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This was a Good Party adventure run some time in 1983. It was an offshoot of the tedious "Mountain Crossing" adventure.
Outside this crumbling building are 10 GARGOYLES (AC 5, MV 9“/15”, HD 4+4, #AT 4, D d3/d3/d6/d4, hp 29, 26, 24, 21, 3×20, 18, 16, 15) which appear to be ornamental statues. As the party approaches, however, they will attack.
Inside is a small shrine used ages ago to pay homage to the dead. Lying & “sitting” around are 22 human corpses which are actually 22 GHOULS (AC 6, MV 9“, HD 2, #AT 3, D d3/d3/d6+paralyzation, hp 14, 13, 12, 10, 8, 3×7, 5, 4, 2×2, 13, 12, 10, 2×9, 4×8, 7)1). There is no treasure here. To the right and left are doors which lead into 2 identical areas where sarcophagi are kept. There is no treasure here, just centuries old coffins.
Downstairs: All undead are turned as if they were 1 place higher.
(1) In this room are 24 SKELETONS (AC 7, MV 12”, HD 1, #AT 1, D d6, hp variable(1-8)).
(2) In six, large, ornamental coffins here are 6 MUMMIES (AC 3, MV 6“, HD 6+3, #AT 1, D d12+disease+fear, hp 39, 35, 32, 31, 27, 22). In their coffin is a silver pendant set w/gems (500 gp) and 750 gp.
(3) This is a storage/sleeping area. In here now are 2 CLERICS (AC 4 (Chain/Sh), MV 9”, 2nd level, #AT 1, D d6+1 (mace) + spells (3 first), hp 14, 10). One carries a large black opal in a belt pouch (1500 gp).
(4) This temple/conference room contains 2 CLERICS (as above, hp 16 ea.),
a 6th level CLERIC (AC 3 (+1 Chain/Sh), MV 12“, #AT 1, D d6+1 (mace),
spells (5/5/3), hp 46), a 3rd level MAGIC-USER (AC 10, MV 12”, #AT 1, hp 6,
D d4+spells (MMissile x 2, Sleep, Shield & Invisibility x2)), and CONGAL an
evil half-orc fighter lord (see accompanying sheet). If any
combat has gone on in area (3), these people will be aware
and cannot be surprised. Congal wears a gold and silver medallion
set with gems which depicts a setting moon painted blue and
white. It is worth 1000 gp and represents Hecate. The 6th level
cleric also carries a potion of Extra Healing. Also here are 2 HELL
HOUNDS (AC 4, MV 12“, HD 6, #AT 1, D d10+breath, hp 32, 20).
All during the wilderness encounters (on every even day), the
Great wizard Edric will look in on the party (as per
Cleric spell Magic Font via his wife, Tacey) for 16 1 round
duration. It will just so happen that on this day,
Edric will start to look in on them just at the
start of the battle in room (4). If anything serious
happens, the wizard will cast Minor Gate and send LAMAR,
DEMON-TOPPLER through. After Lamar cleans up the
remaining evil nasties, the wizard himself will step through.
He is 21st 18th level and has the following spells memorized:
This entire list was crossed out – but I include it here for completeness
I | Magic Missile (x4) |
Charm Person (x2) | |
Detect Magic | |
II | Melf's Acid Arrow (x2) |
Tenser's Uncontrollable Hideous Laughter | |
ESP | |
Invisibility | |
Levitate | |
Mirror Image | |
III | Lightning Bolt (x2) |
Dispel Magic (x2) | |
Hold Person | |
IV | Fire Shield |
Minor Globe of Invulnerability | |
Polymorph Other (x2) | |
Wall of Fire | |
V | Teleport (x2) |
Magic Jar | |
Sending | |
Bigby's Interposing Hand | |
VI | Geas (x2) |
Control Weather | |
Anti-Magic Shell | |
VII | Minor Gate (x2) |
D Blast Fireball | |
VIII | Polymorph Any Object |
Permanency | |
Incendiary Cloud | |
IX | Prismatic Sphere |
Wish |
Even if the party is triumphant, Edric will send Lamar through and come through himself. At this point, he will discuss the party's purpose with him and explain the existence of the magic items, etc.
In pencil after the above text is the following:
Sly will successfully notice the Scrying on days:
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