TEXT: Wulfric's Tomb
  By John Dutton
  A Basic Fantasy Role-Playing Game Adventure
  Release 1
  Copyright © 2015 John Dutton
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Introduction
  You are relaxing in one of your favourite inns,
  ‘The  Gentleman  of  Fortune’.  It  is  a  popular
  haunt of many adventurers: partly because the
  landlord,  a  former  adventurer  himself,  is
  sympathetic to your profession’s melodramatic
  ways. Mostly though, it is because they serve the
  finest pint of beer in the kingdom. 
  You have spent a merry evening, showing off
  your  scars,  telling  exaggerated  tales  of  your
  latest exploits and drinking heroic quantities of
  ale:  eventually  though,  as  it  often  does,  the
  conversation turns to Wulfric’s Tomb. 
  Wulfric’s tomb is a place to excite the spirits of
  the most jaded adventurer and is viewed with a
  mixture of dread and desire. Desire due to the
  fabulous treasure said to lie within and dread
  because of the fell beings rumoured to stand
  guard over it. 
  Wulfric was a mighty warlock-king who died 500
  years ago. According to legend, he was buried
  with two great treasures. His power was such
  that his spirit did not pass out of this world, but
  survived as a spectre that continues to brood
  over its treasure. In addition, through his dark
  necromancy,  many  of  Wulfric’s  most  loyal
  followers, who were entombed with their master,
  are said to serve him still. 
  Unfortunately few know for certain the precise
  location  of  Wulfric’s  Tomb.  That  is  where  the
  conversation  usually  ends.  However,  on  this
  occasion, fate or the gods take a hand. Without
  warning, a grizzled old-timer with one eye and
  wooden leg, throws himself down at your table
  and begins.
  “So you’re seeking to plunder Wulfric’s tomb?
  Well,  unless  you’re  lily-livered  cowards,  this  is
  your lucky day. My name is Alfgar and I know for
  a fact  that Wulfric’s  Tomb  lies at the foot  of
  Wolfsholme Mountain.”
  “You’re asking yourselves, ‘How does he know?’
  Well I know because I saw it with my own two
  eyes – when I still had two. I was bounty-hunting
  trolls  up  the  Wolf’s  Tongue  River  and  had
  tracked a huge one to the head of the valley. It
  was then that I saw it, a great stone door with
  weird looking statues on either side. The place
  oozed wickedness. Now I’m no coward and I
  have five great wounds to prove it, but I swear
  before the gods, I felt my knees go weak at the
  mere sight of the place.” 
  “I always intended to go back, but what with
  one thing and another I never got round to it. Of
  course I’m too old and decrepit to go now, but
  if you’ll buy me another beer I’ll gladly point it
  out to you on a map.”
  Alfgar is telling the truth. Wolfsholme Mountain lies
  about five days to the west. The party can reach
  it by following a river called the Wolf’s Tongue.
  GMs may wish to create their own set wilderness
  encounters to get their party from the inn to the
  start of this adventure. Alternatively, the journey
  could  be  taken  as  read,  in  which  case  the
  adventure begins below…
  Key to the Tomb
  1. Orc Attack:
  It is the fourth day of your journey. You have just
  broken  camp  and  are  following  the  Wolf’s
  Tongue  River  through  an  area  of  light
  woodland.  Suddenly  the  morning  hush  is
  shattered. Somewhere to the north, someone is
  screaming for help. You can also hear  other,
  harsher voices laughing and jeering.
  The screaming is coming from a boy who is being
  attacked by a group of orcs. If the characters
  follow the sound of screaming they will discover a
  dead  hunting  dog  with  three  black-feathered
  arrows buried in its side. Roll 5 or more on 1d20
  (+/- INT Bonus) to recognise them as orc arrows.
  1
  
  They also notice footprints leading away from the
  dead  dog  and  towards  the  voices.  If  the
  characters continue towards the voices read:
  You arrive at what appears to be a life and
  death struggle. A boy has climbed to the very
  top of an oak tree and is screaming for help.
  Meanwhile three orcs are standing at the foot of
  the tree. Two of the orcs have started felling the
  tree with their axes whilst the third is mocking the
  lad, shouting “Climb down little squirrel and join
  us for breakfast.”
  The orcs are armed with short bows and hand
  axes. They are so occupied they will be surprised
  on a roll of 1-4 on 1d6.
  3 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d6
  (short bow/hand axe), Mv 30’, Sv F1, Ml 8)
  HP
  8
  ☐☐☐☐☐ ☐☐☐
  6
  ☐☐☐☐☐ ☐
  5
  ☐☐☐☐☐
  Equipment:  20cp, 10sp, 5gp, bottle of snake bite
  antidote
  The ‘boy’ is actually a 16 year old girl called Fern.
  She explains that she was out hunting when she
  was ambushed by the orcs who killed her dog
  and chased her up the tree. 
  She begs the characters to come home with her,
  explaining  that  her  parents  will  want  to  thank
  them. In addition, her mother is a skilled healer
  and will be able to treat any wounds they have
  suffered. Her home is on an island in the middle
  the Wolf’s Tongue River 6 miles to the west. 
  She confirms that Wulfric’s Tomb is at the head of
  the valley, 11 miles west of her home, but also
  warns the characters that it is an evil, haunted
  place.
  Fern (Human  Fighter  1)  (AC  13,  HD  1,  #AT  1
  weapon, Dam 1d6/1d4 (short bow/dagger), Mv
  40’, Sv F1, Ml 9)
  STR 8 (-1), INT 12, WIS 13 (+1), DEX 16 (+2), CON 12,
  CHR 12
  HP
  6
  ☐☐☐☐☐ ☐
  Equipment: Short Bow, Dagger
  2. Owl Bear:
  Note: This  section  assumes  that  the  characters
  agreed to visit Fern’s home. If they decided not
  to,  they  can  still  encounter  the  Owl  Bear  but
  without the benefit of her warning.    
  You have been walking for about an hour when
  suddenly Fern signals you to stop. She points to a
  strange  looking  creature.  It  resembles  a  large
  bear,  but  has  a  viscous  looking  beak.  Fern
  whispers that it as an owl bear and explains that it
  is extremely dangerous and best avoided.
  If the party try to avoid it, each player must roll 11
  or  higher  (+/-  DEX  Bonus).  Anyone  moving
  downwind of the owl bear may add +2 to their
  roll.  If  anyone  fails,  the  owl  bear  spots  that
  character: roll for reaction.
  1 Owl Bear (AC 15, HD 5, #AT 2 claws/1 bite + 1
  hug, Dam 1d8/1d8/1d8 + 2d8, Mv 40’, Sv F5, Ml 9)
  HP
  25
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 
  ☐☐☐☐☐ ☐☐☐☐☐
  3. Fern's Home:
  After another hour or so, Fern points to a small
  island in the middle of the river and says, “That’s
  my home.” You can see a large thatched house
  and  several  smaller  thatched  huts.  She  leads
  you to a canoe hidden amongst the reeds and
  paddles you to the island.
  Fern lives with her father, Oaken and her mother,
  Amber. Oaken is a hunter and Amber is a healer.
  They are extremely grateful to the characters and
  invite them to stay the night. 
  Amber offers to treat any wounds the characters
  have suffered and is able to restore 1d4+1 points
  of damage to each. She is also able to identify
  the orc’s snake bite antidote.
  Oaken confirms what Fern said about Wulfric’s
  Tomb  and  is  able  to  describe  its  location  in
  greater detail. He then makes the following offer:
  2
  
  “It’s an evil place alright, and I wish you would
  change your minds, but I can see that you are
  determined. Therefore, I am willing to guide you
  as far as the marsh, after all, there’s more to be
  afraid of in these parts than Wulfric’s ghost.”
  Whether they accept Oaken’s offer or not, when
  the  character’s  leave  Amber  will  give  them  a
  bottle of holy water each and three ancient flint
  daggers.  The  flint  daggers  do  normal  1d4
  damage; however they count as magical items.
  Oaken (Human Fighter 2) (AC  16, HD 2, #AT 1
  weapon, Dam 1d6 (short bow/short sword), Mv
  30’, Sv F2, Ml 10)
  STR 16 (+2), INT 9, WIS 13 (+1), DEX 13 (+1), CON
  12, CHR 12
  HP
  16
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
  Equipment: Leather  Armour,  Short  Bow,  Short
  Sword
  4. Wilderness Encounter:
  Two  hours  after  leaving  Fern’s  house  the
  characters  will  encounter  one  of  the  following
  (Roll 1d6):
  1
  4 Goblins (AC 14, HD 1-1, #At 1 weapon,
  Dam 1d6/1d4 (short sword/sling), Mv 20’,
  Sv F1, Ml 7)
  HP
  7
  ☐☐☐☐☐ ☐☐
  5
  ☐☐☐☐☐
  4
  ☐☐☐☐
  2
  ☐☐
  2
  3 Wild Boar (AC 13, HD 3, #AT 1 tusk, Dam
  2d4, Mv 50’, Sv F9, Ml 9)
  HP
  16
  ☐☐☐☐☐  ☐☐☐☐☐  ☐☐☐☐☐
  ☐
  11
  ☐☐☐☐☐ ☐☐☐☐☐ ☐
  7
  ☐☐☐☐☐ ☐☐
  3
  2 Giant Ants (AC  17, HD 4, #AT  1 bite,
  Dam 2d6, Mv 60, Sv F4, ML 7, 12)
  HP
  14
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
  10
  ☐☐☐☐☐ ☐☐☐☐☐
  4
  3 Wolves (AC 13, HD 2, #AT 1 bite, Dam
  1d6, Mv 60’, Sv F2, Ml 8)
  HP
  12
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  5
  1 Mountain Lion (AC  14, HD 3+2, #AT 2
  claw/1bite, Dam 1d4/1d4/1d6, Mv 50’, Sv
  F3, Ml 8)
  HP
  20
  ☐☐☐☐☐  ☐☐☐☐☐  ☐☐☐☐☐
  ☐☐☐☐☐
  6
  3 Elves (AC 15, HD 1, #AT 1 weapon, Dam
  1d6/1d8 (short bow/sword), Mv 30’, Sv F1,
  Ml 10)
  HP
  8
  ☐☐☐☐☐ ☐☐☐
  6
  ☐☐☐☐☐ ☐
  6
  ☐☐☐☐☐ ☐
  Equipment: Short  Bow,  Sword,  Leather
  Armour
  Note: If  the  characters  are  with  Oaken  they
  cannot be surprised. In addition the GM should
  add +2 to reaction rolls; this is because Oaken
  knows how to act in order to avoid conflict.
  5. Marsh:
  The  woods  about  you  thin,  then  peter  out
  altogether.  You  continue  following  the  Wolf’s
  Tongue
   
  across
   
  windswept
   
  heathland.
  Eventually,  the  river  becomes  a  stream,  the
  stream  a  trickle  and  before  long  you  find
  yourselves gazing out across a bleak marsh that
  stretches before you for three miles. Beyond the
  marsh  rise  the  grim  crags  of  Wolfsholme
  Mountain. Oaken turns to you with a sigh and
  says, “Well, here we are my friends.” He goes on
  to explain that he knows of two ways across the
  marsh, but both are risky. There is a causeway
  that leads to the entrance of the tomb, but it is
  long and winding with nowhere to hide from
  danger. Alternatively, one may cross the marsh
  itself, but it has many patches of quicksand and
  is home to all manner of deadly creatures.
  Note: Oaken will not accompany the characters
  any further.
  3
  
  Causeway: If  the  party  decides  to  use  the
  causeway,  about  half  way  along  they  will  be
  ambushed by two giant frogs that are lurking in
  the marsh. The characters will be surprised on a
  roll of 1-4 on 1d6.
  2 Giant Frogs (AC 13, HD 2, #AT 1 tongue or bite,
  Dam grab (tongue) 1d4+1 (bite) Mv 30’, Sv F2, Ml
  6)
  HP
  14
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
  12
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
  Marsh: If the party chooses to cross the marsh
  each character has a 2/6 chance of stepping in
  quicksand.  A  maximum  of  one  character  will
  become stuck in this way. If the characters take
  sensible precautions the GM may wish to reduce
  the chance of becoming stuck to 1/6.
  A  character  stuck  in  quicksand  has  5  rounds
  before being sucked under and lost. 
  Each round the trapped character may attempt
  to  get  out.  Roll  17  or  higher  on  1d20  (+/-  STR
  Bonus). If other characters help, add their strength
  bonuses to the roll.
  To complicate matters, as soon as a character is
  stuck, the party will be attacked by four giant
  robber flies. Characters cannot fight the robber
  flies and help their companion at the same time
  and so will be forced to choose. If no one gets
  stuck  in  quicksand,  the  robber  flies  will  attack
  anyway.
  4 Robber Flies (AC 14, HD 2, #AT 1 bite, Dam 1d8
  Mv 30’ Fly 60’, Sv F2, Ml 8)
  HP
  12
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
  10
  ☐☐☐☐☐ ☐☐☐☐☐
  9
  ☐☐☐☐☐ ☐☐☐☐
  7
  ☐☐☐☐☐ ☐☐
  6. Entrance to Wulfric's Tomb:
  As you near the mountain, you can clearly see
  the entrance of Wulfric’s tomb which is flanked
  by the crumbling statues of long forgotten gods.
  The  doorway  itself  was  once  sealed  with  a
  massive stone slab, but this is now partly broken
  and there is gap large enough for a human to
  squeeze through.
  The entrance chamber is now the lair of a giant
  rattlesnake which will attack immediately. 
  1 Giant Rattlesnake (AC 15, HD 2, #AT 1 bite, Dam
  1d8 + Poison Mv 40’, Sv F2, Ml 8)
  HP
  15
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
  With  the  snake  dead  you  are  able  to  look
  around. The walls of the entrance chamber are
  elaborately  decorated  with  ancient  magical
  symbols. An open door way in the middle of the
  west wall leads from the entrance chamber into
  a broad passage.
  7. Passage:
  20’ along, the floor of the passage is covered by
  a large patch of yellow mould that stretches
  from wall to wall for a distance or 10’. Lying in
  the centre of the mould are the skeletal remains
  of what appears to be an adventurer.
  The patch of mould can be jumped by rolling 6 or
  higher on 1d20 (+/- DEX Bonus). GMs may wish to
  penalise characters wearing  armour  as follows:
  Leather -1, Chain -2 and Plate -3.  If anyone fails,
  they land in the mould causing it to release a
  cloud of spores.
  If anyone attempts to cross the mould by walking
  on top of the dead adventurer, there is a 9/10
  chance that the body will shift causing the mould
  to react.
  The dead adventurer can be retrieved by simply
  pulling  him;  however  doing  so  will  cause  the
  mould to react. His equipment is worm-eaten and
  useless; however, he also has a scroll containing a
  painting of a wolf with an open, bloodstained
  mouth.
  1 Yellow Mould (AC  0, HD 2, #AT Spores, Dam
  SAVE VS DR or take 1d8 for 6 rounds, Mv 0, Sv NM,
  Ml N/A)
  4
  
  HP
  9
  ☐☐☐☐☐ ☐☐☐☐
  8. Mural Chamber:
  The northern and southern walls of this chamber
  are decorated with murals. The northern mural is
  of  a  wolf  (The  same  as  the  painting  on  the
  adventurer’s scroll). The southern mural is of a
  lamb. Both are painted with their mouths wide
  open and in the centre of each is a round hole,
  about 12” in diameter. An open archway in the
  western  wall  appears  to  lead  into  another
  chamber.
  Each hole appears to be 1’ deep and has an iron
  ring at the end. 
  The hole in the wolf’s mouth is splashed with a red
  substance  which  resembles  dried  blood.  If
  anyone tastes it they will realise that it isn’t blood. 
  If either of the iron rings is pulled, the section of
  wall on which that animal is painted will slide up
  revealing a secret passage.
  Lamb  Passage: Behind  the  door  lies  a  straight
  passage about 60’ long. If anyone examines the
  walls  they  will  see  that  they  are  pierced  by
  hundreds of small holes. The passage ends in a
  wooden door. If the door is opened, it will be
  discovered that there is nothing behind it but a
  stone wall. At the same moment a cloud of toxic
  gas will fill the passage through the holes in the
  walls. Anyone in the passage must SAVE vs Poison
  or take 2d6 damage.
  Wolf  Passage: Behind  the  door  lies  a  straight
  passage  that  continues  north  for  30’  before
  turning sharply to the west (See 10).
  9. Statue Chamber: The archway accommodates
  a portcullis, the bottom of which can be seen if
  the characters look up as they walk through. 
  On the other side of the archway is a circular
  chamber about 40’ in diameter. A red line is
  painted across the middle of the floor. On the
  other side of this stands the statue of a warrior
  around  whose  neck  hangs  a  large  iron  key.
  Behind the statue is a strong looking door. Lying
  next  to  the  door  are  the  remains  of  another
  adventurer.
  The statue is a living iron statue. He won’t attack
  until someone crosses the red line. At this point
  the eastern portcullis will close. It can be lifted on
  a roll of 20 or  higher  on 1d20 (+/-  STR  Bonus).
  Objects  placed  to  prevent  it  closing  may  be
  effective at the GM's discretion.
  1  Iron  Statue (AC  18,  HD  4,  #AT  2  Fists,  Dam
  1d8/1d8 + Special, Mv 10, Sv F4, Ml 12)
  HP
  30
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
  The  large  iron  key  can  be  used  to  open  the
  western door. 
  The  dead  adventurer  was  a  cleric.  He  has  a
  scarab of protection and a potion of healing. 
  10. Secret Passage (Wolf Passage):
  Behind  the  door  lies  a  straight  passage  that
  continues north for 30’ before turning sharply to
  the west. The passage continues west for 80’.
  Half way along it becomes narrow for 20’. At this
  point there is a skeleton lying on its back with a
  crossbow bolt lodged in its forehead.
  The Skeleton has a rope of climbing.
  At  the end of the narrow section is a pressure
  pad. If stepped on, a bolt will shoot from a hole at
  the western end of the passage at human head
  height. Each character in the narrow section must
  SAVE  vs  Death  Ray  or  take  1d8  damage.
  Characters in the wide section may add +2 to
  their roll. The bolt will only hit one character. The
  trap will be ready to shoot again in 1 turn. The
  trap can be avoided by crawling. The passage
  ends in an unlocked door.
  11. Crossroads:
  North: Stairs leading up. 
  South: Stairs leading down. 
  West: The main passage continues.
  5
  
  12. Queen's Burial Chamber:
  The  stairs  lead  down  to  a  beautifully  carved
  door inlaid with gold and jewels. The door opens
  to reveal a 40’ x 50’ chamber. The walls and
  ceiling  are  decorated  with  beautiful  mosaics.
  The chamber contains three sarcophagi, two of
  which  have  been  broken  open.  The  floor  is
  littered with bones and there is a large, untidy
  hole in the chamber’s southern wall.
  The bones show signs of having been gnawed by
  ghouls and the untidy hole is the entrance to their
  burrow (13).
  The unopened sarcophagus contains the remains
  of one of Wulfric’s wives. She is wearing a crown
  worth 300gp and a magical ring of beauty (+3 to
  Charisma whilst worn).
  13. Ghoul’s Lair: The tunnel is low. Humans and
  elves  will  have  to  crawl.  It  leads  to  an  earth
  burrow containing 3 ghouls. The ghouls will have
  heard  the  party  approaching  and  will  have
  prepared an ambush (Surprise on 1-3 on 1d6). If
  the ghouls’ morale fails they will flee through the
  southern tunnel which eventually emerges close
  to the main entrance of Wulfric’s tomb. 
  3 Ghouls (AC 14, HD 2, #AT 2 Claws/1 Bite, Dam
  1d4/1d4/1d4 all plus paralysis, Mv 30, Sv F2, Ml 9)
  HP
  10
  ☐☐☐☐☐ ☐☐☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  6
  ☐☐☐☐☐ ☐
  14. Larder:
  This is evidently a larder. The walls are lined with
  shelves piled high with all manner of food and
  drink.  Everything  on  the  shelves  glows  with  a
  pale blue light. 
  The  food  symbolically nourishes  Wulfric  and  his
  warriors. It is magically preserved and protected.
  If anyone touches it they will receive a mild shock
  and their hand will be repelled. If dispel magic is
  cast, the blue glow will disappear and the food
  will crumble to dust. 
  15. Model Room:
  The walls are lined with shelves upon which rest
  dozens of exquisitely constructed models. There
  are boats, wagons, livestock, servants, dancing
  girls, a kitchen, a smithy and much more. 
  The models are equivalent to 1/32nd scale and
  are another example of sympathetic magic. They
  symbolically provide for the needs of Wulfric and
  his warriors. They are worth between 10gp and
  100gp;  however,  while  the  smaller  models  are
  easy enough to carry, the larger ones are heavy
  and bulky. 
  16. Pay Room:
  This room contains a small table on top of which
  stands a set of scales. In one tray there is a 1lb
  weight and in the other, a small leather bag.
  Behind the table is a large wooden chest. 
  The small bag contains 10gp worth of gold dust.
  The chest is not locked and contains 1000 more
  bags of gold dust. If anyone takes a sack out of
  the room, the gold dust transforms into sand. A
  dispel magic spell will restore the sand to gold
  dust. It will also become gold again if it is carried
  out of Wulfric’s tomb. 
  17. Bottomless Pit:
  The passage comes to an abrupt end and you
  find yourself peering over the brink of a black
  pit. It is 40’ across. At the far side a short flight of
  steps  leads  up  to  a  large  wooden  door.  An
  extremely  narrow  ledge  runs  right  round  the
  edge of the pit.  
  The pit is too wide to jump. The skeleton’s rope of
  climbing could be used to cross it. Of course, the
  GM should feel free reward any other imaginative
  suggestions with success.
  Ledge: The ledge is 12” wide. If someone wishes
  to use it: 
  •
  Roll 13 or higher on 1d20 (+/- DEX Bonus). 
  •
  Elves and dwarfs +1. Halflings +2.
  6
  
  •
  Characters wearing backpacks -1. 
  •
  The  GM  may  also  wish  to  penalise
  characters  wearing  armour  as  follows:
  Leather -1, Chain -2 and Plate -3. 
  •
  If someone fails, test again to see if they
  regain their balance.
  •
  If they fail again they plummet 1000’ to
  the bottom of the pit.
  If someone reaches the door, they will notice a
  large lever sticking out of the wall next to it. If this
  lever  is  pulled,  a  wooden  bridge  will  extend
  across the pit.
  18. Skeleton Chamber:
  You  see  a  large,  semi-circular  chamber.  The
  walls are lined with niches, each containing the
  skeleton of a warrior. The moment you enter,
  they  spring  to  life  and  form  line  across  the
  centre of the room. Four skeletons look tougher
  than the rest. There is also one huge skeleton
  that  must  be  the  remains  of  an  ogre.  They
  attack. 
  8 Skeleton Warriors (AC 13, HD 1, #AT 1, Dam 1d8
  (spear wielded with 2 hands), Mv 40, Sv F1, Ml 1)
  HP
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  8
  ☐☐☐☐☐ ☐☐☐
  4 Skeleton Champions (AC 15, HD 2, #AT 1, Dam
  1d8+1 (sword +1), Mv 40, Sv F2, Ml 12)
  HP
  15
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
  15
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 
  15
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
  15
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
  1 Skeleton Ogre (AC 15, HD 4+1, #AT 1, Dam 2d6
  (giant warhammer), Mv 40, Sv F4, Ml 12)
  HP
  30
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
  Note: Each skeleton can be turned by its Hit Dice.
  19. Wulfric's Chamber:
  You find yourselves in a large square chamber.
  The walls and ceiling are decorated with murals
  illustrating the life of Wulfric. In the very centre of
  the  chamber  stands  a  golden  throne,  upon
  which sits the twisted shade of Wulfric. As you
  enter he opens his eyes, rises, and, with a nerve
  shattering shriek, hurls himself at you.
  Wulfric (Wraith) (AC 15, HD 4, #AT 1 touch, Dam
  1d6 + Energy Drain (1 level), Mv Fly 80, Sv F4, Ml
  12)
  HP
  32
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 
  ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
  20. Wulfric's Burial Chamber:
  An  extremely  narrow  passage  ends  a  small
  round  chamber,  the  centre  of  which  is
  occupied by a large sarcophagus. On top of
  the  sarcophagus  lies  a  recumbent  statue  of
  Wulfric.
  The  sarcophagus  contains  Wulfric’s  (inanimate)
  skeleton.  He  is  wearing  a  golden  crown  worth
  500gp. His head is resting on his spell book. This is
  one of Wulfric’s great treasures. It is written in an
  ancient magical script that can only be read by
  a few highly experienced magic users (At least
  10th level). However, if the characters decided to
  sell it, it would fetch a spectacular price.
  In his left hand he is holding a staff of fear and on
  his right hand he wears a ring of metamorphosis
  which allows the wearer to change into a wolf, a
  raven, or an eel once per day. The wearer may
  remain in animal for until the next sunrise.
  7
  
  At his feet is a small casket containing 50 precious
  stones worth a total of 2500gp and a tiny wooden
  box.  The  interior  of  the  box  is  padded  and
  contains a sparrow’s egg. 
  The egg contains Wulfric’s soul. This is the second
  of his great treasures. As long as it remains intact,
  Wulfric can never truly die. He didn’t place his
  soul inside a sparrow’s egg through choice; that
  was the ‘twist’ in the spell he used.
  If Wulfric is slain, but the egg remains whole, he
  will return at least twice before the party leaves
  the dungeon. His first appearance will be in the
  extremely  narrow  passage.  If  the  party  don’t
  have the egg, he will attack them out of spite. If
  they do, Wulfric will attack the character carrying
  it. Wulfric will make his final appearance as the
  party is crossing the marsh and will offer them a
  jewel worth 5000gp in return for it. If they refuse he
  will attack once again.
  If the  characters  show  the  egg  to  a  powerful
  magic user or cleric he or she will realise what it is
  and offer a large sum in return for it.   
  If the egg is destroyed read the following:
  You  are  nearly  deafened  by  blood  curdling
  scream.  In the  silence  that  follows  you  can’t
  escape the impression that a great evil has left
  the world.
  Conclusion
  If the characters make it out alive they may feel
  that they didn’t actually find the great treasures
  they imagined. Of course there are many things
  of value inside the tomb, e.g. the models, or the
  jewels  on  the  door  of  the  queens’  tomb,  but
  gathering them would require another expedition
  by  which  time  the  dungeon  will  have  been
  repopulated  by  various  nasties.  If they  left  the
  bags of sand in the pay room, someone might
  notice that a few grains of sand stuck to their
  fingers have turned into gold. At the very least,
  the characters may take pride in the knowledge
  that they have rid the world of an evil. Moreover,
  if they have Wulfric’s spell book and soul egg,
  they possess objects that are virtually priceless to
  the right buyer.
  8
  
  9
  
  10
  
  11
  
  12
  
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
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  Castles &  Crusades:  Players  Handbook,  Copyright  2004,  Troll  Lord  Games;
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  Wulfric's Tomb Copyright © 2015 John Dutton.
  13
  
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