Room 21: Burial Chamber of Toth Nekamek (H. R. McGlone “Phineas Crow”)
Door: The door to this room is a massive stone slab with seven large bas-reliefs of animal-headed figures carved into its surface. From left to right, the humanoids have the heads of a hippo, scarab beetle, ibis bird, crocodile, cat, ram, and an asp. Each of the figures has its hands before it as if it was grasping a non-existent staff, there is even a vertical hole where a slender object could fit into their hands.
The stone door (Hardness 8, hp 140, Break DC 28) is locked. The seven statues function as seven independent locks (each with hardness 15, hp 30, Open Lock 25) and each statue is trapped (see below). Note that anyone touching any of the statues activates its corresponding trap. To open the door the correct keys must be inserted into the correct statues. However the seven locks and their traps can be disabled, or the door can be broken open or destroyed.
Hippo-headed Statue Lock: Trapped with a burning oil trap. The Red Hippo key unlocks the lock and disables the trap.
- Burning Oil trap: CR 2; mechanical; touch trigger; repair reset; multiple targets (all targets within 10 ft of the trap); 1d6 fire damage (DC 18 Reflex save half damage); Search DC 22; Disable Device DC 25.
Scarab-headed Statue Lock: Trapped with a whirling blade trap. The Blue Scarab key unlocks the lock and disables the trap.
- Whirling Blade trap: CR 2; mechanical; touch trigger; manual reset; Atk +16 melee (2d4+2/x4); Search DC 22; Disable Device DC 25.
Ibis-headed Statue Lock: Trapped with a floor spikes trap. The White Ibis key unlocks the lock and disables the trap.
- Floor Spikes trap: CR 2; mechanical; touch trigger; manual reset; Atk +10 melee (1d8+4, spikes); multiple targets (closest target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 25.
Crocodile-headed Statue Lock: Trapped with an acid spray trap. The Green Crocodile key unlocks the lock and disables the trap.
- Acid Spray trap: CR 2; mechanical; touch trigger; repair reset; multiple targets (all targets within 10 ft of the trap); Atk +15 melee touch (2d4 acid damage), DC 18 Reflex save half damage; Search DC 22; Disable Device DC 25.
Cat-headed Statue Lock: Trapped with a pit trap. The Yellow Cat key unlocks the lock and disables the trap.
- Pit trap: CR 2; mechanical; touch trigger; manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 25.
Ram-headed Statue Lock: Trapped with a falling bricks trap. The Purple Ram key unlocks the lock and disables the trap.
- Falling Bricks trap: CR 2; mechanical; touch trigger; repair reset; Atk +14 melee (1d8+2, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 22; Disable Device DC 25.
Asp-headed Statue Lock: Trapped with a poison dart trap. The Orange Asp key unlocks the lock and disables the trap.
- Poison Dart trap: CR 2; mechanical; touch trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC 22; Disable Device DC 25.
Ad Hoc XP Adjustment: Together the traps are equal to a CR 4 encounter for purposes of determining experience. However, if all the traps are disabled using the correct keys, award the PCs 150% of the experience for solving the door puzzle.
Assembling the keys: Here are the correct key combinations, if an incorrectly created key is inserted into one of the statues the statue’s trap is activated.
The red rod from room 8 and the hippo figurine from room 17 combine into the red hippo key.
The blue rod from room 8 and the scarab figurine from room X combine into the blue scarab key.
The white rod from room 8 and the ibis figurine from room 15 combine into the white ibis key.
The green rod from room 8 and the crocodile figurine from room 20 combine into the green crocodile key.
The yellow rod from room 8 and the cat figurine from room 17 combine into the yellow cat key.
The purple rod from room 8 and the ram figurine from room 17 combine into the purple ram key.
The orange rod from room 8 and the asp figurine from room 12 combine into the orange asp key.
Before you is a long chamber with a floor of polished red granite tiles. Soaring sandstone columns with gold inlays line the walls, the gold ornamentation glows from the fires burning in low iron braziers that are set evenly about the room. The columns reach into the fathomless darkness high above, beyond the light cast by the braziers. Fading mural painting cover the walls, depicting the life of a king, from his birth to his last funeral rites and final entombment. At the far end of the room is an immense stone dais carved from a single block of red granite. On top of the dais is an open stone sarcophagus which is flanked by statues of a massive serpent and of a large crocodile.
Features: The vaulted ceiling of the chamber raises up to 60 feet high with the top 20 feet shrouded in darkness. Hidden in the darkness, at 50 feet up, is a small alcove that overlooks the sarcophagus. Within the alcove are 4 canopic jars like the ones in room 8, a small gold gilded wooden box, and a hidden (Search DC 24) button which Chaos used to unlock the sarcophagus below.
Gold Gilded Wooden Box (Hardness 2, hp 5, Break DC 14, Open Lock DC 24): The box is ancient and its wood is extremely dry and brittle, making it easy to open. However, if left undamaged, the box itself is worth 200 gp. Inside the box is a crumbling leather pouch with 46 stone coins (each worth 5 gp to a collector), a jewel encrusted masterwork dagger (worth 750 gp), an ivory scroll tube (100 gp) with a divine scroll of cure light wounds, a divine scroll of cat’s grace, and a divine scroll of lesser restoration.
The walls are stuccoed and relatively free of cracks making them difficult to climb (DC 30). The columns, however, have horizontal gaps between the column segments which can be used for hand and foot holds (Climb DC 20).
The stone sarcophagus is open and its lid lays next to it. Inside is an ancient mummy wearing four gold bracelets (50 gp each) and a gold amulet (200 gp).
Encounter (EL 7): Chaos, the Babau, only dimly remembers his former life. Long ago he once was a human king named Toth Nekamek. When Toth died his soul was sent to one of the lower planes, where he wandered for over a millennium before being granted his current form as a babau by a greater demon in exchange for eternal servitude.
Chaos, after centuries of toiling under his demonic lord, left his master to seek out the tomb of his body, hoping to resurrect it and live once again as the powerful king Toth Nekamek. Unfortunately, Chaos had little concept of how much time had passed since he died and when he finally located his tomb his former body had been buried for over two millennia, far beyond any chances of a resurrection.
While initially disheartened by his discovery, Chaos eventually accepted his fate and decided on a new course of action. Using his tomb as a base, Chaos plans to start a cult devoted to the worship of Toth Nekamek as a way to spread disorder and mayhem upon the world. Chaos hopes that as the cult grows so will his demonic powers until he eventually becomes a demon lord.
It was Chaos who led the gnolls here by secretly feeding them rumors of a treasure filled tomb, in hopes of enslaving them. To either be converted or sacrificed, depending on Chaos's whim. Syl’r, a fiendish grimlock cleric, whom Chaos met during his time in the lower planes, has been appointed to run the cult as leader. They also hope to bring in some more chaotic creatures into the fold and have been scouting for some, but haven't had much luck.
The reason the cult of Toth Nekamek has yet to develop stems from Chaos's lack of coherent planning. His mind is a jumble of chaotic ideas, ever-changing, and never truely in focus. With his plans changing almost every instant, Chaos is usually mired in indecision about what to do next.
Tactics: When the PCs enter the room Syl’r, covered in dark robes to hide his identity, stands in front of the sarcophagus. He greets the PCs and asks them if they are here to worship the great king Toth. He will answer any questions and if asked he will state that he is here to establish a religion based upon the dead king. While Syl’r keeps the PCs distracted Chaos hides behind one of the columns.
When Syl’r feels that his stalling has gone on long enough he will pull the bronze ring out of his robes which Chaos has previously cast the spell
darkness on, cloaking him in shadowy darkness. The
darkness spell will wear off in an hour. This is Chaos’s cue to attack, teleporting near the strongest looking opponent and focusing his attack against them. Syl’r, protected by the
darkness spell, will attempt to take down any spell casting foes.
Chaos will not attempt use his special ability to summon a demon since he is trying to keep a low profile from his demonic brethren, lest his demon lord find out what he is planning.
Chaos, Babau Demon: CR 6; Medium Outsider (Chaotic, Extraplanar, Evil); HD 7d8+35; hp 66; Init +1; Spd 30 ft.; AC 20 (+1 Dex, +8 natural, +1 deflection), touch 12, flat-footed 19; Base Atk +7; Grp +12; Atk Claw +12 melee (1d6+5); Full Atk 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2); Space/Reach 5 ft./5 ft.; SA sneak attack +2d6, spell-like abilities, summon demon; SQ acid resistance 10, cold resistance 10, damage reduction 10/cold iron or good, darkvision 60 ft., electricity immunity, fire resistance 10, poison immunity, protective slime, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +10, Ref +6, Will +6; Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16.
Skills and Feats: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings); Cleave, Multiattack, Power Attack
Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Spell-Like Abilities: At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.
Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Possessions: Death Mask of King Toth Nekamek
Death Mask of King Toth Nekamek: This golden mask is fashioned to resemble the head of a jackal. The mask bestows on its wearer a +1 deflection bonus to armor and a +2 competence bonus on Sense Motive and Spot skill checks.
Faint divination; CL 5th; Craft Wondrous Item, shield of faith, owl’s wisdom; Market Price: 4200 gp
The Death Mask of King Toth Nekamek can fetch a greater than market price because of its age, uniqueness, and gold construction. Art collectors would be willing to purchase it for 5000 gp.
Syl‘r, Fiendish Grimlock Clr 3: CR 5; Medium Monstrous Humanoid (Extraplanar); HD 2d8+6 (grimlock) plus 3d8+9 (clr); hp 37; Init +2; Spd 30 ft.; AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15; Base Atk +4; Grp +5; Atk Masterwork battleaxe +6 melee (1d8+2/x3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA Smite good, spells; SQ Blindsight 40 ft., damage reduction 5/magic, immunities, rebuke undead 1/day, resistance to cold 5 and fire 5, scent; AL CE; SV Fort +6, Ref +6, Will +7; Str 12, Dex 15, Con 16, Int 12, Wis 14, Cha 6.
Skills and Feats: Bluff +1, Climb +4, Concentration +5, Disguise +1, Hide +6, Knowledge (the planes) +4, Listen +6, Spellcraft +3, Spot +6; Alertness, Improved natural armor
Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.
Smite Good (Su): Once per day Syl’r can make a normal melee attack to deal +5 additional damage against a good foe.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Cleric Spells Prepared: (4/3/2; save DC 12 + spell level): 0-
detect magic,
guidance,
inflict minor wounds,
read magic; 1st-
command,
doom,
entropic shield,
protection from law*; 2nd-
cure moderate wounds,
enthrall,
invisibility*.
*
Domain spell. Domains: Chaos (cast chaos spells at +1 caster level), Trickery (Bluff, Disguise, and Hide are class skills).
Possessions: Masterwork battleaxe, black jackal key, potion of bull’s strength, bronze ring (15 gp) with
darkness (caster level 7th) cast on it.
Black Jackal key: This is the master key to the tomb. It consists of a tiny onyx jackal figurine fastened to a black crystalline rod with four buttons below the jackal figurine. Each of the buttons is etched with symbols, the first has the head of a jackal, the second has a scroll, the third has seven bones in a line, and the fourth has an urn and a sheaf of wheat. If detected, the key gives off an aura of moderate conjuration magic.
Three times per day the key can be used to teleport to a specific location if the command words (Toth Nekamek) are spoken and on of the buttons is pressed, other than that the effect is similar to a
teleport spell.
Pressing the jackal head button teleports the user to room 21.
Pressing the scroll button teleports the user to room 12.
Pressing the seven bones button teleports the user to room 8.
Pressing the urn and wheat button teleports the user a mile away from the tomb in a random direction while the key teleports back to its resting place within the sarcophagus in room 21.
If the user tries to teleport to the same room that they are currently in, they are instead teleported to just outside the tomb (area 1).
The key will only function while in the tomb, any attempts to activate the key while outside the tomb automatically fail. If sold, the key can fetch 100 gp (50 gp for the black crystal rod and 50 gp for the onyx jackal figurine).