The Tomb of Alaxus, the Minotaur Mage
Scene 1: Meeting the Patriarch
You receive a message from the Patriarch requesting your presence in his study just after the noon bell. Upon arrival, you find his study in disarray, filled with ancient texts and scrolls. The air smells of aged parchment and ink.
The Patriarch, an elderly man with a long, white beard and piercing blue eyes, looks up from a dusty tome as you enter. He gestures for you to sit.
Patriarch: "Ah, you've come. Good, good. Please, have a seat. We have much to discuss."
The Patriarch recounts the tale of Alaxus, the Minotaur Mage, who once ruled with an iron hand and was eventually defeated by an unknown hero.
Patriarch: "Legends speak of Alaxus, a fearsome Minotaur who wielded powerful magic. His reign of terror was ended by a hero whose name has been lost to time. I believe I have discovered the location of Alaxus's tomb through these ancient records."
He shows you a map with a cave entrance marked by a bull-headed symbol.
Patriarch: "I need you to explore this tomb and uncover its secrets. There may be treasures and artifacts of immense value. Will you accept this quest?"
You agree, and the Patriarch hands you the map, with a stern but hopeful expression.
Scene 2: The Journey to Bullhead Cavern
Armed with the Patriarch's map, the party leaves Newhaven and travels for three days along a mountain valley, following a narrow river tributary. The journey is arduous, but the prospect of uncovering ancient secrets drives you forward.
Encounter: Macques the Herdsman
Upon reaching Bullhead Cavern, the party encounters Macques, a rugged herdsman protecting his goats. He stands before the cavern entrance, a wooden staff in hand.
Macques: "Halt! What business have you here? This is my land, and these are my goats. No one enters without my permission."
Baron Thrae: "We seek the tomb of Alaxus. We mean you no harm."
Macques: "The tomb, you say? Many have sought it, and none have returned. But if you are determined, perhaps we can come to an arrangement."
To convince Macques, you can offer him a portion of any treasure found or help him with a task. Once persuaded, he allows you to enter the cavern.
Scene 3: Bullhead Cavern Adventure
1. Bullhead Cavern
The cavern is wide and filled with the bleating of goats. The walls are covered in lichen, and the ground is uneven. As you proceed, you notice signs of recent activity – kobold tracks and makeshift traps. On the back wall you see Alanus' symbol and a brass plaque. This is obviously where a secret door is hidden and after some basic checks the party should have no trouble opening it.
Macques: "Mind the goats and the traps. The kobolds have been more active lately."
Clear the cavern of goats or negotiate with Macques for safe passage.
2. Hallway
The hallway beyond the cavern is damp and narrow, leading deeper into the tomb. The air grows colder, and the sound of dripping water echoes through the passage.
Baron Thrae: "We must be cautious. This place is likely filled with traps and unstable terrain."
Navigate through the unstable terrain and avoid potential traps.
3. First Chamber
The first chamber you enter is domed and features a granite plinth in the center, marking the tomb of Alaxus. The air is thick with the smell of decay, and ancient runes are carved into the walls.
Baron Thrae: "These runes... they speak of Alaxus's power and his fall. We must be close."
Investigate the chamber for clues and potential guardians.
4. Boneyard
This room is filled with the bones of past intruders, guarded by minotaur skeletons. The bones crunch underfoot as you enter, and the air is heavy with a sense of foreboding.
Baron Thrae: "These skeletons... they're rising! Prepare yourselves!"
Defeat or bypass the animated minotaur skeletons.
Minotaur Skeletons
Alignment: Diabolic
Attributes: I.Q.: 8, M.E.: 10, M.A.: 7, P.S.: 25, P.P.: 16, P.E.: N/A, P.B.: 3, Spd.: 14
Hit Points: N/A
S.D.C.: 90 each
Armor Rating: 13
P.P.E.: 6
Damage: 4D6+10 (battle axe)
Bonuses: +3 to strike, +2 to parry
Natural Abilities: Undead, Nightvision 60ft, Impervious to cold and poison
Magic: None
Psionics: None
5. Cave-In
The corridor ahead is blocked by a recent cave-in. The smell of freshly turned earth fills your nostrils, and small rocks continue to fall from above.
Baron Thrae: "We must clear this rubble, but carefully. We don't want to cause another collapse."
Clear the rubble without causing further collapse.
6. The Cube
This room is filled with debris and a lurking gelatinous cube. The air is thick and sticky, and a faint acidic smell permeates the room.
Baron Thrae: "That... that is no ordinary slime. Be ready for anything."
Defeat or avoid the gelatinous cube without being engulfed.
Gelatinous Cube
Alignment: None (Non-intelligent)
Attributes: I.Q.: N/A, M.E.: N/A, M.A.: N/A, P.S.: 20, P.P.: 6, P.E.: 16, P.B.: N/A, Spd.: 6
Hit Points: 90
S.D.C.: 60
Armor Rating: 12
P.P.E.: None
Damage: 2D6+acid (engulf)
Bonuses: +1 to strike
Natural Abilities: Engulf (60% chance), Acidic digestion, Semi-transparent
Magic: None
Psionics: None
7. Hall of Statues
This room contains statues of various warriors, some of which come to life as you enter. The statues are intricately carved, and their eyes seem to follow your every move.
Baron Thrae: "These statues... they're moving! Get ready!"
Identify and defeat the animated statues.
Animated Statues
Alignment: Anarchist
Attributes: I.Q.: 8, M.E.: 10, M.A.: 9, P.S.: 22, P.P.: 15, P.E.: 20, P.B.: N/A, Spd.: 10
Hit Points: 80
S.D.C.: 150 each
Armor Rating: 14
P.P.E.: 20
Damage: 3D6 (stone fists)
Bonuses: +3 to strike, +2 to parry
Natural Abilities: Stone body, Nightvision 90ft
Magic: Stone to Flesh (3 times/day)
Psionics: None
8. Kobold Lair
This section of the tomb is inhabited by a tribe of kobolds. The air is filled with the stench of unwashed bodies and the sounds of kobolds chattering in their guttural language.
Kobold: "Intruders! Sound the alarm! Protect the lair!"
Defeat the kobolds and disarm their traps to proceed.
Kobolds
Alignment: Miscreant
Attributes: I.Q.: 9, M.E.: 12, M.A.: 8, P.S.: 8, P.P.: 14, P.E.: 10, P.B.: 7, Spd.: 12
Hit Points: 10 each
S.D.C.: 20 each
Armor Rating: 10 (leather armor)
P.P.E.: 6
Damage: 1D6 (dagger)
Bonuses: +2 to initiative, +2 to strike, +3 to parry, +4 to dodge
Natural Abilities: Stealth, Traps, Nightvision 60ft
Magic: None
Psionics: None
9. Second Chamber
This chamber is similar to the first, but with more kobold presence. They guard a significant artifact, and their leader stands ready to defend it.
Kobold Leader: "You'll go no further! This artifact is ours!"
Defeat the kobold defenders and uncover any hidden treasures.
Kobold Leader
Alignment: Miscreant
Attributes: I.Q.: 11, M.E.: 12, M.A.: 10, P.S.: 10, P.P.: 14, P.E.: 12, P.B.: 7, Spd.: 12
Hit Points: 20
S.D.C.: 25
Armor Rating: 12 (studded leather armor)
P.P.E.: 8
Damage: 1D8 (short sword)
Bonuses: +3 to initiative, +4 to strike, +3 to parry, +4 to dodge
Natural Abilities: Stealth, Traps, Nightvision 60ft
Magic: None
Psionics: None
10. Treasure and Traps
This room is filled with trapped chests and valuable loot guarded by magical defenses. The air hums with latent magic, and the chests seem to pulse with a faint glow.
Baron Thrae: "These chests... they're trapped. We'll need to be careful."
Overcome traps to secure the tomb's treasures.
11. Cave-In (Live and in Person!)
The corridor ahead collapses suddenly, triggered by your presence. Dust and debris fill the air, and the sound of falling rocks echoes around you.
Baron Thrae: "Watch out! The corridor's collapsing!"
Escape the collapsing area while avoiding further danger.
12. The Third Chamber
This chamber contains relics and the remains of a previous adventurer. The air is still and heavy, and the relics are covered in a thick layer of dust.
Baron Thrae: "Look at these relics... and this poor soul. What happened here?"
Investigate the chamber's secrets and potential traps.
13. Centipede Farm
This room is infested with giant centipedes used by kobolds for food. The air is filled with the sound of skittering legs and the smell of decay.
Baron Thrae: "Giant centipedes... be on guard. These creatures are dangerous."
Deal with the centipede threat and navigate the room safely.
Giant Centipedes
Alignment: None (Non-intelligent)
Attributes: I.Q.: N/A, M.E.: N/A, M.A.: N/A, P.S.: 4, P.P.: 18, P.E.: 6, P.B.: N/A, Spd.: 16
Hit Points: 6 each
S.D.C.: 10 each
Armor Rating: 6
P.P.E.: None
Damage: 1D4+poison (bite)
Bonuses: +2 to initiative, +4 to strike, +6 to dodge
Natural Abilities: Poison, Climb, Nightvision 60ft
Magic: None
Psionics: None
14. The Narrow Passage
This hidden passage leads to an alternative exit from the tomb. The air is cold and damp, and the passage is barely wide enough to squeeze through.
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Baron Thrae: "This passage is tight, but it might lead us out. Stay close."
Navigate the narrow passage without getting stuck or causing a collapse.
15. The Fourth Chamber
This chamber is dedicated to Alaxus's magic, with mystical runes and a glowing circle in the center. The air crackles with energy, and the runes pulse with a faint light.
Baron Thrae: "These runes... they speak of Alaxus's power. We must be close to the heart of the tomb."
As the adventurers enter, they feel a surge of arcane energy swirling around them. The room is filled with ancient writings and symbols, depicting scenes of powerful magic and mythical creatures. In the center of the chamber, a large circle of glowing runes illuminates the floor.
Baron Thrae: "These runes are imbued with magic. They could hold the key to unlocking Alaxus's secrets or trigger a deadly trap."
Investigating further, the adventurers discover that the runes are indeed magical wards, designed to protect the inner sanctum of Alaxus's tomb. The air hums with latent power, and the faint whispers of ancient spells echo in the chamber.
Magical Runes
P.P.E.: 200 (Regenerates at a rate of 10 P.P.E. per hour while active)
Magic: Ward spells, Energy manipulation
Special Abilities: Magic immunity, Activates traps or defenses
The adventurers must carefully navigate the chamber, deciphering the runes to avoid triggering traps or unleashing dormant defenses. The magical energy within the room reacts to their presence, occasionally flickering with malevolent intent.
With caution and skill, they can harness the power of the runes to uncover hidden passages or gain insights into Alaxus's magical prowess. However, one wrong step could unleash a cascade of arcane consequences.
16. Alaxus's Crypt
16. Alaxus's Crypt
The adventurers finally reach the heart of the tomb: Alaxus's crypt. This final chamber is grand and ominous, filled with an eerie light that seems to emanate from the very walls. The air is heavy with the scent of ancient magic and dust, and a palpable sense of foreboding fills the room.
The crypt itself is dominated by a grand sarcophagus made of black stone, adorned with intricate carvings and runes that glow faintly in the dim light. Surrounding the sarcophagus are four stone statues, each one depicting a fearsome warrior in battle stance. A large, enchanted suit of armor stands on a pedestal nearby, glowing with a faint, otherworldly light.
As the adventurers approach, the air around the sarcophagus shimmers, and a ghostly figure begins to materialize above it. This is the spirit of Alaxus, the ancient sorcerer whose tomb they have dared to enter.
Alaxus's Spirit: "Foolish mortals! You dare to disturb my eternal rest? Prepare to face the wrath of Alaxus!"
The spirit gestures, and the enchanted armor comes to life, stepping down from its pedestal with a metallic clang. The stone statues also animate, moving to defend their master's tomb.
Alaxus's Enchanted Armor
Alignment: Diabolic
Attributes: I.Q.: 14, M.E.: 16, M.A.: 12, P.S.: 30 (Supernatural), P.P.: 20, P.E.: 25 (Supernatural), P.B.: N/A, Spd.: 14
Hit Points: 0 (Non-living)
S.D.C.: 200
Armor Rating: 18
P.P.E.: 50
Damage: +10 to all physical attacks when worn
Bonuses: +3 to strike, +3 to parry, +2 to dodge when worn
Natural Abilities: Enchanted, Enhances physical attributes
Magic: Armor of Ithan (3 times/day)
Psionics: None
Animated Stone Statues
Alignment: Anarchist
Attributes: I.Q.: 8, M.E.: 10, M.A.: 9, P.S.: 22, P.P.: 15, P.E.: 20, P.B.: N/A, Spd.: 10
Hit Points: 80 each
S.D.C.: 150 each
Armor Rating: 14
P.P.E.: 20
Damage: 3D6 (stone fists)
Bonuses: +3 to strike, +2 to parry
Natural Abilities: Stone body, Nightvision 90ft
Magic: Stone to Flesh (3 times/day)
Psionics: None
Alaxus's Spirit
Alignment: Diabolic
Attributes: I.Q.: 24, M.E.: 20, M.A.: 18, P.S.: 16, P.P.: 12, P.E.: N/A, P.B.: 12, Spd.: 10 (fly)
Hit Points: 150
S.D.C.: 50
P.P.E.: 250
Damage: 2D6 (spectral touch)
Bonuses: +5 to initiative, +7 to strike, +5 to parry, +6 to dodge
Natural Abilities: Fly, Intangibility, Invisibility (self), Nightvision 300ft
Magic: Elemental Magic (Fire, Air, Water, Earth), Necromancy
Psionics: Telekinesis, Mind Bolt
The adventurers must defeat the enchanted armor and the animated statues while contending with the powerful magic and psionics of Alaxus's spirit. The spirit will use its elemental magic and necromancy to hinder and harm the intruders, while the animated guardians engage them in physical combat.
Once the guardians are defeated and Alaxus's spirit is vanquished, the adventurers can finally claim the treasures within the crypt. These include Alaxus's enchanted armor, a collection of ancient tomes containing powerful spells, and a journal detailing the secrets of his dark magic and the history of the tomb.
Conclusion
Upon completing their exploration of the tomb, the adventurers return to Newhaven with newfound knowledge and treasures, fulfilling their quest for the Patriarch. The Patriarch greets you with a relieved smile as you present your findings.
Patriarch: "You have done well, my friends. The knowledge you have brought back is invaluable. The treasures you found will aid us greatly in our future endeavors."
The Patriarch rewards you handsomely for your efforts, and you leave his study with a sense of accomplishment and the promise of future adventures.
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