shield V, Lightning Bolt V

5th:       Animate Dead, Cause Disease, Cloudkill, Concealment VI, Frenzy, Read Magic Aura, Telepathy VI, Empathic Drain V, (Cause Serious Wounds V), (Personal Counter VI), Cancel, (Magic Protection V), Iron Flesh, Fly IV, (Lightning Bolt IV), Confusion, Break Metal, Clumsiness

4th:       Demoralize, Fear, Weakness, (Personal Counter V), Vulnerability, Detect Magic IV, Disenchantment, (Magic Protection IV), (Lightning Bolt III), (Missile Shield III), Drop Weapon, Dazzle III, (Short Confusion), Trip, Slipperiness

3rd:       Creeping Fear, (Detect Life), (Obscurity), Prot Peace, Shadow, (Short Fear), (Silence), Taint Water, (Telepathy IV), Strength III, (Stone Flesh), (Magic Protection III), (Lighting Bolt II), (Levitate II), (Short Clumsiness)

2nd:      Darkness III, Insomnia, (Short Demoralize), (Short Weakness), (Cause Light Wounds), Dispel Magic, (Muscle Twitch)

1st:       (Darkness II), (Detect Magic I)