Guardians of The Tomb Dungeon Magazine - 001

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

Though his true love lies in Westerns,

Carl Smith has been active in fantasy


and science-fiction gaming for years. He
was a part of the DRAGONLANCE™
design team for TSR, Inc, and worked
on CA1, Swords of the Undercity, an
AD&D module set in the LANKHMAR™
universe. He is currently a freelance
writer and contributing editor for Model
Retailer magazine.

This AD&D® game encounter takes


place at an abandoned shrine to a for-
gotten thief, possibly an avatar of some
evil, well-known god of thieves. A group
of 2-6 characters is recommended, each
of 3rd-5th level. A cleric would be
extremely helpful, and an assortment of
magical weapons is necessary. This
scenario may be dropped into an ongo-
ing campaign, as the player characters
are traveling along a minor road in a
forested region. The time is late in the
day.
The Path

A fluke of the afternoon sun’s rays


reveals a narrow trail, partially
overgrown with straight, young
hardwood saplings and a multitude
of weeds, leading off the road you
travel. Under other conditions, you
would have walked past it.

A successful examination by a ranger,

GUARDIANS barbarian, or skilled forester shows the


manmade trail to be unused by men or
large manlike creatures for several
months. The saplings took at least four
years to reach their present height, and,

OF THE though they do not block the path, their


unbroken state shows that nothing of
any size has passed this way for years.
Any player character successfully
checking finds no evidence of traps or

T O M B
BY CARL SMITH
other beings in the area. In fact, no
wildlife inhabits this area at all, and no
birds are seen or heard—a fact that a
druid (and possibly a ranger or barbar-
ian) would notice at once.

Vengeance awaits The Swamp


If the player characters follow the over-
beyond the grave grown path for a mile, they come to a
clearing in the woods, in which stands a
dilapidated shrine on an island in a
shallow marsh. The marsh is approxi-
mately 200 yards across, but only 5’
deep. It functions as a moat for the
shrine.

DUNGEON 61
GUARDIANS OF THE TOMB

does no damage. Those attempting to


run across the stone walkway automati-
cally fall unless they are unencum-
bered, have dexterities of 17 or greater,
and pass the saving throw noted above.
A falling runner has a 40% chance of
hitting a stone step in the fall, doing 1-3
hp damage — and damage from the
razorweed is automatically raised to the
maximum possible on the first round of
such damage taken.
Anyone attempting to fly or levitate
across the lake discovers unexpected
turbulence. Warm air over the lake
contacts the cooler air from the sur-
rounding woods, causing sudden drafts.
The chances of turbulence disturbing a
flight over the lake is 75% on warm
days only.
Characters find that maintaining
flight (by animal, spell, or device) is
difficult but not impossible (flight speed
slowed by 1” per 6” normal speed, so
flight at 12” becomes 10”). However,
those levitating across may find them-
selves at the mercy of the winds, even
being pushed into trees at the lake’s
edge or into the shrine itself (causing
1-4 hp damage per round) — or down
into the lake’s razorweed.

dark, featureless human form in a shad-


RAZORWEED
The overgrown path is not difficult to
follow, although overhanging owy part of the undergrowth — but the FREQUENCY Rare
branches need to be chopped away. figure then moves away, and no other NO. APPEARING: One patch
Ahead lies a clearing with a stag- figures can be seen. A cleric’s attempt to ARMOR CLASS: 0 on dry land, 4 in
nant, algae-choked marsh. In the turn undead produces no noticeable the water
center of the marsh rises a small isle effect at this time. A detect evil spell MOVE: Nil
of land with a building almost as produces a vague reading of evil all HIT DICE: 2 HD per square yard
large as the island. Climbing vines about the characters; a detect magic % IN LAIR: Nil
and moss cover the building, conceal- spell also produces a vague reading. TREASURE TYPE: Incidental only
ing most of its decorative stonework. An exploratory probe of the murky NO. OF ATTACKS: See below
An entrance to the building is visible green water around the small lake’s DAMAGE/ATTACK: See below
on one side of the structure. No shore reveals that three inches below SPECIAL ATTACKS: Destruction of
bridge crosses the swamp to the the surface of the water lies a bridge of armor
island. There seems to be an odd chill stepping stones, leading out from the SPECIAL DEFENSES: Diffraction of
in the air as well, one difficult to shore directly across from the northern water causes -1 to attackers’ “to hit”
define; the air temperature is cer- entrance in the overgrown structure. roll; see also below
tainly warm. Each stone is about 1’ square, and MAGIC RESISTANCE: 5%
approximately 2’ separate each stone. INTELLIGENCE: Non-
A good-aligned cleric has a 5% chance Slime and aquatic residue coat each ALIGNMENT: Neutral
per level of sensing, without use of stone. Player characters may cross at a SIZE: L (2d20 x 10 square yards)
magic, the presence of profound evil slow walking speed, but characters with PSIONIC ABILITY: Nil
nearby. This presence seems to come dexterities under 13 and those who are Attack/Defense Modes: Nil
from all directions. Any character who traveling at a lower-than-normal speed
roll a percentile score equal to his intel- due to extra encumbrance must check to Razorweed looks like normal aquatic
ligence, expressed as a percentage, see if they fall in the water. A check grass, but both the sea and freshwater
gains the further feeling that he is consists of a saving throw vs. paralysis, varieties are more blue in color than
being watched — though no watcher can with failure indicating a fall. The water their normal counterparts. A player
be detected. The use of a detect invisibil- is only 5’ deep, but it is filled with character has a chance of noticing its
ity spell has a 5% chance per level of the razorweed (see below). No other animal saw-toothed, sharp edges by casual
user of gaining a brief glimpse of a life exists in the lake, and a fall in itself inspection; this chance is equal to a

62 Issue No. 1
GUARDIANS OF THE TOMB

percentile roll of 5% per intelligence


point of the character. Anyone who
deliberately examines the weed or who
has encountered razorweed before has a
95% chance of knowing it for what it is.
Razorweed occurs most often in tropi-
cal seas and lakes, though occasional
patches appear in temperate climates. A
dry-land species that resembles a Spanish
bayonet in size and shape is known as
well.
Anyone falling or walking into a
patch of razorweed suffers immediate
slashing damage from the hundreds of
bladelike leaves on the plant. This dam-
age varies with the size and surface
area of the victim. Human-shaped
beings take 1d4 hp damage if they are
3’ or less in height; for every foot of
height over 3’, an extra 1d4 hp damage
is taken. Four-legged beings take 2d4
hp damage if 3’ high or less at the
shoulders, and an extra 2d4 hp damage
for every 1’ over that height.
All cloth, leather, and paper goods
exposed to razor-weed attacks must save
vs. normal blow each round or else be
cut to pieces. Ropes and items of thin
wood (½” or less in thickness) must also
save or be destroyed. Leather and pad-
ded armor are reduced in AC value one
step for each round exposed to this
growth, and ring, scale, and studded- protect a humanlike being from further enters the building through four 5’ x 5’
leather armor are reduced one step attacks (unless a new patch of razor- windows covered with rusted steel grates
every three rounds they are in razor- weed is entered). A horse-sized quadru- which are set in the roof. The spaces
weed. Other armors are immune to this ped can be affected by up to 10 square between the bars are each 1’ across.
effect, as they cannot be so easily yards of razorweed, or by lesser Anyone checking for traps as the
slashed apart. Any damaged armor amounts if smaller. building is entered notes none around
remains in damaged condition until the doorways, though the floor on the
repaired by qualified armorers, tailors, The Shrine inside of the shrine by the doorways
and leather-workers (see page 29, DMG). appears to have been scratched and
Magical armor loses its magical powers The island in the swamp is only 140’ marred in the past. Interestingly, the
if the saving throw noted above is across and basically circular in shape. stone forming the door frames is per-
failed. Though the ground is soft, it is strong fectly smooth, unlike the rest of the
Any treasure found in a patch of this enough to support anyone’s weight up to building.
material is purely incidental, left over one ton. Creatures weighing over this
from previous victims. Treasure types J- amount must move at half-normal The inside of the building makes it
N (x5), Q, and C (magic only) are sug- speed. Weeds grow to a depth of 3’ apparent that the structure is a
gested. Patches of strangeweed (see the around the isle. shrine of some sort, possibly a temple
Monster Manual) often grow in and The building is an ancient tomb to a or tomb. Huge, twin statues, set back
around razorweed, making for a deadly legendary thief, born many hundreds of to back with their arms raised, stand
combination in certain oceanic areas. years ago, named Kholum the Swift. in the middle of the huge room on a
Razorweed burns easily if dry, but wet The shrine is blocklike, 90’ to each side stone platform. Each statue depicts a
razorweed takes only half damage from and 30’ high, and each side has a door thin, narrow-faced human male
fire. Submerged razorweed is, of course, 10’ high by 6’ wide in the middle of it. wearing belted robes and sandals.
immune to fire. Razorweed is immune The granite walls are 4’ thick. There The eyes of the statues seem to glow
to lightning and electrical effects, but it are four open entrances, one for each with light and follow your every,
can be chopped apart by bladed weap- point of the compass. Carved above each movement. No weeds grow between
ons. Blunt weapons do not affect razor- door is a name: (North) Pride, (East) the flat stones making up the floor,
weed at all, and it cannot be affected by Hate, (South) Treachery, and (West) and no sign of life can be seen inside.
bare-handed attacks. Destroying a Greed. The player characters may enter Odd bits of debris litter the area.
square yard of this weed is sufficient to through any entrance they wish. Light

DUNGEON 63
GUARDIANS OF THE TOMB

Words carved on the northern face man in rotting robes, with dried, dark bright light; AL CE). These shadows
of the stone platform say, in an old skin pulled over his features like fragile were originally followers of Kholum
variant of the common tongue: paper. The body is that of Kholum the who were slain as thieves and reincar-
Master Thief though by now characters nated by their deity as shadows to
KHOLUM THE SWIFT may believe Kholum to be a lich, vam- guard their former guildmaster’s tomb.
Lord of the Night pire, magic-user, etc. The skeleton is not Over the centuries, these shadows have
undead. Clutched in the skeleton's left been joined by the spirits of grave-
Of the best I was, but you must put hand is an old steel dagger with a clean robbers, wanderers, and others who
aside the old ways and see that every- blade. The dagger, like the skeleton, is were trapped in the tomb, until a small
thing here has a place. If you steal not magical. An old cloth pouch contain- army of these creatures lurks in the
from me, I steal from you. Why tempt ing 47 gems (each of 100 gp value) lies area. By day, the shadows hide in the
futility and disturb my sleep when all on Kholum’s ribcage. Also in the pouch forest and avoid all contact with living
things must be where they are? is a slip of paper, reading “I STEAL creatures, though their presence drives
Things taken will come full circle, for FROM YOU” in ancient Common. The away all wildlife. At night, the shadows
though the day calls you master, my paper is very fragile and breaks apart gather at the tomb if summoned by
servants rule the night. with rough handling, requiring a mend- magical triggers on the gems and statu-
ing spell to reassemble. ettes mentioned above. There, the
This inscription is an oblique reference to The, skeleton does not respond to a shadows attack intruders mindlessly
the traps and the guardians of the treasure. speak with dead spell, nor does move until slain or until dawn comes, at
The odd debris, upon examination, under an animate dead spell (due to which point they leave again.
proves to be bits of armor, weapons, and past protective enchantments). The The shadows float over the water of
equipment, from many years ago, left gems radiate magic and evil. the lake as they approach the shrine,
lying on the floor of the building to rust In addition, treasure may be found in then rise into the air and enter the
and rot. No bones are present, however the palms of the double statues’ hands. tomb through the’ grated ceiling win-
(the owners were turned into undead Each palm holds a colored glassteel dows. The DM should count the number
shadows). Most of the debris is clustered crystal statuette of a man 8” high, col- of PCs and NPCs inside the tomb, dou-
near the four doorways or in corners of ored blue (northeast), green (southeast), ble that number, and add a random
the shrine's interior. None of the debris red (southwest), and amber (northwest). number from 1-12 to get the total num-
is magical. The statuettes, because of their work- ber of shadows who will attack. These
The two statues, standing with widely manship, are each worth 750 gp. Each shadows will pass by anyone who is not
separated feet and joined at the back for also radiates both magical evil in the tomb unless they are attacked, in
support, are of Kholum, the thief buried auras. None of the four statuettes is which case they counterattack.
in this tomb. Each figure holds its arms immediately visible from the ground. Not all shadows present in the area
out at shoulder-height, palms up; their The moment that either the gems on come with each visitation; perhaps 100
palms correspond with the median com- the body or the statuettes in the hands shadows are present in the area around
pass points, (northeast, southeast, south- of the twin statues are handled, each of the shrine to Kholum, each new group
west, and northwest). The statues are the four entrances to the tomb is appearing only at dusk if summoned by
20’ tall, their palms 16” from the instantly sealed by a wall of stone spell the magical traps in the tomb. If a
ground, and they rest atop a single 3’ - cast at the 18th level of magic-user whole group of shadows is slain, and if
tall, 12’ -square stone platform. The ability. These walls of stone can only be the gems and statuettes are left behind
statues are cast from solid bronze and removed by a dispel magic or disinte- without being further molested, the
are now covered with verdigris. The grate spell, each spell affecting but one surviving characters (minus any who
statues have eyes of engraved glassteel doorway. These walls remain in place were turned into shadows to join the
crystal (500 gp value) which catch all for but one day, disappearing again at unliving guardians) may escape at
light and reflect it, giving everyone dawn on the day following that on dawn when the walls of stone vanish.
inside the shrine the impression that which the treasures in the tomb were Anyone who levitates up to the ceiling
they are being individually watched. disturbed. Anyone caught in the door- bars may attempt to bend bars to
The eyes radiate faint magic. way as the walls appear is hurled into escape, but note that strength-draining
Anyone making a detect traps or locate the tomb’s interior, taking 2-16 hp dam- by the shadows may harm this escape
secret doors roll discovers that several of age from the blast. method unless done during the daytime.
the engraved words on the stone are on Within 2-5 turns following sundown, These magical traps can be activated
sections of stone that may be pressed or within 2-5 turns if the theft occurred any number of times, even if the walls
into the platform, as either a trap or at night, the guardians of the tomb of stone are continuously destroyed. The
secret door trigger. If any characters approach the shrine through the sur- treasure was meant only to cause the
push in the given words from the epi- rounding forest, drifting through the deaths of an unlimited number of
taph — STEAL FROM ME — a secret trees like shadows — which in fact they beings — bait for the living cast by the
door (3’ x 6’) opens in the space are (AC 7; MV 12"; HD 3 + 3; #AT 1; dead. Only the use of a wish or an exor-
between the heels of the-stone statues, Dmg 2-5; SA drain one strength point cism can remove the trigger on the
on the stone platform. per strike, turn victim into shadow at 0 tomb’s traps. The shadows in the area
The secret door reveals a stone-sar- strength; SD + 1 or better weapon must then be dealt with, as they will
cophagus with a lid weighing 300 lbs. needed to hit, immune to charm/sleep/ wander away, no longer bound to the
Lifting the lid reveals the skeleton of a hold spells, surprise 90% in absence of tomb of Kholum the Swift.

64 Issue No. 1

You might also like