Cemetary Road:

     As The Red Gates shut and lock behind you, you find yourself on a path that winds out into a bleak and whithered Grass Wilderland. On this side of the citadel, the region is strikingly different than the Grass Wilderland on the south side of the citadel. Request admittance back into Dragonspine Citadel.

     It will be three days travel on foot (as a normal sized human walks) to reach the cemetary. Each day there will be one encounter check. If a travelor leaves the road and cuts across the Grass Wilderland, it will take 2 days to reach the Cemetary (there will be 1-D4 encounter checks per day when leaving the road and cutting across the Grass Wilderland toward the Cemetary).

     If one travels east or west, 4 days travel will bring him or her out of the Bleak Grass Wilderland area and back into the normal Grass Wilderland.

     When one approaches the Cemetary, he or she will see an impassable wall of iron thorns extending up over the Cemetary in a massive dome-like structure. It was build this way to keep avian scavengers out, and was so well built, not even the hotest dragonfire has ever penetrated its protective defenses. The Gate is the only way in.

     Approaching the gate, a travelor must get past two Animated Tree Sentinels.

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     If they can be defeated, one will drop the key that fits the lock on the Cemetary Gates.

     Once the Cemetary Gates are unlocked, the key will vanish, and the two great gates will swing open for two turns (after which time, they will close, and the Animated Tree Sentinels will quickly sprout to, once again, guard the way to the only entrance to the Cemetary.

     Once the gate closes, those inside must find another, similar, key to open the gates.

     Cemetary

 

1 check per day each day you travel on Cemetary Road (or travel within 4 days march of the Cemetary Road).

Roll 1-D20 -- Roll needed for encounter: 15+

If there is an encounter, roll on the following Encounters Chart:

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%Roll Encounters Chart:
01-10 Bandit, Grave Robber
11-20 Bat, Gravestone
21-30 Gargoyle, Gravestone
31-33 Nymph, Shadow
34-48 Organic: Tree, Animated
49-50 Owl, Omen
51-52 Scarecrow (boss)
53-67 Undead: Ghoul, Wandering
68-75 Undead: Skeleton, Wandering
76-00 Undead: Spirit, Wandering

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Encounter Explanations:

Bandit, Grave Robber:

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# Encountered: 1-D4 per 1 player.
Attacks per turn: 2
Attack types / Damage per successful attack: 2 Short Swords: 1-D6 +1.
D20 roll needed to have Gold / # of gold coins found: 18+ / 1
D20 roll needed to have Silver / # of silver coins: 17+ / 1-D6 x2
D20 roll needed to have Treasure / # of treasure items found: 18+ / 1
     Note: Roll for each Bandit to have treasure.
Defense: 9
Experience: 8
Life-points: 24
Offense: +1
Region: Cemetary Road.
Special:

None.

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Bat, Gravestone:

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# Encountered: 1-D4 per 2 players.
Attacks per turn: 1
Attack types / Damage per successful attack: 1 Bite: 1-D8 +1.
D20 roll needed to have Gold / # of gold coins found: 17+ / 1
D20 roll needed to have Silver / # of silver coins: 16+ / 1-D8 x2
D20 roll needed to have Treasure / # of treasure items found: 17+ / 1
     Note: Roll for each Gravestone Bat to have treasure.
Defense: 10
Experience: 6
Life-points: 18
Offense: +1
Region: Cemetary Road.
Special:

None.

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Gargoyle, Gravestone:

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# Encountered: 1
Attacks per turn: 3
Attack types / Damage per successful attack: 1 Bite: 1-D10, 2 Claws: 1-D8
D20 roll needed to have Gold / # of gold coins found: 12+ / 1-D6 +1
D20 roll needed to have Silver / # of silver coins: 11+ / 1-D12 +1 x4
D20 roll needed to have Treasure / # of treasure items found: 12+ / 1-D4 +1
     Note: None.
Defense: 12
Experience: 20
Life-points: 60
Offense: +2
Region: Cemetary Road.
Special:

None.

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Nymph, Shadow:

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# Encountered: 1
Attacks per turn: 2
Attack types / Damage per successful attack: 2 Shadow Dagger strikes: 1-D12 damage per strike.
D20 roll needed to have Gold / # of gold coins found: 10+ / 1-D8 +3
D20 roll needed to have Silver / # of silver coins: 9+ / 1-D12 +3 x4
D20 roll needed to have Treasure / # of treasure items found: 10+ / 1-D6 +1
     Note: None.
Defense: 14
Experience: 15
Life-points: 45
Offense: +2
Region: Cemetary Road.
Special:

Beguile: The Shadow Nymph can cast all forms charm-based spells 2 times per turn. Casting a communication-based spell will use 1 Shadow Dagger strike.

 

Healing: The Shadow Nymph can cast all forms of healing-based spells 2 times per turn. Casting a healing-based spell will use 1 Shadow Dagger strike.

 

Reveal Heart: This creature knows the align of another merely by looking at them. She will go out of her way to help others, but not for those who are of an evil disposition.

 

Note: This female appears as solid shadow with just enough highlighting that expose her as ultimately beautiful. But it is not just her beauty that attracts others to her. The Shadow Nymph is the embodiment of kindness and purity.

 

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Organic: Tree, Animated:

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# Encountered: 1-D4 per 3 players.
Attacks per turn: 4
Attack types / Damage per successful attack: 4 Branch Strikes: 1-D12 +1
D20 roll needed to have Gold / # of gold coins found: 17+ / 1-D6 +1
D20 roll needed to have Silver / # of silver coins: 16+ / 1-D12 x4
D20 roll needed to have Treasure / # of treasure items found: 17+ / 1-D4 +1
     Note: Check for each creature to have treasure.
Defense: 12
Experience: 16
Life-points: 48
Offense: +1
Region: Cemetary Road.
Special:

None.

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Owl, Omen:

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# Encountered: 1
Attacks per turn: 3
Attack types / Damage per successful attack: 1 Bite: 1-D12, 2 Claws: 1-D12
D20 roll needed to have Gold / # of gold coins found: 14+ / 1-D12 +1
D20 roll needed to have Silver / # of silver coins: 13+ / 1-D12 +1 x2
D20 roll needed to have Treasure / # of treasure items found: 14+ / 1-D4 +1
     Note: None.
Defense: 11
Experience: 11
Life-points: 39
Offense: +1
Region: Cemetary Road.
Special:

None.

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Scarecrow (boss):

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# Encountered: 1
Attacks per turn: 2
Attack types / Damage per successful attack: 2 R-1 Scarecrow Staff strikes: 1-D12 +1 x3
D20 roll needed to have Gold / # of gold coins found: 3+ / 1-D12 +4
D20 roll needed to have Silver / # of silver coins: 2+ / 1-D12 +4 x6
D20 roll needed to have Treasure / # of treasure items found: 3+ / 1-D8 +1
     Note: None.
Defense: 14
Experience: 20
Life-points: 60
Offense: +3
Region: Cemetary Road.
Special:

The Scarecrow Staff will only do 1-D12 +1 x2 damage in the hands of anyother creature than Scarecrow.

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Undead: Ghoul, Wandering:

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# Encountered: 1-D4 +1 per 2 players
Attacks per turn: 3
Attack types / Damage per successful attack:

1 Bite: 1-D12 +1 x2

2 Claws: 1-D6 +1

D20 roll needed to have Gold / # of gold coins found: 17+ / 1-D4
D20 roll needed to have Silver / # of silver coins: 16+ / 1-D12
D20 roll needed to have Treasure / # of treasure items found: 17+ / 1
     Note: Roll for each Wandering Ghoul to have treasure.
Defense: 7
Experience: 3
Life-points: 3
Offense: +1
Region: Cemetary Road.
Special:

None.

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Undead: Skeleton, Wandering:

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# Encountered: 1-D6 per 1 player.
Attacks per turn: 2
Attack types / Damage per successful attack: 2 Fists: 1-D4
D20 roll needed to have Gold / # of gold coins found: 20 / 1
D20 roll needed to have Silver / # of silver coins: 19+ / 1-D4
D20 roll needed to have Treasure / # of treasure items found: 20 / 1
     Note: Check for each Wandering Skeleton to have treasure.
Defense: 7
Experience: 2
Life-points: 6
Offense: 0
Region: Cemetary Road.
Special:

None.

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Undead: Spirit, Wandering:

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# Encountered: 1
Attacks per turn: 2
Attack types / Damage per successful attack: 2 Touches: 1-D6 +1 See: "Special".
D20 roll needed to have Gold / # of gold coins found: 19+ / 1-D6
D20 roll needed to have Silver / # of silver coins: 18+ / 1-D12 x3
D20 roll needed to have Treasure / # of treasure items found: 19+ / 1-D4
     Note: None.
Defense: 10
Experience: 20
Life-points: 60
Offense: +2
Region: Cemetary Road.
Special:

Drain: When a Wandering Spirit causes maximum damage with its touch, the victim must roll a 10+ (using a D20), or be drained 1-D6 +1 experience-points as well as take the normal physical damage.

 

Experience-points and Life-points drained will flow back into the Wandering Spirit, healing it of any wounds it might have.

 

Note: If experience-points fall to 0, the victim will lose a level. When a level is lost, the victim will have all the experience-points of the previous level, minus the experience lost.

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