The Tomb of Magliach
Intorduction - The tomb was built in the time of darkness to house the corpse of Lord Magliach, leader of a large dark army of evil humans and humanoids. In the end the evil army lost and Lord magliach died. His tomb was hastily constructed and hidden from the forces of good in the Carenast Mountains, in an area now known as the Carsage Barony. Hidden from sight by a large boulder the tomb was never to be found until a powerful lightning bolt hit it durring a terrible storm. Since then, a small group of goblins lost after there spring raids almost a year ago have begun dwelling in the entrance hall to the tomb. Part I Not far from the tomb is the Village of Carsage, a small mining village important to the Barony. In the past few weeks a small hunting party of goblins has been seen in the area by travelers, at least the remains of a goblin hunt have been seen. At least a few small groups of unprotected travelers have gone missing, and it is believed that there are goblins in the area. Baron Carsage has sent a small troop of soldiers in the area to kill off the foul creatures, and has offered a bounty on the goblins worth just over 350 Gold pieces, plus the hunters may keep whatever loot the goblins have taken, unless it is sealed by The King's Seal. About 3 days ago a few children disappeared their parents fear they may have went off goblin hunting. They play that game quite often in the woods in the village. Their parents will ask the PCs to look for their children while they hunt the goblins. The goblins are located just over a one days journey from the village to the east and up in the hills just at the mountain's edge. The wind blows lightly from the mountains today. Bringing with it the sweet scent of mountain air. Areas 1. Main Entrance to Tomb/Goblin Lair The entrance to the goblin's lair : The air is thick with the smell of unwashed bodies, and excremate, a sure sign of goblins. The area that appears to be the goblin lair looks as though it was cut from the mountain, by human hands. The entrance looks a bit larger than what a goblin would cut out of the mountainside. It also appears as if it was once plugged up by a great rock as you see the remnants of the large boulder strewn about.
If any character feels like making a Religion check they may discern that this could be an entrance to an ancient burial tomb. It was quite common in the Age of Darkness for great persons to be laid to rest in tombs with entrances such as this one. If the party decides to spy on the entrance for a small amount of time. At least one turn will suffice. Then, they will watch as two goblins come out of the entrance mounted on Worgs, while another 3 goblins come out on foot to load up the mounted goblins with a few supplies. They then set off hunting. Make a Roll on a D20 if 12 or lower is rolled then the worgs sniff out the party unless they hid downwind of the lair.
If the party just goes straight into the lair then the Worgs and Goblins have left to go hunting a little while earlier, and may come back (1 on a d6) to corner the party in the lair after they have been in it for 2 turns.
If battle ensues then the Wog mounted Goblins attack the PCs while one foot goblin runs inside to get help. The other two goblins on foot leap behind a few large rocks and pull out short bows. Goblins with bows : AC: 6 Thac0: 20 Hit Points: 5 each No.of Attacks: 1 Damage: 1d6 Armed with shortbows and 10 flight arrows each. They will launch of a few arrows even when their comrades are near the PCs. If the PCs corner them or corner them they will oull out short swords. The bows are in good shape, the arrows are of low quality. They will run if either of the worgs are dead or if both of their mounted friends die. If the party takes the time to search them they will find a few copper pieces (2-8) on each goblin. Goblins on Worgs : AC: 6 Thac0:20 HP: 6 each No.of Attacks: 1 Damage: 1d6 Armed with Spears and short swords these guys are a little tougher and smarter than most goblins. They will attempt to charge and impale a PC doing double damage with their spears first. If knocked off they will fight briefly unless hit once. They will then run to the lair for help. If searched : 2-8 copper pieces, and each has one minor healing potion on them. (1d4 HP). They will attempt to use the potions if they are not to busy to remember. Worgs : AC: 6 Thac0: 17 HP: 12 Each No.of Attacks: 1 Damage: 2-8 Morale: 11 With yellow fangs bared these evil looking mangy wolves are much larger then their cousins and show a hint of inteligence, and a great deal of malice. Growling a menacing warning they leap at the PCs. XP: 120 If the PCs do not defeat the Goblins and Worgs within 7 rounds then 6 more goblins armed with spears and short swords run out of the lair and throw their spears at the party members. Use Goblins with Bows Stats. Otherwise they stay hidden in the lair.
After defeating the goblins the party may enter the lair of the Goblins. It appears that they have not been in the area for very long so they may not have had time to do much work in their new home. On the walls in the entrance way is a faint motif of what appears to be men armed with swords running out of the tunnel. The motif is about shoulder level and is about one foot tall and looks like a band that may continue into the next room. You could tell better if it was brighter in the tunnel. The art looks fairly ancient. If a PC uses Ancient History and Succeeds then they will know that this was once a burial practice during the age of darkness. The running men signify all the soldiers this warrior once killed in battle. Being that they are all human then this warrior was on the side of darkness.
The entrance tunnel continues for an additional 10 feet before opening up into the a fairly large chamber. 2. Entrance Room/Body Prep Chamber.Like the entrance hall before the motif contiues on the walls in this room. From what you know about ancient tombs this room was once the body preparation room where the priests cleaned and wrapped the body for the journey into the next realm. In the center of this 30' x 25' room is an incredibly large table that the body once rested upon. By the size of the table you surmise that this warrior had to be at least 7 feet tall. The goblins have been busy. In front of you is a small wall that is attached to the table that is made from a white granite like rock. You are not sure, but you think it is some sort of...... If the party defeated all the Goblins outside and fought the extra six goblins then nothing really bad happens. Only 3 Spear throwing Goblins pop up over the wall and start to throw spears at the PCs. Otherwise 6 Goblins pop up and throw spears. Spear Goblins : AC: 6 THAC0: 20 HP:5 each No.of Attacks: 1 Damage:1d6 These mean little guys have the advantage of surprise and cover. They also have 3 spears each to throw at the party. After they are done throwing the spears then they will leap out at any PCs close enough to them and start stabbing away with their short swords. They will also start screaming and ranting on like madgoblins. If these goblins fail a morale check they will either Run out of the lair (1-3), or run further into lair(4-6). You were right it was some sort of shield wall created by the goblins to let them throw spears from cover. The stone wall erected by the goblins is of a white granite you are not familiar with. The wall is loosely constructed out the stone it looks as though it could be easily pushed over. If the party decides to spend about 5 rounds searching the room in a few key areas they will locate some extra goblin minor healing potions. Each restores 1d4 hit points of damage. One small batch is located hidden nearest the granite wall and floor in a small sack. The bag contains 1d4+1 potions. If the goblins are searched then the party will locate another 3 potions.
Only known if a PC makes or made a Ancient History or Religion check.It was rare in such times for tombs such as this to have smoothly carved walls, with such a detailed motif along the walls.
The walls of the tomb seem to be carved directly from the rock face. They are carved quite smoothly from the stone. The motif in this room is not as faint as it was in the entrance to the goblin lair, and you can make out the figures of human warriors much clearer than before. You see another hallway about ten feet long leading into the next chamber. From that direction you hear the sounds of goblins preparing to defend themselves. Near the hallway you notice some rubble of the white granite. The fragments are small enough to be used as sling stones. (The party can gather as much as 10 good sized stones in one round of gathering.) 3. Goblin Lair/Temple room. This large chamber was once the temple where last respects was payed to the body. This large area looks as though it was filled with many stone benches that the goblins have used to construct the barrier in the previous room and to construct
a small wall in the southeastern corner of the room. along the western wall is two mean looking demonic statues representing some evil god and a large altar sits in between the statues. On the altar is a pair of candle sticks. With a holler the goblins rush forth with spears and short swords. Behind them sit a few archers behind their wall sending death your way in the form of goblin arrows. Ordering them along is a larger much stronger looking goblin chieften. Rushing Goblins : AC: 6 THAC0:20 HP:4 each No.of Arttacks:1 Damage:1d6 These goblin warriors are not as tough looking as their bretheren you have defeated before. They will rush the party attempting to win with their superior numbers, a common goblin tactic. There totals 8 goblins. Archer Goblins : AC: 10 THAC0:20 HP: 3 No.of Attacks:1 Damage: 1d6/1d4 These little guys are smaller and look less willing to go toe to toe with the PCs they are more than willing to shoot a few arrows at the party, but if cornered they will drop their weapons and beg for mercy in broken common. They also will offer all of the goblin treasure for the party to buy their safety. The party should tie them up if they wish to continue through the tomb looking for other treasure. Each is armed with a shortbow, dagger and 5 arrows. Big Mean Leader : AC: 6 THAC0:19 HP: 8 No.of Attacks:1 Damage: 1d8 This tough looking goblin leader will rush out brandishing his battle axe if he feels that the party has been softened up enough by his archers and foot goblins. He will attempt to cut his way through the party to escape. Around his neck is the key to unlock the 3 human slaves the goblins managed to capture. After defeating the goblins you hear a cry for help from behind the goblin wall. Behind the wall you see 3 young human children. The 3 boys went hunting for the goblins to prove themselves to their fathers about 3 days ago and wound up getting caught by the goblins. They are ages 11, 12, and 14 years old, and all want to grow up to be warriors like their heroes in the village. (the PCs). One child knows a little about ancient history and has surmised that there must be a secret wall leading to the burial chamber of this tomb. Also near the youths is the goblin war banner the proof the party needs to recieve Baron Carsage's reward. The altar is a simple affair with what looks like very tarnished and large silver candles sitting atop it. They are finely designed appearing as two snakes intertwined and leading up to where the candles once sat. After being cleaned up they couls fetch a decent sum. (25Gp each) The top of the alter is carved with the symbols of an old language. (If a PC can read Old Thorsic they can decipher that this is the tomb of Lord Magliach a dispacably evil tyrant.That once held great power in this area. Ancient History will reveal that he was once on the side of darkness and he caused the death of many humans working with the Humanoid Armies.) The statues represent Xarus, god of darkness in one of his many evil forms. The twin statues are of several armed upper human-like torsos with a twisted snake-like lower body. Each carries a wicked curved blade and a round spiked shield. Atop their heads is a mean looking skull shaped helmet. These statues would be worth a great deal to any followers of this dark god. (Close to 1000Gp each) Rolf, Geoff, and Pater : AC:9 THAC0:20 HP: 4 each No.of Attacks:1 Damage:Weapon
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The three boys are dirty and were quite scared at being goblin slaves. they have had little to eat in the past few days. Out of the three young Geoff is doing the best and will one day become a fighter, and would be the best choice as a squire in the meantime. He is the most knowledgeable of the friends, and he knows that there must be some secret door in this room. The motif on this room is very detailed once again, and continues all the way around the room coming together on the northern wall about 10 feet from the western edge. The running men seem to be running out of some sort of doorway in the exact center of a 5 foot section of wall. If a secret door is serached for then the party will notice that this section of wall looks a little bit different in color to the rest of the walls. If pushed part of the wall will crumble away revealing a hallway and horribly stale air.
4. False Burial Chamber. The ten foot hallway leads into a small burial chamber on the northern wall is a motif of a large evil looking warrior that wields a large two handed sword and appears to be cutting at the smaller motif of running men. The running men are moving away fom the larger motif in fear. Other than that the 20' x 20' room is spartanly designed with a total of four upright caskets that must hold the warriors body guards. In front of the north wall sits the Sarcophagus of the one who rests in this tomb. Carved from the solid stone it is richly detailed in the symbols of evil. The top looks as though it could be easily removed if several of you wish to work together on it. A combined strength of 22 is needed to remove the top of the sarcophagus. Upon opening it the party will see a body wrapped up in cloth and dressed in an ornate plate armor. In it's hands lays a The walls of the tomb seem to be carved directly from the rock face. They are carved quite smoothly from the stone. powerful looking longsword. It's face is fully skeletal with a pair of twin rubies imbedded into the skull. As the PCs watch the ruby eyes begin to glow with a bright fire, and the corpse animates. Tomb Guardian : AC: 4 THAC0:17 HP:12 No.of Attacks:2 Damage: 1d8 The tomb guardian was created to make any tomb robbers to believe that the owner of tomb was rising up to destroy them. It looks deceptively like a mummy except for the unwrapped skull with the magically flaming red ruby eyes (each worth 500GP). Around the neck is a gold chain and moon pendant (worth 125Gp), on it's fingers are several (one Gold with a green stone worth 50GP, one Gold with a brown Agate worth 25Gp, another made of silver with a light blue stone worth 75Gp.) It also has a jade broach shaped as a scarab (worth 75 GP). The ornate sword radiates no magic, but is worth a good deal of gold, (60 GP), and is of high enough quality to be enchanted. The ornate plate armor is also worth a great deal of gold (850Gp) and may also be suitably enchanted. XP: 420
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Also within the chamber are 4 other "guardian" caskets. If the part inspects any of these it will be found that they do not contain guardians, but they do contain clay pots filled with treasure. Each pot has what appears to be gold, but in reality is copper painted up as gold. (Any thief will automatically know the difference, and othe classes may make INT rolls to tell.) In total there are 6 pots, filled with about 150 Pieces Each. There is also another pot filled with "Gems" (Colored bits of hardened glass. Very hard to discern only trained eyes may tell the difference. Each is worth 2GP as ornametal glass. There is 35 "gems" in total.) The clay pots do not look all that hard to carry, and shouldn't be to difficult to take home with the party.
If a religion check or ancient history check is made then the party will know that many tombs of this era had false burial chambers to elude discovery of the real treasures of the deceased that lie within. If the party discovers the fake gold and then searches the room they should look at the motifs for clues.
The motif along the walls is the same as the previous room although in the southwestern corner of the room they do not look quite right. One of the running men is partially missing and there appears to be a fine crack going straight up and down the wall. (This is the scecret door) Once a good shove is give to the section of wall it cracks and falls away into the hallway. The floor is covered in many multi-colored squares (2'x2' White,Grey, and Black) in a chaotic pattern. A few spears fall straight down from the ceiling hitting a grey square and a black square. A few grey squares hit with rubble show no spear and the white squares have no spears in them.
5. Hall of Spears. Before you lies a very long hallway that looks as though it continues forever. The end of it goes beyond your light. The floor is covered in many different two feet by two feet squares. Along the sides of the tunnel you notice that the motife has changed. It now matches the colored squares on the floor perfectly. Apparently this leads to the true burial chamber. The wicked looking spears are made of solid Iron and are far to heavy to be thrown any distance or used in battle, and thus are useless as weapons. They may bring a decent price for they appear to be made of good quality iron. (Each is worth 4 GP, and one can be used to make a sword and a dagger by a blacksmith.) It looks as though the trap is only activated on Grey and Black squares. It could be possible to makeit across the hallway, although you would have to jump to land on most ofthe white squares. The Squares are indeed trapped. Only the black squares will always drop spears if stepped on. The grey squares will drop spears if they are stepped on and a 1 to 3 is rolled on a 1d6. Each spear does 1d6 HP of damage, but a save vs. Rods is allowed to jump to another square. If made then the character can leap landing on a (roll a D6) White square on a 1or2, Grey on a 3 or 4, and a black square on a 5 or 6. In order to cross safely the characters must make 4 consecutive dexterity checks. At the end of the 50 foot tunnel are 3 levers. At the end of the long 50' tunnel you see 3 diferent levers. One is grey, one is black, and the last one is white. Pulling one is sure to turn off the trap. ( pulling the white and grey one will turn off the trap. While the Black one will cause all of the spears to drop hitting everyone still in the hall with 1d4-1 spears.) 6. True Burial Chamber. At the end of the long hallway is a tall archway that leads into the true burial chamber of this crypt. Directly across from the hallway is a large altar that has two silver candlesticks similiar to the ones in the Temple, only they are not tarnished. You notice that the room has light within it as well. In the northeast, and southeast corners are two Snake statues of Xarus holding bowls that have flames leaping up from them. The air in this room is colder than the earlier chambers and is slightly damp.
Behind the altar is the true sarcophagus. As you near it your heart lurches for it is open..... (If they gain enough strength to look inside they shall notice that it is empty. Apparently the dead guy isn't really dead after all, and has left his tomb somehow. On the ground in front of the altar is a small stream of water that has worked it's way into the mountain tomb over the past several hundred years bringing a cooler temperature and the slightly damp feeling in the air. (If followed then the PCs will discover that it is coming from behind a weak looking section of wall that has cracked with age.) The Craked wall is another secret door that leads to the false treasure chamber. If the PCs open the door then they will have a good deal of slimy water pour out on them covering their legs in smelly gook. The water will rush across the room to spour down a small straight crack on the other side of the room. Inside the Sarcophagus the PCs will discover a small sack that contains a few small trinkets and a magical ring. The ring is a Ring of Illumination. There is also a small Gold Pin worth 65 GP that has a few green gems imbedded in it. Also present is a small statuette of a Human maiden worth 100 GP. Hidden from view behind the sarcophagus is a large hole that leads into an escape tunnel. The tunnel is not cramped and would probably be a much easier means of escape from the Tomb. Only located if the PCs look behind the Sarcophagus. 7. False Treasure Room. The entrance hall to this room is diferent from all the others. The walls start even with eachother and then fan out to they are about 8 feet apart. (This is barely noticable unless the party has a Dwarf in it.) The floor also slopes upward at a somewhat steep angle. It does not make it any easier to enter the room with the smelly slime that is stuck to the rock ramp. (The PCs must make two Dexterity checks to enter the room. If they fail they will fall back out of the room and must start all over again.) At the top of the stairs are well over a dozen open topped pots. Within each are piles of Gold pieces(Once again Fake) and a large soaked chest sits at the far end of the room. The slope continues to about 4 feet in front of the chest then equals out with the rest of the room. The chest itself is also wide open and filled with Diamonds, Emeralds, and Rubies.(Also fake) There must be enough gold in this room to build a huge army and castle with. Behind the chest the wall looks as though it is holding back a tremedous amount of water. Water is trickling down the edges of the wall and it is coated with a slime coat. It appears cracked and may have been a secret door once. (It would be foolish for any of the PCs to open the "Door" it is only part of a Death Trap that has become fouled with water. If opened, water with enough force to throw any PC back over 60' will be unleashed. The PC will take 2d6+2 Hp of damage from the force of the water.) All of the "treasure" is trapped if any of it is touched even if more than two "Gold" pieces are removed from the pile then the lynch pin holding the Stone Sphere of Ultimate Doom is released. Over the years the Place that the Sphere Stone is hidden in has become filled with water. If released the PCs will hear a muffled splash as if they were under the splash. The wall will begin to shudder and more water will come out. If they do not act quickly and run back to the burial chamber they might end up dead. If the Boulder is released the PCs have but one round in which to react. In any case they must make a Dexterity check to either run to the sides of teh chamber or two jump down the slimy slope. If they elect to jump down the slope they may still get the real treasure of the tomb. If they jump to the side then thay are trapped in the small room to die. Unless they find
a way to scale the slimy muck up the way that the sphere cam from. At the top of the chute they can squeeze through a tight hole and escape death. To do this they must make 4 consecutive dexterity checks or start all over again. If they dive down the slope then they will end up in the burial chamber, and will notice a large amount of water rushing their way. They must make a quick Dexterity or be thrown against the back wall by the water for 2d6+2 hit points of damage. In any case the secret trap door is revealed as it crashes down under the weight of the water.
8. True Treasure Room. Located in the center of the southern wall floor is a secret trap door that leads down into a small and short hallway. The floor of the hallway is very damp and slick with slime, while the air is thick with the sick scent of decaying slime. (PCs must make a save vs. poison or violently retch and vomit for 1d4 rounds.) The small tunnel continues for about 10 feet then opens up into a small storage room that is very simple and unadorned. Within the room is several chests, cases, and many clay pots that have weakened with time and water. The chests contain a few small treasures that Lord Magliach took from the forces of good in his battles. The clay pots contain a great deal of the gold and other valuable that he took from the forces of good. All in all it will take quite a while for the party to cart all of this treasure up and out of the tomb. Chest 1 This chest contains several holy items of Palanthine's followers. It would be best for the PCs to donate these items to the village church, or take them to New Black Rock, and give them to the church of Palanthine located there. Mace +1, Healing 3 times a day. (Heals 1d8+2 HP per use) This mace was once wielded by a Great Priest of the order and was lost in battle against Lord Magliach, when the priest was killed by the foul Lord. Cross of Palanthine, This beautiful cross has been missing since the age of darkness. worn by the Great Priest. It offers no special powers it is just a very ornate holy symbol worth 75GP. Ceremonial Gobblet, A very fine ceremonial gobblet. Worth 25GP. Ceremonial Crosses, a set of fine crosses worth 30Gp each. 7 total. Canon of Palanthine, a set of thin Platinum bars with the words of Palanthine engraved upon them. A common canon, only old. Worth 200GP. Meditation candles, a set of fine candles to bring one closer to the gods. Worth 20GP each. 12 total. Chest 2 This chest contains a few weapons taken from good hearted warriors that fought Magliach. However when the undead lord left the crypt he ran off with some weapons. Axe of Gruenar Battleweaver, A powerful dwarven warrior whose battle axe was able to be thrown over 15' and then return to his hand. Otherwise acts as a +1 weapon. Arrow Heads +2, These arrow heads glow with a faint magic. They just need to be put on excellent quality shafts to be used properly. There are 5 total. Being that the magic is in the arrow heads they can be saved if an arrow shaft breaks. Chest 3 This chest contains small pieces of art that were stolen from the wealthy by Magliach.
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Small Jade figurines, set of 3 Each depicts a warrior ready to do battle. Each is worth 50GP. Golden Box, This fine golden box is covered in a beautiful motif of a forest, and has the remnants of a fine silk interior. Once the silk is replaced the box can fetch as much as 150GP, with out the silk the box is worth 130GP. Silver bowl, This exquisite bowl is made of silver inlaid with gems. It was once used to hold perfumed flower petals. It is worth 250GP. Engraved Ivory Board, designed to add a little pleasant look to a Nordman's hut this item will fetch around 25GP. Chest 4 Inside this chest are a few pieces of jewelry once worn over much of what is now Selense. Rings- All are gold woth varying gems in them. There totals just 4 of them. Ring 1 - 25Gp Gem is a bloodstone, Dark grey with red flecks. Ring 2 - 150Gp Gem is a Alexandrite, Dark green. Ring 3 - 75Gp Gem is a Orange Carnelian. Ring 4 - 250Gp gem is a Violet Crystal Garnet. Small golden crown, once worn by a lesser lord this crown has several Spinel Gems(Deep Blue color) inlaid in it, and one very largeMoonstone in the front. Worth 300Gp. This chest appears to have been ransacked. Clay Pots At one time these clay pots were very capable of holding the treasure inside them without any problem. Unfortunately over time these pots have weakened and the water has caused them to start to fall apart. Any attempt to lift the pots will cause them to break and spill the coins and gems into the slimy muck. Each pot contains one type of coin with Gems buried amongst the coins. Copper Pot- this container has just over 500Cp and contains 3 Jade Stones worth 100Gp each, also one Handsized pale yellow citrine worth 250Gp. Silver Pot - inside this pot is 300Sp, and contains 1 pure white pearl worth 200Gp, and a handfull of quartz (6) worth 25Gp each. Gold Pot - inside this container is 200Gp, and one emerald stone worth 300Gp. Xp Chart The following chart covers all the potential Xp for the defeat of the creatures and story rewards. Goblins Each 15xp Goblin leader 35xp Worgs 120xp each Tomb Guardian 420xp Rescuing the youths 500xp Figuring out spear trap 150xp One member Not releasing Stone Sphere 200xp Noticing false gold 50xp One member
Finding hidden escape route 100xp One member