- [For 1st to 3rd level characters.]
Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.
BACKGROUND
Legends of the dark-hearted sorcerer Tobal abound in the local towns, despite the fact that he has been dead for centuries. His evil exploits are the topic of many late night fireside stories, and to this day the local townspeople often paint a red eye above their doors to ward off Tobals evil spirit.
Dark forces stir along a stretch of road near Tobals tomb. A local farmer was found dead along the road, his mouth locked open in an immortal cry of terror. The locals whisper that the tomb of Tobal has been opened, and an ancient evil seeps from its dark recesses.
TO THE TOMB
Reports have reached the Cassandra Corporation that the Tomb of Tobal has been opened and an ancient evil from the days of the Brass Gods has awakened. The Corp has offered 300 gp to each Undernaut if they are able to successfully re-seal the tomb. An additional 300 gp has been offered if the Undernauts are able to capture and deliver Tobal to the Corp for further examination and study: dead or alive.
The locals can give clear directions to the tomb. It lies just 10 miles to the northwest of the village, across sparsely wooded grassland. The Dungeon Master should only check once for wandering monsters, and then only if the PCs travel at night. The awakened evil of Tobals tomb has attracted monsters that do not normally dwell so close to the community. An encounter occurs on a roll of 1 on 1d6. Consult the table below.
INTO TOBALS TOMB
The entrance to the tomb lies on the ground at the top of a hill. The hill is like the surrounding land, grassland, but is topped with twisted, stunted trees. The entrance is a 3' square opening with a stone staircase leading into the ground. A cool wind can be felt rising from the opening, accompanied by a damp musty smell.
7. EVIL CLERIC: The door to this room is locked. An evil cleric has taken up residence here. A small altar lies on a table on the east wall, adorned with black candles and a small statue in the form of an elephant-headed demonic being. The cleric is accompanied by 2 Uhrian Horseriders wielding swords. The Uhrians will attack the PCs while the evil cleric waits in the background. If confronted, the evil cleric will attack with a mace, or may cast cause light wounds. He will try to flee if the Uhrians are killed.
8. SARCOPHAGUS ROOM 2: The door to this room is locked. Two tall 15 foot by 5 foot brass sarcophagi cluster in the centre of the room. The sarcophagi appear to be seamless with the only apparent feature being two shallow impressions in the shape of a large humanoid hand with extraordinarily long fingers. A humming noise can be heard by any who press an ear to either of the sarcophagi. Each sarcophagus is filled with a silver slime and contains an ancient (un-animated) large brass skeleton. One of the sarcophagi contains a scroll of :Summoning & Binding a Lesser Brass Herald.
Summoning & Binding a Lesser Brass Herald
Magic-User Level 2
Duration: Special
Range: 10’
Lesser Brass Heralds are summoned and bound by casting this spell formula as part of a ritual. Ritual materials fluctuate in cost at 1d4 x 100 gp. Only one Lesser Brass Herald can be bound into service for each five levels of the Mage. Once per day, the Lesser Brass Herald can be called upon to act as an unseen servant (AEC p. 81). Once a week, it can also produce the effect of an extra first-level spell (this spell must be specified before the session begins).
Legends of the dark-hearted sorcerer Tobal abound in the local towns, despite the fact that he has been dead for centuries. His evil exploits are the topic of many late night fireside stories, and to this day the local townspeople often paint a red eye above their doors to ward off Tobals evil spirit.
Dark forces stir along a stretch of road near Tobals tomb. A local farmer was found dead along the road, his mouth locked open in an immortal cry of terror. The locals whisper that the tomb of Tobal has been opened, and an ancient evil seeps from its dark recesses.
TO THE TOMB
Reports have reached the Cassandra Corporation that the Tomb of Tobal has been opened and an ancient evil from the days of the Brass Gods has awakened. The Corp has offered 300 gp to each Undernaut if they are able to successfully re-seal the tomb. An additional 300 gp has been offered if the Undernauts are able to capture and deliver Tobal to the Corp for further examination and study: dead or alive.
The locals can give clear directions to the tomb. It lies just 10 miles to the northwest of the village, across sparsely wooded grassland. The Dungeon Master should only check once for wandering monsters, and then only if the PCs travel at night. The awakened evil of Tobals tomb has attracted monsters that do not normally dwell so close to the community. An encounter occurs on a roll of 1 on 1d6. Consult the table below.
Roll d100 Monster Encountered
01-20 Giant Rats (2d4)
21-30 Giant Centipedes (1d6)
31-50 Urhian Horse Riders (1d4+1)
51-80 Herd Animals (cattle, 2d6)
81-90 Giant Crab Spider (1d2)
91-100 Wolf, Ordinary (1d6)
INTO TOBALS TOMB
The entrance to the tomb lies on the ground at the top of a hill. The hill is like the surrounding land, grassland, but is topped with twisted, stunted trees. The entrance is a 3' square opening with a stone staircase leading into the ground. A cool wind can be felt rising from the opening, accompanied by a damp musty smell.
Unless otherwise noted, all ceilings are approximately 15' high. The map scale for the tomb is 1 square = 10'.
LABYRINTH DESCRIPTION
1. STAIRS: The stairs descend 50 feet at an angle of 45' toward the west.
2. ENTRY: The walls of this round room are blackened with soot from the countless unlit and partially burned candles on the floor against the walls. If closely investigated, the candles are not covered in dust, and seem to be a recent addition to the room. The brass inlaid door on the west wall is locked.
3. SCYTHING BLADE TRAP: When the PCs enter this area, three large scythes swing down from the ceiling. All characters within the trapped area must save versus petrify or suffer 1d8 hp damage.
4. ROOM: The north and south doors of this area are both locked. The room is full of brass inlaid debris, and is unexceptional save for the secret door on the southeast wall.
5. SECRET ROOM: Freezing cold locker with 60 human, and Vermis Halfling carcasses hanging from hooks. Crude Xs have been carved where the eyes were and their tongues arranged to hang out of their mouths. A small iron box lies on a wooden table on the north wall. It contains 500 sp and 20 gp.
1. STAIRS: The stairs descend 50 feet at an angle of 45' toward the west.
2. ENTRY: The walls of this round room are blackened with soot from the countless unlit and partially burned candles on the floor against the walls. If closely investigated, the candles are not covered in dust, and seem to be a recent addition to the room. The brass inlaid door on the west wall is locked.
3. SCYTHING BLADE TRAP: When the PCs enter this area, three large scythes swing down from the ceiling. All characters within the trapped area must save versus petrify or suffer 1d8 hp damage.
4. ROOM: The north and south doors of this area are both locked. The room is full of brass inlaid debris, and is unexceptional save for the secret door on the southeast wall.
5. SECRET ROOM: Freezing cold locker with 60 human, and Vermis Halfling carcasses hanging from hooks. Crude Xs have been carved where the eyes were and their tongues arranged to hang out of their mouths. A small iron box lies on a wooden table on the north wall. It contains 500 sp and 20 gp.
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6. SARCOPHAGUS ROOM 1: A short, musty hallway leads to a room lined with open, broken stone brass sarcophagi. The room contains 6 Brass skeletons covered in a silver slime that will rise from their broken sarcophagi as soon as the PCs enter the room.
6. SARCOPHAGUS ROOM 1: A short, musty hallway leads to a room lined with open, broken stone brass sarcophagi. The room contains 6 Brass skeletons covered in a silver slime that will rise from their broken sarcophagi as soon as the PCs enter the room.
- Brass Skeletons (6) [AL C, MV 60' (20'), AC 7, HD 1, #AT Skeletons 1, DG 1d6, SV F1, ML 12]
7. EVIL CLERIC: The door to this room is locked. An evil cleric has taken up residence here. A small altar lies on a table on the east wall, adorned with black candles and a small statue in the form of an elephant-headed demonic being. The cleric is accompanied by 2 Uhrian Horseriders wielding swords. The Uhrians will attack the PCs while the evil cleric waits in the background. If confronted, the evil cleric will attack with a mace, or may cast cause light wounds. He will try to flee if the Uhrians are killed.
- Uhrian Horseriders (Orcs) (2) [AL C, MV 120' (40'), AC 6, HD 1, #AT 1 (w/Orcs Weapon), DG 1d6 or weapon, SV F1, ML 8]
- Evil Cleric (1) [AL C, MV 120' (40'), AC 6, HD 1, # Evil Cleric AT 1 (weapon or spell), DG 1d6 or spell, SV C1, ML 9, Spells cause light wounds
8. SARCOPHAGUS ROOM 2: The door to this room is locked. Two tall 15 foot by 5 foot brass sarcophagi cluster in the centre of the room. The sarcophagi appear to be seamless with the only apparent feature being two shallow impressions in the shape of a large humanoid hand with extraordinarily long fingers. A humming noise can be heard by any who press an ear to either of the sarcophagi. Each sarcophagus is filled with a silver slime and contains an ancient (un-animated) large brass skeleton. One of the sarcophagi contains a scroll of :Summoning & Binding a Lesser Brass Herald.
Magic-User Level 2
Duration: Special
Range: 10’
Lesser Brass Heralds are summoned and bound by casting this spell formula as part of a ritual. Ritual materials fluctuate in cost at 1d4 x 100 gp. Only one Lesser Brass Herald can be bound into service for each five levels of the Mage. Once per day, the Lesser Brass Herald can be called upon to act as an unseen servant (AEC p. 81). Once a week, it can also produce the effect of an extra first-level spell (this spell must be specified before the session begins).
9. HALLWAY: The door to this area is locked. Four 10'x10' rooms adjoin this hallway, with large purple velvet curtains separating them from the hall. The two north rooms and the southwest room are empty, short of dust and rotten cloth debris. The southeast room contains a trapped ceiling that will dump rocks on characters entering the room. Any PCs within the room when the trap is triggered must make a saving throw versus petrify or suffer 1d6 hp damage.
10. TOBALS TOMB: The door to this area is locked. This large room contains three brass statues, each depicting a different Brass God in various threatening, obscene poses. At the centre of the room lies an ornately engraved large brass sarcophagus. Tobal has recently been reborn by the demonic Brass Gods he worshipped in life. His body still lies in the sarcophagus, but he has become a fearsome bio-mechanical, brass ghoul, waiting for any fool to open the heavy lid so he can spring forth. He will immediately attack and try to project silver slime into the mouths the PCs if the lid is removed. The sarcophagus contains a gem valued at 250 gp and a dagger +1.
- Brass Ghoul (1) [AL C, MV 90' (30'), AC 6, HD 2 ( Ghoul turn as 3 HD), #AT 3, DG 1d3/1d3/1d3 + paralysis, SV F2, ML 9]
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