Escolar Documentos
Profissional Documentos
Cultura Documentos
by Kevin Freeman
Evidence has been uncovered of a ruined ancient tomb in the outer reaches of the Hool Marshes. A Yeoman Dustdigger
has asked you to assist her in entering the swamp, discovering the tomb, and bringing back a magical mask. An
adventure for characters levels 1-6.
DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of
the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail
copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for
tournament use only and may not be reproduced without approval of the RPGA Network.
This is a RPGA Network adventure game. A four-hour time
block has been allocated for playing the game (or this round 4 players 5 players 6 players 7 players Lvl Cap
of the game), but the actual playing time will be about three T1: 4-12 5-13 6-14 7-15 4nd
hours. T2: 13-22 14-24 15-26 16-28 6th
T3: 23-32 25-35 27-38 29-41 8th
It is a good idea to ask each player to put a name tag in
front of him or her. The tag should have the player's name The level cap indicated the highest level of character
at the bottom, and the character's name, race, and gender at allowed to play this adventure. Characters of levels higher
the top. This makes it easier for the players to keep track of than the highest level shown for the highest tier cannot
who is playing which character. be played.
Scoring the game for RPGA points:points The RPGA has
three ways to score this game. Consult your convention
coordinator to determine which method to use:
1. No-vote scoring: The players write their names and Lifestyle
numbers on the scoring packet grid, you fill in the top
of the grid. That is all. No one is rated. This method is At the beginning of every scenario, each PC is required to
used for people who are just playing for fun. pay upkeep costs matching the level of lifestyle they wish
2. Partial scoring: The players rate the game master and the to maintain. The cost of each lifestyle will be indicated at
scenario on their player voting sheet, and provide the beginning of the scenario. The lifestyles, and the
personal information, but dont vote for other players. effects that each has on play, are:
The game master rates the scenario and completes
personal and event information, but does not rate the Destitute You have no living space, and must carry all
players as a team or vote for players. This method is your gear everywhere. You eat poor quality
used when there is no competition, but the food. You wear a peasant outfit, your only
convention coordinator wants information as to how change of clothes.
the game masters are performing, or the game master Poor You sleep in poor accommodations, and eat
wants feedback on his or her own performance. poor quality food. You wear a peasant outfit,
3. Voting: Players and game masters complete the entire and have two sets of clothing.
packet, including voting for best player. If this method Common You have common lodgings, and eat
is used, be sure to allow about 15-20 minutes for the common quality food. You have normal
players to briefly describe their characters to the other clothing for your profession (adventuring);
players, and about 5-10 minutes for voting. This nothing fancy. You probably have two or
method is used when the players want to know who three sets of clothing.
played the best amongst them, or when the adventure High You stay in good quality lodgings, and eat
is run in tournament format with winners and prizes. good quality food. You wear anything in
Multi-round adventures usually required advancing a value up to courtiers outfits, and generally
smaller number of players than played the first round, buy a new set of clothing every two weeks.
so voting is required for multi-round adventures. Luxury
Luxury You have luxurious accommodations (twice
When using Voting, rank the players in order of your the cost of good accommodations), and you
voting choice while they are completing their forms, so eat excellent foods. You can throw a
that you are not influenced by their comments on your banquet for your friends every day, and
abilities. frequently do. You wear clothing up to the
value of nobles outfit, and buy a new set of
The players are free to use the game rules to learn about clothes every week.
equipment and weapons their characters are carrying.
Some of the text in this scenario is written so that you Lifestyles come with bonuses or penalties to Diplomacy,
may present it as written to the players, while other text is Intimidate, Disguise, and Bluff skill checks. These
for your eyes only. Text for the players will be in bold italics.
italics penalties, shown below, should be applied at the DMs
It is strongly recommended that you paraphrase the player discretion, and can sometimes backfirefor example, a
text, instead of reading it aloud, as some of the text is PC with a poor lifestyle would not have a penalty when
general and must be adapted to the specific situation or to talking to a beggar, but would when talking to a city
actions of the player characters. official. A PC with a high lifestyle should have a penalty
when dealing with a group of street thugs, where a PC
with a destitute lifestyle might not.
At this point, Cyndiria begins to make small talk and ask Cyndiria is more than willing to answer questions that
the PCs a few questions about themselves. She is the PCs may have about her, the journal, the Dustdiggers,
attempting to ascertain whether or not the PCs are or whatever else the PCs may wonder about, to the best of
trustworthy. When the DM is satisfied with the PCs, her knowledge.
Cyndiria continues. Cyndiria knows little about the area. Her only
directions to the tomb come from a cryptic passage
"Would you care to hear a tale to pass the time?" Without written by Hiictor in his journal. If the PCs agree to help
waiting for you to respond, she begins to speak. Cyndiria, she offers them Handout #1, a copy of the
"A thousand years ago, the lands to the south and east of journal page referring to the location of the tomb. She can
here were populated by a great civilization
civilizationbut not a add that her first step would have been to head east,
civilization of men. They were a race of lizards, strong and towards the tiny hamlet of Bogspur, because it is the
fierce, and they built great cities and temples to their gods. closest town to the Hool Marshes.
Over time they grew wealthy and powerful, yet they were
bloodthirsty and ruled the swamps with a cruel, iron fist. They
conquered the denizens of the swamp and slew anyone who
would defy their rule. They made a ritual of sacrifice, aand
nd it is Encounter One:
said that hundreds, perhaps thousands, of innocents met their
end through the curved blade of a sacrificial dagger. They took The Ham
Hamlet
let of Bogspur
great interest in the movements of the sun and the stars, and The first few hours of your journey have been rather
they built great temples dedicated solely to those purposes
purposes.. unpleasant. While the rain has let up somewhat, you are still
Strangely, this civilization disappeared virtually overnight, soaked from a constantly falling light mist. The ground, damp
and their cities and temples were quickly reclaimed by the already from the weather, becomes increasingly soft as you
swamp." make your way eastward. The smell of rotting vegetation
permeates the air, filling your nostrils with the awful reek of
(The DM may further embellish this story as he sees fit.) decay. Finally, you see the first signs of civilization
civilizationa small
village, its structures faded by time and weather, appears
"As you undoubtedly have surmised by now, I am quite around a swampy bend.
bend. Beyond the extent of the city, only a
interested in this civilization. The Dustdiggers have found hundred yards or so away, the marshy land gives way to open
little evidence of this civilization, and thus we know very little water. To continue further, you undoubtedly are going to have
about how they lived and died, and the prospect of learning to commandeer a boat of some sort.
more about these lizards tantalizes both myself and the
academy." She pauses for a moment and takes another drink. Bogspur is a small thorp of about 80 hardy souls. They
"To the point, then, friends. I have been sent to this make their living by fishing, hunting frogs, and catching
region by my superiors in Loftwick due to a recent and skinning the occasional alligator or crocodile. There
archaeological found at a site not far from here, one that dates is one tiny and leaky tavern, the Frog Bog, a small, poorly-
to some three hundred years past. Among the potterypottery shards stocked mercantile, and little else. In Bogspur, the
and coins common to such digs was found a book booka journal, primary goal of the PCs is to find a suitable boat. PCs also
in fact, written by an explorer by the name of Hiictor. In the may decide that venturing into the swamp without a
journal was a reference to a tomb, witnessed by Hiictor, of a suitable guide may be dangerous, and securing the
lizard priest from this early civilization. He went by the name services of an experienced guide would be a good idea.
of Tchelopotok. Hiictor makes few references to the tomb, other With a little luck, they can find both at the same time.
than that he was told by his guide that Tchelopotok possessed a
Tier 1
Encounter Three Shaft trap: falling rocks (1d4), plus 10 ft. fall (1d6). Reflex
The Tomb of Tchelopotok save to avoid falling (DC 15); Search (DC 20); Disable
Device (DC 20).
A few more hours into their journey (DMs may embellish
the description of the journey further as they see fit) the Tier 2
PCs come across the remains of the Tomb of Shaft trap: falling rocks (3d4), plus 10 ft. fall (1d6). Reflex
Tchelopotok. save to avoid falling (DC 15); Search (DC 20); Disable
Device (DC 22).
Before you the water
water parts to give way to a large, grassy island.
Dominating the island is a crumbling three- three-tiered pyramid Tier 3
with a grand staircase that leads towards the top. At the top of Shaft trap: falling rocks (5d4), plus 10 ft. fall (1d6). Reflex
the staircase is the bottom half of a large, broken statue of some save to avoid falling (DC 15); Search (DC 20); Disable
sort A thick fog surrounds the base of the ziggurat, and heavy Device (DC 25).
vegetation and foliage make it difficult to make out any
further details without a closer inspection. Surely this is the
tomb of which Cyndiria had spoken. 2. Statue Room
This room is identical in size to the one you have just exited.
Each of the tiers of the ziggurat is approximately twelve However, dominating the center of the room is a water-
water-stained
feet in height. Upon closer inspection, the entire pyramid stone statue depicting a large snake with human arms. One
is made of stone common to the region, and it is covered arm clutches a huge trident, while the other points as if giving
with pictures and glyphs similar to the ones seen on the a command. The pedestal upon which the sstatue
tatue rests is carved
ancient obelisk. The stairway, although in disrepair, is with strange runes. One wood-
wood-and-
and-metal door, swollen with
sturdy enough to climb without incident. If the statue humidity, sits at the center of the south wall.
atop the pyramid is examined, it appears to depict a
reptilian creature of some sort, but it is so damaged the Unlike the other glyphs found within the pyramid, a PC
exact details of the creature cannot be made out. The with Decipher Script has a chance to read these (DC 16).
entrance to the pyramid, a stone trap door, is located They read "Tchelopotok." This room also contains a rather
under the base of the statue, which still remains in place. dangerous trap. The door at the south end of the room is
It drops 10 feet into Room #1. Room descriptions below false. Any attempt to open it, be it via force or magic, fails.
assume that the PC's have access to a light source of some The actual exit to this room is a secret door on the west
sort, and all doors are unlocked unless otherwise wall (Search, DC 15), in the exact direction that the statue
indicated. is pointing. Upon examining the statue, PCs notice that it
rests on a swivel and can be turned rather easily. Clever
1. Entry Chamber PCs may decide that turning the statue so that it points to
the door will allow it to be opened. To further enhance
You drop down from the trap door into a large, square room the trap, if the statue is moved to point towards the south
that smells of dust and rotten vegetation. The dust on the floor door, an audible click can be heard from it. However,
has been stirred about, although no discernable trail can be instead of unlocking the door, the PCs have armed the
identified. The walls are of smooth stone, but otherwise trap.
unadorned. A larg large,
e, round stone cylinder, covered with The south door opens easily once the statue points
strange runes, glyphs, and carvings depicting lizard- lizard-like towards it, but as this happens a cone of flame 15 ft. long
creatures, stretches from ceiling to floor at one end of the room. and 10 ft. wide shoots from the outstretched finger of the
A spattering of what looks like dried blood covers the floor in statue, causing terrible damage to anyone within the
front of the pillar. cone. A successful Reflex saving throw (DC 14) will halve
this damage. Behind the door is a blank, stone wall.
This room contains two traps, one of which already has
been triggered. The pillar hides a secret door (Search DC The secret door on the west wall will open only if the
15) that reveals a shaft that leads down to the next tier of statue is pointing at it. If the statue has been turned at all,
the ziggurat. Opening the door would have triggered a in any direction, opening the secret door without
dart trap from inside of the pillar, but it had been disarming the trap sets it off once again, with effects
Encounter Three
amethyst (50gp),
At the point where the land turned into water, we headed at first light,
sun at our backs, into the murky wasteland before us. Our slow, prodding
skiff took us past ominous trees that seemed to reach towards us with
their prickly branches. Just as the light of day disappeared beneath the
canopy we saw it--a jagged, black finger that pointed toward the sky. It
was covered with both filth and life, but scraping said debris away we
found that it was covered with strange glyphs, the likes of which I had
never seen. Fortunately for our small band, Jervis could decipher traces of
the ancient script, and we followed the staring lizards to our final
destination.