Encounter 6: The Treasure Chambers

Since it is unlikely that any of the PCs will take a lit torch into a closed sarcophagus, the following assumes that they do not have light when they slide. If there are dwarf PCs or someone has a light of some kind, modify as necessary.   A few quick seconds of acceleration down the slide and you find yourself gliding to a halt on a stone floor. A horrible moaning reminiscent of children howling in pain overlaid with the wails of widows and mixed with the cries of dying warriors fills the room at nearly deafening levels.   The moaning is so terrible that the PCs must make an Intellect check (4) or fall to the ground in a fetal ball, clutching their ears. PCs who make their saves may block the ears of other PCs, granting them two assets on another save. If all the PCs fail their saves, they eventually fall unconscious, overwhelmed by the horror of the sound. They will wake in several hours, dehydrated and surrounded by silence and darkness.   Igniting your lights, you see you are in another tall, narrow room; this one is thirty feet high, one hundred feet long and fifteen feet wide. There are six corridors coming into this room three evenly spaced every twenty-five feet on each side.   The corridors are ten feet wide, twenty feet high and twenty feet long, each leading to a forty foot high twenty by twenty room with a stone pedestal. All of the rooms are empty except the middle one on the right.   As you enter another twenty-foot square room whose ceiling soars beyond forty feet in height, you notice something glittering in reflection of your light. This time the porous stone pedestal does not stand bare, long ago robbed of its treasure. Gleaming in the light on an adamantine chain is a beautiful platinum cartouche set with diamonds and sapphires. This must be what you were sent for, and it appears to be worth a fortune.   PCs may make an Intellect check (5) to determine that the value of the necklace is approximately 20,000 gp. If a PC touches the necklace with bare skin, read the following, if they use a glove or some other method to avoid touching the necklace they will not activate its magical properties.   As you grasp the incredibly valuable jewelry it disappears from beneath your hand.   When this happens, the PCs will probably panic, but be sure to let the PC touching the necklace know that they feel a heavy coolness against the skin of their neck.   When the PCs decide to leave, they will need to make their way back up the slide to the trapdoor.

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