A Short Scenario for DCC RPG

Sir Ernest will answer a few questions and explain that his men once unearthed an ancient mound containing a very old demon and managed to seal it way before it could get loose upon the world. However, it cost him his kingdom and his fortune to build the crypts and the doors to seal the cave. As they sealed the demon away, it spat one last curse upon him- the curse of un-life.

A side trek adventure for 4th Level characters

The group has accidentally stumbled into a long forgotten burial vault.What mysteries lay within? What treasure might they find? What’s buried down here?
Quest: Explore the ruins.
Quest: Prevent the demon from escaping.
Follow-Up Quest: What ever happened to Bertrus the servant?

In their travels through uncharted lands, the group discovers a semi-circle of stones in the brush leading to a cave in the side of a huge hill. On each side of the entrance to the cave is what appears to be an old mausoleum.

The one on the right has caved in and appears to be in a state of ruin. The door fell off years ago and dirt, brush and fallen chunks of the mausoleum show what is clearly a burial vault in the center. The lid appears to be intact.

The one on the left is slightly larger and appears to be in almost perfect condition. The door appears to be made of black stone. It has a single bronze ring and a key hole beneath it. If checked, the entire mausoleum radiates faintly of magic.

The cave entrance is sealed by years of dirt, brush and debris. A pair of stone doors similar to the ones on the mausoleum solidly rest locked in the path. Whoever or whatever built these doors clearly didn’t want anyone getting in or perhaps something getting out?

1-1 The Clearing:

The clearing itself is home to 3 magically mutated wild boars. It is clear some sort of death magic permeates this area as they appear to be gaunt, almost un-dead.

3 Ghoul Boars: Init +1; Atk bite +3 melee (1d4 plus paralyzation) or charge +3 melee (1d4) See DCC Pg 96 for details; AC 12; HD 2d6; MV 30’; Act 1d20; SP un-dead traits, paralyzation, infravision 100’; SV Fort +1, Ref +0, Will +0; AL C.

1-2 The Empty Crypt

The ceiling on this small, 15′ x 15′ stone crypt has long since succumbed to wind and weather. The door on this one and the very structure itself seemed to have been made from a different stone that the one still standing. Some investigation reveals a tombstone that says, “Here lies Bertrus, loyal unto death.” The casket is empty.

However, Bertrus concealed a small chest underneath his casket in a small chest. Inside the chest are some Cleric’s robes, prayer beads, and a holy symbol. There is also a book that contains ancient rites allowing one to seal doors to prevent evil from escaping. IF the group finds the book, they may make a DC 18 check to decipher the script for a proper incantation.

The book is called the Libris Daemonicum. It also talks about summoning rituals, but no banishment spell. It also details the confinement of demons and how to seal doors to prevent their escape. The book is written in an ancient elder language and will be very difficult to decipher.

The small chest is in a precarious position under the casket in the caved-in mausoleum. If the characters make too much noise or movement, the remaining bits of ceiling and casket might crumble and fall in on the chest.
Characters inside the crumbling mausoleum must make a REF Save or take 2d8 damage from crumbling debris.

1-3 The Sturdy Crypt.

This 20’x20′ stone crypt is locked with a solid obsidian door, sealed and locked. A Knock Spell can open it as a magically sealed door. A rogue may attempt to open the lock normally, at the risk of incurring a curse.

Inside the crypt is a sealed casket. If the characters disturb the lid, they will face Sir Marlin Hildebrandt. Please note he is wearing his +1 Half Plate and carrying his +1 sword. He will fight valiantly until destroyed and then rise as a Lawful Ghost.

Sir Ernest Hildebrandt, the Mummified Knight: Init +1; Atk choke +5 melee (1d4 / 2d4 / 3d4 /etc.) or +1 Longsword +4 melee (1d8+3); AC 17 (+19 with +1 Shield); HD 8d12+8; MV 20’; Act 1d20; SP damage reduction 5, mummy rot, vulnerable to fire, un-dead traits; SV Fort +4, Ref +2, Will +10; AL C.

Sir Ernest’s Ghost: Init +2; Atk special (see below); AC 10; HD 2d12;
MV fly 40’; Act 1d20; SP un-dead traits, immune to non magical weapons, 1d4 special abilities; SV Fort +2, Ref +4, Will +6; AL L. He will be grateful to have finally be free from the centuries old curse. He bears no ill will upon the party. He can grant a Boon of a +2 Dagger of demon slaying. upon a character he deems worthy. He was also buried with a small chest of 150 gold and a Cloak of Comfort. A Bowl of Porridge Conjuring, and A Ring of +2 Diplomacy 2x/Day

Sir Ernest will answer a few questions and explain that his men once unearthed an ancient mound containing a very old demon and managed to seal it way before it could get loose upon the world. However, it cost him his kingdom and his fortune to build the crypts and the doors to seal the cave. As they sealed the demon away, it spat one last curse upon him- the curse of un-life.

Bertrus, his valet and most faithful companion, was supposed to lock himself into his own crypt after Sir Ernest’s passing. He doesn’t know what actually happened since being sealed in his own tomb. It is possible Bertrus ran off in which case he could still be roaming the land as an un-dead.

Sir Ernest thanks the group and departs for the afterlife.

1-3 The Burial Mound.

The doors embedded in the side of the hill are solidly bricked in by whatever stone was used in the mausoleums’ construction. The doors are the same unearthly obsidian material and the locks require a Knock spell or a DC 20 lockpicking attempt. Even if the mundane locks are opened, a STR check DC 20 or found the book Bertrus stashed under his casket.

Torches line the walls of this deep cave. Two braziers filled with thick oil sit in the center on each side of a sacrificial altar. The air smells of moisture and decay. The ceiling is about 16-20′ high and covered in stalactites. Faintly glowing symbols surround the altar in a summoning circle. It is clear at a glance whatever ancient rituals took place here were for evil purposes. Small piles of bones litter the floor outside of the circle. It is clear several humanoids perished while worshipping something in the cave.

1-4 The Pit.

Farther into the room is a deep pit. It’s deep enough that something with wings would have no trouble escaping, but adventurers going down into the pit would need to tie multiple ropes together to safely reach the bottom. Around the pit are some markings similar to the ones around the circle with the glowing runes. Observant characters will also notice a circle of thick salt around the pit. IF one of the characters (accidentally) breaks the circle, the demon will be free.

The Pit Fiend– Type II Demon: Init +2; Atk: Claw +10 melee (1d8+3) crit 19-20 Rod +10 melee (1d6+3) and Paralysis ; AC 18; HD 8d8; MV 30’ Fly 40′; Act 1d20; Immunities: Immune to non-magical weapons or natural attacks from creatures of 3 HD or less; half damage from fire, acid, cold, electricity, gas. SV Fort +1, Ref +1, Will +4; AL C.

Anyone hit by the Rod must make a Fort Save or be paralyzed for 1d4 rounds.
The Fiend may expend an action to raise 1d10 Skeletons 3 times per day. The Rod is rendered inert if the Fiend is killed.

Skeleton: Init +0; Atk claw +0 melee (1d3) or by weapon +0 melee; AC 9; HD 1d6; MV 30’; Act 1d20; SP un-dead, half damage from piercing and slashing weapons; SV Fort +0, Ref +0, Will +0; AL C.

1-5 The Treasure Alcove.

The cultists left tributes near the pit in a small alcove just inside the salt circle. There is a pile of 78 gold coins around a small chest. Inside the locked chest is a +1 Shortsword, a +1 AC Ring of Withered Healing that restores up to 1d8 hit points per day but drains 1 Permanent Stamina each time used (If a character dies from this Stamina drain, they become Un-dead and under the control of the Judge.) a +1 Cloak that grants an additional +1 magical bonus to Hide in Shadows and Sneak Silently checks. and a Circlet that grants +1 AC if no other headgear is worn and makes the wearer invisible to Un-Dead.

Suitable for use with OSR games.
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