TEXT:  
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  2
   
  Based on the Dying Earth Book Series by JACK VANCE 
   
  Gomoshan’s Tomb 
   
  A Turjan-Level Adventure for the Dying Earth Roleplaying Game 
  Written and Laid Out by Ian Thomson 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits 
  Illustrators: Jerome Huguenin: (Cover inc. its text layout); ‘Commode Minstrels Collective’ (8, 9, 12, 13, 15 & 39);  
  Andrew G. Wright: (16, 27, 28, 37, 44); Brian Scott (p23); Ian Thomson (all maps/plans); Carrie Walters (p20); 
  David Bezzina (p46), Ralph Horsely (p8). 
  Playtesters: Jeff Cheah, Andrew Dunne, Peter Ferko, Ruth Gani, Jennifer Hay, Stef Mathers 
   
  Similarities between characters in this game and persons living or dead are coincidental. 
  The reproduction of material from this book for personal or corporate profit, by photographic, electronic, or other 
  means of storage and retrieval, is prohibited. 
  Based on the Dying Earth book series by Jack Vance. 
  Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza, Ltd. 
  E-mail questions and comments about this game to Pelgrane Press at: info@dyingearth.com, or write to: 
  Pelgrane Press Ltd., 9 Bromells Road, London SW4 0BN, UNITED KINGDOM. 
  Visit us on the World Wide Web: http://www.dyingearth.com 
  ©2006 Pelgrane Press Ltd 
   
  PLEASE PRINT THIS DOCUMENT DUPLEX (Double-sided) SO AS TO SAVE PAPER 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  3
  What You Will Need to Run This Scenario 
  To play this scenario you will ideally require a copy of Turjan’s Tome (Pelgrane Press, 2003), whether from the original 
  source or as a pdf download. It is possible to use the original DERPG Rulebook or even the Quickstart Rules, but these 
  are far less flexible, and lack the important and detailed adjustments towards Turjan-Level play. The free article on 
  Kaiin’s Old Town is also advantageous (www.dyingearth.com/violetcusps.htm). There may be those amongst you who 
  might wonder if this scenario is not also a sample adventure for Demons of the Dying Earth (Pelgrane Press, 2003). 
  Very perceptive; that was indeed its original conceptive point. But it is not necessary to buy that book in order to run 
  this adventure. Nonetheless, if you own it you can extend this scenario with even greater detail. And, as suggested at the 
  end of this adventure, a return trip to the Demon Realms is a logical (though not compulsory) follow-on. Therefore 
  should you already own or be inspired to buy that illustrious tome, you clearly have unusual intelligence and refinement. 
  Style of Play 
  This adventure has been written as a truly dangerous step-by-step introductory Turjan-Level game of 2-3 sessions. It 
  incorporates pregenerated (IE expendable) PCs, and throughout the text has extensive ‘easy reference’ details on use of 
  spells/capabilities. (As well as pre-prepared maps, and illustration sheets.) It is designed for both GMs and Players new 
  to Turjan-Level play or even to DERPG itself. However, should you be an experienced DERPG GM, this adventure 
  can instead be used in your campaign. Simply ignore unnecessary notes as you progress. 
  Turjan-Level play really comes in three styles: (i) Cugel-Level with spells and more combat [really just a subset of ‘ii’ 
  where PCs have evolved from a Cugel-campaign]; (ii) Adventure and Daring Deeds; & (iii) Truly Heroic Play. This 
  adventure falls into Tier II, but more towards the advanced end. 
  1) If you are new to DERPG use the pregenerated PCs and all the GM guidelines. If you afterwards want to move on to 
  a high level Turjan campaign, either allow surviving PCs to form the core of a new PC group, or get Players to roll up 
  new PCs. (Now that they have an idea of the flavor of this style of gaming.) If you intend to begin a less dangerous 
  Adventure and Daring Deeds style campaign, consider this scenario merely an example of the higher levels of adventure 
  that your PCs may one day attain, roll up new PCs at the appropriate level and begin anew. 
  2) Or you are new to Turjan-Level play, but have some experience at Cugel-Level. Whether you are designing new PCs 
  for Turjan-Level or dragging your Cugelesque rogues into greater and scarier things, ideally see ‘1’ above, and use this an 
  example of the things ‘real adventurers’ get up to. Used in this way, this scenario makes clear to Players some of the 
  huge differences between Cugel and Turjan play, and can be a useful interlude before resuming play with the regular 
  PCs. Some GMs may be determined to use their normal campaign PCs. If so, bear in mind that you will have to fudge 
  things if you wish to avoid unfortunate PC deaths. Consider inventing new and powerful magical items that Dorbaneth 
  provides to his employees – not great rafts of them, but a few scattered amongst the party to assist with defence, healing 
  and (truly limited) attack. The PCs will only survive because they are so assisted, and thus Players will still gain the sense 
  of caution that this scenario is designed to instill on those progressing from Cugel-Level to Turjan-Level. 
  3) If you are already running Turjan-Level adventures you can incorporate this adventure into your campaign using your 
  own PCs. Use the notes about the pre-generated PCs as guidelines to what works for your PCs. Bear in mind once again 
  that this adventure borders on Truly Heroic Play and PCs may die. If your PCs are more of the casual Adventure and Daring 
  Deeds type compare their capabilities to the dangers herein, and have Dorbaneth provide a few magical aids if required 
  to balance things out. (Or again use this as a refreshing interlude – an example of the dangers and mortalities faced by 
  higher level adventurers.) 
  GM’s Notes on Running this Scenario 
  In order to present this sample adventure in ways hard to derail by inexperienced or willful players/PCs this 
  adventure has been broadly framed in what many might see as the classic tomb robbery style. Take pains to include 
  Dying Earth atmosphere in the way you run this, rather than charging through encounters. We have purposefully 
  made this adventure complex and deadly, and included various aspects of dark humor to assist in this process. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  4
  Conventions of Presentation 
  Within the following text on many occasions we will indicate the suitability of an ability in a particular circumstance by 
  inserting it within brackets alongside this symbol, thus: (Ψ WHEREWITHAL) or thus: (Ψ ATTACK, ATHLETICS). [NB: an 
  indication ‘-1’ after such a skill means that it is not entirely appropriate and a penalty or levy of 1 need be applied at the 
  GM’s discretion.] Likewise we use abbreviations in place of the full title of success and failure results. (HBS - Hair's-
  Breadth Success, DF - Dismal Failure, etc). In some cases, success achievements are listed in ascending order, as a 
  Prosaic Success (PS) expands on the information given in a Hair's-Breadth Success (HBS) etc. In such cases read out the 
  entry for the PC/s with the best roll, and tell any others that succeeded less well that their PC knows similar but less 
  precise detail. When reading such information out, simply begin at the lowest useful success and stop when the entry for 
  the rolled success level is described. At some points within the text you will see the symbol ‘⊕’. This indicates a section 
  of linkage text that the GM should read out. Some of this information is speech from GMCs, and other parts are the 
  GM’s scene-setting remarks to the players. You will of course read out other parts of the text, or summarize the 
  information, in response to PC actions or queries, but text marked ‘⊕’ requires expressing at the appropriate moment - 
  in order to explain or elaborate a situation, or link one scene to another. 
   
   
  Getting Started 
  The information here presumes that you are using the pre-generated PCs. If you aren’t then merely adapt or ignore these instructions as 
  best suits the way in which you are running this adventure. 
  Character Allocation Options 
  Option 1: Have the players roll a die: highest roller picks first. OR assign PCs as best suit players. 
  Option 2: If one player is female and has no objection to a female PC then consider giving her Ambloraine. 
  Option 3: A player totally unfamiliar with DERPG could be given Trivulus, who is the most warrior-like. 
  Each player then also receives the appropriate Character Sheet and the Character Background Notes. 
  Encompassing Spells 
  Once PCs are allocated, ask the Players to choose which spells their PCs encompass and to mark them clearly with a 
  tick on their character sheets. (These ticks should be erased once a spell is cast.) NB: Dorbaneth has already indicated 
  that he will cast Drumphilo’s Adequate Illuminator on each person’s behalf. Therefore, this spell need not be 
  encompassed, though several PCs know it as it is a standard and most useful spell.  
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  5
   
  O
  Oppttiioonnaall  PPrree--IInnttrroodduuccttiioonn::  KKaaiiiinn  
  The scenario as it stands has the PCs already hired by 
  Dorbaneth. It is presumed that each PC is already a 
  known adventurer of resource and with several 
  successes under their belt and has been hired prior to 
  play beginning. 
  The GM may wish to add to the scenario by extending 
  this premise back. If so have the scenario start a day 
  earlier, giving the PCs the chance to get to know each 
  other, discuss any tactics they may wish to use, and to 
  go shopping with whatever funds they possess. They 
  may also wish to do research. 
   
  IInnttrroodduuccttiioonn::  KKaaiiiinn  M
  Maarrkkeett  PPllaaccee  
  ⊕ “This is the commercial heart of Kaiin: a wide area 
  of cobblestones covered with meandering rows of 
  stalls. Gulls fly overhead, and you can smell seaweed 
  and ocean-spray. As the day dawns, the most 
  optimistic or desperate stallholders are even now 
  setting up, alongside the regular early-risers such as the 
  fish-sellers and meat salesmen. These amount to only a 
  small part of the bustle that the market will become, 
  but already are causing the area to hum with industry. 
  Most vendors sell unprepared foodstuffs, but a 
  significant minority specialize in more variant goods 
  such as household items and various other oddments.” 
  ⊕ Illustration 01: “Kaiin’s Old Town” should now be 
  made available to the players. 
  GM: After reading the above, pause to give the players a chance 
  to have the PCs interact if they wish to. If they don't, or as soon 
  as it is appropriate, have Dorbaneth and his advisers arrive. 
   
   
  ⊕ As you take stock of your situation several people 
  leave the Scholasticarium District and walk briskly 
  across the cobbles towards you. Wodderman is 
  laboring under a huge pack alongside Dorbaneth, and 
  you presume that the other two are Chaneska and 
  Xallops. As they draw near, Dorbaneth calls out: 
  "Good Morning. It is not often that I set out upon an 
  expedition direct from the comfort of my tavern 
  chamber. Hopefully this bodes well for our fortunes. 
  We will shortly be travelling into the Fringe, and I will 
  answer your substantive questions there. I presume 
  you are all fully-equipped, but if anyone would like to 
  purchase useful items from those stalls already open 
  that is permissible, as I require a little time for 
  elaborate defensive enchantments." 
  GM: Advise players to note down any irregular items they want 
  the PCs to bring along, and that you will review and affirm or 
  veto as you see fit. They should use the box at the base of the 
  character sheet for this purpose. Remember that the marketplace 
  only stocks standard adventurer gear such as rope, flasks of oil, 
  tinderboxes, stout staffs, metal spikes etc. There are no 
  ‘grappling hooks’, ‘pikes with crossbars’, ‘repeating crossbows’, 
  ‘collapsible telescopes’ or the like. 
  Dorbaneth’s Preparations - If asked, Dorbaneth will say 
  that he does not know exactly what difficulties the expedition 
  will face in the tomb, and therefore cannot advise them on exactly 
  what goods to buy. In Wodderman’s pack are standard 
  exploratory goods like picks, shovels, sacks, rope (3x50ft) and 
  whatever else you care to devise. 
   
  GM Notes: Dorbaneth does not really require this time for his 
  enchantments. This declaration is merely a way for him to 
  establish the deception of his exaggerated magical potency. If he is 
  observed, he will be making arcane gestures and activating 
  cantraps that send sparks and puffs of smoke dancing about his 
  person. (This delay is also a plot device to allow PCs time to 
  purchase any personal items that they can think of to enhance 
  their character sheets.) Once sufficient time has passed, 
  Wodderman will find everyone and bring them back to the 
  meeting point. (Run this 'collection' with as much or as little 
  detail as you like.) 
  Funds: Ambloraine and Haldalank have some tens of 
  terces in their purses; Vicco and Trivulus may ask for 
  credit from Dorbaneth, which he will happily give. (Or 
  for loans from the other PCs or the GMCs - Xallops 
  has some coins he is willing to risk in order to enhance 
  the abilities of the forward party.) Nonetheless, players 
  must think to do this. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  6
  ⊕ Once the expedition has reassembled, Dorbaneth 
  leads you at a brisk pace out of the Market, over the 
  ancient Derna Bridge, through the great arch in the 
  huge Conizio Wall, and into the Fringe. On the near 
  side of the gate, three city vigils nod to Dorbaneth 
  deferentially as he brusquely shows them some kind of 
  Royal Pass. This act of privilege is contrasted on the 
  far side where several beggars grovel piteously for 
  pennies. The remains of a stone roadway passes 
  through the Fringe, running roughly parallel to the 
  Porphirion Escarpment. Dorbaneth leads you along 
  this, halting after about ten minutes at a junction, 
  where one major ruined road continues parallel with 
  the scar and another turns towards the bay. 
   
  GM Notes: The two most accessible GMCs (Xallops and 
  Chaneska) will largely be toadying up to Dorbaneth, and so will 
  have little inclination to interact with the regular PCs at this 
  stage. (They wish to establish themselves early on as fixtures 
  alongside the leader, as they presume that Dorbaneth will remain 
  well back from the dangers.) Dorbaneth also discourages casual 
  chit-chat, for safety reasons. If PCs pester him en route about the 
  risks and objectives, he will say that these will be discussed 
  shortly, once they are sufficiently far out of the city to be sure no-
  one is eavesdropping… 
   
  ⊕ Dorbaneth addresses you in earnest: "After years of 
  painstaking research I discovered the location of 
  Gomoshan's Tomb here in the Old Town. We shall 
  recover as much of the magic and treasure as possible 
  before common looters find it. I retain my right to 
  Gomoshan’s fabled staff, and will also oversee a fair 
  distribution of all other gains. The forward party will 
  have precedence over my assistants in any special items 
  retrieved, since they are taking the risks. I can also 
  assure you that today and this following night, we need 
  not fear Chun the Unavoidable. Is everything clear?" 
  GM Notes: Potential questions are too numerous to detail; deal 
  with this Q&A session off the cuff. Dorbaneth also arranges the 
  expedition's marching order. The four members of the forward 
  expedition will travel ten yards ahead of himself and Chaneska. 
  Wodderman and Xallops will travel five yards behind. Whilst 
  Dorbaneth knows that Chun is not a threat today, other dangers 
  exist and the group will need to take reasonable precautions. 
  Dorbaneth will not elaborate on the nature of any arrangement 
  with Chun. Dorbaneth has discovered Chun’s true nature, and 
  thus found a way to bribe the beast. (However, this will likely 
  never be revealed to the PCs, and in fact is only hinted at even at 
  the climax of this scenario.) 
   
  Pedantry Opportunities for Additional 
  Information 
  GM: You will not necessarily ask the PCs if they want try to recall 
  extra information. Judge the situation as the scenario unfolds. 
  However, to be fair, if a player even ponders out loud on any of the 
  questions that follow, ask if their PC wishes to use Pedantry. 
  At some point the Players might wonder if their PCs 
  know anything more about Gomoshan. If asked, 
  Dorbaneth himself will say only that Gomoshan was a 
  magician of high merit, and that rumors about him 
  conflict so much that he will not waste time discussing 
  them. However, he admits that these rumors converge in 
  one aspect: apparently Gomoshan had much wealth and 
  magic treasures that he took into his tomb, and these 
  included a very powerful magical staff - which Dorbaneth 
  requires for himself. 
   
  Gomoshan 
  DF: He was a saintly man who pursued a life of peaceful 
  benevolence. 
  QF: Gomoshan? Isn't that a town in the land of Cutz? 
  EF: You recall that Gomoshan was a magician powerful 
  enough to have invented a spell or two, but cannot recall 
  what they were. 
  HBS: Although, there may have been one spell that allowed 
  a person to transform themselves into a half-man in order 
  to be able to work mischief without anyone becoming 
  suspicious of the real caster. 
  PS: Come to think of it, some of the rumors you are 
  remembering suggest he was rather an unpleasant fellow… 
  IS: ...who may even have been a demonist or necromancer. 
   
  Gomoshan's Tomb 
  Any Other Failure: Never heard of it. 
  EF: Yes, Gomoshan's Tomb. Apparently it's full of treasure 
  but has never been found. 
  HBS: And is also the resting-place for many magical items 
  and forgotten spells… 
  PS: …And is filled with fiendish traps… 
  IS: …And eerie defenders. 
   
  Gomoshan's Staff 
  Any Other Failure: Never heard of it. 
  EF: Gomoshan always carried a magical staff…. 
  HBS: Which was apparently buried with him. 
  PS: It was an item buzzing with numerous potent 
  enchantments… 
  IS: … most of which were of a demonic nature. 
  GM Notes: Dorbaneth will calm anyone who rolls an ‘IS’; claiming 
  that "Of course there will be dangers, otherwise I would have just come 
  here with my aged aunts for a peaceful holiday! I have recruited a 
  powerful expeditionary force precisely to deal with all such 
  eventualities." 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  7
  Old Town Dangers 
  DF: You never gave much thought to the Old Town before 
  QF: Surely Chun has driven away all other possible dangers? 
  EF: Although you recall that before Chun arrived 
  occasionally half-men were sighted here. 
  HBS: And there has been some talk that large poisonous 
  lizards and snakes occasionally account for deaths here… 
  PS: …And that some buildings still contain magical 
  guardians that patrol their precincts and surrounding streets. 
  IS: ...Also there has always been that rumor about the Old 
  Town vampire. 
   
  ⊕ Dorbaneth then directs the group through the Old 
  Town, following a map on an old and ragged 
  parchment that he has. They travel parallel to the 
  Porphiron scar for around half an hour, then take 
  another road angling north-west towards the bay. 
   
  Chun! 
  During the journey, any PC whose player states that 
  they are carefully scanning the surrounding ruins may 
  roll Perception. On the first IS only (several Perception 
  attempts may occur across the journey) they will spot a 
  figure a few hundred yards away, lurking in the shadow 
  of a stone wall. A large hooded cloak conceals its 
  features. On being spotted, it lopes oddly around the 
  wall and out of sight. (Chun will not be spotted again 
  during this section of the trip, as he is not relevant to 
  the first part of this scenario. So make the most of this 
  incident, by evoking fearful atmosphere.) 
   
  ⊕ After a further three-quarters of an hour or so, the 
  group passes another major road angling back to the 
  south-west. Soon after this, Dorbaneth angles off the 
  road into ruins on the left. 
    
    
  SScceennee  11::  TThhee  PPllaazzaa  
  ⊕ Illustration 02 ('Plaza – Player Aid') is now revealed. (The GM refers to the more detailed map on this page, and 
  completes the player version as the PCs explore.) 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  8
   
  ⊕ Finally, the group arrives at a rubble-strewn 
  courtyard in the midst of a section of ruins. Dorbaneth 
  asks you all to stand back and be silent, then spends 
  fully quarter of an hour performing some kind of ritual 
  as he consults a small black book – stepping around 
  swiftly, and calling out incantations… 
  GM: Pause to see if players wish their PCs to do anything, but 
  do not ask for actions at this point. In any event, nothing 
  watches them (unless they have not seen Chun yet) and no 
  markings indicate the nature of the black book. Pedantry rolls 
  by magicians on the nature of the incantations (penalty of 1 to 
  non-magicians) that result in an IS reveal that these powerful 
  cantraps have something to do with removing obscurative magic. 
   
  ⊕ … At the end of his incantations, Dorbaneth steps 
  swiftly backwards, making arcane movements with his 
  fingertips. Before your very eyes, you see the courtyard 
  waver and slowly vanish, revealing a wide hole in its 
  place. A sunken plaza is now visible, around thirty feet 
  below the surrounding terrain. Some dirt and rubble 
  has accumulated down there, but in most cases the 
  large flags that floor it are still visible - though most are 
  cracked and worn. Three columns remain upright, and 
  two others have fallen. You notice a large stone door, 
  and a second smaller stone portal, also three large 
  squatting statues of peculiar animals. 
  Playtest Note: The PCs made such a mess of the initial 
  exploration that Chun was spotted across the way, peering from 
  behind a ruined wall, and shaking his head in disbelief. 
   
  GM: This place is several centuries old, so the fact that the plaza 
  is not many feet deep with soil brought by the elements is a clear 
  sign that magic is strong here. Such is the case with many ruins 
  of the Old Town. (This information comes only as a 
  confirmation to someone who voices such a suspicion.) 
   
  ⊕  Dorbaneth makes an announcement: “My research 
  indicates that Gomoshan was devious. I can tell from 
  my magical assessment that powerful enchantments 
  are here. No doubt various temptations will present 
  themselves for you to use your spells pointlessly. Take 
  care to use our valuable magic only when absolutely 
  necessary. Once inside, we may pause on occasion to 
  re-encompass spells, depending on the circumstances. 
  Before you enter I shall apply to each of you a Charm 
  of Untiring Nourishment, so that you will not need to 
  carry provisions or water. As promised I have a wand 
  that carries charges of an enchantment similar to 
  Drumphilo's Adequate Illuminator. Please choose the 
  object or possession on which this spell will be cast.” 
   
  GM: Dorbaneth has an amulet decorated with several magic 
  sigils, which he applies to the forehead of each adventurer. It is 
  exactly what he says it is (Untiring Nourishment), and now has 
  only one charge remaining, which he will keep for himself in case 
  of emergencies. If the PCs don't have any better ideas, he also 
  seeks out three nearby fist-sized rocks and casts upon them the 
  Illumination magic. Then he places these in three specially 
  prepared lantern housings he has brought. Once all of this is 
  done he continues: 
   
  ⊕ He goes on: "The forward party will now descend 
  into the plaza and examine it for traps and other 
  difficulties before the rest of us follow. Enter the first 
  chamber or corridor and assess it to the best of your 
  ability. Once this is done return here to the plaza and 
  report. The rest of us shall then descend and I will 
  decide upon the next course of action." 
   
  GM: Give the players a chance to sort out how they will descend. 
  If necessary, Wodderman will agree to lower people on a rope. 
  However, before they go into the Plaza, Dorbaneth has 
  something else to say: 
  Plot Device Alert - The Eyes of Urkala 
  Before the explorers descend, Dorbaneth has 
  something for them. He is holding up a bronze disc 
  the size of his fist, which is attached to a silver chain. It 
  is fashioned into a symbolic fiery orb with an austere 
  face represented at the center. “This magical item”, he 
  explains, “is called the Eyes of Urkala. It allows me a limited 
  view of the surroundings, and conducts restricted sound from the 
  areas adjacent to the person wearing it. Thus, if necessary, you 
  can call out information and I will hear. This person must stay 
  in the middle of the group to give me the greatest access to what is 
  occurring. Which of you volunteers to wear it about their neck?” 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  9
  Once a volunteer is found1 and the device put on, 
  Dorbaneth will continue. “You as the forward party will move 
  into the tomb, stopping only to discuss potential difficulties or deal 
  with any hazards. In an emergency, speak into the crystal, and I 
  can attempt to reply. However, both receiving and sending messages 
  is unreliable and fatiguing for my magical capabilities, so please 
  keep communications to a minimum. I and my advisers will follow 
  at some distance.” (He will not discuss how he assesses this 
  distance.) 
  The GM can from now on deal with communications as 
  she wants. The Eye is a plot device to maintain 
  continuity, and to provide a game-sensible explanation 
  why Dorbaneth and the advisers do not need to travel 
  with the main group, or indeed be anywhere in their 
  vicinity. The back-up group will maintain a ‘healthy’ 
  distance from the front-runners; far enough to be out of 
  earshot (initially up on the lip of the plaza, and 
  descending only when the main party have progressed 
  some significant distance within). Additionally, the Eye is 
  a means by which replacement PCs are introduced into 
  the game as required. (As explained later.) 
   
  Before this discussion ends, Dorbaneth will add: 
  “The Eye also contains embedded enchantments that may ward 
  away certain evil magics, so I suggest that you guard it with great 
  care! It will also allow me to locate you should we become 
  separated2, a measure which would not only assist the mission, but 
  also quite possibly be the key in your very survival!” He mentions 
  the latter properties merely to sneakily give the PCs 
  further cause to protect and retain the item. (Although 
  this too is a plot device that rises to significance later.) 
  Dorbaneth will not be drawn into discussing any further 
  details of the device. (It will of course prove a major 
  importance later in the scenario.) 
   
  As soon as the advance party is some distance 
  away from Dorbaneth and the others, let the PC wearing 
  the Eye know that: “Even though Dorbaneth is no 
  longer near, you can feel his energy, almost as if he is 
  peering over your shoulder.” Don’t overplay this; it is 
  merely to allow them to understand that the Eye does 
  what it is supposed to. Also, when PCs try and contact 
  Dorbaneth through the Eye, describe how difficult this 
  is. (Dorbaneth blocks easy communication in order to 
  shield himself from the responsibilities that would come 
  his way if his hirelings knew how easy it really was.) 
                                                   
  1 If more than one person volunteers, Dorbaneth will choose a 
  magician over a fighter. If there is dispute, he will arrange a roster, 
  and have it worn in strict rotation. 
  2 Stress this wording sufficiently so that the players will recall it, 
  but not so much that it seems you are predicting that they will 
  definitely become separated. 
  Climbing Down Into the Plaza 
  Each member of the advance party will need to use rope and skill 
  (Ψ ATHLETICS) to descend (unless some flash-alec wants to use 
  'Advantageous Aerostatic Association' - a flamboyant gesture 
  which would attract disapprobation). 
  DF: You fall and must make a Health check. 
  QF: You suffer rope-burns and a disapproving glances. 
  EF: You suffer a nasty turn as you slip and almost fall, 
  halfway down. 
  GM Notes: Inventive PCs may decrease their chance of falling 
  by tying themselves to a rope and asking to be lowered by 
  Wodderman. Such ingenuity is entirely permissible, but no 
  GMC will suggest this unless asked (IE Dorbaneth, Xallops). 
   
  Spojan’s Thaumaturgical Discernment: In the 
  official rules a magician who detects magic successfully 
  with this spell can then use Pedantry to seek further 
  details of the enchantment he/she has detected. In this 
  adventure, the tomb’s radiant magic obstructs such 
  distinctions, the grosser background emanations 
  blocking finer detail. (This is in no way an arbitrary 
  development merely to make the GM’s job easier!) 
   
  11..11))  TThhee  RReeccttaanngguullaarr  EEnnttrraannccee  
  ⊕ Illustration 03 ('The Rectangular Entrance') should 
  now be shown to the players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ⊕  This large rectangular portal is decorated with a 
  strange design that incorporates numerous sorcerous 
  runes across its surface and around its lintel. It has no 
  handle or other apparent means of opening it. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  10
   
  1.1a) Examining the Door: 
  Perception - Any PC may examine the door. With an IS or 
  PS they soon find a place where the stone can be 
  impressed; Quick-Fingers - This can also be used to 
  examine the door, but requires an IS. 
   
  Spells That Might Be Applied 
  Calanctus' Instant Dispulsion [CID] - This causes the 
  door's enchantment to temporarily dispel. Thus, for the 
  duration of the effect the door becomes an inert piece of 
  stone. 
  Charm of Brachial Fortitude - Thrusting with massive 
  force upon this door causes it to push against a catch inside. 
  This activates a cantrap (see ‘The Trap Effect’ below). 
  Gilgad's Instant Galvanic Thrust - This may blast a 
  chunk from the stone, but otherwise has no effect. (Unless 
  the CID/LoW has already been applied, in which case the 
  door develops a great crack down the middle, through 
  which a person may – if aided by adequate illumination - 
  note that no passage exists behind the door, only solid 
  rock.) All damage to the door repairs itself within a few 
  minutes (or within minutes of the effect of the CID/LoW 
  wearing off). 
  Liberation of Warp [LoW] - See Calanctus' Instant 
  Dispulsion. 
  Morreion's Immediate Impulsion - PCs might assume 
  that - since it is a door - someone (Haldalank) can merely 
  teleport to the other side, although admittedly it has been 
  known for builders of tombs to place pits of spikes and the 
  like immediately behind doors to deal with this sort of 
  thing. In any event, if CID or LoW have not been applied, 
  use of this spell here sends the caster rebounding painfully 
  back across the plaza. (Unless they roll an IS, in which case 
  see next sentence.) If the enchantment has been temporarily 
  dispelled, the caster will instead teleport into a magical 
  alcove constructed a few yards back into the rock. This 
  alcove is in turn enchanted, and transports them (no 
  magical resistance possible) to a point 200yds above the 
  center of the plaza3. Impact with the plaza inflicts 3 wounds 
  automatically, so hopefully associates stand by with 
  applications of the Thaumaturgic Poultice. 
  Personal Phantasm - See 'Examining the Door'. 
  Phandaal's Instantaneous Translation - Many of the 
  runes around this portal are designed for atmospheric effect 
                                                   
  3 If he finds himself falling, Haldalank has one chance to cast a 
  single spell before he strikes the ground. Only Malakan's Silver 
  Skin seems immediately useful. If successful it reduces the 
  wounding by one level, and the GM should allow the player to 
  believe that this has saved Haldalank’s life. It is unlikely that 
  anyone else can react in time, but in special circumstances the GM 
  should allow a spell IS to be effective. (Rolled at a bonus of 1 if 
  the rating is 12 or more.) 
  rather than magical utility, in fact specifically for magician 
  intruders to read. They say things like: "Herein lies the body 
  of Gomoshan; do not disturb his rest", and "Gomoshan 
  curses all intruders who would abscond with his wealth", 
  and "If you are pure of heart, pass not this portal - for only 
  death awaits you". [GM Note: If the door has been 
  disintegrated and the cantrap runes revealed around the 
  catch inside, it is not possible to translate these cantrap 
  runes as they are spell components, not a language.]  
  Spell of Dissolution [SoD] - If LoW/CID has already 
  removed the enchantment, this spell dissolves the door, 
  revealing a solid wall behind and a heavy stone catch around 
  which the cantrap runes (for activating the effect - see 
  below) are engraved. Unless LoW/CID has been cast, the 
  Spell of Dissolution has no effect. 
  Spojan's Thaumaturgic Discernment - This doorway is 
  redolent with magic. (On an IS, mention that more than 
  one enchantment exists here.) 
  Tchanfen's Disintegrative Application [TDA] - See 
  'Spell of Dissolution', except the Application cuts a circular 
  hole rather than dissolving the whole door. Again, unless 
  the door has already been struck with LoW or CID the 
  Disintegrative Application has minimal effect (removing the 
  surface layer of grime and rock grains only). 
   
  1.1b) The Trap Effect 
  If the door is pushed with great force, or if the 'secret' 
  area on its surface is discovered and pressed, or if the 
  door is disintegrated and the catch behind it pressed 
  upon, the cantrap behind the door activates, and 
  triggers a much greater effect. “Withering lines of 
  magical force (similar to Gilgad's Galvanic Thrust) 
  burst from some of the runes around the doorframe 
  and scatter across the plaza. This all happens in a 
  moment, but the effect may be devastating.” 
  Playtest Note: The PCs were convinced this was the way in, and 
  tried numerous directions of pushing the catch to try and find the 
  ‘correct’ one. Each time resulted in the blasts of magical force 
  ripping through the plaza. After the first time this happened, 
  those without the protection of ‘Calanctus Substantive Guardian’ 
  retreated, but the rest seemed quite happy to stand about and 
  have their protective spell repeatedly tested for a while. Re-reading 
  the ‘withering lines of force’ description from above proved more 
  and more amusing each time. 
  A bolt will target any living being in the plaza, and 
  strikes automatically as if a PS was rolled. Targets may 
  make a single attempt [one D6 roll with a bonus of +1 
  if Athletics – or Defense {Dodge} - is 12 or more] to 
  dive for cover if they are adjacent to one of the solid 
  objects in the plaza (not if they are near to the door), 
  or they may resist in the standard fashion by using 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  11
  their Magic pool. Only three rolls may be attempted to 
  Magically resist the effect (the first free roll and up to 
  two rolls from your Magic pool). 
   
  Resisting the Bolts of Force 
  IS/PS - You resist the power of the bolt, or gain cover. 
  HBS - Target is knocked down and stunned, taking minor 
  burns. They take an injury, but this is through shock and 
  immediate pain, and they recover in a few rounds. 
  EF - Target takes one injury that stays until healed. 
  QF - Target takes two injuries. 
  DF - Target takes three injuries. 
  One might wonder why this trap is not more powerful. Perhaps the 
  violent enchantment has faded over time, or perhaps Gomoshan eagerly 
  awaits newcomers to his tomb and doesn't want them to die too soon. 
   
  Or, various active spells might resist or reduce this damage: 
  The Inviolate Attire, Lugwiler’s Resilient 
  Overskin, and Phandaal's Critique of the Chill 
  reduce the damage by one level, but are dispelled in the 
  process. The Spell of the Slow Hour allows a bonus 
  of 1 to Athletics, and is not dispelled. Simbilis’ 
  Righteous Mantle reduces the damage by two levels, 
  but is then dispelled. Calanctus' Substantive 
  Guardian and the Omnipotent Sphere protect 
  against all damage. 
   
  1.2) Smaller Entrance 
  ⊕ Illustration 04 ('The Smaller Entrance') should now 
  be shown to the players. 
   
  ⊕ This door is also rectangular, but is far smaller than 
  its grand companion, in fact being less than 5ft high 
  from the ground to the lintel. Any person of medium 
  height or greater will clearly have to stoop to get inside. 
  It has only two runes adorning it, one in each upper 
  corner. On close examination it can be seen that the 
  base of this door is partially obscured by some kind of 
  plaster-work – perhaps once designed to make it look 
  like the regular rock wall surrounding it. 
   
  Examining the Door: 
  Perception - Any PC may examine the door. With an IS 
  or PS they soon find that the door itself can be shifted 
  to one side if pushed backwards and to the left 
  simultaneously. However, this takes some strong 
  effort, as if the door has been unused for a long time. 
  Quick-Fingers - An IS notices the same thing. 
   
  Spells That Might Be Applied: 
  Calanctus' Instant Dispulsion (CID) - Temporarily 
  dispels enchantments (allowing disintegration - see below). 
  Charm of Brachial Fortitude - The door can be opened 
  without unseemly grunting and straining. 
  Gilgad's Instantaneous Galvanic Thrust - As the first 
  door; but with the greater effect this door becomes jammed. 
  Liberation of Warp - Temporarily dispels its enchantments 
  (as CID). 
  Morreion's Immediate Impulsion - Transports the 
  person inside. Directly inside the door is a bronze lever 
  mounted into the wall. When pulled, this lever does not 
  open the door, but releases the lid of a pit trap that is in the 
  corridor next to the lever. See below for pit-trap details. 
  Personal Phantasm - See 'Examining the Door' above. 
  Phandaal’s Instantaneous Translation - The Runes on 
  the lintel say "Tradespersons' Entrance". 
  Spell of Dissolution - As First Door. 
  Spojan's Thaumaturgical Discernment - This door also 
  registers as magical, but not as strongly as the first. (It is 
  enchanted as part of the plaza, to prolong its resilience to 
  damage and decay, and to resist becoming hidden by the 
  accumulated debris of the ages.) 
  Tchanfen's Disintegrative Application - As First Door. 
   
  1.2b) Beyond the Door 
  ⊕ Through the doorway one can see a passage that is 
  roughly square in cross-section, about 8ft per side, and 
  descends gently into the gloom. However, after the 
  first few feet it is festooned with unnaturally large and 
  thick cobwebs. Travel along this corridor will surely 
  festoon travelers with these unpleasant substances 
  unless they can find some way of removing them. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  12
   
  ⊕ Illustration 05 ('The Webbed Corridor’) should now 
  be shown to the players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Removing the Webbing 
  This disintegrates when flame is applied to it, and can 
  even be cut away by weapons, or brushed away by 
  using the end of a long branch. The presence of these 
  webs is a mere distraction to allow explorers to 
  imagine they are entering a forgotten passageway, and 
  perhaps make them less alert for traps. 
   
  The Corridor Itself 
  As the GM can see on the map, the corridor only 
  proceeds a certain distance, and then terminates in a 
  small chamber and what appears to be a stone door. At 
  point 'A' is a regular pit-trap. At point 'B' is a more 
  fiendish magical trap. Note that the entirety of this 
  corridor registers as magical: walls, webs, floor and 
  ceiling. It is only possible to find the traps magically if 
  Spojan's Discernment is cast immediately adjacent to 
  them (or if it is cast with an IS within reasonably close 
  range). In this case, the trapped area registers as being 
  slightly more magical than its surroundings. 
   
  1.2c) Pit Trap 
  Perception - It is impossible to notice the pit unless 
  you are actively looking for it. Anyone who searches 
  rolls for each short section of corridor. The person 
  must state whether they are visually or physically 
  searching, and a single roll is allowed [At a bonus of 1 
  if Perception is 12 or more]. A visual search imposes a 
  penalty of -2, and even using a long pole imposes a 
  penalty of -1. The only way to search that does not 
  attract a penalty is by using some shortish and solid 
  object to tap forcefully and often. 
  (The GM may mention in passing to anyone choosing a long pole 
  as their searching implement, that this method lacks fine 
  discernment, although this should be done casually. Otherwise the 
  announcement might alert the players to the fact that something 
  'hard to find' is in the corridor. Or she may simply let them use 
  this poor tool until the trap is actually sprung - and then explain 
  the method's inadequacies.) 
  Stealth - Sensible PCs might proceed stealthily along 
  this corridor. Anyone who rolls PS or IS with their 
  Stealth immediately before activating the pit trap gains 
  a bonus of +1 to the following Athletics roll. 
  Athletics - The pit trap opens when weight equivalent 
  to an adolescent human (or greater) is placed upon it. 
  A single roll is available to determine your fate [Again 
  at +1 if Athletics or Defense (Dodge) is 12 or more]. 
  IS - "You hurl yourself aside, as a pit opens up beneath your 
  feet. That was lucky!" 
  PS - "A pit opens beneath your feet and you fall through. 
  Fortunately you are alert enough to lurch backwards, and 
  you grab on to the edge of the pit with one hand. Then you 
  quickly clamber free." 
  HBS - "A pit opens beneath your feet and you plummet 
  through. Fortunately you are alert enough to lurch 
  backwards, and you grab on to the edge of the pit with one 
  hand. This grip is insufficient to hold you, however, and 
  unless someone is immediately adjacent and reaches to help 
  you, you will fall in." (For damage, see EF.) 
  EF - "A pit opens beneath your feet and you plummet 
  through. Fortunately you are alert enough to lurch 
  backwards, and you grab on to the edge of the pit with one 
  hand. Unfortunately your grip is insufficiently strong, and 
  this only slows you down." (Victim takes one wound upon 
  striking the spikes in the pit.) 
  QF - "A pit opens beneath your feet, and you plunge into 
  the earth, striking an ill-placed bed of spikes a few yards 
  below." (Victim takes two injuries, and is impaled and 
  unable to extricate themselves.) 
  DF - "A pit opens beneath your feet, and you plunge into 
  the earth, landing heavily - directly upon an ill-placed bed of 
  spikes a few yards below." (Victim takes three injuries, and 
  is impaled and unconscious.) 
   
  Re-Opening the Pit 
  A few moments after the pit opens it closes again. It may be 
  re-opened to rescue the victim in one of several ways: 
  (i) Someone else stands on it (using some means to prevent 
  them from actually falling in), and it is then jammed 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  13
  somehow with a strong rigid object or by someone 
  strengthened by the Charm of Brachial Fortitude, 
  (ii) A magician first dispels its magic [CID/LoW] and then 
  disintegrates it [TDA/SoD], 
  (iii) A magician fortunate enough to roll an IS with 
  TDA/SoD, disintegrates it without first needing to dispel 
  magic, 
  (iv) Someone forces/holds it open whilst under the Charm 
  of Brachial Fortitude (a lever of some kind is required), 
  (v) A magician blasts it open using Gilgad's Galvanic 
  Thrust. (GM Note: If the enchantment has already been 
  dispelled, the Galvanic Thrust will be sufficient even on EF 
  and HBS. If it has not, then a PS or IS is required.)  
   
  ⊕ At the end of the corridor is a small square 
  chamber, at the back of which is a stone door with a 
  single rune carved at its center. The chamber is 
  scattered with the fragmentary and rotted remains of 
  what might be boxes or barrels. 
  GM: All in here is highly magical (because this place is designed 
  to fool adventurers into opening the door). The fragments of 
  packing case are designed to make this place seem like a store, 
  but are enchanted objects that resist the flames (see below). 
   
  ⊕ Illustration 06 ('The False Door') should now be 
  made available to the players.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1.2d) The False Door 
  ⊕ This door is a large stone slab, with but a single 
  sorcerous rune upon its surface. There are no obvious 
  handles or other opening mechanisms. 
   
  Examining the Door 
  Anyone looking closely at the door can see chips and 
  markings around its edges, as if someone has applied a 
  crowbar or other sturdy tool in order to try and heave 
  it open. 
  Perception (Listening) - Anyone placing their ear 
  actually on the door can hear distant rumblings beyond 
  the door, if they roll an IS or PS. 
  Perception (Examining) - No way of opening the 
  door with a mechanism can be found. However, 
  anyone making a PS or IS detects that the door is 
  slightly warmer than they would expect. 
  Pedantry - On an IS the rune may be recognized as a 
  demonic rune (but without a clear meaning). On a DF 
  it is clearly a rune used in the previous century to 
  indicate 'Welcome'. (GM may wish to make this roll 
  secretly.)  
  Quick Fingers - See 'Perception (Examining)'. 
   
  Spells that Might be Applied 
  Calanctus' Instant Dispulsion [CID] - Breaks the 
  enchantment connecting this door to the subworld, 
  rendering the trap inert. However, this possibility has been 
  taken into consideration, and when the magic is dispelled 
  locks drop into place that secure the door from being 
  opened. (It may still of course be disintegrated during this 
  period of inertness.) 
  Charm of Brachial Fortitude - The enhanced individual 
  can experiment, and may think to heave the door to the left 
  – which causes it to open. (Though this has a highly 
  undesirable effect - see below.) 
  Excellent Prismatic Spray - Ineffective against the door. 
  Gilgad's Instantaneous Galvanic Thrust - If the door 
  has been temporarily disenchanted [CID/LoW] the Thrust 
  blasts a gouge out of the door. If it has not been 
  disenchanted it has no effect. 
  Liberation of Warp - See CID above. 
  Morreion's Immediate Impulsion - If CID or LoW have 
  not been applied use of this spell here sends the caster 
  flying backwards down the corridor, and suffering one level 
  of injury as they bounce off the wall or ceiling. (Unless they 
  roll an IS, in which case treat as if the enchantment was 
  dispelled.) If the enchantment has been temporarily 
  dispelled, the caster will teleport into a magical alcove 
  constructed one yard back into the rock. (With identical 
  results as to those described for the first false door.) 
  Personal Phantasm - See 'Examining the Door'. 
  (Particularly in this case, use of the PP would be an 
  excellent idea. Many traps, especially at the beginning of this 
  scenario can be avoided through careful use of magic.) If 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  14
  the PP is used to wield a crowbar here, that would be highly 
  advantageous. (This did not happen in the playtest.) 
  Phandaal’s Instantaneous Translation - The Rune 
  indicates some such concept as ‘Tomb’, ‘Mausoleum’ or 
  ‘Crypt’. 
  Phandaal's Primary Dissolution - No reason why this 
  should be used, but if it is, the ground shakes and fiery 
  unnatural light flashes from around the edges of the door. 
  The rift here is now sealed for some hours, making this trap 
  inert and thus safe. 
  Spell of Dissolution - No effect unless CID/LoW have 
  been used. If they have the door is disintegrated, revealing 
  behind it a solid wall of rock on which is carved a leering 
  demonic face. (See ‘Tongues of Demonic Flame’ below.) 
  Spojan's Thaumaturgical Discernment - Highly magical. 
  On an IS this magic is discerned to have a connection to 
  one of the subworlds. 
  Tchanfen's Disintegrative Application - See 'Spell of 
  Dissolution', except only a large circle is disintegrated. 
   
  Application of Brute Force 
  The door can be shifted (Brachial Fortitude) to the left, 
  or pried open that way with a crowbar combined with 
  brute force. (So long as its enchantment has NOT 
  been temporarily dispelled - for then the locks would 
  have fallen in place and be preventing its movement.) 
  As soon as it is moved more than an inch (a distance 
  too small to peer around), its own counterweight 
  mechanism takes over, and it flips aside to reveal a 
  leering demonic face carved into the rock. (See 
  ‘Tongues of Demonic Flame’ below.) Observers may 
  only view this momentarily - before the magic trap 
  activates. 
   
  1.2e) Tongues of Demonic Flame Trap 
  Unless Phandaal’s Primary Dissolution has been used, 
  as soon as the door is pushed aside, or after it is 
  substantially disintegrated, a carved leering demonic 
  face can be seen. The mouth of this face is open, and 
  is large enough to insert both fists into. However, few 
  would wish to do this since within the mouth flicker 
  tongues of demonic flame. Moments after the demonic 
  visage is observed these flames roar out into the room 
  and corridor in a great wave. (Note: this lasts only a 
  few seconds, but reactivate again in 3 minutes if any 
  living being is in the room – see below for details.) 
  Tongues of red-black demonic flame fill the room for 
  a moment or two (before the door slams closed again 
  – if it was opened). These flames also penetrate some 
  distance down the corridor. It is not possible to avoid 
  these by physical means whilst one is actually in the 
  room. However, someone in the corridor can try and 
  leap away to lessen the damage: a single roll – resulting 
  in an IS or PS - reduces injury by one level. Use 
  Athletics or Defense (Dodge) and gain a bonus of +1 
  if this ability is 12 or higher. 
   
  Standard Magical Resistance 
  Though in some ways magical, this is not a spell, and so 
  standard resistance to magic (using your own Magic rating 
  to resist) is ineffective. 
   
  Active Magic that May Help 
  Calanctus' Substantive Guardian - Works as normal. 
  Inviolate Attire - Reduces damage by one level of 
  wounding, but is then dispelled. 
  Lugwiler’s Resilient Overskin - Unfortunately no use. 
  Malakan's Silver Skin - As 'Inviolate Attire'. 
  Personal Phantasm - Unless the caster makes an IS or PS 
  with a single roll of Wherewithal, the Phantasm will be 
  dispelled. 
  Phandaal's Critique of the Chill - As 'Inviolate Attire'. 
  Omnipotent Sphere - Works as normal. 
  Simbilis’ Righteous Mantle - Reduces damage by two 
  levels of wounding. 
  Spell of the Slow Hour – Someone in the corridor might 
  outrun the flames, or at least suffer less damage. 
   
  Damage 
  Anyone in the room takes three levels of wounding 
  automatically; anyone in the entrance to the corridor 
  rolls on this table. Use Athletics or Defense (Dodge) and gain 
  a bonus of +1 if this ability is 12 or higher. Anyone a little 
  further back down the corridor rolls on this table with 
  a +1 bonus. (Cumulative if two bonuses applicable.) 
   
  Roaring Demonic Flames  
  DF: Take three injuries from flames, and lose 7 points from 
  Health pool 
  QF: Take two injuries from flames, and lose 5 points from 
  Health pool 
  EF: Take one injury from flames, and lose 3 points from 
  Health pool 
  HBS: You are scorched and lose 2 points from your Health 
  pool 
  PS: You are singed and lose 1 point from your Health pool 
  IS: Somehow you manage to avoid any damage, other than 
  being coated in soot. 
  GM Note: For unlikely escapes, you may like to describe how the 
  lucky PC is shielded by the body of one not so fortunate, or has wedged 
  themselves into a corner etc. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  15
  11..33))  TThhee  DDeem
  moonniicc  SSttaattuuee  
  ⊕ Illustration 07 ('The Demonic Statue') should now 
  be made available to the players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Marked on the map of the plaza, and previously 
  mentioned, is the statue of a repulsive demonic beast. 
  The true door into this complex is beneath it. Smart 
  PCs may work this out before trying the trapped 
  doors. (This did not happen in the playtest.) 
   
  Discovering the Way 
  Perception - An IS roll is required on Perception by a 
  PC that specifies they are examining this statue. This 
  allows them notice a hairline crack around its base 
  (normally obscured by ordinary dirt that has 
  accumulated there). If the PC specifies they are 
  examining the statue in minute detail, then a PS will do 
  (unless this happens before either of the false doors 
  have been explored - in which case GMs will be 
  forgiven for fudging). 
  Athletics - Normal human strength is insufficient to 
  move the statue. Five people working in unison is the 
  minimum required, although four trying very hard 
  might shift it just a fraction. 
  Using Magic - The statue radiates strong magic, and 
  is enchanted to be extremely heavy. LoW/CID will 
  dispel the enchantment (or the Charm of BF will 
  bypass it), allowing the statue to be slid sideways 
  towards the wall of the plaza that contains the smaller 
  door4. This reveals a stone stairway, comfortably wide 
  and high enough for one person. This stairway 
  descends 20ft in magically enhanced gloom. (If this 
  gloom is dispelled - LoW/CID - it vanishes 
  temporarily and viewers who send down a light source 
  can observe that it descends another 20ft further and 
  then joins the end of a stone corridor. (No details of 
  the passage can be made out - other than the slab floor 
  - because of the viewing angle from the stairs.) 
   
  Tomb Notes 
  Everything in and around the tomb is enchanted to self-
  repair. This process takes 1-2 hours, or several hours in 
  some cases, but may be observed to begin if PCs pay 
  particular attention. Fragments of wood, pieces of 
  pottery - anything they destroy - will ever so slowly begin 
  to slide back together and reform into a coherent object. 
  We mention this purely as a 'weird effect' that may be 
  noted sometime during the following proceedings. 
   
  Re-encompassing Spells 
  At some points the players may well have their PCs 
  demand a break to re-encompass spells. Dorbaneth is not 
  a fool, and will allow this. However, he is also aware that 
  the longer they delay the less they will accomplish, and 
  his intuition tells him that the faster the act the more 
  successful they are likely to be. (He will make this point 
  out loud if necessary, and will not be gainsaid.) However, 
  if he believes that spell capacity is significantly down, he 
  will grant sufficient time for each person to re-encompass 
  three or four points worth of spells. (GMs may alter this 
  ruling as best suits the scenario when they run it.) 
  However, Dorbaneth will not agree to a break every time 
  a spell is used. (Though he might permit someone to 
  rotate to the back of the party in order to re-encompass a 
  particularly useful spell whilst the other three continue. 
  He will not suggest such an action, but may acquiesce if it 
  is put forward as being beneficial to the group as a 
  whole.) 
   
                                                   
  4 This is one of few instances where Dorbaneth could be 
  convinced to allow Wodderman’s assistance, merely for the 
  purposes of pushing the statue aside. For other activities within 
  the tomb, Dorbaneth simply refuses to risk his servant. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  16
  Emergency Entrance Option 
  It is possible that some parties might utterly fail to find 
  this entrance. If so, rather than letting the scenario 
  founder for too long, once the two other (false) 
  entrances have been explored, this statue will simply 
  slide aside automatically. (Evidence of Gomoshan’s 
  unpleasant sense of humor.) Or, perhaps more in 
  keeping with the tone of the adventure, the expert 
  Xallops (providing he is not yet a PC, or perhaps as his 
  last duty as a GMC) will examine the plaza and easily 
  discover the location of this entrance. 
   
  SScceennee  22::  TThhee  DDeemmoonniicc  HHaallllwwaayy 
  The Bold Explorers 
  No doubt PCs will wish to proceed with extreme 
  caution down the stairway. Allow them to do this, 
  taking whatever measures make them feel secure. Once 
  they have reached the bottom - or come so close as to 
  make no odds - read out the following. 
   
  ⊕ At the base of the stairs a corridor stretches before 
  you. It is 10ft wide and 10ft high, and is shrouded in a 
  dismal gloom... 
   
  If the PCs have a strong light source (which they 
  almost certainly will), read out the following as a 
  continuation. (If they don't, then improvise.) 
   
  ⊕ … clutching at its corners. Placed at intervals along 
  its entire extent are horrible leering brass statues of 
  demons, five pairs in all. The first pair is around 10ft 
  from the base of the stair, and after that they are about 
  nine feet apart. Each one is about six feet tall, and 
  stands straining as it holds up the ceiling. At the end of 
  the corridor (some 90ft or so away from the stair) is a 
  large pair of brass bound doors, fashioned from what 
  appears to be jet-black wood with golden handles. 
   
  22..11))  TTrraappss!!  
  The Vagaries of Traps 
  Adventurers who use intelligence and strategy may 
  avoid damage from most, or even possibly all, of the 
  traps in the first part of this adventure. That is entirely 
  appropriate, and indicative of good role-playing. The 
  horrible effects of these traps may never be utilized, 
  and the author is quite happy with that possibility. In 
  the prototype playtest, caution was not the watchword, 
  and consequences - especially at first - were severe. 
  Hence the player handout information now hints that 
  forward thinking is appropriate. 
   
  ⊕ Illustration 08 ('The Corridor of Demons’) should 
  now be made available to the players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Detecting Magic: This entire hallway radiates strong 
  magic, no place more so than any other. With an IS at 
  Spojan's Thaumaturgic Discernment the magic can be 
  confirmed to be demonic in origin. 
  Pedantry: A magician who makes an IS may recognize 
  the nearest demons as being inhabitants of the demon 
  realm of Qastril. (In fact all are from this realm.) 
  Morreion's Immediate Impulsion - Due to magical 
  interference in this passage, this spell is cast at a 
  penalty of -1 (though the caster won't know this until 
  the spell is cast). See also pit trap details for Trap C. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  17
  2.1a) Trap A 
  As marked on the GM’s map - between the first and 
  second pairs of demon statues is a trap. When 
  activated, the actions of this fiendish device may be 
  described thus: 
  ⊕ "A thin set of huge serrated metal wheels, project 
  abruptly out from the walls, and spin with a high 
  keening noise as they scythe across the passage at groin 
  and shoulder height." 
  GM: They are activated by any weight larger than that of a dog 
  being placed upon the flags in the floor directly between or after 
  the statues in question. Once they have cut their way through the 
  air (and any other incidental objects) they return to their housing 
  for a single round - after which they can be activated again in the 
  same way. 
   
  Noticing the Trap 
  Perception - Any PC proceeding down the corridor 
  may use visual acuity to search the walls, floor and 
  ceiling. This method is not effective, as magic obscures 
  the places where the blades exit the wall – making 
  those places appear unremarkable. Only if some object 
  is used for tapping and prodding the wall might the 
  edges of the blades be noted. However, a PS or IS is 
  required. (NB: The object used cannot be too long and 
  unwieldy, as the user must be able to sense the 
  variations in what it touches and what noise it makes.) 
  As suggested previously, the player indicates which 
  section of the corridor (include all surfaces in this 
  section) the PC is searching, and then makes a single 
  roll. (Gain a bonus of 1 if Perception is 12 or more.) 
  On an HBS or EF the PC is not sure whether there is 
  anything unusual about the section they are examining. 
  Stealth - PCs may roll Stealth for each section they 
  wish to sneak down. If they roll IS or PS immediately 
  before activating a trap, they gain +1 to the Athletics 
  rolls that follows (because they notice the floor shift 
  slightly beneath their feet). 
  Magic - Personal Phantasm will of course activate the 
  trap normally. Spojan's Thaumaturgic Discernment cannot 
  distinguish one magical field from another in here, 
  unless the PC is adjacent to the trap - in which case a 
  slight concentration of magic around the trap is noted 
  with an IS or PS. 
   
  Avoiding the Trap Physically 
  Roll Athletics at a bonus of 1 if the rating is 12 or 
  more. Or use Defense (Dodge) instead with the same 
  bonus possibility. The PC must attempt to leap aside: 
  IS - You spring lithely aside, as if dodging traps was your 
  morning exercise. 
  PS - You throw yourself bodily backwards, impacting 
  heavily on the floor, but are nonetheless uninjured. 
  HBS - Though you move with admirable speed, one of the 
  blades still catches you, slicing open your skin. (Victim takes 
  one level of wounding.) 
  EF - Though you tried your best, you were not fast enough, 
  and as you duck one blade, the other slices into your torso, 
  hurling you bloodily backwards. (Victim takes two levels of 
  wounding.) 
  QF: Your body is savaged by both blades, and is smashed 
  to the ground, leaving you lying in a crumpled heap. (Victim 
  takes three levels of wounding.) 
  DF: The blades do their worst, and the unfortunate 
  explorer's body is sliced into three neat sections, which are 
  then deposited unceremoniously at random nearby 
  locations. 
   
  Magic that might be Applied 
  Advantageous Aerostatic Association - This only helps 
  when floating downwards, and cannot be used for bobbing 
  along the ceiling. 
  Calanctus' Instant Dispulsion (CID) - Casting this spell 
  upon the trap renders it inactive for several minutes. The 
  trap’s location must be known before this can be done. 
  First Retrotropic - If cast on the wall near the trap, this 
  changes the magical camouflage that hides the niches of the 
  blades from ordinary view. Their serrated edges are thus 
  visible, and PCs may attempt to run through. (Single roll. 
  Use the above table with bonus of +1, plus a further bonus 
  of +1 if their Athletics is 12 or more.) NB: Once the blades 
  have been seen in action it can be noted that a person 
  dragging themselves along on their belly would be beneath 
  their lowest slicing extent. 
  Liberation of Warp - As 'CID'. 
  Lugwiler’s Resilient Overskin - Reduces damage by two 
  levels of wounding. 
  Malakan's Silver Skin - Reduces damage by one level of 
  wounding. 
  Omnipotent Sphere - Resists all damage, though PC may 
  be knocked down and badly bruised. 
  Personal Phantasm - The Phantasm is again highly useful 
  here. On first reading, GMs may think that this spell is in 
  fact too useful. However, spells will soon be restricted in 
  this module, so this could be the second to last chance it 
  can be used. (As an amusing incidental point, if the 
  Phantasm has been used already, it may look somewhat 
  nervous as it is sent off down the corridor.) [See First 
  Retrotropic in this table for how the trap can be avoided 
  better when its location is known.] When the trap activates, 
  the controller of the PP must make a single Wherewithal 
  roll. On a QF or DF the Phantasm is dispelled. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  18
  Spell of Dissolution - On a PS [Single roll only; bonus of 1 
  if Magic rating 12 or more]] it can be activated fast enough 
  to destroy one blade. (Unfortunately there are two blades, 
  so this merely reduces the level of wounding by 1.) On an 
  IS it destroys both. 
  Spell of the Slow Hour - If a person under the influence 
  of this spell proceeds through the trap at top speed, they 
  gain a bonus of +2 on their Athletics roll to avoid the trap's 
  effects. 
  Tchanfen's Disintegrative Application - See 'Spell of 
  Dissolution' in this table. 
   
  2.1b) Trap B 
  Again as marked on the map, a second trap exists 
  between the second and third sets of statues. This is an 
  altogether different hazard, designed to complement 
  the previous one, and bypass magical defenses that 
  might have helped in the first instance. As the statues 
  are passed, the indicated section of floor drops steeply 
  - hinged at the end next to the statues. The resulting 
  incline is too steep to hold on to, and at the bottom are 
  the inevitable metal spikes. 
  Noticing the Trap 
  Perception - As previous trap. 
  Stealth - As previous trap. 
  Magic - As previous trap. 
   
  Avoiding the Trap Physically: 
  Roll Athletics or Defense (Dodge) with a bonus of 1 
  if the rating is 12 or more. The PC must attempt to 
  leap back as the slide drops open before him. (NB: 
  Anyone who was moving fast along the corridor due 
  to the Spell of the Slow Hour rolls at -1 penalty.) 
  IS - You spring lithely back, as if dodging traps was your 
  morning exercise. 
  PS - You throw yourself bodily backwards, scrabbling 
  indecorously at the edge of this newly appeared slide into 
  foreboding darkness, but are nonetheless able to haul 
  yourself free. 
  HBS - You slip forward, 'windmilling' your arms in an 
  unsightly fashion, but manage to grip onto the edge of the 
  slide before it claims you. Any round nobody is behind you 
  to help, roll a D6. On a 1 or 2 you scramble free, on a 3 or 
  4 you remain hanging there (2 rds and 3 rds respectively), 
  on a 5 or 6 you fall wailing into the depths (see EF). [GM 
  must decide how many rounds it takes someone to reach 
  them, depending on how close they are.] 
  EF: You catch yourself for a moment, but are unable to 
  hold on, and - scrabbling desperately - you slide out of 
  sight. (Takes two levels of injury on impact with spikes.) 
  QF - You fall onto the slide, and head rapidly downwards 
  into the field of spikes. (Takes three levels of injury.) 
  DF - You fall onto the slide, and head rapidly downwards 
  into the field of spikes. (Horribly impaled and instantly slain 
  on impact.) 
   
  Magic that Might be Applied 
  Advantageous Aerostatic Association - Slows the fall 
  sufficiently to reduce damage by two levels of wounding. 
  Calanctus' Instant Dispulsion [CID] - The pit is fully 
  automated. Only its maintenance is managed by magic, and 
  this is irrelevant to its short-term operation. Mind you, the 
  outline of the trap is magically hidden, as well as merely 
  hard to see, so using this magic would help through making 
  the trap susceptible to detection by sight. 
  Liberation of Warp - See 'CID'. 
  Lugwiler’s Resilient Overskin - Resists two levels of 
  wounding. 
  Malakan's Silver Skin - Resists one level of wounding. 
  Omnipotent Sphere - Works perfectly. 
  Spell of Dissolution - Anyone who falls in after rolling a 
  HBS or EF may attempt to cast a spell such as this or the 
  Galvanic Thrust etc to attack the spikes. On an IS they 
  succeed and blast the spikes apart before striking them. 
  (This is another example of a suggestion only acceptable if 
  it comes from a quick-thinking player. The GM does not 
  offer this as an option.) 
  Spell of the Slow Hour - See penalty above. 
  Spojan's Thaumaturgical Discernment - As previous 
  trap. 
  Tchanfen's Disintegrative Application - See 'Spell of 
  Dissolution' in this table. 
   
  Viewing the Black Doors: 
   
  ⊕ As you draw near, you notice that the black doors 
  fill most of the corridor. This sturdy wood is 
  positioned inside thick doorjambs, and the hinges are 
  buried deep within their protection. The large round 
  door-handles appear to be made of silver, and the 
  surface of each door is inlaid with strange twisting 
  runes and sigils, also apparently made of silver. 
  However, none of the silver fittings reflect the light, 
  which is why you had not noted them previously. 
   
  2.1c) Trap C: Pit Before the Doors 
  (See “1.2c”: pit trap details under the entry for the Small Door) 
  This simple pit trap between the fourth and fifth 
  statues is placed here mainly to put a stop to the 
  shenanigans of those who teleport around the tomb. 
  An enchantment on the door, reflects those who have 
  arrived here by teleportation – pushing them 
  powerfully backwards with a pulse of energy. PCs may 
  attempt to grab hold of a statue [Athletics or Defense 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  19
  (Dodge): at a bonus of 1 if the rating is 12 or more] 
  but only an IS allows them to do so. Otherwise they 
  are buffeted back directly into the pit. 
  (Of course, the trap also applies to anyone who travels 
  down the passage in the normal way and then steps 
  onto this point.) 
   
  GM Note: This is the end of the initial trapped 
  sections, and we will shortly move into the next part of 
  the scenario. These black doors are the trigger to a 
  portal into the subworld of Qastril, though of course 
  this will not likely be suspected. 
   
  22..22))  TThhee  BBllaacckk  PPoorrttaall  
  PCs may be determined that Dorbaneth must help 
  them assess this door. If they report what they know, 
  he will agree to move the rear party into the plaza - to 
  be available as back-up if required – but no further. If 
  PCs profess to ignorance or fear, the Sage will go so 
  far as to come into the corridor with them and 
  (pretend to) examine the door from a short distance 
  with his magic. He will then announce that he cannot 
  discern its nature, and that in his opinion it is certainly 
  the barrier between them and the main part of the 
  tomb. If asked, he will grant time to re-encompass 
  spells at this point, and allow them all to return to the 
  plaza to do this. However, before they actually begin to 
  examine this obstruction he will return to the Plaza. 
  (NB: Should someone activate the spell whilst he is 
  around, the sage will use his magic to prevent the 
  resultant effect dragging him with them – see below.) 
   
  2.2a) Activating the Portal 
  An IS with an appropriate ability (Ψ PERCEPTION, 
  QUICK FINGERS) may again reveal that this door is 
  slightly warm. Other than that there is nothing to be 
  found. Committing gross vandalism to the doors is 
  hard, as regular weapons or tools make little or no 
  impact. However, if the PCs persist in such attempts, 
  use the 'bolt of demonic darklight' option in the next 
  paragraph. 
   
  The first person to touch a door-handle with any part 
  of their body (whether clothed or not) activates the 
  following effect. It is possible that ingenious PCs may 
  rig up some way (very difficult) to turn the handles 
  without actually touching them. If so, alter this effect 
  so that a bolt of demonic darklight leaps from the 
  doors to strike the nearest person as soon as a door 
  handle is turned. 
   
  The Darklight Power of Qastril 
  Darklight envelops the targeted person, shimmering 
  horribly and enveloping them like a cloud of mist. This 
  person is then engaged in a magical contest against a 
  rating of 20. The others see the PC struggling and 
  sweating, and enveloped in this evil shimmering energy 
  field. If the PC is reduced to 0 in their Magic pool their 
  essence is drained away, and they collapse, 
  permanently devoid of consciousness. (Edan's Cerebral 
  Physic is an effective countermeasure before this final 
  collapse, and recovery will then take place over 1 
  minute per lost point.) Note that if possible the GM 
  should insinuate that the life force is being drained 
  from the victim to power a magical effect. 
   
  Magic that Might be Applied 
  Because these doors are a demonic portal, they are highly 
  resistant to magic. Note that the victim of the darklight5 
  cannot cast spells unless they first make a PS or IS with 
  Wherewithal, (and then an IS or PS with the spellcast), so 
  these listed must probably be already active about their 
  person, or cast upon them or the door by someone else. 
  The Heliosdactum – This device can be activated with a 
  thought on any round that the victim does not make a DF 
  or QF with their Wherewithal. It acts as an effective total 
  countermeasure, driving away the darklight. (Though the 
  following transmigration takes place anyhow.) 
  Calanctus' Immanent Splendor - The person combating 
  the demonic energy gets a bonus of +1 on all Magic and 
  Wherewithal rolls if this is active upon them. 
  Calanctus' Instant Dispulsion (CID) - No effect. 
  Calanctus' Substantive Guardian - Bonus of +1 on first 
  two resistance rolls, then the Guardian is dispelled. 
  Charm of Brachial Fortitude - No effect. 
  Excellent Prismatic Spray - No effect. 
  First Retrotropic - No effect. 
  Gilgad's Instant Galvanic Thrust - No effect. 
  Liberation of Warp - Applies a penalty of -1 to the next 
  two rolls on behalf of the door. (If cast on the door or the 
  darklight.) 
  Morreion's Immediate Impulsion - If the victim is able 
  to cast this spell, and move away from the door after being 
  attacked, the link is broken. 
  Omnipotent Sphere - The person combating the demonic 
  energy gets a bonus of +1 on all Magic rolls if they benefit 
  from this magic. 
  Personal Phantasm - If a phantasm touches the door, the 
  energy leaps from the door to the actual caster of the 
  phantasm. Ouch! 
                                                   
  5 Remember +1 bonuses if ratings are 12 or more. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  20
  Phandaal's Primary Dissolution - Use of this spell 
  actually hastens the transmigration (see below). GMs will be 
  forgiven for allowing players to assume that their use of this 
  spell brought the transmigration upon them. 
  Phandaal's Repudiation of Curses - The person 
  combating the demonic energy gets a boon of +1 on all 
  Magic and Wherewithal rolls. 
  Simbilis’ Righteous Mantle - The person combating the 
  demonic energy gets a bonus of +1 on all Magic and 
  Wherewithal rolls. 
  Spell of Dissolution - No effect. 
  Spojan's Thaumaturgical Discernment - The door is 
  highly magical. On an IS the caster is certain that this magic 
  is demonically tainted. 
  Tchanfen's Disintegrative Application - No effect. 
  Virtuous Blade of Motholam - This can gouge chunks out 
  of the door (whilst no other weapon can), but not enough 
  to cut a hole through it in the time allowed. If no other help 
  is available and a virtuous blade is pressed into the hand of 
  the victim, give them a boon of 1 to resist the rolls. 
   
  2.2b) Transmigration 
  ⊕ Suddenly each of you feels as if you have 
  simultaneously gone blind and been thrown into a 
  bottomless pit. Air rushes past you, and you feel as if 
  you are travelling at immense speeds. You begin to 
  discern occasional glowing objects passing you so fast 
  that it is impossible to make out any details. Up ahead 
  a red glow appears, coming closer and closer by the 
  second. Before you can make out any details, you slam 
  into an invisible solid surface and lose consciousness. 
   
  The Changing Laws of Magic 
  In the dimension that the PCs will find themselves in, the 
  laws of magic are different from those on the surface world. 
  Before commencing the following scene, collect all of the 
  character sheets and compare each adventurer's 
  encompassed spells to the following lists. Those on this list 
  that are encompassed must be crossed out neatly but firmly 
  in pencil at once. (Make sure to hand the sheets back to 
  correct players.) 
   
  Ambloraine 
  Archemand's Unlikely Self-Restraint6 
  Liberation of Warp 
  Omnipotent Sphere 
  Spell of Dissolution 
  Spojan's Thaumaturgical Discernment 
   
                                                   
  6 For the pedants amongst you, as stated in the DDE this spell 
  works once in some subworlds, but just not in this one. 
   
  Haldalank 
  Morreion's Immediate Impulsion 
   
  Trivulus 
  Lugwiler’s Resilient Overskin 
   
  Vicco 
  Liberation of Warp 
  Spojan's Thaumaturgical Discernment 
  Tchanfen's Disintegrative Application 
   
  Pool Refreshment: It is likely that pools have become 
  depleted. Take this opportunity also to restore them all to 
  full. (NB: If somehow all PCs have managed to avoid using 
  many points from their pools, then ignore this option.) 
   
  GMCs: Also adjust the following GMC sheets by putting a line 
  through certain encompassed spells. (Try and do this surreptitiously, or 
  else the players will know that the advance party may well be following 
  on. If you remember, do it a short while before the translocation.) 
   
  Xallops 
  Charm of Necroptic Inveiglement 
  Phandaal’s Mantle of Stealth 
  Spell of the Seductive Frontier 
   
  Chaneska 
  Liberation of Warp 
  Spojan’s Thaumaturgical Discernment 
   
  Wodderman and Dorbaneth 
  Note that for ease of play (since Wodderman may be 
  later sent here to become a PC) he is only affected in 
  that Laccodel's Rune no longer functions. 
   
  GM Notes: The complete list of which spells are restricted 
  (or simply do not work) in Qastril is available as part of the 
  GM's information, and will be handy to have nearby as an 
  easy reference. (Each time a person casts a spell from now 
  on, or attempts to encompass one, quickly check the list.) 
   
  One of your new neighbors
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  21
  Scene 3: The Subworld of Qastril 
  33..11))  A
  Arrrriivvaall  
   
  ⊕ Each of you awakes, feeling as if you have been 
  roused too early from after-effects of overindulgence 
  at the Kaiin Wine Festival. You are sprawled atop 
  some kind of huge stone building, but details are hard 
  to make out as a thin yellow mist obscures vision 
  beyond a few yards. Even the air itself has a peculiar 
  and unrecognizable odor. Something about this place 
  feels very wrong indeed. Perhaps somewhat sinisterly, 
  you have all woken lying within a deeply carved circle 
  of demonic runes. Though they are worn with age, 
  these sigils clearly do not lack potency. 
   
  GM: The advance group of PCs has just been transported into 
  the subworld of Qastril. This will not be immediately obvious to 
  them, though anyone experienced with fantasy games will surely 
  suspect something of the sort. Even if players are familiar with 
  the concepts of the Dying Earth subworlds, Demon Realms etc, 
  their PCs will need to make Pedantry rolls to gain any clues or 
  hints from the GM. Otherwise, stick to the descriptive text. 
  Above all, make this alien environment as descriptively 
  atmospheric as possible: mention disorientation, feelings of 
  ‘wrongness’, large looming shapes that prove to be no more than 
  denser patches of mist, and the strange taste of the air itself. 
   
  Dealing with Questions: 
  Should players question their renewed pools (in the 
  sense of asking what their PC has experienced), advise 
  them that each PC, feels as if immense time has passed 
  since they stood before the black portal. In the case of 
  losing encompassed spells, simply advise them that the 
  spells are gone as if they had been previously cast – 
  and that this is all that the PC knows. 
  GM Note: Successful use of Pedantry is the only way to confirm 
  the rumor that some spells do not function in other dimensions.  
   
  Important Plot Point 
  The Eyes of Urkala: As soon as possible, alert the 
  player wearing the Eye that they no longer have the 
  sense of Dorbaneth peering over their shoulder. For a 
  few minutes the Eye appears to be totally inert, having 
  lost its inherent faint glow – as if severed from its 
  source of magic. However, the Eye remains a crucial 
  plot device, and must be retained if at all possible. The 
  GM should always be aware of where it is, so that if 
  the person wearing it is killed or thrown about, the Eye  
  itself will be saved through sheer circumstance (IE The 
  GM’s subtle machinations). Nonetheless, it is possible 
  that it may still be lost. If so, the GM must improvise 
  some way for it to be returned or replaced. 
  Perhaps the simplest things is that Dorbaneth 
  has attuned it to stay with the larger number of living 
  adventurers, so that if the party is separated by more 
  than 100 yards it flies/floats magically from any 
  restraint and lands around the neck of the nearest 
  member of the group. Since this could easily be 
  perceived as a plot convenience, it is better to over-
  describe such an event than to allow it to pass by 
  casually. Thus, if such a thing happens, describe bursts 
  of magical energy, the crackling of the air, and the 
  golden trail of sparks as it flies through the air. 
  At the moment, the GM needs to be alert to 
  remember to introduce the following after a few 
  minutes of game time has passed: 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  22
   
  ⊕ You hear a faint chime, followed a few seconds 
  later by another. After a moment, you realize these 
  noises are coming from the Eyes of Urkala. On 
  examining it, you notice that it still does not have its 
  old luster; however, with each chime a small spark of 
  light can be seen deep within its core, as if some 
  magical source has connected to it or detected it. 
  Suddenly in place of one of the sparks there is a surge 
  of magical energy, and for the briefest of moments you 
  see Dorbaneth’s concerned face peering at you as if 
  from across an unimaginable distance. He is making 
  repeated passes with his hands as if casting spells. 
  Then this image is gone. However, the regular noises 
  and pulses of light continue unabated. 
   
  GM: Should the PCs have firmly adopted the idea that some 
  alien/demonic force is responsible for the Eye’s regular rhythm, 
  have a few more faint appearances by Dorbaneth’s image. Even 
  to the point of having a few words come across: “Keep the Eye 
  with you, we shall come for you within hours, or a day at the 
  most!” However, no further communication will be possible, 
  unless the GM deems that isolated instances of poor 
  communication will add to the tension of the adventure. (Though 
  this is unlikely, as any reliable communication with the ‘real 
  world’ lessens the concept that they are stranded on some distant 
  plane.) Bear in mind that Dorbaneth can actually sense and 
  hear them now just as well as he could before, and is choosing to 
  remain incommunicado. He sees them all as expendable, and 
  just wants them to succeed sufficiently well for him to obtain 
  Gomoshan’s Staff. 
   
  3.1a) The Immediate Surroundings 
  The PCs will no doubt wish to examine their 
  surroundings. (GMs are advised to create a sketch map 
  of the temple roof as it is uncovered.) Remember that 
  this is a wide area, and that the mist limits vision 
  severely – as well as suggesting looming apparitions 
  where none exist. However, this mist is only present 
  on the rooftop itself, so the surroundings are easily 
  viewed from the edge of the building. PCs will not 
  understand that the mist is a local phenomenon until 
  they wander to the edge of the building. Remember 
  that anyone running around here might fall off the 
  building, run into the blockhouse, or even encounter 
  an unexpected insectoid predator (see below). 
  Describe all actions bearing in mind that the obscuring 
  mist makes it hard to see more than about 10-15 feet 
  in any direction. 
   
  ⊕ The building you are on appears to be composed of 
  large stone blocks. The roof is entirely flat, and the 
  stones themselves worn with age and the effects of 
  wind and water. Dank pools of grimy water lie in 
  several of these depressions. Other details on your 
  surroundings are not available at this time, as the 
  yellow mist drifts in thick patches all about you. 
   
  When one of the PCs moves to the edge of the 
  rooftop read this out: 
  ⊕ The mist clears, revealing a staggering vista before 
  your eyes. You are not only atop some large building, 
  but this building itself is perched on a great craggy 
  mountain overlooking a huge river valley that stretches 
  away for many miles. On the far side are towering 
  jagged peaks, some of which glow with inherent 
  vulcanicity. Flying above the slopes you can also see 
  several huge leather-winged shapes flapping 
  disconsolately about their dire business. Most 
  peculiarly it seems as if the mist is created atop this 
  structure you are on, as you can see it sliding over the 
  edge before you and drifting away down into the 
  valley, dissipating quickly as it does so. 
  GM: The mist clears altogether soon after they get to the edge 
  of this structure, drifting away on the strange air of this odd 
  world. This should imply that their arrival was what caused it to 
  manifest. Note that the encounter with the demonic mollusc is 
  best presented whilst the mist is still dense. 
   
  Further Details 
  Looking outward from any other side of the edifice 
  will reveal views only of further craggy mountains all 
  around. Looking downwards reveals that the building 
  appears to be carved from the very mountain top. Its 
  featureless sides are slick with strange lichens and 
  descend for hundreds and hundreds of feet before the 
  mountainsides begin to flare – and even then they are 
  still extremely steep and rocky slopes. 
  The building they are on is about 200 yards 
  across and is square. It has one notable feature up here 
  – a small blockhouse in the center of one edge of the 
  roof. This structure is rectangular; about 20ft across 
  and 10ft high. At one point (refer to sketch), a square 
  metal panel (4ftx4ft) marks the side of this structure. 
  (If examined closely, the metal is not earthly.) No way 
  exists to descend from the great structure except 
  through this blockhouse. One PC could conceivably 
  use the Aerostatic Association, but should be 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  23
  dissuaded from doing so by the presence of large 
  predatory birds flying down below. (The same 
  dissuasion should be applied if someone attempts to 
  descend the wall using the magic boots. Sadly if a 
  persons persists, a huge bird will devour them.) 
  In fact, should they linger on the rooftop 
  overlong, GMs may wish to impose the threat of some 
  of these huge creatures spotting the PCs from a 
  distance and beginning to head their way. (Should the 
  PCs be redolent with spells and bravado, and time be 
  permitting, then the GM might even like to have one 
  or two of these creatures arrive far ahead of their 
  fellows. (They are like huge and demonic pelgranes.) 
   
  ⊕ Illustration 09 ('Giant Demonic Mollusc’) should 
  now be shown to the players. 
   
  3.1b) The Demonic Mollusc  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Within the mists up here is a demonic molluscoid. No 
  reason is required for this. Perhaps it merely climbed 
  up; perhaps it is a guardian? Who will ever know? 
   
  Giant Demonic Mollusc 
  Since this is the only time the PCs will be exposed to 
  natural hazards during this subworld visit, it is only 
  right and fair that they will encounter an unusual and 
  dangerous denizen. Run the encounter as best suits the 
  tone of gameplay: If they are wandering about with ill-
  advised lack of caution, it will surprise them utterly, 
  lurching out of the mist. If they are proceeding with 
  commendable wariness, then no doubt someone will 
  notice it (Ψ PERCEPTION) before it attacks. In either 
  case, point out that the beast is of no species that any 
  of them has ever seen or heard of before. 
  Surprise Attack: 
  Randomly roll which PC suffers this attack (unless you are tracking 
  Sympathy Points, in which case choose the PC with the lowest negative 
  total). The PC resists with Athletics or Defense (Dodge). This is not a 
  contest where Re-Rolls are possible, again anyone with a rating of 12 
  or more takes a bonus of 1. 
  “An eight-foot high centipedal molluscoid with formidable 
  slashing mandibles rears up before you!” 
  IS/PS: You leap boldly aside as the beast lunges for you. 
  HBS: A large tentacled mollusc attempts to grab you, and 
  you hurl yourself out of its reach, falling heavily on the 
  stone surface beneath you. (Victim also is unable to act for 
  one rounds – and if alone will be attacked again.) 
  EF: Some huge creature looms suddenly from the mists, 
  and you throw yourself desperately aside, striking your head 
  and badly bruising your arms and chest. (Victim takes one 
  injury, but this is through bruising and such-like and they 
  recover after a few minutes rest.) 
  QF: A large and tentacled mollusc bursts suddenly from a 
  patch of mist, and grabs you in its bony jaws, crushing you 
  painfully. Fortunately you are able to hack at it with your 
  rapier and it drops you again immediately. (Victim takes one 
  regular injury) 
  DF: A large and tentacled mollusc bursts suddenly from the 
  mist, and grabs you in its bony jaws, crushing you and 
  slicing your flesh. You are immediately rendered 
  unconscious and it tosses you aside. (Victim takes two 
  injury levels.) 
   
  Regular Attack 
  Hopefully the PCs are taking regular precautions, in which 
  case, the clatter of its many feet as the beast bursts into 
  action allows each of them a single Perception roll [At a 
  bonus of 1 if the rating is 12 or more]. If any PC nearby 
  gains any level of success, they are able to shout a warning 
  and nobody is taken by surprise. (If by sheer bad luck all 
  fail, then the nearest PC must roll on the table above.) 
   
  The Demonic Mollusc 
  Somewhat resembling a giant centipede, this being is as 
  large as a horse. It is clearly carnivorous, and obviously 
  hungry, and attacks relentlessly until destroyed. 
  Game Statistics: Attack (Ferocity) 18, Defense (Misdirection) 
  15, Health 20, Magic (Resistance only) 7, Athletics 6, 
  Perception 9, Wherewithal 18. 
   
  Magic That Might Be Used 
  Blue Concentrate – Sends it sprawling in pain, unable to 
  act with any ease. 
  Heliosdactum – Causes it one injury. 
  Calanctus' Immanent Splendor – It takes an injury for 
  close exposure, and flees. (If the person in its mouth uses 
  the spell it takes two injuries and is mortally wounded – 
  crawling away if possible.) 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  24
  Charm of Brachial Fortitude – If used by the person in 
  its grasp, they may change a DF to QF, QF to EF, or EF to 
  HBS (alter wording accordingly). 
  Excellent Prismatic Spray – Slays the beast in a 
  spectacular fashion. (Hopefully no allies are also in the path 
  of these sundering darts of energy!) 
  Gilgad's Instantaneous Galvanic Thrust - Slays the beast 
  in a spectacular fashion. (Is also directional, and so will 
  avoid any nearby allies. However, if someone is gripped in 
  its mouth, that person takes an injury from the backlash.) 
  Malakan's Silver Skin – See ‘Charm of Brachial Fortitude’ 
  Simbilis’ Righteous Mantle - See ‘Charm of Brachial 
  Fortitude’. (This works only because it startles the beast.) 
  Virtuous Blade of Motholam - Works against the beast by 
  giving the wielder a boon of 1. 
   
  GM Notes: Should you consider the mollusc attack be way too 
  wimpy for the heroic PCs, perhaps have two or even three of the 
  creatures attack simultaneously (a much better option than having a 
  number of single mollusks attack at different times – which might 
  become rather repetitive). 
   
  3.1c) The Blockhouse and Below 
  This building is 20ftx20ft. Its small square entry-point 
  is impervious to most ways to open it, but magic can 
  be useful. Above the entry is a series of demonic runes. 
   
  Magic That Might Be Used 
  Calanctus' Instant Dispulsion – If cast upon the door it 
  simply collapses with a groan, crashing to the ground. 
  Charm of Brachial Fortitude – Pounding on the door, or 
  charging it using the dead beast as a battering ram, bashes 
  the wedged-in metal plate out of the doorway. 
  Gilgad’s Instantaneous Galvanic Thrust – Bends the 
  door sufficiently that it is no longer wedged in, and can be 
  easily prized out of its recess. 
  Phandaal’s Instantaneous Translation – The runes read: 
  “No Admittance to Unauthorized Personnel” 
   
  GM: Should the PCs not have enough effective magic, 
  a hidden lever can be conveniently located somewhere. 
  The blockhouse is largely a solid structure. Within is a 
  wide stone stair spiraling down into gloom. This is not 
  trapped, and descends for only about 40ft before 
  reaching the end of a wide and bare stone hall, which 
  continues for 80ft and ends at a plain wooden door.  
   
  GM Notes: Using the end of a blank piece of A4, sketch 
  the corridor as they start along it (referring to the GM’s 
  master map of this section on the next page) showing the 
  steps at the end of this corridor, and the corridor itself. 
  Once the PCs actually open the door into the laboratory, 
  you will hand out the PC’s laboratory map, and add to 
  that as they explore. (And abandon this sketch map.) 
   
  As soon as the PCs begin to progress along this hall: 
   
  ⊕ A shimmer appears in the air before you. The pale 
  figure of a bearded human magician - dressed in robes 
  of an ancient style - manifests before you, clearly 
  insubstantial and translucent. A chill of terror clutches 
  at you – this is a ghost, perhaps the ghost of 
  Gomoshan himself! 
   
  Those who fail a Wherewithal roll are unable to move 
  due to momentary fear, but this is unimportant, as this 
  manifestation is only an enchanted projection. (NB: 
  Since it is a projection it is unable to enter into 
  dialogue, although it will pause if necessary – to make 
  sure that its message gets across, and may even repeat 
  sections if some distraction obscures what it is saying.) 
  If a PC is frightened enough to try and cast a spell of 
  dispulsion, have the specter’s words begin before the 
  appearance is complete. (It would be a shame to waste 
  a spell here.) Or the words can echo on, growing 
  fainter and fainter, after it has departed. 
   
  ⊕ The ghost speaks: “Welcome to my tomb. Few 
  these days come to disturb me. No doubt you seek 
  treasures and ancient spells. Perhaps you even have the 
  audacity to claim the enchanted staff that served me so 
  finely. Listen well, for I reveal new information. Within 
  my tomb are several amulets shaped like twisting 
  snakes on silver chains. In two hours’ time any person 
  wearing one of these will be transported back to the 
  street outside my tomb’s entrance in Old Kaiin. 
  Anyone not wearing an amulet will be sent instead to 
  the valley floor beneath this structure that was my 
  castle. This edifice is situated in the demonic subworld 
  of Qastril, and of those transported onto its surface so 
  far, the longest resultant lifespan has been something 
  less than three hours.” The ghost smiles grimly, and 
  then fades away. 
   
  What the PCs May Know 
  Pedantry: Likelihood that Gomoshan’s Offer of a 
  Return Trip is Genuine 
  HBS: It is not uncommon for magicians to set up traps that 
  include some small chance of escape. 
  PS: This apparently amuses them enormously, watching 
  their victims struggle. 
  IS: As well as this, most magicians so strongly believe in the 
  Law of Equipoise that not to present some potential for 
  escape is seen as inviting disaster down upon their own 
  plans. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  25
  Pedantry: “Qastril” 
  EF: Qastril is one of the demonic subworlds… 
  HBS: Demonists and merchants once went there in search 
  of rare spices and brought many slaves in exchange. 
  PS: The demonic residents apparently used these slaves for 
  unwholesome purposes and then devoured them. 
  IS: Such traffic ended under the rule of Simbilis the Wise, 
  who closed all of the subworld portals - claiming that their 
  influence was unwholesome in the extreme. 
  GM Notes: Nobody gains a bonus on this single-roll attempt. 
   
  The door at the corridor’s end is a standard wooden 
  construction, though very sturdy, and barred from the 
  inside. Someone using the Charm of Brachial Fortitude 
  could smash it down, but not a person of normal 
  strength. Even axes would take long tiring minutes of 
  extreme exertion to smash it in. Another option is to 
  pry a hole through one of the door’s planks and reach 
  through and lift up the plank. A rapier could do this 
  work if used (Ψ QUICK FINGERS) with sufficient skill.  
   
  Scene 4: Exploring Gomoshan’s Tomb
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
   
  GM Notes - Replacing PCs in the Tomb 
  The GM will need to keep track of remaining GMCs. Remember that if absolutely necessary, Wodderman can be 
  used as a replacement PC, but the next section of the adventure is particularly hazardous. Thus, if the party are 
  suffering a high rate of casualties, the GM may wish to downplay some of the effects that follow, except in the last 
  major section. If the final four PCs begin to die off towards the end of the adventure, that is not such a terrible 
  thing (in terms of continuity at least). Preferably each player can be kept in the action until at least the finale in the 
  Tomb Chamber, but if we lose one of the last four PCs (and thus one of the players) shortly before that, then the 
  story still continues. Hopefully such occurrences will be rare, and in most cases the game will evolve so that all four 
  players can take part in the finale. If necessary, delay the arrival of Wodderman slightly – so that he can arrive in 
  time to become a PC without having to brave the dangers of the previous room. In the end, each GM will need to 
  balance out such niceties at their own discretion. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  26
  4.1) The Laboratory 
  ⊕ This room is about 150ft long by 80ft wide, and 
  resembles a magician’s workshop. Great stone tables 
  support scientific apparatus, several huge charts adorn 
  the walls, and books and scrolls are lying about in vast 
  numbers. However, this scene is one of great age. 
  Everything here is coated in dust and hung with 
  cobwebs. Four large alcoves further down the room 
  appear to lead into tunnels, two on either side, and at 
  the far end of the room, a wide stone ramp leads up to 
  a wooden double door. 
   
  ⊕ Illustration 10: “Laboratory: Players Aid” should be 
  revealed as soon as they open the door. (GM fills out 
  that map further, referring to the master map above, as 
  the PCs explore) 
   
  GM: Draw the entire room on the sketch map (though only the 
  openings of the alcoves), and pay attention to the points of interest 
  as the PCs explore. No tracks are visible here - enchantments 
  clear up evidence of passage.  
   
  Exploring the Room 
  ⊕ You observe that a number of varying experiments 
  once took place here. At one side are four stone 
  troughs the size of baths set into the floor, at another 
  are three upright glass tubes about 10ft high, some still 
  half-filled with a viscous fluid – and all connected by a 
  series of copper pipes. The seven stone workbenches 
  are ubiquitous, scattered as they are around the whole 
  expanse, and uniformly covered with scientific 
  equipment. Also common are great cloth charts 
  indicating sorcerous processes hanging around the 
  walls, some of the largest stretching from floor to 
  ceiling. 
  1) The Books and Scrolls – almost without exception 
  these items are so aged as to crumble to dust as soon 
  as they are touched. (Possibly this is an enchanted 
  effect that Gomoshan created just to frustrate tomb 
  robbers.) However, if someone makes a great attempt 
  to examine a vast number of them in the hopes of 
  finding one that is magically preserved, they deserve a 
  reward. They will not find a book or scroll that is intact 
  (as this might initiate a time-wasting search of every 
  such item in the room). Instead, beneath one of these 
  items they will find a red crystal. The crystal is 
  translucent; and if examined closely one can observe at 
  its center a short series of sorcerous sigils. Pedantry 
  may be attempted by anyone (with a penalty of 1 for 
  non-magicians). [It actually reduces the amount of time 
  taken to encompass a spell by one-tenth, and has 2 
  charges remaining.] Or perhaps Vicco or Ambloraine 
  can attempt to identify it with their special Magic 
  ability. (If so, ignore text for EF.) 
  EF: These sigils clearly indicate the item’s properties… 
  HBS: …Its utility has something to do with spells. 
  PS: And their re-encompassment… 
  IS: Yes, it allows faster re-encompassment. 
  2) The Equipment – This is all very old, and the 
  rubber and cloth parts have long-since perished. 
  However, the metal sections are still mostly 
  serviceable, and if anyone wants to seek for some 
  important piece missing from their own laboratory, 
  there is a good chance it will be found. (Only 
  important if this adventure is ever run as part of a 
  campaign.) Potentially useful things like Bunsen 
  burners no longer function. 
  3) Compounds and Other Magical Adjuncts – 
  Many such things are inert after such a time of 
  idleness; however, imagination may be granted limited 
  reward. If someone wishes to manufacture something 
  like an explosive compound or a healing salve and can 
  come up with a sensible description of how this might 
  work, the GM can roll secretly to see if they find each 
  compound that they need: 
  IS: Found in only moment 
  PS: Found in less than 2 minutes of searching 
  HBS: Only found if the PC searches for 8+D6 minutes 
  EF: Only found if the PC searches for 20+2D6 minutes. 
  GM: Less time might be taken if the PC convinces 
  others that their idea is sound and recruits their help. 
  (Note that if time is pressing to complete this scenario 
  – and the PCs have some other means to pass Krenhot 
  - then nothing useful remains in this room.) This is in 
  fact the Escape Clause option to cause Krenhot (see 
  notes below) to withdraw from his alcove. However, 
  since return to this laboratory is impossible, then if the 
  PCs do not obtain items now, this option becomes 
  defunct. (They are not essential to the success of the 
  adventure, so no need to pass on any hints – just allow 
  them to ‘become essential’ – or at least ‘extremely 
  useful - if the PCs do collect them.) 
  4) The Charts – These detail various scientific and 
  mathematical processes; however even the simplest 
  would require several hours of interpretive analysis to 
  be of much use. Nonetheless, some of the smaller 
  charts could be pulled down and taken inside a pack. 
  (All of the charts are enchanted to resist decay.) 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  27
  Point A) 
  On a solid wooden lectern at this point (next to three 
  large empty bronze urns linked by copper pipes) is a 
  huge book bound in a strange gray cover. It is closed. 
  This book is powerfully magic, and is a bound demon 
  that will enter into a magical contest with anyone who 
  touches the book or attempts to read from it. Any 
  such person must resist. Simply have the player roll a 
  series of dice, until a decisive result is reached at their 
  own hand. (Rolls indicate the passing of time – the 
  initial roll and the first re-roll take one round, etc etc) 
  IS – Victim pulls away, gains 1 point to their Magic pool. 
  PS – Victim pulls away. 
  HBS – Victim takes no loss but cannot pull away. 
  EF – Victim loses 1 from Magic pool and cannot pull away. 
  QF – Victim loses one spell from their sensorium (roll 
  randomly) and 1 point from their Magic pool. 
  DF – Victim loses two spells from their sensorium (roll 
  randomly) and 2 points from their Magic pool. 
  GM: If the PC’s pool reaches 0 they collapse unconscious and cannot 
  be roused for several minutes. They cannot be physically pulled from 
  this connection. Useful spells to cast (or have cast) on yourself are: 
  Calanctus’ Immanent Splendor, Simbilis’ Righteous Mantle, and 
  Unassailable Intellect. All break the effect, though when casting oneself 
  a PS or IS must be achieved – one spellcast attempt per round.) 
   
  Point B) The Vats 
  These recesses in the floor are mostly empty, but one 
  is surrounded by a faint field of magic, and contains a 
  naked and hairless muscular man floating in a 
  transparent gel. If someone removes the magic from 
  here (Calanctus’ Instant Dispulsion) the glow fades 
  and the man wakes, choking in the gel, attempting to 
  break free. He is only of animal intelligence, and 
  instantly attaches its loyalties to the person that has 
  awakened it. Do not overplay this creature; it is like a 
  dog or a simple but loyal simian. It will be upset if 
  anyone threatens its master, and growl in a menacing 
  fashion. If anyone actually harms its new 
  master/mistress it attacks the transgressor, with the 
  strength of a buck deodand. 
   
  Vat Creature 
  Game Statistics: Attack (Strength) 15, Defense (Dodge) 
  14, Health 18, Athletics 9, Wherewithal 14. 
   
  Point C) The Alcoves 
  This long wide room also has four annexes, and each 
  of these is filled with alcoves constructed into the rock. 
  Each alcove contains a long wooden box about six feet 
  deep and 2ft square, and each decorated with inlaid 
  silver sigils of an unwholesome appearance. At some 
  point conducive to the GM’s requirements (when a 
  coffin is tampered with, or when the PCs step onto the 
  ramp to leave the room7) the coffins begin to open, 
  and a number of sinister cloaked demonic humanoids 
  clamber out. This encounter is designed merely to 
  scare the PCs and make them use their magic. These 
  demonic beings are unintelligent and not particularly 
  brave or strong. They are bound here for one purpose 
  – to attack intruders, but can be driven back by magic 
  and bold action. This encounter should therefore be 
  played for maximum excitement and minimal 
  casualties (amongst the PCs). Some kind of strategy 
  will be needed to cut their way through, drive a gap 
  through the humanoids, push them back with some 
  magic, etc etc. (GM runs for best effect.) 
   
  ⊕ Illustration 11 ('Cloaked Demonic Humanoid’) 
  should now be made available to the players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Typical Demonic Humanoid 
  Game Statistics: Attack (Caution) 5, Defense (Dodge) 
  6, Health 7, Athletics 4, Perception 5. 
                                                   
  7 This might become a ‘foot on’/‘foot off’ incident, if they 
  proceed with caution. If a foot is placed on the ramp something 
  shifts within one of the alcoves, but then ceases if the foot is 
  taken off again immediately by an overly cautious/alert 
  adventurer. (Admittedly a rather ‘Cugelesque’ incident, but could 
  classify as wry amusement if not overplayed.) 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  28
  Using Magic Against the Demonic Humanoids 
  Blue Concentrate – They fear it most terribly once they 
  have experienced its effects. (It works as normal.) They 
  draw back howling and uncertain 
  Heliosdactum – Imbues them with awe and terror, but 
  only causes pain and discomfort (lose 1 Health point each). 
  Hence they draw back for a few rounds before attacking 
  again 
  Calanctus' Immanent Splendor - Terrifies them, causing 
  them to stay back as long as this is active. 
  Drumphilo’s Adequate Illuminator – Sudden magical 
  light makes them draw back for a moment, but only startles. 
  Excellent Prismatic Spray - Works as normal, and 
  terrifies them. They stay back for a few rounds. 
  Gilgad's Instantaneous Galvanic Thrust - Works as 
  normal, and terrifies them. They stay back for a few rounds. 
  Simbilis’ Righteous Mantle - Works as normal, and 
  makes them seem fearful of the person on whom it is cast. 
  Virtuous Blade of Motholam - Creatures observing the 
  buzzing anti-demonic affects of this magical blade will 
  become terrified and draw back for a few rounds (except 
  for the guards). 
   
  Escape Clause 
  Turjan-Level play varies enormously based upon luck, spell 
  availability, and role-playing. Should your party be unexpectedly 
  overwhelmed by these beings, Dorbaneth will activate the Eye in 
  a massive burst of pure white light. This singes the nearest 
  beings, and totally disorientates the others for a large number of 
  rounds. Any PCs looking towards the Eye at the time of the 
  lightburst will also be blinded, but for only a few rounds. 
   
  Point D) The Doors Out 
  These can be as hard or as difficult to open as best 
  suits play when they are reached. Possibly they are 
  locked and need to be picked (unless the guards just 
  ran through them – see below), or just heavy and stiff, 
  meaning that some PCs must fend off the demonic 
  inhabitants, whilst others fight to protect their backs. 
   
  The Guards 
  Should the feel of the scenario suggest that further 
  vibrant swordplay and lethal spells be applied at this 
  juncture, then by all means consider this. Two (or 
  more) guards have been attracted by the commotion, 
  and plunge into the room via the doors at the end of 
  the ramp. They each carry a large demonic pike with a 
  great curved blade. These additional foes are a fine 
  wild-card to play if the PCs are managing too easily. 
  These demons fight with determination and are of an 
  entirely different sort to the others. 
   
  ⊕ Illustration 12 ('Demonic Guard’) should now be 
  made available to the players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Typical Demonic Guard 
  Game Statistics: Attack (Strength) 12, Defense (Parry) 12, 
  Health 11, Athletics 6, Perception 6, Wherewithal 8.  
   
  Leaving the Room 
  The PCs may get inventive and use one of the guard’s 
  pikes to wedge through the circular door handles on 
  the other side, or they may simply flee this mass of 
  recalcitrant creatures… 
  Point E) The Passage Beyond 
  ⊕ The passage beyond the double doors curves to the 
  right as it slowly descends. The walls of this long 
  passage are decorated with peculiarly repulsive carvings 
  of what appear to be long ropy worms. If this is what 
  passes for art in this realm, you are unlikely to be 
  spending much time in its exhibition halls without 
  succumbing to extreme nausea. 
  GM: The ropy worms were designed originally as mere hideous 
  decorations; however, should the PCs be so far having a relatively 
  easy experience of the tomb (and there being still plenty of real-
  time in hand), then any GM would be forgiven for having these 
  come alive (ala ‘Aliens’) and attack the PCs as they pass. 
  Spells/items that would effectively counter them (in one way or 
  another) are: Heliosdactum, First Retrotropic, Immanent 
  Splendor, and Instant Dispulsion. Spells that might help an 
  individual break free or rescue another are: Brachial Fortitude, 
  Galvanic Thrust, Excellent Prismatic Spray, Simbilis’ 
  Righteous Mantle, Spell of the Slow Hour, and Virtuous Blade. 
  Needless to say, any that succumb will be torn to pieces. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  29
  44..22))  TThhee  DDeevvoottiivvee  CChhaam
  mbbeerr  
  ⊕ After something approaching 200ft, this descending 
  passage has turned completely about on itself and 
  opens into a cavernous oval chamber, some 150ft long, 
  and over half that across. The ceiling is 30ft overhead, 
  and weird blue flames lick high from six large copper 
  bowls. The place seems unpleasant, and closer 
  examination confirms this. The walls are carved with 
  loathsome glyphs and sigils, and against the right wall 
  is a large statue of the man who manifested earlier as a 
  ghost. Before this statue is a hexagonal block of black 
  stone, which has chains draped across its surface at 
  both ends – possibly for securing sacrificial victims. At 
  the center of the room is a hole about 10ft in diameter, 
  ringed by a low wall that is also decorated with 
  obscene runes. Over to the left three robed humanoids 
  stand deep in conversation; opposite you, a large 
  doorway opens onto a descending passage similar to 
  the one just traversed. 
  GM: How much they interact with this room depends on the 
  circumstances of their arrival. 
   
  ⊕ Illustration 13: “Devotive Chamber: Players 
  Outline” should now be revealed. (GM refers to the 
  illustration here, which contains a little extra detail.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Option A: The Swift Visit 
  The PCs are in a rush; pursued by a mass of demonic 
  humanoids keen for their blood. There is no place to 
  make a stand here, but the far doorway beckons. No 
  entities guard this doorway, and the three priests are 
  not near it: the PCs race across and vanish from sight. 
  If one makes a PS or IS Perception roll [At a bonus of 
  1 if the rating is 12 or more] they notice that one of the 
  priests appears to be an aged human. As they pass 
  through the exit portal, the PCs notice that above it is 
  carved a row of unpleasant twisting runes. 
   
  Losing the Pursuit 
  It’s possible that PCs will charge through the devotive 
  chamber with a mob of these demonic beings on their 
  heels. About 90ft further along the second passage 
  (with the passage itself continuing on deeper into the 
  gloom before them) a crackling crimson energy barrier 
  stretches across between six-foot tall two statues of 
  Gomoshan. Only the priests will continue beyond this 
  point, and so the PCs can race through to safety. (Well, 
  perhaps not ‘safety’ exactly…) 
  GM Notes: (Continue with adventure from ‘The Exit Passage’ 
  below.) Some PCs may evidence reluctance to go leaping through 
  strange energy barriers. Should things become rather complex – 
  let’s say with the PCs turning to fight for their lives in the hopes 
  of not having to go through - the demonic beings will withdraw 
  some distance. A priest (unless all are dead, in which case the 
  following happens spontaneously) mutters an incantation – the 
  energy wall suddenly leaps forward to capture all of the PCs 
  within its embrace – dragging them through.  
   
  Option B: The Leisurely Stopover 
  If the PCs arrive without pursuit, they may face a battle 
  with the priests. In combat all priests use their wooden 
  staffs - enchanted to be as strong and as effective as 
  any blade. If the PCs are still redolent with spells and 
  pools, then one demonic priest has spells as listed 
  below. If the PCs are already weak, then both demonic 
  priests possess only personally-enhancing magic, such 
  as the Shadow Armor (see below), a Darklight knife 
  (boon of 1 to attacks), an aura of fear (levy of 1 to 
  attacks on them by anyone who fails a Wherewithal 
  roll), that sort of thing – or even less effectiveness. 
   
  Typical Demonic Priest 
  Game Statistics: Attack (Cunning) 8, Defense 
  (Intuition) 9, Health 9, Magic (Demonic) 10, Athletics 
  5, Perception 7, Wherewithal 9. 
  Spell 1: The Whip of Shaarsh 
  Range: Near, Duration: Feat, Difficulty: SFD 
  A huge buzzing whip of dark force appears in the demon’s 
  hand. Demon gains a boon of 1 on attacks. Costs 1 point 
  from demon’s Magic pool when it strikes for damage. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  30
  Spell 2: Curse of the White Flame 
  Range: Near, Duration: Feat, Difficulty: SFD 
  The demon breaths out a gout of fiery white flame, capable 
  of engulfing several persons in a close group. Targets resist 
  either with just Magic or with Athletics and then (if that 
  fails) with Magic. (Athletics may only be used if target is 
  watching the caster at the moment the flame emerges.) 
  Athletics or Defense (Dodge) [Bonus of 1 if rating is 12+] 
  IS/PS – You leap aside safely. 
  HBS/EF – You leap partway clear, but still take an injury. 
  QF/DF – Fully engulfed in the flame, you take two injuries. 
  NB: Magic resists this attack in the normal fashion. 
   
  The Human Priest 
  Rerchak Jallom is the final surviving priest of 
  Gomoshan’s worship in the subworld. As mentioned 
  earlier, the PCs will never know the extent of what 
  went on here in terms of this demonic religion. The 
  author is profoundly in favor of keeping such 
  abhorrent things in the realm of evil GMCs. (As in the 
  manner of a certain long-established occult-horror 
  RPG.) His interactions with the PCs will under no 
  circumstances be of much educational value, unless the 
  lesson is merely ‘Never trust a demonist’! 
  Game Statistics: Attack (Caution) 5, Defense (Vexation) 
  6, Health 15, Magic (Demonic) 17, Wherewithal 12. 
  Spells: 
  1) Excellent Prismatic Spray (Nr/Inst/SFD): Hundreds 
  of multi-colored threads of magic flame burst from the 
  caster's fingertips. These will rip through any single living 
  target, instantly killing any living being smaller than a whale. 
  Though less effective on non-living matter it still cuts 
  through armor like soft butter, retaining sufficient force to 
  slay the person within. [The Omnipotent Sphere resists as 
  normal, but the caster of this defense must gain the 
  initiative if it is not already active. The Substantive Guardian 
  resists as normal. Malakan’s Silver Skin reduces damage to a 
  mere three injuries – rather than instant death. Otherwise 
  resist with magic or leaping as usual.] 
  2) Shadow Armor (Slf/Ft/SFD): A veil of shadow 
  surrounds caster. Two effects: any attacks requiring sight 
  are at a levy of1, and he resists DE spells at a boon of 1. 
  3) The Lashing Agony (Nr/Inst/SFD): The caster 
  breathes out a violent spray of silver and white shards, 
  capable of targeting 2 or 3 individuals in a close group. 
  These shards inflict agonizing pain, incapacitating the 
  victim. The duration of this effect is calculated for each 
  victim by rolling one dice and adding however much higher 
  the caster’s Magic rating is than the victim’s Wherewithal. 
  (If the caster rolls an IS, any targets also lose 2 from their 
  Health pool.) 
  [Substantive Guardian & Righteous Mantle can defend.] 
  GM Notes: If the PCs have already had a hard time dealing 
  with the creatures in the first room, allow them to spot the priests 
  before the priests spot them. If the PCs enter here surreptitiously, 
  they may sneak to the entrance of this room and take the priests 
  also by surprise, in which case the fight will be a lot easier. 
   
  A Prisoner? 
  If the human priest is subdued and taken alive, clever 
  PCs might think to have him guide them safely further 
  into the tomb. He will refuse utterly and even threats 
  cannot convince him, since if he dies within the tomb 
  he will be reformed within the laboratories within a 
  few days. (More importantly, he has existed now for so 
  long that he is more than partially deranged, and does 
  not value his life as much as more wholesome folk do.) 
  If it amuses the GM, the prisoner may of course lead 
  them into the trap on the bridge, and be slain in the 
  process. (If so, allow Perception rolls just before this 
  wind-tunnel trap is activated. On a PS or IS, the 
  person notices the prisoner hunch as if in anticipation 
  of some immediately imminent effect – and then any 
  PC so forewarned is granted one free action, or some 
  other benefit, before the trap takes effect.) The 
  prisoner may be questioned as to what is going on 
  here. Even if the PCs use threats and aggression, he 
  will tell them nothing, merely spit in their faces and/or 
  cackle insanely. [Note his amulet at ‘b’ below.] 
   
  What Can Be Found In the Room 
  a) On the persons of the priests are only repulsive 
  talismans made from things like dried human hands, 
  and other organs. If these are examined closely they 
  can be seen to be etched with horrid sigils. These 
  objects twist and ooze repulsively and only someone 
  making an IS with Wherewithal could carry even one 
  of them about their person.) 
  b) The human priest also has such horrid items, but he 
  additionally has a dark blue crystal amulet, which is 
  marked with ordinary sorcerous sigils. (ie not 
  particularly demonic). Should this be taken it will make 
  their journey easier at a future point. 
  GM: Anyone who scores a PS or IS with Perception at this 
  point will recall that Dorbaneth wears something similar around 
  his own neck. 
  c) Also in the human priest’s possession (strapped 
  against his flesh by a leather harness) is a peculiar 
  reddish brown crystalline scale, marked with runes. 
  Anyone who knows the spells ‘Excellent Prismatic 
  Spray’ and/or ‘Drumphilo’s Adequate Illuminator’ will 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  31
  recognize that these sigils are notifications that these 
  spells are somehow associated with the crystal. (In fact, 
  these markings indicate that anyone with the crystal 
  touching their skin can use and re-encompass these 
  spells even in a subworld.) 
  GM: If this priest is rushed past here, he may crop up later in 
  the scenario, so remember where these details are. 
   
  The Exit Passage 
  This starts off as a regular passage (similar to the one 
  they traveled through from the entrance to the tomb), 
  sloping downwards towards an energy barrier. 
  ⊕ Only a short way along the passage is an energy 
  barrier of coruscating yellow. It is opaque and blocks 
  the whole corridor. Nothing beyond can be seen. 
  GM: The idea here is to illustrate that the tomb is greater than 
  the parts they will experience. That is, they are transported to 
  somewhere else, and obviously places in between also exist. It also 
  is a useful cut-off point to get rid of pursuing demonic beings if 
  the are still in play. (See earlier.) Consequently, use of 
  Ambloraine’s or Vicco’s special ability will reveal that this is 
  just a transportation magic. Stepping through the barrier only 
  gives a brief sense of movement and then they are deposited in the 
  alcove deeper in the tomb. 
   
  Deeper in the Tomb 
  ⊕ Behind you the energy barrier has vanished, and you 
  see only solid rock wall, with a worn and aged demonic 
  statue on either side. The passage before you continues 
  for around 30ft, sloping slightly upwards, before 
  reaching a natural chasm, some 60ft across. On the 
  opposite side is an alcove in which is recessed a 
  bronze-paneled door, and this is reached by a natural 
  stone span about 5ft across which stretches over the 
  chasm, sloping slightly upwards like the passageway 
  itself. Next to the doorway is a motionless and 
  imposing tall figure in ornate bronze armor. 
  GM: The chasm stretches upwards around 300feet (not that the 
  PCs can see this far), and left and right for more than a mile. It 
  is also extremely deep.  
   
  Drawing the Chasm: There is no separate illustration of 
  the chasm. Refer to the larger GM’s map on the next page 
  that includes chasm, treasure chamber and sarcophagus 
  room. (There IS a player map handout of the treasure room, 
  which you will show players when they open the door to 
  that room. This includes chasm and bridge.) 
   
  The figure is an undead demonic warrior of minimal 
  competency. It is situated here only in order to try and 
  cause the PCs to waste a spell. It can be destroyed by 
  any spell that affects non-living beings. 
   
  Warrior 
  Game Statistics: Attack (Strength) 15, Defense (Parry) 
  13, Health 16, Athletics 4, Wherewithal 20. 
  NB: If the PCs are doing extremely well when they reach this 
  point instead use the enhanced guard notes from earlier. 
  The true difficulty here is that as soon as a person 
  reaches over halfway across the span, the bronze 
  panels in the door turn a glowing light blue and an 
  extremely strong force of rushing air comes pouring 
  forth from the doors. Anyone upon the chasm is 
  struck by this force, which grows by the second. 
  (Fortunately it does not hit them immediately with its 
  full strength, but nonetheless there is insufficient time 
  to take more than another few steps before an 
  insurmountable air pressure threatens to throw anyone 
  on the bridge backwards along the span –and almost 
  certainly out into the chasm.) 
   
  Spells that Might Be Used 
  Advantageous Aerostatic Association – Obviously, a PC 
  thrown from the bridge will use this if they have it. This 
  allows them to drift instead of plummeting, and they will be 
  able to grab hold of a rocky protrusion some 40-240ft 
  below the bridge (Die roll x 40). From this point it is 
  possible they may be hauled back by a rope, or may possibly 
  succeed in climbing. [For climbing they must achieve an IS 
  or PS with their Athletics in the normal fashion. The 
  opposing pool is 1 for every 40ft of distance the PC fell 
  before being able to grab hold.] NB: Should the party be 
  succeeding way too well, a GM will be forgiven for making 
  it much more difficult to find a purchase. 
  In playtest, one PC fell a great distance this way, to 
  land on a (hurriedly improvised) rocky bank next to a 
  (equally spontaneously created) river of black sludge. As 
  GM I allowed faint voice communication via bellows that 
  echoed up and down. The PCs above showed remarkable 
  concern and loyalty, and the person was rescued when those 
  above threw down Trivulus’ Boots of Adherence with the 
  laces tied together. (To reward this loyalty I ignored the 
  result of my roll that said the boots landed in the middle of 
  the river of sludge, and allowed the PC to recover them 
  from the shallows.) 
  Charm of Brachial Fortitude – If this spell is activated, 
  the PC may pit their Athletics against the force of the wind. 
  This force has a pool of 5 if the PC is trying to return safely 
  back to the side away from the door, and of 11 if trying to 
  reach the door. (Once the alcove is reached, the wind 
  abruptly ceases, but the guard may still be there.) 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  32
  Charm of Untiring Legs – See ‘Charm of Brachial 
  Fortitude’, except pool points are 7 and 13 respectively. 
  Personal Phantasm – The phantasm will be able to cross 
  the bridge unmolested, and reach the opposing door. Being 
  magical it does not activate the wind-tunnel effect. It may 
  be able to open the door in the usual fashion (see below) 
  but this does not prevent the wind magic from activating 
  whenever someone else crosses the bridge. Its best use 
  would be to ferry people over, since it is unaffected by the 
  wind. (It could grasp them firmly and drag them across one 
  at a time.) However, the undead guardian will also attack the 
  Phantasm as if it was real, and is able to damage it in the 
  normal fashion – thus the caster of the Phantasm must fight 
  the guard, using their own statistics. 
  Phandaal's Critique of the Chill - See ‘Untiring Legs’ 
  above. (However, if so used this spell expires after this 
  episode.) 
  Spell of the Slow Hour - See ‘Charm of Brachial 
  Fortitude’. 
  GM: Spells/devices not mentioned are not useful in this instance. 
   
  GM: Escape Clause 
  It is possible that the entire party might race unthinking 
  across the span to surprise the guard. This could technically 
  result in the deaths of all of them (if spells are scarce or 
  badly chosen, or rolls are unfortunately poor). Faced with 
  such a debacle, the GM must consider various factors: 
  - If 2 or 3 replacement PCs still remain, then the GM can 
  just let the dice roll as they will. (Of course, the Eye or 
  Urkala will not plummet and be lost, but magically fly out of 
  the chasm and land on the side furthest from the door.) 
  - If 1 or 2 replacement PCs remain, then the GM can let 
  everyone fall, and rule that anyone rolling an IS or PS with 
  Athletics [Bonus of 1 if the rating is 12 or more] manages to 
  grab hold of the rock face as they strike it further down (see 
  Advantageous Aerostatic Association spell above).  
  - If only 1 (or nil) replacement PCs remain, the GM will 
  need to make a more decisive intervention. Allow desperate 
  PCs to grab each other (Athletics – bonus as directly above 
  - DF only to fail), and struggle off the bridge in a clawing 
  mass, all holding fast so that nobody falls – well, only a PC 
  who makes a DF with the second required Athletics roll. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  33
  The Alcove and Brass-Paneled Door 
  GM Notes: The effect of the wind is not actually felt in the 
  alcove itself, and the guard waits to attack until a being steps 
  into this calm area. However, anyone who is driven back by the 
  fight may of course step back into the wind’s effect – and some 
  spells that may have helped them might now have expired! When 
  a human hand touches the door, the wind effect immediately 
  ceases (unless the PCs possess the priest’s blue amulet – see [i] 
  below). If the guard is still extant, it will of course attack anyone 
  trying to do this. 
  ⊕ The door has no handles, and appears to open 
  outwards towards the bridge. It is indented with faintly 
  carved sorcerous sigils across its whole surface. It 
  seems that it would require great force and the 
  application of some tool like a crowbar in order to 
  open this portal. 
  GM: The GM must decide what will open it. We present the 
  possibilities in rough order of preference: 
  i) The human priest’s dark blue amulet causes the door 
  to open, when it is touched against it. (This also 
  cancels the wind effect, if the PCs possess this item.) 
  [Playtest Note: The players did not think to try holding 
  the amulet and boldly crossing the bridge until after 
  some considerable difficulties here. Therefore, in the 
  interest of amusing role-playing, I allowed this to 
  successfully counter the wind effect, and they crossed 
  chiding themselves for their dumbness.] 
  ii) Those possessing a crowbar and the Charm of 
  Brachial Fortitude, may force the doors open. 
  iii) A magician using Pedantry on the sigils might learn 
  the arcane password required to activate the doors. 
  iv) A secret mechanism to open the doors might be 
  found hidden amongst the various runic inscriptions 
  (Ψ PERCEPTION, QUICK FINGERS) 
   
  Beyond the Door 
  A flight of stone steps (not trapped) leads up. Even 
  from close up, one can initially see only that stairs 
  ascend for 40ft or so and then reach some kind of level 
  area, which might be a door, platform or room. 
   
  44..33))  TThhee  TTrreeaassuurree  CChhaam
  mbbeerr  
  ⊕ A wondrous vaulted hall stands before you 100ft 
  across and 200ft wide. At the center of the room, a 
  large circular fountain spews water from the upper 
  mouthparts of some kind of carved aquatic demon, 
  filling a wide and shallow basin that surrounds it. 
  Heaped all around the floor of this chamber are piles 
  of gems, glinting coins, valuable ornaments, bejeweled 
  weapons, and shining silver and gold artifacts. Over 
  against the left wall, a tall metal statue of a repulsive 
  demon has its arms clasped behind its back. Draped on 
  the walls are enormous rich tapestries depicting various 
  earthly vistas from forests to the deep night sky, and 
  demonic visions from horrid subworld landscapes to 
  the visages of hideous 'demon lords'. Far more wealth 
  is here than you could hope to spend in an entire 
  lifetime! Even shared amongst your friends, such 
  riches will make you all lords of Kaiin. At the back of 
  the room is a large recess in which stands a carved 
  stone sarcophagus. 
  GM: Should the PCs be still in strength, and action a fine thing 
  to have at this point, the human priest detailed earlier is kneeling 
  before the sarcophagus, and springs up as they enter. 
   
  ⊕ Illustration 14: “Treasure Chamber: Players Aid” 
  should now be brought into play. (GM refers to the 
  illustration above, and fills in the extra details, and 
  room beyond, as the PCs explore and discover.)  
   
  4.3a) The Treasures 
  The GM should allow any PCs that wish to, to gather 
  valuables to line their pockets. This is after all one of 
  the reasons why they came here, and will add to game 
  realism and possibly player satisfaction. The PCs may 
  attempt to evaluate goods (Ψ APPRAISAL, 
  STEWARDSHIP/PERCEPTION -1), and that too should 
  be allowed – with the GM making up descriptions and 
  values in a fashion that inspires awe and triumph. 
  However, it is impossible to fully sort out the 
  useful magical treasures from the mundane without 
  access to more magics than are available, and 
  preferably a fully-functioning thaumaturgist’s 
  laboratory. Nonetheless, those who search the piles 
  may find various things that appeal to them. Largely 
  these will remain unidentifiable unless tested, although 
  certain PCs (Ambloraine/Vicco) have Special Abilities 
  – Magic (Insightful) – which they can use to deduce 
  what magical items are after a minute or so spent 
  concentrating on them, or (in the case of compounds 
  and potions) evaluating them using relatively simple 
  laboratory tests. Others may be able to read the 
  magical sigils on any labels (Ψ PERCEPTION: -1 for 
  non-magicians, one roll only per item). 
  Bear in mind also that many of the magic items 
  glow with the force of their enchantment, and so even 
  a non-magician can locate some of these items, and by 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  34
  taking one up may learn of its usefulness (or lack of) in 
  the action that follows. If play clogs, have Krenhot be 
  spotted or reveal himself. Or the portal beyond could 
  be noticed as it starts to activate. 
   
  Such an extensive list is given to try and 
  recreate the difficulties inherent in trying to find useful 
  objects amongst the massive heaps of spoils. (Mind 
  you, in the preliminary playtest, a PC did manage – 
  through sheer chance to avail themselves of the anti-
  demonic swords.) It is entirely possible that this list 
  will only come into its own when they get past 
  Krenhot and reach the portal before it closes. 
  Searching requires Perception rolls, and an IS 
  will reveal something special - (Roll D6): 
  1) A glowing magical sword (roll on ‘Sword ‘table) [For 
  simplicity’s sake all the magical weapons are swords: mostly in the 
  rapier-style, but some larger. In any event, the skill of ‘Rapier’ or 
  ‘Cutlass’ covers all such weapons found here.] 
  2) A Piece of Armor (roll on ‘Armor’ table) 
  3) A scroll (roll on ‘Scrolls’ table) 
  4) A potion or salve (50/50), whose lid is marked with 
  sorcerous runes (roll on ‘Potions’ table) 
  5) An amulet, rich with power (roll on ‘Amulets’ table) 
  6) A special object (roll on ‘Special Objects’ Table) 
  NB: If someone is merely looking desperately for 
  something to assist them, they must specify whether they 
  want a weapon, a potion, or scroll, or ‘anything’. (GM then 
  adjusts table roll accordingly: 1-3 they find an item of the 
  type they want, 4-6 roll on standard table here.) 
   
  NB: GM needs to note somewhere any item (by 
  number) that a PC has on their person. The player 
  should be asked to note the same item by a brief 
  description – and any information they have learned - 
  on the back of the character sheet, or in the Special 
  Possessions box. 
   
  Sword Table 
  1) [ITEM 1] “A bejeweled and magnificently crafted sword 
  of great size”. (This item is ornamental only, and applies a 
  levy of 1 to the wielder if used during combat. Its magical 
  attribute is only that it is preserved from decay, though it 
  shatters on the first DF if used in combat. In a campaign 
  this would be an ‘Impressive Weapon’ as featured in Cugel’s 
  Compendium.) 
  2) [ITEM 2] “A shining bronze shortsword, with an ornate 
  hand-grip in which is embedded a large sapphire.” (This 
  sword bestows on the wielder the ability to resist flames at a 
  bonus of +1 – effectively useless in the action to follow.) 
  3) [ITEM 3] “A large dull-sheened sword made from some 
  unusual dark metal, and finely forged with a huge ornate 
  pommel.” (This is a magical trick sword, and when two of 
  the sections of the ornate pommel are gripped in the correct 
  way, the blade is projected by a powerful spring, travelling 
  several yards with enough force to impale a non-armored 
  man, and injure even an armored warrior.) 
  4) [ITEM 4] “A regular-looking rapier, except for its 
  magical sheen.” (When thrown at an attacking foe, this 
  rapier fights in mid-air as if wielded by an unseen assailant. 
  For simplicity, this gives a +1 to any attack roll when the 
  sword fights alongside you – on a HBS it is the sword that 
  has hit.) 
  5) [ITEM 5] “A fine silver sword, decorated with ornate 
  spirals carved along the blade.” (As he/she begins combat, 
  the blade casts the ‘Spell of the Slow Hour’ upon them. 
  Two charges left) 
  6) [ITEM 6] “A glinting silver cutlass, decorated with 
  numerous glowing runes.” (An anti-demonic weapon that 
  strikes demons at +1 and gives the wielder +1 on 
  Wherewithal checks when resisting fear of demons. Note 
  that the holder will not know this until they try and combat 
  a demon with it.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armor Table 
  1) [ITEM 7] “A pair of lower-arm guards made of black 
  metal.” (These allow the wearer to see in darkness.) 
  2) [ITEM 8] “A pair of golden gauntlets.” (Bestow 
  immunity to mental coercion upon the wearer – charged.) 
  3) [ITEM 9] “A glinting tin helm, with a prominent nose-
  guard.” (Bestows immunity to suffocation upon the wearer.) 
  4) [ITEM 10] “A round shield of hammered brass, adorned 
  with runes.” (The wielder resists magical effects at +1.) 
  5) [ITEM 11] “A bronze helmet decorated with a plume or 
  large red feathers.” (Wearer is immune to fear for several 
  minutes per charge.) 
  6) [ITEM 12] “A silver breastplate etched with sorcerous 
  sigils.” (Anyone wearing this gets a bonus of +1 on all 
  Health rolls.) 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  35
   
  Scrolls Table 
  Each of these scrolls contains one or more spells. However, 
  since there is no time to cast these in the action that 
  follows, we mention them only by name. (All spells are 
  from either the DERPG Rulebook, Demons of the DE, or 
  Turjan’s Tome.) We supply such detail so that if PCs 
  examine the horde they will find it to be both copious and 
  impressive. If the PCs found the magical item in the first 
  tomb room, it is possible they might attempt to encompass 
  a new spell here. Sadly, that magic item only helps 
  encompassment of spells you already know. 
  1) [ITEM 13] ‘Edan’s Thaumaturgic Poultice’, ‘Edan’s 
  Cerebral Physic’. 
  2) [ITEM 14] ‘Phandaal’s Observational Confinement’, 
  ‘Phandaal’s Sheltering Radiance’. 
  3) [ITEM 15] ‘Thasdrubal’s Enfeebling Gaze’. 
  4) [ITEM 16] ‘The Literal Organic Expulsion’. 
  5) [ITEM 17] ‘Felojun’s First Hypnotic’. 
  6) [ITEM 18] ‘Calanctus’ Precise Deception’. 
   
  Potions Table 
  Potions are of course of much easier use, and therefore we 
  supply more detail. Various attempts may be made to 
  identify a potion. Firstly, the runic inscription might be 
  translated. A PC makes a Pedantry roll (bonus of 1 if the 
  Pedantry rating is 12 or more, penalty of 1 if Magic rating is 
  9 or less. (Of the pregenerated PCs only Ambloraine gains 
  the +1 specialism bonus.) 
  NB: Since it is possible to gain a false description of the contents, the 
  GM may wish to roll secretly. 
  IS – Takes only a moment to recognize the description 
  PS – Takes several seconds (2 rounds) 
  HBS – Takes some long moments of uncertainty (5 rounds) 
  EF – Even after some time (7 rounds) you are unable to 
  work out what this does beyond a vague clue (GM supplies) 
  QF – After tortuous pondering (15 rounds) you admit you 
  cannot recognize these runes. 
  DF – You mistranslate the label to be an opposite or related 
  effect. (GM decides) 
  Or, Ambloraine / Vicco could use special ability (Magic – Insightful) 
  1) [ITEM 19] Scorpion Venom (Causes illness equal to one 
  wound level) 
  2) [ITEM 20] Edan’s Remedy (Heals one wound level) 
  3) [ITEM 21] Nordrin’s Elixir of Endurance (+1 Health 
  rolls against toxins) 
  4) [ITEM 22] Jantry’s Vituperance (+1 to Athletics rolls) 
  5) [ITEM 23] Kedmaf’s Courage (+1 to Wherewithal rolls) 
  6) [ITEM 24] Lal’s Measure of Disregard (imbiber becomes 
  partially invisible: -1 on all aimed attacks on them) 
  NB: For the sake of simplicity, each potion has one dose 
  per container. They might come in a small bejeweled flask, a 
  tiny bottle, or even a nondescript clay tube sealed with wax. 
  (GM decides.) 
   
  Amulets Table 
  Again, these can be quite useful (in some cases 
  extraordinarily useful). However, only Ambloraine and 
  Vicco (using their special abilities) can attempt to divine the 
  properties of these items. (Again on a DF, the property is 
  badly misjudged.) Use table available under ‘Potions’ above. 
  Amulets are generally gems of different types at the end of 
  bronze chains. 
  1) [ITEM 25] Korb’s Decorative Restraint (Wearer is 
  utterly incapable of motion until someone divests them of 
  the amulet – or until they are physically injured) 
  2) [ITEM 26] Yuggan’s Glittering Presence (Wearer shines 
  and sparkles, and in all ways looks pleasing to the eye) 
  3) [ITEM 27] Hottle’s Averter of Avians (No natural flying 
  creature – inc. pelgranes - will approach the wearer within 
  15 yards) 
  4) [ITEM 28] The Tablet of Sufficient Nutriment (Any 
  organic non-living substance that is rubbed against the 
  amulet becomes edible and nutritious to a human, but may 
  still taste foul. Each application alters a substance sufficient 
  in volume to fill a small bowl.) 
  5) [ITEM 29] Phandaal’s Divergent (Wearer gains +1 to 
  resist Magical effects) 
  6) [ITEM 30] Gomoshan’s Demoniacal Application (Turns 
  the wearer into a deodand. However, he/she retains their 
  intelligence and purpose – though not their manners.) GM: 
  A useful effect. For simplicity, give a bonus of +1 to Athletics, 
  Defense and Health rolls, but person is incapable of casting spells, and 
  is rather brusque of manner. 
   
  Special Objects Table 
  1) [ITEM 31] A small book on magic “Ednoshal’s Manifold 
  Enchantments”, which contains a number of spells. This of 
  course is useless here, due to the time taken to memorize 
  spells. (PCs do not have 20 mins remaining.) However, it is 
  of course exactly the kind of thing the magicians came for. 
  2) [ITEM 32] Another small book on magic “Kryton’s 
  Overworld Conjurations”. Again useless for this scenario. 
  3) [ITEM 33] One of the special silver snake amulets that 
  allow them to leave this realm. (See description in Room 4.4 
  below.) 
  4) [ITEM 34] A small hard Clay Tablet covered in 
  thaumaturgic symbols. (Paguiler’s Restorative: This has 2 
  charges remaining, and when pressed against a rechargeable 
  magical device it will restore one charge per touch – whilst 
  it has charges.) 
  5) [ITEM 35] A human thigh bone carved with runic 
  inscriptions and carved to a point at one end. (This is 
  enchanted to do three straight injuries to an undead creature 
  into which it is plunged. The bone then disintegrates.) 
  6) [ITEM 36] A silver wand, etched with sigils. (This can 
  make three castings of the spell ‘Excellent Prismatic Spray’ 
  – one per round – at the Magic rating of the wielder.) 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  36
  4.3b) The Fountain and Basin 
  Lying in this basin of water, near the feet of the 
  demon, are nine pendants - golden serpents twisting 
  about themselves, each attached to a gold chain. (At 
  least this is how things appear – these items are in fact 
  illusory!) Any person touching the water is stricken 
  with a magical curse known as the ‘Deadly Distension’. 
  They begin to swell, effectively losing 1 Health point 
  per round, until on reaching ‘0’ Health they explode. 
  This may be halted at any time by casting one of the 
  following spells upon them: Calanctus' Immanent 
  Splendor, Calanctus' Instant Dispulsion, the First 
  Retrotropic, Phandaal's Repudiation of Curses, or 
  Simbilis’ Righteous Mantle. Edan’s Thaumaturgic 
  Poultice works to halt the effect only on an IS or PS. 
  (The demonic statue is utterly inert, except to be the 
  focus of the enchantment that is at work here.) 
   
  4.3c) The Sarcophagus 
  Behind the sarcophagus is an arched recess. The 
  outline of some kind of bricked-up door is here, and 
  the stone is deeply engraved with sorcerous sigils. A 
  Pedantry roll may indicate that this is some kind of 
  portal. (However, they have no means to open it.) The 
  PCs will no doubt expect that some hideous undead 
  lurks inside this sarcophagus, waiting to pounce when 
  the top is slid aside. Removing the top requires a great 
  feat of strength no matter what way they accomplish it. 
  So as not to disappoint our audience, there may indeed 
  be a crazed undead within this sarcophagus. However, 
  it is of no real consequence to the story or to the PCs 
  – it has been placed here simply because such a thing is 
  expected, and can be destroyed through the mere 
  application of force. (But it has been enchanted to 
  appear horrifying and to resist mundane damage – in 
  the hopes that its presence will cause tomb-robbers to 
  use up valuable magic as they try and defeat it.) 
  GM: Should the scenario need to be speeded up, this sarcophagus 
  only contains a mummified and mostly disintegrated corpse, and 
  a staff that was once magnificent but is now broken into shards. 
  The False Undead 
  Game Statistics: Attack (Ferocity) 19, Defense 
  (Misdirection) 17, Health 20, Magic (Resistance only) 14, 
  Athletics 5, Wherewithal 30. 
  Special Features: This creature is so repulsive in appearance 
  that at the start of the combat each person must make a 
  Wherewithal roll. Anyone who fails takes a levy of 1 to their 
  attacks against it – physical or magical): EF – 1 rd, QF – 2 
  rds, DF – 3 rds. This temporary incapacitation takes into 
  account that they will soon see it being attacked and/or 
  damaged – and thus overcome their fear. If PCs merely flee 
  to regroup then consider extending the penalty. This entity 
  attacks at full ability until reduced to 0 in its Health pool – 
  at which point it disintegrates. 
   
  Using Magic Against the False Undead 
  Blue Concentrate – No effect 
  Heliosdactum – Renders the False Undead immobile for 
  one round, and drains 3 from its Health pool. 
  Calanctus' Immanent Splendor – False Undead will not 
  attack caster, and attacks at a penalty of –1 when someone 
  evidencing the Immanent Splendor is in the vicinity. 
  Calanctus' Instant Dispulsion – Caster must overcome a 
  Magic rating of 12. If so, the False Undead collapses into 
  dust for three hours. 
  Edan's Thaumaturgical Poultice – Causes an immediate 
  wound on the False Undead. 
  Excellent Prismatic Spray – Cosmetic damage only 
  (subtract 1 from being’s Health pool). 
  First Retrotropic – Instantly turns the False Undead into a 
  pile of dust and bones. 
  Gilgad's Instantaneous Galvanic Thrust – Knocks False 
  Undead down. It also causes it to lose 3 from its Health 
  pool IF the caster can make a PS or IS with a Magic roll 
  (Bonus of 1 if the rating is 12 or more). 
  Virtuous Blade of Motholam – Any successful strike 
  causes an automatic drain from its Health pool (EF – 1 pt, 
  HBS – 2 pts, PS – 3 pts, IS – 4pts). 
   
  4.3d) The Teetering Statue 
  A 12ft tall metal sculpture of a demon that appears to be 
  holding something behind its back. The demon stands in 
  a faintly carved semi-circle of sorcerous runes (one foot 
  out from its base). If anyone approaches the demon by 
  moving to within 6 feet of it, the demonic statue (which 
  is actually extremely precariously balanced although it 
  doesn't look it – unless a Perception IS is made from 
  close range) will fall towards them – note that it as 
  ‘lunges’ suddenly towards them. Athletics or Defense 
  (Dodge) is required [Bonus of 1 if rating is 12 or more] to 
  move aside as it falls, or suffer crushing damage: 
  IS – You step nimbly aside. 
  PS – You leap aside deftly. 
  HBS – You throw yourself aside clumsily and painfully. 
  EF – You bodily hurl yourself to one side, but are 
  sideswiped by the statue. (Victim takes an injury.) 
  QF – Although you start to move aside, the statue smashes 
  into you, tossing you aside. (Victim takes two injuries.) 
  DF – The statue crashes down on top of you. (Victim takes 
  three injuries.) GM: Whatever happens to the PC, the statue 
  impacts with the floor, making a tremendous noise. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  37
  4.3e) A Tapestry Depicting the Horrid Face 
  of a Huge Demon 
  This huge tapestry shows the leering, lolling face of a 
  repulsive demonic being. It covers the wall from 
  virtually the ceiling (where it is attached to a rail) to 
  only an inch or so above the floor. Behind it the giant 
  head of the demon ‘Krenhot’ is blocking the doorway 
  (see below) that the PCs need to pass through in order 
  to proceed. However, unless a PC near this chart is 
  extremely alert (Ψ PERCEPTION: IS only) they don’t 
  even hear the faint breathing or see the slight shifting 
  of the hanging (all caused by its comatose slumber). In 
  most cases, it will require the tapestry to be pulled 
  aside on its rail to reveal this being. If anyone grasps 
  the tapestry firmly, it will actually slide back all on its 
  own, revealing Krenhot to the room. Krenhot is the 
  major action in this room, and indeed one of the major 
  action pieces of the scenario. 
  GM: Invent other tapestry details to match the introductory text 
  to this section. 
   
  ⊕ Revealed to you all is a wide and deep doorway with 
  a room beyond; however egress will not be simple in 
  this direction. Entirely filling the doorway is a torpid 
  and grotesque demonic countenance. Low of brow, 
  large of lip, and wide of nose – were it not for the 
  palpable aura of terror emanating from it, it would 
  seem almost comical. Suddenly its eyes snap open and 
  the surface of its skin breaks into roiling motion. It 
  begins blinking in excitement, thin wafts of smoke 
  drift from its nostrils, and it licks at its lips with a huge 
  prehensile forked tongue. Everyone who observes it is 
  struck by a wave of abject terror. 
  GM: Anyone able to peer past (whether now or at some point 
  during their forthcoming altercation with Krenhot) can also see: 
  ⊕ Beyond is a smaller room – 100ft long and 40ft 
  wide, at the end of which is another (more ornate) 
  sarcophagus, lying on top of which is a great bronze 
  staff topped with the molded head of a fearsome 
  demon. The staff is wrapped round with a number of 
  silver amulets, in the shapes of twisting snakes. On the 
  right hand wall of this room is a stone portal with an 
  intricately carved frame decorated with magic sigils. At 
  the moment the portal swirls with inert oily blackness. 
  The left-hand wall of this room is decorated with 
  bronze panels bearing uncomfortable abstract patterns 
  which hurt they eye when gazed upon. 
  GM: When it seems appropriate to hasten the proceedings, the 
  oily blackness will start to change: first glowing spots will appear, 
  then these will expand to lines and patches, eventually joining to 
  form a depiction of Kaiin’s Old Town in early evening. 
  (Although nobody can pass through to the Old Town unless they 
  are wearing one of the snake amulets.) 
   
  ⊕ Illustration 15 ('Krenhot’) should now be made 
  available to the players. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Krenhot 
  GM: Every PC must make a Wherewithal roll (bonus of 1 if the 
  rating is 12 or more). 
  IS/PS – Though startled by this evil being’s repulsive 
  visage, you are free to act as you see fit. 
  HBS/EF – You are frozen in horror for a single round. 
  QF – You are frozen in horror for two rounds, and after 
  that can engage Krenhot only at a levy of –1. 
  DF – You are overcome with terror and collapse insensible, 
  and after that engage Krenhot at a penalty of –1. 
   
  Game Statistics: Attack (Speed – tongue only) 18, Defense (Dodge – 
  tongue only) 16, Health 20 (variable). 
  Driving Krenhot Away 
  Krenhot’s Health pool must be reduced to 0, before it 
  ducks downwards into the recess, howling in pain. 
  (Although of course this is only the Health of its head and 
  tongue.) Note that as GM you can vary the size of this 
  Health pool to best suit dramatic effect. Also note that he is 
  immune to normal weapons, their hacks and thrusts simply 
  bounce from his demonic hide. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  38
  Krenhot’s Attacks: 
  a) Tongue – this long appendage strikes with the force of a mace, and 
  can also grapple and grip. 
  On any round where a PC ends with a QF or DF, they have been 
  gripped by the tongue and will be pulled into the mouth in 2 rounds 
  (IE two more action rounds take place, and on the third they are 
  considered inside the mouth). Each time the tongue is struck in a 
  round this delays this result. However, once the victim is inside they are 
  dead and gone. The PC may themselves also attack the tongue, but if 
  they were caught due to a QF they attack at a levy of 1, and if caught 
  with a DF at a penalty of 1. Striking the tongue with an IS or PS 
  will cause it to drop the victim. 
  b) Corrosive Spitball – Once every 5 rounds if he so desires (IE if the 
  GM thinks action needs enlivening) he can spit over a number of 
  yards. (Use the ‘falling demon’ table at 4.3d to calculate chances of 
  avoidance and any resultant damage.) 
   
  Using Magic against Krenhot 
  Blue Concentrate – Each spray incapacitates him for 1 
  round. 
  Heliosdactum – Blasts 5 points from his Health pool and 
  causes him great agonies. 
  (NB: If the Heliosdactum is not used until some lively interactions 
  have already taken place, and PCs expended spells and/or taken 
  injuries, then the use of this device can be the pivotal thing that drives 
  Krenhot away, even if it does not technically increase his injuries to the 
  correct amount.) 
  Calanctus' Immanent Splendor –Krenhot is greatly 
  pained (loses 5 from Health pool) and cannot act for one 
  round. 
  Edan’s Cerebral Physic – Will instantly restore anyone 
  who passes out with fear or is frozen to the spot. 
  Excellent Prismatic Spray – Rips 10 points from his 
  Health pool. 
  Gilgad's Instantaneous Galvanic Thrust - Blasts 10 
  points from his Health pool. 
  Personal Phantasm – Krenhot devours such magics, and 
  will with great relish. (He must attack it as detailed above.) 
  Phandaal's Primary Dissolution - To dispel Krenhot, the 
  caster must overcome a magical pool of 12. (Krenhot does 
  not vanish, but disappears rapidly downwards.) 
  Simbilis’ Righteous Mantle – Resists the fear effect. 
  Thasdrubal's Doughty Resolution - Resists the fear 
  effect. 
  Unassailable Intellect - Resists the fear effect. 
  Virtuous Blade of Motholam – Any successful strike 
  (even an EF) causes an automatic drain from its Health 
  pool. 
  (EF – 1 pt, HBS – 2 pts, PS – 3 pts, IS – 4pts). 
   
  Using Chemistry Against Krenhot 
  GM: It is possible that PCs may have brought 
  materials from the laboratory they explored earlier. 
  Some kind of flaming oil or highly corrosive liquid will certainly 
  cause him to lunge downwards in pain, at least for a moment or 
  two. Likewise each jar of acid thrown at his face will cause him 
  considerable pain, and if several are thrown in rapid succession, 
  he may retreat below for a few moments to heal his wounds. 
  Seven clay jars of acid are in this room, and may be used by the 
  adventurers. These have screw-top clay lids and are fairly robust, 
  but will not survive being dropped onto a hard surface, struck 
  with a blunt object with any force, or thrown forcefully into its 
  face. 
  GM: Krenhot is reminiscent of Blikdak (TDE), who was a 
  major demon that partially extruded from one of the subworlds 
  into the Dying Earth. Krenhot is not nearly so powerful as 
  Blikdak, and is a summoned and bound being from one of the 
  other subworlds. He is trapped here as a guardian – rather than 
  lurking here of his own free will. 
    
  Throwing Acid 
  Because of Krenhot’s attacking tongue, those throwing 
  the acid have to do so from a distance of several yards. 
  Use Athletics [bonus of 1 if rating is 12 or more]: 
  IS/PS – You strike the demon fair and square, and the 
  container breaks, spraying the beast liberally with corrosive 
  liquids. (Counts as one injury each such strike.) 
  HBS/EF – The container breaks against the doorpost, but 
  nonetheless a proportion of the acid sprays onto the 
  demon. (Counts as half an injury.) 
  QF – The jar rebounds from the entity and breaks upon the 
  floor, doing minimal if any damage to the repulsive creature. 
  DF – You slip as you lunge to throw and the container falls 
  short, very much short. You are sprayed with drops of acid 
  and take an injury. 
   
  GM: Should Krenhot be driven off, rather than just 
  ducking down, PCs can see a huge wide tunnel 
  descending to an ominous red glow far below. (Or 
  perhaps may see the demon himself, rapidly retreating.) 
   
  Encouraging Alacrity 
  Should the PCs be loitering, describe the portal in the 
  room beyond, crackling and flashing with energy as it 
  begins to activate. As any GM of experience will no 
  doubt already have guessed, the portal will remain 
  potentially available for as long as this state of affairs 
  suits the pace of the scenario. But there is no harm in 
  implying to the players that this duration of 
  opportunity may soon expire if they don’t hurry. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  39
  Emergency Option 
  Lacking spells, chemical assistance, or luck in their rolls 
  to recover useful treasure, the PCs could be stuck here. 
  Rather than have this happening, the GM is at liberty 
  to fudge to the rolls as to what magical treasures are 
  uncovered – or even to invent something new that will 
  help them proceed. However, do not do this whilst 
  some reasonable way remains for them to go on 
  through their own actions. If absolutely necessary, 
  Dorbaneth may aid them by using the magic of the 
  Eyes of Urkala – sending a burst of bright light that 
  drives him downwards in pain for a few rounds. 
  ⊕ Illustration 16 (‘The Portal’) should be made 
  available to players as soon as a PC gets a proper look. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  44..44))  TThhee  IInnnneerr  SSaannccttuum
  m  
  ⊕ The room before you reeks with age. Around the 
  walls various alcoves hold small demonic statues, and 
  at the far side of the room a stone sarcophagus is 
  supported on a large stone plinth. Lying across it is an 
  eight-foot bronze staff, topped with a molded demonic 
  head; and wrapped around the staff are about a dozen 
  silver amulets shaped like twisting snakes. On the 
  right-hand wall of the room a great portal flanked by 
  two demonic statues shows a scene of inky blackness. 
  GM: By the time of their entry, the portal may be showing signs 
  of activation. If so, reword the last sentence. 
   
  Trapped! (GM’s discretionary option) 
  Once they are inside, Krenhot rises again, hefting 
  some kind of heavy stone block. Grumbling and 
  groaning, he hammers this block into place, thus 
  effectively and permanently blocking the exit. Make 
  this a darkly amusing incident. If someone has 
  remained accumulating treasures they may become 
  trapped – and left behind. Only the Spell of the Slow 
  Hour is likely to help directly, in allowing such a 
  person to rush forward and attempt a leap through the 
  gap as Krenhot slowly pushes the block into place. 
  (Unless they are already right next to the portal and 
  able to try such a leap unaided by magic (in which case 
  PS or IS with Athletics is required to succeed – bonus 
  of 1 if the rating is 12 or more.) 
   
  PC Motivations 
  The PCs need these amulets in order to be able to 
  return to the Dying Earth. (It should have been firmly 
  established earlier that Gomoshan, like most 
  magicians, is likely to have left a genuine means of 
  escape.) As GM, you may need to mention (subtly) 
  that time may be running out. If it is useful to drive the 
  plot, the portal in the wall begins to manifest some 
  sign of activity: Amidst the oily blackness spots of light 
  start to appear, and small lines of force begin to 
  connect them. (Over a few minutes/moments this 
  evolve into the fully-fledged scene of Kaiin’s Old 
  Town that was mentioned earlier.) 
   
  4.4a) Gomoshan’s Staff 
  Only one way exists here to safely grasp the staff: 
  magic. Using any of the spells: ‘Personal Phantasm’, 
  ‘Phandaal’s Repudiation of Curses’/’Unassailable 
  Intellect’, or ‘Simbilis’ Righteous Mantle’ will open the 
  possibility of the staff being taken up safely and the 
  amulets removed. These spells belong to Vicco, 
  Ambloraine and Haldalank respectively, and are all 
  single-use in this realm. Nonetheless, if they remain 
  available and are applied, then the PCs deserve a break. 
  Personal Phantasm – This it the most amusing option. If 
  the illusory Vicco takes hold of the staff, read this out: ‘Mist 
  pours out from the sarcophagus, wrapping the simulacrum, 
  pouring into it through eyes and ears and mouth. The 
  simulacrum seems to expand, becoming more saturnine in 
  feature, taller and more noble in bearing. It stands up 
  straight and turns around, holding the staff triumphantly 
  high in its right hand. It cries out: “Alive at last! My greatest 
  thanks. Now prepare to die in sacrifice to my demon lord!” 
  Then its eyes alight on Vicco, and it flinches in surprise. 
  “What is this?” 
  GM: Vicco may end the spell as normal, simply by deciding to do so. 
  At such a point, Gomoshan cries out in frustration and is dispelled. 
  The staff clatters to the floor. However, the spell does not end simply 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  40
  because Vicco loses concentration. Thus, the Player must specify that 
  the PC tries to end the spell effect. If they do not, then see Gomoshan’s 
  details below (though Gomoshan will be careful not to slay Vicco – 
  rather will try and render him incapacitated so that his real body can 
  be possessed later). 
  Phandaal’s Repudiation/Unassailable Intellect – 
  Protected by this, Ambloraine may attempt to resist 
  Gomoshan’s attempt to possess her: ‘Magical mist pours 
  out from the sarcophagus, and wraps itself around you. 
  Some kind of evil presence is attempting to make your body 
  its own.’ 
  GM: Ambloraine will no doubt attempt to resist, and must overcome 
  an effective Magic rating (and pool) of 10 to successfully do so. If she 
  fails, see the standard results for unprotected grasping of the staff below. 
  If she succeeds, there is a distant screeching, the mist evaporates, and 
  she has possession of the staff. 
  Righteous Mantle – Haldalank grasps the staff: ‘Magical 
  mist pours out from the sarcophagus, and wraps itself 
  around you. Some kind of evil presence is attempting to 
  make your body its own.’ 
  GM: Haldalank must also resist Magic rating and pool of 10 with 
  his own. But bear in mind that he treats any EF’s as HBS’s.  
   
  Grabbing the Staff without Magical 
  Protection 
  GM: This includes using any inanimate objects to touch the staff 
  and pull it towards you. 
  ⊕ You feel the power of this item in your hands, 
  strange entities speak of being at your service, and 
  mighty cantraps fill your mind with the means to do 
  great good or evil. Your body fills with the energy of 
  the subworlds, instantly healing all pain, injury and 
  disease. 
  GM: But… 
  ⊕ Then, magical mists pour from out of the 
  sarcophagus, flowing around your legs, up your arms, 
  and clogging your eyes, nose, mouth and ears. Some 
  evil presence is forcing its way into your being, sapping 
  your will, taking over your mind… 
  GM: The PC at this moment becomes a GMC, unless that have 
  one of the spells above already encompassed and can activate it by 
  rolling any success on a spellcast attempt. If they become a 
  GMC… 
  ⊕ The person who was your comrade seems to 
  expand, becoming more saturnine in feature, taller and 
  more noble in bearing. They stand up straight and turn 
  around, holding the staff triumphantly high in their 
  right hand. They cry out: “Alive at last! My greatest 
  thanks. Now prepare to die in sacrifice to my master!” 
   
  4.4b) Gomoshan 
  Gomoshan is now manifested in this new host, and 
  attacks with intent to slay. The amulets remain firmly 
  wrapped around the staff. At about this moment of 
  course is the instant when the vision of the Old Town 
  finally becomes clear through the portal. The scene is a 
  street near the plaza where they first entered the tomb 
  (although not close enough or from the right angle that 
  Dorbaneth or any others can be seen). The sounds 
  (birdsong, wind) and scents (sea, perfumed trees, 
  distant stench of Kaiin) are perfectly clear. However, 
  only a person wearing a silver snake amulet can pass 
  through. Others simply bounce off the image as if it 
  was a painting on the wall. 
  GM: Know Gomoshan’s capabilities as well as you can, so that 
  this encounter can occur as fluidly as possible. 
   
  Magical Combat 
  If the PCs are still redolent with magic and pool 
  points, Gomoshan will know these spells listed below, 
  and target them as he sees fit – roll randomly or send 
  them against whomever attacks him the most 
  vigorously: 
   
  Gomoshan 
  Statistics: Attack (Strength) 22, Defense (Parry) 20, Health 
  20, Magic (Demonic) 20, Athletics 9, Perception 7. 
   
  The Blue Bolt 
  Range: Near; Duration: Instant; Difficulty: Straightforward 
  Summary: Disrupts DE enchantments and spell effects 
  Style Affinity: Demonic 
  This blast of blue energy flies from the caster's out-thrust 
  fist and expands from a small ball of blue light into a bolt 
  the size of a writing desk. On impact with the target it 
  explodes. The bolt can affect only one being or item, and 
  dissipates non-demonic magic and enchantments associated 
  with the target. (See 'Liberation of Warp', p107 DERPG, 
  for further details.) It effects only magic that is not linked to 
  the powers of the subworlds. Despite the apparent voracity 
  of the explosion, even if the target is a human being they 
  suffer no damage to body or psyche, only to magical items 
  or effects upon their person - and to spells in effect or 
  lodged in their sensorium. Enchanted effects are 
  automatically dissipated, but each spell held by a magician 
  (whether active through concentration or encompassed) 
  may attempt resistance. (Each has a single roll to save itself, 
  and unless the target’s Magic rating is higher than the 
  caster’s this roll is at a penalty of 1.)  
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  41
  Osmolokin’s Ooze 
  Range: Near; Duration: Concentration; Difficulty: Straightforward 
  Summary: Target chokes on their own mucous. 
  Style Affinity: Demonic 
  The caster picks a target and conjures up inside them a mass 
  of repulsive phlegm. This afflicts the unfortunate victim as 
  if they were breathing water. Drowning commences. Once 
  the spell has taken hold the only non-magical escape is to 
  stagger out of the caster's line of sight, or for the caster to 
  be significantly distracted - say by being physically attacked 
  or targeted by offensive magic. 
  For Drowning rules see DERPG p54 or this alternative: 
  Magic rating 
  IS – You throw off the spell effect. 
  PS – You take no damage this round. 
  HBS – You lose 1 Health point. 
  EF – You lose 2 Health points. 
  QF – You lose 3 Health points. 
  DF – You lose 4 Health points. 
   
  Polgrak’s Grey Bulwark 
  Range: Self; Duration: Concentration; Difficulty: Straightforward 
  Summary: Increased resistance to Dying Earth spells. 
  Style Affinity: Demonic 
  This spell creates an unhealthily glowing gray barrier of 
  force around the body of the caster. This force resists 
  Dying Earth magic by granting a boon of 1 to defend 
  against such attacks. The caster may continue to cast 
  Straightforward demonic spells whilst the barrier is in place, 
  but may attempt no complex actions or else will lose 
  concentration. 
   
  The Scream of Dissolution 
  Range: Near; Duration: Instant; Difficulty: Straightforward 
  Summary: Scream that renders enemies unconscious. 
  Style Affinity: Demonic 
  The caster emits a hideous wailing that is capable of melting 
  the minds of the weak-willed. Any enemies within close 
  earshot must attempt a single Wherewithal roll at a penalty 
  of 2 (less 1 if their Magic rating is equal or higher than that 
  of the caster of this spell, and less 1 if their Magic rating is 
  12 or more). Those who fail become temporarily deranged. 
  Such inflicted insanity usually causes the victim to fall down 
  in a drooling, quivering heap. Suffering an EF this lasts for 
  5 rounds, for five minutes on a QF, and fifteen minutes on 
  a DF. 
  GM: Spells that defend are: Calanctus’ Substantive Guardian, 
  Simbilis’ Righteous Mantle, Thasdrubal’s Doughty Resolution (boosts 
  Wherewithal), and Unassailable Intellect. (Also, standard resistance 
  with one’s Magic rating is possible.) Spells that end the effect are: 
  Edan’s Cerebral Physic and the First Retrotropic. Bear in mind that 
  this spell could possibly wipe out the PCs and end the adventure at this 
  point – though very unlucky rolling would have to occur. 
   
  Using Spells/Devices Against Gomoshan 
  Blue Concentrate – No effect (unless this is literally all 
  they have left, in which case it will discommodate the 
  person for three rounds – giving them a –1 penalty on all 
  actions for that time) 
  Heliosdactum – Blasts 3 from Gomoshan’s Health pool, 
  and immobilizes him for a round. 
  Calanctus' Immanent Splendor – As ‘Heliosdactum’. 
  Also will remove any negative demonic spell from self. 
  Calanctus' Instant Dispulsion – Ends Polgrak’s Gray 
  Bulwark, but Gomoshan can resist if concentrating. (This 
  however requires some of his attention.) Ends effect of 
  Osmolokin’s Ooze. 
  Calanctus' Substantive Guardian –Resists demonic spells 
  Drumphilo’s Adequate Illuminator – If cast on front of 
  the face, greatly restricts Gomoshan’s vision and enhances 
  the cat and mouse chase/fight sequence that follows. 
  Edan’s Cerebral Physic – Heals effects of Scream of 
  Dissolution. 
  Excellent Prismatic Spray – Challenges the Grey 
  Bulwark. (If it still overcomes Gomoshan’s Magic rating, 
  the host he is using is slain.) 
  Gilgad's Instantaneous Galvanic Thrust – As Excellent 
  Prismatic Spray. 
  Phandaal's Primary Dissolution – Dispels Gomoshan’s 
  Ghost – providing Gomoshan’s Magic pool can be beaten 
  down to 0. 
  Phandaal's Repudiation of Curses – Gives +1 to rolls to 
  resist demonic magic. (Scream, Ooze.) 
  Simbilis’ Righteous Mantle – Works as normal against 
  Gomoshan’s magic. 
  Thasdrubal's Doughty Resolution – Gives +1 to resist 
  Scream of Dissolution. 
  Unassailable Intellect – Blocks Scream of Dissolution. 
  Virtuous Blade of Motholam – When attacking 
  Gomoshan make all rolls at +1. 
   
  Mundane Combat 
  If the PCs are out of useful spells, then just use 
  Gomoshan’s statistics without the magic. In the 
  playtest this was the case, and what ensued was a 
  wrestling match against a possessed Haldalank, as 
  other PCs tried to gain possession of the staff and pull 
  off amulets for themselves. It was heart-warming to 
  note that PCs tried to help each other and make sure 
  there were amulets enough for all. (Even amongst a 
  group of players notable for strong, though good-
  natured, rivalry.) Two PCs tried to drag Haldalank/ 
  Gomoshan through the portal, with an amulet around 
  his neck, and I adjudged that reducing his Athletics 
  pool to 0 in five rounds would do the trick. They failed 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  42
  to achieve this, and the two brave PCs had to leave 
  Haldalank and dive through the portal as it closed. 
  The GM can improvise rulings on attempts to 
  use any abilities to gain access to an amulet each, and 
  to leap through the portal before it closes. (It will 
  slowly begin to close in the thick of the action, but 
  unless anyone leaves it to the last moment no need to 
  roll for success. In fact, if they stayed behind whilst 
  trying to rescue someone, rather than just trying to get 
  their hands on the staff, also there is no need to roll to 
  leap through.) PCs must describe their actions – 
  leaping, lunging, trying to grapple Gomoshan etc. 
  This incident is one possible finale to the whole 
  scenario, so if the timing is right and this segment is 
  suitably entertaining, then move on to the shorter of 
  the two finale options below. 
  GM: Surprising resourcefulness at this stage might also be 
  rewarded. IE if someone leaps through the portal after being 
  unable to gain an amulet – and is protected only by Phandaal's 
  Repudiation of Curses or Simbilis’ Righteous Mantle, give them 
  a chance to succeed, or simply allow this to work. However, only 
  allow this if the PC has already been involved in the action. 
  Desperate flight will not be rewarded at this point. (This is 
  Turjan-Level not Cugel-Level.) Note that in a campaign if PCs 
  are left behind a new scenario could be run to go and rescue them. 
   
  Scene 5: Ending the Scenario 
  ⊕ As you pass through the portal, there is a sensation 
  of crossing a vast distance in an instant, and you fall to 
  your knees momentarily disorientated. The snake 
  amulet that was about your person disintegrates into 
  corroded flakes. The smell of the sea, and the noises of 
  distant Kaiin alert you to the fact that you are home. 
  GM: If the version of the finale you are about to run may involve 
  spell-casting (i.e. is the more complex optional ending), inform 
  the PCs that any spells that were deleted when they entered the 
  subworld are now suddenly returned to encompassment. (The 
  pencil lines that marked them deleted can now be erased.) 
   
  Option 1: Short Finale 
  The PCs are near to the plaza where they first entered 
  the tomb, but not so close as they can see Dorbaneth 
  and the others. Ask players what the PCs wish to do: 
  i) They may wish to ignore Dorbaneth and flee back to 
  Kaiin with the loot. This is permissible. If so, read 
  directly from the ‘Back in Kaiin’ box below. (You may 
  first, as they flee, also like to read the first sentences 
  from the description of Chun below, as the PCs come 
  across the sorry remains of their colleagues. This gives 
  them the impression that they have done the right 
  thing by avoiding Dorbaneth – who they can see from 
  this evidence clearly meant to double-cross them.) 
  ii) If they approach Dorbaneth, the Sage will be 
  delighted if they have the staff, and most disappointed 
  if they do not. In this version all of the GMCs that 
  remained behind with him are still here. They greet the 
  returning PCs with surprise. Read out the appropriate 
  text: 
   
   
  Dorbaneth Gets the Staff 
  ⊕ He is delighted. He hefts the staff in his hands. “You 
  have served me well, and I will not forget your services. In 
  years to come when I rule this land I will look favorably 
  upon you all should you apply for office within my ruling 
  elite. If such does not appeal to you, then I advise you to 
  leave Almery now and never return. This is my reward.” 
  Dorbaneth vanishes in a cloud of oily black smoke, his 
  crazed laughter echoing on the evening air. [Wodderman will 
  vanish with him if still a GMC.] 
  GM: Read out the ‘Back in Kaiin’ text at the end of this adventure. 
  You might like to add the sentence: “Though how long it will remain 
  so, now seems uncertain.” 
   
  No Staff for Dorbaneth 
  ⊕ He is enraged. “I send you to a distant subworld, and 
  you manage to fill your pockets with gold and trinkets, but 
  fail in the one task for which I have employed you. I now 
  revoke my protection of you all from Chun the 
  Unavoidable, and leave you to your fates!” [Wodderman will 
  vanish with him if still a GMC.] 
  ⊕ The evening sun sets slowly over Sanreale Bay, and the 
  folk of Kaiin continue their vapid lives amidst the ruins of a 
  far more splendid time. Out in the Old Town ancient evil 
  lurks and fates are decided at the throw of a cosmic dice. 
  GM: Presumably the PCs set off back to Kaiin at some speed. 
  Whether they make it or not is up to the imaginations of the players. 
  This is the end of the scenario. 
   
  Option 2: Extended Finale 
  The PCs are near to the plaza where they first entered 
  the tomb, but not so close as to see Dorbaneth and the 
  others. Ask the players what the PCs wish to do. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  43
  i) They may wish to ignore Dorbaneth and flee back to 
  Kaiin with their loot. This is quite permissible. If so, 
  they are pursued by Chun (see below). There is no 
  need to explain to the players how come Chun is now 
  on their trail whilst they are supposed to be protected. 
  (Dorbaneth revoked the protection earlier.) 
  ii) If they approach Dorbaneth, the Sage will be 
  delighted if they have the staff, and most angry and 
  disappointed if they do not. Note that [except for 
  Wodderman who stands nearby if he is still a GMC], 
  any GMCs who remained behind with him are no 
  longer here (they enter the story briefly in the details 
  on Chun below.) In any case, read the appropriate text: 
   
  Dorbaneth Gets the Staff 
  ⊕ He is delighted. He hefts the staff in his hands. “You 
  have served well as my pawns, and now your task is done – 
  making me mighty beyond compare. As reward I leave you 
  here alive to face the judgement of Chun the Unavoidable. 
  This is my reward.” Dorbaneth vanishes in a cloud of oily 
  black smoke, his crazed laughter echoing on the evening air. 
  GM: If Wodderman is still a GMC, add: ‘…Wodderman 
  vanishes with him.’ 
   
  No Staff for Dorbaneth 
  ⊕ He is enraged. “I send you to a distant subworld, and 
  you manage to fill your pockets with gold and trinkets, but 
  fail in the one task for which I have employed you. I now 
  revoke my protection of you all from Chun the 
  Unavoidable, and leave you to your fates!” Dorbaneth 
  vanishes with a clap of thunder. 
  GM: If Wodderman is still a GMC, add: ‘…Wodderman 
  vanishes with him.’ 
   
  Attacking Dorbaneth 
  Should the PCs be quick, and brave or foolish, enough, 
  to take on Dorbaneth, refer to his character sheet. 
  However, he will not dally to fight unless they have his 
  staff. Because of Laccodel’s Rune, he is vulnerable only 
  to Blue Concentrate or Korb’s Decorative Restraint 
  [Item 25 from the magic found in the tomb]. If they do take 
  him on, Wodderman will back away (or run away), 
  crying out: “I can no longer tolerate your machinations 
  and resign from your employ forthwith!” If it suits the 
  game, perhaps he will in fact turn on his master and 
  help the PCs beat the Sage. In this case, he will flee 
  with them back towards Kaiin and die nobly protecting 
  them from Chun. (Fighting the manbeast to give them 
  time to escape.) If Dorbaneth has the staff and the PCs 
  still decide to attack him, he will repel their attacks 
  with ease (unless they engage in some kind of 
  subterfuge – superb role-playing – which should be 
  rewarded). Either way, if they don’t slay him within 
  three rounds, he will vanish and not return. 
   
  Chun the Unavoidable 
  This action-packed end to the scenario is designed primarily 
  for those adventures in which Gomoshan’s possession 
  attempt was easily defeated by some spell or exceptional 
  piece of role-playing. Of course, should you reach the end 
  of the scenario having played out a long and exciting fight 
  against this possession attempt and still have some time left 
  before the session ends, then you will be forgiven for 
  tacking this final difficulty onto the end of the adventure. 
  No matter which way the PCs flee, they will within 
  moments come across this sight: 
  ⊕ Lying behind a low wall you notice a gruesome sight. 
  The [body/bodies] of your former companion/s <names of 
  all lost PCs/GMCs> sprawl here in the dirt. Dead and 
  broken with eyeballs missing from gaping and bloody 
  sockets. Clearly this is the fate Dorbaneth has in mind for 
  you all. 
  GM: The rest of this escapade can be ad-libbed as best you see fit, 
  using the following information as guidelines. The basic idea is to create 
  a terrifying flight through the Old Town, with Chun catching up with 
  them as they first enter the Fringe (within a few minutes frantic flight 
  of the safety of the Conizio Gate). Once he has caught them, he will 
  make several attempts to pick off one or more stragglers, and if there 
  are no stragglers he will bound towards the party with intent to grapple 
  one party member and hoping that the others will not interfere. For the 
  purposes of this adventure we have decided that whilst Chun cannot be 
  destroyed (he is after all not the main focus of this tale), he can be 
  harmed or temporarily dispelled. Therefore they do have a chance to 
  vanquish him. This is the best the PCs can hope for realistically 
  (though they may optimistically hope that they can destroy him). 
   
  Fleeing Chun 
  The PCs will likely flee through the Old Town towards the 
  Fringe. It took them more than an hour and a half at a brisk 
  pace to reach the site of the plaza. At a loping run they can 
  guess that it will take them around half that time to gain the 
  edges of the Fringe. At the start of such a flight, ask what 
  belongings the PCs are carrying with them and what they 
  are abandoning in order to be able to run faster. Note any 
  weighty belongings, such as pockets full of coins, and apply 
  this to the game as you describe which PCs are in front and 
  which behind as the group becomes strung out as they run. 
  If the PCs agree to stick with the slowest then any that 
  survive may retain some considerable wealth. 
  GM: During the worrying time as they run, the GM is recommended 
  to roll dice out of sight of the players and consult some imaginary table 
  here on the page. This encourages tensions. 
   
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  44
  Seeing Chun 
  As they enter the Fringe, have them make Perception rolls 
  EF – You see a movement from the corner of your eye, 
  something running parallel to you… 
  HBS – and turn in time to catch a glimpse of a humanoid 
  shape bounding out of sight behind a wall. 
  PS – You see it again, hooded and cloaked, loping like a dog. 
  IS – It turns and glowers just before it passes from sight, 
  revealing a demonic face. 
  (On an IS or PS result, show the picture of Chun at this point.) 
   
  Meeting Chun 
  Chun is taunting them. He found their trail a while ago and 
  recently caught up with them. He relishes the fact that they 
  are nearing safety, and that he will slay them before they can 
  be rescued. But because he didn’t find their trail for a while, 
  he is actually running the risk that one or more of the faster 
  adventurers will actually escape his clutches. So he plans his 
  attack and swiftly moves in for the kill – after all, several 
  sets of eyeballs are here for the taking. 
   
  If a PC is lagging behind due to excess wealth, they 
  will be the first to go. This lack of sense in splitting the 
  party brooks no tolerance. Unless the person has spells that 
  assist (see below) rolls are really arbitrary at best. The other 
  PCs will hear the death call of this person. NB: If 
  Wodderman is here, then he may save this PC by sacrificing 
  himself. Or you may hold Wodderman back to save one of 
  the others. In any event, if Wodderman is with them as a 
  GMC he should be last seen struggling ferociously against 
  Chun, but clearly weakening. If the PCs are together, Chun 
  will spring out from hiding as they pass a ruined building, 
  attacking as below. 
   
  Note that Chun withdraws from pursuit when 
  within sight of the Conizio Gate. PCs may assume that this 
  is because he is afraid of approaching the city. This is true, 
  but not for the reasons they think. (He loses some of his 
  magical protections when this far from his base in the Old 
  Town.) In an exceptional scenario, one or more PCs might 
  notice this and goad Chun into attacking again, and thus be 
  able to injure him – but this is not likely. 
   
  ⊕ Illustration 17 ('Chun’) should be made available to 
  Players as soon as a PC gets a good look at this fiend. 
   
   
   
   
   
   
   
  Chun the Unavoidable 
  At first glance, Chun is a large stooping humanoid, dressed 
  in a grimy old robe. Beneath his robe, Chun is an 
  anthropomorphous insectoid with a chitinous (yet flexible) 
  shiny black carapace across his back, and six strong and 
  supple limbs. Although hideous, his face is disconcertingly 
  human (except very close up, when it can be seen to be 
  composed of small interlocking scales, or when he opens 
  his mouth to reveal his inhumanly thin and pointed teeth). 
  NB: Many more details are available in the article on the Old Town 
  available on the Violet Cusps page. Also, incorporated here without 
  explanation (in order to save space) are details on demons abroad on 
  the face of the Dying Earth, taken from ‘Demons of the DE’. 
  Game Statistics: Attack (Strength) 19, Defense (Misdirection) 
  18, Magic (Innate) 22, Health 20, Appraisal 4, Athletics 10, 
  Concealment 10, Gambling 10, Living Rough 4, Pedantry 4, 
  Perception 10, Scuttlebutt 4, Stealth 10, Tracking 10, Wealth 
  2, Wherewithal 14. 
  Magical Aura of Fear: When Chun appears at close range 
  (most likely as he attacks) anyone facing him has to make a 
  Wherewithal roll. For the sake of simplicity, the GM may 
  choose to apply this ruling only to the first time they see 
  him at close range, rather than every time this occurs (which 
  – until a PC became used to the sight of Chun - would be 
  the case were this a campaign setting). 
  IS – Your fear only gives you fanatical resolve to face this foe. 
  Gain a boon of 1 during this encounter. 
  PS/HBS – Your overcome your fear and are unaffected by 
  Chun’s terrifying emanations. 
  EF – You freeze in surprise for one round. 
  QF – You freeze in fear for two rounds. 
  DF – You freeze in terror for three rounds. 
  Magical Defenses: 
  Magic – Chun resists each spell at a +1 bonus if it is 
  targeted at him. Indirect spells (e.g. Immanent Splendor and 
  the Unlikely Self-Restraint) do not allow him this bonus. 
  Weapons - Thrusts and slashes from non-magical weapons 
  simply bounce from off his reptilian hide. 
  Taking Damage – Chun keeps fighting at full capacity til 
  reduced to 0 in his Health pool. Then he vanishes in a flash 
  of acrid darklight. (He cannot reappear in the Old Town for 
  a full 24 hours.) This also happens if he is slain in any other 
  way. For fairness to PCs, if Chun is horribly injured he will 
  not be able to run so fast, and the PCs may be able to flee 
  his attacks after having done him 12 or more points of 
  damage – dependent on the need for a dramatic finale. 
  GM: Chun is a formidable foe, and cannot be easily dispatched unless 
  they are very fortunate. If this is the climactic action of the scenario, 
  then make sure it is effective as a suitably exciting finale – even if only 
  by vividly describing Chun’s screaming frustrations. Certainly the PCs 
  should have an idea that Chun is not slain for good. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  45
  Using Items Against Chun: 
  Blue Concentrate – This causes him great pain, and he 
  rolls shrieking in the dirt for a few rounds. On recovery he 
  is very angry, but will be wary of a convincingly presented 
  tube even if it is now empty (Ψ IMPOSTURE). On a second 
  application of this, he will be even more reluctant, but since 
  this does not actually cause him physical harm, it won’t 
  drive him away. 
  Heliosdactum – Since he is demonic, this causes him great 
  pain (-5 from his Health pool rather than an injury) and 
  temporary blindness. Burned and smoking, he tries to crawl 
  away, but rallies quickly if attacked – to fight a vigorous 
  retreat. On recovery he is very angry, but will be wary of a 
  convincingly presented amulet even if it is now non-
  functional (Ψ IMPOSTURE). Since it physically injures him, 
  on a second application of this, he will likely be driven away 
  (especially if convinced that the item has charges 
  remaining). Good game atmosphere then has Chun skulking 
  after them warily as they retreat to safety – or attacking the 
  wielder from ambush some way down the trail (in order to 
  nullify the device). 
  GM: We list here those items from the hoard that are unusually useful 
  against Chun, or otherwise need clarification. Other items exist from 
  the hoard that can assist in fighting this demonic foe, but their effects 
  are standard as described in the original entry, so they are not 
  mentioned again here. 
  [ITEM 3] “A large dull-sheened sword made from some 
  unusual dark metal, and finely forged with a huge ornate 
  pommel.” (This magical trick sword takes Chun by surprise 
  if used against him – causing him an instant injury as the 
  blade plunges into him – take 4 from his Health pool.) 
  [ITEM 8] “A pair of golden gauntlets.” (Immunity to 
  Chun’s aura of fear.) 
  [ITEM 10] “A round shield of hammered brass, adorned 
  with runic inscriptions.” (Bonus of +1 to Wherewithal 
  when resisting Chun’s aura of fear.) 
  [ITEM 11] “A bronze helmet decorated with a plume or 
  large red feathers.” (Wearer immune to Chun’s aura of fear.) 
  [ITEM 25] Korb’s Decorative Restraint (Works on Chun if 
  they can get it round his neck. Though the effect ends 
  instantly if he is injured.) 
  [ITEM 29] Phandaal’s Divergent (Wearer resists the aura of 
  fear at +1) 
  [ITEM 30] Gomoshan’s Demoniacal Application (Turns 
  the wearer into a deodand. Chun fights such a person as 
  normal, but will find them less desirable prey if more 
  standard humans are also available.) 
   
  Using Spells Against Chun or his magical effect: 
  Archemand's Unlikely Self-Restraint – Since this spell 
  does not target Chun directly, he cannot use his Magic 
  rating to resist. However, due to his prodigious strength, it 
  will only delay him. 
  Calanctus' Immanent Splendor – As ‘Heliosdactum’ 
  above, only since this is clearly a spell, Chun will not fear it 
  can be used again. 
  Calanctus' Instant Dispulsion – Instantly ends fear 
  paralysis. 
  Charm of Brachial Fortitude – This may help in throwing 
  a huge rock onto Chun, or something similar, thus slowing 
  him down. In combat it is not an applicable spell, unless the 
  magician can actually pick up Chun and hurl him away in 
  the first exchange. 
  Charm of Untiring Legs – Over a long run, the caster will 
  draw ahead. Unfortunately, this makes them technically a 
  ‘straggler’ and therefore the first person Chun will attack as 
  he bounds from ambush within the ruins ahead. 
  Edan’s Cerebral Physic – Instantly heals fear paralysis. 
  Edan's Thaumaturgical Poultice – Heals anyone injured 
  by Chun, should Chun be interrupted in combat. Also if 
  cast on Chun, if it overcomes his Magic resistance 
  (remember his +1 bonus) he takes an injury (indicated by 
  subtracting 5 from his Health pool). 
  Excellent Prismatic Spray – If Chun is slain he is 
  dispelled back to his lair to regenerate. (Remember his +1 
  bonus to resist attacking magic.) 
  First Retrotropic - Instantly heals fear paralysis. Does not 
  affect Chun. 
  Gilgad's Instantaneous Galvanic Thrust - If Chun is 
  slain he is dispelled back to his lair to regenerate. 
  (Remember his +1 bonus to resist attacking magic.) 
  Liberation of Warp – If the caster can overcome Chun’s 
  Magic rating/pool, Chun vanishes for one hour. Make such 
  an exchange an exciting narrative as Chun fights to reach 
  them whilst he begins to flicker in and out of existence. 
  (Otherwise such a dismissal could be rather an anti-climax. 
  Nonetheless, if this spell is available they have a chance to 
  vanquish him this way.) 
  Lugwiler’s Resilient Overskin - Only prolongs the fight. 
  Chun is very strong and does not give up easily. 
  Malakan's Silver Skin – Only prolongs the fight. Chun is 
  very strong and does not give up easily. 
  Morreion's Immediate Impulsion – PC can teleport out 
  of Chun’s grasp and/or far ahead of the party. 
  Omnipotent Sphere – This works, but Chun can (if no 
  other prey is around) contest it with his own Magic rating, 
  and try to force his way in. (If Chun has still not succeeded 
  after three exchanges, the GM may feel pity on the PC and 
  allow the sphere to be impenetrable at this time.) 
  Personal Phantasm – Might perhaps act as a decoy? Chun 
  will certainly not suspect it is not a real person, unless he 
  sees the spell being cast. Even when fighting it, he will not 
  realize it is an illusion until he has injured it. The best use is 
  perhaps to lead Chun away with the Phantasm posing as 
  someone running in a different direction to the party. 
  
   
   
   
  “Gomoshan’s Tomb” by Ian Thomson                                                                                                                         www.dyingearth.com 
  46
  Phandaal’s Mantle of Stealth – Chun rolls his Perception 
  at a penalty of –1. If he strongly suspects someone is 
  around (IE he saw them vanish), he will continue to use his 
  pool until he gains a success. However, if other prey are 
  close at hand (even if running away) he is unlikely to bother 
  searching unless he is absolutely certain someone is hiding 
  nearby. In short, he will likely make only one challenge and 
  even if forced to re-roll will ignore the hidden magician 
  (unless Chun wins this brief encounter). 
  Phandaal's Primary Dissolution – If the PC overcomes 
  Chun’s magic, Chun is dispelled for an entire day. 
  (Remember Chun’s +1 resistance bonus.) 
  Simbilis’ Righteous Mantle - Protects the PC from 
  needing to use Wherewithal due to Chun’s aura of terror. 
  Spell of Dissolution – Disintegrates his clothes, revealing 
  the full horror beneath. (Should this be considered a 
  sufficiently entertaining twist, such a sight will cause all who 
  observe to roll Wherewithal against Chun’s aura of terror.) 
  Spell of the Slow Hour – Running fast away from Chun is 
  good. Although such an act would be tantamount to 
  betrayal (and in a campaign would attract negative sympathy 
  points) in this case, fleeing ahead of slower companions will 
  definitely enhance survival chances. (Though anyone who 
  runs off ahead before Chun’s whereabouts are known – IE 
  Chun wasn’t/isn’t seen some distance behind them when 
  the PC starts to run – will be the first to be ambushed.) 
  Tchanfen's Disintegrative A. – See ‘Spell of Dissolution’. 
  Thasdrubal's Doughty Resolution/Unassailable 
  Intellect – Both protect the PC from needing to use 
  Wherewithal against Chun’s aura of terror. 
  Virtuous Blade of Motholam – A weapon enchanted this 
  way can affect Chun. So it is possible that if all the PCs 
  gather around someone who is attacking Chun this way and 
  support them, then all may battle their way safely backwards 
  through the Fringe to the Conizio Gate. If Chun is ever 
  really badly wounded during such an encounter, he will 
  withdraw and follow them sullenly in the shadows – hoping 
  they will drop their guard and expose themselves for an 
  ambush. With sufficient game time remaining, and Health 
  pool points for it to be realistic for him to do so, Chun will 
  ambush them in a desperate last-ditch attack. 
   
  Reaching the City 
  The adventure may end as the last survivors flee 
  through the Fringe, fighting off Chun. If so describe a 
  few beggars shrieking in fear as they sight Chun, and 
  fleeing for their lives. If it adds to the tension, Chun 
  may strike one or two of these down as he races past, 
  or tear one apart in frustration as the PCs elude him. A 
  few adventurer types may be spotted ahead, who will 
  also flee back into the city if they see Chun. Nobody 
  will come to help the PCs unless the GM thinks the 
  PCs deserve it. In such a case, a gray-bearded saturnine 
  gentlemen will step out of a ruin as they pass. He 
  watches the chase fearlessly with a strange half-smile 
  on his face. He springs forth to intercept the manbeast, 
  and a ferocious fight takes place. If the PCs run back 
  to help, Chun will flee wounded (whether when they 
  wade in on him or just before). If they do come back 
  to help the man he will commend them for their 
  courage, but will then hurry away into the ruins as a 
  band of city guard rush out from the gate to see what 
  all the commotion is about. (This rescuer is of course 
  the legendary ‘vampire’ of the ruins. His details are also 
  available in the ‘Old Town’ article available on the 
  Violet Cusps page.) NB: The city guard will recognize 
  the PCs as Dorbaneth’s employees – thus having 
  authorization to be in the Old Town. After taking a 
  brief statement they allow the PCs back into the city. 
  Back in Kaiin 
  ⊕ A long time after you departed early this morning, you 
  hurry through the Conizio gate into the bustling market 
  place - pushing past a disconsolate carter as he trudges 
  homeward with his vehicle high-laden with unsold wares. 
  He growls in anger and spits upon your shoes. Nearby a 
  pickpocket races away as his elderly victim cries out in 
  desperation, and some yards further athletic city vigils 
  pummel out their frustrations on a shrieking thief that 
  was not so fleet of foot. From the gutter, a one-armed 
  beggar richly coated in scabs cries out to you for pennies 
  so that he may eat. Never has Kaiin been so welcoming. 
   
  
SOURCE: textdata/thevault/Dying Earth/The Dying Earth Gomoshans Tomb.pdf