RangerWickett
Legend
I have a tomb coming up for the PCs to explore, at a village of mostly friendly Minotaurs. The bad guys in this situation are a group of adventurers aligned with the spirit of an evil air mage who was formerly trapped in this tomb. The bad guys are going to break in, and the PCs will have to follow them and stop them. The bad guy adventurers can bypass most of the traps here, because they know first hand from the mage who was trapped here how to get through. I'd like your comments or suggestions. 
Ancient tomb, where a rogue air mage was captured and imprisoned. The airmage was undead, so a hero agreed to bind the evil mage to his own spirit so he couldn't escape, and then the hero entombed himself. It has been centuries, and the air mage has managed to escape, but the PCs need to go into the tomb to find out what happened to him, how he escaped, and what this air mage might be up to now.
So the first part of the tomb is history, since the tomb contains more than just the bad air mage; it was also a burial place for the village's champions over the centuries. It covers the story of the village, then ends with the defeat of the air mage, when the tomb was sealed permanently.
To even get into the next section of the tomb, you have to notice the riddle in the history text on the walls, and when you say the answer, one wall in the room shifts away. Alternately, magical divination can locate the door, but anyone who tries to enter the doorway without answering the riddle will be suffocated by magic. There's a trick, though: if you exhale before going through the door, the magic won't affect you, since you have no breath to steal.
Beyond the entry way and the breathstealing portal is the burial chamber of the old champions. A hallway stretches for a hundred feet, and stalls on either side of the hallway lead into small rooms where fifteen generations of champions are buried. Each champion's bones are kept in an urn, and some item of theirs is included to honor their memory.
At the end of the hallway, there is a small circular room, an echo chamber, which appears to be the end of the tomb. Only by reciting a Minotaur prayer-song can you pass through, as the walls of the echo chamber begin to rebound and fade away. (One of the PCs is a Minotaur cleric, so they should be able to pass this. I was actually considering having the badguys capture the PC and force her to perform the song so they can get in, and of course they'd have a hostage for leverage.)
The room widens into the chamber where the air mage was imprisoned, only now it is strangely bare, since when the air mage escaped he wrecked the place. There is a figure floating in mid-air, apparently wrapped in some sort of winds. This is the champion who was supposed to keep the bad guy trapped.
And one of my players is reading, so I must go. Grr.
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Ancient tomb, where a rogue air mage was captured and imprisoned. The airmage was undead, so a hero agreed to bind the evil mage to his own spirit so he couldn't escape, and then the hero entombed himself. It has been centuries, and the air mage has managed to escape, but the PCs need to go into the tomb to find out what happened to him, how he escaped, and what this air mage might be up to now.
So the first part of the tomb is history, since the tomb contains more than just the bad air mage; it was also a burial place for the village's champions over the centuries. It covers the story of the village, then ends with the defeat of the air mage, when the tomb was sealed permanently.
To even get into the next section of the tomb, you have to notice the riddle in the history text on the walls, and when you say the answer, one wall in the room shifts away. Alternately, magical divination can locate the door, but anyone who tries to enter the doorway without answering the riddle will be suffocated by magic. There's a trick, though: if you exhale before going through the door, the magic won't affect you, since you have no breath to steal.
Beyond the entry way and the breathstealing portal is the burial chamber of the old champions. A hallway stretches for a hundred feet, and stalls on either side of the hallway lead into small rooms where fifteen generations of champions are buried. Each champion's bones are kept in an urn, and some item of theirs is included to honor their memory.
At the end of the hallway, there is a small circular room, an echo chamber, which appears to be the end of the tomb. Only by reciting a Minotaur prayer-song can you pass through, as the walls of the echo chamber begin to rebound and fade away. (One of the PCs is a Minotaur cleric, so they should be able to pass this. I was actually considering having the badguys capture the PC and force her to perform the song so they can get in, and of course they'd have a hostage for leverage.)
The room widens into the chamber where the air mage was imprisoned, only now it is strangely bare, since when the air mage escaped he wrecked the place. There is a figure floating in mid-air, apparently wrapped in some sort of winds. This is the champion who was supposed to keep the bad guy trapped.
And one of my players is reading, so I must go. Grr.
