Security Engineer, Amateur Triathlete, Aspiring Rancher, Big Pizza Guy
Compendium
Quick notes for the creatures, hazards, and special encounter references the GM needs to run the crypt. Published rules stay linked to Archives of Nethys; custom references can be opened inline or on their dedicated pages.
Published hazards
Entombed Spirit
Location: A2, cracked sarcophagus
Trigger: A creature touches the coffin or its contents
Detection: The scratching spirit is concealed within the damaged tomb
GM note: The casket cover is AC 15, Hardness 5, and requires DC 18 Athletics to move. The blue crystal is inside.
Stealth +12 (expert) to notice the scorched sightlines, vibrating funerary chains, and hairline cracks radiating from the casket.
Disable The pulse can’t be disabled independently. Rendering all three Retainers inert simultaneously opens the casket; destroying the emerging Runelord ends the hazard.
Warning Pulse R
Trigger A creature touches or attempts to open the casket. A harmless pulse demonstrates that solid columns completely block its line of effect. Three Retainers awaken and the hazard rolls initiative.
Barrow Pulse 1
Every creature with line of effect attempts a DC 21 Fortitude save. Solid columns block it; lesser cover and creatures do not.
Critical Success
Unaffected.
Success
Half of 4d6 force damage; pushed 5 feet.
Failure
4d6 force damage; pushed 10 feet and prone.
Critical Failure
Double damage; pushed 15 feet and prone.
Linked Retainers. An exposed inert Retainer regains 10 HP, reactivates, and is pushed 5 feet. A solid column prevents this. When all three are inert simultaneously, the Runelord emerges and becomes the pulse origin.
Reset After 24 undisturbed hours while the Runelord survives, the casket reseals and the Retainers reset at full HP.
AC 17; Fort +8, Ref +9, Will +7 · HP 35 · Speed 25 feet
Stone Arm 1
+12 (agile, unarmed), Damage 2d4+4 bludgeoning plus Grab.
Funerary Implements
DC 16 Thievery removes either the crushing hand or chain launcher. The hand Strikes at +12 for 2d6+4 plus Grab. The chain launches at +9 for 1d4+4 piercing at 30 feet, then Pull tests Athletics against Fortitude DC to drag the target adjacent.
Disable Runic Heart 2
DC 17 Thievery makes the Retainer inert; on a critical failure, the creature is off-guard to it until the end of its next turn.
Inert, Not Destroyed. At 0 HP the Retainer becomes inert. Barrow Pulse restores 10 HP to an exposed inert Retainer. Three simultaneously inert Retainers break the casket seals.