Out of Blackest Earth: A Haunted Graveyard For Fledgling Adventurers
Out of Blackest Earth: A Haunted Graveyard For Fledgling Adventurers
Out of Blackest Earth: A Haunted Graveyard For Fledgling Adventurers
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Rumors (1d8)
Investigations will give 1d4 rumors (T = True, P = Partially true, F = False).
1. The last priest ran an illicit tavern and made a fortune on wine smuggling. (T)
2. St. Athanasius bound a demon to guard the crypts beneath the church. (T)
3. A cold-hearted noblewoman was buried in the crypts a century ago. It is said that she prac-
ticed the dark arts and was murdered by a rival! (T)
4. The magistrate lines his pockets at the expense of the commoners! Small wonder that the
spirits of the ancestors are angered! (F)
5. The relics of St. Athanasius were kept in the church, but disappeared when it was abando-
ned. (T)
6. Once the well on the churchyard could cure the sick, but it has dried up. (P)
7. Revenants can be banished by fire, silver or holy water. (T)
8. Athanasius was a filthy heretic. Witches and devils fornicate in his church! (F)
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Bo Banducci (Order #21456017)
Random encounters (1d8)
Roll 1d6 every third turn. An encounter occurs on a 1.
1-3. 1d4 graverobbers (AL N, MV 120’ (40’), AC 9 [10], HD 1, AT 1 weapon (1d6), M 6)
4-6. 1d8 giant rats (AL N, MV 120’ (40’) (Swim 60’ (20’)), AC 7 [12], HD 1-1, AT 1 bite
(1d4 + contagion), M 8)
7. 1d2 badgers (AL N, MV 60’ (20’) (Burrow 30’ (10’)), AC 4 [15], HD 1+2, AT 1 bite
(1d6), M 8)
8. 1d4 bombardier beetles (AL N, MV 120’ (40’), AC 4 [15], HD 2, AT 1 bite (1d6) or
1 poison spit, M 8). These beetles can spit poison at an opponent within 5’ as a ranged
attack. On a successful hit, the the opponent suffers extreme pain, chemical burns, blisters
and a –2 penalty to hit rolls for 1 day, or until the spell cure light wounds is used.
1. Funeral home
A stone bench for coffins in the middle of the room. There is a carved stone skull on the wall. Con-
cealed in the right eye socket is a button which makes the stone bench swivel to the side and reveal
stairs to #15. Anybody examining the floor will notice slight scuff marks from the bench.
2. Church
A reliquary hidden in the altar holds the skull of St. Athanasius, a magic item capable of Turning
Undead once per encounter. By the western wall there is a fount of holy water. The first PC who
drinks the water gains cosmic insights (and 15 seconds to look through the DMs notes). Stairs lead
to #8.
3. Crypt slab
The statue of an angel (AL L, MV 90’ (30’), AC 4 [15], HD 3, AT 2 fists (1d6 each), M 11)
comes to life and attacks anyone who desecrates the slab. A spiral stair to #10.
4. Dry well
A hatch to #12 is concealed in the bottom clay. There are scuff marks from a grappling hook on the
edge of the well.
5. Mausoleum
A white marble tomb. It is dedicated to Messalina, a noblewoman who died of the plague. In a
sarcophagus lies a mummy with a silver death mask worth 200 sp, a gold necklace worth 100 sp
and 3 jewel rings worth 100 sp each. The plague is still contagious - all who handle the mummy or
the treasures must make a save or fall ill within 1d6 days. The diseased character suffers from high
fever, black boils and bleedings under the skin for 1d3 days. Thereafter the diseased character ma-
kes another save; a failure means death, otherwise they recover after another 2d10+10 days.
6. Tombstones
2 graverobbers are hiding among the tombstones. (AL N, MV 120’ (40’), AC 9 [10], HD 1, AT
1 weapon (1d6), M 6) disguised as undead. They try to scare away intruders.
7. Abandoned tavern
The ruin of an old illicit tavern. A rotten wooden hatch is hidden beneath dead leaves and a stair
leads to #19. If anyone steps on the hatch, it breaks. The character must make a save or fall down
into the basement and take 1d6 HP of damage. The hatch is used by the graverobbers.
8. Antechamber
Stairs from #2 lead down to a locked door. If anyone steps into the room a blue skinned demon
with black beard, pointed ears and boar tusks materializes (AL C, MV 120’ (40’), AC 5 [14],
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Bo Banducci (Order #21456017)
HD 2, AT 1 great hammer (1d10), M 12, immune against fire, regenerates 1 HP per
combat round, if it hits it may immediately follow up with another attack). With a gra-
ve and somber voice the demon asks “Who disturbs the peace of the crypt of St. Athanasius? What
business have you among the dead?” It is compelled to guard the tomb from vandalism but hates
its job. It will take any opportunity to spread death and destruction, but will reluctantly let charac-
ters pass if they state that they are there to stop the tombrobbing.
9. Empty sarcophagus
Anybody who lies down in the sarcophagus enters a state of suspended animation for one turn and
receives visions from the land of the dead. If they make a save, their Charisma will increase by 1,
but they will suffer Confusion if they fail.
10. Chest
A dead graverobber lies in front of a lead chest. Opening the chest breaks an ampoule of poisono-
us gas. All within 10’ must make a save or die from the toxic vapors. The chest contains cremation
ashes and a silver dagger worth 50 sp.
11. Oracle
Mummified priests lie in alcoves along the walls. In front of one of the alcoves is an empty oil lamp.
An inscription above the alcove reads “Yes or no. I give an answer in the lamplight”. If the lamp is
lighted the mummy in the alcove will answer one question per visitor with a “yes” or “no”.
12. Well
The hatch in #4 leads here. A rusty grappling hook lies on the cavern floor.
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Bo Banducci (Order #21456017)
Curious wounds
Level: MU 2
Range: 150’
Duration: Instantaneous
This spell does 1d6+1 HP of damage. Roll 1d12 for curious effect:
1. Bleeding wound, take additional 1d4 HP of damage each round. The blood turns into a
number of gold pieces equal to bleeding damage.
2. The wound turns into a mouth that yells loudly, may attract attention from enemies.
3. The wound turns into writing that spells out the character’s innermost secrets.
4. Psychic scarring. The wound is psychological and deals no HP damage but causes the cha-
racter to develop a phobia.
5. Contagious wound. All within 10 ft of the target must save or take the same amount of
damage.
6. The wound never fully heals. Loose one HP permanently.
7. The wound is permanent, as is all HP loss from the spell. The wound forms an extra-di-
mensional pocket, capable of holding 100 coins.
8. The wound leaves a permanent hole through the target’s body. There is no HP loss, but
subtract 1d4 points from Charisma.
9. The wound permanently glows with a greenish light equivalent to a torch.
10. The wound festers, and will kill the target in 1d4 days if not treated with Cure Disease.
11. Wound grows into an eye that the caster can see through.
12. The wound turns into a portal to darkness. 1 in 6 chance every day that a shadow (3HD, AC
5 [15], immune to physical attacks) comes through. The shadow tangles itself on the nea-
rest target and sucks lifeforce from it until destroyed or banished. Loose 1d3 CON per turn.
If the CON reaches 0 the target turns into a shadow and the two tangle on two individual
nearest targets (and so on).
Original idea: Terje Nordin.
Contributors: Mattias Närvä, Anders Bohlin, Chris McDowall, Thaumiel Nerub.
15. Ossuary
Walls and ceiling are covered by artfully arranged human bones. Stair to #1. Nine giant rats (AL
N, MV 120’ (40’) (Swim 60’ (20’)), AC 7 [12], HD 1-1, AT 1 bite (1d4 + contagion), M 8).
The largest rat wears a bloodstone necklace, worth 100 sp.
17. Graverobbers
6 graverobbers resting on straw mattresses (AL N, MV 120’ (40’), AC 9 [10], HD 1, AT 1 wea-
pon (1d6), M 6).
22. Storage
Crates filled with rotten hay and three amphoras of soured wine. There are 3 giant rats here (AL
N, MV 120’ (40’) (Swim 60’ (20’)), AC 7 [12], HD 1-1, AT 1 bite (1d4 + contagion, M 8).
An amphora filled with 600 sp is hidden in a corner behind one of the crates.
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Bo Banducci (Order #21456017)
GM Map: Graveyard
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Bo Banducci (Order #21456017)
gm map: the graverobber’s tunnels
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Bo Banducci (Order #21456017)
player map: graveyard
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Bo Banducci (Order #21456017)