Professional Documents
Culture Documents
by
Rick Snider
The Tomb of the Maiden King is designed for low level players. Suggested levels
are 1-3.
The tomb is cut into a limestone rock. The walls are fairly smooth and finished. Relief
carvings and decorative stonework is the exception. All ceilings are 12 high unless
otherwise noted. Being a tomb, there are not light sources except for the light carried by
the party. All doors are made of bronze and have the same coat of arms on them, a pair of
crossed spears with three crowns above them.
Background- The tomb is all that remains of the small human kingdom of Arn. The last
king to rule Arn was actually the daughter of King Fromm. Fromm and his son Relgar
died in battle against one of their enemies. With no other male heirs from Fromm or
Relgar, the young girl Gerna was crowned king at the young age of 12. Gerna ruled Arn
for only a few years, but during that time she made a name for herself. She defended her
kingdom against the depredations of an assembled orc army as well as the Kingdom of
Tybor in separate campaigns. Gerna led her armies in the field, it is said she was fearless
and quite the swordswoman. Gerna collapsed on the battlefield, after winning her last
conflict at the ripe age of 17. Her remains were placed in a nearby series of natural
caverns that were expanded and worked to make her resting place fitting of the last king
of Arn.
The entrance to the tomb of the Maiden King is submerged under the waters of the horse
pond found in the village of Amphail. The double bronze doors can normally be opened
by a knock spell or similar magic and they will re-seal by magic if left open for 24 hours.
(If the DM wishes to ignore this wizard lock upon the door he may. Player characters
may discover the entry to the tomb if the DM decides to have a dozen skeletons crawl out
of the pond while the party is in the village.)
(Another way to uncover the tomb is through a random roving one-way gate located on
the first level of Undermountain. PCs who use that gate will find themselves inside the
tomb just inside the outer doors of the tomb.)
1. Water covers the first stairwell completely. The landing is covered with 3 of water.
If the door to Room 2 is opened, water will rush in and fill it to 3 water as well.
The 2nd set of stairs is trapped. The 3rd step which is underwater is a pressure plate. More
than 50 lbs. of weight will trigger a scything blade that swings out from the wall. The
front rank of the party will need to make a save vs. paralyzation with reaction modifier
adj. to avoid the blade. Failure results in 2-8 points of damage.
2. As you enter this room, water from the hall rushes into the chamber covering the
contents with over 3 of water.
4 Skeletons [AC7 HP7x4 TH19 AT1 D1-6 (spear) Immune to sleep, charm, fear, hold,
and cold based spells. Slashing and piercing weapons do damage. Holy water does 2-8
damage upon a hit.]
3. 5 Skeletons [AC7 HP7x5 TH19 AT1 D1-6 (spear) Immune to sleep, charm, fear, hold,
and cold based spells. Slashing and piercing weapons do damage. Holy water does 2-8
damage upon a hit.]
4. This room is empty except for standing water covering the floor to the depth of 3.
5. This room looks like a ruined chapel. It has been looted and deliberately wrecked. The
stone altar has been smashed and no ceremonial equipment can be seen. A black hand has
been crudely painted upon the north wall.
15 Skeletons [AC7 HP7x10, 6x5 TH19 AT1 D1-6 (spear) Immune to sleep, charm, fear,
hold, and cold based spells. Slashing and piercing weapons do damage.
Holy water does 2-8 damage upon a hit.]
6. A stone table and a draped chair covered with white cloth are all that can be seen in this
chamber.
The drapery is a hooded white robe. The wooden chair is rotted and will collapse if sat
upon.
7. Shelves line the walls of this room. Stored on the shelves are items used in religious
ceremonies.
(Incense, candles, robes, wooden bowls, ETC!!!!!!!!!!!!!!!!!)
8. 7 Skeletons [AC7 HP7x7 TH19 AT1 D1-6 (rusty longswords) Immune to sleep, charm,
fear, hold, and cold based spells. Slashing and piercing weapons do damage. Holy
water does 2-8 damage upon a hit. Holy water does 2-8 damage upon a hit.]
9. LOCKED. (Can only be opened with Key from 18 or a knock spell.) This room
contains a large sarcophagus that gleams in the light. Surrounding it is a number of large
wooden chests. The room is littered with broken objects, a smashed throne, a broken
chariot, smashed pottery, broken weapons, and torn clothing. Piles of splintered and
gnawed bones cover the floor. The walls are covered with carvings depicting scenes of a
female warrior leading armies against a host of armored orcs in battle.
(The chests appear to contain 5,000sp, 6,000gp, 3,000ep, and 50 blue agates. All of them
are fakes. The actual value of the contents of the chests is 250gp.)
A search for secret doors will reveal a small keyhole hidden in the armor of a carved orc
in the North wall. (Can only be opened with Key from 18 or a knock spell.)
If the pcs open the stone sarcophagus the former priestess of Bane who once led a
group of grave robbers will rise up to attack the party. She became trapped in the
false tomb and eventually her evil nature caused her to become a ghast.
Tuspexa of Bane - Ghast [AC4 HP30 TH17 AT3 D1-4/1-4/1-8 stench 10 radius Save vs.
poison or retch. Result is -2 penalty to attack. Paralysis by claw attacks Save vs.
paralyzation (including elves) or it lasts for 5-10 rounds. Immune to sleep and charm.]
She wears the holy symbol of Bane upon a chain around her neck and wears a golden
crown, 6 gold rings, a gold belt, and 4 bracelets. All are fakes from this fake tomb. (They
are really only worth 200gp as fakes.)
10. LOCKED. (Can only be opened with Key from 18 or a knock spell.) Secret
Treasure Room Secret Door
The chamber here is a treasure vault. A dozen round shields with the crossed spears
topped by three crowns hang upon the walls. Open stone coffers hold gold coins and
gemstones, Stone plinths are heaped with weapons and armor, and an intact chariot rests
in the corner.
A total of 13,622 gp, 26 blue agates (100gp each), a gold crown with six green amethysts
(4,000 gp), 3 gold rings with crossed spears with three crowns above them (600 gp each),
a silver drinking vessel with script upon it (Thorass Gerna, daughter of Fromm, King of
Arn 2,000gp) 13 suits of scale mail, 10 battleaxes, 3 spears, 6 daggers, a set of chain
barding for a warhorse, and an intact chariot.
11. 15 Zombies [AC8 HP 15x2, 13x7, 12x6 TH19 AT1 D1-8 Immune to sleep, charm,
hold, death magic, poison, and cold based spells. Holy water does 2-8 damage upon a
hit.]
12. 5 zombies [AC8 HP 13x2, 12x3 TH19 AT1 D1-8 Immune to sleep, charm, hold, death
magic, poison, and cold based spells. Holy water does 2-8 damage upon a hit.]
14. 6 Skeletal War dogs [AC8 HP8x6 TH20 AT1 D1-4 Immune to sleep, charm, fear,
hold, and cold based spells. Slashing and piercing weapons do damage. Holy water
does 2-8 damage upon a hit. Holy water does 2-8 damage upon a hit.]
15. LOCKED. The room contains nothing more than a stone chest sitting along the far
wall across from the door.
(Trap) If a trap is not detected, anyone trying to open the chest will trigger a set of eight
spears that descend from the ceiling. Pcs in the room each must save vs. paralyzation or
each be hit by a spear for 1-10 damage. The chest is filled with coal.
16. Shrine of Tempus- This room is a ruined shrine of some deity. Tattered tapestries hang
from the walls. A dusty altar is covered with a rotted altar cloth. The candlesticks,
offering bowl, and holy symbol on the altar are made of black metal. The far wall is lined
with statues of warriors in armor and carrying swords and shields. The center statue is of
a fierce woman warrior wearing a crown upon her brow and bearing a shield and spear.
(The candlesticks, offering bowl, and holy symbol are all tarnished silver candlesticks
[200gp each] offering bowl [300gp] and the holy symbol [500gp].)
17. A mummified human in scale mail armor and holding a two handed sword stands at
attention against the South wall. Grouped around the mummy are twelve skeletons
holding broadswords, also at attention.
12 Skeletons armored [AC5 HP9x12 TH19 AT1 D1-6 (broadsword + shield, scalemail)
Immune to sleep, charm, fear, hold, and cold based spells. Slashing and piercing weapons
do only damage. Holy water does 2-8 damage upon a hit.]
Undead guard captain [AC5 HP30 TH16 AT1 D 3-18 (two-handed sword, scale mail)
Immune to sleep, charm, fear, hold, and cold based spells. Slashing and piercing weapons
do only damage. Holy water does 2-8 damage upon a hit.]
+2 spear, +1 bronze scale mail, round shield +2 bearing the coat of arms of Arn, crossed
spears and three crowns. Silver key (unlocks 9 and 10.)
19. 12 Giant rats [AC7 HP 4x7, 3x5 TH20 AT1 D1-3 5% chance per wound of disease]
20. Lining the walls are crypts: large stone coffins, some with ornate designs carved onto
their lids. One of the crypts is open, its heavy stone lid pushed back.
The open crypt is empty, except for some dust. The remaining nine crypts can be opened
if two pcs work to move aside each lid. Inside each coffin is a moldering body, mostly
just bones; wearing either robes of white, red, or yellow. They all have their bony hands
peacefully folded across their chests. Three of the bodies wear holy symbols of a silver
sword on a blood red field. (50gp each- Tempus) One of the coffins also contains a mace
(+1).
21. Three skeletons lie jumbled on together in the middle of the room. The floor is
stained black with ancient blood. Three bronze plated chests rest undisturbed along the
East wall.
(Trap) The ceiling contains spears that will descend if anyone comes within 5 of the
chests. The spears do 1-8 damage. Pcs must save vs. paralyzation or take damage. Pcs
must make a Dex check to flee from the room; otherwise they take additional 1-8
damage, from repeated spearing.
(The bones are the remains of a foolish group of Amphail youths who entered nearly 20
years ago. There is a ruined suit of leather armor, a nice round shield emblazoned with a
snorting horse, a pair of stitched red leather boots, a rusty short sword, a rotted spear, and
a rotted sack containing 126 sp, 22gp, and 1 peridot [10gp]. The boots are boots of
jumping and once belonged to the jester in 25. He will haunt anyone who wears them. )
The tunnel descends from 21 to 27 and rough and cramped. Anyone using it must crawl
through it.
23. 9 Giant rats [AC7 HP 4x4, 3x5 TH20 AT1 D1-3 5% chance per wound of disease]
24. 5 Zombies [AC8 HP 13x5 12x6 TH19 AT1 D1-8 Immune to sleep, charm, hold, death
magic, poison, and cold based spells. Holy water does 2-8 damage upon a hit.]
25. Jesters Tomb. The bronze door is spiked shut, so that the door cannot be opened
unless the old iron spike is removed. If the spike is pulled the bronze door opens
normally.
Inside this 20 x 20 chamber sits a small yellow stone coffin resting upon a raised dais.
The coffin is only about 4 in length, its lid slightly askew. A few broken clay jars lie
scattered about the rest of room.
Moving aside the stone lid you can see the remains inside. The remains are that of a small
man dressed in an outfit of garish colors, with a multi-colored cap with belled tassels, and
a golden mask of a crying man. [The mask is worth 175 gp].
(If the pcs remove the mask or find the jesters boots of jumping in Room 21, he will
animate and begin following the pcs at the distance of 60.
[Mucklejon the Jester AC 6 HP 13 TH17 At1 bite D 1-4 Immune to sleep, charm, hold,
death magic, poison, and cold based spells. Holy water does 2-8 damage upon a hit.]
Mucklejon will reform 24 hours later and begin following the pcs everywhere they go. If
the pcs cast remove curse on the boots AND the mask and then return his bones to his
crypt they will be rid of him. Otherwise, he will follow the pcs EVERYWHERE which
may create a stir in towns as the undead jester plods along behind them.
26. The high, arched ceiling of this room is supported by a double row of pillars. Each
pillar is carved into a statue of a king or queen. A single archway exits off the chamber on
the East wall. A small crack is located in the Western wall and some loose stone rubble lie
beneath it.
Any light in the room will disturb the bats who have taken to roosting along the tops of
the pillars and the ceiling which is 20 above the floor. If the pcs try to attack them or
disturb them any more the bats will fly about screeching and buffeting the pcs with their
wings. Any lanterns or torches run the risk of becoming extinguished by their activity.
The will all eventually flee the room through the crack.
(The crack is narrow and tight. Only a small child or a halfling or gnome can crawl up
this natural opening which exits into an overgrown hedge bordering a farm in Amphail.)
27. This large room is filled with a pool of still water. No floor can be seen in the room,
but six carved pillars rise up from the water like swamp trees.
28. Pool
Decorative alternating marble tiles of rose red and honey color cover the floor in a
lanceboard pattern in this circular shaped chamber. Carved stone pillars of striated of
white and pink marble surround an ornately carved marble pool. Clear water fills the pool
your light dancing off its surface.
Behind the pool lie the scattered and gnawed bones of a man. Rats have chewed most of
the bones through; a pitted and rusted short sword and a parchment case covered in
verdigris are all that remain.
The sword is useless; it will crumble in to shards of rusty metal if picked up. The
parchment case contains a glass vial of dried ink, a quill, and several sheets of aged
parchment. In Thorass is the following:
Tuspexa has found the tomb; it was buried under much earth. She set her followers to
digging and after three days we uncovered the entry doors. We enter tomorrow at dawn
after Tuspexa leads her followers in prayer to the Strife Lord.
After our entry, Tuspexa ordered a dozen of her followers to lead the way into the royal
tomb. I told her that such a place is likely to be filled with magic and traps, but her
arrogance got the best of her and eight of them died in the main entry stairwell. She will
not listen to my warnings!
The Banite has set her remaining followers to recklessly plundering and defacing the
shrines of this tomb to Tempus. May Mask hide me in the shadows! She has even awoken
the fallen priests and warriors of the tomb. I regret (illegible) the bargain.
Tuspexa and her Banites are trapped inside what I told her was a false tomb. She did not
believe me when I told her that all of the coins and jewels are fake. (illegible) the
tomb door is sealed. I am alone now, although I can hear her screams of rage through the
door.
I cannot leave the tomb. I have spent days trying to. The outer doors are sealed with
magic and the last of my light is dying. If I should be found, my name is Thrulsin The
Harbor Shadow Eskin and I wish to be buried with a stone overlooking the sea.