Raiding the Creepy Crypt

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Players

2 to 3

Genre

medieval fantasy

Tone

silly

Time

short, less than 1 hour

Text blocks like this are used to provide example gameplay options.

Text blocks like this are used to provide example gameplay dialogue.

Introduction#

This is a quick one-shot adventure to help new GMs and players get familiar with gameplay and the Core Rules.

This adventure is particularly well suited for new players as it:

  • Introduces how Vital Characteristics (VCs) are used.

  • Introduces various roll types.

Note that while PC genders are specified, they can be changed if desired by the player.

Rumors of Treasure#

A party of adventurers arrive in town fresh off their latest adventure. They hear news of a recently discovered crypt nearby. Rumor has it the crypt holds a vast treasure within. After some preparations, the party heads off to explore the crypt.

Characters#

Scallion#

PC, human female, Digital Character Sheet A young wizard wielding onion-based magic. Wears robes that seem just a bit too big.

Possessions:

Vigor — Intelligence ♥ — Technique ♥ — Agility — Luck — Spirit ♥

Nines#

PC, human male, Digital Character Sheet A thief who always dresses impeccably. He only has nine fingers but doesn’t like talking about it.

Possessions:

  • Dagger x6 (1d6 melee damage, can be thrown for ranged damage)

  • Health potion

Vigor — Intelligence — Technique ♥ — Agility ♥ — Luck ♥ — Spirit

Thunk#

PC, human male, Digital Character Sheet Alleged to have once been an intellectual, he now prefers brute strength to sharp wit.

Possessions:

Vigor ♥♥ — Intelligence — Technique ♥ — Agility — Luck — Spirit

Sufferzombie#

neutral NPC, creature A mysterious human zombie that knows only suffering. He is non-aggressive, mopey, and always talks in the third person.

Possessions: None
VCs 1d6 — Attack 1d6 — Damage 1d6-3 (unarmed) — Defense 2d6 — Health ♥♥

The -3 damage penalty is due to Sufferzombie being unarmed. If he finds or is given a weapon, this penalty is removed.

Doug the Undead Skelemancer#

enemy NPC, creature In life he was a powerful wizard obsessed with animating and controlling skeletons to do his bidding. Before dying a natural death, he performed forbidden magic to have his soul bound to a phylactery of bone ash and obsidian.

The PCs never encounter him directly but do find his phylactery in the Inner Sanctum. Despite having no body, he is able to construct and control a Skelossus.

Skeleton#

enemy NPC, creature A human skeleton reanimated by the Skelemancer to serve as a guard. Wields a rusty sword.

Possessions: None
VCs 1d6 — Attack 1d6 — Damage 1d6 (melee) — Defense 2d6 — Health

Skelossus#

enemy NPC, creature An amalgamation of bones in the shape of a giant humanoid.

Possessions: None
VCs 2d6 — Attack 3d6 — Damage 2d6 (melee) — Defense 2d6 — Health ♥♥♥

Items#

Health Potion#

Item Adventuring is dangerous business but this potion will keep you going when the going gets tough! The health potion has the following effects:

  • If the character has taken Damage but is not Out of Action, all lost VPs are recovered. This is a free action during Initiative.

  • If the character is Out of Action but still alive, another character must apply the potion. This is a full action during Initiative. The target character then makes a Vigor TN3 roll and recovers two lost VPs if successful otherwise only one VP is recovered.

Locations#

Hallway#

Scenes: Clearing The Gap, The Enchanted Door, Down The Dark Hallway A long hallway serving as the entrance to the crypt. It smells musty and spiderwebs are often found at face level.

Antechamber#

Scenes: Enter the Antechamber, The Sealed Door An eight-sided chamber at the end of the Hallway and leading into the Inner Sanctum.

Inner Sanctum#

Scenes: Showdown With the Skelossus A three-sided chamber with ornate skeletal decorations carved into the walls.

Scenes#

Clearing The Gap#

Location: Hallway Our adventure begins with the party having found a way into the crypt entrance. Before them stretches a long hallway lit by some magical source. While snooping around, they triggered a trap causing a poisonous mist to fill the corridor behind them. The mist billows out, advancing towards the party. They are forced to run further down the hallway to escape. Suddenly a gap appears ahead and the party must find a way across.

Request an Agility no-TN roll to jump over the gap. With a low result, the PC barely makes it across and may even need help from another PC to avoid falling. With a high result, they make it across with style.

Transition

The party catches their breath as the mist flows down into the gap behind them, transition to The Enchanted Door.

The Enchanted Door#

Location: Hallway The hallway stretches ahead. A large stone door blocks the way. There is no handle but it appears the door can be lifted straight upwards from the bottom into a slot in the ceiling. Engraved into the stone is a menacing looking skull. It begins to speak as the party approach, the eyes glow purple with each word.

The door has a snarky attitude towards the party.

  1. GM as the door

    Well well, if it isn’t a party of adventurers. That’s right, I’m an enchanted door. A heavy one too. Here to keep out weaklings and noodle-arms alike. So if you got the brawn, might as well have a heave. Otherwise, best turn around now before you hurt yourself.

If the PCs ask the door questions, it can provide the following information:

  • It does not know what is further down the hallway but it must be something special. Why have an enchanted door otherwise?

  • The door’s purpose is to keep out the weak. Only the strong may pass. For what reason, who’s to say?

  • The door has seen other adventurers, in fact, a group came through about a day ago. Didn’t see them leave though.

  • The door is not entirely certain who’s crypt this is but he does see skeletons bustling about on occasion.

Request a Vigor TN8 roll. This can be a group roll if multiple PCs want to try at once, the best single PC result is used.

If the attempt fails, the PCs may try again but the door insults them after each attempt. Some example insults:

  • I thought adventurers were supposed to be strong, my mistake!

  • I’ve seen tougher skeletons and they don’t even have muscles!

  • Hahaha, are you trying to tickle me open?

  • Oh, were you trying to open me? I hadn’t noticed.

Transition

The party lifts the door and holds it long enough for everyone to pass. The door slams shut behind as they enter the hallway beyond, transition to Down The Dark Hallway.

Down The Dark Hallway#

Location: Hallway As the party continues down the hallway, all sources of light are suddenly extinguished. The party is plunged into complete darkness.

Request a Spirit TN4 roll to avoid panicking in the darkness. Any PCs that fail will have a -1 penalty on the upcoming Luck roll.

Any attempts to create a light source, magical or mundane, automatically fail in this area.

After a few moments, a faint light source can be seen ahead.

As the party moves toward the light, request a no-TN Luck roll to see who has the lowest result, apply -1 penalties to PCs that failed the previous Spirit roll. Use a Luck roll off as a tie breaker if needed. The PC with the lowest result becomes tangled in something.

The entangled party member struggles to break free but their efforts are futile. The light is dim and the others can barely see what is happening.

Request an Intelligence TN3 roll from the entangled PC and an Intelligence TN5 roll from all other PCs. If successful, the PC realizes it is a magical net trap that tightens as the victim struggles to get free.

A free PC may attempt to cut the net. Request a Technique TN2 roll if the previous Intelligence roll was successful and a Technique TN4 roll otherwise. If failed, the PC may try again but roll 1d6 Damage against the entangled PC between attempts.

Transition

The party members continue toward the light ahead, transition to Enter the Antechamber.

Enter the Antechamber#

Location: Antechamber The party follows the light into an eight-sided chamber. Ahead, on the opposite side, is an ornate sealed door. The remaining six sides resemble open caskets carved into the rock walls, inside each stands a skeleton. As the party explores the room, the eye sockets of each skeleton glow purple and they begin to move. Enter Combat against the six skeletons.

As the combat winds down, Sufferzombie can be introduced. The party hears wet meaty thumps from an opening in the ceiling above. Something falls from the opening and splats heavily on the ground. After a moment, Sufferzombie stands and looks around. He is not hostile to the PCs but may defend himself if attacked. If the PCs are indifferent or befriend him, he will follow them around.

  1. GM

    The zombie rises to his feet and slowly surveys his surroundings.

  2. GM as Sufferzombie

    Ugh, Sufferzombie having rough day.

  3. P1 as Scallion

    Where did you come from?

  4. GM as Sufferzombie

    Sufferzombie not know. Sufferzombie only know suffering.

  5. P1 as Scallion

    Do you know what is behind this sealed door?

  6. GM as Sufferzombie

    Sufferzombie not sure, but based on past experience, Sufferzombie suspects there will be suffering behind fancy door.

Transition

The party members continue to explore the room, transition to The Sealed Door.

The Sealed Door#

Location: Antechamber An ornate door seals the way forward. Carvings of skeletons decorate its surface. Amongst the carvings are these words: "Anvils hushed, wordless, gleeful but not blushed". A stone brazier stands beside the door.

The PCs must solve this riddle to continue. The answer is to place a skull in the stone brazier. If they are stuck, allow the PCs to make an Intelligence no-TN roll. The character with the highest result looks at one of the defeated skeletons on the ground and thinks it may be related.

A skull is placed in the stone brazier causing a magical purple fire to ignite around it. As the fire burns hotter, the door begins to glow the same color. Within moments, the fire extinguishes and the door has vanished, allowing entrance beyond.

Transition

The party members continue beyond the door, transition to Showdown With the Skelossus.

Showdown With the Skelossus#

Location: Inner Sanctum The party enters a large room shaped like a pyramid. Near the far walls are piles of bones scattered about. In the center sits a treasure chest overflowing with gold and gems. Above the chest hovers a gray orb with a purple glow in its center. The party feels as if the orb is an eye watching them. A voice begins to speak, the orb glows brighter with each word.

The Skelemancer speaks with a sinister tone.

  1. GM as Skelemancer

    Ah greetings! You must be strong indeed to make it this far. Of course you have heard of me, Doug the powerful Skelemancer, but spare me your flattery. This crypt was constructed to lure strong adventurers such as yourselves to me. I’ve a bargain for you: leave your bones here with me and you may have some of my gold. I don’t want your lives, just your bones. But I’ll take them by force if I must!

It is expected that the PCs do not take the Skelemancer’s offer.

After refusing the offer, the Skelemancer cackles and the orb’s glow begins to fill the room with brilliant purple light. The party must cover their eyes to avoid the blinding light, the sound of bones clattering echos around the room. The light subsides and before them stands a giant creature of bones glowing faintly with the familiar purple light. The orb above is dim and silent. Enter Combat against the Skelossus.

If the orb is attacked, it takes no damage and appears to be indestructible. Request an Intelligence no-TN roll to gauge how certain they are that the Skelemancer transferred his power to the Skelossus.

If Sufferzombie is with the party, he may join combat as an NPC ally. Consider letting the players take turns controlling his actions.

Transition

The Skelossus is defeated, its bones rain to the ground with a loud clatter, transition to Conclusion.

Conclusion#

The party is free to raid the treasure. Any attempts to move or destroy the orb fail.

If the PCs examine the orb, it remains silent and dim. Request a Technique no-TN roll to gauge how certain they are that the Skelemancer is currently weakened but not defeated. It does not appear to be possible to defeat him at this time.

After leaving the crypt, the party returns to the town to celebrate their victory.

In the now empty Inner Sanctum, after some time has passed, the orb begins to glow again with a dim purple light.

Reference#

This section provides quick reference material that can be used during gameplay.

Mini-Reference#

The following is an excerpt from the Mini-Reference:

  • Vital Characteristics (VITALS):

    • Vigor - Physical strength/toughness

    • Intelligence - Mental speed/precision

    • Technique - Trained specialization

    • Agility - Physical speed/precision

    • Luck - Chance and good fortune

    • Spirit - Mental strength/toughness

  • VC Dice - One d6 in each VC plus additional d6 for each VP ♥ assigned to that VC. Use highest single die result for rolls. If a die lands on 6, roll it again and add to current total for that die.

  • Actions - Roll requested VC dice against Target Number (TN), ≥ passes. If target is willing character or not a character, GM picks TN. If target is unwilling character, acting character rolls to set TN, then target character rolls against TN to negate action.

  • Damage - TN is target’s current VPs+1. If weapon/ability has multiple damage dice, treat each separately. Lose VP ♥ if hit.

  • Initiative - Single d6 decides turn order each round, 6 is first. PCs go before NPCs on ties. Each character gets movement and one full action on their turn. GM may allow free actions. Characters may wait on their turn and act later in the round.

  • Chase/Race - Initiative where each character rolls to determine changes in distance at start of round. Turn order is based on distance to target, 6 (far) to 1 (near). Waiting is not allowed.

Roll Type#

The following table summarizes roll types:

Roll Type

To Establish TN

Roll Against TN

Meet or Exceed TN?

Less Than TN?

Appeal

GM establishes based on appeal details.

Acting character rolls Luck VC dice.

Appeal succeeds.

Appeal fails.

Unopposed

GM establishes based on difficulty.

Acting character rolls requested VC dice.

Action succeeds.

Action fails.

Opposed

Acting character rolls requested VC dice.

Target character rolls requested VC dice.

Effect on target character fails.

Effect on target character succeeds.

Attack

Attacking character rolls attack dice.

Target character rolls defense dice.

Attack misses.

Attack hits, roll Damage.

Damage

Target’s current VPs plus one.

Attacker rolls damage dice, treat each die separately.

Damage taken, each die causes target to lose one VP ♥.

No damage taken.

TN Roll Probability#

The following table summarizes the percentage chance of a roll succeeding with a given TN and number of d6:

1d6

2d6

3d6

4d6

5d6

TN2

83

97

99

99

99

TN3

66

88

96

98

99

TN4

50

75

87

93

96

TN5

33

55

70

80

86

TN6|7

16

30

42

51

59

TN8

13

25

36

45

52

TN9

11

20

29

37

44

TN10

8

15

22

29

35

TN16

1

2

4

5

6

TN22

<1

<1

<1

<1

1

Opposed Roll Probability#

The following table summarizes the percentage chance of an acting character succeeding with a given number of dice during an opposed roll against a target with a given number of dice:

Acting→
Target↓

1d6

2d6

3d6

4d6

5d6

1d6

42

60

69

74

78

2d6

27

42

52

60

65

3d6

20

33

42

50

55

4d6

15

27

36

43

48

5d6

13

23

31

38

43

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