The cave shrine is attached to a labyrinth-like crypt where various dead were laid to rest. Some had been noted holy men. Others were common people picked out for reasons lost to the depths of time. And some were very evil, stowed away in the supposedly safe confines of the crypt. But it's not so safe as one might hope. The crypt is full of magical power which has reanimated some of the dead, given an illusion of life to some objects, and let some things slip through the walls between worlds. Some time after the crypt was build and then sealed off by its makers, other monsters from the nearby natural caves broke in through a back entrance. Not long thereafter, they sealed it off again.
The crypt can be reached thorough concealed doors to the south through the cave shrine and to the northwest through the ground floor caves. The entire paved area is covered by the Silence spell (GURPS Magic, p. 171). It has somehow been applied to the entire volume on the crypt rather than on specific things in it, so it cannot be broken without destroying the entire crypt. All doors on this level are locked but can be picked with no penalty to Lockpicking skill. Secret doors can be found on a successful Search roll.
Every hour adventurer are in the crypt, roll a die. On a six, batch of wandering monsters come by. Roll 2d on the table below.
Roll | Result |
2-3 | 1.5 x N undead orc soldiers (orc soldiers are from Mirror of the Fire Demon, the undead lens is from GURPS Dungeon Fantasy Monsters 1, p. 38) |
4 | N/3 stone golems (GURPS Dungeon Fantasy 2, p. 26) and N/2 undead ogres |
5 | 2 x N undead dinomen (GURPS Dungeon Fantasy Monsters 1, p. 11) |
6 | N undead orc soldiers, N undead dinomen, and N/3 undead ogres |
7 | N undead dinomen and N/4 toxifers (GURPS Dungeon Fantasy 2, p. 26) |
8 | N/2 stone golems and N undead dinomen |
9 | N undead gladiator apes (GURPS Dungeon Fantasy Monsters 1, p. 17) |
10 | 1 ciuacla (GURPS Dungeon Fantasy Monsters 1, p. 7) and N/2 golem-armor swordsmen (GURPS Dungeon Fantasy 2, p. 24) |
11-12 | N/2 shadow warriors (GURPS Dungeon Fantasy Monsters 3, p. 21) and N/3 stone golems |
Wandering monsters carry no treasure beyond any gear they carry.
Next time, the first several items on the key for specific rooms.
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