Thursday, 8 February 2024

The (Fake) Tomb of Horrors

In my Swords & Wizardry campaign right now my players are going through a Swords & Wizardry adventure called One Last Thing published by Frog God Games and authored by Casey Christofferson. I have made a lot of changes for it to fit into my campaign. With the death of a long-time NPC in the group I had the perfect hook for the players. The adventure takes place in the City of the Dead on the river Styx. As a lead I decided rather than having the entrance to the City of the Dead in a cemetary I would put it in the Tomb of Horrors. Not the famous Tomb of Horrors, instead I used the shorter and decidedly less deadly; The (False) Tomb of Horrors by Joeseph Pallai published in Footprints magazine 17. I ran the Tomb of Horrors fairly close to as written.

Session 148: A Friend in Need

Lakima (human magic-user), Eathwund (human fighter), Aldus (human cavalier), Grasshopper (human monk), Domago (human cleric, NPC), Brovin (human thief, NPC), Ian (human cavalier, NPC), August (human magic-user, NPC).

The members of the Company of the Black Dragon have returned to their homes in the town of Edgerton for some much-needed rest and relaxation.

Not all get a good night’s rest, Eathwund has a disturbing dream about the death of their former companion Fenris. Even though he did not see Fenris fall, in the dream Fenris falls to his death right before him just out of his reach. In the morning he tells his companions about the dream.

The Nightmare

“Just a dream, Eathwund,” Domago says.

“I would not dismiss it out of hand,” Lakima says, “Eathwund does have some sort of connection to the land of spirits.”

Lakima asks Domago about his attempt to raise Fenris from the dead shortly after he fell. He asks if it is possible the attempt failed because Fenris died on another Plane. Domago does not think so but he is not sure. He suggests they ask Abbott Marta who has a lot more experience with such things. At the Church of St. Cuthbert, the group meets with Abbot Marta in the garden courtyard. Marta is introduced to the new Company member Grasshopper. He asks Grasshopper about his calling and his sect. Lakima starts to explain their question and then lets Eathwund explain what he experienced. Marta suggests Eathwund might have some guilt over the death – but Eathwund assures Marta that his conscience is clear. Marta then suggests that Domago pray to St. Aleena for direction. Domago nods and says he will return to the Manor to pray. The rest of the group headed over to the Apothecary. At the shop, Lakima asks Malyn who in the area would have the power to create a flying dragon construct.

“You mean aside from the two of us?”

Aldus suggests maybe dwarves could build such a thing. Lakima starts to dismiss the suggestion but Malyn interrupts him and nods that yes dwarves have been known to create constructs. He further tells them of a dwarf hold called Kahzdurga that is located in the Callashiem mountains near where they reported the construct. The hold has been abandoned for centuries but it is a probable source. Lakima asks Malyn if he has a map leading to the hold. He does but he negotiates an equal share of any treasure they find. With that, the group prepares to head back to the manor.

“Don’t forget my share!” Malyn shouts after Lakima.

Back at the Manor house, it is growing late and Domago tells everyone he will turn in early to get a good night’s rest to better prepare to commune with the gods tomorrow.

The next morning, Eathwund reports another dream. This time it was not a nightmare. He recalls following Fenris down a dungeon corridor deep underground. Despite calling for quiet, Fenris starts humming a tune. Eathwund is unable to recall all of the lyrics but he remembers Fenris saying “There do I wait in the city of the dead, where Ankev did fight for his soul.” He has no idea what it means.

“Let’s consult with the librarians,” Lakima suggests.

Domago stays behind to pray to St. Aleena, but Aldus, Lakima, Eathwund, and Grasshopper head over to the Library of Antiquity. They are greeted by their old friend, Amras one of the librarians. He recognizes the name Ankev and he brings them to meet librarian Melos who wrote a paper on it. Melos describes folklore suggesting that an Arch-Lich named Ankev made a deal with Orcus to build a necropolis of lost souls along one of the branches of the river Styx. Whether to capture lost souls, to delay his entry to one of the layers of the abyss, or for some other mysterious reason. At some point Ankev is said to have had a falling out with Orcus and was no more – but Ankev is said to still exist.

“How would we get there?” Lakima asks.

Melos is startled and then replies that they would have to die and be trapped in limbo.

“What a strange question,” Melos says.

Lakima startles the librarian by telling him that he and his friends plan to visit soon to speak with a missing friend.

Returning from the library armed with new information the group meets Domago who tells them his prayers were answered. Fenris is reaching out to them and needs their help.

“I asked where he is and was told he is trapped in the city of the dead often called Ankev,” Domago says.

“We already figured that out,” Lakima says.

“How!” Domago says, “Never mind, I also learned how to reach him, but it will be dangerous.”

Domago tells them that he has learned that there is a portal to Ankev in the Tomb of the Lich Athransma in the Howling Hills. With the mention of the name Anthransma and the Howling Hills Lakima realizes he has heard of it. There is a tomb under the highest hill west of the Cursed Marshes. The tomb also goes by the name Tomb of Horrors because no one who has entered has ever come back out.

“This is a very dangerous undertaking we are contemplating,” Lakima states, “I suggest we put it to a vote.”

One by one they vote with only Brovin voting against. He refuses to consider entering the Tomb of Horrors.

“Don’t worry Brovin, I will protect you,” Aldus says.

“Not only do you plan to enter that tomb but you want to journey to the city of the dead,” Brovin says in exasperation, “Count me out!”

Lakima suggests that they take a few days to prepare.

“Fenris is not going anywhere!”

As they prepare, Aldus arranges to buy a lot of healing potions from Alayna. They do receive a visitor. Lakima meets a middle-aged good wife in the main hall.

“How can I help you?”

“I want you to kill my husband!”

Aldus immediately, chortles and then tells her that they do not do that kind of work.

“But he is already dead,” she says.

Lakima talks to the woman who introduces herself as Shelley Pollock. Her husband, Lyndell, died a month ago. She had him properly buried. But now he is back and he has changed. He smells of death. She eventually took their son and fled to an Inn.

Lakima agrees to at least investigate once Shelley gives him 300 gold coins.

“Domago, you had better come along,” Lakima says, “This sounds like the undead.”

Lakima, Domago, Eathwund, Grasshopper, Aldus, and Brovin head over to the townhouse the woman had indicated. They find a nice, well-kept manor with all of the windows boarded over from the inside.

Brovin finds that the door is locked so Lakima suggests that they knock. Grasshopper knocks loudly on the door but there is no answer. After a short wait, the group decides to enter. Brovin is unable to open the door with his lockpick but Grasshopper figures it out with a twig and some patience.

The group enters and is confronted by a burly man who demands they explain themselves. Their explanations are not met well and the man demands they leave. Lakima argues with the man who calls himself Brenn and claims to work for the owner of the manor. He yells at another man to call for the watch.

“Well call the watch then we would like to speak with them,” Lakima says.

Brenn seems very confused by their seeming indifference to the watch being called. Given that the manor is in High Town two members of the watch arrive almost immediately. One recognizes Lakima and Eathwund and greets them warmly.

“Well, Brenn, up to your old tricks again I see,” the watchman tells the man.

The watchman explains that Brenn and Tibor are too crooks known for breaking into homes and looting them. Brenn claims to have gone straight and he and Tibor now work for the master of the manor. Lakima puts on his Amulet of ESP and listens to Brenn’s jumbled thoughts while he speaks to the watchman. He perceives a confused mind that does not seem to have a clear picture of the master of the house. There is just an overriding need to stay out of the cellar and to protect the cellar from intrusion.

Lakima suggests to the Watchmen that they check the cellar just to be certain. This angers Brenn who suddenly attacks the watchman. A quick-thinking Domago casts a hold person spell on Brenn and freezes him in place. Outside Eathwund is attacked by Brenn’s friend Tibor but Eathwund subdues him with a swift strike to the head with the pommel of his sword.

Lakima tells the watchmen to wait in the parlor while the Company checks the cellar first. Down in the cellar, they find nothing out of place, a lot of wine bottles (Pollock is a wine seller), and a locked iron door in a stone wall. Brovin picks the lock to the door. It leads to a short hallway and another locked iron door. This one Grasshopper is not able to unlock and neither is Brovin. Lakima tells everyone to stand back and then he casts a spell. A stream of green acid sprays from his finger burning away the locking mechanism in a cloud of vapor. The door swings open on its own to show too very surprised vampires. An ancient vampire seated near a coffin and his younger vampire spawn who they assume is the master of the house, Lyndell Pollock. The younger vampire attacks immediately, springing upon Eathwund and biting him in the neck. Eathwund and Grasshopper are able to wrestle the screaming vampire to the floor but not before Eathwund feels his life blood being partially drained from his body. Across the floor, Aldus confronts the ancient vampire who demands they leave or it will deal with them. Aldus takes a swing at the ancient vampire and misses. It does not miss as it grabs Aldus bodily pulls him closer so it can bite him in the throat. Aldus struggles free with a bloody wound on his neck. Eathwund and Grasshopper managed to put down the vampire spawn and Lakima summons a protector to continually hack at the vampire spawn to prevent it from regenerating. Then everyone attacks the elder vampire. The elder vampire turns to mist and vanishes up through the ceiling before they can deal with it.

Hearing a scream from upstairs, Eathwund and Grasshopper run upstairs. Lakima goes over to the coffin and looks inside. He sees a fine silk lining ruined by a layer of dirt in the bottom. Lakima reaches into the bag of holding and takes out two cloves of garlic which he peels and spreads across the soil in the coffin. Lakima instructs Aldus to chop the head off of the vampire spawn and they drag the mutilated corpse up the stairs.

Upstairs, Eathwund, Grasshopper, and one of the watchmen find the second watchman dead on the second-floor landing. The corpse’s throat is torn out. They search the second-floor bedrooms but do not find the vampire. Grasshopper does find some fresh blood in one of the bedrooms. Grasshopper advises opening all of the windows to let in the sunlight. He starts tearing the wooden boards off of the windows. Eathwund joins him. Looking out through the windows they see the sun is only a few hours from setting. Lakima and Aldus come upstairs and learn what has happened. They search the ground floor and open all of the windows. The corpse of Lyndell is dragged out into the sunlight where it bursts into flames. More watchmen arrive on the scene to help search the building.

“It cannot have left the building with the sun in the sky,” Domago says.

“It must be back in the crypt,” Lakima replies.

Lakima, Domago, Eathwund, and Aldus head back downstairs. They find that the door to the hallway is locked again but Grasshopper has no problem opening it again. The door to the crypt is still wide open and they enter to find a furious vampire grasping the side of its coffin, unable to rest and recover. It flings itself at the group but they are able to hack it to the floor. Eathwund removes the head from the body with a well-placed swing of his sword. The elder vampire’s remains are carried upstairs and outside and are flung in the back of a nearby cart. They promptly burst into flames. Soon there is just a pile of ash in a smoldering wooden cart.

Their old friend Sergeant Frans of the Town watch arrives with six more watchmen. Lakima and Domago explain what happened. Frans admits that Goodwife Pollock came to them for help but they turned her away thinking she was crazy. Lakima tells them that the manor is safe now but tells the Frans that the dead watchman should be taken to the Church for safe burial.

“Don’t worry, he will not rise as the dead for days,” Domago tells them.

The group heads back to the manor stealing the cart from beside the building. Lakima gathers up the ashes of the vampire lord and bottles them and gives them to his alchemist wife. Domago looks after Eathwund and Aldus who both suffered a vampire bite. He tells them they will heal but they are going to need a lot of rest.

Eathwund is back up and moving about in three days but Aldus is hit harder by the vampire bite. It takes him seven days to recover. He spends the time lying in bed in his cottage looked over by his wife Norine.

During the enforced wait, Lakima creates a magical charm for each of the adventurers that will be entering the lich’s tomb. He instructs them how to use it. The entire company boards the Cloudstealer and heads southwest for the Cursed marches. After a day of travel, they descend over a clearing and moor the ship. But they stay on board rather than make a camp. Nothing disturbs them. The next day they have a distant encounter with a giant roc but the enormous bird only flies by and observes them as if to satisfy its curiosity before it flies off to the north. Soon they see the tall hill marking the Tomb of Horrors in the distance. From a few miles out the side of the hill looks like it has been reshaped to look like a human skull. Two eye sockets and a nose cavity marking entrances into the side of the hill.

The ship settles several hundred feet out from the hill and they moor it to the ground. The crew, August, and Ian will remain on board the ship. Only five set out for the hill, Lakima, Eathwund, Aldus, Grasshopper, and Domago. As they near the hill they see standing stones arranged below the “nose” entrance in a parody of teeth.

“Why are we here again?” Aldus asks.

Lakima takes the time to explain to Aldus that they need to find a portal to the city of the Dead to find their old comrade Fenris.

They first enter the left eye socket. Grasshopper is unable to detect any traps but he is suspicious so Domago prays for guidance (find traps). He tells everyone that there is a trap in the walls triggered by the doors at the end of the entrance hall. Grasshopper moves forward determined to examine the trap but Lakima calls him back.

“No use in taking the risk,” he says, “Let’s try another entrance.”

The next entrance, the nose, is a very different hallway. Lakima uses his staff of power to cast light and he shines it about the hallway. The walls are covered with faded paintings depicting thieves setting off traps. Pit traps, spike traps, spear traps, collapsing ceilings, and boiling acid. Just about every kind of trap they can imagine and in each painting the dying tomb raiders are depicted in agony.

“Charming,” Domago says.

A path of different colored flagstones leads a winding route down the hall. Domago’s guiding presence immediately detects pit traps along the path. He suggests everyone follow in his footsteps. Domago then leans on his divine guidance to lead the group down the hallway. The hall ends with two doors. Domago tells them it is trapped to open a pit before the doors. Grasshopper goes to work and jams the trap so it will not be triggered. The doors are locked so he has to pick the lock. But behind the door is a blank stone wall. The group realizes the doors are false. Lakima uses the wand of secret door detection and he finds no openings.

“Back to the eye socket,” Lakima says.

Returning to the eye socket they make their way to the end of the hallway. Grasshopper examines the trap trigger on the doors and tells everyone to leave the hall while he tries to disarm it. He succeeds but these two doors also prove to be fakes with a stone wall behind them. Lakima is not able to detect any doors in this hallway either.

“Now what?” Aldus asks.

“We still have the right eye to try,” Lakima says.

The group heads to the right eye and finds another long hall like the left one. Domago’s guidance has expired so Grasshopper checks himself and finds a trigger to a portcullis trap. He jams the trap open with a piece of broken stone. At the end of the hallway, they find an eight-foot-tall statue of a four-armed gargoyle. It is made of grey stone with a horn of ivory screwed into its forehead. Lakima detects a secret door concealed behind the statue. Unsure how to open the door Grasshopper unscrews the horn.

“Can you blow into it making a sound?” Lakima asks.

Grasshopper checks but the horn is only open at one end. Looking at the statue he realizes that the horn will fit in the gargoyle's mouth point first. He pushes it into the mouth and finds that it screws in. As he turns the horn a stone doorway slides open between the legs of the gargoyle.

“A door!”

Everyone has to crawl to get through the small door. On the other side is a wide hallway that curves off into the darkness. At the end of the hallway, they find a blank stone wall. Lakima checks and finds a secret door that he triggers open. The door opens into a large chamber with three items in it. A desk, a large mirror on the wall, and a closed door. Grasshopper checks the desk carefully and opens the two drawers. One drawer is empty but in the other, he finds a parchment with a list of 12 names on it and a comb made of platinum.

“Let me see,” Lakima says and holds out his hand.

Grasshopper gives the items to Lakima. Lakima takes out his magical monocle and examines the room. The parchment, the comb, and the mirror glow with magic. He puts the parchment in his bag of holding but he spends time examining the comb trying to get it to do something. As he stands before the mirror, he hears a disembodied voice.

“Can you hear me, are you there?”

In the mirror, Lakima sees the face of a beautiful elven woman a look of worry in her eyes. Lakima questions the face in the mirror and learns that she claims to be a half-elven adventurer named Aelshara. She has been trapped in the mirror for longer than she can remember. Lakima reaches into the bag of holding to pull out the parchment but his hand comes out of the bag empty.

“Look in the desk drawer again,” Lakima tells Grasshopper.

Grasshopper looks and he finds that the parchment is back in the desk drawer. They look over the names and do see the name Aelshara. The group speaks to Aelshara for a few minutes while she seems to be calling from further and further away. When it becomes hard to hear her another voice calls out. This one is from a man. The face of a bearded older man appears and demands to be freed. Then the face of a goblin appears cackling with delight over some private joke. The goblin claims to know how to free those in the mirror but he wants to be let out first. Aelshara appears again when Lakima calls her name. She tells them that there are twelve of them trapped in the mirror. Some are good and some are not so good. She is afraid of the fire giant who is trapped with them. Lakima asks Aelshara who they can trust and who they should free.

“I would not advise trusting any of us sadly,” a new voice says, “Our captivity has made us all desperate.”

This new voice tells them he will hold off the fire giant and some of the eviller residents of the mirror while they talk to Aelshara. Aelshara tells them this person is the paladin, Sir Allen. Lakima asks Aelshara how she could be freed but she has no ideas. Only the goblin claims to know but no one trusts him. Lakima examines the comb again thinking it must be a key of some kind. But he is reluctant to try combing his hair.

“Give it here, I am not afraid to try it,” Aldus says.

Lakima gives the comb to Aldus and he takes the platinum comb and runs it through his hair. At first, nothing happens, but after a moment his hair begins falling out. Aldus claps his hand to his head and all of the hair on his head falls to the floor. He is completely bald.

“No!” Aldus shouts.

Grasshopper rubs a hand over his cleanshaven head and asks for the comb, “It will save me from having to shave every morning.”



Lakima asks Domago to cast a remove curse spell on the mirror. He does but nothing happens. Then Lakima tries to dispel magic while saying Aelshara’s name. There is a burst of magic and Aelshara tumbles out of the mirror. Eathwund catches her and steadies her on her feet. Aelshara takes a deep breath and marvels at the smell of decay in the dungeon. It was her first scent of something in a long time. She asks for the year in the reckoning of the City of Dolmvay and she learns she has been trapped for 120 years. The goblin in the mirror begins shouting to be let free.

“We will come back for the rest of you later,” Lakima says as a cacophony of voices erupts from the mirror.

As she is in debt to the adventurers and has nowhere else to go, Aelshara decides to join the adventurers.

“What can you do?” Lakima asks.

“I can cast spells and I have a strong sword arm,” Aelshara replies.

“Is that possible,” Aldus asks Lakima.

“It is for elves,” Lakima replies.

Aelshara corrects him and tells him she is only half-elven as the elves are always clear to point out to her. She was raised among humans and knows little of the elves.

The group increases by one, heads through the door, and comes to another locked door. Grasshopper is able to open it. This leads to a small room with no other exits. But they soon find a pair of secret doors. It takes some work but Grasshopper eventually finds that these doors do not have a trigger or locking mechanism they just have to be pushed in the proper spot to open them. One door leads to another room without exits and the other leads to a larger dark room. As soon as Lakima’s light shines in the room they see another, nearly identical, gargoyle statue as the one they saw at the entrance.

Grasshopper moves over to examine the statue as the other adventurers enter the chamber. As he reaches out for its arm, the head turns to regard him, and the gargoyle steps forward clawing at him with four hands. Aelshare casts a slow spell on the gargoyle causing it to move at half speed. This gives the rest of the adventurers a chance to pummel it with swords until it is broken apart and stops moving.

“We should rest here for a moment,” Aldus says as he applies bandages to his wounds. The rest of the group takes a moment to sit down and rest in the tomb of horrors.


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