Dungeons & Dragons is the world’s most famous tabletop role-playing game. There are elves and dice and dungeon masters who wear capes. I’m embarrassed for even playing this.
Disclaimer: I’m learning as I go. There is a 100% chance that I’ll fuck up, not take something seriously enough, and piss you off to no end. Get over it.
Welcome to Dungeons & Dragons – The Death Knight’s Squire! Last time our hero, Milhouse the Scholar, explored a cave and found nothing but bones and 10gp worth of jewelry. It was a complete waste of time. He found no clues related to either of his two quests and I’m beginning to think this adventure is all a farce!
Stealth check, of course (DC 10). 9 + 3 = 12. Success.
Immediately upon going north from the clearing where he rested, Milhouse is again blocked by the stream. “I just dried off from last time!” he bitches and moans, but all the same he holds his pouch over his head and fords the river. He reaches a crossroads where he can either keep going straight or turn left. Not one to miss a turn, Milhouse turns left!
And good thing he had turned left, because Milhouse encounters something very interesting. “A graveyard!” he yells. Always with the yelling, this guy. “Maybe I can find some more good information about the Death Knight here!”
-Stealth check? Of course! DC 14. 9 + 3 = 12. No good.
-Checking for traps? Of course! DC 15. 18 + 0 = 18. Good!

Spooooky graveyard! Heh heh! Booooooooo!
Milhouse carefully moves up and down the graves looking for clues. The ground in front of one of the gravestones looks freshly dug. “Yeesh,” Milhouse says. Nothing seems to be of note in the actual graveyard, so Milhouse takes a deep breath and heads toward the crypt. And it’s too bad that his stealthiness isn’t stealthy enough this time, because Milhouse starts to feel the ground rumble under his feet! Someone — or something — has noticed his presence here near the Crypt of the Damned, which isn’t what it’s really called but you gotta spice things up once in a while!
-I am prompted to roll a d100. I roll a 41. Hopefully this doesn’t mean Milhouse explodes into a pile of goo, because that would be problematic for my little campaign here.
The rumbles in the ground continue. Milhouse tiptoes toward the entrance to the crypt, making sure that he doesn’t make any sudden movements that could cause zombies to erupt out of the graves and feast upon his tender brains. Milhouse primes himself for any surprises as he walks within 100ft of the ornately-carved crypt entrance. He peers inside, noticing that the crypt seems to extend downward into the earth. Eep!
There is a coat of arms above the entrance with a small plaque below that reads “Together for all eternity, abiding peacefully in the Rays of Amaunator, the Family of-” and then it cuts off. Family of whom? Riker? Seinfeld? Jingle-Heimer-Schmidt? The marble of the plaque has been chipped away to the point that the name is unreadable. “Damn…” says Milhouse. “Well, the stone doors of the crypt appear to be slightly open. Good of a time as any to start poking around…”
-Milhouse checks for traps. Perception roll DC 12. 16 + 0 = 16 = Success = Not failure = I win.
Surprisingly, there appear to be no traps at the crypt’s entrance. Not even a bucket of water perched on the top of the door! That would have been funny, though. The handle of the stone door swings very smoothly out, as if brand new. He moves inside the door to the cool, stony silence of the creepy crawly crypt. The rock walls are smooth as glass. The passage extends ahead.
-Milhouse enters at Sub-Map 3. With stealth, of course, heh heh. DC 10. 11 + 3 = 14. Check. Are there traps? Nope!
Milhouse enters the mausoleum and sees four crypts, one in each corner of the chamber. This room certainly smells of death, and not the good kind of death. The bad kind of death. You know, the kind that smells like death. The crypts themselves look like they’re in a great shape! Great handcraftsmanship! Musty, though, but hey, can’t complain too much, right? The smell of lacquer also hangs in the air, signifying the family’s wealth. Whoever these people were, they weren’t short on gp. KnowwhatI’msayin’?
Milhouse is bold. He checked for traps and found nothing. Maybe there’s treasure in these coffins? Normally he has his scruples, but treasure is treasure. He lifts the lid of one of the coffins…
…but it’s nailed shut. Harumph! I guess there will be no pillaging today. Milhouse continues into the next area of the crypt, being sure to continue moving with stealth as to not draw unwanted attention from anything, alive or dead, that might assail our young, intrepid elf.

RIP
-Yeah yeah yeah, stealth check. Not that it matters. DC 13. 11 + 3 = 14. Stealth away, young lad.
-Trap check. Perception roll DC 14. 11 + 0 = 11. Oh well.
Milhouse’s hasty investigation yields no major traps. Surefooted, he presses forward around the bend and *click*. The unmistakable sound of tripping a trap. Uh oh…
-Dexterity Saving Throw? Dexterity is my specialty! DC 15. 11 + 3 = 13! D’oh.
Two scythes come swinging down. Our nimble crusader doesn’t dodge one of them in time.
-1d6 of slashing damage = 6. Fuck. HP is down to 6.
Milhouse picks himself up, dusts himself off, licks his wounds literally, coughs at the taste of blood, and keeps on moving toward the large circular room ahead. Upon entering, the first thing Milhouse notices is that it smells quite fresh. Not musty like the corridors or the crypt room. Maybe someone is hanging one of those pine-scented air fresheners somewhere? Milhouse looks around but doesn’t see one. Perhaps it’s incense? That would make more sense, considering this represents medieval times and everything.
On the east end of the room is an altar with a pile of rubble surrounding it. The altar is empty, and the pile of rubble appears to be pieces of some sort of stone idol. Hmm. Suddenly, Milhouse hears the sound of whimpering. Groaning. Moaning. Pleading. From a child, if he’s not mistaken? Darek Brewmont? There’s also a raspy voice. Milhouse follows the sounds through the next corridor.
-Keep it stealthy. DC 10. 8 + 3 = 11.
Milhouse very quietly moves around the corner. The corridor opens up to a well-lit chamber. The raspy voice is louder now, growls “Look at me, cur! Look at me!” Milhouse creeps up and is horrified by what he sees: a gruesome warrior seated upon a large throne! He was at least seven feet tall if he was an inch, clad in rusty armor except for his face and parts of his sexy midriff, and holds a giant sword in his hand. A sniveling teenage boy grovels at his feet.
This can only mean one thing… that he’s missing the Dallas Stars vs. Tampa Bay Buccaneers game!
Also, that this must be the Death Knight with Darek Brewmont.
Shit’s about to go down, son!
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