Dungeon
Probably can be placed in most settings. Levels 0-5. Very small.
The Exile's Tomb
- The Offering Room: 25ftx25ft Dead flowers, apple cores, and bread husks are scattered around. Difficult check finds a talisman (detailed at the end). Doors on the north and east end (Prince's room and Gestalt tomb respectively). entrance on the south wall. Info: the bodies and souls of those exiled from their homes and denied judgement often make their way here, and it is a regular duty of church-affiliated adventurers to purify the souls within.
- The Prince's Room: 20ftx20ft Statue in the center (man with sword, eyes crudely scratched out) above a coffin. 1d4 shadows, or other level appropriate incorporeal undead. When defeated, statue crumbles to reveal 10sp/gp (whatever is standard) and a longsword (damage dice one step higher for 1d6 days). Info: This room is generally inhabited by the followers of a long dead prince and his line. The sword found in the statue was once a sword lost in the swamp surrounding the tomb. Most of the adventurers that come to the tomb don't enter the prince's room, seeing it as unnecessary.
- The Gestalt Tomb: 25ftx50ft. Lined with stone coffins (corpses only have junk). Each time the room is entered, 50% chance to wake up the combined ghost of the common dead (friendly, knows nearly everything about the dungeon, wants to be purified. possible warlock/cleric patron). Exits on the east wall (Family and killer's room).
- Family Tomb: 20ftx20ft. simple trap in front of entrance. Richly decorated coffins (10 sp/gp if gold leaf is removed haphazardly). 25% chance 1d3 will rise as zombies if tomb is desecrated. 10 sp/gp in on bodies. Info: tomb of a rich merchant family, exiled for treason.
- Killer's Room: 20ftx20ft. Initially sealed, unsealed by gestalt ghost. Pitch black coffin in center. Phantom emerges. If killed, drops Mad Book (see end) and a +0 cursed dagger (curse of dm's choice). Info: A madman was laid here; he was essentially Jack the Ripper. Adventurers should be advised that this room is dangerous.
Treasure
- Talisman: When carried by, or directed towards, a dying creature, that creature automatically makes their next death save. In addition, any psychopomps or spirits they may be fighting in the ethereal world are reduced to half health. The Talisman breaks after one use.
- Mad Book: A scroll book containing two random warlock 1st level spells. Casting either of these spells for the first time causes 1 point of wisdom damage.
How do I use this?
It's a dungeon. It's best when it is the first dungeon the players encounter. The rooms are designed to sort players into their party roles: The Prince Room, Gestalt Tomb, Family Tomb, and Killer's room provide helpful/necessary items to fighters, clerics, rogues, and magic-users respectively, with challenges to fit their niche. It's simple, but it's also the first dungeon in the game.
[This was sitting in my drafts for a while, and I figured I should publish it since it fits this month's RPG carnival theme]