TEXT: Written by Jürgen Mayer
  http://deadcyclops.blogspot.com/
  Map by Dyson Logos
  http://www.dysonlogos.com/
  Illustrations by Evlyn Moreau
  https://www.patreon.com/evlynmoreau
  With  inspiration  from: Dyson  Logos’ map  and 
  accompanying notes, Barrowmaze Barrow Mound Random 
  Crypt Generator by Greg Gillespie, Raging Swan Press Blog 
  by Creighton Broadhurst, DCC RPG Core Rules, Labyrinth 
  Lord Core Rules
  Introduction
  A low-level Barrowmoor crypt for use with Barrowmaze or 
  as a small set-piece in your campaign or hexcrawl. Stats 
  are given for use with the DCC RPG, but can be easily 
  adapted to your system of choice.
  1 Crypt Entrance
  Sealed with large coverstone (2 turns of work with 
  sledgehammer and spikes). Wooden crypt door is 
  locked. In the wall behind the door is a stone bowl on a 
  pillar filled with strange dark water. A character washing 
  their hands or their face gets +1 on all saving throws 
  while in this crypt. Drinking the water has 
  the same effect, but requires a 
  DC13 Fort save or causes 
  stomach cramps for 1d12 
  hours (-1 on all rolls that are 
  not saving throws). The doors 
  to 2 and 3 are both open.
  2 Plundered Tomb
  The door is open. The coffin is open and empty. The 
  former occupant, now risen by the powers of the Tablet 
  of Chaos, is currently at the end of the hallway in room 5. 
  The walls of the alcoves are filled with prayers for the 
  dead in ancient common.
  3 A Way of Honoring the Dead
  The walls of this room are full of small round holes 
  (crossbow-bolt-sized). Runes in ancient common are 
  chiseled into the floor. They form a branching path 
  through the room and if read (DC13 Int) form a prayer 
  that honors the dead. Walking on the path is safe. 
  Stepping away from the path triggers crossbow bolt 
  traps at the indicated spaces (roll a ranged attack +2 vs. 
  the character for 1d6 damage; each of the 3 triggers has 
  1d6 bolts remaining). The door to 1 is open.
  4 New Entrance
  A part of the mound has crumbled and formed a new 
  entrance into this corridor.
  CRYPT OF THE HONORED DEAD          
  1
  
  5 Wide Hallway
  Scraping sounds (like bone on stone) can be heard 
  coming from the very end of the hallway from an unknown 
  source. A large amphora is standing at the far wall of this 
  hallway (inscribed with prayers in ancient common, empty, 
  worth 100gp). Walking through the area between the 
  alcoves triggers two separate swinging ball traps (2d6 
  damage, DC13 Ref save for half). 
  The source of the scraping sounds is a skeleton that is 
  steadily walking against the closed door leading to room 6. 
  It will ignore everything unless it is attacked. It tries to get 
  re-united with the remains of its former lover in the 
  sarcophagus in room 8. If the door is opened, it will walk 
  straight through room 6 (note that it is too lightweight to 
  trigger the trap door) and walk against the door to room 7. 
  If that door is also opened, it will walk straight to the 
  secret door to room 8, making it easy to find for the 
  characters.
   
   
   
  Skeleton: Init +0; Atk claw +0 melee (1d3); AC 9; HD 1d6; 
  MV 30’; Act 1d20; SP un-dead, half damage from piercing 
  and slashing weapons; SV Fort +0, Ref +0, Will +0; AL C.
  6 Antechamber
  Large runes in the middle of the room spell the words NO 
  PLACE FOR THE LIVING in ancient common (DC13 Int to 
  decipher). Walking over these words opens a 20’ deep pit 
  full of Yellow Mold (4d8 hp, can only be harmed by fire). 
  Falling into the pit causes 2d6 falling damage, plus 1d6 
  acidic damage from the mold, plus spores filling the pit 
  (after 6 rounds in the pit, DC13 Fort save or suffocate and 
  die). Walking around the runes on the northern side 
  triggers a crossbow bolt trap through a small hole in the 
  wall (roll a ranged attack +2 vs. the character for 1d6 
  damage; 6 bolts total are available to be shot).
  7 False Tomb
  The coffin is nailed shut and filled with ancient human 
  remains. There are two chests marked with a white skull 
  on the lid. One contains a necklace with a white ivory 
  skull (25gp), a holy symbol of Nergal, God of Death 
  (neutral clerics gain 1 point of disapproval when touching 
  it, lawful clerics gain 3 points). The second chest contains 
  a Clockwork Spider. The walls of the alcoves are filled 
  with prayers for the dead in ancient common. Pressing the 
  brick with the words translating as “open the way” in the 
  southern alcove opens the secret door to room 8.
  Clockwork Spider: Init +0; Atk bite +0 melee (1d3 and 
  DC14 Fort save vs. lingering poison); AC 16; HD 1d10; MV 
  40’; Act 1d20; SP lingering poison deals an additional 1d3 
  damage and requires another save, until a save is 
  successful; SV Fort +2, Ref +0, Will +0; AL N.
  8 Secret Tomb
  1d6 Skull Centipedes (1’ long) live here. The stone 
  sarcophagus is inscribed with a rune of forgetfulness 
  (DC13 Will save or the character doesn’t see the 
  sarcophagus). Inside are ancient human remains and a 
  brooch worth 200gp. There are two chests marked with 
  a white skull on the lid. One contains a silver goblet 
  (300gp), the other contains a matching golden goblet 
  (400gp). The walls of the alcoves are filled with prayers 
  for the dead in ancient common.
  If the skeleton gets here, it will open the sarcophagus, 
  climb in, and close it again. Characters who fail their save 
  against the rune of forgetfulness will simply see the 
  skeleton vanish.
  Skull Centipedes (1d6): Init +0; Atk bite +0 melee (no 
  damage but DC13 Fort save or get poisoned); AC 10; HD 
  1d4; MV 20’; Act 1d20; SP poison makes you sick for 
  1d10 days (-1 on all rolls and lose half speed) ; SV Fort 
  +1, Ref +0, Will +0; AL N.
  CRYPT OF THE HONORED DEAD          
  2
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Crypt of the Honored Dead (DCC).pdf