The Red Mausoleum
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The Red Mausoleum
The Red Mausoleum
ADVANCED ADVENTURES MODULE #2
Author: James C. Boney
Cover Artist: Stephan Poag
Interior Artists: William McAusland and Jeff Womack
Editors: Joseph Browning and Suzi Yee
Layout: Joseph Browning
ADVANCED ADVENTURES
are designed for the OSRIC roleplaying
system. You can download the free players manual from: http:
//www.knights-n-knaves.com/osric.
Background ............................................................................................ 2
Notes for the Game Master..............................................................2
The Sistermoors .................................................................................... 2
Key to the First Level ........................................................................... 3
Map to the First Level......................................................................... 4
Key to the Second Level .....................................................................9
Map to the Second Level ...................................................................9
Key to the Third Level.........................................................................11
Map to the Third Level.......................................................................11
New Magic Items ...............................................................................14
New Monsters .....................................................................................15
Table of Contents
Credits
by James C. Boney
AN ADVENTURE FOR CHARACTER LEVELS 12-15
The author would like to thank the original play-testers: Brian Daugherty, Wesley Zeibel, Brian Harkness, Stacy
Buck, Mike White, and Eric Muelberg. Special thanks to Tyler Attwood for map consultation and ideas.
2
3
Background: The populated regions north of the Sister-moors have
enjoyed over a century of respite from the wars that once plagued
the area. Old fears and stories of the dead who once walked in
service of the living have been relegated to tales for frightening
naughty children and inn-hearth entertainment.
However, within the past year, baronial patrols have reported
clashes with undead and other dark creatures brave enough to
strike out from the moors into the forests of men and elves. Two
months ago, the gnomish settlement of Grent was slaughtered
almost to the last individual, and the scant few witnesses related
that their attackers were slow-moving, commanded by dark
armored warriors, and carried off every fallen victim.
The Barons sage suspects that the undead issue out of the
mysterious ancient landmark known as the Red Mausoleum
located somewhere on the wild stretches of the moors. The Baron
promises a reward of 50 gp for the head (or other evidence of
destruction) of every undead creature presented to him. The
distant gnomish Laird also promises to meet the bounty with an
additional 7,500 gp to the individuals who avenge the deaths of
his kinsmen by stopping the outflow of unlife from the Mausoleum
forever. It is time for those wandering souls who live for adventure
to step forward, secure the peace, and earn their gold!
Stop! If you intend to be play this adventure, then read no further.
Prior knowledge of the Mausoleums contents will only spoil your
enjoyment of the game!
Notes for the Game Master
Red Mausoleum is an adventure set for 5-8 PCs of level 12-15. It is
designed to give a high level of challenge to PCs who have seen
and done it all. Should your players seem to have an easy time of
it, feel free to adjust things in order to present a greater challenge.
Likewise, if fate constantly rolls against them, the GM may certainly
alter circumstances to give the players a small break.
The party should have plenty of healing potions on hand, for the
trek back to civilization is a long one. Ideally, there should be at
least once cleric in the party for healing and turning undead. A
paladin will be a bonus here, as will thieves for dismantling traps.
At least one PC should have a high Intelligence.
Red Mausoleum requires a mixture of thinking and fighting. Simply
moving from chamber to chamber without examining its features
will prematurely end the adventure without a successful outcome.
Unless the PCs find and stop the creation source of the undead,
the region will continue to suffer even worse attacks for months
afterwards.
Research into the history of the Mausoleum reveals scant
information. It is reported to be a strange structure imbedded in
the ground and made of red stone with no seams and impervious
to brute force or magical destruction. Its name stems from the
century old legend of a giant human warrior who stumbled dying
into a local village and asked to be buried in the red tomb of his
ancestors. The Mausoleum existed long before the current inflow
of mankind into the area, and some suspect it is yet another relic
of the ancient kings who once ruled from the islands of the Inner
Sea millennia ago.
Rausen Point: The nearest point of civilization to the Mausoleum is
Rausen Point, a collection of buildings centered on a small garrison
of the Barons mounted troops. The garrison consists of:
Senis Myvalder, garrison commander (Lawful Neutral; F7; AC 0; HP
60). Myvalder possesses platemail +1, a longsword +1, and a shield.
He carries 212 gp and 100 sp with him at all times. He rides a heavy
warhorse upon which he uses a lance. He has lost 12 men to the
undead attacks over time, and is eager to see them stopped. He
will provide an escort to the edges of the moors, but no further.
Yler Thross, garrison 1
st
lieutenant (Neutral; F4, AC 1; HP 36) Yler
possesses platemail, a shield +1, and a broadsword +1. He rides
a warhorse and carries a lance. He carries 120 gp and 50 sp at all
times. Yler is secretly terrified of recent events, but refuses to show
fear before his comrades. He is a good source for rumors, as his
family has deep roots in this area.
30 Fighters (Neutral; F1; AC 4; HP 10(x5), 8(x5), 7(x10), 6(x10)).
Each wears chainmail and shield and carries a longsword. Each
possesses 2-20 gp and 1-100 sp.
Rausen Point also boasts a small inn and tavern, The Robber Bear,
with reasonable rates for food and lodging. The Robber Bears
proprietor, Delis Ardain, is friendly to strangers and knows much of
local lore.
Aside from 12 small homesteads, the only other person of interest
is the local cleric Wallach (Lawful Neutral; C6; AC 3; HP 40) who
maintains a chapel under the graces of the Baron. . He possesses
chainmail +2 and wields a mace +2. His spells are:
First Level: Cure light wounds (x2), bless, protection from evil
Second Level: Augury, know alignment, slow poison
Third Level: Cure disease, remove curse
Consulting with local historians such as Wallach, local elders, the
town drunk, and those interested in the topography of the region
produce the following tidbits of information (the veracity of each
rumor is indicated in parentheses):
1. Those who dare travel on the moors at night sometimes
report a ghostly gathering of red lights at night that form a
slow procession to the Mausoleum. (True, but not applicable
to this adventure)
2. The stone that makes up the structure oozes into the
surrounding fauna, and the entire area surrounding the
Mausoleum is a bloody red. (True)
3. Those at rest in the Mausoleum are distant ancestors of the
Baron. (False)
4. A necromancer occupies the structure and is searching
for more fresh bodies in order to feed his sick experiments.
(Basically true)
5. An old cyclops (with a big thorn in its eye) prowls the moors.
(False)
6. The ancient pagan god of the dead has returned and taken
residence in the Mausoleum. He was awakened by those
dabbling in things they shouldnt. (False)
7. The Mausoleum has only one entrance. (False)
8. There is an evil temple somewhere in the Mausoleum. (True)
9. Unknown treasures worth many times their weight in gold lie
deep within these tombs (True) waiting to be carried off.
(False)
10. Those dedicated to the cause of good will wither away
should they tarry too long within the walls of the Red
Mausoleum. (Partially True)
The GM should feel free to alter the background story behind the
Mausoleum to fit his particular campaign.
THE SISTERMOORS
The Sistermoors: The moors start on the edge of the Barons domain
and extend for 27 miles along the northern coast of the Inner Sea.
The moors themselves reach about 15 miles inland. The area is
riddled with pathways known to the locals; the paths leading
directly to the sea are shunned due to the common appearances
of monsters.
The Red Mausoleum