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The Restless Mausoleum (A TA! QPA)
Can the heroes lift a young man's curse while appeasing the restless dead?
Contributor: Salvatore m. *Created: Feb 18, 2012Modified: Jan 14, 2019System: Treasure Awaits!

THE RESTLESS MAUSOLEUM A Treasure Awaits! Quick-Play Adventure Quick-Play Adventures (QPA) are a series of very short (1 to 2 pages) mini-modules which are intended to be used when a night’s gaming ends earlier than planed, or as encounters or side quests to intersperse within a larger campaign the Director might be running. LIFTING A CURSE Young Elrin seemed like a nice enough fellow and when he came to you seeking your aid you agreed to help the likable young man, not only because of the 150 pieces of gold he offered for your aid, but also to ease the amiable young man’s distress. According to Elrin, the young man suffers from a horrid curse which sees his dreams visited nightly by grotesque and decomposing apparitions. He has lived with these ghoulish visits most of his life yet is beginning to fear that they will soon take a toll on his sanity. The genesis of these apparitions can be traced back to Elrin’s father, a moderately successful adventurer named Arin, and his pilfering of the Medereth family mausoleum found south of the city. Since Arin’s looting of the mausoleum, Elrin has suffered from these distressing nightly apparitions. Elrin believes that if the items stolen by his father are returned to the mausoleum and replaced within their respective sarcophagi, the dead of the Medereth family would be appeased and the ghastly nightly visits would cease. Elrin proposes that the party take the items (which he inherited when Arin passed on) to the mausoleum and hopefully they will be able to discern within which sarcophagus each item belongs, thus hopefully ending the young man’s curse. THE ITEMS The items Arin stole from the mausoleum and which must be returned are a ruby encrusted dagger, an ornate scroll case, and a diamond wedding band. ELRIN’S RUSE Although “curses”, “nightly apparitions”, and a “thieving father” makes for a wonderful tale, it is, unfortunately, nothing but a fabrication. Elrin’s true reason for sending the players to the mausoleum is to feed the Medereth clan that rests within. A long running family tradition sees the dead of the Medereth clan turned into zombies or ghouls, with any surviving Medereth duty-bound to periodically send food to the mausoleum’s denizens. It now falls upon Elrin, the only remaining Medereth, to feed his ancestors. Elrin plans to track the players unseen as they make their way to the mausoleum. Once inside, the young man will lock the great iron doors, sealing them in with the hungry zombies and ghouls of the Medereth family. WITHIN THE MAUSOLEUM (As soon as the opportunity presents itself, have Elrin lock the players within the mausoleum). The mausoleum spans 70’x80’, with a heavy iron door providing the only means of entry. 10 ornate sarcophagi circle the large room. Every turn, roll 1d6 to determine from which sarcophagus a Medereth zombie emerges, hungry and ready to feed. If a roll indicated a sarcophagus from which a zombie has already exited then no zombies appear that turn. Use the Sarcophagus Tracking Table below to remember from which sarcophagus each zombie emerges.
 Roll (1D6)  Sarcophagus   Zombie (Y/N) 
 1  #1  (Y/N) 
 2  #2  (Y/N) 
 3  #3  (Y/N) 
 4  #4  (Y/N) 
 5  #5  (Y/N) 
 6  #6  (Y/N) 
The 4 additionel sarcophagi do not hold zombies. Three of them hold ghouls within, while the fourth is empty. One Medereth ghoul will emerge from his sarcophagus on the same round as the second zombie does. The second will emerge from his sarcophagus on the same round as the fourth zombie does. The final Medereth ghoul will emerge from his sarcophagus on the same round as the sixth zombie does. An inspection of this particular sarcophagus will reveal the name Arin Medereth chiseled upon the lid. The last sarcophagus of the 4 non-zombie bearing sarcophagi is currently empty and seems newer than the rest. The name Elrin Medereth is engraved upon the lid. It is here that Elrin will eventually be put to rest. THE AFTERMATH After the undead denizens of the Medereth mausoleum have been slain, the players may wish to confront Elrin. The Director may have Elrin retreat beck to town or still be outside the mausoleum. The Director may decide to have Elrin, enraged at the slaying of his family members, confront the players instead, or have the young Medereth disappear, to reappear at a later time for revenge. Elrin Medereth’s stats are provided below for Directors that wish to use the young man. ANTAGONISTS Zombie Zombies are shambling, living corpses with an insatiable appetite for human (or elvin, dwarvin, or hobling) flesh.
 ATTITUDE:  Aggressive 
 FOCUS:  Besiege 
 SIZE:  Normal 
 ABILITIES:  3-1-1 
 PURSUITS:  Brawling, Stealth 
 WEAPONS:  Unarmed (fist/claws) 
 ARMOR:  0 
 NUMBERS:  Roll 
 NOTES:  Zombies are slow critters, as such, their Reaction Tasks suffer an impact of +1DIFF. 
Ghoul Similar to zombies, ghouls are decaying undead with a penchant for living flesh. Ghouls do not suffer from their zombie-kin’s slow, shambling gait, and possess poisonous claws which paralyze their victims.
 ATTITUDE:  Aggressive 
 FOCUS:  Besiege 
 SIZE:  Normal 
 ABILITIES:  4-3-1 
 PURSUITS:  Brawling, Melee, Swordfighting 
 WEAPONS:   
 ARMOR:   
 NUMBERS:  Roll 
 NOTES:  Poison: Injury-8-1-8. Any damage resulting from a ghoul’s poisonous claws will result in the victim being paralyzed for 1D6 turns. 
Elrin Medereth Elrin is a young warrior in his late 20ies. He carries a mace and shield and wears chain mail armor. 2D6 gold coins are kept in his purse along with a key which opens the mausoleum door. His statistics are;
 ATTITUDE:  Aggressive 
 FOCUS:  Closest 
 SIZE:  Normal 
 ABILITIES:  5-2-1 
 PURSUITS:  Athletics (2), Battlewear (3), Brawling (1), Melee (3) 
 WEAPONS:   Mace 
 ARMOR:  Chain Mail+Shield: Armor Rating 3  
 NUMBERS:  1 
 NOTES:  Possesses a Healing Potion (Heal 1). 
SPOILS OF VICTORY Should the players keep them, the items Elrin handed them to help ”break the curse” have the following properties; Ruby Encrusted Dagger: The rubies themselves have a total value of 200 gold coins. The dagger receives a +1 bonus to its Damage Rating. Ornate Scroll Case: A jeweled scroll case (worth 150 gold coins) containing a primed scroll with a Weaken spell inscribed. Diamond Wedding Band: This is Arin Medereth’s wedding band and is worth 100 gold coins.

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