Lostcryptsw
Lostcryptsw
Lostcryptsw
By Bill Silvey
SWORDS &
WIZARDRY
COMPATIBLE
The Lost Crypt
Author: Bill Silvey
Project Manager: Casey Christofferson
Editor: Jeff Harkness
Swords & Wizardry Conversion: Edwin Nagy
Art Director: Casey Christofferson
Cover Design: Casey Christofferson, Charles Wright
Front Cover Art: Héctor Rodríguez
Layout: Suzy Moseby
Interior Art: Casey Christofferson, Héctor Rodríguez,
Sid Quade, and Tracy Lesch
Cartography: Ian McGarty
2| T he L ost C rypt
2|T
I ntroduction
“Wow, is this really Gary Gygax?” few years, I started my own AD&D fan-site and started writing my own
adventures. I was, as far as I can tell, the first person to produce modules
This was the first time I had ever communicated with Gary. Up
that had that classic TSR trade dress to them (I will leave it to others
until this point, the total sum of my knowledge of him was one or two
to determine whether or not my writing efforts fit the mold, however).
grainy black-and-white photos from Dragon Magazine and a handful
I’d put them together painstakingly in Microsoft Word using clip-art,
of tales, and his name on the cover of my favorite D&D books. This
doctored photographs of miniatures, and so on, to create something like
last detail, however, felt like enough. If anyone has ever read any of
artwork (although later I did get some fantastic donations from some
Gary’s work in the body of Dungeons & Dragons’ material, be it rules,
really great artists for module covers). The simple thanks I got from my
modules, supplementary material in the From The Sorcerer’s Scroll
fellow diehard AD&D gamers was enough at the time to suit me.
articles in the aforementioned magazine, then they have parsed “high
Gygaxian.” Gary’s writing style has a convivial — and to gamemasters Gary was, as I found out, active on the web in discussion forums, so
— conspiratorial tone. Gary’s writing style invites the likeminded gamer beyond a simple “Hey is this you?” I was able to interact with him or at
into the world of role-playing games and shows them around, making the very least read the musings and comments he would have on different
them comfortable with his verbose and engaging style. Some people questions. He answered questions about D&D’s history with aplomb,
accused him of being baroque with his speech and putting on airs, but never hesitating to direct rules questions to individual Dungeon Masters,
to me in the 1980s, it felt as if I was joining an honored organization and when questions of what was good and new would come up, he’d
of likeminded folks who enjoyed a higher form of entertainment. That pitch his ongoing efforts with Lejendary Adventure.
engaging writing style came across as a sort of “Let’s you and me get
Realizing how accessible Gary was and wanting to promote my
those players, shall we? Here’s a list of underhanded tricks you can play
website, I asked if he’d be interested in an interview Q&A, to which he
during the game …”I loved every minute of it.
agreed. We talked for about 90 minutes; he held court and graciously
In later years, while table-top gaming was still a hobby about which answered my questions, and that was that. I recorded the session with his
I was very enthusiastic, my love for Dungeons & Dragons, introduced permission and posted a transcript on my website.
through Basic and Advanced D&D during the 1980s, had cooled quite
I kept up with Gary; as I said, he was always happy to interact with his
a bit. My gaming circles revolved around different tastes: superheroes,
fans online. In the early 2000s, a couple of events happened that would
horror “investigators,” giant-robot piloting, spies, and so on, but most
bring our paths together again.
fantasy took a backseat to other games. Indeed, by 1998, I had all
but given up D&D. My sole remaining item from my childhood for At that time, there was no real hope of an actual reprint or continuation
that game was my copy of Keep on the Borderlands (and even that of AD&D (or any older D&D) from Wizards of the Coast. The closest, it
one wasn’t the original copy, meant to be played with the Dungeons seemed, was the required-parody of Hackmaster as part of a settlement
& Dragons set edited by J. Eric Holmes, designed to dovetail into with Kenzer & Co. due to rights to the Knights of the Dinner Table comic
Advanced D&D; rather; it was the slightly altered copy for the edition strip that had been reprinted in the aforementioned Dragon Magazine
later edited by Tom Moldvay). Archive set, but that was it. However, another group of gamers,
particularly those of Troll Lord Games, began work on Castles &
When I heard that a new edition of D&D was to be released, and
Crusades, their “light” d20-based game. The observant reader will note
that the creators of Magic: The Gathering had purchased TSR, I was
that this is the same name held by the Lake Geneva wargames society.
intrigued. I looked at the books in stores, and read them eagerly. It
I signed up to playtest the game, and while it wasn’t exactly AD&D,
seemed like they were returning to formula, yet there was a certain je
the feel was there. I felt it had a great potential, so I stuck with it. In
ne sais quoi that was missing. I had the itch to play D&D again, but it
2004, Gary announced he was going to be at the Milwaukee Gamefest
seemed as though this D&D wasn’t going to scratch it.
Convention. Not wanting to miss out on a chance to meet the man, the
Despite the old saw, I found (fortunately) that you could go home legend, I traveled up and met him and the excellent guys from Troll Lord
again and step in the same river for the first time twice. Through Games. Briefly, yes, we played Castles & Crusades, and between himself
perseverance, I found my dogeared copies of the Advanced D&D and Rob Kuntz, they wiped out the lot of us in the upper works of Castle
rulebooks, the classic modules, and so on again. TSR’s last gasp was Zagyg.
a four CD-ROM compilation of Dragon Magazine (as well as The
At that time, Gary had years of work on the World of Greyhawk, now
Strategic Review that preceded it) in PDF format. So armed, by 1999 I
owned fully by Wizards of the Coast. But Greyhawk was Gary’s creation,
was ready to restart my gaming right where I’d left off in the mid-1980s.
regardless of who owned the name, and as any old-school gamer can
That’s when curiosity got the better of me, and searching the internet tell you, the idea of seeing the famous dungeons of Castle Greyhawk
(courtesy of AltaVista; this was a simpler time, dear reader!), I found an released in a playable form was an exciting prospect! But it wasn’t just
e-mail address: ggygax@genevaonline.com. Could it be … ? I fired off the castle and dungeon: Gary wanted to create a living, breathing world
my first e-mail to Gary Gygax and received a near immediate reply. around it. The effort required to create such a world would be more than
a single person could be expected to write in a reasonable amount of
I was over the moon: I’d never sent a “fan letter” to anyone, so this
time.
was quite a treat. And at the time, all I could think to ask was, “Is this
really Gary Gygax?” To which he replied: That was when the call for volunteers went out: Gary asked in online
forums he frequented who would like to take a crack, under his direction,
Yep! It’s me.
at helping to fully realize Yggsburgh, the modern-day vision of the World
I copied the email and sent it to friends. There I was, talking to the guy of Greyhawk.
whose name graced the books I had (re)acquired! I took that as a positive
omen and pressed on with my rejuvenated D&D hobby. Over the ensuing
T he L ost C rypt |3
Well, I don’t have to tell you that I jumped in with both feet. The There was a lot of work being written by the folks working on Castles
story of the bulk of my writing for Gary would take up the rest of this & Crusades in the pipeline to be released. I knew The Quest for the Teeth
manuscript, but as the years went on, from 2005 forward (and, sadly, of the Barkash Nour wasn’t going to be published immediately, but of
none of us knew how very few we’d have left to work with him), and we course (like all of us working for Gary at the time), I was sure it would
completed manuscript after manuscript, he asked again for volunteers for see the light of day. I fired it off in March of 2007, and later that spring,
another project. when my wife and I attended the fifth Lake Geneva Gaming Convention,
I handed him a CD-ROM copy of it as well.
By now I was working on three city districts and had my sights set
on two separate modules for Lejendary Adventures, tentatively titled I went back to my work on the rest of the Yggsburgh material once I
The Maladict and The Key of Sand. But this project Gary had in mind got home.
was something a little closer to my heart. It was titled The Teeth of the
Gary passed away almost exactly one year after the final manuscript
Barkash-Nour.
for The Quest for the Teeth of the Barkash Nour was sent to the editors.
If you have a Dungeon Master’s Guide for 1st Edition Advanced Shortly thereafter, Gary’s widow elected to terminate the publishing
D&D, in the section covering treasure (artifacts & relics) on Page agreement with Troll Lord Games, and with that, the ride came to an end.
161, second column, you’ll find the teeth of the Dahlver-Nar, a set of
I was left with “my” manuscript, a large adventure built on Gary’s
magical teeth (actual teeth, not dentures). Even if one is found and set in
framework, and none of my material published. I thought many times
a character’s jaw in place of one of their own teeth, it bestows a minor
about bundling it up and self-publishing it, but for several reasons (not
miraculous ability. The more that are so inserted only increases the
the least of which was the rather sticky legal issues that could arise, as
power. If all are found and (presumably) replace all of that character’s
well as honoring Gary’s widow’s wishes and intellectual property), I
teeth, truly otherworldly powers are bestowed.
elected to just sit on it. I dribbled out such hints and scraps as I could
The teeth of the Barkash-Nour is the genesis of that item. The Quest over the years. I would occasionally get a question about its publication.
for the Teeth of the Barkash-Nour concerned an adventure into a strange Indeed, archived on the back of the Troll Lord Games’ website is a
demiplane accessible only through a sealed portal (a “Gate of Horn” as “coming soon!” indication and placeholder artwork. But it all seemed to
Gary described it) in the uttermost depths of Castle Greyhawk. Therein, have come to nothing.
a party had a chance to locate all the teeth, but they had a limited time
So where does that leave us? A sad tale of something you, dear reader,
(24 hours), and had a host of puzzles and foes to solve and overcome to
can never have? Not exactly. I wouldn’t offer for sale Gary’s works — I
finally realize the extraordinary goal.
couldn’t at any rate — but there’s enough of me in that module, of things
Gary wanted someone to take his notes and flesh out a full, complete that Gary blessed and wanted in the context of the module, that I have
adventure. I volunteered (among others, I suppose) and was chosen. decided to share, and this is the adventure you hold in your hands.
The highlight of the vetting process was when I showed Gary the other
This area consists of an Egyptian tomb-like area located at the border
adventures I had written and talked to him about my DMing style, to
of a grasslands/savannah area. Its place in the original module was to
which he said, “That’s nearly exactly how I run my games.”
serve as a location of one or more of the teeth; in the larger module it
I received scans of the notes. They were brief, in “Gary Shorthand” would have been a mere side-adventure, but as I have run the module
that required back-and-forth e-mails about what “24dx 1r 3ogrs x10 (rather, parts of it) at convention settings, the tomb seems to draw the
norm trs, wll nt lv rm” might mean. The fascinating thing about the notes most attention from adventurers who seem to want to plumb its entire
was that they were created for Original Dungeons & Dragons yet were depths.
introducing certain concepts such as multi-classed characters (although
The module — as I ran it, inspired by but containing none of Gary’s
one could argue that this was done already in Supplement I: Greyhawk)
signature works — drew lots of players, and they all seemed to gravitate
and classes (a ranger exists in the pre-generated classes).
to the tomb area. Maybe I’d done too good a job by half of creating an
I threw myself into the project again, as I said, working with Gary via inviting dungeon to explore! The whole of the module is written, as
e-mail and the occasional rare phone call to complete the project. There noted, for Original D&D, which means it should convert quite nicely to
were encounters and areas Gary would absolutely forbid me to change. a myriad of systems now available which, sadly, were not when it was
For example, the “Great Goblin Hall” (Hi, Paul!) consisting of a huge originally written for inclusion with the whole teeth of the Barkash Nour
room with 400 goblins and a goblin king within. I wanted to scatter them quest.
out through a dungeon complex I’d come up with; Gary said, no, don’t
That then is now what you hold in your hands, dear reader. A fragment
change that, leave it exactly as it is.
of what might have been (and what could be someday, perhaps), the
But other areas I was allowed to create from whole cloth as long as tomb and its environs. So, if you would like, please come and explore for
they didn’t detract from the overall feel of the module. Sending these to a spell.
Gary and getting his stamp of approval on them was a thrill. You see,
I’ll tell you a little secret: This wasn’t the first time (nor even the fifth
or sixth) that I’d written something “for Gary Gygax.” When I had first
started playing D&D at the tender age of 11, I took the advice to “create
your own adventures” very seriously. I created a mazy mess of a dungeon
that I mailed to TSR. Not only did I never hear back from Gary, I didn’t
hear back from TSR. I imagine that my first magnum opus lies moldering
in the bottom of a landfill near Lake Geneva. So to get Gary’s okay on
my additions and changes was a great time for me. Some kids want to
grow up to be baseball players, race-car drivers, or rock stars and so on.
Me? I wanted to write Dungeons & Dragons’ modules for Gary Gygax,
and there I was, doing the job. Of course, it was for Castles & Crusades,
but I let my love for Advanced D&D inform me during the writing
process with all projects for Gary that I worked on.
4| T he L ost C rypt
4|T
T he L ost C rypt
By Bill Silvey
A Swords & Wizardry adventure for 7th or 8th level characters
A realm not terribly unlike our own exists in a strange and mostly certainly an option, but nearby beings won’t simply allow characters
hospitable nearby plane. While planar travel might overlook this to set up residence and rest for a while, particularly if they are looting
small pocket of reality, an entrance into it exists at the deepest depths the place and usurping the guardians.
of the most storied dungeon complex in the known realms. To enter
into it is to step into a world at once familiar and yet more bizarre
than our own. Herein is rumored to lie artifacts of great power and Background
treasure beyond imagination. Having explored the uttermost depths
and found the entrance, a group of adventurers can thus traverse this
place in search of fame and fortune! Two suns hang in the sky over the grassy, scrub
savannah that rolls out before you. One sun is swollen
The Lost Crypt as a Swords & Wizardry adventure suited for a and violet, while the other is small and golden. The heat
group of 7th- or 8th-level characters, and should include a good mix is oppressive, making you gasp. Fortunately, succor seems
of thieves, fighting-men, and magic-users. Clerics could prove useful near at hand. A cool, shaded opening is cut into a nearby
to cope with the number of undead. hill!
Getting Started Characters who approach the opening see massive, worked
and weather-worn stone blocks covered in equally impressively
You should arrange for the characters to find the portal that leads to large glyphs — or rather, the remains of them. Time erased what
the realm where the crypt lies. You can easily place the crypt close by information they might have conveyed even if the strange language
the exit of this portal if you do not wish the party to explore the realm could be deciphered. Huge bronze doors set deep within the opening
outside the dungeon itself. The harsh environs of this alien plane are are slightly ajar, and through them can be spied a large gallery
left to your imagination, but you will have to make up such details beyond …
to flesh out the world yourself if you choose to allow characters to
wander. The denizens of this place are guardians of old, and do not Feel free to play up the flares from the suns and the increasing
retreat from intruders. Rather, they fight to the death (or undeath) heat if you don’t want characters to wander away from the crypt’s
against those who violate the crypt. However, many are not mere entrance. Steadily increasing damage could lead them to enter the
automata; if the party is unwise or incautious, the guardians take tomb to get away from the deadly heat.
advantage of their foolishness! Setting up camp within the crypt is
T he L ost C rypt |5
Crypt Entrance
Tapping on the floor on the right (south) side of the corridor causes
chunks to fall away, and the wood creaks ominously. The left (north)
side appears totally sound. This is an illusion; a fully equipped party
could jump up and down on the south side of the hallway and do little
more than cause the floor to groan somewhat. However, the north
The broken stones in the entry are scattered. The roof side of the hall has a 10-foot-by-10-foot trapdoor covering a 30-foot-
sags somewhat, and steps curve sharply to the right as deep pit trap (3d6 points of damage). Iron spikes line the bottom of
they descend. A few shards of bone are scattered on the the pit. Anyone falling into the pit lands on 1d4 spikes and takes an
landing. additional 1d6 points of damage each.
The entryway to the crypt is very dangerous. Loud noises or hard 3. False Entrance to the Crypts
probing at the wall or ceiling (such as incautiously searching for
secret or concealed doors) causes the walls and ceiling to collapse
inward, inflicting 1d4x10 points of damage to all within (save for
half damage). There is a 25% chance that the falling blocks destroy An elaborate bronze door in this hallway is less corroded
any potions or other fragile magic items (a successful saving throw than those found in the foyer. Light sources play across
avoids this outcome). If the walls collapse, dust and rubble choke this the heavy relief sculpted in the bronze plates and reflect a
entrance, but not so much that the party cannot easily dig their way golden glow throughout the chamber.
out. Daylight still filters through the fallen blocks and heaps of earth.
The third statue on the northern wall bellows a challenge when Whatever agency built this place, they believed in taking
interlopers approach: “Speak the name of the great and mighty sage their slaves with them into the afterlife. Four tombs, three
or face your destruction!” The stone golem speaks in a strange of which have open doors, are filled with the bones of many
tongue, although comprehend languages can be cast to understand its beings. Tattered ropes are still tied around the arms and
words. The correct answer to its question is “Bourekshnar,” although legs of most of them.
it is unlikely the characters will chance upon this solution. If the
party does not answer within five rounds, the golem steps off its
pedestal and attacks.
The servants entombed here faced gruesome deaths, eventually
If the correct answer is given during battle, the statue halts its starving or suffocating. However, not all died so quickly: The fourth
attacks and returns to the pedestal. It becomes inanimate once again. chamber contains 10 ghouls. They fell on the corpses of their fellows
It does not challenge those leaving through this area. and consumed them long ago, but they hunger for more. If the fourth
chamber is opened carelessly, the ghouls gain a round of surprise
Hidden in a secret compartment with the pedestal are three
attacks on the unfortunate character who opened the door.
diamonds worth 1,000 gp each. They can be discovered with a
careful search only if the statue is off the pedestal. At the back of the ghouls’ lair are 800 gp, seven pieces of carved
jade worth 12 gp each, and a devotional book containing a cleric’s
Stone Golem: HD 12; HP 60; AC 5[14]; Atk fist (3d8);
scroll of cure light wounds. This last item is befouled with mold
Move 6; Save 3; CL/XP 16/3200; Special: +2 or better and mildew and may easily be dismissed as trash unless it is read
magic weapons to hit, immune to most magic (slowed by thoroughly.
fire, damaged by rock-to-mud spells, healed by mud-to-
rock). (Monstrosities 222) Ghouls (10): HD 2; HP 14, 12x3, 11, 10, 9x2, 8, 5; AC
6[13]; Atk 2 claws (1d3 + paralysis), bite (1d4); Move 9;
Save 16; AL C; CL/XP 3/60; Special: immune to sleep
2. Unsafe Hallway and charm spells, paralyzing touch (3d6 turns, save
avoids). (Monstrosities 191)
6| T he L ost C rypt
6|T
5. Prayer Chamber of the strange realm) and a heap of yellowed cloth covered with a
fine saffron dust. This is actually a small colony of yellow mold that,
if disturbed, puffs out its deadly spores in a 10-foot radius around
the cabinet. Those within the area must make a saving throw or die
choking.
Dust smelling faintly of sandalwood and other fragrances
fills this room. Bits of wood and trash lie in the corners and The book can be taken without touching the spores.
around several pillars. Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage (if
touched) + spore cloud (save or die); Move 0 (immobile);
Save n/a; AL N; CL/XP 3/60; Special: poisonous spore
Those visiting their ancestors once meditated and prayed for cloud (save or die), killed by fire. (Monstrosities 336)
the departed in this chamber. The chamber is filled with piles of
potsherds, broken boxes, and so forth. A single black rock is a
luckstone that may be found by carefully searching the detritus.
However, the room is also the home of 12 giant scorpions that attack
8. Priests’ Mausoleum
if disturbed. The scorpions are not fully grown yet, measuring about
a foot long each.
Giant Scorpions (12): HD 2; HP 15, 14x2, 13x3, 11, 10, The door to this room is covered in more obscure glyphs.
9x3, 7; AC 6[13]; Atk 2 pincers (1d6), sting (1d4 + poison); There are no apparent hinges, but the glyphs are in high
Move 12; Save 16; AL N; CL/XP 3/60; Special: lethal relief.
poison sting (save or die). (Monstrosities 411)
T he L ost C rypt |7
10. Giant Ant Lair
Some 60 giant ants toil away in the soft sandy floors and walls of
this area. Most are drones, but 6 warrior ants roam among them.
The queen remains in her lair 12 feet under the sand surrounded by
the treasures brought here by the warriors and workers. Characters
can find four gemstones worth a total of 175 gp.
Giant Worker Ants (60): HD 2; AC 3[16]; Atk bite (1d6);
Move 18; Save 16; AL N; CL/XP 2/30; Special: none.
(Monstrosities 15)
Giant Warrior Ants (6): HD 3; AC 3[16]; Atk bite (1d6
9. Mold Farm + poison); Move 18; Save 14; AL N; CL/XP 4/120;
Special: poison (2d6 damage, save for 1d4 damage).
(Monstrosities 15)
Giant Queen Ant: HD 10; AC 3[16]; Atk bite (1d6);
The walls, floor, and ceiling of this rough chamber are Move 3; Save 3; AL N; CL/XP 10/1,400; Special: none.
covered in mold; caps and sprouts of all shapes and sizes (Monstrosities 15)
spring up everywhere. Giant ants scurry around the room
tending to the mold. The room is unusually cool. Jars,
chests, cabinets, and perhaps a skeleton can be seen
beneath the layers of saffron-colored mold.
11. Charnel Chamber
Giant worker ants overseen by a few warrior ants (Area 10) tend Crypts line the walls of this room. All are open, and each
this huge patch of yellow mold. The ants generally ignore the party contains a body. The smell here is terrible.
if they aren’t disturbed. The ants cultivate the yellow mold without
harm, moving among the caps and stalks effortlessly. However, a
brown mold has also begun to grow in one corner. The brown mold These are the bodies of well-to-do commoner types who had an
can be seen in the upper northeastern corner by entering the room, allegiance to whichever lord or king was buried here. A malevolent
being careful to step on bare patches on the floor without disturbing force animated all of the dead as 35 zombies that climb out of their
the mold. chambers to attack. While slow, the sheer press of numbers should
If the yellow mold is disturbed, spores fill the air. All characters more than make up for such a disadvantage!
within the room and 30 feet out in the narrow confines of the tunnel Zombies (35): HD 2; HP 10x35; AC 8[11] or with shield
must make a saving throw or die from inhaling the deadly spores. 7[12]; Atk weapon or strike (1d8); Move 6; Save 16; AL
If fire is used to destroy the yellow mold, the brown mold N; CL/XP 2/30; Special: immune to sleep and charm.
immediately grows as it absorbs heat. Anyone who remains within (Monstrosities 529)
10 feet of the room takes 2d8 points of damage every round from the
freezing cold. The ants move at one-quarter normal speed due to the
cold, in addition to the damage they take each round. 12. Gloomy Chamber
Nothing of interest remains beneath the yellow mold. The ants
carried any items of value to Area 10.
The walls of this shrine are bare. Massive stone pillars
Brown Mold: HD n/a; AC n/a; Atk none; Move 0 stretch up into the high, vaulted ceiling.
(immobile); Save n/a; AL N; CL/XP 4/120; Special:
drains heat (2d8 damage per round, no save).
(Monstrosities 335)
Lurking in their webs near the ceiling are 6 giant spiders. They
Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage (if
wait for parties to walk in and then leap onto them. They have fed
touched) + spore cloud (save or die); Move 0 (immobile); only on rats and are hungry! While not generally intelligent, they
Save n/a; AL N; CL/XP 3/60; Special: poisonous spore share an evil cunning. No treasure is caught in the spiders’ webs,
cloud (save or die), killed by fire. (Monstrosities 336) which are high in the vaulted ceiling. A secret door leads to the
northwest.
8| T he L ost C rypt
8|T
Giant Spiders (4ft diameter) (6): HD 2+2; HP 15,
13x2, 12, 10, 8; AC 6[13]; Atk bite (1d6 + poison); 15. Chamber of Spectres
Move 18; Save 16; AL N; CL/XP 5/240; Special:
lethal poison (save or die), surprise prey (5-in-6 chance).
(Monstrosities 451)
This is a strange room indeed, for unlike the gloomy
crypts and tombs elsewhere, this one is brightly lit
13. Crypt of the Wights (apparently by continual light spells), well-appointed, and
richly furnished. A few comfortable chairs are arranged
around a low, sturdy-looking table in the center of the
room. A shelf lined with books stands along one wall. It is
Four unadorned stone sarcophagi sit on the floor here. almost as if this chamber was prepared recently for guests.
The lid of one is slightly ajar; the rest are sealed tightly.
18. Unsafe Floor visually sumptuous. The tiles form pictograms and glyphs
that seem to spiral outward from the center of the room.
The floor in the hallway shows several fine cracks, none Unlike Area 18, this chamber is deliberately trapped. The
wide enough to admit even a sheet of parchment. The pictograms and glyphs tell a heroic epic that can be read with a read
stones here are otherwise as smooth and polished as those
languages spell (alternately, read magic works in a pinch). While
interesting reading, the story has little bearing on the real history of
throughout the tomb.
the place. One tantalizing passage mentions the “great cleric-saint”
but there are no more details.
The real secret of the room is that the stone blocks in the ceiling
The fine cracks belie a serious flaw in the construction: a hollow are rigged to pressure plates in the tiles below; the unwary who enter
has formed beneath the stones due to shifting soil and water erosion. this room might find themselves trapped beneath tons of crushing
A 60-foot-deep shaft now lies beneath the floor. Every character stone! Each of the four falling stone blocks (marked on the map with
stepping across the 20-foot section of hallway has a 20% chance of a “T”) does 1d6x10 points of damage to anyone who fails a saving
the floor giving way beneath them. They must then make a saving throw to jump out of the way.
throw or fall into the pit. Anyone who falls plunges into darkness and
The 8 bugbears are set to guard against any intruders and to keep
an eye on the plain below for possible travelers to attack and loot. A The bulk of the bugbear tribe dwells in this 20-foot-by-40-
shield hangs from a rack nearby; if the party attacks and it appears the foot room, with nearly 30 of the creatures being found here at
guards are to be overcome, one leaps to the shield and bangs it with any given time. If the alarm is raised in Area 1, the bugbears
a mace hanging from a cord to alert his fellows in Areas 2, 3 and 4. flip the tables to provide cover before the characters arrive.
Help arrives in the form of 10 bugbears from Area 2 in one round. Otherwise, the bugbears flip the tables as soon as the characters
are spotted. The bugbears receive a +1 bonus to their armor
Bugbears (8): HD 3+1; HP 22, 20, 19x3, 17, 15, 12; AC class (AC 4[15]) while hiding behind the overturned tables.
5[14]; Atk bite (2d4) or longsword (1d8+1); Move 9; Save
The bugbears hurl darts, throwing knives, and spears for a
14; AL C; CL/XP 4/120; Special: surprise opponents (3-in-
single round. After that, 10 bugbears rush the party with clubs
6 chance). (Monstrosities 53) and short swords. As the bugbears attack, 17 noncombatant
Equipment: longsword, 1d6 gp. bugbears flee and try to escape. Another three leave to alert the
bugbear chief (Area 7).
The bugbear is the weaponsmith for the entire tribe. He is an This small cave reeks of filth and dung. Puddles of
incredibly tough, old creature, as hardy as the chief. the disgusting stuff are everywhere.
Necromancer
Games
20| T he L ost C rypt
20|T
The Lost Crypt
Written by veteran RPG scholar and scribe Bill Silvey, The Lost
Crypt is an old-school style romp through an ancient tomb and hid-
den lairs filled with clever monsters. This is the Bill-created portion
of a joint project with Gary Gygax, designed to be a challenge for
veteran characters of 7-8th level.
A realm not terribly unlike our own exists in a strange and most-
ly-hospitable nearby plane of existence. While planar travel might
overlook this small pocket of reality, an entrance into it exists at
the deepest depths of the most storied dungeon complex in the
known world.
NECROMANCER
Games TM