This is the final level of the no-prep dungeon for the mini-campaign I just finished running. The keyed notes below are what I had in front of me when I ran it.
- Wall of Shrieking Bones. Attacks if close. Draws wandering monsters unless turned.
- 1d6 ghouls, 5k cp, 1k gp
- Same as 1
- 4 fonts (empty). If filled with water from the well, becomes holy water.
- 2d4 zombies w/maces. Each wears a gold necklace (100 gp)
- Several ossuaries. 4 turns searching will turn up skull with gold teeth (100 gp)
- True Tomb. Mummy: 19 HP, AC3 1d12+ disease. 2000 in jewelry. 2 Skeletons. 4 jars of gold (500). +1 sword inside the mummy.
- False Tomb. Corpse in Sarcophagus. Iron (gilded) jewelry, gorgerine, bracelets. 4 jars of oil. Coffer of 5000 copper (gilded) and 50 glass gems (50 cp total)
- 4 Zombies touching a glowing pink orb. Orb may be used to cast ESP. Orb links to Least Lich in 27. Worth 10k gp if removed.
- Body in hooded robes, pale face. 1d6 if punctured. b) zombie has ring worth 100 gp
- Shelves of bones
- 15 assorted skeleton parts. AC3 1 HP
- Shelves of bones; 4 silver torchiers (100 gp)
- Basin of water w/strange fish. Jump out to be a 3HD AC 6 skeleton fish monster 1d6 dmg; 20 pp in basin
- Shelves of bone
- 4 pillars that look like people writhing in agony, adorned with gems. HD3, AC4 1d6. 40 gems total, 30 gp each.
- 2d4 ghouls, will investigate if party is loud in 16. There is an ornate boat in this room. Stave-ceilinged: 10k gp [if it can be removed]. 4 canopic jars. Map to the tomb. +1 Short Spear.
- “You tread where no man dares. A powerful seal has been broken. Do not raise up what cannot be put down. He knows what you have done.” [hole under capstone on 2nd level leads here]
- Empty Room
- 10 inanimate skeletons. Skeleton Knight HD4 AC3 2-handed sword (1d10)
- Slanting floor with grates in wall, metal pressure plate on floor. Spear trap 1d6 Save vs. breath.
- 1 Thoul; 8 skeletons (may investigate 16)
- Basin. Body wearing plate armor, holding ax (both +1). Skeleton is bleached white. Basin is full of acid. 1d6 splash. Fall in, 3d6 damage + 1d6 per round until it is rinsed off.
- Two pedestals with silver gilded gazing balls (250 gp each). 1d4 electric damage, 1 charge each.
- 500 -1 spears, 1 +3 spear*
- 1280 skeletons wearing chain, standing in rank & file at attention. Inanimate unless attacked.**
- Throne room of the Least-Lich. E5 – 20 HP, AC 2 (Elfin Plate +1), 1d8+1 (+1 sword of control undead). Knows: Read Magic, Charm Person, Mirror Image, Phantasmal Force, Haste. Spellbook. All 1st level scrolls. Necromantic Standard. Goold Skull (500 gp), Endymion’s Plan-Book, Griffon Throne (2000 gp), 3 tapestries (350 gp each)
- Piles of bones. After 1 turn, whirlwind of bones, attacks as 6HD, 1d6. Protection from evil or turning both have effect.***
- 500 -1 swords, 1 +1 sword*
- 300 -1 short bows, 1 +1 bow*
* The -1 weapons aren’t cursed, just poor quality.
** The skeletons are the unnamed Least Lich’s “seed army”. He’s a lieutenant of Endymion the Ultralich, and if left alone after the seal has broken, he’ll eventually lead this army down into the valley and use his magic sword to amplify the curse and raise additional undead. Things dying on this dungeon level and returning as undead is part of the curse that the chapel/abbey was built to contain and not directly tied to the Least Lich himself.
***I handled this a bit differently in play. I came up with almost all dressings and secrets on the fly, so I had the handle to the secret door be a large key-crank hidden by one of the piles of bone. Also, after the initial whirlwind, touching the bones would activate the whirlwind again, and I had players roll dex to not touch bones.