TEXT: UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   8
   1st  level
  the living tomb
  
  
  OPEN GAME LICENSE Version 1.0a
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  (“Wizards”). All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  The Dungeon Under The Mountain and The Living Tomb © by Øone Roleplaying Games
  The Living Tomb
  Written by Tim Hitchcock
  Graphic Design by O’Bully
  Cartography by  Mario Barbati
  Artwork by Alessandro Cioffi, O’Bully, Daniele 
  Bigliardo 
  Software Authoring by Anna Fava
  Requires the use of the Dungeons & Dragons® 
  Player’s Handbook, Third Edition, published by 
  Wizards of the Coast®
  Dungeons & Dragons® and Wizards of the Coast® 
  are Registered Trademarks of Wizards of the Coast, 
  and are used with Permission.
  Every Reference to other copyrighted material in no 
  way constitutes a challenge to the respective copyright 
  holders of that material.
  A) The following elements in this book is hereby 
  designated as open game content, in accordance with 
  the open game licence:
  1- All Monsters, stats and description
  B) the following elements in this book are hereby 
  identified as “product identity”:
  1- All not mentioned at the point “A”
  2- Øone Roleplaying Games identifying marks and 
  product titles.
  3-All artwork, maps and graphic design.
  The reproduction or retransmission of this book, 
  except for his open gaming content, without written 
  permission of the copyright holder is expressly for-
  bidden, except for the purpose of reviews.
  ‘D20 System’ and the ‘D20 System’ logo are Trade-
  marks owned by Wizards of the Coast and are used 
  according to the terms of the D20 System License 
  version 3.0.  A copy of this License can be found at 
  www.wizards.com/d20.
  Product Code: UNDRE003
  First edition: January 2006
  Øone Roleplaying Games
  www.Øonegames.com
  master@Øonegames.com
  
  Welcome
  
  What is this Product
  This product contains one room 
  or one dungeon -based encounter. 
  All the rooms featured here are taken 
  from one of The Dungeon Under 
  the Mountain products, available at 
  www.0onegames.com, although these 
  products are not necessary, since the 
  encounter can be adapted without ef-
  fort to any existing dungeon.
  How to 
  Use this Product
  This product takes advantage from 
  the PDF technology, joining old-fash-
  ioned style with the most advanced 
  electronic features. In order to use this 
  product you must use Adobe Acrobat 
  6 or later.
  This product has been designed 
  to help busy referees in preparing 
  dungeon adventures and encounters. 
  Instead of wasting time scaling the 
  encounters and adapting them to your 
  party, here you will find a pre-scaled 
  encounter suitable in three different 
  versions (for low, mid and high level 
  of play). At the beginning of the en-
  counter text, you will find a big button 
  like this.
  By clicking on this button you can 
  choose which level want to play (low, 
  medium, high). When you have made 
  your choice all the relevant portions of 
  the text will change accordingly.
  Monsters will scale, DCs will 
  change, traps and behaviors of the 
  villains will change, according with the 
  level of play you choose.
  Nevertheless, this is not all.
  Beside each paragraph you will 
  find the same button found before, 
  but much smaller. This button allows 
  you to change only the appropriate 
  paragraph. Therefore, if you need 
  stronger monsters in your low-level 
  encounter, you can adjust them and 
  use mid-level monsters instead of 
  low-level ones. Likewise, if you want 
  traps tougher, just click on the para-
  graph button and change the level of 
  the traps paragraph. Blank spaces, due 
  to different text lengths, will be filled 
  with placeholder artwork, so you will 
  have a good-looking page.
  Finally, a paragraph called “Person-
  al  Notes” is left blank. This paragraph 
  features a text field you can fill with 
  your notes about the encounter, sim-
  ply click and write.
  The document saves automatically 
  the notes when you close it. In order 
  to recall the notes present on a docu-
  ment you must choose “Load Notes” 
  from the paragraph button. Note that 
  if you load the previous notes they will 
  override the notes you are writing
  The buttons will not be printed.
  The Maps
  Those familiar with The Dun-
  geon Under the Mountain products 
  will found the maps easy to use. The 
  product comes with two maps of the 
  room. A smaller version of the map 
  is intended for the referee; the second, 
  larger one, may come split in more 
  than one sheet and it is intended for 
  miniature play.
  The smaller map features the “Rule 
  the Dungeon” button. Clicking this 
  button, you can customize the map by 
  opening or closing the doors, remov-
  ing the furniture or removing the fill 
  in the walls and more, depending on 
  the room’s layout. All the choices 
  made on the smaller map are reflected 
  on the larger one. 
  The Background
  The Dungeon Under the Moun-
  tain is a massive dungeon complex 
  extending endlessly below the ground. 
  In a remote past, ancient evil beings 
  dwelled in the area. Now, the remain-
  ing of these mysterious evil beings 
  have seized the dungeons and filled it 
  with deadly traps and monsters. Also, 
  many known villains have established 
  their strongholds in the depths of The 
  Dungeon Under the Mountain. No-
  body knows why this dungeon is filled 
  by danger, but nobody cares, since this 
  dungeon is the most prized adventure 
  ground of the world. However be 
  warned, adventurers, your life will be 
  not easy here and dozens of self-call-
  ing heroes never returned from the 
  Dungeon Under the Mountain!
  “You Have Been 
  Warned”
  ����
  ���
  ��������
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   8
   1st  level
  the living tomb
  
  the living tomb 
  (level 1, room 8)
  Background 
  and Lead-ins
  Room Environment 
  Lighting: low-light cast from an 
  arcane powered gaslight chandelier.
  Scent:  Stale, rotten blood.
  Sounds: Creaking chain of the 
  chandelier and the slight patter of 
  blood drops falling from above and 
  splashing onto the floor.
  Walls and Ceiling:  The walls 
  are sculpted-stone though they are not 
  visible, as the entire room has been 
  paneled with mirrors set into a spidery 
  framework of black lacquered bone. 
  Floor: The floor is made from 
  slate flagstone, covered with a thin 
  coating of congealed blood.
  Room Description 
  for the Players 
  The trap door opens, dim light 
  flickers and unearthly shadows bounce 
  and reflect from every angle and you’re 
  immediately assaulted by the foul 
  stench of ancient rotting blood. A faint 
  creaking sound comes from the ceiling 
  above. As your eyes quickly adjust, 
  you realize that the walls and ceiling of 
  the room are covered in large mirrored 
  panels set into a spidery framework of 
  black lacquered bone.
  The ceiling arches up in the center 
  into a high dome, no less than twenty 
  feet above the floor. Horrifically 
  suspended in the middle is a large, 
  ten-foot-radius, bone chandelier, with 
  a most grisly center piece- a humanoid 
  corpse entwined in cobwebs, hanging 
  by its back from flesh hooks with its 
  throat slit open laterally. 
  “Welcome….” it says calmly in a 
  dry, toneless, non-sibilant voice, “I am 
  Qomaq, welcome to my living tomb” 
  Room Description 
  for the Referee
  The Living Tomb is narrow but 
  long (15 feet by 40 feet) with the ceil-
  ing curving slowly upward crowning 
  20 feet above the floor. The trap door 
  is in the center of the room directly 
  beneath the chandelier.  The chan-
  delier itself hands from a 5-foot long 
  length of chain, 15 feet off the floor, 
  with Qomaq is hanging from his flesh 
  hooks a few feet below it at a slight 
  angle.
  The room is a masterpiece of 
  macabre alchemy. The black lac-
  quered bone frames are intricately 
  engraved with infernal writing en-
  twined throughout small carvings of 
  hideous, human-headed worms, their 
  faces twisted into expressions of pain, 
  anguish, and despair. Creeping up the 
  bones, like ancient vines, are twisted 
  cables of the alchemically preserved 
  arteries of some antediluvian beast. 
  The semi-translucent arteries pulse 
  slowly, pumping tiny draughts of con-
  cealing blood up the walls to where 
  the coil down the chain suspending 
  the chandelier, and into an iron basin, 
  feeding it slowly and flowing to each 
  of its ten iron, gas-fueled lamps. At 
  each lamp, the blood trickles to the tip 
  of its hanging spire, then drops slowly 
  to the floor, echoing just softly enough 
  to be maddening against the cold slate 
  floor.
  Qomaq is a hideous tortured 
  wretch. His mummy wrappings are 
  not made from cloth, but instead are 
  woven and rewoven from the webs of 
  a small swarm of tiny spiders which 
  continually crawl upon his body. The 
  thousands of yards of webbed wrap-
  pings encase most of his body, stop-
  ping just below his pectoral muscles, 
  leaving his chest, shoulders and hide-
  ously mutated neck exposed. Both his 
  nipples are pierced. The webs cover his 
  arms from the biceps down and cover 
  his head from the tip of his upper lip 
  upwards, concealing his eyes, ears, and 
  pate. His mouth is crudely stitched 
  shut, though his throat is sliced open 
  laterally from the tip of his chin to his 
  collarbone, and the desiccated flesh is 
  pulled back exposing his larynx. The 
  pulled skin is pinned into the sides of 
  his neck with four large steel needles 
  that bisect the entire throat. Hanging 
  on a chin just below the needles is a 
  strange golden amulet with its fist-size 
  locket inset with a living, twitching 
  eye.
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  [high]
  The only way to enter the Living 
  Tomb is through the trap door in Area 
  12.  The trapdoor opens into the floor 
  in center of the room. Unfortunately, 
  the floor is entirely flooded with a 
  half-foot of alchemically preserved, 
  slightly congealed blood. As soon as 
  the door is opened, the blood rushes 
  out of the portal and down into the 
  chimney, soaking anyone below it. 
  Characters clinging to the rotten rope 
  ladder need to make Reflex checks to 
  maintain their grips during the initial 
  deluge. Falling characters take damage 
  as appropriate to height.
  The blood is magically cursed, 
  anyone coming in contact with it must 
  make a Will save (DC 18) or be af-
  fected by a bestow curse spell, CL 8.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   8
   1st  level
  the living tomb
  
  Combat Tactics
  Roleplaying Tactics 
  Qomaq is cunning and deviant, 
  and despises being trapped in his 
  current situation. His vulnerability to 
  fire makes him fear leaving his tomb, 
  and he has schemed and anticipated 
  the coming of visitors for eons.  As 
  trapped as believes he is however, his 
  flesh hooks aren’t what imprison him 
  and he can rip free from them at any 
  time, suffering only 1d4 hp of dam-
  age. As soon as anyone enters the 
  room Qomaq immediately, attempts 
  to befriend them by telling them the 
  following story:
  “Long ago, I was a mighty warrior, 
  a holy crusader for a god whose name 
  has been burned from my memory 
  by the unholy fires of hell. I have been 
  tortured in ways you cannot fathom, 
  and it has brought me pain beyond 
  that which is even possible, for so long 
  I cannot recall a time before pain. 
  I have waited for you for centu-
  ries in this living tomb, waited all 
  this time. Please free me. I deserve to 
  die….” 
  If characters begin to oblige 
  Qomaq too soon, he stops them, 
  otherwise he pleadingly explains his 
  situation. 
  “Wait! Foolish mortals, were it be 
  that killing me was so simple as to 
  strike my head from my shoulders 
  with force or tear my flesh with spells. 
  This tomb, would reweave my flesh 
  and begin again my torture.  You 
  need more, you need to bring me the 
  Mithral Spike! Bring it to me quickly 
  and drive it through my heart!” his 
  voice rises in fury, gargling the words 
  ar drops of blood burble forth from 
  his slit throat. 
  Qomaq explains that the Mithril 
  Spike is an ancient artifact of good 
  that is not only capable of slaying 
  any undead creature, but also allows 
  atonement of its soul so it can ascend 
  into the higher planes. He begs them 
  to find the spike, return with it and 
  grant him with his salvation by driving 
  it into his heart.  
  In truth, Qomaq’s sole torture is 
  the knowledge that the Mithril Spike 
  is nearby in the dungeon, waiting for 
  someone to claim it and end his exist-
  ence.  Not confident enough to brave 
  the flammable passage below without 
  it, he tries his best to con adventurers 
  into retrieving it for him.
  To anyone agreeing to bring him 
  the Spike, he offers to tell them its 
  [high]
  Though Qomaq initially desires to 
  manipulate the intruders, he eventually 
  becomes a fearsome combatant.  His 
  tactics vary, depending on whether he 
  has had time to prepare an ambush 
  against his foes. Note: Qomaq has 
  no control over his despair ability and 
  anyone entering within its radius must 
  save against it, regardless as to whether 
  or not he is involved in combat.
  If Qomaq is immediately attacked, 
  chooses to attack as the party exits, 
  or has successfully distracted anyone 
  gullible enough to remain alone with 
  him, he initiates his attack by tearing 
  himself free from the flesh hooks and 
  launching himself upon the nearest 
  target. He makes slam attacks, at-
  tempting to afflict as many individuals 
  as he possibly can with his mummy 
  rot. 
  If weakened below three quarters 
  of his hit points, he attempts to flee 
  down the chimney, and braves an 
  escape through the fungal corridor, 
  especially if he has yet to recover the 
  Mithril Spike.
  If given time to ambush oppo-
  nents, he waits atop the chandelier 
  and then uses his tremendous strength 
  to snap the chain, causing it to fall 
  onto anyone directly beneath it (see 
  Traps, Mechanical Devices, Doors 
  and Objects Statblocks below).  Once 
  the chandelier falls, the room goes 
  completely dark and blood starts 
  spraying down from the ceiling in its 
  stead, making the floor more slippery.  
  Qomaq guards the hole, attempting to 
  pull single opponents through where 
  he can beat them to death, while using 
  the chandelier to block further oppo-
  nents from entering the room.
  If weakened below three quarters 
  of his hit points, he attempts to flee 
  down the chimney, and braves an 
  escape through the fungal corridor, 
  especially if he has yet to recover the 
  Mithril Spike.
  The mirrors make it difficult to see, 
  whenever a light source is being used 
  with in the room. 
  They are also distracting, making 
  it tough to judge distances accurately 
  during combat and dangerously dif-
  ficult to tell the difference between 
  friend and foe. After years of living in 
  the mirrored-chamber, Qomaq has 
  adapted and suffers no such penalty.
  The characters suffer –3 penalty to 
  all attacks and damage when the mir-
  rors are lit.
  If the chandelier has fallen and the 
  arteries are raining blood, the floor 
  becomes slippery.
  Characters taking more than a 
  move equivalent during combat risk 
  slipping in the blood and must make 
  a Reflex save (DC 15) to avoid falling 
  prone. If the character falls prone on 
  the open trap door, he risks falls into 
  the chimney, a Reflex save (DC 18) 
  allows him to catch himself first. If an 
  opponent falls between Qomaq and 
  the trap door, the mummy uses his 
  attack of opportunity to push the op-
  ponent down the chimney.
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   8
   1st  level
  the living tomb
  
  location claims to have a key, which 
  he says will unlock the secret compart-
  ment it has been placed in. However, 
  before he reveals his secret he requests 
  that the adventurers leave one of their 
  fellows behind as a gesture of good 
  faith. He pleads desperately, apologiz-
  ing that the eons of torture have made 
  him paranoid and twisted his thoughts 
  terribly. The thought of someone 
  stealing the artifact that could free him, 
  after all these years he says, is mad-
  dening.
  If no one is willing to remain 
  behind, Qomaq eventually relents and 
  divulges the location of the Spike after 
  a few minutes, especially if he thinks 
  the party is simply going to leave him 
  there.
  If someone offers to remain 
  behind, he immediately divulges the 
  location and drops them a key that he 
  says unlocks the secret compartment 
  holding the Mithril Spike. 
  If the party refuses to help him, 
  he continues to feign imprisonment, 
  howling as if in severe agony until the 
  majority of them have exited, then he 
  attacks from behind.
  If the party is foolish to leave one 
  or two of their own behind with 
  Qomaq, he waits for several minutes, 
  before trying to convince them to read 
  the runes on the mirror frames, hop-
  ing to gain the opportunity to attack 
  them once they are distracted. Then 
  he lays an ambush before the others 
  return.
  If the party leaves no man behind, 
  but has still promised to return, he 
  sets up an ambush and waits. If in 
  fact, they do not return after an hour, 
  Qomaq’s fear of losing the Mithril 
  Spike becomes so great that he braves 
  the Fungal Corridor below and seeks 
  out the lying thieves. 
  Relevant Skill 
  Checks
  Use opposing Bluff and Sense 
  Motive Checks to help determine the 
  role-playing results between characters 
  and Qomaq.
  Traps, Mechanical 
  Devices, Doors, and 
  Objects Statblocks
  Treasures and XP
  Monsters and 
  Villains Statblocks
  [high]
  Qomaq	 	
  	
  CR	14
  Male Mummy Monk 4/ Rogue 5
  LE Medium Undead (subtype)
  Init +6; Senses darkvision 60ft; Listen 
  +10, Spot +10
  Languages Common
  	AC	22 touch 12, flat-footed 20; evasion, 
  hp	97(17 HD); DR 5/–
  Immune	Undead Traits
  Resist	Uncanny Dodge
  Fort +9 Ref +12 Will +13
  Weakness vulnerability to fire.
  Spd 30ft.
  Melee Slam +19/+15 (1d8+12 plus 
  mummy rot) or Flurry Slam 
  +13/+13/+8/+8 (1d8 +12 plus 
  mummy rot)
  Base	Atk +10/+5; Grp +21
  Atk	Options:	2/day Stunning Fist (DC 
  16), sneak attack (+3d6)
  Combat	Gear:	+2 amulet of mighty 
  fists, gauntlets of rust, two potions of 
  inflict moderate wounds
  Special	Atk  Despair, Ki Strike (magic)
  Abilities	Str 24, Dex 16, Con —, Int 12, 
  Wis 14, Cha 15
  SQ	trapfinding, trap sense +1
  Feats Alertness, Dodge, Great Forti-
  tude, Toughness, Improved Initia-
  tive, Improved Grapple, Stunning 
  Fist
  Skills Balance + 10, Bluff +12, Climb 
  + 12, Diplomacy +10, Escape Artist 
  +6, Hide +12, Listen +10, Move 
  Silently +12, Sense Motive +10, Spot 
  +10, Tumble +10
  Possessions: +2 amulet of mighty fists, 
  gauntlets of rust, two potions of 
  inflict serious wounds, golden amulet 
  (5,000gp)
  Despair	(Su):	At the mere sight of a 
  mummy, the viewer must succeed 
  on a DC 16 Will save or be paralyzed 
  with fear for 1d4 rounds. Whether 
  or not the save is successful, that 
  [high]
  Use the following trap-like stats 
  to determine the results of Qomaq’s 
  ambush.
  Falling Bones/Iron Chande-
  lier: CR 9 mechanical; manual trig-
  ger; repair reset; Atk +20 melee 10d6
  [high]
  In addition to those possessions 
  belonging to Qomaq, the runes carved 
  into the bones contain information 
  that allow a spellcaster to enhance the 
  power of his inflict spells.  Anyone 
  capable of casting inflict spells who 
  studies the runes for 1 hour gains a 
  +6 bonus to the damage of any inflict 
  spells he casts for the next 24 hours. 
  Using the bones in this fashion is 
  an evil act and potentially violates a 
  cleric’s code.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   8
   1st  level
  the living tomb
  
  New Objects, Spells 
  and Magical Items 
  Mithril Spike
  A mithril spike is about 16-inches 
  -long and engraved with minute runes 
  of prayers and lullabys written in 
  celestial. A mithril spike is designed to 
  permanently slay any undead crea-
  ture whose heart it can pierce.  The 
  creature must be willing, or subdued 
  such that the spike’s wielder is able 
  to make a coup de gras attack. If the 
  coup de gras is successful, the undead 
  creature is utterly destroyed and its 
  soul recieves attonement.  Once used, 
  its magic is expended and the spike 
  becomes an ordinary object.
  Moderate necromancy; CL11th; 
  Craft Wondrous Item, undeath to 
  death;  Price 2,650 gp; Weight 1lb.
  Designer’s Notes
  Qomaq’s most unique advantage 
  is his non-standard and gruesome ap-
  pearance. Though there are hints in his 
  description of him being a mummy, 
  players are certain to be misled in his 
  identification. DMs should be encour-
  aged to play upon the unfamiliarity, 
  and use it to Qomaq’s benefit.
  Qomaq’s atypical response to 
  interlopers also makes this encounter 
  tricky. The more of Qomaq’s story 
  players believe, the more dangerous 
  this encounter becomes.  He has a 
  wide array of possible tactics, each 
  of which are potentially dangerous. 
  If he is able to successfully separate 
  party members, make surprise attacks, 
  or ambush the players, he increases 
  his own odds considerably. He is a 
  scheming and devious opponent and 
  should be played as such.
  Author’s Bio
  This is Tim’s second piece for 0one 
  Games, and though he believes this 
  encounter to be somewhat macabre, 
  it is probably less disturbing than the 
  Siamese fetal ducklings he keeps in a 
  jar on his desk at work.
  Personal Notes
  creature cannot be affected again 
  by the same mummy’s despair 
  ability for 24 hours. The save DC is 
  Charisma-based.
  Mummy	Rot	(Su): Supernatural 
  disease—slam, Fortitude DC 16, 
  incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC 
  is Charisma-based. Unlike normal 
  diseases, mummy rot continues 
  until the victim reaches Constitu-
  tion 0 (and dies) or is cured as 
  described below. Mummy rot is 
  a powerful curse, not a natural 
  disease. A character attempting to 
  cast any conjuration (healing) spell 
  on a creature afflicted with mummy 
  rot must succeed on a DC 20 caster 
  level check, or the spell has no 
  effect on the afflicted character. To 
  eliminate mummy rot, the curse 
  must first be broken with break en-
  chantment or remove curse (requir-
  ing a DC 20 caster level check for 
  either spell), after which a caster 
  level check is no longer necessary 
  to cast healing spells on the victim, 
  and the mummy rot can be magi-
  cally cured as any normal disease. 
  An afflicted creature who dies of 
  Qomaq’s mummy rot shrivels away 
  into cobwebs and dust that blow 
  away into nothing at the first wind.
  RULE
  THE
  DUNGEON!
  Write here your personal notes
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  THE LIVING TOMB (DM REFERENCE)
  Chandelier
  Trapdoor
  mirrors
  one square = 5 ft.
  room    8
   1st  level
  RULE
  THE
  DUNGEON!
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Living Tomb (battlemap)
  
  RULE THE DUNGEON© Feature
  complete customization of maps and encounters!
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SOURCE: textdata/thevault/D20 system/The Dungeon Under the Mountain (d20)/The Dungeon Under the Mountain Rooms & Encounters - The Living Tomb.pdf