SWURPG

Hall of the Massassi — Trial of Flesh

Scene 2.1 — The Trial of Flesh

The Trial of Flesh — a hangar-sized hall where Tulak Hord's alchemically-twisted Massassi were entombed standing in wall alcoves. Crossing wakes the Massassi and disturbs the luminous floor-channels, which vent caustic gas on initiative count 20. Great pillars give full cover, the standing dead give three-quarters, and two wall-valves (Mechanics DC 16) shut the vents off. Party enters from the south gallery; the Massassi are GM-placed.

Used in
The Tomb of Tulak Hord
Scene
Scene 2.1 — The Trial of Flesh
Grid
20×14 cells · 100 ft × 70 ft

Hall of the Massassi — Trial of Flesh

Grid: 5 ft / squareN
Hall of the Massassi
Terrain Key
Wall
Door
Ruins (rubble cover) — Massassi alcove
Three-quarters cover (+5 AC / +5 DEX saves)
Hazard — Alchemical channel
Control terminal — Wall-valve
Light source — Luminous channel-glow
Rocks / scree
Boulder — Fallen pillar-stone
Half cover (+2 AC / +2 DEX saves)
Map Key
  • 1Massassi alcoveA Massassi Warrior stands entombed here; it steps down when the party crosses the hall (see footnote).
  • 2Massassi alcove
  • 3Alchemical channelGas vent. On initiative count 20 (losing ties) each round, every creature on a channel makes an Endurance (CON) save DC 15 or takes 2d6 Chem-Toxic and is Poisoned until end of its next turn. Massassi are immune. Shut off at a wall-valve (Mechanics DC 16) or by crushing the conduits (Use the Force DC 15).
  • 4Alchemical channel
  • 5Wall-valveMechanics DC 16 (an action) shuts the alchemical vents off for good.
  • 6Wall-valveSecond valve — either one shuts the vents off (Mechanics DC 16).
  • 7Luminous channel-glow
  • 8Fallen pillar-stone
Legend
P1Great pillar
P2Great pillar
P3Great pillar
P4Great pillar
GM-only enemy positioning (place tokens when the party crosses the hall's midline, NOT at scene-open): two Massassi Warriors (red, TR 4) step down from alcoves at roughly [1, 5] and [18, 8], moving to flank. If the party lingers on the channels, that's a feature — the gas hurts them, not the Massassi (immune to Chem-Toxic). Scaling: 2-3 PCs → one Massassi. 5-6 PCs → three, or two plus a wave of 4 low-HP (20 HP) standing Massassi rising from the remaining alcoves after round 2. The wall-valves ([2,6] and [17,7], Mechanics DC 16) end the gas; the pillars are full cover; the fallen stones are half cover. The sealed north door is the way down (opens once the hall is cleared).

How to use this map

The Trial of Flesh — a hangar-sized hall where Tulak Hord's alchemically-twisted Massassi were entombed standing in wall alcoves. Crossing wakes the Massassi and disturbs the luminous floor-channels, which vent caustic gas on initiative count 20. Great pillars give full cover, the standing dead give three-quarters, and two wall-valves (Mechanics DC 16) shut the vents off. Party enters from the south gallery; the Massassi are GM-placed.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.

For the full encounter rules, scaling tables, and narrative framing, read Scene 2.1 — The Trial of Flesh in the The Tomb of Tulak Hord GM document.