The Snowflake Dungeon Part 20

If you’ve missed the previous posts about a snowflake dungeon, you can find them here.

I didn’t expect this to keep growing.  As it came time to actually put locations into key, it kept creating the need for more locations. That said, I think this adventure is going to be that much better for it.

This post today is short – because the PDF attached to it is long. Seven pages of an old cemetery await here.

A few posts ago, I decided to make this area into a point crawl. You can see each point of interest (POI) details the paths leading away from it and provides clues as to what might be in that direction. The idea is that the mists are so thick that one can hardly see what’s in front of them.

There’s a story in this graveyard which starts with two unsuspecting mutants and ends with the grave on the hill. I feel as if there are just enough bread crumbs to lead the PCs there.

The Crows are fun – they’re almost like their own mini game and give me a way to drop hints and lore that might not otherwise come out. I’ve started going back through locations and seeding some of the items they’re looking for.

The Mausoleum never has to be interacted with at all, but in some ways, it feels like it could put a nice little bow on everything. It too drops some clues at the campaign lore, which is good enough for me.

The PDF is extremely rough, of course. It’s certainly not formatted and in no way proof read. Once I get a rough draft of the entire adventure, I’ll be going back through it to fix all the things. I figured it’ll be in flux until then anyway.

As always, I’d love to hear your thoughts. Either hit reply or hit me up in the Discord. 

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.