The Catacombs are not a completely static setting. Some people and creatures are to be found circulating about, and the adventuring party is likely to encounter some of them. These should not be treated as "random encounters." Rather, treat them as flexible encounters, without fixed locales, placed at your fingertips to be used as you see fit. When and how to use these encounters is a matter of DM judgment. You'll find this a suitable challenge for your DMing skills, and an opportunity to demonstrate your unique DMing style. Your goal is to establish an atmosphere of tension and suspense—after all, the party is trying to escape the Imperial Legions, and they've fled into an underground graveyard! You might approach the situation with a fast pace, or a slow one. A fast-paced approach would never let the characters slow down until they're safe—or until they think they're safe, only for a moment until you send something else their way. The slower approach sets the adventurers in the cavern, which seems to be placid. Encounters are then played in such a way as to build suspense and fear. "Is that the sound of legionaries' boots echoing in the passage? Are we safe here, in this out-of-the-way, flooded room? Uh . . . what's that I feel on my foot . . . AIEEEEEEH!" Use pacing techniques with set encounters as well as these flexible ones! As ever, a varied course may be the best. Send the characters running desperately for a while, let them catch their breath (and sweat in suspense a bit), and maybe throw in a few humorous events for good measure.
Read through the following encounters and be familiar with them. That will make it easiest for you, on the spur of the moment, to pull out the best one when the time comes to spice up the adventure. You may also use the encounters described at the end of Chapter I, as those monsters and gladiators might have entered the catacombs, just like the player characters. Also feel free to add to this collection by drawing on your own imagination or adapting from other adventures.
Fleeing Gladiators (1d4): AC 5; MV 90' (30'); Fl; hp 5 each; #AT 1; THACO 18; Dmg 1-6 (short swords); Save F2; ML 10; AL N.
These gladiators decided that flight into the catacombs was the wisest way to go. If they recognize the PCs as friends, they may wish to stick with them for protection.
Giant Centipedes (2d4): AC 9; HD 1/2; hp 2; #AT 1; THACO 19; Dmg poison (causes violent illness for 10 days; victim moves only at 1/2 speed, cannot fight, etc.); Save NM; ML 7; AL N.
Normal Rats (1d4 packs of 5): AC 9; HD 1 hp; hp 1 each; MV 60' (20'), swim 30' (10'); #AT 1 bite per pack; THACO 19; Dmg 1-6 + disease; Save NM; ML 5; AL N. These rats attack in "packs" of 5 rats (round fractions up). Hits have 1 in 20 chance of disease, which is avoided if a save vs. Poison is made.
Rats abound in this setting, feasting like the ghouls on any corpses that they can reach (and occasionally being fed upon by the ghouls as well). The squeaking of rats should be a fairly regular accompaniment to the adventurers' progress, and their eyes glow an ominous red when the characters' light sources shine in their direction. Use normal rats to liven up an otherwise drab encounter.
How does it affect combat when rodents are running around underfoot? Or do characters get so accustomed to the rats' annoying presence that they let down their guard and, less alert, fall prey to some other problem?
Giant Rats (2d6): AC 7; HD 1/2; hp 3 each; #AT 1; THACO 19; Dmg 1-3 + disease; Save NM; ML 8; AL N.
When the characters lower their guard, having gotten used to normal rats, send a few of the aggressive, giant ones down the passage towards them. You should also feel free to use monsters and personalities from the set encounters, below, as it serves you. In particular, you may want to make certain the characters encounter one of the NPCs (i.e., Friedrich, Saralasu, Pulcher and Phaedra) who has evidence against Helenites.
Some features noted on the maps may be unfamiliar to the reader, and so are described here:
Light Wells: (also known as lucernaria or luminaria) These are hollow shafts that go up to the surface. They were originally constructed to ease the removal of rock excavated in digging the tunnels.
Loculi: (singular; loculus) are hollows dug into the walls of the catacomb passageways. They are usually parallel to the passage. A body, wrapped in linen and perhaps embalmed or perfumed (depending on the wealth and status of the deceased), is placed inside for burial. Then the opening is sealed with tiles, stones or marble, on which is carved the epitaph of the deceased. Some larger loculi are designed to hold two, three or even more corpses. (Carried to an extreme, one has the polyandri, or grave pits, which usually indicate a time of many deaths, as from war or pestilence; see encounter 8 below, for example.)
Removing the seal of a loculus is not difficult, but has little point. The only valuable item in most graves will be the traditional copper coin, placed on the tongue of the deceased, intended to pay the ferrymen who carries the dead to the afterlife. Violating a grave (e.g., breaking the seal), is a criminal charge of lesser severity. Pillaging a tomb constitutes theft as well—a lesser or greater charge, depending on the value of what is stolen. Of course, several of the loculi (especially in the vicinity of encounter 3) have been broken into by the ghouls of the catacombs.
Solia: (singular; solium) are stone coffins. These are rarely found, and generally indicate wealth. The ones here have usually been cracked open by grave robbers and emptied of any valuables that may have been placed therein. On the bright side, such robbers probably disarmed or tripped any traps that warded the grave.
1. Intersection [map]
All of
the loculi along the passages north of this intersection, over as far as
encounter 3, have been despoiled by the ghouls of encounter 2.
2. Ghoul Lair [map]
Deep in
the catacombs, a small enclave of ghouls make their home. Some of these may have
been encountered and slain already, in which case the DM should reduce the total
number found here. There are in fact eight ghouls that live in this catacomb;
2-8 of them will be found here, so long as the total number of ghouls does not
exceed the number surviving. (For example, if two ghouls were slain elsewhere,
no more than 6 can be found here.)
Ghouls (2-8): AC 6; HD 2*; hp 9; MV 90'(30'); #AT 3; Dmg 1-3/1-3/1-3 + paralysis; Save F2; ML 9; AL C.
The ghouls have some treasure culled from the graves they've opened: 542 Taros, 212 Vals, 97 Kuvs, and some small pieces of jewelry: three silver earrings (2 Kuvs each), a gold pendant set with four pearls (412 Kuvs), four silverinlaid copper bracelets (4 Kuvs each), and a gold necklace (120 Kuvs).
3. Rubble-Filled Area [map]
As
the centuries go by, families die out and so do passages of the catacombs. This
chamber and the adjoining passages are an example of an area of the catacomb
that was long in disuse. To save the trouble of going up to the surface to
remove rubble from new digging elsewhere, the fossores simply piled it all here.
Before this happened, of course, the graves inside were (mysteriously enough)
despoiled and stripped of valuables.
4. Cubiculum [map]
Throughout
the catacombs there are rooms, such as this, typically rectangular in shape,
that have numerous loculi in the walls and, sometimes, graves in the floor
called formae. These rooms are typically owned by a family, and filled with
deceased generations of relatives. There is nothing unusual about this one.
5. Circular Cubiculum [map]
This circular chamber has a high dome. There is nothing of particular interest
here.
6. Osteropolus Family Cubiculum [map]
This particular room belongs to the
Osteropolus family—the ancestors of Senator Helenites Osteropolus are here
buried. Some of the loculi are empty; these are intended for Helenites, his wife
Fabia and their issue.
The occupied graves in this cubiculum all contain names, epitaphs and a relief sculpture of a vertical lance with two horizontal short swords, crossed, above it. (This is the symbol of Vanya, the patroness of the Osteropolus family.)
Characters who examine the empty, unmarked loculi will notice that one (destined for Helenites) has a natural formation in the rock—it is clearly not sculpted by human hands—that appears distinctly like the silhouette of a goblet, the symbol of Lokar.
7. Octagonal Chamber [map]
In
this chamber a faint air current sometimes blows from east to north.
8. Polyandri [map]
The
entrance is sealed can be entered only if the seal is removed. The chamber and
the adjoining one to the north are a type of grave called polyandri. As one
might guess, they indicate stormy times in Kuveran history. The older one
(farther north) is from a year of terrible plague, while the southern polyandrus
is from the more recent war with Estoril, which led to the ascension of the
current Emperor Kuveros.
During that war, when the Ogrima assaulted Kuv City, many of Kuveros's fellow gladiators and partisans used this and other catacombs as gathering places for planning their attacks against the Ogrima invaders. Catacombs with multiple points of entry were also invaluable for eluding Ogrima patrols or mounting surprise attacks from behind enemy ranks.
The newer polyandrus is sealed by a thin marble slab, on which is the imperial seal and a warning that Vanya and the Immortals will surely curse and destroy any who dare disturb the peace of the brave Kuverans who died defending their city. Inside are the skeletal remains of about 150 humans.
9. Flooded Chamber [map]
Water
from a nearby spring seeps slowly into this room. The slow, steady drip has
accumulated into a stagnant pool about two feet deep that covers the floor of
the room and the short passage to the southeast. Since discovering the water
problem, the fossores have ceased digging the passage.
All of the loculi here are broken open—the doing of the ghouls (see chamber 4,
below). The corpses and parts thereof that were not completely devoured by the
ghouls or rats have been strewn about the floor, under the water. Stumbling onto
a submerged bodily member while exploring this room can be unpleasant . . .
. . . especially if it's animate. The fact is, the spring that feeds this room
is enchanted, and the magical power has animated the bodily remains (which have
steeped in it for nearly a decade) as a uniquely gruesome type of zombie. Unlike
normal zombies, made of whole corpses, these are zombie parts.
Each bodily member has, literally, a life (or rather, undeath) of its own. Some of the parts can do little more than writhe ineffectively (discounting their horrifying effect, at least), while some—hands or segments with hands attached—can actually make clawing or strangling attacks.
The zombies and zombie parts here can be destroyed just like normal zombies; they do not have continuing life in spite of being cut apart or beaten to a pulp as, say, a regenerating troll would. Their special nature derives from their condition when the magical waters first animated them.
Zombie Hands (7): AC 8; HD 1/2; MV 10' (3'); hp 2 each; #AT 1; THACO 19; Dmg 1-3; Save NM; ML 12; AL C.
Other Zombie Parts (15): AC 9; HD less than one; MV 3' (1'); hp 1 each; #AT Nil; Save NM; ML 12; AL C.
Whole Zombies (2): AC 8; HD 2; MV 90' (30'); #AT 1; THACO 18; Dmg 1-8; Save Fl; ML 12; AL C.
All of these zombie undead are inclined to attack anything that enters their chamber. They have no treasure.
10. Cubiculum [map]
If the
stone slab on which the solium is placed is pushed aside (requires a combined
strength of 30), a hidden compartment is revealed that contains a chest holding
200 Vals).
11. Buried Alive! [map]
Characters who come near this area of the catacomb will hear scraping and
muffled shouts, as though something inside a loculus were trying to get out. The
first thought of adventurers will probably be that it is a ghoul or other type
of undead, doubtless best left alone, but in fact it is a perfectly normal man
who was buried alive.
Friedrich Lagmann (see Appendix I, Dramatis Personae), former major domo of Villa Osteropolus (Helenites' opulent mansion), is that man. After Friedrich was caught eavesdropping on a conversation between Helenites and Wastoure, the senator decided a snooping steward was too much of a risk. Helenites had Friedrich drugged and then buried alive.
Friedrich is a hardened bigot, but more than willing to do what he can to harm his treacherous ex-employer. His testimony may be vital in convicting the senator of wrongdoing, as he overheard all of Helenites' and Wastoure's plans.
12-14. New Construction [map]
These are chambers in which no one has been buried. There is nothing here of
interest.
15. Cubiculum [map]
Anyone
from the City will recognize the family name here, Kariolestes, as being that of
a prominent shipping magnate.
16. Cubiculum [map]
All of the
solia in this area have a symbol, a lance with two crossed swords above it,
carved into them. Curiously, the names are different (these are graves of
priests of Vanya).
17. Chapel of Vanya [map]
This
is a mortuary chapel, built here for funerary services accompanying burial in
these catacombs. No service is presently being held, but a priestess of Vanya,
Phaedra Daphnorakenzes (see Dramatis Personae) is here praying for souls of the
deceased, but mostly for guidance from her patroness.
Phaedra encountered some dire knowledge earlier this day. She has reason to believe that her employer, Senator Helenites Osteropolus, arranged the murder of a man, and then bribed a judge to free the killer. (See the Dramatis Personae for more complete information.) Of course, that's the least of what Helenites has done. Phaedra is entirely ignorant of the day's tumultuous events.
When she hears of them, though, and puts together a few things—such as Helenites' involvement with so many aspects of it—she may tell the PCs that she thinks they might be interested in what she knows.
It will be important for the PCs to keep Phaedra from returning to Helenites' villa—or the senator may claim another victim.
18. Derelict Chapel [map]
This
chapel, unused for many decades, was consecrated to the Immortal Tarastia.
Praying here is Pulcher Osteropolus, estranged son of the senator. Pulcher has
turned to Tarastia as patroness of Vengeance, for his life is near collapse
without financial support from his parents.
Like Phaedra, Pulcher knows enough about his father to suggest skullduggery behind the day's events, and he dislikes his father enough that he would publicly suggest it. He would also be eager to team up with the PCs, as adventuring may give him a source of livelihood. His eagerness to find his fortune may get annoying, however, along with his whining about how terrible his parents are.
19. Web [map]
The corridors
leading to this intersection are filled with webs, increasingly dense. It is in
fact the lair of a giant, exceptionally powerful, and very dangerous black widow
spider.
Giant Black Widow Spider (1): AC 6; HD 6*; hp 27; #AT 1; THACO 14; Dmg 2d6 + poison; Save F3; ML 8; AL N.
Numerous former victims are enshrouded in the spider's webs. The spider survives mostly on the rats and such vermin which frequent the passage. Also in the webs is the body of a young human pickpocket who foolishly explored this area of the catacombs alone, perhaps fleeing angry victims. Still clenched in the lifeless hands of the young man is a silver brooch set with pearls, worth 335 Kuvs.
20. Cubiculum [map]
A current
of fresh air can blow from either north or west in here, and the north passage
slopes more gently than the human eye can tell up toward the north.
21. Entrances/Exits [map]
Besides the tunnel from the Coliseum basement, there are three points of entry
to these catacombs, numbered "21" on the map. The northmost one leads to
Catagenthus Place, a market square. The eastern one exits onto a city street,
near a bakery. The southern exit comes out in a refuse-filled back alley, behind
a fishmonger. (Understandably, this route is rarely used.)
22. Cubiculum [map]
The
passage east of this room is the nesting area of a large number of aggressive
rats. Whenever this area is entered, by less than ten characters, moving
stealthily, there is a 2 in 6 chance 2-8 packs of 5 rats will attack (use the
encounter statistics). They will not pursue out of the room, and if they run,
they will disappear into holes in the walls of the east passage.
23. Cubiculum [map]
The
central solium in this chamber bears no name, only the inscription: "Cursed be
the one who disturbs my rest...". The remainder of the carving has been chipped
away, but the solium has not been opened.
24. Shrine of Korotiku [map]
A
group of acolytes are training here when the characters arrive, practicing the
Spider's rituals for burial and critiquing each other. Among them is Saralasu
Nuar (see Dramatis Personae), former mistress of Helenites Osteropolus. She
stands out because of her dark skin; characters who met her at Helenites' party
(in Arena of Kuvera) may recognize her, or she them.
There is quite a fuss when the characters arrive. Who are they? What do they want? Are they thugs come to rob the shrine? Most of the acolytes flee into the tunnels, but Saralasu strides forth to ask their business, and why they look so desperate (presuming they haven't come out calm and unscathed from the preceding incidents).
Role-play the situation carefully. In the end, Saralasu is sufficiently intrigued by the character's travails that she suggests she may have information useful to them—this could lead to discussion of the zzonga ring which, Saralasu knows, Helenites engineered with the late Ogrima sorceress, Elemaledai.
Acolytes (7): AC 9; C 1; hp 4 each; #AT 0 (unarmed/noncombatant); Save C1; ML 4; AL L or N.
Saralasu and each of the acolytes have few valuables—perhaps 0-3 (1d4-l) Kuvs total value apiece—and the ceremonial vessels that they are using are simple, crafted of plain wood and common metals.
25. Cubiculum [map]
Between
the solia is a small brazier in which a stick of incense is burning. The pan
seems delicately balanced on a small tripod (it is). Any attempt to touch it or
reposition it other than by a thief using the remove trap ability will cause it
to clatter to the floor. Due to an acoustic fluke, the noise can be heard in
room 24 by Saralasu and the acolytes, who may decide to investigate.
26. Cubiculum [map]
A crude
door built at the entrance to this burial room bears a crude notice of
"Danger! Do Not Pass" painted on it in bright red. The mensor, (the man
in charge of planning and caring for the catacomb) ordered the door built and
the sign painted.
Characters who go to the trouble of tearing apart or breaking down the door will see, beyond, an old and gorgeously decorated chamber. It was the cubiculum of a wealthy aristocratic family, the last member of which passed away nearly three centuries ago. Characters may also see the reason for the door and warning: a huge patch of yellow mold (each "mold" is not an actual individual, per se, but an area of 10 square feet covered by the fungus).
Yellow Mold (8): AC can always be hit; HD 2*; hp 9 each; MV 0; #AT 1 (spores); Dmg 1-6 + choking (make a Saving Throw vs. Death Ray or choke to death within 6 rounds); Save F2; ML n/ a; AL N. Any touch causes the yellow mold to release its deadly spore attack. Yellow mold can only be killed by fire; a torch will do 1-4 points of damage to it per round.
Once there were some valuable treasures buried here with their dead owners, but all have long since been taken by grave robbers.
