TEXT: Chamber of 
  eight 
  
  Chamber of Eight 
  Rumours & Hooks: 
  Stonebrook Castle fell to ruin centuries ago due 
  to plague and pestilence. Some say the crypt of 
  the Fenmor family still remains untouched by 
  barbarians and beastmen, who consider it cursed. 
  They also say the family possessed not one, but 
  two enchanted rings.  
  Gusterro the Improbable, an alchemist of 
  moderate renown, is offering a generous bounty 
  for cockatrice beaks. Rumour suggests a flock 
  hunts around the ruins of Stonebrook Castle, 
  deep in the Ulgoth Foothills. 
  In the Ulgoth Foothills, patrolled by barbarian 
  and beastmen tribes, lies the ruins of Stonebrook 
  Castle; an ill fated keep brought low by pestilence 
  and disease. Persistent illness and death led to the 
  complex being abandoned, razed by enemies, 
  and slowly reclaimed by grass and shrub.  
  Precious little now remains of the keep proper, 
  but in the quiet oaks of the outlying grounds the 
  Fenmor crypt may still be found. Lord Fenmor 
  held sway during the final years of Stonebrook, 
  and he and his family were buried there. The 
  vaults contains many valuable family heirlooms, 
  in particular the Twin Rings of Ishra. 
  Unbeknownst to the lord, his wife Lady Setine 
  Fenmor was a cultist of supernatural forces. The 
  last of the Fenmors to succumb to plague, Setine 
  and her sect consecrated the crypt with powerful 
  necromantic rites, hoping to resurrect the family 
  in the future.  
  The castle was abandoned shortly thereafter, and 
  later razed by enemies. Beastmen and barbarians 
  now shun the region, believing it cursed or 
  infected. After the party locates the ruins, it 
  doesn’t take long to identify the crypt’s entry 
  cairn. 
  2
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Entry Cairn 
  The cairn is made of earth and granite, etched 
  with prayers for the dead in an old common 
  dialect. The wooden entry door that once stood 
  here has long since rotted away.  
   
  Adventurers scanning the vicinity might notice 
  the petrified remains of old cockatrice meals 
  crushed into the grassy soil: petrified fingers, ears 
  and toes (Perc (Detection) check). 
   
  Unless otherwise indicated, the crypt has stone 
  walls, 7 ft ceilings, and chiselled, uneven floors. 
  The air is cool but reasonably fresh (there is an 
  odd fowl like scent, but currents are able to 
  circulate freely via the open corridor of Area 1). 
   
   
   
   
   
  The tomb is usually quiet, but scratching and 
  hissing noises might be heard if the cockatrice are 
  awake inside (Perc (Detection) check at a -2 
  penalty). The interior beyond Area 1 is very dim, 
  lit only by patchy luminescent moss, imposing 
  disadvantage on vision related checks. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – First Landing 
  The arched entry tunnel quickly opens up into a 
  10 ft wide stairway that descends to the first 
  landing, which is 40 ft long by 20 ft wide. To the 
  south east is a stone door, to the north east the 
  stairs continue downwards.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  On the walls of the landing are ancient shields 
  and swords of the Fenmor family, rotted or 
  rusted with age, but still serviceable, at least in the 
  short term. A 1-3 attack roll with a rusty weapon, 
  3
  
   
   
   
  or an 18+ hit against a shield, sunders it. Traces 
  of tapestries and paintings can also be found, 
  reduced to threads and scraps of parchment. 
   
  The stone door to the south east has no lock but 
  must be slid into the wall cavity to open, requiring 
  a successful strength check. 
   
  Area 2 – Chapel 
  This is a 30 ft by 20 ft chapel, with a quartz altar 
  along the south eastern wall. The wooden chairs 
  and pews are extremely fragile and break if sat 
  upon. The chapel was originally dedicated to 
  Wodon, the god of knowledge and truth, but 
  Lady Setine subverted it to her dark cult before 
  she passed.  
   
  Adventurers studying the altar notice a ring of 
  golden runes inscribed at the base, recognizable 
  as a dark blessing (Int (Arcane Lore) check). A 
  golden chalice (800 gp) carved in the likeness of a 
  human eyed vulture sits in the centre of the altar. 
  The chalice is laced with psychotropic powder, 
  anyone drinking from it is subject to the 
  equivalent of a Confusion spell (LFG p.67).  
   
  Area 3 – Pillar of Oblation 
  The stone door to this chamber is locked (the 
  key no longer exists). Due to its age and rust, 
  picking the lock requires a Dex (Traps & Locks) 
  check at disadvantage. Failing to pick the lock 
  jams it for good.  
   
  The 30 ft by 30 ft chamber beyond has alcoves in 
  three of the walls, and a 5 ft radius pillar in the 
  centre. The pillar is carved of dark granite and is 
  set with hundreds of small agate, jasper and topaz 
  stones (2d4 x 100 gp if pried from the column, a 
  task occupying several hours).  
   
  In the three alcoves stand 3 guardian zombies, 
  animated by Lady Setine before her death. The 
  skeletons are charged with protecting the gems, 
  and will animate and attack any who attempt to 
  remove them. 
   
  Zombie 
  Armor Class: 15 
  Hit Dice: 2+2 
  Attacks: Great sword (2d6+2) 
  Nat 19: if appropriate, other nearby bodies (or a 
  defeated zombie) animate to aid this zombie. 
  S:15 D:7 C:18 I:- P: 12 W:- Ch:-  
  Luck: 5 
  Move: 20 ft 
   
  These warrior zombies wear heavy chain and 
  breastplates, and wield great swords. They 
  continue to attack a target until it is destroyed, 
  dismembering humans, splintering doors, and so 
  on. The body of an adventurer reduced to zero 
  hit points must be recovered from a zombie in 
  one round or it is irretrievably lost. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the warrior zombies are defeated, their rusting 
  armour and weapons might be salvaged for 
  1d100 gp, or used similar to the equipment in 
  Area 1.  
   
  Area 4 – False Treasure Room 
  This 20 ft by 20 ft chamber is a false treasure 
  room and trap. The stone entry door is  
  unlocked (which might tip off the adventurers, 
  4
  
   
   
   
  given the room’s apparent contents), but requires 
  a Str check to slide aside. Inside are two iron and 
  two wooden (rotting) chests, ostensibly containing 
  coins, necklaces and other baubles. The four 
  chests are stacked alongside each other on the 
  south eastern wall, on a polished section of the 
  floor that is 1 inch higher than the rest of the 
  room. The polished platform has just enough 
  room for the chests to sit side by side, but not 
  much more. The “valuables” are in fact 
  counterfeit, painted with gold, set with false 
  stones, and so on (if carefully handled, might be 
  detected with an Int check).  
   
  Anyone removing more than half of the contents 
  of any chest sets off a weight sensitive trigger in 
  the platform, which raises up another inch to 
  release poisonous gas from newly exposed holes 
  (a yellow cloud fills the room, causing 5d10 
  damage, Luck (Con) save for half).  
   
  An adventurer who studies the platform might 
  spot hairline cracks that suggest it may be moved 
  up or down (Perc (Detection) check). The trap 
  can be disarmed by using metal spikes or similar 
  to wedge the platform in place, or by keeping the  
  weights constant (Int (Traps & Locks) check, or 
  by player declaration).  
   
  Area 5 – Third Landing 
  This 20 ft square landing is littered with half 
  eaten petrified flesh and large black feathers. If 
  the party is being stealthy, there is a 50% chance 
  1d3 cockatrice are eating here. Otherwise 2d4 
  cockatrice are present, on their way to investigate 
  the party’s noisy intrusion.  
   
  Cockatrice 
  Armor Class: 13 
  Hit Dice: 4 
  Attacks: Bite (1d3 + turn to stone) 
  Nat 19: the target’s weapon or armour (50%) is 
  petrified (Luck save resists). 
  S:6 D:17 C:11 I:2 P:13 W:10 Ch:5 
  Luck: 7 
  Move: 30 ft 
  The cockatrice are 6 ft, black feathered wyvern 
  shaped beasts with bird legs and spine crested 
  rooster heads. Their bite turns enemies to stone 
  after 1d4 rounds unless the victim succeeds on a 
  Luck (Con) save. The petrification can be 
  reversed in the same way as a Flesh to Stone 
  spell.  
   
  There is no treasure in this area, but cockatrice 
  parts are worth 2d100+50 gp (per beast) to 
  alchemists, herbalists and so on.  
   
  Area 6 – Chamber of Eight 
  This large octagonal chamber is approximately 80 
  ft wide, each wall containing a stone door. 
  Sconced torches also line the walls (some of 
  which might still function if lit).  
   
  This room is the nesting place of a flock of 3d4 
  cockatrice, littered with dug out holes, branches 
  and plumage. One of the beasts is the alpha, an 8 
  ft behemoth with silver grey plumage, 7 HD and 
  Off Turn Attacks (LFG p.95). If this fearsome 
  brute is killed, the remainder of the flock will 
  probably flee (Will check at disadvantage). There 
  is no treasure among the petrified remains of the 
  cockatrice victims.  
   
  The stone doors are inscribed with the Fenmor 
  family crest (a rearing stag over a chest) but do 
  not identify which family member is entombed 
  behind which door. The stone doors are not 
  locked, but require a strength check to slide into 
  the wall cavity.  
   
  Areas 7, 8, 10, 11, 13, 14 – Sibling Tombs 
  These six chambers are 30 ft by 30 ft and contain 
  the stone sarcophagi of the Fenmor offspring, 
  three brothers (Argon, Drelthar, Rastur) and 
  three sisters (Minera, Sarsan, Shar). Three of the 
  children were 7, 12 and 13 years of age when 
  they died of plague, the others were adults.  
   
  The chambers are expertly cut and decorated 
  with the crumbling keepsakes of the deceased, 
  including paintings, jewellery, weapons and so on. 
  5
  
   
   
   
  Disturbing any valuables or the sarcophagi 
  themselves awakens the spirits of the siblings, 
  who rise as spectres. The spectres remember 
  some of their former lives, but are tainted by 
  feelings of all consuming loss. They are outraged 
  by the presence of the adventurers and will seek 
  to drain their life force and transform them into 
  servile wraiths. 
   
  Spectre 
  Armor Class: 15 
  Hit Dice: 7 
  Attacks: Spectral weapon or touch (1d8 + level 
  drain) 
  Nat 19: the Spectre and target vanish to a 
  nightmare realm of dark sorcery to finish their 
  duel. If the Spectre is destroyed, the target 
  reappears. 
  S:- D:15 C:- I:13 P: 15 W:15 Ch:9  
  Luck: 9 
  Move: 30 ft in any direction 
   
  Spectres are Incorporeal Undead (LFG p.94) that 
  pass through solid objects like water. A spectre’s 
  icy touch drains one level until the end of the 
  adventure (a Luck (Will) save resists). An 
  adventurer reduced to zero levels dies, and rises 
  as a subservient wraith in 1d4 days.  
   
  Attempting to negotiate with the spectres is 
  unlikely to succeed, but they might be stalled by 
  discussion of the fate of the castle, their parents, 
  and so on. Presenting a spectre with a keepsake 
  from their personal sarcophagi has a 50% chance 
  of ending their curse and causing them to 
  dissipate immediately (otherwise the spirit flies 
  into a rage, focusing its attacks on that adventurer 
  exclusively). 
   
  Once any of the spectre siblings are woken, the 
  remainder also wake and descend on the party. 
  Every 1d4 rounds after the first spectre rises, 
  another one appears (out of the wall, ceiling, 
  floor, etc) to aid their brethren, until all six are 
  reunited. Each of the sarcophagi contain 1 x 
  Carry Loot (LFG p.136).  
  Area 9 – Lord Fenmor’s Crypt 
  This crypt contains the sarcophagi of Lord 
  Fenmor. The chamber is decorated more finely 
  than the others, with large brass urns, gold 
  gilding, gemstone insets and tattered rugs that 
  crumble to dust when stepped upon. A complete 
  looting of this chamber produces 1 x 7 HD Lair 
  Treasure (LFG p.140).  
   
  Lord Fenmor’s spectre rises if the sarcophagi or 
  treasures are disturbed. He will attack the party as 
  intruders, and will not be swayed by presenting 
  keepsakes of his life to him, unlike the children. 
  If confronted with Lady Setine, he flies into a 
  rage, gaining Off Turn Attacks,  and targets her 
  mercilessly, 
  seeking 
  vengeance 
  for 
  her 
  betrayal/curse.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 12 – Lady Setine’s Crypt 
  This crypt contains the sarcophagi of Lady 
  Setine. The stone door is not physically trapped, 
  but passing through the entryway into the 
  chamber activates a magical ward, subjecting the 
  first entrant to a Blindness spell. A careful 
  inspection of the doorway reveals the small 
  6
  
   
   
   
  arcane rune trap set into the apex (Perc (Arcane 
  Lore) check). 
   
  This chamber is relatively sparse, with the usual 
  Fenmor crest, a bookshelf full of now rotted 
  books, and the dust of long decayed clothes, 
  flowers and other finery. 
   
  Lady Setine manifests as soon as someone passes 
  through the runed entry way. She will not 
  immediately attack, instead seeking to learn about 
  why the adventurers are here and what other 
  spirits have been released. Setine has no interest 
  in the baubles that surround her. She wishes only 
  to depart the crypt, but innately understands that 
  she is bound here as long as Lord Fenmor exists 
  (which she did not expect, and was not part of 
  her plan). She is happy to assist the party in 
  destroying his spirit, and offers her twin rings as 
  payment. Any spellcasting ability Setine once had 
  has been lost in her transition to undeath. 
   
  The dust and debris on Setine’s rotten bookshelf 
  conceals  the enchanted Twin Rings of Ishra, 
  fashioned of silver and bone.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  One ring allows the user (once per week) to reroll 
  any or all of the damage dice from a magical 
  effect, but imposes an immediate DDM  
   
   
   
   
  effect (LFG p. 57). The other ring allows the user 
  to cast Telekinesis once per week.  
   
  If both rings are worn, the wearer immediately 
  suffers a moderate madness that does not subside 
  until 1d4 months after removing both rings. A 
  wearer of both rings senses whisperings from 
  Ishra, a genie like entity from another dimension. 
  At the player’s request, the GM may impart 
  useful (but possibly cryptic) arcane or legendary 
  knowledge to the adventurer up to once per 
  adventure. When this ability is used, a Will check 
  is required to prevent the wearer’s madness 
  escalating to the next severity level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If the cockatrice and spectres are removed, it is 
  likely the crypt is taken over by some other beast, 
  perhaps a pack of dire wolves, a giant serpent or 
  similar.  
   
  If Setine is released into the world, she slowly 
  begins to recover her spell casting abilities, and 
  seeks out humanoid villages to target. Over time, 
  she joins forces with a hidden necromancer, and 
  together they seek to convert local villages to their 
  cult of undeath.  
    
   
   
   
  7
  
   
   
   
  CREDITS 
   
   
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under licence, all rights reserved. 
  Some artwork copyright 2016 Bryan Syme, used with permission. All rights reserved. 
  Some artwork © 2016 Jeshields, used with permission. All rights reserved. 
  Some artwork copyright 2016 or earlier 123RF Limited, used under licence, all rights reserved.  
  Some artwork © 2016 Daniel Comerci – hounworks.it, used with permission. All rights reserved. 
  Some artwork © 2016 Dyson Logos, used with permission. All rights reserved. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
   
   
   
   
   
   
  OPEN GAME LICENCE 
   
  Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the OGL, with the exception of “Low Fantasy Gaming”, “LFG”, “Low Magic. High Adventure”, 
  the LFG logo (LFG in serpent ring), character names, location names, and all artwork.  These and the Trade Dress of this work (font, layout, style of artwork, 
  etc.) are reserved as Product Identity.   
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
   
  Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.  
   
  The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License 
  except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.  
   
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
   
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.  
   
  8
  
   
   
   
  Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License.  
   
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.  
   
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.  
   
  Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under any version of this License.  
   
  Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  
   
  Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.  
   
  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  
   
  Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.  
   
  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  END OF LICENSE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #06 Chamber of Eight [parchment] (LowFG).pdf