The Tomb of the Plainswalker

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The Tomb of the Plainswalker
Type Dungeon
Status Explored March 883 TA
Location Shadowkeep (now Dwarrowdelf)
Hex 2313
Campaign Shadowkeep Campaign #12
Adventure # 76
Map-dwarrowdelf.jpg

The plainswalker was a human, although it is doubtful that he was from the Realm. He was certainly not from this time. The plainswalker is not terribly interesting in himself, and, in fact is not even in this dungeon having fled once his family was killed. His wife, children, high priest, and guardian (sand golem) are left behind along with his most treasured possession, the Flute of the Planes, which will be used in a later adventure to journey to the Void. It will be a key item for future adventures.

To defeat this level they must defeat the sand golem the size of a pyramid using the keys of stone (the four pieces of the pyramid), cloth (the six pieces of the musical score PLUS the key sheet), and the reed (recorder). These are put together to form music - the proper tune played on the recorder. The recorder can only be recovered by solving the numerical puzzle of the pyramid. The numerical puzzle of the dungeon is on pieces of stone which, when fit together, make a pyramid. The cloth is put together to form the musical score to play, and the recorder is used in the final battle.

There is sand on the floor of every room (except where noted). This sand makes up the golem. Mummies control the creatures in the dungeon. When the mummies are destroyed they burst into sand and fly to the Sand Golem room in the center of the dungeon, and the creatures flee to the next level. The "morphlings" of the dungeon are akin to licids - they "morph" with other licids to form different creatures. They also have a collective conscious which is controlled by their "mummy" protector.

Canto Twelve: Plainswalker

The orb of sand is the final test,
Its traps may be your endless rest,
Seek the tomb which long is sealed,
The travelling tools will be revealed.

My vision fades, three voices call,
My words return when the last test falls.

Tomb of the Plainswalker: Portal 12, Level 1

Tomb of the Plainswalker: Portal 12, Level 1

The Oasis

You find yourself in the middle of a desert, a bright orange sun is beating down on you mercilessly. There is no sign of life anywhere, just dunes and dunes and dunes. In the east, you see the what looks like a large stand of palm trees. It looks like they may be a half day's walk away.

The oasis of Cenotaph-Duat lies a three day ride (by camel) north of Duat and three days south of Cenotaph. It is there that the party will meet with the caravan of Almeric. If they wander off in any other direction, they will be attacked by four sand dragons (which breath sandstorms):

Or by a massive sand wurm (which swallow up large tracts of land and digest)

Cresting the dune, you see an oasis with number of palm trees scattered around a small pond. Between the palm trees is a small tent, brown with a blue and white striped flag flying from the top.

The oasis is real, but the tent is an illusion. Buried under the sand are a number of large insect creatures that are waiting to suck the party under the sand. They are identical to very large ankhegs. They are called maiden bugs for their ability to project the images of beautiful women into the minds of their victims.

Once the oasis is cleared, the party can journey for several hours in any direction without finding any signs of life. If they wait, a caravan will come by and take them to either a town or drop them off within a few hour's walk of the tomb.

The Caravan of Almeric

Towards dusk, a ragged carvan appears from the south. There are four wagons covered by patched cloths of a multitude of colors. Each is pulled by two camels, with two men wrapped in gray desert robes driving. Four camels, their riders armed with curved blades, circle the caravan as it slowly moves along the path.

The caravan is run by one Almeric who is an honest trader in spice. His brother, Amadis, however, will try to befriend the party (promising to act as a guide). Then, he will try to rob them acting in cohoots with Gilarod's Raiders. The caravan consists of 4 wagons, 10 guards, Almeric, Amadis, their four wives, and twelve camels, several chests filled with spices, two barrels of water, several bolts of cloth, and other non-magical tradeables.

The men and women are all dressed in the same desert garb, robes sealed tightly against the heat and sand. The men have rope belts with long curved swords hanging from them. The woman have the same with short straight daggers. Other than their tan faces and bright white teeth, it is difficult to tell any details about these folk.

The caravan inhabitants are: Almeric; Amadis - brother; Aimee - wife of Almeric; Arina - wife of Almeric; Elmira - wife of Amadis; Iana - wife of Amadis; Mustafa - guard (leader); Kevan - guard; Vidkun - guard; Rhys - guard; Elrad - guard; Dyce the Mute - guard; Dagmar - guard; Cowan - guard; Gaillard - guard; Vincas - guard. Almeric and Amadis are 9th level mages, the wives are all 3rd level thieves, and the guards are 15th level fighters for the purposes of melee combat.

Almeric will greet the party hospitably, offering to take them to the next town in exchange for six flagons of water or precious items (if the party lets on that they possess such). They are going to Cenotaph, the next village to the north to trade spices for water, dried meat, and silks. The silks will be taken back to Abtu to be traded for more spices.

The caravan will camp for one night at the oasis of Cenotaph-Duat. At night Almeric will tell the party several tales to help them.

The Land of Tuat

Almeric will give the party a copy of the map.

The land of Tuat is made of the six towns of the cycle. Six is a magical number for us, you see, there are six sins that we must repent for (pride, envy, gluttony, lust, anger, covetousness - it seems that sloth is okay), each man must make six hundred cycles for repentance, and there are six hundred men and women in all of Tuat. It is a number that runs our lives.

Outside of the towns is the vast emptiness of the desert streching to the ends of the earth. There is no escape from the cycle for, you see, the people of Tuat are being punished. We are a wicked people, an evil people, driven by our sins. Each of the towns of the cycle is ruled by a Caliph with his personal guards. It is not a society built on tradition, religion, or common goals. The caliphs reign by brute force. If one gets weak, he is replaced by another, equally evil, equally cruel. It is the way our land has been since the beginning.

For now, the land is relatively quiet. The caliphs have adopted a system of inter-marriages which has brought relative peace to our land. In the last ten years, since Maggold the Red went mad and attempted to capture all the water for himself, there have been no major disruptions to our life. Maggold was driven into the Djew for his efforts, never to be seen again.

But all is not in vain, for there is an ancient Tuat saying that anyone who travels the cycle 600 times will be forgiven all his sins and allowed to go to Oasis for eternal peace. I have travelled 412 cycles in my life.

Life in Tuat is endless. For you see, each time a man or woman dies, a child is born somewhere in the cycle to replace them. In times of peace, almost no children are born. In times of war, children are common. While there are sometimes travellers to Tuat, they never stay for long. Either they go crazy from the seeming futility of our lives, or they go to the Tomb, seeking an escape.

NOTE: If every cycle takes about a month, then 412 cycles is about 34 years.

NOTE: Clever adventurers will notice that all of the names here are for places of the dead. In fact, this is the Circle of the Dead, a place where spirits of men and women who are not good enough for heaven and not bad enough for hell are sent. Walking the circle in pennace for their sins. The souls are "reborn" into the children of Tuat.

The Legend of the Tomb of the Plainswalker

The Plainswalker (actually Planeswalker) was a visitor who came to the cycle many hundreds of years ago. I have never met anyone who is old enough to have known of him or his strange ways. But there are tales which survive about him.

It seems that he took a Tuat wife, as some travellers do. The unique thing about this marriage is that they had children, triplets. Imagine that, an outsider bearing children in Tuat. It was his family that was said to keep him in the cycle.

In time, he became the most powerful man in all the land. He constructed a great pyramid of stone to be his seat of power. The people of Tuat were enslaved to build the structure, and this proved to be his end. For there was an uprising, and a man named Derval fearing the Plainswalker himself killed his wife and children. In his rage, the Plainswalker slew Derval and summoned a great sand golem several thousand feet in height to destroy the villages of the Tuat. The people could not defend themselves and, in the end, they submitted to the Plainswalker, helping him turn his temple in a tomb for his children, wife, and retainers.

After the structure was finished, the Plainswalker made one final cycle of the towns of Duat leaving every man and woman with this message: 'The Sand Golem rests in my Tomb. Until the man or woman comes by who can solve my riddle, all who enter my Tomb will perish at the hands of my guardian. Beware. Do not disturb my family, or you will pay the price.' After leaving his message, he left a scroll in each town with an identical glyph. To date, nobody has ever solved the riddle of the Tomb of the Plainswalker. Some have entered the Tomb, none have ever returned.

Almeric will give the party the cloth "key".

The Towns of Tuat

ABTU. The Greeks called this place Abydos. It was the seat of worship of Osiris. It was also called Busiris, "the house of Osiris". Egyptian tradition says that the sun ended his daily journey at Abydos, and entered into the underworld here, through a gap in the mountains called "peq". In the 12th dynasty it was believed that the souls of the dead entered into the afterlife here.

AQUERT. A name for the land of the dead.

CENOTAPH. From the Greek word meaning; "empty tomb". A tomb built for ceremonial purposes that was never intended to be used for the interment of the deceased.

DUAT. The land of the dead. It Iies under the earth and is entered through the western horizon.

NETER-KHERTET. This translates as "divine subterranean place". A name for the land of the dead.

TUAT. The land of the dead. It Iies under the earth and is entered through the western horizon.

WABET. A place where part of purification and mummification rites took place.

Other Terms

DJEW. This means mountain. The Egyptians believed that there was a cosmic mountain range that held up the heavens. This mountain range had two peaks, the western peak was called Manu, while the eastern peak was called Bakhu. It was on these peaks that heaven rested. Each peak of this mountain chain was guarded by a Akerlion deity named AKER, who's job it was to protect the sun as it rose and set. The mountain was also a symbol of the tomb and the afterlife, probably because most Egyptian tombs were located in the mountainous land bordering the Nile valley. In some texts we find Anubis, the gaurdian of the tomb being referred to as "He who is upon his mountain." Sometimes we find Hathor takeing on the attributes of a deity of the afterlife, at this time she is called "Mistress of the Necropolis." She is rendered as the head of a cow protruding from a mountainside.

AKER. An Akerlion deity named, who's job it was to protect the sun as it rose and set. It is AKER who drives the people of Tuat to make the circuit of the cities over and over again.

The Pyramid of the Plainswalker

Rising several hundred feet from the desert surface is a great square-based pyramid. The pyramid is made of rough blocks of stone piled on top of each other. Two large stone slabs sit on either side of a small entrance. Another large slab has been laid down in front of the entrance to protect it from the elements.

If the party spends some time observing the entrance from the top of a dune, "You can see movement around the edges of the slab."

Closer examination shows that the movement was that of a number of robed men carrying crossbows with large curved swords in their belts. They look as if they have set up some sort of camp in the entrance to the pyramid.

Tomb of the Plainswalker: Portal 12, Level 2

Tomb of the Plainswalker: Portal 12, Level 2

Room 1: The Antechamber

The antechamber of the pyramid is littered with debris and stinks of human waste. Several brightly colored rugs and cloths have been hung about the room to divide it into smaller chambers. Sitting on the floor in the center of the room is a wizened old man. He seems almost asleep, swaying back and forth, his eyes closed. Only the occasional puff of smoke coming from the long-stemmed pipe in his mouth belies his true state. The man is dressed in a dirty white robe and has bright white hair.

I am Gilarod-el-Pazad, Prophet of the Temple and Seer of the Paths of Smoke. Welcome to my home. I can see you have come seeking the treasures of the sand, like many before you. A thousand pieces of your gold will clear my sight and allow me to tell your fates and give you the first key to the Temple.

Your fates are dark, twisted by powers beyond your comprehension. I see mists of fire and pain swirling in your futures. You will either die by those fires or be made invincible by them. I see puzzles within puzzles, riddles within riddles. Be wary and follow the path of truth.

Avoid the sandman,
he comes to you in sleep,
Avoid the sandman,
he comes to you through greed,
Avoid the sandman,
you learn his secret deep,
Avoid the sandman,
seek the stone, cloth and reed.

Gilardo will give the party the cloth "key".

Gilarod is protected by twenty desert fighters, dressed in gray robes and armed with swords and crossbows (arrows tipped in poison). They have glassy eyes and speak in a strange gutteral language. Gilarod will simply disappear if threatened.

If the party befriends Amadis, then he will give the fighters a secret hand sign that tells them that the party is planning on attacking Gilarod. The fighters will position themselves and attack.

If the party enters alone, they will be given an audience with Gilarod. If anything goes wrong, they will attack.

Desert Fighters (18th level fighters). They are highly addicted to Gilarod's smoke (which may cause the party to hallucinate also), and they will fight as berserkers if Gilarod is threatened.

A large red rug with an intricate blue design covers a tunnel into the north wall, the entrance to which is carved in the shape of a large mouth filled with rows of sharp, pointed teeth resembling the mouth of a beast.

A closer examination shows that there is a shimmering wall just inside the last row of teeth. When the party approaches, a sense of fear suddenly overcomes them. Save versus 30th level or flee into the desert.

When you get within a few feet of the opening, the following poem starts running through your head.

What walks the plains in the hottest days, running with the wind,
It measures time flowing by, and never seems to end.

By whispering the answer (SAND), the party can pass through the teeth. Otherwise, they will be hit with snapping of the jaws for 100d4 points of damage, save to half.

Room 2: The Crypt Cross

A wide hallway leads down from the room above. The walls are covered with dust from ages past. About half way down the hallway the floor turns to sand, several inches thick.

The hallway dumps into a hexagonal chamber about 40 feet across. There are a number of pillars in the room, and three hallways lead out of room. Painted on the walls are murals of fantastic creatures, the details lost to time. One wall depicts several beetle-like creatures about the size of small dogs. The second depicts a small kobold-like humanoid its black features in stark contrast to its blood red eyes. The third wall is that of an ogre-like creature its features almost worn smooth. The fourth wall is almost blank, just a faint outline of a black whirlwind remaining. The fifth wall is that of a mummy, standing menacingly. Finally, there is the depiction of a large sand golem, standing next to a small stone pyramid. With the exception of the sand golem, each of the creatures is walking to its right and carrying a small golden pyramid, as if in tribute.

Room 3: Passage Up

The corner of this hallway is filled with debris (sand, cloth, rocks, etc.) piled on the floor. About six feet up the wall is a small 3 foot by 3 foot wide opening leading into a tunnel which slopes gently upward. It looks as if the debris has fallen from the tunnel.

Room 4: The Flute Room

This room is 25 feet across with a vaulted ceiling. The room is completely dark except for a glowing flute magically suspended in the air above a triangular pedestal. The flute turns slowly around, it surface glowing brightly in the darkness. Small plates on the side of the triangular pedestal glow with the numbers 36, 44, and 52.

Upon closer inspection, the walls appear to be made of a black metalic substance that rings musically when touched.

If any move is made to take the flute, a single clear note will issue forth, reverberating off the walls. The intensity will first cause heart palpitations in the party, shattering their hearts (the death knoll) if touched without first solving the riddle.

A single hallway leads south from this chamber. In niches along the wall are ten small pyramids made of stone sitting on a small ledge. The pyramids are finely crafted, about 3 feet on a side. At the end of the hallway, a relief of a giant sand golem looms eerily out of the darkness.

As the party passes each set of pyramids they will crumble to sand. The sand will move along the floor to the south, diappearing at the golem on the end wall. If the party touches the golem, they will be transported outside the dungeon to face the sand golem in the final battle. Winning that battle, they are teleported to Level 13.

Room 5: Entrance to the High Priest's Chambers

This four-pillared room has two hallways leading from the northeast and southeast corners. The walls have faded murals depicting the processes mummification of people and various animals. However, the most notable feature of this room is glowing tile mosiac on the western wall. Sixteen tiles of animals with brightly colored backgrounds are set inside a simple stone frame.

The tiles are arranged in the following order:

Cat (white) Monkey (green) Elephant(black) Ankheg(purple)
Earth Elemental (red) Eagle(blue) Dragon(green) Bear(orange)
Cockatrice(white) Dwarf(yellow) Bat(yellow) Beetle(blue)
Whirlwind(red) Frog(purple) Dog (black) Centipede(orange)

Touching the tiles will cause the party to be instantly teleported to the appropriate room in the High Priest's Level. Note that party members hiding in the hallway will not be teleported.

Tombs of the Six Caliphs

The main level of the dungeon has six "tombs" which are the final resting places for the six caliphs that the Plainswalker dethroned when taking over the towns of the Tuat. These tombs are guarded by "curses". Solving the curse will allow the party to enter a dormant tomb. Otherwise, the occupants will be wakened. If active, the caliphs must be destroyed before their treasure is gained.

A large stone seal has a central glyph surrounded by twelve magical chimes. The seal radiates a strong aura of magic.

These are labeled: C - C# - D - D# - E - F - F# - G - G# - A - A# - B

The symbols are for chords. By ringing the correct chimes, the party will solve the curse and the door will slide open to reveal bodies and treasure. By ringing the incorrect chimes, the door will slide open but the party will be attacked.

Major 0+4+7+12 (Tonic+Third+Fifth+Octave)
Examples: Cmaj = C+E+G+C Ebmaj = Eb+G+Bb+Eb

Minor 0+3+7+12 (Tonic+Minor Third*+Fifth+Octave)
Examples: Cm = C+Eb+G+C Ebm = Eb+Gb+Bb+Eb

Seventh 0+4+7+10 (Tonic+Third+Fifth+Dominant Seventh)
Examples: C7 = C+E+G+Bb Ab7 = Ab+C+Eb+Gb

Major Seventh 0+4+7+11 (Tonic+Third+Fifth+Natural Seventh)
Examples: Cmaj7 = C+E+G+B Dmaj7 = D+F#+A+C#

Minor Seventh 0+3+7+10 (Tonic+Minor Third*+Fifth+Dominant Seventh)
Examples: Cm7 = C+Eb+G+Bb Em7 = E+G+B+D

Diminished 0+3+6+9 (Tonic+Diminished Third+Diminished Fifth+Sixth)
Examples: Cdim = C+Eb+Gb+A Gbdim = Gb+A+C+Eb

Augmented 0+4+8+12 (Tonic+Third+Augmented Fifth+Octave)
Examples: Caug = C+E+G#+C Eaug = E+G#+C+E

Room 6: Tomb of First Caliph

A short hallway ends in a large stone seal with a central glyph surrounded by twelve magical chimes. The seal radiates a strong aura of magic.

The glyph is "Cmaj" and can be solved by ringing C, E, and G.

This small stone room has a very low ceiling, requiring that the party duck to get inside. A large stone slab contains a mummy.

The first caliph mummy will attack if animated.

A very small room contains a small chest on a pedestal. The chest is made of iron and is locked.

The chest contains: 4 medium topaz gems (600 gp)

Behind the secret door lies a small hexagonal chamber, again with a low ceiling. Another small locked chest sits on top of a stone pedestal.

The chest contains: cloth puzzle piece #1

Room 7: Tomb of the Second Caliph

A short hallway ends in a large stone seal with a central glyph surrounded by twelve magical chimes. The seal radiates a strong aura of magic.

The glyph is "Ebm" and can be solved by ringing Eb, Gb, and Bb.

This small stone room has a very low ceiling, requiring that the party duck to get inside. A large stone slab contains a mummy.

The second caliph mummy will attack if animated.

Room 8: Tomb of the Third Caliph

A short hallway ends in a large stone seal with a central glyph surrounded by twelve magical chimes. The seal radiates a strong aura of magic.

The glyph is "Eaug" and can be solved by ringing E, G#, C and E.

This small stone room has a very low ceiling, requiring that the party duck to get inside. A large stone slab contains a mummy.

The third caliph mummy will attack if animated.

Room 9: Treasure Room of the Second and Third Caliphs

This squat room has a pyramid-shaped ceiling which is very low. In the center of the room is a large chest bound with iron. The chest is locked.

Poison pin trap.

The chest contains: cloth puzzle piece #4, cloth puzzle piece #5, 3 small amethysts, Rod of Smiting

Room 10: Tomb of the Fourth Caliph

A short hallway ends in a large stone seal with a central glyph surrounded by twelve magical chimes. The seal radiates a strong aura of magic.

The glyph is "Em7" and can be solved by ringing E, G, B and D.

This small stone room has a very low ceiling, requiring that the party duck to get inside. A large stone slab contains a mummy.

The fourth caliph mummy will attack if animated.

Behind the secret door lies a small circular chamber with a rounded ceiling. Another small locked chest sits on top of a stone pedestal.

The chest contains: cloth puzzle piece #3, 3 very small diamonds.

Room 11: Tomb of the Fifth Caliph

A short hallway ends in a large stone seal with a central glyph surrounded by twelve magical chimes. The seal radiates a strong aura of magic.

The glyph is "Ab7" and can be solved by ringing Ab, C, Eb and Gb.

This small stone room has a very low ceiling, requiring that the party duck to get inside. A large stone slab contains a mummy.

The fifth caliph mummy will attack if animated.

Behind the secret door lies a small circular chamber with a rounded ceiling. Another small locked chest sits on top of a stone pedestal.

The chest contains: cloth puzzle piece #6, Hand Axe +1

Room 12: Tomb of the Sixth Caliph

A short hallway ends in a large stone seal with a central glyph surrounded by twelve magical chimes. The seal radiates a strong aura of magic.

The glyph is "Cdim" and can be solved by ringing C, Eb, Gb, and A.

This small stone room has a very low ceiling, requiring that the party duck to get inside. A large stone slab contains a mummy. Around the edges of the room are the remains of five skeletons, all dressed in leather armor.

The sixth caliph mummy will attack if animated.

Room 13: Treasure Room of the Sixth Caliph

Behind the secret door lies a small square chamber with a low ceiling. A small locked chest sits on top of a stone pedestal.

The chest contains: cloth puzzle piece #2, 1 medium sapphire (3000 gp), Periapt of Proof Against Poison +1, Whip +4, Potion of Fire Giant Strength.

Room 14: Slide to the Small Sand Golem's Room

This hallway has a number of intersections. Along one wall are carved five niches. These contain statues of warriors, dressed in robes and carrying crossbows.

This room is only ten feet wide by twenty feet long. The only notable feature in this room is a chute which comprises the entirety of the southern wall of this room.

The slide leads down to the small sand golem. This is where the mummy sand goes to when the mummies die.

Tomb of the Plainswalker: Portal 12, Level 3

Tomb of the Plainswalker: Portal 12, Level 3

Upper Level

The hallways of this level are very small (3 feet by 3 feet). Characters must crawl through them on their hands and knees (slowing movement and making repositioning difficult). The floors, walls, and ceilings here are well crafted and finished to a lusterous shine.

The reason that these hallways are clean is because of the moving blocks of stone which are used by mummy children to stop intruders. This level is a maze of small hallways filled with crypt beetles and moving blocks of stone. These will be used to isolate the party and crush them or trap them while the crypt beetles attack.

There are about 40 blocks of stone which can be moved.

Rooms 15a-c: The Beetle Rooms

These rooms are unremarkable except for the fact that these are where the crypt beetles gather. There will be 32 in each room and another 2 in Room 16.

Room 16: The Chamber of the Children

Unlike the other hallways on this level, this room is a pyramid of some twenty feet in height. A single passageway leads from the southern end of the room. There are three small sarcophagus arranged along the east, north, and west walls. They are about three feet in height, but identical in proportion to their man-sized counterparts. In the center of the room sits a small stone pedestal. On top of the pedestal under a glass dome is an irregularly shaped blue-green stone. The stone and the sarchophagus radiate auras of magic.

On the sides of the pedestal are carved the following scenes. Each scene is painted on a small metal disk which protrudes from the pedestal.

A flame flickering from a candle
An upside down water drop with a cloud above it
A cloud blowing a wind storm
The ground with stones in it

Each represents one of the children, except the ground which represents the earth with the puzzle piece in it. Pushing that will cause the "dome" to disappear.

These are the mummies of the triplet children of the Plainswalker who died in childhood. They were thought "cursed" because they possessed extraordinary powers and psychic ability.

  • Telokoptic (telekinesis) - move things
  • Pyrokoptic (pyrokinesis) - burn things
  • Gravokoptic (gravokinesis) - reverse gravity

They will use their special powers to damage the party.

They will summon all the unkilled minions on their level when attacked. Also, the minions will "coalesce" in the larger room.

If destroyed, the children will explode and their sand will head towards Room 14.

Tomb of the Plainswalker: Portal 12, Level 4

Tomb of the Plainswalker: Portal 12, Level 4

The High Priest's Chambers

The High Priest's Chambers are three level of five rooms each, with the treasure room only accesable by the use of the proper pictograph (frog). The lower levels will begin to fill with sand once the seal is broken. They will fill up in 1 hour. The middle levels will fill up 1 hour later, and the upper levels 1 hour after that. The keys to the pictographs are:

  • AIR - upper level
  • LAND - middle level
  • UNDERGROUND - lower level

All of the animals in the pictograph have a name that starts with the letters A through E except the frog (F). In addition, there is an animal of neither air, land, or underground: the frog. The colors are just there to look pretty.

There are sixteen animals in the pictographs:

AIR LAND UNDERGROUND
A AIR ELEMENTAL (red) APE (green) ANKHEG (purple)
B BAT (yellow) BEAR (orange) BEETLE (blue)
C COCKATRICE (white) CAT (white) CENTIPEDE (orange)
D DRAGON (green) DOG (black) DWARF (yellow)
E EAGLE (blue) ELEPHANT (black) EARTH ELEMENTAL (red)

NOTE: The air elemental is described as a whirlwind and the ape is described as a monkey.

The party will be given the following description.

AIR LAND UNDERGROUND
Cat (white) Monkey (green) Elephant (black) Ankheg (purple)
Earth Elemental (red) Eagle (blue) Dragon (green) Bear (orange)
Cockatrice (white) Dwarf (yellow) Bat (yellow) Beetle (blue)
Whirlwind (red) Frog (purple) Dog (black) Centipede (orange)

The monsters in this maze understand the use of the pictograph, so they will use it to flee, trap the party, or otherwise cause havoc. There will be roughly 24 morphlings in each of the areas marked on the map.

These rooms will be furnished with the trappings of a priest who prepares bodies for mummification.

Rooms 17a-e: The Upper Level

This room is an oddly-shaped stone chamber with canted walls and ceiling. The floor is uneven under a thick layer of sand. In the corner of the room in a small alcove is the statue made out of a black stone. On the wall opposite the small statue is a panel of sixteen mosiac tiles arranged in a four by four pattern, each tile about six inches across. The tiles depict animals on brightly colored backgrounds. Several hallways lead from the room.

If the party approaches the statue within 5 feet, the eyes with glowing a bright red. The allows the mummy of the High Priest to "see" the adventurers and send minions after them.

These rooms have murals depicting priests blessing mummies that are being put into large stone crypts. The rooms have various jars of oils, waters, and the like, along with ankhs, priest's robes, and the like.

  • Room 17a: AIR ELEMENTAL (red)
  • Room 17b: BAT (yellow)
  • Room 17c: COCKATRICE (white)
  • Room 17d: DRAGON (green)
  • Room 17e: EAGLE (blue)

Rooms 18a-e: The Middle Level

This room is an oddly-shaped stone chamber with canted walls and ceiling. The floor is uneven under a thick layer of sand. In the corner of the room in a small alcove is the statue made out of a black stone. On the wall opposite the small statue is a panel of sixteen mosiac tiles arranged in a four by four pattern, each tile about six inches across. The tiles depict animals on brightly colored backgrounds. Several hallways lead from the room.

If the party approaches the statue within 5 feet, the eyes with glowing a bright red. The allows the mummy of the High Priest to "see" the adventurers and send minions after them.

These rooms have murals depicting priests wrapping mummies in long cloth strips. The rooms have scattered about them a number of slabs, jars of ointment, and cloth strips of all sizes and materials.

  • Room 18a: APE (green)
  • Room 18b: BEAR (orange)
  • Room 18c: CAT (white)
  • Room 18d: DOG (black)
  • Room 18e: ELEPHANT (black)

Tomb of the Plainswalker: Portal 12, Level 5

Tomb of the Plainswalker: Portal 12, Level 5
Tomb of the Plainswalker: Portal 12, Level 5

Rooms 19a-e: The Lower Level

This room is an oddly-shaped stone chamber with canted walls and ceiling. The floor is uneven under a thick layer of sand. In the corner of the room in a small alcove is the statue made out of a black stone. On the wall opposite the small statue is a panel of sixteen mosiac tiles arranged in a four by four pattern, each tile about six inches across. The tiles depict animals on brightly colored backgrounds. Several hallways lead from the room.

If the party approaches the statue within 5 feet, the eyes with glowing a bright red. The allows the mummy of the High Priest to "see" the adventurers and send minions after them.

These rooms have murals depicting priests removing the internal organs from bodies, packing salt around the bodies, and storing them in stone graves. The rooms are filled with the instruments of mummification, stone jars, barrels of salt, and the like.

  • Room 19a: ANKHEG (purple)
  • Room 19b: BEETLE (blue)
  • Room 19c: CENTIPEDE (orange)
  • Room 19d: DWARF (yellow)
  • Room 19e: EARTH ELEMENTAL (red)

Room 20: The Mummification Chamber

This room has no entrances or exits. It is roughly square with several large stone blocks dominating the center of the room. On the tables are an assortment of knives, cloth strips rolled into large balls, and jars of various sizes and shapes. Eight sarchopagii line the walls, their faces plain, as if waiting to be carved. On the wall nearest the party is the familiar mosiac of creature tiles.

If the party enters, the high priest will summon the rest of his minions to come here via the mosiac.

If the party kills the minions, the sarchopagii will open, and eight mummies will emerge. They will attempt to grapple with the party, exploding with a sand blast if they do so. At the same time, sand will start pouring "magically" from the ceiling filling the room in 1 hour. The ceiling is an illusion. There are actually a number of small holes in the ceiling.

Behind one of the sarcophagi is a secret passage which leads back into the wall.

Room 21: The High Priest's Chamber

The walls of this room are filled with golden vessels, onyx jars, and wooden boxes of all shapes and sizes. A few dusty books also sit on the shelves. In the center of the room, a mummy sits in a stone throne, decorated with inlayed pearls. Around the mummy's neck is a simple gold chain with a medallion with four dots like the pips of a dice.

The medallion will teleport the party back to Room 5. This could be used later to escape trouble.

When the party enters the room, the sand starts to swirl into a small sand golem. It will take several turns to form. Also, sand will start to "magically" pour from the ceiling of the room.

Careful examination of the mummy shows that a small blue stone is wrapped under the first layer of his bandages.

Room 22: The Small Sand Golem (upper room)

This immense room is filled with a large pile of sand. Stuck into the sand are six small treasure chests, several suits of magical armor, and a magical bow. A large cleft in the north wall slopes upward.

This room is guarded by the "little" sand golem. It will take him several minutes to form after the party arrives. See Sand Golem below for description.

Careful examination will show that there are a number of small holes in the floor. They seem to be about six inches deep.

The holes in the floor are opened by pulling the four levers in Room 23. This will cause the small sand golem to be pulled into Room 23, leaving only the treasure behind.

  • Chest 1: 250 gold pieces, stone piece of the pyramid puzzle, Potion of Flying
  • Chest 2: 200 gold pieces, Periapt of Proof Against Poison +3, Wand of Paralyzation
  • Chest 3: 500 gold pieces
  • Chest 4: 500 gold pieces
  • Chest 5: Girdle of Stone Giant Strength, Chain Mail +1, Splinted Mail +6, Ring Mail +3, Log Bow +1

Room 23: The Small Sand Golem (lower room)

This immense room has several interesting features. Four large iron levers are positioned near the four walls of this room. Also, there are hundreds of small holes in the ceiling of this room.

Careful examination will reveal a secret door leading up. Pulling the four levers simultaneously will cause the small sand golem from Room 22 to be sucked down here.

Tomb of the Plainswalker: Portal 12, Level 6

Tomb of the Plainswalker: Portal 12, Level 6
Tomb of the Plainswalker: Portal 12, Level 6

The Mummy Queen's Lair

Unlike the serpentine hallways of the other parts of this dungeon, this lair is a series of rooms and hallways which tunnel straight down into the earth. In real life, the queen was very distrustful of magical spells, so her lair reflects an anti-magic theme.

The hallways of this level are fantastic in their design, filled with carved animals and plants, creating the aura of a tropical rainforest. The walls are resemble a densely wooded forest with raised relief trunks supporting stone branches which criss-cross the ceiling. The floor is knotted with stone roots and vines. Filling the design are creatures, snakes, birds, monkeys, and the like, all carved of the same black stone.

If the party enters a room with any magical spells in force, they will be cancelled depending on their level versus the level of the room.

As you enter this room, you see a brilliant yellow shimmering, hear a slight buzz, and smell the acrid odor of electrical discharge.

If the party casts any magical spell, it will fail if it is not of high enough level. Whether it fails or succeeds, the "stone" creatures will go crazy and attack. In this part of the dungeon, the fighting way is best.

There are animatory "stone" creatures in this level. They are able to turn from stone, attack, and reform into stone in the blink of an eye. If a party member is able to strike them in "real" form their weapon will be stuck 19 out of 20 times. In their stone form, they take almost no damage.

Many of the creatures will have poison.

Room 24: The First Landing

The stairs down lead to a small stone landing about 30 feet square. Passageways on the other three walls have similar stairways leading down. A mural of a beautiful woman standing in a garden is very faint on the southern wall.

All spells of 1st and 2nd level are cancelled when reaching this landing. The straight passageway continues to the second landing, and the other stairways loop under each other and form a small room directly beneath this one, filled with morplings. If the party passes by, they will stay in the lower room until summoned.

Room 25: The Second Landing

The stairs down lead to a very narrow bridge which crosses a crevice in the stone walls. The crevise is obviously man-made, having smooth, polished walls. A fairly steady stream of sand pours from the ceiling, falling into the trench.

Upon closer inspection, a small cavern can be seen cleverly disguised at the far end of the crevice.

All spells of 1st through 4th level are cancelled when reaching this landing. If needed, the queen can accelerate the sand fall into a sheet of sand which will cause massive damage to any entering it (shut off when the morphlings enter into it) by signalling to the gargoyle in the secret cavern.

In the small cavern is a stone gargoyle sitting next to a large metal level in the floor. The gargoyle is looking out of the cavern into the crevice.

The gargoyle will animate and pull the lever to increase the amount of sand coming through the ceiling.

Room 26: The Third Landing (Barrel Room)

Before reaching the next landing, a faint grinding noise can be heard. The noise gets louder and louder as you approach the landing. It has the rumble of very large stones rubbing against each other.

The hallway ends in a blank stone wall curving gently away from the center of the wall. The stone at the end of the hallway is moving gradually from right to left.

Roll 1d60 to determine which round the party is in. On 20 and 40, there is another wall behind the first moving right to left. On 0 and 60, a passway opens up for a few moments allowing the party to jump through.

All spells of 1st through 6th level are cancelled when reaching this room.

The room is circular with a flat stone ceiling. A single hole in the ceiling pours a burst of sand into the room every minute. A small pile of sand sits on the floor. There is a single archway (which you just entered). Behind the archway, a stone wall slowly slides left to right.

At the appropriate intervals, a hallway will become visible for a few moments. The party is in a giant stone cylinder with sand above and below them. Since they are rotating, it will be difficult to tell when they are aligned with anything. They can determine their own rotation by using the single hole in the ceiling (twelve holes one minute apart).

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If the sand is allowed to collect, it will eventually become a sand golem and attack the party. If the party doesn't pass through the portal, the morphlings will jump in. If the party does pass through the portal, then the morphlings will lie in ambush.

Room 27: The Veiled Handmaiden's Trap (15)

A simple hallway leads away from the spinning wall, sloping gently down into a low-ceiling room, the floor covered in a foot of sand. In the center of the room is an ancient stone sarcophagus, the worn effigy of a young women almost lost to time. A metal crowbar protrudes from under the lid and next to that, slumped on the floor is the skeleton of a man dressed in leather armor, a dagger protruding from his back. Around the perimeter of the room are a number of niches, each containing the statue of a young woman, dressed in robes, a veil across her face.

Searching the man, you find that he is missing his purse (obviously cut from his belt), but a hastily scrawled note, "the path lies through the straight and narrow regardless of the obstacles" can be found in his tunic.

The sarcophagus is filled with the following treasure: 3 small emeralds (1200 gp), 150 gold pieces, Bracers of Defense AC 8, Potion of Moderate Healing

If opened, the maiden statues will begin to wail an awful noise, causing the walls to shake and sand to start pouring in from the ceiling. If magic is used (cast), then the maidens will animate and attack as banshees.

Room 28: The Serpent's Den (45)

The walls, floor, and ceiling of this hallway are shaped to resemble the throat of a giant serpent. The hallway slopes down into a vaguely stomach-shaped room about 30 feet in length and 15 feet in width. In the center of the floor is a large pool of greenish liquid. There is a foul stench in this room.

If the party enters the room, large snakes will slither out of the pool and attack the party. They will keep coming out until the party is dead. If magic is used, then the pool will start bubbling up until it fills the entire room, working its way up the hallway to the door. The acid does 1d8 of damage per round.

Room 29: The Straight and Narrow (30)

A simple hallway leads away from the spinning wall, sloping gently down into a small square room. A short stone wall stands in front of you, with openings on both end and above. A vast room stands beyond this one, although it is impossible to make out the details from the hallway.

A vast square room is filled with stone statues of soldiers, ten ranks of ten. The closest 25 generally face towards the room where you entered. The others face in groups of 25 towards the archways in the other three walls of the room. The soldiers are dressed in armor, carrying an assortment of weapons (spears, nets, swords, etc.).

If the party touches the dividing wall, they will be magically teleported to the far side of the room (just inside the doorway). If they venture into the room, they will be diced. Treat the fighters as 18th level.

All spells of 1st through 8th level are cancelled when reaching this room.

The other two passages are faux, causing the party to teleport into the center of the room (to be diced). Each section contains the following guards.

Room 30: The Queen's Chamber

A simple set of stairs lead down. A number of niches on the wall contain stone figures of soldiers, priests, and veiled women. The stairs lead down for approximately 200 feet and end in a large room.

This large circular room is dominated by a clockwise swirling whirlpool of sand about 20 feet in diameter in the center of the room. Above this, floats the mummified body of a woman, slowly spinning counter-clockwise. The mummy is not ambulatory, a single gold chain around her neck (its medalion hidden from view). The ceiling of this room is conical shaped plain stone about 30 feet high.

All spells of 1st through 9th level are cancelled when reaching this room.

This is the mummy queen. If attacked, she will summon her minions to fight. She can also extend the "maw of the wurm" to include the entire room, making flight a manditory spell.

Her medalion is another piece of the puzzle.

Once out, the party will have to retrace its steps, but the ban on magic will be lifted (if they try to cast spells).

Final Battle

You appear outside the Tomb of the Plainswalker. It is the middle of the day, and the sun is relentlessly hot. In front of you stands the most massive creature that you have ever seen. Formed of the blazing hot sand, the golem in front of you stands several hundred feet tall. He appears to be getting ready to cast a massive sand storm towards the party. You have the initiative, what do you do?

The golem has the ability to cause the sand to "grab" the party if they are not in the air, cast sand storms, cast sandballs, or stomp the party for massive amounts of damage. Bladed weapons do almost no damage. Playing the Flute of the Planes (right tune) will cause the golem to stand meekly aside. AC 0, HD 80.

"The Morphlings"

Crypt Beetle: "These small beetle-like insects are the size of small dogs but move at incredible rates of speed. Their outer shell is made of a hard black chiton, and their large mandibles are capable of lightning-like attacks."

Two crypt beetles can form into one Crypt Keeper.
Four crypt beetles can form into one Sand Warrior.
Eight crypt beetles can form into one Desert Walker.
AC -8, HD 8, 2 attacks, double initiative, 3d8 + 8
Crypt Keeper: "These scuttling kobold-like humanoids are have black skin and brightly glowing red eyes. They move at very fast speed and tend to blend into the shadows."

One crypt keeper can form into two Crypt Beetles.
Two crypt beetles can form into one Sand Warrior.
Four crypt beetles can form into one Desert Walker.
Crypt Keepers are able to shoot magic missiles out of each eye (8 missiles out of each eye). AC -4, HD 16, 8d4.
Sand Warrior: "These large ogre-like creatures look as if they are made of black sand. They have almost expression-less faces, although they move with great speed and fierceness."
One sand warrior can form into four Crypt Beetles.
One sand warrior can form into two Crypt Keepers.
Two sand warriors can form into one Desert Walker.
Sand Warrior are able to create localize sand storms (16d8 save half damage) which cause blindness and make communication difficult. In addition, they are able to cast sandballs (hit to do 16d8). They can do two fist strikes in melee. AC -2, HD 32, 16d8.

Desert Walker: "These large giant-like creatures appear as storms of black sand. They have no discernible features. They move furiously."
One desert walker can form into eight Crypt Beetles.
One desert walker can form into four Crypt Keepers.
One desert walker can form into two Sand Warriors.
Desert Walkers are able to change floors into quick sand (holds characters) and other cool things. AC -2, HD 36, 16d8.

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Monsters

Sand Dragons (4) - more if needed
Sand Wurm (1) - more if needed
Maiden Bugs (8)
Almeric
Amadis
Wives (4)
Guards (10)
Gilarod
Desert Fighters (20)
Caliph Mummies (6)
High Priest's Mummies (8)
Small Sand Golem (treasure)
Small Sand Golem (children)
Small Sand Golem (high priest)
Small Sand Golem (queen)
Handmaiden's (12)
Stomach Snakes (12)
Queen's Guard (100)
Sand Golem

Treasure

cloth key (Almeric and/or Gilarod)
Flute of the Planes
cloth puzzle piece #1
4 medium topaz gems (600 gp)
cloth puzzle piece #4
3 small amethysts
Rod of Smiting
cloth puzzle piece #5
cloth puzzle piece #2
1 medium sapphire (3000 gp)
Periapt of Proof Against Poison +1
Whip +4
Potion of Fire Giant Strength
cloth puzzle piece #3
3 very small diamonds
cloth puzzle piece #6
Hand Axe +1
stone piece of the pyramid puzzle (children)
stone piece of the pyramid puzzle (high priest)
250 gold pieces
stone piece of the pyramid puzzle (golem)
Potion of Flying
200 gold pieces
Periapt of Proof Against Poison +3
Wand of Paralyzation
500 gold pieces
500 gold pieces
Girdle of Stone Giant Strength
Chain Mail +1
Splinted Mail +6
Ring Mail +3
Log Bow +1
3 small emeralds (1200 gp)
150 gold pieces
Bracers of Defense AC 8
Potion of Moderate Healing
stone piece of the pyramid puzzle (queen)