Looking to add variety to any inn or tavern adventurer’s find themselves at? This list is broken up into four subcategories: cheap, average, expensive, and exquisite. It is recommended to either determine how “classy” the establishment is, or roll 1d4 instead. 1d8 can be used to randomly select a brew as well.
View the link below to download the PDF from Itch.io!
Long ago, a lone adventurer took it upon himself to root out a cult of necromancers that were terrorizing the countryside. Although he went in, neither he nor the cult were heard from again. A group of adventurers set out to reclaim ancient treasures, but they too never returned…
1 – Tomb Entrance
Descending the cold stone steps into the tomb, the party sees a room with slabs carved out of the walls where skeletons were laid to rest. Each skeleton was left with an offering when they were laid out. Each exit to the room is armed with tripwires made out of bones. When tripped, a loud clattering sound is made.
2 – Cultist Barracks
Six meager beds and a few desks and tables are strewn around the room. The beds look to have not been tended to in many years, with the linens on each dry rotting away. Three of the beds have the corpse of the previous occupant still laying on top, each with a face full of terror.
3 – Séance Hall
Acting as the main gathering place of the cultists, ornate tapestries line the walls of the room. The party may notice that they tell the story of the cult from its creation, through enlightenment, until their prophecized cataclysmic event.
Sitting at the front of the room is an altar, along with an offering made of three skulls, each adorned with wild flower crowns, along with a basin full of dried blood. Searching the altar reveals a key carved out of bone. This key can be used to open the door to the Master’s Chambers (room 7).
4 – Store Room
Filled mostly with rotten food, empty crates, and sour wine, there is not much of value that can be found in this room. Player’s may find some dried goods that can still be consumed.
5 – Makeshift Prison
As the party draws near to the room, the sweet smell of rot and the metallic scent of blood fills their noses. The dead in this room look oddly fresh. On closer inspection, they look to be the missing adventurers. Are they truly dead, or is there something more sinister afoot?
6 – Eldric’s Tomb
Stepping into the room, an instant chilly wave passes through the air, as cold as a winter chill. The room is completely dead silent, without a single whisper. Located in the center of the room is the mangled corpse of Eldric Veilaria. Drawing nearer to him, the body begins to contort and bend in ways not possible for someone who is alive. Rising to his rotten feet, he lets out an undead roar. Full of pain and hatred, he will reclaim the life he once had.
The room appears to have been used as a makeshift storage area before it’s current state. An assortment of rusty weapons and shields lie on the grown, along with a pile of useless trinkets and junk lost to time. A small crate of assorted offerings lies along the wall to the far left. It is a pile of offerings that were deemed not pure enough to be siphoned away to the hidden stockpile (room 9).
7 – The Master’s Chambers
The bone key to enter this room is found inside of the altar of the Séance Hall (room 3). The door appears to be made out of bones from numerous different creatures, hapazardly and maniacally, as if the creator was in a rush. Inserting and turning the key produces an audible click and opens the door.
The room inside is furnished with the finest and rarest materials. A bed, large desk, and wardrobe full of fine clothes line the walls of the room. Lying on the desk is a journal. Most pages look to be the scribbles of a mad man, however the final page reads “I did it, I beat the mortal enemy of life.”
8 – The Master’s Laboratory
Through a short hallway is a rickety wooden set of stairs that descends into a decrepit room below. The air in this room is chilly, and the sound of dripping water can be heard echoing from one of the corners of the room. In the middle of the room is a skeleton with dried skin still rotting of the corpse. It is laying in the center of a small runic incantation. An ancient and evil script is carved into the cold stone in the shape of a hexagon around the body.
9 – Hidden Stockpile
Beyond the room lies a curved hallway hidden behind a gate. Laying in the center of the room is large horde of treasure that was collected as offerings from the members of the cult. Along the walls lie crates of assorted trinkets and other discarded items. On the table lies a bow and a shield.
Looking to add variety to any inn or tavern’s menu? This list is broken up into four subcategories; cheap, average, expensive, and rare. It is recommended to either determine how “classy” the establishment is, or roll 1d4 instead. 1d8 can be used to randomly select a brew as well.
View the link below to download the PDF from Itch.io!