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tomb_of_the_time_crystal [2008/04/27 14:26] – created jimstomb_of_the_time_crystal [2017/05/27 18:57] (current) – external edit 127.0.0.1
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-[[start|Back to start page]]+(<[[Bast's Revenge]]) ([[adventures|Back to Adventures Index]]) ([[Sunken Keep]] ->)
  
 ====== The Tomb of the Time Crystal ====== ====== The Tomb of the Time Crystal ======
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 {{tombtimecrystal1.jpg?500|Main Level}} {{tombtimecrystal1.jpg?500|Main Level}}
  
-1) +1) There is no method for scaling the pyramid, yet atop it is a stone 
 +pillar with //Continual Light// cast on it.  Around the base of 
 +the pyramid are 9 **Skeletons** (non-combatant) with permanent //Magic 
 +Mouths// cast on them so that when anyone approaches within 50 feet, 
 +they will begin to wriggle around on the poles which impale them 
 +and moan loudly as if in pain.
  
-2) +2) Beyond this stuck, locked, and trapped door are 2 **Mummies** (AC3, MV6", 
 +HD6+3, #AT1, Dd12+fear, hp 30,28).  The door is magically trapped with 
 +a //Glyph of Warding// (XAJ - Cold damage) for 14 points of frost damage. 
 +Written on the walls here (on either side and above the door to (3)) 
 +is: //Grave robbers flee, for even if you live long enough to see this 
 +message, you can count on death soon!//
  
-3)+3) Standing on guard around this false crypt are 6 **Coffer Corpses** (AC8, 
 +MV6", HD2, #AT1, Dd6+throat lock, hp 12, 9, 7, 2x6, 5).  In the central 
 +coffin (which is set with 50 large fake gems which make it look quite 
 +valuable) is a **Zombie** (hp 6) wearing a crown painted gold and set 
 +with many fake gems.  The Zombie (who wears fancy robes will rise out 
 +of the coffin on the first round and attack on the second round).
  
-4)+4) On 2 raised platforms on either side of the room are 2 wooden chests 
 +with iron reinforcements and padlocks.  If either chest is opened, 
 +two iron gratings will drop at the dotted lines and seal anybody 
 +in (as a prison cell).  At this point, hidden trap doors in the ceiling 
 +will open and 15 **Poisonous Asps** (AC7, MV12", HD1/2, #AT1, Dd2 + save at 
 ++2 or die, hp 4 ea.) will drop on either side (30 total).  The 
 +chests are not empty, but each has one half of an iron 
 +plaque with the following message written on both of them (when 
 +combined): //Perserverance can be fatal. Flee now and I will let you live.//
  
-5)+5) The trap door here is made of heavy metal and requires an 
 +open doors roll.  It is trapped with a 14 point cold glyph and 
 +opens up a 3'x3' hole with an iron ladder descending 20 feet. 
 +The first person must save vs. 1/2 dex to avoid a loose rung 
 +and not fall 15 feet (Damage 2d6).
  
 {{tombtimecrystal2.jpg?500|Lower Level}} {{tombtimecrystal2.jpg?500|Lower Level}}
  
-6) +6) In this room is a flat stone platform 2 1/2 inches above the floor level 
 +facing a huge green statue of a praying mantis.  On either wall 
 +are **Thri-Keen Zombies** (AC5, MV9", HD6, #AT4, Dd4 each, hp 31, 30, 29, 
 +27, 2x24, 22, 17) which attack with 4 claws.  They have no abilities 
 +like a normal Thri-Keen.  Written on the north wall (is hieroglyphics) 
 +is //Terror befalls those who defile.  Curse be on you forever.//
  
-7)+7) This room is identical to (6) except the Zombies are replaced with a 
 +large tapestry and no message is written on the wall.  Any 
 +who touch the tapestry will trigger the summoning of a 
 +**Bar-Igura** (AC-3, MV9"@15", HD6+6, #AT3, Dd6/d6/2d6 + fear on touch, hp 34). 
 +This minor demon can (at will): //detect illusion & invisibility//, //dispel 
 +magic//, //telekinese// 250#, and //teleport// Twice per day it can use 
 +//Change Self//, //Invisibility//, and //Spectral Force// It has 45% magic 
 +resistance and can gate in another of its kind (25% chance).  If 
 +seriously pressed, it will go invisible or teleport out of combat, 
 +gate in a friend (hp 29 if successful) and continue the fight. 
 +Being very intelligent, this demon may try to dupe the party 
 +by using his illusionary powers to appear harmless.
  
-8)+8) Two identical coffins rest on a raised platform here.  Around 
 +the room are 4 suits of **Animated Armor** (AC2(Shield), MV9", HD6, 
 +#AT1, Dd8(longsword), hp 30, 29, 26, 14) who will attack as soon 
 +as one of the coffins is opened.  Inside the coffins are 2 **Mummies** 
 +(Ac3, MV6", HD6+3, #AT1, Dd12+fear, hp 32, 29).  Any person examining 
 +the mummies will be attacked immediately (as the mummies 
 +will not immediately move and will rely on the confusion 
 +created by the attacking armor).  If they succeed in rolling to 
 +hit, then they have grabbed onto the person and pulled him 
 +into the coffin closing it after them.  This will cause no damage, 
 +but every round in the coffin, the victim must save vs. magic 
 +at -2 to attack (fear) and may only attack with small, 
 +hand held weapons.  Meanwhile the mummy will automatically 
 +cause 1d8 points per round (No roll to hit required).  The mummies 
 +are adorned formally with fake jewels and gold painted 
 +crowns as in area (3).  Written on the inside of the coffins is 
 +the following message (in two parts): //You find not what you seek, 
 +yet you persist.  Turn back now fools and my wrath shall not | be 
 +released.  If you must, however, look behind the third urn for the 
 +path to your prize.//
  
-9)+9) The door to this area is cleverly trapped (-20% chance to 
 +locate) so that the porson opening will be shot by two poisoned 
 +arrows (save or die) that inflict 1d6 points each.  They attack 
 +as a 10HD monster vs. a surprised opponent.  The trap door down 
 +is also trapped with a cold glyph (14 points to all in room). 
 +The door is also heavy and must be opened by rolling.
  
 {{tombtimecrystal3.jpg?500|Third Level}} {{tombtimecrystal3.jpg?500|Third Level}}
  
-10)+10) Near this room is a pottery urn with a wooden plug.  Inside is 
 +a poison gas pellet trap (cannot be non-magically detected from 
 +outside) which will release a sleep gas poison (save at -2 or fall 
 +asleep for 2d6 rounds).  Around the corner is a metal bowl resting 
 +on a raised stone platform.  The platform is a 3 1/2 feet above the floor 
 +and when touched, a gust of wind will issue from the bowl 
 +(All within 5' save vs. dexterity or fall over) and an **Air Elemental** 
 +(AC2, MV36", HD8, #AT1, D2d10, hp 30) will be summoned to attack 
 +everybody nearby.
  
-11)+11) 4 large support pillars which are carved in the shape of huge 
 +men holding up the ceiling are here.  Near the southernmost one, 
 +another pottery urn (as in area (10)) sits.  This one is magical and 
 +has a powerful giant skeleton imprisoned inside.  The **Giant 
 +Skeleton** (AC2, MV12", HD10, #AT1, D3d6, hp 35) takes only 1 point 
 +from magical edged weapons and is not harmed by missile 
 +(except //Magic Missile// which causes 1 point/missile) or non-magical 
 +weapons.  It cannot be turned and has no treasure.
  
-12)+12) This small room has the third urn.  It is not trapped, 
 +and has simply a message carved on a stone tablet.  The 
 +message says: //You are much closer now than ever before.  Seek 
 +beyond and below for your reward.//
  
-13)+13) This room has a permanent //Darkness// spell cast in the corner.  The radius 
 +is 10' and can be dispelled only vs. 10th level magic.
  
-14)+14) This area has many stones laying in a path up around the corner 
 +here.  The first person through, though, will trigger a 35' 
 +pit trap (8d6 damage + 28% chance for broken bones and 15% 
 +chance for instant death).  The second person in line must save vs. 
 +dexterity or fall in also.  At the end of the hall is written: 
 +//You now feel my wrath.  Flee or die!//
  
-15)+15) This room is the first actual tomb and has a single coffin.  The 
 +corpse inside wears ceremonial robes and wears a wrought gold 
 +necklace (90gp) and has 3 gems placed around its head (emerald: 
 +1,000, topaz: 500, amethyst: 100) as well as a //Balm of Raise Dead//.
  
-16)+16) This is similar to (15) except the treasure is: a silver ring set with 
 +a pearl (400 gp), a gold clasp set w/gems (400), a silver arm 
 +band set w/gems (200), and an ivory idol of a praying mantis 
 +(50).
  
-17)+17) As (15) & (16) except treasure is: a gold chain w/gems (500), and a 
 +gold bracelet w/gems (400).
  
-18)+18) As above except treasure is: a platinum medallion set w/gems (900) 
 +in the shape of a praying mantis.  This room also has a secret door.
  
-19)+19) As above except treasure is: an ivory ring etched with a stalk of 
 +grain (90 gp).  Also here is a MU scroll with //Limited Wish// and a 
 +Clerical scroll with //Recall Spirit//.
  
-20)+20) As above except there is no treasure and the corpse is actually 
 +another **Mummy** (AC3, MV6", HD6+3, #AT1, Dd12+fear, hp 25).
  
-21)+21) The trap door here is magically trapped in two ways: A 
 +fire glyph for 14 points of damage and a powerful dispel 
 +magic/gust of wind combination which will put out all 
 +non-magical lights permanently (subject to later re-lighting), dispel 
 +all dispellable light sources permanently, and put out all permanently 
 +glowing magical light sources for one day.
  
 {{tombtimecrystal4.jpg?500|Fourth Level}} {{tombtimecrystal4.jpg?500|Fourth Level}}
  
-22)+22) In this room is the tomb of Lhan Vûr with all the wizards 
 +treasure (see below).  Guarding this room, however, is the 
 +wizard's **Groaning Spirit** (AC0, MV15", HD7, Dd8, hp27) as Lhan 
 +Vûr was a female elf!  The spirit will not attack until the 
 +coffin is opened when a trap similar to (21) goes off. This 
 +one, however, only douses permanent light sources for 5 rounds. 
 +Around the coffin are 4 pottery urns sealed with a wooden 
 +stopper.  In them are: 1) 9400 cp; 2) 8600 sp; 3) 1300 gp; 4) 400 pp. 
 +In a leather bag in the coffin are 5 gems (Jasper: 100, Jet: 90, 
 +blue quartz: 35, Obsidian: 14, and Chrysoprase: 10).  The corpse wears 
 +a coral medallion (220), a silver ring w/gems (400), and a 
 +silver and gold clasp (80).  Also in the coffin is: A Clerical 
 +scroll w/ //Cure Serious Wounds// and //Cure Light Wounds//, a //Potion of Healing//, 
 +a //+1 Flame Tongue (Short Sword)//, a //+1 Cloak of Protection//, a //+1 
 +Dagger//, +2 vs. magic-using creatures, +5 and double-damage vs. true giants 
 +(after the +5, but before strength bonuses), -2 cursed vs. creatures from 
 +the chaotic outer planes.  (The dagger is intelligent (15) can detect 
 +evil/good in 1" and locate object once/week.  It speaks Common 
 +and Hill Giant and is aligned CN), and a minor //Book of Exalted 
 +Deeds// which will raise the wisdom of any Cleric by 1 point. 
 +Finally, the corpse clutches in its folded hands the **Time Crysal**.
  
-\\ [[start|Back to start page]]+\\ (<[[Bast's Revenge]]) ([[adventures|Back to Adventures Index]]) ([[Sunken Keep]] ->)
  
tomb_of_the_time_crystal.1209324400.txt.gz · Last modified: 2017/05/27 18:44 (external edit)