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Perilous
Gateways
The
Trail of Tears
By Eric L. Boyd

The
Darkcrypt
1.
Forecourt (EL 16)
Kethoth
lurks here along
with a dozen Medium-size skeletons. Although mad, Kethoth retains sufficient
sanity to approach interlopers and seek their help in recovering his missing
items. If questioned, he explains that he died overthrowing a tyranny
of priests who sought to oppress the right of freedom-loving wizards to
openly practice their Art without restriction. (Despite his resemblance
to Red Wizards of the present era, Kethoth's ethos were shaped during
a different era and he speaks the truth as he believes it.) He explains
that he cannot rest until his possessions are returned to him and that
his possessions lie within the Darkcrypt, so named for its role as a memorial
to a long-dead god of the sun. If attacked, Kethoth retreats into the
surrounding stone, leaving his skeletons to their fate, and waiting an
appropriate moment to attack.
Skeletons
(12): hp 6, see Monster Manual page 165.
1A.
Outer Memorial
Although
over 2,000 years old, this building is still in excellent shape, reflecting
centuries of maintenance followed by four centuries of isolation. The
inner walls are adorned with painted scenes of ancient battle, depicting
the god-kings and their followers in battle with a horde of orcs led by
orc gods pouring forth from a portal to another world. A successful
Knowledge (religion) check reveals the identity of the god-kings of the
Mulan (DC 15) and/or the deities of the orcs (DC 10). Priests of Mulhorandi
deities and inhabitants of Thay, Mulhorand, Chessenta, Threskel, and Unther
receive a +4 circumstance bonus to the first check. Orcs and their kin
receive a +4 bonus to the second check. These DCs and modifiers apply
for all similar images found within the Darkcrypt.
A successful
Track check (DC 15) suggests that this chamber has served of late as a
practice arena.
2.
Inner Memorial (EL 16)
This
inner chamber is adorned with painted scenes depicting the valiant death
of a hawk-headed god (Re) beneath the blade of a one-eyed orc god (Gruumsh),
in defeat ensuring the freedom of his retreating armies.
Ramanthanhur
is usually found here when not practicing his martial skills in the outer
memorial (1A). If attacked, Ramanthanhur counterattacks, but he prefers
dialogue. He explains that he remains here, forever on guard, to atone
for his failures and to defend Mulhorand's claim to all of Thay. If asked,
he explains that he cannot allow anyone other than a true follower of
the Mulhorandi pantheon to pass, no matter how compelling his or her reason
might be.
This
chamber and the rest of the Darkcrypt are protected by the aforementioned
forbiddance spell. Moreover, this chamber and the rest of the Darkcrypt
are also protected by a hallow spell linked to a zone of truth.
The latter spell effect has survived long past the normal duration of
one year thanks to Ramanthanhur's dedication and the will of Horus-Re.
3A.
Stairs (EL 8)
Stone
steps leads down an unlit hall to a small landing with three stone doors.
The center door is adorned with the symbol of a sun at high noon. The
right door is adorned with the symbol of the setting sun, while the left
door is adorned with the symbol of the rising sun. All three doors are
carefully inscribed with a permanent symbol of fear
(caster level 16, DC 29).
3B.
Chamber of the Rising Sun
The Chamber
of the Rising Sun is adorned with painted scenes depicting the founding
of Skuld, City of Shadows, by a hawk-headed god. A successful Knowledge
(history) check (DC 25) identifies the scene. The room is otherwise empty.
3C.
Chamber of the Setting Sun
The Chamber
of the Setting Sun is adorned with painted scenes depicting a mortally
wounded hawk-headed god (Re) passing his crown to another hawk-headed
god (Horus, later Horus-Re). A successful Knowledge (history) or Knowledge
(religion) check (DC 30) identifies the scene. The room is otherwise empty.
3D.
Crypt of Re (EL 8)
The Crypt
of Re is the symbolic crypt of Re, founder of the Mulhorandi pantheon.
It contains an ornate, stone sarcophagus, carved and painted in the shape
of a hawk-headed man clutching an ankh to his breast with both hands.
The sarcophagus is warded with a carefully inscribed symbol of death
(caster level 16, DC 25). The sarcophagus contains only a single fingerbone,
which is said to be a remnant of Re's mortal form. Although nonmagical,
this relic is sacred to the church of Horus-Re and the rest of the Mulhorandi
pantheon. Anyone disturbing the relic triggers a glyph of warding
inscribed in the bottom of the sarcophagus. The spell glyph stores
a bestow curse spell (caster level 16) which bestows a -4 enhancement
penalty on attack rolls, saving throws, ability checks, and skill checks.
4.
Guard Chamber
This
chamber once served as a guard chamber for those priests who dwelt within
the Darkcrypt, but it has long been abandoned and is currently empty.
5.
Priests' Quarters
The Priests'
Quarters once served as living quarters for those priests who dwelt within
the Darkcrypt. All that remains of their former habitation is a stone
table and stools where they once took their meals. Lying atop the table
is Kethoth's spellbook, as well as his two other surviving possessions:
an amber amulet of vermin (Large monstrous scorpion) and a jackal-headed
rod of fury +3. (See Magic
of Faerûn
for details of both of these items.)
A successful
Search check (DC 30) reveals that one 10-foot section of wall is actually
plastered brick, not stone, and can be broken through with a bludgeoning
weapon and a successful Strength check (DC 25).
Amber
Amulet of Vermin (Large monstrous scorpion): This amber nugget on
a gold chain holds a normal-size scorpion within its yellow depths. When
broken, it releases the vermin, which instantly grows to enormous size
(Large monstrous scorpion) as if you had cast giant vermin upon
it. This amulet works only once.
Caster
Level: 10th; Prerequisites: Craft Wondrous Item, giant vermin;
Market Price: 700 gp; Weight: -- .
Rod
of Fury: These rods, first created by the wizards of Mulhorand, typically
have the top end carved to resemble the head of one of the Mulhorandi
deities. In addition to giving the bearer a deflection bonus to AC (+1
to +5, varying depending upon the type of rod), the rod allows a spellcaster
to increase the effectiveness of one spell per day. The spell must be
of 6th level or lower and is altered as if it were under the effects of
the Empower Spell feat. Activating this ability is a free action and does
not affect the spell level or casting time of the altered spell.
Caster
Level: 17th; Prerequisites: Craft Rod, Empower Spell, Spell
Focus, protection from chaos/evil/good/law; Market Price:
26,800 gp (+1), 38,800 gp (+2), 58,800 gp (+3), 77,600 gp (+4), 95,600
gp (+5).
6.
Chapel of Horus-Re (EL 12)
This
chamber is a long-neglected chapel of Horus-Re, son and successor of Re.
A hawk-headed stone statue clad in bronze scale mail stands on a dais
in the far right corner. The statue is actually a stone golem (hp 77),
with AC 31 thanks to the additional armor. It attacks anyone attacking
it or attempting to move through the secret door on the far wall. The
secret door, which stands atop the dais, is warded with a carefully inscribed
permanent symbol of discord (caster level 16, DC 25).
7.
Hallway of the Ancients
The walls
of this long-unused corridor are adorned with a painted depiction of the
Mulhorandi pantheon traveling in the Galley of the Gods through
the stars, landing atop the Teylas Shan (Godswatch Mountains), leading
a rebellion against the Imaskari wizards, and then leading a large populace
of slaves to a new land on the shores of the Alamber Sea. At the head
of the pantheon is a now-familiar hawk-headed god (Re) holding up the
blindingly bright Ankh of Life to lead the way through the darkness
of space. Recognizing the scenes depicted and the participants requires
a successful Knowledge (history) check (DC 25).
8.
Bridge of Darkness (EL 15)
This
chamber is filled with what appears to be bubbling tar. A narrow stone
bridge leads across the room to a corridor on the far side. The "tar"
is actually a gargantuan black pudding held here by means of a binding
spell (hedged prison) and cannot leave the room. It can and will, however,
attack anyone attempting to cross the bridge. Its preferred form of attack
is to cover both exits from the room and then envelop anyone trapped within.
Remember, tar has a specific smell, so you might want to allow PCs to
make appropriate checks -- especially if they've encountered tar before!
Advanced
Black Pudding: CR 10; Gargantuan ooze; HD 30d10+180; hp 345; Init
-5; Spd 20 ft., climb 20 ft.; AC 5 (touch 1, flat-footed 5); Atk +25 melee
(2d8+10, slam); Face/Reach 10 ft. x 40 ft./15 ft.; SA Acid, constrict
(2d8+10 plus 2d6 acid), improved grab; SQ Blindsight, ooze traits, split;
AL N; SV Fort +16, Ref +5, Will +5; Str 25, Dex 1, Con 23, Int -, Wis
1, Cha 1.
Skills
and Feats: Climb +15, Hide -17.
Acid
(Ex): The pudding secretes a digestive acid that dissolves organic
material and metal quickly. Any melee hit deals acid damage. The pudding's
acidic touch deals 50 points of damage per round to wood or metal objects.
The opponent's armor and clothing dissolve and become useless immediately
unless he or she succeeds at Reflex saves (DC 31). The acid can dissolve
stone, dealing 20 points of damage per round of contact. A metal or wooden
weapon that strikes a black pudding also dissolves immediately unless
it succeeds at a Reflex save (DC 31).
Constrict
(Ex): A black pudding deals automatic slam and acid damage with a
successful grapple check. The opponent's clothing and armor suffer a -4
penalty on Reflex saves against the acid.
Improved
Grab (Ex): To use this ability, the black pudding must hit with its
slam attack. If it gets a hold, it can constrict.
Blindsight
(Ex): The creature maneuvers and fights as well as a sighted creature
by using nonvisual senses (enter type). Invisibility and darkness are
irrelevant, though the creature still can't discern ethereal beings. (enter
range). The creature usually does not need to make Spot or Listen checks
to notice creatures within range of its blindsight ability.
Ooze
Traits: Immune to poision, sleep, paralysis, stunning, polymorphing,
and mind-influencing effects; not subject to critical hits or flanking;
blind.
Split
(Ex): Weapons deal no damage to a black pudding. Instead, the creature
splits into two identical puddings, each with half the original's hit
points (round down). A pudding with only 1 hit point cannot be further
split.
9.
Corridor of Insight
The walls
of this long-unused hallway are adorned with a painted depiction of the
Galley of the Gods again sailing through a sea of stars. This time,
however, only the body of Re is seen, lying in state in the center of
the craft as the galley sails away from a shadowed depiction of Abeir-Toril
toward a far-off beacon of light. The beacon of light is shaped in the
form of the Ankh of Life and is painted on the door at the end
of the hallway. The door is untrapped.
10.
Chamber of Life
This
long-unused room is shaped in the form of an extremely narrow isosceles
triangle. To the left and right of the door are bookshelves filled with
ancient religious tracts discussing the early history of the Mulan (through
the end of the Orcgate Wars). At the far end of the chamber is a stone
statue of the hawk-headed god Re, but this statue is inanimate. In his
hand the depiction of Re holds the Ankh of Life, which is a legendary
Mulhorandi artifact, although by its appearance one might suspect otherwise.
Ankh
of Life: This powerful symbol of divinity and major artifact was believed
to have been lost during the Orcgate Wars but was secretly hidden in the
Darkcrypt immediately after the death of Re by the command of the high
priest of Horus-Re. It is a worn and dirty rod of birch wood, without
any ornamentation, in the shape of an ankh. This relic is much sought
after by the priests of Horus-Re and Osiris, as they wish to place it
with the mummified body of the manifestation of Re in the Tower of Eternity
in Skuld.
The ankh
of life has the following powers, which all operate at 20th caster
level. The DCs to resist their effects are 20: restoration (3/day),
regenerate (3/day), searing light (at will), sunburst
(3/day), true resurrection (2/day). If used by a mortal (non-outsider),
the ankh adds one negative level each time a power is used, unless the
mortal succeeds at a Fortitude saving throw (DC 20). Those who fail can
gain back their negative levels at one level per 24 hours or via a restoration
spell. At the moment when the negative level is regained, the user must
make a Fortitude save with at DC of 20. On a success, the negative level
goes away with no harm to the user. If the user fails, he or she loses
the negative level, but also has his or her level reduced by one.

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