TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Masking the 
  Masking the 
  Masking the 
  Masking the Truth
  Truth
  Truth
  Truth    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
      
   
  by Kevin Freeman
  by Kevin Freeman
  by Kevin Freeman
  by Kevin Freeman    
   
   
   
   
   
   
  Evidence has been uncovered of a ruined ancient tomb in the outer reaches of the Hool Marshes. A Yeoman Dustdigger 
  has asked you to assist her in entering the swamp, discovering the tomb, and bringing back a magical mask. An 
  adventure for characters levels 1-6. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Masking the Truth 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Lux
  Lux
  Lux
  Luxury
  ury
  ury
  ury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute  
  14 sp 
   
  -2 
  Poor  
  43 sp 
   
  -1 
  Common 3 gp 
   
   0 
  High 
   
  250 gp 
   
  +1 
  
   
  Masking the Truth 
   
  Page 3 
  Luxury 
   
  500 gp 
   
  +2 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  The Dustdigger College
  The Dustdigger College
  The Dustdigger College
  The Dustdigger College    
  A Dustdigger is a scientist, archaeologist, and treasure 
  hunter in the most classic sense. The region of Oerth 
  occupied by the present-day Yeomanry was one of the 
  earliest lands settled by ancient Suel travelers (among 
  others), and remnants of their ancient civilizations litter 
  the Yeoman landscape. Dustdiggers wish to collect, 
  record, and preserve the artifacts of these lost cultures in 
  an effort to learn about their history. They also wish to 
  keep such treasures out of the hands of those who would 
  exploit them. As such, they require intelligence, cunning, 
  and fighting prowess to complete their tasks. 
   
  The Hool Marshes
  The Hool Marshes
  The Hool Marshes
  The Hool Marshes    
  The Hool Marshes is a dreary, foreboding marshlands 
  filled with quaking mires and bottomless pools. It serves 
  as a natural boundary between the Yeomanry and the 
  Hold of the Sea Princes to the southeast. It is a wild land 
  that is claimed by neither. Travelers through its murky 
  waters are a rarity. The Hool is home to countless 
  humanoids and monsters, including a number of 
  renegade cults. 
   
  Adventure Background
  Adventure Background
  Adventure Background
  Adventure Background    
  Cyndiria Longshadow, an aspiring Dustdigger from 
  Loftwick, was given portions of an ancient journal 
  discovered during a recent excavation. If a PC shows 
  particular interest in the Dustdiggers, she directs him to 
  their guild and headquarters in Loftwick. The journal was 
  discovered about a month ago, although Cyndiria has 
  never seen the original. She was given a copy of a portion 
  of the journal, instructed to find the tomb, and 
  immediately dispatched to Kearne, where she arrived a 
  few days ago. The rain has kept her from continuing 
  onward. 
   
  The journal gives a detailed description of a village of 
  reptilian humanoids that lived centuries ago at the edge 
  of the Hool Marshes. Of particular interest to Cyndiria 
  was a description of a tiered ziggurat that held the 
  remains of Tchelopotok, a powerful priest who ruled that 
  village with an iron fist. The journal tells of a vast fortune 
  that was buried with the priest, including an allegedly 
  magical treasure—the Mask of Ktopec.  
   
  According to the journal, the Mask of Ktopec 
  possesses mystical powers beyond the comprehension of 
  men. A priest supposedly wore the Mask of Ktopec 
  during sacrificial ceremonies. It soothed and calmed the 
  victim so that death was embraced by the sacrifice, not to 
  fear. A cryptic passage in the journal gives the location of 
  the Mask of Ktopec, but Cyndiria is uncertain of its exact 
  whereabouts 
   
  Excited about the find, the archaeologists reported 
  the discovery of the ancient text to their superiors at the 
  Dustdigger Academy in Loftwick. There, Cyndiria was 
  given instructions to go south, follow the clues to the 
  whereabouts to the tomb, and discover and bring back the 
  Mask of Ktopec so it can be properly researched.   
   
  After days of traveling, her journey has taken her to 
  the village of Kearne, a small farming and fishing 
  community and the last real bastion of civilization before 
  the bogs of the Hool Marshes begin. There, she has made 
  her final preparations to enter the swamp. Much to her 
  disappointment, Cyndiria recently has been given 
  another task by her superiors and thus cannot finish her 
  current mission. Therefore, she hopes to hire a group of 
  trustworthy adventurers to discover the Mask of Ktopec 
  and return it to her. While she has no money to offer, she 
  teases the PCs with rumors of gold and gems located in 
  the various ruins that are said to litter the Marshes. She 
  also tells the PCs that the dangers are relatively 
  minimal—snakes, crocodiles, and other mundane 
  creatures are the worst threats that the PCs have to fear. If 
  the PCs agree, she presents them with a copy of the vague 
  description of the tomb's location. If the PCs refuse her 
  offer, she carries on to other adventurers, as they are quite 
  common in the Southeastern Yeomanry. 
   
  While Cyndiria is correct about some things, she is 
  wrong about others. The journal is legitimate; it is 
  approximately 400 years old and relatively accurate, 
  considering its age. Furthermore, the clues for the 
  location of the tomb are still accurate; assuming it can be 
  deciphered correctly. Furthermore, the lizardfolk priest 
  Tchelopotok did indeed exist, and he did wear a mask 
  during his ceremonies. However, that mask was not 
  magical; it is merely an ancient piece of rather mundane 
  jewelry. 
   
  Unbeknownst to Cyndiria, however, a fanatical 
  Wastrian priest and his bullywug minions recently have 
  discovered the ruined tomb and declared it a favorable 
  omen of the Hopping Prophet himself. In their initial 
  search of the tomb a bullywug was killed while 
  examining a statue. As such, the priest has declared the 
  ziggurat sacred and off-limits to all living beings. They 
  have set camp nearby and use the pyramid as a backdrop 
  for their bizarre religious ceremonies. They do not take 
  kindly to adventurers plundering their sacred grounds. 
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis 
  The PCs begin this adventure in the small farming 
  community of Kearne. It is a town of some 400 hardy 
  souls who make their living from growing rice and cotton 
  in the moist earth. An old, rustic inn, The Woodsman's 
  Axe, sits near the center of town, next to a small temple 
  dedicated to Phyton. The layout of the town is 
  unimportant for the purposes of this adventure. It merely 
  serves as a backdrop for the adventure's beginning. 
   
  In Kearne the PCs are approached by Cyndiria 
  Longshadow, a dark-skinned woman dressed in brown 
  leathers. She offers pleasant conversation for a few 
  moments to determine whether or not the PCs are 
  trustworthy. Once she is satisfied with their worth, she 
  
   
  Masking the Truth 
   
  Page 4 
  tells them about her search to find a lost tomb filled with 
  gold, riches, and mystery that is located somewhere 
  within the swamp. Included in this tomb is the Mask of 
  Ktopec. She follows this by saying that she cannot 
  accomplish the mission herself, as she has been sent on 
  another quest. Instead, she asks that the PCs recover the 
  mask for her.  
   
  As an incentive, she tells the PCs that they can have 
  whatever other treasure is found in or near the tomb, save 
  the Mask of Ktopec. Upon completion of the mission the 
  PCs are to meet her back in Kearne. To assist the PCs in 
  their quest, Cyndiria offers a passage copied directly from 
  the ancient journal. It is a cryptic passage that is supposed 
  to pinpoints the location of Tchelopotok's tomb. With 
  this information in hand, they set off to the southeast 
  towards the Hool Marshes. 
   
  The ground becomes increasingly damp as the PCs 
  head towards the Hool Marshes. After a day of uneventful 
  travel, they enter the outskirts of the tiny hamlet of 
  Bogspur. The people of Bogspur make their living by 
  fishing and frog spearing in the swamp. There is no inn in 
  town. However, the town is full of fishermen and hunters 
  who know the swamp very well, and one in particular, an 
  old codger who goes by the name Turnipseed, can offer 
  the PCs considerable assistance if they share the 
  information in their scroll with him. If PCs ask around 
  the village for use of a boat and/or guide, most of the 
  citizens recommend Turnipseed for the job.  
   
  When the PCs talk to Turnispseed he will claim to 
  have seen a "large, black monolith" sticking out of the 
  muck, and is more than willing to take the PCs there, 
  should the they desire his assistance and be willing to pay 
  his rather high "guide fee." Use of his skiff is included 
  with his fee.  
   
  Using the directions provided by the journal passage, 
  the PCs set out to the southeast in search of the marker to 
  which it refers. After half a day of plodding through the 
  difficult muck, the PCs stumble across the remnants of a 
  stone object. Unfortunately, it has been broken since 
  Turnipseed last saw it, and the only telltale sign of its 
  presence is a jagged end that protrudes some eighteen 
  inches out of the water. The obelisk is covered with runes 
  and hieroglyphs, but they are difficult to see unless the 
  PCs scrape the moss and muck from it. 
   
  The PCs must exit the boat and search in the water in 
  order to find the top of the obelisk. The water is about 
  three feet deep. After some searching through the muddy 
  bottom of the bog the PCs discover the missing piece of 
  the marker. The PCs are then are attacked by two hungry 
  crocodiles, looking for an afternoon snack. 
   
  After the crocodiles are dispatched, the task is to lift 
  the top of the obelisk from the water and place it upon 
  the broken bottom. When this is accomplished, one side 
  reveals a number of symbols that look like the profiles of 
  lizard heads. They all face in the same direction. With the 
  journal passage in hand, the PCs should realize that they 
  must head in the direction in which the lizard heads face 
  to find the tomb of Tchelopotok. 
   
  After four hours of miserable travel in the direction 
  indicated by the obelisk, the PCs come across a small, 
  foliage-covered island that rises from the water. Sitting at 
  the center of the island is a crumbling, three-tiered 
  ziggurat with a grand staircase heading to the top on the 
  north side. A thick mist obscures part of the tomb, and 
  the wildlife is strangely quiet. Turnipseed volunteers to 
  wait with the boat while the PCs explore the tomb. 
   
  The PCs must find the entrance to the tomb, avoid 
  the traps that wait within, and discover the burial 
  chamber of Tchelopotok. Besides the tricks and traps of 
  the tomb, two things should take the PCs somewhat by 
  surprise. First, upon examining the skeleton remains of 
  Tchelopotok, the PCs discover that he could not have 
  been either human or lizardfolk. Instead, it appears to be a 
  large snake with human arms (he was, in fact, a Yuan ti). 
  Second, the Mask of Ktopec is not an elegant, bejeweled 
  magical construct. Instead, it is made of beaten copper 
  and adorned merely with crushed shells, most of which 
  have fallen off. Furthermore, the mask is not magical, and 
  as a piece of jewelry, it carries little actual value. This may 
  place some doubt in the minds of the PCs as to whether 
  or not this is the actual item they are searching for. 
   
  Upon exiting the tomb, the PCs are met by the 
  Wastrian priest, his bullywug followers, and a leashed 
  giant toad. The javelin-riddled body of Turnipseed can be 
  seen in the background. The bullywugs have javelins 
  pointed at the PCs should they try to run. The priest 
  claims that the PCs have trespassed upon sacred lands 
  overseen by Wastri, and, as such, they should surrender 
  everything that they have taken from the tomb, as well as 
  any weapons that they may be carrying. In return, he 
  promises to let the PCs go. Of course, he has no intention 
  of letting the PCs escape, and he sets his bullywugs upon 
  them regardless of what the PCs decide to do. If the PCs 
  give up their weapons, they will just be that much easier 
  to kill! 
   
  Assuming that the PCs defeat the priest and his 
  minions, they have to find their way out of the swamp 
  without the assistance of their guide. If one of the PCs has 
  recorded the directions they headed to get to the ziggurat 
  they should be able to find their way out. To further assist 
  the PCs, Turnipseed leaves obvious markers to allow him 
  to return. This significantly should reduce the chance of 
  PCs becoming lost on the return trip. 
   
  When the PCs make their way out of the swamp, 
  they rendezvous with Cyndiria in Kearne and give her the 
  mask. She is very interested about the discoveries that the 
  PCs may have made, and she asks many questions about 
  their expedition. She eyes the mask suspiciously at first, 
  but after some convincing by the PCs, she thanks them 
  and sets off to Loftwick to present it to her superiors. 
   
   
  PLAYER INTRODUCTION
  PLAYER INTRODUCTION
  PLAYER INTRODUCTION
  PLAYER INTRODUCTION 
  The last few days have been incredibly boring. Instead of 
  The last few days have been incredibly boring. Instead of 
  The last few days have been incredibly boring. Instead of 
  The last few days have been incredibly boring. Instead of 
  enjoying the glory
  enjoying the glory
  enjoying the glory
  enjoying the glory of adventure, you sit in a damp, drafty 
   of adventure, you sit in a damp, drafty 
   of adventure, you sit in a damp, drafty 
   of adventure, you sit in a damp, drafty 
  tavern in the small Yeoman village of Kearne hoping that the 
  tavern in the small Yeoman village of Kearne hoping that the 
  tavern in the small Yeoman village of Kearne hoping that the 
  tavern in the small Yeoman village of Kearne hoping that the 
  dreadful weather will end soon. The rain has continued for 
  dreadful weather will end soon. The rain has continued for 
  dreadful weather will end soon. The rain has continued for 
  dreadful weather will end soon. The rain has continued for 
  days. Fortunately, the rain and boredom have allowed you to 
  days. Fortunately, the rain and boredom have allowed you to 
  days. Fortunately, the rain and boredom have allowed you to 
  days. Fortunately, the rain and boredom have allowed you to 
  become acquainted with one another,
  become acquainted with one another,
  become acquainted with one another,
  become acquainted with one another, and you have discovered 
   and you have discovered 
   and you have discovered 
   and you have discovered 
  that each of you is an aspiring adventurer. Besides you, the 
  that each of you is an aspiring adventurer. Besides you, the 
  that each of you is an aspiring adventurer. Besides you, the 
  that each of you is an aspiring adventurer. Besides you, the 
  Woodsman's Axe is virtually deserted, with only the halfling 
  Woodsman's Axe is virtually deserted, with only the halfling 
  Woodsman's Axe is virtually deserted, with only the halfling 
  Woodsman's Axe is virtually deserted, with only the halfling 
  
   
  Masking the Truth 
   
  Page 5 
  tavern keeper, Pip Purpleberry, and his staff keeping you 
  tavern keeper, Pip Purpleberry, and his staff keeping you 
  tavern keeper, Pip Purpleberry, and his staff keeping you 
  tavern keeper, Pip Purpleberry, and his staff keeping you 
  company. The townsfolk apparently have found more s
  company. The townsfolk apparently have found more s
  company. The townsfolk apparently have found more s
  company. The townsfolk apparently have found more solace in 
  olace in 
  olace in 
  olace in 
  the comfort of their own homes.
  the comfort of their own homes.
  the comfort of their own homes.
  the comfort of their own homes.    
      
  Allow the PCs to introduce themselves to one another at 
  this point. When a few minutes have passed, continue 
  onward. 
      
  The tavern door opens, and in steps a thin, hooded figure, 
  The tavern door opens, and in steps a thin, hooded figure, 
  The tavern door opens, and in steps a thin, hooded figure, 
  The tavern door opens, and in steps a thin, hooded figure, 
  soaking wet and covered in mud. As th
  soaking wet and covered in mud. As th
  soaking wet and covered in mud. As th
  soaking wet and covered in mud. As this person reaches to 
  is person reaches to 
  is person reaches to 
  is person reaches to 
  push back their hood, she is revealed as pretty, dark
  push back their hood, she is revealed as pretty, dark
  push back their hood, she is revealed as pretty, dark
  push back their hood, she is revealed as pretty, dark----skinned 
  skinned 
  skinned 
  skinned 
  woman. She looks at you, smiles warmly, and approaches your 
  woman. She looks at you, smiles warmly, and approaches your 
  woman. She looks at you, smiles warmly, and approaches your 
  woman. She looks at you, smiles warmly, and approaches your 
  group, sitting in an empty chair nearby.
  group, sitting in an empty chair nearby.
  group, sitting in an empty chair nearby.
  group, sitting in an empty chair nearby.    
      
  "Hail friends!  My name is Cyndiria Longshadow, a 
  "Hail friends!  My name is Cyndiria Longshadow, a 
  "Hail friends!  My name is Cyndiria Longshadow, a 
  "Hail friends!  My name is Cyndiria Longshadow, a 
  Dustdigger from Loftw
  Dustdigger from Loftw
  Dustdigger from Loftw
  Dustdigger from Loftwick." She motions to the chubby halfling 
  ick." She motions to the chubby halfling 
  ick." She motions to the chubby halfling 
  ick." She motions to the chubby halfling 
  for an ale. "The only thing to do in such weather is to drink 
  for an ale. "The only thing to do in such weather is to drink 
  for an ale. "The only thing to do in such weather is to drink 
  for an ale. "The only thing to do in such weather is to drink 
  and hope to forget, eh, friends?" She laughs and drinks deeply 
  and hope to forget, eh, friends?" She laughs and drinks deeply 
  and hope to forget, eh, friends?" She laughs and drinks deeply 
  and hope to forget, eh, friends?" She laughs and drinks deeply 
  from her the mug that was just set beside her. 
  from her the mug that was just set beside her. 
  from her the mug that was just set beside her. 
  from her the mug that was just set beside her.     
   
  At this point, Cyndiria begins to make small talk and ask 
  the PCs a few questions about themselves. She is 
  attempting to ascertain whether or not the PCs are 
  trustworthy. When the DM is satisfied with the PCs, 
  Cyndiria continues.  
   
  "Would you care to hear a tale to pass the time?" Without 
  "Would you care to hear a tale to pass the time?" Without 
  "Would you care to hear a tale to pass the time?" Without 
  "Would you care to hear a tale to pass the time?" Without 
  waiting
  waiting
  waiting
  waiting for you to respond, she begins to speak.
   for you to respond, she begins to speak.
   for you to respond, she begins to speak.
   for you to respond, she begins to speak.    
      
  "A thousand years ago, the lands to the south and east of 
  "A thousand years ago, the lands to the south and east of 
  "A thousand years ago, the lands to the south and east of 
  "A thousand years ago, the lands to the south and east of 
  here were populated by a great civilization
  here were populated by a great civilization
  here were populated by a great civilization
  here were populated by a great civilization—
  —
  —
  —but not a 
  but not a 
  but not a 
  but not a 
  civilization of men. They were a race of lizards, strong and 
  civilization of men. They were a race of lizards, strong and 
  civilization of men. They were a race of lizards, strong and 
  civilization of men. They were a race of lizards, strong and 
  fierce, and they built great cities and 
  fierce, and they built great cities and 
  fierce, and they built great cities and 
  fierce, and they built great cities and temples to their gods. 
  temples to their gods. 
  temples to their gods. 
  temples to their gods. 
  Over time they grew wealthy and powerful, yet they were 
  Over time they grew wealthy and powerful, yet they were 
  Over time they grew wealthy and powerful, yet they were 
  Over time they grew wealthy and powerful, yet they were 
  bloodthirsty and ruled the swamps with a cruel, iron fist. They 
  bloodthirsty and ruled the swamps with a cruel, iron fist. They 
  bloodthirsty and ruled the swamps with a cruel, iron fist. They 
  bloodthirsty and ruled the swamps with a cruel, iron fist. They 
  conquered the denizens of the swamp and slew anyone who 
  conquered the denizens of the swamp and slew anyone who 
  conquered the denizens of the swamp and slew anyone who 
  conquered the denizens of the swamp and slew anyone who 
  would defy their rule. They made a ritual of sacrifice, a
  would defy their rule. They made a ritual of sacrifice, a
  would defy their rule. They made a ritual of sacrifice, a
  would defy their rule. They made a ritual of sacrifice, and it is 
  nd it is 
  nd it is 
  nd it is 
  said that hundreds, perhaps thousands, of innocents met their 
  said that hundreds, perhaps thousands, of innocents met their 
  said that hundreds, perhaps thousands, of innocents met their 
  said that hundreds, perhaps thousands, of innocents met their 
  end through the curved blade of a sacrificial dagger. They took 
  end through the curved blade of a sacrificial dagger. They took 
  end through the curved blade of a sacrificial dagger. They took 
  end through the curved blade of a sacrificial dagger. They took 
  great interest in the movements of the sun and the stars, and 
  great interest in the movements of the sun and the stars, and 
  great interest in the movements of the sun and the stars, and 
  great interest in the movements of the sun and the stars, and 
  they built great temples dedicated solely to those purposes
  they built great temples dedicated solely to those purposes
  they built great temples dedicated solely to those purposes
  they built great temples dedicated solely to those purposes. . . . 
  Strangely, this civilization disappeared virtually overnight, 
  Strangely, this civilization disappeared virtually overnight, 
  Strangely, this civilization disappeared virtually overnight, 
  Strangely, this civilization disappeared virtually overnight, 
  and their cities and temples were quickly reclaimed by the 
  and their cities and temples were quickly reclaimed by the 
  and their cities and temples were quickly reclaimed by the 
  and their cities and temples were quickly reclaimed by the 
  swamp." 
  swamp." 
  swamp." 
  swamp."     
   
  (The DM may further embellish this story as he sees fit.) 
      
  "As you undoubtedly have surmised by now, I am quite 
  "As you undoubtedly have surmised by now, I am quite 
  "As you undoubtedly have surmised by now, I am quite 
  "As you undoubtedly have surmised by now, I am quite 
  interested 
  interested 
  interested 
  interested in this civilization. The Dustdiggers have found 
  in this civilization. The Dustdiggers have found 
  in this civilization. The Dustdiggers have found 
  in this civilization. The Dustdiggers have found 
  little evidence of this civilization, and thus we know very little 
  little evidence of this civilization, and thus we know very little 
  little evidence of this civilization, and thus we know very little 
  little evidence of this civilization, and thus we know very little 
  about how they lived and died, and the prospect of learning 
  about how they lived and died, and the prospect of learning 
  about how they lived and died, and the prospect of learning 
  about how they lived and died, and the prospect of learning 
  more about these lizards tantalizes both myself and the 
  more about these lizards tantalizes both myself and the 
  more about these lizards tantalizes both myself and the 
  more about these lizards tantalizes both myself and the 
  academy." She pauses for
  academy." She pauses for
  academy." She pauses for
  academy." She pauses for a moment and takes another drink.
   a moment and takes another drink.
   a moment and takes another drink.
   a moment and takes another drink.    
      
  "To the point, then, friends. I have been sent to this 
  "To the point, then, friends. I have been sent to this 
  "To the point, then, friends. I have been sent to this 
  "To the point, then, friends. I have been sent to this 
  region by my superiors in Loftwick due to a recent 
  region by my superiors in Loftwick due to a recent 
  region by my superiors in Loftwick due to a recent 
  region by my superiors in Loftwick due to a recent 
  archaeological found at a site not far from here, one that dates 
  archaeological found at a site not far from here, one that dates 
  archaeological found at a site not far from here, one that dates 
  archaeological found at a site not far from here, one that dates 
  to some three hundred years past. Among the potte
  to some three hundred years past. Among the potte
  to some three hundred years past. Among the potte
  to some three hundred years past. Among the pottery shards 
  ry shards 
  ry shards 
  ry shards 
  and coins common to such digs was found a book
  and coins common to such digs was found a book
  and coins common to such digs was found a book
  and coins common to such digs was found a book—
  —
  —
  —a journal, 
  a journal, 
  a journal, 
  a journal, 
  in fact, written by an explorer by the name of Hiictor. In the 
  in fact, written by an explorer by the name of Hiictor. In the 
  in fact, written by an explorer by the name of Hiictor. In the 
  in fact, written by an explorer by the name of Hiictor. In the 
  journal was a reference to a tomb, witnessed by Hiictor, of a 
  journal was a reference to a tomb, witnessed by Hiictor, of a 
  journal was a reference to a tomb, witnessed by Hiictor, of a 
  journal was a reference to a tomb, witnessed by Hiictor, of a 
  lizard priest from this early civilization. He went by the name
  lizard priest from this early civilization. He went by the name
  lizard priest from this early civilization. He went by the name
  lizard priest from this early civilization. He went by the name    
  of Tchelopotok. Hiictor makes few references to the tomb, other 
  of Tchelopotok. Hiictor makes few references to the tomb, other 
  of Tchelopotok. Hiictor makes few references to the tomb, other 
  of Tchelopotok. Hiictor makes few references to the tomb, other 
  than that he was told by his guide that Tchelopotok possessed a 
  than that he was told by his guide that Tchelopotok possessed a 
  than that he was told by his guide that Tchelopotok possessed a 
  than that he was told by his guide that Tchelopotok possessed a 
  jeweled magical mask, called the Mask of Ktopec, that he used 
  jeweled magical mask, called the Mask of Ktopec, that he used 
  jeweled magical mask, called the Mask of Ktopec, that he used 
  jeweled magical mask, called the Mask of Ktopec, that he used 
  to charm followers into becoming willing sacrifices for his 
  to charm followers into becoming willing sacrifices for his 
  to charm followers into becoming willing sacrifices for his 
  to charm followers into becoming willing sacrifices for his 
  gods.
  gods.
  gods.
  gods. Legend has it that Tchelopotok was buried in his tomb 
   Legend has it that Tchelopotok was buried in his tomb 
   Legend has it that Tchelopotok was buried in his tomb 
   Legend has it that Tchelopotok was buried in his tomb 
  with this Mask. I hope that this means that the tomb is intact 
  with this Mask. I hope that this means that the tomb is intact 
  with this Mask. I hope that this means that the tomb is intact 
  with this Mask. I hope that this means that the tomb is intact 
  and has yet to be submerged by the fetid waters of the Hool 
  and has yet to be submerged by the fetid waters of the Hool 
  and has yet to be submerged by the fetid waters of the Hool 
  and has yet to be submerged by the fetid waters of the Hool 
  Marshes. If it does still stand, the information, not to mention 
  Marshes. If it does still stand, the information, not to mention 
  Marshes. If it does still stand, the information, not to mention 
  Marshes. If it does still stand, the information, not to mention 
  the treasures
  the treasures
  the treasures
  the treasures, that could be garnered from such a discovery 
  , that could be garnered from such a discovery 
  , that could be garnered from such a discovery 
  , that could be garnered from such a discovery 
  could further our knowledge of this civilization manyfold!"
  could further our knowledge of this civilization manyfold!"
  could further our knowledge of this civilization manyfold!"
  could further our knowledge of this civilization manyfold!"    
      
  "Unfortunately for me, I have been given new orders
  "Unfortunately for me, I have been given new orders
  "Unfortunately for me, I have been given new orders
  "Unfortunately for me, I have been given new orders—
  —
  —
  —
  orders that take me away from this place. As such, I am 
  orders that take me away from this place. As such, I am 
  orders that take me away from this place. As such, I am 
  orders that take me away from this place. As such, I am 
  looking for a group of trustworthy adven
  looking for a group of trustworthy adven
  looking for a group of trustworthy adven
  looking for a group of trustworthy adventurers to follow the 
  turers to follow the 
  turers to follow the 
  turers to follow the 
  directions given in the journal and recover the mask for me. I 
  directions given in the journal and recover the mask for me. I 
  directions given in the journal and recover the mask for me. I 
  directions given in the journal and recover the mask for me. I 
  can offer no payment, but it is said that the lizard folk were 
  can offer no payment, but it is said that the lizard folk were 
  can offer no payment, but it is said that the lizard folk were 
  can offer no payment, but it is said that the lizard folk were 
  quite wealthy, and undoubtedly the tomb is stocked with 
  quite wealthy, and undoubtedly the tomb is stocked with 
  quite wealthy, and undoubtedly the tomb is stocked with 
  quite wealthy, and undoubtedly the tomb is stocked with 
  ancient treasures. I offer such discoveries to you, s
  ancient treasures. I offer such discoveries to you, s
  ancient treasures. I offer such discoveries to you, s
  ancient treasures. I offer such discoveries to you, so long as you 
  o long as you 
  o long as you 
  o long as you 
  hand the Mask to me and record your discoveries for the 
  hand the Mask to me and record your discoveries for the 
  hand the Mask to me and record your discoveries for the 
  hand the Mask to me and record your discoveries for the 
  Academy so that it may further study the region. What say 
  Academy so that it may further study the region. What say 
  Academy so that it may further study the region. What say 
  Academy so that it may further study the region. What say 
  you, friends?"
  you, friends?"
  you, friends?"
  you, friends?"    
   
  Cyndiria is more than willing to answer questions that 
  the PCs may have about her, the journal, the Dustdiggers, 
  or whatever else the PCs may wonder about, to the best of 
  her knowledge.  
   
  Cyndiria knows little about the area. Her only 
  directions to the tomb come from a cryptic passage 
  written by Hiictor in his journal. If the PCs agree to help 
  Cyndiria, she offers them Handout #1, a copy of the 
  journal page referring to the location of the tomb. She can 
  add that her first step would have been to head east, 
  towards the tiny hamlet of Bogspur, because it is the 
  closest town to the Hool Marshes. 
   
   
  Encounter One:
  Encounter One:
  Encounter One:
  Encounter One:    
  The Ham
  The Ham
  The Ham
  The Hamlet of Bogspur
  let of Bogspur
  let of Bogspur
  let of Bogspur 
  The first few hours of your journey have been rather 
  The first few hours of your journey have been rather 
  The first few hours of your journey have been rather 
  The first few hours of your journey have been rather 
  unpleasant. While the rain has let up somewhat, you are still 
  unpleasant. While the rain has let up somewhat, you are still 
  unpleasant. While the rain has let up somewhat, you are still 
  unpleasant. While the rain has let up somewhat, you are still 
  soaked from a constantly falling light mist. The ground, damp 
  soaked from a constantly falling light mist. The ground, damp 
  soaked from a constantly falling light mist. The ground, damp 
  soaked from a constantly falling light mist. The ground, damp 
  already from the weather, becomes increasingly soft as you 
  already from the weather, becomes increasingly soft as you 
  already from the weather, becomes increasingly soft as you 
  already from the weather, becomes increasingly soft as you 
  make 
  make 
  make 
  make your way eastward. The smell of rotting vegetation 
  your way eastward. The smell of rotting vegetation 
  your way eastward. The smell of rotting vegetation 
  your way eastward. The smell of rotting vegetation 
  permeates the air, filling your nostrils with the awful reek of 
  permeates the air, filling your nostrils with the awful reek of 
  permeates the air, filling your nostrils with the awful reek of 
  permeates the air, filling your nostrils with the awful reek of 
  decay. Finally, you see the first signs of civilization
  decay. Finally, you see the first signs of civilization
  decay. Finally, you see the first signs of civilization
  decay. Finally, you see the first signs of civilization—
  —
  —
  —a small 
  a small 
  a small 
  a small 
  village, its structures faded by time and weather, appears 
  village, its structures faded by time and weather, appears 
  village, its structures faded by time and weather, appears 
  village, its structures faded by time and weather, appears 
  around a swampy be
  around a swampy be
  around a swampy be
  around a swampy bend. Beyond the extent of the city, only a 
  nd. Beyond the extent of the city, only a 
  nd. Beyond the extent of the city, only a 
  nd. Beyond the extent of the city, only a 
  hundred yards or so away, the marshy land gives way to open 
  hundred yards or so away, the marshy land gives way to open 
  hundred yards or so away, the marshy land gives way to open 
  hundred yards or so away, the marshy land gives way to open 
  water. To continue further, you undoubtedly are going to have 
  water. To continue further, you undoubtedly are going to have 
  water. To continue further, you undoubtedly are going to have 
  water. To continue further, you undoubtedly are going to have 
  to commandeer a boat of some sort.
  to commandeer a boat of some sort.
  to commandeer a boat of some sort.
  to commandeer a boat of some sort.    
   
  Bogspur is a small thorp of about 80 hardy souls. They 
  make their living by fishing, hunting frogs, and catching 
  and skinning the occasional alligator or crocodile. There 
  is one tiny and leaky tavern, the Frog Bog, a small, poorly-
  stocked mercantile, and little else. In Bogspur, the 
  primary goal of the PCs is to find a suitable boat. PCs also 
  may decide that venturing into the swamp without a 
  suitable guide may be dangerous, and securing the 
  services of an experienced guide would be a good idea. 
  With a little luck, they can find both at the same time. 
  
   
  Masking the Truth 
   
  Page 6 
  Allow time for the PCs to roleplay a bit, should they 
  desire to do so. 
   
  PCs asking around town for the use or purchase of a 
  boat are lead to Turnipseed, an old, weather-beaten 
  fisherman who lives on the outskirts of town. He has 
  spent a considerable portion of his life catching frogs in 
  the swamp, and he knows his way around it better than 
  anyone in town. He also builds rafts, canoes, and small 
  rowboats to supplement his income. When the PCs 
  approach him, he is curious about why the PCs would 
  want to enter the swamp. Should a PC mention the 
  monolith mentioned in the journal entry, he raises his 
  eyebrows and speaks.  
   
  "Monolith, you say, eh? Well, I seen somethin' like that a few 
  "Monolith, you say, eh? Well, I seen somethin' like that a few 
  "Monolith, you say, eh? Well, I seen somethin' like that a few 
  "Monolith, you say, eh? Well, I seen somethin' like that a few 
  years back. It kind of gave me the creeps. It didn't feel right. 
  years back. It kind of gave me the creeps. It didn't feel right. 
  years back. It kind of gave me the creeps. It didn't feel right. 
  years back. It kind of gave me the creeps. It didn't feel right. 
  Tricky to find, though, i
  Tricky to find, though, i
  Tricky to find, though, i
  Tricky to find, though, it is, although I reckon that I could find 
  t is, although I reckon that I could find 
  t is, although I reckon that I could find 
  t is, although I reckon that I could find 
  it again, if I tried...."
  it again, if I tried...."
  it again, if I tried...."
  it again, if I tried...."    
   
  Turnipseed pauses to wait for the PCs response. He will 
  agree to take the PCs to the monolith for five gold, which 
  includes the use of enough boats to carry him, the PCs, 
  and their gear. He can be talked down to three gold, but 
  in this instance he complains the entire trip about being 
  "swindled." PCs with horses or other mounts will have to 
  leave them in town. DMs are encouraged to role-play 
  Turnipseed as "country" as possible. He has a nasty habit 
  of chewing tobacco and spitting it wherever he wants. He 
  constantly complains, regardless of how well things are 
  going. 
   
  Turnipseed, male human Com2 (fisherman): 
  Turnipseed, male human Com2 (fisherman): 
  Turnipseed, male human Com2 (fisherman): 
  Turnipseed, male human Com2 (fisherman): CR 1; 
  Medium-size humanoid (6 ft. tall); HD 2d6; hp 8; Init +1 
  (Dex); Spd 30; AC 11 (+1 Dex); Atks +1 melee (1d4 [crit 
  19-20/x2], dagger); AL N; SV Fort 0, Ref +1, Will 0. 
   
  Str 10, Dex 12, Con 11, Int 13, Wis 10, Cha 7. 
   
  Skills: Fishing +3, Hunting +3, Survival +1; Feats: 
  Alertness, Endurance 
   
  Equipment: fishing pole, dagger, bait, rowboat, oar. 
   
  Turnipseed is the only person in town who has ever seen 
  the monolith. PCs heading into the swamp without 
  assistance of some sort face the chance of getting lost in 
  the swamp unless they take measures to avoid such 
  problems. Furthermore, the chance that the PCs actually 
  stumble upon the monolith could be quite small unless 
  Turnipseed is with them. The DM should use his own 
  discretion when faced with this situation, but shouldn't 
  attempt to talk them out of it. If they want to venture into 
  the swamp by themselves, so be it! 
   
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  The Monolith
  The Monolith
  The Monolith
  The Monolith 
  Travel on Turnipseed's boat is slow and uncomfortable. Clouds 
  Travel on Turnipseed's boat is slow and uncomfortable. Clouds 
  Travel on Turnipseed's boat is slow and uncomfortable. Clouds 
  Travel on Turnipseed's boat is slow and uncomfortable. Clouds 
  of gnats swarm around your face, and the occasional stinging 
  of gnats swarm around your face, and the occasional stinging 
  of gnats swarm around your face, and the occasional stinging 
  of gnats swarm around your face, and the occasional stinging 
  insect has left your exposed flesh covered in itchy welts. Your 
  insect has left your exposed flesh covered in itchy welts. Your 
  insect has left your exposed flesh covered in itchy welts. Your 
  insect has left your exposed flesh covered in itchy welts. Your 
  guide continues
  guide continues
  guide continues
  guide continues to bombard you with stories and tales about 
   to bombard you with stories and tales about 
   to bombard you with stories and tales about 
   to bombard you with stories and tales about 
  the swamp, frog hunting, and other boring topics. However, he 
  the swamp, frog hunting, and other boring topics. However, he 
  the swamp, frog hunting, and other boring topics. However, he 
  the swamp, frog hunting, and other boring topics. However, he 
  assures you that he is heading in the right direction and the 
  assures you that he is heading in the right direction and the 
  assures you that he is heading in the right direction and the 
  assures you that he is heading in the right direction and the 
  thing you are looking for is "not far now."
  thing you are looking for is "not far now."
  thing you are looking for is "not far now."
  thing you are looking for is "not far now."    
      
  A few hours into your journey, Turnipseed 
  A few hours into your journey, Turnipseed 
  A few hours into your journey, Turnipseed 
  A few hours into your journey, Turnipseed tells you that 
  tells you that 
  tells you that 
  tells you that 
  your goal lies just ahead. You paddle around a small island 
  your goal lies just ahead. You paddle around a small island 
  your goal lies just ahead. You paddle around a small island 
  your goal lies just ahead. You paddle around a small island 
  and there, before you, stands the jagged end of a large, black 
  and there, before you, stands the jagged end of a large, black 
  and there, before you, stands the jagged end of a large, black 
  and there, before you, stands the jagged end of a large, black 
  pillar, covered in muck. It rises some 18 inches above the 
  pillar, covered in muck. It rises some 18 inches above the 
  pillar, covered in muck. It rises some 18 inches above the 
  pillar, covered in muck. It rises some 18 inches above the 
  surface of the water. It appears that at some point in the 
  surface of the water. It appears that at some point in the 
  surface of the water. It appears that at some point in the 
  surface of the water. It appears that at some point in the past 
  past 
  past 
  past 
  the top of the pillar has been broken off.
  the top of the pillar has been broken off.
  the top of the pillar has been broken off.
  the top of the pillar has been broken off.    
   
  Further inspection of the pillar indeed does confirm that 
  it has been broken. Scratching off the moss and dirt 
  reveals that the pillar is covered with strange glyphs and 
  runes, none of which can be deciphered by the PCs. 
  Turnipseed says that when he last observed the pillar, 
  some 10 years ago, it was intact. The top of the pillar in 
  fact is located at the bottom of the bog, some 3 feet under 
  the water. PCs will have to get out of the boat, enter the 
  water, and dig through the mud to find it. As the PCs 
  search, they are attacked by hungry crocodiles. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Crocodile
  Crocodile
  Crocodile
  Crocodile (2):
  (2):
  (2):
  (2): Medium animal; HD 3d8+9; hp 22 (each); 
  Init +1 (Dex); Spd 20 ft., swim 30 ft.; AC 15 (+1 Dex, +4 
  natural); Atks Bite, +6 melee, 1d8+6; or tail slap, +6 melee, 
  1d12+6; SA improved grab; AL N; SV Fort +6, Ref +4, Will 
  +2.  
   
  Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2. 
   
  Skills: Hide +7, Listen +5, Spot +5;  
   
  Special Abilities: improved grab—if bite hits, crocodile 
  may attempt to grapple without provoking an attack of 
  opportunity.  
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Crocodile (4): 
  Crocodile (4): 
  Crocodile (4): 
  Crocodile (4): statistics as above. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Crocodile (6): 
  Crocodile (6): 
  Crocodile (6): 
  Crocodile (6): statistics as above. 
   
  PCs fighting from the boat will have considerable 
  difficulty hitting the crocodiles. The PCs will have a –2 
  circumstance penalty to hit when attacking the crocodiles 
  from the boat. Furthermore, PCs standing and attacking 
  in the boat must make a successful Dexterity check (DC 
  10) each time their attack misses. Failure results in the 
  character falling into the water. Similarly, short PCs 
  (dwarves, gnomes, and halflings) lose all dexterity 
  bonuses to their AC and make all attacks at -3 "to hit" if 
  they are in the water. Once the crocodiles are defeated, 
  the PCs can continue their search. Assuming he is not 
  killed, Turnipseed expresses an interest in acquiring the 
  crocodile skins from the PCs. Allow the PCs to negotiate a 
  price with him, should they so desire; the highest price he 
  offers is a refund of the money necessary to hire him as a 
  guard.  
   
  The top of the obelisk is heavy and requires a 
  combined Strength check (DC 25) to be pulled out of the 
  water and placed on top of the broken end. It is covered 
  with mud and slime that must be removed in order to 
  read the glyphs on its surface. When put in place, It fits 
  quite nicely, and the runes split by the break come 
  together to form complete pictures. The runes on the top 
  
   
  Masking the Truth 
   
  Page 7 
  are equally unreadable and undecipherable, even to the 
  most skilled rogue (i.e., Decipher Script check DC 35). 
  However, one of the sides of the obelisk has a row of 
  lizard-head carvings, all of which are staring in the same 
  direction. These are the lizards mentioned in the journal 
  passage. Assuming that the top of the obelisk has been 
  properly placed, the PCs will reach their destination if 
  they head in the direction in which the lizards are staring. 
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  The Tomb of Tchelopotok
  The Tomb of Tchelopotok
  The Tomb of Tchelopotok
  The Tomb of Tchelopotok    
  A few more hours into their journey (DMs may embellish 
  the description of the journey further as they see fit) the 
  PCs come across the remains of the Tomb of 
  Tchelopotok.  
   
  Before you the w
  Before you the w
  Before you the w
  Before you the water parts to give way to a large, grassy island. 
  ater parts to give way to a large, grassy island. 
  ater parts to give way to a large, grassy island. 
  ater parts to give way to a large, grassy island. 
  Dominating the island is a crumbling three
  Dominating the island is a crumbling three
  Dominating the island is a crumbling three
  Dominating the island is a crumbling three----tiered pyramid 
  tiered pyramid 
  tiered pyramid 
  tiered pyramid 
  with a grand staircase that leads towards the top. At the top of 
  with a grand staircase that leads towards the top. At the top of 
  with a grand staircase that leads towards the top. At the top of 
  with a grand staircase that leads towards the top. At the top of 
  the staircase is the bottom half of a large, broken statue of some 
  the staircase is the bottom half of a large, broken statue of some 
  the staircase is the bottom half of a large, broken statue of some 
  the staircase is the bottom half of a large, broken statue of some 
  sort A thick fog
  sort A thick fog
  sort A thick fog
  sort A thick fog surrounds the base of the ziggurat, and heavy 
   surrounds the base of the ziggurat, and heavy 
   surrounds the base of the ziggurat, and heavy 
   surrounds the base of the ziggurat, and heavy 
  vegetation and foliage make it difficult to make out any 
  vegetation and foliage make it difficult to make out any 
  vegetation and foliage make it difficult to make out any 
  vegetation and foliage make it difficult to make out any 
  further details without a closer inspection. Surely this is the 
  further details without a closer inspection. Surely this is the 
  further details without a closer inspection. Surely this is the 
  further details without a closer inspection. Surely this is the 
  tomb of which Cyndiria had spoken.
  tomb of which Cyndiria had spoken.
  tomb of which Cyndiria had spoken.
  tomb of which Cyndiria had spoken.    
   
  Each of the tiers of the ziggurat is approximately twelve 
  feet in height. Upon closer inspection, the entire pyramid 
  is made of stone common to the region, and it is covered 
  with pictures and glyphs similar to the ones seen on the 
  ancient obelisk. The stairway, although in disrepair, is 
  sturdy enough to climb without incident. If the statue 
  atop the pyramid is examined, it appears to depict a 
  reptilian creature of some sort, but it is so damaged the 
  exact details of the creature cannot be made out. The 
  entrance to the pyramid, a stone trap door, is located 
  under the base of the statue, which still remains in place. 
  It drops 10 feet into Room #1. Room descriptions below 
  assume that the PC's have access to a light source of some 
  sort, and all doors are unlocked unless otherwise 
  indicated. 
   
  1. Entry Chamber
  1. Entry Chamber
  1. Entry Chamber
  1. Entry Chamber    
  You 
  You 
  You 
  You drop down from the trap door into a large, square room 
  drop down from the trap door into a large, square room 
  drop down from the trap door into a large, square room 
  drop down from the trap door into a large, square room 
  that smells of dust and rotten vegetation. The dust on the floor 
  that smells of dust and rotten vegetation. The dust on the floor 
  that smells of dust and rotten vegetation. The dust on the floor 
  that smells of dust and rotten vegetation. The dust on the floor 
  has been stirred about, although no discernable trail can be 
  has been stirred about, although no discernable trail can be 
  has been stirred about, although no discernable trail can be 
  has been stirred about, although no discernable trail can be 
  identified. The walls are of smooth stone, but otherwise 
  identified. The walls are of smooth stone, but otherwise 
  identified. The walls are of smooth stone, but otherwise 
  identified. The walls are of smooth stone, but otherwise 
  unadorned.  A larg
  unadorned.  A larg
  unadorned.  A larg
  unadorned.  A large, round stone cylinder, covered with 
  e, round stone cylinder, covered with 
  e, round stone cylinder, covered with 
  e, round stone cylinder, covered with 
  strange runes, glyphs, and carvings depicting lizard
  strange runes, glyphs, and carvings depicting lizard
  strange runes, glyphs, and carvings depicting lizard
  strange runes, glyphs, and carvings depicting lizard----like 
  like 
  like 
  like 
  creatures, stretches from ceiling to floor at one end of the room. 
  creatures, stretches from ceiling to floor at one end of the room. 
  creatures, stretches from ceiling to floor at one end of the room. 
  creatures, stretches from ceiling to floor at one end of the room. 
  A spattering of what looks like dried blood covers the floor in 
  A spattering of what looks like dried blood covers the floor in 
  A spattering of what looks like dried blood covers the floor in 
  A spattering of what looks like dried blood covers the floor in 
  front of the pillar.
  front of the pillar.
  front of the pillar.
  front of the pillar.    
   
  This room contains two traps, one of which already has 
  been triggered. The pillar hides a secret door (Search DC 
  15) that reveals a shaft that leads down to the next tier of 
  the ziggurat. Opening the door would have triggered a 
  dart trap from inside of the pillar, but it had been 
  triggered by a bullywug two weeks earlier (thus the blood 
  spatter). The inside of the pillar contains another trap. 
  PCs using the shaft to scuttle down (there are no ropes or 
  ladders) will trigger a pressure plate that opens a trap door 
  above them. Any PC that is in the shaft is pelted by rocks 
  that will do 1d4 points of damage. Furthermore, said PCs 
  must make a successful Reflex save (DC 15) in order to 
  keep from falling to the floor below for an additional 1d6 
  points of damage. Nothing else of interest is in this room.  
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Shaft trap:
  Shaft trap:
  Shaft trap:
  Shaft trap: falling rocks (1d4), plus 10 ft. fall (1d6). Reflex 
  save to avoid falling (DC 15); Search (DC 20); Disable 
  Device (DC 20). 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Shaft trap:
  Shaft trap:
  Shaft trap:
  Shaft trap: falling rocks (3d4), plus 10 ft. fall (1d6). Reflex 
  save to avoid falling (DC 15); Search (DC 20); Disable 
  Device (DC 22).    
      
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Shaft trap:
  Shaft trap:
  Shaft trap:
  Shaft trap: falling rocks (5d4), plus 10 ft. fall (1d6). Reflex 
  save to avoid falling (DC 15); Search (DC 20); Disable 
  Device (DC 25). 
   
  2. Statue Room
  2. Statue Room
  2. Statue Room
  2. Statue Room    
  This room is identical in size to
  This room is identical in size to
  This room is identical in size to
  This room is identical in size to the one you have just exited. 
   the one you have just exited. 
   the one you have just exited. 
   the one you have just exited. 
  However, dominating the center of the room is a water
  However, dominating the center of the room is a water
  However, dominating the center of the room is a water
  However, dominating the center of the room is a water----stained 
  stained 
  stained 
  stained 
  stone statue depicting a large snake with human arms. One 
  stone statue depicting a large snake with human arms. One 
  stone statue depicting a large snake with human arms. One 
  stone statue depicting a large snake with human arms. One 
  arm clutches a huge trident, while the other points as if giving 
  arm clutches a huge trident, while the other points as if giving 
  arm clutches a huge trident, while the other points as if giving 
  arm clutches a huge trident, while the other points as if giving 
  a command. The pedestal upon which the s
  a command. The pedestal upon which the s
  a command. The pedestal upon which the s
  a command. The pedestal upon which the statue rests is carved 
  tatue rests is carved 
  tatue rests is carved 
  tatue rests is carved 
  with strange runes. One wood
  with strange runes. One wood
  with strange runes. One wood
  with strange runes. One wood----and
  and
  and
  and----metal door, swollen with 
  metal door, swollen with 
  metal door, swollen with 
  metal door, swollen with 
  humidity, sits at the center of the south wall.
  humidity, sits at the center of the south wall.
  humidity, sits at the center of the south wall.
  humidity, sits at the center of the south wall.    
   
  Unlike the other glyphs found within the pyramid, a PC 
  with Decipher Script has a chance to read these (DC 16). 
  They read "Tchelopotok." This room also contains a rather 
  dangerous trap. The door at the south end of the room is 
  false. Any attempt to open it, be it via force or magic, fails. 
  The actual exit to this room is a secret door on the west 
  wall (Search, DC 15), in the exact direction that the statue 
  is pointing. Upon examining the statue, PCs notice that it 
  rests on a swivel and can be turned rather easily. Clever 
  PCs may decide that turning the statue so that it points to 
  the door will allow it to be opened. To further enhance 
  the trap, if the statue is moved to point towards the south 
  door, an audible click can be heard from it. However, 
  instead of unlocking the door, the PCs have armed the 
  trap. 
   
  The south door opens easily once the statue points 
  towards it, but as this happens a cone of flame 15 ft. long 
  and 10 ft. wide shoots from the outstretched finger of the 
  statue, causing terrible damage to anyone within the 
  cone. A successful Reflex saving throw (DC 14) will halve 
  this damage. Behind the door is a blank, stone wall. 
   
  The secret door on the west wall will open only if the 
  statue is pointing at it. If the statue has been turned at all, 
  in any direction, opening the secret door without 
  disarming the trap sets it off once again, with effects 
  
   
  Masking the Truth 
   
  Page 8 
  similar to those above. The only way to escape this room 
  without triggering the trap (besides exiting the pyramid) 
  is to open the secret door without turning the statue at all. 
  Besides the statue and doors, nothing else of interest is in 
  this room. 
   
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1     
  Statue Trap:
  Statue Trap:
  Statue Trap:
  Statue Trap: 15 ft. long, 10 ft. wide cone of fire (2d6). 
  Reflex save for half damage (DC 14); Search (DC 25); 
  Disable Device (DC 20). 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Statue Trap:
  Statue Trap:
  Statue Trap:
  Statue Trap: 15 ft. long, 10 ft. wide cone of fire (4d6). 
  Reflex save for half damage (DC 14); Search (DC 25); 
  Disable Device (DC 22).    
      
  Tier
  Tier
  Tier
  Tier 3 3 3 3    
  Statue Trap:
  Statue Trap:
  Statue Trap:
  Statue Trap: 15 ft. long, 10 ft. wide cone of fire (6d6). 
  Reflex save for half damage (DC 14); Search (DC 25); 
  Disable Device (DC 25). 
   
  2a. Pit Trap
  2a. Pit Trap
  2a. Pit Trap
  2a. Pit Trap    
  At the junction of this intersection is a 5 ft. x 5 ft. pit that 
  is triggered when 50 or more pounds are placed upon it. 
  Those who fall into the pit suffer damage. However, 
  triggering the pit also triggers a trap door in the ceiling 
  directly above the pit. From this trap door pour hundreds 
  of stones onto those in the pit. PCs within the pit suffer 
  additional damage. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Pit Trap: 
  Pit Trap: 
  Pit Trap: 
  Pit Trap: 10 ft. deep (1d6), plus rock shower (1d8). Reflex 
  save for half damage from rocks (DC 15); Search (DC 20); 
  Disable Device (DC 20). Both parts of this trap are 
  detected and/or disabled with one successful Search or 
  Disable Device check. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Pit Trap: 
  Pit Trap: 
  Pit Trap: 
  Pit Trap: 10 ft. deep (1d6), plus rock shower (2d8). Reflex 
  save for half damage from rocks (DC 15); Search (DC 20); 
  Disable Device (DC 22). Both parts of this trap are 
  detected and/or disabled with a successful Search or 
  Disable Device check.    
      
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Pit Trap: 
  Pit Trap: 
  Pit Trap: 
  Pit Trap: 10 ft. deep (1d6), plus rock shower (3d8). Reflex 
  save for half damage from rocks (DC 15); Search (DC 20); 
  Disable Device (DC 25). Both parts of this trap are 
  detected and/or disabled with a successful Search or 
  Disable Device check. 
   
  3. Slaves Burial Room
  3. Slaves Burial Room
  3. Slaves Burial Room
  3. Slaves Burial Room    
  This small chamber is covered with bones. From the look of it, 
  This small chamber is covered with bones. From the look of it, 
  This small chamber is covered with bones. From the look of it, 
  This small chamber is covered with bones. From the look of it, 
  there could be dozens of skeletons, both complete and broken, 
  there could be dozens of skeletons, both complete and broken, 
  there could be dozens of skeletons, both complete and broken, 
  there could be dozens of skeletons, both complete and broken, 
  strewn throughout the room. The walls of this room are 
  strewn throughout the room. The walls of this room are 
  strewn throughout the room. The walls of this room are 
  strewn throughout the room. The walls of this room are 
  unadorned.
  unadorned.
  unadorned.
  unadorned.    
   
  This room serves as the final resting-place for various 
  slaves and servants that Tchelopotok possessed in life. 
  Their bones cover the floor so thickly that it is impossible 
  to walk through without stepping on bones. The 
  skeletons are not undead--they are merely bones. 
  Searching through the rubble will reveal a small 
  aquamarine, worth 50gp (Search, DC 15). 
   
  4. Storage Room
  4. Storage Room
  4. Storage Room
  4. Storage Room    
  The walls of this small room are lined with scores of tall, thin 
  The walls of this small room are lined with scores of tall, thin 
  The walls of this small room are lined with scores of tall, thin 
  The walls of this small room are lined with scores of tall, thin 
  pottery jars.
  pottery jars.
  pottery jars.
  pottery jars.    
   
  The jars are approximately four feet tall each. Most of 
  them contain sand, crushed shells, or are empty (they 
  once contained wine, beer, or water). None of them hold 
  anything of interest or threat to the PCs. 
   
  5. Preparation Room
  5. Preparation Room
  5. Preparation Room
  5. Preparation Room    
  A number of tables of various sizes line the walls of this room. 
  A number of tables of various sizes line the walls of this room. 
  A number of tables of various sizes line the walls of this room. 
  A number of tables of various sizes line the walls of this room. 
  A particularly large table dominates the center of the chamb
  A particularly large table dominates the center of the chamb
  A particularly large table dominates the center of the chamb
  A particularly large table dominates the center of the chamber. 
  er. 
  er. 
  er. 
  The tables along the walls hold a number of jars, vials, casks 
  The tables along the walls hold a number of jars, vials, casks 
  The tables along the walls hold a number of jars, vials, casks 
  The tables along the walls hold a number of jars, vials, casks 
  and boxes, most of which appear to be broken, while the center 
  and boxes, most of which appear to be broken, while the center 
  and boxes, most of which appear to be broken, while the center 
  and boxes, most of which appear to be broken, while the center 
  table is unadorned. The air smells slightly of cinnamon and 
  table is unadorned. The air smells slightly of cinnamon and 
  table is unadorned. The air smells slightly of cinnamon and 
  table is unadorned. The air smells slightly of cinnamon and 
  ginger.
  ginger.
  ginger.
  ginger.    
      
  This room was used by priests to prepare Tchelopotok for 
  his journey into the afterlife. The jars and vials are filled 
  with various spices and oils used in embalming; however, 
  they are spoiled and now worthless. The boxes contain 
  rotting, worthless linens. However, under one of the 
  linens is a terra cotta container with a light blue liquid 
  with metallic flecks therein. It is a potion of cure light 
  wounds. 
   
  6. False Tomb
  6. False Tomb
  6. False Tomb
  6. False Tomb    
  The room appears to be a tomb of some sort. The walls of the 
  The room appears to be a tomb of some sort. The walls of the 
  The room appears to be a tomb of some sort. The walls of the 
  The room appears to be a tomb of some sort. The walls of the 
  chamber are painted to depict a snake
  chamber are painted to depict a snake
  chamber are painted to depict a snake
  chamber are painted to depict a snake----creature leading an 
  creature leading an 
  creature leading an 
  creature leading an 
  army of lizards into battl
  army of lizards into battl
  army of lizards into battl
  army of lizards into battle against humans of some sort. A 
  e against humans of some sort. A 
  e against humans of some sort. A 
  e against humans of some sort. A 
  large, carved sarcophagus rests in the center of the room. It is 
  large, carved sarcophagus rests in the center of the room. It is 
  large, carved sarcophagus rests in the center of the room. It is 
  large, carved sarcophagus rests in the center of the room. It is 
  covered with the same runes, glyphs, and pictures that you 
  covered with the same runes, glyphs, and pictures that you 
  covered with the same runes, glyphs, and pictures that you 
  covered with the same runes, glyphs, and pictures that you 
  have encountered throughout the pyramid. 
  have encountered throughout the pyramid. 
  have encountered throughout the pyramid. 
  have encountered throughout the pyramid.     
      
  The door to this chamber is locked (Open Locks, DC 12). 
  This room is made to look like a tomb, but it is actuality a 
  ruse to fool thieves. The room contains a number of tricks 
  and traps. Removing the lid of the sarcophagus (which 
  requires a Strength check DC 30) springs a gas trap that 
  fills the entire chamber. PCs must make a Fortitude 
  saving throw (DC 15) to avoid the effects of the gas. 
  Failure results in the PC suffering the effects of a fear 
  spell. The effect lasts for ten rounds. 
   
  Inside the sarcophagus is the skeleton of a lizardfolk 
  warrior. He clutches a bronze short sword and wears a 
  necklace adorned with glass "jewels" (and thus worthless). 
  He wears a beautiful, elaborate mask that is similarly 
  worthless, but adorned enough that PCs will think it is 
  the Mask of Ktopec. At his feet is a small, stone chest. The 
  chest is locked (DC 15) and trapped (DC 15 to detect and 
  remove) with a poison needle trap. However, the poison 
  has long evaporated and has no effect. Inside the chest is 
  1000 lead pieces painted to look like silver. A successful 
  
   
  Masking the Truth 
   
  Page 9 
  Appraise check (DC 16) will uncover the ruse of the 
  mask, the necklace, and the coins, although checks 
  should be made separately for each. 
   
  Gas Trap: 
  Gas Trap: 
  Gas Trap: 
  Gas Trap: 15 ft. radius; effect: Fear; Fortitude save to avoid 
  (DC 15); Search (DC 20); Disable Device (DC 20). 
   
  Chest Trap: 
  Chest Trap: 
  Chest Trap: 
  Chest Trap: 1 point of damage. Search (DC 20); Disable 
  Device (DC 18). 
   
  Under the sarcophagus is a secret trap door. In order for it 
  to be detected, both the sarcophagus will have to be 
  moved (requiring a combined strength of 40, assuming 
  that the lid is still off) AND a successful Search (DC 15) 
  must be completed. Opening the door (actually a stone 
  slab) requires the insertion of a long, flat object (like a 
  sword) to wedge the slab upwards. The hole in the floor 
  descends into the real tomb. 
   
  7. Burial Chamber
  7. Burial Chamber
  7. Burial Chamber
  7. Burial Chamber    
  You squeeze throu
  You squeeze throu
  You squeeze throu
  You squeeze through the narrow opening and drop down into 
  gh the narrow opening and drop down into 
  gh the narrow opening and drop down into 
  gh the narrow opening and drop down into 
  a small, square chamber. This room is much less ornate than 
  a small, square chamber. This room is much less ornate than 
  a small, square chamber. This room is much less ornate than 
  a small, square chamber. This room is much less ornate than 
  the room above. No carvings adorn the walls. A square, 
  the room above. No carvings adorn the walls. A square, 
  the room above. No carvings adorn the walls. A square, 
  the room above. No carvings adorn the walls. A square, 
  featureless sarcophagus rests adjacent to one of the walls. The 
  featureless sarcophagus rests adjacent to one of the walls. The 
  featureless sarcophagus rests adjacent to one of the walls. The 
  featureless sarcophagus rests adjacent to one of the walls. The 
  only signs of opulence in this room 
  only signs of opulence in this room 
  only signs of opulence in this room 
  only signs of opulence in this room are four tall, bone 
  are four tall, bone 
  are four tall, bone 
  are four tall, bone 
  candelabras, one in each corner of the room. Each contains 
  candelabras, one in each corner of the room. Each contains 
  candelabras, one in each corner of the room. Each contains 
  candelabras, one in each corner of the room. Each contains 
  unlit candles.
  unlit candles.
  unlit candles.
  unlit candles.    
      
  This is the actual burial room of Tchelopotok, a yuan-ti 
  shaman who lived in this region about 900 years ago. 
  Each of the bone candelabras is finely decorated, and 
  would fetch 40 gp each from an interested buyer. They 
  are rather large and cumbersome, however. Opening the 
  sarcophagus (which is untrapped and requires a 
  combined strength of 25) reveals the skeletal remains of a 
  large snake with human arms. It clutches a silver trident 
  at its chest. This trident is a minor magical item that 
  bestows the wielder the ability to breathe water, as per the 
  spell, once per day for one hour. Tchelopotok also wears a 
  number of ornamental rings and amulets on his person 
  with a total value of approximately 150 gp. 
   
  The skeleton also wears the Mask of Ktopec over its face. 
  It is made of beaten copper and adorned with shells, but 
  is otherwise unimpressive. It is not magical, and perhaps 
  could fetch 10 gp on the open market. Based on the 
  rumors given to the PCs by Cyndiria, they may have 
  trouble believing that this is the true Mask of Ktopec.  
   
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  The Ambush
  The Ambush
  The Ambush
  The Ambush 
  The PCs should have little trouble making their way back 
  through the tomb and exiting through the trap door at 
  the top. However, once all the PCs have exited Brother 
  Cornelius and his bullywug minions spring upon them. 
   
  As the last one of you ascends through the trap door and into 
  As the last one of you ascends through the trap door and into 
  As the last one of you ascends through the trap door and into 
  As the last one of you ascends through the trap door and into 
  the daylight, a nearby voice breaks the normal swamp sounds.
  the daylight, a nearby voice breaks the normal swamp sounds.
  the daylight, a nearby voice breaks the normal swamp sounds.
  the daylight, a nearby voice breaks the normal swamp sounds.    
      
  "Defiliers! Pathetic defile
  "Defiliers! Pathetic defile
  "Defiliers! Pathetic defile
  "Defiliers! Pathetic defilers! How dare you intrude upon 
  rs! How dare you intrude upon 
  rs! How dare you intrude upon 
  rs! How dare you intrude upon 
  our sanctuary!"
  our sanctuary!"
  our sanctuary!"
  our sanctuary!"    
      
  A short, squat man, almost toad
  A short, squat man, almost toad
  A short, squat man, almost toad
  A short, squat man, almost toad----like in his appearance 
  like in his appearance 
  like in his appearance 
  like in his appearance 
  steps out of the shadows.  He wears a chainmail shirt covered 
  steps out of the shadows.  He wears a chainmail shirt covered 
  steps out of the shadows.  He wears a chainmail shirt covered 
  steps out of the shadows.  He wears a chainmail shirt covered 
  by a tunic, which is emblazoned with the likeness of some sort 
  by a tunic, which is emblazoned with the likeness of some sort 
  by a tunic, which is emblazoned with the likeness of some sort 
  by a tunic, which is emblazoned with the likeness of some sort 
  of frog. He wields a long, sp
  of frog. He wields a long, sp
  of frog. He wields a long, sp
  of frog. He wields a long, spiked chain in a threatening 
  iked chain in a threatening 
  iked chain in a threatening 
  iked chain in a threatening 
  manner and he drags a huge, leashed toad with him. 
  manner and he drags a huge, leashed toad with him. 
  manner and he drags a huge, leashed toad with him. 
  manner and he drags a huge, leashed toad with him. 
  Simultaneously, a number of small frog
  Simultaneously, a number of small frog
  Simultaneously, a number of small frog
  Simultaneously, a number of small frog----like humanoids leap 
  like humanoids leap 
  like humanoids leap 
  like humanoids leap 
  from the trees to the human's side. They point javelins at you 
  from the trees to the human's side. They point javelins at you 
  from the trees to the human's side. They point javelins at you 
  from the trees to the human's side. They point javelins at you 
  and croak loudly.
  and croak loudly.
  and croak loudly.
  and croak loudly.    
      
  "I suggest that you surrender any sa
  "I suggest that you surrender any sa
  "I suggest that you surrender any sa
  "I suggest that you surrender any sacred items that you 
  cred items that you 
  cred items that you 
  cred items that you 
  have stolen from the temple," spits the human. "In fact, why 
  have stolen from the temple," spits the human. "In fact, why 
  have stolen from the temple," spits the human. "In fact, why 
  have stolen from the temple," spits the human. "In fact, why 
  not lay down your weapons altogether. If you do so, I will let 
  not lay down your weapons altogether. If you do so, I will let 
  not lay down your weapons altogether. If you do so, I will let 
  not lay down your weapons altogether. If you do so, I will let 
  you go. Otherwise death awaits! Choose!"
  you go. Otherwise death awaits! Choose!"
  you go. Otherwise death awaits! Choose!"
  you go. Otherwise death awaits! Choose!"    
   
  Brother Cornelius has no intention of letting the PCs 
  escape. If the PCs surrender their weapons, Cornelius lets 
  them go just long enough for them to see the javelin-
  riddled body of Turnipseed lying near the boats. He then 
  sets the bullywugs upon them and they attack furiously. 
  Should the PCs resist, a battle immediately ensues. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Brother Cornelius, male human Clr2 of Wastri: 
  Brother Cornelius, male human Clr2 of Wastri: 
  Brother Cornelius, male human Clr2 of Wastri: 
  Brother Cornelius, male human Clr2 of Wastri: Medium 
  Humanoid (5ft. 6 in. tall); HD 2d8+4; hp 15; Init +2 (Dex); 
  Spd 30; AC 16 (+4 chainmail shirt, +2 dex); Atks +3 melee 
  (2d4, x2, Spiked Chain); SA spells; SQ: Animal and War 
  domains AL LE; SV Fort +4, Ref +2, Will +5. 
   
  Str 11 Dex 14 Con 13 Int 10 Wis 15 Cha 10  
   
  Skills: Concentration +4, Spellcraft +2, Jump +2, 
  Swim +2; Feats: Weapon Finesse (spiked chain), Exotic 
  Weapon Proficiency (spiked chain) 
   
  Special Qualities: Animal domain—cast animal 
  friendship once per day, Knowledge (nature) is a class skill; 
  War domain—Martial Weapon Proficiency and Weapon 
  Focus in glaive. 
   
  Equipment: chain shirt, spiked chain, pouch 
  containing 15 gp and 20 sp, holy symbol. 
   
  Spells    (4/3+1):    0-lvl—detect magic, light, resistance (x2), 
  1st-lvl—bless, cure light wounds magic weapon*, protection 
  from good. (* indicates domain spells which cannot be altered) 
   
  Toad, Giant
  Toad, Giant
  Toad, Giant
  Toad, Giant: Medium animal; HD 2d8+2; hp 11; Init -1 
  (Dex); Spd 20 ft., swim 20 ft.; AC 9  (-1 Dex); Atks Bite, +2 
  melee, 1d4, or tongue, +2 melee, no damage; SA sticky 
  tongue; AL N; SV Fort +3, Ref +4, Will +2.  
   
  Str 11, Dex 9, Con 13, Int 1, Wis 14, Cha 4  
   
  Skills: Hide +10, Listen +5, Spot +5, Jump +3;  
   
  Special Attacks: sticky tongue—an enemy struck by a 
  giant toad's sticky tongue loses all dexterity bonuses to 
  AC so long as the tongue is attached. Furthermore, the 
  tongue attack is a touch attack that ignores any armor. 
  The tongue has a range of 10 ft.. The tongue A giant toad 
  may retract its tongue at any time. 
   
  BBBBullywug (5):
  ullywug (5):
  ullywug (5):
  ullywug (5): Medium humanoid; HD 1d8, hp 5 (each); 
  Init +3; Spd 30 ft., swim 20 ft.; AC 15 (+3 Dex, +1 shield, 
  +1 natural); Atks +1 melee (1d8 (crit x3) shortspear), or +4 
  
   
  Masking the Truth 
   
  Page 10 
  missile, (1d6 (crit x3) javelin); AL; SV Fort +1, Ref +5, Will 
  +1. 
   
  Str 10, Dex 16, Con 10, Int 12, Wis 10, Cha 9  
   
  Skills: Jump +5, Swim +5, Hide +6; Feats: Dodge 
   
  Special Abilities: Hop—A bullywug can jump up to 
  30 feet forward or 15 feet upwards. A bullywug can jump 
  into combat. This counts as its normal movement. 
   
  Equipment: shortspear, small wooden shield, 5 
  javelins 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Brother Cornelius, male human Clr4 of Wastri: 
  Brother Cornelius, male human Clr4 of Wastri: 
  Brother Cornelius, male human Clr4 of Wastri: 
  Brother Cornelius, male human Clr4 of Wastri: CR 4; 
  Medium Humanoid (5ft. 6 in. tall); HD 4d8+8; hp 31; Init 
  +6 (Dex, improved initiative); Spd 30 ft.; AC 16 (+4 
  chainmail shirt, +2 Dex); Atks +5 melee (2d4 (crit x2) 
  Spiked Chain); SA spells, SQ: Animal and War domains; 
  AL LE; SV Fort +5, Ref +3, Will +6. 
   
  Str 11 Dex 14 Con 13 Int 10 Wis 16 Cha 10  
   
  Skills: Concentration +5, Spellcraft +3, Jump +3, 
  Swim +3; Feats: Improved Initiative, Weapon Finesse 
  (spiked chain), Exotic Weapon Proficiency (spiked chain) 
   
  Special Qualities: Animal domain—cast animal 
  friendship once per day, Knowledge (nature) is a class skill; 
  War domain—Martial Weapon Proficiency and Weapon 
  Focus in glaive. 
   
  Equipment: chain shirt, spiked chain, pouch 
  containing 15 gp and 20 sp, holy symbol. 
   
  Spells    (5/4+1/3+1):    0--detect magic, guidance, light, 
  resistance (X2), 1st--bless, cure light wounds (x2) magic 
  weapon*, protection from good; 2nd--cure moderate wounds, 
  bull’s strength, silence, spiritual weapon*. (A * indicates domain 
  spells which cannot be altered) 
      
  Giant Toads (2): 
  Giant Toads (2): 
  Giant Toads (2): 
  Giant Toads (2): statistics as above. 
   
  Bullywugs (8): 
  Bullywugs (8): 
  Bullywugs (8): 
  Bullywugs (8): statistics as above 
      
  Tier 3 
  Tier 3 
  Tier 3 
  Tier 3     
  Brother Cornelius, male human Clr6 of Wastri: 
  Brother Cornelius, male human Clr6 of Wastri: 
  Brother Cornelius, male human Clr6 of Wastri: 
  Brother Cornelius, male human Clr6 of Wastri: Medium 
  Humanoid (5ft. 6 in. tall); HD 6d8+12; hp 42; Init +6 (Dex, 
  Improved Initiative); Spd 30; AC 16 (+4 chainmail shirt, 
  +2 Dex); Atks +6 melee (2d4, spiked chain); SA spells; SQ 
  Animal and War Domains AL LE; SV Fort +6, Ref +4, Will 
  +7. 
   
  Str 11 Dex 14 Con 13 Int 10 Wis 16 Cha 10  
   
  Skills: Concentration +6, Spellcraft +4, Jump +4, 
  Swim +4; Feats: Dodge, Improved Initiative, Weapon 
  Finesse (spiked chain), Exotic Weapon (spiked chain) 
   
  Equipment: 
  chain 
  shirt, spiked chain, pouch 
  containing 15 gp and 20 sp, holy symbol. 
   
  Special Qualities: Animal domain—cast animal 
  friendship once per day, Knowledge (nature) is a class skill; 
  War domain—Martial Weapon Proficiency and Weapon 
  Focus in glaive. 
   
  Spells:    (5/4+1/4+1/+3+1):    0--detect magic, guidance (x2), 
  light, resistance (x2), 1st--bless, cure light wounds, doom, magic 
  weapon*, protection from good; 2nd—bull’s strength, cure 
  moderate wounds (x2), silence, spiritual weapon*; 3rd—
  invisibility purge, dispel magic, magic vestment*, summon 
  monster II. (A * indicates domain spells which cannot be 
  altered) 
      
  Giant Toads (3): 
  Giant Toads (3): 
  Giant Toads (3): 
  Giant Toads (3): statistics similar to those above. 
   
  Bullywugs (12): 
  Bullywugs (12): 
  Bullywugs (12): 
  Bullywugs (12): statistics similar to those above. 
      
  In all cases, Brother Cornelius and his minions will have 
  3 rounds to prepare for the arrival of the PCs. 
   
  Assuming the PCs defeat Brother Cornelius and his 
  minions, they are free to return to Kearne. With 
  Turnipseed dead, they may have difficulty, although the 
  guide did mark their path rather clearly. PCs with the 
  Tracking skill may attempt to trace the PCs path back to 
  Bogspur should they lose Turnipseed's trail. The PCs also 
  may have to explain the death of Turnipseed to the 
  townsfolk of Bogspur. Upon reaching Bogspur, the PCs 
  head to Kearne for their rendezvous with Cyndiria. 
   
   
  Concluding the Adventure
  Concluding the Adventure
  Concluding the Adventure
  Concluding the Adventure    
  The PCs return to Kearne and meet Cyndiria at the 
  Woodsman's Axe. There, she requests that the PCs give 
  her a detailed description of the tomb, and asks for the 
  mask. When the PCs give it to her, she looks at it with 
  considerable skepticism. She anticipated that it would be 
  much more elaborate (and magical) than what she has 
  been presented with. If the PCs convince her that it is, in 
  fact, legitimate, she jokes that every legend isn't 
  necessarily true and she proceeds to buy a round of drinks 
  for everyone.  
   
  She promises to tell the Dustdigger Academy about 
  the assistance that the PCs gave her, and perhaps they 
  may be able to return the favor at some point. With Mask 
  in hand, she bids the PCs farewell and returns to Loftwick 
  with her find. 
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Defeating the crocodiles 
  75 xp 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Defeating shaft trap without injury 
  25 xp 
  Defeating statue trap without injury 
  75 xp 
  
   
  Masking the Truth 
   
  Page 11 
  Defeating pit trap without injury 
  50 xp 
  Defeating gas trap without injury 
  50 xp 
  Defeating chest trap without injury 
  25 xp 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Defeating Cornelius and his minions 
  100 xp 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Retrieving the Mask 
  50 xp 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 100 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  • 
  amethyst (50gp),  
  • 
  potion of cure light wounds (Value 50 gp): This is a blue, 
  opaque liquid flecked with small, metallic granules. 
  It is contained in a terra cotta container and 
  stoppered with wax. Drinking the potion heals 1d8+1 
  hit points for the imbiber. 
  • 
  4 carved bone candelabras (40gp each), 
  • 
  Gill, silver trident (Value 1,115 gp, Weight 5 lb., 
  Unusual): This finely crafted trident has tines that 
  are dipped in silver and carved with mysterious 
  glyphs. Most of the glyphs depict profiles of 
  lizardmen and other reptilian creatures. The 
  craftsmanship is quite intricate. While the trident 
  confers no combat bonuses, with a mental command 
  the wielder is conferred with water breathing for one 
  hour. This ability can be used once per day, and the 
  trident must be grasped in order for the ability to 
  work. If the trident is dropped during the duration of 
  the effect, the effect ends and cannot be used again 
  until the next day. Lastly, this effect only affects one 
  person holding the trident, the owner. This item was 
  taken from the Tomb of Tchelopotok in the Hool 
  Marshes. 
  • 
   various trinkets (75gp). 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  • 
  chainmail shirt (50gp),  
  • 
  spiked chain (12gp), 15 gp, 20 sp,  
  • 
  javelins (5sp each),  
  • 
  shortspears (1gp each),  
  • 
  small wooden shields (15sp each). 
   
  Each PC also should be given 1 Influence point
  Influence point
  Influence point
  Influence point 
  applicable to the Dustdigger Academy in Loftwick. This 
  not only will make the PCs more recognizable by 
  Dustdiggers, but also it can help the PCs should one or 
  more of them eventually decide to become one. 
   
  
   
  Masking the Truth 
   
  Page 12 
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
   
  At the point where the land turned into water, we headed at first light, 
  sun at our backs, into the murky wasteland before us. Our slow, prodding 
  skiff took us past ominous trees that seemed to reach towards us with 
  their prickly branches.  Just as the light of day disappeared beneath the 
  canopy we saw it--a jagged, black finger that pointed toward the sky.  It 
  was covered with both filth and life, but scraping said debris away we 
  found that it was covered with strange glyphs, the likes of which I had 
  never seen.  Fortunately for our small band, Jervis could decipher traces of 
  the ancient script, and we followed the staring lizards to our final 
  destination. 
   
   
   
  
   
  Masking the Truth 
   
  Page 13 
  Map: The Tomb of Tchelopotok
  Map: The Tomb of Tchelopotok
  Map: The Tomb of Tchelopotok
  Map: The Tomb of Tchelopotok    
   
  1 square=5 feet 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Yeomanry/YEO1-01 - Masking the Truth.pdf