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Adventure - The Mud Sorcerer's Tomb PDF
Adventure - The Mud Sorcerer's Tomb PDF
rich
treasures.
Navigating
the
tomb
is
difficult,
remains
they
find
to
the
Seekers,
but
they
are
but
explorers
can
benefit
from
the
fact
that
the
entitled
to
any
profit
from
the
venture.
mud
sorcerers
intended
to
awaken.
The
Iron
If
you
use
this
hook,
place
dead
Seekers
in
the
Circle
hid
clues
throughout
the
dungeon,
pointing
tomb.
Most
probably
perished
in
area
4,
although
to
instructions
for
followers
to
prepare
them
for
the
corpses
in
the
pit
in
area
19
might
also
be
awakening.
These
instructions
have
long
since
those
of
Seekers.
been
lost,
but
the
clues
remain,
giving
canny
adventurers
the
edge
they
need
to
survive
the
Mud
Sorcerer
Lore
mud
sorcerer’s
tomb.
Before
the
characters
enter
the
tomb,
they
might
want
to
learn
a
little
about
it.
Use
the
information
Adventure
Hooks
in
this
section
to
answer
their
questions.
The
newly
discovered
tomb
belongs
to
an
Iron
Knowing
this
lore
requires
an
Intelligence
check,
circle
member
named
Tzolo,
although
this
but
no
one
except
those
trained
in
historical
or
information
is
not
known.
The
identity
of
its
magical
lore
is
likely
to
know
much
more
than
occupant
becomes
clear
only
after
explorers
what
is
revealed
with
a
successful
DC
15
check.
move
deep
inside.
DC
15:
The
mud
sorcerers
were
a
pseudo-‐
The
Mud
Sorcerer’s
Tomb
begins
and
ends
at
religious
cult
that
followed
the
teachings
of
Jezule,
the
dungeon
entrance.
Here
are
a
couple
of
ways
a
devotee
of
the
princess
of
evil
ooze,
Bwimb.
The
to
attract
the
characters
to
the
threshold.
term
“mud
sorcerer”
is
a
derogatory
term
for
an
Mysterious
Map:
Maavu,
a
merchant
of
elementalist
who
mixes
the
forces
of
earth
and
esoteric
goods,
contacts
the
characters.
His
water.
associates
have
obtained
a
map
rumored
to
lead
An
a lliance
o f
s ecular
a nd
r eligious
forces
to
a
tomb
of
one
of
the
infamous
mud
sorcerers.
destroyed
t he
order
centuries
ago.
But
within
He
has
little
use
for
the
map,
but
he
knows
it’s
the
last
two
decades,
various
parties
have
just
the
sort
of
item
an
adventuring
party
might
recovered
treasures
and
scrolls
supposedly
taken
want.
He
offers
to
sell
the
map
for
5,000
gp.
from
mud
sorcerers’
tombs.
These
scrolls
are
Alternatively,
the
characters
can
obtain
the
always
written
in
a
dead
language
known
as
map
in
the
treasure
hoard
of
any
defeated
enemy.
Taalese.
Rumor
has
it
that
all
writing
in
Jezulein
In
any
case,
the
Jezulein
symbol
of
the
earth
in
tombs
is
also
in
this
language.
harmony
with
water
appears
on
the
map
(symbol
The
mud
sorcerers
were
extremely
protective
4
on
the
handout).
A
DC
20
Intelligence
check
is
of
their
hiding
places,
and
explorers
have
required
to
identify
the
symbol.
If
the
characters
encountered
numerous
traps,
tricks,
and
false
cannot
identify
it,
a
sage
or
similarly
learned
sepulchers
before
discovering
the
actual
tombs.
person
might
do
so
for
them.
However,
cryptic
riddles
written
in
Taalese
have
Seeking
the
Seekers:
Karal,
an
agent
of
a
been
found
in
other
tombs,
sometimes
providing
secretive
organization
of
treasure
hunters
called
valuable
information,
while
other
times
leading
the
Seekers,
approaches
the
adventurers.
She
is
to
disaster.
aware
of
the
characters’
reputation,
and
she
Spells
that
deal
with
earth
and
water
have
believes
they
might
be
suitable
candidates
for
unusual
and
unpredictable
effects
around
mud
membership.
Before
she
can
grant
them
an
sorcerer
relics.
The
Jezulein
were
also
masters
of
audience
with
her
superiors,
however,
she
needs
protective
magic,
and
they
have
likely
placed
them
to
perform
a
task
for
the
Seekers
that
is
part
powerful
magical
wards
to
limit
the
operation
of
favor
and
part
test.
magic
inside
their
tombs.
A
group
of
Seekers
recently
found
the
location
DC
20:
Although
the
cult
was
destroyed,
of
a
mud
sorcerer’s
tomb
and
set
out
to
explore
it.
numerous
texts,
as
well
as
the
testimony
of
They
never
returned
from
the
expedition,
and
the
cultists,
predicted
that
the
mud
sorcerers
would
organization
believes
they
might
have
perished.
rise
again.
The
leaders
of
the
order,
known
as
the
The
Seekers
want
the
characters
to
enter
the
Iron
Circle,
were
never
found,
suggesting
that
tomb
and
discover
what
befell
the
missing
they
might
have
escaped
the
purge
in
some
sort
explorers.
The
adventurers
must
return
any
of
magical
refuge.
Even
to
this
day,
divinations
concerning
the
iron
and
locked
(AC
15;
immune
to
cold,
necrotic,
mud
sorcerers
have
a
much
higher
chance
than
poison,
psychic;
hp
100;
DC
25
Strength
check
to
usual
of
providing
false
or
misleading
break
open;
DC
25
Dexterity
check
to
pick
the
information.
This
fact
suggests
that
some
lock).
powerful
force
still
protects
the
cult’s
secrets.
Magical
Effects:
The
mud
sorcerers
created
Four
glyphs
of
power
are
associated
with
the
several
magical
wards
in
this
sanctuary.
mud
sorcerers’
magic,
numbered
1
to
4
in
the
One
ward
prevents
all
extraplanar
travel
so
handout.
The
first
symbol
represents
the
that
no
one
can
teleport
into
or
out
of
the
tomb,
convergence
of
earth
and
water,
the
second
is
but
teleportation
within
its
boundaries
is
earth
dominant,
the
third
is
water
dominant,
and
possible.
No
one
can
use
abilities
within
the
tomb
the
fourth
shows
the
harmony
of
earth
and
water.
that
require
travel
to
another
plane,
other
than
DC
25:
The
mud
sorcerers’
tombs
were
created
coterminous
areas
such
as
the
Ethereal
and
to
serve
as
refuges
for
the
cult’s
most
powerful
Astral.
This
ward
also
prevents
scrying
of
any
members.
Supposedly,
these
leaders
are
still
alive
sort.
somewhere
within,
resting
in
temporal
stasis.
The
second
ward
interferes
with
elemental
They
left
detailed
instructions
guided
by
clues
to
magic.
Any
such
spell
cast
within
the
tomb
(for
help
their
followers
decipher
the
many
riddles
example,
one
that
creates
or
shapes
earth
or
within
the
tombs,
making
it
easier
to
wake
the
water,
or
that
deals
acid
or
cold
damage),
in
sleepers
within.
None
of
these
instructions
addition
to
its
normal
effect,
has
a
50%
chance
to
survived
the
purge
that
destroyed
the
Jezulein
create
a
weird
elemental
creature
known
as
a
cult.
mud
grue.
The
mud
grue
appears
next
to
and
Iron
Circle
members
whose
tombs
remain
attacks
the
spell’s
caster,
other
than
servants
of
undiscovered
include:
Alyph,
Aqui,
Boukettu,
the
mud
sorcerers
(such
as
Tzila
in
area
31).
In
Daedis
Ko,
Eyenne,
Graptis,
Irdraz,
Iyayo,
Jikyor,
this
case,
the
grue
serves
the
caster
for
1
hour,
at
Lalotte,
Markule,
Nagiyat,
Nala,
Oiru,
Oyallum,
which
point
it
dissolves
back
into
the
elemental
Piyyat,
Szew,
Tilyat,
Timla
Ji,
Tzolo,
Ulshidar,
Uso,
energy
that
birthed
it.
Visivius,
and
Xialta.
Third,
the
mud
sorcerers
enlisted
the
aid
of
powerful
elemental
forces
to
protect
their
secrets
Dungeon
Features
centuries
ago.
These
beings
continue
to
fulfill
their
ancient
agreement,
even
though
the
Jezulein
Most
areas
within
the
tomb
have
the
following
are
long
gone.
As
a
result
of
this
elemental
features
in
common,
with
exceptions
noted
in
interference,
any
divination
spell
(such
as
augury,
specific
rooms.
commune,
and
divination)
always
has
a
chance
of
Light:
T he
e ntire
tomb
is
d imly
illuminated
failing
as
if
the
spell
had
been
cast
more
than
by
a
b luish,
a mbient
m agical
light
that
h as
n o
once
on
a
given
day.
discernable
s ource,
m uch
like
t he
d iffuse
light
Finally,
powerful
wards
protect
several
of
the
underwater.
T his
m agical
light
c auses
the
closed
areas
and
compartments
within
the
tomb.
whole
tomb
to
radiate
a
w eak
e vocation
a ura
These
can
be
opened
only
with
magical
keys.
No
when
v iewed
w ith
d etect
m agic.
other
means
can
bypass
these
obstacles.
Consult
Clues:
A
number
of
clues
appear
in
various
the
“Magical
Key”
table
for
a
list
of
these
items,
locations
in
the
tomb.
These
clues
are
the
locations
where
they
are
found,
and
where
consolidated
as
player
handouts
in
appendix
1.
they
can
be
used.
Construction:
The
rooms
and
corridors
within
the
tomb
have
ceilings
12
feet
high,
and
are
made
of
tightly
fitted,
white
stone
blocks
that
have
been
magically
bonded
to
trace
amounts
of
adamantine.
This
bond
has
two
unique
effects.
The
5-‐foot-‐thick
walls
are
treated
as
metal
for
spells
that
manipulate
or
sense
through
matter.
The
doors
in
the
tomb
are
made
of
3-‐inch-‐thick
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Confidential
information
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
face
of
each
pillar,
6
feet
from
the
floor
(B;
DC
10
Intelligence
check),
reveals
one
of
the
four
mud
4.
Chamber
of
Alcoves
sorcerer
symbols
(1
through
4
from
north
to
south).
The
walls
of
this
chamber
are
painted
with
fading
Bell:
Sounding
the
bell
causes
the
square
pool
geometric
designs
of
red,
gold,
and
green.
Iron
to
empty
at
the
rate
of
5
feet
every
round.
doors
are
set
into
the
north,
west,
and
south
Striking
the
bell
again
reverses
this
process.
walls.
Long
Pools:
Littered
w ith
bleached
An
imposing
nine-‐foot-‐tall,
green
basalt
statue
humanoid
bones,
w hich
are
the
remains
of
stands
in
the
center
of
the
room.
It
depicts
an
laborers
w ho
assisted
in
the
construction
of
the
elephant-‐headed
human
pointing
an
accusing
tomb,
these
80-‐foot-‐long
pools
are
5
feet
deep.
finger
at
the
east
wall.
Its
other
hand
reaches
for
The
bones
have
been
ritually
treated,
so
they
the
hilt
of
a
sheathed
sword.
It
is
bare-‐chested
respond
to
no
spell
or
m agical
effect
that
m ight
and
heavily
muscled,
and
wears
baggy
pantaloons
manipulate
them.
and
sandals.
Square
Pool
(C):
The
10-‐foot-‐square
pool
is
30
Four
stone
features
stand
on
stout
pedestals
in
feet
deep.
A
special
black
key
(used
on
the
pillar
alcoves
in
each
corner
of
the
room.
To
the
in
area
4B)
has
been
wedged
into
a
crack
in
the
northwest
is
a
black
pillar.
The
northeast
alcove
pool’s
bottom.
It
can
be
found
with
a
DC
7
contains
a
gray
statue
of
a
jackal-‐headed
male
Intelligence
check
made
at
the
bottom
of
the
pool.
humanoid.
To
the
southwest
is
a
gray
statue
of
a
If
the
pool
is
empty,
a
character
might
notice
the
cat-‐headed
female
humanoid,
and
the
southeast
key
from
above
with
a
DC
25
Wisdom
check.
alcove
contains
a
gray
statue
of
a
hawk-‐headed
male
humanoid.
3.
Crying
Eye
Chamber
This
chamber
was
used
for
ceremonial
purposes,
and
the
statues
in
the
alcoves
represent
various
The
walls
of
this
chamber
are
covered
with
eyes
characters
in
the
strange
Jezulein
mythos.
of
countless
shapes,
sizes,
and
descriptions.
Tears
Ceiling:
20
feet.
pour
forth
in
rivulets
as
the
eyes
blink
and
squint.
Creatures:
The
three
gray
stone
statues
in
this
A
narrow
stone
gutter
runs
along
the
walls,
room
are
actually
stone
golems.
Each
of
the
catching
the
tears
and
draining
them
into
small
golems
starts
with
65
hit
points.
If
any
statue
is
holes
in
the
four
corners
of
the
room.
The
holes
damaged,
or
if
the
black
key
is
turned
in
the
black
are
also
the
source
of
the
wailing,
which
is
nearly
pillar’s
lock,
all
three
constructs
animate
and
overwhelming
in
this
area.
attack.
Central
Statue
(A):
The
central
statue
rests
on
The
secret
door
on
the
west
wall
can
be
found
a
1-‐foot-‐high
circular
base,
which
can
be
rotated
with
a
DC
25
Intelligence
check.
The
tears
of
the
with
a
DC
20
Strength
check.
Each
door
in
this
eyes
are
actually
a
powerful
acid,
which
makes
room
can
be
opened
only
if
the
central
statue
is
searching
this
room
difficult.
Each
round
of
pointing
at
it.
An
open
door
slams
shut
as
soon
as
contact
with
the
tears
deals
15
(3d10)
acid
the
statue
is
rotated
away
from
it.
damage.
Black
Pillar
(B):
The
southeast
face
of
the
The
e yes
a re
impervious
to
h arm,
b ut
they
black
pillar
bears
all
four
mud
sorcerer
symbols,
can
b e
n eutralized
w ith
c olor
s pray
( closes
t he
forming
a
diamond.
Three
feet
up
the
northwest
eyes
o n
a
w all,
s hutting
o ff
t he
flow
o f
t ears
face
of
the
pillar,
a
small
keyhole
can
be
found
until
the
s tart
o f
the
c aster’s
n ext
turn),
with
a
15
Intelligence
check.
The
black
key
from
daylight,
light,
o r
s leep
( closes
t he
e yes
o n
a
the
pool
in
area
2C
fits
this
hole.
If
the
key
is
wall
for
the
d uration
o f
the
s pell);
lesser
turned
in
a
full
circle
clockwise,
a
secret
restoration
p ermanently
turns
the
tears
o f
a
compartment
in
the
pillar
opens,
revealing
wall
into
n ormal
w ater.
treasure
but
also
activating
the
golems
(see
the
“Creatures”
and
“Treasure”
entries).
Anyone
who
uses
a
tool
other
than
the
black
Treasure:
The
compartment
within
the
black
key
on
the
hole
triggers
a
magical
trap
(evocation
pillar
contains
an
ordinary
sword
and
dagger
school;
DC
20
Intelligence
check
to
discern).
The
enchanted
to
appear
magical.
A
detect
magic
spell
trap
zaps
the
character
attempting
to
pick
the
reads
evocation
magic
(DC
20
Intelligence
or
lock
for
1d4
lightning
damage,
and
the
character
Wisdom
check
to
discern
the
illusion).
The
must
make
a
DC
14
Dexterity
saving
throw
or
compartment
also
holds
a
sealed
bone
scroll
tube
take
disadvantage
on
Dexterity
checks
and
all
containing
a
piece
of
aged
vellum
with
an
attack
rolls
for
1
hour.
If
dispel
magic
is
cast
on
inscription
written
in
Taalese
(see
handout
1).
the
keyhole,
a
successful
DC
11
magic
ability
This
clue
refers
to
the
mosaic-‐symbol
trap
in
area
check
suppresses
the
trap
for
10
minutes.
15.
Southwestern
Pedestal:
The
statue
pedestal
Inside
the
southeastern
pedestal
are
seven
in
this
corner
can
be
easily
rotated
amber
pieces,
five
tourmalines,
three
coral
pieces
counterclockwise.
Doing
so
has
no
practical
(each
gem
worth
100
gp),
two
yellow
topazes
result.
(500
gp
each),
a
platinum
statuette
resembling
Southeastern
Pedestal:
If
the
black
pillar
has
the
cat-‐headed
statue
(750
gp),
a
potion
of
healing,
been
unlocked,
the
statue
pedestal
in
this
alcove
a
potion
of
delusion
(potion
of
flying),
and
a
scroll
can
be
rotated
counterclockwise
with
a
DC
15
of
stoneskin.
Strength
check.
If
its
pedestal
is
completely
rotated
four
times,
the
statue
can
be
lifted
off
5.
Dirt
Plot
with
a
DC
15
Strength
check,
exposing
a
1-‐foot-‐
deep
cylindrical
cavity
containing
treasure
(see
that
entry).
Against
the
far
wall
is
a
plot
of
bare
earth.
Lifting
the
statue
also
releases
a
20-‐foot-‐radius
magical
cloud
of
toxic
gas
centered
on
the
pedestal.
The
cloud’s
area
is
lightly
obscured,
and
Burial
Plot:
The
dirt
fills
a
pit
that
is
7
feet
the
gas
remains
in
place
until
it
is
removed
with
deep.
At
the
pit’s
bottom
is
a
wooden
coffin,
dispel
magic
(DC
12
magic
ability
check)
or
holding
the
mummified
corpse
of
one
of
Tzolo’s
dispersed
with
a
strong
wind.
If
so
removed,
the
minor
servants,
a
male
human
dressed
in
cloud
gathers
again
after
10
minutes.
moldering
rags
that
were
once
fine
red
robes.
When
the
cloud
appears,
each
living
creature
in
Careful
examination
of
the
corpse’s
neck
(DC
10
it
must
make
a
DC
13
Constitution
saving
throw.
Intelligence
check)
reveals
signs
of
strangling
A
creature
takes
15
(3d10)
poison
damage
on
a
with
a
garrote.
failed
save,
and
half
as
much
damage
on
a
Treasure:
In
its
left
hand,
the
corpse
clutches
a
successful
one.
Any
living
creature
that
enters
the
sealed
metal
scroll
tube
that
contains
another
cloud
or
ends
its
turn
there
must
also
make
this
piece
of
vellum
with
a
Taalese
inscription
saving
throw
(no
more
than
once
per
turn).
declaring
loyalty
to
Tzolo
(see
handout
2).
The
Northern
Door:
This
door
is
locked
like
all
the
corpse
also
wears
a
gold
ring
set
with
a
topaz
on
rest.
Its
lock
also
has
a
poison-‐needle
trap
(DC
15
its
right
hand
(worth
250
gp)
and
grips
an
Intelligence
check
to
find).
Someone
who
ancient
silver
piece
(worth
5
gp
to
a
collector
of
successfully
picks
the
lock
bypasses
the
needle
ancient
coins
or
1
sp
to
anyone
else)
between
its
automatically,
and
it
can
be
disarmed
with
a
DC
teeth.
20
Dexterity
check.
If
not
disarmed,
the
trap
is
triggered
when
someone
fails
to
pick
the
lock,
making
a
melee
attack
against
that
character:
+9
to
hit;
1
piercing
damage,
and
the
target
must
make
a
DC
16
Constitution
saving
throw
or
become
paralyzed
by
poison
for
1
hour.
The
afflicted
character
can
attempt
a
DC
20
Constitution
check
as
an
action
once
every
10
minutes
to
end
the
paralysis.
6.
Stone
Face
with
the
mud
sorcerer
symbols
(100
gp
each).
They
each
clutch
a
bronze
mace,
green
with
age.
Clenched
in
the
teeth
of
each
corpse
is
a
On
the
western
wall
is
an
enormous,
roughly
gemstone
(a
bloodstone,
a
carnelian,
a
citrine,
circular
carving
of
a
face,
its
convex
stone
surface
and
an
onyx),
each
inscribed
with
one
of
the
four
protruding
from
the
wall.
The
face
has
heavy
mud
sorcerer
symbols
(25
gp
each).
These
stones
eyes,
thick
lips,
large
ears,
a
bulbous
nose,
and
a
radiate
faint
abjuration
magic,
and
are
the
keys
pair
of
dull
fangs.
The
ears
have
hollows
in
them,
necessary
to
enter
the
true
crypt.
and
the
nostrils
are
deep.
One
mummy’s
wrappings
contain
an
inscription
(see
handout
3).
This
clue
gives
The
face
is
the
back
of
a
one-‐way
door
that
opens
guidance
on
using
the
inscribed
stones
on
the
only
from
the
other
side.
However,
a
DC
10
secret
door
in
area
34,
which
leads
to
the
true
Intelligence
check
reveals
that
the
face’s
nostrils
crypt
(area
35).
connect
to
a
1-‐foot-‐wide
passage
that
leads
through
the
wall
into
a
hallway
beyond.
The
ear
8.
Stone
Face
hollows
are
empty.
The
eyes
of
this
massive
stone
face
look
sidelong
7.
Mummy
Crypt
down
the
south
tunnel,
and
its
lips
are
pursed
as
if
whistling.
The
face’s
ears
have
large
hollows,
Six
stone
sarcophagi
lie
in
this
chamber,
four
of
and
a
soft
breeze
escapes
from
its
mouth.
A
single
normal
size
and
two
large
ones.
The
gate
word
has
been
carved
into
the
wall
beneath
the
guarding
this
room’s
eastern
entrance
has
dozens
face.
of
curved
daggers
welded
to
its
bars
on
the
eastern
side.
Word:
The
word
inscribed
beneath
the
carving
is
ilyatak
(“listen”
in
Taalese).
Creatures:
The
two
larger
sarcophagi
contain
Trap:
The
face
is
magical
(evocation
school),
giant
mummies.
At
its
breast,
each
mummy
grips
hinting
at
a
trap
(DC
25
Intelligence
check
to
a
massive
clear
jewel
(DC
20
Intelligence
check
to
discern).
Reaching
into
the
left
ear
causes
the
discern
they
are
cut
glass
worth
50
gp
each).
If
gate
to
area
7
to
slam
shut.
Then
a
10-‐foot-‐wide
these
jewels,
or
anything
in
the
other
four
coffins,
blast
of
wind
erupts
from
the
mouth.
Any
are
disturbed
in
any
way,
the
mummies
attack.
If
Medium
or
smaller
creature
standing
in
front
of
necessary,
a
mummy
breaks
out
of
its
coffin
(DC
the
face
must
make
a
DC
13
Strength
saving
15
Strength
check
from
inside).
throw.
A
creature
that
fails
is
pushed
down
the
Sarcophagi:
All
the
coffin
lids
are
sealed
with
hall
into
the
daggers
on
the
gate
for
30
(12d4)
mortar,
which
must
be
chiseled
out
before
they
piercing
damage.
On
a
successful
save,
the
can
be
removed.
Once
the
mortar
is
gone,
a
creature
is
pushed
halfway
down
the
passage
character
needs
a
DC
10
Strength
check
to
lift
off
before
falling
prone.
If
dispel
magic
is
cast
on
the
the
smaller
lids,
and
a
DC
15
check
to
lift
the
trap,
a
successful
DC
16
magic
ability
check
larger
ones.
suppresses
it
for
10
minutes.
Eastern
Gate:
The
gate
in
the
east
wall
is
fitted
Treasure:
A
green
key
(used
on
the
pillar
in
with
an
intricate
lock,
requiring
a
DC
25
Dexterity
area
9)
is
hidden
inside
the
statue’s
right
ear.
check
to
open.
Treasure:
The
four
smaller
coffins
contain
the
9.
Hidden
Coffin
mummified
remains
of
Jezulein
priests.
They
have
long
braided
hair
and
wear
rotting
red
robes,
bejeweled
gold
phylacteries
(1,200
gp
A
pillar
of
green
basalt
stands
in
the
center
of
this
each),
gold
earrings
set
with
tiny
sapphires
(200
chamber.
The
pillar
is
remarkable
only
for
its
gp
for
each
pair),
and
simple
gold
rings
etched
size,
six
feet
in
diameter.
Ceiling:
15
feet.
prone
in
a
square
adjacent
to
the
pillar
on
a
Pillar
Lock:
The
pillar
has
a
keyhole
in
its
successful
save.
southern
base
that
can
be
found
with
close
Treasure:
The
corpse
wears
a
silver
pendant
inspection
(DC
20
Intelligence
check).
The
green
around
its
neck,
like
the
one
painted
on
the
coffin
key
from
the
statue
in
area
8
fits
this
hole.
lid,
but
with
no
mud
sorcerer
symbol.
This
item
is
Anyone
who
uses
a
tool
other
than
the
green
key
a
necklace
of
strangulation
(see
appendix
2).
on
the
hole
triggers
a
magical
trap
(evocation
The
corpse
also
holds
a
metal
scroll
tube
that
school;
DC
20
Intelligence
check
to
discern).
The
contains
a
brittle
piece
of
papyrus
bearing
an
trap
zaps
the
character
attempting
to
pick
the
inscription
in
Taalese
(see
handout
4).
The
lock
for
1d4
lightning
damage,
and
the
character
inscription
refers
to
the
mud
ship
in
area
34.
must
make
a
DC
14
Dexterity
saving
throw
or
However,
the
necklace
around
the
half-‐elf’s
neck
take
disadvantage
on
Dexterity
checks
and
all
is
not
the
one
mentioned
in
this
message.
attack
rolls
for
1
hour.
If
dispel
magic
is
cast
on
the
keyhole,
a
successful
DC
11
magic
ability
10.
Long
Pillared
Hall
check
suppresses
the
trap
for
10
minutes.
If
the
green
key
from
area
8
is
inserted
and
turned
a
full
rotation
counterclockwise,
the
pillar
A
row
of
black
marble
pillars
extends
the
length
emits
a
loud
click.
One
round
later,
a
blast
from
of
this
high-‐ceilinged
hallway.
within
the
pillar
creates
an
oval
opening,
6
feet
tall
and
3
feet
wide,
in
its
south
face.
The
blast
Ceiling:
20
feet.
deals
11
(3d6)
slashing
damage
in
a
20-‐foot
cone
Creature:
A
dark
suit
of
plate
armor
with
to
the
south
of
the
pillar.
curved
blades
instead
of
gauntlets
stands
against
Hidden
Coffin:
A
coffin
made
from
a
strange
the
wall
beside
the
southern
door
(B).
Close
purple
wood
rests
upright
in
the
pillar
cavity
and
inspection
of
this
armor
reveals
gears
at
the
can
be
removed
easily.
The
coffin’s
lid
is
only
an
joints
and
peculiar
geometric
designs
etched
into
inch
thick,
secured
by
dozens
of
nails.
It
is
its
metallic
surface.
There
is
a
keyhole
in
the
base
painted
to
depict
a
beautiful
woman
with
flowing
of
the
neck.
black
hair,
hands
crossed
over
her
chest,
eyes
This
a rmored
s uit
is
a n
a utomaton.
If
t he
k ey
closed,
a
silver
pendant
bearing
the
first
mud
from
a rea
1 0C
is
inserted
into
t he
k eyhole
a nd
sorcerer
symbol
around
her
neck.
turned
a
full
r otation
c ounterclockwise,
Within
the
coffin
is
the
m ummified
corpse
of
lightning
flows
o ver
the
s urface
o f
the
a rmor,
a
m ale
half-‐elf.
Careful
examination
of
the
and
it
a ttacks.
If
the
k ey
is
turned
a
full
corpse’s
neck
(DC
10
Intelligence
check)
reveals
rotation
c lockwise,
the
m achine
s hakes
signs
of
strangling.
violently.
It
e xplodes
o ne
r ound
later,
d ealing
Pillar
Core
Trap:
Anyone
who
enters
the
pillar
22
( 4d10)
fire
d amage
in
a
3 0-‐foot
r adius.
A
cavity
after
the
coffin
has
been
removed
spies
a
creature
t hat
s ucceeds
o n
a
D C
1 3
D exterity
woven
cord
of
human
hair
dangling
from
a
small
saving
throw
takes
h alf
d amage.
hole
in
the
cavity
ceiling.
Examining
the
cord
Northern
Door
(A):
The
door
in
the
north
wall
carefully
might
allow
a
creature
to
identify
the
is
painted
with
a
fanged
camel’s
head.
It
is
a
one-‐
trap
(DC
20
Intelligence
check),
which
can
be
way
door,
opening
only
from
area
14D.
disarmed
only
by
pulling
and
cutting
the
hair
Southern
Door
(B):
This
door
leading
into
carefully
so
its
remaining
length
retracts
into
the
area
10C
is
magically
locked,
but
the
lock
can
be
hole
(DC
15
Dexterity
check).
If
the
cord
is
pulled
picked
(DC
25
Dexterity
check).
too
far,
or
a
character
fails
to
disarm
the
device,
a
Treasure
(C):
Area
10C
contains
a
locked
dull
click
occurs.
One
round
later,
the
core
of
the
metal
chest
(DC
25
Dexterity
check
to
open).
This
pillar
comes
crashing
down,
dealing
anyone
chest
holds
eight
flasks
of
oil,
a
number
of
odd-‐
inside
the
cavity
70
(20d6)
bludgeoning
damage.
looking
metal
tools,
and
a
thick
book
entitled
A
character
inside
can
make
a
DC
13
Dexterity
Codissus
il
Yurushyui
Ittemmet
(“Manual
of
saving
throw
to
leap
clear
just
in
time,
landing
Yurushyu’s
Automaton”).
Hidden
in
the
back
cover
of
the
book
is
a
metal
key,
which
can
be
discovered
with
careful
examination
(a
DC
15
The
room
has
several
decorations.
A
large
rug
Intelligence
check).
covers
the
middle
of
the
floor.
It
is
woven
with
a
The
manual
is
poorly
written
and
missing
scene
that
mirrors
that
of
the
painting
on
the
crucial
information,
so
the
instructions
can’t
help
ceiling,
except
it
shows
humanoids
and
a
few
a
character
repair
the
automaton
if
it
is
destroyed.
beasts
in
the
water.
A
large
tapestry
on
the
north
The
tome
does
reveal
that
a
big
diamond
(5,000
wall
depicts
several
animal-‐headed
humanoids
gp)
is
part
of
the
works
inside
the
automaton’s
staring
into
the
chamber,
as
if
in
a
trance.
chest.
If
the
machine
explodes,
the
jewel
is
Another
tapestry
on
the
south
wall
depicts
a
obliterated.
banquet
scene
in
which
animal-‐headed
beings
fight
one
another
for
scraps
of
food.
11.
Naga
Lair
A
deep-‐red
marble
altar
flanked
by
two
brass
candelabras
stands
against
the
east
wall.
Each
Black
pillars
in
this
dark
chamber
are
fashioned
candelabra
holds
seven
candles,
all
black
except
to
look
as
though
enormous
snake-‐like
creatures
for
the
southernmost
one,
which
is
red.
The
altar
are
coiled
up
around
them.
The
heads
of
the
has
dozens
of
symbols
etched
into
it,
and
several
snake-‐like
carvings
are
those
of
various
animals
items
rest
atop
it.
and
humanoids.
Two
brass
braziers
with
glowing-‐hot
coals
stand
in
the
northwest
and
southwest
corners.
Creature:
The
snake-‐like
figure
coiled
around
the
central
pillar
is
a
spirit
naga
guardian
named
Ceiling:
18
feet.
Cenixil,
released
from
temporal
stasis
when
the
Rug:
The
central
rug
is
a
magical
trap
tomb
opened.
(necromancy
school;
DC
20
Intelligence
check
to
Tactics:
Cenixil’s
preferred
tactic
is
to
remain
discern).
Any
creature
that
touches
it
must
make
on
the
pillar,
almost
indistinguishable
from
the
a
DC
13
Wisdom
saving
throw.
Those
that
fail
statues,
until
the
characters
have
passed
through
vanish,
along
with
all
possessions.
Examination
of
this
chamber.
(A
DC
25
Wisdom
check
is
needed
the
rug
at
the
point
of
contact
reveals
the
to
notice
the
creature,
or
a
DC
20
Intelligence
creature
has
become
part
of
the
woven
scene,
a
check
if
searching.)
Cenixil
follows
them,
tiny
figure
struggling
in
the
maelstrom.
The
attacking
when
they
are
engaged
with
another
trapped
creature
is
in
a
violent
watery
area
and
guardian
or
trap.
The
naga
cannot
move
beyond
must
begin
holding
its
breath
to
avoid
drowning.
the
part
of
the
tomb
bounded
by
areas
7
through
Any
of
the
following
spells
can
rescue
a
16.
trapped
creature:
dimension
door,
dispel
magic,
Development:
Cenixil
surrenders
if
it
drops
to
fly,
levitate,
remove
curse,
and
water
breathing.
a
quarter
of
its
hit
point
maximum
or
less.
The
Spells
that
have
similar
effects
might
also
be
naga
tries
to
convince
the
characters
to
leave
it
in
effective.
Someone
who
drowns
before
being
peace,
freely
telling
them
everything
it
knows
rescued
becomes
a
permanent
part
of
the
rug,
about
areas
7
through
16.
If
it
can,
Cenixil
uses
its
never
to
be
removed
from
the
scene
or
raised
curative
magic
to
recover,
preparing
an
ambush
from
the
dead
by
anything
short
of
the
most
for
returning
invaders.
powerful
magic.
If
dispel
magic
is
cast
on
the
rug,
all
living
trapped
characters
are
released,
and
a
successful
12.
Ceremonial
Chamber
DC
15
magic
ability
check
suppresses
the
trap
for
10
minutes.
The
high
ceiling
of
this
chamber
is
painted
with
a
Braziers:
Also
magical
traps
(evocation
swirling
pattern
of
churning
water,
alien
school;
DC
15
Intelligence
check
to
discern),
each
creatures
struggling
in
the
maelstrom.
The
walls
brazier
fires
a
red-‐hot
coal
at
any
creature
that
are
dull
pink,
possibly
faded
from
red.
touches
it.
The
brazier
makes
the
following
melee
attack:
+9
to
hit;
5
(1d10)
fire
damage.
Secret
Door:
The
southern
tapestry
covers
the
Inside
the
pillow
is
a
powerful
item
known
as
secret
door.
Once
the
tapestry
is
removed,
the
the
mud
ring.
See
appendix
2
for
details.
door
can
be
found
with
a
DC
20
Intelligence
check.
Candelabras:
The
candles
give
off
a
sickly
13.
Mural
Corridor
sweet
odor
when
lit
but
are
otherwise
harmless.
However,
if
the
red
candle
is
lit,
it
emits
pink
smoke
that
outlines
the
location
of
the
secret
A
faded
mural
covers
the
entire
length
of
the
east
door.
wall
of
this
corridor.
It
depicts
four
humanoids
Altar:
T he
a ltar
d eals
5
(1d8
+
1 )
c old
(bull-‐,
camel-‐,
cat-‐,
and
mole-‐headed)
holding
a
damage
t o
a ny
c reature
t hat
t ouches
it.
R esting
long
green
banner
with
an
inscription.
on
the
a ltar
is
a
locked
e bony
b ox
(DC
2 0
Dexterity
c heck
t o
o pen),
a nd
o ther
items
( see
The
inscription
is
written
in
Taalese
(see
handout
the
“ Treasure”
e ntry).
5),
and
holds
a
clue
to
the
golems
in
area
28.
The
b ox’s
lock
h as
a
poison-‐needle
trap
(DC
20
Intelligence
check
to
find).
Someone
who
14.
Stone
Face
and
Pools
successfully
picks
the
lock
automatically
bypasses
the
needle,
and
it
can
be
disarmed
with
Veins
of
black
run
through
the
white
stone
of
this
a
DC
20
Dexterity
check.
If
not
disarmed,
the
trap
chamber.
is
triggered
when
someone
fails
to
pick
the
lock,
Two
pools,
one
long
and
one
short,
both
making
a
melee
attack
against
that
character:
+9
shallow,
occupy
the
room’s
center.
The
long
pool
to
hit;
1
piercing
damage,
and
the
target
must
holds
clear
water
in
which
countless
rainbow-‐
make
a
DC
16
Constitution
saving
throw
or
colored
fish
swim.
Coins
are
scattered
over
the
become
paralyzed
by
poison
for
1
hour.
The
short
pool’s
bottom.
A
carved
face
is
prominent
afflicted
character
can
attempt
a
DC
16
on
the
west
wall.
This
one
grimaces
with
its
eyes
Constitution
check
as
an
action
every
10
minutes
wide,
nostrils
flared,
and
lips
taut
across
fangs.
to
end
the
paralysis.
Treasure:
On
the
altar
are
an
obsidian
dagger
(15
gp),
a
small
piece
of
torn
green
silk,
and
four
Ceiling:
20
feet.
4-‐inch-‐wide
octagonal
disks,
each
with
a
different
Maddening
Fish
Pool
(A):
Anyone
examining
mud
sorcerer
symbol
etched
on
it.
the
fish
swimming
in
the
larger,
3-‐foot-‐deep
pool
The
box
contains
a
red
silk
pillow,
upon
which
notices
that
they
swim
in
an
odd
and
interesting
rests
a
little
coiled
snake
statuette
with
green
and
way.
A
character
who
examines
the
pool
for
blue
bands.
It
activates
and
speaks
to
the
party,
longer
than
a
round
must
make
a
DC
14
Wisdom
telling
the
characters
that
it
can
answer
three
of
saving
throw.
Failure
means
the
character
attacks
their
questions
about
the
tomb
for
releasing
it
the
nearest
creature,
repeating
the
saving
throw
from
its
prison.
However,
the
little
snake’s
voice
after
each
attack.
On
a
success,
the
character
is
very
faint,
and
a
DC
20
intelligence
check
is
babbles
incoherently
and
does
nothing
other
on
needed
to
understand
what
it
is
saying
unless
a
his
or
her
turn
except
use
an
action
to
make
a
DC
character
puts
his
or
her
ear
right
next
to
the
14
Wisdom
check.
Success
on
such
a
check
ends
snake.
the
effect.
After
answering
the
third
question
(whose
Door
(D):
The
southern
portal
is
a
one-‐way
answer
is
always
false),
the
snake
strikes
the
door
that
bears
the
image
of
a
cross-‐eyed,
snake-‐
listener.
It
makes
a
melee
attack:
+9
to
hit
(with
headed
humanoid
wielding
a
greataxe.
This
door
advantage
if
the
target
is
leaning
close
to
listen);
is
locked
(DC
25
Dexterity
check
to
open)
and
1
piercing
damage,
and
the
victim
must
make
a
opens
inward.
DC
13
Charisma
saving
throw
or
fall
asleep
for
a
Stone
Face
(C):
A
secret
door
is
built
into
the
year.
Remove
curse
can
end
this
enchantment
face,
which
has
a
lock
in
its
right
nostril
(DC
20
(DC
15
magic
ability
check).
The
snake
then
Intelligence
check
to
find
the
lock).
The
key
in
the
deactivates,
becoming
an
agate
statuette
(250
small
pool
(see
the
“Treasure”
entry)
opens
the
gp).
lock,
or
it
can
be
picked
with
a
DC
25
Dexterity
check.
Once
unlocked,
the
door
takes
a
DC
15
This
ten-‐foot-‐by-‐ten-‐foot
room
is
decorated
with
Strength
check
to
pull
open.
hundreds
of
intricate
glyphs
and
sigils
painted
on
Treasure
(B):
The
smaller
pool
is
2½
feet
the
walls,
floor,
and
ceiling.
A
particularly
large
deep
and
contains
18
pp,
26
gp,
105
sp,
and
161
depiction
of
the
fourth
mud
sorcerer
symbol
cp.
Among
the
coins
is
a
small
copper
key
that
can
dominates
the
center
of
the
north
wall.
be
found
with
a
DC
15
Intelligence
check
(or
automatically
if
the
characters
take
all
the
coins).
If
the
north
wall
is
touched
while
the
secret
door
The
key
opens
the
stone
face’s
lock.
is
closed,
everyone
in
the
room
is
teleported
to
area
17.
15.
Mosaic
Symbol
17.
Trick
Chamber
The
gate
to
this
chamber
is
made
from
a
strange
bluish
metal.
A
huge
mosaic
of
the
first
mud
This
room
is
identical
in
appearance
to
area
16A.
sorcerer
symbol,
made
of
small
bits
of
black
The
secret
door
in
the
south
wall
is
identical
to
obsidian
and
white
quartz,
covers
the
floor.
the
one
in
area
16
and
does
not
need
to
be
searched
for
again.
The
secret
door
in
the
north
Stepping
on
any
part
of
the
mosaic
sets
a
wall
can
be
found
with
a
DC
15
Intelligence
check,
powerful
illusion
in
motion
(DC
20
Intelligence
or
but
opening
it
triggers
a
trap.
Wisdom
check
to
disbelieve).
Dozens
of
shining,
One
round
after
the
northern
secret
door
is
whirling
blades
appear
out
of
nowhere
and
opened,
the
north
wall
of
the
northern
chamber
seemingly
hack
the
creature
that
stepped
on
the
slides
into
the
ground,
revealing
a
magical
storm
symbol
to
bits.
After
this
grisly
spectacle
ends,
the
of
swirling
blades.
The
storm
sweeps
rapidly
bits
and
blades
vanish.
across
both
rooms,
repeating
the
sweep
at
the
In
fact,
the
mosaic
teleports
any
creature
that
start
of
each
round.
Anyone
in
either
room
when
steps
on
it
to
area
18A,
facing
east.
the
storm
moves
through
takes
52
(15d6)
slashing
damage.
A
creature
that
makes
a
successful
DC
13
Dexterity
saving
throw
takes
16.
Stairway
half
damage.
After
each
sweep,
anyone
who
succeeds
on
a
The
stairs
in
this
cold,
dusty
corridor
descend
DC
15
Intelligence
check
notices
that
the
blade-‐
forty
feet.
Ten
feet
beyond
the
last
step,
the
filled
area
is
not
quite
flush
with
the
walls.
corridor
ends.
Creatures
in
the
room
can
flatten
themselves
against
the
east
and
west
walls
to
avoid
further
Hidden
Inscription:
The
vertical
face
of
the
damage.
The
blade
storm
lasts
for
15
minutes,
or
last
step
has
an
inscription
in
Taalese
that
reads:
until
it
is
canceled
with
dispel
magic
(DC
15
magic
“North,
then
south.”
Any
character
passing
over
ability
check).
the
inscription
notices
it
with
a
DC
15
Wisdom
While
the
trap
is
in
effect,
the
secret
door
check,
or
automatically
if
searching.
This
clue
between
the
two
chambers
cannot
be
closed.
instructs
the
party
to
use
the
secret
door
to
the
north,
then,
after
being
teleported
to
area
17,
exit
18.
Hag
Lair
through
the
secret
door
to
the
south.
Secret
Door:
The
door
in
the
north
wall
can
be
The
ceiling
of
this
room
is
supported
by
a
great
found
with
a
DC
20
Intelligence
check.
It
swiftly
number
of
pillars
decorated
with
intertwining
closes
after
one
creature
moves
through
it.
thorny
roses,
snakes,
and
delicately
clawed
hands
Secret
Chamber
(A):
This
area
is
a
secret
making
strange
signs.
A
twenty-‐foot-‐square
pool
room.
occupies
the
center
of
the
chamber.
When
someone
enters
the
room,
read:
Those
teleported
from
area
15
or
area
26
arrive
Coffin:
Silver
letters
on
the
lid
of
the
here
in
the
pool
(area
A),
facing
east.
sarcophagus
read,
in
Taalese,
“Disturb
not
the
Illusory
Wall:
Area
B
is
hidden
from
the
rest
of
slumber
of
Tzolo.”
the
room
by
the
illusion
of
a
wall,
which
becomes
Three
iron
padlocks
secure
the
lid.
Each
apparent
if
interacted
with.
Creatures
and
objects
requires
a
D C
20
D exterity
check
to
open,
but
pass
through
it
easily.
the
m iddle
one
has
a
poison-‐needle
trap
(DC
20
Pool
(A):
Full
of
murky
water,
this
pool
is
35
Intelligence
check
to
find).
Someone
who
feet
deep.
Climbing
out
over
the
slippery
lip
successfully
picks
the
lock
automatically
requires
15
feet
of
movement
unless
the
bypasses
the
needle,
and
it
can
be
disarmed
with
character
succeeds
on
a
DC
15
Dexterity
or
a
DC
20
Dexterity
check.
If
not
disarmed,
the
trap
Strength
check.
is
triggered
when
someone
fails
to
pick
the
lock,
Creature
(B):
This
chamber
is
the
lair
of
making
a
melee
attack
against
that
character:
+9
Ulzaada
the
annis
hag.
Once
a
servant
of
Tzolo,
to
hit;
1
piercing
damage,
and
the
target
must
she
was
condemned
to
imprisonment
in
the
tomb,
make
a
DC
16
Constitution
saving
throw
or
fall
never
growing
old,
for
failing
her
mistress.
asleep
for
1
hour.
(This
is
a
poison
effect.)
An
Ulzaada
is
immediately
aware
of
any
creature
afflicted
character
can
use
an
action
to
make
a
DC
that
is
teleported
into
her
lair,
and
she
attacks
16
Constitution
check
every
10
minutes
to
end
such
creatures.
If
hard
pressed,
she
retreats
and
the
sleep.
tries
to
hide
among
the
cells
in
area
20A.
The
padlocks
can
also
be
broken.
Each
has
AC
Development:
If
Ulzaada
is
captured,
her
12
and
30
hit
points.
sanity
breaks
down
completely.
Reduced
to
a
The
hinges
creak
dramatically
when
the
giggling,
paranoid
wreck,
she
titters
madly
that
sarcophagus
lid
is
opened
to
reveal
a
mummified
the
characters
are
doomed
to
fail
and
that
Tzolo
male
human
corpse
clad
only
in
a
bright-‐blue
will
destroy
them
utterly.
Still,
she
can
provide
loincloth.
This
person
was
Huadi,
once
one
of
the
party
with
information
about
areas
17
Tzolo’s
elite
bodyguards,
and
his
luxurious
mane
through
27,
and
she
can
reveal
the
secret
door
in
of
gray
hair
fills
much
of
the
coffin.
A
talisman
of
her
lair.
She
can
also
tell
the
characters
about
ebony
and
ivory,
bearing
the
second
mud
Tzolo.
The
mud
sorcerer
was
a
woman,
and
she
sorcerer
symbol
on
one
side
and
the
third
on
the
supervised
the
construction
of
the
tomb
as
a
other,
is
around
Huadi’s
neck
on
a
delicate
silver
hiding
place
before
her
“glorious
return
to
power.”
chain.
A
gruesome
grin
is
frozen
on
the
corpse’s
Ulzaada
admits
she
never
witnessed
Tzolo’s
face,
and
two
ancient
gold
coins
rest
on
its
closed
demise.
She
refuses
to
guide
the
party
anywhere,
eyelids.
even
on
pain
of
death.
Trap:
Touching
the
necklace
sets
in
motion
a
Treasure:
Ulzaada
has
a
ring
of
bronze
keys
to
powerful
illusion.
The
corpse’s
left
hand
appears
the
cells
in
area
20.
Each
key
opens
one
cell.
to
shoot
up
with
amazing
speed,
grabbing
hold
of
the
character’s
wrist.
The
thing
sits
up
and
the
19.
False
Crypt
coins
fall
away
from
its
eyes,
revealing
empty
black
sockets
as
it
begins
a
horrible,
cackling
laughter.
At
this
moment,
the
north
wall
rumbles
The
north
wall
of
this
large
chamber
bears
a
and
seemingly
begins
to
advance
southward
at
a
sloppily
carved
inscription.
A
large
oak
rate
of
10
feet
per
round.
At
the
same
time,
an
sarcophagus
sits
on
a
stone
block,
flanked
by
two
iron
gate
drops
to
block
the
archway
(it
is
very
suits
of
exquisitely
fashioned
plate
armor
holding
real
and
requires
a
DC
20
Strength
check
to
lift).
outlandish
polearms.
Odd
curling
horns,
hooks,
Anyone
can
attempt
a
DC
20
Intelligence
or
and
other
strange
fixtures
adorn
these
suits.
Wisdom
check
to
see
through
the
illusion,
although
the
character
trapped
by
the
corpse’s
Inscription:
The
inscription
reads,
in
Taalese,
hand
takes
a
–4
penalty
on
the
check.
Attacks
on
“Let
the
chips
fall
where
they
may.”
the
corpse
and
attempts
to
sever
its
arm
appear
fruitless,
the
weapons
passing
through
its
flesh
as
if
the
creature
were
a
ghost.
When
the
north
wall
is
only
a
few
inches
from
cast
on
it,
a
halberd,
and
a
leather
pouch
the
sarcophagus,
the
stone
block
appears
to
sink
containing
22
gp
and
a
tourmaline
(100
gp)
lie
into
the
floor
and
the
corpse’s
fingers
seemingly
between
the
two
bodies.
snap
off,
freeing
the
person
in
its
grasp.
The
advancing
wall
then
appears
to
push
the
coffin
20.
Cells
noisily
across
the
floor
toward
the
south
wall.
The
goal
of
this
illusion
is
to
drive
the
party
into
the
southern
10
feet
of
this
chamber,
which
This
long
corridor
is
lined
with
iron
doors
on
contains
a
pit
(DC
20
Intelligence
check
to
either
side.
discover).
The
hinged
pit
lid
opens
as
soon
as
a
total
weight
of
350
pounds
or
more
is
placed
on
it.
Aged
Doors:
In
addition
to
being
locked
(DC
It
can
be
jammed
closed
if
someone
with
the
20
Dexterity
check
to
unlock),
these
doors
have
proper
tools
takes
three
actions
to
do
so
and
become
stuck
fast
with
age
(DC
20
Strength
check
succeeds
on
two
DC
20
Dexterity
checks.
The
pit
to
force).
The
dank
rooms
are
strewn
with
rotting
is
30
feet
deep
and
lined
with
spikes,
dealing
35
straw.
Two
buckets
(both
empty),
a
wooden
stool,
(10d6)
piercing
damage
to
those
who
fall
in.
Two
and
a
chipped
wooden
bowl
and
spoon
are
the
human
corpses
sprawl
at
the
bottom
(see
the
only
items
that
remain
in
each
cell.
The
skeleton
“Treasure”
entry
for
more
information).
of
each
cell’s
single
occupant
is
manacled
to
the
Blades
are
embedded
in
the
pit
walls,
forcing
wall
opposite
its
door
by
a
single
8-‐foot-‐long
anyone
scaling
them
to
make
DC
10
Strength
chain.
These
are
the
remains
of
various
servants
checks.
Anyone
failing
an
attempt
to
climb
the
who
somehow
failed
Tzolo.
wall
takes
2
(1d4)
slashing
damage.
Hag
Refuge
(A):
Ulzaada
flees
to
this
cell
if
the
Once
the
illusory
advancing
wall
reaches
the
fight
in
area
18
goes
badly
for
her.
She
takes
the
southern
wall,
the
illusion
ends
and
the
gate
rises.
form
of
a
female
ogre
and
claims
to
be
a
prisoner
Treasure:
The
polearms
are
decorative
and
of
Tzolo.
She
fights
again
only
if
she
is
attacked.
break
the
first
time
they
hit
a
target,
dealing
West
Passage:
One
cell
has
no
back
wall,
normal
damage.
The
butt
of
the
odd
halberd
in
instead
joining
the
corridor
that
stretches
west
to
the
grasp
of
the
northern
suit
of
armor
holds
a
area
23.
An
8-‐foot-‐high
wall
of
magical
force
scroll
of
cone
of
cold,
a
scroll
of
raise
dead,
a
(evocation
school)
blocks
the
passageway
after
scroll
of
w ater
breathing,
and
a
scroll
w ith
a
60
feet.
Nothing
can
move
through
the
wall,
clue,
w ritten
in
Taalese
(see
handout
6),
including
ethereal
beings,
but
there
is
a
4-‐foot
referring
to
the
illusion
trap
in
this
room.
gap
between
its
top
and
the
12-‐foot
ceiling
of
the
The
silver
letters
in
the
coffin’s
lid
are
worth
40
hall.
The
wall
is
visible,
like
a
pane
of
glass,
but
gp
if
removed.
The
ancient
gold
coins
on
the
similarly
transparent.
It
provides
total
cover
corpse’s
eyes
are
worth
50
gp
each
to
a
collector
against
attacks
and
effects
that
come
from
the
of
ancient
coins,
or
1
gp
each
to
anyone
else.
opposite
side
(unless
the
attacker
exploits
the
Hidden
beneath
the
corpse
is
a
secret
aforementioned
gap).
Dispel
magic
doesn’t
affect
compartment
that
holds
a
potion
of
displacement,
the
wall,
but
another
ability
that
cancels
magic
a
potion
of
strength,
a
fire
opal
(1,000
gp),
and
a
might
work
to
bring
it
down.
silver-‐filigreed
walnut
box
(850
gp).
The
box
is
locked
(DC
25
Dexterity
check
to
open)
but
21.
Squinting
Stone
Face
contains
its
own
key.
The
silver
necklace
about
the
corpse’s
neck
is
A
stone
face,
six
feet
in
diameter,
covers
the
wall
the
talisman
of
the
Uzrivoy.
See
area
34
for
more
at
the
end
of
the
corridor.
The
face’s
sharp
teeth
information
on
the
mud
ship
and
its
talisman.
are
pressed
together,
its
eyes
squint
shut,
and
its
Some
valuables
can
be
found
on
the
corpses
in
hair
is
in
disarray.
the
pit.
One
wears
rotting
leather
armor
but
has
a
+1
shield
and
a
+1
short
sword.
The
other
wears
a
moldering
gray
robe
over
+1
splint
mail.
A
staff
The
stone
face’s
jaw
is
visibly
hinged,
and
it
can
that
glows
permanently
as
if
a
light
spell
were
be
pushed
open
with
a
DC
15
Strength
check.
Opening
the
jaw
reveals
an
iron
lever
in
the
Opening
the
jaw
reveals
a
stone
plug,
1
foot
in
mouth.
If
the
lever
is
pulled
(DC
10
Strength
diameter
and
set
with
an
iron
ring.
The
plug
can
check),
the
jaw
snaps
shut,
dealing
10
(3d6)
be
removed
with
a
DC
10
Strength
check
to
reveal
bludgeoning
damage
to
the
person
pulling.
an
iron
grate
at
the
end
of
a
cylindrical
opening.
If
Close
examination
of
the
left
eye
(DC
10
water
from
area
22
fills
the
corridor,
it
drains
Intelligence
check)
reveals
that
one
of
the
through
this
opening.
After
4
minutes,
only
7
eyelashes
is
actually
a
metal
latch.
If
unlatched,
inches
of
water
remain.
the
lid
of
this
eye
can
be
opened,
revealing
a
small
peephole.
A
character
who
peers
though
the
hole
24.
Secret
Door
can
see
the
outline
of
a
3-‐foot-‐square
portal
(the
back
of
the
secret
door
at
area
24)
on
the
wall
10
This
secret
portal
can
be
found
with
a
DC
25
feet
to
the
west.
Intelligence
check.
Grant
a
+5
bonus
on
this
check
if
the
door
was
seen
through
the
peephole
22.
Sea
Chamber
in
area
21.
The
door
won’t
open
while
the
corridor
is
flooded
beyond
a
few
inches
deep.
Along
the
east
side
of
the
hallway
is
a
twenty-‐foot
wide,
ten-‐foot
high
wall
made
of
thick,
murky
25.
Moat
Crypt
glass.
This
high
chamber
is
composed
of
dark-‐green
Someone
touching
the
glass
can
detect
vibrations.
marble.
In
the
center
of
the
room,
a
pool
of
murky
If
the
wall
is
shattered
(AC
5;
immune
to
cold,
water
forms
a
moat
around
an
island,
thirty
feet
necrotic,
poison,
psychic;
hp
15;
DC
15
Strength
long
on
each
side.
A
body
wrapped
in
unstained
check
to
break),
thousands
of
gallons
of
water
white
linen
strips
lies
in
the
center
of
the
island.
gush
forth.
The
rush
of
water
slams
everyone
Another
pool
is
visible
beneath
a
one-‐foot-‐tall
standing
in
front
of
the
glass
against
the
opposite
archway
in
the
east
wall.
wall,
dealing
5
(1d10)
bludgeoning
damage
from
the
force
of
the
water
and
5
(1d10)
slashing
Ceiling:
25
feet.
damage
from
the
shards
of
glass.
Anyone
who
Creatures:
Six
water
elementals
guard
this
fails
a
DC
25
Strength
or
Dexterity
check
also
falls
room,
emerging
from
the
moat
to
attack
anyone
prone.
trying
to
cross
the
water.
Due
to
a
trick
of
the
In
a
single
round,
the
sea
chamber
empties
and
light,
these
creatures
appear
to
be
made
of
a
wall
of
iron
(AC
15;
immune
to
cold,
necrotic,
swirling
dark-‐green
marble.
Any
destroyed
water
poison,
psychic;
hp
500;
DC
25
Strength
check
to
elementals
re-‐form
two
rounds
later
unless
a
break)
magically
replaces
the
shattered
wall
of
spell
that
creates
cold
conditions
or
deals
cold
glass.
This
leaves
the
hall
5
feet
deep
in
salt
water
damage,
or
dispel
magic,
is
cast
on
the
pool.
The
from
area
23
to
the
wall
60
feet
west
of
area
24.
water
elementals
cannot
pursue
enemies
beyond
Beyond
the
iron
wall,
the
sea
chamber
is
cold,
this
room.
damp,
and
empty.
Corpse
(A):
The
mummified
corpse
is
that
of
Calistus,
a
lesser
mud
sorcerer
devoted
to
Tzolo.
23.
Stone
Face
Drain
Although
he
was
male,
the
corpse
is
that
of
a
female
human
with
long
hair
in
several
braids,
since
a
belt
of
masculinity/femininity
changed
This
stone
face
looks
as
if
it’s
holding
its
breath.
Calistus’s
gender
moments
before
his
death.
The
The
eyes
bulge,
the
nostrils
are
pinched
shut,
the
body
lies
on
a
metal
scroll
tube
inscribed
with
a
lips
are
closed
tight,
and
the
cheeks
puff
out.
false
clue
in
Taalese
(see
handout
7).
Stone
hair
is
matted
to
the
forehead
as
if
wet.
Long
Pool
(B):
Passing
into
the
hall
under
a
low
archway,
this
long
pool
of
clear
water
is
4
The
stone
jaw
of
this
statue
is
hinged
and
can
be
feet
deep.
The
arched
tunnel
roof
is
1
foot
above
pulled
downward
with
a
DC
15
Strength
check.
the
water
for
the
length
of
the
passage.
Scroll
Tube:
The
metal
scroll
tube
contains
a
door
into
the
room
must
makes
a
DC
13
scroll,
on
which
are
written
runes
that
explode
Constitution
saving
throw.
A
creature
takes
14
with
magical
force
when
read.
The
reader
takes
(4d6)
cold
damage
on
a
failed
save,
and
half
as
21(6d6)
force
damage;
creatures
within
10
feet
of
much
damage
on
a
successful
one.
If
dispel
magic
the
reader
take
the
same
amount,
or
half
damage
is
cast
on
the
trap,
a
successful
DC
16
magic
on
a
successful
DC
13
Dexterity
saving
throw.
ability
check
suppresses
its
effects
for
10
minutes.
Treasure:
Unwrapping
the
corpse’s
linens
The
chamber
beyond
contains
the
first
mud
reveals
several
items.
Two
platinum
coins
(200
sorcerer
symbol
opposite
the
door.
Any
creature
gp
each
to
a
collector
of
ancient
coins,
or
1
pp
to
that
touches
the
symbol
is
teleported
to
area
18A.
anyone
else)
cover
Calistus’s
eyes.
A
scepter
of
Treasure:
Each
of
the
200
azurite
tiles
that
ivory
and
fine
silver
filigree,
topped
by
a
diamond
surround
the
square
pool
is
worth
10
gp.
(5,000
gp),
rests
in
the
crook
of
the
right
arm.
The
Inside
the
linen,
two
ornate
silver
daggers
(120
scepter
is
a
rod
of
absorption.
Wrapped
around
gp
each)
are
crossed
on
the
corpse’s
chest.
A
the
corpse’s
waist
is
a
belt
of
black
pearl
(500
gp)
is
clutched
in
the
right
fist,
masculinity/femininity
(see
appendix
2),
and
the
and
a
sapphire
(1,000
gp)
in
the
left.
Tightly
skull
clutches
a
large
blue
spinel
(500
gp)
jewel
in
sealed
ivory
scroll
tubes
are
concealed
behind
the
its
teeth.
corpse’s
legs.
One
contains
a
scroll
of
haste,
a
scroll
of
thunderwave,
and
a
scroll
of
dispel
magic.
26.
Water
Crypt
The
other
contains
a
scroll
of
phantasmal
force,
a
scroll
of
stoneskin,
and
a
scroll
of
lightning
bolt.
The
second
tube
also
contains
a
cursed
scroll
This
lofty
chamber
is
made
of
dark-‐green
marble.
that
casts
a
polymorph
spell
when
read,
Four
black
pillars,
each
bearing
one
of
the
four
transforming
the
reader
into
a
butterfly.
A
DC
16
mud
sorcerer
symbols,
stand
on
either
side
of
a
Wisdom
saving
throw
negates
the
effect.
The
waterway.
The
eastern
half
of
this
chamber
has
a
target
can
use
an
action
to
make
a
DC
16
Wisdom
domed
ceiling
above
a
pool
of
clear
water
check
after
every
24
hours
spent
as
a
butterfly
to
surrounded
with
gleaming
blue
tiles.
An
iron
end
the
effect.
A
remove
curse
spell
can
end
the
door
is
set
in
the
center
of
the
east
wall.
effect
with
a
DC
14
magic
ability
check.
apart
as
soon
as
they
are
touched.
A
few
clutch
Ceiling:
35
feet
at
the
apex.
nicked
bronze
swords,
spheres
of
colored
glass,
Pool:
A
silver
ladle
resting
in
the
southeast
fragile
wooden
staffs,
or
ancient
metal
rods
corner
of
the
pool
bottom
can
be
seen
from
the
marked
with
disturbing
glyphs.
surface
with
a
DC
10
Intelligence
check.
Detect
Deadly
Illusion:
One
minute
after
the
magic
reveals
that
the
ladle
radiates
an
aura
of
characters
enter,
a
complex
illusion
begins.
The
transmutation
magic.
It
bears
an
inscription
in
characters
hear
rustling,
but
looking
around
Taalese
(see
handout
8)
that
suggests
its
use.
reveals
nothing.
This
event
recurs
several
times.
Door:
The
door
on
the
south
wall
has
no
lock
After
another
minute,
as
part
of
the
illusion,
the
but
does
have
a
metal
handle.
Leering,
inhuman
corpses
seem
to
stir,
rise,
and
make
their
way
to
faces
are
etched
into
its
surface.
The
only
way
to
the
iron
rungs,
descending
to
the
floor.
They
open
the
door
is
to
use
the
ladle
to
pour
water
pursue
anyone
fleeing
the
chamber
as
far
as
area
from
the
pool
onto
the
mud
pits.
25.
Attacks
and
spells
pass
harmlessly
through
Creatures:
Three
rounds
after
water
is
poured
the
corpses,
w hich
swarm
over
characters,
into
a
pit,
a
stone
golem
rises
from
it.
The
golem
appearing
to
rip
apart
those
w ho
believe
them
in
the
western
pit
takes
the
shape
of
a
heavily
to
be
real.
muscled
human
with
the
head
of
a
camel.
The
A
character
can
see
through
the
illusion
w ith
center
golem
resembles
an
emaciated
human
a
D C
20
Intelligence
or
W isdom
check.
Anyone
with
the
head
of
a
fanged
pig,
while
the
eastern
who
succeeds
sees
only
shadowy
shapes
one
appears
as
an
obese
human
with
the
head
of
moving
w hile
the
real
corpses
remain
in
their
a
hippopotamus.
The
camel-‐
and
pig-‐headed
niches.
A
character
w ho
reveals
the
nature
of
golems
attack
as
soon
as
they
rise.
The
hippo-‐
the
illusion
grants
another
check
to
others
w ho
headed
one
instead
lumbers
to
the
iron
portal
still
believe
it,
w ith
a
one-‐time
+4
bonus.
Those
and
opens
the
door.
This
golem
serves
the
party,
who
confront
the
corpses
and
voice
skepticism
as
long
as
the
characters
give
it
orders
in
Taalese,
at
their
reality
are
entitled
to
another
check,
until
the
secret
door
in
area
29
is
opened.
At
that
with
a
+2
bonus
on
the
roll.
Those
w ho
fail
all
point,
the
golem
collapses
into
a
shapeless
pile
of
checks
to
discern
the
illusion
take
70
(20d6)
mud
and
is
destroyed.
psychic
damage.
If
the
characters
reenter
the
chamber,
the
29.
Secret
Door
entire
illusion
begins
again
1
minute
later.
However,
those
who
have
disbelieved
the
illusion
One
of
the
2-‐foot-‐square
stone
blocks
that
make
or
survived
damage
from
it
are
immune
to
its
up
this
corridor
has
a
2-‐inch-‐diameter
hole
at
its
effects.
Those
who
watch
closely
(DC
20
center.
This
is
discovered
automatically
if
anyone
Intelligence
check)
notice
that
one
corpse
never
searches
this
hall,
or
with
a
DC
20
Wisdom
check
moves.
Its
niche
conceals
a
secret
door.
by
someone
passing
by.
If
the
red
tusk
from
area
Secret
Door:
In
the
rear
wall
of
a
third-‐tier
30D
is
screwed
into
this
hole,
the
block
can
be
niche,
this
secret
door
can
be
discovered
with
a
removed
with
a
DC
15
Strength
check.
The
length
DC
20
Intelligence
check.
of
the
red
tusk
provides
a
grip
for
only
one
individual,
and
no
other
means
can
open
this
28.
Pool
and
Plots
portal.
This
chamber
has
a
high
vaulted
ceiling
that
30.
Chamber
of
the
Colossus
peaks
at
the
center
of
the
room.
The
passageway
When
the
characters
can
see
area
A,
read:
from
the
mausoleum
enters
this
room
at
a
height
of
thirty
feet
above
the
floor.
A
long
pool
of
clear
A
row
of
five
red
marble
pillars
runs
down
the
water
runs
down
the
north
half
of
the
room,
a
hallway
leading
to
a
chamber.
Each
of
the
pillars
row
of
three
large
mud
pits
to
the
south.
Beyond
has
a
word
inscribed
on
its
south
face.
them
is
an
iron
door.
When
the
characters
can
see
into
the
room,
Intelligence
check
is
needed
to
locate
the
door,
read:
which
can
be
opened
only
by
pressing
the
tiles.
Crushing
Palms:
If
a
character
enters
either
of
The
high
vaulted
ceiling
of
this
chamber
is
the
statue’s
open
palms,
20
feet
above
the
floor,
a
painted
to
depict
animal-‐headed
humanoids
visible
hand
of
magical
force
appears
and
grasps
dueling
one
another
with
ornate
blades.
Blue
tiles
the
character.
A
character
who
wins
a
Dexterity
and
black
tiles
frame
a
long
pool
of
clear
water
or
Strength
contest
(the
hand’s
score
in
both
is
that
runs
down
the
chamber’s
center.
Eight
red
18)
scrambles
out
of
the
palm
and
escapes.
A
marble
statues
of
tiger-‐headed
humanoids,
naked
character
who
fails
takes
21
(6d6)
bludgeoning
to
the
waist
and
brandishing
elaborate
polearms,
damage
and
is
restrained
by
the
hand.
A
stand
along
the
walls.
restrained
character
can
take
an
action
to
A
statue
set
in
a
northern
alcove
is
the
room’s
reattempt
the
contest
to
escape.
Each
time
the
largest,
twenty
feet
tall
from
its
base
to
the
top
of
restrained
character
fails,
he
or
she
takes
the
its
head.
It
depicts
a
kneeling
elephant-‐headed
bludgeoning
damage
again.
humanoid
sitting
back
on
its
haunches,
its
heavily
Tusks:
Both
the
statue’s
tusks
can
be
muscled
gray
chest
bare
and
its
arms
unscrewed.
The
red
one
is
the
key
to
the
secret
outstretched,
palms
open
in
welcome.
Baggy
door
at
area
29.
Unscrewing
the
green
one
yellow
pantaloons
cover
its
legs
and
torso,
and
releases
a
20-‐foot-‐radius
magical
cloud
of
toxic
sandals
gird
its
feet.
Its
huge
trunk
rears
back
gas
centered
on
the
colossus.
The
cloud’s
area
is
against
its
forehead,
from
which
a
massive
red
heavily
obscured,
and
it
remains
in
place
until
it
gem
sparkles.
Two
more
dark
gemstones
are
set
is
removed
with
dispel
magic
(DC
13
magic
ability
into
the
statue’s
eyes.
Two
great
stone
tusks,
one
check)
or
dispersed
with
a
strong
wind.
If
so
painted
red,
the
other
green,
jut
out
of
the
removed,
the
cloud
gathers
again
after
10
statue’s
maw,
which
is
full
of
blue
fangs.
minutes.
When
the
cloud
appears,
each
living
creature
in
Ceiling:
45
feet
at
the
apex.
it
must
make
a
DC
15
Constitution
saving
throw.
Pillars
(A):
Each
of
the
pillars
has
a
word
A
creature
takes
15
(3d10)
poison
damage
on
a
written
in
Common.
From
south
to
north,
the
failed
save,
and
half
as
much
damage
on
a
words
read,
“Tzolo,”
“shall,”
“vanquish,”
“her,”
successful
one.
Any
living
creature
that
enters
the
and
“foes.”
cloud
or
ends
its
turn
there
must
also
make
this
Pool
(B):
The
water
in
the
central
pool
is
15
saving
throw
(no
more
than
once
per
turn).
feet
deep.
The
message
“Tzolo
shall
vanquish
her
Treasure:
The
hollow
statue
head
contains
a
foes”
is
spelled
out
using
red
tiles
in
Common
scroll
of
augury,
a
scroll
of
lesser
restoration,
a
along
the
bottom
of
the
pool.
scroll
of
create
food
and
water,
and
another
clue
Statue
Head
(C):
The
head
of
the
tiger-‐headed
written
in
Taalese
(see
handout
9).
This
one
statue
at
area
30C
screws
off
(DC
10
Intelligence
refers
to
the
red
tusk
found
on
the
colossus.
check
to
discover
this
fact).
It
contains
treasure,
A
ruby
is
set
into
the
colossus’s
forehead
described
in
that
entry.
(5,000
gp)
and
the
eyes
are
black
opals
(1,000
gp
Elephant
Colossus
(D):
Climbing
the
colossus
each).
The
colossus
has
thirty-‐six
fangs
made
is
easily
done
(DC
10
check
if
one
is
called
for).
from
smoky
blue
quartz
(50
gp
each).
The
jewels
in
the
statue
are
described
in
the
“Treasure”
entry.
Secret
Door:
Below
the
colossus’s
navel,
five
ivory
tiles
are
painted
in
red
with
the
letters
H,
T,
F,
V,
S.
If
depressed
in
the
correct
order
(“Tzolo
Shall
Vanquish
Her
Foes”),
a
secret
door
in
the
statue’s
stomach
opens
inward,
revealing
a
corridor
leading
to
area
31.
Otherwise,
a
DC
25
31.
Tzila’s
Chamber
is
attacked
prior
to
awakening,
an
unseen
force
deflects
the
first
blow
or
spell,
and
Tzila
rouses
instantly.
She
attacks
the
party
ferociously,
Eighteen
green
basalt
statues
of
fly-‐headed
shouting
in
Taalese,
“How
dare
you
disturb
the
humanoids
line
the
walls
of
this
chamber.
Each
sleep
of
the
great
Tzolo!
You
shall
all
perish!
brandishes
a
scimitar
of
red
clay.
In
the
center
of
Prepare
to
meet
your
destruction,
fools!”
the
chamber
is
a
red
marble
sarcophagus
covered
Treasure:
In
a ddition
to
h er
e quipment,
with
carvings
of
serpents,
worms,
roses,
and
Tzila
h as
a n
o rnate
b ox
o f
b lue
s teel
(50
g p)
toads.
A
large
circular
seal
of
red
wax
bearing
the
that
c ontains
a
p otion
o f
invisibility,
a
p otion
o f
fourth
mud
sorcerer
symbol
seals
the
lid
of
the
speed,
a
s croll
o f
c ure
c ritical
w ounds,
a nd
a
sarcophagus
at
its
foot.
scroll
o f
c one
o f
c old.
At
the
b ottom
o f
the
s arcophagus
is
a
s ecret
Fly-Headed
Statues:
These
figures
produce
a
compartment
t hat
c an
b e
found
w ith
a
D C
1 0
magical
curse
(necromancy
school;
DC
20
Intelligence
c heck.
T he
c ompartment
c ontains
Intelligence
check
to
discern
the
danger).
Anyone
a
b ox
filled
w ith
1 25
w orthless
s mooth
p ebbles
who
touches
one
must
make
a
DC
13
Wisdom
covered
w ith
illusions
t o
look
like
t ourmalines,
saving
throw
or
suffer
a
curse
that
fills
the
pearls,
a nd
a quamarines
w orth
1 00
g p
e ach,
subject’s
ears
with
the
sound
of
buzzing
insects
and
four
larger
r ocks
that
a ppear
to
b e
whenever
he
or
she
undertakes
any
significant
emeralds
w orth
1 0,000
g p
e ach.
T he
illusion
activity.
The
buzzing
imposes
a
–2
penalty
to
magic
e nds
if
the
b ox
is
taken
m ore
than
a
m ile
attack
rolls,
saving
throws,
and
checks
for
one
from
the
tomb.
year
or
until
remove
curse
is
applied
(DC
15
magic
ability
check
to
remove
the
curse).
Casting
bless
10
minutes
before
remove
curse
removes
the
need
to
make
a
magic
ability
check.
Sarcophagus:
Wax
seals
the
lid
of
this
stone
coffin.
Once
the
seal
is
broken,
a
DC
20
Strength
check
is
needed
to
remove
the
lid.
The
female
human
body
within
is
clad
in
flowing
red
robes
over
scale
mail
of
a
red
alloy.
In
her
right
hand
she
holds
a
heavy
mace
made
of
the
same
red
alloy,
its
head
shaped
like
those
of
the
statues
in
this
room.
She
also
wears
a
white
ring
on
her
left
index
finger.
A
green
silk
kerchief
covers
the
face
of
the
coffin’s
occupant,
and
upon
it
is
a
magical
rune
(necromancy
school;
DC
20
Intelligence
check
to
discern
the
danger).
Anyone
who
looks
on
the
rune
or
touches
the
kerchief
suffers
a
curse
like
that
on
the
statues
above,
except
that
the
source
of
the
penalty
is
intense
pain,
and
the
effect
lasts
only
1
hour.
Beneath
the
silk
is
the
beautiful,
imperious
face
of
a
perfectly
preserved
young
woman,
her
raven
hair
worn
in
several
braids
and
gathered
in
a
platinum
loop
set
with
a
small
emerald.
Creature:
The
woman
is
Tzolo’s
sister,
Tzila,
held
in
temporal
stasis.
Totally
devoted
to
her
sister,
Tzila
is
instantly
stirred
from
stasis
if
any
of
her
garments
or
belongings
are
touched.
If
she
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I1,$(!#,(8!1'3(!B,)*!<*5%'!)3/'*!5#!B,)*! (/'!$*'$!`D6!b_!4#('1157'#2'!2/'2Ea=!
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'$2/!/,1%5#7!$!%,S'#!?)*#5#7!*'%!2$#%1'3!(/$(! b__!<,)#%3!,*!9,*'!53!<1$2'%!,#!(/'!?1,2E8!5(!
75&'!,++!$!3<52B!32'#(=! %*,<3!$:$B!5#(,!$!-_0+,,(0:5%'8!._0+,,(0%''<!<5(=!
A/'!(*$<!2$#!?'!+,)#%!`D6!b_!4#('1157'#2'!2/'2Ea!
and
reinforced
to
remain
closed
(four
DC
20
A
U-‐shaped
pool
of
rippling
water
dominates
Dexterity
checks).
The
walls
of
this
pit
are
sheer
the
high-‐domed
chamber
beyond,
which
is
cool
and
virtually
impossible
to
climb
without
aid.
and
humid.
The
ceiling
shines
like
mother-‐of-‐
Secret
Door:
In
the
south
wall
is
a
secret
door,
pearl.
Resting
on
a
platform
in
the
center
of
the
which
can
be
found
with
a
DC
20
Intelligence
pool
is
a
mastless
ship
made
of
a
fine
reddish
check
after
the
wall
starts
moving
(DC
25
wood.
Eight
oak
beams
angled
up
from
the
stone
beforehand).
If
this
door
is
discovered
and
platform
support
the
hull
of
this
ship.
The
deck
is
opened,
the
wall
stops
its
advance
5
feet
from
the
twelve
feet
above
the
floor
and
holds
a
small
north
end
of
the
chamber.
Otherwise,
all
those
in
cabin
to
the
west,
a
covered
stairway
to
the
east,
the
chamber
take
70
(20d6)
bludgeoning
damage
and
a
great
wheel
inlaid
with
ivory
between
these
per
round
for
ten
rounds
as
they
are
crushed
two
structures.
between
the
walls.
Two
fanged
elephant
heads,
ten
feet
above
the
Wall
Countermeasures:
A
weapon
made
out
of
floor
on
the
west
wall,
spray
water
from
their
metal
or
an
iron
rod
can
slow
the
wall’s
advance
curled
trunks
into
the
pool.
They
flank
another
for
two
rounds
before
being
destroyed.
Magic
stone
face,
six
feet
in
diameter,
that
sits
weapons
of
metal
might
slow
it
for
longer,
and
somewhat
lower
on
the
wall.
The
face
has
a
certain
spells
and
other
devices
might
be
able
to
fanged
grin,
wild
unkempt
hair,
huge
ears,
an
stop
the
wall
at
your
discretion.
If
the
characters
arrogant,
jutting
chin,
and
squinting
eyes
from
manage
to
hold
the
wall
back
for
ten
rounds,
it
which
pour
a
steady
river
of
tears.
recedes
at
the
end
of
that
time.
Treasure:
The
rug
in
the
center
of
the
room
is
Ceiling:
35
feet.
worth
250
gp.
Each
candelabra
is
solid
gold
(700
Archway:
The
Taalese
inscription
reads,
“The
gp
each).
The
four
handles
on
the
coffin
are
solid
reverent
should
proceed
with
care.
The
silver
(50
gp
each).
The
corpse’s
platinum
irreverent
shall
die.”
The
final
word
in
the
ornaments
include
wide
bracelets
on
the
wrists
and
inscription
is
magical
(necromancy
school;
DC
20
ankles
(400
gp
each),
a
broad
gorget
around
the
Intelligence
check
to
discern
the
danger).
Dispel
neck
(1,200
gp),
three
rings
bearing
the
heads
of
a
magic
(with
a
DC
15
magic
ability
check)
can
pig,
a
camel,
and
a
hippo
(350
gp
each),
a
circlet
render
the
word
harmless.
Otherwise,
someone
(500
gp),
and
a
perfectly
fitted,
fanged
face
mask
who
reads
and
understands
the
final
word
must
(1,350
gp).
The
breastplate
is
worth
5,200
gp.
make
a
DC
16
Constitution
saving
throw
or
trigger
the
trap,
taking
70
(20d6)
necrotic
33.
Pit
damage
or
as
much
damage
as
is
required
to
kill
it.
If
this
damage
kills
the
reader,
the
death
magic
Each
time
a
character
passes
over
this
pit
trap
spills
over
to
the
next
nearest
creature,
which
(DC
20
Intelligence
check
to
find),
it
has
a
1-‐in-‐4
must
also
make
the
same
saving
throw
or
take
chance
of
opening
into
a
40-‐foot-‐deep
shaft.
(Two
damage
in
the
same
way,
and
so
on.
The
trap
can
DC
20
Dexterity
checks
are
enough
to
disable
the
deal
up
to
150
damage
(count
the
actual
amount
trap.)
The
lid
of
the
pit
snaps
back
into
place
one
dealt
to
each
creature)
before
it
loses
its
magic.
round
after
it
opens.
An
illusory
floor
and
magical
Pool:
This
pool
magically
circulates
water
silence
cover
the
bottom
20
feet
of
the
pit.
The
through
pipes
up
to
the
spraying
elephant
walls
of
this
pit
are
sheer
and
virtually
impossible
carvings.
Those
jets
of
water
flow
in
small
to
climb
without
aid.
channels
back
into
the
pool.
A
stone
sarcophagus
lies
at
the
bottom
of
the
34.
Vault
of
the
Uzrivoy
25-‐foot-‐deep
pool,
directly
under
the
platform.
The
sarcophagus
is
not
visible
from
the
surface,
The
archway
leading
into
this
chamber
is
and
it
is
part
of
the
stone
floor,
so
it
cannot
be
inscribed
with
a
phrase
in
Taalese.
moved.
The
lid
is
sealed
with
wax
and
bears
an
inscription
in
Taalese
that
reads,
“Death
waits
beneath
this
lid.
Watery
doom
in
here
is
hid.”
The
sarcophagus
can
be
opened
with
a
DC
15
Dexterity,
or
Constitution
experience
Strength
check
after
the
wax
is
removed.
The
overpowering
rage.
Such
a
character
takes
an
coffin
is
filled
with
a
colorless,
tasteless
poison.
action
on
his
or
her
next
turn
to
make
a
melee
or
The
poison
contaminates
the
area
to
a
depth
of
ranged
attack
against
the
nearest
creature,
10
feet
under
the
platform
immediately,
the
moving
if
necessary
to
reach
that
creature.
After
entire
area
under
the
platform
at
the
end
of
the
making
an
attack
or
being
attacked
as
a
result
of
next
round,
and
the
entire
pool
at
the
end
of
the
this
effect,
the
character
can
repeat
the
saving
fourth
round.
After
2
minutes,
a
chemical
reaction
throw,
ending
the
effect
if
successful.
The
effect
in
the
pool
breaks
down
the
poison
and
renders
it
otherwise
ends
after
1
minute.
harmless.
While
the
poison
is
active,
any
creature
Cabin:
An
extradimensional
space,
20
feet
by
that
ends
its
turn
in
the
poisonous
water
must
30
feet,
forms
the
cabin,
which
holds
a
great
oak
make
a
DC
13
Constitution
saving
throw
or
take
table
surrounded
by
a
dozen
chairs.
Cabinets
line
14
(4d6)
poison
damage.
the
walls.
A
narrow
staircase
leads
to
the
ship’s
A
secret
compartment
hidden
in
the
bottom
of
hold.
the
sarcophagus
can
be
found
with
a
DC
20
Hold:
This
storage
area
is
an
extradimensional
Intelligence
check
(see
the
“Treasure”
entry).
space,
60
feet
long
and
30
feet
wide.
The
hold
Platform:
The
stone
platform
in
the
center
of
contains
barrels
and
boxes
of
perfectly
preserved
the
U-‐shaped
pool
is
supported
by
eight
stone
provisions
for
a
long
journey.
At
its
center
is
a
columns
beneath
the
water.
The
entire
platform
wooden
casket
that
contains
this
area’s
creature
is
warded
with
a
magical
glyph
(evocation
school;
(see
that
entry,
below).
A
false
bottom
can
be
DC
15
Intelligence
check
to
determine
the
nature
found
in
the
empty
coffin
with
a
DC
15
of
the
ward).
Dispel
magic
(with
a
DC
15
magic
Intelligence
check
(see
the
“Treasure”
entry).
ability
check)
can
render
the
glyph
harmless.
Creature:
The
sarcophagus
contains
the
Otherwise,
anyone
who
steps
on
the
platform
sets
remains
of
Majalor,
another
of
Tzolo’s
elite
off
the
trap,
which
deals
45
(10d8)
lightning
bodyguards.
He
has
been
rewarded
with
special
damage
to
everyone
on
the
platform
or
within
10
undead
status,
and
attacks
as
soon
as
the
feet
of
it.
A
successful
DC
13
Constitution
saving
sarcophagus
lid
is
removed.
His
armor
has
been
throw
halves
the
damage.
glamoured
to
look
like
a
marvelously
preserved
Ship:
This
magical
watercraft,
the
Uzrivoy,
is
a
robe
embroidered
with
flowers
and
snakes,
and
mud
ship
(also
known
as
a
ship
of
earth
and
sea),
a
decorated
with
small
gemstones.
gift
to
Tzolo
from
powerful
elemental
beings.
(See
Stone
Face:
The
tears
of
the
stone
face
flow
appendix
2
for
detailed
information.)
The
ship’s
down
the
wall
and
through
an
iron
grate
on
the
ivory
wheel
is
carved
with
hundreds
of
letters
in
floor,
and
then
back
up
into
the
face.
The
sweet-‐
a
weird,
alien
script.
The
doors
to
both
the
stairs
smelling
liquid
is
actually
a
contact
poison.
Any
and
cabin
are
locked
(DC
25
Dexterity
check
to
creature
touching
the
tears
takes
35
(10d6)
open)
and
contain
a
magical
trap
(illusion
school;
poison
damage,
but
a
successful
DC
15
DC
15
Intelligence
check
to
discern).
Picking
the
Constitution
saving
throw
halves
the
damage.
lock
while
someone
using
detect
magic
monitors
A
small
metal
wheel
is
hidden
in
the
right
ear.
the
trap
triggers
it
only
if
the
attempt
to
pick
the
If
turned
a
full
rotation
clockwise,
the
wheel
lock
fails.
Dispel
magic
(with
a
DC
15
magic
ability
stops
the
flow
of
poison.
The
face
dries
check)
can
render
the
trap
harmless.
completely,
with
no
poison
on
it,
1
minute
later.
Otherwise,
if
anyone
tries
to
pick
the
lock,
the
Turning
the
wheel
a
full
rotation
trap
explodes
in
a
15-‐foot-‐radius
burst
of
counterclockwise
causes
the
poison
to
spray
on
dazzling
blue-‐and-‐red
light.
A
character
can
everything
within
a
10-‐foot
radius.
attempt
a
DC
14
saving
throw
with
an
ability
The
chin
of
the
stone
face
has
a
secret
score
of
the
player’s
choice.
Those
who
fail
and
compartment
that
can
be
found
with
a
DC
15
chose
Intelligence,
Wisdom,
or
Charisma
are
Intelligence
check.
Folded
up
in
the
compartment
overcome
with
fatigue
and
despair,
granting
is
a
scroll
with
a
clue
in
Taalese
(see
handout
10)
advantage
to
attackers’
attack
rolls
and
moving
at
that
refers
to
the
secret
door
in
this
chamber.
half
speed.
Those
who
fail
and
chose
Strength,
Secret
Door:
The
center
of
the
east
wall
On
the
east
wall,
above
the
mural,
hangs
a
contains
four
slight
oval
depressions
lightly
banner
of
red
silk,
embroidered
over
and
over
etched
in
green
with
the
four
mud
sorcerer
with
the
four
mud
sorcerer
symbols.
A
broad,
symbols.
The
semiprecious
inscribed
stones
iridescent-‐green
tapestry
is
suspended
from
the
found
in
area
7
fit
perfectly
into
these
center
of
the
ceiling.
In
the
corners,
four
brass
depressions.
If
the
correct
symbols
are
matched,
braziers,
each
filled
with
blue
coals
and
dangling
the
stones
stick
in
place
and
require
a
dagger
or
from
delicate
chains
in
the
ceiling,
hang
four
feet
similar
tool
to
pry
out.
off
the
floor.
If
the
four
correct
stones
are
left
in
place
for
a
A
great
black
iron
portal
stands
in
the
center
of
full
minute,
the
sound
of
stone
grinding
on
stone
the
east
wall.
The
door
is
covered
with
complex
echoes
throughout
the
chamber.
After
four
etchings
of
various
glyphs,
although
only
the
four
rounds,
a
10-‐foot
section
of
wall
sinks
into
the
mud
sorcerer
symbols
are
recognizable.
A
two-‐
ground,
ending
flush
with
the
floor.
The
four
foot-‐diameter
spherical
cavity
is
in
the
center
of
inscribed
stones
are
crushed
to
powder
in
the
the
door.
process.
The
main
feature
of
this
room,
however,
is
the
Just
inside
the
door,
in
the
middle
of
the
floor,
sarcophagus.
Seven
feet
long,
three
feet
wide,
and
stands
a
platinum
statuette
of
a
fanged
elephant
four
feet
high,
the
coffin
is
made
of
white
marble,
with
tiny
chrysoberyls
for
eyes
and
bearing
an
its
sides
carved
to
depict
intertwining
snakes
and
ivory
palanquin
on
its
back
(2,000
gp).
The
thorny
roses.
The
lid
has
a
bas-‐relief
carving
of
an
palanquin
has
a
little
latched
door
and
contains
elephant-‐headed
humanoid
wearing
an
exquisite
20
turquoise
stones
(20
gp
each).
This
statue
has
breastplate,
its
arms
crossed
over
its
chest.
In
one
an
inscription
in
Taalese
on
its
belly,
which
reads,
hand
it
holds
a
smooth
oval
stone,
carved
with
“Walk
beneath
dead
Jaiku’s
face,
this
beast
the
first
mud
sorcerer
symbol.
A
sheathed
reveals
the
hidden
place.”
The
statue
is
the
key
to
bastard
sword
is
at
its
side.
The
sculpture’s
head
Tzolo’s
true
hiding
place.
protrudes
from
the
lid
more
than
the
rest
of
its
Treasure:
Inside
the
false
bottom
in
Majalor’s
form,
the
curling
trunk,
sharp
tusks,
fanged
maw,
coffin
are
a
bag
filled
with
764
gp,
a
bag
filled
and
evil
eyes
all
carved
in
great
detail.
with
412
pp,
a
wooden
case
containing
carved
jade
tiles
(an
ancient
game
set
worth
900
gp),
Ceiling:
15
feet.
gauntlets
of
fumbling
(see
appendix
2),
and
a
Creatures:
This
room
contains
three
different
dagger,
a
handaxe,
and
a
sap
(treat
as
a
club
that
creature
threats;
a
doom
swarm,
an
amphisbaena
deals
1d3
bludgeoning
damage).
snake,
and
Tzolo's
Guardian.
The
secret
compartment
in
the
pool
Doom
Swarm:
Moments
after
anyone
enters
sarcophagus
contains
a
potion
of
remove
curse,
a
this
room,
a
guttural
whisper
issues
forth
from
potion
of
neutralize
poison,
a
gem
of
seeing,
and
a
the
chamber.
In
Common,
it
says,
“Grave
robbers!
jade-‐and-‐ivory
ring
(420
gp).
Defilers!
You
have
violated
my
tomb!
I,
the
indomitable
Tzolo,
shall
have
my
revenge!
You
35.
True
Burial
Chamber
shall
all
perish!”
Immediately
afterward,
a
high-‐
pitched
buzzing
sound
issues
from
within
the
The
walls
of
this
twenty-‐foot-‐square
chamber
room,
and
the
green
tapestry
hanging
from
the
depict
dozens
of
animal-‐headed
humanoids
ceiling
unravels
into
a
cloud
of
buzzing
insects.
struggling
to
break
free
of
thorny
strangling
At
the
start
of
the
third
round
after
the
insects
vines.
A
dozen
stoppered
clay
urns
line
the
north
begin
to
appear,
they
cover
this
area
and
area
34.
and
south
walls,
each
bearing
the
picture
of
an
At
that
time
and
while
the
swarm
persists,
any
animal-‐headed
humanoid.
Red,
green,
and
gold
creature
that
ends
its
turn
in
either
area
takes
7
ceramic
tiles
make
up
the
floor.
(2d6)
piercing
damage
from
the
insects.
Those
in
the
swarm
have
disadvantage
on
attack
rolls
and
checks,
and
grant
advantage
to
attackers’
attack
rolls.
Although
the
swarm
is
immune
to
damage
from
melee
and
ranged
attacks,
10
damage
from
jewelry.
It
holds
a
baton
of
green
marble
in
its
an
area
effect
can
clear
a
5-‐foot
square.
Once
the
right
hand,
and
its
left
hand
is
a
balled
fist.
See
the
swarm
takes
300
damage,
it
is
completely
“Treasure”
entry.
dispersed.
The
swarm
remains
in
the
area
for
20
This
corpse
is
another
decoy,
the
remains
of
minutes,
then
disappears.
one
of
Tzolo’s
lieutenants
who
was
once
called
Red
Banner
Serpent:
The
red
banner
is
14
feet
Jaiku.
The
real
Tzolo
lies
beneath
Jaiku
in
a
off
the
floor
and
can
be
easily
removed
by
anyone
hidden
compartment.
Under
Jaiku’s
head
is
a
2-‐
who
can
reach
it.
If
the
doom
swarm
remains
in
inch-‐diameter
crystal
magical
orb
(transmutation
the
area,
after
1
minute,
the
insects
eat
through
school).
Four
indentations
resembling
round
the
cords
suspending
the
banner.
As
soon
as
any
footprints
surround
the
orb.
The
orb
can
be
part
of
the
banner
touches
the
ground,
it
turns
removed
easily.
On
the
cavity
where
it
rested
is
into
a
red
amphisbaena
snake
that
bears
the
mud
an
inscription
in
Taalese
(see
handout
11).
sorcerer
symbols
along
its
length.
It
attacks,
The
clue
refers
to
the
elephant
statuette
from
unerringly
pursuing
those
who
flee
the
area.
area
34.
If
the
feet
of
the
elephant
are
set
in
the
When
slain,
it
transforms
back
into
the
banner,
orb’s
footprints,
a
2-‐inch-‐thick
stone
divider
now
in
tatters.
disintegrates,
and
Tzolo’s
resting
place
is
Tzolo’s
Guardian:
This
strange
creature
was
a
revealed
at
last.
(See
“Tzolo’s
Niche”
below.)
gift
to
Tzolo
from
evil
elemental
beings.
The
Treasure
Door:
This
ornately
etched
iron
door
guardian
is
released
if
anyone
touches
the
at
the
back
of
the
chamber
leads
to
the
decoy
sarcophagus,
as
described
in
that
feature’s
entry
treasure
vault
(area
36).
If
the
orb
from
the
below.
sarcophagus
is
placed
in
the
hollow
at
the
center
Braziers:
If
lighted,
these
braziers
emit
blue
of
this
door,
it
slams
open
with
incredible
speed,
smoke
that
keeps
the
insects
out
of
the
vault.
dealing
21
(6d6)
bludgeoning
damage
to
anyone
Sarcophagus:
As
soon
as
the
sarcophagus
is
standing
in
front
of
it
who
fails
a
DC
15
Dexterity
touched
in
any
way,
its
eldritch
power
is
saving
throw
to
dodge
out
of
the
way.
activated.
All
creatures
standing
near
the
Urns:
An
animal-‐headed
humanoid
is
depicted
sarcophagus
are
pushed
back
10
feet.
Then
a
on
each
urn
in
the
room.
Each
urn
is
3
feet
tall
sphere
of
magical
force
encloses
the
sarcophagus.
and
10
inches
in
diameter,
and
has
a
rubber
Nothing
can
move
through
the
sphere,
including
stopper
sealed
with
tar.
Six
urns
line
the
north
ethereal
beings.
The
sphere
is
visible,
like
a
wall,
depicting
the
heads
of
(from
west
to
east)
bubble
of
glass,
but
similarly
transparent.
It
bear,
tiger,
snake,
mole,
toad,
and
camel.
Another
provides
total
cover
against
attacks
and
effects
six
line
the
south
wall,
depicting
(from
west
to
that
come
from
the
opposite
side.
Dispel
magic
east)
donkey,
dog,
cat,
raven,
horse,
and
goat.
doesn’t
affect
the
sphere,
but
another
ability
that
All
the
urns
contain
treasure,
except
for
the
cancels
magic
might
bring
it
down.
raven
and
snake
urns,
which
are
trapped.
As
the
sphere
appears,
the
carving
on
the
Raven
Urn:
This
urn
is
a
magical
trap
sarcophagus
lid
takes
on
a
fleshier,
gray
hue.
(necromancy
school;
DC
25
Intelligence
check
to
Within
a
round,
the
carving
takes
humanoid
form,
discern).
Dispel
magic
cast
on
the
urn
negates
the
struggles
free
of
the
stone,
sits
up,
and
then
trap
with
a
DC
20
magic
ability
check.
Breaking
stands
on
the
coffin
lid,
sword
drawn,
facing
the
the
urn
also
negates
the
trap.
characters.
On
the
creature’s
initiative
count,
the
If
the
u rn
is
o pened,
a
great
ghostly
raven’s
sphere
of
force
disappears.
Once
the
protective
head
emerges
and
makes
a
melee
attack
against
sphere
is
gone,
Tzolo’s
guardian
attacks.
If
it
can,
the
opener:
+10
to
hit;
30
(6d8
+
3)
slashing
it
pursues
the
characters
wherever
they
flee.
damage
(150
damage
on
a
critical
hit).
If
the
The
sarcophagus
lid
can
be
lifted
with
a
DC
15
opener
is
killed,
his
or
her
head
is
severed.
In
any
Strength
check.
It
contains
a
mummified
corpse
case,
after
one
strike,
the
raven
vanishes.
under
three
silk
shrouds
(red,
green
and
gold).
Snake
U rn:
T his
u rn
is
a
m agical
trap
The
corpse
is
a
male
human
wrapped
in
white
(necromancy
s chool;
D C
2 5
Intelligence
c heck
linen
strips.
Under
the
linen,
the
corpse
has
long
to
d iscern).
D ispel
m agic
c ast
o n
t he
u rn
hair
in
several
braids
and
wears
a
great
deal
of
negates
the
trap
w ith
a
D C
1 4
m agic
a bility
• Donkey:
1,000
lead
pieces
painted
gold
(no
check.
value).
Opening
this
urn
releases
a
20-‐foot-‐radius
• Dog:
Forty
pieces
of
cut
glass
(5
sp
each)
that
magical
cloud
of
toxic
gas
centered
on
the
look
like
100
gp
gems.
position
in
which
the
urn
is
opened.
The
cloud’s
• Cat:
Fifty
cat’s-‐eye
agates
(10
gp
each).
area
is
lightly
obscured,
and
it
remains
in
place
• Horse:
A
potion
of
heroism,
which
is
destroyed
until
it
is
removed
with
dispel
magic
(DC
12
if
the
urn
is
broken.
magic
ability
check)
or
dispersed
with
a
strong
• Goat:
A
scroll
of
dimension
door
and
a
scroll
of
wind.
Once
so
removed,
the
cloud
does
not
polymorph.
reappear.
Each
creature
within
the
cloud
when
it
appears
Tzolo’s
Niche
or
that
ends
its
turn
in
the
cloud
must
make
a
DC
Tzolo
is
entombed
in
a
secret
cavity
underneath
13
Constitution
saving
throw.
A
creature
takes
10
Jaiku’s
sarcophagus.
Characters
can
access
(2d10)
poison
damage
on
a
failed
save,
and
half
Tzolo’s
niche
using
the
magical
orb
found
in
that
damage
on
a
successful
one.
Jaiku’s
crypt
and
the
elephant
statuette
found
in
The
cloud
also
drives
the
insect
swarms
from
area
34,
as
noted
above.
When
the
stone
divider
its
area.
separating
the
two
crypts
vanishes,
read
the
Treasure:
The
smooth,
oval
stone
held
by
following
text.
Tzolo’s
guardian
is
the
ward
stone,
the
key
to
leaving
the
tomb.
Any
character
holding
the
stone
A
shimmering
curtain
of
dazzling
color
hovers
an
is
aware
of
its
powers.
If
the
stone
is
held
up
to
inch
above
a
figure
covered
in
a
shroud
of
the
large
symbol
in
area
17,
everyone
within
the
translucent
red
silk.
Below
the
silk,
a
youthful,
room
is
teleported
back
to
area
16.
The
ward
striking
woman
with
platinum
coins
on
her
eyes
stone
also
reopens
the
granite
block
at
area
1.
lies
among
fabulous
treasures.
Fine
white
strips
Furthermore,
the
enchantment
that
prevents
of
linen
wrap
her
body
except
her
hands,
feet,
and
extraplanar
travel
in
the
tomb
ends
when
the
head.
Her
arms
are
crossed
over
her
chest,
fists
ward
stone
exits.
clenched,
one
holding
a
black-‐and-‐silver
wand
Inside
the
sarcophagus,
three
fine
silk
shrouds
shaped
like
a
shepherd’s
crook.
Her
long
white
(25
gp
each)
cover
Jaiku’s
mummy.
Jaiku’s
jewelry
hair
is
woven
into
five
thick
braids.
She
wears
includes
a
silver
circlet
inset
with
a
dozen
ebony
quite
a
lot
of
silvery
jewelry.
tiles
(550
gp),
two
silver
bracelets
designed
as
snakes
gripping
their
own
tails
(300
gp),
a
thin
collar
of
beaten
silver
with
mud
sorcerer
symbols
Curtain
of
Light:
This
curtain
prevents
any
etched
into
its
surface
(250
gp),
and
a
silver
nose
object
or
magical
effect
from
reaching
Tzolo’s
ring
set
with
a
tiny
ruby
(275
gp).
The
baton
(50
body.
Any
creature
that
touches
the
light
takes
35
gp)
Jaiku
holds
has
his
name
engraved
on
it.
In
the
(10d6)
radiant
damage,
or
half
damage
with
a
left
fist
is
a
black
pearl
(500
gp).
The
circlet,
nose
successful
DC
16
Constitution
saving
throw.
Each
ring,
and
baton
are
enchanted
to
appear
magical
time
a
creature
ends
its
turn
touching
the
light,
it
to
detect
magic
(abjuration
school
for
the
jewelry,
is
subject
to
the
damage
again.
Touching
the
ward
evocation
school
for
the
baton;
DC
20
Intelligence
stone
or
Tzolo’s
corpse
to
the
light
permanently
or
Wisdom
check
to
discern
the
illusion).
cancels
the
effect.
The
u rn
c ontents
include
the
following.
Tzolo’s
C orpse:
T zolo
is
truly
d ead,
d espite
her
c areful
p reparations.
When
the
• Bear:
500
pp.
sarcophagus
was
opened,
the
curtain
of
light
• Tiger:
Fifty
tiger-‐eye
agates
(10
gp
each).
should
have
protected
Tzolo
until
she
could
• Mole:
1,000
cp.
awaken
and
rise.
Her
emergence
would
have
• Toad:
Five
potions
of
healing,
which
are
ended
the
light’s
effect.
destroyed
if
the
urn
is
broken.
Only
a nother
m ember
o f
the
Iron
C ircle
• Camel:
1,000
sp.
could
c ast
t he
s pells
n ecessary
t o
s eal
T zolo
in
her
t omb.
T he
c olleague
s he
c hose
w as
P iyyat,
a
w ily
m an
w ho
h ad
g ained
T zolo’s
c onfidence.
maps
to
two
other
mud
sorcerer
tombs,
which
Piyyat
believed
that
eliminating
Tzolo
could
are
left
to
your
imagination.
secure
his
position
within
the
Iron
Circle
when
• Two
fire
opals
(1,000
gp
each),
a
black
opal
the
Jezulein
were
released
from
slumber.
(1,000
gp),
a
jacinth
(5,000
gp),
a
ruby
(5,000
Despite
sacred
oaths
sworn
to
the
contrary,
he
gp),
seven
pink
corals
(100
gp
each),
two
deep
neglected
essential
incantations,
so
that
Tzolo’s
blue
spinels
(500
gp
each),
and
two
peridots
body
was
perfectly
preserved
while
her
life
(500
gp
each).
force
slowly
ebbed.
• Two
ancient
tomes
written
in
Taalese.
One
is
The
corpse
lies
on
a
midnight-‐blue
silk
shroud.
entitled
Kaia
Jezulein
Prophaetus
Minorum
Beneath
the
shroud
is
a
bed
of
twenty-‐four
(“Minor
Prophecies
of
the
Jezulein”),
the
other
platinum
ingots.
Removing
the
ingots
reveals
a
2-‐ is
Perfectus
Fe
Syrcae
Magica
et
os
Jezulein
foot-‐square
compartment.
(“Perfect
Iron
Circle
Magic
and
the
Jezulein”).
Treasure:
Under
the
red
silk
shroud
(25
gp),
The
rare
codices
are
worth
3,000
gp
each
to
a
Tzolo’s
corpse
wears
a
circlet
of
platinum
set
with
sage
or
scholar.
four
amethysts
(1,100
gp);
two
platinum
rings,
each
set
with
a
small
tourmaline
(350
gp
each);
a
wide
platinum
choker
set
with
six
rectangular
36.
Decoy
Vault
topazes
(3,600
gp);
platinum
ankle
bracelets
(425
gp
each);
and
platinum
earrings
fashioned
in
the
A
huge
moth-‐eaten
tapestry
covers
numerous
shape
of
the
first
mud
sorcerer
symbol
(75
gp
items
in
this
chamber.
each).
Beneath
her
folded
arms
is
an
exquisite
breastplate
made
of
twenty-‐eight
long
rectangles
Treasure:
Nine
locked
iron
chests
sit
against
of
jade
strung
together
with
green
thread
on
a
the
east
wall,
each
containing
1,200
cp
painted
platinum
sternum
(6,800
gp).
Two
ancient
gold.
Twenty-‐four
tall
clay
urns,
adorned
with
platinum
coins
(200
gp
each
to
a
collector
of
faded
geometric
designs
of
blue
and
green
and
ancient
coins,
or
1
pp
to
anyone
else)
rest
on
her
sealed
with
cork
and
tar,
stand
in
the
southern
eyes.
She
holds
an
ebony-‐and-‐silver
wand
area
of
the
vault.
They
contain
the
dried
viscera
of
fashioned
like
a
shepherd’s
crook
in
her
right
hand
the
servants
buried
in
area
27.
(500
gp),
and
she
clutches
two
emeralds
(1,000
gp
Twelve
statues
of
various
animal-‐headed
each)
in
her
left
hand.
She
also
wears
an
invisible
humanoids
made
of
green
basalt
are
stored
in
the
ring
of
three
wishes
on
her
left
pinky
finger
(see
northern
area
of
the
chamber,
and
all
are
magical
appendix
2),
detectable
only
with
a
DC
25
(transmutation
school).
Each
round,
a
random
Intelligence
check
made
to
search
the
body.
character
notices
these
statues
moving.
They
are
Someone
who
specifically
checks
her
fingers
also
harmless,
though,
placed
only
as
an
unsettling
discovers
the
ring.
distraction.
• The
midnight-‐blue
silk
shroud
is
worth
25
gp,
Other
items
are
strewn
about
the
floor.
Those
and
each
of
the
twenty-‐four
platinum
ingots
is
marked
with
an
asterisk
are
enchanted
to
appear
worth
500
gp
each.
The
compartment
under
magical
to
detect
magic
(various
schools;
DC
20
the
ingots
holds
the
following.
Intelligence
or
Wisdom
check
to
discern
the
• A
staff
of
earth
and
stone
(see
appendix
2).
illusion).
The
treasures
include:
86
pp,
441
gp,
• A
ring
of
wizardry.
712
sp,
two
short
swords,
four
javelins*,
three
• A
frost
brand
longsword.
spears,
a
longsword
with
a
tourmaline
in
its
• A
small
cube
of
platinum
(250
gp).
pommel*
(worth
100
gp),
three
sticks
of
• Two
ioun
stones
(deep
red
sphere
and
pale
lacquered
wood*
with
the
meaningless
words
lavender
ellipsoid).
“tisha,”
“magware,”
and
“gont”
inscribed
on
them,
a
vacuous
grimoire
(see
appendix
2),
two
• An
ivory
scroll
tube
(worth
125
gp)
containing
the
following
scrolls:
raise
dead,
remove
curse,
handaxes,
a
battleaxe,
six
8-‐inch-‐wide
polished
telekinesis,
dominate
person,
lesser
restoration,
discs
of
iron*,
a
gnarled
oak
staff*,
an
8-‐foot-‐long
birch-‐wood
pole,
a
black
marble
baton*,
and
and
commune.
The
scroll
tube
also
contains
seven
brooms.
Treacherous
Compartment:
A
secret
mud
sorcerers
still
w ait
until
the
time
is
right
compartment
can
be
found
in
the
center
of
the
for
their
return.
The
characters
might
use
the
east
wall
with
a
DC
15
Intelligence
check.
Within
two
maps
found
in
Tzolo’s
niche
to
pursue
these
are
four
tomes
and
a
red
dial.
The
books
are
leads
to
other
Jezulein
tombs.
minor
mud
sorcerer
texts,
but
each
is
still
worth
His
treachery
accomplished,
Piyyat
crept
off
to
1,500
gp
to
a
sage.
his
crypt.
Whether
he
met
a
similar
fate
at
the
If
the
red
dial
is
turned
a
full
rotation
in
hands
of
some
other
colleague
or
yet
lies
waiting
either
direction,
the
iron
door
to
the
vault
in
stasis
is
unknown.
One
of
the
maps
could
lead
slams
shut,
trapping
all
inside
as
the
crystal
orb
to
his
tomb.
is
jarred
out
of
its
cavity,
falling
to
the
ground
Another
possibility
for
further
adventure
exists
in
area
35.
O nce
the
door
is
closed,
the
only
if
the
adventurers
manage
to
take
the
Uzrivoy
means
of
reopening
it
from
the
inside
is
casting
with
them.
Perhaps
the
creators
of
this
craft,
the
a
spell
that
m anipulates
w ater
or
earth,
or
that
mysterious
genies
Uzrith
and
Ayolvoy,
fight
each
creates
cold
effects
or
deals
cold
damage,
on
other
for
possession
of
the
mud
ship,
drawing
the
the
iron
door.
Someone
in
area
35
can
return
party
into
their
fierce
rivalry.
the
orb
to
the
cavity,
reopening
the
door
When
n ews
o f
t he
p arty’s
s uccess
g ets
violently
as
described
in
that
area.
around,
g reedy
c utthroats
a nd
u nscrupulous
merchants
w ill
d oubtless
d ream
u p
p lots
to
Concluding
the
relieve
the
a dventurers
o f
their
e xcess
wealth—and
p erhaps
their
lives.
Adventure
Tzolo
and
her
Jezulein
cohorts
sought
to
cheat
fate.
H idden
from
their
just
punishment,
m any
elementals
return
to
their
home
plane
with
the
A
mud
ship
sailing
on
land
leaves
the
earth
wearer,
who
is
then
imprisoned
on
that
plane.
behind
it
undisturbed.
It
must
sail
around
The
ring
is
left
behind.
inclines
greater
than
45
degrees,
though
it
can
Rarity:
Artifact.
pass
through
as
much
as
500
yards
of
solid
earth
and
stone
(including
artificial
structures)
once
Ring
of
Three
Wishes
every
ten
days.
After
utilizing
this
latter
ability,
This
platinum
band
is
set
with
three
bright
red
the
craft
must
remain
inactive
for
a
full
hour.
rubies.
Rarity:
Artifact.
Gods
of
trickery,
lords
of
chaos,
and
powerful
djinns
sometimes
create
these
tempting
items
to
Gauntlets
of
Fumbling
create
havoc
when
mortals
use
them
foolishly.
These
hand
coverings
appear
to
be
another
sort
A
character
who
puts
on
the
ring
momentarily
of
magic
gloves
or
gauntlets,
and
they
look
and
feels
an
exhilarating
sense
of
unlimited
feel
just
like
the
ones
they
mimic.
possibility,
along
with
a
strange
sense
of
peril.
A
character
who
puts
on
gauntlets
of
fumbling
Property:
This
ring
is
found
with
up
to
three
finds
that
they
act
just
as
expected
during
every
rubies.
Each
ruby
contains
a
wish
spell.
When
you
test
trial,
revealing
their
curse
only
when
it
take
an
action
to
command
the
ring
and
speak
matters.
your
wish,
the
ring
grants
the
wish
and
one
ruby
Property:
This
item
apparently
has
the
crumbles
to
dust.
property
of
the
item
it
mimics.
When
the
wearer
Rarity:
Artifact.
enters
combat
or
becomes
embroiled
in
some
other
life-‐and-‐death
situation,
the
mimicked
Mud
Ship
property
is
lost
and
the
secret
curse
is
activated.
This
mastless,
30-‐foot-‐long
ship
is
made
of
a
fine
An
identify
spell
indicates
only
that
the
reddish
wood.
The
deck
is
12
feet
above
the
keel,
gauntlets
have
a
secret,
but
not
its
nature.
and
includes
a
small
cabin
to
aft
and
a
forward
Secret:
The
item
is
cursed.
When
the
curse
is
hold.
These
are
both
extraplanar
spaces:
The
activated,
the
wearer
becomes
fumble-‐fingered,
cabin
is
20
feet
by
30
feet
with
a
stairway
to
the
with
a
50%
chance
each
round
of
dropping
hold,
which
is
60
feet
by
30
feet.
anything
held
in
either
hand.
The
gauntlets
also
Only
seven
mud
ships
are
known.
Each
has
a
lower
the
wearer’s
Dexterity
by
2.
Once
the
curse
name:
Otonkolos,
Faronos,
Miktyr,
Tarjana,
is
activated,
removing
the
gloves
(and
restoring
Iquonabus,
Ungulisar,
and
Uzrivoy.
The
vessels
lost
Dexterity)
requires
a
remove
curse,
wish,
or
were
created
by
powerful
and
evil
elemental
miracle
spell.
beings
named
Uzrith
and
Ayolvoy.
If
they
learn
Rarity:
Very
rare.
that
one
of
their
craft
has
fallen
into
the
hands
of
nonworshipers,
they
seek
to
eliminate
the
thieves.
Belt
of
Masculinity/Femininity
Property
(Attuned):
When
standing
at
the
This
belt
is
a
broad
leather
band
suited
for
wheel,
you
can
pilot
the
mud
ship
as
if
a
normal
attaching
a
variety
of
bags,
pouches,
scabbards,
craft
overwater,
underwater,
and
overland
at
a
and
other
traditional
adventuring
gear.
speed
of
40
feet.
If
you
have
a
talisman
keyed
to
a
A
character
who
puts
on
the
belt
immediately
named
craft,
you
do
not
have
to
attune
to
that
notices
that
his
or
her
clothing
doesn't
fit
as
mud
ship
to
pilot
it.
comfortably
as
before.
In
addition
to
your
normal
mode
of
respiration,
Property:
If
this
belt
is
buckled
on,
your
you
can
breathe
underwater
while
you
stand
at
gender
immediately
becomes
the
opposite
of
the
wheel.
Other
creatures
must
stay
in
the
cabin
your
current
gender.
or
the
hold
or
risk
drowning
if
they
can’t
breathe
Secret:
Once
a
wearer's
gender
is
switched,
he
underwater.
or
she
becomes
immune
to
the
belt's
property
for
The
mud
ship
is
unaffected
by
weather
and
is
30
days.
always
seaworthy
even
while
underwater.
It
Rarity:
Very
rare.
otherwise
has
the
traits
of
a
small
galley.
Symbol 1
Symbol 2
Symbol 3
Symbol
4
Illustrations
by
Mike
Franchina