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Temple, Tower, and Tomb - Free

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attack anyone who crawls in. Also, the crawling<br />

claws still scuttling about the tomb may have<br />

found their way in here.<br />

Thedacr in the west wall is locked <strong>and</strong>trapped.<br />

Failure to remove traps at -20% rouses the<br />

mummies in the two crypts beyond. They will<br />

be completely active in one round.<br />

13. clypb<br />

The stone passage is lined with niches on<br />

either side, but all you can see is darb idbx<br />

a few feet. The stench of decay that -from<br />

thedarknessseems topermeateyoursouL Two<br />

open doorways are curtained off with frayed<br />

<strong>and</strong> rotted fabric. The curtains move slightly<br />

from the breath of some delt bxeze.<br />

The mummies' movement disturbs the cur-<br />

tains, <strong>and</strong> this is the PCs' only warning before<br />

the mummies attack.<br />

The mummies are wrapped in linen soaked in<br />

a potion offire resistance. In addition, bey a able<br />

to call forth 3d6 zambies, which crawl out of<br />

other niches down the hall <strong>and</strong> attack.<br />

Mummies (2): WT Low; AL LE; AC 3; MV 6; IiD<br />

6+3; hp 51; THACO 13; #AT 1; Dmg ld12; SA<br />

fear, disease; SD immune to normal weapons<br />

<strong>and</strong> some spells; SZ M; ML 15; XP 4,WI.<br />

Zombies (3d6): INT Non; AL N; AC 8; MV 6; HD<br />

2; hp 16; THACO 19; #AT 1; Dmg ld8; SA nil;<br />

SD nil; SZ M; ML 20; XP 120.<br />

The zombies will not attack the party if the<br />

mummies do not animate.<br />

The long corridor ends in an archway filled<br />

with swirling, opaque fog. Stepping thrwgh the<br />

archway teleports the PC to Room 7.<br />

If the Pcs search carefully (<strong>and</strong> a successful<br />

find traps or detect secret doors roll is made),<br />

they find a -on the back wallof the fourth<br />

niche on the north wall. This leads to area 14.<br />

The <strong>Tomb</strong> of the Faceless One 1 I<br />

14. Throne R w il ".<br />

The tunnel opens into a Large, vaulted &an-<br />

ber suppatted by four carved sfone aolumna<br />

An alabaster thinneon a dais st<strong>and</strong>s in the Bast<br />

end of che mom. The thneisflanked by two<br />

bge statumof coiled snakes with female<br />

heads. An archway openson the north wall<br />

L I<br />

Set into the floor are three rows of trigger<br />

plates. Stepping on any of the& animates the<br />

statues, which are actually guardian naga. If<br />

theyarerou4ed,FeadthefolloWin~8<br />

L<br />

The human-headed snakes open their eyes<br />

<strong>and</strong> b ep to sway <strong>and</strong> coil. Then they speak<br />

ih an archaic form of Common that, strangely,<br />

you can underst<strong>and</strong>.<br />

"You must leave this place!" they screech.<br />

"There is only death <strong>and</strong> madness for those<br />

ling sacred ground<br />

The guardian naga will attack the PCs &any<br />

character either tries to aus~ tb rcmm oxattacks<br />

the statues fitst. Good dmraber~ must not killor<br />

injm? the Mga,whichare&ogood Trifkerg.<strong>and</strong><br />

spellsmayallonstbe~to~.~aaga<br />

haven0 speUs,<strong>and</strong> they w d leavetheroon<br />

Guardian Naga (2k WT Exceptional; AL LG; AC<br />

3; MV 15; HD 12; hp 96; THACO 9; #AT 2;<br />

Dmg ld6/2dC; SA spit poison; SD nil; SZ.H;<br />

ML 15;xP 7,oaO (if- <strong>and</strong>uham~~&<br />

Beyond the archway is a cotvidor e- at a<br />

locked stone door. Mum to mneyetraps apens<br />

a pit in the floor, plunging everyone =.feet<br />

down into a 1OfoOtaOep poal sf acid. The PCs<br />

take 2d6 points of felling damage, plus ld6<br />

pokitsofdamagefareverynwurdtheyremainin<br />

the acid. Equipmet<strong>and</strong> armw must save vs.<br />

acid every five rouRds to avoid damage.<br />

3

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