Recommend me a classic module with a crypt or tomb

Jack Daniel

Legend
I'm in the middle of running my first successful "module campaign." Prior to now, I've never managed to convincingly pull off a game that strings together published modules, but so far this one has turned out all right. The game has arced together the following adventures, in this order:

B1 (In Search of the Unknown) --> B3 (Palace of the Silver Princess) --> B2 (Keep on the Borderlands) --> X2 (Castle Amber) --> X1 (Isle of Dread) --> S2 (White Plume Mountain) --> ___

I need a finale. A capstone adventure. But here are the caveats:

1. I'm running Epic Six, so it's best if the module is geared towards a large party of roughly 7th-8th level characters, as the PCs will definitely be that powerful by the end of the campaign. (As much as I would love to use "The Tomb of Horrors," there's just no way an E6 party could tackle that unforgiving killbox.)

2. Based on the theme and location required by the story arc, I need some kind of underground tomb or crypt, filled with undead, and preferably with only a single entrance.

3. I'd like to stick to TSR modules, but I'm not really that picky. If there's a close imitator that you'd recommend (like a DCC module from Goodman Games, or something like that), I'm happy to give it a try.

All you folks out there who know your classic modules, any recommendations that fit the bill here?
 

log in or register to remove this ad


It sounds like you need the original Ravenloft.

I do not have a copy infront of me but i think it is from 5-7 level. (ODnD)

Its full of crypts, undead traps and the like.
The town is being held hostage and under the thumb of some underhanded types. Strahd can be the bad guy that has orchestrated the adventure up till now.

You might have to convert/advance some of the monsters. I would give Strahd a few undead creation feats and add the bonuses to any undead under his direct control. (i.e. in the castle or on a recon mission on his behalf)

Besides, I'm biased. Ravenloft was probably my favorite module of all time.
 

It sounds like you need the original Ravenloft.

I do not have a copy infront of me but i think it is from 5-7 level. (ODnD)

Its full of crypts, undead traps and the like.
The town is being held hostage and under the thumb of some underhanded types. Strahd can be the bad guy that has orchestrated the adventure up till now.

I don't have a copy on hand either, and I've never played it before. Whether it will work or not depends: can I place Castle Ravenloft underground and make a dungeon-crawl out of it? Or is there a whole bunch of traipsing across the countryside and adventuring in the town?
 

From the front page of the module:
Ravenloft is a classic gothic horror story. Many mysteries surround Strahd, his castle Ravenloft, and the lands of Barovia. After enrering Barovia, the PCs are trapped by a deadly fog. Their adventure can run in any direction, culminatin in a fantastic vampire hunt.

The dark forests of Barovia are filled with wolves and other creatures, making travel there quite unsafe.

In a clearing in the Svalich woods, lies a gypsy camp. Only Madame Eva and her troupe pass in and out of Barovia. There are rumors that Strhad gave Madame Eva a potion that neutralizes the fog, but no one has actually seen the potion. It is well known that Madame Eva fortells the future with surprising accuracy.

The village of Barovia is a sad place now. most of the shops have been forced to close. The night and its creatures belong to Strahd. When the sun sets, the people of Barovia barricade their homes, trembling in fear. Each night the attacks get worse.

The Burgomasters mansion is the center of most attacks. For some reason, Strahd is after Ireena Kolyana, the Burgomasters' adopted daughter. Since the Burgomaster was killed, and his mansion's great holy symbol stolen, Ireena is without protection.

On the outskirts of the village sits a church. Only the constant prayers of the preist keep it safe at night.

Far above the village sits Castle Ravenloft, Strahd's home and fortress. Every night thousands of bats fly out of its towers to feed. It is said that sometimes that Strahd flies with them. Certainly Barovia will never be safe until all the evil in the castle is destroyed.

No one knows what hides within the castle. Ancient tales tell of dungeons and catacombs deep under the castle. Other stories recall the great halls,treasures and glory of Ravenloft centuries ago. Undoubtely Strahd has installed numerous deadly traps since then.

I have played the game, albeit years ago, and I don't think there is a lot that HAS to be done in town. Just remember that this was a stand alone adventure. Players should be at least introduced to the people of Barovia.

This particular module was written with several plot elements placed in the game at random. (Strahds ultimate goal, several artifacts) It was written up to feel like a gypsy fortune telling card game. but it also advises the DM to pre-roll incase the gypsies are never found.

I am still not sure if I am answring your question right. I would think as the DM you could cut out any thing you did'nt want to run and just use the castle itself. In the castle it has 88 named entries under the planned encounters, but a few of these are just descriptions of halways empty rooms and the like.
 


Never mind ---

I found a stack of AD&D modules in my closet that I'd forgotten about, and it looks like S4 (Lost Caverns of Tsojcanth) will fit what I had in mind perfectly. Underground caves, one entrance, and it's even got a vampire for the final encounter. :]
 

Mud Sorcerer's Tomb.

Dungeon 37 (2e) and 138 (3.5 conversion). Good module and one of the best crypts.

Edit: Good luck with the game!
 
Last edited:

I2 Tomb of the Lizard King will do nicely as well. It features a really cool vampiric lizard king as the main villain and geared for a decent sized party of 7th-8th level.

Lost Caverns is a great adventure too but parts of it are extremely deadly for characters below 9th-10th level though.
 

Trending content

Remove ads

Top