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.
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 (40×40). 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.