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The Gloom Beneath Stonefell Keep POD v1

The Gloom Beneath Stonefell Keep is a 4th level adventure for the Shadowdark RPG, centered around the cursed ruins of Stonefell Keep, once home to the strange Stonefell clan. Players are tasked with retrieving a rare book from the crypts below the keep, which are inhabited by various dangers including a Bone Naga and undead creatures. The adventure features detailed descriptions of the keep and crypts, along with potential encounters and treasures to be found within.

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0% found this document useful (0 votes)
30 views33 pages

The Gloom Beneath Stonefell Keep POD v1

The Gloom Beneath Stonefell Keep is a 4th level adventure for the Shadowdark RPG, centered around the cursed ruins of Stonefell Keep, once home to the strange Stonefell clan. Players are tasked with retrieving a rare book from the crypts below the keep, which are inhabited by various dangers including a Bone Naga and undead creatures. The adventure features detailed descriptions of the keep and crypts, along with potential encounters and treasures to be found within.

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clownblr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Gloom Beneath

Stonefell Keep

1
The Gloom Beneath
Stonefell Keep
A 4th level adventure for Shadowdark RPG

C REDITS
Writing, design, layout: Edward Ellsworth

Art. Garrett Penwell (cover, pgs. 8, 15, 17, 29) Gilead (pgs. 3, 11, 20, 27,
28, 30). Some artwork (pgs. 9, 12, 18, 21, 22, 31) © 2015 Dean Spencer,
used with permission. All rights reserved.

Cartography. Dyson Logos used under free commercial license


(modified by Edward Ellsworth).

L EGAL
Fonts. Old English Text MT by Monotype Type Drawing Office used
under license, Montserrat designed by Julieta Ulanovsky, Sol
Matas, Juan Pablo del Peral, Jacques Le Bailly, used under Open
Font License, Caslon Antique by Mediengestaltung used under
free commercial license.

Shadowdark License. The Gloom Beneath Stonefell Keep is an


independent product published under the Shadowdark RPG
Third-Party License and is not affiliated with The Arcane Library,
LLC. Shadowdark RPG © The Arcane Library, LLC.

2
OVERVIEW
The Stonefell clan was strange, even by dwarf standards. Rumors
of necromancy and demonic pacts tarnished the family name. In
defiance of the dwarf clans that ostracized him, Durkan Stonefell
constructed a small, but sturdy keep overlooking an ancient fey
forest. He and his clan dwelled there for centuries, growing more
isolated and depraved as the years went on. Legend has it that one
night, during a faerie black moon, the keep was all but leveled by
fey magic and dragon fire. What remains of the shattered fortress
is shrouded in secrets and ash.

But that was more than a hundred years ago. Who now dares
enter the cursed Stonefell crypts?

A DVENTURE H OOKS
Saramir, an eccentric old wizard, hires the party to retrieve a rare
book entitled The Grudge. It is rumored to be buried with its
author, Durkan Stonefell, in the crypts below the shattered keep.

Alternatively, a sudden, violent storm forces the party to seek


shelter in the nearby ruins. At least one of the structures still has
an intact roof.

Whatever brings the crawlers to the keep, it seems a rival party has
beat them to the location. No doubt others will soon follow.

3
THE RUINED KEEP
General Features: Stone walls, broken and burnt. Demolished
structures. Moss and lichen.

Danger Level: Unsafe. Check for an encounter every 3 rounds. Use


Forest Encounters (SD 154-155) when above ground.

Light: Time of day.

What’s left of the Stonefell Keep sits atop a large hill overlooking
an ancient forest. Most of the outer wall has been demolished.
Shattered stone structures spill out onto the surrounding hillside.
Some of the massive stones are cracked into pieces, as if smashed
with a mighty hammer. Others are blackened and fused together
as if by dragon fire. The whole place is overgrown with weeds,
moss, and lichen.

In the center of the ruins, the ground rises to form a small hilltop.
At its highest point, sits a giant block of black granite carved with
runes from a long dead language. Its purpose is unknown.

At the southern end of the courtyard, the remnants of a cold


campfire make it obvious that someone was here recently.

A single guardhouse remains relatively intact. The door is lost to


the ages, but the walls and the roof are solid. Inside, what remains
of a table and two stools disintegrate in one corner. Along the back
wall, poorly hidden by debris, a secret door leads to a set of stairs
going down. It appears that a rival adventuring party was careless
enough to leave the secret door ajar. As players descend the stairs,
they will notice several sets footprints in the dust.

4
5
6
THE STONEFELL CRYPTS
General Features: Unlike the colossal stonework found in most
dwarven strongholds, the Stonefell crypts are cramped and
restricting. Many of its dank tunnels are only five-feet wide,
making it easy for characters to get bottlenecked. Likewise, the
ceilings in most tunnels are barely 6 ft. high. Some areas have
flagstone floors and finished walls, while other sections are made
of rough-hewn tunnels and shallow graves. Moss clings to the
walls and roots break through the stones, slowly reclaiming this
cursed place.

Danger Level: Risky. Check for an encounter every 2 rounds.

Light: Total darkness.

INHABITANTS

The crypts are the domain of giant spiders, dung beetles, swarms
of rats, and gray ooze. But the real danger lies in the presence of
the Bone Naga (SD 327).

Bound by ancient magic, a Bone Naga guards the crypts from


would-be grave robbers. The creature starts in room 11 when the
party enters the crypts. The following round, the Bone Naga takes
the most direct route to a random location (d10 = Room #) at the
rate of 60 feet per turn. Once the creature arrives at the new
location, reroll, and move again until it encounters the party, which
triggers its attack. If PCs make loud noises while exploring, the
Bone Naga will move in their direction immediately.

7
B ONE N AGA
Skeletal husk of a Naga.

AC 13, HP 34, ATK 2 bite +5


(2d6), MV near (burrow, climb),
S +3, D +2, C +4, I -3, W +0, Ch
+4, AL C, LV 6

Greater Undead. Immune to


morale checks. Only damaged
by silver or magical sources.

The Tell. When moving, the


creature sounds like a rattling
bag of bones on flagstones.

Bone Naga HP
qqqqqqqqqqqqqqqqq
qqqqqqqqqqqqqqqqq

D6 RANDOM ENCOUNTERS
1 A sense of dread removes all luck tokens

2 D4 Giant Rats (SD 245)

3 Giant Dung Beetle (SD 214)

4 Dwarf Skeleton (new monsters)

5 Angry Spirit (new monsters)

6 A foul gust of air extinguishes all torches

8
G IANT S PIDERS
KEYED
Fast, black spindly things the

LOCATIONS size of large dogs.

AC 13, HP 13, ATK 1 Bite +3


1 – The Family Fane (d4+poison) MV near (climb), S
+3, D +0, I -2, W +1, Ch -2, AL N,
LV 3
Entrance. An arch above the
entrance bears the Stonefell Poison. DC 12 CON or
family crest: crossed war- paralyzed 1d4 hours.
hammers and scythes with a
skull at its center. A heavy oak Spider 1 HP
door is closed but unlocked. qqqqqqqqqqqqq

Description. Thick dust covers Spider 2 HP


the floor and clearly shows qqqqqqqqqqqqq
signs of a struggle. The mossy
walls are etched with images
of dwarven warriors engaged
in battle with elves and
dragons. Sticky webs cling to
the ceiling, obscuring dark
corners. The dried husk of a
human lies in the center of
the room, face down in the
dust.

Two giant spiders have built


their nest in a large hole
where the ceiling has
crumbled. They attack when
the party reaches the center of
the room.

9
3 – The Shrine of Shune
Altar dedicated to Shune the
Vile (SD 29). Faded murals.
Ornate silver chalice (30gp).
Wet floor near the altar.
Shirtless dwarf, recently
deceased. His metal armor
and weapons dissolved.

Description. A small room


with smooth stone walls
2 – The Lower Hall featuring faded murals with
scenes of depravity and vile
Recent footprints in the dust. acts. An ornate silver chalice is
Six dwarves of lesser nobility tipped over atop a large stone
are entombed here. Roll for altar. A recently deceased
each on the Type and dwarf lies on the floor near a
Contents of Casket tables (pg. murky gray puddle.
20). Three alcoves have been
recently looted and contain The puddle is a Gray Ooze
nothing. lying in wait.

Description. This dusty hall G RAY O OZE


measures 15x25ft with a 10-
foot-high arched ceiling, An oily gray puddle of death.
supported by two crumbling
pillars. Nine alcoves line the AC 11, HP 9, ATK 1 tentacle +2
walls. A wooden door stands (d6), MV near (climb), S +1, D +1,
half-open in the northeast C +0, I -4, W -3, Ch -4, AL N, LV
corner. There are several sets 2
of recent footprints in the
dust.

10
Impervious: Immune to the party will spot the secret
damage from acid, cold, or door with a casual search.
fire.
The door is easy to open from
Corrosive. Non-magical metal this side, but impossible from
that touches the ooze the other. The femur could be
dissolves on a d6 roll of 1-3. used to wedge the door open.

Gray Ooze HP Description. The walls of this


qqqqqqqqqq small room are covered with
shields of conquered enemies:
elf, orc, human, and even
dwarf clans are displayed as
trophies. A single human
femur lies on the floor in the
center of the room.

The north door leads to a


hallway that ends with a
rusted portcullis and a
collapsed corridor beyond.
4 – The Shield Room There is nothing of value on
the other side. But that won’t
stop a curious party from
The shields are bolted to the
spending an hour to find out.
wall, but serviceable. In the
north corner, hangs a circular
stone shield, 3 ft. in diameter,
with the inscription: “Eternal
Treasure Lies Within.”

This shield is a secret door


that pushes in and rolls into a
wall cavity to reveal a small
chamber beyond. Any thief in

11
Treasure. Remarkably, the
4a – Secret Chamber half-orc’s armor (AC 15) and
mace (d6) are still in good
This small chamber was set up shape. The book is entitled:
as a trap for would-be grave Benoch’s Book of Questions
robbers. Those unfortunate (see treasure).
enough to enter without
friends on the other side could R AT S WARM
find themselves trapped for
eternity, eventually starving to Diseased teeth and claws,
death or if they’re lucky, they come in a wave of filth.
consumed by rats.
AC 10, HP 28, ATK 4 bite +0 (1 +
Description. The floor is disease), MV near, S -3, D +0, C
littered with humanoid bones, +1, I -3, W +1, Ch -3, AL N, LV 6
rotting gear and rat feces.
Along the walls, at ground Disease. DC 9 CON or d4 CON
level, are several small holes. damage (can't heal while ill).
Repeat check once per day;
ends on success. Die at 0 CON.
The skeleton of a half-orc in
plate armor slumps in one Rat Swarm HP
corner. He clings to a small qqqqqqqqqqqqqqqqq
black book. qqqqqqqqqqq

You hear a scurrying sound in


the walls.

A Rat Swarm (SD 245) arrives


in d4+1 turns. Each turn the
party spends digging through
rubbish, roll once on random
treasure table 0-3 (SD 270)
until the rat swarm arrives.

12
The lid to the sarcophagus is
5 – Locked Sepulcher very heavy and requires a DC
15 STR check or a crowbar to
Entrance. A heavy oak door, remove. Inside is a finely
banded with iron and secured dressed dwarf whose body is
with a high-quality lock DC 15 in remarkably good condition.
DEX check to open. The door
can be smashed down with an Treasure. Eight fancy silver
axe in d4+1 rounds. Of course, buttons (1gp each). Silver and
the noise will alert the Bone onyx ring (30gp). The ring has
Naga. a secret compartment with
three doses of blue powder.
Description. This door is Consuming this powder
made of thick oak and grants advantage on all INT
banded with iron. A set of checks for d6 turns, followed
high-quality thieves’ tools, in a by a crash with disadvantage
supple leather case, lies open on all INT checks for d6 turns.
on the stone floor. He also wears a silver bracelet
that magically etches the true
Note: The thieves tools belong name (SD 319) of anyone who
to Arnulf, who left them when wears it. Current inscription:
he fled from the Bone Naga. If “Darvin Stonefell.” It’s worth
he sees the kit, he will want it 100gp (more to the right
back, one way or another. buyer).

Interior Description. The back


wall of this room is crumbling
where thick roots have broken
through the stone. A single
sarcophagus rests in the
middle of the room. Ornate
carvings along the sides
depict dwarves selling elves
into slavery to rat-like
humanoids.

13
Slumbering for over a century,
6 – High Family Hall they are starving and attack
immediately if freed from
A statue. Five crypts. Three their coffins.
small sarcophagi containing
the orphan children of Edna Treasure. Each child’s coffin
Stonefell, kidnapped from contains a random Treasure 4-
nearby villages long ago. 6 (SD 272) ignoring any roll
less than 10.
Description. This room is
20x50ft with a 15-foot-high
ceiling, supported by three
sturdy pillars in the center of
the room.

Along the south wall, an


alcove contains three child-
sized coffins on a raised dais.

The west wall contains five


crypts. Four are sealed, one
has been looted.

An 8-foot-tall statue of a
female dwarf in long robes
and holding an open book.
stands against the north wall.

Etched into the book, is the


phrase “Let the children sleep”
written in Dwarvish.

Each of the small caskets are


held closed with a hasp and
pin. They are Edna’s Spawn.

14
E DNA ’ S S PAWN Vampire Spawn HP

qqqqqqqqqqqqqqqqq
Small but fierce child-sized qqq
vampires. These vicious tots
are out for blood. Vampire Spawn HP
qqqqqqqqqqqqqqqqq
qqq
AC 12, HP 20, ATK 2 bite +3 (d8
+ blood drain), MV near Vampire Spawn HP
(climb), S +3, D +2, C +3, I -1, W qqqqqqqqqqqqqqqqq
+1, Ch +2, AL C, LV 5 qqq

Greater Undead. Immune to


morale checks. Only damaged
by silver or magical sources.

Blood Drain. Vampire heals


2d6 HP and target
permanently loses 1d4 CON. At
0 CON, target dies and rises as
a vampire spawn.

Vampire. Must sleep in a


coffin daily or loses 2d6 HP
each day that can't be healed
until resting in coffin. Takes
3d8 damage each round while
7 – Edna’s Crypt
in direct sunlight. Cannot be
killed unless pierced through This is the resting place of
heart with a wooden stake Edna Stonefell, the matriarch
while at 0 HP. of the clan, necromancer,
demon lover, and vampire.
She will awaken when the
ward is triggered and will be
waiting for whomever dares
enter her tomb.

15
Description. At the top of a Treasure: Ruby eyes (200gp)
narrow, rough-hewn staircase
stands a formidable door of Spellbook containing the
iron and stone. A strange spells: Animate Dead, Speak
symbol made up of circles with Dead, Magic Circle and
and runes adorns its surface. Cloudkill.
Above the door, written in
Dwarven, reads: A leather pouch with 50 gold
coins bearing the Stonefell
“Herein lies Edna Stonefell. family crest on one side and
She was the best of us and the keep on the other.
the worst of us. Disturb her
not.” A lustrous black fur cloak
made from the pelt of a dire
Trap. The door is trapped with wolf. A thing of rugged beauty
a Ward of Cloudkill (SD 56) and supreme craftsmanship.
that is triggered whenever the Fitted for a dwarf. It stinks of
door is disturbed, filling the black magic.
stairwell with putrid yellow
poison. Dispel Magic will Benefit. Resistant to cold and
render the ward inert for d4 silver, half-damage.
rounds, after which the trap
resets. Physically damaging Curse. You take double
the ward will permanently damage from fire – magical or
disarm the trap but not before mundane.
triggering the ward.

Interior Description: An
elegant sarcophagus
trimmed in silver rests at the
top of a flight of stairs. A
horrific statue of a Glabrezu
demon looms over the
sarcophagus. Its eyes are two
large rubies.

16
E DNA S TONEFELL in direct sunlight. Cannot be
killed unless pierced through
Vile blood-drinking vampire heart with a wooden stake
dwarf of immense power. She while at 0 HP.
is cunning, cruel, and thirsty.
EDNA STONEFELL HP
AC 15, HP 51, ATK 3 bite +7 (d8
+ blood drain) or 1 charm, MV qqqqqqqqqqqqqqqqq
near (climb), S +4, D +3, C +3, I qqqqqqqqqqqqqqqqq
qqqqqqqqqqqqqqqqq
+1, W +3, Ch +4, AL C, LV 11

Supreme Undead. Immune to


morale checks. Only damaged
by magical sources.

Blood Drain. Vampire heals


2d6 HP and target
permanently loses d4 CON. At
0 CON, target dies and rises as
vampire or vampire spawn.

Charm. One humanoid target


who can see vampire within
near, DC 15 CHA or under
vampire's control for d4 days.

Shapechange. In place of
attacks, turn into a bat, wolf, or
back into regular form.

Vampire. Must sleep in a


coffin daily or loses 2d6 HP
each day that can't be healed
until resting in coffin. Takes
3d8 damage each round while

17
Trap. The falling rock trap has
already been sprung. But let
the players figure that out.

A scroll of Detect Magic lies


near the severed hand. A silver
chain and KEY to location 10
wraps around the wrist.

On the north wall there is a


collapsed stairwell. Written in
8 – The Blocked Decent Sylvan, using black tree sap, is
a beautiful, delicate message.
It reads:
Crumbling walls. Staircase.
Sylvan signs. Falling rock trap. “Those who would betray their
kin be forever buried within.”
Description. Rough stairs
descend to a small dusty The stairwell has been mostly
room. A smear of dried blood obliterated. It descends about
decorates the floor near the 10 feet and ends in rubble. A
doorway. party working for d4 days
could clear the stairwell and
Carvings on the walls depict a discover a series of pitch-black
procession of dwarves tunnels that extend deep
climbing through twisting underground (see Afterwards).
caverns.

A massive stone block


partially blocks the door. A
recently detached hand
protrudes from under it. The
rest of the unfortunate delver
is crushed beneath the stone.

18
9 – The Hall of Heroes
Images of Grimgar, the
dwarven god of war, in relief.
Sepulchers arranged
according to military rank.
Carved into one wall, the A pair of Dung Beetles are
words of a dwarven battle trying to open one of the
prayer speak of glory, duty, coffins.
and implacable hatred toward
the clan’s enemies – elves. D UNG B EETLE , G IANT
Description. Three large Stinking, horned insects the
pillars support an arched size of an oak barrel.
ceiling, 15 feet high. They are
carved with scenes of glorious AC 13, HP 10, ATK 1 horn +1 (d4
battles against all manner of + knock), MV near, S +1, D -1, C
foes including giants, trolls, +1, I -3, W -1, Ch -3, AL N, LV 2
orcs, and elves.
Knock. DC 9 STR or pushed a
Two granite statues, nearly close distance and knocked
10ft tall, stand at the east end prone.
of the hall. They depict two
stout dwarves in full plate Dung Beetle 1 HP
armor. One holds a war- qqqqqqqqqq
hammer and the other wields
a scythe. Dung Beetle 2 HP
qqqqqqqqqq
Sound of claws scraping on
stone. Smell of feces.

19
Once the party has dealt with G RIMGAR ’ S G RACE
the dung beetles, read the
following: Legendary helm of General
Torgan Stonefell. Made of
In the northeast corner of the mithril and demon hair, it is
hall, there is an alcove light as a feather and stronger
containing an impressive than steel.
stone coffin bearing the
insignia of a dwarven general Bonus: +1 AC and +1 to melee
and his name: Torgan damage.
Stonefell.
Curse: Mounts fear you and
Treasure. A locked iron will not allow you to ride them.
portcullis blocks entrance to
the alcove. The sarcophagus
contains a dwarf wearing 10 – Durkan’s Tomb
splendid plate and holding a
finely crafted battle-axe Entrance. A set of elaborately
(d10+1) to his chest. His face is carved double doors, made of
obscured by a horned helm, oak and iron. The lock requires
called Grimgar’s Grace, that a DC18 DEX check or the KEY
reeks of dark magic. in location 8. Above this door,
written in Sylvan, is the phrase:

“The More There Is, The Less


You See.”

Description. This strangely


shaped room has a
noticeable chill in the air.
Carvings on the walls depict a
great battle with dwarves and
demons on one side, elves,
and dragons on the other.

20
An intricate circle made of CRESENT MOON etched into
cryptic symbols adorns the the far wall, above middle
center of the room. Dead coffin. The trap is disarmed by
cockroaches and bones of rats touching or hitting the moon
and other small creatures with a well well-placed shot.
litter the floor, as if they just Once the glyph is hit, the blue
died in their tracks. light turns green. The trap
resets in one hour of game
A single leather boot, crusted time.
with dried blood, lies near the
door.

Three fine-looking sarcophagi


line the walls at odd angles.

The coffin on the right bears


the name of Durkan Stonefell.
It contains the body of a dwarf
wearing ornate plate armor
and clutching a war hammer
(+1 to ATK and DMG), and a
book entitled The Grudge. It
Trap. The room is trapped turns out, Durkan was a
with a Circle of Death. Anyone demon-loving bigot with an
touching the floor of this room implacable hatred of elves.
must make a DC15 WIS check
or suffer (6d6) necrotic The coffin on the left is
damage. If PCs figure out the marked Malbrokk Stonefell.
riddle and extinguish all light, The lid of the coffin is etched
the circle will glow pale blue, with a summoning circle.
along with the image of a

21
Opening this tomb will
summon a Glabrezu demon.
The creature is annoyed to
have been called but pleased
to learn of the death of
Malbrokk. The wizard knew its
true name, Vorlin, and abused
that knowledge for centuries.
Vorlin is highly intelligent and
can be bargained with. Of
course, if provoked, he will
attack with hellish fury. Treasure. The coffin itself
contains a dwarf wearing
DEMON, GLABREZU black wizard robes. One hand
clutches a book of Demon
A hulking, horse-headed, Summoning with the name
creature who walks upright Vorlin written in the back. The
with two shriveled arms, and other hand holds a rune staff.
two massive arms, each
ending in crab-like pincers. S TAFF OF C OMMUNION
AC 15, HP 40, ATK 2 pincer +7 Carved from the femur of a
(d8 + crush), MV near, S +4, D demon, this yellowed, bone
+1, C +4, I +3, W +2, Ch +2, AL C, staff is etched with runes.
LV 8
Bonus: Wielder can speak and
Crush. DC 15 STR or target understand Diabolic, the
takes 2d8 damage. language of demons and
devils. Functions as a magic
Glabrezu HP weapon (d6+1).

qqqqqqqqqqqqqqqqq Curse: Smells strongly of


qqqqqqqqqqqqqqqqq sulphur and despair. You’ll
qqqqqq probably be asked to wait
outside.

22
The center coffin is finely The second chest contains a
crafted, longer, and slimmer beautifully crafted sword and
than the other two. It bears no matching suit of mithril
name or markings of any kind. chainmail.
It contains the well-preserved
corpse of a grinning dark elf. Ghost Moon: +1 longsword
He wears black silk pajamas, (d8+1), elven made. Crescent
and even in death, he seems moon crosspiece. Casts the
quite pleased with himself. Light spell once per day and
can strike incorporeal
A DC 12 INT check will notice creatures as if they were flesh.
scrape marks on the floor in a The blade glows with soft
semi-circular pattern. There is moonlight when undead
a secret door beneath this creatures are within near
coffin. It can be accessed by distance.
turning the coffin sideways on
a hinge. A short set of stairs Mithril Chainmail. AC 13+DEX.
leads to a chamber below. Fitted for an elf. Symbol of
crescent moon woven into the
chest. No stealth or swim
10a – Secret Chamber penalty. Takes 1 item slot.

This small room contains two


large treasure chests.

Treasure. One of the chests


holds a variety of fine jewelry,
assorted luxury, a mirror,
matching goblets and a fine 11 – Hall of the Guardian
leather purse full of silver coins
from an unknown civilization. This is the starting location of
In total the stash amounts to the Bone Naga. From here,
about 500 gold pieces. the creature moves in the
direction of one of the

23
numbered rooms, determined
randomly with a d10.

Description. A long narrow


room with open hallways at
either end. Dusty, once fine,
tapestries hang tattered on
the walls. Each depicts a
scene in the family’s history:
the war against the elves
features prominently, as well
as scenes of constructing the
keep and exploring the caves
beneath it.

R ANDOM B URIALS
The crypt contains many
alcoves with burial sites.
Unless otherwise stated, they
contain dead dwarves. On the
next page, you’ll find random
tables for burial types and
their contents.

If the party stops to loot every


grave along the way, be sure
to roll for a random encounter
every two rounds and keep an
eye on those torches. The
decision to rob yet another
grave should come at a cost.

24
d10 TYPE OF BURIAL

1 Leather sack

2 Pine box

3 Lacquered wood

4 Ironwood coffin

5 Carved stone coffin

6 Marble coffin

7 Solid brass coffin

8 Silver plated casket

9 Solid silver casket

10+ Gold plated casket

d10 CONTENTS OF BURIAL

1 Rot Grubs and a soggy, bloated corpse.

2 Skeletal remains. Rotted clothes. No value.

3 Corpse with d4x10 silver pieces worth of jewelry.

4 Down-facing corpse d6x10 silver coins.

5 Cache of d4 non-magic weapons (SD 292).

6 Corpse with d4x10 gp worth of random jewelry.

7 A single gold brick worth 100 gp. Takes 1 inventory slot.

8 Headless corpse. Special treasure (see below). *

9 Severed head attached to a straw body. Special treasure. *

10 Smiling corpse with a random treasure 0-3 (SD 270).

* When all Special Treasures are exhausted, roll 2d10 gold pieces.

25
S PECIAL T REASURE be used as a talisman to keep
Edna’s spawn at bay.
1. A plain gold band carved
with tiny dwarven runes, the 6. A tarnished brass cover
word HUGE. Once per day you protects the yellowed pages of
can double the size of a single this thick tome. The Passage
handheld item. GMs of Days is stamped into the
discretion. (250 gp) brass. The book contains the
sordid details of Stonefell’s
2. A spool of thin, but very obsession with necromancy,
strong, mithril wire (20 ft.) demon summoning, and
wrapped around a wooden general depravity. Reading the
dowel. Many uses. (80 gp) book induces strange dreams
for a week.
3. A set of four small stone jars
with gemstone stoppers. The 7. A pair of black leather
jars are sized to hold perfume jackboots with metal spiked
or spices (20 gp each). Two are toecaps (d6 kick dmg). Sized
empty. One contains a to fit a dwarf.
random potion (SD 286).
8. An ornate dagger (d4+1).
4. A heavy silver ring bears the The handle is made of bone
Stonefell family crest and etched with a detailed
depicting a skull, crossed image of an androgenous elf.
hammer, and scythe (40 gp).
Any dwarf wearing the ring 9. A scroll of Animate Dead is
can claim association the tucked neatly in a sturdy
Stonefell clan, for better or leather scroll case.
worse.
10. A small stone bowl with a
5. This thin sheet of silver snug lid. Magical, heatless fire
measures 6x6 inches and burns within the bowl. Once
bears an intricately carved per day, removing the lid
portrait of Edna (40 gp). It can causes it to shine like a lantern
for one hour.

26
GM Note: Once an item has B ENOCH ’ S B OOK OF
been claimed from the
Q UESTIONS
Special Treasure list, remove
it. Duplicate rolls move up or This small black book, bound
down to the next available in strange leather has an
until all items on the list are attached quill that requires no
exhausted. ink. An inscription, written in
Dwarvish, simply reads: “Asked
and Answered.”

Like a Magic 8 Ball, any


question written in the book
produces an answer. It’s up to
the GM as to whether the
answer is true or false.
SECRET STASH: * In the
If you don’t own a Magic 8
tunnel that runs north/south,
Ball, you can roll a d20.
between rooms 8 and 9, there
is a secret sepulcher. Players
1. It is certain 2. It is decidedly
will most likely never find it.
so 3. Without a doubt 4. Yes –
But if they do, reward them
definitely 5. You may rely on it
with a single roll from the
6. As I see it, yes 7. Most likely
Treasure 10+ table in the core
8. Outlook good 9. Yes 10.
rules (SD 276-277).
Signs point to yes 11. Reply
hazy, try again 12. Ask again
* A hint of its existence might
later 13. Better not tell you
be a flutter of torchlight as
now 14. Cannot predict now
they pass through the narrow
15. Concentrate and ask again
hall or an uneven tilt in the
16. Don’t count on it 17. My
stone.
reply is no 18. My sources say
no 19. Outlook not so good 20.
Very doubtful.

27
flesh. A DC 15 WIS check to
NEW detect them. If undetected,
the rot grub will burrow into

MONSTERS the flesh causing d4 damage


until removed, either by
cutting or burning them out.
Either action causes (1d6)
damage to the infected victim.

D WARF S KELETON
Stouter and better equipped
than a standard skeleton. Yes,
even in death many retain
their beards.

AC 15 (chainmail + shield), HP
12, ATK 1 short sword or axe +1
R OT G RUBS (d6) MV near, S +1, D +0, C +2, I
-2, W +0, Ch -1, AL C, LV 2
Easy to kill, hard to detect. Rot
grubs are half-inch-long Undead. Immune to morale
grayish larva found in a checks.
rotting corpse or other
organic matter. Given enough A NGRY S PIRIT
time and nourishment, they
become giant dung beetles. Incorporeal, wailing dwarf.

AC 10, HP 1, ATK 1 (d4+burrow) AC 13, HP 20, ATK 1 death


MV near (climb), S +3, D +0, I - touch +5 (d8) MV near (fly), S -
2, W +1, Ch -2, AL N LV 1 2, D +3, C +0, I +0, W +0, Ch +4,
AL C, LV 5
Burrow: The Rot Grub
secretes an anesthetic toxin
and will burrow into exposed

28
Greater Undead. Immune to Backstab. Deal x2 damage
morale checks. Only damaged against surprised creatures.
by magical sources.
Disposition. Arnulf comes off
Incorporeal. Non-magical as friendly, likable, and willing
attacks pass right through. to help. In truth, he’s a
backstabbing lowlife, who will
turn on the party when he
NOTABLE NPCS gets the opportunity.

It should be evident that


another adventuring party has
beaten the player characters
to the crypt.

After about one hour of actual


play time, Arnulf will reveal
himself to the party.

A RNULF
Halfling thief. Only surviving
member of the adventuring
party, “The Bitter Infants.”

AC 13 (leather), HP 10, ATK 1 +2


dagger (d4) or short sword
(d6), MV near, S +0, D +2, C +0,
I +0, W +0, Ch +1, AL N, LV 3

Stealthy. ADV on DEX checks


to sneak and hide.

29
T IME I S Y OUR E NEMY
Around the second hour of
actual play time, a team of
hired goons enters the
dungeon. These ruffians are
part of Arnulf’s plan to
backstab his own party and
take the treasure. The PCs are
a suitable alternative.

H IRED G OONS
N EW “O LD ” M AGIC
Hard-nosed scoundrels in
battered leather armor and On Circles and Wards. The art
dingy cloaks. of this archaic form of magic
has been lost to the ages. Its
AC 13 (leather), HP 8, ATK 1 secrets forgotten and its
club +1 (d4) or 1 short bow (far) practitioners long dead. Or
+1 (d4), MV near, S +1, D +1, C that is what legend would
+0, I -1, W +0, Ch -1, AL C, LV 2 have you believe.

Ambush. Deal an extra die of Wards. Powerful arcane


damage when undetected. symbols made up of a single
glyph. Once activated, a ward
Disposition. These jack-holes can retain its potency for
will arrive in equal numbers to centuries.
the party’s current make up.
They will attempt to ambush Circles. Interconnecting
the party at the first shapes and symbols used to
opportunity. form magic circles for various
purposes – summoning,
protection, power, etc.

30
F INAL T HOUGHTS
This dungeon was designed to
challenge 4th level characters.
That said, it can be very deadly
if the party attempts to resolve
every encounter through
combat. A single vampire
could wipe out an entire party
and this dungeon has four.
There’s also the Bone Naga to
contend with, and a demon
that may or may not be
summoned.

Likewise, there are many


opportunities to roll for
random treasure throughout,
but a party that searches every
grave along the way risks
facing the Shadowdark.

F URTHER A DVENTURES
Perhaps your party wants to
clear the blocked stairwell in
location 8. It will take d4 days
and a lot of hard, noisy work.
What lies beyond the rubble is
entirely up to the Game
Master. The original intention
behind the Sylvan warning
was that the cave-in was
connected to the underdark.

31
A CKNOWLEDGEMENTS Layout Template. By Taylor
Seely-Wright.
Playtesters.

Tim Walsh, Krissy Harris, Josh


Duvall, Chris Hicks, Garrett
Penwell, Charlotte Penwell,
Margo Romero, Ross McClure, Special Thanks
Jeff House, Ian Mason, Michael
“Talez,” Ben Berger, Daniel Mythic Mountains Folk
Heiges, Peter Karmanos IV, Tabletop Club for keeping the
Jeremiah Kastl, Michael torches of folk and indie
Yannettiand and Jake Heiges. games blazing.

Thank you all for your William Harshman at


invaluable feedback. Runeforged Tabletop Gaming
for his YouTube series on
Proofreaders. publishing a Shadowdark
adventure.
Ross McClure, Shannon Abel
and Ben Klima.

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