Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

W G

DUNGEON A ONE-PAGE-DUNGEON
TOMB OF THE
#02

2GO ITCH KIN


Whether following a map they found or
perhaps just by chance, the players find a
cave containing the tomb of the witch king
Vundraziel, along with the disciples fol-
lowed him into the grave.
A DUNGEONSLAYERS ADVENTURE BY CHRISTIAN KENNIG FOR LEVELS 5-8
TRANSLATION BY ANDREAS BÖSCHE & SANA D.
8. CHAMBER OF BLACK ELM This chamber is empty
except for a stone bowl containing small
black elm sticks.
9. VUNDRAZIEL’S CHAMBER On a 2m high pedestal
(accessible via stairs), Vundraziel’s skel-
eton sits on a wooden throne wearing a
THE CAVES Seeking cover from the rain, the burial shroud and a dusty crown (60GP).
group ends up in a small damp and musty Attacking the motionless skeleton calls
cave complex. There are 2 dwarven skel- forth Vundraziel’s Shade.
etons on the floor of the first room, along As soon a character enters 9, one hears a
their with pickaxes and D20SP. In the sec- dark reverberant voice:
ond room is a (now angry) bear, a walled
up opening is clearly visible. Removing “Why dares disturb Us in Our Grave?“
the bricks takes 20 man hours; 60 without
proper tools. Silence or threats result in a last warning,
otherwise see “Battle with Vundraziel”.
1. ENTRANCE HALL Two dusty suits of black Halfhearted answers once again let the
armor , each sporting long sword and voice sound:
shield, silently stand guard here. Both ani-
mate and attack (MAT 14; DEF 16; HP 25; “Thou want to steal from Us, but here is
MR 4; XP 67) if touched or two charac- only death!”
ters stand in area A. When defeated, their
magic expires, weapons and armor can be If the answers still aren’t honest or con-
equipped or sold. vincing now, battle is inevitable. Other-
2. CRYPTS OF THE BRIDES Each crypt (a-d) con- wise the voice will sound:
tains 5 skeletons with long hair, wearing
grey shrouds. They attack if they receive “Thy words save thy life. Each of thee
damage or Vundraziel calls for them (9). may take one of Our treasures and may
3. HALL Two more black suits of armor at- leave unchallenged.”
tack if touched or as soon as 2 PCs stand in (waves skeletal hand, door to 10 opens)
area B. As soon as a PC moves into area C,
a trapdoor will open (3m; falling damage When the PCs go to retrieve their deadly
9; four spears with MAT 9 each). reward, Vundraziel will call his brides and
prepare for battle.
4. VESTIBULE Brass door with runic decora-
tions to 9. It is magically locked and can-
10. FAKE TREASURY There are 4 red, 6 yellow, 2
BATTLE WITH VUNDRAZIEL
not be opened or destroyed. Black and Vundraziel’s Shade manifests and at-
White brazier: Burning a piece of white clear, 2 purple potions (all Poison 20). 4
longs swords (fly up and attack if touched, tacks. At the same time, the skeletons
spruce respectively black elm simultane- at 2 rise (if not already destroyed) and
ously in the braziers will open the squeak- MAT 14, DEF 10, HP 15, XP 59), a full
helmet (will crush skull for undefendable come to Vundraziel’s aid (will be at 9
ing double doors to 9. at the end of round 3). To destroy the
D20 per round if donned) and a shield
5. WHITE HALL White, chipped paint on the (straps will tighten so that arm takes MAT Shade it would be sufficient to chop up
walls and 1m² floor tiles. Stepping on a 16 dmg/round, BOD+ST-4 to remove). its mortal remains. Once Vundraziel is
floor tile heals D20 HP, 1 year cooldown. destroyed either way, he as well as the
11. TREASURY Four gargoyles, disguised as skeletons will crumble to dust.
6. BLACK HALL Soot blackened walls and 1m² ceiling ornaments, attack intruders. In
floor tiles. Stepping on a floor tile causes chests and boxes: 558GP, 227SP, 798CP,
D20 damage, 1 day cooldown. 6 Healing potions, 2 Cooldown potions, 1
7. CHAMBER OF WHITE SPRUCE Pressure plates in potion of Flying, Elvish boots, Magic wand VUNDRAZIEL
the corridor trigger traps (once per plate). “Fire ray”, magic +1 Longsword, magic
D is a 6m pit, half filled with foul water +1 light crossbow, Ring of Protection +1, 25 23 11 6,5 18
(harmless fall). E and F trigger spear traps, Plate Helmet +1 and scrolls: Paralyze,
each 2 attacks at MAT 12. The subsequent Burning Inferno, Open, Cleanse, Defen- Only vulnerable to magic
chamber is empty except for a stone bowl sive Shield. Special abilities: XP: 176
see page 120 “Shade”
containing small white spruce sticks.

XP: Per room 1Xp, combat (defeated XP/PC), avoid trap 10XP, Mortal remains first attacker 15XP, adventure 50 XP

WWW.DUNGEONSLAYERS.com

You might also like