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pyramid_tomb

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II-M-3) Pyramid Tomb

Editor's Note

This was a Good Party adventure run some time in 1983. It was the culmination of the otherwise uninspiring "Mountain Crossing" adventure. It's main claim to fame is that it is where the party found their flying basket – which made travel around the world much easier in the months to follow.

Page 1

The Pyramid Tomb Map

The pyramid stands well protected on the plains of the desert. Most of its detail is ruined and it shows signs of severe weathering. The only entrance is blocked by sand, locked, stuck, and has a glyph of warding on it. The glyph is XAJ for 20 points of cold damage. Immediately after opening the door, 5 HELL HOUNDS (AC 4, MV 12“, HD 6, #AT 1, D d10+breath, hp 2×35, 31, 28, 27) will rush out to attack.

(1) This room is magically enchanted to summon 5 HELL HOUNDS as soon as the door is open. After this, if anybody enters, 3 DEMONS will be summoned. They are TYPE II (AC -2, MV 6”//12“, HD 9, #AT 3, D d3/d3/4d4+fear etc., hp 31) and 2 TYPE I (AC 0, MV 12”//18“, HD 8, #AT 5, D d4/d4/d8/d8/d6, hp 32, 31). They will attack immediately and will not try to gate in others, unless sorely pressed. There is no treasure. See note about door →

(2) In here is a FALSE LIFE ZOMBIE of ANTAL, a human Fighter who used to be NG. Now, he is NE, wears Plate mail, wears a +1 Ring of Protection, and carries an intelligent NE two handed sword. His stats are S18/71 I17 W11 D15 C16 Ch11-. He has AC 1, MV 6”, is 9th level, has weapon specialization in two handed sword, and has 74 hit points. His sword is +1, so he fights at +4 to his and +6 on damage twice per round. In addition, his sword can detect traps, locate object, detect good, heal once/day, speak Common, and has an Ego of 8. Also in this room is an intricate gold and silver box set w/gems which has the CLOAK OF AIDAN inside. Etched around the inside of the box is the next clue (see next page). The box is also trapped with a ZANNIT glyph which will cause death to the person who opens the box unless he/she saves vs. magic. If the save is made, he/she is knocked unconscious for 2d6 rounds. Also here is a larger stone chest (untrapped and valueless) with two scrolls, a potion, and a magical carpet of flying (largest size). → (see next page) The potion is Raise Dead and the scrolls are: I) MU: Magic Mirror (4) and Detect Invisibility (2); II) Cleric: Recall Spirit (6), Raise Dead (5), Cure Serious Wounds (4), Neutralize Poison (4), Cure Light Wounds (1), and Light (1).

pyramid_tomb.1287811474.txt.gz · Last modified: 2017/05/27 18:43 (external edit)