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MISSION Nº5

A tale of two tombs

seniority rank 2-3 Open source p.26 ↗
Denomination The tomb of Atrabilis VI
Level -21
Design by Thoutmes
Last survey 23 days
Clientele Basic/Expert (gold-grabbers, do-gooders)
Second aerie The Deep Elf Outpost (no map; hosts have neither a map of this aerie nor information about the clients)

This adventure is designed for characters with a seniority rank of 2 or 3, who will have to show initiative.

Run 0/15 visited· 8 fights left

The aerie map

Maps (1)

DI MB1 · p.27

book page · p.27
⬇ Download p.27 ↗

The briefing

Mission briefing & concept p.26 ↗

This adventure is designed for characters with a seniority rank of 2 or 3, who will have to show initiative.

The Mission - The hosts are on a secondment mission for Maintenance, two employees of which, the dwarf brothers Mog and Gamog, did not return from their last routine inspection on level . The aerie they inspected is very dangerous, but since it is undergoing maintenance, there should be no clients. If the hosts solve this mystery, in addition to the normal process at the end of a successful mission, they will earn a Δ4 favor from Maintenance.

Exceptionally, and although they don't know it yet, the hosts will likely visit two aeries this time, not just one.

THE TOMB OF ATRABILIS VI

Concept

An ancient pharaoh tomb, with all the trimmings: a false tomb, hieroglyphics, traps, undead creatures, and – of course – a real tomb with a mummy at the end.

Complications

Unbeknownst to anyone yet, one of the rooms in the aerie, weakened by a heavy mechanical trap, collapsed into a cavern in the aerie below. Mog died in the fall and Gamog was taken prisoner by a band of elven clients exploring the Deep Elf outpost.

Clients

No clients in this aerie.

THE DEEP ELF OUTPOST

Concept

An ancient battlefield dating back to the war between the elves and their cousins from the depths. Designed to attract elves with rumours of relics from an ancient high elf hero.

Complications

The hosts have neither a map of this aerie nor any information about the clients they will find there. Furthermore, access to the Hub from here is impossible because of the collapse. As a consequence, the hosts sent to deal with the elves cannot currently access the aerie.

Clients

Three daring elves:

  • Alenariel, devout elf priest. HD 3 (11 hp), ARM Δ4, ATT staff , Spells blinding light, cure wounds, bless, ML Δ8
  • Essariel, bad-tempered elf swordwoman. HD 2 (15 hp), ARM Δ8, ATT sword , ML Δ8
  • Ossoniel, careful elf bowman. HD 2 (9 hp), ARM Δ6, ATT 2 x longbow , ML Δ6

Map notes (The tomb of Atrabilis VI)

  • False tomb (zombie). Blade trap. Double pit trap. Scorpion trap. Dark room (poison on the walls). Sleep gas. Crushing ceiling. Treasure room (2 guardians). Mummy in the sarcophagus. Well.

The tomb of Atrabilis VI (8)

A. Long corridor and false tomb Jackal-headed zombie p.26 ↗

Corridor with walls covered in bas-reliefs. The west exit leads to the Bright Outside (in the wall of a black stone cliff), while the east exit leads to a vaulted room with a trapped entrance containing a sarcophagus.

  • → Bas-relief. In hieroglyphic form, a fresco depicting a king with a sun-shaped head in a flying ship commanding thousands of slaves building pyramids. Pressing the tip of the largest pyramid opens the secret passage to B.
  • → Trapped Entrance. Opening the sarcophagus triggers the trap: a 10' block of stone falls from the ceiling and blocks the way back out ( damage to anyone in the area. The trap is has been properly reset by maintenance.
  • → Sarcophagus. Made of black stone and without decoration. Contains an angry, hungry jackal-headed zombie.

JACKAL-HEADED ZOMBIE. HD 4, HP 18, ARM -, ATT bite , SP Contagious (if the damage roll is 5-8, CON check or turn into a zombie in Δ8 hours), ML –

open full entry →

B. Real entrance p.26 ↗

Includes two fully reset pit traps.

  • → Pit traps. The first, in the narrowest part of the room, is a double pit trap. The first one just at the entrance opens onto a pit 9 feet wide and deep ( damage). Right behind it is another pit trap of the same size but bristling with rusty spikes ( damage). Both can be avoided by walking very carefully along the walls. The second trap is triggered when the double door is pushed open: two pendulum blades drop from the ceiling ( damage to anyone standing in front of the door).

open full entry →

C. Dark hall Skeleton p.27 ↗

Filled with magical darkness. The walls and the nine massive pillars supporting the vault are covered with a slimy substance. Four skeletons wander around aimlessly.

  • → Magical darkness. No light can penetrate it. Creatures that can see in the dark can see normally there.
  • → Slimy substance. Poisonous on touch: CON check or paralysis for minutes.
  • → Skeletons. A recent addition not listed by the Surveying section. Attracted to noise.

SKELETON (4). HD 1, ARM rotting leather Δ6, ATT rusty scimitar , SP just bones (piercing and slicing weapons have disadvantage on damage), ML –

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D. Trapped corridor p.27 ↗

The trap has been reset. Stepping on one of the floor tiles (slightly different color) at the bend in the corridor opens a trapdoor in the ceiling, releasing hundreds of infuriated scorpions. All occupants of the corridor not carrying a torch receive one point of damage and must make a CON check to resist the poison (Δ6 venom with a frequency of 1 minute).

open full entry →

E. Collapsed antechamber p.27 ↗

The floor of this room has collapsed, creating a gaping chasm. The trap in this room clearly malfunctioned.

  • → Chasm. It sinks deep into darkness and prevents anyone from crossing the room without special climbing or flying equipment or skills. Descending into it is not a problem if careful. Leads to I. A gleaming object half-buried halfway down the slope.
  • → Gleaming object. A horned, dwarven helmet. A host whith a favor by Maintenance may recognize Mog's helmet.
  • → Trap. Attempting to open the false double door in the south wall normally causes the north door to close and the ceiling to lower until it crushes everything in the room. One of the gigantic hydraulic jacks burst through and smashed through the floor, causing it to collapse completely.
  • → False double door. Bronze, with bas-relief similar to the ones in A. Attempting to open it causes squeaking and rattling, but the trap is broken and does not trigger (see above). Pressing certain hieroglyphs in a certain order opens secret passages to the east (from which a golden glow escapes) and west (stench of rot and death).

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F. Treasure room Ghoul p.27 ↗

A bronze beetle the size of a cow, set with rubies, erected on a carpet of gold and silver threads. Weeks' worth of carousing for a party of adventurers (carpet: 2,000 gp, beetle: 1,000 gp, 20 rubies: 150 gp ea.). Two hooded figures, stinking of death, apparently meditating on either side of the beetle.

  • → Two silhouettes. Ssk and Zzk, two guardian ghouls. Attack immediately unless one of the hosts is undead. In that case, they ask to parley (decades of this is boring, they want a steady job at Dungeon, Inc.).

GHOUL. HD 3, ARM shriveled skin Δ4, ATT 2 x claw , SP paralyze (CON check or paralyzed for turns), ML Δ6

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G. Well p.28 ↗

A well with perfectly smooth walls rises 60 feet to H above. A soporific gas stagnates in its upper part (CON check or fall asleep immediately). Falling down the shaft: damage.

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H. Atrabilis' tomb Atrabilis p.28 ↗

At the top of the well from G, black walls that seem to absorb light. An imposing sarcophagus radiating a sickly, dark radiance. Contains the mummy of Atrabilis, wearing a sun-shaped onyx mask. It awakens and attacks as soon as the sarcophagus is opened (a host owed a favor by Recruiting has a 50% chance to remember a drunk evening at the Silver Goblet with Mnemonis II, a mummy working at Recruiting and Atrabilis' distant cousin. In which case, a simple "Mnemonis sends his best wishes" or something similar is enough to strike up a conversation.)

ATRABILIS, greater mummy. HD 8 (36 hp), ARM bronze breastplate Δ6, ATT 2 x sickles , SP terror (WIS check when encountered, or incapacitated for turns), infection (CON check or contract a wasting disease: cannot recover HP until treated by magical means), vulnerable to fire (damage x 2), ML Δ12 (Δ6 when faced with fire.)

From this point on, all the rooms described belong to The Deep Elf Outpost aerie, for which the hosts do not have a map.

open full entry →

The Deep Elf Outpost (7)

I. Collapsed cave p.28 ↗

Low-ceilinged room partially filled with piles of rocks and rubble (from the opening to E above). Two booted feet poke out of one pile. The corridor to the south (towards the Hub) is blocked by the landslide. Clammy air wafts in from the north tunnel.

  • → Booted feet. There is actually a dwarf in those boots! Mog, crushed to death. At his belt, a lamp of the detective (foot- and fingerprints up to 1 day old appear in its light, whatever the surface. Δ6 uses).
  • → The Hub. Listening carefully, one can hear the pickaxes and shovels of the Maintenance team clearing the passageway from the other side. In hours, the employee of the month's team will crawl through to deal with the clients in the aerie.
  • → North tunnel. An arrow whistles through the air and strikes the first host approaching the corridor (DEX check or damage, with advantage if the host was particularly careful). Then, the sound of quiet, quick footsteps moving away. The arrow's fletching seems to be of elven make.

open full entry →

J. Bloody pond Bugbear p.30 ↗

A pond fills three quarters of this cave. Several corpses are floating on the water or laying on the shore. Footprints in the mud.

  • → Corpses. Seven bugbears, peppered with arrows with typical elven fletching
  • → Footprints. A lot of them. A host with tracking skills can make out that the bugbears were heading west (toward K). Another group left three sets of slender-footed tracks, which seem to come from the north (L), head south (I), then turn back and head north again, walking hastily, accompanied this time by footprints of smaller, heavier boots with a strange gait (a tied-up dwarf).

open full entry →

K. Bugbear lair Bugbear p.30 ↗

In the far part of the cave, a dozen large straw mats surrounding a campfire. Hiding in the dark beyond, eight young bugbears and two elders minding them.

  • → Bugbears. Frightened by the recent attack. Open to communication with "normal people" (any goblin language will do). What they say:
  • Three ugly elves! Two in shiny armor, and one in robes, casts nasty light from fingertips!
  • They have a prisoner: a stinky dwarf!
  • We are good hunters! We come with you? We keep the meat; you keep the rest.

BUGBEAR. HD 2 (7 hp), ARM Studded leather Δ6, ATT club or cleaver , SP ambusher, ML Δ6

open full entry →

L. Mushroom farm and pets enclosure Giant albino rat p.30 ↗

An enclosure containing a dozen giant albino rats. Giant mushrooms growing on stalagmites

  • → Giant albino rats. Ultra-aggressive unless a bugbear is present.

GIANT ALBINO RAT. HD 1, ARM Δ4, ATT bite (CON check or lose Δ4 CON every day, magical treatment required to recover), ML Δ6

  • → Mushrooms. Regularly release itchy spores (CON check or sneeze loudly for the next hour). Bugbears are immune.

open full entry →

M. Ancient battlefield p.30 ↗

The centerpiece of the aerie. About one hundred skeletons of elves. Remains of weapons, armor, and shields from another era, corroded. Some bear the emblem of the Black Spider, others that of the White Tree. The northern tunnel leads to the Bright Outside (a ravine sheltering a petrified forest). A muffled squeak followed by a loud, distant clack! can be heard coming from the west (N).

open full entry →

N. Ancient altar p.30 ↗

An old, genuine altar of black marble veined with red, consecrated to the black spider goddess of the deep elves. The tabletop is broken, the pillars toppled. It gives off an ominous aura. A myriad of tiny red and black spiders swarm over the remains. A secret passage (to O) in one of the north tunnels opens when a fake stalagmite is pushed in, with a muffled squeak, and closes with a loud clack! sound.

  • → Ominous aura. Within 6' radius: WIS check or disadvantage on all rolls for minutes

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O. Tomb of the Elf King AlenarielEssarielOssoniel p.31 ↗

A long slippery spiral staircase leads to a vaulted room containing a silver coffin. The clients are here. The dwarf Gamog lies on the ground, bound.

  • → Clients. If the hosts have closed the secret passage behind them (Clack!), the three elves are ready. If they have left the passage open, there is only 30% chance they heard the door squeak. If they are not alerted, the elves are busy disarming the coffin's trap. After the fight, an old scroll may be found in the priest's satchel.
  • → Coffin. Silver-plated and engraved with the symbol of the White Tree. Lightning burst out of it ( damage within a 6' radius) if anyone tries to open it without caution. Contains a very ancient elven skeleton dressed in a silk robe embroidered with silver thread (old but still worth 200 gp). He wears a gold crown decorated with plant motifs (500 gp).
  • → Gamog. Tied up, red beard, half conscious (1 hp). Once healed, he can explain that the floor of Room E collapsed when they were rearming the trap, how the dwarves fell into the aerie below, and how he was captured by the elves while trying to dig his brother out from under the rubble. A friend for life to the hosts if they bring him back safe and sound and help him recover the body of his deceased brother (Δ6 favor with Maintenance).
  • → Scroll. It is a fake from Publicity. It tells the story of the elf king Eliandel, who went to fight the deep elf high priestess in her own temple. He won the battle but lost his life and was buried with his riches not far from the site of his great victory.

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