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Cartography by Dyson Logos, source |
Introduction and BackgroundThanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a B/X D&D adventure for a party of characters of levels 2-4 set in the Great Marsh of Soderfjord.
Much of the lower level of this dungeon is partially flooded, with water about 2ft deep covering the floor. This means that dwarves and halflings fight at -2 to hit while nearly submerged, and all characters wade at half their normal movement.
This tomb was created by the ancient Mogreth civilization but the human Nithians discovered it and added their own dead to the lower level. The walls are covered in friezes and engravings of strange reptilian beings, serpent folk and more recognisable lizard men. The previously human undead creatures are dressed as ancient Nithians but the lizard-zombies are far stranger. Room 10 was set up and enchanted by the Nithians to protect their buried dead from the necromantic influence of Mogreth sorcery.
Possible hooks that might encourage the PCs to investigate the tomb include:
- A junior mage has heard from his master's divinations that there is a book of rare spells on the upper floor of this tomb (actually in area 14d). He would pay the PCs a fair price for it intact and in a readable condition.
- The local cleric has heard of a horrible monster with a long slimy tongue that has emerged from this tomb to attack human patrols trying to keep the swamp safe. If the PCs could slay the creature and bring its corpse back for study they would be rewarded. The slavering-tongue ghoul is in room 12.
- There is a scholar who has become aware of the ancient Nithian empire and believes the tomb to be a site of great archaeological importance. The scholar wants to investigate the tomb herself but she is well aware that there may be various monsters, so she would like to hire the PCs as bodyguards.
- The PCs hear from a frightened would-be tomb robber that he and his fellows tried to loot the tomb as they had been told by reliable divination that it held much treasure. However, his friends paid dearly for finding out why nobody had previously plundered the tomb.
Lower Level
- The Atrium. This partially flooded room is dark and creepy with moss and fungi hanging from the ceiling but apart from a few harmless frogs there are no creatures of note here. To the east there is a dead end with dirt and rubble piled up.
- The Rat Lair: This room has a pack of 13 giant rats that will attack any intruders. If more than half are killed the rest must check morale and may try to flee. This room has a small tunnel above the water in the northern wall that leads to room 4 but only halflings, gnomes and giant rats can fit through. There is also a false door on the west wall that was put there to symbolize the passage to the next world.
Giant Rat: AC 7, Mv 120ft/swim 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save NM, Ml 8, align N, 6xp - The Double Tomb. This chamber has two raised platforms above the water on either side of the south entrance. The east platform (b) has the smashed remains of a coffin, but the west platform (a) has an intact sarcophagus. If the lid is disturbed the 2 ghouls inside awaken and will attack those who disturb the ghoul’s repose. Inside the ghouls’ sarcophagus are 2600sp, 300gp and a Ring of Fire Resistance.
Ghoul: AC 6, Mv 90ft, HD 2* (hp 6, 11), THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, align C, 25xp - The Dais Room. Most of this room is covered in water apart from a dais on the west side. This is the lair of 2 giant toads. On top of the dais is an altar on which there is a ceremonial dagger of silver (effective against lycanthropes) worth 100gp and a silver medallion with engraved Nithian hieroglyphs worth 100gp.
Giant toad: AC 7, Mv 90ft/Swim 60ft HD 2+2 (11 hp each), THAC0 17, Att 1 bite for 1d4+1 or tongue (range 15ft, drags small creatures to toad). Swallows small creatures whole on natural 20. Save F1, Ml 6, Align N, 35xp - This room has lots of rubble lying around and an uneven floor beneath the water. On the east wall there are 2 alcoves above the water level. In the middle of the room is a sarcophagus. However, this room has already been plundered and there is nothing of value here.
- The Lower Crypts: The entrance to this room is partially blocked by a large sarcophagus, though there is space to climb over the top of the stone coffer to get in and out of this room. This room has 6 alcoves, all above the water level. In each alcove are various forms of undead that will shamble towards any intruders that enters the room.
a) 2 Zombies: AC 8, Mv 60ft, HD 2 (9 hp each), THAC0 18 (always attacks last), Att 1 slam for 1d8, Save F2, Ml 12, Align C, 20xp
b) 1 Bloated zombie: AC 7, HD 2 (9 hp each), THAC0 18 (always attack last), Att 2 claws for 1d4/1d4, Save F2, Ml 12, Align C, 25xp When defeated the bloated zombie causes 1d6 acid damage to all creatures in 10ft radius.
c) 2 skeletons: AC 7, Mv 60ft, HD 1 (5 hp each), THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, 10xp
d) 2 zombie wolves. Also in this alcove there is an intact wooden coffin. Inside is an inanimate skeleton with a silver and pearl necklace worth 400gp and a silver tiara worth 500gp.
Zombie Wolf: AC 6, Move 120ft, HD 3+2 (18 hp each), THAC0 16, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, 50xp
e) 1 bloated zombie, stats as alcove b
f) 3 skeletons (stats as in alcove c). Also in this alcove there is a stone sarcophagus. If it is opened there is a Bone Warrior inside that will jump out and attack. The bone warrior wields a Sword +1 and a Shield +1.
Bone warrior: AC 5, Mv 120ft, HD 3 (15 hp), THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, 35xp - The preparation room. This room is a bit above the water level. There are 2 tables here and on the sides is a shelf with both surgical instruments (now long rusted into uselessness) and several jars of preservatives (one of salt, one of natron and one of formaldehyde). To the north of this room is the stairs that lead to the upper level.
The Upper Level - The Circular Crypt. This circular chamber has a large solid pillar of stone about 10ft wide in the middle of it. There are 7 burial alcoves (a-g). Alcoves a, c, g & i all have 2 zombies each standing guard that will attack creatures entering this room (8 zombies total). Alcoves b & f both have intact sarcophagi. The sarcophagus in alcove b is empty but the one in alcove f has a false bottom - breaking it reveals 2300sp & 500gp.
Zombie: AC 8, Mv 60ft, HD 2 (9 hp each), THAC0 18 (always attacks last), Att 1 slam for 1d8, Save F2, Ml 12, Align C, 20xp - This room has 5 shallow alcoves that hold stone statues of ancient and unrecognised immortals. The statues themselves are not magical and have no effect but anyone lingering in the room for more than a turn will feel a sense of unease. Anyone behaving irreverently or disrespectfully (stealing the statues, vandalism etc) must make a save vs spells or suffer the effects of a Confusion spell.
- 2 Mogreth Lizard Zombies are on guard here. They will attack any intruders and have 2 javelins each .
Mogreth Lizard-Zombie: AC 6, Mv 60ft, HD 3+1 (15 hp each), THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, or javelins (range 20’/40’/80’) for 1d6+1 Save F3, Ml 12, Align C, 50xp - Partially Excavated room. This room has a clearly unfinished northern wall and lots of rubble and boulders against that side. It seems there was an attempt at creating several alcoves here before work stopped.
- 1 Slavering-Tongue Ghoul lurks here and will attack anyone. It guards a chest of treasure containing 1200gp, 3000sp and 5 gems (moonstones) worth 50 gp each.
Slavering-Tongue Ghoul: AC 6, Mv 120ft, HD 4+4 (22 hp), THAC0 15, Att 2 claws/1 tongue for 1d6/1d6/2d4 + tongue will grapple if it hits, Save F4, Ml 12, Align C, 200 xp - The circular chamber. This room has a shrieker in the middle and anyone entering will trigger it. The shrieks will attract the undead in the various alcoves of area 14. As the DM you could track the zombies movement per round of this encounter or assume that at the start of the 3rd round against the shrieker the lizard-zombies appear at the steps to the south, east and west.
Shrieker: AC 7, Mv 9ft, HD 3 (13 hp), THAC0 none, Shriek attracts monsters, Save F2, Ml 12, Align N, 20xp - The Crescent Corridor. This has 6 alcoves off it. Each alcove holds a Mogreth Lizard-zombie (6 lizard-zombies) that will attack any intruders and will shamble towards the shrieker in area 13 if it raises the alarm. Alcoves a, d & f all have treasure -
a) has a large ceiling slab fallen down in front of it but both the zombie and most humanoids can squeeze through. Inside is an earthenware pot with 4200sp and a bronze statuette of a cow-headed deity worth 400gp.
d) has an intact sarcophagus but opening it unleashes an explosive rune that will cause 6d4 fire damage to all within 10ft of the sarcophagus - save vs spells for half damage. A thief has a normal chance to detect this rune as a trap, while a detect magic spell will also reveal something magical within the sarcophagus . There is also a locked iron chest that protects its contents from the explosive rune and it contains a Wand of Phantasmal Force, powered not by normal wand charges but by an eldritch crystal that can be used twice per day, and also a spellbook with the spells Explosive Rune, Rope Trick and Caustic Bolt as well as some more familiar spells including Magic Missile, Charm Person, Ventriloquism, Locate Object, ESP and Wizard Lock.
f) has a wooden coffin that contains 5300sp and 4 gems (green beryls) worth 100gp each.
Mogreth Lizard-Zombie: AC 6, Mv 60ft, HD 3+1 (15 hp each), THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, or javelins (range 20’/40’/80’) for 1d6+1 Save F3, Ml 12, Align C, 50xp
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