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Mask Adventure 10f: The Tomb
Map for Teng Tomb
The party is past the drow outpost and searching
for the tomb. If they are being accompanied by the dark elves then
the trip will take about 7 hours walking. If the party has destroyed
the outpost, found Durgaan's maps, and notes then they will have
to search the tunnels for 2 days before they discover a way marker
that matches a symbol on their original map. If the party has paid
the drow a brine and refused any help then they must wander the
under dark for 5 days before coming across the way markers by blind
luck.
Note: If the party is traveling with the dark elves they
find all of them but Sheltan
to be surly and untrusting traveling companions. They speak only
in their own tongue and whisper even then. They prepare their own
food and offer none to the party. Sheltan on the other hand will
seem quite friendly if a little aggressive, she will be trying to
pump the party for information about what to expect, what treasure
might be found, and what their actual mission is.
The Tomb:
1. The Entrance: This path is actually a small side tunnel
that leads to the tombs entrance. Along the walls are way markers
that invoke symbols of evil, danger, and harmful magic. All these
symbols are of very old styles, there are many more the players
do not recognize since these languages have died out over the centuries.
2. The Door: This is not a door but a plug. Someone sealed
the tunnel with no intention of opening it back up. It will take
magic, such as stone shape or dig spells, or 30 man-hours to dig
out the stone that seals the entrance. When it is finally opened
a warding spell on the other side will be triggered and a huge earth
elemental (HP: 174) MM 82 3E will be summoned. The
elemental will attempt to destroy all that are present and reseal
the tunnel. It will then wait just inside the entranceway.
Note: The elemental will pursue targets but only till they
leave his range of detection/sight.
3. First Hallway: Once the elemental is dealt with the players
can explore the tomb further. Ahead they see a hallway of worked
stone. On both the right and left walls are faded paintings that
tell of the history of a race of lizard men like beings who were
powerful workers of magic. Any one bonded with a mask of power will
more or less hear something in their mind say the word "Teng".
They will realize that the name is the name of a lizard race and
that they may have had something to do with creating the masks.
The hallway goes for 25' before reaching area 4.
4. First Set of Alcoves: When the party reaches this spot
they will notice a pair of alcoves on both the right and left. These
alcoves are occupied by a pair of statues that resemble the lizard
beings seen in the paintings. These statues are completely normal,
for now. No magic can be detected from them. The statues resemble
a naked lizard like being that appears to have scales, a ridged
back, and 6 fingers (an extra thumb it would seem). The heads of
the statue resemble those of meat eating dinosaurs such as raptors.
The statues are not alive and if damaged, they stay damaged. They
are part of a large trap that will take place later.
5. Second Hallway: Beyond the alcoves is another hallway
similar to the first. However there are two differences here. There
is a pressure plates in the along the hallway. This plate are 15'
by 10' and sinks 6" when stepped on. It triggers spring loaded
darts to fire from both the walls and the ceiling. Fortunately for
the players quite a few of the springs have failed even though they
were preserved by magic. Of the 60 darts that are supposed to fire
only 10+1d10 actually do. The darts have +10 to attack (THACO 10)
and do 1d6 damage each. Most parties will suffer surprise penalties
and the darts are targeted randomly amongst anyone in the corridor
section (spot DC 20, disarm DC 20). The trap can fire again if the
pressure plate is stepped on again.
The paintings on the left and right walls here
show one Teng rising to dominate all of his kind. The name Xoth
springs unbidden into the mind of mask bearers along with a strange
eagerness. The paintings go on to show a conspiracy of Teng wizards
that destroy Xoth but are also in the process destroyed.
6. Second Sets of Alcoves: These alcoves appear similar
to the first set with 2 lizard-like statues. The only difference
is that these statues seem to represent females of the race. This
set of statues is the source of a powerful magical trap. As soon
as anyone passes through the area between them a small red bead
drops from the mouth of the left statue and then explodes as a 7d6
fireball (DC 17). One round later the right hand statue also
drops a bead that explodes. One round after this 2 elemental spirits
are summoned to inhabit the statues back in the first alcove. The
statues then move out to attack anyone in the tomb, likely from
behind. One more round will pass and then the female set of statues
will be inhabited and they will also attack the party. The Tomb
Guardians will cut down any party members or dark elves indiscriminately.
Any statues that were completely destroyed will be unable to attack.
7. Third Hallway: After the statues are destroyed with the
party may proceed. Beyond the alcoves is a featureless hallway leading
to a stone door. There is a secret door on the left side the (DC
25 search). Pushing a loose block near the bottom of the wall triggers
it. The door is featureless and is trapped with an arcane fire
trap (1d4 +7 DC 17 REF for half damage, DC 29 search and disable).
It is also a lame attempt to throw them off guard from the real
trap beyond.
Note: That detect magic will detect this trap easily
as well as the floor trap beyond.
8. The false Tomb: Beyond the doorway the party can see
a large room (40x40). In the back portion can be seen a 6' high
sarcophagus on a 2' high platform of black stone. On both walls
perpendicular to the sarcophagus there is a worn fresco of two Teng
lizard warriors. On the far wall past the sarcophagus is a painting
showing some kind of Teng spirit watching all present. On the floor
just inside the door is a spell trap. Once anything crossed the
threshold it is triggered and a lightning bolt (7d6, DC 29)
will streak through the doorway and down the corridor. Once past
this trap the party is free to explore the chamber. It contains
nothing else. The painting on the far wall seems oddly disturbing
but only abjuration magic can be detected from it. The painting
is actually a spectre MM 169 3E (HP: 52) trapped in a modified Imprisonment
spell. It is impervious to harm in this form until released.
The sarcophagus and platform radiate no magic.
The sarcophagus is actually locked (DC 20) and will take strength
check (DC 25) to move it. Inside is a skeleton covered in jewelry
and half buried in gold pieces. Magic radiates from ALL of it. As
soon as the jewelry or gold is touched the spectre is freed and
will attack any intruders within the chamber. At the same time the
skeleton animates MM 165 3E (HP: 6) as a simple medium skeleton
though he has the magical jewelry to help him. But it is most likely
to panic PCs and attacks. While this is going on, one round later
2 wraiths MM 185 3E (HP: 38) form out from the frescos and also
attack. When these creatures have been dealt with then the treasure
from the skeleton and in the coffin can be examined. There is 3,000
gold pieces in the coffin and the skeleton is wearing several pieces
of jewelry some of which is magic.
Treasure: A ring with a gold band and engraved platinum symbols
inscribed (a +2 ring of protection). A large silver ring with a
mounted turquoise stone, non-magical but worth 250 gp. A double
looped gold necklace chain with small ruby chips set in alternating
pieces (Necklace of Strangulation). A simple crown made of silver
with whorls etched upon its surface (Helm of comprehending Languages
and Reading Magic, 6 charges lasting 1 hour each charge, "Kackcha"
command word to activate). A golden full-face mask with the features
of a snarling beast drawn upon its surface. Large red garnets are
set in the mask as eyes. The magical from the mask radiates very
strongly. When worn the mask provides the wearer with dark sight
120' and the ability not to breathe. The wearer will also notice
a command word inscribed upon the inside, only visible to the one
who is wearing the mask. If the wearer says the command word while
wearing the mask the wearer's soul is drawn into the mask, leaving
the body a lifeless corpse. It is possible to save someone who has
fallen victim to the mask. Simply place the mask back on the body
and cast a dispel magic. The soul will return to the body with no
problems. The PCs won't know this without some research or spells.
9. The Real Tomb: Once they have opened the secret door
a short passage will be seen heading west. The passage goes 20'
before opening up into a room. The room is circular but approximately
25' by 25', it is featureless except for a 10' long and 5' high
simple stone coffin. If the players approach the coffin the occupant
will sense there approach and throw off the lid. The lid will go
flying off and a 10' high creature resembling the Teng statues will
stand before the party. This is Ssslhack,
the Teng lich. Ssslhack is obviously undead, naked, and wearing
a pale yellow mask surrounded by feathers and bearing the features
of some kind of bird. This is the real The
Mask of Alteration. The creature will not say a word but will
attack to the best of its ability. It will not follow those who
flee the chamber but will wait to see if they return and cast defensive
spells in the meantime. Once the creature is defeated the mask can
be claimed from its moldering corpse. No other wealth is within
the room.
If the drow have accompanied the party Sheltan
(or a surviving officer) will decide to attack once the entire complex
SEEMS to have been explored. If the dark elves merely followed the
party the ambush group will be waiting outside the tomb. They will
not venture inside till 8 hours have passed then they will slowly
send in invisible scouts to find out where the party might be hiding/laying
dead.
continue...
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