Temple, Tower, and Tomb - Free
Temple, Tower, and Tomb - Free
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