Of The: Tomb Robbers
Of The: Tomb Robbers
OF THE crysTal
FRONTIER
WRITING/ART/
LAYOUT/CONCEPT GUS L.
EDITING NICK (LS) WHELAN/
AVA ISLAM
PLAYTESTING/ Anthony (JoJiRO) WU/
REVIEW/ SUPPORT CaSEY GARSKE/ BRENDAN S.
A RATKING
PROJECT
How To USE THIS BOOK
Tomb Robbers of the Crystal Frontier is an introductory adventure to both the dungeon crawl play style of
classic fantasy roleplaying games and the setting of the Crystal Frontier. While the setting may be slightly
different from the standard vernacular fantasy setting of the majority of early games and adventures, it
should be easy enough to quickly grasp and run. There are no orcs or goblins on the Crystal Frontier, but
the role of cruel marauders and cowardly bushwhackers is filled by regular men and women. These and
other differences may require a bit more explanation and expectations may need adjustment, but Tomb
Robbers remians an exploration adventure in the classic style, whatever its aesthetics.
To run this adventure as intended you will need 4 - 8, 1st level characters created using the Old School
Essentials rules or another broadly compatible game, non-human characters, or at least their ability to see
in the dark, can be omitted to help emphasize the need for exploration and supplies. Similarly, the referee
should be familiar with the rules supporting dungeon exploration and implement encumbrance,
movement, and illumination rules (see pages 102 and 103 of the Old School Essentials Classic Rules Tome)
as well as other rules and procedures related to dungeon adventuring (id. at 108, 109). Combat in Tomb
Robbers of the Crystal Frontier is a near inevitable risk that characters will face, but it is never the only
solution to obstacles within the dungeon and very often extremely dangerous, so emphasizing the risks
and challenges of exploration (the danger of discovery by wandering monsters or the exhaustion of
supplies) can help encourage a less combat centered play style.
Tomb Robbers of the Crystal Frontier is designed as a introductory adventure, new adventurers thrown
into the dangers of exploring the mythic underworld with little choice, but it need not be used so. The
dungeon within, Murkvey’s Rock, stands on its own and doesn’t need the added complications of Adipose
Mab’s expedition or the characters’ deal to turn over the bulk of their recovered treasure to her. Used as a
stand alone location, Murkvey’s Rock, a visitor from the stars, will fit in almost any fantasy region, but the
treasure within is very generous for the risks faced and if explored unconnected with the hook provided
referees can consider lowering the gold value of most treasures, perhaps by as much as half.
1
Adipose Mab Kotto & Carrow Blüed
AC 7 [12], TH 3 (I:16, W:14, CHR 13) (HP 7)*, AC 2 [17], F2 (STR:15, DEX 15) (HP 12/12),
ATT 1 (by weapon), THACO 19 (0) , ATT 1 (by weapon+1), THACO 18 (+1),
MV 120’ (40’), SV D13 W13 P12 B16 S14 (TH3 MV 120’ (40’), SV D12 W13 P14 B15 S16 (F2),
+WIS), ML 8 ML 11*
*Skills: Mab is not a thief in the traditional * Berseker: If either Kotto or Carrow is
sense. Mab is an explorer, scholar and killed in combat the other will go into a
chirurgeon. She has the following Thief berserker rage (+4 hit/damage -2 to AC,
skills: (CS: 89, TR: 20, HN:1-3, HS: 20); as immune to fear or charm) fighting until all
well as the following spell-like abilities once enemies are dead.
per day (6 Turns): comprehend languages,
read magic, identify, cure light wounds. Enameled plate armor (AC 3 [16]), flamberge
She can also intervene to stabilize the dying (Two-handed 1D10)
with a successful roll of 3D6 under Int if she
can work on them within 2 rounds of the Kotto & Carrow are androgynous twins
lethal injury. from the Blue Meadows with more then a bit
of Ice Hell’s ancestry. White blonde, pasty
Traveling leathers (AC 7[12]), small sword (1D8), skinned, red eyed, with sharp-hewn faces
light crossbow, 30 bolts(1D6), scholar’s Kit and lanky wood-hard limbs. They’re veteran
(maps, drafting tools, reference texts and merchant’s guards, “Doppelsoldats” in the
surveying equipment), chirurgeon’s Kit cant of their homeland, who have worked
(bandages, tinctures, scalpels and soporifics), for Mab for two years. Both are talkative,
flask of watered brandy boisterous and proud of their martial
abilities, but seem to carry no affection for
Flash anything except each other. They are well
AC 7 [12], F0 (I:15, CON: 14) (HP 3)*, paid and content with their position.
ATT 1 (by weapon), THACO 20 (-1), MV 120’
(40’), SV D14 W15 P16 B17 S18 (NH), ML 4 Greenhorn
AC 5 [14], F1 (HP 6), ATT 1 (by weapon),
*Skills: Cutting or Faceting Tomb Crystal THACO 19 (+0), MV 90’(30’),
safely is a complex arcane skill and requires SV D12 W13 P14 B15 S16 (F1), ML 8
being able to detect the magical flux in the
material. Flash can do it well, with a 3D6 Medium Armor (chain, scale, or brigandine),
roll under Int though it takes him a hand weapon (sword, mace, axe or spear),
minimum of 5 Turns for each attempt. hangdog expression
Traveling leathers (AC 7[12]), sledgehammer Desperate chancers lured from both sides of
(2HD 1D8), Gemcutting kit (brass dowsers, the Maiden Tombs. All are hungry for riches.
tuning forks, diamond tipped pitons and ocular) .
A balding older man with nondescript
features. His right eye is hazed and shot
through with red crystal—a sign of Occulith
poisoning. Flash is a fine Gemcutter, but
uncommunicative about other topics. He’s
fascinated by the Crystal Tombs, and loyal
to Mab in some way beyond his pay.
2
Mule TRAIN Gossip
In their trip over the Maiden Tombs with Mab the
characters will have met Flash, the other
Greenhorns, Kotto and Carrow, and learned the
following rumors:
3
X - When the Party has scouted enough of the Many of the keyed locations within are designed to
Rock for Mab to take over exploring (roughly 10 habituate players to the classic dungeon crawl
rooms) Mab will consider the deal satisfied and playstyle. One where problem solving, navigation,
can leave with their equipment. and faction intrigue are the primary focus of play.
Some failure is expected, especially for players
X -If Party has delivered at least 1,000 GP worth of unused to this playstyle, which will likely result in
treasure Mab will give them a bonus of 500 GP and dead characters. Luckily, the Greenhorns of Mab’s
a map with locations of other potential treasure gang offer a ready supply of replacements. While
sites. Mab won’t order them in as henchmen for the
party, Greenhorn volunteers will replace dead or
X -If the Party wants to continue exploring after injured party members. As written they are all 1st
scouting, Mab will reward them with 10% of the level fighters, but when used as replacement
value they turn over, and let them keep any non- characters they may be of any class—so it’s best to
treasure items they find (magic items). keep their description minimal until the players
need to roll up a new character.
If the party has given Mab a reason to distrust
them, the entire expedition (Mab, Kotto, Karrow, For Referees unfamiliar with classic dungeon
and 12 Greenhorns) will be waiting at the top, crawls, it’s important to remember that the
ready for a fight. As the player characters emerge mechanics which make exploration risky are key
one by one, Mab will insist they lay down their to making it fun. Encumbrance sets a limit on the
arms, and once everyone is present and subdued number of tools the characters have to solve
she will explain the bargain they’ve made again. problems. Random encounters make caution and
On a first offense, Mab will forgive her employees loitering dangerous. Asymmetrical encounters
for their greed, but will point out that double- encourage treating combat as a puzzle rather than
crossing, snake-bellied, deal-breakers tend to die a gamble. Turn keeping makes navigating the
very badly on the Crystal Frontier. After giving a dungeon’s multiple paths a meaningful decision.
report and getting a night’s rest, the party can For this adventure to work well you’ll need to
return to the Rock or part ways with the utilize these rules and procedures.
expedition to wander alone into the waste.
Murkvey’s Rock isn’t just a classic dungeon, but
one that further emphasizes exploration, faction
intrigue and puzzle solving over combat. While
monstrous threats exist, the true focus of the
adventure is on bypassing its traps, solving its
THE DUNGEON CRAWL puzzles, navigating its halls efficiently, and
understanding the secrets that define the
relationships between its inhabitants.
PLAY STYLE Several of the monsters in the adventure are
extremely dangerous and likely to win a fair fight.
Tomb Robbers of the Crystal Frontier is written As Referee, it’s good to keep this in mind. Describe
for a particular style of play: the classic dungeon the more dangerous threats (the Bearowl,
crawl. This adventure focuses on a location, how Guardian, Stylite and Sleeper) in ways that give
the players will interact with it, and if the players pause about engaging in direct
characters will survive it by unpuzzling its secrets. confrontation. Remind them that they don’t need
The dusty low-fantasy Western aesthetic of Tomb to fight, and allow them to flee. Likewise, there’s
Robbers is meant to set expectations of antiheroic no need for the players to overcome every puzzle
or aheroic play. Players who pursue the sort of or trap in the dungeon. They aren’t expected to
high fantasy heroism that involves glorious battle “clear” it, or recover all of its treasures. Help your
with monstrous creatures, or a black and white players decide what risks are worth taking by
approach to dungeon denizens, will soon find being clear about danger. Double check with
their characters dead. players when they they declare a risky action. Be
willing to consider any scheme the players propose
Murkvey’s Rock is also an introductory adventure. which may nullify a threat. This isn’t to say all
It begins with a hook that places the characters schemes will succeed (a shield will not deflect the
into a situation, rather than one which allows beams in the Sleeper’s tomb—though a mirror
them to make choices about their involvement— might…), but when presented with a good idea it’s
though whether they choose to honor Mab’s deal is best to allow the players’ the victory, even without
up to them. One sleep spell could doom her whole requiring a roll, because encouraging problem
plan. solving is the purpose of puzzles and traps.
4
MAPS
ISOMETRIC & TOPOGRAPHICAL
MAPS OF MURKVEY’S ROCK
5
14 16
15
h
13
To Surface
17
g
f
18
e
9
d
c 12
b
8
11
a
7
10
The Well
2
3
4 To Surface
1
6
INTO THE ROCK
Murkvey stumbled across a small tomb fortress of
the Empyrean people: nomads of the celestial
spheres who wage war constantly over the
resources of the fixed stars. They ride the vasty
deeps in magical crystal palaces, which also serve
as their tombs. In death, the Empyrean nobility
are sealed in their homes and sent on a final
journey which sees them plummet to a holy point
on the dreaded terrestrial orb—the Crystal
Frontier.
7
RANDOM ENCOUNTERS
Hunting Echo (1)
A spiderweb of crystal in the shape of a woman. A razored dream. A sound that cuts. A mineral
ghost. Alluring, bewildering, the Hunting Echo floats on the tinkling music of glass chimes, and
darts like an edged school of fish hunting the silent deeps. It will prioritize hunting those who
1 aren’t making noise. It reacts negatively to attempts at stealth, or conjurations of magical silence,
but is positively disposed towards singers and poets (+1 to reaction rolls). The Echo is a projection
of the Sleeper’s dream consciousness from the magical “Place of Reflections.” It will return after
destruction unless the Sleeper wakes or is slain.
Glass Spiders (1D6)
Vermin grown big and strange in the dark between the stars. Translucent spiders the size of lap
dogs with eyes that reflect light like mirrors. Famished and territorial, they’re likely to attack on
2 negative and neutral reactions, fleeing combat after striking to wait for their poison to take effect.
On a positive reaction they will threaten intruders with rhythmic bobbing motions.
Bearowl (1)
A great burrowing “Growlyhoot”, black furred and feathered in iridescent green. Plump and glutted
on the magic of the tomb the beast is content, but still an aggressively territorial, 9’ block of muscle,
7 beak and claw. If killed, its pelt is worth 300 GP and another bearowl won’t replace it on this list.
8
OMENS & SIGNS
X The tinkling sound of glass chimes. It seems to come from inside the room.
1 X Luminous markings in the crystal: sigil, letters and signs in an unknowable dream language.
X One grumbled side of a petty dispute about status, gourmet food, sexual picadillos, or finances.
3 X A ragged shred of silk and a small ornament (gold button, gem pin, or lost sequins worth 5GP).
X Low tormented moaning echoes in the distance like wolves calling in the hills.
4 X Shattered tomb crystal, naked footprints in the dust.
X In dead silence a strange whispering, as of a distracted reader flipping through your minds’
5 pages.
X The King’s Mark (stacked diamonds) burns behind your tired eyes.
X The wail of tortured bronze, or the scream of a dying rabbit unsettles the mind.
6 X A dead Tomb Homunculi, it’s clay-like body covered in tiny bite and claw marks.
9
Hunting Echo (1)
AC 4[15]*, HD 3 (HP 14)**, ATT 1 flensing wind (1D8)*** MV 90’ (30’), THACO 16 (+3) ,
SV D12 W13 P14 B15 S16 (3), ML 12
* Glass Explosion: Striking the Echo in melee is to strike a mass of exploding blades. ½ damage is inflicted
against both the attacker and the Echo.
** Eternal Recurrence: There is only one Hunting Echo, but it will always reform in 1D6+2 Turns when
destroyed — unless the Sleeper (Area 8) is killed or wakes.
*** Replication: When the Echo’s strike kills or incapacitates a human it creates an Echo of them, a
crystalline dream construct with stats identical to the Echo (that will not reform after destruction).
Lith Mummy
AC 5[14]*, HD 3 (HP 20), ATT 1 rend (1D6+2), THACO 18 (+1) MV 30’ (10’), SV D12 W13 P14 B15 S16 (3), ML 10
* Crystallized Flesh: A Lith Mummy absorbs the first four points of damage from any attack with a
normal weapon.
** Crystal Poisoning: Those wounded in combat can become poisoned when Tomb Crystal dust gets into
their wounds. After combat, the wounded must make a Con check or suffer a level of Tomb Crystal
poisoning. (see Appendix A).
Bearowl (1)
AC 5 [14], HD 5 (HP 35), ATT 2 × claw (1D8)*/1 bite (1D8), MV 90’ (30’), THACO 15 (+4),
SV D10 W11 P12 B13 S14 (5)**, ML 10
* Hug: When the Bearowl strikes the same target with its first two attacks (claws), it’s third attack (beak)
hits automatically and does double damage. If the victim lives, the Bearowl will hold them in a STR 18 hug
that inflicts 2D8 damage each round.
**Warded: An arcanavore, the Bearowl takes only ½ damage from magical attacks.
10
Burlap covered hole: A rude curtain, attached
with pitons, conceals a jagged hole at the base of a
slanting tomb crystal. Edged in sharp, dusty
fragments, the hole leads to a winding 30’ crawl
that ends 10’ above the floor of Area 7(H) (when
entering this way there’s a 2 in 6 chance the
Bearowl waits below). Mab will identify this entry
as “Murkvey slop,” and reject in as unstable and
dangerous. She will also post a guard over it.
11
The Wazir built this place for his monarch, and set
the burning ray traps in the throne room to
incinerate any who approach the king’s mummy.
A cruel despot, the Crowned King murdered a rival
to create the deathless Gilded Guard, and
compelled that rival’s sister, the Sad Woman, to
become one of his concubines.
12
Shadows Projected onthe Floor ofaCaVE
2D6 Events Witnessed Effect of PROLONGED Viewing
A Crowned King and his Wazir tour a natural Several vague ideas about crystal structure form
2 crystal cave, the Wazir gestures and the King occur to the viewer providing “Training” in Tomb
sneers. Crystal faceting (see Appendix A).
Workers toil at the edge of exhaustion. They carve The workers look back, eyes filled with hate. Lith
Mummies, Wights and Zombies will always react
3 a throne, and connect it to machinery they’re with immediate attack in an effort to kill the
installing in the walls and floors. viewer.
A Noble in battered armor kneels before a A curse of rage boils within, making the viewer
Crowned King. The King is angry. He grips the yearn for brutal combat. Viewer will no longer use
4 throne, and Burning Rays from the walls melt the ranged weapons, and must Save vs. Spells to
Noble. retreat from battle.
A group of Nobles force one of their own into a Sympathetic magic burns and boils across the
5 gilded suit of red-hot armor. He screams, and viewer. They take 1D6 damage in ugly blisters and
pleads. A Sad Woman in chains watches. rashes as they’re cooked by the body’s own fires.
A Sad Woman stares at the dying Crowned King. A sense of fulfillment and the inevitability of
8 She smiles at the King’s monstrous Gilded Guard, revenge sets in the viewer’s mind. Gain 1 Wis in
who nods back. steadiness and lose 1 Chr to disdain.
Incense, wailing and pomp as a Crowned King’s An understanding of the nature of traps within the
tomb dawns on the viewer - they gain knowledge
9 corpse is placed on his throne. His weight arms of the importance and use of the King’s Mark
the room’s traps. (Areas 8 and 11).
Concubines and nobles drink poison from golden Witnessing such foolish acts of devotion, and
10 goblets and collapse into frothing heaps. A Sad feeling sympathetic effects of the Empyrean
Woman slips something from a vial into her cup. poisons grants the viewer a +1 to Save vs. Poisons.
Draped in golden robes, a robed Wazir walks into A curse of compulsion to duty and truth seeps into
11 the silent tomb. He seals the crystals behind him, the viewer. They are unable to lie without suffering
and drinks from a poisoned cup. internal bleeding (1D6 damage per lie).
A Crowned King—now the Dead King— Death’s inevitability settles to ride the viewer’s
mummifies on his throne. The corpse’s weight
12 soul. When hit by a natural 20, the viewer takes
keeps the machinery in the walls primed to double damage.
trigger their Burning Rays.
13
AREA 3 - GILDED CROSSROADS
Outdoor Lighting - Treasure
A pentagonal chamber of glassy lavender,
illuminated by sunlight shining through the peaks
of hollow crystals above. The light glitters against
veins of gold inlay that shoot through the walls.
Two doors of sculpted black stone lead further
into the tomb. Inspection of the floor reveals dusty
boot prints leading to all three exits.
14
Saddlebags: Stacks of frontiersman’s battered
hog-leather bags, satchels, and bedrolls—enough
for at least twenty. Underneath mounds of rotten
rations, a prolonged search of 1D6/2 Turns will
uncover: 22 GP in mixed currency, 6 daggers, 100’
rope, 4 bundles of torches, a lantern, 12 flasks of
oil, a crowbar, 8 iron spikes, a mallet, 4 cloaks, and
a set of thieves’ tools including lockpicks,
lubrication oil, and flash powder). Precious and
hidden in a greasy plaid bedroll, is an apricot-
sized Occulith carbuncle (1,000 GP) that glows a
pale orange.
15
Clusters: A rainbow of fist-sized Tomb Crystals
burst through the walls like lichenous growths.
Breaking them off is easy, but produces a cloud of
Tomb Crystal dust and exposes all in the room to a
level of Tomb Crystal Poisoning (see Appendix A).
Bloated Monstrosity
AC 8 [11]*, HD 5 (HP 42)**, ATT claws and
tentacles ×4 (1D8)***, THACO 18 (+1), MV 90’
(30’), SV SV D10 W11 P12 B13 S14 (5), ML 12
16
AREA 7 - CHAMBERED HALL
Dark - Monster - Treasure - Trap
A long, segmented hall fitted with a series of
bronze doors, heavy with carvings in high relief.
To either side, crystals of purple, lavender, and
milky pink have been hollowed out to form burial
niches. Empty carved crystal sarcophagi, lids
shattered or cast aside litter the hall.
17
Glass Spiders (9)
AC 5[14], HD ½ (HP 1), ATT 1 bite
(1D6/3+poison)*, THACO 20 (-1) MV 60’(20’),
SV D14 W15 P16 B17 S18 (NH), ML 10
* Poison: Save or thrash in spasmodic
violence (attack nearest target -2 to hit, +2
damage) for 1D6 Rounds, and then fall into a
coma (die in 1D6/2 days, recover in 2D6 if
hydrated and cared for).
18
AREA 8 - PRISM TOMB
Illuminated - Treasure - Trap
A square chamber carved from glassy crystal the
THE
color of milk. Prisms point ominously down from
the ceiling, and the floor is covered in glittering
tiles. Five crystal coffins grow from the walls.
KINGS
Their lids have been sculpted into Empyrean
forms, and sealed shut with gold. When a living
creature stands at the threshold of this room, the
MARK
prisms on the ceiling flare with white light and speaking with the Stylite. The path forms the
begin to hum. double diamond shape of the King’s Mark. (See
Diagram)
Glittering tiles: Panes of polished crystal tile the
floor pressure plates beneath activate a trap that Crystal coffins: Each coffin contains a perfectly
will destroy any unliving being that enters the preserved beauty: green skinned youths and
room, or any living one who fails to follow an maidens wearing valuable silks and ornaments
unmarked safe path. Once triggered, beams of carved from garnet, lapis, and jade. The coffins are
searing light stab down at the offender from the Tomb Crystal, sealed both by magic. They can
prisms above, reducing them to ash. A Save vs. easily be smashed open, but this will produce a
Device will allow the incautious to leap back cloud of dangerous dust. (Check vs. Con or suffer a
through the doorway with only a few burns (1D6 level of Tomb Crystal Poisoning per Appendix A).
damage), while immunity to fire prevents any Four of the coffins contain corpses with lips
injury, and fire resistance adds a +4 to the save. stained by a faint, dried blue froth. They will begin
Avoiding the floor prevents the trap from to rot normally once free. The fifth coffin contains
triggering: levitation, a rope web, a scaffold, etc. the Sleeper, Thuvia of the Red Sphere, trapped in
Players can also discover the unmarked safe path magical slumber.
via careful testing with thrown objects, or by
A C
B D
19
The Sleeper will blink awake the moment the
crystal around her is cracked, and stare intensely TREASURES WITHIN THE
with huge, angry, purple eyes. If a player chooses CRYSTAL COFFINS
to attack her while she is still encased, they will hit
automatically and inflict x4 damage. If not, Gold chased loincloth (10 GP) and amethyst
Thuvia will pound her fists against the crystal to A paneled helmet (500 GP)
demand immediate release. She is a powerful
sorceress and an imperious princess of a long- B Tunic of blue lapis lazuli tiles (1,000 GP)
destroyed Empyrean dynasty. Initially she will be
well disposed enough towards her rescuers to
overlook their lack of manners (failure to bow and C Bangles of clear green jade (800 GP)
scrape), but will respond to disrespect (such as
taking her red jade crown, or trying to leave her Golden and citrine chain wrappings, and
trapped in the coffin) with a deadly display of
D yellow silk gown (1,000 GP)
maleficence—a net or beam of red blazing light.
She will not kill any survivors of this initial 3D6 E (The Sleeper) Red Jade Crown (3,000 GP)
maleficence (which will also free her from the
coffin) so long as they immediately surrender. For
more details about the Sleeper and her goals see
Appendix B - Factions!
20
AREA 9 - STYLITE’S TOMB Sitting figure: Tattered, moldering rags of gold
brocade hang like moss from the thing atop the
Dark - Monster pillar. It is a mound of festered opulence, stained
with brown rot and grease. It moves slowly, its stiff
Accessible only via a long crawl down a 3’ square and dusty robes crackling with age as it does. This
corridor. The cold, damp passage descends before is all that remains of the Dead King’s wazir: the
finally opening into the room near its ceiling. Stylite. A malignant intelligence guarding the
From the passage is a 10’ drop into the black water tomb and scheming to return its residents to some
that partially floods the room—a stark contrast to semblance of life and power. The Stylite’s robes
the milky-white crystal of its walls. At the center of are worthless, but tangled in them are a few pieces
the room is a glass pillar, rising 4’ from the water of jewelry he will trade, and the Lesser Key which
and topped by a sitting figure in rotting gold he will not.
brocade robes. Apricot-sized orbs of fire orbit the
figure’s head.
Black water: 20’ deep, and opalescent with oils The Stylite
leached from the walls. Swimming is easy enough, AC 8 [11]*, HD 4 (HP 20), ATT 2 x burning
but fighting in it is difficult. All attacks from the touch (1D6) + Special**,
water are at -2 to hit, while shields and two- THACO 17 (+2), MV 60’ (20’),
handed weapons cannot be used at all. Characters SV D13 W14 P13 B16 S15 (MU 4)***, ML 10
in medium or heavy armor will know they risk * Resilient: The Stylite is immune to non-
drowning if they jump in. (3D6 check vs Con every magical weapon attacks and takes ½
round, or sink to the bottom and drown in 1D6 damage from blessed/silver weapons.
rounds unless fished out.) Torches and lanterns ** Burning Eyes: In addition to a burning
will sputter out in the water, though the slick oil touch, The Stylite’s Eyes (up to six of them)
on the surface of the water will burn for 1D6/2 will rise from his ragged cowl to defend
rounds, inflicting 1D6/3 damage each round to him as separate entities. Eyes that are
anything in the pool. destroyed will regenerate next session.
*** Death in Life: The Stylite is immune to
The pillar only has enough room for one person, sleep, charm, and other mind affecting
though the sitting figure can be grappled into the spells.
water. It will only leave the pillar voluntarily if Platinum and jade ring (600 GP), agate pectoral
bombarded from the tiny ledge (1 person can stand (1,000 GP), silver chain (200 GP), pocketful of
on it) that leads back to Area 7. loose turquoise (20GPx10), the Lesser Key (see
Appendix C) .
21
Arched doorway: Accessible from the rift floor via
MAP AREA 10 a broad stairway lined with brass railing. The stairs
narrow to be three people (or zombies) wide at the
top, terminating in an arched doorway barred by a
bronze gate. The gate is pierced with double-
diamond cutouts (The King’s Mark) beneath an
elaborate crown, a line of geometric skulls, and a
keyhole at its center. The simple lock can be opened
with the Lesser Key, by force, or by a magsman’s
artifice. Working fast, a lockpicking attempt will
take only 5 Rounds for a roll, and will automatically
succeed after 10 Rounds of effort, or if unhurried.
The zombies will pursue up the stairs, but will not
attempt to go through closed doors, even if they
AREA 10 - GEODE GRAVE are unlocked.
Dark - Monster
Narrow ledges around the edge of the room Lith Zombies (512)
overlook a great chasm encrusted floor-to-ceiling AC 8 [11], HD 2 (HP 10), ATT 1 pummel (1D6)*,
with transparent plum crystals. 20’ below the THACO 20 (-1), MV 30’ (10’),
ledges the chasm floor is filled with heaps of SV D12 W13 P14 B15 S16 (2), ML 12
tangled bodies, many partially covered in crystal * Crystal Encrusted: Lith Zombies always act
growths. A wide stair with brass railings climbs to last. Those wounded in combat can become
an arched doorway on the North wall. poisoned when Tomb Crystal dust gets into
their wounds. After combat, the wounded
Tangled bodies (See Referee note on Next Page): must make a Con check or suffer a level of
Mounds of mummified corpses are spread about Tomb Crystal poisoning. (see Appendix A).
the rift. Hundreds of them sprawl on the floor, or
lean against the walls. The leathery dead are
encased in crystal, like geological armor, with
spikes and clusters erupting through gray-green
flesh. The moment there’s noise in the cavern
(including talking and normal movement) the
crystallized dead will writhe to life, and shamble in
search of victims. They cannot climb up the chasm
walls, but will attack any living creature on the
lower level. 1D6 Lith Zombies arrive each Round
until the living either escape, or are torn apart. If
left alone without available victims, the Lith
Zombies will calm in 2 Turns, and sink back into
quiescence. Players attempting to sneak silently
through the cavern must spend 2 Turns, and roll a
3D6 vs. Dex check each Turn (automatic success
for anyone trained in stealth). Climbing out of the
chasm takes 1 Round if there is a rope, and 1 Turn
if there is not. (A 5D6 Dex check or Climbing skill
check allows one to escape in 1 Round even
without a rope.)
22
REFEREE’S NOTE: It should be obvious that a Steps: Midway up the steps there are several holes
room filled with five hundred zombies is not a bored into the green crystal ceiling. They’re visible,
combat encounter, and the Referee should but not immediately obvious. A pressure plate on
keep that in mind. In addition to being slow the third step triggers a spear trap. Brass rods
and stupid, the zombies are unobservant. tipped with sharp blades plunge from the holes
They respond to noises, but ignore anything above at a variety of angles, inflicting 1D6+2
above their eye level (including activity on the damage (Save vs. Device for ½) to anyone on the
risers to the Doorway—unless they chased steps. It takes 1 Turn for the trap to reset after it’s
someone up there). While rushing into the triggered, as hidden cranks retract the spears with
midst of the zombies to fight is certainly a a clattering sound. It’s easy to avoid the trap by
quick way to die (their numbers grow each stepping over the pressure plate on the third step.
round to surround the foolhardy) the undead The face of the steps is painted with murals,
are pitiful, slow and confused. It shouldn’t be including the double diamonds of the King’s Mark
too hard to break free of them and either dash among various triangles, gem shapes and
up the stairs to the locked door, or scurry up a hexagons. The King’s Mark is a button, and
rope to one of the ledges. pressing it disarms the pressure plate and spear
trap for 6 Turns.
There are several ways to evade the chasm full
of zombies: a tightrope, or even plank-and-
hawser bridge spanning the rift would avoid
the undead entirely. A stealthy character
crossing, picking the lock, and allowing the
rest of the party to rush across before the
zombies can react in force would also work. MAP AREAS 11 - 12
The puzzle here is largely about avoiding
combat, though there is an additional wrinkle
to consider. If the players neglect to keep the
zombies in the chasm (if they build a ramp or
leave the door open) the undead will filter
outward and soon pack any part of the tomb
they can reach without opening a door —
creating considerable problems.
THE
KINGS
MARK AREA 12 - Bronze Portal
Dark - Puzzle
The bottom half of the walls in this smoothly
AREA 11 - MURALED HALL carved chamber are covered in mosaics. The
ceiling is a muqarnas of lavender crystal points.
Dark - Puzzle Ornate brass braziers stand in the corners of the
room. A 10’ diameter circular puzzle door takes
Frescoed in fading murals depicting thin, green- up the center of the rear wall.
skinned figures in tight-fitting clothes. A set of
steps lead up to an archway in the north wall. Mosaics: Detailed and artful works capture daily
life in a fortress both sterile and ethereal. The
Murals: dancing and cavorting, the motley-clad Fortress windows are filled with black, but the
green people are painted at a bacchanal. Some green-skinned, elongated figures are vibrant and
genuflect towards the steps, eyes closed. The cheerful. They carve stone, cook, operate strange
dancer’s eyes are open, and glitter with carved, machines, hunt fowl in an enclosed wood, and
semi-precious stones. It will take 2 Turns to grow tubers in glass tubs. Above the door itself is a
carefully pry the gems from the mural, resulting in motto inlaid in tiny blue tiles that offers a clue to
20 green jade, lapis lazuli, and carnelian chips. the puzzle: “LIGHT MY MARK AND WITNESS MY
Each is worth 20 GP (400 GP total). GLORY”.
23
Circular puzzle door: A 10’ diameter slab of
bronze that sinks entirely into the floor when it
opens. It is sealed with puissant magic and an
ornate puzzle lock (see illustration). Physical force
alone cannot breach the door until its magical
wards are circumvented or dispelled. The lock can
be opened four ways:
26
Demands of Empyrean Wraith
WRAITH /
D10 DEMAND EFFECT IF
IGNORED
Gorge oneself to near A Petulant child/
bursting. Now & once Constant screaming
1 a day, on sweets if destroys mind
available. (-1D6 Int).
27
Silver crown: An opulent confection of silver and
many-hued gems. It is too large (3’ diameter) and
too heavy (6lb) to be worn easily, but is worth
11,000 GP as an art object.
28
AREA 16 - TOMB OF NOBLES
Dark - Trap
Pyrite sparkles on the ceiling and streaks down
the walls in attractive but valueless veins. Twin
rows of stone biers elevate colorful crystal coffins
above a polished floor.
Guardian Demon
AC 14 [5]*, HD 4 (HP 16), ATT 1 x touch
(Special)**, THACO 15 (+4) MV 120’ (40’),
SV D10 W11 P12 B13 S14 (4), ML 12
* Void Born: A creature of icy-cold stellar
deeps, the Guardian Demon is immune to
all non-magical attacks. As an outsider
entity it is immune to mind-affecting
spells.
** Death Touch: the languid touch of the
demon is both soul-annihilating and
freezing — it inflicts only 1pt of damage,
but requires a Save vs. Spells, with failure
leading to instant death.
29
COFFIN & CONTENTS
(top row first from left to right)
Night black, polished into a faceted cartouche that reflects light and images like a pool of oil: Easily
opened. Contains corpse of a tall empyrean woman in plain black, mummified hands clutch a staff of
1 black crystal carved with ghosts (1,000 GP - non magical)
A smokily translucent green lozenge. A single spiral glyph obscures the face within. This is a doom which
will curse the first person to open the coffin. The mark will disappear from the coffin, and reappear as a
2 tattoo on the cursed one’s face. Until the curse is removed, any injury they suffer will inflict maximum
damage. Within the tomb is a skeleton clutching a large lizard-skin purse of 2,000 hexagonal gold coins.
Flat stone, dark blue, and carved with the image of an austere Empyrean beauty. Her eyes are set with
polished onyx orbs (200 GP each). The preserved corpse within wears a suit of ornamental gilt medium
3 armor (AC 14 [7], worth 200 GP) fluted and filigreed with lilies.
A clear cube with an opalescent sheen. Within is the desiccated corpse of an elderly Empyrean man, naked
except for a stained silk loincloth, and a chunky torc around his neck. The torc is silver, and studded with
4 eyeball-sized white stones. (1,000 GP)
A pink sphere delicately carved with whorls of tiny mourners. It has no opening, so anyone wishing to
search within must shatter it—creating dangerous Tomb Crystal dust. Within, a mummy in pink silks is
5 curled up around an ivory baton capped with gold.
(see Sanguine Rod in Appendix C)
A faceted rectangle of red-tinted transparent crystal holds the mummy of an Empyrean woman in rusted
6 iron scale armor. The lid is sealed with lead.
A diamond-shaped tomb of sparkling white, enameled with green leaves. Within is the corpse of a silk-
clad youth. Resting on his chest is a purple crystal swirling with orange motes. The crystal contains a
GuardianDemon tasked with protecting the body from desecration. There is also a golden wire crown
7 (1,200 GP) on the youth’s head, and the demon will manifest if it, the crystal, or the body are disturbed. (see
left)
Creamy yellow crystal, carved with clumsy relief that tells the life story of a general who battled on crystal
fortress ships. The corpse within wears an ornate suit of copper-chased, half-plate armor (AC 15 [4]) forged
8 of gray alloy. The helmet is spired, and includes a gilded visor in the shape of a snarling face (seeMaskof
Command inAppendixC). An opal signet ring (500 GP) is on the corpse’s finger.
30
AREA 17 - Guardian Cell The geas which binds the Guardian to his duty is
held by the Stylite, and will dissipate if the Stylite
Dark - Monster dies. Once free, the Guardian will leave his post to
search for his sister. He cannot speak, but can
A monstrous knight in gilded plate has worn a communicate by gesture, and will be well disposed
circular path in the floor from long centuries of towards anyone who points him towards her.
constant pacing. The chamber is a hollow lozenge Though, as an undead creature, he cannot enter
of milky pink crystal, with decorative inlays on the the Prism Tomb (Area 8).
walls that depict mourning warriors. Several
ancient bodies are crumpled along the walls of the Ancient bodies: Six Empyrean corpses in various
room. dress lie sprawled outside the worn circle. Each
corpse is desiccated and marred by small clumps
Monstrous knight: A spirit bound to an 8’ tall suit of crystal growth.
of peeling-gilt plate armor. He is adorned with
tattered gold silk and holds a Crystal Executioner’s Three of the bodies wear molded, gray, metal
Sword at rest on his shoulder. The Guardian is breastplates (AC 13 [6] as mundane leather +1 if
magically bound to protect the Crypt Throne refurbished) over rotted gambesons, and clutch
(Area 18) and the Dead King within. He walks his thin bent or broken swords and daggers. Each of
circle ponderously, but will rush to attack any these three has a ruby vial on their belt (500 GP
creature that comes within his line of sight. Once each) filled with a sweet amber poison (Save or Die
they’ve been cut down, or have fled the room, he if even a sip is consumed).
will return to his pacing.
Two of the bodies wear strange, heavy suits of
The Guardian is a terrifying combatant, but articulated brass and bronze with metal tanks on
loathes his own captivity. Formerly the brother of their backs, and crushed glass dome helmets. (AC
the Sleeper, he struggles to subvert his geas so he 16[3], but wearers suffer a 1 point Initiative
can escape to find her. He scans the room in a penalty). If the helmets are replaced, the suits are
dramatically obvious pattern to give stealthy airtight and pressure resistant, though the oxygen
characters a chance to sneak past him (a 40% point tanks are empty and difficult to refill. Refilled, the
bonus to Hide in Shadows rolls). He is bound to tanks provide enough air for 20 Turns.
allow anyone wearing the Silver Crown (Area 14) to
pass unmolested, and his will allows him to also The last body is a thin woman wearing only a
refrain from attacking the Sleeper, or anyone worker’s loincloth.
wearing her Red Jade Crown (Area 8).
31
Ornate throne: An outcropping of carved crystal,
inlaid with thine ropes of gold and decorated with
scenes of conquest. Atop it, the Dead King’s
crumbling mummy rests, wrapped in dust and
stained silk. His robes are embroidered with
weeping Empyreans, and there is a platinum
circlet of office (2,000 GP) on his head. The
mummy poses no danger in itself, but its weight
keeps the burning ray trap active. Chiseling the
gold inlay from the throne will take 3 Turns,
produce a cloud of dangerous Tomb Crystal dust
(See Appendix A), and gather 500 GP worth of
hacked gold each Turn.
32
The Stylite will linger in the tomb unless the Sleeper
CONCLUDING
is dead. If/when she dies, he will collect the Dead
King’s corpse and escape into the wilderness where
he’ll gather souls to resurrect his liege. A revived
Dead King could be a serious menace to the
Frontier. He is a powerful sorcerer and merciless,
sadistic despot.
THEADVENTURE
wight or any of his followers are lured to the surface
they will attempt to return to their Tomb Robber’s
lifestyle. Inevitably, their undead and lith-poisoned
state will drive them to anthropophagic banditry.
APPENDIX A-OCCULITH
how the foray into Murkvey’s Rock will end. The
party may explore the whole dungeon in a single
delve, or they might return to the surface several
times to recuperate in Mab’s camp. They may honor
their agreement with Mab by dutifully turning loot
over to her, or they may conspire to trick her and
keep treasure for themselves. It’s entirely possible
they will all die in the Tomb, leaving behind ravaged
corpses for a future band of adventurers to find. Tomb Crystal is an invasive material synthesized
by Empyrean sorcerer-architects who bond raw
Mab will leave the Tomb when she has a return on magics to minerals found only in the void between
her investment, or when too many casualties have the fixed stars. Broken Tomb Crystal releases
occurred (at least half of total number of characters poisonous esters and mutagenic dust. While acute
and replacement Greenhorns). In either case she poisoning is most common in Gem Robbers and
will head into Scarlet Town, the Frontier’s leading others who risk direct exposure, Tomb Crystal
settlement. If the characters dealt fairly with Mab pollution contaminates air and water across the
and gave her a good idea of the Tomb’s layout, she’ll whole frontier. Most of the people who live here—
be well pleased. especially the poor farmers and swineherds—will
eventually die from it. Even then, the dead are not
Per “The Deal” on page 3, as a reward for success on safe from Tomb Crystal poisoning. If a body is not
their initial delve Mab will give the characters a buried with the proper magic rituals, it will rise as
map to a few other tombs, her positive a Lith Zombie or Lith Wight.
recommendation, and a bonus of 500 GP each. For
later delves if the characters recover over 1,000 GP Direct exposure to broken Tomb Crystal requires a
each she’ll also give them 10% of the total proceeds 3D6 versus Constitution test to avoid progressing
and let the party keep a non-Occulith magic to the next stage of poisoning. If a check is
artifacts and non-magical equipment from the successful, each additional exposure adds 1D6 to
Tomb. If the expedition was forced to retreat due to the Con test. This resets to 3D6 at each stage of
death, Mab will still reward the characters with the infection.
maps, her wary friendship, and 100 GP each. On the
other hand, if the adventurers attempted to trick Tomb Crystal infection is incurable by normal
Mab or attack her, she’ll make sure they have a bad means. Even magical healing struggles with it.
reputation in Scarlet Town, and at some time in the Only powerful effects such as Remove Curse or Cure
future will have them assassinated. Disease are able to eliminate it—and even then,
only by one stage per casting. No one in Scarlet
The factions within the tomb may also continue to Town is skilled enough to combat the poisoning,
play a role on the Crystal Frontier. If she survives, though there is a barrow-dwelling witch named
the Sleeper (with the Guardian if he was freed) will Marble Eye in the wastes who is said to know how
find her way to Scarlet Town—either in the to do it. The best cure is to avoid further exposure
company of the characters, or on her own and with by leaving the frontier, but most keep struggling
a much less friendly disposition. Once there she will on. Always insisting they will buy magic healing
quickly become a figure of dread and power. once they return to civilization with the fortune
that waits just at the end of the next expedition.
33
CrystAL POISONING Infection Stage & EFFECT
Bodily excretions turn to glittering pastel Tomb Crystal. Most notably, sweat will harden into
fragile sheets, and tiny crystal tears must occasionally be picked out of one’s eyes. No negative
1 effects.
Patches of crystal build up on bone, hair, and skin. They result in random bruises, stiff joints, and
frequent aching pains. -1 Dexterity.
2
Eyes cloud and craze with tiny growths, while shoots of crystal push out through flesh. The
poisoned character’s immune system begins to break down. -2 to Constitution, Dexterity, and
3 Wisdom.
A crystal lattice thickens the blood. The heart pumps sluggishly. Crystals forming in the throat
make eating and drinking difficult. Pain is constant at this stage, and sleep is never restful.
4 Strength, Dexterity, Constitution, and Wisdom all suffer 1D6 points of permanent loss. If a stat
drops below 3, the result is weakness, spasms or pain so severe that the victim cannot move.
Below 0 the victim dies, advances to stage VI, and rises as a Lith Wight.
Growths erupt through flesh as spires of Tomb Crystal grow all over the body. Pain becomes
deadened at this stage as tiny crystal deposits in the brain dramatically decrease cognition, wit,
and coordination. Dexterity, Intelligence, and Wisdom reduced to 3, maximum HP is halved, but
5 the sufferer now heals 1 HP per Turn as crystal growths replace their body’s functions. If reduced
to 0 HP at this stage, automatically advance to Infection Level VI.
Entire limbs are now replaced with veined, blood-filled Tomb Crystal. Death occurs, and the
infected transforms into a Lith Wight. The character becomes an NPC under control of the
6 Referee, but largely retains their strongest personality features and goals. They might remain
with the party as a henchperson.
Complete immobilization. Those limbs that are not transformed are completely encysted. The
unfortunates who reach this stage lose any remaining vestige of identity. There is no cure at this
7 point, only endless mineral pain.
34
FACETING
CRYSTAL SAFER FACETING
Tools
Tomb Crystal is not difficult to break. Even blunt Available in Scarlet Town for 500 -1D6 to
weapons can crack and crush the friable stone, and X GP. Test
proper mining tools would make short work of it.
Breaking it safely is the difficult thing. Faceting it Training
along its natural seams will break the Crystal without Study with a willing professional.
producing any poisonous dust. Geomantic scholars, Most prefer to keep their trade -1D6 to
trained Gemcutters, and magic users can attempt this
X secrets to themselves. Test
with a minimum of 1 Turn and a 6D6 test vs.
Intelligence. It’s a difficult task, and if the faceting Time
attempt fails the gemcutter and any nearby will be At least 12 turns of uninterrupted
exposed to Tomb Crystal poisoning. However, with the study of the Tomb Crystal to be -1D6 to
proper tools (tuning forks, lenses, chisels, and pitons),
X faceted Test
training (a long study or magical affinity for Tomb
Crystal), and time (two hours to prepare a specific
facet) the task is manageable.
EMBER Recharges 2nd Level spell, or adds 3 Caster Levels to spell effect.
2 500 GP Value Fingernail or cherry sized.
CARBUNCLE Recharges 3rd or 4th Level spell, or adds 5 Caster Levels to spell effect.
3 1,000 GP Value Plum or egg sized.
ORB Recharges 5th or 6th Level spell, or adds 10 Caster Levels to spell effect.
4 10,000 GP Value Larger than an egg, often head or melon sized.
35
It’s possible to win over the wights by giving them
APPENDIX B FACTIONS! the treasures they lust for. The characters could
even set them on Mab’s group, who would
certainly flee from a mob of 20-odd Lith Wights.
In that circumstance, though, the party would be
left to make their deals with Murkvey, who is
much less reasonable and accommodating than
Murkvey’s Rock is both a maze of puzzles and an Mab.
arena for faction intrigue. The primary conflict
within is between the Sleeper and the Stylite. Should Murkvey survive the adventure, he’ll
How the players interact with these entities will eventually wander back into Scarlet Town with the
determine the fates of the Guardian, the Dead surviving Lith Wights of his band. There, his
King and potentially the Crystal Frontier. Mab’s wanton carousing will be a source of wonder for a
and Murkvey’s crews also constitute factions the few days, after which he’ll take his group back out
players will need to engage with, though with into the wastes to hunt Occulith. With misfiring
more limited consequences. Below are brief masses of crystal synapses for brains, Murkvey’s
descriptions of these faction’s desires, group lack the abilities to be Gem Robbers, or even
interrelations, and how they are likely to behave if to find a viable tomb to rob. They will quickly
they survive the adventure. devolve into a cannibalistic menace, stalking
travelers in the wastes and attacking outlying hog
Adipose Mab - Mab wants to get paid, and to be farms.
recognized for her erudition. She’s as ruthless and
greedy as any Gem Robber but never rash, nor The Stylite - The former wazir is crafty and
foolish. She knows when to back down from a patient. His goals are to protect the corpse of the
fight, and when to call a business venture a loss. Dead King, to find a living dupe to kill the
She projects a scholar’s detachment from her Sleeper, and to prevent treasures from being
deals, but is not above expedient assassination, or stolen from the Tomb.
slipping someone a false map to somewhere
deadly. She’s found it good business to ensure that Deception comes more easily to the Stylite than
people who betray or harm her die consistently. honesty. He will lie unceasingly to convince the
characters to do his dirty work. He is intimately
If Mab survives, she will return to Scarlet Town to familiar with every detail of the Tomb’s traps,
begin planning another expedition. She also has having overseen their construction. However, even
substantial, secret business interests to manage if the characters agree to do his bidding, he will
while there: 2 burlesques, 6 saloons, a not share his information. If pressed on this point,
slaughterhouse, a tent smithy, and a chandlery. he will resort to mumbling cryptic half-clues at the
She will provide characters who treat her fairly party: “Beware the light that burns!”, “The song of
with rumors and job opportunities, though she crystal breaks the will…”, “The dead must remain
usually prefers to employ the desperate and untouched for the safety of the living!” or “Do not
unwary. People who value their lives are too seek to pass the Guardian, he is but the first
expensive. doorkeeper.”
Murkvey - Murkvey and his band have become If the party kills the Sleeper on his behalf, the
Lith Wights, but they don’t know it. The effects Stylite will begrudgingly allow them to keep her
post-mortem lith poisoning has on the mind are crown, and whatever other other baubles they
varied, but what is left is always something less have obtained. With the Sleeper dead the Stylite
than when the victim lived. In Murkvey’s case, has no further need of living co-conspirators. The
there wasn’t much there to begin with. He still has party can leave peacefully, but if they insist on
his enthusiasm, but the rakish charm that made it exploring deeper into the tomb, the Stylite will
infectious has largely been lost to the eruptions of plot to have them killed. Using his eyes to
Tomb Crystal ripping through his greying meat. accompany the party, the Stylite will lead them
towards the Guardian, then attack them from
Murkvey and his gang are singularly obsessed with behind while they fight the monstrous knight. Any
finding treasure: gold, gems, artifacts, and who flee will be hunted down. No one can be
Occuliths. Their rotted brains are entirely allowed to survive and plot revenge.
unreasonable in this pursuit. They won’t abide
anyone “stealing” wealth that is “rightfully theirs”
from the Tomb, though it is fairly simple to trick
them.
36
If the Stylite survives he will continue to scheme The Guardian - A ghost in a shell of armor, the
within the Tomb. If the Sleeper is dead, and the Guardian wants only to be reunited with his sister,
Dead King intact, the loyal Stylite will try to the Sleeper. However, so long as he is bound by
resurrect his liege. For this he will need an the Stylite’s geas, he must continue his vigil. Even
Occulith orb (the one on the Dead King’s lap would if the Tomb is despoiled and the Dead King’s
be ideal), and many living sacrifices. He will carry corpse destroyed, the Guardian must continue
his master’s mummy into the Frontier’s dusty pacing circles in the Tomb so long as the Stylite
wilds where he will spend months sacrificing lives.
hundreds of travelers, refugees, and settlers. If he
must source an Occulith orb, the process may take If both the Stylite and the Sleeper are killed, he
somewhat longer, but in less than a year the Dead will eventually leave the Tomb and become a sad
King will live again. wandering spirit. A ‘Knight Perilous’ who sets up
at fords and crossroads to challenge and slaughter
The Dead King - In life he was known as Thern travelers. If the Stylite is killed, but the Sleeper
Taxis the Sublime, or Thern the Tormentor. If the remains in her coffin, he will wait at the threshold
Stylite has his way, the Dead King may be known of The Prism Tomb (Area 8), and gesticulate
by these names again. If the threat of the Sleeper wildly at any living who pass by.
is eliminated, the Stylite will feel comfortable
leaving the tomb and be able to use sacrifice and Reunited, brother and sister will have an even
horrific magic to return him to something like life. more devastating impact on Scarlet Town. The
place will become their fiefdom within months,
Revived as a leathery, lich-like horror, Thern Taxis quickly attracting the unpleasant interest of the
would set out to conquer the Crystal Frontier. Bull Kingdom’s Warlock Court, The Green Hive
Whether or not he could succeed in establishing Syndicate’s mercenaries, and the Imperial army.
another kingdom of cruelty and misrule is up to The bloody four-way war that follows will be
the Referee. In any event, he is a powerful sorcerer cataclysmic.
(10th level), and absolutely ruthless.
37
Lesser Key: Hand-length, and made of tarnished
APPENDIXC
silver, with a filthy purple tassel at one end. The
subtle teeth of the Lesser Key blend with a motif of
the King’s Mark and geometric flowers sculpted on
its barrel. In life it was a symbol of the wazir’s
office, and the Stylite guards it jealously. Two of
the doors in the tomb have locks keyed to it. It also
holds 6 charges of a spell which will open any
WONDROUS ITEMS
locked, sealed, or magically held portal when the
Lesser Key is struck against them. It does not work
on locked, stuck, or magically sealed objects which
are not portals. Once the 6 charges are used up,
the Lesser Key becomes a simple curiosity worth
500 GP.
38
Red Tome: Hundreds of loose plates pressed from Phantasmal Servant - Range: 240’,
rose gold, and collected in a palm-sized folio. The Duration: 1D6 Turns
cover is a rock-crystal lens that magnifies the Summons an entity of air and light to serve the
writing within, allowing the grimoire to be read. caster’s needs. This immaterial butler can lift,
The Red Tome’s spells are written in the Empyrean carry, and manipulate up to 10lbs (or 1 significant
wizard’s alphabet, but are close enough to the item). It has no weight or presence beyond a faint
academic traditions of formal magic that they can sparkle of form that exists in the moment after it
be decoded after some study, and adapted to the accepts commands. It cannot harm or destroy, is
practices of terrestrial wizardry. incapable of reason or speech, and its fingers of
wind cannot engage in fine manipulation like
1st Level lockpicking.
39
Fractal Presence - Range: 10’, Duration: Combat 4th Level
The wizard appears to split, forming 1D6+1
reflections all of which seem real. The wizard and Madness of the Prisms - Range: 60’,
their simulacra constantly swirl and weave, Duration: 20 Rounds
displacing each other at random. Without magical Up to one target per level of the caster can be
sight, anyone attempting to target the wizard has afflicted by halos of spinning, humming, glowing,
a 1-in-6 chance per reflection of targeting a many-colored prisms. The distracting stones
reflection rather than the wizard. Note that if whisper unsettling secrets and make unseemly
there are 6 or more simulacra, this means promises. Creatures with 5HD or fewer are
accurately targeting the wizard will be impossible. completely overwhelmed, and receive no Saving
If an attack successfully strikes a reflection, which Throw. Creatures with more than 5HD are entitled
has the same AC as the caster, it will shatter into to a Save vs. Spells, but on a success still suffer a -2
tinkling planes of arcane mist. to all their rolls from the distraction of the
whirling halo. Creatures without visual senses are
immune to this spell.
40
5th Level Lithic Necromancy - Range: Touch,
Duration: 1 Day/Permanent
Mirror Walk - Range: Special, Duration: 1 Round With a 1 Turn ritual for each zombie, the wizard
The wizard opens a portal which connects any one conjures a growth of Tomb Crystal within a corpse,
reflective surface to any other that they have creating a Lith Zombie. The caster can create up to
previously seen. Distances are compressed along one zombie per level. The creatures created are
the Roads of Reflection and Dream which connect typical Lith Zombies: shambling, erupting with
the two portals. Travel is swift, but dangerous. Tomb Crystal, and hungry for life essence. The
These roads were not meant for fragile mortals. spell allows the Wizard to control them until the
The greater the distance traveled, and the more next sunrise, at which point the zombies are free
allies the Wizard brings with them, the more to hunt and devour any living creatures they
difficult it will be to cross the distance safely. Roll a encounter.
Wisdom check as follows, adding +1 to the roll for
each person traveling with the Wizard.: Lith Zombies (1D6)
AC 8 [11], HD 2 (HP 10), ATT 1 pummel (1D6)*,
THACO 20 (-1), MV 30’ (10’),
SV D12 W13 P14 B15 S16 (2), ML 12
JOURNEY DIFFICULTY
Journey is greater than the Local
* Crystal Encrusted: Lith Zombies always act
last. Those wounded in combat can become
1 2D6 poisoned when Tomb Crystal dust gets into
Dungeon or City map. their wounds. After combat, the wounded must
Journey is greater than the make a Con check or suffer a level of Tomb
2 3D6 Regional Map. Crystal poisoning. (see Appendix A).
Journey is greater than a
3 4D6 Continent.
Journey is beyond the Terrestrial
4 5D6 Sphere.
On success, the travelers emerge from the
destination portal mere moments after they set
out on their journey. On failure, their journey was
harrowing. Each traveler is reduced to 1 HP, and
the group must roll a number of times on the table
below. Roll the same number of D6 that the
Wizard rolled for their Wisdom check:
41
6th Level
42
APPENDIX D
SCARLET TOWN
43
An expanse of shocking red earth stains the Scarlet Town Thug:
Frontier’s Southeastern vastness. It’s not the AC 5 [14], F1 (HP 6), ATT1 (by weapon +1),
vermilion and orange of laterite, nor the purplish THACO 19 (+0), MV 90’(30’), SV D12 W13
pink of bauxite, but an unnatural and vibrant P14 B15 S16 (F1), ML 8
scarlet from rotten crystal. Atop the sanguinary
earth and beneath a cliff of red rock is Scarlet Brigandine, hand weapon. One or more: flask of
Town. The only settlement on the Crystal Frontier rotgut, gambling debts, debts, rotten teeth,
worthy of a name. It is a boom town, a vice town. wolfshead brand, lotus addiction, secret family,
It’s where mule trains stop to buy Occuliths in the hideous facial scarring, tale of tragic misery.
spring before the dust storms and killing heat; and
again in autumn before the frosts, but after the Thug Names: Above-Snakes, Borton,
mudslides. Tents, hovels, and hog pens boil Cayuse, Daiud, Elegant Blade, Fallus,
outwards from a scant fifty buildings of rammed Greta, Hardluck, Ignatz, Junior, Kate
red earth. The only civilized structures are the Murder, Langor n’ Strife, Mendacious, No
Speculator’s Hostel, built of imported wood, and Good, Ophelia, Poison, Quint, Robin
the crystal block edifice of the Allotrope’s Pierre, Thunderation, Uggfuck, V,
Tabernacle. The tent city bustles with a mix of Whiskey, Xena, Yuri, Zapata
gold-hungry Gem Robbers, and the dispossessed
who are both their predators, and prey.
44
Jolly Diamond - 60 Thugs
45
Green Hills Investing Syndicate - 40 Thugs
Desires: Money.
Fears: Dying in a hole, The Warlock King
46
Big Tunny and the Dead Heart Boys - 8 Thugs
Brigandine (AC 5 [14]), shield, longsword/ Finest quality concealed mail shirt of
beaked axe/war hammer) (1d8), crossbow alchemical iron (appears solid gold) (AC 5 [14]),
(1D6), case of 30 bolts. Blood Drinking Smallsword (1D8 - inflicts 1
point AC and THACO penalty per hit), Dagger.
47
League of Saloonkeepers and Madams for the
PHILANTHROPISTS
Common Defense - 150 Thugs
48
SCARLET TOWN INTRIGUES (2D10)
Skeeter Loge, a drunken old gem cutter, was stabbed and tossed on the dung heap yesterday.
2 Rumor has it he had just found a huge occulith, and was trying to cut a deal with the Green Hive
Syndicate. No gems were found on his corpse.
A sad band of child crusaders is down from the mountains to reclaim the Bull Kingdom for the
Empire. They’re thirty doomed children carrying a costly gold reliquary and the shriveled relic of
3 some Imperial Saint, already attracting covetous glances.
There’s a big, one-eyed Growlyhoot penned in the basement of the Speculator’s Hostel. You can pay
to fight it with a knife for a 5,000 GP prize. Mostly though, it’s used to dispose of people who annoy
4 the Syndicates, but you can bet on those fights too.
A man came into town yesterday wearing a big iron blade at his hip. He’s a bounty killer out of the
Pine Hells, and here’s here to do some business. He absolutely stinks of shadow sorcery and death.
5 No one knows who he’s after, and he won’t say his name.
Rot-Root the lotus dealer is out of stock. He’s waiting on a huge shipment from Aurum Ferro any
day now. The addicts are restless. The market is poised to be upturned by a cunning entrepreneur,
6 or a skilled hijacker.
Dust storms blow heavy off the waste, caking everything in red dirt. Failure to hunker down during
7 the next week will result in a level of Tomb Crystal poisoning.
Jolly is in a bad mood, having gambled so unwisely last night that he walked home naked from
Rochelle’s Vestry of Vice. Rochelle is concerned about the big man’s inevitable revenge. Should she
8 hire more protection, or find some way to mollify the Speculator?
The stars dropped last night. A shower of blazing light and booming explosions. Today every Gem
9 Robber gang in town is saddling up in a frenzy to claim the new crater sites.
Someone is raiding and burning across the Frontier. Yesterday, a band of hog farmers stumbled
into town dragging their wounded with them. Their homestead has been ravaged by riders in red
10 and black panoply.
Old Graf’s called some poor fool out to duel again. It’s not yet clear who, but the challenge is set for
tomorrow night. Graf has never lost, so the gamblers’ odds are 30 to 1. Unless you’re betting or
11 want to watch someone slowly filleted by a withered old murderer, it’s best to steer clear.
The big hog drive has come in from the plains! They’re murderous, red-eyed things almost the size
of a horse. Meat will be cheap for awhile as the slaughterhouses fill the air with the stink of blood.
12 It’s a time for settling scores and feeding vendettas, usually to the hogs.
A sawt of manticores has been circling near Scarlet Town. The cruel brutes will start snatching and
devouring the unwary soon enough. If they find too much success they might even attack the
13 town.
49
SCARLET TOWN INTRIGUES CONTINUED (2D10)
The festival of the Golden Emperor is coming up, and the town is abuzz with good cheer. It’s an
Imperial Holiday, but popular all the same as it is devoted to wealth and sharp business. The
festival promises to be a hootenanny this year. In addition to the parade and bacchanal, the
14 Saloonkeepers claim to have hidden 500 GP in money and drink chits around town to encourage
lucky treasure hunting.
Jem Blackstrap of the Speculator’s Hostel is frantic about a missing shipment of off-season
candied, pickled, jellied, and dried delicacies. Suspiciously, the quality of Asher’s Special at his
15 Stewmeat Pavilion has dramatically increased.
The Green Hills Syndicate is calling in loans, obligations, and indentures. Businesses are closing as
they attempt to sell cheap, and several respectable townsfolk have reportedly fled into the
16 wilderness. Tzaousios Fierce isn’t happy about the situation, but she needs an extra 3,000 GP by
next week to meet her benchmarks.
The Allotropes are more sinister than they look. The cellar of their temple is full of the lith-cursed
17 monstrosities they make from people—and the occuliths they grow from their bodies.
A gaunt warlock calling himself Rackav Thornclaw has just arrived in town. He’s passing around
badly etched cartes de visite that say he’s available for “consultation on matters numinous”—
18 offering to sell spells.
A tent bar owner by the name of Handsome Nell claims her bar plank was stolen by Xipos, chandler
of “Xipos’ Adequate Supply.” Business is ruined until she can find another plank. Nell, her regulars,
19 and her bouncer have pledged to recover the bar, and burn Xipos’ tent.
Murder! Not the usual bar stabbing or revenge strangling but a string of grisly killings that have all
the marks of ritualistic killings. The Allotropes are offering 500GP to find the killer, though gossip
20 hints they’re trying to hide their guilt..
50
APPENDIX E
REFEREE TOOLS
ONE SOLUTION TO
DOOR PUZZLE
7. Chambered Hall
(Dark)
EXIT TO SURFACE
Stairs to Bloated
Monstrosity that cries
in well below.
3. Gilded Crossroad
(Outdoor Light) 2. Mirror of the Past
(Dark)
Treasure - gold vein,
noisy, 2 Turns to Visions of Tomb’s
5. Murkvey’s Camp History
(Outdoor Dim) remove.
REFEREE MAP
PLAYER MAP
PRISM TOMB
FLOOR
EXPEDITION TRACKING SHEET
MARCHING ORDER TREASURE Recovered
PARTY MOVEMENT RATE PER TURN: DESCRIPTION VALUE
Name AC MV C0nditions Light
/Maladies
1 GP
1 2 GP
2
3 GP
4 GP
3 5 GP
4 6 GP
5 7 GP
6
8 GP
9 GP
7 10 GP
8 11 GP
9
12 GP
13 GP
10
Total Value
½ Day
1 Day
Murkvey Start
Stylite Start
Sleeper Start
Guardian Geas
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Phantasmagorical
WESTERN FANTASY
“This is the dead land
Roaring across the night, falling sky palaces crater the broken
land in the shadow of the Maiden Tomb mountains. Cracked
and shattered on the prickly pear plain, fragments from beyond
the fixed stars leach magical esters through the tormented
earth, corrupting life and spreading crystalline contagion. Yet
the ruined edifices of vibrant crystal hold wealth and power to
lure foolish and desperate fortune seekers to test fate on the
the Crystal Frontier.