Brian Murphy - Tomb of Song.pdf

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Tomb of Song by J. Brian “Trollsmyth” Murphy
Legend
S – Secret Door
X – Pit in floor
The tomb is carved out of the pink granite of a
small hill. The thinnest walls are 6” thick. The doors
are of adamantium.
All secret doors are made to be found, but are not
obvious about that. Apply whatever bonus seems ap-
propriate.
The walls exhale a pale lavender mist that limits sight
to 45'. All must save vs. poison after 12 hours of ex -
posure or sleeping any amount of time, or temporar -
ily lose 1 point of Wisdom. Wisdom is restored after
24 hours in fresh air.
Those who die in the tomb have a 25% chance of
having their souls claimed by Graz'zt, 100% if they
wear his mark (see rooms 8 and 9). Those claimed
cannot be restored to life without making a deal with
Graz'zt or the use of a
wish.
All areas past room 11 are warded against teleporta -
tion in or out, and ethereal travel.
Room Key
1 Foyer:
The mosaics of cavorting demons and their
lascivious prey have been defaced by previous in-
vaders who ripped out the precious stones and gems.
2 Pit:
The pit will open when the first character
reaches the NW end of the pit trap. The floor of the
pit is 12' below the door, and is spiked. Falling char-
acters must save vs. breath weapon or take an addi-
tional 1d10 damage from the spikes.
3 Tunnel:
Previous adventurers have dug a tunnel in an attempt to bypass some of the traps.
4a, b, and c:
Each of these rooms holds six skeletons that will animate when room b is entered. The skeletons will pursue anywhere inside the tomb.
5a and b:
When anyone enters the hallway between these two rooms, darts fire out of the leering and laughing granite masks carved into the walls. Each
character attacked by 6 mechanisms that “fight” as level 6 fighters for to-hit rolls. Those hit take normal dart damage and must save vs. poison. Failure
swells the tongue, making clear speech and spellcasting impossible until poison is neutralized.
6 Wights:
Three wights laid out on black marble tables. They will pursue, but will not leave the tomb.
7 Plundered Tombs:
Four stone sarcophagi lined up against either wall, all have been opened and plundered. A small pack of normal rats dwells in one, and
will attack if they are disturbed. In their lair are a dozen copper pieces and 3
arrows +1, +3 vs. undead.
8 Secret Room:
Walls painted with bacchanal images. On south wall is a tall woman with a voluptuous symbol in gold on her forehead. Some might recog-
nize the symbol as being associated with Graz’zt. Two giant, grey lamia bow to her.
9 Hidden Room:
Three bodies here. Scrawled in blood on the wall is, “Only those with the symbol on their brows may pass.” Below is the same voluptu-
ous symbol from 8, also in blood. Bodies have 76 gp, 18 sp, and 12 cp,
wand of detect magic
(3 charges), 2
potions of extra-healing
.
10 Scorch Marks:
When first character reaches 5’ from north end, a lightning bolt is fired to bounce back and forth across the room. Any not flat on the
floor hit by lightning bolt as if fired by a 6
th
level wizard.
11 Iron Lamia:
A pair of living iron statues shaped like lamia guard this room. They have the maximum number of HPs, get an extra bite attack every
round, and have 25% spell resistance. They will attack anyone who does not wear the mark from rooms 8 and 9 on their brows. Stairs at the south descend.
12 Lounge:
Room is filled with silk pillows and furs over plush carpet. Stairway blocked by wall of crystal with image of embracing nymph rising from it,
lips puckered for a kiss. Kissing nymph makes wall of crystal vanish but drains 1 point of Wisdom from kisser. Lavender mist very strong in this room, and
every turn all must save vs. poison or be affected as if by the
confusion
spell.
13 PC Flambé:
The floor is sunk nearly 1’ and the walls are lined with gaping gargoyle faces near the ceiling over mosaics of waltzing couples. Door has six
small levers in it, all in the up position. To open the door, they must be set to up, down, down, up, down, down. When the first lever is moved, expensive
brandy begins to fall from the gargoyle mouths. Two rounds later, when the heroes are over ankle-deep in brandy, a spark is tossed down, lighting it on fire,
while an adamantium portcullis drops to block stairs. All in the room take 2d6 damage per round, save vs. breath for half.
14 Song’s Tomb:
Large obsidian sarcophagus in the middle of the room holds Song and her two favorite lovers, all waiting for the tomb to send enough
souls to Graz’zt to complete their ritual for lichdom. Also in the room are 8k gp worth of rare furs, silks, perfumes, fine liquors, clothing, and jewelry. In a
chest trapped with a poison needle are Song’s and her lovers’ spellbooks. Among the jewelry is an emerald choker that has a 5% chance of turning the wear -
er into a lamia when put on, a pair of green opera gloves that cause those touched on the lips to save vs. poison or lose 2 HPs per hour until dead, and a
sword +3
that causes the wielder to go into a berserker rage if they fail a save vs. spells whenever they roll a 20 to-hit.
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