Nothing was that simple, unfortunately. The monastery had once been a stronghold for a vicious bandit chief named Hrothgar who had guarded the mountain pass many years ago (and supposedly gained great power by making some sort of a deal with a powerful demon). After Hrothgar and his minions had been defeated, the local rulers entered into an agreement with the Church of the Allfather (a lawful church of inflexible doctrine). The Allfatherians would be allowed to use the tower as a monastery in exchange for allowing travelers to shelter there when passing through. The cold temperatures were excellent for brewing a special lager beer. The beer proved so popular that the monks sought to expand production. But somehow, when the player arrived, the monastery was cold and dark with shutters flapping in the howling wind.
The players looked around the monastery and were attacked by a monk who had been ‘ghoulified.’ They found another monk, now quite insane, who muttered things about the monastery being doomed and a demon in a horned helmet with red eyes stalking the monastery at night. The monk then hurled himself to his death from an upstairs window. They found some notes that indicated that while digging to expand the cellars, the monks discovered a cave containing some strange things --- the abbot had immediately ordered the cave bricked up again. Unbeknowst to the players, Hrothgar had become an undead creature who was immune to normal weapons, pass through walls and doors, radiated cold and could drive people mad with his laugh. His minions had become ghouls, ghasts and wights. The bones of people who had been buried in unconsecrated ground in the cellar rose as skeletons. As the sun went down and the players and their rescued slaves made camp in the gatehouse and ate food they had liberated from the monk’s pantry. In the middle of the night, ghasts, ghouls, skeletons and Hrothgar struck. The undead made several attacks and the players lost a number of former slaves as the undead performed hit and run attacks --- as the players defended the doors, ghoulified monks came in the windows and grabbed helpless victim, paralyzed them and dragged them outside to be kill. It soon became apparent that the undead would eventually wear them down, so the players decided to take the fight to the undead!
They entered the tower and broke down the wall that split the cave from the cellar. They found the cave with various undead, including Hrothgar, entombed in a shrine to the demon Cryonax. The body of a perfectly preserved man with an arrow embedded in his chest lay on a slab. When the arrow was removed, the corpse crumbled to dust and ghost of Hrothgar was destroyed and when the idol to Cronax was smashed, the rest of the undead were defeated.
The maps presented below were not my final ones (I still have them, I just don’t have them scanned) so there were a few changes.
Haunted Monastery Key
The outer walls are 30’ high and the tower itself is 80’ tall including the belltower. The place has an abandoned look to it and drifted snow is piled up against the gate, shutters flap in the breeze. If players search, they will find the body of a frozen acolyte in the snow.
The building looks very old but appears to have been repaired in recent years. Some touches, like the statues in this area, appear to be only a few years old while the foundation and walls appear very old.
1.1- gates are locked. A statue of a monk with a book in one hand and the other hand raised in benediction is over the gate.
1.2-Guardroom; door hangs open and snow is scattered across the floor. There are empty weapons racks on the walls; 7 spears, 3 maces, 6 cases of crossbow bolts and 5 light crossbows remain. The room has benches and some tools for armor/weapons upkeep including a grindstone.
1.3- Similar to 1.2; there is a small fireplace here and a table and chairs with some cards on it, a tobacco pouch and some ale cups.
1.4- Guards Barracks: There are a dozen cots here as well as 2 fireplaces and some racks on the walls for armor and weapons. Bags, chests and pouches around hold clothes and personal items; players will find 16 gps, 5 sps, a carved ivory pipe (35 gps), a silver holysymbol (circle of the Allfather) and a pornographic illustrated novel (8 gps).
1.5- Courtyard: filled with snow and frozen rosebushes. Shutters and doors slam in the wind. There are 6 small cottages that the monks would rent out to travelers – each has a fireplace, a table, 4 chairs and 4 beds as well as a large wooden holy symbol for the Allfather on the wall. There are inspirational phrases painted on the walls. The furniture in each is scattered around as if someone had tossed each place. One of them has a pool of blood on the floor and on the bed.
There is also a small graveyard here. Many of the graves appear to have been disturbed and there are a few bones and bits of shrouds under the ice and snow if player care to look.
1.6- The Stables. Empty. Someone apparently kept horses here some weeks back. There is a supply of grain, hay, some saddles and bridles as well as a small smithy.
1.7- Main hall: There are scraps of old food on the table and rats flee as you enter. Colorful decorative banners flap in the breeze. There is a long table with many benches and stools (enough seating for about 25), as well as a fireplace. There is a bloody handprint on the door to 1-10.
A large carved holy symbol of the AllFather covered in gold leaf is above the fireplace. There is a set of 12 silver cups worth 25 gps each on the mantle.
1.8-Kitchen: Crank and rope lowers a bucket down into the cellar well. There is a table with lots of rotting food, a cauldron of frozen mutton soup on the cold fire, some hams and sausages hanging from the roof and bins of potatoes, onions, leeks, etc., as well as lots and lots of rats and mice. 3 barrels contain wine, beer and ale – each is about 1/2 full. There are lots of knives, pots, pans, etc. hung from the wall and some spices in a shelf.
1.9- Stairs/storage: Curving stairs go up to level 2. Some cloaks and robes hang on the wall and a wooden shelf holds bowls, plates, spoons, etc. The staircase has a decorative banister that is carved in the form of a snake. There are also a dozen boots of various sizes lined up here against the wall.
1.10- Stairs down/storage: There is a bloody handprint on the door to this room as well as a torn cape in the room. A row of lidded bins hold grain, potatoes, leeks, carrots, etc. One bin holds a ghoul, dressed in bloody monks robes, who will attack by surprise.
2.1- Scriptorium: The walls are lined with illuminated books, all dealing with religious matters. 6 small desks each with parchment, pens, rules, inks, brushes, etc., are here. There is an oil lamp on each desk and a dozen flasks of lamp oil on the shelf. The place looks like it was used for copying books. Papers are scattered around and one of the desks is overturned, it’s lantern shattered. The 300 prayer books will be worth 10 gps each but sale of a large number of them will draw attention to the seller.
2.3- Prefect’s room: Bed, rug, small brazier and cabinet with monk’s clothes in it. A wooden symbol of the AllFather hangs on the wall and a scroll of Cure Light Wounds x3 is in a scroll tube under the pillow.
2.4- Prefect’s room: Bed, rug, small brazier and cabinet with clothes in it. A scourge is hidden in the back of the cabinet. A wooden symbol of the AllFather hangs on the wall.
2.5- Abbot’s Room: This room has a larger bed with velvet coverlets, a cabinet full of robes (including a mitre sewn with 16 100 gps pearls), a comfortable chair and a life sized wooden statue of a saint with a book in one hand and a scourge in the other and a formerly locked chest that has been broken open and ransacked; there are 11 cps and 4 sps scattered on the floor. A table holds a brass incense burner, a silver candelabra (100 gps) and a silver tinderbox set with lapis lazuli(25 gps) as well as an illuminated prayer book.
A secret compartment in the statue (DC 20) contains a gold holy symbol of the Allfather studded with gemstones (Amulet of Protection +1 and Amulet of resistance +1 plus worth 10,000 gps for materials and workmanship) and 4 blocks of incense of meditation.
3.1-Landing: Bronze plaques that serve as memorials to former abbots and monks of distinction hang on the walls. Stairs go up to 4th floor (dormitory) and down to 3rd floor.
3.2-Chapel: Carved pillars and inlaid tile on the floor. Frescoes on the walls portray the lives of different saints. A huge Holysymbol of the Allfather is built into the wall above the altar; it is carved of stone and covered in gold leaf.
Stained glass windows around the room appear to have been shattered. There are several iron candelabras and 2 silver candlesticks (that are large enough to be used as a light mace) on the altar (worth 300 gps each). Each candle holder has melted down candles in them and the wax has dripped onto the floor; obviously the candles burned out. A few pages torn from a journal lie on the floor. A large statue of a saint with a book in one hand and the other hand raised in benediction stands behind the altar; a string of prayer beads (one of the beads is a bead of Karma) lies on the floor behind the altar.
A rope hangs against the N wall; it goes up through pulleys and through a hole in the center of the ceiling. If pulled, it rings the bells in area 5.1.
3.3- concealed closet: The door here appears to be a part of the frescoes on the wall but can easily be opened. Beyond is a small closet with a shelf and a wardrobe cabinet. The shelf contains two dozen candles, some altar cloths, a silver and gold chalice (worth 50 gps and 500 gps respectively) as well as 4 flasks of holy water and a silver aspergillium along with a silver plated vessel (100 gps and 10 gps respectively)
4.1-Landing: Stairs lead down and there is a spiral staircase in the center of this round room that leads up to 5-1. There are 12 doors around the walls.
4.3 thru 4.13-Monk’s cells: Each of these rooms has just a simple cot, a wooden holy symbol on the wall, a stool and a few pegs for garments. There might be a few other miscellaneous items in each room at the DM’s discretion (a set of prayer beads, a hymnal, etc.).
5th floor (roof)
5.1- Belltower: Spiral staircase is in the center of the room, it leads down to 4.1. The central column of the spiral stairs is hollow and ropes lead up to a large bronze bell in the center of the conical roof; if the ropes in the chapel are pulled, the bell will ring in here (deafening anyone for 2-5 turns in here who fails a Fort save)
Cellar (‘C’ level)
C.1- Stairs Room: Stairs up lead to 1st floor; an open door with bloody handprints on the handle and doorstep that leads down to c-5 and on the door knob that opens the door into c-3. There is firewood stacked here and the doors to c-3 are open.
C.2- Food storage: There are shelves along the wall of bottles and jars of food, sacks of grain, etc. as well as big barrels of flour, vinegar, grain, salt fish, etc. Hams, sausages and cheeses hang from hooks in the ceiling.. One of the racks on the walls has no bottles or jars on it and if you look, you can find scrapes on the floor where it has been moved; pulled away from the wall will reveal a rough hole 3’w x 5-6’ high that slopes down to c-7. This was dug by the undead to attack the monks in the monastery above.
C.3-Brewery: There are bins and sacks of grain, yeast, hops, etc., and the whole room smells of yeast. The buckets hang down from 1.8 and another winch here allows the brewers to draw up water from the cistern below. There is a big pile of firewood, some beer vats half full of spoiled beer, big kettles and a fireplace for brewing the wort as well as measuring cups, pans, buckets, scoops, etc.
C.4: Beer storage: Large kegs of beer are stored here to age along with sacks of grain and hops used in beer brewing.
C-5: Cold Cellar: This room is noticeably cooler than the level above. Beer is stored here. A rough doorway in the S wall has been crudely bricked up (the work looks new and hastily done --- mortar is slopped all over the place) and trowels, a bucket of hardened mortar, hammers, a sack of lime, chisels, picks and extra bricks and stone are scattered around.
C.6:Cistern: fed by a natural spring, the water is clear, cold and fresh.
C.7: Cave: The majority of whatever undead remain will normally lurk here. The whole room is unnaturally cold. There is a sloping and crudely cut passage 45 degrees up to C.5; a wooden ladder leads up to the bricked up doorway. At c.7a there is a passage that slopes up to c.2 that was dug by the undead. An icy stream and waterfall cut across part of the cave and a stone bridge crosses the stream at c.8.
There are 20 ancient graves that look to have been recently excavated in the room --- most of them seem to have been dug out from below. Four broadswords, a few pieces of armor smeared with blood and some broken urns are scattered around along with bits of shrouds and scraps of clothing.
An ancient gold necklace set with turquoise (worth 500 gps), a gold ring set with an emerald (protection +2), a silver comb (25gps), a blood smeared pouch with 15 sps, a worthless chunk of crystal, a runestick(invisibility spell) and a heavy mace +1 can be found here if people search long enough.
There are a few tools (picks and shovels) scattered around as well.
C.8 and C.9: Eliminated
C.8: Bricked up wall: An ancient wall of bricks appears to have recently been broken through. There are mallets, hammers, picks and shovels here. The cold is very intense here; for every turn that players remain here they must make a Fortitude save (+4 if they wear heavy clothing) or suffer 1d4 subdual damage from the cold.
C.10 and C11: Small stone bridge over a frozen stream. Rusty iron gates have been broken through here – the room is very cold. For every turn that players remain here they must make a Fortitude save (+4 if they wear heavy clothing) or suffer 2d4 subdual damage from the cold. A statue of a bearded, potbelly demon with tentacles for arms and a head that looks like a cross between a boar and an ape (Cryonax) clutches a stone bowl that burns with a cold blue flame. The idol’s eyes are inset with 2 gems; blue sapphires worth 5,000 gps each. As long as the blue flame burns, all turn attempts are -3.
The body of Hrothgar lies on a slab, his chest stuck with an arrow. If it is pulled out, the body crumbles to dust and the ghost of Hrothgar is destroyed. The corpse wears a horned helmet and chainmail +1, wears a pair of wrist bands that give +2 STR and has a +2 broadsword and a +2 cloak of protection.
The priest of the undead and his minions are usually here.
At “T” is a pile of treasure including 2000 gps, 4000 sps, a gold chalice studded with gems worth 1,500 gps, a +2 shortsword (+4 versus undead) that burns with a blue light and throbs in the user’s hand when undead are nearby.