Level 2 8: Secret Passage Lies Directly Below 7: False Temple Neat
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Level 2 Inside the pool are 2 Mummy Fragments (HD 2; AC 8: Secret Passage 7; MV 30’; Int 0; #atk 1; claw 1d4; Special – mindless, Lies directly below 7: False Temple mummy rot, strangle, undead; morale 12; XP 29) Neat stonework, with gaps caused by water that will jump out to attack anyone who comes near Smells strongly of mildew, slime, wet stone the pit. A fragment that hits tightens its grip around Puddles of water on floor the target’s throat, automatically dealing 1d6 Widens to become 9: Statue Hall. damage per round. A missed attack against a 30'x10'x6' high strangler has a 50% chance to strike the victim instead. Anyone struck will also contract weakened 9: Statue Hall mummy rot: They are immune to magical healing for A long, wide corridor 24 hours. Smells of mildew, wet stone. Small trickle of water going east Lessons: there are hidden monsters. Some monsters Six huge statues of heavily armed and armored also carry diseases. It is very hard to hit a monster beast-men loom over the hall. One of the statues clinging to your friend's throat. (wolf-man) is slightly out of alignment: It can be moved to reveal 10: Secret Guardroom. If the party dredges or searches the pool they will End of hall is in darkness find Light from the surface can't penetrate this far down; • a mummified head that resembles a fish or lizard. from this point, the PCs must rely on other light Has a 10% chance every hour to animate for 1d4 sources. rounds. Roll 1d4 to determine actions: 1 – scream 70'x20'x15' high incoherently; 2 – murmur incomprehensibly, 3 – chant or pray in unknown language, 4 – give party Lesson: the party should have learned in 7: helpful hint about current area. False Temple that secret passages are sometimes • a heavy gold with engravings of an unknown script hidden behind statues. chain worth 350gp. Lawful clerics feel uncomfortable looking at it. 10: Secret Guardroom • a magic silver ring with an eye motif. While At the end of a 30'x10' hallway wearing it, one of the user's eyes pops out and Smells of rotting rags, rotting wood becomes hard as glass. The eye can still see Empty and dark except for the wall: Two hooked normally. polearms (1d10 damage, 15 lbs. each) that are still • a dagger seemingly made of solid gold which usable, along with a silver icon (worth 50gp) detects as a Chaotic. It is a dagger +1 and grants its depicting a octupus-headed winged thing fighting a possessor a +1 bonus on all saving throws. horned snake. Additionally, the dagger may grant up to 4 wishes, but only if the user ritualistically slays a helpless Lesson: secret rooms contain more treasure. sapient. The other powers remain even if all wishes are used. 11: Tomb Atrium The hallway opens up into a large, octagonal Lessons: looks for treasure at the bottom of pits and chamber, ringed with beast-men statues. pools. Magic items can both solve and cause Smells of licorice and decay problems. Deep pool of dark, oily water that smells like licorice in center (20x'20, 10' deep) 12: Trapped Tomb Some statues carry weapons, others carry Stone door, lightning trap at entrance: An electrum implements of torture or agriculture. pressure plate that triggers a lightning bolt spell, The doors to rooms 12-16 are made of a heavy aimed straight down the hallway. It deals 4d6 stone, but can be levered easily. Room 15 has an damage, Save vs. Spells for half, and only activates unlocked wooden door. Room 18 has a stone door, once. The electrum plate is worth 100gp. but it is much more ornately carved than the others 3 stone sarcophagi: One empty, one with a with scenes of war, agriculture, and torture. misshapen skeleton within, and one ram-headed 60'x60'x15' high skeleton in moldering robs. The ram-headed skeleton clutches scrolls in one claw; among the useless papers is a scroll of cause fear (the reverse of remove fear). 20'x20'x10' high Lessons: sometimes floors are trapped. Traps are often deadly. Treat unknown rooms with caution. 13: Collapsed Tomb Stone door, passage completely full of rubble: the blocks of the ceiling have caved in. Can hear thumping on the other side of the rubble Smells of bone dust Within is Hulking Wolf-Man Skeleton (HD 3; AC 7; MV 60’; Int 0; #atk 1; battle axe 1d8; Special – mindless, undead; morale 12; XP 65). It will strike the moment he sees the head of a living creature. It is decked in gold ornament with tentacle motifs worth 100gp and its axe bears inscriptions in an unknown tongue. 20'x20'x10' Lessons: listen at doors. You can hear some monsters before you see them. Some rooms are best left alone. 15: Scroll Room Smells of rotting wood, clouds of dust Scrolls littered everywhere Contains three disintegrating beds, some rotten shelves, and a silver and emerald idol of a horned snake worth 200gp. Scrolls are written in a forgotten language. 20'x20'x10' high Lessons: valuables take unconventional forms. The scrolls might be valuable if translated or sold to the credulous. 16: Unfinished Tomb This room is empty and its murals half-carved Rusted stoneworking tools lie on the floor 20'x10'x8' high Lessons: some rooms are empty. It might make a nice bolthole in an emergency or a place to stash supplies. .