Today was one of those days where reaching back into the stacks & archives looking across the early Dragon magazines especially issue The Dragon Magazine, Issue 9 Single Issue Magazine - January 1, 1977.
And the reason for this quick run through is 'Tombs & Crypts' by James M. Ward; " The mystery, challenge and pleasure of any wargamer in discovering and opening a tomb of some unknown being is well known to those that have done it. The creation of these tombs can be a very drawn out, head scratching process for the judge"
Originally, crypts were typically found below the main apse of a church, such as at the Abbey of Saint-Germain en Auxerre, but were later located beneath chancel, naves and transepts as well. Occasionally churches were raised high to accommodate a crypt at the ground level, such as St Michael's Church in Hildesheim, Germany."
- These adventure locations can be played in a few sesssions
- There are logical reasons for treasures & artifacts connected with the dead
- Monster guardians can easily be connected with modern or ancient religions allowing the PC's to get themselves in scads of trouble.
- Cults & religions are going to mantain these tombs & crypts allowing many NPC's to be on the PC's trail.
- Tombs & crypts could pop up just about anywhere from country grave yards to full on urban cityscapes.
- Tombs & crypts are the bread & butter of grave robbers. And they present a new opportunity for PC's.
So there are all kinds of places of burial that can be used by the dungeon master to screw with their player's minds.
Even primitive tombs can be the remains of far more then the players bargained for as ancient sorceries & magicks remain able to create all manner of havoc on the PC's. And if we look back into 'Tombs & Crypts' by James M. Ward then the DM can present all manner of randomly generated tombs & crypts in ancient grave yards, or even mantained graveyards where the tomb of a rich wizard presents a very tempting target for PC's on the look out for loot.