Thursday, 17 July 2014

Changing risen from the sands part 4




Now we are onto the rest of the pyramid, this would have been posted sooner but I got bogged down with work and a new laptop and a stupid idea that I am still figuring out for something back in one of the old rooms that I have done. Anyway here we go


10 Two reed boats sit in this chamber covered in dust, there are carvings depicting the pharaoh in various boats in the middle of navel battles.

The two boats are worth 1500SP each if they can be taken out the pyramid (they are too large to fit through the doors whole)

11 This room functions as an antechamber for the pharaohs harem, its bare sandstone walls and floor are a stark contrast from everywhere else in this pyramid.

There are four burning skeletons and four skeletons covered in dripping blood. They all snap to attention when someone steps into the room, they do nothing except stand there near the door into the next room.

There are hieroglyphics upon the door saying:
“Entry unto this room by all but the fairer sex will be sorry, for I will rend unto them and they will truly know fear”

Any male who walks through these doors must make a save-vs-magical effect, failure means that the next saving throw against fear is made at -10, then at -8 and so on until back to zero. Passing means that you automatically fail your next fear test, but otherwise nothing else happens.

12 Hanging silks, plush cushions, and patterned rugs decorate this luxurious chamber. This room smells of burning incense and perfumes. There is a table against the wall with various fruits and wines. There are two beautiful women in this room who offer some of the fruit and wine to any visitors who enter.

This is all actually an illusion that was placed upon the room, if anyone interacts with the two ladies they can make a save-vs-magic at -4 to see through the illusion.
The two wives area actually mummies, they each have a key amongst their possessions that will open the door in room 17

If anyone eats or drinks any of the food or wine they must make a save-vs-poison, failure means that they have become infected with mummy rot, passing means that they begin to vomit and suffer a -4 to anything that they continue to do for the next 1D12 turns. Eating the food automatically allows the imbiber to see through the illusion in the room.

If anyone attacks the two wives of the pharaoh the skeletons from the previous room come in and begin to attack the attackers.

There is a secret door along the right hand side of this chamber that can be found with a searching roll at -2

13 Two ornate chariots sit upon raised platforms, there are 4 partially mummified skeletons with bows standing on high platforms on either side of the room. They do nothing except stand guard over this room, unless the chariots are attempted to be taken from the room.
The chariots are worth 2500SP each, they are too large to fit though the doors in the pyramid whole.
There are hieroglyphics along the walls depicting the pharaoh standing above some chariot races and at the head of the chariot charge in war.

14 6 different animals are displayed on raised pedestals along the sides of this room, there are hieroglyphics that are around this room that show the pharaoh hunting the different animals. On the pedestals of each of the animals is writing about them and how they were killed, if this is read out loud that animal comes to life and begins to attack the reader. On the back of the door is engraved in stone is a dispel magic (use the magic user variant) spell, if this is read it is cast as though cast from a scroll and the area of stone goes blank. If any of the animals within this room is “alive” while this spell is read, they fall apart and into a pile of dust, bones, and cloth, because the magic keeping them alive is removed from them. If any of the “piles” of animals is disturbed while in this form they will not reform once the spell is complete, if they do however the animals will stalk through the pyramid looking for the person who read the dispel magic stone and kill them.

15 In each corner of this room is a large stone obelisk. The southeast one has a cool breeze emanating from it, the southwest one seems to be normal stone, the northeast one is covered in moister, and the northwest one radiates heats. In the centre of the room is a 10x10 foot empty pool.
Touching any of these obelisks causes a 5HD elemental to appear from inside the empty pool (SE = air, SW = earth, NE = water, NW = fire) at any one time only one elemental of each element can be around (eg, touch the fire obelisk and a fire elemental appears, touch it again while the fire elemental is still in the room nothing happens, if a fire elemental is not around another one appears)

If someone is standing in the empty pool with a bit of each element, they can make a save-vs-magic, if failed take 5D8 damage, if passed they gain the ability to summon an elemental at will once and only once, when summoned roll on this table (1D4 1 earth, 2 fire, 3 water, 4 air) it appears with 5HD and is around for 1D12+1 turns.

16 a long corridor that has had the ceiling lowered to just above 6 and a half feet, there are many hieroglyphics along the corridor.
There is a small section in the middle of the corridor that has 5 set of stones on wheels that can be moved (a secret door is behind this and can be found with a search roll at -1). The following is the symbols that can be found on each wheel
Baby
Young man
Old man
Anubis
Snake
Pharaoh
Ra

The following combinations represent what happens
Pharaoh, baby, young man, old man, pharaoh – secret door opens
5 of one type – baby = nothing, young man = everyone in the corridor becomes 1D20 years younger, old man = everyone in the corridor becomes 2D20 years older, Anubis = everyone makes a save-vs-death fail means you take you level D6 damage (eg level 5 takes 5D6), snake = a door opens in the roof above the secret door and 1D100 snakes fall into the room, pharaoh = save-vs-fear fail means you begin to run from the pyramid for 1D12 rounds, ra = save-vs-magic fail mean you are healed 2D8 HP and blinded for 2D8 turns.
4 of one type and 1 of another – nothing
3 of one type and 2 of another – roll on trap table 1
3 of one type and 2 random ones – roll on trap table 2

(feel free to make up any more and if you do let me know)

Trap Table 1 – 1D6
1 – giant axe swings the length of the corridor, save-vs-breath weapon or take 2D8+1 damage
2 – scarabs fall from the roof and attack any living creature in the corridor (1D3 swarms fall)
3 – a 30 pit opens in front of the secret door, take 3D6 damage from the fall
4 – lightning shoots down the corridor, save-vs-breath weapon or take 4D8 damage
5 – water begin to fill the corridor and then the pyramid, this goes to about knee depth and causes movement through the pyramid to be halfed
6 – roll on this table again and on table 2, if this is rolled again nothing happens

Trap table 2 – 1D6
1 – spikes shoot from the wall all along the corridor, save-vs-breath weapon or take 1D6+1 damage
2 – giant axe swings the length of the corridor, save-vs-breath weapon or take 2D8+1 damage
3 – rocks begin to fall from the roof, save-vs-breath weapon or take 1D12+2 damage and get knocked out for 1D6 turns
4 – gas enters the room and all magic users and clerics cant cast spells for 1D6 turns
5 – gas enters the room, save-vs-magic or get infected with mummy rot
6 – the walls in the corridor begin to move inwards, in 1D4+1 rounds everyone inside the corridor gets crushed to death (no save, no nothing)

17 This room is completely bare, except for two statues of Anubis standing on either side of the door ahead. The door is locked and the keys can be found on the harem. The Anubis statues will animate and attack anyone who opens the door and doesn’t use both keys. A tinker at -1 will open each of the locks (two checks must be made)

18 A large staircase that leads upto a 15x15 foot platform that has a sarcophagus sitting upon it. The room itself has a two long tables, one against each wall, that are covered in gold and jewels and various sized ushabti. There is also a large statue of a sphinx in the northeast corner of the room.

If the curse was read aloud the sarcophagus will be open with the lid of it on the ground cracked in two, the pharaoh will be standing at the top of the stairs with the sphinx sitting next to him. He commands the PCs to bow down to him and recognize his godhood and power, if they say no he attack (see character write up), if they say yes he demands them to offer him a sacrifice; the first to enter the pyramids life

If the curse wasn’t read aloud the sarcophagus will be closed, and if anyone attempts to open it the sphinx will attack them.




So that’s it for now, I will be doing a list of stats for each of the things found within the pyramid and a list of the treasure that hasn’t been listed.



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