TEXT: Rated 5E
  PLANET X GAMES
  5th Edition Compatible for Characters of Levels 5-7
  BY LEVI COMBS
  
  BY LEVI COMBS
  5th Edition Compatible for Characters of Levels 5-7
  
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  planet x games
  Publisher: Planet X Games
  Written by Levi Combs
  Associate Producers: Casey Cristofferson
  Front & Back Cover Artist: Adrian Landeros
  Interior Artists: Adrian Landeros
  Cartography: Karl Stjernberg, John Russell
  Graphic Design/Layout/AABA: Dianna K. Winters-Lewis
  Logo Design: Tony Avina
  Stats and Rules: Patrick N. Pilgrim
  Project Videos: Nate O’Guin, Michael McHenry
  Head Play Tester: Andrew Combs
  Additional Play Testers: Ted Bennett, Doug DuPont
  Marketing/Advertising: @it_came_from_beyond_planet_x
  Thralls of the Mummy Bride: Jill Combs, Brandon Wood, 
  Patricia LaPrade Wood, Michael McHenry
  Summoned Monsters: Jennifer Joseph, Fernando Martinez 
  Batiz, Jason McNab
  Trapped Souls: Alyssi Syldrae, Hali Oakenspear
  Simulacrums and Clones: Tim Marshall, Laurie Whiston, Mark 
  Willits, Lawrence Hernandez, Tom McIlwain
  Special Thanks To: Ted Bennett, Matt Finch, Ken Dicke, 
  Doug DuPont, Bill Easlick, James Harbison, Jonathan Head, 
  Lawrence Hernandez, Jennifer Joseph-Hernandez, Will Hose, 
  Jack Lee, Joshua Heatwole, Bryan Marshall, Wes Derequito, 
  Tom McIlwain, Thomas Rank, Tony Avina, Salvador Ruis, 
  Mark Teubert, Justin Luis Vargas, Augie Vargas and Michael 
  Walker. Shout out to the GeekGround!
  A Huge Thanks to my lovely wife, Jenette, for all of her 
  support, love and believing in my ability to deliver a quality 
  project, all while raising a 1-year old!
  A Huge Thanks to Andrew Combs for the many hours of 
  playtesting, breakdowns and helping me break things so they 
  could be made all the better.  This adventure is for you!
  A Huge Thanks to my personal writing sensei Casey 
  Cristofferson for all of his advice, answers, late night text 
  messages and help.  This project never would have gotten off 
  the ground without you.
  Dedicated to the memory of Robert Hosier. 
  Printed in the U.S.A. 
  Planet X Games
  c/o John L. Combs
  325 Bonarda Court, Vacaville, CA 95687
  E-Mail: johnlevicombs@yahoo.com
  Phone: (907) 726-3092
  Please check out our Facebook page!
  ©Copyright 2018, John L. Combs, All Rights Reserved. 
  Jungle Tomb of the Mummy Bride, published by John L. 
  Combs, 325 Bonarda Court, Vacaville, CA 95687.
  LEGAL NOTICE: Jungle Tomb of the Mummy Bride are 
  registered trademarks of John L. Combs. Mazaliztli the 
  Mummy Bride, Cannibalvision, Tlaclocac, Xachtochun, 
  Mtaclochil, Chilmamla, Huechitl, Umjuubu, Huxtocol, 
  Naztolac, the Cannibal Village of Pikaal, Omanjuu, Dol-Mu, 
  Gouge-Eye, the Hateful Fates, Maegg, Mohg, Nazul-Tuk, 
  Juuka, the Ungguuk, Naga Bob, the Ghost Council of Non, 
  “Tzuigecatl, the Deathspeaker” and all prominent characters 
  and likenesses thereof are trademarks of John L. Combs.
  Not for resale. Permission granted to print or photocopy this 
  product for personal use only.
  
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  Jungle Tomb of the Mummy Bride
  Welcome to the first adventure module from Planet X 
  Games - Jungle Tomb of the Mummy Bride – a descent 
  into blood and gold, deep within a lost pyramid in the heart 
  of cannibal country! If slappin’ down old school monsters, 
  climbing through ancient, forgotten places and seeing what 
  lies beyond the secret door behind the magical altar is your 
  kind of thing, then you’re in the right place. Every Planet X 
  Games adventure module is meant to take you back to a time 
  when the simplest things in life were worrying about making 
  your saving throw against a death ray, avoiding falling in that 
  50’ pit and killing some slobbering evil monster before you 
  plundered all of its sweet, sweet loot. In the end, we wanted 
  to write the kind of stuff that we would want to play ourselves. 
  After all, who wants to spend a night of gaming if you’re not 
  having fun?
  Jungle Tomb of the Mummy Bride is designed for a group 
  of player characters who are levels 5-7. The lower level the 
  party members are, the more players they probably need to 
  survive. Any good adventuring group attempting to conquer 
  the Mummy Bride’s tomb should have a rogue or character 
  experienced at dealing with traps, a spell-slinger of arcane 
  magic, and a trusty sword swingin’ meat shield. This particular 
  adventure may lend itself to also having a druid, ranger, and 
  especially a cleric, as there are an abundance of undead 
  creatures within the Mummy Bride’s pyramid. The adventure 
  involves equal measures of combat and good ole’ fashioned 
  dungeon delving, as the players find themselves thrust deep 
  into the intrigue of the accursed Mummy Bride and her blood-
  soaked jungle tomb of terror!
  DISCLAIMER!  To avoid fainting, keep repeating “It’s only a module… it’s only a module…”
  Jungle Tomb of the Mummy Bride
  ADVENTURE BACKGROUND
  In ages past, a great civilization arose amongst the dense, 
  verdant jungles of the south. The native folk who lived here 
  were prosperous and lived more or less peacefully, in relative 
  harmony with the land, the gods and each other. As the years 
  rolled by, the worship of depraved, evil gods slowly crept into 
  their culture and the unsavory practice of appeasing them with 
  living human sacrifice became more and more commonplace. 
  As time passed, the entire civilization slowly slid into reckless 
  decadence and vile practices, until some sort of unexpected 
  cataclysm of unprecedented seemingly might wiped them out.
  In the many centuries since, the jungle has run rampant 
  and reclaimed the land, swallowing up the ruins of the once 
  prosperous but ultimately wicked folk. The city itself is now 
  nothing more than cracked rubble, crumbling edifices and 
  fallen stones - echoes of a time long past. All that remains 
  is the shunned, pyramid at the center of the shattered, 
  overgrown city, covered in tangled vines and overrun with 
  creeping vegetation. A huge monster-mouth doorway yawns 
  wide at its base, beckoning the curious, greedy and foolhardy 
  inside.
  The “Mummy Bride” from the adventure title refers to 
  Mazaliztli, a wicked and thoroughly evil high-priestess who 
  was betrothed – mind, body and soul – to the evil gods of 
  the temple. She still persists today, in an undying sleep as an 
  undead mummy, retaining her spells and powers of old. If the 
  heroes can penetrate the forsaken pyramid’s inner chambers 
  and overcome its terrible guardians and diabolical secrets, they 
  will come face to face with Mazaliztli in the shattered vestiges 
  of her accursed tomb!
  GETTING STARTED
  Characters can find themselves at the doorway to the Mummy 
  Bride’s accursed tomb in a variety of different ways.
  Here There Be Plunderers
  Rumors swirl of a massive, fist-sized gem or “heart of gold” 
  buried somewhere within the chest of the infamous Mummy 
  Bride. Dare the players loot this forsaken temple and seize 
  these riches for themselves?
  Lost and in Peril!
  The players are hopelessly lost, and blindly stumble onto an 
  accursed, ruined city in the moonlight, from which a massive, 
  vine-covered pyramid rises in the center – an echo of a terrible 
  and forgotten religion of dark gods and human sacrifice. 
  Doraag the Explorer
  A powerful nobleman, baron or king has hired brave explorers 
  to investigate and document the dense jungle on the edge of 
  his territory to the south – do the players dare find out what 
  dangers lurk in this forbidden heart of darkness?
  Welcome to the Jungle Baaaaby… Yer’ 
  Gonna Die!!
  Fleeing from enemies who are hot on their tails, the players 
  have plunged into the very heart of darkness itself and are 
  attempting to cross the jungle along the valley floor. In the 
  midst of their escape, they stumble upon the ruins of the 
  ancient pyramid. Dare they go inside?
  
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  planet x games
  Tales of the cursed pyramid and the sleeping tomb of the 
  Mummy Bride have long been a traveler’s tale, passed along 
  by wayward explorers and greedy plunderers alike. Given the 
  many different ways the player characters could have been 
  introduced to the tomb, the kind of information they might 
  have access to can vary from one person to another. 
  Have each player make a DC15 Wisdom (insight) check. If 
  successful, have them roll 1d100 to determine what they may 
  or may not have heard about the fabled jungle pyramid that 
  they stand before. 
  01-20 – The ancient civilization that once prospered here was not 
  completely eradicated. A savage, cannibalistic tribe of hunters remain 
  nearby, offering up forbidden and bloody tribute to the evil gods 
  within and echoing the decadent, terrible habits of their ancestors. 
  (True)
  21-30 – The corpse of the famed “mummy bride” lies inside, 
  betrothed in body and spirit to the evil gods of the pyramid. She 
  was once a powerful priestess and it is said she still stirs within the 
  pyramid’s most secret chambers! (True)
  31-40 – A terrible demon from a lost age – a gigantic, feathered 
  serpent, surrounded by a multi-colored, rainbow-like radiance, sleeps 
  in the pyramid’s interior, coiled around an immense crystal skull of 
  magical powers. (False… but how cool does that sound?!)
  41-50 – The ancient pyramid sits in a long-dormant volcano that has 
  smoldered quietly for centuries. Legend says that if the Mummy Bride 
  is awoken or defiled, the dark gods of the ruined pyramid will become 
  angry and cause the volcano to erupt. (False)
  51-60 – A large, incredibly valuable “heart of gold” rests within 
  the chest of the accursed Mummy Bride, whose name of old is 
  “Mazaliztli” and means “Bride of the Terrible Ones”. (True)
  61-70 – On some dark nights, at certain times of the year, a giant, 
  fanged devil-bat with smoldering red eyes lights atop the top of the 
  pyramid to carry away the tormented souls of the damned. (False)
  71-80 – Many years ago, tomb-robbers and defilers – otherwise 
  known as adventurers – were chased from the tomb by a massive, 
  flesh-eating swarm of army ants, then devoured in the shadow of the 
  pyramid! (True – Mazaliztli used a clerical scroll of creeping doom on 
  an especially troublesome pack of adventurers)
  81-90 – Once every thirty years, the sun is fully eclipsed and during 
  that time the restless spirits of the damned come forth as the mystical 
  walls between the lands of the living and the realm of the dead are 
  worn thin. (Could be true…. if you want it to be!)
  91-96 – Over the centuries, a subtle and malignant taint has seeped 
  into the vegetation, roots and vines that cover the ancient pyramid. 
  Natives and adventurers alike have reported that the very vines and 
  roots themselves have dragged unwilling men screaming into the 
  pyramid… never to be seen again! (True – an insidious jungle creeper 
  once laired near the mouth of the pyramid but was destroyed by 
  adventurers)
  97-00 – A new cult has arisen within the depths of the jungle 
  pyramid, bent on bringing back the evil worship of their old gods. 
  They have subjugated the local tribe of savage cannibals, who bring 
  them sacrifices, gold, captured wealth and fresh blood. Soon, the 
  steps of the pyramid will once again run slick with the blood of the 
  screaming unfaithful! (False)
  RUMORS
  
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  Jungle Tomb of the Mummy Bride
  See the Monster Appendix for the statistics for all new 
  monsters. All other monsters can be found in the core rules 
  and are not included in this adventure module.
  Roll 1d12:
  1 – Agouti (1d12) – These chittering, rodent-like creatures scurry 
  about the ruins and occasionally inside the pyramid. They only 
  engage the player characters if they are threatened or attacked. Use 
  the statistics for giant rats.
  2 – Bats – These creatures attack as a swarm but usually only do so 
  if they are threatened or attacked. Inside the ruins, there is a 50% 
  chance that these are actually vampire bats. 
  3 – Tsantsa Zombies (1d6+1) – Treat these as normal, slow-moving 
  zombies, except that their heads are of the “shrunken” variety, with 
  the eyes and lips sewn shut. They tend to mumble incoherently in 
  their everlasting torment and always attack last. Oh, and they look 
  ridiculous. Use the statistics for zombies.
  4 – Giant Spiders (1d4+1) – This variety of spider does not spin 
  webs, but is very adept at jumping.
  5 – Shadows (2d4) – These are the tortured souls of the thousands 
  sacrificed in the pyramid. Their presence is always foreshadowed by a 
  unnerving, whispered murmur.
  6 – Jungle Beetle Swarm – Motivated strictly by hunger and 
  attracted to movement, use the statistics for a swarm of insects with 
  the swarm of beetles variant insect swarm.
  7 – Big-Ass Frogs (1d6+1) – Found throughout the jungle, some 
  of these over-sized amphibians have been drawn to the evil of the 
  pyramid. There is a 50% chance that any big-ass frogs encountered 
  within the pyramid have been tainted by the evil of the Mummy 
  Bride’s tomb, making them Bad-Ass-Devil Frogs. Otherwise, use the 
  statistics for giant frogs.
  8 – Swarm of Crawling Claws – These re-animated hands were 
  taken from sacrificial victims and offered up to the evil gods of the 
  pyramid. Released by a cave-in, landslide or the rising of water in the 
  cenote on the ground floor, they now prowl the pyramid, seeking to 
  destroy the living.
  9 – Cannibal War-Party – Local primitive savages from a nearby 
  tribe of cannibals, this war party has come to the pyramid to make 
  an offering to its evil gods. The party consists of 2d4 cannibals, a 
  cannibal sub-chief, and a cannibal witch doctor. Because they have 
  come to pay homage and sacrifice offerings, they possess double the 
  standard treasure. 
  10 – Fake Mummies (1d4+1) – Although they appear as typical 
  South American style mummies, complete with headdress, ceremonial 
  wrappings, gold jewelry of minor value, feathered accoutrements and 
  so on, use the statistics for a zombie with 33 hit points.
  11 – Big Ole’ Snake (1d2) – Giant snakes are nothing new in the 
  jungle, but these slithering bad asses are both cunning and aggressive, 
  attempting to constrict one opponent and bite it repeatedly until it 
  stops fighting. Use the statistics for giant snakes.
  12 – Insidious Jungle Creeper (1) – Infused with evil from the 
  pyramid, certain places have animated their tangled roots and 
  creeping vines, becoming insidious jungle creepers. They lash out 
  against anyone invading their area, hungry for the fresh blood of the 
  living!
  WANDERING MONSTER LIST
  
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  A FEW THINGS TO HELP  
  YOU ALONG…
  The following is a small list of terms, with their definitions, that 
  are used throughout this adventure module:
  Cannibalsploitation – An infamous sub-genre of exploitation 
  movies, these kinds of films often focus on cannibal tribesmen 
  of southern jungles and their “horrid traditions”. These films 
  are often earmarked by the vile cannibal practices of the 
  natives and the savage deaths of the film’s central characters.
  Cenote – A cenote is a natural pit or sinkhole, resulting from 
  the collapse of limestone bedrock, exposing groundwater 
  underneath. They are often used for drinking water, but 
  are sometimes used for sacrifices, bathing or as refuse pits. 
  Creatures of all sorts have been known to lair in them after 
  they have run dry.
  Grindhouse-Style – This term refers to the old school 
  atmosphere and style that we’ve infused in our modules. Our 
  adventures are fast and dirty, like a warhammer to the face. 
  Exploitation themes and a b-movie vibe are the rule of play, 
  with an emphasis on fun and playability.
  
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  Jungle Tomb of the Mummy Bride
  Tsantsa – Also known as a shrunken head, these items are 
  specially prepared human or demi-human heads, taken from 
  a living creature in battle or by sacrifice, used for trophy, ritual 
  or trade purposes. Many tribal leaders show off their collection 
  of tsantsas to scare off their enemies.
  INTRODUCING THE TROPE 
  MECHANIC… IN FANTASTIC 
  CANNIBALVISION™!!
  Part of what makes a Planet X Games adventure module feel 
  unique is the atmosphere and setting. To this end, the classic 
  tropes associated with the “lost jungle” or “cannibalsploitation” 
  genre are an important part of making the adventure feel 
  and play a certain way. The following list is just a sample of 
  the many tropes the Game Master can use that will go a long 
  way towards giving Jungle Tomb of the Mummy Bride that 
  “grindhouse” feel.
  4	The primitive jungle that this adventure is set in is most
  definitely a “lost land in a place that time forgot” kind of 
  setting. Everything is primitive and uncivilized by any sort 
  of modern standard. It’s a rough, rugged environment full 
  of violent and bloodthirsty enemies – getting from one 
  point to another should always reflect this.
  4	Being chased by angry natives is always encouraged…
   
  especially if those natives are chasing them into the lost  
   
  pyramid itself!
  4	Any “cannibal savages” encountered by the players are of  
   
  the typical “bone-nosed maniac” variety – primitive  
   
  Stone-Age savages, painted in bright colors and adorned  
   
  with colorful bird feathers, simple armor and deadly  
   
  weapons… hungry for human flesh!
  4	Sacrifices are always made – be they by bloodthirsty natives  
   
  furious at the players for their trespass or by the undead  
   
  inhabitants of the Mummy Bride’s tomb, hungry for the  
   
  souls of the living. It’s ALWAYS a fate worse than death for  
   
  any unlucky players who trespass on the hallowed grounds  
   
  of the forbidden gods of the cannibal folk!
  4	Nudity that would make even a copy of a 1980’s era  
   
  National Geographic blush.
  4	If the players seem to be having little trouble with  
   
  the cannibal folk of the region, feel free to turn up the  
   
  heat! Adding in class levels, deadlier poisons, wild animal  
   
  companions, weird jungle-themed spells and forbidden  
   
  curses are all great ways to beef up the savagery of the  
   
  natives without conceding anything to the players. Let the  
   
  hunters become the hunted!
  4	The strange gods of the savage folk should be almost  
   
  alien to the players, as they do not conform to the rites  
   
  and rituals of more civilized faiths. Their malevolent  
   
  motives and despicable desires are beyond the imaginations  
   
  of more educated, well-mannered cultures! 
  4	The savages of the region’s primitive jungles show  
   
  absolutely no mercy to outsiders who trespass on their  
   
  territory! Enemies have been lowered into piranha infested  
   
  waters, or buried up to their necks in a nest of bullet ants…  
   
  and those are the ones who got off easy! These cannibal  
   
  maniacs show absolutely no mercy!
  4	When describing the jungle and its “lost in time”  
   
  inhabitants, remember that everything in this ancient  
   
  world is bigger than it should be and that goes double  
   
  for the freakiness factor. Mosquitoes the size of a puppy or  
   
  ridiculous swarms of giant leeches should be the norm  
   
  in such an unforgiving, prehistoric land. What? You’ve got a  
   
  parasite? No – you have a GIANT parasite!
  4	If it can be built out of bamboo and vines (the height of  
   
  jungle technology), you’ll find it here! Nothing is potentially  
   
  too outrageous.
  4	Players stray off the path? Feel free to introduce some  
   
  dinosaurs… or even a few dozen! Dinosaurs not cutting it?  
   
  How about fire-breathing demon-dinosaurs that relentlessly  
   
  dog the players looking to make them into a snack? It  
   
  also can’t hurt if maybe the dinosaurs have a bit of a classic  
   
  claymation herky-jerky feel to them… or maybe even have  
   
  a “man in a rubber suit” look. Of course, that’s not the case  
   
  at all, as any player who is gobbled up and devoured by one  
   
  of these prehistoric beasties will find out!
  4	If it’s in the jungle, it wants to eat you. No explanations.  
   
  The world is a cruel, hungry place and you’re almost always  
   
  on the menu!
  
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  The Plaza of the Old Gods
  
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  Jungle Tomb of the Mummy Bride
  THE PLAZA OF THE OLD GODS
  Hate and horror brought this ancient temple to life… but 
  nothing could bring it death!
  A broad stone walkway leads to the entrance of the pyramid. 
  On either side of the plaza are old, cracked stone statues 
  depicting the various celestial beings once worshiped by 
  this lost folk. Some of them – those gods who would have 
  been considered good and benign - have been decapitated, 
  dismembered and defaced in an obvious act of vandalism and 
  defilement. Other, more devilish-looking statues have withered 
  wreaths of flowers and garlands of plants circling their necks, 
  along with small tributes of long-spoiled food and gnawed, 
  split bones at their feet.
  A successful DC 12 Intelligence (Religion) check will reveal the 
  identities of those gods whose faces have not been defaced 
  or vandalized with the passage of time. They are from, left to 
  right, the ancient evil gods Tlaclocac, Xachtochun, Mtaclochil, 
  Chilmamla and Huechitl - cruel, decadent deities that are still 
  known to the cannibal folk of the region to this day.
  At the end of the walkway, a weathered stone plinth – some 
  20’ tall and seemingly mined from volcanic rock, unlike 
  anything else in the plaza - stands before the opening to the 
  pyramid, boldly engraved with the following prayer:
  “Submit yourselves before Tlaclocac, lord of the underworld. 
  Cower before Xachtochun, bringer of night. Appease the 
  appetite of Mtaclochil, the lustful one. Relent to Chilmamla, 
  the black sun. Surrender to Huechitl, the drowned one. 
  Refuse not – your blood feeds the roots of the world.”
  It is likely that players will not be able to read the prayer on 
  their own, since it is in the language of those who inhabit the 
  valley - but any simple magic like comprehend languages 
  will reveal the plinth’s words and meaning. Furthermore, a 
  successful DC 15 Intelligence check will enable the reader to 
  uncover the base meaning of the engraved prayer.
  1 - Doorway…. To Death! 
  Enter a lost world of blood-curdling shock and ages old 
  terror!
  The ground-floor opening to the pyramid is some 30' tall and 
  25' wide, fashioned to resemble the highly-stylized face of a 
  howling, baboon-like demon, mouth agape. Pointed stone 
  teeth line the top and bottom of the entrance, with a 5' wide, 
  single-file access point between them, allowing entrance into 
  the pyramid. Fresh blood, seemingly no more than a day old, 
  stains the teeth of the lower jaw, an obvious act of tribute and 
  appeasement, most likely by the local cannibal tribes.
  The steps of the jungle pyramid continue to rise to their 
  pinnacle far above the ground-floor opening.
  A definitive aura of evil emanates from within the pyramid, 
  easily detectable without the use of magic. However, if a 
  detect evil and good spell is used or a paladin’s divine sense 
  ability is in operation, a heavy aura of both chaos and evil are 
  revealed.
  2 - Grand Foyer
  Doorway to Death 2: The Deathening!
  This ancient chamber is 25' wide and 15' long. The walls of 
  this ancient, decrepit foyer are carved with detailed bas relief 
  and well-chiseled depictions of ancient life within the once 
  grand temple. Detailed patterns and surprisingly well-colored 
  engravings depict the daily duties of the bygone priests, 
  resplendent in multi-colored, feathered headdresses and skirts 
  of bone. Human sacrifice and bloody appeasement to dark 
  and evil gods seems to be the central theme, with some priests 
  offering the hearts of their victims to the sky while the severed 
  heads of countless others tumble down the gore-streaked steps 
  of the ages-old pyramid.
  A large door of discolored, verdigris-covered brass lies to the 
  south, wide open and wedged in place with a handful of old, 
  yellowing human bones. Etched into the brass is the image of 
  an ancient warrior with an intricate headdress holding a coiling 
  constrictor snake aloft with two hands as the snake snaps its 
  jaws at his face. The snake’s eyes are inlaid with polished jade 
  that, if pried loose, will yield 25 gp each. However, excessive 
  prying and noise may alert the ghouls in the nearby chamber.
  LEVEL ONE
  
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  Level One, Jungle Tomb of the Mummy Bride
  
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  Jungle Tomb of the Mummy Bride
  3 - Grand Hallway
  They entered a place… of ancient pain!
  This long, wide hallway is 50' long and 25' wide. It has two 
  doorways along each side, before opening up into a larger, 
  much wider area. Like many areas on the ground floor, the 
  ceiling is covered with creeping vines and the occasional 
  bit of hanging moss. The floor in this hallway is cracked in 
  places, but not in a way that would threaten danger or hinder 
  movement. 
  The floor here is engraved, showcasing a number of different 
  scenes representing daily life in and around the pyramid 
  during its ancient days. One section shows primitive tribes 
  making war on one another, armed with long spears and 
  wicked-looking swords, committing horrible atrocities. Another 
  depicts day-to-day life in the village, with brightly-colored 
  men and women hunting, butchering animals and harvesting 
  bizarre-looking fruits. Still another depicts the ancient pyramid 
  itself, with a blazing, black sun at its zenith, and priests and 
  worshipers alike committing suicide with curving daggers.
  4 - Ssssssssslime
  Something slimy, something green – someone bloody, 
  someone screams!
  At one time, the ceremonial vestments of the faithful were 
  kept here, and stands made of bamboo held feathered 
  headdresses, elaborately painted loincloths and wide belts 
  festooned with tiny human bones. The walls held cruel-looking 
  ceremonial daggers, ready for sacrificial rituals. Now, all that 
  is left are two broad, circular stones that were once painted 
  a bright turquoise but have faded with age, draped in rotting 
  garments and a few odd bird feathers. Bits of dry, brittle twine 
  and old vines hang from empty hooks where daggers once 
  rested. The walls are cracked but stable, and twisting vines 
  snake across the ceiling. There is a doorway in the west wall.
  Hidden amongst the vines and hanging moss on the ceiling 
  is a patch of particularly virulent and sticky mottled slime. It 
  drops down onto the player characters if it detects any sort of 
  movement beneath it.
  The 5-foot patch of mottled slime is caustic and will erode 
  flesh and metal on contact with its acidic secretions. The 
  mottled slime has blindsight to a radius of 30 feet and reacts 
  to the movement within this area. If a creature is aware of 
  the slime’s presence, a successful DC 10 Dexterity saving 
  throw by that creature is sufficient to avoid being struck by the 
  slime. A failed saving throw, or lack of awareness of the slime, 
  prevents the creature from avoiding the slime as it drops onto 
  its unsuspecting prey. 
  The mottled slime does 5 (1d10) acid damage to any creature 
  that it comes into contact with. The creature takes an 
  additional 5 (1d10) acid damage at the start of each of its 
  turns, or until an action is used to scrape the slime off or 
  until the slime is destroyed. Metal that comes into contact 
  with the slime takes 11 (2d10) acid damage each round, and 
  any nonmagical metal weapon used to remove the slime is 
  destroyed. 
  The patch of mottled slime can be destroyed by direct sunlight, 
  cure disease effects, and cold, fire or radiant damage.
  5 - The Fountain of Four Faces
  “Nothing is forgotten. These ancient stones tell a tale of 
  blood and terror.”
  This room has fallen victim to a partial collapse, leaving the 
  southeast section of the room choked with assorted rubble 
  and fallen stones. Vines and patches of green, subterranean 
  moss cover the rubble. A crumbling stone fountain sits in the 
  center of the room, also covered in a clinging mass of vines 
  and moss, though it is filled about halfway with disgusting, 
  brackish water. While it is no longer functional, the fountain is 
  nevertheless intricately carved, depicting four different, highly-
  stylized animal heads, all pointing in different directions. The 
  carved heads depict a snarling jaguar, a bulbous-eyed devil-
  frog, a hissing giant bat and a snake, its fanged jaws open and 
  ready to bite. A doorway yawns wide on the east wall.
  In ages past, worshipers and priests would come to this 
  fountain to wash their hands and bodies clean, so they could 
  prepare themselves to greet their gods. Time and ruin has 
  taken its toll on both the room and the fountain and there is 
  no longer anything of value to be found here.
  6 - The Deserted Forum
  Winner Winner, Human Dinner!
  This room appears to have been some sort of open forum at 
  one time, but the crude stone seats have all been overturned 
  and the podium – once painted a bright red - is cracked and 
  split. The walls are painted with frightening scenes of old, 
  depicting acts of defilement and torture, as a great, horned 
  figure wearing a headdress of skulls and feathers looks down. 
  Vines and roots creep in from the walls and ceiling.
  Crouching about, gnawing on split, cracked bones and 
  scuttling around on the floor looking for ragged scraps of 
  flesh are 2d6 ghouls. Formerly, these undead creatures were 
  local savages that got too close to the pyramid and paid for it 
  with their lives, tainted and transformed by its twisted, unholy 
  energies. Now, they wait here for night to fall and prowl the 
  nearby jungle. They will attack the living on sight.
  
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  7 - Umjuubu Unchained! 
  It whispers! It gibbers! It shrieks the secrets of the dead!
  A large portion of this room has suffered a collapse, sealing 
  off the entire back wall, along with the southern and eastern 
  portions of this room. Vines crawl over the wreckage and 
  moss clings to the stones, but there is seemingly nothing of 
  interest in this chamber.
  However, behind a concealed niche in the wall, directly to 
  the right of the entrance, lies a secret. On a successful DC 
  15 Intelligence (Investigation) check, the severed, undead, 
  mummified head of a great, long-dead shaman – Umjuubu 
  the Old - lies hidden in a secret compartment, its mouth sewn 
  shut to prevent it from gibbering eldritch secrets and mysteries 
  of the dead. When found and held aloft, its eyes will open 
  revealing two evil-looking yellow pupils and it will suddenly 
  begin to mumble, attempting to speak. If the head’s lips are 
  pried open and the bindings severed, the head will gibber forth 
  the same phrase over and over, in the language of the old, 
  savage folk of the pyramid: 
  
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  Jungle Tomb of the Mummy Bride
  “Praise to the Bloody Ones, of fanged mouth and fire eyes. 
  I submit before thee – a vessel of your wrath, a whisper of 
  your vengeance.”
  These words, if repeated when the players are moving through 
  encounter area 12, will allow them to circumvent the dangers 
  there that are usually triggered when intruders pass through 
  them. See the description of the summoning totems for more 
  details.
  In addition, once the mouth of the skull is pried open, a 
  successful DC 13 Wisdom (Perception) check will reveal a ring 
  inside the head’s mouth. This is a ring of animal influence.
  8 - Hall of the Last Folk 
  They Crawl! 
  Fashioned to represent strong, stoic-looking jungle warriors 
  wearing feather headdresses and carrying obsidian-tipped 
  spears in each one of their crossed arms, these statues are 8’ 
  tall and carved from the same sort of volcanic rock that the 
  ruined plinth outside of the temple’s entrance is fashioned 
  from. Each statue wears a simply-fashioned, jungle-twine 
  necklace strung with withered, mummified human hands 
  strung around their necks. A successful DC 10 Wisdom 
  (Perception) check reveals that some of the severed hands are 
  fresher and more recent than others, indicating that they’ve 
  been replaced over the ages. 
  There are 5 statues in all – two along each side of the room 
  and a larger one at the very end, which stands 10’ tall. In the 
  headdress of the larger statue at the end, a curious-looking, 
  star-shaped red crystal glints in the torchlight. 
  The smooth, star-shaped gemstone set into the statue is a 
  sturdy, decorative crystal of tinted ruby quartz, with a value 
  of up to 800 gold pieces to the right buyer (even more so to a 
  collector). It can be removed from the statue quite easily and 
  appears to be some sort of oddly-shaped key. 
  However, a hidden danger lurks for those who are not 
  properly versed in the ancient, evil etiquette of the decrepit 
  temple. Unless the players have their characters recite the 
  prayer spoken by the hidden, mummified head of Umjuubu the 
  Old found in encounter area 7, the removal of the crystal will 
  cause the statues to uncross their arms in unison, revealing a 
  one foot, circular hole in the chest of each statue. Inside each 
  hole, crawling claws will scuttle forth, immediately forming a 
  swarm and attacking the interlopers. The swarm of crawling 
  claws will attack until they are destroyed or their opponents 
  are dead.
  If the swarm of crawling claws manages to defeat the 
  intruders, all those who remain will scuttle back inside the 
  statues and the trap will reset within 1 hour.
  The gemstone can be used to open the Sun Door on the third 
  floor.
  9 - Idol of the Demon-Toad
  Hellish! Forbidden! Vile! Bloated! Dare you tempt this 
  wicked idol of cruelty and terror?!
  A cracked and crumbling doorway on the western wall allows 
  access to this room, which is dominated by a squat, 10' slab 
  of heavy stone that was painted green long ago, though the 
  paint is now cracked, peeling and faded with the passage 
  of ages. On top of the broad stone slab is the statue of a 
  squat, hideous, demonic-looking toad-like creature, its mouth 
  fanged and agape, also painted a long-faded greenish hue. 
  The devilish statue’s eyes appear to be crudely fashioned out 
  of some sort of cloudy, crystalline rock, but are otherwise 
  worthless.  
  Upon closer inspection, the statue of the fiendish toad-like 
  creature is found to have a groove cut into its lower jaw, 
  ending in a small, round hole, little more than 6 or 8 inches 
  in diameter, at the back of its throat. This odd craven idol 
  is actually a crude but sinister device that can be manually 
  operated to open a secret door at the south end of the room, 
  but someone has to place their arm inside the frog’s mouth 
  and activate the lever from inside the hole in order for it to 
  open. If this takes place, the idol’s mouth will instantly clamp 
  down upon the person’s arm, driving the evil-looking toad’s 
  fangs into their flesh and dealing a single point of damage. A 
  successful DC 13 Intelligence (Investigation) check indicates 
  that the craven idol is most likely trapped. Furthermore, if the 
  check succeeds by 5 or more, the player can deduce how the 
  trap works. A successful DC 16 Dexterity check using thieves’ 
  tools is sufficient to disarm or bypass the trap.
  If the mechanism is activated, the statue’s mouth slowly 
  crushes the unfortunate victim’s arm, as the fangs drive deeper 
  into their flesh and the dusky crystalline eyes of the devilish 
  eidolon begin to fill with the victim’s blood. 
  This process takes 2d4 rounds, during which the character 
  takes 2 (1d4) piercing damage and their hit point maximum 
  is reduced by 5 (1d10) each round, as the blood is literally 
  drained from their body to fill the idol. This reduction lasts 
  until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. At any time, the 
  victim can make a successful DC 16 Strength check to tear 
  himself loose from the loathsome statue’s grip. A successful 
  
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  check means that the player was able to wrench his arm free, 
  though they will deal an additional 2 (1d4) piercing damage 
  to themselves and the process of filling up the idol will have 
  stopped. If another player wishes to continue this process or 
  to start anew, they will have to wait a full ten minutes for the 
  device to reset and will then have to start the process over, 
  from the beginning.
  Once the idol has greedily sated its thirst with the victim’s 
  blood and the crystal eyes have filled, a loud bell will toll deep 
  within the earth, the mouth will un-clamp and release the 
  victim’s arm, causing the secret door on the south wall to open 
  and revealing the entrance to the hallway beyond.
  10 - Slippery When Dead
  Everyone has nightmares about the worst ways to die... 
  especially your characters!
  This circular stone passageway is some 80' long and painted 
  in once-bright colors, from floor to ceiling, in highly-stylized 
  scenes of depravity, butchery and human sacrifice. In days 
  of old, this hallway was meant to simulate one’s journey to 
  the underworld after death. Evil-looking priests of old clad in 
  elaborate headdresses cavort with winged demonic beasts and 
  the very earth opens up to swallow the unfaithful. Corpses 
  dance about, lit by fire, torturing the weak, while giant, fanged 
  mouths rip the flesh from native warriors. All about, the 
  leering faces of devils smile and cackle wordlessly.
  Approaching the corridor with any kind of source of reliable 
  light (torches, lanterns or better), allow the player characters 
  to make a DC 13 Wisdom (Perception) check. If successful, 
  they notice that there are places in the corridor, deftly hidden 
  by the paintings and designs, containing circular holes of an 
  undetermined depth. Upon closer inspection, these holes are 
  5' in diameter. 
  As players start to walk through the corridor, it will slowly 
  begin to rotate. While it is easy enough to traverse at first, 
  it picks up speed and effectively cuts the players’ movement 
  speed down to five feet each round, as they have to step about 
  and find their footing in the corridor. In addition, the niches 
  and grinning mouths carved in the hallway hold 1d2+1 ochre 
  jellies that will “pour out” of the holes in the corridor as it 
  turns. These slimes are mindless, and will attack the closest 
  living thing to them.
  Attempting to navigate the rotating corridor will result in a 
  disadvantage on all attacks and on any Dexterity checks. If the 
  character has a bonus to AC from Dexterity, the corridor also 
  negates the bonus. Because of their curious, alien anatomy, 
  the ochre jellies receive no penalty while in the corridor. They 
  attack from the floor and the ceiling and will pursue their 
  victims beyond the confines of the rotating tunnel. 
  11 - Black Brothers of the Cannibal God
  They went into that terrible old tomb alive… and came out 
  in pieces!
  The rotating hallway exits through a circular doorway into 
  this room. After the last player exits the corridor, it will stop 
  rotating two rounds later.
  This brightly painted chamber appears to be a tomb of 
  sorts, with two upright thrones, painted gold, holding the 
  skeletal, mummified remains of two priests of old. Each of 
  these crumbling, mummified figures hold obsidian swords, 
  wear feathered headdresses and are resplendent in their gold 
  vestments inlaid with jade and turquoise.  An assortment of 
  ancient ceremonial urns, coffers and earthen pots sit nearby. 
  The walls in this room are intricately carved with shocking, 
  vivid images of leering, skull-faced priests performing great 
  miracles and committing acts of terrible brutality. Unlike most 
  areas on the ground floor of the pyramid, there are no creeper 
  vines or hanging moss here – just bare, cracked stone laden 
  with the dust and grime of the ages.
  The two evil priests that are entombed here, Huxtocol and 
  Naztolac, have persisted in this world long beyond their 
  deaths, although they rarely stir from their centuries of sleep 
  unless disturbed. They have the statistics of wights with 66 hit 
  points each, and Huxtocol is in possession of a cannibal jar, 
  using it the first chance he gets on any living creatures.
  One of the lidless coffers holds 2 golden idols with polished 
  jade eyes fashioned to resemble jaguar-headed, bare-chested 
  warriors (450 gp each) and a golden scepter fashioned with 
  a jaguar-headed tip (250 gp). The other coffer holds a large 
  jade mask fashioned to resemble a demonic, snarling face 
  (225 gp). The ceramic urns all contain the long-rotted vestiges 
  of grain and little else other than an unhealthy looking but 
  non-monstrous rot. Three simple looking clay pots each hold a 
  potion of healing, while a fourth one has turned into a potion 
  of poison over the centuries. The clerical vestments worn by 
  Huxtocol and Naztolac, though rotting, can be salvaged to 
  yield 235 gp in mixed gold, jade and turquoise. Their obsidian 
  swords are worth 25 gp each
  12 - Here There Be Monsters! 
  Shock! Horror! Death! Can they survive the triple totem 
  threat of summoned sorcerous savagery? 
  This area is some 75' long and 15' wide, resembling a gallery 
  of sorts.  On the south wall, a pair of 12' tall wooden totem 
  poles have been displayed prominently before a door of beaten 
  brass, which is turning green and blue from a combination of 
  oxidation and verdigris. The areas directly above and to each 
  side of the door are carved with detailed bas reliefs of leering, 
  screaming faces, all with their mouths agape. The faces all 
  
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  Jungle Tomb of the Mummy Bride
  seem human, and of the region, with prominent noses, deep 
  set eyes and long ears, but to have an evil glare to them. 
  A second set of totem poles can also be found, one at each 
  end of the chamber, to the east and west. Each one of the 
  poles is adorned with stylistic carvings and crudely painted 
  images meant to inspire terror and dread. Scenes of giant dire 
  jaguars feasting upon screaming villagers, ravenous jungle 
  beetle swarms devouring native folk whole, huge spiders, 
  two-headed giant snakes and all sorts of viscous-looking jungle 
  predators in the act of feeding or killing can be seen carved 
  into them. The top of each pole is crowned with a carved 
  image of a wide-mouthed, curiously evil-looking frog, its eyes 
  painted red.
  Physically passing between the totems summons forth 
  creatures to defend the temple and slay intruders, as a 
  summon monster spell. At one time, proper prayers could be 
  pronounced before the totems to allow safe passage, but these 
  intonations have been lost to the passage of time. However, if 
  the players discovered the hidden mummified skull of Umjubuu 
  the Old in encounter area 7, pried the hideous thing’s lips 
  apart and deciphered its gibbering message, they can repeat it 
  here to pass between the totems unharmed. The intonation is:
  “Praise to the Bloody Ones, of fanged mouth and fire eyes. 
  I submit before thee – a vessel of your wrath, a whisper of 
  your vengeance.”
  Any summoned creatures will attack the infidels until they are 
  slain or all enemies are killed. Afterwards, they disappear, 
  summoned back to whatever hellish domain from which they 
  were spawned.
  The brass door beyond is both locked and trapped. A 
  successful DC 15 Dexterity check with thieves’ tools is 
  required to open the door, though it can be destroyed by 
  conventional means. 
  The trap on the door will unleash poisonous darts, firing 
  from the open mouths of the many hideous stone faces 
  situated around the door. Anyone within a 10' area around 
  the door will be affected. A successful DC 14 Intelligence 
  (Investigation) check will show the trap for what it truly is and 
  a further successful DC 20 Dexterity check with thieves’ tools 
  is required to disable it. If the players attempt to open the door 
  without first discovering and disarming the trap, or by merely 
  forcing or destroying it, they will trigger the trap immediately.
  If a character fails to disarm the trap, 10 poisonous darts 
  fire from the open mouths of the many hideous stone faces 
  situated around the door. Each dart makes a ranged attack 
  with a +8 bonus against a random target within 10 feet of the 
  door. A target takes 2 (1d4) piercing damage and must succeed 
  on a DC 15 Consititution saving throw, taking 11 (2d10) 
  damage on a failed save, or half as much on a successful one.
  When the players pass between the pillars, consult the 
  following table to see what guardian beast is summoned forth:
   1 – 1d4+1 Giant Vampiric Bats
   2 – 1d6+1 Giant Spiders
   3 – 1d3+1 Dire Jaguars (use the statistics for  
      
  Saber-Tooth Tigers)
   4 – 1d4+1 Big Ass Frogs
   5 – 1d2+1 Giant Constrictor Snakes
   6 – 1d3+1 Bad Ass Devil Frogs
   7 – Game Master’s Choice.
   8 – Roll Twice, Add Both.
  13 - The Faceless Idol of Xachtochun 
  It’s an evil idol of black fortune and terrible woe! Don’t miss 
  this shock-crammed punch-packed double thriller-chiller-
  terror experience!
  A horrible, well-carved stone idol dominates the wall of this 
  chamber, its 8 arms outstretched and fashioned with sconces 
  to hold torches. The idol’s body resembles a powerfully built 
  devil with a necklace and belt fashioned from the screaming 
  heads and skulls of the living. Its face, however, has been 
  chipped and struck away, rendering its identity and terrible 
  countenance unknown. Numerous niches and holes fill the 
  unholy statue, and it appears that gems and precious stones 
  were once held in them. Before the idol, a simple-looking 
  stone bowl sits, stained with fire and what the players can only 
  guess to be the remnants of long-dried sacrificial blood.
  A successful DC 15 Intelligence (Religion) check will reveal 
  that this statue most likely represents the countenance of 
  Xactochun, a little-known but otherwise evil god of the 
  underworld. 
  The idol is both magical and powerful, as a detect magic spell 
  or its equivalent will reveal. At one time, this idol had an actual 
  religious purpose and significance to the evil cultists of the 
  pyramid. In the centuries since it was abandoned, would be 
  plunderers and wayward adventurers have hacked away and 
  stolen the gemstones from the sundered face of this evil god. 
  All the while, the diabolical energies of the unholy pyramid 
  have slowly crept in, twisting its original powers.
  
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  46-50 - Roll d100. On a result of 01-50, the character’s primary 
  ability score (based on class) are permanently increased by 
  1 point. On a roll of 51-00, the character is afflicted by the 
  feeblemind spell (spell save DC 15).
  51-55 - Roll d100. On a result of 01-50, the character 
  permanently gains a bonus of +1 to all saving throws. On a result 
  of 51-00, the character is blinded indefinitely. The blindness can 
  be cured by a greater restoration spell.
  56-60 - Roll d100. On a result of 01-50, the character’s 
  Constitution score is permanently increased by 1. On a result of 
  51-00, the character is afflicted by the contagion spell (spell save 
  DC 15).
  61-65 - Roll d100. On a result of 01-50, the character is healed 
  for 3d8 hit points. On a result of 51-00, the character takes 3d8 
  necrotic damage.
  66-70 - The blessings of the gods are upon you! You have 
  advantage on all of your saving throws until sunrise of the next 
  day.
  71-75 - The gods take you under their protection. For as long as 
  you remain in the temple and its surrounding lands, you do an 
  extra 2 points of damage on all attacks, and have advantage on 
  saving throws, skill checks and ability checks.
  76-80 - Any and all curses on you are lifted. Any diseases or 
  magical afflictions are cured. Any poisons that you have been 
  affected by are gone and their effects are instantly healed.
  81-85 - You act as if under the effects of a potion of heroism for 
  the next 24 hours.
  86-90 – The next spell effect that would cause you damage or a 
  negative effect instead has all of its damage and effects negated, 
  as if they never occurred. This only happens once and then the 
  boon disappears.
  91-95 - The gods speak! The character may have the answer to 
  any one question, as if affected by a divination spell.
  96-00 - The gods smile upon you! You have been granted a 
  single wish but are not aware you have it. A warm feeling of 
  prosperity and enlightenment flows over you, but you otherwise 
  feel normal.
  There are two sets of stairs, one on each end and leading up 
  to the second floor, on the wall to the north. Doorways yawn 
  wide on the west and east walls. At the southern end of the 
  room, a successful DC13 Wisdom (Perception) check will 
  reveal a secret door leading to a passageway south. The door 
  is neither locked nor trapped.
  The evil idol accepts sacrifices. Sacrifices can be gold, 
  gems, art objects of value, magical items or anything with a 
  significant gold piece value. Although the player can make as 
  many sacrifices as they choose, they may only roll on the table 
  below once in a 24 hour period. If a sacrifice of at least 1,000 
  gp is burned in the bowl before the idol, roll d100 and consult 
  the following table for the result:
  01-05 - You have offended the gods and are cursed! For as long as 
  you remain in the temple and the surrounding area, all attack and 
  damage rolls, ability checks, saving throws and skill checks are made 
  with disadvantage.
  06-10 - The idol demands that its hunger be sated! It permanently 
  lowers the hit point total of the character by 1d4+1. These hit 
  points are permanently gone and can only be restored a wish 
  spell or divine intervention.
  11-15 - Screams and wails echo forth from the bowl, driving all 
  those within 60 feet mad. All living creatures within 30 feet must 
  make a successful DC 11 Wisdom saving throw or be affected by 
  a confusion spell.
  16-20 - An evil eye glares into your soul! Within the next 24 
  hours, the Game Master can voluntarily choose one saving throw 
  for that character to fail.
  21-25 - The bowl smokes and blood bubbles forth. A monster of 
  your choice is summoned forth and is immediately hostile to the 
  characters. It fights to the death and disappears if it is slain.
  26-30 – You are the victim of a primal sorcerous curse! The next 
  magical spell or effect that specifically causes physical damage 
  to your character instead has its damage doubled. If this damage 
  results in the death of the player, he is instead disintegrated as the 
  gods erase his presence from the very fabric of reality!
  31-35 - There is no good or evil – only power and those too weak 
  to seize it! If the character is good or neutral aligned, his primary 
  ability score (based on class) is permanently increased by 1 and 
  they become evil – but secretly so. If the character is already evil 
  aligned, his primary ability score (based on class) is permanently 
  increased by 2. If a character becomes secretly evil, the Game 
  Master should take them aside to discuss their motivations and 
  how to proceed while in the tomb.
  36-40 - You underestimate the power of the dark side! If the 
  character is evil, his primary ability score (based on class) is 
  permanently increased by 2. If the character is good, his primary 
  ability score (based on class) is permanently decreased by 2. If the 
  character is neutral, nothing happens.
  41-45 - Roll d100. On a result of 01-50, the character’s hit point 
  maximum is permanently increased by 1d4 + 1. On a roll of 51-
  00, the character is polymorphed into a creature of your choice.
  
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  Jungle Tomb of the Mummy Bride
  14 - House of a Buncha’ Corpses 
  You’ll never get out alive!
  This long hall is 20' wide and 60' long, lined with alcoves 
  along each wall. There are 15 alcoves along the western and 
  eastern walls and 5 alcoves along the southern wall, each 
  containing the dried, mummified remains of a man, woman or 
  child. A large stone table dominates the center of this room, 
  with a variety of objects laid out upon it, and six twisted and 
  mummified bodies lie beneath the table. Several bones and a 
  few skulls lies scattered about the chamber’s floor, along with 
  bits of general filth and debris. Much like the rest of the tomb, 
  vines and roots slither across the chamber’s ceiling.
  As noted before, the alcoves are filled with the mummified 
  remains of men, women and children, clad in once-brightly 
  colored woven textiles held together by rusting metal pins. 
  Headbands, tasseled fringes and simple woven bracelets are 
  common amongst the mummies. Each mummy also wears a 
  necklace of small crystal beads (10 gp each). A successful DC 
  12 Intelligence (History) check indicates that these mummies 
  were once either royalty themselves, or descendants of royalty 
  through birth, and that they held some honored status in the 
  temple’s past.
  The stone table is 15' long and 10' wide, cracked and unstable 
  looking with the passage of ages. It seems that those who 
  were entombed here were left with offerings to take with them 
  into the next world, as a number of objects – both mundane 
  and valuable – can be found here. At the head of the table, a 
  large, mummified condor, its wings spread wide, rests against 
  a set of painted urns that were once filled with wheats and 
  grains. In its old, dried claws, it clutches a potion of neutralize 
  poison. A number of high quality weaving tools are also on 
  display, though most are crumbling and useless with age, 
  along with several piles of once-finely woven textiles that have 
  long rotted with age. Two lidless boxes made from smoothly-
  shorn river cane hold 210 gp and 255 sp respectively. The 
  gold coins are different than the other coins found in the 
  temple, as they are thicker and emblazoned with a grinning 
  skull over a blazing sun. A successful DC 12 Intelligence 
  (History) check indicates that they were used strictly for royal 
  transactions.
  Beneath the foot of the table, six mummified, twisted bodies 
  are stacked. Closer examination reveals that these are the 
  bodies of one man, three women and two children, clad in 
  simple woven clothes, and that they all have had their left 
  foot severed at the ankle to prevent them from fleeing and 
  escaping their eternal servitude in the next life. It appears that 
  they were all killed with a single sharp blow to the head.
  A large rug sits before the table, woven to resemble a scene 
  from the ancient days of the pyramid’s spiritual zenith. The 
  pyramid is displayed prominently, with the gods of old looking 
  down from troubled, darkened skies. Beneath, dark-skinned 
  warriors do bloody battle on the pyramids steps and tiers 
  and the ground is literally soaked in the blood of the invading 
  army. A few similar looking rugs, rolled up and bound with 
  dried jungle twine lie heaped at the rug’s south corner.
  This is actually an animated object that will activate to defend 
  the tomb whenever anyone gets within five feet of it. The rug 
  will concentrate its attack on one victim specifically, and keep 
  attempting to kill that person until it is destroyed. If it succeeds 
  in killing an intruder, it immediately moves on to the nearest 
  character, again attacking until it is destroyed.
  15 - Stick It to the Man
  The pyramid has a point to make. Lots of ‘em.
  This hallway has one doorway on the east wall and two 
  doorways on the west wall. The walls here are not carved, 
  but they have been painted with scenes of a great bat-winged 
  demon breathing fire down onto a group of fleeing tribesmen 
  as their huts and canoes burn in the background.
  The south end of this hallway has been trapped so that it will 
  deliver a full fusillade of spears at anyone traversing its depths. 
  This is a one-shot trap and does not reset unless manually 
  done by the denizens of the pyramid.
  When a hidden pressure plate is stepped upon, a barrage 
  of spears will fire from the end of the hallway, lancing 
  any creature within its flight path. The spears are fired 
  from pressurized tubes that are cleverly hidden amongst 
  the painted murals of the wall and obscured by dust and 
  cobwebs. The holes can be spotted with a successful DC 
  15 Wisdom (Perception) check, while a successful DC 15 
  Intelligence (Investigation) check enables a character to deduce 
  the presence of the pressure plate from the variations of 
  the mortar and stone used to creature it, compared to the 
  surrounding floor. Wedging an iron spike under the pressure 
  plate prevents the trap from firing.
  The trap activates when more than 25 pounds of weight is 
  placed on the pressure plate, releasing 12 spears. Each spear 
  makes a ranged attack with a +8 bonus against a random 
  target within 10 feet of the pressure plate. A target takes 3 
  (1d6) piercing damage from each spear they are struck with. 
  
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  planet x games
  16 - Sleeping Chamber
  This chamber once served as a sleeping chamber for several of 
  the temple’s evil priests. Vines and jungle roots spread across 
  cracks in the ceiling and the floor is covered with rotted debris.
  The western walls have been painted with religious scenes 
  from the temple’s most profane days, showing the herding, 
  preparation and eventual sacrifice of brightly-painted slaves 
  atop the temple’s steps. Another scene depicts several priests 
  wearing feathered headdresses bowing and scraping before a 
  shadowed form with two evil-looking, smoldering eyes.
  Little remains in this room, as the passage of time has reduced 
  most of it to dust and dry-rotted debris. In the southwest 
  corner, a fragmented, woven blanket that succumbed to rot 
  long ago hides a simple beaten copper bowl engraved with a 
  condor (worth 2 gp).
  17 - The Not-So-Human Centipede 
  It slithers! It crawls! Beware its deadly bite!
  This chamber appears to have once housed a simple armory 
  of sorts, for defense of the inner temple in times of trouble. 
  The walls are painted with once-vivid frescoes showing the 
  clashing of armies, while white-painted priests atop terrible-
  looking giant lizards rain down lightning and fiery death from 
  the heavens, setting the opposing army ablaze.
  The cracked, crumbling walls still hold hooks and decaying 
  shelves, though they can no longer bear any weight. 
  8 obsidian-tipped spears (8 gp each) lean against the 
  northwestern corner of the room and 4 obsidian short swords 
  (55 gp each) stand against the west wall, next to 3 wooden 
  shields bearing the symbol of a grinning skull over a blazing 
  sun. Two plumed helmets, inset with jade (80 gp each) – their 
  feathers long rotted away – sit against the eastern wall.
  A giant centipede is coiled up inside one of the helmets but will 
  scuttle out and bite the hand of the first player that picks it up.
  18 - Poor Ole’ Pardoo
  He discovered too late that his faith was meaningless… and 
  pain was god!
  This hallway has one doorway on the west wall and two 
  doorways on the east wall. The walls here are not carved, but 
  they have been painted with scenes of the skull-faced dead 
  pulling mortals from the land of the living down into a dark, 
  subterranean cavern full of flayed, half-skinned corpses and 
  demon-faced imps who cavort about their captives, gleefully 
  skinning them alive.
  At the south end of the corridor are the skeletal remains of 
  a long-dead explorer, clad in long-rotted brown robes and a 
  tattered leather belt. A barely legible journal lies underneath 
  the remains, though very little remains that is legible and, if 
  not handled with the utmost care, the entire thing will fall 
  apart in the players hands. A closer examination reveals that 
  the journal – and most likely the remains – once belonged to a 
  young cleric named Pardoo, who had documented his last days 
  before being eaten alive by a beetle swarm.
  A few sample passages, written in the common tongue, read:
  “From my perch I could see them lowering the cages into the 
  water, and the terrified howls of my comrades mingled with 
  the laughter of the savages to fill the jungle as whatever lay 
  beneath the water fed on them as they screamed their last 
  breaths…”
  “Proud and terrible, the accursed pyramid rises above the 
  verdant jungle below, looming like the long-dead skeleton of 
  an ancient empire…”
  “I have fled into this evil place as a last resort, for death is 
  sure at the hands of the savages outside. My wounds are 
  deep and my strength fades. I fear I shall die in this unholy 
  place, far from the loving light of…”
  19 - Hey, Look! More Sleeping 
  Chambers!
  There’s no rest for the wicked.
  This room also once served as the sleeping quarters for several 
  of the temple’s vile priests. As with most areas of the ground 
  floor, vines have slithered their way across the ceiling and bits 
  of subterranean moss hang low from above. The ceiling and 
  surrounding walls show many cracks and small gaps, and the 
  floor is scattered with dust and crumbling debris.
  The western walls have been painted with once bright images 
  depicting the depraved priests of the temple drugging and 
  subsequently sacrificing a woman clad in heavy-looking golden 
  jewelry, then examining her blood and bones upon a dark altar 
  for answers from the evil gods they worshiped. 
  Amongst the debris and offal scattered about the floor of 
  this chamber is what appears to be the naturally mummified 
  body of a monkey, who seems to have died rather suddenly 
  and fallen to the floor here. In its dried, desiccated hands, 
  it clutches what was once a potion of poison, though its 
  contents have long dried away.
  
  19
  Jungle Tomb of the Mummy Bride
  20 - DON’T! Look in the Sinkhole
  What lurks in the murky waters below? A bloody orgy of 
  shocking horror!
  The doorway to this chamber gives way to a 15' long and 5' 
  wide ledge, that then opens up into a small cavern of sorts 
  with a large hole in the floor. The reek of putrid water is 
  strong here and the walls glint slightly in the presence of light 
  from the moisture below. Subterranean moss and lichen grow 
  heavily along the ledge.
  This chamber once held an open-air cenote – a limestone 
  sinkhole of sorts that captured both water from underground 
  streams and groundwater, along with rainwater, to serve as a 
  watering hole in the depths of the jungle. The temple was built 
  on top of this cenote and for many years it served as a reliable 
  water source for the benign folk who resided here before the 
  temple became a place of profane evil and sacrificial bloodshed. 
  The roof of this chamber extends upwards, apparently to 
  another chamber above. The walls of the cenote are porous 
  limestone, but they are covered in a disgusting but non-deadly 
  green-black slime, making climbing out very difficult. 
  
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  These days, the water below has combined with the filth, slime 
  and sacrificial remains to make an awful “stew” of rotting body 
  parts, molds and other horrible offal. The sinkhole itself is roughly 
  30' deep and the “stew” in the bottom is another 10' deep. 
  The ledge is only somewhat stable. Small creatures and 
  medium creatures in light armor are mostly safe, but any 
  creature of medium size or larger wearing anything heavier 
  than light armor is in danger of causing a small collapse and 
  falling into the pit. A successful DC 13 Dexterity saving throw 
  means that the player can catch themselves before the portion 
  of the ledge they are standing on crumbles. Failure means that 
  they plunge 30' into the pit, taking only 3 (1d6) bludgeoning 
  damage because of the water, sludge and offal at the bottom.
  In older, darker times, the evil priests of the temple used to 
  pitch still-living victims into the pit, along with the sacrificial 
  remains from their sacrifices and blood-letting. Piranhas once 
  filled the pit’s depths, placed there for the amusement of the 
  priests, though over time these tiny deadly creatures have 
  turned to undeath to please their insatiable hunger, becoming 
  an undead piranha swarm.
  Once someone falls or climbs into the pit, it takes a full two 
  rounds before the undead piranhas will attack, but when they 
  do they attack until they are destroyed.
  21 - The Mouth of the Gods
  The lucky ones got their heads chopped off!
  This morbid chamber is dominated by a large, stacked pile of 
  severed, mummified heads – some two hundred or more, at 
  least – and is flanked by two squat, beaten copper braziers. 
  Between them, a small series of steps lead up to a raised dais. 
  This dais is large enough for a handful of people to kneel or 
  prostrate themselves before the grisly mountain of skulls. The 
  floor in front of the skulls is covered in old, dark stains which 
  must surely be dried blood. In times past, the evil priests of the 
  pyramid would use the grotesque collection of heads to speak 
  to their profane gods, casting commune and divination spells 
  seeking advice and lore.
  Though it has been many centuries since the enchantments 
  in this room were used, the magic still remains. Now, if an 
  appropriate sacrifice is made, and a divination-type spell is 
  cast, all of the mummified heads will begin shaking, rocking 
  from side to side, muttering in unison their secrets in the dry, 
  cracked voices of the dead. Any divination-type spell used 
  in this way will be 100% accurate and will have its duration 
  doubled.
  To protect this profane and terrible place, the priests of old 
  placed the restless spirits of two wraiths here to protect it. 
  However, the wraiths will only emerge and attack if the Mouth 
  of the Gods is damaged or attacked.
  22 - Shrines of the Unholy
  Evil come, evil go.
  The doorways to these small shrines were once covered in 
  dual curtains of brightly-colored peacock feathers, but they 
  have not fared well with the passing of ages and will literally 
  disintegrate under the touch of the players.
  The shrine to the north features a demonic idol carved from 
  stone - a squatting, devilish-looking toad with a profane sneer 
  upon its bulbous lips. It is cracked and crumbling, though it 
  is held tightly together from the many roots, vines and plants 
  that have slithered over it from a crack in the wall behind it.
  The southern shrine depicts another stone idol - a jaguar-
  headed demon with a snarling, evil countenance, its arm 
  outstretched and its hand clenched in a grip stained with old 
  blood and wisps of human hair. This statue is in slightly better 
  shape than the other, as the vines and vegetation from the 
  jungle outside have not yet had their way with it. At the foot of 
  this hideous idol is a beaten copper bowl (worth 3 gp) that has 
  been filled with 13 mummified monkey paws.
  
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  Jungle Tomb of the Mummy Bride
  LEVEL TWO
  23 - Archway of the Black Sun
  What you can’t see won’t harm you… it’ll bloody kill you!
  Stairs to the west and the east lead up into this simple 
  chamber. Creeping vines and bits of clinging moss hang from 
  the ceiling, while the floor is deeply engraved with the image 
  of a blazing sun. A curious-looking archway leads to the north, 
  its doorway obscured in shifting, smoky shadows.
  The archway is meticulously carved and highly stylized from 
  volcanic rock, with the awning carved to depict a blazing 
  sun with a leering skull wearing a headdress positioned in 
  the middle of it. A thick, creeping fog obscures the inside of 
  the archway, and shadows shift and move inside of it. These 
  effects are the equivalent of fog cloud and darkness spells 
  that cannot be dispelled. Characters can only move 10’ per 
  round inside of it. Attempts to move any faster will result in 1 
  bludgeoning damage per round.
  The archway radiates both evil and magic, if the appropriate 
  measures are used. If anyone chooses to pass through the arch 
  and into the shadows they will be subject to the evil temple’s 
  curse, unless they intone the proper blessings out loud. These 
  words were originally seen outside, on the stone plinth that sits 
  before the temple’s ground-floor entrance. For reference, they 
  are as follows:
  “Submit yourselves before Tlaclocac, lord of the underworld. 
  Cower before Xachtochun, bringer of night. Appease the 
  appetite of Mtaclochil, the lustful one. Relent to Chimalma, 
  the black sun. Surrender to Huechitl, the drowned one. 
  Refuse not – your blood feeds the roots of the world.”
  If players pass beyond the shadowy veil without intoning the 
  blessings of the evil temple, roll 1D6 and the player character 
  suffers the following effect:
   1 – The character has disadvantage on their next attack.
   2 – The character has disadvantage on their next saving  
         throw.
   3 – The character has disadvantage on checks that use their  
         primary ability score for 24 hours.
   4 – The next foe the character encounters has advantage  
         on attacks it.
   5 – The character has disadvantage on all ability and skill  
        checks for 24 hours.
   6 – Roll twice, apply both.
  The only way to avoid the effects of the archway is to intone 
  the blessings of the temple’s evil gods, as described before. 
  Saving throws are not allowed. 
  24 - What Lies Beyond
  This room is 25' wide and 25' long. There are two doorways 
  on the west wall, two doorways on the east wall, a doorway 
  on the north wall and the shadowy doorway to the south. This 
  room is empty, aside from small bits of scattered debris, but 
  there is a finely-worked engraving on the floor that depicts 
  a scene showing the accursed temple in the background 
  while an invading army is decimated by blazing meteors and 
  thunderous strokes of lightning from the sky. On the ground, 
  the earth has opened up into wide chasms to swallow up 
  entire legions of screaming men. A large skull looks down in 
  the skies above the temple. If a successful DC 15 Intelligence 
  (Arcana) check is made, this engraving can be identified as the 
  effects of a storm of vengeance spell.
  Northwest Idol
  This alcove contains a cracked, stone idol depicting a coiled 
  giant snake, its mouth open, fangs bared and eyes glittering 
  with some sort of gemstone. When examined, the eyes prove 
  to be inlaid with precious lapis-lazuli (worth 75 gp) that can be 
  pried loose fairly easily. Lichen and moss grow in patches on 
  and around the statue. A once-brightly colored bowl sits at the 
  foot of the idol, containing 22 cp, 14 sp and 13 gp.
  Southwest Idol
  This alcove contains a crumbling, vine-covered stone statue of 
  a growling, jaguar, its head bent low and its ears perked high 
  in menace. The cracks in the wall of the alcove and ceiling 
  have allowed climbing plants, roots and creeper vines to snake 
  in and strangle the idol, covering it quite thoroughly. If the 
  vines are hacked away or otherwise removed, the statue will 
  literally fall apart. At the foot of the idol are the shards of a 
  ceramic bowl, but nothing else.
  Northeast Idol
  This alcove contains a splintered and chipped stone effigy 
  representing a fat, bulbous toad, its long, flappy mouth agape, 
  its tongue protruding and its eyes wide. The broken shards of 
  an old ceramic bowl painted in once-vivid colors lie at its feet, 
  amidst a handful of 43 gp.
  
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  Level Two, Jungle Tomb of the Mummy Bride
  planet x games
  
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  Jungle Tomb of the Mummy Bride
  Southeast Idol
  This alcove contains a cracked and chipped stone idol 
  portraying a hybrid bat-like creature with the torso and legs 
  of a man but the head and clawed, winged arms of a bat. 
  A casual examination shows that it bears the battle marks 
  of swords and axes. Around its neck, it wears a necklace of 
  mummified human hands. One hand, in particular, wears 
  three rings. The rings are a gold ring fashioned like a bat’s 
  head with jade inlay (worth 95 gp), an intricately crafted gold 
  ring bearing a mounted turquoise (worth 205 gp) and a ring of 
  the ram. At its feet, a bowl of beaten copper (worth 1 gp) sits, 
  though it is empty.
  This statue is actually an idol of ill omen, though time and 
  past battles have made it a shadow of its former self. It only 
  has 80 hit points currently but will fight until any defilers have 
  been driven back through the archway or it is destroyed.  It will 
  activate and attack intruders if any of the offerings are upset or 
  it is disturbed, or if it is attacked. It cannot use or activate the 
  magical ring it wears.
  25 - Court of the Flayed Man
  Unhinged! Insane! It’s a wild thrill ride of terror etched in 
  magic tattoos!
  There are doors on the west, east and south walls. An 
  intricately carved stone throne, painted with flaking gold color, 
  rests against the north wall. To either side of the throne, the 
  walls are engraved with a richly detailed carving, painted with 
  a once-vivid overlay depicting a woman wearing a skull-like 
  headdress decorated with feathers and glittering skirt made of 
  gemstones facing a yawning archway that roils and stirs with 
  shifting, menacing shadows. It appears that it was once set 
  with many precious gemstones in the carving of the woman’s 
  skirt, but that these have either been removed or pried loose. 
  Loose bits of rubbish and debris litter the floor and vines snake 
  across the ceiling. 
  This was once a court where the high priestess gave 
  commands, made religious pronouncements and held court 
  with her vile brotherhood of evil priests.
  The throne is covered in a flaking, cracked veneer of golden 
  paint and is carved with terrible images of snarling, jaguar-
  faced demons and leering, evil-looking skulls. At the foot of 
  the throne, an odd-looking object lies in a heap, looking more 
  like discarded scraps of old, mottled leather than anything 
  else. When this object is examined more closely, it is revealed 
  to be the cracking, blotchy skin of a medium-sized human 
  being who was flayed alive and had their skin preserved. The 
  skin is disgusting and terrible in every way, but also harbors 
  a secret – three spells have been inscribed as tattoos on the 
  unfortunate victim’s skin and any arcane spellcaster can 
  decipher and learn these spells from the flayed skin. A careful 
  handling and perusal of the skin reveals the spells black 
  tentacles, bestow curse and hold monster.
  26 - The Ravenous Nymphs  
  of Mtaclochil
  Don’t give em’ no sass… or they’ll kick yo’ ass!
  This chamber is 20' long and 25' wide. An archway leading 
  to a hallway looms in the south wall but is partially blocked 
  by a collapse. Small piles of withered, desiccated fruit and 
  foodstuffs, skulls and bones along with offal and the reeking 
  stink of urine adorn this chamber in various places, seemingly 
  like small sacrifices. All along one side of this chamber, 
  painted upon the wall in fading, dried colors, is a depiction 
  of a horrible, decadent scene. The scene depicts an empty 
  throne, with six skinless, long-haired women attending it. The 
  women might be beautiful if it weren’t for their horribly scarred 
  condition. Along the bottom, in the tongue of the ancient folk 
  it is written “The Six Skinless Wives of the Lustful One”.
  Attempting a Wisdom (Perception) or Intelligence 
  (Investigation) check on the painting triggers a glyph of 
  warding spell, which triggers a phantasmal killer spell. 
  Suddenly, a gleaming black, demonic figure with a crown of 
  bones and a belt of skulls appears in the throne, watching 
  the characters with fierce, glowing red eyes. He points at the 
  character that triggered the trap, speaks harsh words in a 
  guttural tongue before leaping forward to grab the character.
  The target must succeed on a DC 16 Wisdom saving throw. 
  On a failed save, the target becomes frightened for the 
  duration. At the end of each of the character’s turns, the target 
  must succeed on a DC 16 Wisdom saving throw or take 22 
  (4d10) psychic damage. A successful save does not end the 
  spell.
  Additionally, on a failed saving throw, the target is pulled 
  into the painting, its tortured visage writhing in horror and 
  screaming in pain at the foot of the throne. Only a successful 
  DC 16 remove curse or dispel magic spell can return the 
  target to the mortal plane.
  27 - Hall of Knowledge
  Beware readers! The only ones among you who will not be 
  paralyzed with fear are those among you who are already mad!
  This chamber once served as some kind of hallowed 
  repository of important records and prized knowledge. There 
  is a doorway in the north wall and the southeast corner of the 
  room opens up into an open air chute that leads both down 
  and skyward, giving way to a dangerous earthen shaft on the 
  ground floor.
  
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  The wooden racks that once lined the walls of this room 
  were destroyed a long time ago, either by the passage of time 
  or the various plants, roots and vines that crawl across the 
  walls and unstable-looking ceiling. Fungus and mold have run 
  rampant, and bits of hanging moss descend from the ceiling. 
  Bits of shattered pottery – once vividly painted and showing 
  life in and around the temple – lie scattered about the floor, 
  along with odd, haphazard piles of molded and time-worn 
  wooden tablets. The walls and ceiling are a bit damp from 
  the moisture emanating from the cenote on the ground floor 
  below, allowing the plants and vines to grow thicker and more 
  rampant.
  There are hundreds of these old wooden tablets - meticulously 
  carved and painted with long-faded images that chronicle the 
  achievements, stories, transcripts, legends, prayers, culture, 
  trading acquisitions and countless other records of the folk of 
  the ancient temple – lying discarded and scattered across the 
  floor. In some cases the tablets are square or oblong, but some 
  are cut into circular and triangular shapes as well, though 
  to what purpose is long forgotten. If they are not handled 
  with the greatest of care, they will fall to pieces and become 
  unreadable. All of the tablets are written in the ancient 
  language used by the jungle folk of the pyramid but have 
  become nigh-unreadable from the fungus and lecherous mold 
  covering them.
  The ceiling in this chamber is indeed unstable and weakened. 
  With a successful DC 15 Intelligence check, a character will 
  recognize that the threat of a collapse or cave-in is imminent 
  at some point in the near future. If a dwarf merely looks at 
  the ceiling with adequate light, they can tell that the ceiling 
  is dangerous. If any battle takes place in this room or any 
  outwardly damaging, offensive spells (such as a fireball or 
  lightning bolt) are unleashed, the ceiling could partially 
  collapse. Each creature in the area must make a DC 16 
  Dexterity saving throw, taking 21 (6d6) bludgeoning damage 
  on a failed save and will be buried under the rubble, or half 
  as much damage and will not be buried on a successful one. 
  Characters that are buried begin to suffocate once they have 
  held their breath for a number of minutes equal to 1 + their 
  Constitution modifier. Once they have run out of breath, the 
  character begins choking and can only survive for a number 
  of rounds equal to its Constitution modifier (minimum of 1). 
  At the start of its next turn, a choking character drops to 0 
  hit points and is dying, and it can’t regain hit points or be 
  stabilized until it can breathe again. 
  28 - Cenote Shaft Chamber
  It’s a looooooong way down.
  This simple room is empty, save for a large shaft leading 
  straight down. A well-detailed carving on the west wall depicts 
  the evil priests of the temple lowering a wooden cage full of 
  slaves and captives into the shaft, only to be eaten alive by 
  swarms of deadly man-eating fish at the bottom.
  This shaft leads down to the ground floor and into the cenote 
  at the bottom. From this level, it is a 60' plunge to the bottom, 
  though anyone who falls only takes half damage because of 
  the disgusting sludge and muck at the bottom.
  The walls in the shaft are slick and disgusting from the 
  condensation and trickle of moisture stemming from the 
  cenote. The walls can be climbed, but only at a maximum 
  rate of 5' each round. Any attempt to do so is made at 
  disadvantage from the slick filth and disgusting slime. An 
  unsuccessful attempt means that the player plummets to the 
  bottom the cenote.
  29 - Nest of Warmonger Wasps 
  They buzz… they sting… they kill!
  This chamber is partially collapsed, though spreading vines, 
  creeping vegetation and thick roots seem to hold everything 
  in place. Several small 5' diameter holes in the west wall 
  allow shafts of sunlight to show through. The floor here once 
  bore a stylized engraving of some sort of river scene, but the 
  scattered debris and vegetation have damaged or obscured 
  most of it.
  A small hive of 1d6+1 giant wasps that were once ridden 
  by the local cannibal savages, but escaped and reverted to 
  being wild again, have taken up residence here. They have 
  developed a taste for poisoned human flesh and will attack 
  any intruders until they lose the upper hand. If they lose the 
  advantage, they will attempt to flee through the holes on the 
  western walls.
  Their hive takes up most of the south and east walls, having 
  been constructed from bits of wood, loose debris and jungle 
  plants, then sealed together with their disgusting enzymes. 
  The cracked and split skulls and bones of old prey are littered 
  about, all that’s left over of food that the wasps brought back 
  to their young, who are too young and small to fight. 
  If players search the hive thoroughly, they’ll find endless 
  amounts of filth and debris, along with a silver ewer fashioned 
  to resemble a fish spouting water (worth 45 gp), a +2 
  longsword firmly grasped by a withered, mummified human 
  arm and a figurine of wondrous power (silver raven).
  
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  Jungle Tomb of the Mummy Bride
  30 - Ticked-Off Zombies
  Half Zombie. Half Tick. All Terror!
  This dank-smelling chamber is partially collapsed and one 
  corner is filled with heaped, fallen stones. The walls are 
  painted with faint, peeling frescoes that appear to show other 
  buildings and features around the temple. A handful of old 
  wooden barrels, smeared and sealed with tar, fill another 
  corner of the room and an old font – once used to bathe 
  and anoint sacrifices – dominates the center of this chamber. 
  The font is long empty and now only contains a hideous, 
  mottled, non-monstrous black slime that clings to the bottom. 
  In addition, 6 disheveled and badly-decayed zombies can be 
  found here, lazily slumped on walls or haphazardly draped 
  over fallen stones.
  A successful DC 12 Wisdom (Perception) check reveals that 
  the ancient, cracked images painted onto the wall show other, 
  satellite temples in the region, alerting the player characters 
  to the existence of the Temple of the Frog, the Temple of 
  the Snake, the Temple of the Bat and the Temple of the 
  Jaguar. Each of these satellite temples is described later on 
  in this module and this area can be used as a motivation for 
  exploring them.
  These shambling parasitic SOBs appear and act as normal, 
  emaciated zombies, and only animate when they detect the 
  presence of intruders, but they are covered in large, bulbous 
  ticks, grown fat with disease and corruption, that literally hang 
  from the decaying, loose folds of their flesh. They attack until 
  destroyed or driven off.
  
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  planet x games
  31 - The Sun Door
  I see a blood moon a-risin’.
  This area leads on to the accursed, decayed remains of 
  Mazaliztli, the infamous Mummy Bride herself! 
  This ancient chamber is 15' long and 30' wide. The floor here 
  is slightly buckled and uneven, and the walls are painted in 
  once-vivid images depicting the life and subsequent un-life of 
  the Mummy Bride. Horned and devilish-looking gods are seen 
  billowing forth from the bowels of the cracked earth, clouded 
  in black smoke and engaged in acts of brutal depravity with 
  their worshipers. One peeling fresco depicts the Mummy Bride 
  being dragged by an evil-looking, jet black, six-armed figure 
  into an ominous looking, skull-faced cave, only to emerge 
  swathed in funerary wrappings and wearing a gilded feathered 
  skull-like headdress of gold.
  The north wall of this chamber is dominated by a large 
  stone mechanism, consisting of a circular doorway carved 
  with frightening images, a huge circular stone painted black 
  positioned to the left, touching the northwest corner and a 
  long, grooved track along the north wall. 
  The circular stone doorway is heavily engraved, and depicts 
  a blazing sun in its center, swathed in flaking gold leaf and 
  meticulously worked with images of feathered serpents and 
  grinning skulls. Jaguar-faced demons cavort with giant toads 
  and devilish-looking bats, dragging screaming captives off 
  to their doom. A closer examination of this door shows no 
  discernible lock or handle, and apparently no way to open 
  it. However, cleverly hidden in the carven mouth of one of 
  the images is a small star-shaped hole and if the curious gem 
  found in the Hall of the Last Folk is inserted into the hole it 
  will cause the door to unlock, enabling it to be moved aside 
  easily.
   If the gemstone key is not on hand or was never found, 
  the door can be forced. A successful DC 14 Intelligence 
  (Perception) check reveals that pushing the black stone along 
  the track, in front of the sun-door – mimicking an eclipse of 
  the sun – allows the door to be pushed in and opened. The 
  stone is 5’ thick and flat on both sides, like a giant coin, and 
  requires a successful DC 20 Strength check to forcibly move 
  along the track. 
  Once the circular stone has been positioned in front of the 
  sun, three things will happen - a loud peal of thunder will 
  ring out through the upper level of the temple; a portal in the 
  ceiling directly in front of the door will open up to the sky 
  outside; and the black stone will sink into the floor while the 
  circular door opens, revealing the tomb beyond that holds the 
  unholy remains of the ancient Mummy Bride.
  The opening in the ceiling leads directly outside, at the top of 
  the pyramid, open to the sky. Of old, this was used to better 
  commune with the evil gods of the pyramid. At one time, birds 
  of paradise roosted here, but now those nests are gone and it 
  no longer serves any purpose.
  32 - Attack of the Killer Pygmies in the 
  Mummy Bride A-Go-Go!
  Spine Shattering! Skull Crushing! She’s a One Mama 
  Mummified Massacre Squad!
  This hall is 40' long and 20' wide, serving as the final resting 
  place for the accursed Mummy Bride, her tomb-guardians and 
  her fabled treasure. The southern end of the floor is slightly 
  buckled and the ceiling is crawling with vines, roots and 
  bits of hanging moss. The walls are painted in cracked and 
  peeling frescoes depicting the unholy gods of the pyramid, 
  taking delight in various acts of brutality and decadence. Small 
  upright tombs line the east and west walls and a larger tomb 
  dominates the northern wall.  
  The eight small, 4' high upright tombs lining both the east and 
  west walls are each filled with a dried, shrunken, pygmy-sized 
  mummy, its eyes and mouth sewn shut, clutching an obsidian-
  tipped spear in one hand and a wicked-looking obsidian 
  shortsword in its other. These small mummies are each 
  painted with long-dried and peeling pigments, denoting some 
  sort of special status that they enjoyed in life.
  The actual tomb of the Mummy Bride is set into the north wall 
  and is a full 10' wide and 5' deep. Her meticulously-carved 
  stone sarcophagus has been skillfully worked to resemble how 
  she looked in life – radiant and beautiful, with a feathered 
  headdress upon her brow and a serpent-headed staff across 
  her breast. 
  LEVEL THREE
  
  27
  Jungle Tomb of the Mummy Bride
  A number of items have been placed around her sarcophagus, 
  seemingly in tribute or to accompany her into the afterlife. 
  A stuffed and naturally mummified woolly monkey lies on its 
  side, its tail partially broken off. Two small, polished bits of 
  jade (worth 25 gp each) have been sewn into its eyes. Next to 
  it, a woven basket lays on its side, containing four mummified 
  stirges, stiff and bristling from the unnatural process of 
  mummification. If these poorly-preserved stirges are ripped 
  open, each one will be found to contain a small yellow opal 
  (worth 250 gp each). In addition, several piles of high-quality 
  but long-rotten linen are stacked to one side, next to a lidless 
  stone coffer containing 384 gp, 177 sp, 20 cp and a finely 
  carved jade statuette of three tribesmen fashioning a canoe 
  from a tree trunk (worth 410 gp). 
  The lidless coffer is trapped. A successful DC 15 Intelligence 
  (Investigation) check reveals this. The trap can be disabled with 
  a successful DC 15 Dexterity check with thieves’ tools. A failed 
  attempt to disarm the trap requires the character to succeed 
  on a DC 13 Constitution saving throw or take 10 (3d6) poison 
  damage from a horrible poisonous dust. The character must 
  repeat the saving throw at the start of each of its turns. On 
  each successive failed save, the character takes 3 (1d6) poison 
  damage. After three successful saves, the poison ends.
  Finally, there are several clay tablets stacked against the north 
  wall that detail the history of the pyramid and its evil gods 
  (worth 500 gp to the right sage or wizard).
  When this final chamber is entered, the players have little 
  time to act before all hell breaks loose. The Mummy Bride 
  will effortlessly fling the lid to her sarcophagus to one side 
  and throw down her staff of the python, commanding it to 
  activate. The 8 pygmy zombies will burst forth from their 
  tombs and attack any and all interlopers. The Mummy Bride 
  will attempt to keep as much distance between herself and 
  the party as possible, targeting any obvious clerics with her 
  spells initially, before focusing her spells and attacks on any 
  wizards. The pygmy zombies will attempt to keep players at 
  bay, attacking them and directly positioning themselves so that 
  getting close to their mistress is difficult. The giant constrictor 
  snake summoned forth from the staff of the python will 
  slither forth and attempt to constrict, then bite, a fighter or 
  anyone that seems to be wreaking a lot of damage.
  If the players have defeated the Mummy Bride and her unholy 
  guardians, the treasures of the accursed temple are theirs. In 
  addition to the treasure scattered around her tomb, Mazaliztli 
  wears assorted golden jewelry inlaid with lapis lazuli – a 
  necklace, large earrings and a belt - that are worth 850 gp. 
  Finally, Mazaliztli has one final treasure – the infamous Heart 
  of the Mummy Bride. This fabled treasure is found hidden 
  inside her torso and is a jagged, fist-sized chunk of rare “red” 
  jade (worth 5000 gp) with a naturally glossy red-green shade 
  to it. It has no magical powers or abilities, but it is cursed, 
  bringing eventual doom and ruin upon all those who handle it. 
  No power outside of a full wish or the direct intervention of a 
  deity can alter or dispel the curse. Its victims just have to ride 
  it out and accept the consequences. Hopefully, they live to tell 
  the tale.
  It’s the heart of an evil mummy queen – what did you expect?
  
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  Level Three, Jungle Tomb of the Mummy Bride
  
  29
  Jungle Tomb of the Mummy Bride
  Congratulations to you and your players on making it to the 
  end of Jungle Tomb of the Mummy Bride in one piece… but 
  surely that can’t be all, right? Well, of course not! 
  What follows are the various locales and encounter areas that 
  surround the infamous pyramid-tomb, tucked away within the 
  deadly “green hell” of the jungle. Satellite temples! Cannibal 
  villages! Forbidden lands that no civilized man was ever meant 
  to see!
  All of this goes a long way towards breathing life into the 
  campaign in and around the Jungle Tomb of the Mummy 
  Bride. Feel free to use or omit whatever works best for you 
  and your campaign.
  THE CANNIBAL  
  VILLAGE OF PIKAAL
  “Beyond the river, the primitive still reigned in shadowy 
  forests, brush-thatched huts where hung the grinning skulls 
  of men, and mud-walled enclosures where fires flickered 
  and drums rumbled, and spears were whetted in the hands 
  of dark, silent men with tangled black hair and the eyes of 
  serpents.” - “Beyond the Black River”, by R.E. Howard.
  THE BASICS
  An evil cannibal cult, where death is the devil’s blessing!
  The remote village of these primitive, savage cannibal folk 
  is a truly awful and horrifying place, by any stretch of the 
  imagination. Once a fairly benign group of tribesmen, the 
  worship of evil gods and the unholy taint that emanates 
  from the pyramid has poisoned and transformed them 
  over hundreds of years. This degradation has left them a 
  degenerate, half-insane folk, wholly consumed with the power 
  of devouring human flesh.
  The village itself is typical of its kind in layout and design, with 
  both common sleeping areas and individual huts for members 
  of the tribe. The tribal chieftain, Dol-Mu, has the largest and 
  nicest of the huts, while Omanjuu, the tribal shaman, has the 
  second largest. All of the chieftain’s guards have individual 
  huts, as do the cannibal witch 
  doctors, cannibal sub-chiefs 
  and a few other members of 
  the tribe. The cannibal wasp-
  riders sleep communally near 
  the giant wasp pens, while the 
  cannibal hunters and the rest 
  of the tribe of cannibals live 
  with their respected families in 
  single huts or communally in 
  group huts. There are a handful 
  of common areas, cooking 
  fires and refuse pits, along with 
  more important areas like the 
  sacrificial altar, slave-pens and 
  the giant wasp pens.
  EXPANDING THE MODULE
  
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  VILLAGE TRAPPINGS
  To help bring the terrifying village of the savage cannibal folk 
  to life, either roll 1d20 and take the applicable result or simply 
  choose a result on the table below: 
  1 – A tribesman, machete in hand, moves through the crowd, 
  carrying a large thatched net containing the bloody corpses of three 
  spider monkeys.
  2 – A circle of women, their upper chests and faces painted blue, sit 
  about a fire, simultaneously cooking a strange, white meat over the 
  flames and nursing their infant children at their breasts.
  3 – A young, disheveled girl, no more than six or seven years old, 
  stops in her tracks, slowly turns her head and stares wordlessly at the 
  player characters. If she is approached, spoken to or engaged in any 
  way, she simply stares at them sullenly and croaks “You… will never 
  leave this… valley.” in broken common tongue, before erupting in a 
  tittering, hideous laughter through her rotting, black teeth.
  4 – A small group of women are working on a large drum, stretching 
  what appears to be human hide over the top.
  5 – A plumed headdress sits atop a withered and mummified human 
  head. The head is displayed ceremoniously on a white-painted stump 
  that is surrounded by small offerings of flowers, food, fruits, dead 
  birds and offal.
  6 – Several young members of the tribe kick around a ball on the 
  ground. Upon closer inspection, the player characters realize that it is a 
  human skull hideously caked with mud and dirt.
  7 – A group of young men armed with bows and arrows are gingerly 
  handling a clay pot. Once opened, the clay pot is revealed to be full of 
  small green and red frogs. One of the men takes a frog out and gently 
  dips an arrow into its back. He repeats this process with different 
  arrows several times.
  8 – A woman sits on a stump, plucking the brightly colored feathers 
  from a peacock. Her left leg bears deep scars, seemingly from some 
  sort of attack by a large cat, possibly a jaguar.
  9 – Several blue and white painted women of middle age or older 
  murmur and whisper to each other, looking at the player characters 
  in a mixed sense of wonder and disgust. They pass what appears to 
  be the cured, withered head of a great ape between them, lifting it to 
  their lips and drinking some terrible red concoction from the sawed-
  off skull.
  10 – An agitated jaguar paces back and forth in a crude but sturdy 
  looking cage made of bamboo and long wooden poles. Occasionally, 
  a child or villager will poke it with a pointed stick or spear, angering it 
  even more.
  11 – Over a bed of hot coals, a spit slowly rotates with what appears 
  to be a human leg skewered on it. Nearby, two older women sit on the 
  ground chopping a strange, orange yam-like vegetable.
  12 – A village elder – painted from head to toe in white paint and 
  wearing bones through his nose and earlobes - squats in front of 
  a group of children from the village, telling them strange tales in a 
  bizarre, guttural language.
  13 – The body of what appears to be a villager from another tribe 
  hangs by its heels from a nearby tree. It has been disemboweled and 
  its innards removed, but its chest cavity has been stuffed, almost to 
  bursting, with delicate-looking white flowers.
  14 – Several long poles have been impaled in the earth, reaching 
  towards the sky. Impaled on each pole are a half dozen or so severed, 
  rotting human heads and yellowing skulls. Each skull and head bears 
  a different, strange symbol painted in orange upon its forehead.
  15 – The cured hide of a giant sloth is being scraped and tanned upon 
  a long rack of bamboo poles by several young women. One of the 
  women appears pregnant and has a large yellow sun painted on her 
  swollen belly.
  16 – An emaciated woman from the tribe, with a white circle painted 
  upon her chest and forehead, sifts through a large wooden bowl full 
  of dead, dried insects, picking and choosing the choicest morsels for 
  herself.
  17 – A gentle, rolling chant emanates from inside a non-descript hut 
  with a thatched roof. The door to the hut has been painted yellow and 
  white and a fire-blackened skull hangs over the doorway as if in some 
  sort of strange community gesture or religious observation.
  18 – Near the shaman’s hut, a bizarre looking human skull – 
  elongated and pear-shaped – has been displayed atop a crude, 
  stump-like pedestal. For whatever bizarre reason, a number of brightly 
  colored green praying mantises crawl on and about the strange skull, 
  drawn to it for unknown reasons.
  19 – The unmoving corpse of a giant wasp is being dragged along 
  the dirt by two young boys to a shallow earthen pit stained black by 
  an unknown substance. Several men stand around the pit sharpening 
  long knives and talking amongst themselves.
  20 – A small, pygmy-sized, mummified body wearing a feathered 
  headdress and decorated with dried plants and herbs sits inside a 
  crudely fashioned box of bound bamboo. The container is being 
  carried around by a small group of villagers, who are caked in blood-
  streaked mud and repeating a horrible, monotonous chant over and 
  over with black-stained lips, their eyes rolling back into their heads.
  
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  Jungle Tomb of the Mummy Bride
  The Cannibal Village of Pikaal
  
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  1 - Shaman’s Hut
  Dare you enter the bloody hut of the bone-nose maniac??!!!
  This one-story, one-room hut has a thatched roof with a 
  ragged stone chimney and the front door is painted bright red. 
  A large wooden totem stands outside the front door and all 
  manner of sun-bleached skulls and old bones – human, demi-
  human and those of assorted animals - have been hung from 
  it. A small pile of simple offerings and bloody viscera sit in a 
  heap at the totem’s base.
  Inside, a large fire pit dominates the center of the hut, and 
  a large stone pot sits in the center. Above it is a cooking 
  spit, along with all sorts of dried herbs, a rack of antlers, 
  curious-looking plants and an assortment of small pickled and 
  mummified creatures. Within the pot, a disgusting stew of 
  bones, putrefied flesh and other loathsome, odious ingredients 
  bubble, filling the hut with a horrifying stench. On a bamboo 
  rack nearby, 8 tsantsa-style shrunken heads hang, in various 
  stages of completion.
  A nearby table and shelf, crafted from shorn bamboo, hold 
  all sorts of herbs, flowers, mushrooms, feathers, branches, 
  moss, eggs, roots and berries. More specialized and wicked 
  ingredients are present as well, such as ghoul tongues, snake 
  blood, giant spider eyes, mummified human hearts, dire jaguar 
  claws, ground bone meal, giant wasp venom and human 
  bones of all shapes and sizes. In addition, the shaman has an 
  earthen flask filled with a single usage of the black blood of 
  tlaclocac, 2 potions of cure serious wounds and an earthen 
  flask of blood mud. In a bowl, there are 4 eldritch leeches. 
  New magic items are listed in the Appendix.
  Omanjuu the tribal shaman is a wicked, black-toothed woman, 
  bent and cruel. She wears a feathered headdress upon her 
  shaved and scarred head, and one eye has been plucked 
  out, leaving a ragged hole for an eye socket. She has bone 
  piercings in both her ears and nose, and only a few, rotting 
  teeth remain in her mouth. The upper half of her face has 
  been painted red with clay from the pit and the bottom half 
  has been painted black. She carries a +1 staff with a leering 
  skull carved into the top of it through which she can blow 
  a hideous tune that will summon forth 1d6+1 ghouls from 
  the nearby pit. This effect is not magical or supernatural, but 
  rather a result of Omanjuu having trained the ghouls to heed 
  her call.
  2 - Chieftain’s Hut
  Psycho-savage cannibal fury in the blood-n-guts style you’ve 
  come to expect!
  This is the largest hut in the entire village. It has a broad, 
  thatched roof and several crude chimneys for cooking fires. 
  A large jaguar skull hangs upon the front door. Inside, one 
  corner is dominated by a large stack of crudely-cured pelts 
  fashioned into a bed and the intact, whole skin of a giant, 
  albino ape adorns the wall next to it. A large cooking pit sits 
  in the middle of the hut, unlit. Several long, barbed wooden 
  skewers lay nearby.
  The only real treasure here is a large, plain-looking wooden 
  bowl in which the chieftain has laid out a handful of his 
  captured treasures from slain enemies. In addition to a variety 
  of skulls and bones, the bowl contains 3 small pieces of amber 
  (worth 30 gp each), a medium-sized chunk of un-worked 
  lapis lazuli (worth 225 gp), 47 gp bearing the markings of 
  the nearby ancient temple, a golden necklace adorned with 
  a condor with eyes made of polished jade (worth 265 gp), a 
  pearl of power and an unopened flask of curses that the tribal 
  shaman secretly hopes the chieftain will open so that she can 
  seize leadership of the tribe for herself.
  The chieftain wears a large circular tusk through his nose 
  and two smaller bones through each ear. The upper half of 
  his face is painted yellow, while the lower half of his face 
  is painted black. It is rumored that the chieftain gains his 
  immense strength from eating the choicest bits of flesh from 
  great warriors and powerful beasts, though the actual truth of 
  this statement is unknown. He is, however, known to wear the 
  flayed and tanned skins of his enemies as trophies and to ride 
  a trained giant wasp as his steed.
  3 - Tannery and Hunter’s Lodge
  It’s a bloody chop-shop of horrors!
  Directly adjacent to the slave pens, the tannery and hunter’s 
  lodge reside. The tannery is truly a bloody house of horror, 
  as this is where all of the preparation and skinning of the 
  cannibals’ food source takes place. Three naked human 
  bodies are savagely spitted upon long spears driven into the 
  ground, with the tips of the spears emerging crudely from 
  their mouths. Each body is in varying degrees of the flaying 
  process, making for a truly grisly scene. Pots and crude tables 
  hold an assortment of limbs and organs, while knives and 
  crude hammers, axes and saws hang on a makeshift bamboo 
  rack nearby. Human skins are stretched tight upon racks, with 
  a long earthen pit of gutted entrails and curdled blood running 
  to the side. An area towards the back seems solely dedicated 
  to the production of fetishes fashioned from the remains of 
  sacrificial victims, as there are several severed heads being 
  fashioned into “tsantsa-style” shrunken heads.
  
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  Jungle Tomb of the Mummy Bride
  The hunter’s lodge is a much less grisly scene, being composed 
  of several small but interconnected huts, outfitted with the 
  barest of furnishing and necessities. Raised bamboo racks, 
  outfitted with beds of moss and the occasional cured pelt 
  function as beds in a sleeping area. A fire pit sits in the middle 
  of the central hut and the evidence of the cannibals’ forbidden 
  appetites and craving can be seen scattered about, as the 
  remains of blackened, cracked-open bones litter the ashes of 
  the pit. Another hut functions as an area where spears and 
  crude weapons are being fashioned, with several in various 
  stages of development. At any time, 2d4 cannibal hunters 
  can be found here, relaxing, sleeping or eating.
  4 - Giant Wasp Pen
  You don’t like giant devil wasps? Well, they don’t like you 
  either.
  This covered animal pen is where the savage cannibals keep 
  their “warmonger wasps” – the giant wasps that they have 
  trained over time to ride into battle. There are a total of 12 
  giant wasps here, all affixed with a crude wooden device that 
  hobbles them and renders them unable to fly, until removed. 
  They have been trained by the savage tribesfolk to respond to 
  simple verbal commands and can be affixed with crude animal 
  skin saddles and harnesses for riding.
  In addition to being the pen in which the giant wasps live, 
  there is a fenced off area with a crude table upon which 6 
  earthen clay pots reside. These clay pots are painted a bright 
  red with a solid black band around the center, and contain 
  poison that the tribesmen have patiently drained from the 
  giant wasp’s stingers, for application to their weapons. Each 
  one of these pots holds 10 applications of giant wasp poison. 
  At any one time, there will be 1d3+1 cannibal wasp riders 
  here.
  5 - Zombie Pit
  Get your stinking paws off me you damn, dirty zombie!
  Just as its name would imply, this is an earthen pit filled with 
  animated zombies, created both by the evil taint that flows 
  from the pyramid and by the cruel witch woman shaman 
  of the village. The pit is 25’ deep and has a narrow trench 
  attached to it, festooned with a sturdy bamboo gate that can 
  be raised or lowered by a crude device at the top of the pit’s 
  entrance. This allows the tribesfolk to herd these undead 
  creatures into a single file line for removal. Captives are 
  sometimes thrown into the pit for the chieftain’s amusement, 
  as he watches the zombies tear their victims to pieces before 
  devouring them.
  At any one time, there are 8d8 zombies, in various stages 
  of decay, within the pit. They are mindless and fairly docile 
  unless agitated or let loose. Typically, there are enough 
  cannibal sub-shamans, along with the presence of the witch 
  woman Omanjuu, to control and herd the zombies, but if 
  player characters have dispatched any of them, this task may 
  prove more difficult.
  6 - Sacrificial Altar
  Friends and countrymen, lend me your ears… and hearts… 
  and heads!
  Near the shaman’s hut, down a narrow path and up a small 
  hill, lies the sacrificial altar upon which Omanjuu, the tribal 
  shaman, makes sacrifices to the decadent, evil gods of her 
  tribe. The altar is a wicked, hideous thing, fully twelve feet 
  tall, fashioned from an intertwining of thick jungle vines and 
  human bones. Hanging from the outside of it is an effigy made 
  entirely of bones, depicting a large six-armed figure, painted 
  black, representing one of the evil gods of these savage folk, 
  Tlaclocac. About the effigy’s neck is a crude necklace hung 
  with severed human ears and fingers. Around its waist is a 
  wide belt fashioned from human skin. Directly in front of 
  the altar is a crudely cut, wide stump, upon which human 
  sacrifices are made. The stump is stained dark by the hundreds 
  of terrible human sacrifices that have been made here, and the 
  ground around it is soaked and slick with rotting viscera. To 
  the left of the stump sits a set of drums of panic, fashioned 
  from human skin, with bones for the drummer’s sticks.
  To the left of the altar is a massive, demonic, singular-looking 
  skull – that of a fiendish triceratops. Hanging ceremoniously 
  between the skull’s primary horns, from tied and knotted 
  vines, is a wicked-looking obsidian dagger. This is “Tzuigecatl, 
  the Deathspeaker”, a magical ceremonial dagger that 
  Omanjuu wields when making human sacrifices during the 
  blackest of her rituals. It is highly prized by the cannibal folk 
  and its theft would elicit nothing less than the full, armed 
  
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  planet x games
  vengeance of the entire tribe. Scattered in small piles around 
  the triceratops skull are smaller skulls - mostly human, 
  although the odd jaguar, giant frog or demi-human skull can 
  be seen – with odd symbols and markings drawn upon them 
  with what appears to be mud, blue paint and blood. Some of 
  the skulls still have a few clinging vestiges of flesh and hair 
  adhering to them.
  To the right of the altar is a makeshift wooden rack hung with 
  a dozen “tsantsa-style” shrunken heads. Each of these small, 
  leathery, shrunken and dehydrated human heads has its eyes, 
  nose and mouth sewn shut with jungle twine. Affixed to the 
  top of the rack is what appears to be the mummified head of 
  a large, man-sized frog. If a good-aligned creature approaches 
  within 20 feet, the mummified frog’s head will begin delivering 
  a raspy, horrid croaking noise and the shrunken heads will 
  sway back and forth, mumbling through cracked, fettered lips 
  in an unknown language. This effect functions much like an 
  alarm spell.
  7 - Slave Pens
  Savage! Terrifying! Trapped in the heart of darkness!
  Used to hold captives and those destined for sacrifice, these 
  crude prisons are sunk into the red clay earth, with thatched 
  lids of sturdy wood and locked with long, thick poles pushed 
  into circular grooves.
  Each slave pen is roughly 20’ deep and 8’ wide, with rain-
  slick, clay walls. The desperate claw marks of those who have 
  tried to climb their way out mark the sides of the pens and 
  small bits of ragged, tattered clothing, cracked bones and 
  other useless debris litter the floors of the pens. Captives can 
  attempt to climb to the top of the pit, but with a disadvantage 
  due to the crumbling, moisture-slicked walls.
  Each of the pens, when occupied, are guarded by 2 cannibals 
  each. One of them carries a curved animal horn that can be 
  blown into to provide a warning. These guards are armed with 
  long spears and do not use poison on their weapons.
  8 - Demon Totems
  “What was it anyhow, and however did young Wizard 
  Whateley call it out the air it come from?” – The Dunwich 
  Horror, H.P. Lovecraft
  On a small, raised hill adjacent to the common area, five large 
  totem-like structures have been raised in a rough circle. These 
  tall wooden poles measure some 10’ to 15’ tall, are roughly 
  5' in diameter and are individually covered in painted, stylized 
  carvings of demons, evil gods, macabre scenes of defilement 
  and killing, savage creatures and devilish acts of depravity. 
  Each one of the poles is dedicated to a different evil god 
  worshiped by the cannibal folk of the tribe and, likewise, each 
  one has singular characteristics. They are as follows:
  1 - Tlaclocac, Lord of the Underworld – This totem pole depicts 
  a large evil-looking, six-armed, horned being wearing a feathered 
  headdress and a necklace of human hands. The screaming, flayed 
  skins of the damned writhe in agony beneath him.
  2 - Xachtochun, Bringer of Night – This totem pole depicts a carving 
  of a winged, shadowy figure blotting out a fading sun and plunging 
  the land below into perpetual darkness. The pale, tortured souls of 
  non-believers claw for the surface as they are pulled to their eternal 
  demise in a massive bleached bone garden beneath.
  3 - Mtaclochil, the Lustful One – This totem pole depicts a black-
  skinned, demonic figure with a crown of bones and a belt of skulls, 
  with fierce red eyes. All about him are naked, skinned men and 
  women, tethered to his throne by the veins in their wrists and feet, 
  like marionettes in a puppet show.
  4 - Chimalma, the Black Sun – This totem pole depicts a horrid, 
  withered, fetus-like demon curled up inside a blazing sun of dark light, 
  like a child in a mother’s womb. Men and women scream and wail 
  underneath it, their eyes torn from their sockets so that only bloody, 
  gaping holes remain.
  5 - Huechitl, the Drowned One – This totem pole depicts an eyeless, 
  bloated being draped in river weed, underwater, pulling drowning 
  men down to a watery doom. Beneath, on the ocean floor, terrible 
  predators lurk amongst sunken ships and wispy ghosts wail without 
  sound in a silent watery grave.
  On the ground around the totems, many braided grasses and 
  boughs of leaves have been scattered about and small offerings 
  of flowers, gold, bone, food, gemstones, offal and bits of 
  human flesh have been left as offerings to the evil gods of 
  the savage folk. At any time, 2d6 gp, 3d6 sp and 4d6 cp can 
  be found scattered about as tribute. There is a 50% chance 
  that 1d3 precious stones will also be present. These precious 
  stones will either be amber, jade, lapis lazuli or malachite, and 
  will be worth 1d10X10 gold.
  While nothing likely happens while the player characters 
  are present, these totems are used in strange, taboo rituals 
  on certain special occasions and barbaric festivities during 
  the year. Terrible sacrifices are made, horrible demons from 
  the lower planes are summoned and foul acts of cruelty and 
  unnatural debasement are performed by the shamans and 
  villagers - both to each other and their unwilling captives.
  The totems have a faint magical aura of summoning and a 
  strong aura of evil if a detect magic or similar magic is used.
  
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  Jungle Tomb of the Mummy Bride
  In the center of the totems, a large flat rock rests, upon which 
  the cured animal hides of several creatures (such as sloths, dire 
  otters and great cats) are draped over and on top of which a 
  large, empty turtle shell rests. Inside the shell is the skin and 
  hide of a monkey, which is wrapped around a five demon bag. 
  This evil magical item is used by Omanjuu in her unholy dark 
  rituals and if encountered and confronted in the village, she 
  may flee here to use the bag in her defense.
  9 - Cenote
  The main source of reliable water for the village comes 
  from this place – an underground cenote. This sinkhole 
  is composed mainly of limestone and the groundwater 
  underneath is fed by an underground river. The water here 
  is very clear and quite drinkable, though it does carry the 
  same insidious taint of evil as the rest of the valley, thanks 
  to the ancient evil of the pyramid. This water, over time, has 
  contributed to the long term insanity of the savage folk who 
  use it on a day to day basis. While it does not cause memory 
  loss or confusion, like other areas in the valley where the taint 
  is more concentrated, it can affect the imbiber’s mind over 
  time if consumed regularly.
  No hostile creatures lair within the cenote and there is no 
  material treasure to be had. Other than being a source of 
  water and actually quite beautiful, it is of little consequence.
  10 - Common Area
  This large area is a place where all the villagers eat, share 
  resources, meet and do common, everyday tasks. There are 
  several large fire pits here, along with areas where wood and 
  bamboo is being carved or harvested. Several projects such as 
  hut building, roof thatching and canoe making are usually in 
  progress.
  11 - Tlaclocac’s Maw
  It whispers. It hungers.
  To the south of the village, a massive, jagged charnel pit 
  yawns wide in a clearing, strewn with the cracked and 
  split bones of what must be hundreds of sacrificial victims. 
  A thick yellow haze seems to hang above the pit and the 
  rancid, reeking odor here reminds one of nothing less than 
  a thousand open graves. The edges of the earthen pit are 
  slick and treacherous with muddy orange clay and the walls 
  are caked with old bones, ragged scraps and what appear to 
  be frantic claw marks of those who tried to escape the pit. A 
  disgusting, slimy pool of fetid water has collected at the bottom 
  of the pit, amidst the charnel remains, and bubbles disgustingly 
  from time to time. 
  This horrible place is sacred to the savage cannibals of 
  the village but is avoided by them except under special 
  circumstances. While the village shaman makes annual 
  pilgrimages and sacrifices here, the majority of the folk from 
  the village almost never come here unless it is to cast sacrifices 
  into the pit or under the orders of the witch woman Omanjuu. 
  There is a palpable aura of evil, death and wickedness here, 
  soaked into the very clay itself.
  Villagers cast sacrifices into the pit to both appease their evil 
  gods and to sate the “hunger” of the pit itself. In times past, when 
  sacrifices were lean or not sufficient, horrible, gibbering creatures 
  shambled out of the pit and dragged some of the villagers off. 
  Since those days, the villagers make sure that this poisoned, evil 
  place is always well-fed with slaves, captives and sacrifices.
  If player characters are near the pit, there is a 25% chance 
  that they will encounter a pack of 2d4 ghouls. If it is night, 
  this chance increases to 50%. There is an additional 25% 
  chance that the pack of ghouls is led by a ghast. If a ghoul 
  is killed, another crawls out of the unholy pit in 1d4 days to 
  replace it.
  
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  THE SATELLITE TEMPLES
  In the countryside surrounding the accursed tomb of the 
  Mummy Bride, there are several smaller, satellite temples 
  devoted to various animal gods and spirits. These are relics of 
  the old faith, before the rise of the evil that ruled the pyramid. 
  They have lain lost and abandoned for even longer than the 
  pyramid and are universally in deteriorating shape.
  TEMPLE OF THE JAGUAR
  The ruins of this ancient structure are crumbling and in utter 
  collapse. Only a single archway is left and the temple looks as 
  if the only thing keeping it together are the thousands of roots 
  and vines that coil, crawl over and cover the entire structure. 
  Near the doorway, a variety of strange, white-blue mushrooms 
  grow and the attending fungus covers the nearby vines. If 
  there was ever anything valuable here, it is either gone or 
  buried in the scattered rubble on the floor.
  Inside, there is a single room that appears to have been some 
  kind of satellite temple to the evil gods of the pyramid. Barely 
  visible beneath the vines and roots of the encroaching jungle, 
  the faded frescoes and scenes of depravity and worship are 
  still faintly visible. As with the doorway, the mushrooms and 
  fungi are growing everywhere.
  If the player characters attempt to search the room, a 
  successful DC 12 Wisdom (Perception) check will reveal 
  a long, loose stone amongst the rubble by the door. If it is 
  moved, an animated skeleton will immediately sit up and 
  attempt to reach out and touch the nearest character, but in 
  doing so it will crumble into nothing but bone fragments and a 
  chalky white powder before the players’ eyes. A successful DC 
  10 Intelligence (Investigation) check will reveal a golden brooch 
  in the powdery remains. This golden brooch is fashioned to 
  look like a snarling jaguar with tiny emerald eyes and is worth 
  250 gp.
  A successful DC 10 Intelligence (Nature) check reveals 
  the fungus to be a normal, non-deadly variety of common 
  jungle mushroom. However, the real danger is from the 
  corpsewalker mold here and only a successful DC 21 
  Intelligence (Nature) check will reveal that the insidious 
  menace of these mushrooms being hidden amongst the other 
  mold. If any living creatures stir up the mold on the floor, 
  move the loose stone, touch the powdery white remains, 
  handle the pendant or otherwise come into contact with this 
  blue and white, clumpy fungus, they must make a successful 
  DC 15 Constitution saving throw against disease or become 
  poisoned until the disease is cured. 
  The corpsewalker infection is not immediately noticeable, 
  but for every 24 hours that elapse, the target must repeat the 
  saving throw, reducing its hit point maximum by 5 (1d10) on 
  a failure. The disease is cured on a success. The target dies if 
  the disease reduces its hit point maximum to 0. This reduction 
  to the target’s hit point maximum lasts until the disease is 
  cured.
  If a creature dies from this disease, it will reanimate as a zombie 
  covered in corpsewalker mold within 1 hour. The zombie will 
  immediately seek out any living creature within 360 feet of it 
  to infect with the corpsewalker mold. When the corpsewalker 
  zombie is slain, it turns into a chalky white powder.
  
  37
  Jungle Tomb of the Mummy Bride
  Temple of the Jaguar
  
  38
  planet x games
  Temple of the Frog
  
  39
  Jungle Tomb of the Mummy Bride
  TEMPLE OF THE FROG
  This stone structure once stood tall and proud but has now 
  collapsed into nothingness. A single raised dais lies intact, 
  upon which the detailed, well-carved statue of a squat, devilish 
  toad sits, covered by encroaching vines and lichen. Cracked 
  and shattered rubble lies everywhere and the actual foundation 
  of the old temple has sunken into the earth to create an 
  uneven bowl-like depression. Rainwater has filled this area and 
  it is now the lair of 2d6+2 big ass frogs (uses the statistics for 
  giant frogs) that are drawn to the mysterious energies of the 
  ancient temple. There is a 50% chance that these creatures 
  have been tainted by the evil presence of the pyramid and are 
  actually bad ass devil frogs.
  If confronted, the creatures will attack as normal. However, if 
  the player characters are outnumbered by more than three to 
  one, the frogs will attempt to capture and subsequently drown 
  their opponents. Three (or more) of them will gang up on 
  one character each, then attempt to use their grapple abilities 
  to submerge and drown them. Normal rules for escape and 
  drowning apply.
  Submerged in the muck and slime of the pool are the remains 
  of a handful of unlucky adventurers who crossed paths with 
  these slimy creatures. If the pool is diligently searched and 
  the disgusting muck sifted through (a process that takes 6d10 
  rounds, minus 2 rounds for each character that helps beyond 
  the first), the player characters can recover 309 gp, 155 sp, 
  181 cp, a finely made golden frog statue worth 150 gp and a 
  +1 warhammer.
  
  40
  planet x games
  Temple of the Bat
  TEMPLE OF THE BAT
  Compared to the rest of the satellite temples on the outskirts of 
  the pyramid, this ancient place is still in relatively decent shape, 
  despite huge roots buckling the floor and jungle vines creeping in 
  from seemingly every inch of the rainforest. The sagging archway 
  is crumbling but intact, and is fashioned with a large bas relief 
  of a demonic-looking, fanged bat with its wings spread wide. 
  The temple rests against a hillside, covered in a thick blanket of 
  vegetation, and opens up into a natural open cavern. Hundreds of 
  bats roost inside the cavern and pour out of the archway at sunset.
  At one time, a sizeable contingent of werebats dwelled in and 
  around this old temple, worshiping and cavorting against 
  the moonless sky on even the blackest of nights. Over time, 
  every single werebat has been hunted down and killed by the 
  local savage tribesfolk, who covet their flesh as somewhat of 
  a delicacy. The savages’ ability to ride their warmonger wasps 
  into battle struck the death knell for this werebat colony and 
  now only one survives – an unusually strong and capable 
  werebat known as Gouge-Eye. 
  Gouge-Eye makes his lair inside the cavern at the back of 
  the old temple in a dark, unlit rook at the top of the cave. 
  Hundreds of normal bats roost in and around his perch, 
  occasionally fluttering around the cavern. In addition to these 
  normally benign creatures, there are always 3d6 vampire bats 
  here as well, although they won’t normally attack intruders 
  unless agitated or ordered to do so by Gouge-Eye. The 
  werebat himself does not suffer intruders into his lair, as he is 
  already paranoid and suspicious from the recent eradication of 
  his kind. He will attack intruders without warning, but attempt 
  to flee if he is reduced to less than 10 hit points.
  The floor of the cavern is covered in bat droppings, bones and 
  debris, but amongst the refuse there is treasure to be found. 
  A successful DC 12 Wisdom (Perception) check reveals 335 
  gold, 117 silver, 40 copper, a solid turquoise statue of a bat-
  god (435 gold), a golden bowl worked with images of demonic 
  faces with small rubies for eyes (810 gold), two obsidian 
  masterwork shortswords and a +1 medium shield.
  planet x games
  
  41
  Jungle Tomb of the Mummy Bride
  TEMPLE OF THE SNAKE
  This old, dilapidated temple lies half submerged at the edge 
  of a sloping marsh area, covered in a wild blanket of swamp 
  lilies, old vines and surrounded by massive trees. The archway 
  to the temple is stylized to look like a coiled anaconda and 
  there are three massive snake skin sheds directly inside and 
  to the right of the archway, scattered haphazardly about the 
  rubble. Roots have buckled the floor here, pushing it up so that 
  it has broken apart in numerous places. The pillars are carved 
  with images depicting giant snakes devouring their screaming 
  victims whole or squeezing them to death.
  The back area of the temple is underwater and it’s here that 
  1d3+1 giant constrictor snakes have made their lair. The 
  giant snakes will attack anyone entering their lair or disturbing 
  their rest. 
  Scattered amongst the rubble and submerged in the murky 
  waters of the temple are numerous treasures. A successful DC 
  12 Wisdom (Perception) check reveals a lidless bamboo chest 
  stuck in the mud containing 363 gp bearing the evil skull-
  faced sigil of the Mummy Bride’s temple, along with a sturdy 
  soapstone vase (worth 45 gp).
  Temple of the Snake
  Jungle Tomb of the Mummy Bride
  
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  planet x games
  ASSORTED LOCATIONS AND 
  ENCOUNTERS IN AND AROUND 
  THE PYRAMID
  Welcome to Green Hell
  This jungle will take your breath away… all of it!
  The great expanse of the jungle valley is known as “the 
  Green Hell” by outsiders and it is the lure of great riches and 
  forbidden wonders that tempt the fates and tickle the greed of 
  would be plunderers and adventurers.  The jungle is a lush but 
  dense environment flourishing with hidden dangers, stinging 
  insects, exotic wildlife, man-eating savages, demon-tainted 
  dinosaurs, the shattered remains of lost civilizations and the 
  split, gnawed bones of those who thought they would be the 
  ones to conquer it.
  A great river winds through the jungle valley, and widespread 
  floods are not unknown when there is excessive rainfall, which 
  oftentimes makes long-range travel in the rainforest next to 
  impossible. 
  Due to the overwhelming evil of the pyramid, the land around 
  has become subtly tainted. In some cases, the taint is slight 
  and results in no more than the occasional sinister appearance 
  in flora or fauna. Other times, the very water itself can cause 
  confusion and forgetfulness, or transform a creature into a 
  fiendish, demon-tainted beast over time.
  The jungle valley’s interior has never been mapped by anyone, 
  much less explorers or outsiders. Every single man who has 
  ever tried has met his untimely doom at the hands of one of 
  the jungle valley’s many dangers – drowning and choking to 
  death in quicksand, eaten alive by cannibals, devoured by 
  hell-blooded dinosaurs or shaking and screaming from horrible 
  fevers and ravaging disease.
  The Hateful Fates
  Terror and madness lie at the bottom of a cursed and 
  forgotten sinkhole. Once a wellspring of life, this blood-
  soaked bone garden is now a devilish den of evil inhabited 
  by cannibalistic oracles of terror. Can trespassers escape its 
  gibbering whispers of madness?
  Deep within the jungle valley, located at the bottom of an 
  ancient, cursed cenote, lies the lair of three man-eating, seer-
  like hags. They have been dwelling inside this long dried out 
  sinkhole for more than a century, having gone insane long 
  ago from drinking what they refer to as “the black blood of the 
  earth” – water tainted by the evil energies of the pyramid. 
  These awful creatures – Maegg, Mohg, and Gloria (all are 
  green hags who can each use legend lore once per week 
  while in the presence of the other two) - are thoroughly 
  evil, sadistic creatures and do not suffer trespassers lightly. 
  However, they have been known to bargain with intruders 
  rather than eat them, if they are brought suitable gifts or 
  tribute. Sometimes, their flesh eating cravings are far too 
  intense and they end up devouring trespassers whether they 
  paid tribute or not.
  Their lair is a charnel pit of bones and bloody debris, reeking 
  of death and despair. Amongst the odd limestone formations, 
  curious pools of black liquid bubble forth and stalactites hang 
  thick from the ceiling. As the tunnels of the old cenote wind 
  deeper into the earth, luminous fungi and mushrooms light the 
  way to the hags’ inner lair.
  These three green hags are large and powerful for their kind, 
  having suckled at the tainted teat of evil for more than century. 
  Though the corrupted waters have rendered them incurably 
  and irrecoverably insane, they are nonetheless deadly and 
  must be handled with the utmost care. Their treasures include 
  1,659 gp, 544 sp and 619 cp in assorted currencies, a bronze 
  cloak clasp fashioned to look like a hawk (worth 45 gp), a 
  golden ring inset with polished jade fashioned to look like a 
  staring eye (worth 110 gp) a potion of greater healing, potion 
  of animal friendship, bracers of archery, a quiver with 15 +1 
  arrows, and +2 studded leather armor.
  The Honeyed Horrors of Hexagonal 
  Hell… in 3-Bee!!
  Today the hive! Tomorrow… the world!
  Built around the sun-bleached ribcage of some long-dead, 
  gargantuan creature, this giant bee-hive is a confusing and 
  sticky labyrinth of tunnels inhabited by fiendish giant bees 
  transformed by the malevolent taint of the pyramid. Once 
  a much larger colony, they were recently decimated to their 
  current numbers by the giant wasps that are sometimes ridden 
  by the savage cannibal folk of the valley. The savages highly 
  prize the bee’s “devil-honey” (described in the Appendix) and 
  left enough of the hive alive to rebuild while simultaneously 
  making off with some of the delicious yet horrible concoction. 
  These attacks have left the fiendish giant bees particularly 
  hostile towards humans and humanoid creatures.
  From the outside, the hive looks typical for its kind, although 
  much larger than the usual variety. The tunnels are large 
  enough to comfortably accommodate man-sized creatures, 
  although the innate stickiness of the floor and walls reduce any 
  creature that relies on walking to half their normal movement 
  rate and negate any bonuses to armor class for having a high 
  dexterity score. 
  
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  Jungle Tomb of the Mummy Bride
  The fiendish giant bees are highly territorial and attack those 
  who come near the hive. They fight to the death in defense of 
  their colony and home, targeting any creatures first with their 
  smite ability.
  There will typically be 3d6 fiendish giant bees present, 
  although an attack on the hive will bring an additional 6d6+6 
  fiendish giant bees from afar to defend the hive.
  Faster Purple Worm! Kill!! Kill!!
  An ominous tunnel yawns wide in the jungle, leading to 
  death and mayhem – can the adventurers face the many-
  toothed terror that awaits them in the tunnels below?!
  A shallow sinkhole in the verdant overgrowth of the jungle 
  floor leads to an obvious tunnel at the bottom, some 10' tall 
  and 8' wide. Anyone inspecting it can tell that some sort of 
  creature or natural phenomenon has burrowed this tunnel, 
  and then fortified and packed it solid through constant travel 
  to and fro. A successful DC 13 Intelligence (Investigation) 
  check reveals occasional bits of a white, mucus-like film that 
  has become caked and dried on several loose stones. A further 
  successful DC 15 Intelligence (Nature) check reveals these 
  clues to be the calling card of one of the most voracious and 
  deadly underground predators – the dreaded purple worm.
  The tunnel winds back and forth, extending some quarter mile 
  or so beneath the earth, gently sloping and subtly winding 
  through small caverns and cross-sections, before finally 
  terminating in a large underground chamber. This earthen 
  cavern is more than 100' wide and over twice that in length, 
  with numerous smaller tunnels and chambers adjoining it 
  and snaking off in different directions. The ground is uneven 
  and broken, strewn with boulders and loose areas of gravel. 
  An obvious 8' wide path through the boulders and loose dirt 
  serves as the primary egress through the cavern. A cautious 
  look around the chamber shows debris, bones and bits of acid-
  pitted, badly-digested armor scattered around haphazardly.
  At the north end of the chamber, a large sinkhole drops some 
  35' into a smaller sub-chamber, littered with more loose gravel 
  and sand. Amidst the large rocks and scattered stones are 7 
  veined purple and yellow eggs, each one about 5' tall and 3' 
  wide. The eggs seem to be stuck to the ground with some sort 
  of disgusting, thick, clear-white mucus, anchoring them to the 
  floor and the surrounding stones. A strong odor of bile and 
  turned earth permeates the area. In the southern corner, the 
  bizarre-looking skeleton of some sort of large, curious-looking 
  insectoid creature lies crumpled and discarded, its bones 
  scattered about and the flesh picked clean from its outer chitin. 
  A successful DC 15 Intelligence (Nature) check reveals this to 
  be the remains of a very large, monstrous cave cricket.
  A purple worm lairs here, resting in between almost 
  constant feedings and taking care of its unborn young. It has 
  an insatiable appetite and will immediately attack any living 
  creature that it encounters. It will first attempt to grapple its 
  victim and then, if it establishes a hold, swallow them whole. 
  Opponents who prove especially difficult to deal with or who 
  use offensive spells will attacked using the creatures poison 
  stinger, then grappled and swallowed whole once they have 
  stopped wiggling around and causing trouble.
  A total of 182 gp, 250 sp, 144 cp, a beaten golden idol of 
  a small child-king (worth 560 gp), a beaten copper statue of 
  a turtle inlaid with chipped jade (worth 85 gp in its current 
  condition), a medium-sized metal +2 shield and a large, 
  jagged chunk of malachite (worth 395 gp) can be found 
  amongst the debris and offal of the chamber – undigested by 
  the immense creature. The eggs are the un-hatched young 
  of the purple worm, which will hatch prematurely if they are 
  treated roughly, pulled open, pried loose or otherwise moved, 
  releasing 7 very hungry baby purple worms that will try and 
  devour anything close by – including each other!
  The Valley of Boiling Death
  Rising from the depths of a black hell, these boiling waters 
  are a terrible tempest of thrilling terror!
  The pungent “rotten egg” odor of sulfur on the breeze gives 
  the characteristics of this narrow valley away before travelers 
  even see it. The nearby volcano fuels the geysers in this valley, 
  sending scalding hot water up through the ground, making the 
  land extremely inhospitable to all but the most hardy plants 
  and animals. Hundreds of thin plumes of smoke rise up from 
  the jagged floor of the valley.
  The savage folk of the valley believe that the geysers are the 
  homes of angry spirits that live within the earth and some 
  of the villagers come to the valley to throw sacrifices and 
  valuables into the cauldrons of boiling mud. It is said that if you 
  have wronged the spirits of the earth or offended the gods, 
  then they shall call up the boiling waters of the earth to cook 
  you alive.
  An assortment of boiling ponds dot the landscape, and a 
  small thermal lake has begun to form. Rare but devastating 
  mudslides sometimes sweep through this area, irreversibly 
  altering the landscape and destroying everything in its path. 
  Any living creature caught in their path is consumed and 
  irrevocably destroyed.
  
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  planet x games
  HAZARDS
  Geyser Blast 
  Unpredictable and dangerous, a geyser blast can consume the 
  unwary in a matter of seconds, literally cooking an unprepared 
  explorer alive. A keen adventurer will notice the presence 
  of a geyser if they have a passive Wisdom (Perception) of 10 
  or higher, or if they succeed on an active DC 10 Wisdom 
  (Perception) check.
  Any creature within 10 feet of the geyser blast must succeed 
  on a DC 12 Dexterity saving throw, taking 14 (4d6) fire 
  damage from the scalding water on a failed saving throw, or 
  half as much on a successful one.
  Geyser Field 
  A geyser field is an unpredictable area of often violent thermal 
  springs, heated by the nearby volcano, where magma and hot 
  igneous rocks release gases that heat the local groundwater 
  into powerful, destructive geysers. A geyser field is especially 
  sensitive, and any creature who travels through it has a chance 
  to trigger the geysers in the field, causing them to to erupt and 
  shower the area in super-heated boiling water and mud.
  Any creature in the geyser field when it erupts must succeed 
  on a DC 15 Dexterity saving throw, taking 14 (4d6) fire 
  damage on a failed saving throw. Until it exits the geyser field, 
  the creature takes 14 (4d6) fire damage at the start of each of 
  its turns.
  Acid Pool
  Often found in bright colors of yellow, blue and green, and 
  marked by thermal steam ascending from its surface, acid 
  pools can be found scattered across the valley floor. Any 
  creature that starts its turn within 10 feet of an acid pool takes 
  7 (2d6) acid damage from caustic fumes and poisonous gas. A 
  creature that falls into an acid pool takes 28 (8d6) acid damage 
  at the start of each of its turns until it exits or is pulled from 
  the pool.
  In some instances, a thin crust of dirt, minerals and dust 
  collects over an acid pool and, over time, it begins to look 
  like solid ground. A successful DC 14 Wisdom (Perception) 
  check reveals the hidden danger before a creature has the 
  chance to step on it. A creature that does step on the hidden 
  hazard must succeed on a DC 15 Dexterity saving throw to 
  avoid breaking through the crust and falling into the acid pool. 
  A failed saving throw results in the creature falling into the 
  pool, taking 28 (8d6) acid damage at the start of each of the 
  creature’s turns that it remains in the pool.
  Additionally, any nonmagical weapons and armor carried 
  by the creature is partly dissolved. Any nonmagical armor 
  the creature is wearing takes a permanent and cumulative -1 
  penalty to AC, while nonmagical weapons take a permanent 
  and cumulative -1 to damage rolls for each turn that the 
  equipment is in the acid pool. The armor is destroyed if the 
  penalty reduces its AC to 10, and the weapon is destroyed if 
  its penalty drops to -5.
  Mundane equipment is permanently destroyed by the acid 
  pool after a single turn of exposure.
  At least one gray ooze is known to haunt these pools, 
  subsisting on animals, birds and the occasional savage 
  tribesman who gets too close. It attempts to surprise its 
  victims, sometimes floating on top of an acid pool or lurking 
  just beneath the surface. It uses it’s pseudopod to grapple 
  an opponent and pull them into the pool for a quick death, 
  so that it can dissolve their flesh and bones for a quick meal 
  afterwards.
  Poisonous Gases
  Often emitted from super-heated fumaroles – an opening 
  in the earth’s crust that emits steam and noxious fumes - 
  poisonous gas is a very real threat when traversing the valley 
  floor. In order for a poisonous gas to be effective, it must be 
  inhaled. A successful DC 15 Wisdom (Perception) check alerts 
  a character to the presence of the poisonous gas and allows 
  them to move away from it. If the gas goes unnoticed, each 
  creature that passes through an area filled with poisonous 
  gas must succeed on a DC 14 Constitution saving throw or 
  take 10 (3d6) poison damage and be poisoned for 1 hour. 
  Continued exposure to the poisonous gas requires that 
  creature to repeat the saving throw at the start of each of its 
  turns.
  Boiling Mud
  Because of the close proximity of both the volcano and local 
  groundwater, some areas of the valley floor have become 
  incredibly dangerous pools of boiling mud. These pools are 
  easily identified by the steadily boiling surface and noxious 
  steam rising up from them.
  
  45
  Jungle Tomb of the Mummy Bride
  A creature who becomes mired in a pool of boiling mud takes 
  21 (6d6) fire damage at the start of each turn of their turns. 
  Once the creature exist the pool, an action must be taken 
  (either by the creature or a companion) to scrape the mud off 
  or the damage will persist at the start of the creature’s next 
  two turns.
  Boiling Mudslide
  A thankfully rare phenomenon, a boiling mudslide is a 
  catastrophic event that almost certainly spells death for any 
  living creature caught inside its radius. Caused by the natural 
  instability of the valley floor and quick but powerful eruptions 
  from the depth of the volcano, the pressure of volcanic gasses 
  and boiling steam can push up through the crust. When this 
  happens in a region filled with large, deep pools of boiling 
  mud, a boiling mudslide can occur.
  Each creature caught in the path of a boiling mudslide takes 
  21 (6d6) fire damage. If the creature is Large-sized or smaller, 
  it is knocked prone. Creatures that are Huge or larger must 
  succeed on a DC 30 Strength saving throw or be knocked 
  prone. At the start of each of the creature’s turns after being 
  knocked prone, the creature is pushed 20 feet in the same 
  direction as the mud flow and takes 21 (6d6) fire damage. A 
  creature that succeeds on a successful DC 25 Strength check 
  can use their action to stand up. Moving out of the mud slide 
  requires a successful DC 20 Dexterity (Acrobatics) check and 
  the terrain is considered difficult. If the creature is unable to 
  extricate themselves or be pulled from the mudslide, they will 
  begin to suffocate within 1d6 rounds. See the Fifth Edition 
  SRD for the rules on suffocation.
  When a boiling mudslide occurs, it destroys or reshapes the 
  structure of nearly everything in its path, mowing down trees, 
  scorching vegetation and killing all wildlife. The local cannibal 
  tribe believes that a boiling mudslide is a sign that their gods 
  are angry and after one occurs they will often bring sacrificial 
  captives down into the valley as an appeasement, shoving or 
  lowering them into pools of boiling mud or acid to atone for 
  their perceived transgressions.
  Down on the Fungus Farm
  Here they grow again.
  This large colony of mushroom men exists deep within the 
  jungle, in giant mushroom and fungus structures that exist 
  both above and below the ground. Generally peaceful and 
  introspective, they quietly tend massive gardens of mold, 
  spores and rot, resplendent with every manner of fruiting 
  body imaginable. A hive mind, communicating through the 
  rapid transfer of spores, these fungal fellows have managed 
  to stave off the corrupting effects of the Mummy Bride’s 
  pyramid, making their lair one of the only places in the jungle 
  valley free from the creeping taint of corruption caused by the 
  pyramid’s evil.
  Beneath the sprawling, fruiting gardens of fungi and giant 
  mushrooms on the surface, the mushroom men tend a far more 
  grisly and fantastic garden underground. Accessed through a 
  maze-like collection of twisting tunnels and confusing passages, 
  the mushroom folk cultivate a luminous, fungus-filled grotto 
  where the slowly-decaying corpses of hundreds of creatures 
  rest, covered in a blanket of alien-looking, blue-white fungi. This 
  bizarre fungi leeches deep into the moldering bodies, storing the 
  collective knowledge and memories of these dead creatures, so 
  that it can be accessed by the mushroom men in times of need 
  or peril. The tribe’s leaders often come here to gain pieces of 
  information or answers to questions that these creatures knew 
  in their former lives. 
  On very rare occasions, explorers and travelers who have 
  gained the tribe’s trust have been granted access to this 
  forbidden chamber in order to consume the potent elixir 
  brewed from the fungi and mushrooms, so that they can 
  gain a piece of much-needed information. This access is 
  only allowed after doing some sort of service for the tribe 
  or in return for some sort of treasure of valuable piece of 
  information.
  At any one time, 8d10 mushroom men of various sizes and 
  types will be present.
  
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  Fungal Grotto
  
  47
  Jungle Tomb of the Mummy Bride
  Tippin’ Back Some Juuka
  The mushroom men are known for brewing a powerful but 
  foul-tasting, bitter magical potion from the assortment of 
  fungus and mushrooms that grow amongst the moldering 
  bodies in their underground fungi gardens – known as juuka 
  - that sends its imbibers on extremely powerful psychic and 
  spiritual journeys. These psychic dream-quests propel drinkers 
  on a psychedelic, spiritual awakening where they may receive 
  portents and visions, see into the future or past and sometimes 
  communicate with strange beings beyond the pale of human 
  consciousness. Some drinkers have reported traveling to other 
  dimensions and planes of existence, doing battle with fantastic 
  creatures, speaking directly with omnipotent gods and 
  experiencing miraculous healing of both body and mind.
  To gain the effects of juuka, a player must spend a full, 
  uninterrupted round drinking it. A creature that ingests juuka 
  must succeed on a DC 10 Constitution saving throw. Despite 
  a successful saving throw, the creature is poisoned. While 
  poisoned in this manner, the creature is also incapacitated, 
  with its mind and consciousness having left its physical body to 
  be sent on a wild rollercoaster ride through the very fabric of 
  time, space and reality.
  At this juncture, you are encouraged to come up with any 
  sort of bizarre story-telling mechanism, game mechanic or bit 
  of personal flavor that you desire, in order to get information 
  across that you wish the players to possess. Players may 
  end up having to do battle with otherworldly, nightmarish 
  creatures as they face their own fears, or they may speak with 
  enlightened, benign beings that help them along their journey, 
  offering advice or maybe even magical healing. This is 
  determined entirely by you and can be modified as you see fit.
  This advice or information, while potentially very useful or 
  enlightening, can potentially come with a dire cost. On a 
  successful DC 12 Wisdom saving throw, the player gains some 
  useful bit or piece of information, determined by you, and 
  will awaken from their psychedelic slumber in 2d4 hours. On 
  a failed saving throw, the player is subject to the effects of a 
  phantasmal killer spell and must fight against the horrors and 
  nightmares that accost him on his journey. A character that 
  is slain by the phantasmal killer drops to 0 hit points, while a 
  character that survives the phantasmal killer will awaken in 
  2d4 hours but will still be poisoned for 24 hours after waking.
  The following is a sample juuka vision:
  “The jungle around me melted away into nothingness, 
  revealing that I was in the clutches of a massive, green-scaled 
  python. As the python’s mouth opened wide to swallow me, 
  a blinding light shone from within, consuming me. I felt 
  liquid fire rain over my body, stripping away my fears and 
  pre-conceived notions of the mushroom folk. The fire rolled 
  over my skin but was cool to the touch, like snowflakes 
  blowing in a summer wind. As my senses slowly returned, 
  I was outside myself, looking down at my body. I was a 
  naked babe again, sitting amongst the ferns of the jungle 
  floor, suddenly watching a long trickle of ants cascade down 
  a single frond. A low, guttural growl drew my attention 
  upwards, and I saw a sleek, supine jaguar padding towards 
  me, the spots on its hide blinking like eyes. Its mouth 
  opened, full of stars, to bite my head from my shoulders 
  and suddenly I found myself lying flat on my back inside the 
  fungus-folk’s twinkling, luminous grotto, with the ghosts of 
  my ancestors whispering secrets to me. I lay there for what 
  seemed like a lifetime… quiet and still… listening to the 
  murmurs… and I knew I had found the answers I had come 
  to seek.”
  The Ungguuk, “the Eaters of the Dead”
  When there’s no more room in Hell, the living dead shall 
  walk the lands of men… and devour their souls!
  Considered to be “evil spirits” by the other tribal folk of the 
  jungle, the Ungguuk are a small, terrible tribe of cannibal folk 
  whose name translates roughly to “grave eaters” or “eaters of 
  the dead”. Once a much larger tribe, disease, universal disgust 
  and hatred from the other tribes – along with constant warfare 
  - have reduced their numbers to no more than a few dozen, 
  causing them to flee to the deepest recesses of the jungle in 
  order to feed and survive. Now, they make their lair in the 
  darkest heart of the jungle, sleeping in the open graves of an 
  ancient tribal burial ground and devouring the flesh of their 
  enemies – alive or dead.
   The typical Ungguuk tribesman has a small, pygmy-sized 
  body topped with a large head and a shrunken face filled with 
  self-sharpened, rotten teeth. They are squat, little men of 
  evil disposition with long arms that sometimes dangle to the 
  ground like an ape’s, with sunken eyes and filthy, matted hair. 
  Their malnourished bodies are skinny, underfed and often 
  diseased because of their terrifying eating habits, and they 
  smear funerary ash over their skin to hide their open wounds 
  and leaking sores. They reek of the open grave, have terrible 
  hygiene and have a generally dry, withered appearance, as 
  their day-to-day diet consists of dead flesh. Their hygiene is far 
  
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  planet x games
  from passable, even in the most debased and uncaring society, 
  and their odor is detectable from a distance. Despite their 
  outward appearance, the Ungguuk are not undead, though 
  many tribes believe that they are. In truth, the scabrous, 
  tittering witch-doctors of the Ungguuk brew a special brew 
  before hunting or going into battle that dulls pain and the 
  emotional response, lending further credence to rumor that 
  they are the living dead.
  The Ungguuk are typically small and fast, despite their 
  diseased bodies, wearing no armor and wielding spears, 
  blowguns and small machetes. Their shamans are known to be 
  able to speak with the dead and to be able to learn the secrets 
  of those who have passed by consuming their dead flesh. 
  Unintelligent undead will often ignore them, mistaking the 
  Ungguuk for one of their own. Their customs are altogether 
  unclean, unwholesome and terrible.
  Long rumored by the other jungle tribes to have been birthed 
  from cannibal tribesman who feasted upon the forbidden flesh 
  of the undead, these diminutive, horrible, shrunken faced men 
  were once highly prized by the court of the Mummy Bride and 
  her accursed temple, before it fell. The priests and hunters 
  of the court would capture the Ungguuk, bringing them back 
  to their court and treating them as tiny, savage jesters. For 
  this affront, the Ungguuk still hate the pyramid and all those 
  interred within.
  A typical wandering band of Ungguuk consists of 3d6 
  Ungguuk tribesmen and 1 Ungguuk witch doctor (both can 
  be found in the Monster Appendix).
  The Ghost Council of Non
  They went into the jungle alive… and came out in pieces!
  Atop a nigh-inaccessible peak high in the crags above the 
  jungle lies the hidden graveyard of Non - a remote but 
  beautiful place where the fabled couatl of legend come to die 
  when their time in the mortal realm has passed. Resplendent 
  with the serpentine bones, unique golden jewelry and multi-
  colored feathers of those who either came here to die or 
  were carried here by their brothers in ages past, the entire 
  area radiates a sense of calm and good. Multicolored birds of 
  paradise roost amongst the vine-choked crags and all manner 
  of tropical plants grow amongst the lush green of the cliffs. 
  What few folk have ever discovered is that the spirits and 
  disembodied consciousness of these great beings still linger 
  here, in a heavenly state of reverie and reflection. This ghostly 
  council of elders is thousands of years old, having seen the 
  rise and fall of the Mummy Bride and her evil temple, along 
  with the slow but steady corruption of the jungle valley. The 
  spirits of more than a hundred couatl rest here, contemplating 
  the secrets of the universe and sending their eternal 
  consciousnesses on journeys through the astral realm.
  The graveyard itself is a veritable treasure trove, as the couatl 
  who found their final rest here often wore over-sized golden 
  jewelry. This jewelry comes in many shapes and forms, but 
  the most common are large torcs worn about the neck. Each 
  piece of jewelry has a base value of 300 gp, with 1d6X100 
  gold in additional value, depending on the size and design. In 
  addition, the graveyard is full of thousands of couatl feathers, 
  which are highly prized by alchemists and wizards. A single 
  feather from the legendary couatl could be worth up to 150 gp 
  on the open market, to the right buyer.
  Composed of the whispering, ghostly spirits of more than 
  a hundred long-dead but wise couatl who have come here 
  to find their final rest, this supernatural council can be a 
  wise, benevolent force or a wrathful barrage of destruction, 
  depending on a character’s alignment.
  If a character of evil alignment somehow finds themselves in 
  the graveyard, a barrage of disembodied, serpentine ghostly 
  voices will murmur and whisper, warning them to leave at 
  once. If they are defiant or refuse to do so, the Ghost Council 
  will bring their full powers to bear on the offender, attempting 
  to obliterate the interloper. The ghostly spirits of a hundred 
  couatl rise from the earth and lash out with psychic energy 
  attempting to tear and devour the identity and consciousness 
  of the target from the fabric of reality. The offender must 
  succeed on a DC 18 Wisdom saving throw, taking 55 (10d10) 
  psychic damage on a failed saving throw, and half as much 
  damage on a successful one. This psychic assault will continue 
  each turn until the offender leaves or is dead.
  If a character is of neutral alignment, they will be left alone 
  as long as they do not attempt to disturb the eternal rest of 
  the spirits who dwell here. Disturbing the bones or taking the 
  scattered treasure will elicit a response as though they had an 
  evil alignment.
  If a character is of good alignment, then they will be greeted 
  by vaporous, winged, serpentine apparitions - the spirits of the 
  long-dead couatl - and told that they may rest and be at ease 
  here, as long as they do not disturb the remains of the Ghost 
  Council. All healing done while a good character rests here 
  is at double the normal rate and all diseases will be cured by 
  staying here a full day. Furthermore, a good-aligned character 
  may beseech the souls of these long dead benevolent beings 
  for aid. If they have already proven themselves through pure 
  deeds and good actions, they may learn an important bit of 
  knowledge or useful scrap of information that could aid them. 
  
  49
  Jungle Tomb of the Mummy Bride
  The Cavern of the Crystal Skulls
  A cursed cave of calcified corpses awaits!
  The source of many ghost stories and whispered rumors 
  amongst the savage tribes of the valley, this deep cave is far 
  off the beaten path and obscured by the knotted vines, dense 
  palms and tangled roots of the jungle. The entrance is jagged 
  and uneven, but flattens out and provides able footing once 
  inside. A stream runs out of the cavern mouth, and down the 
  earthen hill leading up to it. The tunnel beyond winds deep 
  into the mountain, finally opening up into a rough-hewn, 
  multi-tiered room, while two small streams flow out of the rock 
  walls and disappear back out the corridor. 
  With able torch or lantern light, several glittering, curious-
  looking bodies can be discerned upon the second tier, in a 
  sitting position, looking down. These are the ancient remains 
  of the honored dead, whose bones were laid here in ancient 
  times but have become calcified and transformed into a 
  sparkling, crystallized state. Yellow, white and vaguely purple 
  crystals have literally cropped up on these ancient remains, 
  giving them an otherworldly, alien-like appearance.
  The remains are entirely non-magical and simply a result of 
  the damp conditions of the cave and natural crystallization 
  over an extremely long period of time. There is no treasure to 
  speak of, though an assortment of ancient, primitive tools can 
  be found in the dirt and water around the cave.
  The cavern and its streams are home to all sorts of freshwater 
  crab, albino crayfish and a variety of fish, as well as a colony of 
  darkmantles and occasionally the fiendish giant otters who 
  hunt them. Typically, there will be 1d4+1 darkmantles here, 
  along with 1d2+1 fiendish giant otters (see Monster Appendix).
  Sons of the Underworld
  Sometimes, it’s what’s on the inside…
  Appearing as little more than a meticulously carved stone door 
  depicting scenes of debauchery, fetishized torture and human 
  sacrifice in a vine-choked hillside, this ancient stone vault was 
  actually used to hold a special weapon created by the priests 
  of the accursed pyramid, should they need to use it against 
  invaders. 
  The stone door can be opened with a successful DC 17 
  Strength check or by breaking it down. It has the normal 
  statistics for its type according to the core rules. Once inside, 
  the room is a single 30' by 30' room, with no additional 
  entrances or windows. Vines and creeping plants choke the 
  far end of the room and snake along the ceiling. Standing 
  about the room are 12 creatures that initially appear to be 
  zombies but who are actually swarm shamblers (see Monster 
  Appendix). A successful DC13 Intelligence (Investigation) 
  check reveals that the eyes, noses, ears and mouths of these 
  zombies have all been sewn tightly shut with twine and packed 
  with tar. They moan incessantly through tightly-sewn lips.
  These terrifying zombies have been specifically crafted and 
  rendered airtight to hold an additional deadly element inside 
  them – a swarm of undead hornets (see Monster Appendix) 
  surrounded by poison gas! 
  If a cleric destroys them with the turn undead ability, their 
  bodies burn away under the light of the righteous gods of 
  good… only to expose both the poison gas and the swarm of 
  undead hornets at the same time! A second successful turn 
  undead check will have to be made in order to turn or destroy 
  the undead swarm of hornets. The gas remains regardless of 
  any successful turning attempts.
  
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  MAGICAL ITEMS 
  The Black Blood of Tlaclocac
  Potion, rare
  Also known as “feral draughts”, these potions are often 
  consumed by savage cannibals before raids into civilized lands. 
  Your eyes become filled with blood, giving them an unnatural 
  appearance as you become bloodthirsty and violent, gaining 
  the benefits of a bless spell and 10 temporary hit points. 
  Because of the anger and depravity caused by drinking this 
  potion, you have advantage on saving throws against charm 
  effects.
  This effect lasts for 1 minute.
  Blood Mud
  Wondrous item, rare
  Insidiously prepared with jungle mud where the blood of an 
  intelligent humanoid has fallen in battle, cannibal shamans 
  and witch doctors of savage tribes’ smear and paint this on the 
  bodies of their warriors to make them more effective in battle.
  When you smear blood mud on your body, you take on the 
  aspect of a feral barbarian and fight with unmatched fury. 
  While fighting in this manner, you gain the following benefits if 
  you are not wearing heavy armor:
  4	You have advantage on Strength checks and Strength  
   
  saving throws.
  4	When you make a melee weapon attack using Strength,  
   
  you gain a +2 bonus to the damage roll.
  If you are able to cast spells, you can’t cast them or 
  concentrate on them while under the effect of the blood mud. 
  Your enhanced fighting ability lasts for 1 minute. It ends early 
  if you are knocked unconscious or if your turn ends and you 
  haven’t attacked a hostile creature since your last turn or taken 
  damage since then. 
  Blood Mud can only be used once per long rest.
  APPENDIX
  Cannibal Jar
  Wondrous item, very rare (requires attunement)
  This earthen, clay jar is painted bright red and has a banded 
  black stripe around the mouth. Inside, it contains a disgusting 
  stew of rotting flesh and viscera that curdle and roll about, 
  filled with bits of cracked, ragged bone – the remains of 
  sacrificial victims.
  Once per day, you can use an action to speak the jar’s 
  command word and summon the tortured spirits of the 
  sacrificed dead that dwell within. The spirits erupt from the jar 
  in a vaporous, moaning cloud, surrounding a target of your 
  choice. The target must succeed on a DC 16 Constitution 
  saving throw. A target takes 7d8 + 30 necrotic damage on a 
  failed save, or half as much damage on a successful one. The 
  jar cannot be used this way again until the next dawn.
  If the target is killed by this attack, all of the flesh is rapidly 
  stripped from its bones, which quickly crumble to dust. The 
  creature can only be restored to life by means of a true 
  resurrection or wish spell.
  If the user commands the spirits to appear and there is no 
  target to attack, the spirits will instead turn on the summoner. 
  Many times, a cannibal jar has been 
  found sitting alone in the jungle or 
  an abandoned temple, with 
  nothing more than a 
  small pile of dust 
  nearby, having been 
  devoured wholly 
  by the tortured 
  sacrificial victims 
  of the jar.
  
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  Jungle Tomb of the Mummy Bride
  Devil Honey
  Wondrous item, rare
  Curse. When you eat this gooey substance, you gain the effect 
  of the enhance ability (bull’s strength) spell for 1 hour. While 
  under the effect of devil honey, you experience alternating 
  periods of euphoria and confusion mixed with rage.
  An effected target cannot take reactions and must roll a d10 
  to determine their behavior immediately after consuming devil 
  honey and every 10 minutes after until the effect has expired.
  1 - The creature uses its movement to move in a random direction 
  towards another creature (either friend or foe). To determine the 
  direction, roll a d8 and assign a direction to each die face. The 
  creature must attack the creature it is nearest to at the end of its 
  move.
  2-7 - The creature acts normally this turn.
  8-9 - The creature must use its action to make a melee attack against 
  a randomly determined creature within reach. If there is no creature 
  within its reach, the creature does nothing this turn.
  10 - The creature does nothing, taking no actions.
  The effects of the devil honey can be negated by a remove 
  curse spell.
  Drums of Panic
  Wondrous item, very rare (requires attunement)
  You can use your action to sound this pair of drums. In 
  response, all hostile creatures within 60 feet of you must make 
  a DC 13 Wisdom saving throw. On a failure, the creature 
  must drop whatever it is holding and become frightened for 1 
  minute.
  While frightened, a creature must take the Dash action and 
  move away from the drums by the safest available route on 
  each of its turns, unless there is nowhere to move. If the 
  creature ends its turn in a location where it does not have line 
  of sight of the drums, the creature can make a Wisdom saving 
  throw. On a successful save, the spell ends for that creature.
  Eldritch Leeches
  Wondrous item, rare
  Gathered from foul jungle swamps and ensorcelled by 
  nightmarish cannibal shamans, the blood-black leeches cause 
  1d4 necrotic damage when applied to the body, but also 
  provide the victim with a predetermined spell effect for 1 
  hour. The necrotic damage cannot be healed until the leech is 
  removed from the victim.
  For example, an eldritch leech could be used to allow a 
  creature who applies one to their body to benefit from an 
  enhance ability (bull’s strength) spell. The types of effects that 
  an eldritch leech can be enchanted with are limited to GM 
  discretion.
  Five-Demon Bag
  Wondrous item, very rare (requires attunement)
  Often found in the hands of evil priests, cultists and witch 
  doctors, this item allows you to bring forth hideous demons 
  from the depths of the Abyss.
  Once per week, you can summon 1d3 + 2 dretch demons. 
  The summoned demons appear in unoccupied spaces within 
  60 feet of you and act as your ally. The demons remain for 1 
  minute, until you are slain, or until you dismiss them using an 
  action.
  The bag cannot be used this way again until seven days have 
  passed.
  Flask of Curses
  Wondrous item, rare
  Curse. When the stopper of this ordinary-looking flask is 
  removed, all creatures within 30’ of the flask must succeed on 
  a DC 13 saving throw or be magically cursed. Until the curse 
  sends, the target has a disadvantage on Wisdom saving throws 
  and ability checks. A remove curse spell ends the curse.
  
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  Head-Hunter’s Belt
  Wondrous item, very rare (requires attunement by an evil-
  aligned character)
  Fashioned from human skin and hung with a single, hideous 
  shrunken head, this awful magical belt has several magical 
  benefits, but only for those of particular tastes and natures. 
  While wearing this belt, you gain the following benefits:
  4	You gain 5 temporary hit points.
  4	You have a +1 bonus to AC and saving throws.
  If you have partaken in cannibalism in the last 24 hours, the 
  bonuses double for 24 hours.
  Razorvine Pouch
  Wondrous item, rare
  Another dreaded item fashioned by the evil witch doctors of 
  the southern jungles, this pouch is fashioned from tanned, 
  weathered human skin and contains 1d6+1 pieces of withered 
  human heart tissue, or “seeds”. When these terrible seeds are 
  thrown to the ground, they begin to enlarge and elongate, 
  as grasping weeds and vines sprout from them in a 20-foot 
  square that lasts for 1 minute. For the duration, these plants 
  turn the area into difficult terrain.
  A creature in the area when then seeds begin to 
  grow must succeed on a DC 11 Strength saving 
  throw or be restrained by the entangling vines 
  until the effect ends. A creature restrained 
  by the plants can use its action to make a 
  DC 11 Strength check, freeing itself on a 
  success. In addition, the vines cause 2 
  (1d4) slashing damage each round the 
  creature is restrained, as the razor-
  sharp leaves from the vines cut away 
  at them.
  When the effect ends, the vines and 
  weeds wither away.
  “Tzuigecatl, the Deathspeaker”
  Weapon (dagger), very rare (requires attunement)
  This obsidian +1 dagger allows you to speak with the 
  tormented souls of the restless dead that it has absorbed 
  through all the sacrifices it has been used for over the many 
  centuries since its creation.
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  While wielding the dagger, you can use an action to cast the 
  legend lore spell. The dagger can’t be used this way again 
  until the next dawn.
  
  53
  Jungle Tomb of the Mummy Bride
  Bad Ass Devil Frog
  Large fiend (devil), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed  30 ft., swim 30 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  19 (+4) 
  5 (-3) 
  12 (+1) 
  3 (-4)
  Saving Throws  Dex +5, Con +4
  Skills Stealth  +5
  Damage Resistances cold; bludgeoning, piercing and slashing from 
  nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 3 (700 XP)
  Amphibious. The frog can breathe air and water.
  Devil’s Sight. Magical darkness doesn’t impede the frog’s vision.
  Keen Smell. The frog has advantage on Wisdom (Perception) checks  
  that rely on smell.
  Magic Resistance. The frog has advantage on saving throws against 
  spells and other magical effects.
  Standing Leap. The frog’s long jump is up to 30 feet and its high 
  jump is up to 20 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 
  (2d8 + 3) piercing damage, and the target is grappled (escape DC 
  15). Until this grapple ends, the target is restrained, and the frog 
  can’t bite another target.
  Swallow. The frog makes one bite attack against a Large or smaller 
  target it is grappling. If the attack hits, the target is swallowed, and 
  the grapple ends. The swallowed target is blinded and restrained, 
  it has total cover against attacks and other effects outside the frog, 
  and it takes 14 (4d6) acid damage at the start of each of the frog’s 
  turns. The frog can only swallow one target at a time.
  If the frog dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse using 5 feet of movement, exiting 
  prone.
  Big Ole’ Snake
  Huge beast, unaligned
  Armor Class 12
  Hit Points 60 (8d12 + 8)
  Speed 30 ft., swim 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  3 (-4)
  Skills Perception +2
  Senses blindsight 10 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 
  11 (2d6 + 4) piercing damage, and the target must succeed on a 
  DC 12 Constitution saving throw or take 10 (3d6) poison damage. 
  If the poison damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit points, and 
  is paralyzed while poisoned in this way.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled 
  (escape DC 16). Until this grapple ends, the creature is restrained, 
  and the snake can’t constrict another target.
  MONSTER APPENDIX
  This section contains all of the stat blocks you’ll need for playing Jungle Tomb of the Mummy Bride. Whenever a monster appears 
  in bold text for the first time, it indicates that you can find the statistics for it here in the Monster Appendix. Statistics for monsters 
  that are already in the core SRD (such as ghouls or zombies, for example) are not included, but can be found in the online 5E SRD 
  or in the appropriate books dedicated to such things.
  
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  planet x games
  Cannibal
  Medium humanoid (any), chaotic evil
  Armor Class 12 (hide armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
  10 (+0) 
  8 (-1)
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Reckless. At the start of its turn, the cannibal can gain advantage 
  on all melee weapon attack rolls that turn but attack rolls against it 
  have advantage until the start of its next turn.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 
  (1d8 + 2) piercing damage if used with two hands to make a melee 
  attack, and the target must succeed on a DC 10 Constitution saving 
  throw, taking 3 (1d6) poison damage on a failed save, or half as 
  much damage on a successful one.
  Cannibal Hunter
  Medium humanoid (any), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0)
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses passive Perception 15
  Languages Common
  Challenge 1 (200 XP)
  Keen Hearing and Sight. The cannibal has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack. The hunter makes two melee attacks or two ranged 
  attacks.
  Obsidian Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, and the target must 
  succeed on a DC 11 Constitution saving throw or be poisoned for 
  1 minute. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  Horn Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage, and the target must 
  succeed on a DC 11 Constitution saving throw or be poisoned for 
  1 minute. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  Cannibal Sub-Chief
  Medium humanoid (any), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  12 (+1) 
  9 (-1)
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Reckless. At the start of its turn, the cannibal sub-chief can gain 
  advantage on all melee weapon attack rolls that turn but attack rolls 
  against it have advantage until the start of its next turn.
  Actions
  Multiattack. The cannibal sub-chief makes two attacks with his 
  scimitar.
  Obsidian Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage, and the target 
  must succeed on a DC 11 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much damage on a 
  successful one.
  Cannibal Wasp-Rider
  Medium humanoid (any), chaotic evil
  Armor Class 14 (bone-studded leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft., fly 50 ft. (mounted)
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  8 (-1)
  Skills Animal Handling +4
  Senses passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Flyby. While mounted, the wasp-rider doesn’t provoke opportunity 
  attacks when it flies out of an enemy’s reach.
  Actions
  Obsidian Boar Spear (Mounted). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage and the 
  target must succeed on a DC 11 Strength saving throw or be 
  knocked prone.
  Horn Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, and the target must 
  succeed on a DC 11 Constitution saving throw or be poisoned for 
  1 minute. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  
  55
  Jungle Tomb of the Mummy Bride
  Cannibal Witch Doctor
  Medium humanoid (any), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  17 (+3)
  Skills Arcana +3, Religion +4, Perception +4
  Senses passive Perception 14
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Spellcasting. The cannibal witch doctor is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). The cannibal witch doctor can cast the following spells:
  Cantrips (at will): chill touch, guidance, poison spray
  1st level (4 slots): bane, detect magic, inflict wounds, mage armor
  2nd level (3 slots): augury, darkness, ray of enfeeblement
  3rd level (2 slots): bestow curse, conjure animals, dispel magic, stinking 
  cloud
  Poisonous Hex. As a bonus action, the cannibal curses one creature 
  for 1 minute that it can see within 90 feet of it. Until the curse is 
  removed, the cannibal deals an extra 7 (2d6) poison damage to the 
  target whenever the cannibal hits it with a melee attack.
  If the target drops to 0 hit points before the curse ends, the 
  cannibal can use a bonus action on a subsequent turn to curse a 
  new creature.
  A remove curse spell will end the curse early.
  Actions
  Obsidian Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  or 6 (1d8 + 2) piercing damage if used with two hands to make a 
  melee attack.
  Chieftain’s Guards
  Medium humanoid (any), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  11 (+0) 
  9 (-1)
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Multiattack. The chieftain’s guard makes two melee attacks.
  Bone Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Dol-Mu, the Tribal Chieftain
  Medium humanoid (any), chaotic evil
  Armor Class 16 (bone-studded leather)
  Hit Points 112 (15d8 + 45), (122 with headhunter’s belt)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  8 (-1) 
  11 (+0)
  Saving Throws Str +8, Dex +6, Con +7
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 9
  Languages Common
  Challenge 7 (2,900 XP)
  Headhunter’s Belt. Dol-Mu has a +2 bonus to AC and saving throws 
  and gains 10 temporary hit points while wearing the headhunter’s 
  belt (included in stats).
  +2 Spear. Dol-Mu has a +2 bonus to attack and damage rolls made 
  with his spear +2 (included in the attack). Dol-Mu coats the blade 
  of the spear with wasp poison.
  Actions
  Multiattack. Dol-Mu makes three melee attacks or two ranged 
  attacks.
  +2 Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. and 
  range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 
  (1d8 + 6) piercing damage if used with two hands to make a melee 
  attack, and the target must succeed on a DC 11 Constitution saving 
  throw, taking 10 (3d6) poison damage on a failed save, or half as 
  much damage on a successful one. If the poison reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 hour, even 
  after regaining hit points, and is paralyzed while poisoned in this 
  way.
  Equipment. Headhunter’s belt (see Appendix), +2 spear.
  
  56
  planet x games
  Fiendish Giant Bee
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 10 ft., fly 50 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   14 (+2) 
  17 (+3) 
  15 (+2) 
  1 (-5) 
  12 (+1) 
  3 (-4)
  Saving Throws Str +4, Dex +5, Con +4
  Damage Resistances cold; bludgeoning, piercing and slashing from 
  nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 3 (700 XP)
  Devil’s Sight. Magical darkness doesn’t impede the bee’s vision.
  Flyby. The bee doesn’t provoke opportunity attacks when it flies 
  out of an enemy’s reach.
  Magic Resistance. The bee has advantage on saving throws against 
  spells and other magical effects.
  Actions
  Multiattack. The fiendish giant bee makes two attacks: one with 
  its mandibles and one with its sting. Alternatively, it can use Smite 
  once.
  Mandibles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) bludgeoning damage.
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 
  (3d6 + 2) piercing damage, and the target must succeed on a DC 
  12 Constitution saving throw or be poisoned for 1 minute. While 
  poisoned in this way, the target can’t regain hit points. The target 
  can repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Fiendish Giant Otter
  Medium fiend (devil), lawful evil
  Armor Class 12
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., swim 60 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  12 (+1) 
  5 (-3) 
  12 (+1) 
  3 (-4)
  Damage Resistances cold; bludgeoning, piercing and slashing from 
  nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Devil’s Sight. Magical darkness doesn’t impede the otter’s vision.
  Hold Breath. The otter can hold its breath for up to 10 minutes.
  Keen Smell. The otter has advantage on Wisdom (Perception) 
  checks based on scent.
  Magic Resistance. The otter has advantage on saving throws against 
  spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8 + 2) piercing damage.
  Giant Vampire Bat
  Large beast, unaligned
  Armor Class 13
  Hit Points 22 (4d10)
  Speed 10 ft., fly 60 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  11 (+0) 
  2 (-4) 
  12 (+1) 
  6 (-2)
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Echolocation. The bat can’t use its blindsight while deafened.
  Keen Hearing. The bat has advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage. The 
  target’s hit point maximum is reduced by an amount equal to 
  the necrotic damage taken, and the giant vampire bat regains hit 
  points equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  
  57
  Jungle Tomb of the Mummy Bride
  Gouge-Eye
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 13 in humanoid and hybrid form (obsidian necklace), 13 
  (natural armor) in form
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft. (10 ft. in bat form), fly 60 ft. (bat form only)
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  11 (+0)
  Skills Perception +5, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Senses blindsight 60 ft. (bat form only) passive Perception 11
  Languages Common (can’t speak in bat form)
  Challenge 4 (1,100 XP)
  Shapechanger. Gouge-Eye can use his action to polymorph into 
  a bat-humanoid hybrid or into a giant bat, or back into his true 
  form, which is human. His statistics, other than his size, are the 
  same in each form. Any equipment he is wearing or carrying isn’t 
  transformed. He reverts to his true form if he dies.
  Echolocation (Bat Form Only). Gouge-Eye can’t use his blindsight 
  while deafened.
  Keen Hearing. Gouge-Eye has advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Obsidian Necklace (Humanoid or Hybrid Form Only). Gouge-Eye has 
  a +1 bonus to AC and saving throws while wearing the obsidian 
  necklace.
  One-Eyed. Gouge-Eye has disadvantage on Wisdom (Perception) 
  checks that rely on vision.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). In humanoid form, 
  Gouge-Eye makes two melee attacks. In hybrid form, he can attack 
  like a humanoid or make two claw attacks.
  Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the 
  target is a humanoid, it must succeed on a DC 13 Constitution 
  saving throw or be cursed with werebat lycanthropy.
  Claw (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. 
  Obsidian Spear (Humanoid or Hybrid Form Only). Melee or Ranged 
  Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if 
  used with two hands to make a melee attack.
  Equipment. Obsidian necklace.
  Idol of Ill-Omen
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 114 (12d10 + 48) (the one featured in this adventure 
  only has 80 hit points, as it is damaged)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   20 (+5) 
  10 (+0) 
  18 (+4) 
  2 (-4) 
  12 (+1) 
  1 (-5)
  Damage Immunities fire, poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t speak
  Challenge 6 (2,300 XP)
  Immutable Form. The idol of ill-omen is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The idol of ill-omen has advantage on saving 
  throws against spells and other magic effects.
  Magic Weapons. The idol of ill-omen’s weapon attacks are magical.
  Actions
  Multiattack. The idol of ill-omen makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 3) bludgeoning damage.
  Fire Breath (Recharge 5-6). The idol of ill-omen exhales fire in a 15-
  foot cone. Each creature in that area must make a DC 15 Dexterity 
  saving throw, taking 31 (7d8) fire damage on a failed save, or half as 
  much damage on a successful one.
  
  58
  planet x games
  Insidious Jungle Creeper
  Large plant, unaligned
  Armor Class 14 (natural armor)
  Hit Points 105 (10d10 + 50)
  Speed 5 ft., climb 5 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   19 (+4) 
  12 (+1) 
  16 (+3) 
  1 (-5) 
  10 (+0) 
  1 (-5)
  Skills Stealth +5, Perception +4
  Damage Resistances cold, fire
  Condition Immunities blinded, deafened, exhaustion, prone
  Senses blindsight 60 ft., passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  False Appearance. While the insidious jungle creeper remains 
  motionless, it is indistinguishable from a normal plant.
  Actions
  Strangle. Melee Weapon Attack: +6 to hit, reach 25 ft., one target. 
  Hit: 14 (2d8 + 3) bludgeoning damage, and the target is grappled 
  (escape DC 14). Until this grapple ends, the target is restrained, and 
  it takes 24 (7d6) poison damage at the start of each of its turns. 
  The insidious jungle creeper can strangle only one target at a time.
  Creeping Vines. Grasping roots and vines sprout in a 15-foot radius 
  centered on the insidious jungle creeper. These plants turn the 
  ground in this area into difficult terrain. A creature in that area 
  when the effect begins must succeed on a DC 13 Strength saving 
  throw or become restrained. A creature can use its action to make 
  a DC 13 Strength check, freeing itself or another entangled creature 
  within reach on a success. The effect ends after 1 minute or when 
  the insidious jungle creeper dies or uses Creeping Vines again.
  Mazaliztli, the Mummy Bride
  Medium undead, chaotic evil
  Armor Class 16 (breastplate +1, golden headdress)
  Hit Points 112 (15d8 + 45)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  17 (+3) 
  11 (+0) 
  20 (+5) 
  17 (+3)
  Saving Throws Con +8, Wis +10, Int +5
  Skills History +4, Perception +9, Religion +4
  Damage Vulnerabilities fire
  Damage Immunities necrotic, poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Infernal
  Challenge 10 (5,900 XP)
  Golden Headdress. Mazaliztli has a +1 bonus to AC and saving 
  throws while wearing the golden headdress (included in stats).
  Magic Resistance. Mazaliztli has advantage on saving throws against 
  spells and other magical effects.
  Spellcasting. Mazaliztli is an 10th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). 
  She can cast the following cleric spells:
  Cantrips (At will): guidance, resistance, sacred flame, spare the dying
  1st level (4 slots): bane, guiding bolt, inflict wounds, protection from evil and good
  2nd level (3 slots): aid, blindness/deafness, hold person, silence, 
  spiritual weapon
  3rd level (3 slots): animate dead, bestow curse, dispel magic, 
  protection from energy, speak with dead, spirit guardians
  4th level (3 slots): banishment, control water, freedom of movement, 
  guardian of faith
  5th level (2 slots): contagion, flame strike, hallow, insect plague
  Turn Resistance. Mazaliztli has advantage on saving throws against 
  any effect that turns undead.
  Actions
  Multiattack. Mazaliztli can use her Dreadful Glare and make one 
  attack with her rotting fist or her staff of the python.
  Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (3d6 + 2) bludgeoning damage plus 21 (6d6) necrotic 
  damage. If the target is a creature, it must succeed on a DC 15 
  Constitution saving throw or be cursed with mummy rot. The 
  cursed target can’t regain hit points, and its hit point maximum 
  decreases by 10 (3d6) for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, the target dies, and its 
  body turns to dust. The curse lasts until removed by the remove 
  curse spell or other magic.
  Staff of the Python. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) 
  bludgeoning damage if used with two hands to make a melee 
  attack.
  Dreadful Glare. Mazaliztli targets one creature it can see within 60 
  feet of it. If the target can see Mazaliztli, it must succeed on a DC 
  16 Wisdom saving throw against this magic or become frightened 
  until the end of the Mazaliztli’s next turn. If the target fails the saving 
  throw by 5 or more, it is also paralyzed for the same duration. A 
  target that succeeds on the saving throw is immune to the Dreadful 
  Glare from mummies of all types for the next 24 hours.
  Equipment. +1 breastplate, golden headdress, scroll of insect plague, 
  scroll of protection from energy, staff of the python.
  
  59
  Jungle Tomb of the Mummy Bride
  Mushroom Man
  Medium plant, neutral
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (+0) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  9 (-1)
  Senses darkvision 120 ft., passive Perception 11
  Languages communicates via spores with living creatures as a 
  tongues spell
  Challenge 1/2 (100 XP)
  Sunlight Sickness. The mushroom man has a disadvantage on all 
  ability checks, attack rolls, and saving throws while in sunlight. If the 
  mushroom man is exposed to sunlight for more than 1 hour, it dies.
  Warning Spores. If damaged, the mushroom man releases warning 
  spores that all other mushroom men within 240 feet of it can sense.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 
  (1d8 + 1) bludgeoning damage plus 3 (1d6) poison damage.
  Frightening Spores (3/Day). The mushroom man ejects spores at one 
  creature it can see within 5 feet of it. The target must succeed on 
  a DC 11 Wisdom saving throw or be frightened for 1 minute. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Omanjuu, the Tribal Shaman
  Medium humanoid (human), chaotic evil
  Armor Class 13 (hide armor) (16 with barkskin)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  12 (+1) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
  15 (+2)
  Saving Throws Int +4, Wis +7
  Skills Medicine +7, Nature +4, Perception +7
  Senses passive Perception 17
  Languages Common, Druidic
  Challenge 7 (2,900 XP)
  Spellcasting. Omanjuu is an 9th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  She can cast the following druid spells:
  Cantrips (At will): druidcraft, guidance, poison spray, resistance
  1st level (4 slots): charm person, entangle, faerie fire, thunderwave
  2nd level (3 slots): barskin, enhance ability, heat metal, hold person, 
  spike growth
  3rd level (3 slots): call lightning, conjure animals, dispel magic, wind 
  wall
  4th level (3 slots): blight, dominate beast, giant insect, stoneskin, wall 
  of fire
  5th level (1 slots): awaken, contagion, insect plague, tree stride
  Actions
  +1 Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning 
  damage if used with two hands to make a melee attack.
  Equipment. Razorvine pouch (see Appendix), +1 staff.
  
  60
  planet x games
  Purple Worm Hatchlings
  Medium monstrosity, unaligned
  Armor Class 12 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., burrow 5 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  16 (+3) 
  1 (-5) 
  7 (-2) 
  3 (-4)
  Saving Throws Con +5
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Tunneler. The worm can burrow through solid rock at half its 
  burrow speed and leaves a 2-foot-diameter tunnel in its wake.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8 + 2) piercing damage.
  Tail Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 
  11 Constitution saving throw, taking 14 (4d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Pygmy Juju Zombie
  Small undead, neutral evil
  Armor Class 11
  Hit Points 23 (4d6 + 9)
  Speed 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  16 (+3) 
  4 (-3) 
  10 (+0) 
  5 (-3)
  Skills Acrobatics +3, Athletics +3
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages it knew in life but can’t speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the pygmy juju zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 + 
  the damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the pygmy juju zombie drops to 1 hit point instead.
  Actions
  Obsidian Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 + 1) piercing damage if used with two hands to make a melee 
  attack.
  Shambling Parasitic SOB
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can’t speak
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the shambling parasitic SOB to 
  0 hit points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or from a 
  critical hit. On a success, the shambling parasitic SOB drops to 1 hit 
  point instead.
  Tick Infestation. The shambling parasitic SOB is covered in bloated, 
  blood-gorged ticks. When the shambling parasitic SOB is hit with a 
  melee or ranged attack, all creatures within 10 feet of the shambling 
  parasitic SOB takes 7 (2d6) necrotic damage as a tick bursts, 
  spraying viscous, diseased black blood everywhere.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) bludgeoning damage.
  Swarm of Crawling Claws
  Medium swarm of Tiny undead, neutral evil
  Armor Class 12
  Hit Points 45 (10d8)
  Speed 20 ft., climb 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  11 (+0) 
  5 (-3) 
  10 (+0) 
  4 (-3)
  Damage Resistance bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages understands Common but can’t speak
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny crawling claw. The swarm can’t regain hit points or gain 
  temporary hit points.
  Turn Immunity. The swarm is immune to effects that turn undead.
  
  61
  Jungle Tomb of the Mummy Bride
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the 
  swarm’s space. Hit: 8 (2d6 + 1) piercing or slashing damage (GM 
  decides), or 4 (1d6 + 1) piercing or slashing damage if the swarm 
  has half of its hit points or fewer.
  Swarm of Undead Hornets
  Medium swarm of Tiny undead, neutral evil
  Armor Class 12
  Hit Points 36 (8d8)
  Speed 5 ft., fly 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5)
  Damage Resistance bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 2 (450 XP)
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny hornet. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Stings. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 7 (2d6) piercing, or 3 (1d6) piercing damage 
  if the swarm has half of its hit points or fewer. The target must 
  succeed on a DC 11 Constitution saving throw, taking 14 (4d6) 
  poison damage on a failed save, or half as much on a successful one.
  Swarm of Undead Piranhas
  Medium swarm of Tiny undead, neutral evil
  Armor Class 13
  Hit Points 28 (8d8 - 8)
  Speed 0 ft., swim 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  16 (+3) 
  9 (-1) 
  1 (-5) 
  7 (-2) 
  2 (-4)
  Damage Resistance bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Blood Frenzy. The swarm has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny piranha. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the 
  swarm’s space. Hit: 14 (4d6) piercing, or 7 (2d6) piercing damage if 
  the swarm has half of its hit points or fewer.
  Swarm of Vampire Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  Hit Points 52 (8d8 + 16)
  Speed 0 ft., fly 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (-3) 
  15 (+2) 
  14 (+2) 
  2 (-4) 
  12 (+1) 
  4 (-3)
  Damage Resistance bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Echolocation. The swarm can’t use its blindsight while deafened.
  Keen Hearing. The swarm has advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny bat. The swarm can’t regain hit points or gain temporary 
  hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the 
  swarm’s space. Hit: 5 (2d4) piercing damage plus 7 (2d6) necrotic 
  damage, or 2 (1d4) piercing damage plus 7 (2d6) necrotic damage 
  if the swarm has half of its hit points or fewer. The target’s hit point 
  maximum is reduced by an amount equal to the necrotic damage 
  taken. The reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  
  62
  planet x games
  Swarm Shambler
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can’t speak
  Challenge 1/2 (100 XP)
  Undead Fortitude. If damage reduces the swarm shambler to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 + 
  the damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the swarm shambler drops to 1 hit point instead.
  Insane in the Methane. When the swarm shambler is reduced to 
  half health, a 10-foot radius of disgusting green gas will extend out 
  from the swarm shambler. The gas spreads around corners, and 
  its area is lightly obscured. It lasts for 1 minute or until a strong 
  wind disperses it. Any creature that starts its turn in that area must 
  succeed on a DC 11 Constitution saving throw or be poisoned until 
  the start of its next turn. While poisoned in this way, the target can 
  take either an action or a bonus action on its turn, not both, and 
  can’t take reactions.
  Death Burst. When the swarm shambler dies, it explodes in a burst 
  of putrid flesh and gore, unleashing a swarm of undead hornets in 
  the same space that the swarm shambler occupied. The swarm will 
  attack the nearest living creature on its initiative during the next 
  combat round.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) bludgeoning damage.
  Ungguuk Pygmy
  Small humanoid (human), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 32 (5d8 + 10)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  13 (+1) 
  14 (+2) 
  7 (-2) 
  9 (-1) 
  8 (-1)
  Senses passive Perception 9
  Languages Common
  Challenge 1/8 (25 XP)
  Pack Tactics. The pygmy has advantage on an attack roll against a 
  creature if at least one of the warrior’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Obsidian Machete. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage.
  Obsidian Short Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage.
  Reed Blowgun. Ranged Weapon Attack: +3 to hit, range 25/100 ft., 
  one target. Hit: 1 piercing damage plus 7 (2d6) poison damage.
  Ungguuk Pygmy Witch Doctor
  Small humanoid (human), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
   8 (-1) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  16 (+3)
  Skills Medicine +3, Religion +2, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Fanatic Devotion. The witch doctor has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. The witch doctor is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). The witch doctor can cast the following spells:
  Cantrips (at will): chill touch, guidance, poison spray
  1st level (4 slots): bane, detect magic, inflict wounds, mage armor
  2nd level (3 slots): augury, darkness, ray of enfeeblement
  3rd level (2 slots): bestow curse, conjure animals, dispel magic, 
  stinking cloud
  Actions
  Skull Fetish. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) bludgeoning damage. 
  
  63
  Jungle Tomb of the Mummy Bride
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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, LLC. System Reference Document 5.1 
  Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
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  Townshend, based on original material by E. Gary Gygax and Dave 
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  OPEN GAME License Version 1.0a
  
  64
  planet x games
  To: Anyone who dares to play Jungle Tomb of the Mummy Bride!
  WARNING
  You cannot play this adventure module unless you sign this waiver!
  In consideration of being allowed to play this heart-stopping module, I hereby agree 
  that I accept the risks of playing this adventure, blaming no one but myself for 
  whatever terrible, shocking effects this adventure might have on me or my characters!
  Planet X Games is not responsible for any:
  Voodoo Violence!
  Ancient Curses!
  Zombie Uprisings!
  Pesky Pestilence!
  Dangerous Dismemberments!
  Creeping Death!
  Or
  Strangulation by Unseen Claws!
  In witness hereof, I hereby set my hand and seal
  r	________________________________________________
  
  Hate and horror gave it life... 
  but nothing could bring it death!
  In the hell-pit of this centuries old tomb, the accursed Mummy Bride lies in wait, perverted 
  by the wonders of black magic and cult sacrifice...to unleash a horror beyond imagination!
  Do your players dare to penetrate the forsaken pyramid’s inner chambers and  
  overcome its terrible guardians to come face-to-face with the Mummy Bride in 
   the shattered vestiges of her ancient tomb?
  THE REVIEWS ARE IN 
  “It’s a module that could only have been made in the primitive jungles of man...where life is cheap!”
  “A murderous Mayan mummy mama terrorizing your players on a roaring rampage of ritualistic revenge!”
  “If this adventure doesn’t make your skin crawl...it’s on too TIGHT!”
  “This ain’t no pyramind scheme.”
  “A happy module, with a sense of FUN!” said no one EVER
  “This module is rated R for mature audiences. It’s the module that executives don’t want you to see!”
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Planet X Games/Jungle Tomb of the Mummy Bride [5e].pdf