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 undead.
3 Ghoul Boars:
Resistance: As Ghouls.
Ferocity: 1. Size: Medium
Movement: 12. Armor: 3. HP: 18
MONSTER ATTACKS
D6 Attacks:
1-2: Charge! The boar charges up to an additional 12 meters toward one target for 2d6 damage + Knockdown.
3-4: Tusk Gore: The Boar attacks a character or creature within 4 meters for 2d8 piercing damage
5-6: Savage Bite: The Boar attacks with its teeth, attempting to rend flesh from one creature within 2 meters for 2d6 slashing damage. If this attack is successful, the ghoul boar transmits a disease Virulence 12. IF the character dies from the disease, they rise as a ghoul 2d12 hours afterward.
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 LANGUAGES Roll 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 an EVADE Roll 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 normal attempt can be made to open the lock.
Inside the crypt is a sealed casket. If the characters disturb the lid, they will face Sir Marlin Hildebrandt. Please note he is wearing Mastercrafted Plate Armor and carrying his Mastercrafted Broadsword. He will fight valiantly until destroyed and then rise as a Ghost.
Sir Ernest Hildebrandt, the Wight Knight:
Ferocity: 2 Size: Normal
Mov.: 10 Armor: 8. HP: 38
Resistance: Takes half damage from non-magical weapons, except fire which inflicts normal damage.
Gear: Mastercrafted Broadsword, Plate Armor, Great Helm, Large Shield.
1 Unholy Roar! The wight’s decomposed skull contorts and lets out a ghastly scream that cuts like a rusty blade through the victims’ souls. Everyone within 10 meters must make a WIL roll to resist fear.
2 Dreadful Gaze! An unlucky victim stares directly into the Hildebrandt’s horrible eyes as a gasping sound is heard from the creature’s throat. The victim becomes Scared, suffers a fear attack, and gets a Bane on their WIL roll.
3 Hand of the Dead! Sir Hildebrandt raises his hand and gestures at an opponent within 10 meters, who is thrown 2d4 meters and lands prone. The attack inflicts the same amount of bludgeoning damage and cannot be dodged.
4 Sweeping Attack! With surprising speed, Sir Hildebrandt sweeps his sword in a deadly attack. All opponents within 2 meters suffer 3d6 slashing damage. The attack can be parried.
5 Crippling Cold! Sir Hildebrandt grabs an unfortunate victim who feels the chill of death spread through their body. The victim takes 1d6 damage (armor has no effect) and must make an EVADE roll (not an action) on their next turn in order to act at all. If the roll fails, a new attempt can be made on the next turn. The victim also becomes cold (page 54 in the Rulebook) and cannot heal HP or WP until they get warm.
6 Power Attack! With creaking joints, Sir Hildebrandt swings his sword in a powerful attack against an opponent. The damage is rolled with 6d6, and the victim is knocked to the ground. The attack can be parried.
Sir Ernest’s Ghost:
See Ghost in the Dragonbane Core Rulebook or Dragonbane Bestiary.
He will be grateful to have finally be free from the centuries old curse and will not attack. He bears no ill will upon the party. He was buried with a small chest containing 90 Silver coins, a Knife of Demon Striking (Boon when attacking Demons only, +1d8 Damage to Demons only.) Three potions of Healing. A magical bowl that conjures bland porridge once per shift. Lastly, a ring that grants a Boon to Persuasion Rolls Twice per Shift.
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 spell or lockpicking attempt. Even if the mundane locks are opened, a STR check are required to find 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 that 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 Blood Demon
Ferocity: 2 Size: Large
Movement: 14 Armor: 2 HP: 48
Undead Minions: A blood demon can raise 1d6 Skeletons per day. These are fully controlled by the demon and obey its every command. At sunrise they drop dead to the ground, but the blood demon can always reanimate them again.
Resistance: Blood Demons take half damage from non-magical weapons, except those made of jade.
Strong Heartbeat: The monster’s heart beats so loudly that any AWARENESS roll to detect it is made with a Boon.
Wings: The blood demon’s wings allow it to move freely through the air.
D6 ATTACK
1 Bloodthirst! The blood demon takes firm hold of an opponent and drinks their blood. The victim takes D6 piercing damage (armor has no effect), loses D6 WP, and becomes Dazed.
2 Terrifying Roar! The demon gathers all its strength and looms over its opponents, raising its arms to the sky and letting out a terrifying roar that can be heard far and wide. Everyone within 20 meters suffers a fear attack.
3 Venomous Claws! The monster lunges at an opponent within 10 meters, knocking them down and raking them with its sharp, venomous claws. The attack inflicts 2D6 slashing damage. A victim who takes damage is also injected with a paralyzing poison with potency 12.
4 Deafening Scream! The blood demon screams at its opponents at a pitch so high it is barely audible, but strong enough to burst their eardrums. The attack affects everyone within a 10-meter cone. The victims take 2D8 damage (armor has no effect) and become Dazed.
5 Long Drop! The demon grabs a victim with its claws and leaps into the air. Unless they dodge, the victim is lifted D6+3 meters into the sky. On its next turn, the demon lets go (instead of another monster attack) and the victim drops to the ground, taking damage from the fall.
6 Boiling Blood! The blood demon casts a demonic curse on an opponent within 10 meters, whose blood begins to boil. The victim takes 2D10 damage (armor has no effect) and suffers
Skeleton:
Movement: 8 Damage Bonus: — HP: 8 Typical Armor: Studded leather (2) Skills: Awareness 8, Evade 6 Typical Weapon: Short sword (skill level 12, damage D10)
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 silver coins around a small chest. The chest contains A grimoire with Dispel, Magic Seal, and Banish spells. A wand of Fireball (Each casting draws 3 WP from the wielder and does 3d6 damage as per the spell.) A potion that heals 3d8 damage, and 12 Gold Coins.

This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

