TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Crypt of Promi
  Crypt of Promi
  Crypt of Promi
  Crypt of Promise
  se
  se
  se    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Christopher Reed
  by Christopher Reed
  by Christopher Reed
  by Christopher Reed    
   
   
   
   
   
   
  Asked to investigate an ancient Dwarven vault recently found by Ulek scouts, you must find and return any treasure to 
  Oldid Silverbeard, the noble of Irongate. Will you be able to find the vault and the treasure, let alone survive? An 
  adventure for characters levels 1-6. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Crypt of Promise 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
  -2 
  Poor 43 sp 
  -1 
  Common 
  12 gp 
   0 
  High 
  250 gp 
  +1 
  
   
  Crypt of Promise 
   
  Page 3 
  Luxury 
  500 gp 
  +2 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  This is the third scenario for the Principality of Ulek in 
  the RPGA Living Greyhawk Campaign. Some of the goals 
  of this scenario are to introduce the players to the 
  Principality of Ulek. Please emphasis the following areas: 
   
  • 
  While the Principality of Ulek is ruled by a dwarf, 
  and all of the nobles are dwarves, it consists of more 
  humans than any other race. 
  • 
  The Principality of Ulek is presently at war with the 
  Pomarj. While there has not been a major battle in 
  some time. The territory east of the hills is currently 
  contested, and a large number of the Principality of 
  Ulek's residents have been forced to flee their homes 
  due to the humanoid invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed mainly of 
  orcs, goblins and the like. 
  • 
  Relatively few elves are native to the Principality of 
  Ulek, and due to Queen Yolande of Celene’s refusal 
  to send succor to the Prince during the Greyhawk 
  Wars, a good deal of anti-elf sentiment exists in the 
  nation. Half-orcs are, at best, treated as second class 
  citizens, and, in many instances, treated much worse. 
  They are openly treated with disdain. 
  • 
  Gnomes, humans, and halflings are native the 
  Principality of Ulek, and are treated well. 
   
  Oldid Silverbeard is the noble of the Irongate province 
  and Eastpass is located within that province. He has asked 
  his assistant, Emerald Gemsplitter, to request that the PCs 
  undertake a mission. A mission motivated by new 
  intellegence Oldid has gathered. 
   
  From Principality of Ulek Scenario Spies Like Us the 
  PCs had a chance to learn of an ancient dwarven crypt 
  that was found by three halfling scouts (Bray Burrowfoot, 
  Lurich Longlegs and Turk Toughtoe). The PCs did not get 
  a chance to search out this crypt, but some PCs may have 
  been given a map that will help them locate it in the 
  future. This is a certed item identified as the “Dwarven 
  Crypt Map.” As the judge for this event, you should see if 
  any PC at the table possesses this item. This will help 
  them in this event, so please look for areas that can be 
  bypassed if any PCs own the map. 
   
  Oldid Silverbeard would like for the PCs to find and 
  explore this ancient dwarven vault returning any treasure 
  found within it to Emerald Gemsplitter. The treasure will 
  help pay for more troops for the war against the Pomarj. 
  With these troops Oldid plans on stopping the invading 
  humanoids and then forcing a push into the disputed 
  territory, driving the humanoids back into the Pomarj. 
   
  Oldid and Emerald know very little about the 
  location of the ancient dwarven vault, except that it sits 
  within the hills in the northwest of Corond Province, 
  within the hills.  
   
  There is an old tale about a legendary dwarf, Rudd 
  Rockcutter's and his vault. As the story goes, if his vault is 
  ever found the treasure Rudd willed it to rid the world of 
  the evil humanoids, such as the orcs and goblins. Oldid 
  and Emerald believe the vault the halflings spotted was 
  Rudd’s. 
   
  Rudd Rockcutter was a dwarf and a wealthy 
  merchant of Irongate and due to several thefts that had 
  occurred decided to hide his remaining treasure in the 
  hills, so it could aid his nation one day. He was assisted by 
  only his most loyal aids. However, while placing a vault 
  door near the entrance to the cave, the entrance collapsed 
  leaving Rudd Rockcutter and his assistants trapped. They 
  attempted to dig their way out, but they were 
  unsuccessful. Before their death, Hance Hearthstone, a 
  priest of Vergadain who was with them asked each of the 
  dwarfs if they would allow him to animate their bodies 
  after they died so they could protect the treasure here 
  forever. Each of them agreed and now they are undead. 
  Since they had kept the location secret, no one every 
  found them or the treasure they had guard. 
   
  While the PCs are being gathered to search for the 
  crypt, some of the orcs from the disputed territory 
  discover the vault. The orcs had been sent by one of the 
  warlords in the disputed territory to search the hills of the 
  Principality of Ulek. 
   
  The orc wizard of the group polymorphed himself 
  into a bug, an entered a small crack and into the tomb. He 
  was able to fly around and investigating the crypt while 
  avoiding the danger that within. 
   
  He eventually came upon the treasure room. At this 
  point, he changed back into his original form, pulled out a 
  bag of holding and placed the treasure into it. Next, he 
  changed back into a small bug and left the crypt with 
  most of the crypt’s treasure in tow, leaving most of the 
  crypt undisturbed.  
   
  Luckily for Oldid, Emerald and the PCs, the orc 
  wizard did not find the secret treasure room and the 
  treasure that was hidden within it. 
   
  The map of the crypt is located at the end of the 
  adventure, DM Map #1. 
   
  Player's Handout #1 contains the 'Dwarven Crypt 
  Map' that was certed in Spies Like Us. Only PCs with this 
  cert should get this handout. 
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis    
  This adventure when the PCs receive a note asking them 
  to go to the Pig and Roost in the city of Eastpass. 
   
  Once there they will meet up with Emerald 
  Gemsplitter, who works for Oldid Silverbeard. He will 
  ask the PCs to partake in a mission to find the lost vault. 
  He hopes the PCs can find the vault and return any 
  treasure found within it back to him. 
   
  Some PCs may have the Dwarven Crypt Map from 
  Principality of Ulek Scenario Spies Like Us, which can aid 
  them. 
   
  Additionally, some PCs may even think to visit the 
  two halflings that some of them may have saved in 
  Principality of Ulek scenario Spies Like Us. If they do this, 
  
   
  Crypt of Promise 
   
  Page 4 
  Lurich Longlegs will be able to provide some additional 
  information. 
   
  After heading out on their mission, the PCs will 
  encounter three half-orcs, which they may have come 
  across in Principality of Ulek Scenario Spies Like Us. The 
  half-orcs are looking for the same vault that the PCs are 
  looking for. Any mention by the PCs about the map could 
  lead to either interesting role-playing or a fight. 
   
  After leaving the half-orcs, the PCs will find the 
  vault. They will soon realize that they will need to do 
  some additional digging to get inside. 
   
  Once the PCs start to go deeper inside, they will 
  disturb some skeletons, remains of those who were 
  trapped here. The skeletons will rise and attack until they 
  are destroyed. 
   
  Moving further along, the PCs will come to a hallway 
  filled with several statues of dwarven gods. In this 
  hallway there are several concealed foot-sized holes filled 
  with sharp glass. 
   
  In the next area are several zombies (and possibly a 
  wight), further remains of those who were trapped here, 
  which will attack until they are destroyed. 
   
  One side room off chamber with the zombies is a 
  kitchen and the other is a barracks. And the next door 
  leading further into the vault has an arrow trap upon it. 
   
  Behind the door is the main treasure area, while a 
  hidden treasure area exists behind a well-concealed secret 
  door. 
   
  After the PCs have had a chance to investigate the 
  vault, they will eventually return to Eastpass and Emerald 
  Gemsplitter with or without the hidden treasure in hand. 
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  A note was delivered to you early one morning. The note was 
  A note was delivered to you early one morning. The note was 
  A note was delivered to you early one morning. The note was 
  A note was delivered to you early one morning. The note was 
  from Oldid Silverbeard, the noble of the Irongate province. In 
  from Oldid Silverbeard, the noble of the Irongate province. In 
  from Oldid Silverbeard, the noble of the Irongate province. In 
  from Oldid Silverbeard, the noble of the Irongate province. In 
  this note, Oldid asks you to go to the city of Eastpass for an 
  this note, Oldid asks you to go to the city of Eastpass for an 
  this note, Oldid asks you to go to the city of Eastpass for an 
  this note, Oldid asks you to go to the city of Eastpass for an 
  important mission.
  important mission.
  important mission.
  important mission.    
      
  The note instructs you to
  The note instructs you to
  The note instructs you to
  The note instructs you to meet with Emerald Gemsplitter, 
   meet with Emerald Gemsplitter, 
   meet with Emerald Gemsplitter, 
   meet with Emerald Gemsplitter, 
  one of Oldid Silverbeard's personal assistants, at the tavern, 
  one of Oldid Silverbeard's personal assistants, at the tavern, 
  one of Oldid Silverbeard's personal assistants, at the tavern, 
  one of Oldid Silverbeard's personal assistants, at the tavern, 
  the Pig and Roast.
  the Pig and Roast.
  the Pig and Roast.
  the Pig and Roast.    
      
  You have made the voyage to Eastpass. For some of you, 
  You have made the voyage to Eastpass. For some of you, 
  You have made the voyage to Eastpass. For some of you, 
  You have made the voyage to Eastpass. For some of you, 
  the voyage was quick and swift but for others it was long and 
  the voyage was quick and swift but for others it was long and 
  the voyage was quick and swift but for others it was long and 
  the voyage was quick and swift but for others it was long and 
  hard.
  hard.
  hard.
  hard.    
      
  You arrive in the
  You arrive in the
  You arrive in the
  You arrive in the city of Eastpass and eventually find 
   city of Eastpass and eventually find 
   city of Eastpass and eventually find 
   city of Eastpass and eventually find 
  yourself at the Pig and Roast.
  yourself at the Pig and Roast.
  yourself at the Pig and Roast.
  yourself at the Pig and Roast.    
   
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  Pig and Roast
  Pig and Roast
  Pig and Roast
  Pig and Roast    
  Currently you are within the tavern called the Pig and Roast. 
  Currently you are within the tavern called the Pig and Roast. 
  Currently you are within the tavern called the Pig and Roast. 
  Currently you are within the tavern called the Pig and Roast. 
  It is definitely not the nicest place you have been in, but this is 
  It is definitely not the nicest place you have been in, but this is 
  It is definitely not the nicest place you have been in, but this is 
  It is definitely not the nicest place you have been in, but this is 
  where you were asked to mee
  where you were asked to mee
  where you were asked to mee
  where you were asked to meet Emerald Gemsplitter.
  t Emerald Gemsplitter.
  t Emerald Gemsplitter.
  t Emerald Gemsplitter.    
      
  There are other folks around you that you guess are here 
  There are other folks around you that you guess are here 
  There are other folks around you that you guess are here 
  There are other folks around you that you guess are here 
  for the same reason. They are all looking around the place and 
  for the same reason. They are all looking around the place and 
  for the same reason. They are all looking around the place and 
  for the same reason. They are all looking around the place and 
  are mostly dressed in the fashion of adventures. 
  are mostly dressed in the fashion of adventures. 
  are mostly dressed in the fashion of adventures. 
  are mostly dressed in the fashion of adventures.     
   
  The tavern is run by Grudge Pickaxe, a dwarf who does 
  not think highly of half-orcs or elves. He will serve them, 
  but after all others have been taken care of. He will also 
  act rudely toward them, belligerent may be a better way to 
  describe his demeanor. He will also insist that elves and 
  half-orcs keep their distance from the other patrons 
  unless they are approached first. 
   
  Have the PCs describe and introduce themselves at 
  this time. 
   
  Within the Pig and Roost are a total of eight round 
  tables. Six of these tables seat four people, while the other 
  two seat eight. 
   
  The bar has stools for twenty patrons. Currently in 
  the tavern are roughly forty dwarves, who are here for 
  their evening meal. 
   
  Common Dwarves (40), male dwarf Com1:
  Common Dwarves (40), male dwarf Com1:
  Common Dwarves (40), male dwarf Com1:
  Common Dwarves (40), male dwarf Com1: Medium-Size 
  Humanoid (4 ft. tall); HD 1d8; hp 4; Init +0; Spd 30 ft; AC 
  10; Atks +1 melee (1d4+1 [crit 19-20], dagger); SA none; 
  SQ Dwarven traits; AL CG; SV Fort +2, Ref +0, Will +0. 
   
  Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8. 
   
  Equipment: dagger. 
   
  One of the dwarves is Emerald Gemsplitter. Emerald is 
  very thin for a dwarf, and has thin grayish beard. He 
  wears green nicely pressed robes. 
   
  After the PCs have described themselves to each 
  other, he will approach the PCs and introduce himself. 
   
  Emerald Gemsplitter
  Emerald Gemsplitter
  Emerald Gemsplitter
  Emerald Gemsplitter (male dwarf Exp2; Bluff, +5, 
  Diplomacy +5, Sense Motive +5) negotiates small matters 
  for Oldid Silverbeard. 
   
  He has been instructed to meet the PCs and ask them to 
  partake of an extremely important mission for Oldid 
  Silverbeard. 
   
  The mission is to find an ancient dwarven vault 
  located in the hills of the Corond province. After the PCs 
  find the vault they are given permission to enter it so that 
  they can locate any and all treasure and return with it to 
  Eastpass. Additionally, if any dwarf bodies are found, 
  Emerald requests that they are either given a proper 
  dwarven burial, or left undisturbed if they lie peacefully 
  in the vault.  
   
  Emerald can give the PCs the general location of 
  where the vault is located, but the PCs may have a 
  'Dwarven Crypt Map.'  
   
  Since the PCs are heroes they should be more than 
  willing to jump at the opportunity. If they ask about 
  payment, Emerald Gemsplitter will lecture that often the 
  best payment is not in the form of gems and jewels or 
  even coinage, but he will offer a portion of any treasure 
  the PCs find as payment. He will not go into further detail 
  on this. If any PC refuses Emerald Gemsplitter's offer, the 
  scenario is over. 
   
  Emerald Gemsplitter has the following information 
  for the PCs: 
   
  • 
  Names and descriptions of the three halflings, which 
  accidentally found the cyrpt: 
  
   
  Crypt of Promise 
   
  Page 5 
  • 
  Bray Burrowfoot is a small, thin halfling who 
  loves to collect pressed flowers. He has black 
  hair and black eyes. He is currently undergoing 
  another mission for Oldid Silverbeard. 
  • 
  Lurich Longlegs is an average halfling who has a 
  keen eye. He has black hair, sideburns and black 
  eyes. He is currently recovering from a broken 
  leg and Emerald can provide directions to his 
  home if the PCs would like to talk to Lurich. 
  • 
  Turk Toughtoe was a heavy-set halfling who had 
  good set of ears for listening even for his kind. 
  He was killed in the past mission. 
  • 
  The basic route that the halflings took on their last 
  mission. This information can be found in Player's 
  Handout #2 and should be given to the PCs. He will 
  also inform the PCs that the halflings had stopped at 
  Fort Stonewall to stock up on supplies before moving 
  into the disputed territory. But they did not plan to 
  take any roads after arriving at the fort. He suggests 
  that they should go directly to the vault instead of 
  going to Fort Stonewall to ensure a speeder mission. 
  • 
  The PCs should be on the lookout for any savage 
  humanoids in the disputed territory. This could 
  include kobolds, goblins, orcs or far worse. 
  • 
  An old tale about Rudd Rockcutter's vault and that if 
  it is ever found the treasure found should be used to 
  rid the world of the evil humanoids, such as the orcs 
  and goblins. Emerald believes the vault the halflings 
  found was Rudd’s and does not believe that removing 
  the treasure would disrespect the dead within. 
   
  If the PCs accept this mission, Emerald Gemsplitter will 
  pay for their drinks and meal plus a room for the night, if 
  needed. He will suggest they rest up and leave in the 
  morning. 
   
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Additional Information
  Additional Information
  Additional Information
  Additional Information    
  If the PCs decide to talk to the halfling scout, Lurich 
  Longlegs read the following: 
   
  Following the directions given to you by Emer
  Following the directions given to you by Emer
  Following the directions given to you by Emer
  Following the directions given to you by Emerald, you make 
  ald, you make 
  ald, you make 
  ald, you make 
  your way to Lurich Longlegs' home.
  your way to Lurich Longlegs' home.
  your way to Lurich Longlegs' home.
  your way to Lurich Longlegs' home.    
      
  You find that Lurich lives in a nice, but small, home.
  You find that Lurich lives in a nice, but small, home.
  You find that Lurich lives in a nice, but small, home.
  You find that Lurich lives in a nice, but small, home.    
      
  As you approach, you hear a voice cry out, "Hello 
  As you approach, you hear a voice cry out, "Hello 
  As you approach, you hear a voice cry out, "Hello 
  As you approach, you hear a voice cry out, "Hello 
  travelers, how may I be of service to you today?"
  travelers, how may I be of service to you today?"
  travelers, how may I be of service to you today?"
  travelers, how may I be of service to you today?"    
   
  Lurich will be a little unsure about answering any 
  questions the PCs have about the location of the crypt. 
  But he can be convinced if any PC possesses his necklace 
  from Spies Like Us or if the PCs can convince him that 
  they were summoned by Oldid Silverbeard to find the 
  crypt. 
   
  You may wish to have the PCs make an appropriate 
  skill such as Diplomacy to persuade Lurich. (DC 15) Even 
  with a successful roll, the PCs must roleplay their 
  arguments. 
   
  He will be able to draw them a descent map that will 
  resemble Emerald's map (Player's Handout #2). 
   
  He will indicate that his friend Bray actually found 
  the crypt by accident. Bray was searching around in the 
  hills when he discovered a sizeable hole in the ground, 
  which he promptly investigated. Bray learned that the 
  hole led into what seemed like a dwarven burial place, so 
  the three of them (Bray, Lurich and Turk) decided to 
  leave it alone and move on. 
   
  Lurich can also enlighten the PCs that Turk was 
  killed during their mission and Bray is currently on 
  another mission for Oldid Silverbeard and is not expected 
  to return for several weeks. 
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Moving Out
  Moving Out
  Moving Out
  Moving Out    
  When the PCs depart on their mission, read the 
  following: 
   
  You depart Eastpass heading toward the location of the vault. 
  You depart Eastpass heading toward the location of the vault. 
  You depart Eastpass heading toward the location of the vault. 
  You depart Eastpass heading toward the location of the vault. 
  The first day passes uneventfully and you finally stop to rest.
  The first day passes uneventfully and you finally stop to rest.
  The first day passes uneventfully and you finally stop to rest.
  The first day passes uneventfully and you finally stop to rest.    
   
  Have the PCs decide what watches if any they will set up. 
  Also, allow spell-casters a chance to reselect spells. 
   
  When they are ready to proceed, continue with the 
  following: 
   
  You awake having encountered nothing during your sleep. 
  You awake having encountered nothing during your sleep. 
  You awake having encountered nothing during your sleep. 
  You awake having encountered nothing during your sleep. 
  Nine days pass before you see three humano
  Nine days pass before you see three humano
  Nine days pass before you see three humano
  Nine days pass before you see three humanoid figures off in the 
  id figures off in the 
  id figures off in the 
  id figures off in the 
  distance.
  distance.
  distance.
  distance.    
   
  On the PC's ninth day of travel through the hills, they 
  will encounter three half-orcs who are also searching for 
  the ancient dwarven crypt. 
   
  These scouts have heard that the crypt is full of 
  riches. They like riches. They have heard the treasure 
  includes gems and jewels and perhaps some ancient 
  magical items—all dwarven, and dwarven treasure is 
  always worth more gold than most other treasure.  
   
  The PCs have a few options here. They could: 
   
  • 
  Attack the half-orcs. 
  • 
  Turn around, avoided the half-orcs. 
  • 
  Talk to the half-orcs. 
   
  If attacked, the half-orcs will fight back with no mercy. 
   
  If the PCs decide to talk to them, they will answer 
  any questions the PCs have, but they only have limited 
  information. Some of the PCs may have meet one of the 
  half-orcs, Yeogh, and already spoken with him in 
  Principality of Ulek scenario Spies Like Us. The PCs may 
  also have attacked and 'killed' Yeogh in that scenario but 
  due to the valuable information he has collected in the 
  past, Yeogh was found on death’s door and healed to so he 
  could continue to gather information in the contested 
  area. Now he travels with his cousins, Skarrta and 
  Burthra.  
  
   
  Crypt of Promise 
   
  Page 6 
   
  They will ask the PCs if they have any information 
  that may help them in their search, especially the exact 
  location of the crypt. 
   
  If the PCs mention that they are also looking for the 
  crypt, the half-orcs will insist that the PCs tell them 
  everything they know. If the map is mentioned, the half-
  orcs will demand that the PCs hand it over. If the PCs 
  refuse to give it (or one) up, the half-orcs will attack. 
   
  It is possible for multiple PCs to have the 'Dwarven 
  Crypt Map.' So they could give one up and still have one 
  on them. 
   
  Tiers 1
  Tiers 1
  Tiers 1
  Tiers 1---- 3 (EL 5)
   3 (EL 5)
   3 (EL 5)
   3 (EL 5)    
  Skarrta, Burthra, Yeogh, male half
  Skarrta, Burthra, Yeogh, male half
  Skarrta, Burthra, Yeogh, male half
  Skarrta, Burthra, Yeogh, male half----orc Bbn3:
  orc Bbn3:
  orc Bbn3:
  orc Bbn3: CR 3; 
  Medium Humanoid (6.5 ft. tall); HD 3d12+12; hp 36; Init 
  +1 (Dex); Spd 40 ft.; AC 14 (+1 Dex, +3 studded leather); 
  Atks +6 melee (1d12+3 [crit x3], greataxe); SA Bbn rage 
  1/day; SQ Bbn uncanny dodge; AL CN; SV Fort +6, Ref 
  +2, Will +1. 
   
  Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8. 
   
  Skills: Intuit Danger +6, Jump +6, Listen +6, 
  Wilderness Lore +6; Feats: Toughness, Power Attack 
   
  SA: Rage (Ex)—temporarily gains +4 to Strength, +4 
  Constitution, and a +2 morale bonus on Will saves, but 
  suffers a -2 penalty to AC. 
   
  SQ:    Barbarian Uncanny Dodge—retains his Dexterity 
  bonus to AC regardless of being caught flat-footed or 
  struck by an invisible attacker. 
   
  Equipment: studded leather armor (each), greataxe 
  (each), small leather pouch with 55 sp (total). 
   
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Lost?
  Lost?
  Lost?
  Lost?    
  This encounter will only occur if the PCs do not
  do not
  do not
  do not have the 
  'Dwarven Crypt Map' or lost it to the half-orcs. If the PCs 
  have the map, skip to Encounter Five. 
   
  The day after meeting up with the half
  The day after meeting up with the half
  The day after meeting up with the half
  The day after meeting up with the half----orcs, you continue your 
  orcs, you continue your 
  orcs, you continue your 
  orcs, you continue your 
  travel hoping to find the vault at any time,
  travel hoping to find the vault at any time,
  travel hoping to find the vault at any time,
  travel hoping to find the vault at any time, as it should be very 
   as it should be very 
   as it should be very 
   as it should be very 
  near.
  near.
  near.
  near.    
      
  Looking up overhead, you can see the black clouds of 
  Looking up overhead, you can see the black clouds of 
  Looking up overhead, you can see the black clouds of 
  Looking up overhead, you can see the black clouds of 
  thunderstorms rolling into the hills.
  thunderstorms rolling into the hills.
  thunderstorms rolling into the hills.
  thunderstorms rolling into the hills.    
   
  If the PCs do not possess a map, it will take an additional 
  day of travel to find the crypt. 
   
  You should have them make some tracking and/or 
  spot checks to increase the tension of the situation but 
  eventually they will find the location of the crypt. 
   
  At about mid-day, it will start to rain with the winds 
  picking up dramatically. Check to see what the PCs are 
  doing at this point in time. A couple of hours later, the 
  winds will pick up significantly causing branches, dirt 
  and other debris to start flying wildly around. 
   
  Any PC, who has not taken cover at this point, will 
  take 1d4 points of damage per tier. 
   
  After a few hours, the rains and winds will subside 
  but the dark clouds will linger for the remainder of the 
  day. 
   
  At this point continue on to Encounter Five. 
   
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  Found It
  Found It
  Found It
  Found It    
  You rise the next morning and continue your search. After 
  You rise the next morning and continue your search. After 
  You rise the next morning and continue your search. After 
  You rise the next morning and continue your search. After 
  several hours of travel, 
  several hours of travel, 
  several hours of travel, 
  several hours of travel, [one of the PCs] not
   not
   not
   notices a hole in the 
  ices a hole in the 
  ices a hole in the 
  ices a hole in the 
  ground to just to the left of him or her.
  ground to just to the left of him or her.
  ground to just to the left of him or her.
  ground to just to the left of him or her.    
      
  The hole looks like a small cave entrance and is hidden 
  The hole looks like a small cave entrance and is hidden 
  The hole looks like a small cave entrance and is hidden 
  The hole looks like a small cave entrance and is hidden 
  slightly by rocks and other debris.
  slightly by rocks and other debris.
  slightly by rocks and other debris.
  slightly by rocks and other debris.    
   
  If the PCs decide to investigate the cave entrance, they 
  will see that it is big enough even for humans and half-
  orcs to squeeze through. 
   
  If any PC investigates the ground thoroughly for 
  tracks, they may have a chance to find some (Wilderness 
  Lore, DC 30 with Tracking feat). If the PCs are successful, 
  they will notice some footprints of several medium-sized 
  humanoids (orcs). 
   
  Ten days ago some of the orcs from the disputed area 
  discovered the crypt. They raided a portion of the treasure 
  and then, to the best of their ability, covered their tracks 
  before returning to the disputed territory. 
   
  Since only the orc wizard, polymorphed into a bug, 
  into the crypt, there will be little, if any, signs of their 
  presence inside. 
   
  When the PCs enter the crypt through the hole, 
  continue with the next encounter. 
   
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  The Crypt
  The Crypt
  The Crypt
  The Crypt    
  Having found the vault, your adve
  Having found the vault, your adve
  Having found the vault, your adve
  Having found the vault, your adventure has just begun. You 
  nture has just begun. You 
  nture has just begun. You 
  nture has just begun. You 
  are now ready to search for the legendary treasure.
  are now ready to search for the legendary treasure.
  are now ready to search for the legendary treasure.
  are now ready to search for the legendary treasure.    
      
  Before you is a small and narrow pathway that slopes 
  Before you is a small and narrow pathway that slopes 
  Before you is a small and narrow pathway that slopes 
  Before you is a small and narrow pathway that slopes 
  further into the ground.
  further into the ground.
  further into the ground.
  further into the ground.    
      
  Looking down the pathway, you see that, it is blocked 
  Looking down the pathway, you see that, it is blocked 
  Looking down the pathway, you see that, it is blocked 
  Looking down the pathway, you see that, it is blocked 
  with a huge pile of rocks. You will have to 
  with a huge pile of rocks. You will have to 
  with a huge pile of rocks. You will have to 
  with a huge pile of rocks. You will have to dig, or find some 
  dig, or find some 
  dig, or find some 
  dig, or find some 
  other way into the crypt. 
  other way into the crypt. 
  other way into the crypt. 
  other way into the crypt.     
   
  When Rudd Rockcutter and his aids were here, they 
  caused a cave-in, which blocked the only way out of the 
  crypt. Despite their efforts to escape, they were unable to 
  do so before food and air ran out. 
   
  Over the years small cracks and holes in the rocks 
  formed. It was through one of those cracks that the orc 
  wizard gained entrance into the crypt. 
   
  The PCs will need to make the small cracks bigger so 
  they can squeeze through. If this is done with by hand, it 
  will take approximately four hours for a hole just big 
  enough for a human to gain entrance into the crypt. If 
  they wish to make the hole so they can walk through it 
  will take an additional two hours. 
  
   
  Crypt of Promise 
   
  Page 7 
   
  When the PCs get past the rocks and debris, 
  continue with the next encounter. 
   
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven    
  Bones
  Bones
  Bones
  Bones    
  Having made a tunnel big enough for you to fit through, you 
  Having made a tunnel big enough for you to fit through, you 
  Having made a tunnel big enough for you to fit through, you 
  Having made a tunnel big enough for you to fit through, you 
  make your way through the to the other side and deeper into 
  make your way through the to the other side and deeper into 
  make your way through the to the other side and deeper into 
  make your way through the to the other side and deeper into 
  the vault.
  the vault.
  the vault.
  the vault.    
   
  Determine what the 'marching order' of the PCs within 
  the vault, and through the narrow space.  
   
  As you squeeze through your entrance you see several short and 
  As you squeeze through your entrance you see several short and 
  As you squeeze through your entrance you see several short and 
  As you squeeze through your entrance you see several short and 
  stocky skeletons with picks at their side lying on the floor 
  stocky skeletons with picks at their side lying on the floor 
  stocky skeletons with picks at their side lying on the floor 
  stocky skeletons with picks at their side lying on the floor 
  across this circular chamber. In the middle of this room is an 
  across this circular chamber. In the middle of this room is an 
  across this circular chamber. In the middle of this room is an 
  across this circular chamber. In the middle of this room is an 
  altar.
  altar.
  altar.
  altar.    
      
  As the first member of your party, moves throu
  As the first member of your party, moves throu
  As the first member of your party, moves throu
  As the first member of your party, moves through the 
  gh the 
  gh the 
  gh the 
  tunnel into the room, the skeletons rise, their bones crackling 
  tunnel into the room, the skeletons rise, their bones crackling 
  tunnel into the room, the skeletons rise, their bones crackling 
  tunnel into the room, the skeletons rise, their bones crackling 
  as they shamble to their feet and toward you. A small cloud of 
  as they shamble to their feet and toward you. A small cloud of 
  as they shamble to their feet and toward you. A small cloud of 
  as they shamble to their feet and toward you. A small cloud of 
  dust fills the room, disturbed by the awakening undead. 
  dust fills the room, disturbed by the awakening undead. 
  dust fills the room, disturbed by the awakening undead. 
  dust fills the room, disturbed by the awakening undead.     
   
  The fine dust cloud creates a circumstance similar to light 
  fog (i.e., One-quarter concealment) for the first three 
  rounds of combat. The cloud will envelop a 30-foot square 
  area around where the skeletons rise. The skeletons will 
  attack the PCs, and will not stay in the dust cloud to do so. 
  Their instructions are simple: attack all that enter. They 
  will attack until destroyed.  
   
  Only the first three PCs will be able to attack in the 
  first round, as the others will need to continuing crawling 
  to get into the room. 
   
  Unless the PCs take precautions, the skeletons will 
  attempt to have one of their number on each of the PCs. 
  Otherwise, they will concentrate on the PC who entering 
  this area first. 
   
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)    
  Skeleton
  Skeleton
  Skeleton
  Skeleton (6): CR 1/3; Medium-Size Undead (4 1/2 ft. 
  Tall); HD 1d12; hp 6 (each); Init +5 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atks 
  +0/+0 melee (1d4 [x2], claws); SQ Undead, Immunities; 
  AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Immunities—
  skeletons have cold immunity. Because they lack flesh or 
  internal organs, they are not damaged by piercing 
  weapons and take only half damage from slashing 
  weapons. 
   
  Tier 2 (EL 4)
  Tier 2 (EL 4)
  Tier 2 (EL 4)
  Tier 2 (EL 4)    
  Skeleton
  Skeleton
  Skeleton
  Skeleton (10): CR 1/3; Medium-Size Undead (4 1/2 ft. 
  Tall); HD 1d12; hp 6 (each); Init +5 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atks 
  +0/+0 melee (1d4 [x2], claws); SQ Undead, Immunities; 
  AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Immunities—
  skeletons have cold immunity. Because they lack flesh or 
  internal organs, they are not damaged by piercing 
  weapons and take only half damage from slashing 
  weapons. 
   
  Tier 3 (EL 5)
  Tier 3 (EL 5)
  Tier 3 (EL 5)
  Tier 3 (EL 5)    
  Skeleton
  Skeleton
  Skeleton
  Skeleton (14): CR 1/3; Medium-Size Undead (4 1/2 ft. 
  Tall); HD 1d12; hp 6 (each); Init +5 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atks 
  +0/+0 melee (1d4 [x2], claws); SQ Undead, Immunities; 
  AL N; SV Fort +0, Ref +1, Will +2 
   
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11. 
   
  Feats: Improved Initiative 
   
  SQ: Undead—immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Immunities—
  skeletons have cold immunity. Because they lack flesh or 
  internal organs, they are not damaged by piercing 
  weapons and take only half damage from slashing 
  weapons. 
   
  Skeletons are the animated bones of the dead, mindless 
  automatons who obey the orders of their masters. 
   
  These undead creatures are garbed in nothing more 
  than the rotting remnants of armor they were wearing 
  when they died. Pinpoints of red light smolder within 
  their empty eye sockets. 
   
  Additionally, there are several rusty and broken 
  picks, daggers and axes lying on the ground. They too 
  have no value. 
   
  The skeletons are part of the Rudd Rockcutter's 
  dwarven group that died many years ago.  Hance 
  Hearthstone, after gaining their approval for the act, 
  animated them to serve as defenders for the vault and its 
  treasure. 
   
  The circular room is skillfully cut and those with 
  knowledge 
  of 
  stonework 
  or 
  dwarves 
  (Appraise 
  (stonework), DC 15 for the former or Stonework DC 10 
  for the latter) will know that the chamber is dwarf crafted, 
  of the design favored in Rudd Rockcutter’s lifetime. 
   
  The altar in the middle is the type used to pray to the 
  gods of the dwarven pantheon (Knowledge (local or 
  architecture), DC 10). 
   
  If the PCs go to investigate the walls, they will find 
  that the wall on the left side of the room is covered in 
  runes (ancient dwarven). If anyone has the ability to read 
  them, the runes will read as blessing to the gods of the 
  dwarven pantheon and prayers to those gods that ask that 
  the world be rid of evil humanoids. 
  
   
  Crypt of Promise 
   
  Page 8 
   
  The wall on the right side of the room has no 
  markings. The dwarfs that were trapped inside here did 
  not have a chance to complete their work. 
   
  There are no other passages into this room. However, 
  if any PC goes to the altar and kneels down upon it, the 
  altar will start to slowly move downward into the ground. 
   
  This passage can also be detect by a successful check 
  with the following abilities: 
   
  • 
  Search (DC 30); elves will get this with a +2 bonus 
  just by passing within five feet of it. 
  • 
  Dwarf's Stonecutting ability (DC 20) 
   
  If the PCs descend with the altar continue with the next 
  encounter. 
   
   
  Encounter Eight
  Encounter Eight
  Encounter Eight
  Encounter Eight    
  Statues
  Statues
  Statues
  Statues    
  Heading further down into the hole created by the lowering 
  Heading further down into the hole created by the lowering 
  Heading further down into the hole created by the lowering 
  Heading further down into the hole created by the lowering 
  altar, you come to a lower level.
  altar, you come to a lower level.
  altar, you come to a lower level.
  altar, you come to a lower level.    
   
  This next level is about fifty feet down and was mined by 
  dwarves many years ago. 
   
  The ceiling is about twenty feet high. 
   
  Before the PCs is a tunnel ten feet wide that goes 
  thirty feet before it widens to about thirty feet. 
   
  In the area that widens out, there are 10 nine-foot tall 
  statues of some gods of the dwarven pantheon. Please see 
  DM Aid #2
  DM Aid #2
  DM Aid #2
  DM Aid #2 for a more detailed map of this area. 
   
  The statues represent the following dwarven gods 
  (with numbers relating to the map provided): 
   
  1. 
  Dumathoin
  Dumathoin
  Dumathoin
  Dumathoin -- Keeper of Secrets under the Mountain, 
  the Silent Keeper, the Mountain Shield 
  2. 
  Vergadain
  Vergadain
  Vergadain
  Vergadain -- God of Wealth and Luck, the Merchant 
  King, the Trickster, the Laughing Dwarf, the Short 
  Father 
  3. 
  Berronar Truesilver
  Berronar Truesilver
  Berronar Truesilver
  Berronar Truesilver -- Revered Mother; Mother 
  Goddess; Matron of Home and Hearth; Mother of 
  Safety, Truth, and Home. 
  4. 
  Clangeddin Silverbeard
  Clangeddin Silverbeard
  Clangeddin Silverbeard
  Clangeddin Silverbeard -- Father of Battle, Lord of 
  the Twin Axes, Giantkiller, Goblinbane, Wyrmslayer, 
  the Rock of Battle. 
  5. 
  Moradin
  Moradin
  Moradin
  Moradin -- The Soul Forger, Dwarffather, the All-
  Father, the Creator. 
   
  The statues are exquisitely done and are very life-like. If 
  the PCs are worried that the statues will animate and 
  attack, inform them that it seems like the statues are 
  watching them. The statues are not the problem. The 
  problem is: 
   
  Holes filled with sharp glass:
  Holes filled with sharp glass:
  Holes filled with sharp glass:
  Holes filled with sharp glass: Damage as below; Reflex 
  save to avoid (DC 20); Search (DC 25 on initial but DC 20 
  afterwards); Disable Device (DC 20). 
   
  Also locating in the room, but unbeknownst to the PCs, 
  there are several holes (about the size of a large human's 
  foot) that have been dug out and covered with a thin 
  piece of slate and filled with shards of sharp glass. The 
  entire floor is covered with slate tiles, so determining 
  which is floor and which are the small pit traps will be 
  very difficult (Search, DC 20, such searching will take 5 
  minutes per 10 ft. section). These holes are randomly 
  scattered about the room. The only way to definitely 
  safely pass these holes is to walk straight up to the first 
  statue on the right side, then walk across the hallway to 
  the first statue on the left and proceed back and forth 
  until the last statue has reached. 
   
  If the PCs do not do this, each PC will have a 50% 
  chance per statue passed (11 in total) of stepping onto a 
  thin slate of rock that is over the hole breaking it, driving 
  their foot into the shards of glass. 
   
   
  The amount of damage depends on the tier and the 
  rate at which the PC was moving. See the chart below for 
  details: 
   
      
  Slowly 
  Slowly 
  Slowly 
  Slowly 
  Walking
  Walking
  Walking
  Walking    
  Walking
  Walking
  Walking
  Walking    
  Running
  Running
  Running
  Running    
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  1d2-1 
  1d3 
  1d4+1 
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  1d4-2 
  1d4 
  1d6+2 
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  2d4-3 
  2d4 
  2d4+3 
   
  Do not forget that the PCs will need to deal with this area 
  on their return. 
   
  On the far end of the hallway is an oak door that is 
  slightly ajar. 
   
   
  Encounter Nine
  Encounter Nine
  Encounter Nine
  Encounter Nine    
  Flesh
  Flesh
  Flesh
  Flesh    
  When the PCs continue through the oak door read the 
  following: 
   
  Having made it past the dwarven statues, and through the 
  Having made it past the dwarven statues, and through the 
  Having made it past the dwarven statues, and through the 
  Having made it past the dwarven statues, and through the 
  oak door, you peer 
  oak door, you peer 
  oak door, you peer 
  oak door, you peer into the next room. You smell the rank odor 
  into the next room. You smell the rank odor 
  into the next room. You smell the rank odor 
  into the next room. You smell the rank odor 
  of death.
  of death.
  of death.
  of death.    
      
  In there room there are several half
  In there room there are several half
  In there room there are several half
  In there room there are several half----decayed corpses, 
  decayed corpses, 
  decayed corpses, 
  decayed corpses, 
  inching toward you.
  inching toward you.
  inching toward you.
  inching toward you.    
   
  The zombies are the remaining part of the Rudd 
  Rockcutter's dwarven group that died many years ago. 
   
  The zombies will attack until destroyed. 
   
  There are several rusty and broken picks, daggers and 
  axes lying on the ground. They too have no value. 
   
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)    
  Zombies
  Zombies
  Zombies
  Zombies (6): CR 1/2; Medium Undead (4.5 ft. tall); HD 
  2d12+3; hp 16 (each); Init –1 (Dex); Spd 30 ft; AC 11 (-1 
  Dex, +2 natural); Atks +2 melee (1d6+1, slam); SQ Partial 
  Actions Only, Undead; AL N; SV Fort +0, Ref -1, Will +3 
   
  Str 13, Dex 8, Con —, Int —, Wis 10, Cha 3. 
   
  Feats: Toughness. 
   
  SQ: Undead—Immune to mind influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  
   
  Crypt of Promise 
   
  Page 9 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Partial Actions Only 
  (Ex)—zombies have poor reflexes and can perform only 
  partial actions. Thus they can move or attack, but not both 
  in the same round. 
   
  Tier 2 (EL 7)
  Tier 2 (EL 7)
  Tier 2 (EL 7)
  Tier 2 (EL 7)    
  Zombies
  Zombies
  Zombies
  Zombies (7): CR 1/2; Medium Undead (4.5 ft. tall); HD 
  2d12+3; hp 16 (each); Init –1 (Dex); Spd 30 ft; AC 11 (-1 
  Dex, +2 natural); Atks +2 melee (1d6+1, slam); SQ Partial 
  Actions Only, Undead; AL N; SV Fort +0, Ref -1, Will +3 
   
  Str 13, Dex 8, Con —, Int —, Wis 10, Cha 3. 
   
  Feats: Toughness. 
   
  SQ: Undead—Immune to mind influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Partial Actions Only 
  (Ex)—zombies have poor reflexes and can perform only 
  partial actions. Thus they can move or attack, but not both 
  in the same round. 
   
  Wight
  Wight
  Wight
  Wight (1): CR 3; Medium Undead (4.5 ft. tall); HD 4d12; 
  hp 28; Init +1 (Dex); Spd 30 ft; AC 15 (+1 Dex, +4 natural); 
  Atks +3 melee (1d4+1, slam plus energy drain); SA Energy 
  Drain, Create Spawn; SQ Undead; AL LE; SV Fort +1, Ref 
  +2, Will +5 
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15. 
   
  Skills: Climb +5, Hide +8, Listen +8, Move Silently 
  +16, Search +7, Spot +8. Feats: Blind-Fight 
   
  SQ: Undead—Immune to mind influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Energy Drain (Su)—
  living creatures hit by a wight's slam attack suffer one 
  negative level. The Fortitude save to remove the negative 
  level has a DC of 14; Create Spawn (Su)—any humanoid 
  slain by a wight becomes a wight in 1d4 rounds. Spawn 
  are under the command of the wight that created them 
  and remain enslaved until its death. They do not possess 
  any of the abilities they had in life. 
   
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)    
  Zombies
  Zombies
  Zombies
  Zombies (10): CR 1/2; Medium Undead (4.5 ft. tall); HD 
  2d12+3; hp 16 (each); Init –1 (Dex); Spd 30 ft; AC 11 (-1 
  Dex, +2 natural); Atks +2 melee (1d6+1, slam); SQ Partial 
  Actions Only, Undead; AL N; SV Fort +0, Ref -1, Will +3 
   
  Str 13, Dex 8, Con —, Int —, Wis 10, Cha 3. 
   
  Feats: Toughness. 
   
  SQ: Undead—Immune to mind influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Partial Actions Only 
  (Ex)—zombies have poor reflexes and can perform only 
  partial actions. Thus they can move or attack, but not both 
  in the same round. 
   
  Wight
  Wight
  Wight
  Wight (1): CR 3; Medium Undead (4.5 ft. tall); HD 4d12; 
  hp 28; Init +1 (Dex); Spd 30 ft; AC 15 (+1 Dex, +4 natural); 
  Atks +3 melee (1d4+1, slam plus energy drain); SA Energy 
  Drain, Create Spawn; SQ Undead; AL LE; SV Fort +1, Ref 
  +2, Will +5 
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15. 
   
  Skills: Climb +5, Hide +8, Listen +8, Move Silently 
  +16, Search +7, Spot +8. Feats: Blind-Fight 
   
  SQ: Undead—Immune to mind influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not subject 
  to critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage; Energy Drain (Su)—
  living creatures hit by a wight's slam attack suffer one 
  negative level. The Fortitude save to remove the negative 
  level has a DC of 14; Create Spawn (Su)—any humanoid 
  slain by a wight becomes a wight in 1d4 rounds. Spawn 
  are under the command of the wight that created them 
  and remain enslaved until its death. They do not possess 
  any of the abilities they had in life. 
   
  Zombies are corpses reanimated through dark and 
  sinister magic. These mindless automations shamble 
  about. 
   
  Zombies are not pleasant to look upon. Drawn from 
  their graves, half-decayed and partially consumed by 
  worms, they wear the tattered remains of their burial 
  clothes. A heavy, rank odor of death hangs heavy in the 
  air around them. 
   
  A wight's appearance is a weird and twisted 
  reflection of the form it had in life. Wild, frantic eyes 
  burn with malevolence. They leathery, desiccated flesh is 
  drawn tight across its bones and his teeth have grown 
  into sharp, jagged needles. 
   
  At the back of the room is a wooden door that has 
  been warped slightly. The orc wizard was able to pass this 
  door through the warped spaces and without having to 
  move it. 
   
  This room also has doors on each side wall. The door 
  on the right leads to the barracks for the men, while the 
  door on the left leads to a kitchen and resting area. 
   
  Barracks
  Barracks
  Barracks
  Barracks    
  The barracks have nearly a dozen bunk beds and several 
  iron chests, some of which are locked. The chests are 
  filled with clothes. If the PCs carefully search each of the 
  dozen chests, they will find 45 sp total. 
   
  Lying on one of the beds are the skeletal remains of 
  Hance Hearthstone, the priest of Vergadain who 
  animated the undead. The clothes are now rags and there 
  is a silver holy symbol of Vergadain around his neck. The 
  PCs should make a Knowledge (religion) Check (DC 10) 
  to determine that it is a holy symbol of Vergadain. 
  Dwarves gain a +2 circumstance bonus to this roll.  
   
  If the PCs use speak with dead to talk to Hance 
  Hearthstone, he will give little information unless spoken 
  to in dwarven. He is still bound to give the information 
  requests (he does speak common), but will be more 
  cryptic with his answers. 
   
  He has the following information, which may be of 
  interest or help to the PCs: 
   
  • 
  This place was originally built to be a vault for Rudd 
  Rockcutter's treasure. Rudd wanted to keep his 
  treasure safe from the multitude of thieves in 
  
   
  Crypt of Promise 
   
  Page 10 
  Eastpass so he brought a large sum of it here to hide 
  it. 
  • 
  The vault was nearly completed but their attempts to 
  safely seal the vault were unsuccessful and caused a 
  cave-in near the entrance. Their tried to escape but 
  their attempt was in vain. 
  • 
  Before each of the dwarfs died, he asked for their 
  permission to animate them and forever guard the 
  vault. 
  • 
  He knows that this place has several traps. 
   
  Kitchen
  Kitchen
  Kitchen
  Kitchen    
  The kitchen and resting area has several wooden chairs 
  and a large oak table. Most of the chairs have been warped 
  by the years of decay. 
   
  There is also a fire pit with a small hole (roughly 6 
  inches wide) on the ceiling leading upward to a clogged 
  hole that once reached to the surface. There are pieces of 
  normal kitchenware (spots, spoons, knives, forks, etc.) 
  now rusted and worthless. 
   
   
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten    
  Arrow in the Back
  Arrow in the Back
  Arrow in the Back
  Arrow in the Back    
  Having dealt with the zombies, you open the
  Having dealt with the zombies, you open the
  Having dealt with the zombies, you open the
  Having dealt with the zombies, you open the warped door. 
   warped door. 
   warped door. 
   warped door. 
  Beyond is a small room about ten feet wide and ten feet long 
  Beyond is a small room about ten feet wide and ten feet long 
  Beyond is a small room about ten feet wide and ten feet long 
  Beyond is a small room about ten feet wide and ten feet long 
  with another door on the far side.
  with another door on the far side.
  with another door on the far side.
  with another door on the far side.    
      
  The second door has a one
  The second door has a one
  The second door has a one
  The second door has a one----foot long crack at its base.
  foot long crack at its base.
  foot long crack at its base.
  foot long crack at its base.    
   
  When the second door is pushed open, several arrows 
  will fire out toward the door hitting anyone standing in 
  front of it. 
   
  Arrow trap:
  Arrow trap:
  Arrow trap:
  Arrow trap: +5 ranged (see below); Search (DC 22), 
  Disable Device (DC 20). 
   
  If any PC does trigger the trap on the second door, they 
  will risk the chance of taking damage as follows: 
   
      
  # of Arrows
  # of Arrows
  # of Arrows
  # of Arrows    
  Total 
  Damage 
  Total 
  Damage 
  Total 
  Damage 
  Total 
  Damage 
  per arrow
  per arrow
  per arrow
  per arrow    
  TTTTier 1
  ier 1
  ier 1
  ier 1    
  1 
  1d4/x3 crit 
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  2 
  1d6/x3 crit 
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  4 
  1d6/x3 crit 
   
  The trap will reset each time the door is closed, but can 
  easily be forced to stay open. 
   
  There are several possible ways to avoid the trap, 
  which include: 
   
  • 
  Throw something heavy at the door, forcing it open. 
  • 
  Crawl through the hole on the base of the door. 
   
  The orc wizard entered the room beyond by way of the 
  crack in the door.  
   
   
  Encounter Eleven
  Encounter Eleven
  Encounter Eleven
  Encounter Eleven    
  Treasure Room
  Treasure Room
  Treasure Room
  Treasure Room    
  As you peer into the next room, you see that a large stone table 
  As you peer into the next room, you see that a large stone table 
  As you peer into the next room, you see that a large stone table 
  As you peer into the next room, you see that a large stone table 
  dominates the roo
  dominates the roo
  dominates the roo
  dominates the room. The table appears both strong and sturdy 
  m. The table appears both strong and sturdy 
  m. The table appears both strong and sturdy 
  m. The table appears both strong and sturdy 
  but nothing rests on top of it.
  but nothing rests on top of it.
  but nothing rests on top of it.
  but nothing rests on top of it.    
      
  The dust on the floor is nearly half an inch thick. There 
  The dust on the floor is nearly half an inch thick. There 
  The dust on the floor is nearly half an inch thick. There 
  The dust on the floor is nearly half an inch thick. There 
  are no other doors leading into this room.
  are no other doors leading into this room.
  are no other doors leading into this room.
  are no other doors leading into this room.    
   
  If the PCs search the table and the area around it, have 
  them make a Spot check (DC 10). Those PCs who are 
  successful will discover that the dust just around the table 
  on the floor has been disturbed. It appears that a human-
  sized bipedal creature has recently been here (ten days 
  ago). As well, the table has some places where dust rests 
  but in other parts there is no dust what so ever. 
   
  The orc wizard found the treasure and quickly 
  changed back to his normal form. He stood around table 
  gathering the treasure, putting it into a bag of holding and 
  than switched back into a bug and left the crypt. 
   
  If the PCs continue to search, and make a successful 
  Search check (DC 15), they will be able to determine that 
  there was a sizeable amount of treasure, but exactly what 
  it consisted of cannot be determined. 
   
  Also, in the far right corner of the room is a secret 
  door, which leads to Encounter Twelve. 
   
  The secret door spotted in the following instances: 
   
  • 
  Search (DC 30); elves will get this with a +2 bonus 
  just by passing within five feet of it. 
  • 
  Dwarf's Stonecutting ability (DC 30) 
   
   
  Encounter Tw
  Encounter Tw
  Encounter Tw
  Encounter Twelve
  elve
  elve
  elve    
  Secret Treasure Room
  Secret Treasure Room
  Secret Treasure Room
  Secret Treasure Room    
  You open the secret door in the empty treasure room to find 
  You open the secret door in the empty treasure room to find 
  You open the secret door in the empty treasure room to find 
  You open the secret door in the empty treasure room to find 
  another room about ten feet wide by ten feet long.
  another room about ten feet wide by ten feet long.
  another room about ten feet wide by ten feet long.
  another room about ten feet wide by ten feet long.    
   
  If the PCs look for another secret door and are successful, 
  continue with the following: 
   
  You find another secret door
  You find another secret door
  You find another secret door
  You find another secret door located on the far side of this 
   located on the far side of this 
   located on the far side of this 
   located on the far side of this 
  small room. Opening the door and looking through it, you 
  small room. Opening the door and looking through it, you 
  small room. Opening the door and looking through it, you 
  small room. Opening the door and looking through it, you 
  find some of what you have been looking for.
  find some of what you have been looking for.
  find some of what you have been looking for.
  find some of what you have been looking for.    
      
  Before you lies a pouch filled with some coins, some silver 
  Before you lies a pouch filled with some coins, some silver 
  Before you lies a pouch filled with some coins, some silver 
  Before you lies a pouch filled with some coins, some silver 
  bars plus several beautiful gems and even a leather book and
  bars plus several beautiful gems and even a leather book and
  bars plus several beautiful gems and even a leather book and
  bars plus several beautiful gems and even a leather book and    
  an exotic dwarven waraxe.
  an exotic dwarven waraxe.
  an exotic dwarven waraxe.
  an exotic dwarven waraxe.    
   
  The PCs will find the following here: 
   
  • 
  Ten plated silver bars worth 10 sp each 
  • 
  One large flawed ruby worth 50 gp 
  • 
  Five small flawed rubies worth 10 gp each 
  • 
  100 pp 
  • 
  Dwarven waraxe, Orcsplitter 
  • 
  Spellbook 
   
  
   
  Crypt of Promise 
   
  Page 11 
  The total value of the material treasure is worth 2,500 gp. 
  It is not intended for the PCs to keep any of this
  It is not intended for the PCs to keep any of this
  It is not intended for the PCs to keep any of this
  It is not intended for the PCs to keep any of this. They 
  must return it to Emerald who will then give it to Oldid 
  Silverbeard. 
   
  Keeping any of the treasure from the crypt (except 
  what is given to them) will have dire consequences for 
  the PCs. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Ending A
  Ending A
  Ending A
  Ending A    
  If the PCs did not fully explore the crypt (i.e. not making 
  it to Encounter Eleven), read the following: 
   
  You return to Eastpass without completing your quest. You are 
  You return to Eastpass without completing your quest. You are 
  You return to Eastpass without completing your quest. You are 
  You return to Eastpass without completing your quest. You are 
  thanked, but questioned about your lack of tre
  thanked, but questioned about your lack of tre
  thanked, but questioned about your lack of tre
  thanked, but questioned about your lack of treasure and where 
  asure and where 
  asure and where 
  asure and where 
  you think that treasure might be. You can only hope that the 
  you think that treasure might be. You can only hope that the 
  you think that treasure might be. You can only hope that the 
  you think that treasure might be. You can only hope that the 
  treasure will one day be found so it can be used to help rid the 
  treasure will one day be found so it can be used to help rid the 
  treasure will one day be found so it can be used to help rid the 
  treasure will one day be found so it can be used to help rid the 
  disputed territory of those foul humanoids.
  disputed territory of those foul humanoids.
  disputed territory of those foul humanoids.
  disputed territory of those foul humanoids.    
   
  The PCs will receive nothing for their partial effort. 
   
  Ending B
  Ending B
  Ending B
  Ending B    
  If the PCs located the treasure room and found that it was 
  empty but did not discover the secret treasure room; read 
  the following: 
   
  You return to Eastpass having completed your quest, but not 
  You return to Eastpass having completed your quest, but not 
  You return to Eastpass having completed your quest, but not 
  You return to Eastpass having completed your quest, but not 
  with the result you had hoped. You are thanked, but 
  with the result you had hoped. You are thanked, but 
  with the result you had hoped. You are thanked, but 
  with the result you had hoped. You are thanked, but 
  questioned on t
  questioned on t
  questioned on t
  questioned on the where you think the treasure may have 
  he where you think the treasure may have 
  he where you think the treasure may have 
  he where you think the treasure may have 
  gone.
  gone.
  gone.
  gone.    
   
  The PCs will be given 50 sp each for their help in this 
  mission. 
   
  The PCs will also be allowed to keep the silver holy 
  symbol of Veradain if it was found. 
   
  Ending C
  Ending C
  Ending C
  Ending C    
  If the PCs found and returned all of the secret treasure; 
  read the following: 
   
  You return to Eastpass with only a portion of the valuable 
  You return to Eastpass with only a portion of the valuable 
  You return to Eastpass with only a portion of the valuable 
  You return to Eastpass with only a portion of the valuable 
  gems, jewels, and coins that you thought you would find. Still 
  gems, jewels, and coins that you thought you would find. Still 
  gems, jewels, and coins that you thought you would find. Still 
  gems, jewels, and coins that you thought you would find. Still 
  you are not empty handed and this treasure will help to 
  you are not empty handed and this treasure will help to 
  you are not empty handed and this treasure will help to 
  you are not empty handed and this treasure will help to 
  achieve the Principality’s goals
  achieve the Principality’s goals
  achieve the Principality’s goals
  achieve the Principality’s goals    
      
  You are 
  You are 
  You are 
  You are thanked, but questioned on where you think the 
  thanked, but questioned on where you think the 
  thanked, but questioned on where you think the 
  thanked, but questioned on where you think the 
  remaining treasure may have gone.
  remaining treasure may have gone.
  remaining treasure may have gone.
  remaining treasure may have gone.    
   
  The PCs will be given 100 sp each for their help in this 
  mission, plus the Favor of Oldid Silverbeard. 
   
  The PCs will also be allowed to keep the following 
  items: 
   
  • 
  Dwarven Waraxe, Orcsplitter 
  • 
  Spellbook 
  • 
  Silver holy symbol of Veradain (if found) 
   
  See the Treasure Summary for a description of these 
  items. 
   
  Ending D
  Ending D
  Ending D
  Ending D    
  If the PCs located the secret treasure room, but decided to 
  keep some of treasure for themselves, read the following: 
   
  You return to Eastpass having completing your quest with 
  You return to Eastpass having completing your quest with 
  You return to Eastpass having completing your quest with 
  You return to Eastpass having completing your quest with 
  some coins and valuables in your pocket.
  some coins and valuables in your pocket.
  some coins and valuables in your pocket.
  some coins and valuables in your pocket.    
      
  You have decided not to turn them over to Emerald or 
  You have decided not to turn them over to Emerald or 
  You have decided not to turn them over to Emerald or 
  You have decided not to turn them over to Emerald or 
  Oldid Silverbeard but no one seems to notice.
  Oldid Silverbeard but no one seems to notice.
  Oldid Silverbeard but no one seems to notice.
  Oldid Silverbeard but no one seems to notice.    
      
  You are thanked, but questioned on the where you think 
  You are thanked, but questioned on the where you think 
  You are thanked, but questioned on the where you think 
  You are thanked, but questioned on the where you think 
  the treasure may have gone.
  the treasure may have gone.
  the treasure may have gone.
  the treasure may have gone.    
   
  The PCs will be given nothing for their help in this 
  mission, plus any PC who kept (stole) some of the 
  treasure or knowingly let others keep it will receive the 
  Rebuff of Oldid Silverbeard. PCs may use three Favors of 
  Oldid Silverbeard to rectify the situation, thus removing 
  the Rebuff (rip up the cert). Anyone with the Rebuff of 
  Oldid Silverbeard may not use any Favors of Oldid Silverbeard 
  for any other reason until it has been countered. 
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Peacefully dealing with half-orcs 
  25 xp 
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven    
  Defeating skeletons 
  75 xp 
   
  Encounter Eight
  Encounter Eight
  Encounter Eight
  Encounter Eight    
  Defeat the broken glass trap 
  25 xp 
   
  Encounter Nine
  Encounter Nine
  Encounter Nine
  Encounter Nine    
  Defeating zombies (& wight) 
  125 xp 
   
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten    
  Defeating arrow trap 
  25 xp 
   
  Encounter Twelve
  Encounter Twelve
  Encounter Twelve
  Encounter Twelve    
  Finding the secret treasure room 
  50 xp 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Burying the undead dwarfs 
  25 xp 
  Discovering that someone had found the crypt and 
  informing Emerald of that discovery 
  50 xp 
   
  
   
  Crypt of Promise 
   
  Page 12 
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total Possible Experience
  Total Possible Experience
  Total Possible Experience
  Total Possible Experience    
  500 xp
  500 xp
  500 xp
  500 xp 
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 200 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Two:
  Encounter Two:
  Encounter Two:
  Encounter Two: 
  • 
  55 sp 
   
  Encounter Two:
  Encounter Two:
  Encounter Two:
  Encounter Two:    
  • 
  45 sp 
   
  Encounter Twelve:
  Encounter Twelve:
  Encounter Twelve:
  Encounter Twelve:    
  Please note the following four treasure items are only if 
  the PCs stole the treasure. 
  • 
  Ten plated silver bars worth 10 sp each 
  • 
  One large flawed ruby worth 50 gp 
  • 
  Five small flawed rubies worth 10 gp each 
  • 
  100 pp 
   
  The following items here were found in the crypt but will 
  be given to the PCs for their help in this matter: 
  • 
  Dwarven Waraxe, Orcsplitter (Value 330 gp, weight 
  15 lb.), masterwork dwarven waraxe.  
   
  • 
  Spellbook (1/4/2/1) (Value 100 gp, weight 1lb.):    This 
  spellbook holds the following arcane spells: 0—
  resistance; 1st—fear, enlarge, protection from evil, true 
  strike; 2nd—protection from arrows, bull’s strength. Note 
  that learning spells from this book requires the 
  normal expenditure of time units. 
  • 
  Silver Holy Symbol of Veradain (Value 50 gp, weight 
  1 lb.): This holy symbol of Veradain is finely crafted 
  with the purist of silver.  
   
  Conclusion:
  Conclusion:
  Conclusion:
  Conclusion:    
  • 
  0, 50 or 100 sp each - depended on the ending used. 
   
  For each PC using Ending Three: 
  • 
  Favor of Oldid Silverbeard (one per PC): This favor 
  will be usable at a future date and time for several 
  opportunities including possible attainment of 
  mundane items such as armor and weapons.    
   
  For each PC who it applies to in Ending Four: 
  • 
  Rebuff of Oldid Silverbeard (per PC who desires it): 
  The PC noted on this cert will have to pay twice the 
  price for any item or service they purchase in 
  Eastpass. Anyone with an active Rebuff of Oldid 
  Silverbeard may not use any Favors of Oldid 
  Silverbeard for any other reason until the Rebuff has 
  been 
  countered. 
  This 
  Rebuff 
  can 
  only 
  be 
  removed/rectified by giving up three Favors of Oldid 
  Silverbeard from the PC listed on this cert. 
   
  
   
  Crypt of Promise 
   
  Page 13 
   
  
   
  Crypt of Promise 
   
  Page 14 
   
  
   
  Crypt of Promise 
   
  Page 15 
      
      
  
   
  Crypt of Promise 
   
  Page 16 
      
  
   
  Crypt of Promise 
   
  Page 17 
  STORY SUMMARY
  STORY SUMMARY
  STORY SUMMARY
  STORY SUMMARY    
  for use at all conventions held in the year 2000.
  for use at all conventions held in the year 2000.
  for use at all conventions held in the year 2000.
  for use at all conventions held in the year 2000.    
      
  Please fill out the following and return to Christopher Reed at 6245 Westgate Drive; Apartment 
  #1905; Orlando, FL 32835. 
   
  1. Were any of the three half-orcs killed? 
  YES 
  NO 
  a) 
  If so, which ones? 
  _______________ 
   
  2. Did the PCs figure out that the treasure had been stolen? 
   
  YES 
  NO 
   
  3. Which conclusion did you use? 
  A 
  B 
  C 
  D 
   
  4. Which PC received the Dwarven Waraxe, Orcsplitter? 
   
  Real Name: 
  PC Name: 
  RPGA #: 
   
  _________________________________________________________ 
   
  5. Which PC received the Spellbook? 
   
  Real Name: 
  PC Name: 
  RPGA #: 
   
  _________________________________________________________ 
   
  6. Which PC received the Silver Holy Symbol of Veradain? 
   
  Real Name: 
  PC Name: 
  RPGA #: 
   
  _________________________________________________________ 
   
  7. Did any PCs receive the Rebuff of Oldid Silverbeard?  
  YES 
  NO 
  a) 
  If so, who? 
   
  Real Name: 
  E-mail: 
  RPGA #: 
  PC Name: 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Principality of Ulek/ULP1-03 - Crypt Of Promise.pdf