2D6 Dungeon – Halloween Expansion – The Crypt of the Undead Knights
The Crypt of the Undead Knights expansion is based in the same fantasy world, Coradine, as the rest of the 2D6 Dungeon. This time though, rather than playing an adventurer, you play the town constable. Sequence of Events: Halvor stands before you in the entrance to your cottage. It’s night-time and he has made his way directly to you from Northhold Graveyard. He’s out of breath. “I came straight here!” he explains, “there’s something strange going on at the graveyard.” He goes on to relate some mysterious happenings. Only an hour beforehand, the old gravedigger Halvor had been digging a grave at the back boundary of Northhold Graveyard. He noticed some activity further around the perimeter near the mound with the yew tree growing on it. He strode up to it, the oldest part of the graveyard, to confront whoever was disturbing the hallowed ground and found that someone had revealed the entrance to a crypt that had been long forgotten. The symbol on the lintel showed four swords in the shape of a square. Halvor recognised it immediately as representing the Stronghold Knights, a sect of armoured warriors, founded centuries before. As a group they fought to protect their lands from invaders but after the Upland Accords were signed, a peace treaty that joined the overland peoples as one, they struggled to find a cause as their homeland forts became ruins and the people saw them as unnecessary. Then they seemingly disappeared into the mists of time. “There was some chanting inside. It seemed very odd, so I came straight here, it being All Deaths’ Eve and all.” It does look like something you’re going to have to investigate. In this expansion of 2D6 Dungeon you play a constable rather than an adventurer. You may be following on from exploring the Haunted House, Creatures of the Corn and The Beast of Pencarrow Moor during previous All Deaths’ Eves, in which case you will already have a constable character sheet you can use to continue their adventure. The constable never goes down into dungeons or lairs. They work on the surface and are often called in to help deal with problems in the region.
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