The Tomb of Taranthis, The Dark Lord
Created By Richard L. Price (quest@horizon.hit.net)

This item is published by MPG-Net under license from TSR, Inc ("TSR"), but is not authorized or endorsed by TSR.  The item 
is for personal use only.  If the item is based on or derived from copyrighted material of TSR or contains trademarks of TSR, 
it cannot be re-published or distributed except by the author and only as authorized by TSR, Inc.

	Unless otherwise noted, all traps in the tomb are so well-hidden that all rogues looking for such traps have a -10% to 
their chance, and a -20% chance to disarm them safely.  Also, there are no light sources within the tomb.

1.  ENTRANCE:  The entrance to the tomb is well-hidden in the side of a mountain, and it will take the PCs approximately 3 
hours to locate it.  When a PC approaches to within 10 feet of the entrance, a Prismatic Sphere will spring into existence, 
covering the opening and barring entry into the tomb.  The characters can easily find a golden, jeweled box to the left of the 
opening, set about 5 feet up from the ground.  The box has 10 gems set within it, the colors of which are blue, violet, orange, 
black, green, indigo, white, red, yellow, and brown.  This box is the only way to gain entry to the tomb, unless a PC wizard 
can cast all the spells necessary to dispel a Prismatic Sphere.  In order to dispel the field with the box, the PCs must key the 
correct sequence of colored gems.  They must key the gems that correspond with prospective layers of the sphere, in reverse 
order that they appear in the sphere.  If the correct sequence is keyed in, the sphere is dispelled, and the PCs may enter.  The 
PCs have 3 chances to get the sequence right.  If they key in 3 incorrect sequences, the area before the entrance will be the 
target of a 6d6 fireball, fired by a wand in the hallway beyond the entrance.  After the explosion, the PCs will now have two 
chances to get it right, or the wand fires again.  If they get it incorrect one more time, the wand will detonate, expending all of 
its remaining charges (67 when first activated) in a massive explosion, which will seal the tomb entrance in a gigantic 
landslide.

2.  HALL OF DOOM:  When the PCs enter the tomb, they can see a 20' wide hallway, lined with pillars, that extends beyond 
their line of sight.  
	A:  When a living being of more than 5' height or 100 pounds passes between the first set of pillars, several blades of 
steel will lash out from the walls to either side, using each pillar as a hinge, and do a full circuit of the area, (ten feet out from 
each pillar, meeting in middle and continuing backward into the wall).  All beings within the area who are 5' tall or taller must 
make a Dexterity (Agility) check with a -4 penalty (due to the speed of the blades) or be struck by the blades, taking 6d8 
points of damage.  If any of the characters who fail their Dexterity check with a roll of 20, they are decapitated or bisected, 
and are killed instantly.
	B:  When any living being passes between the second set of pillars, hundreds of needle-sharp metal shards will fire 
from the walls, spraying the area between the pillars, and ten feet back and forward of the pillars as well.  Characters within 
the area of effect must save vs. breath weapon or take 8d6 points of damage.  Passing the save means the character takes half 
damage (4d6 points).
	C:  When any living being passes between the third set of pillars, transparent doors of glassteel will quickly slide 
into place, sealing the characters within the space between them, which is 10 feet back from each pillar to 10 feet forward 
from each pillar.  The area within will begin to fill with chlorine gas, with enough within the chamber to harm the characters 
in 3 rounds.  Each character has one chance to dive under the doors as they descend, and can do so by making a Dexterity 
(Agility) check with a -2 penalty.  If they succeed, they have dived under one of the doors and are safely on the other side.  If 
they fail, they are trapped inside.  If their Dexterity check is failed on a roll of 20, they have been caught beneath a door as it 
descends into the floor, and will take 8d8 points of crushing damage.  Characters trapped within the gas chamber must make a 
save vs. poison or take 50 points of damage, and must make two successful system shock checks, or die (if the 50 points of 
damage doesn't kill them first).  Each glassteel wall has an AC of 0 and 100 hit points.
	D:   When any living being passes between the fourth set of pillars, they explode.  All characters within 20' forward 
or behind the pillars must save vs. breath weapon or take 6d8 points of damage.  If they pass the save, they take half damage 
(3d8 damage).
	E:  Each of the last two pillars is actually an Iron Golem, hidden by illusions to make them appear to be pillars.  Any 
attempt to pass between them, or if they are touched in any way, will cause the illusions surrounding them to be dispelled, and 
the golems to animate and attack any beings in the hall.

Golems, Iron (2):  AC 3; Hp 120 (ea); #AT 1 + spl; Dmg 4d10; Th 3; SA once every 7 rounds, can breath a cone of fire (1' 
wide at base, 8' wide at end, 20' long), which causes 8d8 points of damage to all within area of effect.  Characters can save vs. 
breath weapon for half damage; SD Immune to all spells except lighting spells, which slow it for 3 rounds, fire spells, which 
heal it of 1 point of damage per hit die of damage the spell normally causes, immune to weapons of less than +3 enchantment.  
XP 13,000.  

3.  CHECKERED CHAMBER:  Inside this chamber, the PCs can see that the floor for thirty feet forward is checkered like a 
chess board.  They can also see a pair of passages beyond, one to the northeast and one to the northwest.  Lying in front of the 
northwest passage is a skeleton, its outstretched hand holding a long sword, whose point lies just inside the northwest 
passage.  The checkered floor is a large trap, of course.  For a character to walk safely across, each must alternate their steps, 
starting with a black square, then a white, then a black, then a white, and so on.  As long as they place their steps in this 
manner, they are safe.  If they misstep, either becasue they simply walk across without any thought as to where they place 
their feet, or for some reason step on white square first, of step out of order, the entire checkered area will collapse, dropping 
everything on it into a fifty foot deep pit, which is lined with spikes (falling characters will take 8d6 points of damage).  If the 
PCs make it across, they can examine the skeleton and its belongings at their leisure.  It is wearing rusting chain mail armor, 
and sports a glittering gold ring on its left hand.  The sword lying outstretched from its right hand is of exceptional quality.  
The ring is a Combat Ring (1000xp), which gives the wearer an extra attack per round with their primary weapon.  The long 
sword is a sword of sharpness (9000xp).  If the characters decide to question the skeleton with a speak with dead spell, they 
can learn that it was once a warrior named Torg, who came here nearly two centuries ago to raid a lost tomb, which was 
rumored to hold vast treasure.  He made it past the traps in the hall, only to be severly wounded by the golems.  He managed 
to stumble to this spot before he fell and died.

4.  CHAMBER OF DANCING:  When any living being enters this room, the floor will begin to pitch and roll violently, 
throwing the characters about.  A character must successfully make three Dexterity checks, each with a -2 penalty to proceed 
to the pair of copper double doors on the other side of the room.  The doors are locked, and any attempt to pick the lock has a 
-60% penalty, due to the floor's uncontrollable bucking.

5.  THE CUTTING ROOM:  When more than two living beings enter this room, and cross at least half way into the room, a 
great horizontally placed blade will spring forth from the west wall, at a height of about 3 feet above the floor.  All 
individuals in the room must make a Dexterity check with a -2 penalty, or be cut in half, causing 80 points of damage, and 
forcing the characters to make System Shock checks to see if they survive the massive damage.  If the Dexterity check is 
successful, a character has managed to avoid the blade, either by ducking it (1-3 on a d6), or by jumping above it (4-6 on a 
d6).  The blade will automatically retract after 1 turn.  The double doors leading from this room are made of solid silver, each 
worth at least 25,000 silver pieces.  Each of these doors weighs 500 pounds.

6.  LAIR OF THE BEAST:  When the characters open the doors to this room, they will see a chilling sight; rearing 
ferociously in this room is a massive snake-like creature, with a dozen centipede-like legs and the head of a crocadile.  After a 
few tense moments, the characters can realize that the creature does not move, and appears to be an extremely realistic statue.  
The characters are safe from this creature as long as it is not touched, and as long as the pair of iron double doors behind it are 
not touched as well.  If either are touched, the creature, which is a behir in temporal stasis, will be released from the spell 
which binds it, and attack any living creatures in the room.

Behir:  AC 4; Hp 130; #AT 2 or 7; Th 9; Dmg 2d4/1d4+1 or 2d4/1d6 (x6); SA 1 every 10 rounds, the behir can spit a 24 hit 
point lightning bolt (characters struck can save vs. breath weapon for half damage).  On a natural attack roll of 20 when 
biting, the behir can swallow a size M creature whole.  If the second attack succeeds, it can claw 6 times for 1d6 points of 
damage each.  SD:  Immune to electricity, poison.  XP 7,000.

7.  HELL'S MINIONS:  When the PCs enter this room, they are immediately attacked by a pair of red Abishai baatezu.  After 
fighting the Abishai, they can see that the doors lead from this room are made of electrum.  Each of these doors weighs 500#, 
and each is worth 125,000 silver pieces.

Baatezu, Abishai, Red (2):  AC 1; Hp 80 each; Th 11; #AT 3; Dmg 1d4 (x2)/1d4+1; SA poison tail (save vs. poison or take 
50 points damage, and make two successful System Shock checks or die).  Can cast the following spells, 1/day:  advanced 
illusion, animate dead, charm person, infravision, know alignment, suggestion, teleport without error, change self, command, 
produce flame, pyrotechnis, scare; SD half damage from cold and poison gas.  Immune to fire, non magical weapons, poison.  
Regenerate 1 Hp/round; Magic Resistance 30%; XP 25,500 each.

8.  DASTARDLY DOORS:  This room is completely bare.  The only things of interest are the pair of stainless steel double 
doors that lead further into the tomb.  If they are touched before a specific command word is given (which, of course, the 
characters don't know), a green beam will lance out from the key hole of the door touched, striking at the offending being.  If 
the PC fails a saving throw vs. death magic, they are disintegrated.  This only happens once for each door.

9.  A PAIN IN THE ACID:  The first thing which the characters will notice in this room are the doors leading further into the 
tomb, each of which is solid gold.  Each of these doors weighs 500# and is worth 250,000 silver pieces each.  The second 
thing the PCs will notice is that the floor of this chamber is one foot lower than the bottom of the doors.  When more than 
three living beings enter this room, the doors behind them (if open) will shut and seal.  Acid will begin to pour into the room 
from small openings approximately 20' up on the west and east walls.  The room will fill with acid at a rate of 1 inch per 3 
rounds.  Each round of exposure during the first three rounds will cause 1d6 points of damage to each character in the room.  
Starting on the fourth round, damage will increase to 2d6 points of damage per round.  In the seventh round, damage will 
increase to 3d6 points of damage per round.  Damage will continue to increase thus until the room is filled to a depth of 6 
inches.  If a door is forced open (a combined Strength of 45 required to do so) or picked, the acid flow will stop, and the acid 
on the floor will drain away through small holes which will open in the corners of the room.






10.  WARRIOR'S TOMB:  This room is larger than the others before it, and contains three iron chests (each five feet tall, 3 
feet wide, and five feet long, all of which are locked), as well as a sarcophagus.
	Chest 1:  If the lock on this chest is forced or picked, the unfortunate thief will take 5d8 points of electrical damage 
from a glyph of warding.  The chest contains 121,825 silver pieces.
	Chest 2:  This chest has a scything blade that slashes out from the front of the chest, to a length of 2' out.  Anyone 
within range must make a Dexterity check with a -2 penalty or be slashed for 2d10 points of damage.  This chest contains 
46,872 gold pieces.
	Chest 3:  If an attempt to force or pick the lock of this chest is made, it will animate, flying about the room and 
attacking characters until it is destroyed.  It contains 5382 platinum pieces.

Death Chest:  AC -2; Hp 60; #AT 2; Th 11; Dmg 1d12 (chest lid)/1d3(coin hurl); SA On a natural attack roll of 19 or 20, it's 
bite will sever a limb of an opponent (automatic triple damage); SD Immune to normal fire, normal and magical lightning, 
non-magical weapons; Magic Resistance 30%; XP 10,000. 

The sarcophagus contains the body of Taranthis' chief lieutenant, Sartanis the Black, a psychotic warrior of great power.  
Sartanis is now a skeletal warrior, and will rise and attack any who dare to open his sarcophagus.

Warrior, Skeletal:  AC 0 (Chain mail +5); Hp 120;  Th 1; #AT 3; Dmg 1d8+9 (Long sword +3); SD Immune to normal 
weapons; Magic Resistance 90%; XP 6,000.

11.  ROBBER'S REWARD:  This chamber contains four chests, each identical to the chests in room 11.  Also, the doors 
leading from this chamber are constructed of pure mithril, each weighing 1,000 pounds, and each worth 300,000 silver pieces.
	Chest 1A:  The lock on this chest has a poison needle trap within it (save vs. poison or take 50 points of damage and 
make two consecutive System Shock checks or die in 1d6 rounds).  It contains 543 assorted jewels, each worth 1,000 silver 
pieces.
	Chest 2A:  If the lock on this chest is tampered with, it will fire a red beam of light at the individual directly in front 
of the lock.  The target must save vs. Wands or take 3d20 points of damage.  The chest contains an assortment of gold 
jewelry, worth a total 150,000 silver pieces.
	Chest 3A:  This chest will explode if the lock is picked or forced.  All individuals within the room will take 10d6 
points of damage, with a successful save vs. Spells halving the damage.  All inside will be destroyed if the trap is set off.  In 
contains a robe of the finest silk (black), sewn with gold embroideries, and two 10,000 silver piece star sapphires sewn into 
the shoulders.  It is worth a total of 22,000 silver pieces.
	Chest 4A:  This chest is not trapped, and appears empty.  Hidden in a false bottom, however, is a glittering pair of 
gold bracers, elaborated chased with silver, and each set with a 5,000 silver piece diamond.  They are worth a total of 16,000 
silver pieces.

12.  TOMB OF THE UNDEAD MAGE-LORD:  Upon entering this room, the characters eyes will be immediately drawn to 
an ornate sarcophagus.  Lying atop it is an iron-shod, oak staff, set with a large blue crystal on top.  The sarcophagus is 
covered with carvings of a wizard doing different deeds, such as destroying cities, murdering men, women, and children with 
his magical power.  One scene shows the same wizard drinking a potion, and then being laid out by attendants within a 
sarcophagus.  Upon the west wall of this room is a rack, upon which sit four glass vials, each filled with a different-colored 
liquid, as well as a scroll, and nine 2'x2'x6" books, all of which appear to be covered with black leather.  Hanging from a hook 
on the far east wall is a harness of sorts, appearing to be made to wear on the shoulders.  On one side is a specially made sheaf 
holding a rod of black metal, set with silver runes, and on the other is a wand of transparent crystal, capped with what appears 
to be an red eyeball, with cat-like slitted pupils.  Leaning against the wall nearby is a quarterstall of ebony.  A bag, 
approximately the size of an over-the shoulder swag sack, hangs from a hook on the north wall.  If any of the items in the 
room are touched, the staff atop the sarcophagus will sink into the stone lid, disappearing from sight.  A tremendous 
thunderclap will boom through the chamber, and all characters must save vs. rods or be stunned for 1d4 rounds and be 
deafened for an additional 1d2 rounds.  Saving means that a character is not stunned, but is still deafened for 1d4 rounds.  The 
top of the sarcophagus will fly aside as if a discarded toy, exploding against the wall with violent force, and the skeletal 
remains of Taranthis the Unholy will rise to greet the characters.  It will patiently wair for the characters to regain their senses 
and their hearing, and then politely ask them to leave or be destroyed utterly.  If they refuse, or attack, he will snarl angrily 
and immediately use all means within his power that these pathetic mortals never leave his tomb alive.

Taranthis the Unholy (Lich):  AC -6 (ring of protection +6, +2 on saving throws); Hp 130;  Th 9; #AT 1; Dmg 1d10 (touch) 
or 1d4+3 (dagger of throwing) or 2d4+3 (dagger of throwing when thrown); SA Touch causes paralysis unless save vs. 
paralysis is passed, spells, Staff of Thunder & Lightning, Ring of Telekinesis (500#), Ring of Magic Disruption (acts as a 
dispel magic cast at the 20th level of ability, has 47 charges, max of 50); SD Immune to normal weapons, charm, sleep, 
enfeeblement, polymorph, cold, electricity, insanity, death spells; XP 8,000.




All treasure not mentioned in the above description is in the bag of holding.
Potions			Scroll
Longevity		(2nd)Know alignment, summon swarm
Mammal control		(3rd)Ghost Armor
Healing			(4th)Vampiric Touch, Plant growth
Ventriloquism		(5th)Teleport
			(7th)Delayed Blast Fireball

Rods/Staffs/Wands
Rod of Terror (74 charges)
Quarterstaff +4
Wand of Fear (46 charges)

Other Stuff
Book of Infinite Spells
Spellbooks of Taranthis the Unholy
Necklace of Adaptation
Boots of Elvenkind
Bag of Holding (500#)
Nolzur's Marvelous Pigments (1 pot with brush)
Horn of Fog
Folding Boat
Cube of Frost Resistance
