This is the third Icago adventure, the first two being "Shrine of Thiseir" and "Spectres of Usarm". This adventure and the upcoming "Assault on the Southern Horn" go a long, long way to answering many of the 2-page adventure story questions and setting up for the final push.
This adventure is for Swords & Wizardry but compatible with most OSR style games and suitable for players of the 4th through 6th level.
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Tomb
of Past Revealed
Written
By
Johua
De Santo
Cartography
Courtesy of
Adventure Background
The
village of Icago has seen its fair share of problems recently.
Between Orc attacks, the death of its mayor by an Outsider mage, and
the appearance of the forgotten race of Dark Elves the town is on the
verge of collapse.
Now
to make matters worse the young of the village have begun to vanish
in the night spirited away in the wind as parents sleep and guards
worry over the Orc who have besieged the village.
What
little investigation that has been done points to the ancient crypts
of the Fell; the first family of Icago.
Approaching the Fell Crypt
The
crypt lay under the town of Icago and can be reached by a single
mausoleum tomb in the town’s cemetery. Two guards have been placed
on duty at the mausoleum but neither has seen or heard anything since
they have taken up their post two days ago.
The
cemetery is quiet save for the howling wind in the chill autumn air.
For some odd reason the Orc Raiders have refused to set foot within
the bounds of the cemetery making it quite safe from the northern
raiders.
If
the PCs should attempt to explore the cemetery they have a three in
six chance of encountering the following while they explore:
Roll (d10) | Encountered |
1 | Will-o-Wisp (S&W Core) |
2-3 | 4d8 Skeletons (S&W Core) |
4-5 | 1d6 Wrights (S&W Core) |
6-7 | 1d100 Zombie Ravens (0E Monster Book Reloaded) |
8-9 | 3d6 Leper Zombies (0E Monster Book Reloaded) |
10 | Gallows Tree (0E Monster Book Reloaded) |
From
the Mausoleum a long flight of narrow stairs lead down into the
earth. At first these stairs are worked stone, placed by the builders
but about halfway down the stairs become hewn from the natural
sandstone of the area. The stairs lead down about a hundred feet into
the depths of the earth and into darkness.
Area 1
A
large cavernous chamber with a domed ceiling featuring a mural of
some of ancient wonder of metal and magic that encircles the lower
half of the dome like a long cylinder, writing on the cylinder
proclaims it as the “Reading R.R.”. Above the ancient wonder is a
scene of pastoral beauty at night, the stairs twinkling when any
light is shone on them. To the left and right are closed doors of a
heavy metal and before the PCs on a raised dais is a giant of a
coffin.
Behind
the coffin is another door with a giant skull of carved rock set into
its center (this is actually a Skull Mural – See Below). From under
the metal doors to the left and right light can be seen.
Enemies
– Skull Mural (0E Monster Book Reloaded) – HD 3; AC 6[13]; Atk 1
Strike (1d6); MV 3; SV 16; CL/XP 3/60; SPC Drain Fluid)
Treasure
– Each of the gems in the ceiling are worth 5gp each and the
interior of the coffin features a golden breastplate and a fine-jewel
encrusted sword worth a combined 30gp.
Area 2
This
long rectangular room is little more than a dead-end hallway. Two the
right alcoves with coffins running up the walls linger in darkness.
Two the left, two metal doors are shut tight, from within those doors
the sounds of quiet sobbing can be heard.
A
single lantern hangs from the wall between the doors where two tall,
guant looking humans with mid-night blue skin, stand at perfect
attention. Should they be approached by the PCs they will draw their
weapons and attack.
Enemies
– Minor Archanix (0E Monster Book Reloaded) – HD 3; Atk 1 weapon
(1d8), special ability, or stolen spell; ST 14; MV 12; CL/XP 5/240;
SPC Spell Casting ; Steal Spell; Teleport
Treasure
– None
Area 3 & 4
These
two rooms are cold and damp, huddled into the angled corners of each
are a group of children ranging from 4 to 16 and make up the vast
majority of the missing children of Icago. The children are scared,
hungry and extremely cold and will stammer and fly into sobbing
hysterics if questioned. The only information any can readily give is
that the Blue people took a few of the other children earlier that
day.
Enemies
– None
Treasure
– None
Area 5
A
long hallway leads back to a medium-sized room that appears to have
once served as a temple to some unknown god. Investigation will
uncover a golden “t” shaped ornament on the ground behind the
altar at the front of the small temple.
Enemies
– None
Treasure
– The “t” shaped relic is made of pure gold and worth 50 gp
Area 6
This
corner splits into two small alcoves that descend into damp minor
tombs. Investigation of these tombs will reveal small containers
hidden under the coffins with jewelry beset with rare black gems.
Enemies
– None
Treasure
– 2 Jewelry pouches worth a combined 100gp.
Area 7
A
small room that appears to have been a small altar at some point in
the tomb’s history. A few candle sticks, ancient and much rotted
rest on the ground covered in cobwebs. A few large spider webs dangle
from the ceiling. If the characters look up they will see the Drider
negating her ability to surprise them.
Enemies
– Drider (0E Monster Book Reloaded) – HD 7; AC 3[16]; Atk 1
Weapon (1d8); MV 18; ST 9; CL/XP 9/1100; SPC Specials, magical
abilities
Treasure
– “t” shaped relic worth 50 gp
Area 8
Chanting
can be heard from this room in a language unheard of. Upon Entering
the PCs will find themselves at a crossroads with halls on either
side. However, several of the tall blue-skinned humanoids are
occupying the room as well as the dark skinned Drow that have
recently appeared all over Usarm (note – See Spectres of Usarm).
One of the tall blue skin people in the fore of the room stands over
a glowing arcane symbol holding a ritual dagger to the form of a
naked 16 year-old boy who floats within the symbol.
Should
the PCs interrupt the ceremony the lead blue skin will step into the
arcane symbol and he and the child will vanish. Should the PCs not
interfere he will cut the throat of the child who will vanish only to
be replaced by a tall gangly looking creature in fleshy robs and a
strange tendril – like beard.
Enemies
Drow
(3) – HD
2+2; AC 4[15]; Atk Weapon (1d8+2); ST 13; MV 12; AL C; CL/XP 3/60;
SPC Immune (Poison, Charm, Sleep), Dark Vision 120'
Minor
Archanix (4) (0E Monster Book Reloaded) – HD 3; Atk 1 weapon (1d8),
special ability, or stolen spell; ST 14; MV 12; CL/XP 5/240; SPC
Spell Casting ; Steal Spell; Teleport
Major
Archanix(1)(0E Monster Book Reloaded) – HD 6; AC 7[12]; Atk 1
weapon (1d8), special ability, or stolen spell; ST 11; MV 12; CL/XP
8/8000; SPC Spell Casting ; Steal Spell; Teleport
(optional)
Thelidu (1) (0E Monster Book Reloaded) – HD 4+3; AC 5[14]; Atk 2
claws (1d6), tentacles (1d4); MV 13; SV 12; CL/XP 8/800; SPC Mental
Powers, Brain Extraction
Area 9 & 10
A
long corridor with several alcoves with beds built into them. The
skeletons that once lived in these places have been dumped onto the
floor. Currently the beds are empty.
Enemies
– None
Treasure
– None
Area 11
This
small turn in the corridor features several alcoves. As the PCs pace
between one but before the reach the other light begins to burn from
both and 4 Pyre Zombie emerge from each alcove.
Enemies
– Zombie, Pyre (8) – HD 2; AC 8[11]; Atk 1 strike (1d8); MV 6; ST
16; CL/XP 3/60; SPC Immune to sleep, charm, immolation
Treasure
– None
Area 12
Strange
devices that glow a sickly green line the walls in even rows. Each
small half domed device is filled with strange purplish liquid that
pulses with sparks of lightning. While most of the chambers are empty
a few have brains floating within them.
Enemies
– None
Treasure
– None
Area 13
The
ancient iron door to this chamber is sealed shut and no lock is
present. Entry here can only be accomplished through forcing the door
and alerting the enemies of Area 14. The chamber is a small crypt,
with a simple wooden coffin at its center. Another “t” relic,
large and made of gold has been placed atop the coffin and several
other stand on golden stands at each corner of the coffin.
Should
the players remove all the artifacts the coffin lid will begin to
pulse, accompanied by a banging sound that echoes in the small
chamber. After several of these the top of the coffin will explode
and a gaunt looking human figure will climb out of the coffin.
This
is Artemis Fell the sire of the Fell family who brought Icago through
the collapse centuries ago. He is thankful to the PCs for their aid
in releasing him from his prison and offers them the gift of not
being fed upon.
Fell
is inquisitive and questions the PCs greatly about the world and the
time he has been away. When all conversation is done he will thank
the PCs again and vanish. Unknown to the PCs he is returning to Icago
to begin his feeding.
If
the PCs attack Fell he become enraged and return the attacks
brutally, angered that the PCs have not only raided his family tomb
but that they dare raise arms to him.
Enemies
– Artemis Fell (S&W Core) – HD 7; AC 2[17]; Atk Bite
(1d10+level drain);
ST
9; MV 12/18 (flying); AL C; CL/XP 9/1,100; SPC Immune to mundane
wpns, Regenerate 3 hp/rnd, Summon 4d8 bats or 3d6 wolves; Charm
Person (save -2); Level Drain 2 lvls
Treasure
– None
Area 14
This
area may have once been a crypt of a chapel of some sort but has been
converted to a richly appointed office complete with blood red
tapestries with strange cross like symbols, and a large oak desk near
the rear.
Several
more of the devises from Area 12 line the back wall, streams of
lightning bouncing between them to a low humming sound.
A
rather tall, tentacled faced being in a black uniform sits at the
desk and when the PCs enter the Area he waves a hand and the door
closes behind them.
Thy'is'ka'ro
– A Thelidu of high rank in his own plane of the Outside. Once was
an important member of the Thelidu order of the R3 expedition that
ended with the destruction of the 5th Age of Usarm. Well
spoken with a slight accent, Thy'is'ka'ro believes in manners above
all else and will take great offense (meaning he'll extract that
person's brian last and painfully) to any who do not observe mannerly
conduct. He doesn't believe the PCs have a chance to best him or
escape and is quite will to talk and will even off the PCs drinks.
From
him, the PCs learn:
1.
The Thelidu, Drow and certain other races of the Outside were invited
to the world thousands of years ago as a bargain with a group of
people known as the N'zis to aid in a war they were losing.
2.
The Thelidu were responsible for the creation of the Scared Moon and
the Horns to harness and control Arcane energies that were not
natural to this world.
3.
Another of the groups of this world, The Usa 'arm, sabotaged the
Thelidu equipment causing the Thelidu and Drow to be trapped between
dimensions but also caused the destruction of the civilizations of
the world.
Thelidu
(1) (0E Monster Book Reloaded) – HD 5+3; AC 4[15]; Atk 2 claws
(1d6), tentacles (1d4) weapon (Firam 1d6); MV 13; SV 11; CL/XP 8/800;
SPC Mental Powers, Brain Extraction
Concluding the Adventure
If
the PCs survive their encounter with Thy'is'ka'ro the ancient crypts
will begin to collapse as the Thelidu devices explode with
Thy'is'ka'ro's death. The PCs have mere minutes to escape the temple
and take any of the children with them that may still be left in the
crypts. Back in town the people in Icago are relieved, but the PCs
find the town slowly emptying as the people who once lived there no
longer feel safe and would rather take chances else where.
The
remaining villagers are grateful and offer the PCs what they can (150
gp in various goods). The village, however, has maybe weeks left
until it is another ghost town in many along the coasts of the sea.
Hi Joshua, I've bought all the Usarm series, included the last "Assault on the Southern Horn" but I haven't understand the exact order of all the 2-pages adventures.
ReplyDeleteMaybe is this?
1) Under the Horn
2) Shrine of Thiseir
3) Spectres of Usarm
4)Tomb of the Past Revealed
5) Assault on the Southern Horn
Close, but you missed Joy in a Flask which is between Under the Horn and Shrine of Thiseir.
DeleteI want to thank you as well, Scarecrow. It means a beck of a lot to me that you picked up the whole of the adventures.
Thanks to you for the tip, Joshua ;) I wait for the full campaign :D
ReplyDelete