Tomb of Saint Sunalis the Aligner
Appearance
A rectangular structure of black stone decorated with hammer-wielding grotesques sits well off the beaten path, nestled in a crevice between two mountain peaks. Smoke and volcanic heat issue from a great square chimney. The front door is of riveted iron, with a lion's face in the middle, whose teeth, tongue and eyes are all buttons for some elaborate puzzle lock. Thankfully a 3' wide rusty hole has been bored through the door.
Map
Encounters
| 1d6 | Encounter |
|---|---|
| 1-3 | Iron Jaw Trap. Save vs Paralyzation or take 1d6+1 damage and be immoble for 1d6+1 turns. When triggered, makes a loud snap, roll another encounter |
| 4-5 | 1d6 Rust Monsters. HD 5, AC as Plate, Attack as Spear. Any iron or steel weapons or armour used against a rust monster have a 4-in-6 chance of rusting to dust each round |
| 6 | Iron Golem. HD 18, AC as Plate, Attack as Giant. Immune to weapons with less than a +3 enchantment. Fire increases its health, lightning deals double damage. Exudes poison gas, anyone within 10' must save vs poison or take 1d6+1 damage each round |
Rooms
- An icon of Dazuli Goddess of Forges looks down judgementally from the ceiling. Two alcoves glow with searing heat. Inside one is a set of five tuning forks, in the other is a polished iron trumpet. Reaching into either deals 2d6 damage and sets clothing ablaze.
Forks of Opening
These can be used like lockpicks, but are effective from up to 20' away. Only one lock can be opened at a time, each requiring a particular harmonization of chimes.
Horn of Breath
Blowing into this horn causes a 30' column of gale force wind to issue from its mouth. Anyone in the path must save vs petrification or be knocked prone.
- A 10' iron rod spans from floor to ceiling. If it is removed, the ceiling falls, crushing everything in the room.
Unbreakable Rod This 10' rod will not bend, rust or break under any circumstances. It counts as a polarm +1 in combat.
- Heavy grinding of hidden machinery fills the air. A massive iron hand rises up and down on the north wall, going from the floor to a door near the vaulted ceiling, 70' up. Each passage up or down takes about a turn. If anyone riding the hand is carrying an item stolen from the tomb, it stops halfway up and closes into a fist. Characters must save vs petrification or be crushed for 4d6 damage, if they make the save they merely fall 35'.
- A family of 6 rust monsters live here, gnawing on the walls and wallowing in the waist deep crimson mud that hides the floor.
- A forge in the shape of a bearded man's head, smoke pours from his eyes and a deep red flame burns in his mouth. If a weapon is thrust into the forge, the flame goes out and the weapon is granted a +3 enchantment and the ability to telekinetically manipulate iron objects. If a person enters the flame, they gain immunity to heat and become an expert metallurgist. The flame will relight in a hundred years.
...
Listening to: Mystery AI Hype Theatre 3000, State of Emergency
Reading: Arm of the Sphynx by Josiah Bancroft
Watching: Babylon 5, Season 1