Showing posts with label mummy. Show all posts
Showing posts with label mummy. Show all posts

Friday, November 18, 2022

The Hand of Al-Djamal - Dungeon Magazine 44

Here's another museum for your Ptolus campaign, not a side-show type with bizarre displays, but what we expect when we think museum. This one would work fine in Oldtown. (Maybe at the T intersection of Becker Street and Dalenguard Road.)

Valkner Museum has a deadly problem and the curator needs it resolved secretly. A messenger sent by Curator Valkner approaches the player characters and asks their urgent aid in a secretive matter at the museum.

They are asked to swear to secrecy before being brought in on the details of the matter. Assuming they agree, Valkner tells them  that two guards were killed last night and he knows it was the mummies he was preparing for display. When he acquired them the mummies were just bandage wrapped corpses and not undead. He reveals what he wants kept secret, that he stole them from a tomb in Uraq (sounthern continent) along with several other grave goods which are already on display.

Smarter than to hire just anyone, he'll ask if they've ever taken anything from a tomb or grave, and then continue with details of the task. Valkner wants the mummies dealt with, carefully, so they cannot harm anyone else. "Please don't use fire or other spells that would endanger the museum."

The mummies are currently inanimate in their closed sarcophagi. The sarcophagi are decorated with gold and jewels. If opened, the mummies are unmoving unless disturbed and then a fight breaks out.

When the PCs have defeated the mummies, the curator pays the reward and things appear to be just fine. Until the next morning.

There's more than a mummy curse at work here. An Uraqi who visited the museum a week prior had seen the other displayed grave goods and raised a loud fuss, demanding they not be displayed. He protested the robbing of graves and defiling of tombs. Al-Djamal was thrown out by the guards and thought nothing further of until the next night he was caught stealing the artifacts and subsequently thrown in jail by the City Watch.

In the original scenario Al-Djamal's hand was severed as punishment and he died by bleeding to death. This seems odd because it's likely a cleric would have been on standby since he wasn't sentenced to death. Here's my take instead.

Being a successful businessman, Al-Djamal could afford the fine so he paid it and was released. This of course was not the end of his efforts to set things right regarding the grave robbing. He sought help from a cleric of Rajek the Wanderer, but was actually dealing with a disguised priest of Maleskari, a god of undeath.

Convinced by this crooked cleric that he needed to sacrifice something of himself to gain the power to accomplish his task, Al-Djamal agreed to have his hand severed. The ritual took place in secret and the priest allowed Al-Djamal to bleed to death, imprisoning his spirit into his severed hand. Al-Djamal got his wish, he was now powerful enough to do something about the grave robbing.

The priest then snuck the hand into the museum setting it loose behind an exhibit and left the scene.

It is this powerful, angry spirit that is animating the mummies. It can also fight if need be, but by remaining hidden and casting spells, the situation will be confusing for the characters trying to deal with it.

On the next night after the party combats the mummies another museum employee is slain and Valnek comes to them for more help. If questioned he admits he had the mummies reconstructed to prepare for display, (if they could be) and they struck again.

The hand of Al-Djamal can animate corpses into undead, including previously defeated undead that are in some sense whole. 

This curator hires the characters to spend the night in the museum and of course a fight ensues.

Once the party identifies their real foe it becomes possible to put an end to the problem, but until then the hand will continue attacking and killing if able to do so.

You'll have to design the hand to work within your preferred game system.




Thursday, November 15, 2018

Campaign Update: Another Casualty, Risky Behavior Takes a Toll

The campaign has seen a seventh character death. This time a trap nearly slew half the party. A pair of house rules used in combination saved all but one. The dungeon was a tomb comprised of five rooms, each having its own dangerous element. Everything could be defeated or avoided by paying attention and careful tactics. Sadly it was risky carelessness that ended the adventure.

I first ran this dungeon for some friends at GenCon in 2000. That party of first level characters (3rd edition rules) succeeded in beating the dungeon despite being under powered for the challenges. Players can and do often think their way to victory. After returning from the convention I tried out the dungeon for another group of friends and it also went well for that group.

This time the group triggered the first three traps resulting in them retreating from the tomb with a valuable monkey idol and a bunch of papyrus inventory lists for the containers in the second room. (Using the Lamentations of the Flame Princess rules in a standard style D&D setting). This group ranged in levels up to fourth and it was the 1st level elf that failed to survive the third trap.

The third trap exploded for maximum damage taking down three out of the six member party and leaving the rest badly injured. The first trap only caught one party member for low damage, and the second caught them all for low damage. The accumulated damage from all three traps was enough to convince them to gather their dead and retreat.

Fortunately this group of players, mostly novices, take the risk of character death without complaint and enjoy the game.

Below is the dungeon for your perusal and use.
Outside of the now cleared tomb entrance are two overgrown pillars and an obelisk.

Room 1: 30' x 40' The walls are covered in murals painted to depict a battle. The most prominent figure rides a chariot and is shown decapitating an enemy.

Before the door leading further into the tomb is a trap door into a 10' pit. The key to the door is hidden in a box painted to disguise it as part of the wall. The pit trap becomes active after using the key to unlock both it and the door. Opening the door triggers the pit. 1d6 damage.

Room 2: 30' x 40' Lining the walls are crates, giant urns sealed by clay lids, barrels of wine, and shelves bearing clay pots and boxes containing small scrolls in an ancient language. (inventory lists and warnings of the trap in the room.

In the largest giant urn are Thousands of carnivorous beetles, magically preserved awaiting their release to eat greedy grave robbers. Beetle swarm, 1d3 damage/round (1hp damage/round with save) to all in the room. Swarm will follow characters if not destroyed. Swarm has 10hp.

Room 3: 30' x 120' Murals line the walls depicting a funeral procession for the warrior in the murals of the first room. As the funeral proceeds down this long chamber the figures become more gaunt, eventually appearing as skeletons.

There is a pedestal upon which sits an ornate monkey idol (1000 gold or silver depending on which standard is used in your campaign). The pedestal is painted showing flames emanating from upraised hands of an angry looking monkey.

Removing the monkey idol without disarming the trap results in 2d6 damage from fire to all in the chamber, save for half.

Room 4: 90' x 90' This room is completely shrouded in magical darkness which is generated by a rod held upright near the center of the room. Destroying the rod (5hp) removes the magical darkness.

There are 4 10' deep pits (1d6 damage) spaced about the room and 6 skeletons (5 hp each) that will attack intruders. There is also a bejeweled (5 gemstones, random value) throne centered on the northern wall. Sitting in it opens the secret door hidden behind it.

Room 5: 50' x 50' Centered in this lavish room is a dais upon which rests a large sarcophagus. The sarcophagus is decorated in gold, silver, copper and onyx, in the image of the occupant. Tapestries line the walls and the floor stones are painted in bright colors. The ceiling is painted to depict the sun and moons circling a crown.

There is a concealed opening on the north wall that leads to a cliff.

There are no traps present, but disturbing the sarcophagus wakes the mummy. The mummy wears 5 pieces of gold jewelry (random value) and an Amulet of Shielding (protects from magic missiles, 20 points worth of damage, can be recharged).