TEXT: 1
  SEPULCHER OF THE MOUNTAIN GOD
  by Paul Wolfe
  PURPLE DUCK GAMES PRESENTS...
  AL  2
  
  2
  
  3
  Sepulcher 
  of the 
  Mountain God
  A Level 1 Adventure Locale for 8-10 characters
  By Paul Wolfe • Cover Design: Mark Gedak • Car-
  tography: Kristian Richards • Editing: Mark Gedak, 
  Daniel J. Bishop • Interior Art: Scott Ackerman
  Some art © 2004 Ed Bourelle. Used with permission. 
  www.bourellearts.com
  All products in the Adventure Locale line present 
  one or more dungeons that can be quickly picked up 
  and used for a session of the Dungeon Crawl Classics 
  Role Playing Game. 
  Background
  In ancient days, two tribes dominated the land: the 
  Yuuto and the Omeri. The Yuuto, a tribe of mountain 
  people, were fierce and savage warriors – raging 
  through the more civilized Omeri lands in a con-
  stant state of war and rapine. With them, the Yuuto 
  brought their savage god, Ira (pronounced eer-AH). 
  In these legendary times, the Omeri finally rose up 
  against the Yuuto invaders, drove them back into 
  their mountain homes, and then destroyed the 
  Yuuto utterly.  Worship of Ira, the Mountain God,  
  survived into the modern age in the obscure moun-
  tain hamlets and backwater lowland villages of his 
  other worshipers. In addition, Ira is the god of giants, 
  deep dwelling dwarves, and other mountain dwell-
  ing humanoids. 
  Through the ages of man, Ira has ever been locked in 
  a struggle with Gelihedres, the demonic god of the 
  lower worlds. The King of Darkness, as he is called, 
  counts the squirming masses of deep cave systems 
  as his servants. Though the power of both gods has 
  waned over the millennia, they are still locked in a 
  cosmic struggle of Law over Chaos—of the deeper 
  darkness over the stony roots of the majestic moun-
  tains. 
  More recently, the mountain village of Inira fell 
  under the sword of raiders and bandits. The village’s  
  priest of Ira, Bashkim, lost his home, his wife and 
  children. Consumed by the pain of his loss, Bashkim 
  called out to his god for succor.  The Mountain God 
  offered him only stony silence. Bashkim immediately 
  renounced his god and then sought out ways to hurt 
  both Ira and his worshippers. In an ancient tomb, 
  Bashkim discovered foul knowledge that, if prop-
  erly used, would severely weak the Mountain God’s 
  power. Though Bashkim took Gelihedres as a patron, 
  he seeks merely to enact his own vengeance upon 
  the Mountain God, whom he feels is directly respon-
  sible for the death of his family. He has come to the 
  sepulcher, stolen the artifact Alceon and the skull of 
  Ira’s legendary champion. Deep below the sepulcher, 
  he prepares to enact his vengeance. 
  For the Judge
  Braving the hidden tomb of an ancient tribal king, 
  the adventurers become embroiled in a quest di-
  rectly from Ira, the Mountain God – find the Skull of 
  Vyache and his magic club, Alceon, that were stolen 
  by Bashkim and the twisted minions of Gelihedres. 
  This adventure locale is meant to be a brief expedi-
  tion dropped into an existing campaign. The power-
  ful magic items and knowledge discovered within 
  the sepulcher of the Mountain God may serve as 
  a jumping off point for a larger campaign.  Below 
  are some suggested hooks to get the party moving 
  toward the sepulcher: 
  • The party cleric may be directed here by the cler-
  gy of his or her church or directly by the cleric’s 
  deity (possibly as a result of a Deity Disapproval 
  roll) to investigate the increased activity of cult-
  ists to Gelihedres.  
  • Rumors about the legendary treasure of war-
  rior, Aven-Kruz, or the legendary club of Vyache, 
  Alceon, may draw warriors and thieves. 
  • An ill-fated adventurer met his demise in area 9 
  of the sepulcher. His disappearance could cause 
  relatives and friends to hire adventurers to find 
  out what happened to him. 
  • Wizards may uncover information about the 
  ancient cosmic battle between Gelihedres and 
  Ira. Histories concerning the Omeri and Yuuto 
  may contain notes and/or clues about Aven-
  Kruz, Vyache and Alceon, or the buried shrine to 
  Gelihedres (areas 12 and 13).
  
  4
  General Layout
  The Sepulcher of the Mountain God dungeon spans 
  two maps. The upper area which contains the sep-
  ulcher and connected tunnels is found on page 2 of 
  this adventure. The map of the lower levels which is 
  home to the craymites and the temple of Gelihedres 
  is found on page 13. 
  None of the areas described as natural cave possess 
  any sources of light beyond the odd tuft of irre-
  descent fungus. Adventurers who wish to see in the 
  areas of natural stone will need to rely on infravi-
  sion, torches or magical light sources. 
  Area Descriptions
  1. Tomb of Aven-Kruz: A brush-choked cave mouth 
  reveals a dry passage crowded with curtains and 
  columns of flowstone. The passage opens to a wide 
  natural cavern where a group of skeletal corpses lie 
  in stately repose. A larger, decorated corpse lies on 
  a black stone bier at the back of the chamber. Wind 
  whistles strangely here, as if the cavern is breathing. 
  The markings on the biers are Yuuto in origin; Aven-
  Kruz was a chieftain that united several Yuuto clans 
  against Omeri invaders. In his later years, Aven-Kruz 
  was overthrown and spent his last days building and 
  protecting the shrine to Ira (area 2). He and his ser-
  vants died in this cave. If the characters come within  
  30 feet of the tribesmen or their chieftain, they will 
  animate as undead and attack the characters assum-
  ing they are more Omeri invaders.
  Zombie Tribesmen (8): Init +0; Atk claw +2 melee 
  (1d4+2); AC 12; HD: 1d12; hp: 8 each; MV 20’; Act 
  1d20; SP always attack last; SV Fort +2, Ref +2, Will 
  +0; AL C)
  Aven-Kruz, Feral Undead Chieftain: Init +4; Atk claw 
  +2 melee (1d4+1),  bite +2 melee (1d4); AC 16; HD 
  2d12; hp 13; MV 40’; Act 1d20, 1d14; SP Dread (Will 
  DC 12); SV Fort +2, Ref +2, Will +0, AL C
  Dread: The undead form of Aven-Kruz is hellish to 
  behold – a skeletal form clad in tatters of its own 
  skin, shrunken muscles and organs. His eyes burn 
  with a demonic blue light. Those that fail the save 
  flee the cave by the most direct route (even at the 
  risk of taking attacks while withdrawing). If prevent-
  ed from fleeing, the victim cowers – defending him 
  or herself, but unable to do much more. The effect 
  lasts for 1d5 rounds. 
  If the character dispatch the undead warriors and 
  search the chieftain’s bier they discover the follow-
  ing treasures of his ancient rule: 
  • A heavy steel mace has flanges plated with a 
  silver alloy that is untouched by rust and age. 
  Upon its handle is the symbol of a mountain 
  with magma-like root extensions (a holy symbol 
  of Ira the Mountain God) and along its shaft is 
  the image of a wolf under an outstreched wing 
  (the sigil of Aven-Kruz) [2-handed, 2d6 damage, 
  requires STR 16 to wield]. (50 gp)
  • A breastplate made of interlinked bones. The 
  bones are large like that of a sabre-toothed cat 
  or a mammoth. Although the armor feels sturdy 
  the bones have begun to crack with age. [AC +3, 
  light armor, shatters on a critical hit to wearer.] 
  (25 gp).
  • A cape made of multi-colored feathers. The cape 
  was once magical, but the glamer has worn off 
  over time. What little magic remains in the gar-
  ment has kept it from rotten over the ages. The 
  cloak is also useful in discovering the rites of the 
  Mountain God (see area 2 for additional effects) 
  (20 gp)
  • A clay urn sits atop the bier. It is filled with a 
  mixed assortment of triagular and square bronze 
  coins. The coins are marked with images of Yuu-
  to chieftans from ages long ago. (10 sp worth. 
  To a collector or historian of Yuuto artifacts they 
  may be worth as much as 80 gp)
  A short passage into the sepulcher is concealed by 
  flowstone curtains and a collection of stalagmites. A 
  concentrated search of the room reveals a narrow 
  opening into the passage. Dwarves and elves notice 
  the passage on a successful Luck check just by pass-
  ing the area. 
  2. Shrine of the Mountain: The dusty passage re-
  veals a small chamber carved from the living rock. 
  An obsidian and basalt shrine decorated with a 
  crude hooded idol crowds the space. At the southern 
  end of the passage is a door of blue-tinged metal.
  The idol (about three feet tall) and shrine are dedi-
  cated to the Mountain God, Ira (religious knowledge 
  DC 12). Examining the shrine reveals a crude bowl 
  carved into the flat surface of the stone block. The 
  symbol of Ira (a mountain with magma-like roots) 
  
  5
  is carved into the bottom of the bowl. The symbol 
  in the bowl is partially obscured by flakes of dried 
  blood. If the cape of multi-colored feathers (from 
  area 1) is brought near the shrine, the holy symbol 
  of Ira begins to pulse with a reddish-orange glow 
  illuminating secret writing on the wall over the 
  shrine. This writing outlines a binding ritual to the 
  Mountain God known as the Chant of Stone (in the 
  Yuuto language). 
  At the DM’s option, the Chant of Stone could act as 
  a Patron Bond spell for wizards and/or a benediction 
  for clerics seeking to enter into Ira’s service. It can 
  be translated either by a Comprehend Languages 
  or a Read Magic spell. Additionally, if a character 
  speaks the dwarven language, he or she can make 
  an Intelligence check DC 8 to determine the gist of 
  the message, and how the ritual can be enacted. 
  Uttering the Chant of Stone over a quantity of blood 
  in the bowl (4 hp worth) enchants the blood, which 
  then may be painted over the metal door to open it 
  (requires about 2 hp worth of blood). Additionally, 
  anointing a worshipper or servant of Ira with the 
  blood (1 hp worth) grants a +4 Stamina bonus for 
  1d4 days. This portion of the ritual functions once a 
  year, though the enchanted blood can be kept in a 
  sealed flask for up to a week.
  The metal door foils all attempts to pass it by mun-
  dane means– even attempting to dig into the rock 
  around the door eventually causes the digging tools 
  to break. Flakes of blood can be detected on the lin-
  tel and jambs upon closer inspection. The enchanted 
  blood from the ritual above is the only way to open 
  the door short of other creative magical means.
  3. Unused Passage: This dusty passage slopes down 
  to a set of bronze double doors with brass fittings. 
  The doors depict a world-spanning mountain on 
  which lounges a giant of horrific countenance. At the 
  base of the mountain carving a man is depicted with 
  a strange horned helmet raising an iron-shod club, 
  as if in triumph. Two plain brass rings are secured to 
  each door.
  Pulling the doors with any force causes them to fall 
  forward, utterly crushing all within the 10 foot x20 
  foot space (Find DC 14, Damage: utterly crushed, 
  Reflex DC 14 to avoid). Behind the bronze doors are 
  plain unlocked wooden doors.
  The bronze doors are attached to a set of iron 
  chains. After several hours, the chains retract, draw-
  ing the doors back into their upright position. 
  4. Sepulcher of the Mountain: Stone pillars carved 
  to look like bestial giants march off into the dark-
  ness. Moving into this large room, the light reveals 
  a stone structure carved to look like a mountain. A 
  robed figure reposes at its pinnacle. The face and 
  shoulders of a foul giant is carved into the wall over 
  the figure. The walls of the room, the pillars and the 
  carving of the giant are striated with glittering veins 
  of silver. The sepulcher is silent; ominously so. 
  Of the eight pillars, the two closest to the altar are 
  blank of all carvings and silver. If the bier, pillars, 
  veins in the wall and/or statue are touched, four 
  stone guardians step out of these blank pillars, and 
  fight until destroyed. Once defeated, each stone 
  guardian falls to dust. The guardians reform after an 
  hour and continue to attack unless presented with 
  the holy symbol of Ira. The stone guardians will not 
  attack any creature anoited with blood from the 
  Chant of Stone.
  Stone Guardians of Ira (4): Init -2; Atk fist +4 melee 
  1d6+1; AC 13; HD 2d8+2, hp 11 each; MV 20’; Act 
  1d20; SP immune to piercing/slashing attacks; SV 
  Fort +4, Ref -2, Will +0, AL N) 
  Appearance: Stone Guardians of Ira appear to be 
  misshapen giant-like beings composed of stone.  
  Their arms are overly large and their bodies are 
  decorated with tribal tattoos in reddish-brown of 
  hematite. 
  Searching the room reveals the husks of three 
  vaguely humanoid crustacean creatures. The crea-
  tures, known as craymites, have a hard exoskeleton 
  covering their small frame. Their dark beady eyes sit 
  high on their face and their mouths or mandidibles 
  are hidden by a mass of tendrils and antenna. 
  Despite their inhuman form their hands are fully 
  human-like. These dead craymites were servants of 
  Gelihedres. 
  The craymites raided the sepulcher for the artifacts 
  of Ira with Bashkim and his cultists. The ex-priest of 
  Ira enacted a ritual to avoid the curse, and then had 
  his craymite minions steal the skull of Vyache. Al-
  though they avoided the curse, not all the craymites 
  could avoid the crushing fists of the Stone Guard-
  ians. 
  
  6
  At the top of the mountain altar lays the headless 
  skeletal remains of Vyache. The skeleton is dressed 
  in ancient robes marked with the symbols of a 
  great mountain with magma roots. If characters 
  disturb the remains, the party suffers the Curse of 
  the Mountain God (see right). The robe falls to dust 
  where touched, though the skeleton clutches a 
  golden-hued gemstone (75 gp) to its chest. Addition-
  ally, the skeleton wears a silver holy symbol of Ira. 
  The secret door in this room is behind a stone panel 
  depicting Vyache defeating the hordes of Gelihedres 
  – amorphous blobs shooting fire from their stalked 
  eyes – with a large iron-shod club (Search DC15). 
  The secret passage beyond has been breached by 
  the burrowing of the craymites. The back portion of 
  this passage contains a second stone panel divided 
  into various scenes depicting Vyache furthering the 
  glory of Ira. In the center of the panel is a carved out 
  space in the shape of a club. This is where Alceon, 
  the magical club of Vyache, once rested before being 
  stolen by the servants of Gelihedres. 
  Curse of the Mountain God
  Disturbing the priest’s remains or touching the carv-
  ing on the back wall opens a conduit to Ira’s realm. A 
  fiery reddish-orange light shines down on the carv-
  ing, and though it is stationary, the carving appears 
  to shift and move in the flickering fiery light. Every-
  one in the room must make a Will save (DC 20) or 
  be prostrated with fear and awe. Those that fail the 
  save are affected by the Mountain God’s curse. The 
  words of Ira are sent directly into the minds of the 
  cursed and deals 1 point of Personality damage.
  “You have invaded my sanctum and defiled the final 
  rest of Vyache, my most trusted champion. For this 
  desecration, I now require reparations!“
  There is a thundering sound of an erupting volcano.
  “Beneath my temple lies the nest of Gelihedres, 
  foul King of Darkness. His vile children have defiled 
  my sanctum and stolen the skull of Vyache and his 
  mighty weapon. Return both or you will never again 
  find rest on the surface of my world!”
  A group of hapless adventurers fall victim to the stone guardians of Ira
  
  7
  After delivering the curse, the fiery light dies. 
  Returning to the Sepulcher
  When the characters return Alceon and the skull 
  of Vyache to their rightful places, the Curse of the 
  Mountain God is reversed – the character gains 
  a Luck point each day until reaching his or her 
  maximum (at the time of the curse). Each Lawful 
  or Neutral character also receives a blessing from 
  the Mountain God. These can be personalized by 
  the DM, or simply award each character +1 Luck. 
  Depending on the results of the adventure, clerics 
  that enter into Ira’s service may be given yet another 
  quest that includes bearing Alceon for a short time. 
  The magical club should only awarded permanently 
  to those of  who demonstrate peerless and unques-
  tioning service to the Mountain God. 
  5. Digging: Jagged passages burrowed through the 
  rock open into a large natural passage. The air here 
  is damp and cool.  
  This passage was partially dug by the craymites 
  when they broke into Vyache’s tomb. They left a trap 
  to deter pursuit. A hole in the ceiling is covered over 
  with dried mud and a tripwire is positioned across 
  the width of the chamber. Anyone moving over the 
  wire dumps tons of stone onto everyone within the 
  10 foot  x 10 foot square marked on the map with 
  dotted lines (Find Traps DC 12; Ref DC 12 for half 
  damage; 3d6 damage). 
  6. Cliff’s Edge: The passage ends at a sheer cliff. 
  Tens of feet below, water reflects dully and the air is 
  heavy, damp and cool. 
  Here the passage collapsed into a sinkhole where 
  water undermined the cavern. The floor of room 8 
  is 60 feet below and the cliff is damp and slippery 
  (Climb DC15). Thirty feet up the northeastern wall 
  of this chamber is a small passage that is difficult to 
  spot from the floor (DC 22). Eight craymites wait in 
  ambush here, leaping onto anyone near the cliff’s 
  edge with the intention of knocking the victim over 
  and then leaping down into the pool. 
  Craymite (8): Init +2; Atk bite +2 melee 1d6; AC 12; 
  HD 2d6, hp 7 each; MV 20’, Leap 50’, Swim 20’; Act 
  1d20; SP Leaping attack; SV Fort +1, Ref +4, Will +1, 
  AL C
  Leaping Attack: When a craymite is able to leap with 
  an attack, it gains a d3 Deed Die like that of a War-
  rior.  This die adds its bonus to both the attack and 
  damage rolls, and, if it comes up “3” on a successful 
  hit, the character struck is bowled over and knocked 
  prone.
  A craymite is a creature about 3 foot tall that re-
  sembles a humanoid crawfish without claws (their 
  legs end in small grasping claws that are ineffectual 
  in combat). The creatures have strong back legs that 
  allow them to leap great distances. 
  Craymites speak their own language (a form of 
  Undercommon). Anyone that speaks Undercommon 
  can make a DC 10 INT check to understand them 
  well enough during questioning. Under duress they 
  will brag that Gelihedres lives deep in the earth 
  where he plots the demise of all those of the “light.” 
  They do know that the “loud stick” is not currently 
  Mechanically
  The Curse of the Mountain God drains 1 Luck 
  permanently every day from each character 
  that is not actively pursuing the thieves of 
  Alceon and the skull of Vyache. This Luck is not 
  recovered normally by those of the Thief and 
  Halfling classes. If the party recovers the stolen 
  artifacts, the effects of the curse are reversed, 
  as described below. The DM can decide what 
  “actively pursuing” entails, but could include 
  gathering supplies, recruiting, resting and the 
  like. 
  Should Alceon not be returned to its rightful 
  place, the party suffers the Curse of the Moun-
  tain God permanently. As a character’s Luck 
  approaches 0, he or she suffers ever more dan-
  gerous calamities, until the character is literally 
  faced with random situations of painful death 
  several times a day.
  This is a geas-like effect. If you as a Judge do 
  not like this kind of mechanical penalty, simply 
  leave the curse up to the player’s imagination.
  
  8
  in the King of Darkness’ hands, but is being held 
  by a mutinous priest called “False.” They can also 
  lead party members to the shaft in area 7 that leads 
  down to level 2. 
  7. Ambuscade: This passage is small, cramped and 
  muddy. After twenty feet or so, it opens into several 
  low natural chambers stinking of dead fish. 
  Craymites use this passage as a temporary lair when 
  intruders are detected. Halflings can move through 
  these passages at regular speed, dwarves at ½ 
  speed. Humans and elves must crawl (1/4 speed). 
  Other than the eight craymites encountered above, 
  this chamber contains mud nests and a few dead 
  cave fish. The shaft in the back corner drops 180 feet 
  to room 9 on level 2. A waterlogged rope is tied to 
  a thick iron spike driven into the rock. The rope is 
  190 feet long and perfectly serviceable.  The shaft is 
  a natural crack in the stone, though of fairly regular 
  width, and can be free-climbed by thieves or rope-
  climbed by anyone. 
  8. Sinkhole: This chamber is very cold and damp. A 
  large pool of water laps at the stone shore. 
  A clear, cold pool of water dominates this room. 
  It is the primary highway for Gelihedres’ servants 
  between the upper and lower worlds. Other than 
  herds of scuttling cave crawfish and schools of blind 
  fish, there is nothing else here. The water is deathly 
  cold, however – anyone staying submerged for 
  more than a turn must make a Fort save DC 13 per 
  round (+1 DC per round) or lose 1 Stamina. Unless 
  the characters can breathe underwater, the path to 
  the lower worlds are not reachable at this time. If 
  the characters have the means and wish to explore 
  the lower world that development is left up to the 
  Judge. 
  Warren of the Craymites
  The flooded warren of the craymites can be reached 
  by climbing down the shaft in area 7 (landing the 
  characters in room 9). The darker grey areas are 
  filled with cold water to a depth of 8 to 12 feet deep, 
  while the lighter grey areas are filled with water to 
  about 1 to 2 feet deep. In the lighter areas, move-
  ment is one-half speed for humans and elf charac-
  ters and one-quarter speed for dwarf and halfling 
  characters – running and charging are not possible. 
  Deeper areas require everyone to swim – deeper 
  water is also incredibly cold (see room 8 above). 
  Fifteen craymites dwell in the warrens (areas 9-11), 
  only rarely entering the holy chamber (12). While 
  in their warrens, craymites’ movement and combat 
  abilities are unaffected by the water; they swim at 
  20 feet per round, as well as use the craggy walls as 
  perches to leap onto enemies. 
  Craymite (up to 15): Init +2; Atk bite +2 melee 1d6; 
  AC 12; HD 2d6, hp 7 each; MV 20’, Leap 50’, Swim 
  20’; Act 1d20; SP Leaping attack; SV Fort +1, Ref +4, 
  Will +1, AL C
  Leaping Attack: When a craymite is able to leap with 
  an attack, it gains a d3 Deed Die like that of a War-
  rior.  This die adds its bonus to both the attack and 
  damage rolls, and, if it comes up “3” on a successful 
  hit, the character struck is bowled over and knocked 
  prone.
  Purple Duck Note: The map for rooms 9-17 that 
  comprise the warrens and carved chambers is lo-
  cated on page 13 of this product.
  9. Bottom of the Well: The shaft ends about seven 
  feet above a brackish and stinking body of water. 
  This natural chamber is completely flooded and 
  flooded passages branch off from it northeast, 
  southeast and west. Two waterlogged bodies float 
  near the northeast passage. 
  Any disturbance of the water has a 20% chance 
  (cumulative) per round of attracting 1d5 craymites. 
  The water is foul smelling and murky but otherwise 
  harmless. Bashkim and his cultists (area 13-17) 
  passed through here. They managed to fight their 
  way through the craymites, though two of Bash-
  kim’s adherents fell. The corpses are clad only in 
  loincloths, but their arms are covered in complex 
  tattoos. Someone with religious knowledge can 
  determine that these tattoos are ritual markings 
  dedicated to Gelihedres (DC 15)
  Craymite (up 5 at a time): Init +2; Atk bite +2 melee 
  1d6; AC 12; HD 2d6, hp 7 each; MV 20’, Leap 50’, 
  Swim 20’; Act 1d20; SP Leaping attack; SV Fort +1, 
  Ref +4, Will +1, AL C
  Leaping Attack: When a craymite is able to leap with 
  an attack, it gains a d3 Deed Die like that of a War-
  rior.  This die adds its bonus to both the attack and 
  damage rolls, and, if it comes up “3” on a successful 
  hit, the character struck is bowled over and knocked 
  prone.
  
  9
  Searching in this area uncovers 3d30 cp, 2d20 sp, 
  and 2d10 gp per round (for 5 rounds). Additionally, 
  a DC 15 Search reveals a hapless thief entrapped 8 
  feet up the southern wall. The rock formation can 
  easily be broken away to reveal the thief’s corpse 
  nearly petrified alongside his ruined leather back-
  pack which contains a small pouch of 12 gp, a rusted 
  set of thieves’ tools (checks at -1), spoiled rations, 
  and a rotted rope. On the thief’s belt is a rusted but 
  serviceable dagger.  
  10. Brood Chambers: The flooded natural passage 
  widens into a dead-end chamber. Piles of mud, some 
  in peaked “nests” and others in circular pens, poke 
  up from the murky water.
  These chambers serve as living quarters and nurser-
  ies for the craymites. The chambers contain mud 
  nests of crawfish, coral full of cave fish, and nursery 
  ponds full of craymite spawn. At any given time 
  there are 2d5 craymites here. As described in room 
  7, above, these craymites know of the rebel priest 
  called False, and they know that he passed into the 
  “Holy Chamber.” If hard pressed, they can reveal 
  the secret underwater passage to 13. Each of these 
  chambers contain what little treasure the creatures 
  have scavenged – 2d12 sp and 1d6 gp and 1d3 gems 
  of 10-50 gp value each (30% chance). 
  Craymite (up to 10): Init +2; Atk bite +2 melee 1d6; 
  AC 12; HD 2d6, hp 7 each; MV 20’, Leap 50’, Swim 
  20’; Act 1d20; SP Leaping attack; SV Fort +1, Ref +4, 
  Will +1, AL C
  Leaping Attack: When a craymite is able to leap with 
  an attack, it gains a d3 Deed Die like that of a War-
  rior.  This die adds its bonus to both the attack and 
  damage rolls, and, if it comes up “3” on a successful 
  hit, the character struck is bowled over and knocked 
  prone.
  11. Passage of the Holy: This flooded passage ends 
  in a dead end. At the far end, it appears that the 
  water is much deeper and clearer than the rest of 
  the warren. 
  The passage drops off to a 30 feet deep pool. The 
  chamber is unguarded, though the deeper water 
  is brutally cold (see room 8). Fifteen feet under 
  the water here is a passage to room 12. A second, 
  hidden passage branches off to room 13 (Searching 
  for this passage requires 1 full round, at least). In 
  addition to the cold conditions, the swimmer must 
  make a Strength check (DC 13) each round to swim 
  through the passage (to 12 or 13). Reaching either 
  chamber only takes 2 rounds, but each failed check 
  adds a round to the swim. When the swimmer has 
  been under water for three rounds, he or she must 
  make a Stamina check DC 10 or begin to drown. 
  Each round thereafter the Stamina DC increases 
  by 2. A drowning character loses 1d6 Stamina per 
  round. Lost Stamina recovers quickly once the swim-
  mer can breathe again. 
  12. The Holy Chamber: This dark vaulted chamber is 
  flooded with cool, clear water. The main part of the 
  chamber appears to be waist deep, but the water 
  deepens on the far side of the room. Other than the 
  lapping of the water, the room is silent. 
  The holy chamber is revered by the craymites as a 
  temple to Gelihedres. The eastern pool gives way 
  to a shallow antechamber (12-b) facing a deep clear 
  pool (12-c). The pool is circled by narrow walkway 
  (Dex DC 14 to stay on this slippery surface) dropping 
  off into the abyssal pool (12-d), that leads to Gelihe-
  dres hellish underwater sea. 
  12-a. The Entry Pool: This leads to the underwater 
  passage back to 11 (and the hidden branch to 13). 
  Note: The mud demons will follow parties into 13, 
  though they flee from anyone wielding Alceon. 
  12-b. The Antechamber: The antechamber is a shal-
  low area where the craymites gather to pay hom-
  age to their deity. The water here is only 1-2’ deep. 
  Disturbing the water here awakens the guardians of 
  this chamber (see below). 
  12-c. The Central Pool: The central deep pool cov-
  ers a sculpture of Gelihedres – about 15 feet under 
  water. Between the stalked eyes is a rusted iron 
  plaque about 3 feet wide and 4 feet long inscribed 
  with a benediction to Gelihedres. The body of a mud 
  demon floats in this pool – killed by Bashkim and his 
  minions. 
  Purple Duck Note: The benediction to the King of 
  Darkness can be used as either a Patron Bond spell 
  or as a clue to entering into Gelihedres’ service. This 
  is left up to the Judge. 
  12- d. The Abyssal Pool: The Abyssal Pool is unfath-
  omably deep and cold.
  The abyssal pool is home to two mud demons, who 
  are the guardians of the Holy Chamber. The mud 
  
  10
  demons will rise from the deep pool to attack any 
  non-craymite creature that enters this area. Tradi-
  tionally, they would also allow safe passage for other 
  followers of Gelihedres but their encounter with 
  Bashkim has altered their outlook on strangers, even 
  strangers who worship the same patron. 
  Mud Demon (2): Init +3; Atk weapon +3 melee – 
  lashing tentacles (1d8+2); AC 15; HD 3d8, hp: 14 
  each; MV 30, swim 40; Act 1d20/1d20; SP Eye blast 
  (Ref DC 15 or blinded for 1d3 turns; -3 to save for 
  those with infravision); 20% miss chance to those 
  that succeed the save, unless they do not need sight 
  to fight; half damage from non-silver weapons; SV 
  Fort +3, Ref +3, Will +2,  AL C 
  The mud demons of Gelihedres are 8 feet tall mis-
  shapen blobs composed of what appears to be living 
  mud. Innumerable eyestalks rise from their head-
  less torsos, each with a golden eye the size of a fist. 
  They flow quickly over watery surfaces and use their 
  two barbed tentacles to kill and capture prey. When 
  destroyed, several of the eyes harden into clear yel-
  low gems of varying quality like a citrine (2d4 gems 
  10-60 gp each) 
  Purple Duck Note: Characters may recognize these 
  as similar to the gem held by the corpse of Vyache in 
  room 4.
  Carved Chambers
  This area was constructed by an older human cult to 
  Gelihedres, but has long since been abandoned. It 
  is now occupied by Bashkim and his adherents. The 
  ex-priest of Ira seeks to destroy the Mountain God’s 
  hold on the underworld by a foul ritual involving the 
  corpse of a giant’s child plus Vyache’s skull and magi-
  cal club. 
  13. Reflecting Pool: The passage opens into a 
  worked stone chamber with a long stone pool. A 
  passage exits the room from the northeast corner. 
  Other than the smell of cold water, a faint sweet but 
  pungent smell can also be detected. 
  The walls of this room are plain, though on each is a 
  carving of the holy symbol of Gelihedres – a cluster 
  of eyestalks emerging from a sphere. A naphtha-
  based fire trap guards the exit from this room (Find 
  Traps DC 13; Reflex DC 15; 1d8 damage + 1d4 dam-
  age per round for 3 rounds. Fire cannot be extin-
  guished with water but a character that used an 
  Action Die to make the save puts out the fire).
  14. Apartments: This room stinks of unwashed bod-
  ies and is crowded with sleeping mats and crude 
  personal belongings. Twelve people rise from their 
  positions around the room, their skins with carved in 
  eldritch and vile symbols. 
  The door to this chamber is locked. One of the 
  cultists passes into room 15 to warn the acolytes. 
  Amongst the personal junk the party can collect 
  2d20 cp, 3d8 sp, and a golden symbol of Gelihedres 
  (40 gp). The skin carvings are similar to those on the 
  corpses in room 9.
  Cultists (12): Init +1; Atk scimitar +1 melee (1d6+1),  
  javelin +1 ranged (1d4); AC 12; HD 1d6, hp:4 each; 
  MV 30’; Act 1d20; SP Gang-up — +1 to hit per com-
  batant over 2 on a single opponent; SV Fort +2, Ref 
  +2, Will +0, AL C
  15. Holy Men: This room stinks of unwashed bodies 
  and several beds line the back wall. A central fire pit 
  fills the room with smoke, though a natural chimney 
  seems to vent the majority of it. Six men in loincloths 
  rise from various positions around the room, each 
  with the vile symbol of Gelihedres carved into his 
  chest. 
  Six acolytes of Gelihedres live here. If alerted, five 
  will support the battle with spells, while one will 
  open the secret door to warn Bashkim and his 
  guards of the intruders. Among their belongings are 
  2d100 sp, 1d24 gp, and a small bag of 4d20 gems 
  worth a total of 150 gp. 
  Acolytes (6): Init -1; Atk club +1 melee (1d4), or spell 
  (Spell Check +2); AC 12; HD 2d8, hp 10 each; MV 30; 
  Act 1d20; SP King’s Embrace (see below); SV Fort +1, 
  Ref +0, Will +2, AL C – NOTE: Can be turned by cler-
  ics of Law. Spell check modifier equal to HD.
  King’s Embrace: (Spell Check DC 14) Upon a success-
  ful Spell Check, a muddy tentacle emerges from the 
  carving on an acolyte’s chest. This tentacle attacks at 
  +2 (independent of the acolyte’s normal attack) and 
  wraps around the victim’s throat causing 1d4 Stami-
  na damage per round. The tentacle remains for 3d3 
  rounds. Each round the victim can attempt to escape 
  by beating a DC 15 STR check. 
  
  11
  16. Empty Chamber: This room is bare and empty, 
  though the symbols of Gelihedres dominate each 
  wall. 
  There is nothing in this room. At one time, this room 
  was used as additional quarters for the acolytes of 
  Gelihedres but as their numbers fell the acolytes de-
  cided to abandon this room and move into smaller 
  quarters for protection.
  17. Ritual Room: A tall, dusky-skinned man with 
  white hair stands over the beheaded body of a 
  young giant. The corpse lies within a silver sigil 
  carved into the stone floor and a human skull sits 
  near the giant’s severed neck. At its right hand lies a 
  large wooden club adorned with dull iron spikes.
  Bashkim is deep in his ritual when alerted to the 
  party’s presence – crouched over the flayed body 
  of a giant’s child within an arcane circle. The skull 
  is Vyache’s and the club is Alceon. Bashkim will 
  only interrupt the ritual if directly attacked – and if 
  disrupted, he’ll snatch up his prizes and dive into the 
  well at the back of the room. The well falls hundreds 
  of feet into the deep underworld. 
  The guards immediately move to attack anyone in 
  the room – but do not leave to pursue or engage the 
  party elsewhere. Bashkim’s concubine, Adalee, is a 
  charmed priestess of Ira who has now so sullied her 
  connection to the god that she is essentially power-
  less. She fights to protect her master, but any sign 
  that the party works for her former deity allows her 
  a Will check (DC 18) – which breaks the charm. 
  Adalee: Init -2; Atk dagger -2 melee (1d4-1), AC: 11; 
  HD 1d8, hp 4; MV 20’; Act 1d20; SV Fort -1, Ref -2, 
  Will -4, AL N
  Guards (4): Init +2; Atk spear +d3 melee (1d8+d3),  
  or longsword +d3 melee (1d8+d3); AC: 16 ; HD 1d12, 
  hp: 7 each; MV 20’; Act 1d20; SP Crit as Level 1 
  Fighter; Called Shot; SV Fort +1, Ref +2, Will +0, AL C
  Called Shot: If one of the guards rolls a 3 on his Deed 
  die, the opponent must make a FORT save DC = 
  damage dealt, or be shaken for 1 round (-2 to all d20 
  rolls). 
  Bashkim: Init +3; Atk dagger +1 (1d4) or spells; AC: 
  14 ; HD 4d4, hp: 11; MV 30’; Act 1d20/1d14; SP 
  spells; SV Fort +2, Ref +1, Will +3, AL C
  Spells: (+6 spell check) – Charm (1 creature), Decay 
  (as Emirikol’s Entropic Maelstrom), Invisibility (self 
  only), Invoke Patron (summons 2d4 craymites (14-
  17), 1 mud demon (18-25), or an avatar of Gelihe-
  dres (26+); Featherfall
  Purple Duck Note: On a natural 1 Spell Check, 
  the ground turns to mud under Bashkim and he is 
  trapped and sinking – He grabs Alceon and the skull 
  the next round and sinks below the surface two 
  rounds later – off to the realm of his new master. 
  If Baskhim successfully summons an Avatar of Ge-
  lihedres, the corpse of the giant’s child transforms 
  into the Avatar. The Avatar attacks everyone in the 
  room except for Bashkim. 
  Avatar of Gelihedres: Init +4; Atk tongue +6 melee 
  (1d7 damage and dragged to its mouth) or bite +6 
  melee (4d6); AC 22; HD 6d8, hp 42; MV 50’, swim 
  80’; Act 1d20+1d16; SP Eye blast (Ref DC 18 or 
  blinded permanently — -6 to save for those with 
  infravision); 20% miss chance to those that succeed 
  the save, unless they do not need sight to fight; half 
  damage from all non-silver weapons; SV Fort +8, Ref 
  -2, Will +10,  AL C
  
  12
  The Avatar resembles a mud demon, though it is 
  larger (20 feet tall) and lacks tentacles. Instead it 
  shoots a barbed tongue from its wide mouth that 
  latches onto victims. This tentacle has Strength of 18 
  and drags trapped victims into the Avatar’s mouth 
  the next round (automatic hit with a bite). If de-
  stroyed, the Avatar melts away leaving a fist-sized 
  yellow citrine worth 400 gp. 
  Bashkim and the acolytes do not have any treasure 
  on them beyond their equipment and the magical 
  two-handed club. Deep down, Bashkim knew that 
  his path would only lead to his death.
  Alceon: Called Ira’s Fist, Alceon is a magical two-
  handed club +1 (1d10+1 damage). In the hands of a 
  devotee of the Mountain God, the club can emit a 
  powerful crack of thunder. All creatures of Chaos (in-
  cluding characters of the Chaotic alignment) within a 
  100’ radius must make a Fortitude save DC 13. Those 
  that pass the check fall prone, but are otherwise un-
  harmed. Those that fail are deafened permanently 
  and stunned for 1d4 rounds. This power can be used 
  once per day. 
  Designation of Open Content: All text on pages 3 through 11 are designated 
  as Open Gaming Content.
  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.
  1. 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, improve-
  ment, 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 transla-
  tions 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, loca-
  tions, 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 associ-
  ated 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.
  2. 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.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. 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.
  5.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. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
  tion 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.
  7. 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. 
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. 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.
  10 Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game  Content You Distribute.
  11. 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.
  12 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.
  13 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 becom-
  ing aware of the breach. All sublicenses shall survive the termination of this 
  License.
  14 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.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. 
  Gary Gygax and Dave Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.
  goodman-games.com or contact info@ goodman-games.com
  Adventure Locale: Sepulcher of the Mountain God © 2012, Purple Duck 
  Games; Author Paul Wolfe. 
  This product is based on the Dungeon Crawl Classics 
  Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon 
  Crawl Classics and DCC RPG are trademarks of Good-
  man Games. All rights reserved. For additional infor-
  mation, visit www.goodman-games.com or contact 
  info@goodman-games.com.
  
  13
  Purple Duck Games Note: Thank you for picking up 
  the second release in our  adventure locale line. It 
  was a blast  to work with Paul, Daniel, Scott and the 
  playtesters  to bring this adventure to you. 
  More adventure locales are in  development and we 
  hope to see you  again. If you have any questions do 
  not hesistate to email me at gedakm@gmail.com.
  Playtesters Scott Ackerman, Daniel J. Bishop, Heath-
  er Bishop, Michael Bishop, Tamo Kerekes-Dembeck, 
  Sean Connors, Kevin Heffernan, Nathan Hill, Clayto-
  nian JP, Jon H. Morgan, John Da Silva Pola.
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Purple Duck Games/AL2 Sepulcher of The Mountain God.pdf