A long time ago, there was a man who lived in poverty. Destitute and dispossessed, he yearned for a better life but lacked the determination to work for it. Instead, his insatiable greed summoned the devil forth.
The devil offered the poor man an advantageous deal. He would live a life of luxury and would want for nothing, except honest love. In exchange, the devil would collect his soul at the time of his death. The poor man greedily accepted. He had riches, women, and the respect of others. Alas, as the devil promised, he found only the attention of those interested in his wealth and power. Slowly, it all felt vain and hollow. Decades later, in his old age, the greedy tycoon was alone, bored, and desperate for love.
The man had long ago forgotten the devilish deal he had made in his youth. When the devil came, the man tried to escape foolishly. He could not stop the devil from collecting his soul, but the devil was insulted by his cowardice. As revenge, the devil transformed the greedy man into his messenger, a devilish avatar charged with chastising the greed of other people and collecting debts owed to the devil.
Henceforth, the man was known as the Black Charro. A lone rider dressed in black finery and riding a large brown horse. People shun the roads at night in fear of encountering the black rider that punishes greed and discontent. A few also know where the Black Charro was interred. In life, the greedy man built a large, opulent mausoleum. His remains and those of others loyal to him are there, bound to eternal damnation.
Contract. The devil is known to offer magical contracts signed in blood. The terms of the document are final and cannot be prevented or changed after signing.
Avatar. The Black Charro is an avatar of the devil. The greedy man’s soul, tainted and empowered by the devil itself, has become but a shadow of its former self. No one knows how to restore an avatar to normal.
Charros. In the region, a charro is a horseman who wears a fine outfit of tight trousers with silver decorations, a ruffled shirt, a short jacket, and a sombrero. This finery implies an influential background and wealth.
Adventure Hook. Rumor has it that after the Black Charro’s death, his fortune was interred in his mausoleum. Even in death, he arranged for all his wealth to be stored there, such was his greed. The characters hear two things through rumors and hearsay: the alleged tales of the Black Charro’s treasure hoard and the suspicions that he has become the messenger of an evil entity.
Reaching the Tomb. The mausoleum is located in the graveyard of a medium-sized town named Chapala. The mausoleum dwarves all other funerary arrangements in the region. Inside the stone edifice, there is an effigy of the greedy man holding money bags. A descending stairway lies behind the man; this is the tomb’s entrance.
1. Chamber of Runes
Four stone runes lie on the floor of this room, each representing a promise of power with a steep cost. Each rune can be used once per day. A character that stands on any of them gains the benefit and drawback. It lasts for 1 day.
Runes. These are the runes’ effects: 1. +10 HP / -4 Intelligence, 2. 1 extra Spell Slot / -4 Strength, 3. Speed + 20 feet / -4 Charisma, 4. +4 damage / -4 Wisdom.
2. Tomb of Charros
The chamber contains the caskets of five charros who were close friends of the greedy man. As the Black Charro, they too were slaves to wealth and the promise of power, in life. If any of the tombs is pried open, five ravenous ghasts emerge from within and attack.
Treasure. Inside the main casket, there is a +1 Dagger, two Potions of Healing, and an Immovable Rod.
3. Hallway of Vases
This narrow hallway contains eighteen clay vases sealed with rope and wax. They contained fine wine but it has been so long that it has all turned to sour, worthless vinegar.
Hidden Passage. Behind the last vase, a switch that reveals a passage to area 8 (DC 14 Investigation).
4. Columbarium
This room contains six large pillars dotted with countless ash niches. The columbarium towers are adorned with fresh blossoms of cempasúchil flowers that grow magically in here.
Encounter. When a living creature reaches the center of the chamber, the dead emerge from the niches incorporeally. Four wraiths coalesce and attack the characters. Each of them resembles charros riding large steeds.
Treasure. If the characters spend 2 hours inspecting the countless niches, they find a variety of valuable trinkets like necklaces, bracelets, and rings with a total value of 740 GP. Offerings. The presence of wine here suggests the proximity of an Altar of the Dead. Tradition dictates that such altars are decorated with the food and drink that people used to enjoy during their lifetime.
Flowers. In local tales, the cempasúchil flower is spiritually connected with the realm of the dead. It is a bridge between worlds and an ingredient in healing and resuscitation magic.
5. Antechambers
These irregularly-shaped areas precede the Grand Tomb (area 8). Each of the antechambers contains an ornate casket and two plinths with large, porous skulls.
Caskets. The stone enclosures contain the desiccated remains of a musician charro. With the half-mummified remains of the person lies a rotten violin. The silver decorations of the musician’s garments are scattered across the bottom of the casket. They are worth 30 GP.
Skulls. The oversized craniums, under close inspection, are revealed to be made of powdered sugar. Each is also decorated with colorful beads and geometric lines.
6. Corridor of Death
This hallway leads to the vault (area 7); it features many traps to protect the Black Charro’s treasure hoard.
Crossbows (Reset 2 rounds). When a character steps on the fine tripwire (see map), the two crossbows shoot. The first target in its path: Ranged Attack Roll: +8, range 60 ft. Hit: 13 (2d8 + 4) Piercing damage. Alternatively, they can be destroyed (AC 11, HP 10).
Blades. The three blades swing southward at hip height. Careful movement and timing are required to evade them (DC 14 Dexterity save, roll once for the three). Failure: The target takes 2d6 Slashing damage.
Spiked Pits. Both pits in the corridor are 20 feet deep. Each character must roll a DC 14 Athletics check to cross. If the character has taken damage from any other trap this round, they roll with Disadvantage. Failure: The target falls and takes 14 (4d6) Piercing damage.
7. The Black Charro’s Vault
This chamber contains two small, ornate chests with gold inlays and bronze handles (worth 200 GP each). And a large stone coffer with a complex lock (DC 26 Thieves’ Tools).
The Challenge. If the characters come here before visiting area 8 and defeating the Black Charro, the devil’s avatar is insulted by the characters’ audacity to come pillage his hoard like common thieves. A spectral voice booms throughout the dungeon.
Lies! Deception! Cowardice! Such is the behavior I must contemplate in my own resting place. Such greed befalls you. I, for one, know what greed begets. Leave my wealth alone and come confront me face to face. The door is open to you now, lowly thieves…
If the main doors to area 8 are still closed, they blast wide open now.
Treasure. The room contains 12,500 GP in gold ingots. Four sets of charro attire finery (300 GP each). And a case with a Ring of Evasion.
Hidden Passage. Beside the large coffer, there is a switch that reveals a hidden passage to area 8 when used.
The Key. The Black Charro carries a bronze key that opens this chest. The Black Charro shall not part with it willingly. The key must be taken by force in area 8.
Ingots. Each gold slab is stamped with the devil’s sigil. Common sense dictates that this wealth is cursed. Alas, detection spells reveal nothing wrong. Are the characters brave enough to use/spend this treasure?
8. The Grand Tomb
The doors to this chamber feature a high-quality lock (DC 20 Thieves’ Tools). They can be forcefully opened too (DC 18 Athletics check). Alternatively, characters with shovels or pickaxes can destroy them in 1 hour.
Six ornate caskets are in this room. The greedy man and those close to him are interred here, bound by darkness and shared suffering. On the far end of the grandiose chamber, there are three Altars of the Dead.
The Devil’s Avatar. The Black Charro gallantly approaches the characters and formally challenges them. The caskets open and release five ghouls that fight by the charro’s side. They all fight until destroyed.
The Effigy. In the Black Charro’s casket, there is a cloth doll with three pins piercing its heart. If the pins are removed, the Black Charro’s soul is released. Otherwise, it reforms in the tomb after 1 year. A Devil’s Contract is there too; it specifies that whoever removes the pins shall become the next Black Charro upon death.
Altars of the Dead. The three altars are a testament to local tradition to honor the dead. A Detect Magic spell reveals an aura that conserves the food placed on the altars. These offerings have been here for centuries.
Random Events (1d8)
| 1 | A charro spirit with Friendly Attitude appears. He claims to be an old acquaintance of the Black Charro. He begs the characters to leave the dungeon for their safety. |
| 2 | A Level-2 Paladin and a Level-1 Bard enter the mausoleum seeking to destroy the Black Charro. When they see the characters inside, they have an Indifferent Attitude. |
| 3 | Four ghouls approach the characters to ambush them (DC 16 Perception). They wear tattered charro attire. |
| 4 | A random character steps on a pressure plate and triggers a trap (DC 17 Dexterity save). A spear thrusts upward from an orifice below and deals 4d8 damage. |
| 5 | The character who has outwardly shown the most greed in the last 90 days is targeted by the Black Charro’s Sweet Promise ability. On a failed save, the character becomes aggressive and attacks his companions. |
| 6 | A random character steps on a pitfall trap. DC 18 Dexterity save. Failure: They fall 60 feet and take 21 (6d6) Bludgeoning damage. The shaft’s walls are soft and polished. Without ropes or climbing gear, it takes a DC 20 Athletics to climb out. A failure by 10 or more means they fall again while climbing but take half damage. |
| 7 | A vivid vision appears before the characters. In this magical imagery, the characters see the devil offering untold riches to a destitute man. Then, they see the devil taking the man’s soul in his old age. The man becomes a devilish being that haunts the roads, the Black Charro. |
| 8 | A ghost approaches the characters. He claims to have been a friend of the Black Charro but now resents him. He wants his remains in area 8 moved to another part of the graveyard to be free. If refused, the ghost attacks. |
The Black Charro
Medium Undead, Neutral Evil
Armor Class 17 Initiative +4 (14)
HP 147 (14d10 + 70)
Speed 30 ft.
| MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
| Str | 23 | +6 | +6 | Dex | 10 | +0 | +0 | Con | 21 | +5 | +5 |
| Int | 12 | +1 | +1 | Wis | 14 | +2 | +2 | Cha | 13 | +1 | +1 |
Resistances Fire, Necrotic
Immunities Necrotic; Charmed, Frightened, Paralyzed
Senses Passive Perception 14
Languages Common
CR 10 (XP 5,000; PB +4)
Traits
Magic Resistance. The Black Charro has Advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the Black Charro has Disadvantage on ability checks and attack rolls.
Actions
Multiattack. The Black Charro makes two Longsword attacks.
Longsword. Melee Attack Roll: +10, reach 5 ft. Hit: 19 (2d12 + 6) Slashing damage, plus 7 (2d6) Necrotic damage.
Bonus Actions
Musicians from Hell. The Black Charro summons a shadow to fight. It vaguely resembles a violinist wearing charro attire.
This awesome cartography piece was featured in a Day-of-the-Dead themed adventure! On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps.



