TEXT: 1
  ADVENTURE: THE PUZZLE BOX
  For GMs only: Players please do not read!
  Talislanta Is The Coolest
  The following is a short adventure that can be used
  as an introduction to roleplaying in Talislanta, or
  incorporated into an ongoing Talislanta campaign. This
  scenario includes a number of options that will allow
  the GM to customize the adventure to fit almost any
  locale or style of play. The GM should read the
  adventure first before playing, in order to decide which
  of these options will best fit their gaming group.
  This adventure has been designed for beginning
  or intermediate PCs. If using more advanced PCs, the
  scenario can be made more challenging by adjusting
  the statistics for all encounters upwards as needed.
  OVERVIEW
  Location: A tavern or inn anywhere in Talislanta.
  Why are the Player Characters There?: The PCs
  could be travelers just passing through, or locals to the
  area. They could be meeting a friend or Contact, or
  perhaps they served as an escort to a newly arrived trader
  (such as the NPC, Orzo, described further on in the text)
  and are now busy spending their hard earned cash.
  SYNOPSIS
  The PCs are approached in the tavern by a
  Pharesian Peddler, who offers to sell them an enchanted
  puzzle-box. One way or another, the PCs will end up
  with the box in their possession. Trying to decipher the
  secret of the puzzle-box, they are transported to a dark
  and mysterious chamber. Only by finding a way out can
  they discover who or what was responsible for their
  dilemma.
  BACKGROUND
  Before starting, the GM should give the players
  the following NPC Contacts to add to their Character
  Sheets. The GM can try to match Contacts to PCs based
  on their homeland or profession or just distribute the
  Contacts at random. Be sure to hand out all of the
  Contacts, even if it means that some PCs get more than
  one. Some of these NPCs could be used during this
  adventure, so the GM may want to make a few notes on
  the Contacts prior to play.
  Depending on the location, it is entirely possible
  that the PCs may meet one or two of the Contacts during
  play. Perhaps they could even be waiting in the tavern
  to meet a Contact, or staying at the tavern while visiting
  one who lives locally. The only Contact the PCs should
  not meet is Aquilane.
  lllll Orzo: an Orgovian trader whom you met in the
  Wilderlands. You gave him a silver armband as a
  gift and offered fair barter for his wares. This earned
  you Orzo’s trust — no small matter to an Orgovian.
  THE PUZZLE
  BOX
  INTRODUCTORY ADVENTURE
  The Puzzle Box is Copyright © 2001 by Stephan Michael Sechi and Shootingiron Design. Talislanta is a trademark of SMS.
  
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  ADVENTURE: THE PUZZLE BOX
  lllll Jajuka: a Gao sea rogue who claimed to be the
  daughter of a Chana witchman. You met her in a
  port tavern in Tarun, where she’d come to sell a
  quantity of stolen k’tallah. She bought you a drink;
  when you woke up she was gone, and so were most
  of your possessions. You haven’t forgotten.
  lllll Macado: a hotheaded Zandir duelist who once
  challenged you to fight for the hand of the lovely
  Shaliza. The duel ended in a draw, and you and
  Macado became friends. This did not please Shaliza.
  lllll Aquilane: a rogue magician with a fondness for the
  color purple and a propensity for unkind “practical
  jokes” (hence his sobriquet, “The Prankster”). You
  crossed him once in Cymril; he vowed to even the
  score someday.
  lllll Yato Faj: a Yitek tomb robber who once hired you
  to help him excavate a crypt. He was an expert at
  reading symbols, and taught you to recognize certain
  royal seals used during the early Phaedran Age.
  lllll Kirata: a Kang warrior who lost an eye while
  battling Saurans in the Volcanic Hills. You met her
  in a tavern in Hadran, when she grabbed your hair
  and kissed you. Not your type, but you parted on
  decent terms.
  lllll Rawk: a Gryph injured in a fight with a band of
  Stryx. You helped bind his wounds and watched over
  him until he was well enough to fly. In return, Rawk
  promised his help if you were ever in need.
  THE SETTING
  This adventure can begin in a tavern or inn
  anywhere in Talislanta; we’ll call this place The
  Wayfarer. As the GM you can decide whether the
  Wayfarer is a quiet, respectable place, a den of iniquity,
  or something in between. The Wayfarer’s clientele
  should be comprised of members of the local populace,
  and perhaps a few travelers from other lands. The nature
  of the establishment will generally determine the type
  of clientele it attracts.
  The proprietor of the Wayfarer can be one of the
  locals or a foreign expatriate. The style of architecture
  and the type of food and drink available should be based
  on the indigenous culture (consult the Society entry in
  the region you’ve chosen for details). If this is your first
  game, decide all of these details in advance. That way,
  when you start to play the adventure, you’ll be prepared.
  Tell the PCs that they’ve come to The Wayfarer
  to eat and relax. Set the scene by briefly describing the
  surroundings. Then have the proprietor come over to
  tell them about the local fare and take their orders. Once
  the PCs have settled in, the plot begins.
  THE ADVENTURE
  The adventure can be broken down into 3 main
  scenes:
  Scene One - The Peddler
  A Pharesian peddler enters the inn and entertains
  the patrons with performing miniatures. Afterwards, he
  approaches the PCs and tries to sell them an antique
  puzzle box. If they don’t purchase it, he steals one of
  their mounts during the night and leaves them the puzzle-
  box as ‘payment’.
  Scene Two - Deciphering the Puzzle-Box
  Attempting to decipher and open the box, the PCs
  can either turn to the help of one of their Contacts, or
  seek out the Sindaran antiquarian Nasi Darune. Given
  the answers they need, they finally open the box,
  triggering a Witchgate that transports them to a dark
  and mysterious chamber.
  Scene Three - Into the Dark
  Trapped in a room with no apparent exit, the PCs
  discover a pair of skeletons, and clues hinting that things
  are far more than they seem. If they can find a way out
  of the room they face an attack by a Scavenger Slime.
  Finally entering the inner chamber, they are attacked
  by a Ghast and the entire plot is revealed as the elaborate
  revenge of Aquilane (one of their Contacts). To escape
  to freedom the PCs must find a way to defeat the Ghast.
  THE PEDDLER
  Through the doors of the Wayfarer comes a figure
  attired in a multi-colored cloak, tunic, and breeches.
  His head is shaved except for a single, bright blue scalp-
  lock; his skin is a whorl of many hues. A patchwork
  satchel is draped over his shoulder, and his crimson
  boots are covered with the dust of travel. The PCs may
  recognize him as a Pharesian peddler, from Cymril of
  the Seven Kingdoms.
  The peddler takes a seat at a table near the PCs,
  nods politely in their direction, and orders “a bottle of
  your finest aquavit” from the proprietor (if aquavit is
  not available in this locale, he’ll happily settle for
  whatever is). Then he reaches into his satchel and brings
  forth a number of miniature crystal figurines carved to
  
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  ADVENTURE: THE PUZZLE BOX
  resemble Thiasian performers. Arranging them on the
  table before him, he speaks a single word and the figures
  suddenly come to life: singing in high voices, dancing
  the caperetto, and performing clever acrobatic feats.
  Some of the patrons notice and come over to watch
  the show, which ends with the tiny Thiasians jumping
  onto the peddler’s hand, taking a bow, and reverting to
  inanimate form. The peddler then produces a colorful
  hat from his satchel and passes it around, thanking all
  who make a donation. If any of the PCs chip in, the
  peddler will smile and thank them as well.
  Whether the PCs pay or not, the peddler will come
  over to their table a moment later, bow courteously, and
  say:
  “I noticed that you seemed to enjoy the antics of
  my miniatures. I am Savrille, a Pharesian from
  Cymril of the Seven Kingdoms, and a dealer in rare
  curios. I believe I have something that will be of
  interest to you.”
  Reaching into a pocket, Savrille takes out an ornate
  box, intricately carved from rich hardwoods and
  decorated with archaic symbols and silver inlay. The
  GM should try to describe this item in such a way that it
  will seem fascinating to the players, for instance:
  “The item appears to be an ornate jewelry box,
  intricately carved from rich hardwoods and
  decorated with archaic symbols and silver filigree.
  The polished wood has a deep and warm luster,
  and the silver inlay shimmers in the tavern light.
  The arcane symbols seem to radiate an aura of
  magic and mystery. It is obviously an item of
  exceptional craftsmanship.”
  Any PC with artisan, merchant, collector, or
  antiquarian Skills will recognize the worth and superior
  craftsmanship of this piece, and realize that it is both
  very old and very valuable. PCs with magical or scholar
  Skills can tell that the symbols are ancient and possibly
  magical in nature, though they will not be able to
  decipher them.
  Savrille explains:
  “This is a Phaedran puzzle-box, a rare and costly
  item that magicians once used to store their most
  secret treasures. I obtained it from a Gnorl, who
  found it in a gravesite on the banks of the Sascasm
  River, in Werewood. What wonders or riches it
  contains, I do not know. To date, I have been unable
  to decipher the symbols inscribed on the box, except
  this one:”
  Savrille touches a raised sigil at the box’s center
  and it begins to unfold as if by magic, changing in shape
  from a cube to a pyramid. Visible on a newly-revealed
  face of the box are more inscriptions and four raised
  metal squares, each engraved with a different symbol:
  the twin suns, the seven moons, a rainbow, and what
  looks like seven drops of water. Savrille shows the
  symbols to the PCs, then presses another sigil and the
  pyramid folds back into a cube.
  Savrille remarks:
  “Never would I think to sell this device, but I find
  that I have no choice. My faithful steed fell ill and
  died this morning, and I must procure another. So
  it is that I am forced to sell my puzzle-box for the
  meager sum of five hundred gold lumens.”
  This is Savrille’s asking price, but by no means is
  it his final offer. If the PCs refuse outright he’ll come
  down to three hundred. If any of the PCs have haggling
  or merchant Skills, encourage them to roll vs. their Skill
  Rating on the Action Table; if successful, Savrille drops
  his price to two hundred. If the PCs don’t have such
  Skills they can use their Charisma Rating (CHA), or
  they can simply make counter offers. Savrille will go as
  low as one hundred
  gold lumens, or the
  equivalent
  in goods of any
  sort.
  One way or
  another, the GM needs to find a way to get the PCs to
  buy or otherwise acquire the puzzle-box, which plays
  an important part in the adventure. If there are any
  thieves in the party, have Savrille spend the night in the
  inn and give them a chance to rob him. Or as a last
  resort, have Savrille steal something from the PCs (such
  as a steed) and leave them the box as payment. Once
  the PCs have the box, go to the next part of the adventure.
  
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  ADVENTURE: THE PUZZLE BOX
  DECIPHERING THE PUZZLE
  BOX
  The symbols on the puzzle-box are very old,
  obscure, and complex. Tell the PCs this, and if any of
  them tries to decipher the writings apply a -18 penalty
  to their Action Table die rolls. The very best result any
  beginning-intermediate level PC should be able to
  achieve is to identify the writings as an unusual variation
  of the old Phaedran tongue. Attempting to break or force
  open the box will not work; the device is enchanted,
  and is much more durable than it appears. In short, if
  the PCs want to open the box they will need help.
  Some of the Contacts mentioned at the beginning
  of this adventure could be of assistance in this regard, if
  the PCs are located anywhere near them. The Yitek,
  Yato Faj, would probably be the best bet, though Orzo
  or even Jajuka might be able to recognize some of the
  symbols. If no Contact is available, the PCs will need
  to hire the services of an individual with linguistic or
  antiquarian Skills. Attempting to locate such an
  individual could be a mini-adventure in and of itself, if
  the GM wishes. One such person is Nasi Darune.
  THE COLLECTOR
  Nasi Darune is a Sindaran collector and
  antiquarian who specializes in dead languages
  (Linguistic Skill rating of +15). She normally resides in
  the Seven Kingdoms, in the Sindaran mesa-top
  settlement of Nankar. However, Nasi also travels on
  occasion in order to acquire ancient stone tablets from
  the Phaedran era, which she collects. As such, she may
  be found in the vicinity of the PCs, if the GM desires.
  Like all Sindarans Nasi is tall and emaciated
  looking, with sandy-hued skin, a bony chin spur, and a
  row of horn-like protrusions running along the crest of
  her skull. Normally prone to long-winded dissertations,
  Nasi has another appointment soon and so will seem
  more business-like and to-the-point. To simulate the
  Sindaran style of speech, have Nasi use plenty of multi-
  syllabic words.
  The PCs can hire Nasi to appraise and decipher
  the symbols on the puzzle-box for 40 gold lumens (G.L.),
  or half this if one of the PCs is a Sindaran. She will not
  haggle, and is far too intelligent to outwit. If the PCs
  take too much time arguing over price, she will politely
  tell them that she is very busy, and only has a short
  amount of time available. If the PCs agree to obtain her
  services, Nasi will examine the puzzle-box and provide
  them with the following information:
  lllll The puzzle-box is an authentic antique worth a
  minimum of six hundred G.L. It appears to be of
  Phaedran make and is at least six centuries old,
  though Nasi believes the box may be even older than
  this.
  lllll The writing on the box is in Phadrosian, an obscure
  dialect of the old Phaedran and Elder tongues in use
  during the early days of the Phaedran Empire. The
  symbols on the cube’s surface say: “Property of the
  Wizard, Nastrovian.” The name, Nastrovian, is
  familiar to Nasi, who believes he may have been a
  member of one of the first royal families of Phaedra.
  lllll One of the symbols on the box is a rune of command
  meaning “Open”. This is the symbol that Savrille
  pressed, which caused the box to fold into a pyramid.
  lllll If the PCs have Nasi examine the pyramid she says
  that the raised symbols are buttons that, when pressed
  in a certain order, will cause the pyramid to open.
  The inscription is a riddle, which Nasi translates as
  follows:
  “Always the morning follows the night, the rainbow after
  the rain.
  Two days shall pass, the first one clear, for so it is
  ordained
  Start out at night and follow the way, to undo all the
  locks
  Press seven squares and you will see, what’s hid inside
  the box.”
  At this point Nasi will excuse herself, saying that
  the translation is complete and she must tend to another
  appointment. The players will have to solve the riddle
  without her.
  THE RIDDLE OF THE PUZZLE-BOX
  Only by finding the correct solution can the PCs
  open the puzzle-box. Pressing the squares in order, the
  solution is: night, day, night, day, rain, rainbow, night.
  This causes the box to open, emitting a blinding light
  and revealing the secret kept within: the puzzle-box is
  actually an ancient Witchgate that will draw everyone
  within ten feet of it through an enchanted portal. If any
  PCs are not within range when the box opens, they will
  see their comrades vanish before their eyes. If they want
  to follow they’ll have to open the box again.
  
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  ADVENTURE: THE PUZZLE BOX
  INTO THE DARK
  Characters drawn through the Witchgate will find
  themselves in complete and total darkness. The air
  around them smells stale, dank, and heavy with dust
  and mold. All is silent. If any of the PCs have night
  vision, they will be able to see in the dark. Others will
  be virtually blind unless they have access to some source
  of illumination.
  The GM should try and make the crypt experience
  suspenseful and eerie. Set the scene, describing a place
  as dark and silent as a tomb, the only noise the sound of
  the characters’ breathing. If they have a torch or lantern
  give them the feeling that if their light source were to
  vanish, the darkness would rush in and consume them.
  Mention that ‘things’ seem to scuttle away, into the
  darkness. Even characters with night vision should feel
  uneasy, although they will be able to see quite clearly.
  Using night vision, illumination, or their sense of
  touch, the PCs will find that they are in a windowless
  chamber approximately ten feet square. The walls,
  ceiling, and floor are made of stone, and are cold and
  damp to the touch. There is no door or exit visible on
  any of the walls. In one corner of the room are two
  skeletons, lying side by side.
  If the PCs search carefully, this is what they will
  find:
  The Skeletons
  Both are humanoids, 5-6 feet in height, one
  somewhat larger than the other. No sign of traumatic
  injuries, though there is not a speck of flesh on the bones.
  The larger skeleton has a heavy gold and onyx ring on
  its finger (worth 300 GL) but no clothing or other
  possessions. Clutched in its right hand is what looks
  like a silver comb inlaid with six small rubies (180 GL);
  one edge of the comb is badly scratched and worn. The
  smaller skeleton has a necklace of green pearls around
  its neck (worth 1200 GL). Any PC with naturalist, healer,
  or scholar Skill can confirm that one skeleton is male
  and one is female. Any PC with naturalist or tracking
  Skill will note that the remains are not ancient, but are
  as recent as 4-5 months - unusual, given the complete
  decomposition of the bodies (a clue foreshadowing the
  presence of the Scavenger Slime, which is nearby).
  The Floor
  Solid stone, covered with a heavy layer of dust.
  PCs with tracking Skill can spot the faded remnants of
  numerous tracks (barefoot, male and female, partially
  covered over with dust). In the corner opposite the
  skeletons is an old torch; if the PCs have a way to light
  this it will burn for about an hour before going out. Close
  and careful inspection will reveal the presence of
  something scratched into the floor near the larger
  skeleton: the word, BETRAYED, in High Talislan script
  (a clue indicating that these are not ancient remains but
  recent victims).
  The Walls
  The walls are made from two-foot square blocks
  of stone, held together with mortar; aside from a few
  small cracks and crevices, the stones appear to be very
  solid. There is an archaic iron sconce or one wall, but it
  is rusted and has no torch in it. Close inspection reveals
  that the mortar on all four walls has been scratched in
  many places, up to a height of about seven and a half
  feet. The scratch-marks appear to have been made with
  a sharp object of some sort (the silver comb).
  This is an important clue, showing that the victims
  checked every inch of the chamber looking for secret
  doors — except the last and highest row of stones, which
  were too high for either of them to reach. Even if PCs
  with the Traps Skill check the lower walls or wall sconce
  for secret doors they too will find nothing. However, if
  one taps on any of the highest row of stones (with a
  staff, sword, etc.), a section of the wall near the skeletons
  will open, reveling the chamber’s hidden exit.
  THE STAIRWAY
  The door opens into a stairway that spirals
  downwards into the earth. The air is cold and damp,
  and the stone steps are slick with moss and mold. Any
  Jaka characters will feel distinctly uneasy, sensing the
  presence of danger lurking ahead. Choose a PC at
  random and tell him that something just dripped down
  on his shoulder from above. If the PCs have a light
  source and look up they’ll see a dripping mass of
  translucent slime and writhing tendrils, clinging to the
  ceiling above them. Whether they look up or not, the
  awful-looking thing drops on the PCs from above.
  This a Scavenger Slime, a large single-celled
  organism that feeds on organic materials of all sorts.
  Roll on the Action Table for its attack, giving the creature
  a bonus of +5 for degree of difficulty (attacking from
  above in a narrow stairway). On a full Success the slime
  engulfs one of the PCs in its soft, viscous body and
  begins to dissolve the unlucky victim with its corrosive
  bodily fluids (DR 6, meaning 6 points of damage per
  round). On a Partial Success, the slime lands amidst the
  PCs and has grabbed one of them with a tendril.
  
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  ADVENTURE: THE PUZZLE BOX
  Scavenger Slime Statistics
  Size: 8' in height, up to 10' in diameter, 500+ lbs.
  Attributes:
  INT -14 PER -5
  WIL -5
  STR -2
  DEX -5* CON +5 SPD -1
  * When attacking; otherwise, -15
  Ability Level: 1-4
  Attacks/Damage: Whip-like Flagella: DR 4; Acidic
  Internal Fluids: DR 6 per round
  Special Abilities: Bodily fluids dissolve all types of
  organic materials, unaffected by poisons, acids, or
  illusions
  Armor: None
  Hit Points: 25
  THE INNER CHAMBER
  At the bottom of the stairway is an iron portal, at
  the center of which has been affixed something that looks
  like an ancient and ornate silver amulet. The PC who
  knew the Yitek Contact, Yato Fej, will note that this
  device resembles the royal seals used in ancient times
  on the tombs of princes (PCs with certain scholar or
  antiquarian Skill might also be able to recognize this).
  Scholars or antiquarians will recognize that it is 4-5
  centuries old, appears to be of Phaedran make, and could
  be worth as much as 100 gold lumens. It can be removed
  from the door if anyone wants to inspect or take it.
  Attempts to detect magic will reveal that the device is
  enchanted, though it will appear to have no apparent
  powers or properties (the back of the device is inscribed
  with a Ward against Ghasts, but the symbol is hidden
  by a 24th level spell of Concealment; both of the magical
  Order, Wizardry).
  The door is locked. PCs with lock-picking Skill
  can attempt to open it, at a penalty of -7 (Degree of
  Difficulty, due to the complexity of the lock). The door
  can also be forced open, using a roll vs. one or more of
  the PCs’ Strength Rating, at a penalty of -12. If a Jaka
  character enters this room he or she will immediately
  sense the presence of danger, but will be unable to locate
  where it is coming from.
  Inside is an unlit chamber approximately thirty
  feet square, lavishly decorated in the manner of an
  archaic sitting room. At the center of the room is a
  sarcophagus of blue crystal, the lid of which is carved
  with the image of a princely figure dressed in rich
  raiment. Placed upon the figure’s chest is a silver seal
  similar to the one on the door. Otherwise, there is nothing
  else in the chamber, and nothing behind the curtains
  except stone walls.
  The silver seal is not attached to the sarcophagus,
  and can easily be removed if desired. If the lid of the
  sarcophagus is lifted, it will fall off. The minute it is
  removed the lid of the sarcophagus will fly open, to
  reveal a gaunt and horrid creature known as a Ghast.
  “Greetings from Aquilane,” it hisses, then springs to
  the attack (the second seal is the same as the one on the
  door; it is also inscribed with a hidden Ward against
  Ghasts, and once it is removed the Ghast can escape the
  sarcophagus).
  At this point at least one of the PCs will realize
  that this entire scenario has been an elaborate and
  potentially deadly prank played on them by Aquilane,
  one of the NPC Contacts provided at the beginning of
  this adventure. The PCs can think about that later; right
  now, they’ll have their hands full just trying to stay alive.
  When describing this attack, the GM should try
  to make the transition from suspense to frantic combat
  as sudden as possible. Don’t give any player more than
  a few seconds to react; if they hesitate, so do their
  characters. Ghasts tend to scream and shriek, and are
  prone to cruel and sadistic behavior. While you don’t
  have to act like a Ghast, your portrayal of the creature
  should reflect its unnerving nature. The players (and
  PCs) should have little chance to catch their breath
  before the Ghast is out of the sarcophagus and upon
  them.
  That having been said, the GM should be advised
  that a Ghast is a very dangerous antagonist that could
  pose a serious threat to beginning or even intermediate-
  level PCs. If you have a fairly large and powerful group
  of PCs, this shouldn’t be a problem. If not, you may
  want to tone-down the Ghast’s abilities by having it
  alternate between lethal and non-lethal attacks. For
  example, on one round you might have the Ghast slash
  one of the PCs with its claws, as per its usual form of
  attack. On the next round, have the Ghast grab a PC by
  the throat, stare into his eyes, then shriek loudly and
  toss the PC across the room like a rag doll. The second
  attack might not even cause one Hit Point of damage,
  but it is no less scary than the first.
  The Ghast can only be harmed by spells and silver
  or magical weapons. However, it will not attack or even
  touch any PC that is holding one or both of the silver
  seals. These devices were placed on the door and
  sarcophagus by Aquilane when he set-up his “practical
  joke”. Each is enchanted with a Ward that will cause
  the Ghast extreme pain should it try to pass or approach
  the seal (the seal is what’s kept the Ghast imprisoned in
  the sarcophagus all this time).
  
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  ADVENTURE: THE PUZZLE BOX
  The seals can be used to keep the Ghast away, or
  even force it back into the sarcophagus or out of the
  chamber. As they are silver, the devices can even be
  used as makeshift weapons (DR: 2 + STR). Using one
  or both of the seals is the easiest way to defeat the Ghast.
  Statistics for the Ghast
  Size: 7’6"-8', 160-200 lbs.
  Attributes:
  INT +5
  PER +8
  WIL +8
  CHA -7
  STR +7
  DEX -5
  CON +10SPD +2
  Power Level: 16
  Attacks/Damage: Claws: DR 13
  Special Abilities: Necromancy with five Modes at Power
  Level, night vision, detect invisible/astral presences
  (range: 100 feet per level), harmed only by silver or
  magical weapons and spells
  Armor: None
  Hit Points: 42
  RESOLUTION
  Once the Ghast has been dealt with the PCs are
  out of danger. However, they’ll still have to find the
  way out of this place (a trap door under the rug in this
  chamber leads to a secret passage and exit). Where is
  the crypt located, what awaits them when they get out,
  and how will they get home? Will they try to get revenge
  on Aquilane, and if so, how? What part did the peddler,
  Savrille, play in this plot? Who were the man and woman
  whose skeletons were found in the first chamber, and
  how did they get there?
  The answers may be found in their next adventure,
  or not. As the GM, it’s up to you to decide.
  AFTERMATH
  Every PC who survived this adventure earns at
  least 10 Experience Points (the GM can adjust this figure
  upwards or downwards for a Heroic or Grim Fantasy
  campaign). The GM can also award an additional point
  of XP to any PC who showed exceptionally good
  roleplaying and/or problem solving during the course
  of the adventure.
  The jewelry found in the first chamber can be sold
  for at least 75% of its appraised value. However, if the
  signet ring is recognized, the PCs may have some
  explaining to do.
  The two silver seals are very good imitations of
  antiques, worth no more than 5-10 GL apiece. The
  enchantment placed upon them will turn out to be a Ward
  invoked against that particular Ghast by name, and is
  so specific as to be of no practical use to anyone.
  The crystal sarcophagus is a genuine antique of
  the latter Phaedran era, and is worth over 1000 GL.
  Getting it out of the burial chamber may not be the
  easiest thing to do, as it weighs over 600 pounds.
  The victims in the first chamber were two Zandir
  lovers. Both were acquaintances of Aquilane, and one
  was once his lover. On their wedding night they received
  a beautiful puzzle-box as a present from a “secret
  friend”. Neither was ever seen again.
  
SOURCE: textdata/thevault/Talislanta (d20)/Talislanta The Puzzle Box.pdf