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Lost Tomb of Martek
by Tracy Raye Hickman
This module can be played by itse
AN ADVENTURE FOR CHARACT
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notes to the Dungeon master
This is the third and final module in
either with or without the other mo
adventure in the other Desert of De
PALM.
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ABBREVIATIONS USED IN MONS
AC=Armor Class
MV=Movement
HD=Hit Dice
hp=hit points
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Trap/Trick: Traps, such as pit-falls
Lore: This catch-all contains point
These details will help you to make
to read from runes (verses written
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Players begin their adventure in SE
section i: Desert wilderness
DESERT PROLOGUE
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gp weight) or at 15" when carrying
attack by biting and spitting. There
them. If a camel spits, there is a 25
tempered and refuse to rise for trav
they have risen, however, they will
place without moving for one hour,
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unless they stop all movement. Pa
and then move in that direction for
dust storm is at 1/2 the normal rat
7. Acid Rain Black clouds start to
close overhead and an acid rain w
flesh. Cloth and other coverings sh
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Efreeti or the Djinni (see the note o
the ground a few hundred yards aw
Djinni's arms are crossed over his
fireball flies from his hands at the D
blasting a huge hole in the ground.
at the Efreeti. A black cloud appea
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Roll 1d10 for each PC. Give the ru
keep their rumors secret or tell the
1. (T)Martek was the greatest mag
devices was greater than his while
the desert west of the White Palm
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Time, Fear, Death, Oblivion, Divisio
9. 'T) The tales of Martek's greatne
and wondrous items of antiquity va
untold wealth can still be found the
10. For this rumor, tell the most ou
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seem to drop off into sky. There a
above you. At dawn, the entire sky
and orange sky, one above the ho
move closer and closer to each oth
disappearing into the night.
>>Before you, the ground seems t
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the sea of glass and attack. The w
their ship. Because the glass here
change. The hole is like another sh
Characters will take 1 point of dam
2. 1-10 Skittercrabs (AC 3; MV 4"/
surface in their hard shells in searc
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find it motionless upon the glass.
beams, ropes and davits. It will ch
can be exorcised or destroyed by
was made to travel in the heat of t
interesting and believable.
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The base absorbs the heat from th
force between the runners. This lift
diamonds on its edge to cut into th
into movement. Anyone riding in a
but will not take any damage so lo
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NOTE! Read this boxed descriptio
>>As the ringing tone of the crysta
you. Suddenly, overhead, the sky
revealing one of the largest structu
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Play: There are secret doors at the
disk in the altar starts the Trap/Tri
Trap/Trick: When the disk is press
start to lower over the archway ex
inches, a wall of lightning from floo
The lightning will move north, throu
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All over the garden, there are bush
will heal 1-6 points once each day
have no powers and their bushes w
Through the centuries after Martek
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AND MEN for details.
3. 1-8 Giant Tarantulas (AC 6; MV
4. 1-4 Giant Scorpions (AC 3; MV poison stinger)
5. 1-4 Grenade Palms (AC 10; MV
fruit that look like pineapples. Thes
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CREATURES, AND MEN for deta
4. Villagemaster Bandik, Guilder T
with N tendencies; thief abilities). S5. Percivlis, human paladin (AC 4;
CREATURES, AND MEN for deta
6. Roll again on this table.
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of you that rises to the domed ceil
stairs.
Play: The gong will only sound wh
after the PCs appear, 20 guilders w
he does, the guilder villagers will b
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The falling water splashes into poo
polished blue-gray stone in front of
of the doors. The altar has strange
Play: See Trap/Trick for the doors
These doors will be open with the
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Monster: 20-52 Maddogs (AC 8; M
CREATURES, AND MEN for more
AL LG), is a maddog leader.
I9. Obelisk of the Ancients
>>Buried under tall grasses and b
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and when the PCs meet Trifakas,
are still alive, the DM must keep ca
CRYSTAL PRISM ENCOUNTERS
Use the CRYSTAL PRISM MAP 1
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southern doors are real; all of the o
small disk in the middle of the cen
Monster: An Iron Phoenix (AC 3; Mlords over the area. The creature c
(2d20) points of damage to all crea
Spells for half damage. The Iron P
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below). The only way out of this ar
SECTION VII (see Trap/Trick below
MARTEK' very far ahead of the PCTrap/Trick: A crystal miniature of t
what the PCs saw in area H in SE
instead of six. There are only hole
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woman is absolutely motionless.
J5a - J5f. Exit to Other Worlds>>This room is 180 feet across. Th
is raised 2 feet off the floor.
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Much of the adventure in the Black
Sardok or Pawnis) as they all raceif any, is in this area while the PCs
RANDOM ENCOUNTERS: Check
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BLACK ABYSS ENCOUNTERS
Use the BLACK ABYSS MAP.
K1a. South Wall
>>You appear at the back of a hug
a fantastic height. The walls, stretc
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More jagged-edged rocks block the
K2. Land End>>The trees and bushes end here
the ground suddenly ends in a cliff
see to the bottom of these drop-of
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New hex = old hex/4
3. Everything is 2 times clos
New hex = old hex / 24. No change.
No change.
5. No change.
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Play: From this point on in the Aby
changes as explained in area K3 aDISTORTION TABLE below to find
monster must roll separately at the
modifiers. Remember that distance
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because he moves so fast. If a ma
him so long to cast his spells.
NOTE! After the PCs have their fir
PCs.
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magic distortion, the spells may be
randomly on the spell list, in the P
2. Find the list of spells under the randomly on that list, in the Player
3. The spell that is really cast is th
the character tried to cast.
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storm from here or area K6 will be
turn. Read the following boxed des
>>As you pull the crystal minaret f
Putting the crystal back in its base
island starts to pulse and turn red.
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room L4a will have the unique plea
northwest wall of L4a. These lucky
The only way the characters can g
L4a.
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L1b. Apartment of the Firstwife
>>A large oval bed strewn with pill
woman dressed in royal robes sits
dagger blade. An open ornate doo
archway in the east wall. Behind th
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L1f. Cloak Room
>>The walls of this 20-foot square
The tall figure of a man in rich whit
doorway in the west wall. An arche
west are pulled open and tied bac
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Play: There is a 1-inch open space
L1l. Bottleroom
>>This 10-foot wide room is 20 fee
glittering bottle on the floor rocks b
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attacks) stands proudly in the hall
Treasure: A Staff of Teleportation r
teleport single items of less than 2
staff's user must picture in his min
staff to the object. Remember that
through the Trap/Trick #2 in room L
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door in the center of the west wall.
room. Two other guards are frozen
figures stand with swords drawn to
Play: The three strange figures are
The iron door is open '/s of an inch
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torches, too, are not time-trapped.
L3e. Audience
>>This ancient throne room is lit b
walls. Thick pillars support the roo
far side of the hall, 50 feet away.
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section VI : crypt of al-alisk
CRYPT OF AL-ALISK PROLOGUE
BACKGROUND: This is a wilderne
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>>Suddenly you find yourselves s
feet tall. There are runes on its sid
There is a stillness in the air here,
Play: If the characters return to th
minaret from area M5m, they will b
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face disappears into the night sky
Monster: The Lancers of Death are
#AT 1; Dmg 1-8; AL NG) that appe
M5 for 3 hours at 500 feet above th
through the night. They can be eas
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M5b. Catacombs
>>There is a musty smell in this ar
that rise 30 feet to a flat ceiling. Th
foot square vaults on each side of
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ENTER LEAVE
LEAVE
Me Mk
Me
Mg Mi
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M5n. False Mourning
>>You enter a 30-foot square room
In the center of the room, there is a
and those of a human in chain ma
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This citadel was Martek's strongho
subspace bubble on an unknown,
The PCs' teleport spells cannot tak
normally inside the citadel. The on
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5. 2-16(2d8) Giant Tarantulas (AC
paralysed)
6. 2-12(2d6) Giant Scorpions (AC
poison else die)
7. 3-18(3d6) Mummies (AC 3; MV
save vs. spell else fear)
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Monster: 4 Cryptknights (AC 0; MV
continuous fear) and 10 Spectral M
#AT 1; Dmg 0; AL N) guard the an
Trap/Trick: Each of the statues sta
high turban and holding a giant sci
the names of the three Star Gems
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5. 201. a sea odyssey
6. farewell to limbs, a pictorial vorp
7. moby dragon
8. better caves and dungeons cook
9. snow dwarf and the seven wight
10. humantales for young fairies
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Roll 1d6 and give the PCs the scro
1. Scroll of polymorph
2. Scroll of 7 spells
3. Scroll of protection from undead
4. Scroll of protection from petrifac
5. Scroll of four spells
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monsters, creatures, and men
cryptknights
FREQUENCY: Very Rare
NUMBER APPEARING: 1-10
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SPECIAL DEFENSES: +1 or bette
MAGIC RESISTANCE: 20%
INTELLIGENCE: Standard
ALIGNMENT: Variable
SIZE: M
PSIONIC ABILITY: Nil
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PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Dustdiggers inhabit arid areas tha
dustdigger typically digs a hole, co
hole. This leaves the ground above
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great deal of confusion, knock ove
non-player characters
GUILDERS
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GUILDER: A member of the guilde
This word came from "thieves guild
MADDOG: A member of the madd
one of the fighter class. Guilders c
MASTERGUILDER: The god of the
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"palan-teen."
This is the maddogs' version of the
about their history, they will be told
guilders' words (see above).
"When evil was brought into Mar-ti
into the world above. The guilders'
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Pawnis believes (incorrectly) that t
the Lawgivers as well as the three
the Lawgivers is a place of death a
Pawnis believes that Trifakas is ho
know what it is. Pawnis will not sh
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MEDALLION OF TIME
This medallion works in a power fie
Mobius Tower. This medallion has
however, this medallion gives the p
anything within the tower to his ow
can release anything that is time-tr
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A brilliant flash surrounds you as y
color. You are inside a bubble of s
your party, in their own bubbles, a
voice speaks into your mind: "Beho
determination!"
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is gone. You have arrived in the pl
CREDITS
DESIGN: Tracy Raye Hickman ED
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