Ancient Tomb: Difference between revisions
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Following iridescent trails into a water-filled room '''[5]''', the adventurers did not encounter a single swarm of rats. They did, however find Tecuziztecatl, Lord of Snails. | Following iridescent trails into a water-filled room '''[5]''', the adventurers did not encounter a single swarm of rats. They did, however find Tecuziztecatl, Lord of Snails. | ||
=== The mermaid and [[ | === The mermaid and the [[unsettling crevasse]] === | ||
Bidding their chill snail-friend goodbye, the group walked on and surprised a mermaid in a partially-flooded chamber '''[6]'''. The magic users in the party were immediately struck by a profound sense of foreboding emanating from a crevasse under the water. When questioned about the chasm, the mermaid at first advised the Fishwives not to enter it, but later said she didn't care what they did and that there was probably nothing down there. The group agreed that their perception of overwhelming evil was probably nothing. They crossed a small causeway and exited the room. | Bidding their chill snail-friend goodbye, the group walked on and surprised a mermaid in a partially-flooded chamber '''[6]'''. The magic users in the party were immediately struck by a profound sense of foreboding emanating from a crevasse under the water. When questioned about the chasm, the mermaid at first advised the Fishwives not to enter it, but later said she didn't care what they did and that there was probably nothing down there. The group agreed that their perception of overwhelming evil was probably nothing. They crossed a small causeway and exited the room. | ||
Revision as of 12:52, 4 March 2021


Seeking an alternate route into the depths of the Obsidian Pyramid, the Fishwives found a passage leading from the cave of the cyclops deep underground to an ancient tomb complex.
The Diorama Room
The Fishwives entered the tomb via a room [1] filled with dioramas depicting various aspects of humanoid and reptile life. A locked door blocked their passage, but Ka-Ess discovered a key disguised as a shepherd's crook held by one of the figures in a diorama. The door opened onto a hallway with carved niches spaced ten feet apart on the stone walls. At the end of the hall stood two large, bronze doors.
Kalka-Kylla, the hermit crab
Behind the bronze doors lay large room [2] with a mud-covered floor. Through the gloom, the adventurers could see movement near a rise in the center of the chamber. A large, anxious crayfish repeatedly warned the travelers not to approach. The crayfish described a guardian who would be angered by their presence, but the group paid it no heed. Sathul approached what appeared to be a spear sticking out of the mud, but which turned out to be the leg of an enormous hermit crab, the guardian Kalka-Kylla. The crab was decidedly unperturbed by their presence, but did describe malevolent beings that inhabited the tomb.
The Acid Door
Entering a hallway off Kalka-Kylla's chamber, the party encountered a stone door [3] that was covered in what appeared to be acid. They determined this was likely unimportant and moved on.
The stone statue and macuahuitl

Crossing back through the crab room, the Fishwives continued through a room into another hallway [4]. A large stone statue of a warrior stood on their right. Ka-Ess attempted a nimble leap onto the statue, causing it to crash to the ground. This revealed a passageway previously hidden by the statue. Ilabrar recovered a magical, obsidian-studded macuahuitl from the warrior statue.
Tecuziztecatl, Lord of Snails
Following iridescent trails into a water-filled room [5], the adventurers did not encounter a single swarm of rats. They did, however find Tecuziztecatl, Lord of Snails.
The mermaid and the unsettling crevasse
Bidding their chill snail-friend goodbye, the group walked on and surprised a mermaid in a partially-flooded chamber [6]. The magic users in the party were immediately struck by a profound sense of foreboding emanating from a crevasse under the water. When questioned about the chasm, the mermaid at first advised the Fishwives not to enter it, but later said she didn't care what they did and that there was probably nothing down there. The group agreed that their perception of overwhelming evil was probably nothing. They crossed a small causeway and exited the room.
The Cairn and the jade pectorals
The explorers passed through more bronze doors and entered a long gallery, the floor of which was piled with bones. They briefly trapped themselves in a cage at the far end of the room, but soon escaped.
- The chamber with the sleepers (8)
- The false beholder (9)
- The ball game (10)
- The cat room (11)
- The Well of Light and the Xipe's Lair (12)
- The malevolent tree (13)
- The snake and baboons (14)
- The couatl and the trippy pyramid (15)
- The strange mirrors (16)
- The Land of the Dead
- The fountain room
- The wind tunnel
- The room of the conquerer
- The chamber of bones and the exit