31. BURIAL CRYPTS

The builders of the dungeon planned for a
long tenancy (though their expectations
were not met). Most of the niches are empty,
but a few contain splintered coffins, wrappings,
and gnawed and split bones (a sure
sign that all is not well).

Squatting in the north end of the room are
4 ghouls, who attack as soon as they see
intruders. These creatures get corpses to eat
from the Master—and sometimes even prey
on those not yet dead (from area 22), so they
can have some 'sport' before dining. They
have no treasure (not here, at least).

Ghouls (4): AC 6; HD 2; hp 12, 10, 8, 7;
#AT 3; D1-4/1-4/1-8; SA paralysis (save
negates, elves immune; DR 3-12 turns);
XP 89, 85, 81, 79

31a. The back of a crypt is broken out, leading
to an earth tunnel, which is foul and damp and
only about 5 feet high. The tunnel leads to a
noisome den (A) where a heap of bones and
skulls indicates the ghouls' nest. Their treasure
is scattered in the mess—800 sp, 7 vials of
holy water, a potion of undead control, and a
scroll of protection from undead. A trail of
gold pieces (1-4 per 10 feet of tunnel) begins at
area B, leading generally eastward. <remember that south is at the top of the map>

31b. A warren of small burrows (3' in
diameter and smaller) starts here. Mapping is
not possible. After about 30' of travel, the
trail of gold ends. If the characters follow the
tunnels off the mapped portion, allow them to
proceed another 100', and then tell
them they are hopelessly lost.
<cf. The Tight Squeeze, DSG>

>> 32.