They do not attack at first, fleeing to Areas 18 and 19 to alert the other kuo-toa.ġ8. Three kuo-toa emerge from an underground river that flows through the tomb, and appears to go straight to sea, judging from the smell of saltwater in the air. Among them, they carry 5d6 copper pieces and 1d4 gold pieces. 1d4 skeletons and 1d4 zombies attack the characters when they enter. A chest is hidden under one of the beds, and it contains 1d20 silver pieces and 1d8 gold pieces.Ī memorial to the heroes that killed the beholder. Leads to Areas 15, 16, 17, 18 and 19.Īssorted tools cover the floor of this room, containing four bunk beds and four workbenches. Leads to Area 14.Ī wight attacks the players when they enter. Some of the walls break when the players enter, and two skeletons and a ghoul attack them. A sack inside one of the coffins contains 1d10 gold pieces, and inside another is a flawed gem worth 15 gp. When the players enter this crypt, a number of coffins open, and 1d4 + 1 zombies attack the characters. The corridor is much like the first two, but some of the walls have been broken, revealing empty coffins. The secret door leads to Area 11.Ī secret passage that leads to Areas 1, 3 and 5. When the statue is defeated, the portcullis and a secret door opens. When the players enter the room, a portcullis closes the door and 1d4 - 1 of the statues comes to life (use the statistics for animated armour), attacking the characters. This room is full of statues of warriors. It can only be opened with a DC 10 Strength check.Ī shrine depicting the heroes of old slaying the beholder. In the middle of the room is a box containing 1d20 copper pieces, 1d10 silver pieces, and 1d8 gold pieces. The room also contains a sack of 5d12 copper pieces, 4d6 silver pieces and 1d4 gold pieces. Leads to Areas 6, 7, 8, 9 and 10.Ī ghast and two ghouls hide in the room, attacking the first character they can see, but moving on to greater threats if they appear. This crypt is very much like the first, with open coffins, but this room is empty, save for a few doors (lead to Areas 6, 8 and 9), a secret door (leads to Area 10) and a locked door (DC 14, leads to Area 7). This corridor is very similar to Area 2, but 1d4 skeletons attack the players. Scattered around the room are 1d4 gems worth 10 gp. There are a number of empty coffins in this room, that seem to have been opened from the inside. Leads to Area 2.Ī number of torches line the corridor, with stone slabs on each side with only a name on each. Among them, they carry 1d4 × 5 copper pieces. The entrance is a short tunnel leading to a round room with two skeletons wandering aimlessly, when they see the characters, they attack. When all four are pressed, the door reveals itself and opens. When a rune is pressed, the top of the stone glows for a moment, and loud sounds can be heard from inside the hill. A Wisdom (Perception) roll with a DC of 15 is required to spot the runes. Four standing stones stand at each corner of the hill, with a single rune in Dwarven at the base of each. The Deep Speaker's crypt is built almost entirely underground, with only one major entrance, an artificial hill with a huge stone slab marked with an image of the beholder behind a secret door made to look like a natural part of the hill. This adventure is made for characters of 5th or 6th level. Knowledge of the tomb's existence is common, its whereabouts, on the other hand, are debated by scholars the world over. Recently, however, things around the crypt seem a bit awry, with rumours that some dark power has taken residence. When it was slain by a group of mighty warriors, it was buried in a crypt alongside all of its victims, an ironic nod to the extreme xenophobia of its kind. The Deep Speaker was an ancient beholder that claimed to have the ability to see into the future, and subjugated a nation with its supposed ability.
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