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The Forgotten Smugglers' Cave: Index of Posts

An index of posts describing the Forgotten Smugglers' Cave, an adventure for Holmes Basic characters levels 2-4.                    ...

Friday, February 10, 2023

The Forgotten Smugglers' Cave #25: Crypt of the Arch Smugglers

This is an installment of a new adventure for Holmes Basic D&D. You can find the Introduction to the dungeon here: Area 1.

Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate the dungeon:



 25. CRYPT OF THE ARCH SMUGGLERS

S
H
H
H
 
Area 24


(H = ladder up)

25. CRYPT OF THE ARCH SMUGGLERS. This was the final resting place for the leaders of the smugglers. Major features include an entry ladder, a tunnel, a door, and a crypt chamber holding a sarcophagi.

Entrance. The only way in to Area 25 is via the ladder down from the hidden space in the central block in Area 24. The ladder consists of metal rungs anchored in stone. The vertical shaft is 3 feet wide, with the ladder on the west wall, and goes down 30 feet until it reaches the south end of a 10 foot wide tunnel. This tunnel extends north for 40 feet, with walls covered with the skulls of orcas and other toothed whale, each mounted in lime plaster. 

Whale Skull Door. At the north end of the tunnel is a stone door, on which is mounted the largest of the skulls, which is that of an enormous toothed whale. The walls adjacent to each side of the door are lined with orca skulls. 

The door is locked and heavy. Opening the lower jaw of the whale skull will reveal a stone trigger plate set in the middle of the door. However, pushing this trigger without first unlocking the door with the appropriate key (found in the desk in Area 25), will cause the jaws to snap shut, delivering 1d6 damage to anyone reaching in. 

The keyhole to unlock the door is within the mouth of the centermost orca skull to the right of the door. Keeping it unlocked requires holding it place once it is turned counterclockwise. 

Finally, pushing the door open will require a combined strength of 30. 

Thus, opening the door safely will require three or more individuals: one to hold the key in a turned position in the keyhole, one to push the trigger plate, and one or more others to add their strength in pushing the door open.

Crypt Chamber. Beyond the door is a room 30 feet wide and 60 feet long, with no other visible exits. Decorated bronze sarcophagi, each set upon a plinth, stand upright, anchored to the walls. There are 6 along the west wall, 3 along the north wall and 4 along the east wall. These run in order from oldest to the most recent arch smuggler, with the oldest being the southernmost one on the west wall, and the newest being the southernmost one on the east wall. This one contains the corpse of the most recently interred chief, Mot Daxor, who usurped Ness Sentra (see Area 13).

Sarcophagi. The front of each sarcophagus is tightly fitted to the body, but can be pried off with an iron spikes or crowbar.

Inside each stands a withered corpse, bound in place, and wearing decaying fine leather armor and a belt with a cutlass in a decorated scabbard. Nothing will happen unless the contents (corpse or cutlass) of a sarcophagus are disturbed, in which case a green smoke will begin issuing from the mouth of the corpse, coalescing in 2 rounds into a churning humanoid form that will advance on the nearest living creature in an attempt to drain its life force.

Corpse Fog (13): DX 9, AC 5, HD 3*, hp 8, AT 1 touch for 0 damage but energy drain (one level), SD immune to normal weapons, draining adds one HD; turning dependent on HD (3 HD = wight, 4 HD = wraith, etc). Successful turning will send the fog back into its corpse.

Each fog starts with two HD, but adds a HD for each level drained from a party member. Roll for the additional hit points gained. Destroying one will result in a blast of smoke that will do 1d6 damage to all in the chamber but will also restore any levels drained by that fog.

The corpses are otherwise safe to touch. Each scabbard and cutlass is worth at least 500 gp, and each cutlass has a 1 in 2 chance of being a magic weapon (roll again, 1-3 = +1, 4-5 = +2, 6 = +3).

If the Shade of Mot Daxor is defeated, and his remains replaced with those of Ness Sentra, the players will lift the curse and gain her treasure (Area 13). Sentra's ghost (a reinvigorating spirit) will appear here briefly and thank the players, restore up to four drained levels, and then fade away.

Chronologically on this blog, the previous installment described Area 24

HERE ENDS THE FORGOTTEN SMUGGLERS' CAVE

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