Action Scenes are dynamic combat set-pieces that can be dropped into any adventure where they might be appropriate and useful.
Background: The Treasure Vault of Maaht is a locked chamber beneath the ruins of a temple standing in the lifeless wastes of a geyser basin. The entire region sits atop a super-volcano that fuels the geothermal activity of the basin.
While their numbers have decreased since the temple was destroyed in a long-ago religious war, the priests of Maaht still secretly occupy the chambers below the ruins, worshiping their dark god of death and the underworld.
Treasure: The high priest is in love with gold, and his treasure hoard consists of 30,000 gp, in massive piles throughout the chamber, as well as two items of jewelry: a gold necklace worth 1100 gp, and a gold brooch worth 1200 gp. The jewelry is carelessly cast in with the rest of the treasure. The priest does not care about beauty, only wealth.
Atop and among the piles of gold are a number of skeletons. Many of the bones have been broken, and all have been stripped of flesh. The skeletons vary in type, from common livestock like cattle, sheep, and goats, to intelligent creatures like humans, demi-humans, and humanoids. They are the remains of the living victims the priests have locked in the chamber to feed its two guardians, the constriction vipers Temut and Lotan (see below).
Due to heat conducted upward through the rock from the super-volcano, the vault is warmer than the other rooms in the complex—the floor, and the piles of gold, are warm to the touch. Lotan often burrows into the coins to absorb the heat.
The total value of the hoard is 32,300 gp.
Gaining Access: There are three ways the party can enter the vault without using magic.
Via the main doors on the south side of the room: The doors are locked, and made of solid pine from the forest surrounding the geyser basin.
Climb down from the balcony on the north side of the room: The door on the balcony leads up a sloping passageway, to a secret door behind the alter in the main sanctuary of the underground complex.
Climb up from the crevice: One character at a time can just manage to squeeze into the Maw of Maaht (see below) through its narrow end (2B on the map), where it joins the cave system permeating the bedrock below the complex.
Stirges: High above the floor, 22 stirges [AC 7, HD 1*, hp 4, Mv 30’ (10’) Flying 180’ (60’), #AT 1, D d3, Sv F2, ML 9, AL Neutral, XP 13] roost on the ceiling. These creatures survive on the blood of Temut and Lotan’s victims, before the massive snakes devour them. The stirges have learned not to feed on the constriction vipers themselves, which will simply eat them should they successfully attach. Roll for reaction normally.
(1) Damaged Columns: The large tremor which created the Maw of Maaht, also damaged the three columns at the west end of the vault. Each of them has been shifted partially off of its base, shows multiple cracks along its length, and is surrounded by rubble that has fallen from the ceiling or the column itself.
If a character contrives a way to push on a column from the top, a successful strength check will topple the pillar away from the character. Any creature in the path of the falling column must Save vs. Dragon Breath or take 3d6 damage.
If a character pushes a column from the bottom, it will fall toward them on a successful strength check. Any creature in the path of the falling column, including the character who pushed it, must save or take damage as above.
Any time a pillar is toppled, roll a d6. On a 1 or 2, the entire ceiling within 25’ of the west end of the chamber will collapse, causing 3d6 damage to any creatures below, and burying those currently in the crevice.
(2) Maw of Maaht: The geological activity of the region causes frequent tremors and shifts in the bedrock. Years ago, a particularly strong shift split the floor and walls of the vault. A narrow, 25’ deep crevice separates the west end of the vault from the rest of the chamber. Where the north and south walls meet the crevice, they are also cracked, halfway to the ceiling. The bottom of the crevice, which is much lower than the floor of the chamber above, is also significantly warmer. The priests call the crevice the “Maw of Maaht”, and rumors persist that it is the gateway to the underworld.
Anyone examining the north end of the crevice at 2A will see a rough, underground cavity beyond the wall. It’s approximately 30’ high x 30’ long x 25’ deep. It appears 20’ deep, however, because the bottom of the cavity is filled by the 40’ coiled bulk of Temut [AC 7, HD 7**, hp 41, Mv 90’ (30’), #AT 1 bite/1 squeeze, D 2d8 + poison/3d6, Sv F7, ML 9, AL Neutral, XP 1250]. Her coloration is so like the surrounding stone, she looks to most observers like the floor of the cavity. Because her body temperature is the same as her surroundings, this includes observers with infravision. Temut will attack anyone entering the cavity, surprising on a roll of 1-4 on a d6. Should the party begin fighting Lotan, on round 3 Temut will emerge from the crevice at 2A, joining the combat with a normal chance for surprise. If Lotan is torpid and does not attack (see below), and the party continues exploring the vault, roll reaction for Temut at -5. On a total of 6 or 7, she is also torpid and will remain in the cavity. Otherwise, she will emerge and attack, with a normal chance for surprise.
(3) Lotan: The other constriction viper, Lotan (as Temut above, 35’ in length, hp 38), lies coiled beneath a massive pile of coins, with only his nostrils sticking out at 2A. He will surprise the party on a roll of 1-4 on a d6. Roll reaction at -5. On a total of 6 or 7, Lotan is torpid from feeding, and will remain hidden. Otherwise, he will attack. In this case, Temut will emerge on round 3, as described above.
(4) Balcony: This balcony is 20’ above the floor of the vault. The high priest of Maaht likes to stand here and admire his treasure hoard by torchlight.
Should fighting break out in the chamber below, a guard [AC 2, HD 3, hp 11, Mv 60’ (20’), #AT 1, D d6 (crossbow), d8 (sword), Sv F3, ML 8, AL Chaotic, XP 35] will arrive via the door of the balcony on round 4. He will shout behind him for help, take up position at 4A, and start firing on the party with his crossbow. A second guard (as above, hp 18) will arrive on round 5, take up position at 4C, and also begin firing. Finally, a cleric elder [AC 2, HD 6, hp 34, Mv 60’ (20’), #AT 1, D d6+2 (mace +2), Sv C6, ML 7, AL Chaotic, XP 500] will arrive on round 6, taking up position at 4B. She will cast her spells in the following order, as long as the battle continues (adjust as circumstances require):
Round 6: Cast Hold Person on the party.
Round 7: Cast Cause Fear on the most easily identifiable spell caster.
Round 8: Cast Growth of Animal on Temut or Lotan, if either is still alive.
Round 9: Cast Bless (everyone on the balcony).
Round 10: Cast Protection from Evil, 10’ Radius.
Round 11+: Use Staff of Command on as many remaining enemies as possible.
The elder will hold Cause Light Wounds in reserve, to use on any enemy who reaches the balcony.
(5) Shed Snake Skin: Behind the column in this corner is the shed skin of Lotan, which the clerics have not yet removed. Seen from a distance, it is difficult to identify, and appears to be a large pile of canvas or some other material.