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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3995709" data-attributes="member: 2012"><p><strong>A World of Kulan Sidetrek Adventure for D&D v.3.5</strong></p><p></p><p>Just something I thought I'd share with the class...</p><p style="text-align: center">______________________________________________</p> <p style="text-align: center"></p> <p style="text-align: center"><span style="color: DarkOrange"><strong>THE HIDDEN TOMB:</strong></span></p> <p style="text-align: center"><span style="color: DarkOrange"><strong>A Sidetrek Adventure</strong></span></p><p></p><p><span style="color: DarkOrange"><strong>THE HIDDEN TOMB</strong></span></p><p>The Hidden Tomb is short sidetrek adventure designed to add to the mystique of Lost Abathnar. The Hidden Tomb is the resting-place of a powerful dwarven warrior, named Bremaloun, who was responsible for the upkeep and defense of the tower and outbuildings just outside of the main entrance to the mine. Bremaloun was famous for his good spirits, strength in battle, and devotion to his liege, Wulgar Skulldark.</p><p></p><p>The last clans of Abathnar had been working to finish the expansion to Abathnar towards the surface that Skulldark had started before his death. They never got the chance, as a horde of orcs stormed the outer reaches of Abathnar in order to claim its riches. While the orcs failed to breech Abathnar’s inner defenses, the clans were forced to abandon Abathnar, and Bremaloun fell defending the retreating clans.</p><p></p><p>And it was here that Bremaloun had insisted on being buried. He had constructed his own burial chamber years in advance and his followers quickly entombed him, before fleeing with the miners. Several powerful wards were placed on the entrance to the burial chamber. These wards have lasted for decades and can only be bypassed by a dwarf of good heart.</p><p></p><p>Once into the burial mound they must find deal with the trapped portcullises and corridor just beyond the Entry Chamber, as well as deal with the guardian creature protecting the sarcophagus and treasures of Bremaloun in the Magma Tomb Chamber.</p><p></p><p>The PCs will also be able to learn about Lost Abathnar, if they take the time to search the Magma Tomb Chamber for the hidden pressure plate built into the design of the etched and painted mural. This plate will activate a deluge of water to pour down the mural’s wall and cool off the stone of the wall, which will reveal the disguised dwarven script.</p><p></p><p></p><p>Once the PCs find the entrance to the Hidden Tomb (Search check, DC 20) read the following:</p><p></p><p><span style="color: Red">What first appeared to be a simple burial mound turns out to be the entrance to something much larger. Brushing away snow and pulling away sod and grass, you find the outline to finely carved stone door with an iron pull ring embedded near the top of the door. The door is solid and looks to be in good condition and lies at a 45-degree angle against the mound.</span></p><p></p><p>Read the following once the PCs decide to open the door leading into the Hidden Tomb:</p><p></p><p><span style="color: Red">The door opens, as you pull on the iron ring with all your strength. Stale air from another time wafts out from within, as snow and dirt slides over the top edge of the opening and into the darkness below. You have just enough light to see the outline of a straight stone staircase descending down into the darkness. No sound emanates from within.</span></p><p></p><p><span style="color: DarkOrange"><strong>Area A: Entry Chamber</strong></span></p><p>The door opens up into this large 30-foot by 65-foot room. The walls here, and in the entire tomb, are considered Hewn Stone and the floors are considered Flagstone. The entryway is fairly non-descript except for the iron portcullis blocking the way into the L-shaped 15-foot wide corridor that leads to Area B.</p><p></p><p>Read the following once the PCs have descended the stone staircase into this chamber:</p><p></p><p><span style="color: Red">The steep, wide stairs descend roughly 15 feet before ending on a large 15-foot landing. The stairs form the end of a large chamber that is perpendicular to the stairway and landing. The chamber is at least 30 feet wide and is at least twice as long. Beyond the landing is a 10-foot drop to the chambers dust-covered floor, which looks sound enough. There is a set of handholds leading down the wall formed by the landing, as well as 2 iron torch sconces built into the adjacent walls near the floor.</span></p><p></p><p>The PCs can climb down the wall easily enough (Climb check, DC 10) using the handholds or they could simply jump down. Halfway down the wall, in one of the handholds, is an old tarnished, silver ring (worth 5gp) that slipped off the finger of one of Bremaloun’s companions, as he climbed out of the tomb after helping lay his friend to rest. The handholds are filled with dust and cobwebs so the PCs will have to search the handholds to find it (Search check, DC 15). If the PCs search the chamber, in general, then the DC to find the ring is 5 higher.</p><p></p><p>Read the following after the PCs investigate the chamber more thoroughly:</p><p></p><p><span style="color: Red">The chamber is dry and dusty. A 15-foot wide iron portcullis is set into center of the west wall. A 10-foot wide rough shaped corridor stretches out beyond the portcullis. The corridor looks to be over 40 feet long, but you can’t be sure as the light and shadows play tricks with your eyes.</span></p><p></p><p>The portcullis can only be opened with a successful Strength check (DC 25) and it is very heavy. However, once lifted high enough, a PC can enter the corridor and lock the portcullis in place using a mechanical switch. The lever isn’t hidden, so activating it is a simple matter.</p><p></p><p><strong>Traps:</strong> The portcullis and the L-shaped corridor are both trapped. The portcullis is trapped with a mechanical trap — a Ceiling Pendulum trap. The corridor, however, is trapped with a Fusillade of Darts trap. The Ceiling Pendulum trap began operating the instant the tomb door is opened. It goes off every four rounds. The Fusillade of Darts trap is located halfway down the corridor.</p><p></p><p><strong>[T] Ceiling Pendulum:</strong> CR 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27.</p><p></p><p><strong>[T] Fusillade of Darts:</strong> CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft. by 10-ft area; Search DC 19; Disable Device DC 25.</p><p></p><p><span style="color: DarkOrange"><strong>Area B: Magma Tomb Chamber</strong></span></p><p>Once the PCs turn the corner of the L-shaped corridor they have entered this Area, even though they need to get past the second portcullis.</p><p></p><p>Read the following once the PCs reach the L-shaped intersection:</p><p></p><p><span style="color: Red">The rough corridor turns to the north sharply and extends beyond the range of your torch. You can feel heat emanating from ahead of you.</span></p><p></p><p>The heat is from the magma pit in the main chamber of the Hidden Tomb. It is only slightly warmer in the corridor, at this point. Once the PCs reach the second portcullis the heat becomes slightly uncomfortable.</p><p></p><p>Read the following once the PCs are close enough to the portcullis to see the switch:</p><p></p><p><span style="color: Red">The corridor ends with another portcullis blocking the way into a much larger chamber. A small switch like the one used to lock open the previous portcullis is built into the west wall. A red glow emanates from beyond the portcullis and the heat here is becoming uncomfortable.</span></p><p></p><p>The portcullis here is hot to the touch and warped due to the heat. Any PC that tries to open the portcullis by making a Strength check takes 1d6 points of damage each round. Regardless of the result of the Strength check, the portcullis cannot be opened in this fashion. Instead there is a mechanical switch that opens the portcullis. However, the visible switch is actually a trap (see below). The real switch is hidden behind a sliding stone panel located on the east wall (Search check, DC 20). Finding the real switch doesn’t disable the fake switch.</p><p></p><p><strong>Trap:</strong> Activating the fake switch sets off a Fusillade of Spears trap that attacks the PCs from behind. This version of this trap has a -6 to hit as the spears come from the middle of the L-shaped intersection. The CR is one lower than normal, as a result.</p><p></p><p><strong>[T] Fusillade of Spears:</strong> CR 5; mechanical; touch trigger; repair reset; Atk +15 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10-ft. by 10-ft. area); Search DC 26; Disable Device DC 20.</p><p></p><p>Once the PCs have successfully found and activated the hidden switch read the following text:</p><p></p><p><span style="color: Red">The switch turns with a click and the portcullis rises into the air. The sound of metal scraping stone is deafening, but only last for 10 to 20 seconds. As you peer into the large chamber beyond you notice it is huge in comparison to the chambers in the mines and even puts the entry chamber to shame. Your light barely illuminates up to what looks like a pit, emanating red light.</span></p><p></p><p>The pit is 15 feet wide and 30 feet long with its length being perpendicular to the corridor behind the PCs. Anyone within 15 to 10 feet of the pit must make a Fortitude save (DC 10) every minute or take 1d6 points of subdual damage. Anyone within 5 feet of the pit must make a Fortitude save (DC 15) every round or take 1d6 points of subdual damage.</p><p></p><p>Anyone forced into contact with the magma takes 2d6 points of damage every round. If completely submerged the damage is 20d6 points of damage every round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (1d6 or 10d6 points per round).</p><p></p><p>Read the following once the PCs investigate the pit:</p><p></p><p><span style="color: Red">The large pit in front of you is filled with magma up to nearly 2 feet from its lip. The molten rock is generating unbearable amounts of heat, as well as plumes of smoke that rise into the air and disappear into the darkness above. The air here is hot and stale, but relatively free of smoke. The magma pit and your torch illuminate in a mixture of colors that barely reveals the outline of a large sarcophagus 15 feet beyond the edge of the other side of the magma pit.</span></p><p></p><p>The sarcophagus is fairly plain, despite its large size, and doesn’t warrant a real description. The lid can be slide off with a successful Strength check (DC 20). Inside are the remains of Bremaloun, which have been mummified. He is decked out in his full plate armor, which has degraded horribly over time. His dwarven waraxe is rusted and pitted, while his magical spear is still in perfect condition. There is also a set of magical bracers in the sarcophagus and an ornate helm made of mithral.</p><p></p><p>The sarcophagus isn’t the only thing of interest in this chamber. The west and east walls are lined with medium-sized brass jug and large ceramic pots that have all been painstakingly crafted and scribed with the holy symbol of Dumathoin, the personal runes of Bremaloun, and the heraldic symbol of Abathnar. A few of the vessels have Abathnar-sized silver and copper coins in them. As well, there is one small steel chest with an assortment of gems, Abathnar-sized gold coins, and an ornate carrying case (containing masterwork miner’s tools) in it.</p><p></p><p>The wall farthest away from the magma pit has a large mural painted on it that depicts the Lost Hold of Abathnar in its glory days. The mural is incomplete, however, as time and the heat has damaged the paint. It takes a successful Knowledge (history) check (DC 30) to understand what the mural depicts.</p><p></p><p>Read the following once the PCs study the mural:</p><p></p><p><span style="color: Red">Along the length of the north wall is a large mural that stretches almost all the way to the east & west walls of the chamber, as well as all the way to the floor and 15 feet towards the ceiling. The mural is a work of art in carved stone and paint, but has obviously been worm by the heat over time. In many places the paint is cracked or has flaked off completely. Bits of paint lay decaying on the floor.</span></p><p></p><p>The mural’s scene depicts a grand underground city complex that stretches down deep into the Underearth. The mural is both scenic and stoic in its design, and has many recesses and outcroppings cut into its design to depict long grand halls and regal, armored humanoids guarding those halls, which look dwarven. There are also carvings of miners, laborers, and bearded ladies. Near the bottom of the mural, at its center-point, is a series of runes and pictographs.</p><p></p><p>The runes are written in an old form of the Dwarven language intermixed with ancient Barbarian pictographs. The PCs need to combine their knowledge of those two languages, in order to read the inscription (Intelligence check, DC 18), which reads…</p><p></p><p></p><p>The mural holds the hidden history of Abathnar, which can be read, if one of the PCs finds the hidden pressure plate built into the design of the mural (Search check, DC 20). The pressure plate activates a hidden mechanism in the wall, which opens a dam-like section built into the mural’s wall and ceiling. This allows water from an underground river too pour down the face of the wall over the mural. The water will wash away most of the rest of the paint, as well as triggering several magical runes written in dwarven, on the mural, and then drain away through several holes in the floor. The runes describe the history of the Lost Abathnar, but don’t show how to reach it.</p><p></p><p>Read the following once the pressure plate has been activated:</p><p></p><p><span style="color: Red">You push on the stone impression and the stone slides back without much difficulty and locks into place. The sound of stone shifting begins to reverberate through the chamber, coming from above. Water begins to trickle down the mural wall, washing away old, dried remnants of paint.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Soon the water is pouring down the wall washing it clean, and draining away through four holes evenly spaced along the bottom of the wall. Steam rises from the warm stone wall and floor, but not enough to obscure what happens next. Glowing, runic symbols and pictographs begin forming along the entire length of the mural, shedding a pale blue light.</span></p><p></p><p>Once the PCs have deciphered the hidden text (Intelligence check, DC 18), give them <em>Handout #1</em>. <em>(I'll post this later, if people ask for it.)</em></p><p></p><p><strong>Creatures:</strong> While there is a great deal of treasure here, the PCs will have to fight for it, as six magmin have made a home for them selves here in the magma pit. They came into the area through several lava tubes that connect the pit and decided to stay. Because these small elementals do not need to sleep, eat, or breathe, they care little that the chamber is blocked off by the portcullis. They consider the treasure is theirs by right and will emerge out of the magma pit and attack anyone who disturbs the vessels.</p><p></p><p><strong>[C] Magmin (6):</strong> CR 8; Small Elemental (Fire, Extraplanar); HD 2d8+2; hp 11, 12, 14, 15, 15, 18; Init +0; Spd 30 ft. (6 squares); AC 17, touch 11, flat-footed 17; BA/Grp +1/-1; Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); Full Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); SA combustion, fiery aura; SQ DR 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold; AL CN; SV Fort +3, Ref +3, Will +0; Str 15 (+2), Dex 11 (+0), Con 13 (+1), Int 8 (-1), Wis 10 (+0), Cha 10 (+0).</p><p>--- <em>Skills and Feats</em>: Climb +4, Spot +3; Great Fortitude.</p><p>--- <em>Combustion</em> (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.</p><p>--- <em>Fiery Aura</em> (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.</p><p>--- <em>Melt Weapons</em> (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.</p><p></p><p><strong>Treasure:</strong> The west wall has 1d6 brass jugs and 2d4 ceramic pots, while the east wall has 1d8 brass jugs and 2d3 ceramic pots. Each brass jug is worth 250 gp, while each ceramic pot is worth 50 gp. There are 4 vessels with 3d6x5 platinum coins and 3d8x10 gold coins in each. These coins are 1-½ times the size and value of standard coins.</p><p></p><p>The small steel chest (40 gp) contains 500 gold pieces, an ornate carrying case (250 gp), masterwork miner’s tools (55 gp), and 9 gems, which include 3 moss agates (12 gp each), 4 zircons (40 gp each), and 2 deep blue spinels (400 gp each).</p><p></p><p>The sarcophagus contains an ornate helm (2,500 gp), a suit of rusted full plate (only worth 900 gp), a rusted & pitted dwarven waraxe (can be repaired), a <em>+2 composite longbow</em>, a <em>+3 shortspear</em>, and <em>bracers of lesser archery</em>.</p><p style="text-align: center">_____________________________________________</p> <p style="text-align: center"></p> <p style="text-align: center">[ATTACH=full]32171[/ATTACH]</p> <p style="text-align: center">_____________________________________________</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3995709, member: 2012"] [B]A World of Kulan Sidetrek Adventure for D&D v.3.5[/B] Just something I thought I'd share with the class... [CENTER]______________________________________________ [COLOR=DarkOrange][B]THE HIDDEN TOMB: A Sidetrek Adventure[/B][/COLOR][/CENTER] [COLOR=DarkOrange][B]THE HIDDEN TOMB[/B][/COLOR] The Hidden Tomb is short sidetrek adventure designed to add to the mystique of Lost Abathnar. The Hidden Tomb is the resting-place of a powerful dwarven warrior, named Bremaloun, who was responsible for the upkeep and defense of the tower and outbuildings just outside of the main entrance to the mine. Bremaloun was famous for his good spirits, strength in battle, and devotion to his liege, Wulgar Skulldark. The last clans of Abathnar had been working to finish the expansion to Abathnar towards the surface that Skulldark had started before his death. They never got the chance, as a horde of orcs stormed the outer reaches of Abathnar in order to claim its riches. While the orcs failed to breech Abathnar’s inner defenses, the clans were forced to abandon Abathnar, and Bremaloun fell defending the retreating clans. And it was here that Bremaloun had insisted on being buried. He had constructed his own burial chamber years in advance and his followers quickly entombed him, before fleeing with the miners. Several powerful wards were placed on the entrance to the burial chamber. These wards have lasted for decades and can only be bypassed by a dwarf of good heart. Once into the burial mound they must find deal with the trapped portcullises and corridor just beyond the Entry Chamber, as well as deal with the guardian creature protecting the sarcophagus and treasures of Bremaloun in the Magma Tomb Chamber. The PCs will also be able to learn about Lost Abathnar, if they take the time to search the Magma Tomb Chamber for the hidden pressure plate built into the design of the etched and painted mural. This plate will activate a deluge of water to pour down the mural’s wall and cool off the stone of the wall, which will reveal the disguised dwarven script. Once the PCs find the entrance to the Hidden Tomb (Search check, DC 20) read the following: [COLOR=Red]What first appeared to be a simple burial mound turns out to be the entrance to something much larger. Brushing away snow and pulling away sod and grass, you find the outline to finely carved stone door with an iron pull ring embedded near the top of the door. The door is solid and looks to be in good condition and lies at a 45-degree angle against the mound.[/COLOR] Read the following once the PCs decide to open the door leading into the Hidden Tomb: [COLOR=Red]The door opens, as you pull on the iron ring with all your strength. Stale air from another time wafts out from within, as snow and dirt slides over the top edge of the opening and into the darkness below. You have just enough light to see the outline of a straight stone staircase descending down into the darkness. No sound emanates from within.[/COLOR] [COLOR=DarkOrange][B]Area A: Entry Chamber[/B][/COLOR] The door opens up into this large 30-foot by 65-foot room. The walls here, and in the entire tomb, are considered Hewn Stone and the floors are considered Flagstone. The entryway is fairly non-descript except for the iron portcullis blocking the way into the L-shaped 15-foot wide corridor that leads to Area B. Read the following once the PCs have descended the stone staircase into this chamber: [COLOR=Red]The steep, wide stairs descend roughly 15 feet before ending on a large 15-foot landing. The stairs form the end of a large chamber that is perpendicular to the stairway and landing. The chamber is at least 30 feet wide and is at least twice as long. Beyond the landing is a 10-foot drop to the chambers dust-covered floor, which looks sound enough. There is a set of handholds leading down the wall formed by the landing, as well as 2 iron torch sconces built into the adjacent walls near the floor.[/COLOR] The PCs can climb down the wall easily enough (Climb check, DC 10) using the handholds or they could simply jump down. Halfway down the wall, in one of the handholds, is an old tarnished, silver ring (worth 5gp) that slipped off the finger of one of Bremaloun’s companions, as he climbed out of the tomb after helping lay his friend to rest. The handholds are filled with dust and cobwebs so the PCs will have to search the handholds to find it (Search check, DC 15). If the PCs search the chamber, in general, then the DC to find the ring is 5 higher. Read the following after the PCs investigate the chamber more thoroughly: [COLOR=Red]The chamber is dry and dusty. A 15-foot wide iron portcullis is set into center of the west wall. A 10-foot wide rough shaped corridor stretches out beyond the portcullis. The corridor looks to be over 40 feet long, but you can’t be sure as the light and shadows play tricks with your eyes.[/COLOR] The portcullis can only be opened with a successful Strength check (DC 25) and it is very heavy. However, once lifted high enough, a PC can enter the corridor and lock the portcullis in place using a mechanical switch. The lever isn’t hidden, so activating it is a simple matter. [B]Traps:[/B] The portcullis and the L-shaped corridor are both trapped. The portcullis is trapped with a mechanical trap — a Ceiling Pendulum trap. The corridor, however, is trapped with a Fusillade of Darts trap. The Ceiling Pendulum trap began operating the instant the tomb door is opened. It goes off every four rounds. The Fusillade of Darts trap is located halfway down the corridor. [B][T] Ceiling Pendulum:[/B] CR 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27. [B][T] Fusillade of Darts:[/B] CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft. by 10-ft area; Search DC 19; Disable Device DC 25. [COLOR=DarkOrange][B]Area B: Magma Tomb Chamber[/B][/COLOR] Once the PCs turn the corner of the L-shaped corridor they have entered this Area, even though they need to get past the second portcullis. Read the following once the PCs reach the L-shaped intersection: [COLOR=Red]The rough corridor turns to the north sharply and extends beyond the range of your torch. You can feel heat emanating from ahead of you.[/COLOR] The heat is from the magma pit in the main chamber of the Hidden Tomb. It is only slightly warmer in the corridor, at this point. Once the PCs reach the second portcullis the heat becomes slightly uncomfortable. Read the following once the PCs are close enough to the portcullis to see the switch: [COLOR=Red]The corridor ends with another portcullis blocking the way into a much larger chamber. A small switch like the one used to lock open the previous portcullis is built into the west wall. A red glow emanates from beyond the portcullis and the heat here is becoming uncomfortable.[/COLOR] The portcullis here is hot to the touch and warped due to the heat. Any PC that tries to open the portcullis by making a Strength check takes 1d6 points of damage each round. Regardless of the result of the Strength check, the portcullis cannot be opened in this fashion. Instead there is a mechanical switch that opens the portcullis. However, the visible switch is actually a trap (see below). The real switch is hidden behind a sliding stone panel located on the east wall (Search check, DC 20). Finding the real switch doesn’t disable the fake switch. [B]Trap:[/B] Activating the fake switch sets off a Fusillade of Spears trap that attacks the PCs from behind. This version of this trap has a -6 to hit as the spears come from the middle of the L-shaped intersection. The CR is one lower than normal, as a result. [B][T] Fusillade of Spears:[/B] CR 5; mechanical; touch trigger; repair reset; Atk +15 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10-ft. by 10-ft. area); Search DC 26; Disable Device DC 20. Once the PCs have successfully found and activated the hidden switch read the following text: [COLOR=Red]The switch turns with a click and the portcullis rises into the air. The sound of metal scraping stone is deafening, but only last for 10 to 20 seconds. As you peer into the large chamber beyond you notice it is huge in comparison to the chambers in the mines and even puts the entry chamber to shame. Your light barely illuminates up to what looks like a pit, emanating red light.[/COLOR] The pit is 15 feet wide and 30 feet long with its length being perpendicular to the corridor behind the PCs. Anyone within 15 to 10 feet of the pit must make a Fortitude save (DC 10) every minute or take 1d6 points of subdual damage. Anyone within 5 feet of the pit must make a Fortitude save (DC 15) every round or take 1d6 points of subdual damage. Anyone forced into contact with the magma takes 2d6 points of damage every round. If completely submerged the damage is 20d6 points of damage every round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (1d6 or 10d6 points per round). Read the following once the PCs investigate the pit: [COLOR=Red]The large pit in front of you is filled with magma up to nearly 2 feet from its lip. The molten rock is generating unbearable amounts of heat, as well as plumes of smoke that rise into the air and disappear into the darkness above. The air here is hot and stale, but relatively free of smoke. The magma pit and your torch illuminate in a mixture of colors that barely reveals the outline of a large sarcophagus 15 feet beyond the edge of the other side of the magma pit.[/COLOR] The sarcophagus is fairly plain, despite its large size, and doesn’t warrant a real description. The lid can be slide off with a successful Strength check (DC 20). Inside are the remains of Bremaloun, which have been mummified. He is decked out in his full plate armor, which has degraded horribly over time. His dwarven waraxe is rusted and pitted, while his magical spear is still in perfect condition. There is also a set of magical bracers in the sarcophagus and an ornate helm made of mithral. The sarcophagus isn’t the only thing of interest in this chamber. The west and east walls are lined with medium-sized brass jug and large ceramic pots that have all been painstakingly crafted and scribed with the holy symbol of Dumathoin, the personal runes of Bremaloun, and the heraldic symbol of Abathnar. A few of the vessels have Abathnar-sized silver and copper coins in them. As well, there is one small steel chest with an assortment of gems, Abathnar-sized gold coins, and an ornate carrying case (containing masterwork miner’s tools) in it. The wall farthest away from the magma pit has a large mural painted on it that depicts the Lost Hold of Abathnar in its glory days. The mural is incomplete, however, as time and the heat has damaged the paint. It takes a successful Knowledge (history) check (DC 30) to understand what the mural depicts. Read the following once the PCs study the mural: [COLOR=Red]Along the length of the north wall is a large mural that stretches almost all the way to the east & west walls of the chamber, as well as all the way to the floor and 15 feet towards the ceiling. The mural is a work of art in carved stone and paint, but has obviously been worm by the heat over time. In many places the paint is cracked or has flaked off completely. Bits of paint lay decaying on the floor.[/COLOR] The mural’s scene depicts a grand underground city complex that stretches down deep into the Underearth. The mural is both scenic and stoic in its design, and has many recesses and outcroppings cut into its design to depict long grand halls and regal, armored humanoids guarding those halls, which look dwarven. There are also carvings of miners, laborers, and bearded ladies. Near the bottom of the mural, at its center-point, is a series of runes and pictographs. The runes are written in an old form of the Dwarven language intermixed with ancient Barbarian pictographs. The PCs need to combine their knowledge of those two languages, in order to read the inscription (Intelligence check, DC 18), which reads… The mural holds the hidden history of Abathnar, which can be read, if one of the PCs finds the hidden pressure plate built into the design of the mural (Search check, DC 20). The pressure plate activates a hidden mechanism in the wall, which opens a dam-like section built into the mural’s wall and ceiling. This allows water from an underground river too pour down the face of the wall over the mural. The water will wash away most of the rest of the paint, as well as triggering several magical runes written in dwarven, on the mural, and then drain away through several holes in the floor. The runes describe the history of the Lost Abathnar, but don’t show how to reach it. Read the following once the pressure plate has been activated: [COLOR=Red]You push on the stone impression and the stone slides back without much difficulty and locks into place. The sound of stone shifting begins to reverberate through the chamber, coming from above. Water begins to trickle down the mural wall, washing away old, dried remnants of paint. Soon the water is pouring down the wall washing it clean, and draining away through four holes evenly spaced along the bottom of the wall. Steam rises from the warm stone wall and floor, but not enough to obscure what happens next. Glowing, runic symbols and pictographs begin forming along the entire length of the mural, shedding a pale blue light.[/COLOR] Once the PCs have deciphered the hidden text (Intelligence check, DC 18), give them [I]Handout #1[/I]. [I](I'll post this later, if people ask for it.)[/I] [B]Creatures:[/B] While there is a great deal of treasure here, the PCs will have to fight for it, as six magmin have made a home for them selves here in the magma pit. They came into the area through several lava tubes that connect the pit and decided to stay. Because these small elementals do not need to sleep, eat, or breathe, they care little that the chamber is blocked off by the portcullis. They consider the treasure is theirs by right and will emerge out of the magma pit and attack anyone who disturbs the vessels. [B][C] Magmin (6):[/B] CR 8; Small Elemental (Fire, Extraplanar); HD 2d8+2; hp 11, 12, 14, 15, 15, 18; Init +0; Spd 30 ft. (6 squares); AC 17, touch 11, flat-footed 17; BA/Grp +1/-1; Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); Full Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); SA combustion, fiery aura; SQ DR 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold; AL CN; SV Fort +3, Ref +3, Will +0; Str 15 (+2), Dex 11 (+0), Con 13 (+1), Int 8 (-1), Wis 10 (+0), Cha 10 (+0). --- [I]Skills and Feats[/I]: Climb +4, Spot +3; Great Fortitude. --- [I]Combustion[/I] (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based. --- [I]Fiery Aura[/I] (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based. --- [I]Melt Weapons[/I] (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based. [B]Treasure:[/B] The west wall has 1d6 brass jugs and 2d4 ceramic pots, while the east wall has 1d8 brass jugs and 2d3 ceramic pots. Each brass jug is worth 250 gp, while each ceramic pot is worth 50 gp. There are 4 vessels with 3d6x5 platinum coins and 3d8x10 gold coins in each. These coins are 1-½ times the size and value of standard coins. The small steel chest (40 gp) contains 500 gold pieces, an ornate carrying case (250 gp), masterwork miner’s tools (55 gp), and 9 gems, which include 3 moss agates (12 gp each), 4 zircons (40 gp each), and 2 deep blue spinels (400 gp each). The sarcophagus contains an ornate helm (2,500 gp), a suit of rusted full plate (only worth 900 gp), a rusted & pitted dwarven waraxe (can be repaired), a [I]+2 composite longbow[/I], a [I]+3 shortspear[/I], and [I]bracers of lesser archery[/I]. [CENTER]_____________________________________________ [ATTACH type="full"]32171[/ATTACH] _____________________________________________[/CENTER] [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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