You are on page 1of 39
AN ADVENTURE FOR 2"°-LEVEL CHARACTERS David Noonan = 5 feet One square In Troasure of Talon Pass"; the player characters explore sa ancient mountain garsizon in search ofa jade chalice reputed to be worth a small fortune. But the path to the jade chalice isnt casy. A dragon and its kobol minions have taken up residence fr the gazrison. and some undead soldiers froma long ago still haut its halls as well. Nor are the PCs the only ones seeking the jade chalice Ahand of ere mercenaries known as the Nightfsts are ater the chaliec and they arrived at the dungeon only inte Before the PCS, “Treasure af Talon Pas designed to take Ind level characters o 3rd level. Its full offimifiar features of the Dunarons & Dracons® game, inelucing traps, tieky Iobolds, asevil wizard, and af course. a dragon. There's ako plenty of room fora DM to aler and expand Treasere of Talon Pas to fit into an ongeeng exaapaign. BACKGROUND Treasure hunters across the regions Bane kong sought a piece ofenetry known simplras the Tae Chalice, The ‘hale se missing part ofa iney carved set that many local lords would ay hundsomely tobe able to dsp ot the mantel im their grand hall, Recently. information has surfaced indeating that the cholie nas last seen centuries ago the Tower of Talon Pass once a stronghold ofan ancient humans empire. its heyday it housed soldiers guarding the nearby mountain CREDITS David Noonan Design ‘Andy Collins Development and Eelting kim Mohan Managing Editing Stacy Longstreet DaiO Sencar Art Director Chris Seaman Cover isstrasion ars Grant West David Grifith Rap Zoltan Boros & Gaboe Sebzesi Doug Kovacs William O'Conner Sune Prescott Incsior Masiraiors pss hut harbarians sacked itshortly before the empire fell, and today anly shards ofbrick remain to hint at its former glory. However, cot into acliffnear waterfall on the edge of the meailon,a stone stairway leads downward into the sironghold’s bascment. About six mronths ago, a black sdragon named Skatharilama found the sebterrican section and decided that it would make a comfortable even if was higher inthe mountainscta black dragons usually live. Arriving with a train-of kobold ser vants and amereemary human mage. Skatharilam clesred wt most of the dungeon, leaving ony a few undead sl sdicrs undisturbed! (and few secret passageways he hasn't discovered yet When the adventure begins, the PCs have fast arrived in Talon Pass and discovered the entrance 10 the tower's ‘pasement. The Nighthist ore mercenaries, following te sine information, arrived Iess than an hour easier. Now they're pinned dovvn in room 3. gedting ready to make another assault on the kabold in room 4. ADVENTURE HOOKS Any adventure hook that gets the PCs to the dungean. 4 The PCs come across the aftermath of abattle between the Nightfist oresand acaravan heading up the road to Talon Pass, The sole survivor from the earavan cells Rob Lazzaretti Cartogexpher Erin Dorsie= Pubishing Production Specialct Donna Woodcock Prato Manager Durotan Daacons DAD, Wzanps ore Cons Moye andonk, Dangeon Mester’ Guide, Mansi Maewaf,resure of Tolan Poss ll ther Werards ofthe Cows product names, ad shel respective lngos ae trademarks of Wizards ofthe Coast the USA. and other countries, Al Wants charactes, character frames andthe disinctive Meneses thereol are property af Wands ofthe Coa, ne This mater protected under the Copyright awe ofthe United States of America. ny reproduction frumatnthorred use ofthe materaor artwork contained herein potted without the express written petrasion af Wards ther Coast, be, Any sina tata people, organszations, places. reverts inciaded teres purelpcoincdentalPrirted in fw 0P008 Wirarde 320.37144.001 EN ge7e54a71 iret Printing: May 200 ‘Vist our uibste st newsstands com ond them the story of the Jade Chalice before expiring in slassic pulp fashion, “# A local lord hires the PCs to retrieve the Jade Chalice ‘warning them that rival lord has hired ore mercenae Sesto snatch i frst. 4 The ghost ofthe jade carver who made the chalice appearstothe PCs ina dream, telling them to retrieve the Jade Chaliee, warning af dire consequences if the ‘ones get their hands omit. ‘Level 2 Major Quest: Ifthe PCs successfully recarer the Jade Chalice from Harel Var, award each character an extea 125 XP. Ifthe PCs were hired-to recover the chalice, their ‘employer pays them 260 gp for its neturn, Otherwise, they ‘can jel it for that price, or perhaps Hold onto. which ‘you can encourage them to dovif you want it ca become 2 ‘Significant your campaign. MINOR CHARACTER HooKs In audition to implementing one of the adventure hooks Listed abowe, consider using ther or both of the minor character hooks below. Adding a personal investment to an adventure makes t more menningfal forthe charar i attention more effectively than ters and ean draw th any monciary newart + Anioninous vison has appeared to many servants ofa steaty affliated with one ofthe characters in the pa In ths vision. undead beings beneath Talon Pass ong forgotten to the world, have recently Been awakened. Level 2 Minor Quest: If tne PCs defeat all the rundead creatures in rooms 2 and 9, award each PC an extra 25.XP. + Anevilanage named Harcel Yaar is wanted ineonnec ‘don with scerral thes ever the past few maths. One fe PCs Bas accepted asommission to hunt this man town and return him, alive, ta eivitzation. Level 2 Minor Quest: Ifthe PCs return Harel GETTING READY TO PLAY Other than spensling a lite time looking atthe monster and trap stat blocks, and reviewing the mason the inside ‘cavers ofthis boat, you dont need any special prepara Non before running Treeszef Talon Pass Myoairewstg Treasure of Talon Pasé a a stan alone advent, you can give the players the character sheets ia the back of this booklet. Each wo page sheet deseribesa regenerated 2nul Feel elsracter. yoke using Treasure af Talon Pass to start a new eam, pign. tell dhe players to make 2nu-level characters They cam have any reasonable amount of arinary equipment, ph oh Boe aay el angie lena per character. Each character also has 20-gp incash. a ad ot Treusure of Talon Pass employs the “parcel” tc of treasure distribution described in the Dungeon Master's Now'l need nine treasure parcels i adlition to the Jade Chalice. which isan aft item worth 260 gp. You can wsethe Fist of parcels below, or you can ereate {Your own sing the rales in Chapter 7 of the Dungeon Masters Guide Lyauiee using the “wish list” suggestion tn the Duron Master Gard, you cam assign magic items based on those lists Othersise, select magie tems from the Players Hla hook appropriate for your charactersand the adventure. Puce I- Magic item. level 6 Parcel 2eNiagic iter, level § Puree 3-Nagic item, level 4 ‘Paec Talon amulet new magic tem nee page 20) Panel Tivo. 100 gp gers +90 gp ‘Puree 6 Twa potions of heling + 70 gp Parcel 7-150 gp +200 sp Parcel 9:30 gp + 300 sp. ‘Once you've assigned magte items, apportion the treastire parcels to rans given sl eon 5:€ne parcel Reorn 6 Two parcels Roora 2 Taree parcels Foor 3:0 pasecls Reom 11: The Jade Chalice and one other parcel ROOM SUMMARIES Se the encounterson the following pages for more: detailed deseriptions ofeach room and its inhabitants 1, Entry: This chamber is empty, but holds potential clues forthe PCs. 2. Infirmary: This room holds several ufidead rem ‘nari GTthe Ginga ener ibe 3. Prison Chamber: Most ofthe survivingore merce aries are here. readying to attack the kobolds in room 4 4. Pillared Hall: The keboids have pinned down a one one imthis room. 5. Sacrifice Chamber: This secret room holds a trap, aswell asa shalt leading down to room 8. 6. Kobold Sanctuary: The kobold leaders lair here, guarding the stairs down wo roam 3 7. Statue Room: This room bolds a est of spiretp rakes and ve guardian constructs 8. Dragon's Lair: The lender ofthe denizens lives in this natural cavern. 9. Officer Quarters: Thece more undead lair here, lying in wait for living prey 10. Hall of Champions: This antechamber is guarded byan imp and three irandefenders. 11. Test of Valor: The final chamber of the dungeon ‘holds a small gladiator pit, arerseen by the cruel mage Hageel Var. ngeon's current SETUP This room doesn't Rane monsters. When the PCs first descend he stars. tea ‘This toe chamber has am intact cof double dors te eas wall and asttof dre doors hanging prcarasy fom single inge ‘hemest wall Theres awed moc f tone ragged neta debris in thesoudewestcorae TACTICS There's nothing co fight here, bur the PC can gain some: clues that will help them in later cooms. Its alse pos: sible thatthe PCs will treat here ifthe bat in aor 3 doesnt go their wy: Fic room isso. good place tmestablish the coraman pleces of*dungeon dressing” thatthe PCs willbe dealing tvith throghout te adventure, See the Comarm geon Elemente section below Dun- FEATURES OF THE AREA Tlumination: None. other than what the PCs bring with th Western Doors: You don't have to be a forensic genius torealize that someone busied these dones.open from inside Uhis room. They're hanging outward, so the damage ‘was done by someone trying to get out of reom not into it A character whe makes a DC 15 Perception check notices thal the splintering om the daors is fresh—someome Ibeoke these doors down less than an hour ago. Eastern Doors: These isonbound wooden doors are ‘ill intaet Judging from the darkness visible atthe bottom crack ofthe door, daete's nothing illuminating the rom beyonal And no sound either. In crucle Draconic ch ‘ers, painted across the door in red, isa single wed: Dont? (The kobalds want to make sure they don't wind up fighting the undead) Wreckage: The rubble in the soutlwest corner con. sists of to of the spinning blades pillars found in rom 5--everept thee Lobos “disabled” there pillars when they arrived. If PCs spend time sifting through the wreckay they learn the following: “+ Many of the stone pieces Isave a gently carved, curved ccurfae + The metal parts appear te be somie sort of hinge! ancl jointed armature, + There are pirees ofa metal blade amid the wreckage. Ifthe PCs examine Uae wreckage, they gain bonuses when. they have to leal with the imiaet spinning blades trap in room 5, 3 ) ‘One square = fet ComMMON DUNGEON ELEMENTS: ‘The following clement are present in room 1 and rroaghout the dungeon, unless atherwise noted Floor:‘The floors are flagstone tiles=a mic of 1 foot square stones and Hoot by 2 foot rectangles. ‘Walls; he walls are musonty fing with a mis of et and stone behind them. Unless others requires a C20 Athletics beck to elim a wall Ceiling: All ceilings ate 15 feet high, with stone but ‘tresses supporting woouen planks. In a few places on the ‘epperlevel, che planks have rotted amcay, revealing 2 rlx of dict and stone abowes Doors: The irom hound wooden doors requice a BC 18 Strength check tofarce open. They are hinged to sng in both directions. Stairs: They're all steep enongh-ta constitute difficult terrain when moving np. ‘Ambient Sound: The waterfall outside the entrance can be heard as dull noise throughout the dungeos, although its loud enough im room 1 thac PCs will have to speak clearly tobe heard. Moisture and Temperatere-Enough sist feom the \waterfal blowin thatthe upper enoms (1 through Hee damp and isave occastonal patches of condensatian on the wallsand floor. The downstairs is noticeably rier, except which as is orn water soutce All the rooms area little chilly-about 50 degrees Fahrenheit noted. it feerbon ail Peg LO) u eae sl ai ete g Encounter Level 2 (660 XP) SETUP Tha lend are, once soll rounded in bat. walt for She eee infirmary willingly bat will defend it to the death—stricely iimerpreting the last orders given them. “This encounter includes the fallowing creatures, 2.deathlock wights (Dy) 10 pack zombies (2) Unless the characters loudly converse or make other obvi aus noise, all monstersare distracted. encounter. The pack zombies have a passive Pereeption score of 10, and the wightshave a passive Perception score of LL. the start of the Ifthe PCs first open the door from room 1. read: Remnant af wood and canes framework are scattered across the floor. The dharaber cranes tothe cast turning south Beyond your | “ght ne Thor's alo dowresard stray’ he southern wall When all PCs are in the room, or when a brave PC walks more than 20 fect into the room, read: ‘Te door closes and lek of ts awe vaition. And you hear shlong footsteps coming from the southeast. Las of stuffing foots. Ifthe PCs first open the secret deer from room 3, read: Tee corpse creatures stand at tention next te ahigh tale inthe canter of he oom. Ti staieways tate eastern well ead upward, cand door isseronchenordhern wal 2 Deathlock Wights| Ieidathe vt HP 54;Bloodied 27 IAC 1: Forstade 15, Reflex 16, Wil 17 Jere oc pee ee leer WedeerobdaS kee Speed 6 Echo etandans ai) + ecrat 1 AC, Te ri dag rl the tas TRE surge. 2 Grave Boltistamard: a + Nacrtie Ranged 20:6 v5 Rallens M5 ~ 4 necro damage, and the targets irumobisned care end 2 Reanimate inerencourtesh Healing, Necro Sea ee re teeter acted Iigher than she deathlock wight'slevel + 2; the taget ands a 2 free action witha mumber of hie pints equal fe ane halite ‘loodicd value. Thi pawer doesnot affect minlons ‘€ Honific Visage standarc:cechange 25[538) + fear (Cle bast ST we Wi 186 damage andthe target pushed! $ squares “Aligament sd! Languages Common Sle Arcana #10, Religion = 10 7 Ser 10 (2) Becée4) Wis oT) Con ie} Hae THUS) Cha TB 8 Perry ees HP Tra mised attack never damagesa miion AC Fortitude 14, Reflow 1, Wi TT Iramane seo, pon Speed 4 @)Sta randand ae) 37 vs.AC4 damage. Pack Attack ‘pack rombie ganes+2 hanue to Hest reife: ascent © atleast one ather pack zombie. ‘Dweching Sseticenmediae meer: encounter ‘This power triggers automatically when anormlnin lly sSjocent toa pack robe Ishi by amelee stack The pack zombie destroyed std the damage ale othe lly iereduced by 5. “Alignment Unsigned set (3) Dex6 (1) Con 104-1) tee 118) Wiss 0), chase) Tactics ‘The pack zombiet rush the PCs.en masse frome the east. They ty to surround ene ormore PCs, cating them of frat any comrades sll outside the dar and fore ing them down: the staies toward the ower ehamber, ‘On their fire tra, te deathlock rights move-o the tw dooes separating the southern area from the northern sec tHon. One opens the door into the area occupied by the PCsand uses karific visage. then grave lt The other death wight waits for around aféer opening the double doors. then provecils quietly down the wid hallveay to attack the characters from bebind, Ifattacked in melee, this wight unleashes horrific visage then flees back tote comrade. Lup and run for the two doors during their rst (arm and the 2umbies come from the eastern stairways during round 2 ‘The deathlock wights can't use their reanimation power om the pack zombies, but they can fand do) use icon each ater. FEATURES OF THE AREA Ilaxaination: None, other than what the PCs bring with them. Floor Bebris: The wreckage on the floor is composed ofsmashed cotsonce uscel when this was a Brspital for war wounded Door Lock: A DC 15 Thievery check ty sufficient to ‘pen the northern door, as is a DC 20 Strength check, ‘Secret Door: A DC 22 Perception check is sufficient ro notice this daar hidden inthe stonework. It leads to room 3, and both seeret doors are obvious from wilin the Ball way between thee PACK ZOMBIE In care cases, xombies wha lived highly regimented tives such asformer soldiers-retain a iny vestige of that training in undeath, These so-called pack zombies are more deadly than normal zombie minions, though just as easy to destroy. Pack Zomair Tactics, Pack zombies attack asa group. gainingthe bonus from pack attack. They fight the death, usually under the command of some more powerful creature. Pack ZOMBIE LORE [A character knows the following infermation with 3 suc ‘cessful Religion check. DC 15; Pack zombies retain a vestige af the combat twaining and teanswrork they possessed in life, typically as soldiers or mercenaties. BIC 20: Whether returned from death by foul ritual oF sheer force of evil willpower, pack zombies defend their masters even at the cast of theit own existence. ROOM 2: INFIRMARY ROOM 3: PRISON CHAMBER Encounter Level 2 (777 XP) SETUP ‘The orc drudges are gathered near the southern entrance. vith Hrimobl in the mdlle of he roan and the wolves near the noeth. Hrimobl waits forthe ather oresto ban. ddage themselves hefare he pushes into the roan again, Thisencounier includes the fallowing creatures, Lore berserker (0) 2 gray wolves (W), Bore drudges (10) Unlescthe PCs louuly converse or make otber obvi ‘aus noise, all manstersare distracted at the start of the SagobHMEe The bie dend ges have a passive Ba score of 10, and Hirimohl has a passive Perception score of 12. Ifthe PCs round dhe corner from 1 ‘Beyond the corridor you se alae. torchit room with rusty shades ‘hanging fom the stone walls Tre walwrs anda ple of dead on odes “arenear he northern entrance, ad you canvnoke outa couple of arse om the fer southern end of he roo. But the long shadows cast by the sori hint hat there are move=pertaps aalf dace ors. ym 1, reads Ifthe PCs firstopen the secret door from room 2, ead: Ancncwih a greatness, “And ary upwehthe bandages then sartsarthe sound ofthese door ceca open. The toc oom Are you has aces ne wail, Wal screen the narra szudha arco ofthe room froryour view Coors e: Initiative sO. Sencecerceprion sO:lowlgheviion HP 1; missed attack never damages a minor. ‘AC i6;Fordnude 15, Reflex 12, Wl 12 Speed (8 while charging) Cla (andard: ae wl) # Weapon #95. ACS damape Alignment Chacts vil Languages Common, Giant etG (3) DexIOis0) Wie 10410), on 16452) ines: cea) [Equlpmenthise arms, clas Hrimohl, Orc Ber ReHenetTeee) Instlve 2 Senses Peseeption 25 UP 66; Bloodled 33; see alsa warsor’s sage [AC 1s:Fortcade 17, Reflex 13, Wil 12 Speed 6 S while caring) G)Grestane candace awl + Weapon (AC: 1612 +5 damage erie 1612 = 12) = Werle Seg GA Red abt Sry lic SSA + Healing, Weapon Tie oe berserker makes 3 melee tcc attack and regs 16 fot pine Alignment Chaotic eal Languages Contino, Gant Salle rarance +10, lciidate +6 Sie 29071 Bex 13 63) Wie 10 2) Con 16065) 1 Chad (oth Equipment eather emer, gieatane Gray Wolves errs eee) Eo *5 Senses Perception vFilewlight viton HP 38: Blondie 19 AC TE Fortine 18, Reflex 1, W713 Speed & (Dy Bate tnt ST WRACSId6 + 7 damage, 246 +2 damage aginet a prove ages. Tike ray a has cambar advantage aysins the Cargo, the tng is ale Knocked prone on ah. inated o Dext9ie Wet 62) ne 2 (3)Cha 1061) Se 13 42) Con 14183) TACTICS The ore drudges immediately charge int the fay geting, melee combat with as many PCss possible ide or rear of The wolves Hatmoll and the wolves maiscuver to th the group, looking for flanking opportuni work together 10 knock a PC prone. Hrimoht and the wolves fight until slain, bu he ore drudge Nee out of the dungeon i Hsinohl dies and the PCs outnumber the remaining drudges. FEATURES OF THE AREA Hlamination: The ores have dropped torches near the northern entran the middle of the toom, and near the soirhern entrance Secret Door: A DC 22 Perception check is sufficient to notice this door hidden in the stonesrork.feTeads tothe sunken clamber an room 2. and both secret doars are obvious from within the hallway between the ‘Shackles: The wouldn't keep anyone prisoner for long, me slats fr padre, buat no Locks are present Corpses: the piles of obold and orc bodies at the worth and south endsof the room count as diffiewlt terrain badly rusted and ROOM 3; PRISON CHAMBER ROOM 4 PILLARED HALL Encounter Level 1 (550 XP) SETUP, Ove of dhe ores fatled to setrval ane! sow erouches north ‘ofthe contr pillar. H's effectively a noncombstant ‘elisough he will fig if presse!) and sat worth expert sence points The Kobold slingers ate spaced out along the lee, and she kobeld dragoashelds ate in the eastern chamber This encounter inclades the follows Lore berserker (0) 4 kobold slingers (5) 2 kobold dragonshielels (D) The lingers lave a passive Perception score of 11, and the dragonshields havea passive Perception scave of 12. ‘When the PCs seach the northwest doorway, sead: Keoboli stan atop a 10,fat ledge on he southern wall whiting Sey and staring nordorard Pree against the northern ey ofa sentra pillars Heading or trying to avi the sing stones There anche ex inthe nordeus pasta the oor and xp onthe age, runml heads south Feed P24. Bloodied 12 ‘ACTS Fordtude 12.Reflex 16, Wit 1:30 to rapsenee Spond6 (T)Oagrertendano wil # Weapon Se AC 108 + Scarmage. (BSting ttantacd; twill) # Weapon Ranges 10/20: ‘x AC 149 " Sdamage: we alto special sot Special Stor ‘Thekobuld singer ean fire special aromurition frm iting Each of these gers caries 1 tour ofeach type a special sho ened eur A spat tack tha ts Jats norma dbanage al hasan ainal lect depending ts 79 ‘Suinkpot- The Lngec akes 2 penalty to aeack ols save ends Fecpee ih Tiga goog 2 ek eg a ah ‘Glorpot The target isivebaized sare ends ‘Shite mina) The kabul halts 1 gue. Wa Sense The kobold gaia 42 boc all defersec again tape ‘Alignmentsd Languages Common, Draconic Shils Acobasies-°8 Seealth $10, Thievery “10 ser30e Deets) Wie 1st) Gon 121) Tee 967) Che 104+) [Equipmenticther armor dagger, sing with 20 bulletsand 3 ounds of specs shot (ie above) ros Fad ‘Senses Perception ‘2-carbvsien HP 36:Blondied 18 AC Ti: Fortitnde 14, Reflex 13, Will 15;s0e Slo tropseme Rests 5 acd Speed § Short Sword iar navi # Weapon STs AGE TAE + 3 dace al the ett are il oe oe ofthe kabul dragunshielas next wes [Dragonhield Tactics rmiinte action, When am adjacent ener sbi aay a een motes dat tl The hob drapoesbieldshifts Fquare. ‘Mb Attack Thc eboeeogorablcld gene = 1 bore=totiack coll por bobold ally adjacent the carpet. Shitty riratwil The hbo safts 1 sqrre. The abo grins 2+ boat all defers sine rape, Abigwmént Gv Languages Goroon, Draconic ShilyAersbais 5. Sees 1, Fhiewery 17 Sur ta(e3) Deere) wie 267) Gon 92452) foe 960) Ce 104), Equipment scale army, heey shield, short soe er = owelight sion orem HP 10 HP 6b Blondied 55:s0eao ware irge ACS, Foti 17, Rafe 13.1512 Spee (8 lie charging) (EiGevacane cans a + Weapam 38s AGIAN? 5 daonage ert 1412 4 7) ++ Warriors Sure Standart wible ony while blondie encom “+ Healing. Weapon Se ee ee ert pore Aligamene Chace vil Languages Comarin. Cane Shs Erdacance 110 Iniieicla 16 se2067) DexIsi-s WE I01+2) Con 6S) Ire) Ch 94:1) Equipment leather armor, gretane TAcTIcs The kobolds stay on the ledge and use their stings. shout- Inga warning ay soon as the PCs appear. Each carries three special shots af ammunition (ene ofeach type), and they prefer to use these only against foes that do not have The dragonshielde spend their first turn epersing the door fiom the eascern chamber and moving, down the hallway. The dragonshiclds fight until slain. Ite dragonshields both Gill any remaining slingers flee o roons 6, FEATURES OF THE AREA comer enables the kobolde1o elimi up-ta the ledge that runs along tw sides af this chamber and across the south hm There fa torchs in a wall sconce on the asters side of each column. Ledge: The ledges 10 feet off che ground. fetakes a 13 20 Athletes check and 4 squares of moemvnt to get up on the ledge Broken Column: The easternmasteohirnn tas collapsed and Iie in rubble on the floor (di Scule terrain). The cellng sags somewhat but semaine sunéy, Secret Door: Ittakes a C25 Perseption check to spot low hidden ithe wall sasonry.I¢leads to room 5. Ore erserkex: His statistics axe Mentieal to IrimohT’s the are present in room 3).cxcept that be has only 10 hitpoints left He's jest evi elon alive and willflce through the northwest Tuallway as soon asthe paceage looks cle: weil attack f'carnezed, and will use his wor supe if posible to regain hit points, bot he's not worth any XP ithe is eagaged and defeated = fore he can flee, = EASTERN CHAMBER = This soom has ples of furs, astnoldering cook fre, and simple kitchen equipment isthe primary L 5 forthe kolboks. Te lade inthe southeast Encounter Level 1 (300 XP) SETUP “Thete are ro monster inthis voces, use rapa aweind magical effect. “This encounter includes the fallow ing obstacle 1 spinning blade pillar trap When the PCs emerge from the carridor re There excrin tir the idl of his a, sep stan alta alg de north wall anno glowing, gles cafins propped cpright nthe nortiwestandavrtheast carers. Bright: lowing mist sis side each cof. Sr Cerner eres ca am Blades ner out of ler ommpormens ars welll urns he chuanbex Tage A splnning blade pila rcfram the four and spine 3 “op. moving speed a andom eect ad den tacking inch rou. Rewer ove oer the ptr tof the Foor Special: the character examined the wecckege in tom | ‘ey gain. 3 +2 bonus onal sl checks related this rap. Perception DC 12: The character notices gg plates arood te charsber FBC DF. Te character concealed along the wall. Initiative s7 Speed 2 Wigges ‘When acharacter moves int a rigger square the pli res uplom the floor i th cents of thoes four squares. sl ‘then blades spring out and atock ‘stad Standard Action ‘Close burst 1 “ergets: Each ceature in burst ‘Attacle #10 4s.AC. to attacks por tnget Hi 348°2 damage ide spinning blade pllar mawes into a Large smaller characters space t pushes that character square and Kenocks the character prone, (Courtermeasures “© Upto tn emaracter con engage in kl allege deactivate the control panel DC 22 Thievery. Comply 3G success defor 4 ares, Success disables the wap. Fone comes the «pinning blade to act tue in the 0s senake a second ia olf he tap) + Character can attack the spinning blade pillar iAC 18 other defences 1Sshp 110eFestt all} Oe contral panel (BE TE. tcr defenses 13 hp 70; ress 5 al Destroying cither disables the entre wap. FEATURES OF THE AREA Illumination: The glowing coffins bright everything Em thts room, the hidden control panel mediately north ofthe entrance. SACRIFICE CHAMBER Shaft: 30.faotdeep vertical sea ft rammects is raga toraom5epening above the pool, Anyone falling for above takes 2410 damage (the water cuslaions te Ball it) Altar: Atop «small shine (not depicted os the map} lies the treasure noted below-=the last offering anyone made before this fortress fell. Coffins: Any damage will break ope ingthree glamor spirits frei within, These spirits look like humans.dressed in aneient robes. and are neither sentient nor hostile. Aay attack agaist a glamor spirit automaticaly hits, immobilizing for 1 hour. The attack are becomes immobilized (ive ends) and takes 4 roll, reload ingere 2 penatiy to defenses for the rest ofthe encounter. Any released spits wamuer alsout round thea flaat down the shaft. Lf any glamor spirit descends through le shai tke PCs hear soar (Eom te