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The Adventurer's Guide to the Bible for 5E

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Published by goroiamanuci, 2023-01-05 09:32:31

The Adventurer's Guide to the Bible for 5E

The Adventurer's Guide to the Bible for 5E

Tournament of Champions

Background general layout of the Circus’s main level and lower level.

Many cultures throughout history have reveled in games Following the layout overview, there will be rules given

of chance and athletic competition, but the Greeks and for the following games, all of which can be found in any

Romans turned this pastime into a science. The Romans Roman Circus:
invented a large athletic complex called a “Circus,” and by
the first century CE, there was at least one Circus in almost Game / Event Page
every major Roman-occupied city. Although the Roman
Circus was well known for bloodsports like gladiator Solo Chariot Racing (Main Arena) 148
battles, plenty of other competitions occurred at the Circus,
including chariot racing, gambling, and even sailing Team Chariot Racing (Main Arena) 149
Solo Gladiator Combat (Main Arena) 150
competitions.
Carpe Vexillum (Main Arena) 151
Introduction Sailing Races (Flooded Arena) 152

If the party visits a Circus during their travels, they Water Combat (Flooded Arena) 152
may wish to attend or compete in one of the various games
Tali (Gambling Hall) 154
that occur here. The following section will outline the Penta Litha (Gambling Hall) 154

Tesserae (Gambling Hall) 154

Kottabos (Tavern) 154

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Circus Layout lower props, athletes, chariots, or whatever else the event

C1. Entrance Colonnade calls for.

A grand colonnade leads visitors into the Circus Although the map in this module details a smaller
entrance. It is here that spectators will purchase admission than average Roman Circus, even the smallest venues
and concessions before heading in to find their seats. The offer a wide variety of games. These arenas could even be
smell of baked goods and salted meat fills the halls here temporarily flooded to allow for ships to sail in the arena.
as vendors set up shop to take advantage of the crowds For more information on how players can compete in these
entering the Circus. Freshly baked loaves of bread called games, see the next section on “Tournament Rules.”
Panem are the snack of choice for Roman sport enthusiasts.
C6. Tavern
C2. The Gambling Hall
Like any good event complex, the Circus comes with its
Adjoining the entrance colonnade at one corner is own celebration venue. Roman soldiers were fond of their

the entrance to the gambling hall. Roman citizens were wine, and so various fumarium wines and mulled wines
would be imported daily. However, Circus Taverns also
especially fond of gambling, and games of chance were served mead and beer to appeal to the varied tastes of their
many patrons. Gladiators and Charioteers will meet in this
often a traditional aspect of their festivals and large large tavern to mingle with spectators, either to celebrate
gatherings. Near the entrance of the Gambling Hall,
spectators had a chance to place bets on their favorite after events or gain some liquid courage before them. A

chariot racers or gladiators before making their way into utility closet behind the bar hides a staircase that leads
the stadium. Further in the Gambling hall, visitors can find down to area C14 in the lower level.
assorted tables and gathering spaces where other games of
C7. Arena Tunnel Stairs
chance could be played. More information on how to play
Below ground in the dank passageways of the Circus
these games is contained in the next section. lower level, athletes wait to ascend these stairs into the

C3. Arena Tunnels daylight above. Some who walk these steps are renowned
celebrities of their sport who enter to cheering crowds;
A set of six tunnels line the perimeter of the inner others are slaves fighting to win freedom or criminals
arena. It is here in these tunnels that chariot racers make waiting to be fed to wild animals for the entertainment of
last minute adjustments to their equipment and gladiators
offer final prayers to their god before making their glorious the masses.
entrance onto the sands of the Circus to compete. These
tunnels connect to stables where the chariots and horses are C8. Athlete Commons
stored on the main floor. They also connect via staircase to
area C7 on the lower levels. This gathering space provides food and a space

C4. Athletes’ Entrance for athletes to stretch, exercise, and relax between
competitions. If the party chooses to compete in an event,
To avoid the crowds pressing in at the main entrance, this is the first place they will be led to prepare.
athletes and staff enter and exit through a private rear
entrance to the Circus. This entrance connects both to the C9. Trapdoor Shafts
main level for staff and vendors to use, as well as to the
lower level, which is the preparation area for competitors. A series of alcoves lie below the trapdoors on the
arena floor. Here, the Circus staff can install elevator
C5. Arena Floor mechanisms, spike pits, or any other needed equipment for

The sandy floor of this grand arena measures 350 the day’s event.
feet long and 200 feet wide, roughly half the size of the
Colosseum in Rome. Two stone towers mark the opposite C10. Armory
ends of the arena, and are used for a variety of purposes in
different games here. Any Gladiator that does not provide their own weapons
is brought here, to the Circus Armory. The Circus will lend
At the center of the arena are 5 trapdoors concealed out any common weapons and armor to competitors. The
beneath the sand. These serve different purposes, depending Circus also stocks magic items and rare weapons for special
on what the occasion calls for. During gladiator combat, occasions, but these are kept locked away.
these doors may serve as spike pits or other hazards. During
parades or exhibitions they may be used to release exotic The main door to the armory is kept locked, as are the
wild animals onto the arena floor. They can also be outfitted
with elevator mechanisms on the lower levels to raise and inner doors that protect the rare items. A character with
thieves’ tools can pick these locks with a successful DC 16
Sleight of Hand check. A character that successfully gains
access to one of the locked boxes can roll on the “Random
Discoveries” table on page 130.

A sewage grate in the floor of the armory leads down
into the city sewers. After the arena is flooded for water

145


146


147


events, ducts at the base of the two towers in area C5 C13. Prison Cells
drain water from the arena into the sewers. Because of
An underground corridor contains 8 cells. Some of these
this feature, the sewer drains are quite large. A medium or cells hold slaves who are forced to fight to the death, some
smaller creature can fit into these sewer tunnels without hold adherents to banned religions who will be fed to lions,
issue. and some hold the wild animals themselves. Depending on
the occasion, these cells may holding any variety of mortals
C11. Gambling Hall Vaults
or monsters.
A large reinforced door separates the lower level of the If the party is caught trespassing near the vaults in area

arena from the lower level of the vaults. Picking this lock C11, or if they are otherwise arrested or condemned to
requires a DC 14 Sleight of Hand check with thieves’ tools. death in a Roman-occupied city, there is a good chance
As this door is not frequently opened, it is also trapped with
an alarm mechanism that can be discovered with a DC 16 that this is where they may end up. Prisoners or animals
Investigation check. The alarm can be disabled with a DC
16 Sleight of Hand check. If triggered, the alarm alerts the awaiting combat will be led from their prison cells either
Roman Legionaries in the Gambling Hall above, who to area C7 to enter from one of the arena tunnels, or to area
come running down the stairs to investigate. C9, to enter by way of an elevator. If the party are forced to
fight as prisoners, they do not earn money from the event,
Once inside, a long corridor stretches the length of the but they still may be able to earn their freedom if they
Gambling Hall above, and the profits of running such an
establishment are immediately apparent. A series of locked impress the local community with their skill.
One of the cells contains a sewage grate in the floor that
doors lead to small rooms where assorted valuables are
leads down into the city sewers. After the arena above is
kept, and at the end of the hall is the large door of the main flooded for water events, ducts at the base of the two towers
vault, guarded by two Roman Legionaries. in area C5 drain water from the arena into the sewers.
Because of this feature, the sewer drains are quite large. A
Each of the smaller doors can be picked with a DC medium creature can fit without issue, and a Large creature
16 Sleight of Hand check, and inside the party can find can fit by squeezing. As such, only Huge or larger creatures
1d4x100 gp or one item from the “Random Discoveries” are held in this cell.
table.
Cell doors can be unlocked using thieves’ tools by
C12. Main Vault making a DC 14 Sleight of Hand check.

The main vault is guarded by two Roman Legionaries, C14. Tavern Storage Room
and the reinforced vault door is a large object with 200 hit
points and immunity to Psychic and Poison damage. The The underground wine cellar below the Tavern is always
vault door is also outfitted with two independent locks,
each requiring a DC 16 Sleight of Hand check to open with stocked with imported beers, wines, and meads. To avoid
thieves’ tools. the foot traffic above, deliveries are usually made using the
athletes’ entrance in area C4
A 7th-level glyph has been inscribed on the surface
of the main vault door that can be noticed with a DC C15. Prop Storage Room
17 Investigation check. The glyph triggers if the door is
damaged, tampered with, or opened without the proper key. These rooms are packed floor-to-ceiling with equipment,
elevator machinery, and props. Depending on what is
If triggered, the glyph glows, filling a 60-foot-radius needed for a particular event, slaves and other event staff
Sphere with dim light for 10 minutes, after which time the would bring needed props from these storage areas and
spell ends. Each creature in the Sphere when the glyph assemble them in area C9.
activates is targeted by its Effect, as is a creature that enters
the Sphere for the first time on a turn or ends its turn there. Chariot Racing
Each target must make a DC 18 Wisdom saving throw
and falls Unconscious for 10 minutes on a failed save. A Solo Chariot Racing
creature awakens if it takes damage or if someone uses an
action to shake or slap it awake. If the entire party is put to By far the most popular event in a Roman Circus is
sleep because of this glyph, they will awaken in a prison the chariot race. In this event, charioteers fly around the
cell in area C13 having taken a Long Rest. They are now elliptical track at break-neck speeds in an adrenaline-fueled
the unwilling participants in a Group Gladiator contest. contest of dexterity and animal handling. The Solo Chariot
race is also an Olympic sport, so successful charioteers are
The Gambling Hall stores all profits here in the main
vault, so the total contents of the vault will vary from day major celebrities in their community.
to day. On average, the vault stores 1d6 x 1000 gp.
A race consists of seven laps around the arena

lengthwise, circling around the outside of the stone tower at

each end of the arena. Since the middle of the arena is not

used for this event, there are often seating structures erected

148


for spectators who wanted to be closer to the excitement. recommended to limit the race to 3 or fewer laps
Chariot crashes (referred to as “shipwrecks” by enthusiasts
of the sport) often happen during the chaotic sharp turns at around the arena.

each end of the arena, and spectators pay extra for tickets Team Chariot Racing
with a better view of the carnage. Deaths in this event are
common. In fact, far more athletes die every year from In contrast to the formality of the solo event, the team
chariot racing than do in gladiator matches. In general, the chariot races are an exercise in mayhem. Each match
long straightaways are where the racing and jockeying for consists of 4 factions: red, white, blue, and green, with each
position happens; the turns are less about racing and more
about avoiding catastrophe. faction driving chariots of their faction color. Teams were
of equal size, usually with 3-5 charioteers on a team (see
If one or more of the characters wishes to compete page 153 for creating “opponent teams”). One charioteer on
in a solo chariot race, use the rules below as an outline each team was named the “Dux” and was marked as such
by wearing a black tunic with gold stripes. Technically, the
for playing the race. To keep the game moving, it is event is a race in that the winning team is the first to have
recommended to race with 6 or fewer chariots at a time. A their Dux complete 7 laps of the track. However, due to the
typical entry fee is 20 gp per charioteer, and the prize pots extreme violence of the sport, team chariot races seldom
are: 250 gp for first place, 100 gp for second place, and 50
gp for third place. last longer than a few laps before a winner is decided by

1.At the start, each charioteer rolls initiative to default.
determine the order in which the chariots take off
from the starting line. The highest initiative takes the There are minimal rules that govern fair play during
these matches, and those rules may be different in each city.
lead. All races allow charioteers to ram each others’ chariots,
2.On each straightaway, the charioteers must make
throw punches, push each other from moving chariots, and
an Animal Handling check to maintain their chariot’s board and opponent’s chariot. However, some cities allow
speed. Beginning with the player in the lead and further use of violence, allowing melee weapons and even

progressing backward, each charioteer compares ranged weapons. There are even some jurisdictions where

their roll to the roll of the charioteer behind them. it is common for teams to attempt to poison or cripple
If the leading charioteer rolls higher than the one
behind them, they maintain the lead. If their roll is rival charioteers on the day before the race begins. This is
lower than the roll behind them, they are overtaken.
usually illegal, but many proponents of the sport will claim
Ties go to the leading position. A charioteer can
Chariot AC: 12
only lose one position or gain one position per HP: 35
Large Construct (vehicle:) Speed: 50 ft.
straightaway, regardless of how well or poorly they Capacity: 2 medium creatures
rolled. For example, if the charioteer in first place
rolls lower than everyone else in the race, they are STR DEX CON INT WIS CHA
only overtaken by the chariot in second position. In
this example, the third place chariot cannot advance +2 +2 +1 - - - - - -

beyond third place on this round, but can still be Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, ex-
overtaken by the chariot in fourth place.
3. At each of the towers, the charioteers must make haustion, frightened, incapacitated, paralyzed, petrified, poisoned,

a Dexterity check (adding their proficiency bonus stunned, unconscious
if they are proficient in Land Vehicles) to maintain
control of their chariot as they fly around the FEATURES
180 degree turn. If they roll a 16 or higher, they
may make their next Animal Handling roll with Horsepower: A chariot can be upgraded from 4 horses to 6 horses
advantage. If they roll a 11-15, they maintain control
of their chariot. If they roll a 6-10, they spin out of at no additional cost to the charioteer. This increases the chariot’s
control, falling into last place. If they roll a 5 or less, speed to 60 ft., and requires all Animal Handling checks to be made
they crash their chariot, taking 5d8 bludgeoning with disadvantage.
damage, and are disqualified from the race.
4.Repeat steps 2 and 3, until the chariots have ACTIONS
completed the race. Traditional Roman races
Ram: If the chariot moves at least 20 feet straight toward a target,
lasted for 7 laps, but to keep the game moving it is
the charioteer can force the target to make a DC 16 Dexterity saving
throw. The target takes 28 (5d8) bludgeoning damage on a failed
save, or half as much on a successful one. The chariot also takes

damage equal to half the damage taken by the target (rounded down).

Dash: The chariot doubles its movement speed for this turn.
REACTIONS

Swerve: If the chariot is targeted by an attack roll, the charioteer

may spend its reaction to impose disadvantage on that attack roll.

149


that it is also part of the fun of Team Chariot Racing. Circus to spare the lives of gladiators as often as possible,
Team chariot racing is truly only a “race” in name, as the especially those with a large following. Slaves and
criminals are expendable, of course, but the life and health
actual goal is to be the last team with a Dux still standing. of talented warriors was a high priority for event venues.
A Dux may move from one chariot to another, and may In general, once a gladiator is reduced to 0 hit points, it is
ride in a chariot with another teammate, but once a Dux has immediately attended to by arena healers.
been thrown to the ground, the entire team is eliminated.
Solo Gladiator matches pit warriors of all kinds against
If the party wishes to compete in a team chariot race, one another in series of one-on-one matches for the
use the following rules to track the flow of the competition. entertainment of the gathered audience. If one or more of
A typical entry fee is 75 gp per team. 500 gp goes to the the characters wishes to compete in a solo gladiator match,
winning team, with no prize awarded to runners up. A typical entry fee is 20 gp per gladiator. The character
must engage in several waves of combat, each against a
1. At the start, the team should decide how many new opponent. For each new opponent, roll initiative and
chariots they wish to use. A charioteer can only run combat as normal. After each opponent, the character
take actions from the chariot’s stat block while they gains the benefits of a short rest, and has the option to claim
are driving, so the party may want to form pairs, their prize and drop out of the competition. Each time the
with one character driving and the other defending. character defeats an opponent, the prize fund grows larger,
However, they may also wish to start with each but if the character is defeated by an opponent, they win
character in their own chariot. nothing. The character competing must decide whether to
cash out and call it a day, or press their luck with a new
2. Assume all 4 factions begin at opposite corners of the opponent. If a gladiator makes it past round 5 and wishes to
Circus and begin moving at the same time, counter- continue, they may be allowed a Long Rest.
clockwise, around the arena floor. For the sake of
simplicity, it may be easier to think of this as a series Round Solo Opponent Prize
of combat encounters, rather than a race. Assume
that all chariots continue moving forward at a steady 1 Guard 10 gp
pace, and only track the horizontal movement of
chariots in each conflict. 2 Roman Legionary 20 gp

3. Each time the party catches (or is caught by) another 3 Shadow Mage 40 gp
team, simply run a combat encounter using the
movement speeds of the chariots. For opponent 4 Sicarius 80 gp
charioteer stats, use the “Opponent Team” stat blocks
on page 153, with the Team Captain wearing the Dux 5 Roman Centurion 160 gp
tunic.
6 Golem (Death) 320 gp
4. Chariot combat between the teams continues until
only one Dux remains mounted in a chariot. 7 Giant Warlord 640 gp

“Off Screen” Combat Team Gladiator Combat

Each event of Team Chariot Racing consists of 4 factions Sometimes teams of gladiators will compete together,
racing at the same time. However, this does not mean that the either against other teams or, more commonly, against wild
party must defeat each of the other three factions in order to animals. Lions, crocodiles, and even dragons snared in the
win. When the party engages in combat with a faction, assume wilds of Zin or Assur make for exciting and entertaining
that the other two factions are simultaneously locked in a combat encounters in the arena.
combat of their own. Thus, when the party catches up with the
next (and now final) faction, set the HP of each member of that If the party wishes to compete in a team gladiator match,
faction to half of its total, to represent the damage sustained A typical entry fee is 100 gp per team. Rounds of combat
during their previous encounter with the other faction. proceed as in solo gladiator combat, though with more

Gladiator Combat Round Team Opponent Prize

Solo Gladiator Combat 1 2 Feign Spiders 50 gp
2 1 T’ifiri 100 gp
Despite the bloody reputation of the gladiator games, 3 200 gp
the mortality rate of gladiators is much lower than that of 4 6 Dire Wolves 400 gp
charioteers. Gladiators attract crowds of spectators, and 5 2 Nile Crocodiles (flooded arena) 800 gp
spectators bring money. Thus, it is in the best interest of the 6 1,600 gp
7 1 Zenido (Desert Drake) 3,200 gp
Opponent Team (see page 153)

2 Giant Warlords

150


dangerous opponents and a larger prize fund. As in solo Carpe Vexillum
combat, the team benefits from a short rest between each
round, and must decide whether to drop out and claim their Carpe Vexillum is a team-based gladiator sport that
prize, or risk it all on another round of combat. sought to put more emphasis on military strategy than

Wagers During Events combat prowess. Based on the original Greek game of
similar focus, the Roman Carpe Vexillum was popular
Betting on Athletes among retired generals and nobility who would sponsor

Betting on a favorite charioteer or gladiator was teams of gladiators to compete in their name. Teams often

an integral part of the experience for many Romans. meet with their sponsors to discuss strategy before matches,

Spectators can visit the gambling hall as they arrive for the the prizes for which could be substantial.
The goal of Carpe Vexillum is to work as a team to
day’s events and place bets on the athletes they believe will
capture the opposing team’s flag, while simultaneously
do well during the day. Bets must be placed before the start protecting one’s own flag. Flags are stationed at the top of
the two towers at each end of the Circus, 250 feet apart.
of the event, and are paid out to gamblers at the conclusion Often walls, water features, traps, or dangerous monsters
of the event. Depending on the previous successes of the
competitor, the perceived odds of their chances of success may be positioned in the area between the two towers
may go up or down. Use the table below as a reference for
placing bets. to provide challenges for the two teams to navigate. The
teams are allowed 15 minutes of preparation time, which
Bet: 10 gp 30 gp 60 gp 120 gp can include the casting of spells or erecting defenses. Some
regional rules allow teams to hide their own flags, while
1/2 15 gp 45 gp 90 gp 180 gp others forbid teams from touching or moving their own flag
(Crowd Favorite) Total Winnings Total Winnings Total Winnings Total Winnings at all. The match begins at the conclusion of the 15 minutes
of preparation time, and ends when one team has retrieved
1/1 20 gp 60 gp 120 gp 240 gp the opposing team’s flag and placed it at the top of their
(Returning Winner) Total Winnings Total Winnings Total Winnings Total Winnings own tower.

2/1 30 gp 90 gp 180 gp 360 gp
(Strong Athlete) Total Winnings Total Winnings Total Winnings Total Winnings

3/1 40 gp 120 gp 240 gp 480 gp
(Underdog)
Total Winnings Total Winnings Total Winnings Total Winnings

5/1 60 gp 180 gp 360 gp 720 gp
(Unknown)
Total Winnings Total Winnings Total Winnings Total Winnings

When a competitor enters a competition for the first
time, they will likely be considered an “unknown” or
“underdog,” and thus the possible payout if that competitor
wins becomes much higher. On the other hand, a celebrity
gladiator who has won many matches in the past is
considered likely to win again, so the payout becomes
much smaller. The opposite is true if a player character
enters a Solo Gladiator competition. The player character
will likely be perceived as a “crowd favorite” with 1/2 odds
during the first round, with their odds of winning gradually
decreasing with each round thereafter as the player
character becomes visibly more wounded and tired.

Casting Lots

Another form of entertainment that occurs during the
events in the Circus is the casting of lots. A form of lottery,
spectators take a token as they enter the stadium, and
those who draw one of the marked tokens are awarded a
predetermined prize. Panem is the most common prize
awarded during the casting of lots, but prizes can also
include free drinks or credit toward games in the gambling
hall.

151


If the party would like to compete in a match of Carpe open waters of the arena. These battles may be strategy-
Vexillum, use the following rules as a guideline. For the
opposing team, use the stat blocks on page 153. A typical heavy, with teams of ships competing to capture territory
entry fee is 100 gp per team, and winning teams receive a or accomplish a goal (similar to Carpe Vexillum), but they
prize of 500 gp. are just as likely to be a simple “last ship floating wins”
free-for-all.
The Towers. Each tower is 30 feet tall, with a wooden
door at its base. A 10-foot ladder reaches from the first floor To run a naval combat for the party, begin by having the
through an opening in the ceiling to the second floor. The
second floor is outfitted with arrow slits that provide three- party choose their vessel. Most gladiators prefer the heavy,
quarters cover, adding +5 to the AC of a creature that uses slower warships in the confines of the arena, but strategy-
them. A second ladder leads to the top of the tower, where conscious competitors may want the lighter, faster Dhow of
the flag is positioned. Battlements provide half cover, Persian design. The party may attempt to operate the ship
adding +2 to the AC of a creature that is standing on the top themselves, if they wish, but the Circus will usually assign
of the tower. A creature that attempts to climb up or down criminals or slaves with naval training to the lower deck
the stonework on the outside of the tower must succeed a
DC 17 Athletics check. and rigging positions to sail the ship so that gladiators can

The Flag focus on combat from the main deck. Run combat as usual,
using the Opponent Team stats on page 153 as the crew of
Each flag is covered in glyphs that project an anti-magic the other vessels. On each round, a ship may move up to its
aura in a 5-foot-diameter sphere. Within the sphere, spells
cannot be cast, summoned creatures disappear, and even magic sailing speed, which may include a turn of up to 90 degrees.
weapons become mundane. The sphere moves with the flag,
centered on the flag. Spells and other magical effects, such as Ships move on the turn of the player helming the ship.
Charm Person or Telekineses, that target the flag or a creature
within 5 feet of the flag have no effect on their target. Roman Warship AC: 16
HP: 200
Each flag is a small object with an AC of 8 and immunity to Gargantuan Construct (vehicle:) Speed: 25 ft. (90° turns)
all damage types. Capacity: 12 medium creatures

Aquatic Games STR DEX CON INT WIS CHA

Most arenas are outfitted to be semi-waterproof. Valves +4 -2 +4 - - - - - -
in the arena tunnels (area C3) can be opened to flood the
arena with water rushing in from the aqueducts. Once the Damage Immunities: Poison, Psychic
water level is high enough, ships are brought in for racing Condition Immunities: blinded, charmed, deafened, ex-
or enacting violent naval battles. When these events are
over, drainage grates at the base of the goal towers can be haustion, frightened, incapacitated, paralyzed, petrified, poisoned,
opened to allow the water to drain out into the city sewers.
stunned, unconscious
Naval Racing
ACTIONS
Racing of speedy longships occasionally took place
in the Circus, although less often than the naval gladiator Ram: If the ship moves at least 20 feet straight toward a target, the
battles. If the party wishes to compete in a naval race,
follow the same format as chariot racing, with ships helmsman can force the target to make a DC 16 Dexterity saving
completing laps around the area, but with a group Athletics throw. The target takes 44 (8d10) bludgeoning damage on a failed
check on the straightaways, rather than an Animal Handling save, or half as much on a successful one. The ship also takes damage
check, as the party attempts to out-row opponent ships. The
helmsman should make Dexterity checks to avoid crashing equal to half the damage taken by the target (rounded down).
as usual on the turns at each end of the arena.
Persian Dhow AC: 18
Naval Gladiator Battles HP: 75
Gargantuan Construct (vehicle:) Speed: 40 ft. (90° turns)
By far the most popular aquatic event in the Roman Capacity: 6 medium creatures
Circus is the naval gladiator battle. Teams are formed in
different ships with colored sails (similar to the factions STR DEX CON INT WIS CHA
of team chariot racing), in order to enact battles on the
+3 +0 +3 - - - - - -
152
Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, ex-

haustion, frightened, incapacitated, paralyzed, petrified, poisoned,

stunned, unconscious

ACTIONS

Ram: If the ship moves at least 20 feet straight toward a target, the

helmsman can force the target to make a DC 16 Dexterity saving
throw. The target takes 33 (6d10) bludgeoning damage on a failed
save, or half as much on a successful one. The ship also takes damage

equal to half the damage taken by the target (rounded down).


Opponent Team Don’t feel tied to a specific outfit, gender, or play style just
because of the stat block. Creating a colorful and entertaining
For any event that requires the party to compete against team of opponent gladiators is not just more fun to play, it is
a rival team of gladiators, such as Carpe Vexillum or Team also more historically accurate.
Chariot Racing, use the following Stat blocks as the opponent
team. There should be an equal number of gladiators on each Event Tactics
team, so choose a number of opponents from this list equal to
the number of characters in the party. The Roman Centurion will take on the role of Team Captain
for most events, and will wear the “Dux” jersey during team
Roman Centurion Priest chariot races. This position allows it to aid in the competition
Sicarius Shadow Mage by shouting commands, but without putting itself in danger. The
Zin’tori Scout Priest and Shadow Mage should do their best to avoid combat,
Parthian Spahbed using their spells to aid their teammates from behind cover.
The Parthian Spahbed will generally play defense, putting
These stat blocks determine what the opponent gladiators can itself between the enemies and either the flag or the Dux,
do, not who they are. For example, A Sicarius and a Centurion depending on the game being played. Meanwhile, the Sicarius
would normally kill each other on sight, and Shadow Mage or the Zin’tori Scout will take an offensive role: using stealth
would never participate in a gladiator match. For these games, and speed to capture an enemy’s flag (in Carpe Vexillum),
commandeer an enemy’s chariot (in Team Chariot Racing), or
assume that all members of the opponent team are career board and sabotage an enemy’s ship (in naval combat).

gladiators, and create new and colorful identities for them!

153


Gambling Hall showing odd numbers, and each time rolling fewer dice.
The player is not required to set aside (bank) dice on each
Tali roll, but must roll at least one odd number in order to keep
playing.
Tali is a game traditionally played using the ankle
bones of goats, sheep, or other livestock, but as the game The player can choose to end their turn whenever they
has become increasingly popular throughout the empire, would like, at which time they score a number of points
Romans have started manufacturing artificial anklebones equal to the values shown on any banked dice. If a player
out of stone or wood. Because of the unique shape of the chooses to continue rolling and rolls all even numbers, they
ankle bones or “tali,” they will land on one of four sides lose all dice that have been banked, receive no points for
when rolled. These four sides did not need to be marked that turn, and their turn ends.
because each side was a unique shape, and each side also
had an agreed upon value of 1-4. If the party wishes to join Penta Litha is played either over a set number of turns,
in a game of Tali, a four-sided die may be used in place of or until one player reaches a predetermined score.
the tali.
Tesserae
To play a game of Tali, each player rolls 4d4 and
scores the sum of the numbers rolled. Special scores Tesserae is played using two stones carved into the
are awarded for certain combinations of rolled numbers shape of a cubes to make dice. These dice have six sides,
(called “throws”), listed in the table below. If one of each assigned a value 1-6. Tesserae is played by rolling two
these combinations is thrown, that player scores the value six-sided dice, marking the total, and passing the dice to the
associated with the throw, rather than the total of the next player. The player who scores the highest roll in one
numbers on the dice. attempt is the winner.

Play proceeds for three rounds, with players rolling the Tesserae is a much newer invention than Tali or Penta
tali and adding their scores for a total. The player with the Litha, and the aesthetic of the attractive six-sided die is
highest total of points after three rounds is the winner. what draws crowds more than the rules of the game itself,
which are otherwise quite simplistic. Another drawback
Throw Score to the tesserae is that, being carved by hand, the rolls of
certain sets of dice can become predictable, defeating
Canis: 1, 1, 1, 1 0 the purpose of a game of chance. What many gambling
Solis: all even numbers 15 enthusiasts will call their “lucky” tesserae are actually just
Luna: all odd numbers 15 poorly carved dice with a greater probability of rolling
15 higher numbers. Still, the novelty of rolling a six-sided
Statera: two pairs 20 tesserae is enough to keep thrill-seekers coming back to the
Vulturis: 2, 2, 2, 2 25 tesserae tables again and again.
30
Rex: 3, 3, 3, 3 Kottabos
Venus: 4, 4, 4, 4 40
Fortuna: 1, 2, 3, 4 Kottabos is a drinking game in which participants must
down their beverage (usually wine), and then attempt to hit
Penta Litha a target by flicking the dregs of their beverage from their
cup. Strict rules governed the way you were allowed to
Penta Litha, or “five stone,” is another game played with hold and flick your cup, and the target was usually a disc
balanced on top of pole. The winner was the player who
the tali, and revolves around odd or even values. This game could knock the disc over.

is incredibly popular with children in the Roman empire, If a Player Character wishes to compete in a game of
Kottabos, use the following rules.
but there will always be adults found playing penta litha in
• On a player’s turn, they must first drink an entire cup
any establishment as long as there is money involved. of wine and make a Constitution saving throw. On a
failed save, the player becomes drunk (gaining the
In this game, only the odd values (1 and 3) are Poisoned condition). A player that fails three of these
saves falls unconscious.
scored, with even values (2 and 4) being
• The player must then make a DC 17 Dexterity check
worth nothing. One at a time, a player (without Proficiency) to attempt the flick. On a
success, the disc is toppled and the player wins.
rolls five tali (or d4). If any of the
• Repeat these steps until someone wins, or everyone is
dice show odd numbers, the player unconscious.

A set of gaming can choose to set those dice aside and
“Tali” “bank” the numbers rolled. The player

then has the option to roll again and

again, each time banking any dice

154


Blood and Sand

Background its history were forgotten.
By chance, a fragment of Hoshea’s court records were
The “Den of Serpents” is barren waste of rocky crags
discovered in the library of Ashurbanipal only a few years
that jut up from the sand of the Wilderness of Zin. Over one
ago. These cryptic scribblings included a partial map of
thousand years prior to the disappearance of the three magi,
the den of serpents, and documented the kings’ orders that
the Israelite people had the misfortune of encountering the the staff be buried there. Word traveled fast, and it was not
den of serpents as they fled captivity in Egypt. The Saraph long before Lilith, archdemon and leader of the Fellowship
Serpents that prowl this region were ruthless, and hundreds
of Israelites were killed. Praying for intercession from of the beast, caught wind of this legend. Lilith wasted no
God, Moses constructed the Staff of the Bronze Serpent, time in dispatching a powerful Shedim named Azigal along
a renowned magic item that ultimately saved the Israelites with some of Azigal’s devoted cultists to find and retrieve
the Staff of the Bronze Serpent. Azigal had little trouble
from the Saraph serpents. locating the staff in the den, but she found that the innate
divine energy in the staff would not allow her to pick it up.
Hundreds of years later, an Israelite king named Hoshea Not wanting to return to Lilith empty handed, Azigal and
attempted to destroy the Staff of the Bronze Serpent,
believing it an unnecessary relic of the past. Hoshea the cultists concocted a plan.
ordered the pieces of the staff to be taken into the desert
One of the three missing magi, Balthazar, happened to
and buried in the place they were constructed: the den of
be in the desert nearby charting a disturbance in the stars.
serpents. The priests entrusted with this mission made the
Taking him by surprise, Azigal and her cultists easily
journey into the desert, but lost faith in Hoshea When they
overpowered him and returned to the den. They plan to
heard that he had been taken prisoner by the Babylonians. torture Balthazar until he agrees to carry the staff for them,
or until he dies.
Believing that returning the staff in one piece would inspire
the Israelites once more, the priests attempted to rebuild the The Den: General Features
staff, affixing the original bronze serpent head to a staff of
newer and more durable construction. However, although Crevices in the exposed face of the rocky crags lead
they were able to mend the staff, it was not enough to ward below ground into subterranean tunnels crawling with
off an ambush from Saraph serpents. The priests never
returned from the desert, and for a long time, the staff and snakes of various species. This underground lair is

composed of natural caves in the rock, and the interior is

155


156


shrouded in total darkness. Passageways measure 10 feet discoveries table on page 130.
in width and 10-15 feet in height. Most of the snakes in
the den are harmless, and will withdraw into small cracks 5. The Den
and crevices in the wall as the party approaches. Only the
Saraph serpents will attack the party on sight. A sprawling underground chamber echoes with the
hissing of hundreds of snakes that peer down from recesses
1. The Entrance in the ceiling above. At the center of this chamber is Azigal
(CE Shedim) and two Saraph Serpents writhing on either
The desert sands in this region are teeming with hostile side of her. When the party enters, Azigal will hiss a curse
serpents on the hunt for unsuspecting prey. As the party at them and order her Saraph serpents to attack. Azigal can
approaches the den, there are 1d4 Saraph Serpents see that she is outnumbered, and may try to use strategy or
prowling along the rocks and sand of the Zin desert. These terrain to her favor.
serpents can be avoided with a successful DC 13 group
Stealth check. If the party arrives in the tunnel near area 6, she will
attempt to flank the party, forcing them toward the edge of
A character with a passive perception of 13 or higher the pit. If the party enters near area 7, she may try to reach
will notice markings in the sand and drops of dried blood Balthazar first, in order to use him as a hostage and human
that indicate a body was dragged into the cave entrance shield.
within the last few days. The body was clearly not moving
as it was dragged, though whether it was dead or just 6. Brood of Vipers
unconscious is unclear.
A 20-foot deep pit sits in one corner of the den. At
2. The Cultist Camp the bottom of this pit are hundreds of juvenile snakes of
various different breeds. The young snakes are not yet able
A mage loyal to Lilith named Hristos (LE Shadow to climb the steep walls of the pit, but will attack anything
Mage) and his two bodyguards (NE Shadow Cultists) are that falls or climbs to the bottom. The snakes hiss and strike
sitting around a small campfire in the center of this large at random in the dark, and will even attack Azigal, as they
cavern. Azigal ordered the cultists to keep watch while are not mature enough to recognize friend from foe. A
she tortures Balthazar, but they are growing restless. The creature who falls to the bottom of the pit for the first time,
Saraph serpents in the den are obeying Azigal’s instructions or ends its turn there, takes 5 (2d4) piercing damage and
not to harm the cultists, but Hristos and his bodyguards are must make a DC 12 Constitution saving throw, taking 11
nonetheless growing increasingly nervous being in the dark (3d6) poison damage on a failure, and half as much on a
confines of the den. success.

The cultist’s campfire sheds dim light throughout this 7. The Stone Table
cavern, and if the party approaches stealthily, they may
overhear the cultists discussing their distrust of Azigal, and A natural rock formation forms a kind of stone slab at
wondering out loud how much longer it will take before one end of the den. On this table lies Balthazar (NG Magi
she is able to break the magi’s will. The cultists are loyal Tactician), who clearly bears the marks of being tortured
to Azigal and will fight to protect her, but may still divulge by Azigal. Balthazar is stable with 0 hit points. However,
information if the party captures and interrogates them. The even if he is healed by one of the characters, Balthazar has
cultists know the following information: suffered a great deal. He has only three 1st-level spell slots
remaining, and must take a Long Rest before he can regain
• Azigal is a Shedim sent by Lilith. Azigal was sent his abilities.
here to find the Staff of the Bronze Serpent.
Resolution & Reward
• They take orders from Azigal. They do not know
where Lilith or any of the other archdemons are. If the party defeats Azigal and rescues Balthazar, he can
lead them to a crevice in the natural wall of the cave where
• They captured and knocked out a magi. Azigal is the Staff of the Bronze Serpent is hidden. Balthazar has
torturing him in area 7. no interest in the relic and will offer the magic item to the
party as thanks for saving him. He will also request that
3. Saraph Ambush the party accompany him back to Sheba where he promises
to reveal information that will be of interest to them. If
Six Saraph Serpents are lying in wait in this chamber. they agree to travel with Balthazar back to Sheba, run the
Under orders from Azigal to attack intruders, the serpents “Finding Balthazar” encounter on the next page. If the
will attack without provocation or strategy and will fight to party refuses to follow Balthazar, he will return to Sheba
the death. without them.

4. Abandoned Camp Level Up

A small abandoned campsite lies in disarray in one of The party should gain a level at the conclusion of this encounter.
these side chambers. There is no way of knowing who these
adventurers were, but this is where they met their end. The
bones of three human bodies lie strewn about the floor,
no doubt killed by Saraph serpents. A character who stops
to investigate the campsite can roll once on the random

157


Finding Balthazar world, each using one of the Seven Deadly Sins to
amplify its magic.
Balthazar was taken captive and tortured by the Shedim • Using this dark magic, they have discovered a way to
called Azigal in the Den of Serpents hidden in the rocky create a human disguise (called a simulacrum) that is
crags of the desert of Zin. Assuming he is rescued and tethered to the physical world through sin.
nursed back to health, Balthazar will waste no time in • Each of these physical bodies is tethered to a different
completing his mission. He will return to Sheba at once sin (lust, gluttony, pride, etc.). Whenever humans
to advise Queen Makeda to prepare for war. He will ask commit that particular sin, the demon’s human form
the party to come with him, but if they decline, he will go grows stronger.
without them. Either way, he will not share any further • The simulacra can be damaged or destroyed using
information until he has safely reached Sheba. a spell that atones for sin (such as Lesser or Greater
Atonement) or a Censor of Atonement (neither of
Once he is safely back in his library in Ma’rib, Balthazar which he has access to), which exposes the demon’s
moves with confidence, despite a small limp that he true form. Simulacra can also be destroyed by
sustained from his encounter with the Shedim. Speaking inflicting enough damage.
with the authority of a military commander and an air of • Balthazar believes the child born under the star may
one preparing for battle, Balthazar outlines what he knows have a way of destroying sin once and for all.
of the enemy.

What Balthazar Knows
If the party has not already spoken with Wu Mei about
the prophecy of the beast, Balthazar will first share all
information on page 69. Additionally, he has learned the
following information:

• Demons are normally bound to the spiritual world,
but seven Archdemons found a way into the physical

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Balthazar’s Gift
Balthazar believes that the party is destined to join in the
fight against the darkness, and has a gift for them. He will
take them to Fort Tebaki in Ma’rib, where he has stored
the Helm of Salvation with Menilek for safekeeping.
Balthazar will explain that this helm is one piece of a
legendary set of armor known as the “Armor of God” that
only appears in times of great need. When the star appeared

over Bethlehem, three pieces of this legendary armor
appeared at the Temple of Fire in Teredon. Each of the
Magi took one piece, assuming that it belonged to the one

born under the star. When they arrived in Bethlehem, they

met an angel who said to them:

“The Messiah has weapons of which you do
not know, and would not understand. These are not
meant for him. Give them instead to those who will

follow him, for theirs is the way of the sword, and

his the way of the cross.”

The 3 Magi agreed to save the Armor of God for a Balthazar as an NPC

worthy adventuring party, and gave the baby in Bethlehem Balthazar is a Lawful Good Magi Tactician. Use the following
different gifts instead. Balthazar does not remember the information for Balthazar as an NPC in the story.
baby’s name, does not know what “Messiah” means, and
does not understand what the “way of the cross” means. Quirk. I listen quietly when others are talking, and I generally
He believes these things are probably important, but that only respond if I am asked a question.
the best way to help fulfill the prophecy is by bringing the
fight to the demons directly to divert attention away from Bond. I am the sworn guardian of the prophecies of old, and
whatever the Messiah is doing.
advisor to the Queen of Sheba.
Balthazar’s Quest
Balthazar believes that the best defense is a good Ideal. Evil must be destroyed before it can take root. I would
offense. He plans to stay in Sheba and advise Queen sacrifice anyone and anything in the war against evil.
Makeda to prepare for war with the Fellowship, but he will
ask the party to bring the fight to the demons immediately. Flaw. I tend to generalize everything into “good” or “evil,” and
He believes the demons are currently separated and therefore find it difficult to hold nuanced discussions.
searching for the child, which gives the party an advantage.
If they can locate and strike the demons down one at a time,
he thinks they may be weakened and distracted enough to
forget about stopping the prophecy. He will also advise the
party to seek out and find the other two Magi to collect the
other pieces of the Armor of God. He does not know where
the magi or the demons are, but can offer the following
clues:

• Melchior traveled west on the Via Maris, and
mentioned something about finding a library.

• Caspar traveled north on the Via Maris, and
mentioned something about boarding a ship.

• He has heard tell of disturbing behavior from people
in Thebes, and believes there is an Archdemon lair

there.

159


Finding Melchior

Melchior has taken up residence in the great library somewhere in Galilee according to the latest tax
of Alexandria where he spends his days among fellow documents from Rome.
scholars doing research. He has a nervous manner of • Jesus is the “Messiah” referenced in Hebrew texts.
speaking, and his eyes dart about the room, as though Messiah means “anointed one,” and refers to the
expecting enemies to burst in at any moment. He is aided ancient Hebrew prophecy that he will be a savior.
here in the lower archives by a researcher named Strabo. • Jesus represents a threat to Lilith and the other
With their combined intellect (and over a decade spent demons. They will attempt to kill him before he can
living in the basement archives of Alexandria), Melchior fulfill the prophecy.
and Strabo have uncovered some useful information. • Melchior does not know how this prophecy will be
fulfilled, and does not believe that Lilith does either.
What Melchior Knows
If the party is not already familiar with the prophecy of Melchior’s Gift
the beast, Melchior will first share all information on page Melchior will also share that he has had visions that a
69. He has been furiously researching this prophecy here in group of adventurers are coming to join in the fight against
Alexandria, and can share the following information: the demons. He believes that the party are the heroes he has
been waiting for, and he has a gift for them. Ushering them
• The demons are ancient. Some (if not all) of the to a secret alcove lined with dusty old books, Melchior
demons appear to predate creation according to pulls a large parcel wrapped in old cloth from one of the
Hebrew texts. bookshelves and offers it to the party. Inside the party will

• The seven demons where once powerful celestials,
who fell from grace to follow Lucifer, a Seraphim who
later changed his name to Satan.

• A man named Jesus was born under the star in the
prophecy. He is now in his mid-twenties, living

160


find the Shield of Faith. Melchior will explain that this
shield is one piece of a legendary set of armor known as
the “Armor of God” that only appears in times of great
need. When the star appeared over Bethlehem, three pieces
of this legendary armor appeared at the Temple of Fire in
Teredon. Each of the Magi took one piece, assuming that it
belonged to the Messiah. When they arrived in Bethlehem,
they met an angel who said to them:

“The Messiah has weapons of which you do
not know, and would not understand. These are not
meant for him. Give them instead to those who will

follow him, for theirs is the way of the sword, and
his the way of the cross.”

The Magi agreed to save the Armor of God for a worthy Melchior as an NPC
adventuring party, and give Jesus different gifts instead.
Melchior firmly believes that the party are the heroes who Melchior is a Neutral Good Magi Researcher. Use the following
will follow after and protect Jesus. He does not understand information for Melchior as an NPC in the story.
what the “way of the cross means,” but assumes it is some
kind of legendary weapon. Quirk. I am a bit of an introvert, and I tend to fidget nervously
when talking to people I don’t know well.
Melchior’s Quest
Melchior is afraid that there is a conspiracy to Bond. I love books, and have been carefully taking notes in my
assassinate Jesus, and he believes that the party are sent own journal, which I carry with me everywhere.
by God to defend him. He will urge the party to find out
how the Archdemons are planning to bring this about and Ideal. There is no problem so great that the answer cannot be
foil these plans through whatever means necessary. Unlike
Balthazar, Melchior does not think that it is necessary to found in a library.
find and destroy the demons (since he has faith that Jesus
will be doing this). However, he insists that it is of utmost Flaw. Sometimes I procrastinate because I feel “under-prepared.”
importance that Jesus be protected from any attempt to
harm him.

He will also advise the party to seek out and find the
other two Magi to collect the other pieces of the Armor of
God. He does not know where they are, but can offer the
following clues:

• The three Magi left Bethlehem in different
directions, avoiding main roads for fear of King
Herod’s vengeance.

• Balthazar crossed the Dead Sea in a small boat.
He planned to cut across the Wilderness of Zin,
avoiding the Spice Road, heading directly to Sheba.

• Caspar traveled North using the Via Maris, and
Melchior believes his final destination was Antioch.

Melchior is hesitant to leave Alexandria, since he feels

that this Library has become his new home. Also, he feels
that there is still a lot of research to be done. However, if
the party wishes to convince him either to join them for

a time, or to return to Teredon, they may attempt to do so
with a DC 16 Persuasion check.

161


Finding Caspar

Caspar arrived in Cyprus 20 years ago, and in that time
has constructed for himself a fully functioning observatory
at the peak of Mt. Troodos. Upon the party’s arrival, Caspar
will beckon them in excitedly. He has been expecting them,
and begins to hurriedly show them his research. Years
of secluded study are apparent in his bloodshot eyes and
studdering manner of speaking.

His research assistant is an elderly scholar named
Aristarchus who chimes in when he can, but he does
not really understand the complexity of what Caspar is
trying to do with his research of the stars. Nevertheless,
Aristarchus bustles about excitedly, helping Caspar with his
experimentation.

Aristarchus’s Quest

If the party talks to Aristarchus, they will learn that he was once
the High Curator of the Library and Museum of Alexandria, but that
he was exiled when Rome took control of Egypt. He deeply resents the
new curator, “Balbillus the Wise” who he sees as totally incompetent.
If the party offers to try and get Balbillus fired so that he can get his
job back, he may even offer to share with them the blueprints to the
Museum of Alexandria, and hint that “if an important artifact were to
go missing from the vault... Balbillus would certainly be fired.” If the
party pursues this quest, run “Museum Heist” (page 164).

What Caspar Knows

Caspar will excitedly explain to the party the Prophecy
of the Beast (page 69), if they do not already know about
it. He will also recount his trip to Bethlehem and his
encounter with a child whose significance he does not yet
understand. Ever since the star appeared in Bethlehem,
Caspar has been constructing a theory based on mapping
star movements, and his work has finally yielded results.

162


Caspar will share the results of his research:
• An unusual star appeared over Bethlehem to signal
the birth of the Messiah. This gave Caspar the idea
that the stars could be used to locate other significant
events or creatures.
• The demons each give off an aura of temptation that
causes people in the area to be attracted to a particular

kind of sin.
• These auras are reflected in the movements of the

stars.

• By charting the movements of the star of Bethlehem
and other stars associated with different sins on a large
star chart in his observatory, Caspar has been able
to isolate the location of not only the Messiah, but

several prominent demons as well.

Target Location

Abaddon The escalating tension between Rome and Parthia is
felt worldwide. This is more than enough wrath to fuel

Abaddon’s power, meaning he could be anywhere...
and is very powerful.

Balthazar This Magi is Somewhere in Sheba

Beelzebub An aura of sloth seems to be concentrated around the
Hanging Gardens in the city of Babylon.

Legion The stars point to a surge in political manipulation
in Judea. This unusual activity probably means that
Legion is there, and is close to locating the Messiah.

Lilith There have been no epicenters of Pride-based sin,
meaning that Lilith’s lair is not near any major cities,
AND she is not using a simulacrum to disguise herself

Mammon An unusual amount of greed has been detected in the
city of Memphis

Melchior This Magi is somewhere in Alexandria

Messiah The “Star of Bethlehem” has realigned itself over
northern Galilee, meaning the messiah is most likely

living in the city of Capernaum.

Moloch An abundance of gluttony and other pleasure festivals
has been reported in Tarsus

Naamah The realignment of stars indicate that she recently
traveled from Teredon to Thebes.

Caspar’s Gift Caspar as an NPC
Caspar will warn the party that they will need to move
quickly to eliminate all of the Archdemons in time, and will Caspar is a Chaotic Good Magi Seeker. Use the following
present them with the Boots of the Gospel. information for Caspar as an NPC in the story.

Caspar’s Quest Quirk. I often forget to finish my sentences, and sometimes
Caspar will advise the party to locate the other two speak to quickly for others to follow my thoughts.
missing Magi, if they have not yet done so. Once they feel
prepared to look into the face of evil, they should begin Bond. The night sky. I refuse to travel anywhere that I do not
hunting down the Archdemons one at a time and removing have a clear view of the sky.
them from the world.
Ideal. Truth will always reveal itself to those who look for it and
have patience.

Flaw. My head is in the clouds, and it keeps me from forming
any meaningful connections with other people.

163


Museum Heist

Encounter Hooks The Heist

There are several reasons the party may decide to The Museum of Alexandria is one of the most heavily
break into the Museum of Alexandria; choose the one that guarded buildings in the city. Breaking into the secure
most aligns with where the party is in their journey at the vault in Area 13 will require the party to deal with the
incompetent High Curator, Balbillus the Wise (LE
moment, or make up a new one. Noble), the paranoid head of security, Lars Proximus (LN
Centurion), and the labyrinth of security features along the
1. A Job Offer way.

The party is approached by a cloaked figure who offers The Vault Keys
a deal on behalf of a mysterious patron: break into the
The vault door can only be opened with two keys that
high-security vault in the Museum of Alexandria and are magically bonded to the vault door, and must be turned
retrieve the “Merneptah Codex.” This job offers a payment simultaneously to deactivate the abjuration wards inside the
of 1,500 gp. The cloaked figure is, in fact, a Shadow of vault. It is up to you whether the party is notified of these
the Beast Cultist who is offering the job on behalf of the keys ahead of time, or if they must learn it themselves.
demon Legion. Legion has no intentions of paying the Either way, the real challenge is in locating and securing
party, if they return to the appointed meeting place, they both keys.
will be ambushed by a Shedim, a Shadow Magician, and 5
Shadow Cultists. Proximus’s Key. The easiest key to find may also be
the hardest to secure. Centurion Lars Proximus always
2. The Inheritance carries this key in a special pocket on his belt. The key is
additionally attached to his belt by a length of chain. As
If the party has previously met Selene (NG an action, a character can attempt to steal the key with
Enchantress) in Thonis, then she may call upon them to a successful DC 16 Dexterity (Sleight of Hand) check.
help her retrieve a magic item that used to belong to her This check may be made with advantage if Proximus is
mother: Cleopatra’s Brooch. Furious with the Roman distracted. The character making the attempt must have
empire for taking her family from her, Selene has decided thieves’ tools or a dagger in order to break the length of
chain and pull the key free. Proximus is most likely found
to reclaim the last surviving heirloom of her family. Selene in the security office (Area 12), but may leave occasionally
with pay the party 800 gp to help her gain access to the to patrol the museum or investigate a disturbance.
Museum vault. Additionally, Selene promises that the vault
Balbillus’s Key. Balbillus is as incompetent as he is
may hold untold additional treasures for the taking. conceited. He routinely looses his vault key (much to the
annoyance of Centurion Proximus). It is unlikely that even
3. Reconnaissance Mission Balbillus is aware of his key’s location. When the heist
begins, ask one of the players to roll to determine this key’s
The party is contacted by Balthazar (CG Magi location.
Tactician) who believes that there may be useful
information in the Merneptah Codex. He believes that the d6 Key Location
codex may provide key information and even locations for
the hideouts of demons in the region of Egypt. Balthazar 1 On Balbillus: in his robe pocket
asks the party to retrieve the codex (and also raid the vault
2 In a desk drawer in Area 3
for any other weapons that can be used in the coming
conflict against the Fellowship of the Beast). 3 In the lockbox in Area 5

4. A Matter of Revenge 4 Used as a placeholder in a book on the table in Area 17

The party is hired by Aristarchus (CG Noble) to 5 Inside an empty goblet left on the balcony in Area 16
steal something from the vault in order to humiliate his
replacement, Balbillus “the Wise.” In payment, Aristarchus 6 Lying in the grass by the fountain in Area 6
offers to let the party keep whatever they are able to steal,
and in exchange, Aristarchus can reclaim his rightful
position as High Curator of the Museum.

164


1. Grand Lobby pass through this area to offer a selection of wines and
meads to Balbillus’s guests.
Your footsteps echo on the white marble floors
as you enter the large and open receiving space. This 3. High Curator’s Residence
rectangular room is lined on either side with two rows
of marble pillars that guide visitors inward toward the This large one-room residence is the dwelling place
courtyard beyond, and larger than life statues of Egyptian of High Curator Balbillus the Wise. Although the room is
and Roman heroes of ages past loom from the recesses filled with expensive scrolls and books, a brief inspection
of his collection will reveal that most of the books have
of dimly lit alcoves beyond. never been opened, and that the impressive bookshelves
are likely here for display only. Balbillus’s desk sits in one
Citizens of Alexandria enter to a breathtaking display as corner, lit by candlelight. The top drawer of this desk is one
soon as they pass through the front doors of the Museum. possible location of Balbillus’s Vault Key.
The lobby is constructed entirely of White marble, with
alternating pillars painted in designs reminiscent of Old 4. Pantry
Egypt. Some tables and chairs are available in this space,
and Roman slaves (Commoners) wait on patrons, offering A small selection of dry goods and a very large selection
from a selection of wines in storage here in the Museum. of wine barrels occupy this small room. The pantry
connects to the North Gallery, and allows the Roman slaves
Balbillus the Wise. The High Curator of the museum, a to refill their drink platters before passing unseen between
man known as Balbillus the Wise (LE Noble), can often be the gallery and lobby.
found here socializing with his esteemed patrons. Balbillus
is a short and round gentleman who glides through every 5. High Curator’s Office
conversation with a kind of fluid arrogance. Although he
may shake hands and offer pleasantries with all visitors, A door along the South wall of the Grand Lobby leads to
he is really only interested in making connections with the office of High Curator Balbillus the Wise. This door is
nobility or royalty who can further his career, and will guarded by 2 Roman Legionaries who are under orders to
abruptly end conversations if he notices a guest who allow only Balbillus or Proximus to enter.
appears more important than the one he is currently talking
to. This spacious office is where Balbillus conducts
business meetings associated with the running of the
Across from the entrance to the lobby are a set of double museum and neighboring Library of Alexandria. A lockbox
doors that open into the courtyard, and most guests are sits below the desk in one corner of the room. A character
directed by Museum staff to move in this direction. Two can, with thieves’ tools, unlock this box with a successful
doors on either side of the lobby lead to private rooms, DC 14 Dexterity (Sleight of Hand) check. Alternatively, the
but both of these doors are guarded by a pair of Roman key to the lockbox is hanging from a small hook beneath
Legionaries. 25 feet in the air, suspended from the rafters the table in the center of the room, and can be discovered
and secured to the marble pillars, is a wooden catwalk that with a DC 16 Investigation check. The lockbox is a small
allows repairmen access to the ceiling, which is currently object with an AC of 5 and 20 hit points. Inside the lockbox
being renovated. is a pouch containing 250 gp and a ledger for financial
transactions that proves that Balbillus has been stealing
2. Private Lounge money from the Museum’s treasury. This lockbox is also a
possible location of Balbillus’s Vault Key.
A door along the North wall of the Grand Lobby,
situated between the towering statues of Mark Antony 6. Courtyard
and the late Pharaoh Cleopatra, leads into a private lounge
area. This door is guarded by 2 Roman Legionaries who The Grand Lobby opens through a pair of ornate
are under orders to allow only Balbillus or Proximus to wooden doors into the spacious and peaceful courtyard.
enter. If Balbillus meets a dignitary of some status, he will The courtyard is open to the sky above, and lush green
usher them into this side chamber where he will attempt to grass spreads out in either direction, beckoning guests
impress them with his selection of fine Egyptian wines and to take a stroll and relax beneath the shade of sycamore
the pleasure of his company. trees that sway gently in the breeze of salty sea air. A large
fountain stands at one end of the courtyard. Balbillus is
This room is dimly lit by candelabras, and Egyptian- fond of sitting by this fountain in the afternoons, and this is
style frescoes adorn the walls. A spiral staircase in one one possible location of Balbillus’s Vault Key, as he has
corner of this room leads upward to the Restoration Room, been known to drop it in the grass while sitting near the
through Balbillus will rarely allow even his esteemed fountain.
guests to visit this area. Roman Slaves will occasionally
7. The Rotunda

The rotunda is the pinnacle of the Museum visit. This
huge circular room is framed by a colonnade that supports

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the domed ceiling that rises 50 feet above the floor. The room. 1d6+3 Roman Legionaries are currently putting on
domed ceiling is covered in Egyptian mosaics that sparkle their armor in this room. If there is a disturbance in areas
in the light from the oculus in the center of the dome. 10 or 12, or if they are alerted to disturbances elsewhere
The perimeter of the rotunda is filled with statues and in the building, these legionaries will leaving this area to
busts from all centuries of history. Ancient likenesses
of Pharaohs Nefertiti and Ramses II stand alongside investigate. Any number of common weapons and armor
Alexander the Great and the modern Roman Caesar
Augustus. There seems to have been very little thought put can be found in this room. Additionally, there is a set of
Roman Armor and a Shield of the Legionary in this
into the arrangement of this statues, but the space is no less room. Legionaries carry no money while on duty, but a
total of 85 gp can be found by searching the possessions
impressive for it. The center of the Rotunda is dominated left in this room.

by a round pool of water from which rises a white marble 12. Security Office
statue of Cleopatra. Her likeness stands 30 feet tall,
reaching almost to a wooden catwalk that encircles the base This is the office of head of security Lars Proximus (LN
Centurion). Proximus sits at the desk in the center of the
of the domed ceiling. room, reading a report from his commanding officer in
Alexandria, Caius Blandus. 4 Roman Legionaries sit at a
8. North Gallery table in one corner of the room playing a game of Tali. A
total of 35 gp sits in the center of the table.
Rows of stone platforms display relics of ages past.
Determine the contents of each platform by rolling on the Behind Proximus’s desk stands the imposing Vault
“Random Discoveries” table. Wooden doors at the west
and east ends of the gallery lead into the security wing, and door. On either side of the vault door are keyholes that are
the High Curator’s residence, respectively. Each of these
doors is guarded by 2 Roman Legionaries. If there is a magically paired to the two vault keys held by Proximus
disturbance in areas 4, 7, or 10, the legionaries may leave
and Balbillus, respectively. The keys must be inserted and
their post to investigate.
The ceiling of this room is 20 feet high, and small turned simultaneously to unlock the vault door and disable

wooden trapdoors in the ceiling connect to the attic the magical abjuration wards within. The door is a large
passageways of Area 18. object with an AC of 5 and 100 hit points.

9. South Gallery 13. The Vault

Rows of stone platforms display even more relics of A cold stone staircase leads down into the dimly lit
ages past. Determine the contents of each platform by
rolling on the “Random Discoveries” table. A wooden vault below the grounds of the Museum complex. A series
door at the east end of the gallery leads into corridor that
connects to the office of the High Curator. This door is of abjuration wards serve as protection against theft in
guarded by 2 Roman Legionaries. If there is a disturbance
in areas 5 or 7, the legionaries may leave their post to this area. Both of these wards are versions of the Glyph of
investigate.
Warding spell, and are immediately disabled if the vault
The ceiling of this room is 20 feet high, and small
wooden trapdoors in the ceiling connect to the attic door is opened with the correct keys.
passageways of Area 18. Alarm Glyph. About 10 feet past the vault door,

10. Vestibule halfway down the steps, a 5th-level glyph is inscribed in the
wall that triggers an intruder alert. If anyone passes within
This small room is used by legionaries who are just 5 feet of this glyph while it is active, all legionaries on duty
are alerted of the breach as though through the Alarm spell.
beginning, or just ending, their shift. Although each This glyph may be noticed with a DC 16 Investigation
check.
legionary uses their own armor, ornamental items such
Sleep Glyph. A 7th-level glyph has been inscribed on
as shields and capes emblazoned with the symbol of the the floor at the base of the stairs that can be noticed with a
Museum are passed from legionaries coming off duty to DC 18 Investigation check. The glyph triggers if anyone
legionaries starting their shift. This room currently has 1d4 passes within 5 feet of it while it is active. If triggered,
Roman Legionaries who are preparing to begin their shift. the glyph glows, filling a 20-foot-radius Sphere with dim
If there is a disturbance in areas 8 or 11, these legionaries light for 10 minutes, after which time the spell ends. Each
will leave the vestibule to investigate. creature in the Sphere when the glyph activates is targeted
by its Effect, as is a creature that enters the Sphere for the
11. Armory first time on a turn or ends its turn there. Each target must
make a DC 18 Wisdom saving throw and falls Unconscious
This room is filled with weapons and armor of Roman for 10 minutes on a failed save. A creature awakens if it
design, arranged in orderly rows along the outsides of the
takes damage or if someone uses an action to shake or slap

it awake.

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Inner Chambers. Four smaller chambers branch A small door partially hidden behind dusty crates
out from the main vault, and each contains one relic of
immeasurable value and historical significance. Each connects to the attic passageways. This door is locked, and
of these chambers is locked behind a reinforced door.
These inner chamber doors have no handle or discernible Balbillus misplaced the only key several years ago. The
keyhole. Instead, a glyph inscribed on their surface glows door can be opened with thieves’ tools and a successful DC
faintly, shedding dim light in a 5-foot-radius. A DC 14 12 Sleight of Hand check. The door is a medium object
Arcana check will reveal that these glyphs are holding with an AC of 5, and 10 hit points.
a sustained Arcane Lock spell on the doors. Each glyph
triggers if Balbillus the Wise comes withing 5 feet of it. If 15. Lobby Catwalk
a glyph is triggered, the Arcane Lock spell is suppressed
for 10 minutes, after which time it reactivates. The glyphs A circular catwalk hangs suspended from rafters 25 feet
are not elaborate security measures, and can be fooled above the floor of the Grand lobby below. This catwalk
by a Disguise Self spell or even a statue or painting of is constructed of wood, and was installed to allow repair
Balbillus’s likeness. Alternatively, the glyphs can be
circumvented by casting the Knock spell, or dispelling or workers access to the ceiling, which is in the process of
damaging the glyph. Each chamber door has an AC of 5
and 75 hit points. being restored. When the museum is open for business

There are no markings to indicate the contents of each Balbillus orders the work to cease to provide the best
chamber, and only Balbillus remembers where each item
is stored. Each time a chamber is opened, roll to determine experience to his visitors.
the contents of that chamber.
16. Front Balcony
d4 Chamber Contents
The catwalk also provides access to the rooftop
1 Merneptah Codex
overlooking the front entrance and city streets of
2 Sword of Alexander the Great
Alexandria below. Although this space was not designed
3 Ring of the Pharaoh
as a balcony, Balbillus has taken to spending his evenings
4 Cleopatra’s Brooch relaxing in the Egyptian sun and watching the world pass
by from this balcony. Evidence of his leisure activities are
The Merneptah Codex. The Merneptah Codex is a clear in this area: a pipe and a pouch of hashish sit on one
bound book of ancient Egyptian design, with clay tablets as
pages. A character who can read Old Egyptian can learn the table, and an empty, wine-stained goblet sits on another.
story of how the kingdom of Egypt suffered a series of 10 This is another possible location for Balbillus’s Vault Key,
plagues at the hands of a legendary villain named Moses. as he may have left it sitting in the empty wine goblet one
According to the story recorded in this book, the Israelites
were eventually wiped out by the Egyptian army proving evening.
that the Egyptian gods were superior to the Hebrews’. This
codex also functions as a spellbook, which contains the 17. Reserve Archive
following spells:
The bulk of Alexandria’s knowledge lies in the Library
1st level: Hideous Laughter, Unseen Servant that sits adjacent to the museum. However, certain scrolls,
2nd level: Crown of Madness, Rope Trick tomes, or parchments that are deemed “unusual” or cannot
5th level: Create Golem, Walk in Shadow otherwise be verified are sent to the reserve archives here
7th level: Transubstantiation in the museum. These reserve archives have become
9th level: Weave Sin
something of an attraction to visiting mages who come to
14. Restoration Room
peruse its contents out of curiosity.
The floorboards creak and a thin layer of dust covers
most surfaces in this room. Crates and art objects lie piled Access to these archives requires the special permission
haphazardly in one corner, and an assortment of tools have of High Curator Balbillus. However, due to their many
been left out on a large workbench here. This room was contributions to the archive over the years, the Essenes are
built for the careful restoration of artifacts, but from the always granted access to this room. Any character that is
look of things, Balbillus has not done any real work up here “Allied” with the Essenes (see page 139) will be gladly
for some time. granted access to the archives by Balbillus, who assumes

that they must be visitors of some importance.

The study table in the archives is another possible
location of Balbillus’s Vault Key, as he is prone to using
keys as placeholders in books he is reading. If the key is
found here, it may also reveal the topics Balbillus has been

researching, which may be of some embarrassment to him.

A small door in the back room of the archives connects

to the attic passageways. This door is locked, and Balbillus

misplaced the only key several years ago. The door can be
opened with thieves’ tools and a successful DC 12 Sleight
of Hand check. The door is a medium object with an AC of

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5, and 10 hit points. contained a clutch of Feign Spider eggs. A hive of 2d6
Feign Spiders live in this room, clinging to the web-coated
18. Attic Passageways ceilings and walls of the rooms and passages in this area,
preying on rats and other vermin in the attic passageways.
A network of dark, cramped passageways used
22. Archive Annex
to provide access for repairs to the building, but it is
The door to this room is marked with an old bronze plate
immediately clear that it has been years since anyone that bears the inscription “annex.” This room has clearly
been used to store pieces of knowledge too strange even
has visited the dark recesses of this attic network. The for the reserve archive. A brief perusal of the parchments
passageways here are only about 2 to 3 feet wide, and in this room reveal the ramblings of mystics and madmen
only 5 feet tall. A small creature can move through these from ages past. Some writings are lucid descriptions of
passageways easily, and a medium creature can squeeze at insane encounters with Cherubim, while some are mere
scribblings of shapes and patterns with no clear meaning.
half speed.
A character who succeeds on a DC 17 Investigation
These narrows passages are shrouded in total darkness. check discovers a collection of writings between the
previous High Curator, whose name was Aristarchus, and
Scattered throughout the passages are small square an unnamed spy who appears to have been conducting
research into cultist activity in the area. The last letter in the
trapdoors that grant access to various areas to the museum collection reads as follows:

below. They call themselves the “Shadow of the Beast”
and they seem to worship some kind of powerful entities
19. Rotunda Catwalk or gods who grant them dark power. It seems these
entities prefer to make their lairs in structures of ancient
A large catwalk encircles the base of the domed ceiling significance, such as the Hanging Gardens of Babylon
of the rotunda, and is open to the floor of the museum and even in our own Pyramids! An exception to this
below. Hushed voices of patrons echo up from the floor behavior is the entity they refer to as “the legion,” who
40 feet below. The mosaic of the ceiling seems comically apparently resides in a salt cave in Judea. I am worried
that our research is beginning to arouse suspicion. Be
skewed from this vantage point, and wind blowing in from careful, these followers of the Shadow cult are powerful
and well-connected. Perhaps it would be best to lie low
the harbor can be heard whistling past the oculus above.
for some time.
20. Locked Storeroom
23. Storage Room
This storeroom is also locked, and probably requires
This room is filled with dusty art pieces and crates from
the same key that was lost by Balbillus. The door can be old deliveries. A successful DC 16 Investigation check will
opened with thieves’ tools and a successful DC 12 Sleight reveal something interesting. A character that succeeds in
of Hand check. The door is a medium object with an AC of this check may roll once on the “Random Discoveries”
5, and 10 hit points. table on page 130.

Inside, a musty smell fills the air and an assortment of 24. Roof Access
old scrolls and books lie placed neatly in a row on top of
This small cylindrical room ascends upward by way
some dusty old crates. Although no footprints can be seen of an old wooden ladder. This ladder grants access to the
on the dusty floor, the books and scrolls on the crate appear roof of the museum, and was used at one time by repair
to have been recently moved, judging by markings in the workers. Climbing up to or down from the roof by scaling
the museum walls requires a DC 16 Athletics check.
dust on the surface of the crate. A character that uses a rope may make this check with
Dybbuk Ambush. This storeroom is the lair of 2 advantage.

Dybbuks who have taken up residence in the museum
attics here. For whatever reason, these corrupted souls are

obsessed with hoarding knowledge. Although they cannot

remember how to read, they have been pilfering random
documents from the archives. The Dybbuks will remain
dormant inside the large crates as long as the party leaves
their lair undisturbed. If a character touches or moves one
of the documents on top of the crates, both Dybbuks will
attack and will fight to the death.

21. Feign Spider Infestation

The door to this room is splintered inward, and the floor
inside is littered with animal bones and a mess of sticky

webs and cocoons. The smell of death and decay radiates

out from this room, leaving little doubt of what is inside.

A shipment containing relics from distant lands was stored

here years ago (an subsequently forgotten by Balbillus).
Unbeknownst to the museum staff, this shipment also

169


Prison Break

How Did We Get Here? A Time to Die
As the GM, you are not in charge of making sure the story
If all goes according to plan, you will never need run has a happy ending. This event may be helpful for resetting
this event. Having said that, you will definitely need to the story after a big failure, but it is also acceptable to let the
run this event. Maybe a combat encounter turned out to be characters die. Use this event sparingly, and only if it feels
more difficult that you planned. Maybe the party stumbled right. In some cases, it can lead to a more meaningful story
upon the lair of an ancient demon before they were to continue with a new group of heroes, and your players may
prepared for the conflict. Maybe your players just made even enjoy getting to create new characters.
some really unwise decisions at a really bad time. Whatever
the reason, you will eventually find yourself in the position out. Thus, it is best not to plan for an elaborate encounter
of a TPK (total party knockout). If all player characters are and just prepared to improvise in response to the party’s
reduced to 0 hit points, or if the party is overwhelmed and choices. Remember, the party just recently suffered defeat
captured, you can choose to run this “Prison Break” event in a difficult encounter, so this is escape should give them
rather than starting over with all new characters. In this the “win” they need to get their confidence back.
event, the characters all wake up together in a prison cell
Making It Interesting
and must plan their escape before time runs out.
This event is essentially a back-up plan in case things go
Where Are We? horribly wrong for the party. However, it is also important
to remember that this is still part of the overarching story.
The “prison” in this encounter is deliberately Do not approach this escape as one more hurdle to jump
ambiguous, and can be dropped into the adventure through on the way to more interesting things. Instead,
anywhere, at any time. If the party is captured by Roman look at this facility as an interesting plot device of its own.
soldiers, they find themselves in a city fortress crawling While the escape may be the party’s focus, there are plenty
with Legionaries. If the party is knocked out by a demon, of ways to work exposition into the action of the escape.
they may awaken to cultists preparing them for a ritual Use the table below for inspiration, or make up your own!
execution in an underground dungeon. If the party
disrespected the Queen of Sheba, they may be held under d6 Story Development

the watch of Zin’tori scouts in Fort Tebaki. Whatever the 1 One of the prison guards has a similar backstory to a player
character, allowing time for exposition and perhaps even a
reason for this misfortune, you can run this encounter the Persuasion check to use their shared experience to convince the
guard to help them escape
same way.
The prison guards in this encounter all use the Guard 2 The central office (Area 3) contains incriminating evidence of
political corruption that can be used to topple governments or
stat black, but you can flavor them as Roman Legionaries, blackmail politicians later on in the story.
Parthian Cataphracts, Shadow Cultists, Bandits, Zin’tori
Scouts, or Temple Guards to stick to the theme of the 3 A beloved NPC is being held in the same prison, and is scheduled
to be executed. Their presence here reveals the betrayal of a
party’s current predicament. trusted ally.

Running the Encounter 4 A series of letters found in one of the rooms of the prison reveal
that a demon has been manipulating local law enforcement
Use the included map or design your own! The party authorities and politicians. This correspondence further reveals
should begin this encounter in a prison cell (Area 1 at the the location of the demon’s lair...

top of the included map). All of their obvious weapons, 5 A fellow prisoner is revealed to be an Angel Messenger who
magic items, and money have been confiscated and are tells the party that they are needed for important events that are
being held in Area 2. However, they may still have some about to unfold. The angel aids in the escape and then suggests
magic items such as rings or belts, at your discretion. In where the party should go next before vanishing.
order to escape, they must find a way out of their cell, and
through the facility to one of the four exits (marked “E” 6 A fellow prisoner is introduced as a Sicarii assassin named
on the included map). The prison facility is staffed by a Barabbas. He has a plan to escape and promises that if the party
total of 3d6 + 5 Guards, spread throughout the various helps, that the Sicarii will reward them with the assassination of
rooms of the facility. The objective of this encounter is for any one named target, no questions asked (this relationship can
be pursued further on page 126).
the party to escape. There are numerous ways to do this,

and the party should have no trouble plotting a way to get

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Area 1: The Cell Block Area 3: The Central Offices

The characters awaken here, locked in a prison cell This room offers the potential for learning new
information. The information found here should be relevant
or cells. Guards come and go from this area in regular
intervals during the day. Each guard carries a key ring with to the faction that captured the party, but can reveal
keys to all doors in the prison facility.
political corruption or the future plans of the faction.
Area 2: Contraband Storage
Area “E”: Escape
All weapons, items and money taken from prisoners are
The object of this encounter is simply to escape, and this
stored here. In addition to their original inventory, the party
may also discover something from the Random Discoveries can be achieved by way of any unbarred window or door,
table on page 130. marked “E” on the map.

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The Forgotten Temple

Area 1: The Entrance Area 3: The Subterranean Chambers

Steps lead upward along the exterior of the temple, The party arrives in an area that is clearly deep below
eventually leading the party inside the musty halls of this
ancient structure, where they arrive in the abandoned ground. Signs of nefarious activity start to become apparent
ceremonial chambers.
as the party explores even deeper.
Area 2: Descending Staircase
Area 4: The Lair
A staircase leads deeper into the structure, leading the
party below ground to the subterranean chambers. Here the party encounters the final challenge, which
may be a Shedim, a Mušhuššu, another ancient demon, or
some other threat of your own creation!

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173


Aphrodite’s Touch

Background within one mile of the Aphrodite’s Touch brothel, they
The beautiful mansion of white marble sits adjacent begin to experience the effects of Naamah’s Aura of Lust.
to the abandoned Luxor temple on the grand Avenue of Before running this encounter, read about Naamah’s
the Sphinx in Thebes, Egypt. After a significant change regional effects and lair actions on page 329.
in religious practice over the last hundred years, the once
sacred temples of Karnak and Luxor here in Thebes have Raphael Returns
slowly fallen into disrepair, and even the city of Thebes
itself has become less populous over time. When the party last saw the archangel Raphael, he was
traveling to Egypt to search for Naamah’s lair. Thus, it is
Seizing on the listless nature of the culture in Upper reasonable to think that the party may encounter him here
Egypt, the archdemon of Lust, Naamah the Seducer, in Thebes, either as they enter the city, or as they arrive at
moved in to claim her new lair. Under the guise of her Aphrodite’s Touch. If the party is at level 6 or lower, they may
simulacrum, a beautiful woman named Seraphine, Naamah benefit from some extra help from their celestial acquaintance
refurbished this mansion, which once served as the retreat in facing Naamah once again. If they are at level 8 or higher,
home of the pharaoh Ramses II, turning it into one of the then perhaps Raphael has been taken captive by Naamah, and
most famous and lucrative brothels on the continent.
can add complexity to the encounter as a hostage.
Since prostitution is legal under Roman rule, the local
citizens are powerless to protest what many of them see as Approaching Aphrodite’s Touch
a desecration of the once holy site in Thebes. Despite the The grand palace of Aphrodite’s touch stands as easily
protest of elders in the community, Naamah’s business is the most beautiful piece of architecture on the Avenue of
thriving, with the population falling more and more under the Sphinx here in Thebes. Larger than life statues of Greek
her power with each passing year. If the party journeys and Egyptian heroes loom as sentinels along its facade, and
grand doors of solid wood open inward to welcome visitors
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175


to the entry hall. perimeter of the apse reflect off of the surface of this pool,
The Roman empire has a minimal presence here casting jagged shafts of brilliant light upward, illuminating
the painted ceiling of the dome, which also depicts some of
in a remote outpost. The Roman soldiers in residence the more arousing aspects of human sexuality.
are frequent customers of the brothel, and are also on
Seraphine’s payroll. When the party arrives, it is likely Confrontation with Naamah. The archdemon of
that they have been warned by Seraphine to arrest them Lust is sitting on the edge of the fountain when the party
on sight. The front of the building is always guarded by 5 arrives. Seraphine is flanked by her personal bodyguard, a
Roman Legionaries and 1 Roman Centurion. hired mercenary named Maketi (LE Giant Warlord), who
stands poised for combat. Seraphine will greet them as old
1. The Entry Hall friends and offers to provide each member of the party with
companionship for the evening, free of charge. Seraphine
The large open colonnade of white marble stretches doubts that the party will accept her offer, but can never
inward before you, and the distant sound of peacefully pass up an opportunity to try and seduce her enemies. She
trickling water echoes throughout the space. The entry will banter and flirt with the party until she loses interest, at
hall is lit by bright sunlight that filters in through numerous which point she will command the party member whom she
stained-glass windows that depict the beautiful forms of has Charmed to attack their friends. Maketi will also attack
naked human bodies performing various sexually explicit the party, giving Seraphine the ability to hide and strike
acts. Silk curtains are suspended between each of the from the shadows.
pillars in the colonnade and sway gently in the afternoon
breeze, making it difficult to see more than 10 feet ahead Combat with Naamah

of you as you move. Naamah is currently inhabiting her simulacrum form,
Seraphine, which allows her certain different abilities. The
The entryway was designed by Naamah to be beautiful, stat block for Seraphine is on page 329. When Seraphine is
provocative, and mysterious. The plethora of curtains reduced to 0 hit points, read the following text:
invoke a sense of privacy and sensuality to her guests,
and offer other opportunities for her to investigate her Seraphine’s confident attitude fades as she is
enemies. The silk curtains that drift and sway fluidly in the struck, and the beauty of her simulacrum form folds in on
breeze cause the entire entry hall to be Heavily Obscured. itself before bursting into a cloud of purple smoke.
Although the hall is brightly lit, the drifting curtains make
it impossible to see farther than 10 feet in any direction. As you squint through the haze, you begin to make out
Naamah’s simulacrum, Seraphine, is slinking along the the form of something large and far more hideous taking
entry corridor, using the movement of the curtains for shape where Seraphine stood. The archdemon of Lust
cover. She will use her Charm ability to attempt to take
control of a member of the party before they reach the apse. has been released.
Once she has a member of the party under her control, she
will retreat to the apse and pretend to be surprised when Maintain initiative order, allowing the party one “free”
they arrive. round of combat with which to heal or prepare reactions.
During this free round, the area within 20 feet of where
Game Master Tip Seraphine fell is considered lightly obscured by the purple
smoke.
If a character fails its saving throw against Seraphine’s
Charm effect here in the entry hall, allow the character to At the beginning of Seraphine’s next turn, the true form
continue as normal without telling them the consequence of of Naamah emerges from the dissipating smoke. Once
the saving throw. Wait until combat is initiated before revealing Naamah inhabits her true form, she also gains access to the
lair actions listed on page 329. Combat now continues as
that a character has actually been Charmed. usual.

2. The Apse 3. The Transept
The entry hall leads to the apse of the structure, a
semi-circular open space with a domed ceiling. The apse Two wings lead off of the main reception area, separated
is dominated by a larger-than-life statue of the goddess by a curtain of red silk. In each of these transepts there is
Aphrodite. The goddess is fully nude, reclining in a a raised stone fountain filled with the same crystal-clear
position that puts her form on best display. Water trickles waters. Perched along the rim of the fountain are about a
gently around the base of the statue, forming a rectangular dozen prostitutes from across the spectrum of age, race,
reflecting pool. Light from the windows around the and gender. After meeting Seraphine in the entrance hall
and agreeing upon a fee, clients would be led to one
of these transepts and allowed to choose a companion
or companions of their preference. The client and their

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companionship would then be led to the chambers in area 4 aura must make a DC 14 Dexterity saving throw, taking
for privacy. 5d8 Thunder damage on a failed save, or half as much on a
successful one.
The prostitutes use Commoner stats, and are under the
influences of Naamah’s powers. Any attempt to reason with Inside the chest is collection of letters and notebooks
them or warn them fails while Naamah holds power on the that record correspondence between Naamah and various
material plane. If Naamah’s true form is reduced to 0 hit other entities. By investigating these letters and notes, the
points or banished from the material plane, the prostitutes party can glean the following information:
regain control of their minds and can begin the process of
healing and returning to their lives. • Naamah is one of several extremely powerful demonic
powers living in disguise on the material plane.
4. Bedchambers
A narrow corridor is lined with doorways leading to • These demons are working together toward a common
bedchambers where customers would be taken for privacy. goal. This goal is unclear, but seems to involve
During normal business hours, this corridor is filled with searching for one mortal in particular. This mortal
the muffled sounds of human voices in various states of appears to threaten their power.
ecstasy.
• Only two other demons are mentioned by name in this
At the end of the corridor is a solid wooden door marked correspondence: Lilith and Moloch.
with the word “Private” in Common and Coptic.
• Lilith seems to be in charge and, according to
5. The Treasury Naamah’s notes, she also frequently becomes angry
Aphrodite’s Touch is the most successful business with the failures of the other demons to locate their
in Thebes, but Naamah has no interest in money. This target.
disinterest is reflected in the state of her treasury. This room
is filled with coins, gems and assorted items left behind • Naamah has exchanged several letters with Moloch
by clients over the years. There seems to be no official directly. In Moloch’s last letter, he sent this request:
bookkeeping or method of organizing wealth, as though
payment from customers would be tossed in at random. “If any of your customers seem especially well-
If the party investigates the treasury, they find 400 gp in fattened or tasty, please do send them my way! I have
coins, as well as 1d6 gems worth 50 gp each. There is also
a Ring of the Scapegoat buried amongst other useless included 10 vouchers for passage on the Laimargia
discarded items here. Pleasure Cruise; feel free to hand them out to any of

6. Seraphine’s Office your guests who are headed to Tarsus!”
Aphrodite’s Touch is run by the beautiful Seraphine, a
simulacrum mask of the archdemon Naamah. Throughout Conclusion
the day, Seraphine is known to spend much of her time in Once Naamah is defeated, the prostitutes under her
her office, and even her bodyguard Maketi sway return to their senses. The area around Aphrodite’s
is not allowed to enter this space. Touch also returns to normal as the effects of Naamah’s lair
dissipate. Where the party travels next is up to them.
A large desk of cedar wood stands
in the center of the office. If the party Raphael. If Raphael joined the party for this encounter
searches the drawers of the desk they (and survived the combat with Naamah), he will likely
will find assorted documents related choose to leave his physical form behind and return to
to the business end of Aphrodite’s Touch. the spiritual realm. As an archangel with a singular focus,
They will also find a Ring of Second Chances. he felt the need to remain on the material plane until
Naamah was defeated, but now feels that his mission has
A chest sitting against the inner wall of the office is been completed. If the party wishes to persuade him to
locked. The key to unlock the chest is concealed beneath remain on earth, and possibly even to travel with them
the rug of the office, but a character with thieves’ tools can as a companion, they may attempt to do so with a DC
attempt to pick the lock with a successful DC 16 sleight of 17 Persuasion check. Alternatively, as the GM, you may
hand check. If the chest is opened by any means other than choose to keep Raphael in the story for other narrative
its proper key, a Glyph of Warding spell inside the chest is reasons.
triggered, and a pulse of magical energy radiates out in a
20-foot sphere, centered on the chest. Each creature in this Level Up

The party should gain a level at the conclusion of this encounter.

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Tomb of the Buried Queen

Background this temple under her new alter ego: “the Buried Queen.”
Over one thousand years before the Israelites were For years to come, Mammon would follow this pattern,
enslaved by Egypt, a great building project was started whispering small falsehoods into the ears of the Pharaohs
by the Pharaoh Khufu and his wife Henusten. Khufu in order to hold sway over their hearts and minds, all
always been especially devoted to Selket, goddess of the while growing steadily wealthier herself as Pharaohs
the underworld. During his visit to the temple of Karnak offered her tribute.
in Thebes, Khufu was visited by Selket in bodily form.
The promise of treasures buried beneath the Pyramids
Among other revelations, she told the Pharaoh that the drew many adventurers to her door, but the elaborate
tunnels and passageways that she calls the “Tomb of the
accumulation of wealth was not only important for this Buried Queen” have kept her safe all these years. The few
adventurers fortunate enough to make their way into the
life, but vital in the life to come. Selket explained that by heart of her labyrinth die at her hands and their possessions
practicing very specific rituals, an individual could carry only continue to add to the riches of her treasure hoard.
their wealth into the afterlife with them. On the following
The Pyramid: General Features
day, Khufu began construction of the Great Pyramid of The lush greenery that frames the shores of the Nile
abruptly gives way to desert sands to the west. Out of
Giza. the otherwise nondescript sand dunes rise the three great
Not only would this pyramid serve as the final resting pyramids of the ancient Pharaohs of Egypt. Surrounded
by nothing but endless desert, the size of the pyramids are
place for Khufu and Henusten, it would be a treasure deceptive, making it seem as though the journey should
trove of material wealth ready to be carried into eternity. pass much more quickly. It is only at the end of a long
day’s travel that the full immensity of the structure can be
Following Selket’s commands, Khufu even commissioned appreciated.

a special labyrinth of passageways beneath the pyramid as The pages that follow detail the layout and hazards that
a temple to the goddess. But Khufu and Henusten had been
manipulated.

The incarnation claiming to be Selket was actually
Mammon the Corrupter, archdemon of greed. After the
Pyramids were completed, Mammon took up residence in

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the party will encounter once gaining entry to the pyramid. the arrow). Thus, the party may have to search for some
Navigating the subterranean tunnels in particular may pose secret passageways, while others may be immediately
a confusing challenge. Unless otherwise noted, all hallways apparent, depending on the direction from which the door is
are 6 feet wide and 10 feet high. All structures within the approached.
pyramid are made of limestone and granite. Refer to the
maps that follow for the layout of hallways and rooms 1A. The Hidden Entrance
within the pyramid. As the party arrives in the windswept dunes at the foot
of the ancient tomb, their first challenge is locating the
Secret Passageways entrance of the pyramid. The only entrance is concealed
Several areas in the Great Pyramid contain secret to look like part of the pyramid’s monolithic facade.
passageways that allow Mammon to move swiftly Located 60 feet up the north face of the pyramid is a small
throughout her lair. Secret passageways are indicated in entryway, that can be located with a successful DC 20
the map with a red letter “s” and an arrow (see image). Investigation or Perception check. Assuming the party
Secret passageways may be used from either direction, does not notice this entrance as they arrive, they must
but they are only concealed on begin searching for the entrance. One character from the
one side. In the example at right, party may attempt an Investigation check once for every 4
this passageway is concealed if hours the party spends searching. For each failed check, the
approached from the right (the side DC decreases by 2 (as the party rules out locations where
marked with the “S”), but appears the entrance is not). Thus, it could take the party up to 10
to be a standard door if approached checks and 40 hours of searching before they are able to
from the left (the side marked with locate the entrance.

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180


The entrance descends below an archway of pure granite a trap designed to thwart intruders. One of the steps on
the staircase is rigged to trigger if more than 20 pounds
into the depths of the pyramid below. The descending of weight presses down on it. The trapped step may be
noticed with a successful DC 18 Perception check. The
staircase is engulfed in total darkness, so the party will trap engages a mechanism that first causes a series of stone
need to light torches or find other sources of light in order portcullises to drop, permanently sealing the entrances to
to proceed. As they progress deeper into the pyramid, they both the King’s Chamber (Area 1E), the Queen’s Chamber
will see that the hallways are fixed with torches along the (Area 1C), and the pyramid entrance (Area 1A). Second,
walls that may be lit as they proceed deeper in. The howl of it triggers the release of water from a massive reservoir
built into the ceiling above the Grand Gallery. A torrent of
the wind seems to abruptly die away as the party descends water immediately begins flooding the Grand Gallery. Any
into the depths of the pyramid. After about 50 feet, the creature standing on the steps of the gallery must make a
party will come to a landing, with one staircase continuing DC 25 Strength saving throw. A creature that fails the save
takes 17 (3d10) damage and is swept down the staircase,
further downward, and another branching upward and to coming to rest when the water finally settles in the first
subterranean chamber in area 2B. A creature that succeeds
the right. the saving throw takes half of the damage, and is only
pushed as far as the landing in area 2A. This trap may only
1B. Ventilation Shafts be triggered once.
A series of shafts are strategically placed to bring fresh
1E. The King’s Chamber
air into the interior chambers of the pyramid. These shafts The final resting place of King Khufu is a square
are too small for a medium-sized creature to fit into. A sarcophagus of pure granite that rests in the center of this
small-sized creature can fit by squeezing. large burial chamber. Like his queen’s chamber, Khufu’s
tomb should have been lined with priceless artifacts
1C. Queen’s Chamber and hordes of wealth, but all of this seems to have been
The staircase levels out into a long and narrow removed some time after the sealing of the pyramid
thousands of years ago.
passageway that continues south until eventually leading to
a small 20 foot by 20 foot chamber. This is the resting place 2A. The Descent
of Queen Henusten. A square sarcophagus carved from a The staircase continues downward at a 45 degree angle.
solid piece of granite sits in the center of the chamber. A Although the tunnel remains a consistent width, it almost
feels as though it is closing in, becoming harder to breathe,
series of small shelves, alcoves, and storage closets line constricting. Minutes (and hundreds of feet) pass by as
the perimeter of this room; once used to store the Queen’s the staircase journeys deeper and deeper into darkness and
treasure trove, they now sit empty. A successful DC 15 silence.
Insight or Perception check will reveal that the treasure was
once stored here, but was taken after the tomb was sealed. Halfway down this descending staircase there is a
trapped step. This trap may be noticed if the character
1D. The Grand Gallery leading the way succeeds on a DC 18 perception check.
The staircase continues upward at a steep angle, opening If more than 20 pounds of weight is placed on this step,
now into a large chamber with 20-foot high walls sloping it triggers the same mechanism as described in area 1D.
up on either side. In this gallery are images of ancient A click can be heard underfoot, followed by a distant
Egyptian artwork and iconography. A character who rumbling as water crashes down the staircase behind the
succeeds a DC 16 Religion or History check will notice party.
that the name of Selket (Egyptian goddess of death) has
been omitted from the list of deities glorified here, and the 2B. Subterranean Chambers
name “Mammon” has been added to the list in her place. A series of hollowed-out chambers lies at the bottom
Additionally, art depicting Mammon’s true form (that of a of this staircase. The walls are of unfinished and rough-
hewn bedrock. Mammon had instructed the builders of
half-woman, half-scorpion) is displayed in a mural on the the pyramid to carve out many of these tunnels before the
above-ground construction began. The first two chambers
large walls of the Grand Gallery. Any character who can are completely empty, but will fill to waist-level with water
read Ancient Egyptian can make out snippets of narrative if the trap in area 1D has been triggered.
detailing how the “goddess” named Mammon taught the
ancient civilization the importance of hording wealth and

the ability to carry material possessions into the afterlife.
Even if no one in the party can read Ancient Egyptian,
it may be clear from the artwork that the Egyptians had
been misled by the figure, as the mural depicts the demon
instructing Egyptian rulers who cling tightly to piles of
treasure.

About 20 feet up the staircase of the Grand Gallery is

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However, an ambush awaits in the third chamber. The check can notice that the floor here is trapped, and the
largest of the three chambers, this cavern is roughly 40 feet triggering mechanism in the floor tiles can be disabled with
a successful DC 14 Sleight of Hand check using thieves’
in diameter with ceilings 30 feet in height. The walls are tools.
made of the same rough-hewn bedrock, but the floor in this
chamber is soft sand. Three T’ifiri are lying in wait in this 3B. Abandoned Storage Room
chamber. They are able to burrow easily in and out of the This room was at one time used to store food and
chamber through the soft desert sand of its floor. The T’ifiri supplies for the laborers who built this pyramid centuries
will become aware of the party’s presence as soon as they ago. The crates, baskets, and clay pots that remain in this
begin to walk on the sandy floor of the chamber. They will room are filled with dry goods, fermented Egyptian beer,
attack when the party reaches in the middle of the room, and simple construction tools. The room appears dusty and
or stops for any period of time. The T’ifiri may pursue the abandoned, although some crates and barrels appear newer,
party forward or backward through these caverns, but lose suggesting that someone is currently using this room for
their ability to burrow when they leave this sandy-floored storage. A successful DC 20 Perception check will reveal
chamber. footprints in the dust, hinting at the presence of the cultists
in area 5.
2C. Descending Staircase
Traveling further beyond the T’ifiri cavern, another There is a secret passage in the far corner of this room,
staircase continues to carry the party deeper into the earth. hidden behind some empty storage containers. This passage
may be discovered with a successful DC 17 Investigation
2D. Mammon’s Lair check.
The staircase eventually levels out deep underground,
4. Walk By Faith
where the surroundings suddenly change from their rough-
The hallway widens out before you, revealing a
hewn construction, to the elaborate and ornately decorated 50-foot long room. This room is dimly lit by four torches
affixed to the wall in each of the four corners, and the
architecture of Mammon’s lair. This subterranean network hallway continues on the other side of this room. The
floor of this room is laid out in a decorative grid of large
of tunnels and chambers, which Mammon has dubbed tiles in alternating colors. Each tile is a 5-foot square, and
“the Tomb of the Buried Queen” in honor of herself, is a single large Egyptian hieroglyph is inscribed into the
constructed with floors of granite tilework and walls of surface of each tile. The walls of this room are entirely
smooth limestone. The rooms at this level are all lit by the bare apart from a large inscription on one wall that reads,
in Common,
soft glow of magical torchlight, so the party will no longer
“The key to life is
need their own sources of light at this level. to walk by faith.”
The floors at the base of the stairs are fitted with drains
The walls in this room are smooth limestone that
to help disperse any remaining water that makes its way to provide no hand or foot holds. The walls bear no
markings or art except for an inscription in large lettering
this level. Beautiful murals adorn the walls in this entrance along the opposite wall from the entrance that reads, in
hallway, all depicting Mammon in various outfits of gold Common:“The key to life is to walk by faith.”
and silver. Scrawled above the arch entrance to her lair are
the words, in Coptic and Ancient Egyptian, “Welcome to Each floor tile is a 5-foot square. A character can
the Tomb of the Buried Queen.” easily move from one tile onto any of the 8 surrounding
tiles. Most characters have a standing jump distance of
3A. Entrance Corridor 5 feet, meaning that a character can also jump over up
Two doors lead out of this corridor into separate to one adjacent tile at a time, but cannot jump over tiles
diagonally. If a character has a Strength score of 20 or
chambers. Both doors are locked, but a character that has
thieves’ tools can pick the lock with a successful DC 15 Mobility Impairments
Sleight of Hand check. The doors are medium objects each A Player Character with a mobility impairment (such
with an AC of 5 and 50 hit points. as a wheelchair) will be at a huge disadvantage in this
room. If this becomes an issue, don’t hesitate to remind
To the left, the hallway turns sharply and continues on. the party that there are multiple routes through the
The floor in this corner is rigged with a pressure plate that dungeon, so solving every room is not necessary.
triggers if more than 100 pounds of weight press down on
the floor tiles here. If triggered, jets of flame erupt from
hidden holes in the wall. Any creature in this 10 foot square
must make a DC 14 Dexterity saving throw, taking 11
(3d6) fire damage on a failed save, or half as much on a
successful one.

A character who rolls a successful DC 15 Perception

182


greater, that character may jump over up to two adjacent room, the party must walk
only on the tiles marked with
tiles, or up to one tile diagonally. the Egyptian symbol Ankh
Cursed Tiles. Most of the tiles in this room are trapped (see image), which means
“key to life” or “faith.” A
and rigged to trigger if more than 50 pounds of weight is character who reads Old
placed on them. This means that the tiles will trigger if a Egyptian would be familiar with this symbol, and may
be able to discern this solution from the clue on the wall.
character steps on them but not if they are, for example, Alternatively, the party can find this solution through trial
poked with a stick. If a tile is triggered, the symbol etched and error, or may find their own solution through the use of
into its surface glows as it unleashes a blast of dark, magic or creativity.

ethereal tendrils that wrap themselves around the creature 5. The Cultist Corridor
standing on the tile. The creature must make a DC 14 This corridor connects Area 3 to Area 5 by way of a
Constitution saving throw. On a failed saving throw, the long hallway that glitters with mosaics made from crushed
creature takes 14 (3d8) Necrotic damage and is Cursed. glass. The mosaics depicts more modern images of cultists
While Cursed in this way, the creature has disadvantage bringing Mammon gifts of gold and precious stones. About
on Wisdom checks and Wisdom saving throws. The Curse halfway through this hallway, there is a panel in the mosaic
lasts until the creature finishes a short rest, or until it is wall that opens into a secret passage connecting Area 5
targeted by a Remove Curse spell or similar magic. Once a to Area 7A. This secret passage may discovered with a

tile has been triggered, it cannot be triggered again for one

hour as the necrotic energy slowly builds up and the glow

returns to the rune.
Navigating the Room. To successfully navigate this

183


successful DC 16 Investigation check. destroyed, the orb ceases to be magical, the light in the
Another hall branches off from this corridor to the inscription fades, and the stone door remains sealed with no
way of opening it. The door is a large object with an AC of
Cultist annex. On rare occasions, Mammon will summon 5, 100 hit points, and immunity to all types of damage other
some of her most devoted followers to special conclaves than Acid, Force and Thunder.
here in her lair. The rooms in this annex are outfitted with
a modest dining and sleeping area. Any cultists found in Any spell cast within 20 feet of the orb (which includes
this area are familiar with the lair and how to navigate any space within the circular chamber) fails as the magic
its hazards. If the party captures and coerces any cultists of the spell is absorbed by the orb, which then glows even
into helping them navigate the dangers of the lair, they more brightly. If the orb absorbs a total of 4 levels of spells
may oblige, but their true allegiance lies with Mammon, (four 1st-level spells, two 2nd-level spells, etc.) the orb’s
and they will not hesitate to use their knowledge to lead glow dims again and the stone slab slides open, revealing
the party into danger using the hazards of the lair to their the passage beyond.
advantage.
A cantrip cast in this room causes the orb’s glow to
5A. Common Area intensify temporarily, but the glow immediately fades and
This chamber contains some simple wooden tables does not count toward the 4 spell levels required.
and chairs, and is used as a gathering space, dining room,
and common area for the cultists when they assemble No Spells?
at Mammon’s bidding. Although Mammon has recently
summoned her followers here in preparation for the party’s Some parties may not have access to the required amount
arrival, only 1d4 Shadow Mages and 1d6 Shadow Cultists of spells. Simply remind the party that there are multiple routes
have already arrived. These cultists are currently gathered through the dungeon, so solving every room is not necessary.
in this space making preparations to defend Mammon’s lair
against intruders. 7. The Wishing Well
This corridor ends in a hexagonal chamber with three
5B. Sleeping Chamber exits. Each of the exits is blocked by a solid slab of
Rows of cots line the walls in these cramped sleeping precious metal. These metal doors appear to be able to slide
quarters. The cultists own nothing of value, having open, but there is no handle, lever, or other obvious way
“donated” it all to their patron, but a DC 10 Investigation of opening them. Each door is made of a different metal,
check will reveal a large silver key hanging on a hook next which are, from left to right, silver, gold, and copper. Each
to one of the cots in this room. This key opens the chest in door is a large object with an AC of 5, 100 hit points, and
area 9A. immunity to all damage types other than Acid, Force, and
Thunder.
6. The Orb Chamber
At the center of the room is a small, but otherwise
This open, circular chamber is lit by magical ordinary-looking well. Some water is visible at the bottom
torchlight that glints off of the gold-leaf mosaic in its of this well, about 30 feet down. A message etched into the
domed ceiling. This room is completely empty apart floor in gold filigree reads, in Common:
from a pedestal at its center, upon which sits a semi-
translucent orb that seems to glow faintly in the torchlight. A head without a thought
The only other exit from this room a large doorway that is A tail without a sting
sealed with solid stone slab. There is no handle or other A gift must be brought
apparent way of opening the door, but a message is
carved into this doors surface, which glows with the same To this well for the wishing.
mysterious light radiating from the orb. The inscription
reads, in Common: If a coin is dropped into the well, it immediately
vanishes and is magically teleported to Mammon’s treasure
Show me that you are not ruled by Greed; hoard in area 17. The door that corresponds to the coin’s
Give up your power and then proceed. material then immediately slides open (if the coin dropped
into the well was silver, the door of silver slides open). If
The orb is 1 foot in diameter and appears to be carved more coins are dropped into the well, they will continue
from a quartz-like material. The orb glows faintly, but to be teleported to Mammon’s horde, but the doors only
makes no sound and does not change in response to the respond to the first coin that drops into the well. Once a
party’s presence or physical interaction with the room. The door is opened it remains open until dawn the following
orb is a small object with an AC of 5 and 12 hit points. If day. Likewise, the other two doors remain sealed until
dawn the following day.

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If anything other than a coin enters the well, a blast of An Investigation check will reveal that these assorted
water erupts from its bottom, spewing the contents up and gems are not trapped or illusory, and there are a total of
out into the room. If a creature attempts to climb into the
well and is spewed back out, the creature takes 7 (2d6) 10 gems in this pile, including diamonds, rubies, and
bludgeoning damage and is knocked prone as it lands back sapphires. Each gem is a tiny object worth 1d4 x 100 gp.
in the chamber next to the well. However, a Detect Magic spell or similar magic will reveal
a very subtle aura of Enchantment coming from the gems.
7A. The Guardian of Greed
If any character decides to take gems from this pile, they
A dimly lit, 25-foot square room opens before you. suffer a penalty to all Saving throws equal to the number
Life-sized statues of characters from ancient Egyptian of gems on their person. If these gems are removed from
mythology line the walls, but what catches your attention Mammon’s lair, the effects fade after 24 hours.
most in this room is the figure standing in its center. The
imposing frame of a warrior stands poised for battle, clad 7C. The Scarab Pit
head-to-toe in gleaming golden armor. No part of the The copper doorway slides open to reveal a descending
creature is visible beneath the armor as it raises its sword
staircase of hewn granite. As the staircase descends, the
in a challenge.
torchlight begins to fade, and the pit at the bottom of the
This stoic warrior is one of Mammon’s oldest followers.
Gifted with a super-human lifespan by its devotion to staircase is only dimly lit by a single torch. This pit is a
Mammon, this guardian will not allow any intruders to 45-foot cylinder, with 30-foot high ceilings. The floor at the
pass. The Guardian of Greed is a Shadow Champion bottom is soft, loose sand. There is no other obvious exit
with the following changes. Its creature type is “undead.”
It understands only Old Egyptian and Infernal but cannot from this room, but a secret passageway in the opposite
speak. It does not require air, food, or sleep. Its “Infernal
Longsword” attack deals Necrotic damage rather than Fire wall from the staircase may be discovered with a successful
damage. DC 20 Investigation check.

The Guardian of Greed was once a famous Egyptian At the center of the room is a pedestal upon which
warrior in the army of Ramses II. However, Mammon sits a beautiful figurine of a scarab beetle made from
appealed to the greed of this warrior with the promise of gold and sapphire gems. This ancient piece of Egyptian
immortality. This immortality came with a price, and the artwork is worth 800 gp. If the Scarab figurine is moved,
creature beneath the gold plated armor is now far from the touched, damaged, or disturbed, the room suddenly fills
human it once was. with a muffled chattering sound and the sandy floor begins
to bubble up with the movement of hundreds of tiny
If the party damages or removes any piece of the golden
suit of armor, they will find the mummified remains of scarab beetles. These beetles have been lying dormant in
a human man. Withered, leathery skin is stretched tight
across the skeletal frame. For all appearances, this creature an enchanted state and, once awakened, will attack any
appears to have been dead for centuries, its body animated
by a pure Greed for immortality. The golden armor is a creature that sets foot in the sand. Once the scarab beetles
medium object that weighs 70 pounds and is worth 1,500
gp if the party can find a way to carry it. have been awakened, any creature that steps onto the sand
for the first time on its turn, or ends its turn standing on the
One of the statues in this room turns in place if pushed sand takes 8 (3d4) piercing damage as the beetles bite into
or pulled to reveal a secret passage into the Cultist armory it. The beetles are enchanted to guard this area only and
in Area 8. This passage connects through to another secret
door into Area 5. will not pursue intruders out of this space.
If a torch or other source of fire is dropped or thrown
7B. A Pile of Jewels
on the sandy floor, the beetles will recede from the fire,
The narrow hallway opens into a 10-foot by 10- creating a 10-foot-diameter sphere of safety, centered
foot chamber. This chamber is entirely empty, save for on the source of the fire. This sphere of scarab-free sand
a pile of glittering gems lying on the floor in its center. moves with the source of fire, centered on the fire.
These precious stones look incredibly valuable, and at a
glance you would estimate that each one would fetch a 8. Cultist Armory
This dusty storage room is only accessible by the secret
price upwards of 250 gp. passages in area 5 or area 7A. Shelving along the walls
is used to store numerous weapons, potions, poisons, and

magic components for use by Mammon’s loyal followers.
Among this weaponry, a DC 10 Investigation check will
reveal a bronze key. This key can be used to open any of

the three chests in area 9B.

9A. The Offering Chamber
The door that connects this room to Area 6 is locked, but

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the lock can be picked with thieves’ tools and a successful Inside the chest are 6 identical amulets all marked with
the same glyph. A DC 16 Arcana check, or a Detect Magic
DC 13 Sleight of Hand check. The door has an AC of 5 and spell, will reveal that this glyph is imbued with Abjuration
25 hit points.
magic.
A large stone altar has been placed against the opposite
These amulets have been placed here for the use of
wall from the door. This altar is used by Mammon’s cultists
Mammon’s cultists. A creature that wears one of these
when they come to make offerings of treasure to the amulets is immune to the effects of the bridge in Area 15.
demon’s hoard. On the ground next to the altar is a locked
9B. The Three Chests
wooden chest. A DC 16 Investigation check will reveal The door to this room is locked, but the lock can be
that the chest is rigged with a mechanism that will trigger picked with thieves’ tools and a successful DC 13 Sleight
of Hand check. The door has an AC of 5 and 25 hit points.
if the chest is opened. Using thieves’ tools, a character can
pick the lock with a DC 14 Sleight of Hand check and can Once inside, the party will find three locked chests
disarm the trap with a DC 15 Sleight of Hand check. The against the back wall of the room.
chest has an AC of 5 and 20 hit points. The key to unlock
this chest is hanging on a hook in Area 5B. All three chests are locked, and a DC 16 Investigation
check will reveal that the chests are also each rigged with
If the trap is not disarmed and the chest is opened a mechanism that will trigger if opened. Using thieves’
or destroyed, the mechanism triggers and a pressurized tools, a character can pick the lock on a chest with a DC 14
Sleight of Hand check and can disarm the trap on a chest
cannister releases a plume of greenish-yellow gas that fills with a DC 15 Sleight of Hand check. Each chest has an AC
the chamber. Each creature inside the room when the gas of 5 and 20 hit points. The key that will unlock these chests
is released must make a DC 15 Constitution saving throw, is hanging in the armory in area 8.
taking 7 (1d12) poison damage on a failed save, or half as
much on a successful one. The gas fills the room and then
immediately dissipates.

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If the trap is not disarmed and the chest is opened tablet in this trapped alcove is touched or moved, a blast
or destroyed, the mechanism triggers and a pressurized of Necrotic energy washes out in a 10-foot-cube, centered
cannister sprays acid in a 15-foot cone directed toward the on the tablet. Any creature in this area must make a DC
front of the chest. Each creature in the 15-foot cone must 14 Constitution saving throw. A creature takes 21 (6d6)
make a DC 15 Dexterity saving throw, taking 11(3d6) acid Necrotic damage on a failed save, or half as much on a
damage on a failed save, or half as mush on a successful successful one.
one.
11. Mural of the Golden Calves
Inside the center chest the party will find a parchment This large, semi-circular space displays a larger-than-
bearing the following riddle, in Common: life mural of various people worshiping golden calves. On
the left is a scene from ancient history of Moses returning
A hall of symbols, but which to choose? from Mount Sinai to find the Israelites worshiping a
One through five, reflections confuse. massive golden calf. The center of the mural depicts Moses
shattering the golden calf to pieces. To the right, the mural
This riddle may help the party solve the lock depicts Mammon collecting the pieces and reassembling
combination in Area 11, but is not necessary to do so. The them as a gift to King Jeroboam of Israel, hundreds of years
chest on the left contains a reward chosen by the GM, or later.
determined randomly using the “Random Discoveries”
table on page 130. The chest on the right contains a golden In the very center of this mural is large stone slab that
key. This golden key unlocks the door in Area 13, and is appears to open into a passage beyond. The door is a huge
enchanted to allow Mammon’s cultists to bypass the golden object with an AC of 5, 200 hit points, and immunity to all
calves in that area without being attacked. damage other than Acid, Force, and Thunder. In the center
of this stone slab are 5 slots which appear to serve as a
10. Hall of Symbols combination lock of some kind. Upon inspection, it seems
This long hallway is only accessible by secret passages, that the tablets in Area 10 are the perfect size to fit into
and once inside, the only obvious exit from this hall is these slots. The only question is, what is the combination?
the large stone door in Area 11. Murals of various famous The party may have discovered a riddle in Area 9B that
scenes play out on the walls in this long corridor, and could provide some insight.
each end of the hall also bears a larger than life mural
of Egyptian iconography that shimmers in the magical If the party enjoys problem-solving, present them with
torchlight. There is a secret passage at each end of the hall, the images of the tablets to see if they can discover the
as well as one across from Area 11. Each of these passages answer for themselves. Alternatively, a DC 14 Intelligence
is well hidden behind a section of wall art, and requires a check will allow a character to deduce the correct answer.
successful DC 18 Investigation check to be noticed.
Giving Hints
Every 10 feet along the hallway there is a small alcove
that glitters with mosaic of crushed glass. In each of If the party gets stuck on this puzzle, feel free to give the
these alcoves, a pedestal bears a stone tablet with a single following hints, in this order. One hint may be given for each 5
symbol carved into its surface. A character that can read minutes (of real time) that the party does not solve the puzzle.
Old Egyptian will recognize that some of these symbols 1. Based on the artwork surrounding the lock, you can deduce
stand for concepts (such as the Eye of Horus), some are
used for sounds (such as the symbol for waves), and some that only symmetrical symbols will be used.
are complete nonsense symbols that are not hieroglyphs at 2. After reviewing the hieroglyphs elsewhere in the dungeon,
all. Furthermore, any character that knows Old Egyptian
can discern (no check required) that these symbols have you realize that five of these symbols occur nowhere else in
no relation to each other, and there is no way to form a the entire dungeon (indicate which 5).
sentence or words using the symbols available in this 3. Something in the back of your mind tells you that these
hallway. symbols are more complex than they need to be.
4. Due to its symmetry, you feel like you could learn more by
The party will need to use some of these tablets to open covering half of the symbol with a scrap of parchment, and
the lock in Area 11. There are 12 stone tablets in total, all
shown in the image on the previous page. The order in only looking at half of it at a time.
which the party discovers these tablets does not matter,
and can be decided by the GM or determined randomly
by rolling 1d12. One of these alcoves is rigged with a trap
that can be noticed by a DC 14 Investigation check. If the

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Much to Mammon’s frustration, her cultists cannot read allow the party to pass peacefully if they are in possession
Old Egyptian hieroglyphics, so the password to this door of the golden key from Area 9B.
had to be created using the number system of the Common
tongue. The answer is as follows, where the tablets bear the If any creature insults, disrespects, touches, or damages
numbers 1 through 5, each number paired with a reflection either of the golden calves, both statues reveal their true
of itself to look like an Egyptian symbol. nature. Eyes glowing with a green energy, these Golden
Calves will attack the party in an attempt to kill them.
12. Secret History Each Golden Calf will fight to the death. If the calves are
This hallway winds deeper into the underground defeated, fragments of their golden forms rejoin to form a
lair, eventually opening into a hexagonal chamber. glowing golden key, which hovers in an unoccupied space
This chamber is completely empty except for the walls, within 5 feet of where the last Golden Calf was slain.
which bear vibrant fresco paintings that continue the
narrative of the golden calves. Images on these six interior This key may be used to open the solid gold door at the
walls show Israel being conquered by Babylonia, and opposite end of the room. The door is carved with images
Mammon retrieving the golden calves to bring them deep of the two golden calves on its surface and there is no
underground below the great pyramid. handle or lever on the door, but a large gold keyhole stands
out conspicuously in its center. The golden door is a large
This room has thick doors at each of its two exits, and object with an AC of 5, 100 hit points, and immunity to
these doors may be locked from the inside of this chamber, all damage other than Force. If the golden key is inserted
making it a fairly safe place for the party to take a rest, if into the keyhole, the key is absorbed into the surface of
they need it. the door, which then swings inward, revealing the way
forward.
13. The Golden Calves
The hallway eventually ends in a short staircase that 14. Echoes in the Dark
leads down into a 120-foot elliptical chamber with a door The hallway beyond the Golden Calf chamber is
of solid gold at the opposite end. Two golden calves are shrouded in total darkness, and travels for 200 feet. The
positioned facing each other on 5-foot tall raised platforms voices of the party echo strangely in the darkness, and even
in the center of the room. A closer inspection of the golden if the party provides their own sources of light, the darkness
calves reveals numerous cracks and breaks where the seems to press in at the edges of the light they create,
statues had once been shattered but were later repaired. The adding to the claustrophobic feeling of this long walk.
party may also notice small plaques on the raised platforms
indicating the names of the calves: Bethel, and Dan. 4 Night Spirits are in this hallway, invisibly clinging
to the ceiling of the hallway. They are under orders from
A chest stands in the center of the room, positioned Mammon to use their “Dark Insight” ability to extract
between the two statues. The chest is unlocked and is not any feelings of Greed from the player characters. Once
trapped. Inside is a papyrus scroll with one word, written in they have gleaned any useful information, they will travel
6 different languages: to Mammon as quickly as possible to communicate this
information to her.
WORSHIP
15. The Walk of Temptation
These statues are actually Golden Calves. Any creature The hallway eventually opens into an open rectangular
that kneels, bows, prays or in any other way shows chamber. The upper level of this room is lit by magical
reverence or worship to the golden calves causes each of torchlight, revealing the 120-foot, narrow bridge which
the Golden Calves to gain 10 temporary hit points. The spans the length of the room. The floor falls away
Golden calves gain these hit points even if such acts of beneath, with a sandy floor visible in the dim light 30 feet
worship were made under false pretenses. Whether or not below. The smooth limestone walls of this chamber are
any creatures engage in worship, the Golden Calves are conspicuously empty or murals or artwork, and nothing
instructed to kill all intruders. These guardians will only is visible on the sandy floor below. Apart from the bridge,
the room seems empty. A Detect Magic spell will reveal a
strong aura of Illusory magic in this room.

As soon as a creature steps out onto the stone bridge or
otherwise enters the room, ask the party to roll initiative.
Although this is not a combat encounter, play will happen
in rounds as if it is, with each player taking a turn in order.

As soon as a creature enters this room, it sees images of
wealth, power, and temptation (tailored to that character’s

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specific wants and desires). These images appear as murals, Three of these “trapped” tiles have been placed in this
covering the perimeter walls of this chamber. These murals room. Each glyph can only be triggered once.

exist only in the mind of the creature who sees them, so 17. The Treasure Trove
Mammon’s treasure trove is an 80-foot square chamber
each party member who steps onto the bridge will perceive with a 40-foot-high vaulted ceiling that contains mounds of
different images. A creature who sees these images for coins from every civilization on earth, artwork and artifacts
the first time or begins its turn able to see the images of ancient Egypt, statues of pure gold, and numerous
must succeed a DC 13 Wisdom saving throw or spend its collections of magic and other rare items. For the purposes
movement lunging off of the bridge attempting to get closer of movement in this space, treat the spaces covered by
to the mural. This saving throw must be repeated each turn treasure as difficult terrain.

the creature is able to see the images. When the party arrives in the treasure trove, Mammon
is invisible, clinging to the ceiling using her Spider Climb
A creature that enters this room while wearing an ability. She will watch in amusement at the party’s reaction
to her wealth, occasionally casting Detect Thoughts to see
amulet found in Area 9A is immune to the illusory magic which party members are the most susceptible to her tricks.
She may even cast Invoke Greed to try and separate the
in this room, and does not need to make the saving throw. party as they begin to loot her treasure trove. However,
eventually her own greed gets the better of her and she will
Additionally, a creature that closes its eyes is immune to the attack the party.
effects of the tempting images, but must also move at half
speed to avoid falling off of the bridge. Combat with Mammon

A creature who lunges off of the bridge and falls to Mammon is currently inhabiting her simulacrum
the floor takes 11(3d6) bludgeoning damage from the fall form, The Buried Queen which allows Mammon certain
and is trapped until the party can help them. If a creature different abilities. The stat block for the Buried Queen is on
remains on the floor of this cavern for one full turn, it page 335.
attracts the attention of the scarab beetles from area 7C.
On initiative count 20, the scarab beetles arrive in this When the Buried Queen is reduced to 0 hit points, read
chamber and begin attacking any creature that sets foot on the following text:
the sandy floor. Once the scarab beetles arrive, any creature
that steps onto the sand for the first time on its turn, or ends With this final blow, the regal form of the Buried
its turn standing on the sand takes 8 (3d4) piercing damage Queen cracks and begins to fracture like pottery. As her
as the beetles bite into it. If a torch or other source of fire lifeless body hits the marble floor, her form scatters into
is dropped or thrown on the sandy floor, the beetles will hundreds of gold pieces that slide and skitter across the
recede from the fire, creating a 10-foot-diameter sphere tile before becoming lost in the massive trove.
of safety, centered on the source of the fire. This sphere of
scarab-free sand moves with the source of fire, centered on As you begin to relax and take a breath, a mound of
the fire. treasure begins to shift and displace. Some ancient evil
has been slumbering here, and it has been awakened.
16. Small Temptations
This small room appears to be empty except for a small Maintain initiative order, allowing the party one “free”
round of combat with which to heal or prepare reactions.
pile of gold coins heaped in one corner of the room. This
At the beginning of The Buried Queen’s next turn, the
room is designed to sow division amongst the party before true form of Mammon lunges forward in a shower of gold
the final conflict. Several tiles in this room are trapped with and precious gems. Once Mammon inhabits her true form,
level 3 glyphs that have been inscribed into their surface, she also gains access to the lair actions listed on page 335.
and may be noticed with a successful DC 17 Perception Combat now continues as usual.
check.
Destruction of the Tomb
If a creature steps on one of these trapped tiles, it must
make a DC 17 Wisdom saving throw or become Charmed. When Mammon is killed, a secret passageway opens
While Charmed in this way, the target becomes overcome at the top of the staircase in Area 13, and daylight begins
with an obsession with gold, and must use its full action pouring in, revealing the fastest way out of the pyramid
structure. Mammon’s innate magic held much of these
and movement speed to move toward the pile of gold coins subterranean tunnels together, and with her death, the entire
tomb begins to rumble and shake as pillars and walls begin
in the corner of the room and begin thrusting handfuls of to tumble inward. It is at this point that the party will be put
gold into its bag. While Charmed in this way, the target
views any creature that attempts to stop it from collecting
gold as hostile. The effect ends for the target after one
minute, if it takes any damage, or if another creature uses

its action to slap or shake it.

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to the ultimate test of Greed. which of the two items to grab.
• Information. Roll on the “Research” table on
Escaping the Tomb
page 131 twice and take the higher of the two rolls.
Maintaining initiative order, the party must decide how You find an old Egyptian codex that contains the
information rolled on the Research table.
long to stay in this room collecting treasure while still A creature must use its action to search for treasure.
When a creature decides that it is finished pressing its luck,
having time to escape with their lives. On initiative count it may use its movement to exit through the staircase into
20 of each round, the tomb crumbles and threatens to bury area 13.
them alive. Roll a d20. On a roll of 1, the tomb collapses
and all creatures inside are at risk of becoming buried alive. 18. Light at the End of the Tunnel
On initiative count 20 of each of the following rounds, the
chances of collapse increases by 2 until the tomb finally The deafening sound of stone collapsing under its
collapses. This means that the tomb will collapse on the own weight echoes past you as you run up the staircase
next round with a roll of 3 or lower, then a roll of 5 or toward the daylight. Seconds that feel like hours pass
lower, and so on. before you reach the top of the crumbling stone staircase.
A final blast of musty air and sand send you hurtling out
When the tomb collapses, on each initiative count 20 into the sun, and you find yourself once again sitting in
thereafter, all creatures still inside the tomb take 7d10
bludgeoning damage, and must succeed on a DC 20 the sand, staring up at the Great Pyramid of Giza.
Strength saving throw or become Restrained by the rubble
The destruction of Mammon’s lair will permanently
collapsing in on them. A Restrained creature may repeat the bury everything inside of it beneath the sand of the desert,
leaving only the upper levels of the pyramid intact. The
saving throw at the start of each of its turns. A creature who party will exit through a concealed passage about 200 feet
to the north of the Great Pyramid.
enters the staircase in area 13 is considered safe from the
Level Up
collapsing tomb.
The party should gain a level at the conclusion of this encounter.
Grabbing Treasure

On each creature’s turn, they have an opportunity to

either run toward the exit or spend their action searching
Mammon’s hoard for treasure. If they choose treasure, they
have the option to search for coins, gems, magic items, or
information. Use the list below to determine what they find.

• Coins. You grab 10d6 x 10 gp.
• Gems. You grab 2d6 gems worth 1d6 x 100 gp each.
• Magic Items. Roll on the “Random Discoveries”

table on page 130 with advantage, you can choose

190


Pleasure Cruise

Background dining experience on the coast of the Great Sea, and it
A few hundred years ago, a Greek inventor named is a well-known attraction in the port city of Tarsus. The
Archimedes invented a ship called the Syracusia. Even Laimargia boasts a full-anonymity policy, and all guests
today, under the rule of the Roman empire, no ship has who board the ship are required to don decorative masks
rivaled the size or grandeur of this original design. Where to protect their identity. The official reason for these masks
most ships were built for transportation, trade, or warfare, is to ensure the guests aboard the Laimargia feel free to
the Syracusia had one function: pleasure. The first of its indulge in any hedonistic urges they may have, without
kind, this massive floating luxury resort included all the fear of judgment. Unofficially, the masks also help Moloch
amenities of a royal palace, including heated pools, open- cover up the sadistic games of cat and mouse that he plays
air gardens, gymnasiums, and well-furnished dining rooms. with his passengers.

Although no ship was ever built to the same scale as The Masked and the Missing
Archimedes’s colossus, the Syracusia became the template Once the Laimargia sets sail, Moloch will (as Captain
that many royal transport ships were modeled after. One Gula) make an appearance and encourage his passengers
such ship sits in the port city of Tarsus where it beckons to eat to their heart’s content, and amuse themselves with
discerning travelers to come and enjoy themselves. various forms of recreation aboard the ship. Once the
This ship’s name is the Laimargia, and it hides a sinister cruise is well underway, the hunt begins. Moloch will
secret. Shortly after it was constructed in the port of patiently stalk his passengers, waiting for one of them
Alexandria, the Laimargia was purchased by a mysterious to wander off alone. Once his prey is cornered, Moloch
nobleman calling himself Captain Gula. Gula is in fact the attacks, devouring his guests one by one. Moloch never
simulacrum form of the archdemon of gluttony, Moloch the eats more than half of his ship’s passengers, and because
Devourer, and it is because of Moloch that many citizens of the Laimargia’s strict policy on anonymity, most of these
Tarsus have gone missing in recent years. disappearances are never even reported, let alone traced
back to the ship.
The Laimargia is the most exclusive all-you-can-eat
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The Laimargia: General Features way, the party has full access to the entire ship and there are
The Upper Deck. The uppermost deck of the Laimargia no dangers immediately apparent. They will likely begin
holds a large, open-air dining area where guests can searching for Captain Gula, but he is nowhere to be found
indulge in a sumptuous banquet of delicacies from every (see “Playing Captain Gula” below). In order to get to the
known culture and country. Tables are strewn about the bottom of what is going on aboard the Laimargia, the party
top deck, allowing passengers a view of the open ocean will need to interview and observe their fellow passengers
while they feast. Next to the dining area is a large garden before time runs out.
with different varieties of fruit-bearing trees reaching 30
feet into the air. In the stern, behind the garden, is a lounge The rest of this encounter is laid out in “chapters” to
area where guests can share a glass of mulled mead and tell indicate the passing of time. If the party does nothing, the
embarrassing or explicit stories, safe in the knowledge that events of each chapter unfold as written. If the party is able
their masks will protect their true identities from getting to thwart Moloch’s plan, then combat with the demon may
out. occur much sooner than it otherwise would have.

The Lido Deck. The chambers in the rear of the lido Playing Captain Gula
deck contain heated pools for bathing and luxuriating. Of The simulacrum of Captain Gula gives Moloch the
course, these pools come with their own poolside buffet ability to move about the ship freely. If all goes according
tables. The center chambers of the lido deck are filled with to plan, Moloch will avoid confronting the party for as long
tables of patrons drinking exotic beers and playing Tali and as possible, instead using the decadent distractions of the
other games of chance. For more information on how to Laimargia to hunt down and devour guests who wander off
play games of chance in the Roman empire, see page 144. alone.
The chamber in the prow of the ship is hazy and thick with
the acrid smell of smoke. This chamber is the Laimargia’s Gaseous Form. Although there are no hidden doors or
exclusive smoking lounge, fully stocked with Indian secret passageways on the ship, Captain Gula can use his
Hashish, cave-dried Roman Cannabis, and Chinese Opium, Gaseous Form ability to easily slip in and out of portholes,
along with an assortment of cushions and ornate smoking and even through gaps in the ship’s floorboards. This
pipes to make the experience more pleasurable. allows him to pass quickly and undetectably throughout the
ship. He can stay in this form for up to one hour, gliding
The Cabin Deck. The cabin deck has 16 guest quarters, from room to room searching for his next victim.
each outfitted with the most comfortable beds available in
the Roman empire. A large, quiet chamber in the prow of Disguise Self. Captain Gula can take the form of other
the boat contains a library and study. If a character spends guests on the ship at will. Often, after devouring a guest,
at least one hour in study in this room, they may roll on the Captain Gula will assume the identity of that guest in order
“Research” table on page 131. to masquerade undetected throughout his ship. If Captain
Gula is cornered by the party before he wishes to confront
The Lower Decks. No guests are allowed below the them, he will use his Mislead or Gaseous Form ability
cabin deck, but if the party sneaks down to investigate, to escape to another part of the ship and immediately use
they will find 28 Goat Demons at their posts rowing the Disguise Self to hide in plain sight.
massive oars of the Laimargia. The goat demons will
defend themselves if attacked, but will otherwise pay little Playing the Other Passengers
attention to the party as they are focused on following Use the ship’s roster below as a quick reference for the
Moloch’s orders to keep rowing. If the party takes time to other guests on board the Laimargia. Since the passengers
investigate the lower deck, they may also find the captain’s are trying to remain anonymous, they are likely to
log for the Laimargia, which is evidence not only of introduce themselves with a false name, and players are
Moloch’s true identity, but of the identities of those he has more likely to remember them by their appearance anyway.
killed over the years. Presenting this evidence to authorities Unless otherwise noted, all passengers use Noble stats.
back in Tarsus will not only solve years of unsolved
missing persons cases, but may also earn the party a reward The other passengers are here looking for a good time,
from local law enforcement. and will ignore any attempt from the party to warn them of
danger or arouse their suspicion. Each passenger is listed
Running the Encounter with a “vice” which gives some indication of where on the
Rather than treating this as a standard dungeon ship they are most likely to be found (and where Moloch is
delve where the party must move from room to room most likely to corner them).
sequentially, it may be more helpful to think of this as a
social deduction murder mystery. Once the cruise is under It may be helpful to make a copy of the ship’s roster in
order to cross off passengers as they are devoured, and to
keep track of which passengers Moloch is impersonating.

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