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- THE ORB OF HISHEP-RATEP
- What sages know: prince Hishep-Ratep was fearsome and wealthy, but he perished regardless on a campaign in a distant land,
- as foretold by the six prophets. As a follower of demon-god Ahriman, Hishep-Ratep was buried where he fell. With him was buried his legendary lifestone, a large orb.
- THE FINAL RESTING PLACE
- A small semi-wooded clearing lies not five miles from the center of the mojave national preserve. It consists of an oval pool surrounded by seven large trees, three on each side and one near the end of the pool. Near the opposite end stands the eroded statue of an ancient Persian warlord. There are faint echoes of obfuscatory magic here, probably explaining how it was able to remain hidden away from prying eyes for so long - a mix of mental nudging to avert the eyes and avoid the area, along with actual physical distortion of light and sound around the perimeter. But the last vestiges of such magics has mostly faded away.
- THE POOL
- You see a pool up ahead : 35′ × 15′, 4′ deep, lined with cracked white marble. A bloodstained altar rises in the
- middle of the pool.
- ROLL: INTELLIGENCE + OCCULT
- (Slaying an animal into the pool during the full moon causes any who bathe in the blood to contract a form of lycanthropy that enables shape-shifting into the form of the sacrificed animal.)
- ROLL: PERCEPTION + STREETWISE, AREA KNOWLEDGE, OCCULT
- A local cult uses the pool regularly in pagan initiations. They do not like intruders. Only the wise woman of the cult knows about the rite’s connection to the full moon.
- THE STATUE
- The statue: White marble, 10’ tall with 10’ base, 5’ wide. It looks to weigh several tens of tons. The statue holds a large jewel seemingly worth thousands. “Here lies Hishep-Ratep I” is engraved on the base.
- ROLL: PERCEPTION + SCIENCE, ARCHAEOLOGY, GEOLOGY, JEWELER
- (The jewel is actually made of worthless glass)
- (The statue weighs 35 tons)
- ROLL: PERCEPTION + ALERTNESS, SEARCH, or SCAN
- The statue appears to be blocking a staircase leading down to the something - perhaps the rumoured tomb of Hishep-Ratep? The staircase at the base of the statue is further blocked by and covered with loose earth, which would require substantial digging and dealing with the statue to uncover some sort of path forward.
- THE ANTECHAMBER
- The antechamber: This room is almost completely filled with water - there's 8' of water in the 10′ high room.
- Under the water there are assorted funeral paraphernalia.
- The single exit at the other end of the antechamber is covered with a heavy stone slab.
- (Leverage tools and a combined Strength of 20+ are needed to open it.)
- The corridor beyond the exit is 10′ long and completely underwater.
- THE TOMB
- The Tomb: There’s only 1′ of water on the floor. The walls are cracked in several places and roots burrow in from all sides. There are six stone coffins here, three on each side of the room, the containers cracked and with roots burrowing within. At the end of the room a large statue of a sphinx that is illuminated by an eerie glow from below.
- 6 COFFINS
- ROLL: PERCEPTION + ALERTNESS
- Muffled murmurs can be heard coming from the coffins.
- ROLL: PERCEPTION + SCIENCE, ARCHAEOLOGY, ENGINEERING
- It takes 15+ combined Strength to lift a coffin lid.
- ROLL: STRENGTH + (ATHLETICS)
- In all but one of the coffins lies a live man, babbling quietly, eyes wide open. Oak roots burrow into their heads and shoulders. They wear old robes and necklaces of gold and silver. The roots would make removal of necklaces awkward. The murmur of the men in robes is barely a whisper and can’t be understood without leaning closer.
- ROLL: INTELLIGENCE + OCCULT
- These men seem to be oracles of some sort!
- THE OTHERWORLDLY DENIZEN
- The second (middle) coffin on the left reveals something different - an otherworldly denizen dressed all in grey. It asks to be rescued and promises a reward.
- ROLL: PERCEPTION + AWARENESS
- (If carried outside alive, a great flash of light will whisk the denizen and their rescuer away.)
- THE SPHINX
- In front of the Sphinx, is a 20' deep pit entirely underwater. An eldritch glow originates in the murky water - the great orb of Hishep-Ratep is barely visible at the bottom. The pit is riddled with roots of the great oak.
- ROLL: PERCEPTION + ALERTNESS, SEARCH, SCAN
- At the bottom of the pit are the orb, the remains of Hishep-Ratep clutching it, and a great tangle of roots.
- ROLL: PERCEPTION + ATHLETICS, SCIENCE
- (It takes 3 Rounds to dive to the bottom. One to dive to the surface. One to climb out of the well.)
- THE ORB
- Prying the orb loose takes one minute, but requires a successful Sleight of Hand check to not attract the Root-Thing while working. The Root-Thing attacks regardless when the orb is moved.
- ROLL: DEXTERITY + SLEIGHT OF HAND, LARCENY
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