TEXT: Gregorius21778:
  The Crypt of Baron Vraszek
  Version 1.3; by Kai Pütz 
  (c) 2019
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2019
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork:
  Cover and background artwork copyright Lord Zse Zse Works;
  used with permission.
  Original map copyright Patrick E. Pullen; the one used herein is a modified 
  version. (“If it looks ugly now, it is the fault of Gregorius21778”)
  Some artwork by "Publisher´s Choice Quality Stock Art (c) Rick 
  Hershey / Fat Goblin Games; used with permission.
  Some artwork by Maciej Zagorski / The Forge Studios (c);
  used with permission.  
  Some artwork by Henriette Boldt / Boldt Art (c); 
  used with permission.
  Some artwork taken from Occult Diagrams Stock Art #1, copyright © 2009, 
  James Thomson.  Used with permission 
  Some artwork copyright by Bartek Blaszczec; used with permission.
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the
  Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  The Crypt of Baron Vraszek: in all honesty, this title of mine is first and foremost a little dungeon crawl. It was
  planned as one from the start and everything else pretty much grew around it. Now, it is here and ready to be played.
  Get yourself a few players, dice, pens, papers and snacks, re-read some rules and delve into the dungeon.
  ...but beware. This is a place where a bitter vampire has holed up, literally. He prepared for these crypts to be his lair
  and had the help of an accomplished warlock to secure the place before everything went south for him. Many undead
  minions do his biding, and he is himself a force to be reckoned with. 
  2 to 5 characters of 2nd to 4th level should be fine. More characters, and the place becomes crowded. Higher levels, and
  it may become a piece of cake. Characters of 1st level may consider themselves lucky when they escape with their lives.
  Groups with a cleric will have an easier time than those without, groups without fighters will have a harder time, a
  group that neither has a fighter nor a cleric is in for a tough ride. 
  
  Index
  Background
  p.03
  Names, locations and the rest of it
  p.03
  Hooks 
  p.03
  In the Village /in the Ruins
  p.05
  The Crypts beneath the Ruins
  p.06
  Map
  p.06
  Wandering Monsters:
  p.06
  [01] The Corridor
  p.07
  [02] The Hidden Crypt
  p.07
  [03] The Untouched Crypt
  p.07
  [04] The Guarded Crypt 
  p.08
  [05] The False Lair
  p.08
  [06] The Chamber of Darkly Mirrors
  p.08
  [07] The Ritual Room
  p.09
  [08] The Ossuary
  p.09
  [09] The Dungeon Room 
  p.09
  [10] A Reminder of Paradise
  p.09
  [11] The Unholy Shrine
  p.09
  [12] The Mural of Triumph
  p.10
  [13] Storage & Armory
  p.10
  [14] The Baron´s Hidden Lair
  p.10
  XP Rewards
  p.11
  Appendix
  p.12
  The Hungry Dead
  p.12
  The Skeleton Guards
  p.12
  The Blood Creature
  p.12
  Darkly Images
  p.13
  The Nasty Mold in Ludmilla´s Grave
  p.13
  Lady Bernadette
  p.13
  The Baron
  p.14
  The Goatsword
  p.14
  The Baron´s Spellbook
  p.15
  Animate the Hungry Dead
  p.15
  Prison of the Beyond
  p.15
  Creation of a Darkly Mirror
  p.15
  Pledging the own Soul to Baphomet
  p.15
  An Early Disclaimer:
  I am very liberal in the use of a demonic figure
  named “Baphomet” in this adventure, and took the
  freedom to create my own brand of vampire for it. 
  If  you,  the  Referee,  already  has  an  established
  version of a figure named Baphomet in your game,
  you may need to give my entity another name. 
  If you already have established rules for vampires,
  do not worry: you can hand-wave “my” vampires
  through by declaring that they are “not the real
  ones” but just a poor (or more powerful?) imitation
  of these undead, achieved through pacts with dark
  forces (for which I called them demonic vampires). 
  My vampires do not create another through bites
  and blood-drinking, but make themselves through
  dark pacts and forbidden lore. No bite marks, no
  spreading infection. That being said, do as you please
  shall be the whole of the law.
  
  Background
  Baron Vraszek eventually inherited his fathers title and
  fiefdom: a small castle in a region secluded by steep hills
  and dark woods, with a dozen or so villages and hamlets.
  The road that leads through these lands sees less travel
  closer to the isolated heart of the fief, at which center the
  castle perches on a hilltop. Before there was peace with
  the neighbors, the castle was considered an important
  holding  and  the  men  of  the  Baron´s  lineage  were
  warriors esteemed by the others. Now, the lineage and
  the castle  are just remnants of bygone days.
  The Baron was never contempt with this state of affairs.
  The title and land he had inherited made him a noble,
  but in the same turn they barred him from ascending
  among them. Through marriage he was able to increase
  his wealth, but neither his might nor his importance. It
  was not enough for him, and it was not  fair. Was he a
  lesser man than the other of noble birth? No. Still, they
  looked down on him and his meager fief. This hunger for
  power and importance, as well as his narcissistic self-
  pity, had him seek out other ways to gain the power and
  importance he craved. 
  He invited an occultist to his castle and began to gather
  forbidden knowledge and artifacts under his guidance.
  Eventually,  he  pledged  his  soul  to  a  demon  named
  Baphomet,  and  conducted  human  sacrifices  to  gain
  immortality by a conversion into a demonic vampire. But
  in the end, things did not went as he had planned. 
  After  he  had  not  only  murdered  criminals  in  ritual
  sacrifices, but also more than a dozen craftsman and
  laborers after the completion of their work for him and
  even had turned upon his own wife, the  majority of his
  guardsman  turned  on  him  one  day.  They  slew  the
  warlock and those few still loyal to the Baron, and tried
  to storm the crypts that now were the Baron´s home.
  After their attempt was thwarted by traps and unholy
  minions, they buried the entrance to the crypt instead,
  and set fire to the castle before they left.
  But  they had  underestimated  the new  powers of the
  baron. At night, he was able to leave his crypt. Driven to
  the brink of insanity by the loss of his castle, court and
  rule of his fief, he vowed to take vengeance and became
  the scourge of the fief. 
  Names, Locations and the Rest of it
  You may have noted already that I used the name
  Vraszek only once, that the region has no name and
  that no time line has been give. I did so on purpose.
  This dungeon and the backwater region it happens to
  be  in  should  neatly  fit  into  most  parts  of  Europe,
  somewhere  between  the  15th and  17th century.  I
  invented the name Vraszek due to my preference of
  Eastern European-ish vampire tales, but that´s it. If you
  can fit it somewhere in this region (or find an excuse to
  have a noble line with Romanian roots in your game
  world) all should be fine. Otherwise, all you have to do
  is to change some names on some sarcophagi. You may
  just as well place all of this into  northern England,
  France, Spain,  Italy,  Germany  or where ever  YOUR
  Flaming Princess is lamenting. 
  Hooks
  Why should the characters dig out the entrance to the
  crypt, yet even continue to explore it after they became
  aware of how dangerous this place actually is? Well...
  The Guards that Failed
  The PC had been hired to guard a wagon that would bring
  the daughter of a wealthy merchant to a cloister, where
  she is to spend the rest of her live. They all arrive at a
  village at the foot of the ruin just before sundown. The
  way all the villagers hurry to get of the streets after dark
  may rise the PC´s hackles, but nobody is willing to say a
  word. The night ends with the Baron (using his powers of
  nightly teleportation) arriving in the village and (after
  seeing the wagon) kidnapping the merchant´s daughter.
  After this incident, the villagers will be more ready to tell
  them about the Baron and the legends about the castle
  ruins. After all, the dreaded secret revealed itself already.
  The character´s are hired to bring the daughter to the
  cloister. Without doing so, they will have no letter of the
  Mother  Prior  that  testifies  that  she  has  arrived,  and
  without the letter non  of  them will get  their money
  (suggestion: 100sp each). Time to save a maiden. 
  Put an End to this Legends 
  The erstwhile fief has been divided between neighboring
  nobles by now. Non of them cares to rebuild the castle,
  but  one  of  them  has  had  enough  of  the  peasant´s
  superstitious  rumors  about  ghosts  and  witchcraft.  He
  thereby hired the PC to dig out the crypt entrance in the
  company of a trusted servant, and then to explore it “so
  that this legends come to an end”. “But what if...?” the
  characters will have asked. In that case, the noble joked,
  all of them will be paid 15 gp each if the servant returns
  and testifies that the characters laid the Baron to rest.
  
  Bring me that Book
  A mage that has heard of the warlock that the Baron had
  entertained at his castle concluded that the spellbook of
  his may still be found there. After all, when there are
  STILL legends of people disappearing, and of the Baron´s
  ghost being about, it could very well be that the warlock
  is still active in the area. He thereby informs the PC that
  he is willing to pay each of them 100sp up front to go and
  look for the spellbook, and another 1000sp in potions
  and/or spell scrolls to each of them if they can bring him
  the book. 
  In Nomine...
  The church is concerned about the rumors, and decided
  to fund an investigation. If the PC have a cleric, it is the
  one that is ordered by his higher-ups in the church to
  investigate, otherwise the PC are hired as “guards and
  advisers” for a 1st level cleric that the church sends onto
  this  mission.  The  funds  are  meager,  and  so  is  the
  payment (150 sp each, to be paid upon their return), but
  if the characters fulfill this mission, they may be given a
  writ of credentials that will give them easier access to
  clerical support in the future. 
  Avenge my Daughter!
  The Burgomaster of the village near the ruin has lost his
  own daughter a few nights before. As the PC happen to
  travel to the village on their way from A to B, he openly
  approaches them in the inn and offers them each 400sp
  “to dig out the damned Baron and kill him for good!” The
  villagers will be shocked! “Are you mad!? They will fail,
  and then the Baron will come for us all!” - “I don´t give a
  damn about YOU, or YOU  or any other of you filthy
  miscreants!” the Burgomaster will shout back in rage
  “HE! KILLED! MY ! DAUGHTER!!! MY ONLY CHILD!!!” The
  old widower wants just one thing, and that is vengeance.
  He does not care how (which is reflected by the fact that
  he pays the PC with the tax money that a tax collector
  will come for at some point). 
  Graverobbers
  Perhaps  the  PC  do  not  need  any  motivation  but  the
  knowledge of a buried crypt of a noble family. There
  must  be  jewels,  right?  If  the  group  is  fresh  and  the
  players are up for such an approach, they could start as
  1st level grave robbers (mostly Specialists, with a Fighter
  or two or a Halfling thrown in for good measure) that will
  for sure not make it. Those that are able to flee with their
  lives may (a year later), join a fresh group of characters
  as “local support” that has a score to settle. 
  In the Village / in the Ruins
  In the village the people live in fear of the ruin. Their
  story (if they reveal it) is the following:
  Long ago, after his marriage, the young Baron began to act
  strange. He invited a strange scholar to his castle, which the
  chaplain spoke no good word upon. 
  He became  unrelenting  in  his  judgment, and  harsh  in  his
  sentences. Men that would have otherwise been sentenced to a
  day or more in the stocks now ended up in his tower, not to be
  seen or heard of again. People were convicted as poachers that
  were not known to be anything but honest and god-fearing folk.
  Strange merchants from afar began to come, but offered no
  goods in the village nor sought to buy any. Only to the Baron
  they showed their wares. Other outlandish folk soon sought
  audience, too, and were received. But none of them was of good
  standing. 
  The chaplain was at one point not seen anymore. It was said
  that he had fallen ill and would be treated in the castle, and
  later it was said that he died of his sickness and his body had
  been burned in fear of the unknown illness that had befallen
  him. That gave food to many a rumor back then. 
  Later, he hired many a laborer and craftsman from afar. They
  toiled in the castle and were forbidden to visit the inn or talk
  about their work, but their food and drink was acquired by the
  castle´s guards instead. Stones from the quarry were delivered,
  but in the end, none saw any of the workers leave again.
  Shortly thereafter, the castle burned to the ground. It were his
  own guards that had set it on fire! Not all of the villagers that
  had served in the castle returned from it, and those who did
  packed their belongings in panic and fled! The guards drank
  their fill in the tavern that night, and without paying a copper
  for it. As they left the next morning, they just claimed that the
  Baron was in league with the devil and that they have buried
  him in his own crypt. 
  Ever since, people disappear in the night. Mostly strangers that
  travel after dark or shepherds. But sometimes, even people from
  this village or the surrounding ones disappear out of their
  cottages or hovels as well, never to be seen again.  It is the ghost
  of the Baron that stalks his old fief now. 
  The ruins are deserted, and nothing of value is left. With
  a bit of a search, the former entrance to the crypts may
  be found. It takes shovels, picks and 6 hours of work
  (divided by the number of workers) to clear it from the
  rubble and earth that the guardians used to block it up
  with. 
  Once the stairs down to the entrance have been cleared,
  the PC find themselves in front of a sturdy (but stuck)
  door. With a bit of effort, it may be forced opened. 
  
  The Crypts beneath the Ruins
  ...had been extended and changed on orders of the Baron
  before his conversion to his current state of being. When
  all was set and done, he had the masons and workers
  killed so that nobody could tell about what had been
  erected down there. Finally, he and the warlock used
  magic to make some final changes to what would now be
  his lair. The corpses of the slain workers played no small
  part in that.
  On the map, “up” equals “north” and the space between
  two sides of the grid is equal to six feet. The walls and
  floor are covered with rectangular stone slaps (under
  which bricks can be found). The ceiling of the corridors
  and rooms are arched and 8 feet high, the brickwork has
  been covered with plaster, which began to break and fall
  by now. Unless mentioned otherwise, the whole crypt is
  dark. The “hatched” area (between 7, 10 and 13) has
  collapsed a year ago and is thereby blocked. The other
  areas are stable. 
  The  [x]´s on  the  map  mark  two  pit  traps.  Both  are
  located in the middle of the floor and are covered by thin
  stone slaps that will break away once a weight of at least
  60 lbs rests on their center. The pit beneath each one is
  10´ deep (1d6 falling damage). 
  The Hungry Dead (see below) may trigger a trap themselves
  when  they  try  to  reach  the  PC.  The  possibility  was
  considered an acceptable risk by the Baron, as he thought it
  would still be more likely for an intruder to fall into any of
  the two pits first. 
  The “!” is the first place where the PC may come to the
  attention of the Skeleton Guards in (04). 
  Wandering Monsters: the Hungry Dead will not react
  to the characters during the turn their master called
  them (unless they  enter their crypt), as they take time to
  rise after the  Magic Mouth (their master´s voice) in the
  corridor (01) was activated. If it was not, it takes at least
  three turns before the presence of living flesh in the
  crypts will have them rise. 
  From that point on, there is a 1 in 6 chance every turn
  that some of the Hungry Dead will have picked up the PC
  ´s scent and close in on them. They will take the most
  direct route from their hidden crypt (02) to the closest
  character. If this route leads over a not-yet-triggered pit
  trap, one of them will trigger it and fall in (which the PC
  are likely to hear). Any remaining Hungry Dead will lose
  a few (1d4) rounds due to surprise before they either
  jump over the trap or take another route towards the
  nearest character. 
  As time passes, more and more of them will rise. The first
  encounter will be with just one of them, but from then on
  both their number and their frequency of appearance
  will increase. There are a total of 17. 
  At the beginning of the seventh turn after they first
  encounter, all remaining Hungry Dead will rise and come
  for the characters. 
  Encounter
  Chance p.T.
  Number
  1 in 6
  1
  2 in 6
  1d2+1
  3 in 6
  1d6+2
  4 in 6
  the rest
  1st
  2nd
  3rd
  4th
  
  [01] The Corridor
  Behind the entrance lies a corridor with two pairs of
  opposing alcoves to the left and right. Further ahead, a
  crossing can be seen and an iron gate beyond it. 
  The inside of the alcoves have not been covered with
  stone tiles but with plaster, and show fading murals of
  the Stations of the Cross (from left to right; then left to
  right again): 
  Christ as he carries his cross to Golgotha, flanked by Roman 
  legionnaires and an angry mob. 
  Christ on the cross, with a roman legionnaire stabbing his 
  side with a spear. 
  The entry to a cave (where his corpse was brought later 
  according to the bible). A stone is rolled before it, to seal it. 
  A view of the cave from the inside, with a niche in the wall 
  large enough to hold a body at the center: it only contains a 
  cast-aside shroud. 
  As soon as anybody but the Baron steps between the
  last  two  alcoves,  a  Magic  Mouth (2ndt level  spell)  is
  activated on the mural of the empty grave of Christ. The
  words it speaks are: “Beware, intruder! This place will turn
  into your own grave if you do not leave at once! THE HUNGRY
  DEAD SHALL RISE AND DEVOUR YOU!”
  The message  will awaken  the  Hungry  Dead in  their
  hidden  crypt  (02),  but  they  take  time  to  rise  (see
  Wandering Monsters). 
  PC that inspect the alcoves will uncover that in the
  second to the left, the mural (the cave and how the stone
  is rolled in front of it) was not painted onto a solid wall
  but on wood covered with plaster. It is in fact a door
  (which the gaps around it suggest), but one that cannot
  be opened from this side. Still, a character with specialist
  tools may move back the bolt with a successful  Tinker
  skill check, and then lever the door open. Another option
  is to tear down the door by force (1 turn with a proper
  tool or weapon). 
  PC that reach the crossing with a visible light source may
  alert the Skeleton Guards in (04) to their presence
  [02] The Hidden Crypt
  The air in this room has a foul tang to it. A multitude of
  dust-covered cobwebs occupy every corner, while the
  floor is covered in more than a dozen partially decayed
  corpses. All are naked and gaunt. They are not orderly
  placed but lie there like cadavers deposed of in a ditch,
  with the limbs and bodies of one overlapping another´s.
  The  message  of  the  Magic  Mouth (01) will  rouse  the
  Hungry Dead in this chamber. There are a total of 17,
  and  they  take  longer  to  rise  on  their  own,  (see
  Wandering Monsters). If the  Magic Mouth did actually
  scare away those that triggered it, the Hungry Dead will
  not leave their crypt as they do not pick up the scent of
  nearby human (or demi-human) flesh. They will instead
  just shamble about in it and become dormant again after
  2d6+2 turns. When they smell nearby human flesh (inside
  the crypt or near the entrance), they will rise as detailed
  under  Wandering Monsters. If a character opens the
  door to their crypt, there is a 4 in 6 chance that 1d4 of
  them will rise and  attack immediately. If a  character
  breaks down the door, 1d6+2 will haven risen and attack
  once the door is gone. In both cases, this counts as the 1st
  encounter with wandering monsters. 
  Once risen, the Hungry Dead will open the door (there is
  a handle on their side) and leave it open. If it has been
  blocked, the undead will need 1d4+3 turns to batter the
  door down. 
  [03] The Untouched Crypt
  A large crypt with two rows of four stone sarcophagi
  each. The names of the occupants have been engraved
  into the upper third of the heavy lids. 
  These  are  the  graves  of  the  ancestors  of  the  Baron
  (Gregor,  Tamara,  Constantin,  Micael,  Ludmilla,
  Alexander,  Sophia,  Natalia).  The  Baron  has  left  those
  undisturbed (as the dust covering the sarcophagi and the
  ground  floor  will  show).  Those  that  open  up  a
  sarcophagus  will  find  a  skeleton  clad  in  the  rotten
  remains of a burial gown as well as....
  [Gregory] … a well crafted and finely adorned steel
  sword (100sp; medium weapon; must be sharpened;
  otherwise 1d4 damage). 
  [Tamara] … an intricate silver amulet worn on a tiny
  chain  around  the  neck.  The  amulet  is  a  heathen
  “death charm” to protect the soul during the passage
  to the beyond, as well as the grave. Any character has
  a X in 6 chance to know this, where X is the Wisdom
  bonus. Clerics and Magic-User gain an additional +1
  bonus, as do Specialists with extra dots in Languages.
  A character that takes the amulet from the corpse will
  be cursed: all XP thresholds to reach a new level are
  increased by 10%. Undead will attack the wearer of
  this amulet last. It if its placed around the neck or into
  the mouth of an undead creature with no more than 4
  HD/levels,  the  monster  is  immediately  destroyed
  (50sp).
  [Constantin] …  a  golden  clasp  that  secures  the
  remains of a rotten cloak, embossed with the emblem
  of the Baron´s noble line (150sp; -4 reaction from
  everyone in the local area when shown).
  [Micael] … a golden front tooth (50 sp).
  [Ludmilla] … a silver headband (100sp) and a chance
  to get infected by the spores of a nasty mold upon
  opening  the  sarcophagus  (Save  vs.  Poison;  see
  appendix). The mold spreads like fine dust after the
  lid  has  been  removed,  but  will  only  affect  those
  standing  next  to  the sarcophagus  (and  those  who
  rummage through it afterwards).
  
  [Alexander] ...nothing of value, for he died as a child.
  [Sophia] … a small  leather  bound  book  that  used  to
  contain poetry, but is now illegible. Will crumble when
  not handled carefully.
  [Natalia] … a pair of silver armlets (150 sp in total). 
  [04] The Guarded Crypt
  A  crypt  that  contains  two  rows  with  three  stone
  sarcophagi each, as well as four  Skeleton Guards (see
  appendix).  The  skeletons  may  become  aware  of
  characters ahead of them entering the crypt due to the
  light they carry.  
  The southern wall contains a secret door (to 05) that will
  automatically be found by those that inspect it (due to
  the gaps around it). When pushed, it will swing into the
  corridor behind it. 
  The sarcophagi have names  engraved  into  the  upper
  third  of  each  of  the  stone  lids  (Doru;  Mirela,  Petru;
  Ruxandra; Vraszek; Bernadette). The latter two are empty,
  the others each contain the remains of ancestors of the
  Baron: skeletons clad in the rotten remains of a burial
  gown, as well as....
  [Doru]... a rusted (and useless) helmet and an old-
  fashioned piece of  scale armor made of horn (AC: 15,
  oversized item, a character wearing it must pass a
  Save vs. Poison once a day or will catch a nasty rash
  that will reduce Charisma by 1d4 points and impose a
  (-2) on most reaction rolls till cured by a physician
  (2d6 days of treatmet; modified by the reverse of the
  character´s CON bonus).  The armor is worth 50sp. 
  [Mirela] ... a pair of golden earrings (a total of 200 sp)
  [Petru] … three heavy golden rings (a total of 300 sp)
  [Ruxandra] … a headband made of hardwood, with
  intricate ornaments (died as a girl; 20 sp).
  [05] The False Lair
  The secret door from (04) opens into a short passage that
  leads to a large room. At the southern wall are a desk
  with a padded chair in front of it, a chest and a closet. All
  are  made  of  dark,  polished  wood  and  feature
  embellishments in the form  of female heads with long,
  flowing hair. A large but unadorned sarcophagus stands
  free in the left half of the room, right before a niche with
  a larger than life statue of a man in plate armor. Both are
  made of the same light-gray stone. The armored warrior
  the statue depicts rests its hands on a bastard sword in
  front of him. His features are noble but grave, and every
  character that enters the left half of the room will have
  the impression of being followed by the smooth stone
  eyes. 
  The whole room is a trap. A character may become aware
  that everything is coated with a fine layer of dust, and
  that it is thereby unlikely that it has been used in the
  past. 
  Opening the closet will trigger a spring-powered spike
  at its center that will thrust forward (1d6 damage; non
  against  those  wearing  plate  armor).  The inside  holds
  three  sets  of  (now  mouth-eaten)  clothes  of  a  noble,
  complete with dress capes (mere rags without any value).
  The chest is locked and trapped with a spring-needle.
  The poison it has been coated with has by now lost its
  effect. 
  The sarcophagus contains a summoned Blood Creature
  (see appendix) that will slither out and attack after the
  lid has been moved enough to provide it with a gab to
  escape through. 
  [06] The Chamber of Darkly Mirrors
  All entries to this room are barred by iron gates with
  simple locks. A Specialist  with more than one dot in
  Tinker will actually gain a +1 bonus to a skill check to
  open one. Once successful, the character will be able to
  open any of other gates in 3 rounds without a further test
  (or in one round if a test is passed). Overcoming a gate by
  force takes a very sturdy lever (e.g. a crowbar) and 1 turn
  (5 rounds if the character involved has STR 15+). 
  Behind the gates is a very large, rhomb shaped room with
  a cross vault ceiling. All walls are covered with bronze
  panels that reach from the floor up to 8 feet. The bronze
  has been polished to a mirror finish and gives blurred,
  shadowy reflections. 
  When the room is entered with a light source, every
  reflection of a mortal will emerge from its mirror pane as
  a Darkly Image  (see appendix) at the beginning of the
  second round. Every character in this room produces
  four Darkly Images. If an image is destroyed, it will come
  forth again from its respective mirror after 3 rounds.
  Characters that do not appear in mirrors (e.g. invisible
  characters) summon no Darkly Images. When there is no
  light, there is no reflection, and all Darkly Images will
  disappear immediately when the room is no longer lit . A
  weak light source (e.g. that of a candle) will be to weak to
  provide enough illumination for a proper reflection (and
  thereby, no Darkly Images will appear if only a candle is
  used by the group). 
  Covering the panels will in theory work as well, but it will
  be  difficult  to  do  so.  As  they  are  made  of  bronze,
  smashing  them  is  impossible;  dents  and  holes  in  the
  metal will not prevent a reflection from manifesting. In
  regard to a Dispel Magic, all panels on one wall count as
  one magic item. 
  
  [07] The Ritual Room
  This room once was a crypt as well, as the rows of four
  stone sarcophagi along the western wall and the three at
  the eastern one (one left of the entrance; two to its right)
  still give testimony to. But now, it is most obviously used
  for  something  different  entirely.  All  but  one  of  the
  sarcophagi now function as tables for an assortment of
  bizarre and peculiar items that appear to be occult or
  outright unholy. Only one of the sarcophagi has been
  kept free of all of such items. A sconce in the middle of
  the room holds a partially burned torch, three unspent
  torches can be found on the ground next to it. All of the
  sarcophagi are empty, also names can be found on their
  lids  (Radu,  Geneve,  Viktor,  Annalyndt,  Christopher,
  Maria, Severina)
  What  is  there? Metal  bowls  for  burning  incenses,
  different clay pots and vials (that contain dried herbs,
  finger bones, dead spiders, crushed charcoal, hair, dried
  mushrooms, finger nails, dead bats, human teeth, salt,
  earth, crushed bugs, dust, dried maggots, ashes, etc), ink
  vials  and  quills,  pieces  of  parchment,  candles  (both
  partly burned-down on the sarcophagi as well as two
  dozens or so in a box), the skull of a goat, an iron crown,
  three wooden crosses mounted upside down on iron
  spikes, a stuffed poisonous snake, a candelabra which
  base is a pentagram, a black goat pelt, carving knives, a
  sacrificial dagger, small glass bottles with mixtures of oil
  and clotting blood, etc.
  A Magic-User may salvage some of the present stuff for
  his or her own laboratory. For this purpose (and only this
  one), items with a total value of 3d6 x50sp may be looted.
  Every 5+ rolled equals one additional item slot that will
  be occupied by this loot. If not the whole of “the useful
  stuff” is taken along, it will not be useful to the Magic-
  User at all. 
  [08] The Ossuary
  A multitude of rectangular niches in the northern and
  western wall of this room contain the bones and skulls of
  further ancestors of the Baron´s family line: one corpse
  per  niche,  and  many  are  empty.  All  have  Roman
  numerals chiseled below them. A simple yet sturdy table
  next to the southern wall holds a dusty folio, an old oil
  lamp, a quill and an ink vial. 
  The niches were used to store the bones of an ancestor
  when the sarcophagus was needed for another recently
  deceased member of the lineage. The bones have been
  orderly placed into each niche, the transition and the
  details of the ancestors in question have been noted in
  the folio. The lamp has enough oil left for 7 turns. The
  Baron has not continued to do so when he moved the
  dead from the sarcophagi of the ritual room (07) into the
  niches, neither as he took older skeletons out of them to
  create his Skeleton Guards.
  [09] The Dungeon Room
  The first thing that a character will notice upon entering
  the corridor that leads to this room is an unconscious
  woman shackled to the wall behind her. Her brunette
  hair is long, her features are comely and she is clad in
  nothing but a simple but mostly clean linen burial gown. 
  The woman is  Lady Bernadette, the Baron´s wife (see
  appendix). She is a vampire like him, but not nearly as
  powerful. 
  The wall where she is bound holds another empty set of
  shackles. In the western part of the room stands a rack
  and a table with numerous torture instruments. A key
  (for the shackles) may be found on a small hook on the
  rear of the rack. Two Skeleton Guards stand around the
  corner and will attack anybody but the Baron on sight. 
  Bernadetta  will  be  weak,  anemic,  cold  and  barely
  conscious. This will change if a character (for whatever
  reason) feeds her some of his blood or is so close to her
  that she can literally smell the blood in his veins (e.g.
  holding her while the shackles are opened). The hunger
  will quickly overtake her then, and she will try to BITE.
  The victim must roll for  Surprise  or will be bitten and
  helpless (see appendix). Bernadetta will quickly recover
  from her mindless bloodlust after the first sip, and try to
  parlay with the PC. She tells them that she knows where
  the hidden lair of her husband is, and that she will gladly
  help them in destroying him. 
  Of course she knows that the characters must be vampire
  hunters, and that they will not spare her. Her plan is to lead
  them to the hidden lair and actually lead them in the attack
  against the Baron. But after the first hit she will drop down and
  play dead, hoping that whatever side may win the fight will be
  wounded enough to be finished of by her in the end. 
  [10] A Reminder of Paradise
  A  pillar  in  the  center  of  this  round  room  has  been
  chiseled into the likeness of a tree. The walls are covered
  by plaster and painted with murals of Adam and Eve in
  Paradise, the Temptations through the Snake, the Fall,
  how they had to leave paradise, and a picture seeing
  them returning with their heads´ bowed in repentance
  (which is next to the part where they rest in paradise, as
  if this evens would be repeating themselves). 
  [11] The Unholy Shrine
  The  small  chamber  contains  a  shrine  that  has  been
  dedicated to dark forces. The Christian murals have been
  defaced with stains of dried blood, a niche that once must
  have contained a cross or the figurine of a saint is now
  occupied by a  bronze statuette of Baphomet. Thirteen
  big candles have been lit on the small altar in front of it,
  and must have been burning for more than an hour by
  now. The remains of molten wax form large blotches
  around their bases. An open wooden box to the left of the
  altar contains a stash of 30 further large candles.
  
  Every  character  without  a  negative  Intelligence  or
  Wisdom bonus will  know that candles like these cannot
  burn longer than perhaps four hours. Still, they do. The
  small statue is magical and part of a rite of protection:
  when thirteen candles are lit in front of it by a character
  that has pledged his or her soul to Baphomet, the candles
  will burn for 5 days. As long as they do, the one that lit
  them will benefit from the effects of a 1st level Protection
  from Lawful. Removing the statue will not end the effect.
  Snuffing or destroying the candles will, but a character
  who does will become cursed: all light she carries will die
  at the end of the first round of a hostile encounter with
  any chaotic creature. 
  [12] The Mural of Triumph
  The western wall of this angular room shows a  mural of
  a battle scene. It is much more recent than any of the
  other murals, more simple and less impressive. The scene
  depicts a knight surrounded by twelve enemy soldiers
  who are either dead, mortally wounded or desperate in
  their fight against the seemingly supreme lone knight.
  The sky is filled with dark clouds, and seven strange and
  cheerful cherubim with black wings fly above the scene.
  The knight is the only combatant depicted in full armor,
  his great helmet features goat horns and a long beard
  protrudes from under it. 
  A cleric or character with a positive Wisdom bonus will
  notice  that  the  twelve  enemy  soldiers  are  portrayed
  similar to contemporary depictions of the twelve saints,
  while the seven cherubim feature artistic elements that
  resemble those used to refer to the seven deadly sins. 
  Two opposing alcoves in the north and south of the room
  contain  one  Skeleton  Guard each.  They  will  attack
  anybody but the Baron on sight. 
  [13] Storage & Armory
  A  heavy  wooden  door  with  metal  fittings  blocks  the
  entrance to this room. The door is locked and to solid to
  simply force it open, but it may be broken down (1 turn).
  The room behind it is a storage room (first half of it) as
  well as an armory (second half). It contains two lanterns,
  five  flasks  of  lamp  oil,  six  torches,  about  a  dozen
  replacement plates for the pit traps, specialist tools for
  re-setting traps, 50 large candles, ink vials, quills, several
  folded burial gowns made from white linen, and the raw
  material and tools to create and apply plaster. 
  If the characters did not faced the baron already: At
  the southern end, a set a full plate armor sits on a stand.
  It looks like the one that the warrior in the mural in (12)
  is wearing. On the wall left and right of it hangs a shield
  that bears the coat of arms of the Baron´s lineage, a
  battle axe (medium weapon), a lance, a bihander (great
  weapon) and a short sword (small weapon) with a bronze
  pommel in the shape of a goat´s head ( see appendix).
  [14] The Baron´s Hidden Lair
  This room may only be entered through a hidden door in
  the corridor that connects  (11) with  (12). Finding the
  door takes six turns of searching (divided by the number
  of characters involved in it) or one turn and a successful
  skill check for  Search or  Architecture  (+1 bonus to the
  highest skill if both are above 1). 
  In  the  center  of  the  room  stands  a  simple  stone
  sarcophagus without any ornaments or engravings.  Two
  chests sit in northwest corner of the room, one of them
  has a lock. 
  The unlocked chest contains three sets of noble clothes
  (complete with boots, capes and fancy hats, etc;  each
  worth 100 sp) and a hidden compartment (under a false
  bottom, part of which may be gently moved and then
  taken off). The compartment contains four different keys
  on a ring (one for the gates in  (06), one for the other
  chest, one for strongbox in said chest and one for (13)). 
  The locked chest is trapped. On a failed attempt to pick
  it (which suffers a -1 penalty) a spring-powered poisoned
  needle will stick the character into the hand. Unless a
  Save  vs.  Poison is  passed,  the  victim  will  become
  unconscious within 1d6 rounds (modified by Constitution
  bonus) and stay that way for 12 hours. Other characters
  may  wake  the  victim  up  with  one  round  of  rough
  handling, but it will then suffer (-3) to all rolls and fall
  unconscious again after 1d6 rounds. If the saving throw is
  passed,  the  character  will  suffer  heavy  drowsiness,  a
  slurred speech, blurred vision and impaired senses (-2 to
  all rolls; unable to cast spells) for 1d6+2 turns. The chest
  contains  the  Baron´s  spellbook (see  appendix),  a
  strongbox (118 pieces of silver; 13 pieces of gold) and a
  small bottle of the poison used to coat the needle trap (12
  applications left; must be inserted into the blood stream).
  The sarcophagus is the resting place of  the Baron (see
  appendix). If it is disturbed (e.g. by an attempt to move
  the lid) he will wake up and cast Gasesous Form on himself,
  so that he may reach (06). There, he will become solid to
  face the characters (with the assistance of the Darkly
  Images).  The Goatsword sword will appear in his hand,
  and if necessary he will cast  Continual Light onto the
  weapon (so that there is light for the Darkly Images to
  emerge). If the characters do not enter, he will mock
  them before he puts the sword (with the light spell on it)
  to the ground and casts Invisibility unto himself. He will
  pretend to leave through one of the other gates, but will
  stay in the room. When the characters move in and are
  attacked by the Darkly Images, he will slip out and back
  to (14). His plan is to get the keys so that he may get into
  (13) to  arm  himself  before  he  seeks  to  confront  the
  characters.
  If the PC have somehow rendered the bronze mirrors
  useless, he will instead go to (13) and use the time the 
  
  characters need to open the door to arm himself with the
  bihander. He will also cast Unseen Servant to don the plate
  armor, which will take about a turn. If the characters are
  able to get into the room any quicker than that, the
  Baron will only be partially armored (AC:14; DEX bonus
  included).
  XP Rewards
  Each of the Hungry Dead the characters beat is worth
  10xp. Those that stumble into a pit trap without any
  involvement of the PC are not worth any XP. There is a
  total of 17 of them in this dungeon, beating them all
  would be worth. 170xp.
  Each of the Skeleton Guards is worth 25xp. There is a
  total of 8 of them in this dungeon, beating them all would
  be worth. 200xp.
  The Darkly Images and the Blood Creature are worth
  no XP. They are more part of a trap than anything else,
  and add to the overall danger of the dungeon as a whole
  (see below).
  Bernadette is worth no XP, as she is basically helpless
  when the character´s encounter her.
  The  Baron is  the  main  antagonist  of  the  adventure.
  Beating him is worth 300xp.
  The  Untouched  Crypt  [03] contains  treasure  worth
  600xp. 
  The Guarded Crypt [04] contains treasure worth 570xp.
  The Ritual Room  [07] contains a variable amount of
  treasure.
  The Armory [13] contains a variable amount of treasure,
  depending on what the characters plunder.
  The Hidden Lair [14] contains treasure worth 300xp.
  The  Crypts  are  a  dangerous  place.  When  the  party
  proceeds further than the Chamber of Darkly Mirrors
  [06] they shall receive 200xp.
  When they explore the whole of the crypts, the shall
  receive another 300xp.  
  Every Referee shall feel free to adjust this to whatever
  fits his or her game best. Personally, I would suggest to
  consider to assign XP for NOT robbing the dead and/or
  destroying what is found in the Ritual Room if one or
  more characters in the group have a rather righteous
  (Lawful?)  attitude.
  
  Appendix
  The Hungry Dead
  These Undead creatures are the result of the Animate the
  Hungry Dead spell (a lesser form of the 5th level Animate
  Dead). They are dead bodies occupied and controlled by
  unclean spirits, and will stop to decay at a certain point.
  They sense living humans (and demi-humans) from up to
  50 yards away, and will always attempted to reach the
  nearest living being in order to attack and devour it. 
  The one who created them may order them to “rest”,
  which puts them into a death-like state from which they
  will be roused by disturbances of their resting place or
  the presence of living beings in the immediate vicinity.
  Once disturbed, or ordered to rise by their creator, they
  take 1d6 turns to fully awake. If they are touched or
  attacked, they will awake within a round. 
  In combat, they may not use weapons but will try to
  strike (1d3 damage) or wrestle (+2 bonus due to their
  strength). Once they have immobilized a target, they will
  begin to bite it and thereby deal 1d4 damage each round.
  A Hungry Dead that killed a victim and is not currently
  engaged by further opponents will devour the flesh of
  the slain for one turn. Any nearby Hungry Dead that are
  not currently engaged in combat have a 3 in 6 chance to
  join in doing so. 
  A character that suffered damage from the bites of a
  Hungry Dead must pass a Save vs. Poison. On a failure, the
  wound  will  inflame  and  not  heal  naturally  until  a
  physician is seen or the wound is cauterized (loss of
  another hit point). 
  The Skeleton Guards
  The Skeleton Guards have not been raised by the Baron,
  but by the warlock he employed. They are identical to
  those that could be summoned with the 5th level Animate
  Dead  and have one special ability: immunity to attacks
  from rapiers, minor weapons as well as bolts and  arrows.
  The Blood Creature
  The creature in the sarcophagus in the false lair (05) has
  been summoned and bound into it by the Baron with the
  help  of  the  Imprison  the  Beyond spell.  It  has  the
  appearance of a blob of blood that forms claws to attack.
  These  are  made  of  very  fine  strands  of  blood,  like
  capillary vessels, but cut like blades. 
  Blood is spilled: the creature is immune to all normal
  attacks, but loses 1 hit point per round by spilling itself. 
  Blood  calls  for  blood:  any  character  that  has  been
  wounded by the creature must Save vs. Magic at the end of
  the fight. Those who fail will be cursed to carry the thing
  in their very own blood. When such a character dies, all
  of his or her blood will leave the dead body and pool
  (with  eventually  spilled  blood)  into  another  Blood
  Creature with a HD equal to the characters level minus 2
  (minimum: 0). 
  Move:
  120´(40´) 
  Hit Dice / Points:
  4 /16
  AC:
  10
  Attacks:
  1 (Gossamer Claws; 1d6 dmg)
  Special:
  see below
  Save:
  as HD
  Moral:
  10
  Move:
  120´(40´) 
  Hit Dice / Points:
  0 / 6
  AC:
  12 or as armor
  Attacks:
  1 (Strike, Wrestling or Bite)
  Special:
  see below
  Save:
  as HD
  Moral:
  12
  Suggested XP
  10
  Move:
  120´(40´) 
  Hit Dice / Points:
  2 / 4*
  AC:
  13 
  Attacks:
  1 (sword; 1d6)
  Special:
  see below
  Save:
  as HD
  Moral:
  12
  Suggested XP
  25
  
  Darkly Images
  Darkly  Images  are  blurred,  shadowy  phantoms  from
  beyond that are forced into this world when a mortal
  casts a reflection in a Darkly Mirror. The Phantoms do
  not appear willingly and attack the nearest living being
  in rage. They do so with blurred, shadowy versions of a
  weapon of the character that made them appear, the
  damage code is the next lower die (e.g: d8 becomes d6).
  The Darkly Images themselves fray and disappear upon
  the first hit. 
  The Nasty Mold in Ludmilla´s Grave
  The mold  leads  to  an infection that  is treated  as  an
  illness. An infected character is not contagious. 
  Incubation period: 
  about a weak
  Interval:
  7 day; modified by CON bonus
  Effect:
  1 point of CON damage
  Double recovery time for
  exhaustion and CON damage
  The infections starts as a throaty, wet cough that will
  worsen more and more. The Constitution loss caused by
  the infection cannot be recovered without a treatment by
  a  physician.  When  Constitution  drops  to  zero,  the
  character dies due to collapsing lungs. 
  Lady Bernadette
  Lady Bernadette, a comely
  woman with long brunette
  hair,  is  the  wife  of  the
  Baron.  After  her  husband
  has  pledged  himself  to
  Baphomet and  was indeed
  granted  immortality,  she
  did  the  same.  She  sought
  she was clever in letting her
  husband  doing  it  first,  so
  she could  see what  would
  happen to him. In fact, she
  sought  she  was  so  much
  more clever than the Baron, and never assumed that he
  would know that she had cheated on him repeatedly with
  other men. But he knew it very well, and decided to
  punish her for all eternity. Therefore, he turned her into
  a demonic vampire as well, but shackled her against the
  wall. He only feeds her enough blood to continue her
  existence and to keep her barely awake. Forever she shall
  be dependent on him, forever she shall experience the
  vampire´s hunger: a desire much worse than the carnal
  lusts of mortal flesh. Forever he shall be able to do with
  her as he pleases. 
  Lady Bernadette counts as a 1st level Elf with Intelligence
  13 and Wisdom 9. Currently, she only has 5 hit points left
  (Max: 12). She has no spells prepared.
  As a demonic vampire, she has the following abilities.
  Lord of the Night: as long as the sun is not up in the sky
  and she is not more than lightly wounded, Bernadette is
  under the effect of a  Shield spell and may  Teleport  to
  places  she has  been  before  (see the  spell for further
  limitations). She does not age naturally. Unusable to her as
  long as she has not been fed enough blood. 
  Bloodsucker: Bernadette may use a special bite attack on
  a helpless or immobilized victim. The attack deals 1d4
  points of damage and restores the same amount of hit
  points to her. The victim of the attack becomes helpless,
  and  so  Bernadette  may  continue  to  drink  blood.  A
  vampire  is  immune  against  this  additional  effect.  If
  Bernadette does not kill a sentient being at least once
  every lunar month by drinking blood, she loses 1d4 hit
  points.  Due  to  her  new  instincts  and  feral  nature,
  Bernadette  gains  a  +1  bonus  to  all  wrestling  attacks
  (double if she is more than lightly wounded). 
  Enemy of the Light:  Exposed to daylight, Bernadette
  suffers  between  1d4 to 1d10  damage per turn  (heavy
  clothes,  shrouds  and  other  protections:  1d4;  normal
  clothes: 1d6; partially bared: 1d8; naked: 1d10). When not
  resting in  a death-like slumber during the day (from
  which she may rise immediately if disturbed), she will
  suffer  from  exhaustion  (cumulative  -1  penalty)  after
  every 6 turns and goes into slumber when the penalties
  from it reach (-3).
  Undead: Bernadette  may  not  enter  hallowed  ground,
  suffers damage from Holy Water and counts as chaotic,
  undead being for all game mechanism. 
  Move:
  120´(40´) 
  Hit Dice / Points:
  3 / special
  AC:
  13 
  Attacks:
  1 (special)
  Special:
  see below
  Save:
  as HD
  Moral:
  10
  
  The Baron
  The Baron counts as a 5th level Elf with Intelligence and
  Wisdom  12,  as  well  as  Constitution  12,  Dexterity  13,
  Strength 14 and 26 hit points. Upon being encountered,
  he will have the following spells prepare:
  Gaseous  Form;  Invisibility;  Continual  Darkness;  Unseen
  Servant; 2x Light .
  He is the current owner of the  Goatsword  (see below)
  and may call it to his hand at will. As a demonic vampire,
  he has the following abilities.
  Lord of the Night: as long as the sun is not up in the sky
  and he is not more than lightly wounded, the Baron is
  under the effect of a  Shield spell and may  Teleport  to
  places  he  has  been  before  (see  the  spell  for  further
  limitations). He does not age naturally. 
  Bloodsucker: the Baron may use a special bite attack on
  a helpless or immobilized victim. The attack deals 1d4
  points of damage and restores the same amount of hit
  points to him. The victim of the attack becomes helpless
  and the Baron may continue to drink his or her blood. A
  vampire is immune against this additional effect. If the
  Baron does not kill a sentient being at least once every
  lunar month by drinking blood, he loses 1d4 hit points.
  Due to his new instincts and feral nature, the Baron gains
  a +1 bonus to all wrestling attacks (double if he is more
  than lightly wounded). 
  Enemy  of the Light:  Exposed  to  daylight, the Baron
  suffers between  1d4 to 1d10 damage per turn  (heavy
  clothes,  shrouds  and  other  protections:  1d4;  normal
  clothes: 1d6; partially bared: 1d8; naked: 1d10). While not
  resting in a death-like slumber (from which he may rise
  immediately  when  disturbed),  he  will  suffer  from
  exhaustion (cumulative -1 penalty) after every 6 turns
  and goes into slumber when the penalties from it reach (-
  3).
  Undead: the  Baron  may  not  enter  hallowed  ground,
  suffers damage from Holy Water and counts as chaotic,
  undead being for all game mechanism.
  The Goatsword: 
  The goat sword is a short sword (small weapon; 1d6 dmg)
  with a bronze pommel in the shape of a goat´s head, and
  counts a  magical weapon (+1) blessed by Baphomet. 
  It will appear in the hand of its owner as soon as he or
  she wills it, no matter the distance. When its current
  owner is killed (or destroyed), it will accept the next
  character  as  its  owner  that  has  pledged  his  soul  to
  Baphomet and willingly cuts the own left palm with its
  blade. Till then, it counts as a cursed (-1) weapon. 
  The Baron´s Spellbook
  ...is bound in deerskin, and basically a poor copy of that
  of the warlock that he once entertained at his castle. He
  has, however, researched and included a few spells of his
  own by now.
  3rd level:
  Gaseous Form; Animate the Hungry Dead;
  Prison of the Beyond
  2nd level:
  Magic Mouth; Continual Darkness, 
  Invisibility; Unseen Servant; 
  1st level:
  Faerie Fire; Light; Read Magic; Summon; 
  Unseen Servant
  Animate the Hungry Dead
  Magic-User Level 3
  Duration: Instantaneous
  Range: 10´
  The spell conjures unclean spirits from the beyond and
  forces them to occupy dead bodies in the vicinity, and
  thereby creates the Hungry Dead (HD: 0 undead with
  1d4+2 hit points, see the entry above). What the caster
  called  did  not  come willingly, and so  the Magic-User
  needs to succeed on a Domination roll (similar to the one
  used in Summon): A d12 is rolled for both the caster and
  the Hungry Dead, and the caster adds his level. On a
  success, the Hungry Dead are under his control. On a
  failure, they will attack immediately to devour him.
  
  Prison of the Beyond
  Magic-User Level 3
  Duration: Instantaneous
  Range: Touch
  With magic rites, incantations and a sacrifice (a human,
  demi-human or HD 1+ creature) the caster can turn a
  container into a prison for a creature from the beyond
  that may than be summoned into it (per the  Summon
  spell, which must be cast before the next sunrise). 
  The subsequent summoning happens according to the
  regular rules, but Step Five is omitted as long as the
  container is not destroyed or opened. The duration of the
  creature´s existence in the real world is not determined
  yet either, and it does not start as it is trapped in the
  moment of entering it. 
  These steps (and the arrival of the creature in our world)
  only take place when the prison (the container) is opened
  or destroyed. If the caster is not present at this moment,
  the creature wins the Domination roll and will attack all
  present living creatures for a number of rounds equal to
  d10 x its HD. If the caster is present, Domination is rolled
  and the following modifiers are taken into account:
  + as a result of its rage about the imprisonment, the
  creature rolls two dice and keeps the higher result.
  + all sacrifice modifiers are forfeit unless the creature has
  been summoned within the last 12+d12 hours.
  + if the prison was destroyed rather than opened, the
  caster uses a d12 instead of a d20 for the Domination roll.
  If the Magic-User has more than one Prison of the Beyond
  active at a time, she must roll a Save vs. Device for each of
  them  once  every  lunar  month.  On  a  failure,  the
  imprisoned entity breaks free in her absence. If a Magic-
  User dies, his prisons remain empowered till a saving
  throw would be in order (yes, this means that a single
  Prison of the Beyond  will outlast its caster till opened or
  destroyed). 
  Creation of a Darkly Mirror
  The creation of a Darkly Mirror takes a laboratory that is
  at least 2.000sp worth. Each mirror must be enchanted
  separately, be made of bronze and may not be larger than
  6 x 8 feet (assumed cost: 100sp). The Magic-User that is to
  enchant the mirror must know the Summon spell and be
  of at least 5th level. The process of enchantment takes 10
  x5d6  days  and  costs  50  sp  per  day.  At  the  end,  a
  Domination  test  must  be won  by the Magic-User  (by
  whatever margin) against an assumed HD 3 creature. On
  a failure, the mirror is flawed and may not be enchanted
  again. 
  Pledging the own Soul to Baphomet
  The spellbook of the Baron contains all that an aspiring
  acolyte needs to pledge the own soul to Baphomet. The
  ritual is really simple (and the details up to the Referee).
  At  the  end,  the  character´s  alignment  will  become
  Chaotic (if this  was  not  the case already)  and  all XP
  threshold to rise to the next level are increased by 10%.
  The character may from now benefit from the following:
  Communion
  The  character  may  once  every  (six;  modified  by  the
  inverse  Wisdom  bonus)  days  ritually  commune  with
  Baphomet to gain answers in visions. The ritual takes
  250sp in components such as incenses, minor sacrifices,
  burned offerings and hallucinogenic drugs.  Once a trance
  state is  entered, the character may  ask a number  of
  questions that may be answered with “yes, no, perhaps.”
  Every question takes one round. The longer the trance
  lasts, the more unclear the visions become, and they are
  not very clear to  start  with. The answer to  the first
  questions has a 70% chance of being right, the chance for
  every further question is reduced by 10%. 
  Enlightenment
  After each increase in level, the character rolls 3d6 and
  compares the result with the own Wisdom. If the result is
  higher, Wisdom is permanently increased by one. 
  Patronage
  The character may benefit from magic items created in
  the name of or blessed by Baphomet. Two such examples
  can be found in the crypts, it is up to the Referee to
  include others in upcoming adventures.
  Protection
  By loudly proclaiming the own alliance to and calling
  upon Baphomet for protection, the character gains a +1
  bonus  to  all  Saves  vs.  Devices for  a  turn.  If  the
  proclamation is made in the face of a Cleric or Magic-User
  not  in  league  with  Baphomet,  the  character  gains  a
  permanent (!) +1 bonus to all saving throws against the
  spells of this character.  Protection may not be called
  upon  more  than  three  times  a  day  (from  sunrise  to
  sunrise). An existing protection may be nullified with
  Dispel Magic.
  Solve en Coagula
  When the character is the victim of a curse, she may Save
  vs. Magic in between adventures. On a success, the curse is
  lifted. On a failure, the character may sacrifice 10% of the
  currently accumulated “unused” XP to lift the curse.
  Tutelage
  A  Magic-User  that  is  about  to  undertake  a  time
  consuming magical activity (see p. 82 of the Player Core
  Rules) may make a sacrifice to Baphomet to gain tutelage.
  When  the  duration  of  the  activity  is  determined,  X
  additional  dice  are  rolled,  and  afterwards  the  player
  chooses X results that are discarded. X is equal to the
  number of HD/levels of the sacrifice; minimum 1 (double
  if the sacrifice was of the same race as the Magic-User).
  
  That´s it!
  If you like what you have read so far, you may enjoy some of
  the  stuff  you  find  in  the  column  to  the  right  of  this
  shameless little attempt at salesmanship as well!
  Further releases of mine:
  20 Encounters on a Haunted Road in the Carpathians of
  Old may help to extend this adventure a little.
  Almanac  of  Animated  Skeletons provides  a  few  more
  ideas for further (or future) undead guardians.
  Examples of the Dark Arts (as well as its further volumes)
  includes more morbid magic.
  My  OSR Turn Management Sheet (Pay-what-you-want)
  will help you to keep track of timed events.
  OSR-Releases of Others:
  The  God  that  Crawls and  The  Black  Gem are  both
  potential adventures for a crew of grave robbers, while
  Rise of the Vampire provides more fodder for vampire
  slayers.
  Miscellaneous: 
  40 Maps for your Games was the source of the map that I
  used for this dungeon. 
  Ennead Games as well as Art of War Games offer lots of
  lists with names (in case you need any).
  Soundtracks/Background Music
  Dark Ambience, Nightmare and The Catacombs will help
  to set the scene for the crypts under the ruins. 
  Blood Magic and  Eisheth, the Underlord would be my
  choices for a confrontation with LOTS of Hungry Dead or
  the Baron (respectively).
  Blogs and Web-Stuff:
  Berny the Flumph! Wrote this nice article about LotFP
  mages that sold their soul to Satan. 
  If you don´t know who or what  Baphomet is... most
  people do not know either, but some are still pretty sure
  that THEY are right :) And.. it is not really important, is
  it?
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/The Crypt of Baron Vraszek [v1.3 bw] (LotFP).pdf