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his level has two purposes. The first is to hold the treasure Karitamen amassed during his lifetime. Part of Nehekharan burial tradition involved burying a man with a portion of his earthly wealth, both to demonstrate his success in life and to assure that he would have such resources available in the next life. This made the tombs a strong temptation to tomb robbers, however, which is why most tombs and pyramids feature such elaborate traps. That is the other purpose to this level—by putting most of the wealth in one place, it becomes easier to protect and easier to rig traps around it. Large portions of this level exist only to trap and kill anyone who dares trespass upon Karitamen’s repose.r
oom6–1: a
ntechamberThis small room is the entrance to Level Six and the last chance for intruders to turn back.
The room before you is not large, though it has a high, vaulted ceiling. The walls are covered in murals and friezes, but these do not depict happy scenes. In fact, they do not show a king at all. Instead, they show men and women subjected to horrible fates, being hacked apart or starved or strangled or stricken with illness or any other painful death imaginable. Each of these victims holds gems, gold, or jewellery in his hand, and the message is clear—steal from this pyramid, and your life is forfeit. A single door stands before you, carved to show a large man with the head of a jackal, his arms crossed and his fangs bared in a scowl. His eyes glitter ominously as he looks upon you.
Description: Each chute does have several fine cords crossing it. Pressure on any cord causes a blade to slash across the chute. Characters descending slowly are entitled to a Challenging (–10%) Agility Test to avoid the trap. Those falling are struck automatically. In either case, the blade inflicts a Damage 5 hit. This trap automatically resets.
Poisoned Door
Locate: Challenging (–10%) Perception; Neutralise: Wipe handle
Effect: Anyone touching the door’s handle with naked flesh must succeed on a Hard (–20%) Toughness Test each round or lose 1 Wound regardless of Toughness Bonus or armour. This continues until the victim succeeds on three consecutive Toughness Tests or receives a cure
poison spell. A successful Heal Test grants a +10% bonus
to all tests made to resist the poison.
Development
The figures on the wall writhe as if alive when watched for more than a few seconds. Those who stare for more than a minute see that the figures look back and silently beg for help. Anyone staring too long at the images must make a Hard
(–20%) Will Power Test or gain 2 Insanity Points. The door to the south leads to Room 6–2: Pit Room.
r
oom6–2: p
Itr
oomThis room contains holding cells for the people caught within the pyramid.
The door opens onto a long room. A single narrow walkway runs its length, bisected by a matching walkway halfway across. The rest of the floor is a latticework—an intricate pattern that you realize is made up of Human silhouettes writhing in pain. Torches gutter on the walls, which are decorated with carved faces in agony. The entire chamber reeks of death, decay, and Human waste. The room has no other exit.
This is where intruders are taken—dead or alive—when caught by Karitamen’s warriors. They are then brought before the Tomb King, transformed into Undead themselves, and forced to join his forces.
A hidden door in the floor of the back left pit reveals a narrow staircase that leads up into Room 6–3: Treasure Room. Finding this door requires a Very Hard (–30%) Search Test.
Creatures
The pits (see Pits, below) are filled with failed tomb robbers. Most are long since dead, but some have been reanimated and returned to the pits to serve as soldiers. There’s a 50% chance for a pit to contain a Zombie. See Zombies on page 231 of
WFRP for statistics.
Traps
This room is deadly. The walkways are trapped in several places and in a random pattern designed to ensure that anyone walking them will trigger at least one trap. Characters travelling over the walkways have a 50% of triggering a trap. Roll on Table 5–4:
Random Traps on page 45 to determine the trap’s nature. In addition, there are a number of other dangerous traps here.
The Cosh of the Overseer
Locate: Hard (–20%) Search; Neutralise: Very Hard (–30%) Pick Lock
Effect: About midway along either side of the walkway, there is a pressure plate. When more than 40 pounds is placed on it, the entire ceiling comes crashing down, dealing Damage 7 to everyone in the room.
Pits
Locate: Easy (+20%) Search; Neutralise: Hard (–20%) Pick Lock
Effect: The latticework cannot support more than 20 pounds of weight and is designed to open under pressure, dropping anyone on it into the pits and then swing back up and closed. Those who fall may attempt Hard
(–20%) Agility Tests to catch the walkway. Otherwise, they fall 6 yards and each take a Damage 5 hit when they hit the bottom. The walls of the pits are coated in grease, requiring a Hard (–20%) Scale Sheer Surfaces
Test to escape—assuming the latticework is opened.
Development
Anyone who entered the tomb within the past two days will probably still be here, awaiting his or her fate. Every few
Chapter XI: Tomb Level Six
days, Tomb Guards enter and remove the new arrivals, taking anyone still intact enough to walk and wield a weapon. These people are taken down to Room 7–1: The Burial Chamber on
Level Seven and brought before Karitamen himself. The guards do not care whether the individuals are alive or dead and are content to escort anyone who doesn’t put up a fight. Those who do fight will be knocked out or killed and dragged the rest of the way.
In the bowels of the south-eastern pit is a hidden door. It can be found with a successful Hard (–20%) Search Test. It leads to Room 6–3: Treasure Room.
Treasure
The Tomb Guards have not bothered to retrieve any of the treasures carried by previous trespassers. Thus the floor of each pit is littered with gold, gems, and finely crafted items, worth as much as 2d10 gc in each pit. In addition, this is also an ideal place for benevolent GMs to dispense extra torches, ropes, and other adventuring equipment.
r
oom6–3: t
reasurer
oomThis room holds the bulk of the treasure buried with Karitamen.
At first you think this large room’s walls must be made of beaten gold. Then you realize the walls are actually plain whitewashed limestone, the floor is simple granite flagstone, and the ceiling is a starless night sky. The golden glow comes entirely from the heaps of coin, jewellery, and other precious objects filling the room. Everywhere you look, you see objects of value, so much that you are dazzled by it.
This is where Karitamen’s treasure was placed when he was buried. It is mostly in neat rows, though some of it has spilled out over the centuries. Among the treasures here are:
• War banner decorated with onyx scarabs.
• Chests full of gold coins, all stamped with Nehekharan marks and other symbols from similarly ancient nations • Casks of loose gems
• A suit of glittering golden mail, complete with helmet and large shield
• A model of Karitamen’s castle, roughly two feet high, carved from rubies and fitted together with gold • A life-sized elephant statue, cast in gold with sapphire
eyes and real ivory tusks
• A pair of drinking goblets carved from solid lapis with bases of pure gold, shaped to look like two swans whose necks intertwine
• A battle axe with a diamond blade and a marble haft, the handle wrapped in gold wire
• A quartet of stylised lions, life-sized, made of gold with emerald eyes and diamond claws
• A row of eight golden warriors, fully armed and armoured
• A portable throne of gold, studded with thousands of rubies, all exactly the same size, shape, and colour Feel free to add additional items.
This room can be accessed by the trapdoor in Room 5–4:
Court Room and by the hidden door in the Room 6–2: Pit
Room. A hidden door at the room’s other end leads into Room
6–4: False Burial Chamber. Finding this door requires a Very
Hard (–30%) Search Test.
Creatures
The four lions are actually Bastethi wrapped in gold cloth bandages. They attack only if someone touches them or stands within 2 yards of them. The warriors are eight Tomb Guards, similarly disguised, and they attack any intruders.
See Bastethi on page 100 and Tomb Guards on page 102 in
Appendix I: New Creatures for statistics.
Traps
Only a handful of traps protect this room.
Coils of Avarice
Locate: Very Hard (–30%) Search; Neutralise: Very Hard (–30%) Pick Lock
Effect: The floor is riddled with pressure plates. Stepping on any of them causes valves to release an invisible gas into the chamber. Characters that fail a Hard (–20%)
Toughness Test will be affected and temporarily gain the
Venomous Thoughts disorder (see page 207 in WFRP) and
believe their companions are out to take all the treasure for themselves. This effect lasts for 4d10 minutes.
Roar of the Ind Beast
Locate: Very Hard (–30%) Search; Neutralise: n/a
Effect: This trap is in the elephant statue, easily the largest item in the room. It is actually a fake, and its hollow shell is filled with gas and caltrops. Any attempt to move the statue breaches its skin and the sudden change in pressure releases the gas, causing a loud roaring noise and the caltrops to shoot out in all directions. All Characters in the room must succeed on Very Hard
(–30%) Agility Tests or take a Damage 6 hit.