Thralls of The Sun
Thralls of The Sun
of the SUN
A Fantasy Adventure
For Use with the Blood & Bronze Game System
Concept by
Johan NORDINGE
Artwork
Leanna TENEYCKE (2014) • Interior
Glynn SEAL (2015) • Maps & Handout
Axel WIDÉN (2015) • Cover
(c) each artist, respectively. Used herein under license
Text by
Olav NYGÅRD • Johan NORDINGE
With
Gustaf BROWALL • Jocke ANDERSSON
Mike BERGAMOTTE • Christoffer LINDAHL
Editing
Jensen TOPERZER • Joseph WALERKO
Thanks to
Danuta LINDEKRANTZ • Tomas BRATTSTRÖM
Fredrik SERGLER • Johnny BERGSTRÖM
Special Thanks to
Christian MEHRSTAM
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Chapter I -
INTRODUCTION
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4 CHAPTER I
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INTRODUCTION 5
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Chapter II -
The SLAVE PITS
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8 CHAPTER II
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THE SLAVE PITS 9
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Level I -
The UPPER
QANAT
Overview Chance Encounters
+ The upper qanat lies just below earth’s sur- For every ten minutes of game time spent in the
face: a combination of cellars, culverts and upper qanat—except in rooms 119-122—the
natural tunnels, created from the gradual sub- referee should roll a twelve-sided die for chance
mersion of mud-brick huts by sand from dust- encounters. In addition, a new roll should be
storms and flood-brought sediments over mil- made if the adventurers do something noisy or
lennia. that could otherwise attract attention.
+ Houses the managerial functions of the qanat:
1D12 ENCOUNTER
the Pit Master’s office (116), the living quarters
of the guards (117) as well as the control room 1 1d4 Guards on patrol duty.
and siphons that prevent flooding (107). 2 1d4+1 Guards. 50% on their way to
begin shift at post 221, 50% leaving
+ The massive Gates of Twilight (118) separate their shift.
the underground qanats from the sprawling city
3 1d12 slaves, escorted to work by
they serve.
1d4 guards.
+ A newly built brick wall (102) hides a tunnel 4 Engineer, guarded by two guards.
to the basement of a commoner's house. In the 5 Ghiri (203), sneaking off to trade
house lives three women who will aid the PCs with the guards.
to escape if their enslaved father (109 or 112)
is rescued. 6+ Nothing.
+ Aside from the illuminated guard posts and Guards: pwr 2, save 6, end 18. Clad in white
well-lit living quarters, the level is dark and flax clothes with red emblems and armed with
cool. The desert wind pours down through nar- spears (dmg 1d8).
row air-holes dug at an angle to keep dirt from
Slaves: pwr 2, save 5, end 6. Wearing little but
falling in at the cost of keeping light out.
loin-cloth. Unarmed (dmg 1d4; no crit).
+ The player characters briefly pass through
Engineeer: pwr 2 (Craft 4), save 5, end 12.
this level during the adventure’s prelude: walk
Wearing a saffron robe with gold-tread fringes
through the heavy gates of twilight, see their
and an amethyst ring of office (worth 120 s),
weapons being thrown into the storage (115)
armed with a sledge (dmg 1d6; bludgeon 1d6).
before being forced at spear-point to climb the
ladder down to the slave chamber on the lower
floor (201).
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THE SLAVE PITS 11
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14 LEVEL I
Locations
107 Dam control room. From here,
101
water flow in the aqueducts and
Spiraling aqueduct (top). The
canals can be regulated by lowering or raising
lead pipes of the spiraling aqueduct
a series of dam gates. Designed to prevent the
(222) leads up here, to a small landing.
water clock in the Great Temple above from
104
before being released into the system by the
Commoners’ house. Three sisters
dam gates in the control room (107).
live here. Their father is held as a
slave, chained to the treadwheel (109). They
will not alert authorities unless threatened,
and will offer to smuggle the PCs to freedom
109 Tread mill (top). Shackled slaves
turn large wooden wheels, hauling
up water from a lower level. If not recuperating
if their father is rescued and brought to them. (50%), Barawan—father of the three women
in 104—is among them.
Sisters: pwr 2, save 7, end 8. Wearing simple
dresses and moon-servant rings (worth 60 s), Slaves (12): pwr 2, save 5, end 6.Wearing little
allowing them to walk unmolested to and from but loin-cloth, many of them have their limbs
the moon-temple in the foreigners’ quarter. wrapped in dirty bandages to soothe their blis-
105
tered hands and bleeding feet. Unarmed (dmg
Empty. Some broken pottery and
1d4; no crit).
food scraps are the only things re-
vealing that this brick-wall room is not entirely Barawan: pwr 3, save 8, end 10. Wearing a
abandoned. short tunic of fine quality, torn by lashes. Un-
106
armed but competent (dmg 1d4).
Stone stairs. Polished black by the
passing of innumerable feet, the
stairs lead down to the warm light of a guard
post (221).
110 Aqueduct. Water filled passage
constructed from bricks, about a
pace wide. If swam, the passage leads to open
air on top of a narrow aqueduct near the west
gate of the city.
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THE SLAVE PITS 15
112
ing the collars and counting the slaves. It is also
Holding cells. In wooden cages,
her order that lowers and hoists the stepladder
the slaves working on this level
connecting the landing and the slave pits below.
are held for recuperation between shifts to not
reveal secrets of the organization to the main Mal-Hara the Pit Master: pwr 3 (+Sense
body of slaves. Unless working the treadmill -Craft), save 10, end 51. Clothed in leather and
(50%), Barawan—father of the women living armed with a mace of office (1d6+3) and large
in 104—is among them. pliers.
Slaves: pwr 2, save 5, end 6. Wearing little
but loin-cloth, many of them have their limbs
wrapped in dirty bandages to soothe their blis-
117 Guardpost.
Sentries (1d10): pwr 2, save 6,
end 18. Clad in white flax clothes with red em-
tered hands and bleeding feet. Unarmed (dmg
blems and armed with spears (dmg 1d8).
1d4; no crit).
Barawan: pwr 3, save 8, end 10. Wearing a
short tunic of fine quality, torn by lashes. Un-
118 Twilight gates. Separating the
dark pits from the glorious Court
of Zenith are the Twilight Gates. Fully opened
armed but competent (dmg 1d4).
only for the heralds of Shamash, the gates are
122
the guards' rations and two tall ladders used
Cave chamber, full of debris. If
when sending slaves down into 201, intention-
the debris is cleared, it reveals a
ally weak as to break if they are swarmed by
hidden passage to room 216.
slaves trying to climb up and overwhelm their
keepers.
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Level II -
The LOWER
QANAT
Overview Chance Encounters
+ Contains the underground canals that supply For every ten minutes of game time spent in the
southern Sippar with water, and its well-offs lower qanat, you should roll a twenty-sided die
with air-conditioning through wind towers. for chance encounters.
+ A mix of tunnels and caves: some natural,
1D20 ENCOUNTERS
some excavated and some the result of the
ceaseless piling of sand upon sand. New tunnels 1 Slaves carrying a dead comrade
are constantly dug, while old ones are repaired to the Sepulcher Well (228).
or abandoned. 2 2d4 patrolling guards.
3 1d6 Guards. 50% on their way to
+ Contrasts between the pitch-black darkness
begin shift at nearest post (212, 221
of tunnels currently unused, the sooty dung-
or 232), 50% leaving their shift.
fires lighting up the sites of heavy work, the
torch-like shafts from the surface where glim- 4 Slaves, seeking to assassinate the PCs
mering dust dances endlessly under the searing and steal their things.
light of day and the clear flames of the olive-oil 5 Sabad or Ubad (215), with 1d6+1
lamps and lard candles of the patrolling guards. loyal slaves.
+ Houses the underground village of the slaves 6 1d4+1 thieves, on their way to or
working there (201). When the PCs inter- from their hideout (209).
act with other slaves, use the chart opposite 7 Slave crew on their way to work.
to quickly generate information. Share their 8 Engineer, followed by two guards.
knowledge generously. 9 Aqueduct children (222), spying
+ Four hideous stone faces, one in each cardi- for Talwar.
nal direction (229, 220, 205, 237), erected in a 10 Talwars' brutes (224) and 1d4
time when sand had not covered this place. slaves loyal to them.
11+ Nothing.
+ A Black Priestess (227), presiding over a
small shrine and the hole where corpses are
Guards: pwr 2, save 6, end 18. Armed with
thrown.
spears (dmg 1d8).
+ Three open-ended corridors. Decide before-
Engineeer: pwr 2 (Craft 4), save 5, end 12. A
hand whether to use them to expand the adven-
copper ring of office (worth 60 s), armed with
ture by adding more rooms, or seal them off as
a sledge (dmg 1d6; bludgeon 1d6).
impassable or filled with water to prevent the
adventurers from entering them.
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20 LEVEL II
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22 LEVEL II
212
constant dripping. The opening leads to 119.
Guard post. Four guards are sta-
213
ceiling for 1d8 dmg (Vigor halves).
Rickety log aqueduct. A deep
214
to climb one of the wind towers.
Dead end. The narrow tunnel
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THE SLAVE PITS 23
220
rounds.
Broken head and excavation.
Dead fumes: the sorcerer breathes forth At any time, 2d8 bondsmen are
a vile smoke, filling one zone per round toiling here digging through the rock-hard
for 5 rounds (either by spreading to loam. The work seems senseless, as neither the
nearby zones or following a moving location nor the angle dug at is suitable for find-
caster) before dissipating. All characters ing water; but none of the slaves dare oppose
within the zones must check Might: on a miss their orders for fear of reprisals from their 2d4
they suffer 1d4 damage from choking and overseers.
suffer a reroll to all actions relying on sight,
Overseers (2d4): pwr 2, save 8, end 9.Wearing
on a hit they only suffer 1d4 damage.
leather armor (armor 2), wielding clubs (dmg
1d6) and ox-hide lashes (dmg 1d4; reach 1).
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24 LEVEL II
222
them over to the guards to improve his posi-
Spiraling aqueduct. A thin aque-
tion. However, he soon found that his command
duct of lead pipes, supported here
over the slave-children made all other leverage
and there by rickety pieces of wood and ropes
redundant and traded one with Ghiri (203) in
spiral down from a higher floor. The leaking
exchange for some luxury articles instead. The
construction is constantly serviced by spindly
other stone tooth is hidden in his chamber, in
child-slaves, climbing along the pipes like pale
case his luck would turn.
and malnourished monkeys.
Originally a simpleton, Talwar has grown am-
The aqueduct children heed only Talwar (225),
bitious with the power he holds over the aq-
who protects them from other slaves and pun-
ueduct-children. Now, he is measuring his
ishes them if unruly.
strength against Zabaia, hoping one day to
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THE SLAVE PITS 25
228
start with a failure, she chooses 5 which in-
The Sepulcher Well. A reeking
dicates a sequence of two successes followed
pit where the deceased are thrown.
by one failure. As she attempts to sneak past
Since it isn’t uncommon that people are mistak-
the guards post in 221 she invokes the vi-
en for dead and end up in the pit prematurely,
sion.To comply with the prophecy, she must
anyone listening closely can hear whimpers and
now succeed with her roll. With one suc-
faint cries for help mixing with the gnawing and
cess rolled, the dice come out to her favor.
crawling of millipedes and rats. If climbed, see
This also means that her interpretation was
404 for details on the bottom of the well.
correct, and so she adds another success
for a total of two. Had she failed, the vision
would have fooled her and she would have
been helpless against the guards’ reactions.
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26 LEVEL II
232
is shut, and even the two shield-sized obsidian
The pool. A great pool of cold
eyes that glare into the room seem lazy. An in-
water, pouring up from an under-
scription reads "seeing the signs."
ground spring. The icy water is always guard-
Looking closely into the right eye will reveal a ed by 1d4 guards, stationed there to prevent
myriad of white specks, as if the stone was full it from being defiled by the slaves. A weak ray
of bubbles or riddled with pale impurities. If of dust and light drizzles down from a hole in
the surface is polished with water, oil or similar, the ceiling, too high to reach for everything but
the glimmer comes into focus as a starry sky. dreams.
The eye can be rotated so that the sky is seen
Guards (1d4): pwr 2, save 6, end 8. Clad in
from different angles.
bronze armor (armor 4) and fending them-
Looking closely into the left eye will reveal a selves with tall spears (dmg 1d10; first strike;
faint glimmer, as if a flake of gold was buried wt 4).
233
in the crystalline darkness by sage craftsmen.
Empty. Ancient pictograms in
If polished, the glimmer comes into focus as a
bas-relief cover the sandstone
moon-shard. Rotating the eye makes the minia-
walls, depicting strange birds and crowned
ture moon wax or wane.
women locked in eternal dance.
234
If the two eyes are rotated in such a fashion
Wind tower. Hot air pours down
that their visions reflect the current sky and
from a hole in the ceiling 15 feet
moon-phase, the stone face will open its mouth
above ground, where a narrow shaft leads up
enough to allow passage to 301 via a broad but
into the humid darkness of a bath house’s base-
low set of stairs.
ment.
235
If the two eyes are instead rotated so that they
Collapsed tunnel. The tunnel
match the sky on the great kings passing—the
seems to have collapsed on more
9th day in the 9th month—the great basalt door
than one occasion, as the rocks on one side sit
in chamber 302 will also open. This date is not
much looser and are less covered in dust. A few
general knowledge, but a seer or sage with suit-
stones are spattered with blackened blood,
able background can recognize it at the refer-
but there are no corpses to be seen. The sandy
ee’s discretion.
floor reveals partial footprints of several per-
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THE SLAVE PITS 27
237
are several ways to use the events in this set-
Western face. A large square face
up as foundation for further adventures. When
sits in the western wall, extending
designing follow-up adventures, you should be
its tongue between bared teeth in an endless
limited only by your own imagination. None
grimace whose meaning is lost in time. A line of
the less, some possible starting points are pro-
glyphs across the jaw reads “uttering the last
vided below for your consideration.
word.”
Removing the collars of vengeance. Un-
Speaking any sentence into the mouth of the
less the players have already come up with a
stone face will make the last word echo back.
plan to remove their characters' collars, one of
Only complete sentences will work. Saying a
their first concerns upon escape will probably
sentence ending with “death” (or similar at the
be to remove them. Consider how this can be
referee’s discretion) will make the tongue begin
achieved: with the aid of a sage, by retrieving
to recoil, but the motion will grind to a halt as
some anti-magical artifact, by threatening the
if the machinery is broken. Saying a sentence
priests that cast the spell...
ending with “uttering” (making uttering the last
word) will open the vermillion gates in room Fleeing pursuers. If someone witnessed
317. the adventurers' escape—or if they left many
corpses to tell of their path—they are likely
In the floor next to the stone face, a newly ex-
to be pursued. Consider if they made any ene-
cavated tunnel leads down to 316. It appears
mies during their time as slaves. Consider also
that the excavators left in a hurry, because some
if Mal-Hara, or someone else may wish them
equipment lies tossed on the ground. A rope
dead, and how it could be prevented.
ladder lies next to the hole, deliberately cut
apart in several places. Exacting revenge. Whether justly or wrong-
fully, someone caused the enslavement of the
adventurers. Perhaps the players want to visit
death or punishment on whoever was respon-
sible. Consider why the PCs were sentenced
to slavery. Who issued the order, and on what
grounds?
Tracking down Zabaia. Unless slain by the
PCs, the self-proclaimed leader of the slaves
was released. Slanderous tongues whisper that
his work was done, that he was never a slave
to begin with. Consider what his actual agenda
was, what powers the cylinder seal hold and to
whom he did deliver it in return for his release.
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Chapter III -
The CRYPT of
UBARA–TUTUM
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Level III -
The CRYPT of
UBARA-TUTUM
THE CRYPT Overview
The third and fourth levels of the underground + Chambers of various sizes and geometrical
tunnels contain the antediluvian crypt of Uba- shapes, corridors and doors, indicative of a se-
ra-Tutum.While they are connected to the qanats, cret pattern. Walls are adorned with mosaics,
they form a separate adventure setup and can be frescoes or faded paint; floors are lined with
run as such. As the referee, you should note that flagstones sprinkled with quartz and pale fossils
these levels have a different tone than the two reflecting back each light.
above.They are also significantly more dangerous.
+ No light reaches down to this level, making
When the players choose to explore the crypt, you all rooms impossible to navigate without a lamp
should emphasize this change of mood by high- or torch. In the north-eastern section, a few
lighting details that signal danger—blood stains, terminally ill or violently insane persons are
bones, broken weaponry and shattered helmets, kept for treatment or study by the Black Priest-
foreboding sounds, doors closed from the oppo- ess with a few candles keeping them company,
site side as if someone is in there, and so forth. but these are the rare exceptions.
This will forewarn your players that they should
+ Three passages lead up under the hideous
proceed with greater caution, if they continue.
stone faces on level 2 (301; 313; 316). A fourth
It is likely that your players will begin to explore once existed (309), but has since completely
the third level but escape the onslaught of the scor- collapsed.
pion-men with whatever treasure they can carry
+ Four heavy gates block passage to level 4
from room 328. If so, they might wish to return
(302; 314; 317; 308). They are sealed and must
to the fourth level later on in your campaign when
be opened by operating the corresponding
they are more powerful and experienced, and thus
stone face on level 2.
better equipped to meet its dangers.
+ A lavish burial chamber (328) holds incredi-
When the characters rummage through the
ble treasure but also great peril; as every breath
crypts' treasures—found in the central tomb or
and every word uttered attracts more and more
otherwise—use the chart on the opposite page to
scorpion men, fighting to protect the treasures
quickly determine what they find.
of the vault.
If no danger is present, for example because all
+ A tunnel is being dug from 220 to gain access
scorpion-men have been killed, you could instead
to this level. You should assume that, irrespec-
let the players roll a percentile die to determine
tive of the PCs' action, the crew will succeed in
the fraction of plunder they escape with. Rolling
2d4 weeks. Following that, the crypt will grad-
43 would then indicate entries from 1 through 43.
ually be explored and its treasures plundered.
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THE CRYPT 31
Since it is possible to fall down to the tomb level 1 A silver torque (150 s).
by accident, and as the gates only open from the 2 A ring with a topaz eye (180 s).
level above, there is a risk of player characters 3 A bracelet in the shape of a millipede
becoming trapped in the darkness without a (150 s).
means to re-ascend. As the referee, you should 4 A tablet in a vanished tongue, contain-
consider beforehand how to handle this. Below ing a demonic name (90 s).
are some suggestions.
5 A silver bow of ceremonial use
THE BLACK PRIESTESS (230 s).
Once a week or more, the Black Priestess (227) 6 A wooden crown that withers away
visits the infirm and deranged in rooms 303 and when touched (1d10 s).
307. When she does, the PCs may have a chance 7 A jade comb (80 s).
of exiting the level with her.
8 A game piece carved from ivory
THE TUNNELING CREW (75 s).
The slave crew tunneling down from 220 will 9 A teak box containing 1d6 doses lotus
eventually succeed; when they do, the PCs powder.
could use the newly dug tunnel to escape the 10 An amber sphere, the size of a fist
level. If the adventurers are stuck, you may (300 s).
choose to shorten the time needed for the tun-
neling crew to reach this level. 11 A golden dagger that can damage
specters (dmg 1d6-1; 1d4 against
THE CARDINAL GATES specters and other immaterial foes;
Four heavy gates block passage to level 4 (302; 425 s).
314; 317; 308). Normally, they cannot be 12 An amulet, made from coral (120 s).
opened from this level but must be operated
13 A brass chalice, split in two perfect
from the level above. However, you may rule
halves (150 s).
that an adventurer may attempt to open them
by a feat of amazing strength. If so, give each 14 A skeleton hand, encrusted with pearl
player a single chance to roll under or equal to (620 s). Any spell, sorcery or similar
her character's Might score with a percentile cast while holding this hand has its
die (d100). A success indicates that she forces effect increased one step.
open the gates. If a character fails, she cannot 15 A copper plate, showing a map of the
retry unless her Might score has increased since underworld (750 s).
the last attempt. 16 A broken onyx idol of a many-limbed
god (110 s).
17 Two embalmed cats, clothed in silk
(40 s).
18 A copper flute engraved with grinning
faces (130 s).
19 An acacia reliquary containing bone
salt (2 uses).
20 A jade mug of clumsy design (110 s).
21 Five unevenly sided bone dice (55 s).
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32 LEVEL III
# TREASURE # TREASURE
22 An animal figurine carved from tor- 47 Two small bronze bells with a shrill
toise shell (80 s). tone (80 s).
23 A golden ring set with onyx gem- 48 Eight male heads made from marble,
stones (215 s). crudely cut but similar enough to
24 A silver necklace with an ebony pen- suggest they depict the same person
dant (140 s). (wt1; 25 s each; 250 for all eight).
25 A square statuette of a muscular man, 49 A large electrum bowl (140 s).
carved from bone (130 s). 50 A delicate glass vase (25 s).
26 A small silver mirror set in a wooden 51 A bronze telescope with cracked lens-
frame (205 s). es (220 s; when used, has 50% chance
27 A bronze crown (320 s). of giving a distorted image)
28 A decaying silk robe with gold em- 52 An obisidian feline with four eyes
broidery (1d10 s). (40 s).
29 A large gold bracelet (190 s). 53 A hollow ball, made from wound
30 A tall female statuette carved from golden wire (145 s).
mammoth tusks (wt2; 610 s). 54 A mango-wood statue of a balding
31 A jet mask with silver filigree (210 s). man (50 s).
32 A silver ewer (150 s). 55 A granite fertility symbol (wt 3;
100 s).
33 A giant brass ewer (wt 4; 270 s).
56 A silver lamp that can be lit for one
34 A copper chalice with golden filigree
hour per day even without oil (390 s).
(220 s).
57 A large chunk of glittering rock crys-
35 A golden bird cage (100 s).
tal (wt2; 125 s).
36 A silver headband (armor 1, 270 s).
58 A garnet gemstone (50 s).
37 A lapis lazuli gemstone, once crown-
59 A brass trumpet (160 s).
ing a now-lost scepter (280 s).
60 A gold-tipped bull's horn (35 s).
38 An obsidian brooch (95 s).
61 An amethyst gemstone (75 s).
39 A ceramic ewer painted in sunset
colors (95 s). 62 Nine peculiarily well preserved feath-
ers, arm-long and gleaming in all
40 A golden tiara, missing several gems
colors (20 s each; wt 0).
(125 s).
63 A cedar-wood model of a strange
41 A tall silver fork (130 s).
stronghold (80 s).
42 An empty tortoise-shell box (25 s).
64 A lead helmet (armor 2; wt 6; pro-
43 A broad-bladed dagger with a pommel tects from mind-reading and other
made from lapis lazuli (60 s). mind-affecting magic; 370 s).
44 A cloudstone key (250 s). 65 A stone eye, large as an infant head
45 A sun emblem made of verdigris (wt2; 200 s).
stained copper (36 s). 66 A gargantuan ceremonial mace (dmg
46 A fine urn with decorations sligthly 1d20; brittle: breaks on a 1; wt 8;
out of joint, expertly made from the 350 s).
shards of three broken urns (45 s).
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THE CRYPT 33
# TREASURE # TREASURE
67 Twelve small glass figurines of en- 89 A ceremonial sword (dmg 1d6-1; wt
cephalopodes (18 s each). Carries bad 2; 80 s).
luck: enemies always target whoever 90 A gold-plated muscula (armor 5; -1 to
holds them first. all saves; wt 3; 350 s).
68 Fifty glass beads in an oblong stone 91 A draught of wisdom (1000 s). In-
box with wooden lid (50 s). creases drinker Lore score by +1.
69 An onyx gemstone (70 s). With every sip, there's a 50% chance
70 A zircon (60 s). of depleting the vial.
71 A jasper gemstone (55 s). 92 A silver axe (dmg 1d8; versatile d10;
72 A carnelian gemstone (40 s). piercing 1; wt 3; 580 s).
73 A sapphire gemstone (65 s). 93 A large goblet, made of fake gold
and vermillion (10 s, 830 if its secret
74 A piece of amber (80 s).
is known). Any drink poured in the
75 A silver necklace shaped like a coiled cup loses its purpose: water doesn't
snake. Will constrict to suffocate bear- quench thirst, wine doesn't intoxicate;
er each full moon (120 s, 640 if its posions become useless etc.
secret is known).
94 86 small golden coins (86 s).
76 An ivory box containing 1d8 doses
95 A sorcerous tablet, containing a ran-
impure lotus powder (dmg 1 with
dom Seer sorcery that is cast when-
each use).
ever the tablet is broken (700 s). The
77 A silver harp (55 s). effect lasts 1 day.
78 A sorcerous tablet. Contains a random 96 A tablet, translating between two
Mystic spell that is cast whenever the tongues (180 s).
tablet is broken (660 s).
97 A narrow electrum girdle (240 s).
79 A pearl (90 s).
98 A copper shield (def 3; wt 2; 180 s).
80 A rotten box containing 162 shekels
99 Gold-plated farmers' tools (120 s).
in clay ancient markers.
00 A fake treasure: roll again to deter-
81 Two silver plates (30 s each).
mine what it seems to be.
82 A ceramic doll with lapis lazuli eyes
(180 s).
83 A quarter-scale golden chariot (wt 9;
915 s).
84 Nine left arms of marble, severed
from their statues just below the
shoulder (wt 2 and 40 s each).
85 A foot-long copper cylinder, con-
taining a tasteless and fragrance-free
powder (70 s).
86 A skinless drum made from tin (25 s).
87 A threadbare carpet, whose motif is
hidden by dirt (40 s).
88 Two golden sandals (50 s each).
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36 LEVEL III
2
The sacred and first, tomb of King
Ubara-Tutum,
He who eighteen times outlived a
302
thousand years
A towering basalt gate in the
south wall. The gate is sealed and 3 And yet remained six-hundred more,
can only be opened by operating the north stat- 4 Vice-regent of Akkad, king of the
ue (229). Beyond the gate is a passage leading Two Sipparas, lord over the northern
to 403. Land of Gates,
303
5 Chosen of Enlil and Ninurta, beloved
Infirmary. A few sick slaves live
of Anu and Dagon,
here, sleeping on rat-eaten hay and
filthy blankets with nothing but a few candles to 6 Destructive weapon of the Greater
ward off the oppressive darkness. Fearful of be- Gods.
ing executed to prevent an epidemic they have 7 Valiant one who acts like Shamash,
submitted themselves to the care of the Black his lord,
Priestess, accepting her tinctures and com- 8 Marvellous shepherd, unrivalled by
mands without questions. Consequently, they the princes of the four quarters,
all suffer fits of prophetic visions, allowing 9 Heeding the Five Queens, each one
them a (combined) 25% chance of knowing the in their proper order
truthful answer to any question the PCs pose 10 Unopposable mighty floodtide.
regarding the burial vaults and their inhabitants.
The infirm: pwr 1, save 7, end 5. Dirty and
dressed in rags and filthy sheets, unarmed and
weak (dmg 1d4; no crit). 306 Secret chamber. A rectangular
room, with slightly concave walls
304
as if flexing under the weight of the earth above.
Hidden passage. Flagstone floor,
Twenty-six humans are buried upright in the
green like jade. A large idol sits in
earthern floor so that only their skulls are visi-
a niche in the wall, its arms crossed with a palm
ble, forming neat lines of yellow craniums. By
on each shoulder and a ball under its right foot.
the eastern wall, four narrow pits gape emptily,
If the idol is removed it reveals a secret pas-
suggesting the placement of the last four corps-
sage—no more than two feet wide—leading
es to complete the rows.
to 306.
305
If unearthed, all twenty-six bodies are buried
Murals #1. The walls here are
with a golden coin—large like the palm of a
covered in murals, depicting kings
man's hand and worth 16 shekels—under their
riding heavenly chariots. Old glyphs run along
right foot and their arms crossed over their
their path. Sages and other literate characters
chests in painstaking replications of the idol in
may roll a d10 and add their Lore rating: this is
front of the passage; an arrangement that un-
the number of lines they are able to decipher,
doubtedly must have taken tremendous effort
starting from the top. Other characters may at-
due to their upright positions.
tempt to decipher the text using the same roll,
indicating instead the number of words they are
able to comprehend.
(order #8929632)
THE CRYPT 37
313
abuse—are bound here with thick cords that
A decorated hallway. The hallway
keep them from killing each other during bouts
slopes upwards towards a spiralling
of hallucinatory rage, or themselves under brief
staircase leading to the southern stone head
moments of clarity. Having consumed lethal
(205).
doses of lotus powder, the eight men suffer the
arrested death known as waqrat; they can speak
and occasionally answer questions in eloquent
manners, but mostly scream obscenities at the
314 A large marble gate to the north,
tilted and wedged under the
weight of eons but slightly ajar. On the flag-
invisible demons that torture them. They have a stone floor lies the remains of Yufara, trans-
25% chance of attacking at random, throwing fixed in an unnatural position as if clawing the
rocks or feces at those out of reach from their air. If the corpse is searched, it carries a rope
gnarly clubs. ladder in bad repair (1-in-3 risk of breaking
each time used), a torch, a shattered urn and a
Each full moon, their madness gives way to
short obsidian knife (dmg d4).
melancholy and kindness; on those nights the
Black Priestess collects their tears to produce
philters of rare quality. 315 A pillared corridor leading west
and north. About 100 paces in—as
it turns north—it is collapsed. Scraping and
Murderous madmen (8): pwr 2, save 3, end 6.
scratching noises fill the dark corridor, as if a
Sticks and unnatural strength (dmg 1d6).
myriad of insects crawl behind the walls and
310
forever.
Stairs. 120 low and narrow steps
once led to the eastern statue (see
220 for details), but nothing but broken stone
and plaster remains.
317 A vermillion gate in the eastern
wall. The gate is sealed and can only
be opened by operating the west statue (237).
311
Beyond the gate is a passage leading to 408.
Corridor. A corridor leading
In the north wall there is another door, bar-
north/south, curving slightly to
ricaded from this side by stones deliberate-
the west. The corridor is broad and paved with
ly piled upon stones. A fractured helmet and
square stones neatly cut, like the processional
blood stains on the floor speak of recent and
roads leading between the temples in the city
fatal violence. In the southern wall, a hidden
above. A south-east passage is blocked by tons
door leads to 325.
of sand that has collapsed down.
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38 LEVEL III
319
all but withered. The adventurers can recover
Murals #2. The walls here are
1d6+1 weapons from the room. Decide type
covered in murals with old glyphs
at random, and give them all the brittle quality:
following their path. Sages and other literate
with each use there’s a 1-in-6 chance that they
characters may roll a d10 and add their Lore
break.
rating: this is the number of lines they are able
to decipher, starting from the top. Other char-
acters may attempt to decipher the text using
the same roll, the result indicating instead the
322 The hallway. The rich mosa-
ic floor is covered in blackened
blood. Five men lie dead on the ground,
number of words they are able to comprehend. their ribcages split open and their hands cut
off. The sturdy door to the south is shut and
LINE DECIPHERED barred from the opposite side, and requires
1 Tomb of Ubara-Tutum, the sacred great strength and industry to pry open.
2
and first,
Strong king, king of the universe,
born on the ninth day, son of Tukul-
323 The royal advisors. Five old urns
with flaking paint, placed in a ring
on the floor. Inside them are the embalmed
Namara, livers of Ubara-Tutum’s most elevated scribes,
3 Great king, noble king, born in the hidden from the world so that none should spy
ninth month, son of Ahab-Enmen- their secrets. A hidden door leads to 324.
324
Durana, Three hydraulic apparatus. The
4 Great king, strong king, king of the north-east, east and south-east
universe, king of Sumer. walls of this many-sided chamber are criss-
5 Glorious sage of thousand scrolls crossed by lead pipes, siphons and valves, form-
6 Of six times sixty hidden wonders. ing together some strange hydraulic machinery.
7 Prince who subdues the disobedient, A melodic hissing noise from the pipes suggest
that they are still in function.
8 Strong one who treads upon the
necks of his foes, The three hydraulic machines (N/E/S) power
9 Trampler of all enemies, the three traps on the level below. Destroying a
10 Indomitable both in life and death.
machine will impede the corresponding trap’s
working but not necessarily stop it from spring-
ing. See room description (N—407, E—414,
320
S—409 ) for details.
Antechamber. Caked blood-
smears streak the grey sandstone
floor, as if someone had been dragged into the
next room while bleeding out.
325 The marble tiles covering the
floor and walls are fractured
by cracks, running across them like a mad
spider’s web. A thin stream of sand pours con-
An altar stands next to the western wall. The
stantly through a hole by the ceiling, slowly fill-
floor holds large chunks of render that once
ing the room with grey dust like an hourglass
adorned the eastern wall, but nothing of the
metering out eternity.
adornments remain on the single large lime-
stone slab.
(order #8929632)
THE CRYPT 39
327
Moments after the adventurers enter the crypt,
Murals #3. The walls here are
the guardians of the tomb arrive. At the end of
covered in murals, depicting kings
the first round, a hideous scorpion man comes
riding heavenly chariots with strange glyphs fol-
burrowing out of the floor. At the end of the
lowing along their paths. Sages and other liter-
second round two more join, then three, then
ate characters may roll a d10 and add their Lore
four and five and so on. Fiercely loyal to their
rating: this is the number of lines they are able
dead sovereign, the scorpion men will stop at
to decipher, starting from the top. Other char-
nothing to defend primarily his corpse, and
acters may attempt to decipher the text using
secondarily all grave gifts in the vault. Howev-
a similar roll, indicating instead the number of
er, this loyalty also prevents them from giving
words they are able to comprehend.
chase beyond this level.
LINE DECIPHERED Scorpion Men (144): pwr 2, save 9, end 18,
1 First and sacred, Ubara-Tutum’s protected by rust-red carapace (def 3) and
tomb; fighting with scissor-like claws (dmg 1d4; crit
2 King who has conquered the wet- 1d8—once a d4 explodes, roll an eight sided
lands and diked them out, die instead) and a poison stinger (dmg 1d4; poi-
son: check Might or be paralyzed, recovers on
3 Gained dominion over the highlands a 5+).
where the gates-keepers live
4
5
And received their tribute in keys,
Warred against the demons among
329 A menagerie of mummified
animals. Even here, the scorpi-
on men keep coming: first one, then two then
sand and rock
three in a fashion similar to that described in
6 And captured them as hostages, 328.
kneeling to his bidding.
7 He who is victorious over all peoples
and countries, 330 An unfinished chamber. This
chamber resembles the other in the
crypt, but lacks their finish and detail as if work
8 And knows no peer among mortals
was prematurely terminated. Yet, the scorpion
or gods alike
men keep burrowing out of the ground and the
9 From these words of eternal design walls as per 328. From the eastern wall, long,
10 Compels you by the power that is curved stairs lead down to 401.
his.
(order #8929632)
40 LEVEL IV
Level IV -
The DEEPER
CATACOMBS
Overview The Scorpion Covenant
+ The deeper catacombs consist of narrow cor- Any adventurer can enter into a covenant with
ridors, vaults and burial chambers, laden with the Scorpion Queen.
age and decaying splendor. Here, the most sa-
RANKS AND IMPROVEMENTS
cred part of Ubara-Tutum's crypt is guarded by
To increase her rank in the Covenant of the
mortal dangers.
Scorpion, the adventurer must either offer the
+ Three rooms hold elaborate traps (407, 409, Scorpion Queen 600 shekels (10 mina), or re-
414), powered by machines in the secret cham- lease her from the curse that binds her. When in
ber of the sages (324). As long as the machinery the Covenant of the Scorpion Queen, the fol-
is intact, the traps will function with lethal ac- lowing rules apply:
curacy and even reset after being sprung.
1. All damage from poisons or similar are
+ Two rooms are guarded by deathless servants, reduced by twice the Covenant rank.
animated by ancient sorceries. In these combat
2. All saving throws against poisons, drugs,
encounters, spatial positioning is a key compo-
philters and similar are modified to the char-
nent as the stone guardians (413) use lagged at-
acter's favor by the Covenant rank.
tacks—hitting only if the target remains in the
same place—and the twin mummies (415) are TRIBUTE AND WRATH
themselves immobile, attacking instead from a After entering this covenant, the adventurer
distance or with magic that affects everyone in must pay 60 shekels in tribute each time she
a zone. For this reason, separate maps are pro- gains ranks in another covenant. The tribute
vided for these two encounters, detailing the must be offered at a temple in the Queen's
rooms and dividing them into combat zones name, or buried in a scorpion nest.
(see p. 45 and 47, respectively).
If a PC fails to do so, her player must roll a
+ At the center of the catacombs thrones a ma- six-sided die. If the result is lower than or equal
jestic room, covered in gold-leaf from ceiling to the covenant rank, the Scorpion Queen for-
to floor (417). gives the oversight; otherwise the demonic sor-
cery coursing through the adventurer's veins
+ Separated from the epicenter by a secret door
turns against her, permanently reducing her
lives the catacombs' jealous guardian: a terrible
maximum endurance by a number of points
scorpion-demon bound to this place by an aw-
equal to the betrayed covenant's rank.
ful curse that was uttered by Ubara-Tutum with
his dying breath (418). Each further increase in any rank will reduce
the adventurer's endurance by an additional
point, as long as the Scorpion Queen lives.
(order #8929632)
THE CRYPT 41
406
noise and two secret doors open: one to a short
Loculi. Four stories of plain-look-
corridor in the western wall and another in its
ing loculi, perhaps for servants, fill
end to 418. As soon as the lever is released it
the entirety of the western and southern walls.
resets and both doors close, trapping anyone
Grave-goods worth 2d20 shekels can be found
in the corridor. It takes the mechanism 1d6
if thoroughly searched.
minutes to reset so that the lever can be pulled
again; during which time a sharp clicking can be
heard. To the south, stairs lead up to 330. 407 Spike trap. A square room with
neatly bricked walls and floor
402
and a ceiling covered in tall spikes. Four sturdy
Stairs lead up, but are buried
doors swing both inwards and out, but close af-
in sand and debris from a cave-
ter the adventurers enter the room. If a door is
in. The stairs are currently impassible, but
pushed open from inside the room, the ceiling
would lead to 308.
will fall down with tremendous force, causing
408
stone dust and salt to limit the stench as their
Stairs lead up to the vermillion
families were too poor to claim the bodies for
gate (317).
proper burials. Even with the corrosive powder
covering the bodies in an unnaturally pale coat-
ing, the putrid stench is suffocating and fat rats
and foot-long millipedes crawl over and feed
409 Fire trap. The floor of this room is
black from soot, and the air smells
vaguely of kerosene. A procession of brass sa-
from the cadavres. tyrs blowing blackened trumpets stand by the
south wall.
Among the corpses lies Obok the half-dead,
unconscious and bleeding out from several nas- When the first of the brass statues is passed,
ty wounds. The PCs have one chance of treating hell-flames will shoot out from their trumpets,
his wounds before he dies. If they succeed, he engulfing the room in fire. Anyone caught in the
will repay them by telling of the Tomb of Uba- flames suffers 2d4 damage on the first round,
ra-Tutum and warn of the clawed demons that 2d6 on the second, 2d8 on the third and so on.
dwell there. Vigor saves for half.
If the south wall is searched, it reveals a door to If the southern machine in room 324 is broken,
405, buried under the mass of dead limbs and the flames will subside after the first round.
410
corpses in various states of dissolution.
Stairs lead up to the marble
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44 LEVEL IV
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46 LEVEL IV
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48 LEVEL IV
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