TEXT: Fantasy Renaissance Adventure Module
  CRYPT OF BONES
  Written by “Weird Dave” Coulson
  An Adventure for Character Levels 10-12
   
  Lord of the Bone fieLds #2
  BF2
  
  CRYPT OF BONES
  Fantasy Renaissance Adventure Module BF2
  For use with Castles & Crusades
  An Adventure for Character Levels 10-12 
   
  Written by “Weird Dave” Coulson
  Lord of the Bone fieLds #2
  The town of Amberdale is under siege! A skeleton army 
  moves out of the Black Graveyard under the command of a 
  mysterious force, and only a brave band of heroes stand in its 
  path. The source of the undead scourge takes the party into 
  the halls of a trap-filled nightmare, where they must confront 
  the evil at the heart of the ... CRYPT OF BONES!
  A fAntAsy renAissAnce Adventure ModuLe Brought to you By your friends 
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  Fantasy Renaissance Adventure Module BF2
  CRYPT OF BONES
  LORD OF THE BONE FIELDS #2
  For use with Castles & Crusades
  Writer: “Weird Dave” Coulson 
  Cover Art: Aaron Ostman
  Interior Art: Timothy Wilsie
  Cartography: Glynn Seal 
  Layout: “Weird Dave” Coulson
  The Cut to the Chase logo is a trademark of Cut to the Chase Games LLC.
  Cut to the Chase Games LLC is not affiliated with Troll Lord GamesTM or Chenault 
  & Gray LLC.
  
  2
  Dark and twisted things are crawling up to the surface 
  of the world. Lamotruu, demon lord of graveyards, has 
  been unwittingly released from his prison by a band of 
  heroes, and now the filthy claws of Lamotruu’s most 
  loyal servants dig their way through centuries of rest. 
  The town of Amberdale finds itself in the crosshairs of 
  a full undead uprising spurred on by the demon lord’s 
  return, and the Black Graveyard hungers for fresh life 
  once again.
  BF2 Crypt of Bones is a Fantasy Renaissance Adventure 
  Module designed for a group of four to six Castles 
  & Crusades characters levels 10 to 12. It is a follow-
  up to BF1 Tower of Skulls, wherein a band of heroes 
  destroyed that unholy site – setting free its master in 
  the process. Now the demon lord’s most powerful 
  servants have returned to wreak vengeance.
  Weird Dave’s Notebook: Atmosphere
  DMs who run this adventure should strive to achieve 
  an atmosphere of fear. Turning down the lights, 
  playing in the evening or into the night, and utilizing 
  creepy organ music are all good ways to achieve the 
  right mood for the adventure.
  Adventure Background
  Within the evil-soaked realm of the Abyss, powerful 
  demon lords and princes fight for dominion over the 
  many layers. As a particularly powerful creature begins 
  to dominate its fellow demons and outsiders, the layer 
  of the Abyss twists and takes shape to the ruler’s whim, 
  sometimes unconsciously. Horrors beyond horrors can 
  be found between those near-infinite layers, lorded 
  over by heinous beings of unquenchable power.
  Orcus, demon prince of the undead, is a name 
  whispered in rumors on the Prime Plane, and in 
  even more hushed tones on the Abyss. The powerful 
  demon prince has fought countless battles against 
  innumerable foes to control his land and his dominion 
  over the undead. His victories have left scores of rivals 
  dead, insane, or both.
  One such challenger was Lamotruu, a demon 
  lord who held sway over plants and undead alike. 
  Lamotruu had many names - Keeper of the Bone 
  Fields, He of the Withering Gaze, the Bone Flower, the 
  Autumn Reaper, the Horned Shepherd. His favorite 
  was the Skull Father, and Lamotruu had a fondness 
  for skulls of all shapes and sizes. In the heart of his 
  Abyssal domain, he held court in a grisly site called 
  Kharrel-Tavox, Abyssal for the Tower of Skulls. A great 
  spire whose exterior was embedded with hundreds 
  of thousands of leering skulls, it commanded respect 
  and housed the demon lord’s greatest prizes and was 
  the seat of his power.
  Orcus and Lamotruu clashed many times, but 
  eventually Lamotruu was overthrown completely and 
  utterly in an Abyssal coup orchestrated by his ancient 
  rival. Orcus bound the fallen demon lord to the Tower 
  of Skulls and hurled it into the Prime Plane, there to 
  torment the mortals as a crux for evil and breeding 
  ground for wickedness.
  Recently, a group of heroes managed to solve 
  Lamotruu’s riddles and puzzles, defeat his many 
  guardians, and reach the top of the Tower of Skulls, 
  there to find the demon lord weakened and tired. 
  The Orb of Oblivion, source of the tower’s influence, 
  was destroyed by the heroes, and Lamotruu assumed 
  death would finally come for him. It was not to be.
  Instead, the shackles of his imprisonment were broken, 
  and Lamotruu found himself with free will once again. 
  Weakened severely, however, he still yearned to 
  return to his Abyssal realm and reclaim his Bone Fields 
  from Orcus’ clutches. But he needed time, and he 
  needed help from his ancient followers. The demon 
  lord of graveyards reached out and more than a few 
  of his old servants responded.
  In a remote forest, deep beneath the earth, one 
  such sacred site has resurfaced. Known originally as 
  the Black Graveyard, it was tended to by the Eyes of 
  Death, a trio of undead hags who served Lamotruu 
  in life and in death. With their master’s return, the 
  Eyes of Death have resurged in power, and the Black 
  Graveyard has resurfaced to wreak havoc across the 
  land and spread Lamotruu’s influence.
  Amberdale, the closest town to the resurfaced Black 
  Graveyard, finds itself squarely in the path of the Eyes 
  of Death and their goal of satiating their bloodlust in 
  Lamotruu’s name.
  Module Synopsis
  Dark things are crawling up from the ground around the 
  town of Amberdale. The local priest, Father Barondo, 
  is a retired high cleric, old now but with strength left 
  in him to protect the town for a short while. He sends 
  an urgent summons to his allies requesting aid, which 
  is the easiest way for the characters to get involved.
  Whatever their motivations, the characters find 
  themselves approaching Amberdale only to be 
  attacked by giant undead bats on the road. 
  Shambling dead rise from the ground as well to harry 
  the party, who find that the path to the town is not 
  safe. Fighting their way through, the characters arrive 
  in Amberdale just as Father Barondo’s strength fails 
  him.
  CRYPT OF BONES
  
  3
  Amberdale is a small community centered around 
  the Temple of Hope. It is there where the characters 
  find Father Barondo, who gasps out some information 
  before finally succumbing to the power of the Black 
  Graveyard. The town comes under siege by the 
  Hungry Horde, consisting of ravenous skeletons and 
  worse, led by one of the Eyes of Death. It’s up to the 
  characters to mount a defense to keep Amberdale 
  from falling into darkness. 
  Once the siege has passed, successfully or not, the 
  true problem must be dealt with. To the north, the 
  characters find the Black Graveyard – a great field of 
  pitch-black soil and bone-white trees. This has become 
  the domain of the Eyes of Death, three undead hags 
  loyal to the Demon Lord of Graveyards, and they 
  do not take kindly to trespassers (especially if one of 
  them was defeated in Amberdale). One of the hags 
  is charged with watching over the Black Graveyard, 
  and she must be dealt with if the characters hope to 
  proceed.
  The beating heart of the Black Graveyard sits in an 
  unearthly crypt made of bones. This is where the last 
  of the Eyes of Death plots and plans for Lamotruu’s 
  return. Only by defeating the three Eyes of Death 
  and destroying the Star of the Graveyard can the 
  characters finally put to rest the risen evil that threatens 
  Amberdale and beyond.
  Future Modules
  The LORD OF THE BONE FIELDS series chronicles the 
  return of the fallen Demon Lord of Graveyards. 
  Lamotruu’s rising threat and return to power began 
  in KS1 Tower of Skulls, which showcased the demon 
  lord’s ancient prison, filled with traps, trouble, treasure, 
  and death. While Lamotruu was featured as the lord 
  of the tower, he had grown weak and complacent 
  over the years and yearned to be free. With the 
  destruction of the Orb of Oblivion, Lamotruu was 
  freed – but not unto death as he surmised. Instead, 
  he was returned as a free willed sentient demon lord, 
  though weakened and without an Abyssal realm to 
  command.
  BF2 Crypt of Bones features the characters opposing 
  one of Lamotruu’s most feared servants, the 
  undead witches known as the Eyes of Death. Other 
  monstrosities rise across the land as well in the demon 
  lord’s name, so Lamotruu’s restoration of power and 
  influence cannot be stopped wholly at this point.
  The final scenario, KS3 Garden of Graves, puts the 
  characters directly in the demon lord’s path along his 
  road to reclamation. Lamotruu poses a real threat to 
  the balance of Abyssal power, and while some may 
  claim Orcus deserves to be challenged, Lamotruu’s 
  methods require a whole lot of mortal blood be spilled. 
  The characters get sent to the Abyss by a high priest 
  of Orcus in order to thwart Lamotruu’s plans directly in 
  his fallen Bone Fields.
  Involving the Characters
  Father Barondo was a high priest of the healing 
  goddess in a great temple for many years, but age 
  finally caught up with him and he retired to Amberdale 
  to live out the rest of his days. He made many friends 
  as high priest, however, so when the Black Graveyard 
  rises near his town he calls upon as many favors as he 
  can to come to their aid. One of the characters could 
  have been a colleague or pupil of Father Barondo’s, 
  in which case the aged priest contacts the character 
  directly via a divine message.
  Alternately, another ally of the characters could be 
  contacted by Father Barondo. Perhaps a duke or 
  lord, kind and loyal to the healing goddess but lacking 
  in organized forces could request the characters 
  investigate Amberdale on their behalf.
  Adapting the Module
  This module tries to use as many generic location 
  names as possible to make it easy to port to nearly any 
  fantasy campaign setting. Below are the elements of 
  the module that would need to be mapped out to an 
  existing setting along with notes of how they fit within 
  the adventure.
  Amberdale: The town that falls under attack by a 
  skeleton army. Amberdale is assumed to be located 
  in a northerly climate, generally harsh and unforgiving 
  but with stubborn folk willing to stand their ground for 
  their homes. The area around Amberdale is forested 
  and hilly.
  Black Graveyard: Located roughly ten miles from 
  Amberdale to the northeast, this is an unholy site 
  that was once the home to a temple dedicated to 
  Lamotruu. It is now shunned by the populace and 
  considered “haunted” though only recently has there 
  been any undead activity reported.
  PART ONE: AMBERDALE UNDER SIEGE
  The module begins with the characters traveling 
  to Amberdale, whether by appointment, duty, or 
  happenstance as the situation may warrant. They 
  encounter ominous winged shadows in the night 
  along the way before arriving in Amberdale, where 
  the people are cowed and Father Barondo lies on 
  his death bed. Unfortunately, the same magic that 
  
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  keeps the town safe from the Eyes of Death drains 
  him of his very life, but he has enough time to gasp 
  out some details to the characters. Then they have 
  only a matter of hours as the protective ward around 
  Amberdale drops and the night of the Hungry Horde 
  begins.
  Getting to Amberdale
  As high level heroes, the characters have quick travel 
  options available to them, such as teleport, to reach 
  Amberdale and the beleaguered Father Barondo. 
  However, the same protection ward that keeps the 
  Hungry Horde of the Black Graveyard at bay also 
  prevents teleportation and extradimensional travel. 
  Any attempt to travel to Amberdale via magical 
  means (teleport or plane shift) results in the party 
  arriving outside the town on the southern end along 
  the little-used dirt road (leading to the Shadowy Wings 
  encounter).
  Shadowy Wings
  The characters are on the road south of Amberdale, 
  heading there to answer the summons of the 
  venerable Father Barondo who’s health is quickly 
  fading before some unknown but powerful evil. This 
  encounter is used to highlight the grave nature of the 
  threat that looms over Amberdale.
  Read or paraphrase the following.
  The road that winds through the light forest follows 
  an idyllic stream that flows south, though your path 
  leads you north. According to your map, the town 
  of Amberdale should be just about a mile ahead, 
  and you’re glad for it too – the sun is just passing 
  its zenith to dip low over the horizon, lengthening 
  the shadows around you. Suddenly, the canopy of 
  trees around shake violently as a screeching fills the 
  air!
  The shrieking comes from 5 wraiths, monstrous beings 
  that once were living souls but fell against the forces 
  of Lamotruu long ago. These creatures move quickly 
  and attack directly.
  Weird Dave’s Notebook: Timing
  The module assumes the characters encounter 
  the bat skeletons just after noon and thus reach 
  Amberdale less than an hour later. Father Barondo is 
  destined to die (or at least give up the magical shield) 
  shortly after they arrive, and that night is when the 
  Eyes of Death launch their attack with the Hungry 
  Horde. This should give the party enough time to 
  prepare some defenses and shelter some of the town.
  Tactics: The wraiths start by shrieking, though it has no 
  effect other than to unnerve their opponents, before 
  launching themselves into melee. The characters 
  are standing on the very border of Father Barondo’s 
  
  5
  magical shield – at some point, illustrate the power of 
  the shield by having one of the wraiths flap away a 
  short distance to the north only to crumple as it hits an 
  invisible wall.
  Development: The Eyes of Death have sent many 
  bands of wraiths to test the limits of Amberdale’s 
  shield, so if the party decides to head off the beaten 
  path to the west or east they can encounter more of 
  them along the way. The creatures are malicious and 
  have orders to attack any living creature they can 
  find.
  The Last Words of Father Barondo
  A mile after dealing with the bat skeletons, and 
  having passed without issue into the magical shield 
  that protects the area, the characters finally make it 
  to Amberdale. The community is cowed, having had 
  no real direction since Father Barondo took to bed 
  and created the magical shield, and are eager for 
  someone to lead them.
  Read or paraphrase the following as the characters 
  enter Amberdale.
  The road opens up into a large clearing encircled by 
  rolling hills and a forested border to the north, south, 
  and west. In the center sits the town of Amberdale 
  nestled in a natural valley, with the swift-moving 
  stream forming its western border. Dozens of single-
  story wood houses, many of them with crude fences 
  keeping in small groups of livestock, cluster together 
  around a broad well-trodden ground in the center. 
  On the northern end of the town, a small hill rises 
  with a walled keep squatting on its top – no flag flies 
  atop the keep and the doors leading in appear to 
  be missing! In the center of Amberdale stands a 
  temple, simply decorated but made of stone, and 
  in the afternoon light you swear the temple seems 
  to radiate a golden hue unmatched by the other 
  buildings. Citizens wander around with children, 
  though no sounds of merriment reach your ears. A 
  tenseness fills the air that sets your teeth on edge 
  and stands the hairs on the backs of your necks.
  Amberdale is in desperate need of some heroes, and 
  hopefully the characters have what it takes to step up 
  and save the town from the Hungry Horde. The citizens 
  of Amberdale are gruff, hardy folk, who do not take 
  kindly to strangers right away – at least not without 
  Father Barondo’s blessing first. Anyone the characters 
  talk to points them in the direction of the Temple of 
  Hope in the center of town, though anyone with a bit 
  of social skills sees that the people are worried.
  Temple of Hope
  The Temple of Hope is one of the few stone buildings 
  in Amberdale (the other being Highwater Keep). 
  Characters seeking Father Barondo are told to head 
  to the temple, which has a set of great double doors 
  that are currently closed. Knocking on them brings 
  a young acolyte opening the door a crack and 
  peeking through from the inside, asking tentatively 
  what business the characters have. If any of them 
  display the same faith symbol as the Temple of Hope, 
  the acolyte apologizes profusely and falls over himself 
  letting everyone inside. Otherwise the acolyte needs 
  to be convinced with a simple CL 5 charisma check 
  (or simply ignored!).
  Weird Dave’s Notebook: The Generic Faith
  What deity does Father Barondo worship? Whatever 
  suits your campaign setting! It’s best to tie it into 
  a priest-type character in the party if possible, but 
  otherwise a god or goddess of light, hope, sun, and 
  healing would do the trick.
  Inside, the temple consists primarily of a large worship 
  hall with benches leading up to a washbasin and 
  altar. Pillars stretching up to the thirty-foot-high ceiling 
  line the hall. Two chambers flanking the altar at the 
  end of the hall appear to be the only rooms inside the 
  temple.
  The acolyte leads the characters quickly to the left 
  chamber, muttering that there isn’t much time left. 
  Inside, two young acolytes tend to the still form of an 
  old man in a simple bed, the white sheets slick with 
  sweat. The lead acolyte holds his breath for a moment, 
  and lets it out only when the old man – Father Barondo 
  – wheezes out a shallow gasp indicating he’s still alive.
  The appearance of the characters brings the aged 
  Father Barondo back to consciousness. Read or 
  paraphrase the following.
  The ancient priest beckons you forward with a 
  spotted, wrinkled hand, a smile playing upon his 
  weathered face as his hazy blue eyes focus on 
  you. “I was hoping someone would come,” Father 
  Barondo gasps out in a voice barely above a 
  whisper. “Terrible things are happening. Something 
  is coming from the Black Graveyard. I’ve kept them 
  at bay, but I cannot hold them back any longer. 
  You must protect Amberdale and then find the 
  black star in the old crypt. Evil has come back to 
  the graveyard and it comes for us all.” A coughing 
  fit wracks the fragile man’s body in a series of painful 
  convulsions. His hand clutches your arm in a vice-
  like grip as his eyes grow wide. “The Eyes of Death 
  have returned! They must be destroyed to save 
  Amberdale!” A moment later, the light in Father 
  Barondo’s eyes fades and his hand goes limp.
  Father Barondo dies having passed his burden on to 
  the characters. The acolytes arrive quickly to prepare 
  his body for burial though they are clearly lost without 
  their leader.
  
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  The Eyes of Death
  Father Barondo references the Eyes of Death. Sage-
  like characters and collectors of historic lore can 
  make CL 10 intelligence checks to recall the name 
  as referring to a trio of hags that served a demon 
  lord long ago, but faded away when the demon lord 
  disappeared. Characters that played through BF1 
  Tower of Skulls connect the Eyes of Death as servants 
  of Lamotruu.
  Weird Dave’s Notebook: Saving Father Barondo
  Father Barondo’s death is meant to underscore the 
  gravity of the situation, but truthfully he doesn’t 
  have to die. His magic is spent and he can do no good 
  during the night of the hungry horde, but if a player 
  moves quick enough and is determined, give them a 
  tough roll to try and save the dying man.
  Frightened Amberdale
  With the passing of Father Barondo, the acolytes 
  go into mourning and begin funeral preparations, 
  mainly because they don’t know what else to do. 
  The characters have some tough decisions ahead of 
  them now.
  Amberdale at a Glance
  Now that the characters have met with Father 
  Barondo and are aware of the coming Hungry Horde 
  from the Black Graveyard, they can take stock of 
  Amberdale and see what they are dealing with. The 
  following bits of information can be gleaned from one 
  of the acolytes in the Temple of Hope or just by asking 
  around.
  •	
  Amberdale has 500 residents spread across 
  about 100 buildings.
  •	
  The keep in the northwest area of Amberdale 
  is abandoned, but its walls can hold up to 200 
  people (combined in the building and the 
  courtyard). The doors to the keep were taken 
  off long ago though the walls, standing 20 feet 
  high, are still strong stone.
  •	
  The Temple of Hope in the center of Amberdale 
  can hold about 150 people. The doors are 
  strong and the windows are high (40 feet up) 
  and narrow. The doors can be barred from the 
  inside and barricaded with wooden benches.
  •	
  The Pleasant Knight Inn and Tavern is a two-
  story wooden building with an expansive root 
  cellar used to store ale and food stores for the 
  winter. The owner, Delwyn Moris, is an older 
  man who never settled with a family, and 
  has become bitter and resentful in his later 
  years. He only helps Amberdale if he can gain 
  financially from the deal. The cellar can hold 
  50 people in cramped conditions.
  •	
  The land is technically owned by a nearby 
  kingdom, but the location is so remote that 
  the tax collector comes by infrequently. Father 
  Barondo served as the town’s leader as well as 
  its faith minister, and without him the town has 
  lost its guiding sense.
  •	
  The Amberdale militia can be raised by 
  characters with oratory skills. The bulk of the 
  available militia consists of 75 poorly armed 
  men and women with little more training than 
  fighting off wolves and other forest animals. 
  They are each equipped with a suit of leather 
  armor, a short bow with two dozen arrows, and 
  a spear. There are also 25 soldiers with some 
  military experience – these warriors have ring 
  mail, a long sword, a shield, and a short bow 
  with two dozen arrows.
  Amberdale Residents
  The people of Amberdale are stubborn folk, but 
  they are genuinely frightened if informed of Father 
  Barondo’s passing. Hunters have seen the skeletal 
  monsters out in the forest, generally north and east 
  of town, and word has spread that it is only by Father 
  Barondo’s power that Amberdale has been spared 
  direct attacks. With the priest’s passing, people fear 
  for the worst, but the best they do when left to their 
  own devices is to lock their doors and hope for the 
  best.
  Amberdale Geography
  Amberdale sits on a small plain east of a slow-moving 
  river. The surrounding countryside is hilly and forested, 
  with three large hills dominating the eastern border 
  of the town. The older woods stand watch across 
  the river to the north and west. Two bridges cross 
  the wide river on Amberdale’s western edge, and at 
  the northwestern corner the land rises up slightly to 
  overlook a confluence of the two northerly streams 
  into the stronger and wider river that flows south.
  Travelling to the Black Graveyard
  Father Barondo mentioned the evil from the Black 
  Graveyard, and the acolytes can provide more details 
  about the site itself, which is located about ten miles 
  northeast of Amberdale along a little-used trail. The 
  acolytes can provide most of the information found in 
  PART TWO: THE BLACK GRAVEYARD to the characters.
  Characters may be tempted to travel to the Black 
  Graveyard immediately. Unfortunately, the Hungry 
  Horde is already on the move (they’ve been waiting 
  near the protective shield for the last week), so if the 
  characters don’t travel by air or by land they’re not 
  going to be able to save Amberdale. The evil undead 
  residents of the Black Graveyard, including the Eye 
  of Death that watches over it, are not affected by 
  sunlight so the area is just as described in PART TWO. 
  After dealing with the graveyard and the Crypt of 
  Bones, however, the characters are going to return 
  
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  to find Amberdale destroyed and a very powerful 
  army of ravenous skeletons and other undead horrors 
  waiting for them! And they still need to defeat the last 
  Eye of Death that leads the Hungry Horde.
  Reconnaissance
  If the characters travel by air or by land (magically 
  or otherwise) towards the Black Graveyard to the 
  northeast they encounter the vanguard of the Hungry 
  Horde first – 10 ravenous skeletons led by a skeleton 
  knight mounted on a warhorse skeleton. This force 
  moves about a quarter of a mile ahead of the main 
  Hungry Horde and have regular chances of noticing 
  characters, depending on how well hidden the party 
  is as they pass by. The characters may be able to 
  slow down the advance of the Hungry Horde through 
  magic and clever tactics before the force reaches 
  Amberdale, in which case adjudicate the “Night of 
  the Hungry Horde” as appropriate to the situation.
  The Hungry Horde itself consists of hundreds of 
  skeletons with strange green fire burning in their eye 
  sockets, along with legions of rune-carved skeletons, 
  powerful skeleton knights mounted on warhorse 
  skeletons, and grotesque piles of fused giant and ogre 
  bones walking as lumbering skeletal hulks. Amelina, 
  the Eye of Death that leads the Hungry Horde, rides 
  invisibly on her dragon skeleton (also invisible) above 
  the horde.
  Preparing Defenses
  With the support of the Amberdale militia, the 
  characters can prepare defenses to slow the 
  advancing Hungry Horde. Additionally, they can 
  station their forces around the town so they don’t get 
  flanked by a surprise attack. All of these factors can 
  contribute to a successful repulsion of the invading 
  undead army.
  Powerful characters are going to have options 
  and capabilities that go beyond these numbers, so 
  adjudicate what the players come up with as best as 
  possible.
  Weird Dave’s Notebook: Making It Epic!
  The siege of Amberdale by the Hungry Horde is meant 
  to be epic, and high-level characters are going to 
  have a host of abilities at their command. Let them 
  shine! Use simplified rules for handling the combats 
  that focus less on the round-by-round elements and 
  more on the big picture moments, especially against 
  the rank-and-file skeletons. And let the players have 
  some fun planning defenses for Amberdale if they 
  want, it’s not every scenario that lets them prepare 
  for an undead army attack!
  Bad Weather Rolls In
  The very weather seems to obey the will of the Eyes of 
  Death, for just as evening approaches the gray clouds 
  overhead unleash a rainstorm onto Amberdale and 
  the surrounding region. The rain dampens the spirits of 
  the defenders and can create slick battle conditions 
  for when the skeletal horde moves in at night.
  Night of the Hungry Horde
  Amberdale falls under attack by Amelina, one of the 
  Eyes of Death, and a large force of skeletal monsters 
  from the Black Graveyard. Their goal is to kill every 
  living creature in Amberdale and then raise the 
  dead as new soldiers in service to the Demon Lord 
  of Graveyards, and the characters find themselves 
  positioned between the town and that very goal. It’s 
  going to be a long night!
  The attack by the Hungry Horde is presented over a 
  series of encounters that must be dealt with during 
  the night, along with one interlude. Each encounter 
  features a surge of monsters in a location around 
  Amberdale with a short time in between, usually only 
  about 10 minutes, though there is one longer lull.
  During all of these encounters, Amelina and her 
  dragon skeleton are flying just a short distance away, 
  surveying and coordinating the attacks. She does not 
  reveal herself until the final assault, but she does use 
  her power to taunt the characters throughout the 
  night. Amelina can see and hear through the eyes 
  
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  of any skeletal monster in the Hungry Horde, and she 
  can speak through them at any time.
  Running the Night of the Hungry Horde
  There are two ways of running this section of the 
  adventure. The first is the most straightforward, and 
  involves rounds of combat for each encounter. There 
  are opponents arrayed against the characters and 
  their allies and these opponents stop at nothing to 
  destroy them and all of Amberdale. The stakes are 
  high but the encounters are played as extended 
  combats.
  The other option is to use a simplified abstract mass 
  combat system to determine loss and success. There 
  are many options available, and the information 
  provide in this module should help adjudicate the rules 
  based on how you want to play it out at the table. 
  You can also narrate the results of the encounters, 
  perhaps having the players roll dice to see how many 
  resources they consume or damage they take.
  Whichever option you use, the final encounter (Death 
  Revealed) should be played using regular combat 
  rules to give the characters the satisfaction of facing 
  Amelina and her skeletal dragon face to face.
  Encounter 1: March of Death
  Just as night falls, the vanguard of the Hungry Horde 
  advance on Amberdale from the most direct and 
  obvious route. The attacking force of 100 ravenous 
  skeletons charge forward in a chaotic mass of rattling 
  bones and frenzied claws.
  Tactics: The ravenous skeletons are armed only with 
  their necromantically-charged claws and they are 
  orders to kill everyone in Amberdale, which includes 
  the characters. The skeletons mostly charge down the 
  broad valley between the two hills east of the town, 
  creating a natural chokepoint for the characters to 
  exploit.
  After five rounds, Amelina sends in a squad of 5 
  skeleton hulks to assist the ravenous skeletons. These 
  hulks charge down the center line and move towards 
  the biggest target they can find.
  Encounter 2: Death From Above
  Amelina sends in her flying units to attack the 
  southeastern side of Amberdale in a hope to catch 
  the town off guard. This force of 10 wraiths wing out of 
  the rainy darkness to suck the life from defenders and 
  create general mayhem.
  Tactics: The wraiths are meant to harass the 
  Amberdale defenders so they spread out as much as 
  possible across the buildings and areas on the south 
  side of the town.
  Encounter 3: Fiery Death
  Out of the woods to the north of Amberdale, 
  Amelina sends a swift moving force capable of great 
  destruction if not dealt with quickly. The 20 flaming 
  skeletons and 20 ravenous skeletons pose a real 
  problem if left to spill into the town proper.
  Tactics: The flaming skeletons are just like regular 
  ravenous skeletons except they are on fire and deal 
  1d8 extra fire damage iwth their attacks. However, 
  Amelina can command one per round to explode in 
  NPC Profile: Amelina, Eye of Death
  Amelina was a powerful wizard in a long-
  forgotten kingdom in ages past, where she 
  wielded great power – political and arcane. She 
  was beautiful, ambitious, smart, and dedicated 
  to seeing herself rule one day, but her ambitions 
  got the best of her. Amelina made powerful 
  enemies, and they banded together one fateful 
  night to end her rise to power. They used powerful 
  sorcery to not only end her life but to cast her 
  soul into the depths of the Abyss itself.
  There she toiled away as a lost soul maggot, 
  but her determination and guile saw her to be 
  rebirthed as a wicked Abyssal hag. Amelina 
  sought revenge on those who had wronged her 
  and to that end she worked deals with demons 
  and monsters. She learned of Lamotruu, Demon 
  Lord of Graveyards, and eventually she came 
  to idolize the powerful demon. Her dealings 
  brought her into contact with Melisanda and 
  Gozimira, and together the three hags formed 
  the Eyes of Death, a powerful coven dedicated 
  to Lamotruu and his machinations.
  That came to end when Orcus defeated 
  Lamotruu and stole the demon lord’s domain. 
  The Eyes of Death were killed by Orcus’ forces 
  and their grand temples and graveyards were 
  torn down. This was the seeming end of Amelina 
  and her hag sisters, but when Lamotruu was 
  freed from his prison in the Tower of Skulls, new 
  power flowed into their long-dead bones. The 
  Eyes of Death were reborn as undead hags and 
  knew their master needed mortal souls to usurp 
  Orcus and reclaim the Garden of Graves on the 
  Abyss.
  Amelina is vain and cruel. Before rising as an 
  undead hag, she used magic to obscure her 
  features and retain her beauty. Now, the spells 
  don’t work like they did and no illusion seems 
  to hide her decaying leather-like flesh. She has 
  chosen to take her rage out on Amberdale and 
  the defenders that dare stand in her way.
  
  9
  a fiery torrent, dealing 3d6 fire damage to everything 
  within 10 feet of the flaming skeleton. Doing this destroys 
  the skeleton, but Amelina is generally only concerned 
  with causing as much mayhem as possible to care. 
  Interlude
  After the first three waves of the Hungry Horde are 
  dealt with, Amelina pulls back her forces to reassess 
  the situation. Her powers over the skeletons allows her 
  to speak through even a destroyed body so she uses 
  the opportunity to verbally harass the party as much 
  as possible. However, the characters have a chance 
  to catch their breath and shift their resources around 
  if they want. Allow the party a short rest, even though 
  this interlude only lasts roughly 10 minutes.
  Encounter 4: Charge of the Death Riders
  After Amelina has a had a chance to assess the 
  characters and the defenses of Amberdale, she 
  sends out one of her most powerful units – a force 
  of 10 skeleton knights each mounted on a warhorse 
  skeleton. Behind them charge 50 ravenous skeletons.
  Tactics: The undead riders charge down the hill on 
  the eastern side of Amberdale in a blitz raid meant 
  to demoralize the defenders. Unless stopped, they 
  continue to ride throughout the town, cutting down 
  defenders as quickly as possible and trying not to stop 
  in one place at a time.
  Encounter 5: Death Revealed
  With the bulk of her forces deployed over Amberdale, 
  Amelina and her dragon skeleton finally engage the 
  characters directly.
  Tactics: At an opportune time in the battle after the 
  death riders have moved forward, Amelina and her 
  dragon skeleton land in the center of Amberdale, 
  right before the Temple of Hope. She challenges 
  the characters to face her finally, but she tries not to 
  engage them alone if possible. A sneak attack unit of 
  5 skeleton hulks move from the river on the western 
  edge of Amberdale to engage the characters at the 
  same time.
  Amberdale’s Fate
  The night of the Hungry Horde ends with the defeat 
  of Amelina and her dragon skeleton. How does 
  Amberdale fare? That result is entirely up to you and 
  your players. If they performed well, planned for the 
  defenses, and kept more defenders alive than lost, 
  then it could be considered a true victory.
  On the other hand, it is entirely possible that the 
  characters simply abandon Amberdale to the 
  Hungry Horde, perhaps by evacuating the people. 
  In this case, Amelina and her skeletal forces have a 
  defensive stronghold outside of the Black Graveyard 
  from which to launch further offenses. If the characters 
  defeat Melisanda and Gozimira and destroy the Star 
  of the Grave, they still have one more Eye of Death to 
  confront before the threat from the undead hags is 
  truly resolved.
  PART TWO: THE BLACK GRAVEYARD
  The true threat to Amberdale and the surrounding 
  region stems from the Black Graveyard, a shunned 
  place some miles from the town itself. Long ago, 
  it served as the breeding ground for the undead 
  experiments of the Eyes of Death from a great temple 
  on the site, but when Lamotruu was defeated and 
  imprisoned the hags lost their power and fell into 
  obscurity. The Black Graveyard was abandoned – but 
  now no longer with the Demon Lord of Graveyard’s 
  escape from the Tower of Skulls.
  The three Eyes of Death are returning the Black 
  Graveyard to its once former glory, but they need 
  time. The attack on Amberdale was an attempt to 
  buy that time, but with Amelina’s (likely) demise during 
  the Night of the Hungry Horde, Melisanda is charged 
  with keeping the graveyard free of trespassers while 
  Gozimira works on the ritual to fully connect them with 
  Lamotruu’s essence in the Crypt of Bones beneath it.
  
  10
  About the Black Graveyard
  The following pieces of information can be gleaned 
  either from the acolytes at the Temple of Hope, via 
  divination spells, or by very knowledgeable sages.
  •	
  The site was once a temple dedicated to some 
  demon lord. Long ago the temple was razed 
  and the cultists and monsters were buried in 
  the black earth around the crumbled building 
  itself and then left alone.
  •	
  The soil around the area is black as night and 
  always moist, anytime of year.
  •	
  Before 
  Amberdale, 
  there 
  was 
  another 
  farming settlement that was established 
  and they buried their dead in the black soil. 
  Unfortunately, the dead did not stay buried, 
  and the other community was wiped out by 
  the “Hungry Horde.” Skeletons rose with the 
  power to suck the life out of a living person.
  •	
  Citizens of Amberdale avoid the entire area, 
  and there haven’t been any real problems in 
  living memory. Or at least, until very recently, 
  when the dead started to rise back up in the 
  area. Father Barondo kept Amberdale safe, 
  though, so no foul undead monsters came 
  into the town.
  Travel to the Graveyard
  The Black Graveyard is located along a little-used trail 
  that winds its way to the northeast from Amberdale. 
  The distance is about ten miles, and there is ample 
  evidence of the skeletal horde that menaced the 
  town during the Night of the Hungry Horde so finding 
  the site does not prove difficult.
  Day or night, it doesn’t matter when the characters 
  reach the Black Graveyard – the undead and 
  monstrous residents of the surface area are not 
  affected by sunlight in any negative way.
  As the characters approach, read or paraphrase the 
  following.
  A light rain falls from the gray blanket of clouds 
  overhead as if the weather were matching 
  the mood of the forest around you – ominous, 
  oppressive, and full of dread. A low rumble of 
  distant thunder rolls through the air and the smell of 
  freshly dug earth fills your nostrils. The trees around 
  you give way to a broad, low clearing that explains 
  the smell. The ground of the clearing is freshly 
  churned dirt turning quickly to mud in the light rain, 
  and a crooked fence made of ill-kept bleached 
  wood creates a poor perimeter around a large 
  graveyard. Headstones and markers set into the 
  soft ground made of wood or stone fill the area with 
  no discernable paths marked through the gaps. In 
  the center stands a squat, stone building, with the 
  carven image of a huge skull on its front. A handful 
  of barren trees stand amidst the headstones.
  The Black Graveyard is protected by 2 night worms 
  that patrol the area.
  Tactics: If the characters approach by foot, the night 
  worms move to attack as soon as they enter the 
  clearing. They use their breath weapon on grouped 
  foes and try to swallow as many characters as 
  possible. If the party flies or otherwise does not touch 
  the ground, the night worms attack when they do 
  (likely around area 4, Mausoleum of the Skull).
  The Black Graveyard
  The Black Graveyard is watched over by Melisanda, 
  one of the Eyes of Death that worship Lamotruu. 
  Unlike her sisters, Melisanda does nothing to hide her 
  grotesque features, and she revels in the torture of 
  good creatures. The earth within the borders of the 
  Black Graveyard has been charged with powerful 
  necromantic energy, though it still took a few weeks 
  to gather the Hungry Horde and strike out against 
  Amberdale.
  General Features
   
  Crawling Dead. Skeletons crawl out of the 
  ground at an alarming rate, especially when living 
  creatures stand still. Anytime a character does not 
  move in a round, bony claws burst out of the ground 
  around them, and on the next round a ravenous 
  skeleton crawls out of the ground.
   
  Unholy Ground. The Black Graveyard has 
  been specially consecrated with unholy energy, and 
  over time it has only grown stronger. Turning undead 
  is more difficult here. Undead are considered to be 
  4 levels higher than their HD here, and every turn 
  undead attempt requires the priest to make a CL 12 
  wisdom saving throw. On a success the turn attempt 
  can be made normally, but on a failure the priest 
  becomes exhausted and suffers a cumulative -2 
  penalty to saving throws and abiliity checks for the 
  next 24 hours.
  1. 
  Broken Fence
  Long ago, descendants of present-day Amberdale 
  tried to use the Black Graveyard as a resting place 
  for their dead. Much to their dismay, they discovered 
  that the dead buried in the black soil did not stay 
  dead! Remnants of their crude fencing still stands in 
  perimeter around the Mausoleum of the Skull. The 
  fencing is comprised of crude metal bars roughly five 
  feet tall with wooden poles between them.
  Each of the standing corners of the Black Graveyard 
  (northeast, southwest, and southeast) contain 6 
  
  11
  ravenous skeletons milling about.
  Tactics: The ravenous skeletons attack any intruder 
  without mercy, though Melisanda speaks to the 
  characters through them to learn their motives for 
  coming to this place. She enjoys toying with her foes 
  and offers them a chance to surrender and return to 
  the soil from whence they came.
  2. 
  Headstone Patch
  Piles of broken stone headstones lie in a heap in these 
  locations. Currently they each hold a shambling 
  graveyard loyal to Melisanda.
  Tactics: If a character walks over one of the patches 
  of headstones, the shambling graveyard lurches forth 
  to stop the intruders. Melisanda can also summon 
  them at will to help protect the Mausoleum of the Skull 
  against intruders.
  Treasure: One of the headstones in the northeast 
  section of the graveyard contains five rubies (each 
  worth 250 gold) studded in its surface.
  3. 
  Tree of Withering
  Plants do not grow natural in the Black Graveyard, 
  and few things represent this better than the handful 
  of gnarled, white trees that stand scattered about 
  the black soil. Each tree is roughly twenty-five feet 
  tall with barren, stark-white limbs, grasping out in 
  frozen attempts to claw at the living. These trees have 
  developed a unique property, however. In addition, 
  each holds a pack of 3 wraiths.
  Any non-undead, non-demonic, non-plant creature 
  that comes within 20 feet of the tree’s trunk feels their 
  life force be sucked into the bark of the tree. They 
  must succeed at a CL 10 cnstitution saving throw or 
  suffer -4 on all strength- and constitution-based ability 
  checks and saving throws for the next hour.
  Tactics: The wraiths watch for anything flying into the 
  Black Graveyard and rush to engage any such foes 
  in flight. Melisanda uses them to harry opponents that 
  assault the Mausoleum of the Skull directly.
  4. 
  Mausoleum of the Skull
  In the center of the Black Graveyard squats the 
  only structure in the area – a stone mausoleum. Dirt 
  clings to its rocky exterior as if it had been recently 
  thrust up from the dark soil around it. The entirety 
  of the south wall contains the carven image of a 
  leering skull though you can just make out the line 
  indicating the skull opens in the center to form a 
  door leading inside.
  The Mausoleum of the Skull is a remnant of the Eyes 
  of Death once proud temple dedicated to Lamotruu, 
  and it contains the only entrance into the Crypt of 
  Bones below. The undead hag Melisanda keeps a 
  watchful eye on the Black Graveyard from the top 
  of the mausoleum and she keeps a force at her beck 
  and call – 8 ravenous skeletons and 3 skeleton hulks, 
  all lying just below the dirt around the building.
  Tactics: Melisanda is a straightforward foe, but she 
  does enjoy talking to intruders, if only to learn their 
  secrets and torture them as much as possible. She 
  keeps herself invisible on top of the mausoleum in the 
  shadow of the peak, making it difficult to locate her. 
  She calls forth the ravenous skeletons in the corners 
  (area 1) and the wraiths in the trees (area 3) to 
  harangue the party as much as possible. Melsianda 
  stays on top of the mausoleum as long as possible, 
  using her spells and ranged attacks to keep the party 
  engaged.
  When someone with obvious fighting skills approaches 
  the mausoleum, Melisanda summons forth the skeleton 
  hulks to engage the foe in melee combat. She saves 
  the buried ravenous skeletons for when things start to 
  go bad for her, or when she feels she can use them the 
  most effectively against spellcasters. Melisanda fights 
  to the death, as she trusts that it is only temporary – 
  her spirit visibly leaves her dead body and flies into the 
  mausoleum, where it enters the Star of the Graveyard 
  
  12
  on the third level to be reborn in a week’s time.
  Trap: The door to the Mausoleum of the Skull is locked 
  with a special triple lock mechanism that can only be 
  safely disengaged by one of the Eyes of Death. The 
  mechanism can be unlocked through an opening 
  just above the top teeth in the center of the skull. This 
  requires three successful CL 10 open lock dexterity 
  checks with thieves’ tools. However, each lock has 
  a separate trap involved with it that must also be 
  discovered and disabled (CL 10 traps (intelligence) 
  check to find, CL 10 traps (intelligence) check to 
  disable). 
  Each trap releases toxic gas from porous holes in the 
  eye sockets, nostrils, and mouth of the skull face on 
  the front. The cloud quickly fills an area 40 feet by 40 
  feet.
  For the first trap, each living non-plant creature in the 
  white cloud must make a CL 10 constitution saving 
  throw. On a failure, the poison gas seeps into their 
  body and affects the physical nerves. For the next 24 
  hours, the victim suffers -4 on all strength, dexterity, 
  and constitution saving throws.
  The second toxic cloud is a red mist, and everyone in 
  the area must make a CL 10 constitution saving throw. 
  On a failure, the mist enters the brain and creates a 
  rage-like state. Anyone affected goes berserk for the 
  next 1 minute, attacking the nearest moving creature 
  in sight, friend or foe.
  The third toxic cloud is green, and everyone in the 
  radius feels intense pain wrack their bodies. The raw 
  pain causes 6d10 poison damage, or half as much 
  on a successful CL 10 constitution saving throw. The 
  cloud is only in effect for one round.
  5. 
  Anguish and Torment
  The interior of the mausoleum is bare, cold stone 
  except for two statues and a block of black stone. 
  The statues stand on pedestals and depict near-
  naked human males in extreme anguish. The black 
  stone between them is about five feet tall and is 
  unmarked except for the indents of two clawed 
  handprints on its surface.
  The entrance to the Crypt of Bones is sealed by 
  the flesh of the Eyes of Death. In order to access 
  the accursed site and put an end to the hags, the 
  characters must get the physical hands of one of the 
  hags (either Amelina or Melisanda). Once the hands 
  of the undead hag are placed on the stone, the 
  floor rumbles for a moment before a narrow staircase 
  is revealed in the middle of the room. The staircase 
  descends into darkness down to area 1 of the Howling 
  Halls.
  PART THREE: CRYPT OF BONES
  Long ago, when Lamotruu still held a position of 
  Abyssal power, the Eyes of Death built a great temple 
  where the Black Graveyard now sits. They ruled the 
  countryside from the castle walls and tortured victims 
  caught by their forces in a series of dungeon crypts 
  below the ground. Those forlorn halls and pits became 
  known as the Crypt of Bones, and when Lamotruu fell 
  the forces of Orcus raised the temple to the ground 
  and defeated the Eyes of Death.
  NPC Profile: Melisanda, Eye of Death
  In her mortal life, Melisanda was greedy and 
  wicked, living as a witch in a remote part of the 
  world. Her swampy home was rumored to be 
  haunted, but she performed valued services to 
  the isolated communities around her – mostly 
  medicinal, but she would offer advice if the 
  price was right as well. All the while she gathered 
  information and created a spy network of birds 
  and beasts in the area.
  Eventually, Melisanda’s power brought her to 
  the attention of a forlorn knight lord who had 
  recently lost the love of his life. He came to the 
  witch asking for the power to bring his dead 
  wife back, and Melisanda promised to reunite 
  the knight with his lost love. The potion she gave 
  him to give her dead wife brought her back as 
  an undead horror that claimed the knight’s life. 
  The risen monster sought out Melisanda and in 
  a cruel twist of irony killed the witch on a stormy 
  night.
  Melisanda’s meddling and creation of the 
  undead horror caught the attention of Lamotruu, 
  Demon Lord of Graveyards, and he snared up 
  the lost soul of the witch. Transforming her into 
  an Abyssal hag, Lamotruu promised wickedness 
  galore to Melisanda in exchange for service, 
  to which she readily agreed. Melisanda found 
  Amelina and Gozimira, and together they 
  formed the Eyes of Death.
  Even in life, Melisanda found twisted joy in her 
  grotesque matronly appearance, and she 
  relished in drawing the screams of children that 
  beheld her ghastly form. As an undead hag, her 
  skin has hollowed and tightened, but Melisanda 
  doesn’t care. Her back hunches beneath her 
  filthy black robes, and she is quick to snap at 
  anyone. She doesn’t tolerate fools or failure and 
  delights in general torture.
  
  13
  They left the dungeon crypt mostly intact, mainly 
  because the hags had magically sealed the entrance. 
  There it lay, beneath dark soil of the Black Graveyard, 
  until Lamotruu was freed from his prison in the Tower 
  of Skulls and the Eyes of Death were brought back as 
  undead hags. They don’t have the power to rebuild 
  their temple, but they’ve opened up the Crypt of 
  Bones as their personal domain once again.
  Crypt Overview
  The Crypt of Bones is comprised of three levels – the 
  Howling Halls, the Statues of Blood, and the Bone Pits. 
  Each level contains traps, puzzles, and monstrous 
  denizens the Eyes of Death have utilized, either in the 
  distant past when the crypt served as their dungeon 
  dumping ground or since Lamotruu’s return when 
  they’ve taken it over as their operational fortress. 
  The Eyes of Death enjoyed toying with their prisoners, 
  and they always promised freedom to anyone that 
  could reach the bottom and touch the Star of the 
  Graveyard.
  Now, however, the Star of the Graveyard serves as 
  the link to Lamotruu. It should be the ultimate goal 
  of the party to destroy this item, severing the link 
  between the Eyes of Death and the Demon Lord of 
  Graveyards, though they likely don’t realize it to start.
  Gozimira in the Crypts
  In order to get to the Crypt of Bones, the characters 
  should have defeated Amelina and Melisanda, which 
  leaves the third and final Eye of Death left. Gozimira 
  is the most devout of the undead hags and keeps a 
  close watch on events unfolding around Amberdale 
  and the Black Graveyard. She knows what the 
  characters have done and what they are capable 
  of, and she uses this information as best she can as the 
  party moves into the crypts.
  Gozimira stays in the Bone Pits guarding the Star of the 
  Graveyard as she knows that her and her sisters are 
  vulnerable if the item is destroyed.
  Leaving the Crypt
  It is likely the party is going to want to leave the crypts 
  to rest and recover their resources at some point while 
  exploring the halls. Resting at all within the crypt is 
  impossible – Gozimira’s command of the dungeon is 
  complete, and she does not let anyone rest and relax 
  enough to regain their strength!
  Gozimira keeps a reserve pool of skeletons and 
  monsters at her disposal to replenish those that fall 
  if she is given at least four hours to prepare. In these 
  situations, she sends 6 ravenous skeletons and 2 
  skeleton hulks to protect any dungeon entrances 
  that have been cleared (area 1 or area 9).
  General Features
   
  Ceiling. Unless otherwise noted, the ceiling is 
  15 feet high.
   
  Doors. Doors in the Crypt of Bones are sturdy 
  stone portals, heavy and resistant to attack. They are 
  unlocked unless otherwise noted and opening them 
  creates a grinding sound of stone against stone.
   
  Light. Sconces along the wall flare to life as 
  the characters traverse the crypt. These sconces are 
  spaced 10 feet apart and ignite when a living creature 
  comes within 10 feet of them, making it especially 
  difficult in hallways or corridors. If extinguished (they 
  are otherwise treated as normal torches), the lights 
  reignite in 1 minute. The entire crypt is considered 
  illuminated in dim light by these torches.
   
  Sound. Each of the three levels of the crypt has 
  a distinct sound. The first is true to its name – wailing and 
  howling can be heard from every direction, sounding 
  as if someone were being tortured. The second level 
  contains soft weeping and moaning from all areas, 
  while the lowest level is filled with the sounds of bone 
  grinding against bone.
   
  Unholy Aura. Much like the graveyard 
  above, the Crypt of Bones is infused with powerful 
  necromantic magic. Undead are considered to be 
  4 levels higher than their HD here, and every turn 
  undead attempt requires the priest to make a CL 12 
  wisdom saving throw. On a success the turn attempt 
  can be made normally, but on a failure the priest 
  becomes exhausted and suffers a cumulative -2 
  penalty to saving throws and abiliity checks for the 
  next 24 hours.
  First Level – The Howling Halls
  1. 
  The Skull of Passage
  Sconces spring to life around the chamber as you 
  exit the stairs from the mausoleum above. The light 
  illuminates a large stone chamber with a single 
  dominant feature – the bleached skull of a great 
  monster sits in the center of the room. The reptilian 
  skull, dragon or large lizard perhaps, is ten feet tall, 
  and its jaw is closed tight. A brass plaque sits on the 
  ground in front of its mouth. Three doors lead out of 
  the room, and though they are closed the sound of 
  howling and moaning fills the chamber.
  This first room also contains the entrance down to 
  the second level, but accessing it is going to require 
  finding some pieces in the crypt. The plaque on the 
  floor is worn but anyone that gets close enough can 
  see that it spells the following:
  
  14
  Death came to me, as it comes to you
  The Graveyard Star is your way out
  Flame and acid, burning all but few
  My eyes open the door, do not doubt
  The rhyme was placed to give prisoners sentenced to 
  the crypt by the hags hope for an escape, though 
  none got down to the Bone Pits to find the Star of the 
  Graveyard. To access the second level, the hollow 
  sockets of the giant skull must be filled with two 
  gemstones located on this level, specifically the red 
  and green gemstones (located in area 7 and area 6, 
  respectively). If the wrong gemstones are placed in 
  the eye sockets (white or blue), black poisonous gas 
  fills this room, causing 10d6 poison damage or half 
  that with a successful CL 10 constitution saving throw.
  The room also contains a pair of guardians, 2 bone 
  weirds created by the Eyes of Death to deter and eat 
  intruders that were not fast enough.
  Tactics: The bone weirds start coiled up behind the 
  skull, and slither to attack while the characters are 
  distracted with the rhyme on the floor. They slither 
  forward to suck up as many bones from the characters 
  as possible.
  Treasure: Behind the skull, the bone weirds had 
  collected a small cache of treasure from previous 
  victims. In a small pile among bones and debris can 
  be found a golden amulet worth 500 gold and a 
  tarnished silver ring bearing the inscription of a famous 
  painter worth 750 gold to the right buyer.
  2. 
  The Screaming Jars
  The howling grows louder as you gaze into this 
  rectangular chamber. Five large clay jars, each 
  roughly five feet across and five feet high, sit on the 
  stone ground around the center of the room. Each 
  jar has a lid that is closed but they seem to rattle 
  with penned up energy.
  The Eyes of Death developed a way to capture 
  the very screams of their victims and bottle it away, 
  though they found no practical use for such energy. 
  Instead, they used it to torture victims sentenced 
  into the crypt. The jars in this room are filled with the 
  screams of the long dead held in a magical stasis, and 
  when the lid is removed the screams are released in 
  a howling cacophony and a gust of powerful wind. 
  The howling causes a wild madness in any living 
  creature who can hear it in the room or adjacent 
  hallways that affects a key function of the body. Those 
  targets must make a CL 11 wisdom saving throw. On a 
  failure, roll 1d6 on the following table to determine the 
  effect. The physical madness lasts for 1d6x10 minutes.
  1d6
  Madness Result
  1
  Eyes. The victim is temporarily blinded 
  as the madness shuts down their vision.
  2
  Nose. The victim loses all sense of smell 
  for the duration of the madness.
  3
  Ears. The victim goes deaf for the 
  duration of the madness.
  4
  Mouth. The victim loses their voice as 
  the madness robs them of their speech.
  5
  Arm. 
  One 
  of 
  the 
  victim’s 
  arms 
  (determined randomly) goes numb 
  and cannot hold objects.
  6
  Leg. 
  One 
  of 
  the 
  victim’s 
  legs 
  (determined randomly) goes numb, 
  inhibiting 
  movement. 
  The 
  victim’s 
  movement speed is halved for the 
  duration of the madness.
  The guardians of the screaming jars are 3 wraiths that 
  hide in this room.
  Tactics: The wraiths cling to the shadowy corners of 
  the room and do not move to engage intruders right 
  away (they receive +4 on hiding attempts). They wait 
  until a curious character opens one of the jars, but if 
  discovered they move quickly to knock the lid off of 
  one before moving into melee. They make disquiet 
  moaning during combat.
  Treasure: Four of the jars are empty, but the one in the 
  northwest corner contains a large white gemstone. 
  Smashing the jar is the easiest way to get at it. The 
  gemstone is oval shaped and looks like it would fit in 
  the eye socket of the skull in area 1 (though doing so 
  triggers the trap in that area). The gem is worth 750 
  gold.
  3. 
  Vault of the Warrior
  Inside this square chamber you see a white stone 
  sarcophagus on the ground opposite the entrance. 
  The lid is carved to resemble a man dressed in a 
  suit of heavy plate mail, his hands clasping the hilt 
  of a sword over his chest. The sword, however, is 
  pitted and marked as if acid had eaten away at it, 
  though no other part of the sarcophagus seems to 
  have the same damage. The man’s mustachioed 
  face is frozen in a look of undeniable pain.
  This sarcophagus contains the mortal remains of a 
  once proud warrior who fought against the Eyes of 
  Death and lost. The hags kept his tortured, broken 
  
  15
  body and bound the warrior’s spirit to the room, forever 
  twisting in silent torment. As the characters enter the 
  room, the ghostly visage of the warrior etched on the 
  sarcophagus materializes in the middle of the vault.
  The ghostly visage does not attack but instead offers 
  the following lament: “In life I stood for truth, but now 
  in death I stand only for the amusement of the Demon 
  Lord of Graveyards. My name is lost, but if you can 
  find it the treasure that failed me life can be yours.” 
  The ghost then disappears with a howling moan.
  Trap: The sarcophagus that holds the remains of the 
  knight is magically sealed. Opening it requires saying 
  the command word in Abyssal – “lost.” The hint is in 
  the words of the ghost itself. Tampering with the lid of 
  the sarcophagus without saying the command word 
  creates a powerful electrical shock coursing through 
  the room, causing 6d6 lightning damage or half that 
  with a CL 11 constitution saving throw.
  Treasure: If the command word is spoken, the lid to the 
  sarcophagus silently opens to reveal the moldering 
  skeleton of the knight. Clutched in his hands is a 
  silver blade. The weapon is a longsword of disruption. 
  Destroying the physical remains of the knight severs the 
  link to the ghost, sending him free. Bonus experience 
  should be awarded in this case.
  4. 
  Vault of the Priest
  This square chamber contains a single feature 
  against the opposite wall. Resting on the ground 
  is a white stone sarcophagus bearing the carven 
  image of a woman on the lid. The woman is 
  depicted in heavy armor with a mace at her side 
  and a shield held over her chest. An expression of 
  eternal agony is etched on her face and the shield 
  bears dozens of deep scratch marks that have 
  marred whatever symbol was once on it.
  Many people have stood up against Lamotruu in the 
  past, and this vault contains the physical remains of 
  a loyal priestess of a sun deity that led a mighty force 
  against the Eyes of Death. She and her forces were 
  defeated and as punishment the hags bound her 
  spirit to her physical remains to serve as a tease for 
  those trapped in the Crypt of Bones.
  As the characters enter the chamber, the incorporeal 
  form of the priestess materializes in front of them. She 
  appears as she does on the sarcophagus lid but she 
  does not wield her weapon or shield in a combat 
  stance. Instead, she intones the following in a hollow 
  voice: “My crime was to bear arms against the Eyes 
  of Death, and for that transgression I have been 
  punished. I am here now as a witness to history. Speak 
  truth and see history as I have seen it.” The priestess 
  then fades away.
  Trap: Like the warrior’s vault, the priestess’ sarcophagus 
  opens only when the command word is spoken. The 
  word “truth” must be spoken in the Abyssal language. 
  If anyone tampers with the sarcophagus lid without 
  speaking the command word, a torrential howling 
  fills the room, dealing 6d6 psychic damage to every 
  living creature in the vault, or half that on a successful 
  CL 11 intelligence saving throw.
  Treasure: If the command word is spoken, the lid to 
  the sarcophagus opens up revealing the decaying 
  remains of the priestess. Her armor and weapons are 
  pitted and worthless but a well-preserved leather book 
  rests on her chest. The book is bound in unmarked 
  black leather and contains roughly fifty pages. This 
  is the Book of Graveyards, containing many legends 
  and rites concerning Lamotruu used by the creatures 
  that worship the demon lord. It is worth 1500 gold to a 
  collector of religious texts and con provide assistance 
  in figuring out the puzzle to the second level.
  5. 
  Hall of the Glass Flame
  The sconces along the wall of his long hall spring to 
  life as you approach. In the center of the hall squats 
  a ten foot square platform about five feet high, 
  upon which rests a crystalline object. It is shaped 
  like a teardrop, easily five feet wide at the base, 
  and sheds brilliantly hued light from what appears 
  to be a raging torrent of fire and energy kept within 
  it. First blue, then it shifts to red, then to white, and 
  finally to green before it starts the cycle over again. 
  Whatever is kept inside this crystal tear pulses 
  erratically with the colors, which shift suddenly and 
  without apparent obvious timing. You feel powerful 
  emotions tug at you as the dancing shimmering 
  light touches you.
  This hall contains a curious object collected by 
  the Eyes of Death long ago. It was originally called 
  a rainbow tear and it had intense power over the 
  emotions of living creatures. The hags claimed the 
  item and perverted it to their own ends so that the 
  emotions it pulses out are only negative ones.
  When the first person comes within 15 feet of the glass 
  flame, it flares to life and maintains its vibrant color. 
  Roll 1d4 to determine the color – 1 blue, 2 red, 3 white, 
  4 green. Every time someone new steps within 15 feet 
  of the glass flame, it surges again, prompting a new 
  roll and another result. If the same result comes up 
  twice, the saving throw to resist the effect is made at 
  -4.
  Blue: On a blue result, all living creatures in the hall are 
  gripped with a powerful feeling of depression. Every 
  living creature in the hall must make a CL 11 wisdom 
  saving throw. On a failure, the depression becomes 
  
  16
  overwhelming, the victim suffers -4 on all saving throws 
  for the next hour.
  Red: When the glass flame flares red, anger and fury 
  cloud the eyes of all living creatures in the hall. Every 
  living creature in the hall must make a CL 11 wisdom 
  saving throw. On a failure, the irrational anger takes 
  over and the victim lashes out to attack the nearest 
  target with whatever tool is at their disposal (weapon 
  for warriors, spells for magic-users). The fury only lasts 
  for one round.
  White: Irrational and powerful fear grips the hearts 
  and minds of living creatures in the hall when the glass 
  flame pulses white. Every living creature must make a 
  CL 11 wisdom saving throw. On a failure, the victim 
  suffers -4 on all ability checks (including initiative rolls) 
  for the next hour.
  Green: On a green pulse, the glass flame draws upon 
  feelings of paranoia on all living creatures in the hall. 
  Every living creature in the hall must make a CL 11 
  wisdom saving throw. On a failure, the victim lapses 
  into fit of rampant paranoia, believing that all of their 
  allies have turned against them. This mind-affecting 
  result lasts for one hour.
  Destroying the glass flame is possible. It has an AC 
  10, hp 20, and suffers half damage from slashing and 
  piercing weapons. If destroyed, the torrent of energy 
  released from inside cascades over the hall and spills 
  into the adjacent hallways. Every living creature in the 
  radius is washed with a wave of powerful emotional 
  energy, which deals 10d6 psychic damage. Any 
  creature killed by this wave has their emotions 
  washed out and drawn into a separate realm, making 
  resurrection more difficult.
  Treasure: In the pedestal that the crystal flame rests 
  on, a secret compartment can be found (CL 11 
  intelligence check). The compartment is locked, 
  requiring a CL 11 open locks (dexterity) check to 
  unlock, and inside is a large blue oval gemstone in 
  a small box. The gemstone is perfectly sized for the 
  draconic skull in area 1, but inserting it triggers the 
  trap. The gemstone is worth 750 gold.
  6. 
  Tombs of Sacrifice
  This long hall is covered in cobwebs that stubbornly 
  cling to the walls and ceiling. Four darkened 
  archways stand on the west wall, their contents 
  shrouded in darkness that the sconces on the 
  opposite well do not dispel. At the far end of the 
  hall, also covered heavy cobwebs, stands the 
  skeleton of a ten-foot tall giant. The giant’s skull has 
  a single eye socket, and in the flickering light of the 
  torches you can see a green gemstone glittering in 
  that socket.
  The Eyes of Death decided a fitting place for one of 
  the gemstones needed to access the second level 
  of the crypt was in the eye socket of a cyclopean 
  skeleton. The giant skeleton that stands at the end of 
  the hall hasn’t moved in hundreds of years, but if any 
  character enters the hall it raises its head to speak the 
  following in a raspy, hollow voice: “A sacrifice of life 
  must be given in the name of Lamotruu.”
  In order to access the gemstone in the giant skeleton’s 
  eye, the characters must sacrifice a living person 
  to Lamotruu – or defeat the skeleton in combat. If 
  the characters make a move towards combat, the 
  skeleton raises his hands and from the tombs in the 
  hall run 8 ravenous skeletons. In addition, hidden holes 
  in the corridor wall on the opposite of the entrance 
  spew forth toxic and flammable gas. The gas fills up 
  the corridor for thirty feet. Any living creature in the 
  gas suffers 5d6 poison damage, or half that on a 
  successful CL 11 constitution saving throw. In addition, 
  any lightning or fire effect causes the gas to ignite, 
  dealing 10d6 fire damage to everyone in the area. 
  The gas persists for 1 minute or until dispersed (or 
  ignited).
  Combat: The jewel in the eye of the giant skeleton is 
  simply decoration – it does not confer any magical or 
  special abilities. The giant skeleton and the ravenous 
  skeletons fight to keep the characters in the poisonous 
  hallway as they are immune to the toxic effects, 
  
  17
  though they are not immune to the explosion.
  Treasure: The gemstone in the eye of the giant 
  skeleton can be removed after a round of prying. The 
  green stone is large and worth 750 gold, and it fits into 
  the draconic skull in area 1.
  7. 
  The Howling Tombs
  This large square stone chamber contains numerous 
  darkened archways along its walls, each filled with 
  shadows and thick cobwebs. The dusty floor is 
  bare except for a single mark in front of each of 
  the archways – there are nine of them in total. The 
  marks are etched in the stone in gold and each 
  appears to be different. You feel a breeze on your 
  exposed skin which seems to move in a circular 
  pattern around the room.
  The Eyes of Death created these howling tombs to 
  hold dissidents of Lamotruu’s will. The nine deep tombs 
  each contain the skeletal remains of these infidels, 
  though they are not animated. The marks on the floor 
  are stylized letters in the common language, and they 
  are as follows (going around the room, starting in the 
  northwest corner): S, V, D, R, I, E, G, Y, A.
  The threat in the room is not from the skeletons in the 
  tombs, but rather from the 4 screaming scarecrows 
  hidden in the ten-foot high ceiling.
  If a living creature steps on one of the letters, it glows 
  a bright yellow. The trick in this room is to spell out 
  the word GRAVEYARD. If a letter is stepped on that 
  continues the sequence, the letter remains illuminated, 
  but if a letter is wrong it turns green. When a letter 
  turns green, howling wind pours out from each of the 
  open tomb entrances, spewing forth bone shards in 
  a deadly hail. Every creature in the room suffers 6d8 
  piercing damage, or half that on a successful CL 11 
  dexterity saving throw.
  If the characters have the Book of Graveyards from 
  area 4, they can use it as a reference point if they 
  get stuck. Allow a character perusing it a reasonable 
  chance at a hint based on how stuck the party is at 
  that point.
  Weird Dave’s Notebook: Puzzles and Tricks
  Many rooms and several of the levels of the Crypt 
  of Bones contain puzzles and tricks designed to test 
  the player, not just the characters. These kind of 
  obstacles can be fun for the right group, but if you’ve 
  got players who get stuck easily or don’t enjoy these 
  kind of encounters, allow them to make some checks 
  to gain some hints. However, it’s worth it to give the 
  players a chance – they might surprise you!
  Tactics: The screaming scarecrows in the ceiling 
  have instructions to drop down if the party spells the 
  word GRAVE. The letters remain illuminated while the 
  constructs drop from the ceiling around the room, 
  shrieking as they do. The scarecrows cannot trigger 
  the letters.
  Treasure: Once the word GRAVEYARD is spelled out, a 
  five-foot section in the middle of the room pulls away 
  as a small pedestal rises up from the resulting hole. On 
  the pedestal rests a red oval gemstone perfect for the 
  eye socket of the draconic skull in area 1. The item is 
  worth 750 gold.
  8. 
  Treasure Cache
  The secret door in the wall of the southeast tomb 
  of area 7 can be found with some searching and a 
  CL 11 intelligence check. Inside is a hidden treasure 
  cache for the resourceful to find. 
  In an unlocked chest against the wall the characters 
  find the following items: seven blue sapphires (each 
  worth 1000 gold), ten peridots (each worth 500 gold), 
  a cape of the mountebank, an ioun stone (pink), and 
  a scarab of protection.
  
  18
  Second Level – The Statue of Blood
  The second level of the Crypt of Bones is called the 
  Statue of Blood and is dedicated to a mythical figure 
  known as Mother Thornheart. This woman was a 
  powerful witch in a far-off land, and she committed 
  horrendous atrocities in the name of Lamotruu. She 
  was known to drown victims of her local village and 
  then serve them to the demonic creatures that she 
  played host to in her hovel. She was eventually hung 
  by a powerful band of knights, and in death she was 
  taken before the court of Lamotruu to stand trial. The 
  demon lord raised her up and placed her at his side, 
  and in this she serves as the mother of the Eyes of 
  Death (at least in spirit).
  Passing through the Statue of Blood level requires 
  finding Mother Thornheart’s story from among the 
  rooms and placing it in the correct order. The book 
  from area 4 can help straighten the story out as well.
  9. 
  Sanctum of Mother Thornheart
  The steep stairs leading down from the open mouth 
  of the draconic skull open up into a truly massive 
  chamber. The sconces flare to life along the walls 
  as you gaze inside. Towards the opposite end of 
  where you came in stands a broad stone platform, 
  roughly ten feet high, upon which rests a large 
  marble statue of a matronly woman. A bowl rests 
  in her hands which catches rivulets of thick blood 
  that trickle from her stone eyes. The bowl bears 
  an inscription on the outside that you can’t quite 
  make out from here. On the stone floor in front 
  of the platform you see four square indentations, 
  each about a foot wide and tall, that look like tiles 
  have been removed. Flanking you to your left and 
  right are large stone statues of horned, muscular 
  demons, leering at you with unmoving eyes. Four 
  archways lead out of the room.
  The statue is a larger than life portrayal of Mother 
  Thornheart, or at least the guise that she most 
  preferred. The demonic statues in the room are 2 
  stone golems that animate to attack all intruders.
  The bowl carried by the statue of Mother Thornheart 
  bears the following inscription in a magical script that 
  twists to form a readable language by the reader.
  “The story of Mother Thornheart is found through the 
  arches, but you must place her story in the correct 
  order if you wish to pass the Statue of Blood.”
  In order to trigger the stairs leading down to the Bone 
  Pits, the characters must recover the stone tablets 
  found in the adjacent areas and place them on the 
  ground in the indentations. The correct order is as 
  follows: Tablet of Blood (area 12), Tablet of Flesh (area 
  10), Tablet of Judgement (area 13), and Tablet of Trial 
  (area 11). The Book of Graveyards from area 4 can 
  help piece the tablets in the correct order. Doing so 
  incorrectly triggers the trap (see below).
  Tactics: 
  The 
  stone 
  golems 
  are 
  ruthless 
  and 
  straightforward, but they are enchanted to not leave 
  the sanctum. They do not pursue characters that flee, 
  either through one of the archways leading out of the 
  room or back up to the Howling Halls.
  Trap: If the four tablets are placed in the indentations 
  in the incorrect order, the blood in the bowl of the 
  statue begins to bubble furiously. A moment later, 
  caustic blood slime spews forth from the eyes of the 
  statue to cover the entire room. Every living creature 
  in the room must make a CL 12 dexterity saving 
  throw. On a success, the character suffers 5d10 acid 
  damage, while on a failure the character suffers that 
  damage plus exhaustion that acts as if the character 
  were always burdened as the blood slime leeches 
  away vitality. Touch the blood slime in the bowl also 
  triggers the trap.
  10. 
  Feast of Flesh
  The torches flare to life to reveal a stone chamber 
  dominated by a large feast table. Platters of 
  steaming well-carved meat sit next to goblets of 
  thick red wine. Seated at the table facing you are 
  three monstrous creatures that resemble humanoid 
  vultures. They tear great hunks of meat with their 
  beaks and slurp thick red wine. Noticing you, the 
  three demonic vultures raise goblets and screech 
  what sounds like a toast to you.
  The 3 vrocks in this chamber have been bound by 
  the Eyes of Death to enjoy an endless feast. The feast 
  is not regular meat however – it is the flesh of victims 
  that met their end in the Crypt of Bones. Symbolically 
  it represents the flesh of the victims of Mother 
  Thornheart, however.
  As the characters enter, the vrocks give a screeching 
  toast in their horrendous language and then drain their 
  goblets. The middle one stands up on the table and 
  beckons for the characters to join (the demons speak 
  Common). “There is plenty to share,” the vrock croaks 
  out, “come and taste the sweetest food imaginable!” 
  If the characters partake, they discover whatever 
  illusion kept over the banquet hall disappears as they 
  get closer – the meat is rotten and the wine is sludge-
  like and brown. Eating the food induces vomiting that 
  incapacitates the character for 1d4 rounds.
  If the characters refuse, the vrocks give a screech and 
  the illusion around the banquet fades. The demons 
  charge forward, complaining that they haven’t been 
  fed actual food in hundreds of years.
  
  19
  Tactics: The vrocks are dangerous opponents and 
  use their abilities to their utmost in combat. They are 
  starved, though their demonic bodies require less 
  consumption so they suffer no real effects, but their 
  hunger makes them attack savagely.
  Treasure: Behind the table, on the ground, is a stone 
  tablet bearing the same type of magical inscription 
  as in area 9. The inscription reads as follows:
  “The feasting would start at midnight and continue 
  all through the night, and Mother Thornheart always 
  took care of her special guests. The tastiest and 
  tenderest meat was that of the truly frightened, and 
  Mother Thornheart served that sweetest meat as a 
  last course.”
  This is the Tablet of Flesh, and it can be removed from 
  the room without incident after the vrocks have been 
  defeated.
  11. 
  The Trial of the Witch
  The lights illuminate this stone chamber, but 
  something about the positioning of the sconces 
  keeps dark shadows dancing along the walls. 
  On the east and west walls are four shadowed 
  alcoves, each containing the red stone statue of a 
  heavily robed individual – man or woman, human 
  or otherwise is impossible to tell. A circle of glowing 
  blue runes is etched into the ground in the middle 
  of the chamber.
  When Mother Thornheart was hung, she was sent to 
  Lamotruu for her trial. The trial was to determine her 
  worthiness to join the Demon Lord of Graveyards at his 
  side, and it is one that she passed without any issue. 
  As the characters enter, the red stone statues in the 
  alcoves intone in a low voice: “Step forward so that 
  your worthiness be judged by the Conclave of the 
  Fallen.”
  Any character that steps forward into the circle 
  must succeed at a CL 12 wisdom saving throw. On 
  a failure, they are paralyzed by a magical force and 
  they cannot move – on a success they have one 
  chance to leap out to avoid what comes next. After 
  that, a character still standing in the circle hears the 
  following in a shrill mocking voice: “You stand on trial 
  to determine your worthiness to stand in the Garden 
  of Graves. Feel the power of Lamotruu!” 
  The trial has different effects for different characters, 
  but unless the character is truly worthy of being at 
  Lamotruu’s side (determined by the DM), the result is 
  a loss of 2d6 ability score points to a random ability 
  score (roll 1d6 – 1 Strength, 2 Dexterity, 3 Constitution, 
  4 Intelligence, 5 Wisdom, 6 Charisma). The lost ability 
  score points return at a rate of 1 per day. A character 
  that has an ability score reduced to 0 or lower dies 
  immediately.
  After the judgement is over, the character is released, 
  and a tablet appears on the ground at the end of the 
  chamber.
  Treasure: The Tablet of Trial that appears after the 
  judgement fits in the floor section in front of the 
  statue of Mother Thornheart. The tablet has the same 
  magical writing that allows anyone to read it, and it 
  bears the following inscription:
  “The trial was long and agonizing, but Mother 
  Thornheart was prepared. Every action she had taken 
  was questioned, and there were multiple witnesses to 
  her deeds that spoke. In the end, Mother Thornheart 
  was given a swift sentence.”
  The Tablet of Trial is the last of the tablets that should 
  be entered into the sanctum in area 9.
  12. 
  Pool of Blood
  A glittering pool of red liquid sits in this stone 
  chamber. The pool is roughly twenty feet long and 
  ten feet wide, and a narrow walkway skirts around 
  the edge to the opposite end of the room. There 
  you can see two stone coffins illuminated in the 
  shaky torchlight.
  Mother Thornheart was a fan of drowning her victims, 
  and this room is a testament to the cruel joy she found 
  in doing that. If a character walks around the pool, 
  the lids to the coffins open up to reveal 2 skeleton 
  knights (one from each). The skeleton knights rasp out 
  a challenge to the characters: “Come and meet your 
  death in the pool of blood!”
  At the same time, 2 blood puddings rise up from the 
  pool in the center. The pool is made of blood slime, 
  which is caustic to exposed flesh. A living creature 
  that falls in suffers 10d10 acid damage per round and 
  suffers from exhaustion (-2 on ability checks and saves 
  for the next 24 hours).
  Tactics: The skeleton knights are tricky fighters and 
  do their best to force characters into the blood slime 
  pool. The blood puddings try to envelop opponents in 
  their sticky hideous mass.
  Treasure: Once the skeleton knights are defeated, a 
  stone tablet appears on the ground between the two 
  coffins. The tablet bears the same magical inscription 
  as the bowl in area 9 allowing anyone to read it. It has 
  the following etched on its surface:
  
  20
  “Mother Thornheart delighted in drowning her guests 
  in pools of blood. She relished the feeling of holding 
  them down to feel their life ending, and by doing so 
  she was able to capture more souls. Mother Thornheart 
  was truly an artist.”
  This is the Tablet of Blood and it can be removed 
  from the room safely. It fits in the empty slot in 
  front of the statue of Mother Thonrheart in area 9. 
   
  13. 
  The Gallows of Judgement
  This room is dominated by a large stone platform 
  that raises up ten feet from the ground. The platform 
  surface is flanked by six well-armed skeletons, but 
  you see quickly their armor and weapons are 
  rusted and pitted. At the end of the platform, rising 
  up nearly to the thirty-foot-high ceiling, is a bone 
  white tree. A noose is hung from the lowest branch.
  Mother Thornheart was hung by a band of knights, 
  unjustly as the Eyes of Death saw it, but it was an 
  important step in the witch’s life. As the characters 
  enter, the skeletons turn their skulls towards them and 
  intone the following: “To find the stone someone must 
  swing.” They otherwise do not animate to attack.
  In order to trigger the appearance of the tablet, a 
  body must be hung from the noose. It can be any 
  body, though the skeletons that flank the platform 
  crumble to dust if disturbed. A vrock body from area 
  10 or one of the skeleton knights in area 12 would 
  work.
  Tactics: If the characters try to put the noose around a 
  dead creature, the tree sprouts tendrils that try to stop 
  them. There are 4 assassin vines that try to strangle 
  the characters.
  The noose itself is magical, and draws the life force 
  of the victim as well as strangling them to death. If a 
  living creature puts the noose on, the rope tightens 
  and strings them up. The victim must make a CL 12 
  constitution saving throw each round. On the first 
  failure, they are reduced to -7 hp and then they lose 1 
  hp each round until dead after that. Cutting the victim 
  down requires dealing 20 points of slashing damage 
  to the rope (AC 16).
  Once a victim (dead or alive) is hung for 1 minute, a 
  stone tablet appears at the base of the tree.
  Treasure: The stone tablet that appears is inscribed 
  with the same magical glyphs as area 9 that allow 
  anyone to read it. It bears the following words:
  “It took a band of warriors two nights of watchful 
  vigilance to ensure Mother Thornheart was brought 
  to justice. She used every tool in her power and 
  managed to curse the warriors, but in the end the tree 
  claimed her life.”
  This is the Tablet of Judgement that fits into the slot in 
  front of the statue of Mother Thornheart in area 9.
  14. 
  Tomb of Mother Thornheart
  The physical remains of Mother Thornheart were 
  retrieved by the Eyes of Death and they enshrined it 
  on this level with some of her worldly possessions. The 
  secret door in the hallway to area 12 can be found 
  with a CL 12 wisdom check, but it can only be opened 
  by applying blood slime to the seal. A character 
  searching it can make a CL 12 intelligence check to 
  find trace amounts of dried red crud along the seal of 
  the secret door.
  The chamber contains a black stone slab with the 
  mummified remains of Mother Thornheart. She is 
  unrecognizable, but the treasure in the room can be 
  removed without any problems.
  Treasure: Scattered about the room are the following 
  items: a set of nine small ivory idols representing the 
  alignments (each worth 750 gold), six black pearls 
  (each worth 500 gold), a jeweled anklet (worth 2500 
  gold), a +3 large shield, a +3 dagger, and a rod of 
  absorption. 
  Third Level – The Bone Pits
  The lowest level of the Crypt of Bones is the Bone Pits, 
  and it contains the Star of the Grave kept by Gozimira, 
  the last of the Eyes of Death. The entrance to the 
  actual Bone Pits is through one of the torture pits in 
  the main room of the level, which may go unnoticed 
  by the characters. In order to truly put an end to the 
  Eyes of Death and the threat of the Crypt of Bones, 
  the Star of the Grave must be destroyed.
  15. 
  The Torture Cages
  The large chamber illuminated by the lit torches is 
  dominated by two iron cages hung on thick iron 
  chains from the thirty-foot-high ceiling. The cages 
  are currently empty and they hang over broad pits 
  in the floor. The chains in the ceiling are connected 
  to a series of wheels at the far end of the room, 
  which is guarded by two enormous skeletons. The 
  ground is littered with bones of all kinds.
  The 2 giant skeletons move to intercept any living 
  creature in the room. A crank attached to the wheel 
  allows the cages to be raised or lowered (there are 
  two wheels, one for each cage). The pits in the middle 
  of the room are twenty feet deep and end in piles of 
  splintered bone shards.
  
  21
  Weird Dave’s Notebook: Someone in the Cages?
  One way to use the Crypt of Bones is to have the PCs 
  follow the footsteps of a mentor or colleague, and 
  in this case it would make dramatic sense to have 
  that NPC caged up in this room. Are they dead and the 
  cage resident only an illusion? Is it really a trick by 
  Gozimira to lure the characters into the pits? Who 
  knows? Have fun with it regardless!
  Tactics: The giant skeletons hurl bones at the characters 
  from a range before charging into combat. After a 
  few rounds, the bone weirds in the pits (area 16) slither 
  out of the pit to join in the fight, but their goal is to 
  pull the characters down into the pit to subsume their 
  bones.
  16. 
  Shard Pits
  The two Bone Pits are each twenty feet deep and filled 
  at the bottom with countless shards of bone splinters. 
  They have each become the home of a bone weird, 
  and they crawl out the pit once they sense living 
  creatures in the Torture Cages.
  The bones at the bottom of the pit are more than just 
  inanimate objects. Falling into the pit results in 2d6 
  bludgeoning damage from the fall and 4d6 piercing 
  damage from the bone splinters. In addition, the 
  victim must make a CL 12 constitution save. On a 
  failure, one of the bone splinters enters the body of 
  the character and makes its way to the victim’s heart. 
  Unless the character can remove the bone splinter 
  in 2d4 rounds, the splinter finds the heart and pierces 
  it, causing instant death. Removing a bone splinter 
  can be done by digging into the flesh with a bladed 
  weapon, dealing weapon damage.
  There is a secret door on the north wall at the bottom 
  of the northern-most pit. The secret door is well hidden 
  but if a character is in that pit they can make a CL 
  12 wisdom check to notice the outline. Once found 
  the latch can be removed, but doing so empties the 
  contents of the pit into the bone chute (area 18).
  Treasure: The southern-most shard pit contains a few 
  items left by an adventurer many years ago. A small 
  sack contains twelve pieces of jade (each worth 100 
  gold) and a potion of longevity.
  17. 
  Tomb of the Demons
  The putrid scent of rotting meat fills the air of this 
  large chamber. You can see six stone coffins 
  placed about the room, with spots indicating there 
  were a total of eight at one point. However, where 
  the missing two once stood there now exists a hole 
  in the ground. The tops of the coffins are carved 
  to resemble demonic soldiers of a wide variety. A 
  howling rises up from the open pits in the ground.
  The Eyes of Death were served by a horde of demonic 
  forces in their time, and the most destructive soldiers 
  were entombed here when they were defeated. 
  The smell comes from the poor preservation of the 
  demonic corpses – each sealed tomb holds the 
  quivering, stinking mass of a dead demon from 
  hundreds of years ago.
  The pits are inhabited by a band of 5 wraiths that 
  rise up to attack living intruders. The pits descend 
  into the ground roughly one hundred feet before 
  terminating in pools of liquid shadow – falling into one 
  results in immediate death as the body of the fallen is 
  consumed by pure demonic shadow energy.
  Tactics: The wraiths are charged with protecting the 
  tombs. The flickering torches in the room provide dim 
  lighting, allowing the wraiths to hide behind the tombs 
  NPC Profile: Gozimira, Eye of Death
  Ruthless, cunning, vindictive, and thoroughly evil, 
  Gozimira has been one of Lamotruu’s longest 
  serving servants. Ancient legends say that she 
  was taught by Mother Thornheart herself before 
  they went to serve the Demon Lord of Graveyards 
  in the Abyss, but such records are unreliable 
  at best. What is known is that Gozimira found 
  Melisanda and Amelina and pulled the three of 
  them together to form the wicked coven known 
  as the Eyes of Death.
  In the temple built on the site that is now the 
  Black Graveyard, Gozimira ruled supreme. She 
  was powerful and confident in her rule, and her 
  hag sisters shared in the spoils of their victories 
  over those that opposed Lamotruu. Before Orcus 
  moved against the Demon Lord of Graveyards, 
  he created havoc for the Eyes of Death by aiding 
  an army of knights and paladins that sacked 
  the temple. The Eyes of Death were defeated 
  that day, and though they were powerful hags 
  Lamotruu was too occupied by Orcus’ coup to 
  return the Eyes of Death to his side. So Gozimira 
  and her sisters were plunged into the void, 
  thought lost to the world at large.
  Then Lamotruu was freed from his Tower of Skulls, 
  and though weakened he knew his first move 
  was to resurrected his most faithful servants. The 
  demon lord pulled the Eyes of Death from the 
  void and gave them new unlife, along with the 
  Star of the Grave to keep themselves anchored 
  while Lamotruu worked to return to his seat of 
  power. Gozimira, ever the loyal, is striving to 
  create a force worthy of the Demon Lord of 
  Graveyards in the newly reclaimed Crypt of 
  Bones.
  
  22
  from attackers. They actively try to keep characters 
  from entering the pits, as they view them as their 
  “home.”
  Treasure: The coffins can be opened by characters 
  with a total Strength score of 25 or higher. When 
  opened, they reveal their oozing, stinking contents, 
  forcing everyone within five feet to make a CL 12 
  constitution saving throw or contract a minor disease 
  that inflicts 1d6 constitution damage per day until 
  cured. The demon flesh can be bottled and used in 
  experiments, as spell components, or as an ingredient 
  to a potent item.
  18. 
  Bone Chute
  The secret door in area 16 dumps the contents of the 
  pit into a slanted chute that leads directly to area 19. 
  Characters that cannot find a way to slow or stop 
  their rapid slide suffer 6d6 piercing damage at the 
  end and must make a CL 12 constitution saving throw; 
  on a failure they contract a bone shard (as described 
  in area 16).
  19. 
  The Bone Pit
  This grisly chamber is filled with bones, bone 
  splinters, and bone fragments of all shapes and 
  sizes. The yellowed stone walls mimic the color of 
  the contents, and you wonder if the walls are also 
  made of bones. A pile of bones stitch themselves 
  together to form a vaguely humanoid shape at the 
  end of the chamber.
  This is the eponymous Bone Pit of the Crypt of Bones. 
  The creature stitching itself together at the end of 
  the room is a bone golem, and at the same time 3 
  skeleton hulks rise up from around the room. The piles 
  of scattered bones make the entire room difficult 
  terrain. In addition, if a living creature falls down, 
  they must make a CL 12 constitution save to avoid 
  contracting a bone shard (see area 16 for details).
  Tactics: The bone golem and skeleton hulks attack 
  with savage ferocity to add bones to their prized 
  collection. Gozimira takes the opportunity here to 
  taunt the characters, promising to enjoy picking the 
  meat from their skeletons when they are dead.
  Treasure: Searching around the Bone Pit for 1d6 
  minutes turns up the following scattered items: a bag 
  of devouring and a spell scroll containing meteor 
  swarm.
  20. 
  Idol of Lamotruu
  The unworked stone of the hall leads into roughly-
  hewn cave about twenty feet wide. Against the 
  opposite wall, resting on the uneven ground, squats 
  a five-foot-tall statue made of marble. It is carved 
  to resemble a gaunt, sexless, naked humanoid 
  figure with thorns covering its entire body. It holds a 
  trident in its hands, and its tongue is long and wraps 
  around the haft of the weapon. The eyes of the 
  statue glow a fierce green color.
  In the time the Eyes of Death maintained the Crypt of 
  Bones as a torture maze, no living creature made it 
  to this area. The stone idol depicts Lamotruu, Demon 
  Lord of Graveyards, and it was used by the hags to 
  communicate with their master. Its eyes have flared 
  to life since Lamotruu’s rebirth from the Tower of Skulls, 
  and while the demon lord can exert some will to see 
  through the idol’s eyes he has been too busy to look 
  in here.
  Treasure: The idol is easily worth 5,000 gold or more 
  to a collector of demonic or religious artifacts. The 
  item weighs only 30 pounds, but keeping it provides 
  Lamotruu a link to the characters. The item proves 
  impervious to damage because of ancient demonic 
  sorcery performed long ago.
  21. 
  Pit of Cursed Shackle
  The rough unworked stone of the hallway ends 
  abruptly in a pit, about twenty feet deep. The 
  pit appears empty save for a single skeleton of a 
  humanoid figure lying slumped against the wall of 
  the pit. The skeleton looks up to you.
  This pit has become the home of a thief who once 
  tried to steal from the Eyes of Death long ago. The 
  thief’s name has long been lost and the torture put 
  to him was almost unbearable, but somehow he 
  persisted. He was kept alive as a skeleton and thrown 
  into this pit to rot along with his thoughts, and that has 
  been his life. He calls himself Shackle.
  Shackle calls up to the characters in a dry, raspy voice, 
  asking if they are here to destroy him finally. He wishes 
  to be released and is willing to tell the characters 
  anything if they promise to free him. Unfortunately, 
  that is a trap (see below). However, Shackle does 
  not know this, and he can relay the following to 
  the characters if they promise to destroy him finally. 
  The curse that keeps Shackle alive also keeps him 
  immobile – he can only move his head and talk.
  The Eyes of Death keep a black jewel called the 
  Star of the Grave in a chamber not far from here. 
  There are two stars, however, and Shackle was able 
  to determine that the left one was the correct one 
  
  23
  (this is accurate). He also knows that Gozimira, the 
  wickedest of the three hag sisters, is also the most 
  dangerous and she was in charge of maintaining the 
  black jewel. Destroying the star should destroy the 
  power of the Crypt of Bones.
  Trap: Unfortunately, Shackle is bait for well-meaning 
  heroes who have made it this far in the crypt. 
  Destroying Shackle from a range is nearly impossible 
  – he is immune to magic and ranged attacks from 
  arrows and crossbows. He says that the only way to 
  destroy him is with a blunt attack to his skull, which is 
  true. However, any living creature that enters the pit 
  must make a CL 12 wisdom saving throw. On a failure, 
  they pass out and the ground sprouts tendrils that pull 
  the unconscious body into the earth, where the victim 
  is suffocated and killed in a matter of 1d6 rounds.
  Shackle is not aware of this trap expresses genuine 
  concern if this happens, but there is nothing he can 
  do about it.
  22. 
  Stars of the Grave
  The smell of wet earth permeates this large 
  unworked cavern. The ground is covered in thick 
  black dirt, through which you can see numerous 
  bones protruding. In the center of the cave rests the 
  very large skull of a horned demonic creature, and 
  behind that sits a grand throne. The throne is made 
  of thousands of bones. Flanking the throne are two 
  white obelisks, each bearing a curious black jewel 
  with six points. Upon the throne rests a hag, her skin 
  pulled tight across her bones and her claws dug 
  deep into the arms of the throne. She leans forward 
  with a hungry gleam in her black colorless eyes.
  This is the lair of Gozimira, the third and final Eye of 
  Death that the characters must confront. She cackles 
  at the appearance of the party, promising pain and 
  suffering for an eternity before she raises her hands 
  and summons forth the guardian of the Star of the 
  Grave – a skeletal minotaur demon. The undead 
  demon rises from the skull in the ground.
  Tactics: The skeletal minotaur demon moves into 
  melee combat as quickly as possible to engage 
  the party while Gozimira hangs back and provides 
  support. Neither one of them pull their punches – 
  this is a fight for the Star of the Grave, and without 
  it Gozimira and her sisters return back to the void of 
  death from whence they came.
  Treasure: Behind the throne made of bones is a large 
  black chest the Eyes of Death kept their most prized 
  possessions from their previous lives. The chest is 
  locked (CL 12 open locks (dexterity) check to open) 
  and trapped (CL 12 intelligence check to find). If the 
  trap is not disabled (CL 12 check) the needle pricks 
  the finger of the lockpicker, injecting them with a 
  powerful toxin. The victim must make a series of CL 12 
  constitution saving throws. If they accumulate three 
  successes, they manage to beat the poison. However, 
  if they accumulate three failures the toxin liquefies 
  their interior organs, killing them in an incredibly messy 
  manner.
  Once opened, the treasure chest is revealed to 
  contain the following items: twelve emeralds (each 
  worth 1000 gold), a ring of regeneration, a ring of 
  telekinesis, a staff of fire, an ioun stone (scarlet and 
  blue), and a wand of levitation.
   
  Destroying the Star
  There are two black jewels in this chamber set in white 
  obelisks, but only one is the Star of the Grave. The 
  true one is on the right-hand side of the throne (so if 
  one were sitting in the throne, it would be the one the 
  one on the right). However, both detect as powerful 
  necromantic magic under sorcerous investigation. 
  Under close scrutiny (CL 12 intelligence check), the 
  
  24
  false one identifies as glass rather than a real jewel.
  If the false star is destroyed, the pieces of glass raise up 
  and fill the room with razor-sharp shards. All creatures 
  in the room suffer 6d6 slashing damage, with a CL 
  12 dexterity saving throw for half damage. The shard 
  cloud lasts for three rounds.
  Destroying the correct Star of the Grave requires 
  spilling the blood of Gozimira or one of the other hags 
  on it and then smashing it with a heavy object (such 
  as a weapon). Once destroyed, the pieces of the Star 
  of the Grave fall to the ground and become inert. 
  There are eight pieces of the jewel, each worth 2500 
  gold.
  EPILOGUE
  The destruction of the true Star of the Grave 
  removes the link between the Eyes of Death and 
  their demon lord master, preventing the undead 
  hags from reforming once again. Lamotruu feels the 
  loss and rages against the foes that have thwarted 
  him – through the Eyes of Death the Demon Lord of 
  Graveyards now knows who stands against him and 
  his plans of Abyssal reclamation.
  What about Amberdale? The town’s fate is largely in 
  the hands of the characters and their actions during 
  the Night of the Hungry Horde. The residents, if they 
  survived, are stubborn and refuse to leave unless given 
  good enough reason – which a siege by skeletons 
  might qualify as!
  Rewards
  In addition to the experience awards for defeating 
  their foes in combat (or cleverly avoiding combat), 
  the characters can also earn bonus experience points 
  for accomplishing story-centered goals. The list below 
  offers examples of some that can be used, but create 
  your own as you see fit!
  •	
  Stopping the Hungry Horde from destroying 
  Amberdale
  •	
  Defeating the Eyes of Death
  •	
  Finding the tomb of Mother Thornheart
  •	
  Rescuing Shackle
  Next Steps
  With the Star of the Grave destroyed and the three 
  Eyes of Death defeated, the Black Graveyard sinks 
  once again into history. The necromantic energy from 
  the blackened soil loses its power and the bones of 
  those buried in the area no longer rise to unholy life. 
  Lamotruu’s most powerful servants return back to the 
  void, but the demon lord is far from defeated at this 
  point. Lamotruu seeks to reclaim his Abyssal heritage 
  once more, but to do so he needs to spill a lot more 
  innocent blood. The characters are going to need all 
  of their strength to stop the Demon Lord of Graveyards 
  in the ... 
  GARDEN OF GRAVES!
  
  Monster and NPC Information
  Ravenous 
  skeleton: 
  Medium 
  Size 
  Undead; 
  Physical Saves; HD 2d12; hp 15; Move 30 ft.; 
  AC 13; Atk claw (1d6 plus drain); Special: drain 
  (hp lost from attack do not heal magically or 
  medically except at 1/day), half damage from 
  non-bludgeoning weapons; AL CE; XP 67
  Raised by powerful necromantic energies from 
  the Black Graveyard, ravenous skeletons appear 
  as normal humanoid skeletons with one important 
  difference – their bony claws are wreathed in 
  purple flames. These flames are bone-chilling 
  cold and if they touch flesh they can suck the 
  very life out of a living creature.
  Warhorse skeleton: Large Size Undead; Physical 
  Saves; HD 4d12; hp 22; Move 50 ft.; AC 14; Atk 2 
  hooves (1d6+3); Special: half damage from non-
  bludgeoning weapons; AL CE; XP 158
  Usually accompanied by a skeleton knight, the 
  warhorse skeletons are the bony remains of a 
  powerful stallion. These once noble steeds are 
  now completely loyal to their skeleton knight 
  riders.
  Skeleton knight: Medium Size Undead; Physical 
  Saves; HD 6d12; hp 38; Move 30 ft.; AC 18; Atk 
  long sword (1d8+2) or heavy lance (1d8+2); 
  Special: half damage from non-bludgeoning 
  weapons; AL CE; XP 438
  When the temple of Lamotruu was raised and 
  the Eyes of Death defeated just before Orcus’ 
  coup, it was a band of knights and paladins that 
  led the charge against the forces of the hags. 
  Now, through black sorcery, these once noble 
  warriors fight for the Eyes of Death as skeleton 
  knights. Clad in rusted armor and wielding 
  ancient blades, they are loyal to their undead 
  hag mistresses and capable of cutting down 
  lesser foes on the battlefield.
  Skeleton hulk: Large Size Undead; Physical 
  Saves; HD 6d12; hp 62; Move 30 ft.; AC 14; Atk 
  2 slams (1d10); Special: charge (if the skeleton 
  hulk moves at least 30 ft. before attacking it 
  gains +4 to damage), half damage from non-
  bludgeoning weapons; AL CE; XP 672
  The skeleton hulks raised by the Eyes of Death 
  are a mish-mash of skeletons magically fused 
  together to form an ogre-sized undead monster. 
  It is near mindless and is usually sent as a battering 
  ram against opposing forces.
  Dragon skeleton: Huge Size Undead; Physical 
  Saves; HD 10d12; hp 83; Move 30 ft., fly 60 ft.; 
  AC 16; Atk 2 claws (1d6), bite (6d6), tail (1d8); 
  Special: half damage from non-bludgeoning 
  weapons; AL CE; XP 2630
  In life, the hag Amelina had a fondness for 
  dragons and she kept one as a pet in the time 
  of Lamotruu’s power. When she and her sisters 
  were raised by the demon lord’s return, Amelina 
  knew she wanted her pet at her side, and so she 
  raised it as a dragon skeleton. Though it lacks 
  most of the abilities it had in life the monster is 
  still capable of rending flesh from bones with its 
  claws, bite, and tail.
  Screaming scarecrow: Medium Size Construct; 
  Physical Saves; HD 4d10; hp 27; Move 30 ft.; AC 
  15; Atk claw (1d6 plus fear); Special: fear (victim 
  must make a charisma save or be frightened, 
  -2 to attacks and saves while in the presence 
  of the scarecrow), scream (1/day, let loose a 
  terrible scream, all within earshot suffers 3d6 
  sonic damage, wisdom save for half, frightened 
  targets suffer 5d6 damage instead); AL N; XP 208
  The Eyes of Death had a fondness for scarecrows 
  during their life, and they would often take the 
  fallen victims of the Crypt of Bones and turn 
  them into warning signs around their temple. The 
  screaming scarecrows were a favorite creation 
  of Gozimira, who relished the sounds of the 
  screams the constructs gave out.
  
  NPC Profile: Amelina, Eye of Death
  Amelina was a powerful wizard in a long-
  forgotten kingdom in ages past, where she 
  wielded great power – political and arcane. She 
  was beautiful, ambitious, smart, and dedicated 
  to seeing herself rule one day, but her ambitions 
  got the best of her. Amelina made powerful 
  enemies, and they banded together one fateful 
  night to end her rise to power. They used powerful 
  sorcery to not only end her life but to cast her 
  soul into the depths of the Abyss itself.
  There she toiled away as a lost soul maggot, 
  but her determination and guile saw her to be 
  rebirthed as a wicked Abyssal hag. Amelina 
  sought revenge on those who had wronged her 
  and to that end she worked deals with demons 
  and monsters. She learned of Lamotruu, Demon 
  Lord of Graveyards, and eventually she came 
  to idolize the powerful demon. Her dealings 
  brought her into contact with Melisanda and 
  Gozimira, and together the three hags formed 
  the Eyes of Death, a powerful coven dedicated 
  to Lamotruu and his machinations.
  That came to end when Orcus defeated 
  Lamotruu and stole the demon lord’s domain. 
  The Eyes of Death were killed by Orcus’ forces 
  and their grand temples and graveyards were 
  torn down. This was the seeming end of Amelina 
  and her hag sisters, but when Lamotruu was 
  freed from his prison in the Tower of Skulls, new 
  power flowed into their long-dead bones. The 
  Eyes of Death were reborn as undead hags and 
  knew their master needed mortal souls to usurp 
  Orcus and reclaim the Garden of Graves on the 
  Abyss.
  Amelina is vain and cruel. Before rising as an 
  undead hag, she used magic to obscure her 
  features and retain her beauty. Now, the spells 
  don’t work like they did and no illusion seems 
  to hide her decaying leather-like flesh. She has 
  chosen to take her rage out on Amberdale and 
  the defenders that dare stand in her way.
  Giant skeleton: Large Size Undead; Physical 
  Saves; HD 12d12; hp 101; Move 40 ft.; AC 23; Atk 
  2 fists (2d8) or bone throw (450 ft. range, 2d10 
  damage); Special: twilight vision, half damage 
  from non-bludgeoning weapons; AL CE; XP 3462
  Melisanda is the one credited for bringing in a 
  force of hill giants to the Crypt of Bones as giant 
  skeletons to torment those doomed to its halls. 
  These sixteen-foot tall monstrosities are nearly as 
  strong as they were in life, and they are capable 
  of hurling their own bones at opponents to 
  devastating effect.
  Bone weird: Large Size Undead; Physical Saves; 
  HD 7d12; hp 59; Move 30 ft., climb 20 ft.; AC 18; 
  Atk bite (3d6 plus bone subsuming); Special: 
  bone subsuming (bitten victim must make 
  wisdom save or lose 1d6 bones from their body 
  that the weird sucks out, lose 1 point of strength 
  and dexterity for every bone lost, recover 1 point/
  day), reform (when reduced to 0 hp, the skull 
  must be destroyed or the bone weird reforms in 
  1d4+1 rounds with half hp), half damage from 
  non-bludgeoning weapons; AL CE; XP 998
  Bone weirds have long been allies of the Eyes of 
  Death. These creatures appear as jumbled piles 
  of broken bones usually in a serpentine form, 
  with a large skull serving as its “head.” They are 
  undead, but the force giving them animation is 
  an elemental spirit from some distant demiplane 
  of horrors. They are capable of subsuming the 
  bones of living creatures.
  Stone golem: Large Size Construct; Physical 
  Saves; HD 12d10; hp 70; Move 20 ft.; AC 26; Atk 
  slam (3d8); Special: slow (one every other round, 
  single adjacent target must make a strength 
  save or suffer from slow spell), immunity to magic; 
  AL N; XP 3515
  To honor Mother Thornheart, the Eyes of Death 
  crafted great stone golems to guard her statue 
  in the Crypt of Bones. These constructs appear 
  as muscular horned demons and they have 
  instructions to destroy any intruder into the 
  sanctum of Mother Thornheart.
  Blood pudding: Large Size Ooze; Physical Saves; 
  HD 10d10; hp 63; Move 10 ft.; AC 3; Atk constrict 
  (dexterity saving throw); Special: acid (non-
  magic non-heavy armor dissolved in one round, 
  non-magic heavy armor dissolved in second 
  round, magic armor immune but seeps through 
  on third round, 3d6 damage after armor is gone/
  seeped through), cold immunity (full), electricity 
  immunity (full); AL N; XP 3030
  Amelina is credited with the creation of the blood 
  pudding, an ooze monster very similar to a black 
  
  NPC Profile: Melisanda, Eye of Death
  In her mortal life, Melisanda was greedy and 
  wicked, living as a witch in a remote part of the 
  world. Her swampy home was rumored to be 
  haunted, but she performed valued services to 
  the isolated communities around her – mostly 
  medicinal, but she would offer advice if the 
  price was right as well. All the while she gathered 
  information and created a spy network of birds 
  and beasts in the area.
  Eventually, Melisanda’s power brought her to 
  the attention of a forlorn knight lord who had 
  recently lost the love of his life. He came to the 
  witch asking for the power to bring his dead 
  wife back, and Melisanda promised to reunite 
  the knight with his lost love. The potion she gave 
  him to give her dead wife brought her back as 
  an undead horror that claimed the knight’s life. 
  The risen monster sought out Melisanda and in 
  a cruel twist of irony killed the witch on a stormy 
  night.
  Melisanda’s meddling and creation of the 
  undead horror caught the attention of Lamotruu, 
  Demon Lord of Graveyards, and he snared up 
  the lost soul of the witch. Transforming her into 
  an Abyssal hag, Lamotruu promised wickedness 
  galore to Melisanda in exchange for service, 
  to which she readily agreed. Melisanda found 
  Amelina and Gozimira, and together they 
  formed the Eyes of Death.
  Even in life, Melisanda found twisted joy in her 
  grotesque matronly appearance, and she 
  relished in drawing the screams of children that 
  beheld her ghastly form. As an undead hag, her 
  skin has hollowed and tightened, but Melisanda 
  doesn’t care. Her back hunches beneath her 
  filthy black robes, and she is quick to snap at 
  anyone. She doesn’t tolerate fools or failure and 
  delights in general torture.
  pudding. The blood pudding is dark red in color 
  and is drawn to living energy.
  Amelina, Melisanda, Gozimira, Eyes of Death: 
  Medium Size Undead; Mental and Physical Saves; 
  HD 8d12; hp 78; Move 20 ft.; AC 22; Atk claw (2d6); 
  Special: spell-like abilities (8th-level caster, at will 
  – magic missile; 3/day – ray of enfeeblement, 
  detect alignment, invisibility lightning bolt; 1/
  day – great sleep, SR 10, fire immunity (full), cold 
  immunity (full), +1 or better magic weapons to 
  hit; AL CE; XP 2849
  The Eyes of Death are described in more detail in 
  the NPC Profiles.
  Skeletal minotaur demon: Huge Size Undead; 
  Physical Saves; HD 12d12; hp 94; Move 30 ft.; 
  AC 18; Atk 2 fists (2d10); Special: half damage 
  from non-bludgeoning weapons, hoof stomp 
  (as an action, every adjacent target suffers 
  2d6 damage and must make a strength save 
  or be knocked prone), cold immunity (full), fire 
  immunity (full); AL CE; XP 3153
  Gozimira raised the skeletal minotaur demon to 
  serve as the last defender of the Star of the Grave 
  at the bottom of the Crypt of Bones. In life this 
  hulking monster was a demon that commanded 
  legions and was capable of breaking down 
  castle walls, but in death it serves as a massive 
  skeletal behemoth.
  Vrock: Large Size Extraplanar; Physical Saves; HD 
  8d10; hp 53; Move 40 ft., fly 80 ft.; AC 20; Atk 2 
  claws (2d6) and 1 bite (1d6); Special: darkvision, 
  +1 or better weapons to hit, iron vulnerability (x2 
  damage from iron weapons), spell-like abilities (3/
  day – polymorph other; 1/day – chain lightning, 
  gaseous form, invisibility, fear, shout, power word 
  stun), fearless, SR 4; AL CE; XP 1724
  The vulture demons, or vrocks as they are known, 
  are favored demonic servants of Lamotruu. As 
  demons, they are effectively immortal on the 
  Prime Plane unless slain in battle, but the vulture 
  demons in the Crypt of Bones hunger for fresh 
  meat to eat.
  Night worm: Large Size Undead; Physical Saves; 
  HD 12d12; hp 99; Move 20 ft., burrow 20 ft.; AC 19; 
  Atk bite (2d12); Special: swallow whole (natural 
  19 or 20 on attack roll for bite, victim must make 
  dexterity save at -10 or be swallowed, 1d20+10 
  damage plus 10 acid damage per round, light 
  slashing weapon to deal 30 damage or more 
  to escape), poison breath weapon (once per 
  3 rounds, spray cloud of necrotic gas in a 60 ft. 
  cone, 3d12 damage, constitution save for half); 
  AL CE; XP 3438
  
  NPC Profile: Gozimira, Eye of Death
  Ruthless, cunning, vindictive, and thoroughly evil, 
  Gozimira has been one of Lamotruu’s longest 
  serving servants. Ancient legends say that she 
  was taught by Mother Thornheart herself before 
  they went to serve the Demon Lord of Graveyards 
  in the Abyss, but such records are unreliable 
  at best. What is known is that Gozimira found 
  Melisanda and Amelina and pulled the three of 
  them together to form the wicked coven known 
  as the Eyes of Death.
  In the temple built on the site that is now the 
  Black Graveyard, Gozimira ruled supreme. She 
  was powerful and confident in her rule, and her 
  hag sisters shared in the spoils of their victories 
  over those that opposed Lamotruu. Before Orcus 
  moved against the Demon Lord of Graveyards, 
  he created havoc for the Eyes of Death by aiding 
  an army of knights and paladins that sacked 
  the temple. The Eyes of Death were defeated 
  that day, and though they were powerful hags 
  Lamotruu was too occupied by Orcus’ coup to 
  return the Eyes of Death to his side. So Gozimira 
  and her sisters were plunged into the void, 
  thought lost to the world at large.
  Then Lamotruu was freed from his Tower of Skulls, 
  and though weakened he knew his first move 
  was to resurrected his most faithful servants. The 
  demon lord pulled the Eyes of Death from the 
  void and gave them new unlife, along with the 
  Star of the Grave to keep themselves anchored 
  while Lamotruu worked to return to his seat of 
  power. Gozimira, ever the loyal, is striving to 
  create a force worthy of the Demon Lord of 
  Graveyards in the newly reclaimed Crypt of 
  Bones.
  The massive night worms are long, midnight blue 
  colored worms capable of exhaling clouds of 
  necrotic gas that eats away living flesh. They are 
  a favored creation of Lamotruu, who used them 
  in the Garden of Graves on the Abyss to aerate 
  the soil and let the rancid plants grow. They have 
  no eyes but their mouths are filled with razor 
  sharp teeth.
  Wraith: Medium Size Undead; Mental Saves; 
  D 5d12; hp 43; Move 30 ft., fly 60 ft.; AC 15; Atk 
  incorporeal touch (1d6 plus energy drain); 
  Special: 
  energy 
  drain 
  (victim 
  must 
  make 
  constitution save or lose 1 level), incorporeal (+1 
  or better weapons to hit), darkvision 60 ft.; AL CE; 
  XP 535
  Mortal humanoids that die in the Crypt of 
  Bones are eventually transformed into wraiths – 
  incorporeal undead monsters with a hunger for 
  the life force of the living.
  Assassin vine: Large Size Plant; Physical Saves; HD 
  6d12; hp 51; Move nil; AC 15; Atk 8 vines (1d4 plus 
  improved grab); Special: improved grab (victim 
  must make strength save to avoid entanglement, 
  entangled target cannot move but can attempt 
  new save or attack vine, starts constricting next 
  round), constrict (after 3 rounds victim blacks 
  out, 3 rounds later victim dies), camouflage 
  (surprise on 1-7 on a d8), cold resistance (half), 
  fire resistance (half); AL N; XP 675
  In his prized gardens, Lamotruu kept groves of 
  assassin vines as protection against intruders. 
  These plants are typically gray-green in color 
  and they subsist on blood, usually drawn from 
  choked victims that underestimated the seeming 
  innocuous plant. They move towards the heat of 
  the living.
  Shambling graveyard: Large Size Plant; Physical 
  Saves; HD 8d8; hp 41; Move 20 ft.; AC 20; Atk 2 
  slams (2d8); Special: constrict (if both slams hit 
  a single target, target is grappled and pulled in, 
  strength save to avoid, each round thereafter the 
  constricted victim suffers 1d4 strength damage 
  and 1d8 damage with another strength save to 
  get released), darkvision 60 ft., twilight vision, fire 
  resistance (half), cold immunity (full); XP 1228
  A massive pile of vaguely humanoid shaped grave 
  dirt, a shambling graveyard is a moving mass of 
  tombstones and black earth summoned from 
  the vilest of burial grounds. It is a plant creature, 
  however, and its single-minded determination is 
  to consume as much living material as possible.
  
  Bone golem: Large Size Construct; Physical 
  Saves; HD 9d10; hp 75; Move 30 ft.; AC 22; Atk 
  slam (3d10); Special: immunity to magic, cackle 
  (every other round, hideous cackle affects every 
  living creature in 60 ft. radius, fear spell), +1 or 
  better magic weapons to hit; AL N; XP 1675
   
  The bone golems of the Crypt of Bones are 
  constructs made in the misshapen image of a 
  hunched ten-foot tall giant. Few of the bones in 
  the golem match, giving it an awkward gait, but 
  its skull is always hinged to allow for its hideous 
  cackle to ring out.
  
  Amberdale
  1 square = 50 ft.
  2.
  3.
  1.
  4.
  5.
  8.
  9.
  
  Black Graveyard
  1 square = 5 ft.
  1.
  2.
  3.
  4.
  5.
  
  Crypt of Bones Level I - 
  Howling Halls
  1 square = 5 ft.
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  
  1 square = 5 ft.
  Crypt of Bones Level II - 
  Statue of Blood
  9.
  10.
  11.
  12.
  13.
  14.
  
  1 square = 5 ft.
  Crypt of Bones Level III - 
  Bone Pits
  15.
  16.
  16.
  17.
  18.
  19.
  20.
  21.
  22.
  
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  This release of Fantasy Renaissance Adventure 
  Module TG2 Tongues of the Screaming Toad 
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SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/BF2 Crypt of Bones (C&C).pdf