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Adventure
CRYW
OF
RED
THE
MAD
THE
LOS~TOMBS,VOLUME
2
CREDITS
Design:
Sean Reynolds
Editing
Kij Johnson
Brand Manager:
Lisa Stevens
Cover
Art:
Tony Szczudlo
Interior
Art:
Sam Wood
Caaopraphy:
Sam
Wood
Typesetting
Eric Haddock
Art
Direction:
Ellen Buck
Electronic
Repress
Coordinatiotx
Larry Weiner
Greyhawk
Sages:
Erik Mona and Steve Wilson
F'laytestiq Joshua C.
J.
Fischer, Dave
Gross,
Sam
Wood
81
Jefferson
M.
Shelley
Sped
Thanks:
Mike Selinker
&
Johnathan M. Richards
Me
COIUTENPS
Background
.........................................
.2
The Crypt
..........................................
.4
The Encounters
......................................
.8
Outer Chambers of the Crystal Sphere
....................
.46
Special Trap
.........................................
.48
Sources:
Classic Brain Puzzlers by Philip J. Carter
81
Ken
A.
Russel:
Perplexing Puzzles and Tantalizing
Teasers
by Martin Gardner; World's
Most
Amazing Puzzles by Charles Barry Townsend; World's
Most
Bdfling
Puzzles by Charles Barry Townsend;
Sam
Loyd's Cyclopedia
of5000
Puzzles, Tricks, and Conundrums by Sam Loyd
ADVANCEDDUNGEONS
&
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and the TSK logo
are registered trademarks owned by TSR, Inc. MONSTROUSARCANA,MONSTROUSMA-NUAL,
DM, and
all
TSR characters, character
names,
and the distinctive likenesses thereof are
trademarks owned by TSR, Inc.
0
1998 TSR, Inc.
AU
rights reserved. Made
in
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a
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Distributed
to
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House,
Inc., and
in
Canada by Random House of Canada, Ltd. Distributed to the hobby, toy, and
comic
trade
in
the United States
and Canada by regional distributors. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors.This material
is
protected under the copyright
laws
of the United States of
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or
unauthorized use of the materials
or
arcwork contained herein
is
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7
ACKGROUND
”
magic and treasure to lure the weak-minded and greedy into a snare where
he can use them as toys in some incomprehensible game.
Lyzandred is more than all of those things. Undead, yes. Evil, possibly.
Cunning, certainly. But the man who became the lich was a man with a
noble purpose and an incredible mind, and he altered the course of history
in the Flanaess.
D
intended to trap and
kill
the unwise and the unwary. He created a permanent
entrance and made it known through word of mouth and magic, tempting
greedy
or
ambitious adventurers to test his creation. He refmed and expanded the
maze
many times to make it more dangerous and deadly, each time luring in
more victims to test it.
When the lich again turned his attention to Oe& he was surprised and
THE
MAN
Lyzandred was born in a
small
town in the ancient Baklunish lands in the year
2066
BH
(approximately
-594
CY).
Showing spellcasting potential, he
apprenticed with the local hedge wizard, Ieaming everytlung she could teach
hun
With friends, he went in search of knowledge and treasure, periodically returning
home to share the bounty of his discoveries. But on one such visit he found his
town mysteriously empty: Every
man,
woman and
duld
had simply waked away.
Tradung them was relatively easy, and he found that the townspeople had been
taken without a smggle and sold
as
slaves to a Suel flesh trader. A
man
had used
a
rod
of
be+g
he’d found (or stolen) to acquire slaves cheaply. The
townspeople were trapped by the
rod‘s
effects and went along with his requests,
even putting
on
chains
as
part of his “game.” By the time Lyzandred discovered
this,
his people had been sold to the temple of Pyremius and sacrificed.
From that day, Lyzandred swore to keep powerful magic items away from
fools who would abuse them. He slew the slaver and stole the
rod
hidmg it where
it would not be found
%
became a pattern for the wizard
-
locate a powerful
mag~c
angered by what he found. Not content with the
twin
cataclysms that had
desuoyed the Suloise and Baklunish Empires, a group of Suel wizards had
constructed five underground laboratories and were using the powerful leylines
there to build adacts of war intended to destroy their old Baduni foes.
Unwhg to witness another devastation, Lyzandred studied the activities in
all
five of the laboratories. When the time was right, he used a potent spell to pull a
great meteor from the
sky.
Its
fiery passage across the Oljatt Sea in
198
CY
caused alarm in the Great Kingdom, and the lich found it amusing that it
was
interpreted
as
an omen meaning “wealth, strife and a living death.” The meteor
struck the eastern Abbor-Alz and shook the bedrock hard enough for an echo to
be felt in the demiplane. Lyzandred timed the impact to occur while
two
Suel
wizards
tested spells simultaneously; the spells went out of control, overlapping
each other and other magics at the site. The laboratory vanished from Oerth,
taking with it one piece of an unassembled Suel war artifact, the Doomheart
The wizards at the other laboratories abandoned their research, intending to
return later when they had dealt with the swelling strife in their homeland
-
strife that was in part created by the lich’s magic. Lyzandred sent a minion
to
remove magical items from the abandoned locations and to mark each site with
clues to the location of his labytin& ifthe
Suel
wizarb returned, he hoped they
would come to
his
lair,
where he could deal with them personally. The minion
only got into the
two
upper levels of
each
laboratory, but the lich was satisfied
One group of adventurers in his tomb caught his eye. In
305
CY,
led by a
crafty
young wizard of the Landgrafdom of
Selintan,
they navigated
his
riddles
and defeated many of his guardians. Intrigued by the group, Lyzandred was
delighted when they actually reached the outer chamber of his inner sanctum
The lich conversed with them through a projected image before dismissing
all
save the wizard, whom he saw
as
having great potential. The mage was Zagig
Yrageme. Lyzandred told Zagig of his personal quest, the construction of the
labyrinth, and the wonders of the demiplane. The young mage stayed with the
lich for a short time and learned much,
&ally
asking to leave and practice what
he had been taught Over time, Lyzandred watched Zagig gather knowledge and
power, use that power to build a
small
town into a busthg city, and construct a
strange multidnnensional castle on a nearby
hill.
Unfortunately, the demiplane
had planted the seed of insanity in Zagig:
his
behavior became more
and
more
erratic. Fearing the damage
his
student could cause, Lyzandred contacted
Zagig,
item, study its user, and take it away if he thought that
pon
was
dangerous. His discovery in
2106
BH
(-555
CY)
of a podto a demiplane
closely aligned with Oerth fadtatedhis personal quest, and he accumulated a
remarkable storehouse of mag~calobjects.
Unfortunately,through age, some side effect of the demiplane, one of his
liberated items,
or
a combination of these, Lyzandred went slightly mad His
quest became an obsession and crossed the line into monomania. During a lucid
moment he realized
h,
and locked himself away in the demiplane to avoid
becoming the very
sort
of person he sought to destroy. He was not a direct
threat to Oerth
as
long
as
he remained in the demiplane,
so
he pursued his quest
through agents and remote sorceries: and he thought about what would happen
to his plans after his death. He realized that the only way to ensure that his quest
lived on after
h
death was to supervise from beyond
the
grave: he took up the
study of how to become a
lich.
THE
LICH
The wizard‘s studies were successful
-
in 2126
BH
(-535
CY)
the last of his
natural life force was stripped away and he rose
as
a vessel powered by negative
Crypt
of
Lyzandred the Mad
2
Most people in
the
Flanaess have heard of Lyzandred the Mad
-
a
bogeyman, a never-seen threat, an undead wizard trapped in his own
dungeon while he was still alive. To many, he represents the risks of
becoming a lich: madness and eternal imprisonment in a cage of your
own
makine. To others he is the embodiment of wizardlv evil. a man who uses
energy. No longer hmdered by a mortal lifespan, he scaled back
his
frantic work
on
Oerth
and devoted more attention to
lus
otherworldly home.
If
the worst
offenders were those who hungered for magic and power, why not use those
things
as
a lure and bring potentially dangerous people to him before they
became a threat?The demiulane was suitable for building a secret labminth
LYZANDRED
LYZANDRED
imploring
hun
to examine what he was doing and understand how he was a
threat to
all
that he created.
As
with Lyzandred
so
long before, Zagig’s
thoughts dar;fied and he saw what he
was
becoming. He chose to leave his city
and wander the planes, and that was the
last
day he was seen on Oerth
as a
mortal man.
The mad
lich
continues
to
tinker
with his maze, adding and removing
puzzles, traps and
lairs.
Content to weed out the greedy and dangerous
inhabitants of
Oerrh,
he no longer is interested in mentoring anyone,
remembering the damage that was nearly wrought by
his
intervention. He has
remained thus for almost
200
years.
the monster summoning spells) will only summon monsters native to the
demiplane (see “Natural Inhabitants,” below).
Invocation/Evocation spells that have visible effects have a green
coloration, regardless of what color they nodyhave.
Divination spells have double the normal range.
INHABITANTS
Should the adventurers escape from Lyzandred‘s labyrinth and explore the
demiplane, use the following encounter tables for monsters:
Plains
(roll
ld10):
1
Giant ants (ld10)
2
Fire beetles (ld6)
3-5 Crypt kobolds (5d4)
6 Giant rats (3d4)
7 Huge spiders (ld10)
8
Giant wasps (ld4)
9-10
Wolves (2d6)
THEDEMIPLANE
Lyzandred‘s demiplane is a flat realm that overlaps the Flanaess in many places.
It
has a yellow sun and a blue
sky
during the
day,
with Oerthly constellations
at night -though they are not
all
where they should be.
The
demiplane is
about 100 miles on a side and is almost entirely land, with a large lake in its
center. A
small
chain of mountains
funs
near the lake, with the rest of the land
covered in plains and light forest It
is
populated by mundane
ands,a
few
types of monstrous creatures, and a single intelligent race
-
kobold-&e
creatures, with deep green
skin,
that have the natural ability of regeneration.
There are no true borders to the plane, as creatures traveling too far in any
direction find themselves at the realm’s opposite en4 it is in fact possible (with
some magical assistance) to stand at the peak of one of the demiplane’s
six
mountains, look in one direction, and see yourself,standmg on a mountain and
facing away.
Certain Oerthly landmarks appear
as
mirage-like images in this place.
Perceptive people can identie the landmark and (with the proper magic) step
through to the correspondmg Oerth location. This
has
a base chance of
success equal to 30%
+
Int
+
the character‘s level if he or she uses a spell
involving planar motion
such
as relepon dunension door or bid;
this
assumes that the spellcaster intends the dimensional shift
If
the caster doesn’t
intend a shift, the chance of its occurrence is only 15%.Of course, spells such
as
plane
shft
reliport
withour
error
(when used to travel between planes) and
magic items such
as
a cubicgare are 100% effective.
Very rarely (about once per year), the barriers between the worlds thm and
the mirages become tangible, developing a purple tinge. At these times, a
creature intent on crossing to
Oerth
can do
so
without magical
aid.
Natives to
this plane avoid the purple-tinted &ages.
This
overlapping effect negatively affects visitors’ minds. Each
day
a non-
native
spends
in this realm has a
5%
(non-cumulative) chance of driving him
insane (save vs. wands negates). The insanity is not readily apparent, for the
&ease progresses slowly and undramatically;
the
victim may become
depressed, obsessed, paranoid, schizophrenic, or something altogether different
Persons already insane (from
this
effect or another source)
are
not subject to
additional insanities, nor are undead or creatures without
minds.
A restoration,
heal, wish, or similar spell cures the insanity.
All
native creatures are immune.
Forest
(roll
ld10):
1
Giant ants (ld10)
2
Fire beetles (Id6)
3-4
Crypt kobolds (5d4)
5
Giant rats (3d4)
6
Large spiders (ld10)
7
Giant wasps (ld4)
8
Wolves (2d6)
9
Gorgon (1)
10
Owlbears (2d4)
Mountains
(roll
ld10):
1-5
Crypt kobolds (5d4)
G3
Giant rats (3d4)
9
Basilisk (1)
10
Rust monster
(1)
Crypt
kobolds:
AC
IO;
MV 6; HD %; THACO 20; #AT 1; Dmg
1
d4 (hammer),
1
d6 (hand axe) or by weapon; SD regenerate
1
hp per round; SZ
S
(3’ tall); ML Elite (14); Int avg
(%IO);
AL LE;
XP
25.
Notes:
Crypt kobolds exist nowhere but on the demiplane
Lyzandred has claimed for his crypt. They have grass-green, scaly
skins; their eyes glow purple and their small horns are pale
green. On Lyzandred’s demiplane, they are as likely to be awake
and doing things by day as by night (though they suffer a -1
penalty to attack rolls in bright light); if they are taken elsewhere,
they become nocturnal.They have 60-foot infravision.
Lyzandred‘s kobolds do not often start a fight unless
ordered to do
so.
If crypt kobolds do not outnumber their
opponents by at least 8-to-l , they send runners to summon
more kobolds. If crypt kobolds are reduced to a ratio of only
3-
to-2 in their
favor,
or if their commander is killed or
incapacitated, they must make a morale check.
The origin and original purpose of this demiplane are unknown, though it
is likely that it was created by some god now dead, forgotten or imprisoned.
Lyzandred discovered it by accident and found it almost exactly
as
it is now,
includmg the castle and the
crystal
sphere. He expanded the dungeons under
the castle and recruited Crypt kobolds and monsters, but otherwise has not
changed anydung.
Effects
on
Spells
Other than the ability to travel to Oerth, the demiplane has few
differences from Oerth as far as spellcasting goes: clerics of Oerthly gods
are close enough to their home plane that they suffer no level penalties and
have access to
all
spells and abilities they normally possess. The following
types of spells (whether from wizards, priests or magical items) are altered:
Conjuration/Summoning spells that draw forth real creatures (such
as
Crypt kobolds on Lyzandred‘s demiplane have an unusual
advantage. The lich keeps a close eye on happenings in his
domain, and it more than
100
kobolds are killed by a sinqle
party of adventurers visiting the demiplane, he
IS
likely to-
intervene, sending larger, more dangerous creatures to deal
with the threat. In this case, the kobolds happily retreat from
the battle.
NATURAL
The crypt is located under a squat castle
on
one of the mountains. The castle
was built for man-sized creatures, and already had a dungeon when
Lyzandred discovered it. In that dungeon Lyzandred found the chamber of
the crystal sphere, which he adopted
as
his main residence. The outer castle is
inhabited by a force of
100
kobolds, several human and demhuman
liegemen, and several minor golem created by Lyzandred to serve the
inhabitants and keep the castle clean.
It
has a front gate of iron and its
two
towers each have a large ballista. The minions sleep in the castle’s
bedchambers, while the kobolds live in tents in the castle courtyard
Lyzandred‘s liegemen and -women are adventurers who nearly died in the
crypt and bargained with the lich, exchanging service for their lives and
eventual release (see “Death in the Crypt,” below). They direct the kobolds,
oversee new dungeon construction, and act as Lyzandred‘s agents on Oerth.
Most liegemen are of level 4-8, although he is served by one 12th-level
wizard and a 1Ith-level cleric of Lendor.
desire to avoid forcing extraneous boxed text on the DM, the bare essentials
of the encounters have been detaded, but by
no
means are these the only
observable details. Some of the props are worn or abused
as
if by countless
experimental adventurers in centuries past The scenery likewise can be
marred, with piton holes in the floor
or
walls, scratches or chips on statues,
bum marks on items, and similar evidence that people have been here before.
Everything that isn’t a replica of a modem location gives a sense of great age:
the costumes and architecture are often drawn from Lyzandred‘s recollections
of ancient times. This adds to the place’s atmosphere and can help &tract
players from the labyrinth’s true threats.
Certain clues can be used as recurrent themes in the labyrinth
-
puzzles with solutions that can be depicted visually (such as encounters
ES,
E10-El3,
and E1S) might be scratched on a wall, door or other
surface in another encounter, etched by a previous explorer trying
to
help
any who follow.
The crystal sphere acts
as
a globe ofinvulnerability for any spells cast
outside it (spells within it operate normally): its inside surface acts as a minor
ofmentalprowess (unlnnited usage for scrying within the demiplane, but
only 3 hours per day when viewing other planes). The sphere is intangible
and translucent when empty, but an occupant may command its outer surface
to become opaque and solid In such a state, it saves vs.
all
spells with a 4, is
AC
2, and has 100 ht points (spells and items cannot be cast or pass
through the sphere when it is solid).
~DoMlZAllON
The Crypt of Lyzandred is always changing, and this module has been
designed to allow for that. There are a total of
100
encounters listed for
the
crypt and SO rooms to put them in. Encounters can be puzzles, traps,
or
generally weird. They can be placed in any order in any of the
rooms,
thus
creating an incredible number of variations. Read through the encounters and
decide which ones are appropriate for your campaign, taking into account
power level, difficulty and flavor. There are enough encounters to allow you
to replay this adventure twice without creating new material.
The dungeons (and some of the rooms in the dungeons)
also
suffer from
the demiplane’s “looping” effect
-
going off the map in one direction
brings you back in on the opposite side. That, along with the unusual
nature
of
room-to-room travel within the crypt, makes it difficult to
accurately map the place.
Most adventurers entering the crypt of Lyzandred come through the one
stable portal in the Flanaess, located in an otherwise unremarkable cave in the
central Abbor-Alz mountains. Those entering the cave fmd themselves in an
encounter in one of the crypt’s
rooms,
with
no
idea of how they got there.
They are unaware of the castle
or
the demiplane, just the seemingly endless
rooms of puzzles, traps and monsters.
There are three “levels” of the dungeon. The
first
is the level in which
most adventurers arrive:
&s
level
has
40 linked rooms. When
all
40 rooms
room
jst
e areas
vhich is
tf
his
this third
‘lane: and
The puzzles are classified by type
so
that you may tailor the dungeon to
your tastes. Encounters
1,
2, 7-13,23,27,28, 31-34,
37,
38, and 47 are
math puzzles: encounters 14, 16, 29, 39,40,41,43,45,46, and 50 are
riddles: encounters 3-6, 10-13,
15,
17-22, 24-26, 30, 35, 36, 42, 44,
48, and 49 are logic puzzles. There is some overlap between logic and
math puzzles.
.
THEROOMS
Lyzandred has taken advantage of the demiplane’s nature to create encounter-
rooms that mirror actual locations in the Flanaess; a customized spell he
created allows him to tune certain rooms to their Oerthly equivalents and
“anchor” them there. Thus, if some adventurers enter a room that looks like
the throne room
of
the Great Kingdom, that is because they are in a replica
only a hair’s breadth away (dimensionally speaking) from the true throne
room. Because the demiplane perfectly overlays the
Oerth
location, there are
none of the mirages occasionally manifested by places in the demiplane
outside
the
crypt However, there is still a small chance that a dimension-
using spell
such
as
dimension door transports the user to the equivalent
location (and time) on Oerth.
To
her companions in the Crypt, a mage who
uses such a spell simply vanishes and does not reappear: she fmds herself
alone in the new location and time.
adjusting
ma
4
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